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merge actor change into actor lister

This commit is contained in:
Connor Olding 2015-03-18 10:27:45 -07:00
parent 9bfad76e3d
commit e4a32dd945
5 changed files with 195 additions and 236 deletions

View file

@ -47,8 +47,8 @@ function Actor(addr)
z_vel = AA(0x64, 'f'),
--lin_vel_old = AA(0x70, 'f'),
--ground_y = AA(0x88, 'f'),
damage_table = AA(0xA0, 4), -- FIXME
--hp = AA(0xB7, 1), -- FIXME
damage_table = AA(0x98, 4),
hp = AA(0xAF, 1),
--angle = AA(0xBA, 2),
--foot_left_x = AA(0xD4, 'f'),
--foot_left_y = AA(0xD8, 'f'),
@ -118,30 +118,30 @@ local common = {
c_right_slot = AL(0x6E, 1),
b_button_slot = AL(0x6F, 1), -- unused?
ocarina = AL(0x74, 1),
bow = AL(0x75, 1), -- FIXME
fire_arrows = AL(0x76, 1),
ice_arrows = AL(0x77, 1),
light_arrows = AL(0x78, 1),
event_1 = AL(0x79, 1),
bombs = AL(0x7A, 1),
bombchu = AL(0x7B, 1),
deku_stick = AL(0x7C, 1),
deku_nut = AL(0x7D, 1),
magic_beans = AL(0x7E, 1),
event_2 = AL(0x7F, 1),
powder_keg = AL(0x80, 1),
pictograph = AL(0x81, 1),
lens_of_truth = AL(0x82, 1),
hookshot = AL(0x83, 1),
fairy_sword = AL(0x84, 1),
event_3 = AL(0x85, 1),
deku_stick = AL(0x74, 1),
deku_nut = AL(0x75, 1),
bombs = AL(0x76, 1),
bow = AL(0x77, 1),
fire_arrows = AL(0x78, 1),
dins_fire = AL(0x79, 1),
slingshot = AL(0x7A, 1),
ocarina = AL(0x7B, 1),
bombchu = AL(0x7C, 1),
hookshot = AL(0x7D, 1),
ice_arrows = AL(0x7E, 1),
farores_wind = AL(0x7F, 1),
boomerang = AL(0x80, 1),
lens_of_truth = AL(0x81, 1),
magic_beans = AL(0x82, 1),
hammer = AL(0x83, 1),
light_arrows = AL(0x84, 1),
nayrus_love = AL(0x85, 1),
bottle_1 = AL(0x85, 1),
bottle_2 = AL(0x86, 1),
bottle_3 = AL(0x87, 1),
bottle_4 = AL(0x88, 1),
bottle_5 = AL(0x89, 1),
bottle_6 = AL(0x8A, 1),
trade_1 = AL(0x89, 1),
trade_2 = AL(0x8A, 1),
},
quantities = {
arrows = AL(0xA1, 1), -- FIXME

View file

@ -1,180 +0,0 @@
require "boilerplate"
local addrs = require "addrs"
local actor_names = require "actor names"
local actor_t = Actor(0) -- lolololol memory leaks
local actor_type = 2
local actor_index = 0
local pressed = {}
local old_ctrl = {}
function get_actor_count(i)
return R4(addrs.actor_count_0.addr + i*0xC)
end
function get_first_actor(i)
return bit.band(R4(addrs.actor_first_0.addr + i*0xC), 0x7FFFFFFF)
end
function get_next_actor(addr)
--return bit.band(Actor(addr).next(), 0x7FFFFFFF)
return bit.band(R4(addr + actor_t.next.addr), 0x7FFFFFFF)
end
function T(x, y, s, color, pos)
color = color or "white"
pos = pos or "bottomright"
gui.text(10*x + 2, 16*y + 4, s, nil, color, pos)
end
damage_names = {
[0]="Nut",
"Stick",
"Epona",
"Bomb",
"(Z)Fins",
"Bow",
"Mirror?",
"Hook",
"(G)Punch",
"Sword",
"(G)Pound",
"Fire",
"Ice",
"Light",
"(G)Spikes",
"(D)Spin",
"(D)Shoot",
"(D)Dive",
"(D)Bomb",
"(Z)Barrier",
"?",
"?",
"Bush",
"(Z)Karate",
"M. Spin",
"(F)Beam",
"Roll",
"?",
"?",
"?",
"?",
"Keg",
}
while true do
local j = joypad.getimmediate()
local ctrl = {
enter = j["P1 L"],
up = j["P1 DPad U"],
down = j["P1 DPad D"],
left = j["P1 DPad L"],
right = j["P1 DPad R"],
}
for k, v in pairs(ctrl) do
pressed[k] = ctrl[k] and not old_ctrl[k]
end
if pressed.left or ctrl.enter then
actor_index = actor_index - 1
end
if pressed.right then
actor_index = actor_index + 1
end
if pressed.down then
-- follow Link again
actor_type = 2
actor_index = 0
end
local any = 0
for i = 0, 11 do
local count = get_actor_count(i)
T(0, 12 - i, ("#%2i: %2i"):format(i, count), "white", "bottomleft")
any = any + count
end
T(0, 0, ("sum:%3i"):format(any), "white", "bottomleft")
local actor_count = get_actor_count(actor_type)
if any > 0 then
while actor_index < 0 do
actor_type = (actor_type - 1) % 12
actor_count = get_actor_count(actor_type)
actor_index = actor_count - 1
end
while actor_index >= actor_count do
actor_type = (actor_type + 1) % 12
actor_count = get_actor_count(actor_type)
actor_index = 0
end
local addr = get_first_actor(actor_type)
T(0, 2, ('type: %02X'):format(actor_type))
T(0, 1, ('index: %02X'):format(actor_index))
T(0, 0, ('count: %02X'):format(actor_count))
if actor_index > 0 then
for i = 0, actor_index - 1 do
addr = get_next_actor(addr)
if addr == 0 then
T(0, 3, "no actor found", "yellow")
break
end
end
end
if addr ~= 0 then
--local actor = Actor(addr)
local num = R2(addr + actor_t.num.addr)
local var = R2(addr + actor_t.var.addr)
local hp = R1(addr + actor_t.hp.addr)
T(0, 3, ('80%06X'):format(addr))
T(0, 5, ('No.: %03X'):format(num), 'cyan')
T(0, 4, ('Var: %04X'):format(var))
T(0, 6, ('HP: %02X'):format(hp))
local name = actor_names[num]
if name then
local color = name == "TODO" and "red" or "orange"
T(0, 8, name, color)
else
actor_names[num] = "TODO"
print(('\t[0x%03X]="???",'):format(num))
end
--T(0, 3, ('Type: %02X'):format(R1(addr+2)))
local dmg_t = R4(addr + actor_t.damage_table.addr)
local dmg = bit.band(dmg_t, 0x7FFFFFFF)
if dmg == 0 then
T(0, 7, "no damage table")
else
for i = 0, 31 do
--T(0, 11 - i/4, ('dmg %02i: %08X'):format(i, R4(dmg + i)))
local name = damage_names[i]
local str = ('%9s: %02X'):format(name, R1(dmg + i))
local pos = 'topleft'
if i >= 16 then i = i - 16; pos = 'topright' end
T(0, i, str, 'white', pos)
end
if pressed.up then
console.clear()
s = ('%04X\t%02X\t%02X'):format(num, actor_type, hp)
for i = 0, 31 do
s = s..('\t%02X'):format(R1(dmg + i))
end
print(s)
end
end
--T(0, 12, ("%08X"):format(addrs.camera_target()), 'white', 'bottomleft')
-- avoid floating point error by our write small
W1(addrs.camera_target.addr, 0x80)
W3(addrs.camera_target.addr + 1, addr)
end
end
old_ctrl = ctrl
emu.frameadvance()
end

View file

@ -1,5 +1,5 @@
require "boilerplate"
local addrs = require "addrs"
require "addrs"
-- bizhawk lua has some nasty memory leaks at the moment,
-- so instead of creating an object every time,
@ -9,11 +9,13 @@ local actor_t = Actor(0)
local oot = version:sub(1, 2) == "O "
local al_next = addrs.actor_count_1.addr - addrs.actor_count_0.addr
local actor_names
local actor_names, damage_names
if oot then
actor_names = require "actor names oot"
damage_names = require "damage names oot"
else
actor_names = require "actor names"
damage_names = require "damage names"
end
function T(x, y, s, color, pos)
@ -56,6 +58,7 @@ function iter_actors(counts)
local once = false
local addr
return function()
if not counts then return nil end
if once then ai = ai + 1 end
once = true
@ -79,11 +82,35 @@ function iter_actors(counts)
end
end
local ctrl
local pressed = {}
local old_ctrl = {}
function update_input()
local j = joypad.getimmediate()
ctrl = {
enter = j["P1 L"],
up = j["P1 DPad U"],
down = j["P1 DPad D"],
left = j["P1 DPad L"],
right = j["P1 DPad R"],
}
for k, v in pairs(ctrl) do
pressed[k] = ctrl[k] and not old_ctrl[k]
end
old_ctrl = ctrl
end
local seen = {}
local seen_strs = {}
local seen_strs_sorted = {}
local last_any = 0
local focus_at = 2
local focus_ai = 0
-- hack to avoid N64 logo spitting errors
local stupid = addrs.actor_count_0.addr - 0x8
@ -92,6 +119,20 @@ while true do
local game_count = 0
local counts = nil
update_input()
if pressed.left then
focus_ai = focus_ai - 1
end
if pressed.right then
focus_ai = focus_ai + 1
end
if pressed.down then
-- follow Link again
focus_at = 2
focus_ai = 0
end
if R4(stupid) ~= 0 then
T_BR(0, 14, "stupid", "red")
any = 0
@ -120,43 +161,31 @@ while true do
print("# actors wiped #")
print()
end
else
while focus_ai < 0 do
focus_at = (focus_at - 1) % 12
focus_ai = counts[focus_at] - 1
end
while focus_ai >= counts[focus_at] do
focus_at = (focus_at + 1) % 12
focus_ai = 0
end
end
local focus_link = focus_at == 2 and focus_ai == 0
local needs_update = false
local at = 2
local ai = 0
local j = 0
for at, ai, addr in iter_actors(counts) do
--T(0, 0, ("%02i:%02i"):format(at, ai))
--print(("%02i:%02i"):format(at, ai))
--local num = R2(addr + actor_t.num.addr)
local num = R2(addr)
local num = R2(addr + actor_t.num.addr)
local name = actor_names[num]
if name == nil and num < 0x300 then
if not name then
name = "NEW"
actor_names[num] = name
print(("\t[0x%03X]=\"NEW\","):format(num))
if actor_t.damage_table and actor_t.hp then
local dmg = pmask(addr + actor_t.damage_table.addr)
if dmg == 0 then
print("(no damage table)")
else
local hp = R1(addr + actor_t.hp.addr)
s = ("%04X\t%02X\t%02X"):format(num, at, hp)
for i = 0, 31 do
s = s..("\t%02X"):format(R1(dmg + i))
end
print(s)
end
end
end
if num > 0x300 then
print(("BAD %06X %04X (%2i:%2i)"):format(addr, num, at, ai))
actor_names[num] = "BAD"
elseif not seen[num] then
if not seen[num] then
seen[num] = true
needs_update = true
local str
@ -169,10 +198,49 @@ while true do
print(str)
end
j = j + 1
if j > 255 then
print("something went terribly wrong")
do return end
local focus_this = at == focus_at and ai == focus_ai
if focus_this and not focus_link then
T_BL(0, 2, ('type: %02X'):format(at))
T_BL(0, 1, ('index: %02X'):format(ai))
T_BL(0, 0, ('count: %02X'):format(counts[at]))
local var = R2(addr + actor_t.var.addr)
local hp = R1(addr + actor_t.hp.addr)
T_BL(0, 3, ('80%06X'):format(addr))
T_BL(0, 5, ('No.: %03X'):format(num), 'cyan')
T_BL(0, 4, ('Var: %04X'):format(var))
T_BL(0, 6, ('HP: %02X'):format(hp))
local color = name:sub(1,1) == "?" and "red" or "orange"
T_BL(0, 7, name, color)
local dmg = pmask(R4(addr + actor_t.damage_table.addr))
if dmg > 0 then
for i = 0, 31 do
local name = damage_names[i]
local str = ('%9s: %02X'):format(name, R1(dmg + i))
local pos = 'topleft'
if i >= 16 then i = i - 16; pos = 'topright' end
T(0, i, str, nil, pos)
end
end
if pressed.up then
console.clear()
s = ("%04X\t%02X\t%02X"):format(num, at, hp)
if dmg > 0 then
for i = 0, 31 do
s = s..("\t%02X"):format(R1(dmg + i))
end
end
print(s)
end
end
if focus_this then
W1(addrs.camera_target.addr, 0x80)
W3(addrs.camera_target.addr + 1, addr)
end
end
@ -192,8 +260,11 @@ while true do
if needs_update then
seen_strs_sorted = sort_by_key(seen_strs)
end
for i, t in ipairs(seen_strs_sorted) do
T_TL(0, i - 1, t.v)
if focus_link then
for i, t in ipairs(seen_strs_sorted) do
T_TL(0, i - 1, t.v)
end
end
T_BR(0, 0, ("unique:%3i"):format(#seen_strs_sorted))

34
Lua/damage names oot.lua Normal file
View file

@ -0,0 +1,34 @@
return {
[0]="Nut",
"Stick/Pot",
"Slingshot",
"Explosion",
"Boomerang",
"Arrow",
"Hammer",
"Hookshot",
"(K)Slash",
"(K)Jump/(M)Slash", -- Spin/Jump
"(B)Slash",
"(A)Fire",
"(A)Ice",
"(A)Light",
"(A)4",
"(A)5",
"(A)6",
"Din's Fire",
"Ice Magic",
"Light Magic",
"?",
"?",
"(K)Spin", -- Blue Spin
"(G)Spin",
"(M)Spin",
"(BG)Jump", -- Spin/Jump?
"(G)Jump", -- Spin/Jump
"(M)Jump",
"?",
"?",
"(H)Jump",
"?",
}

34
Lua/damage names.lua Normal file
View file

@ -0,0 +1,34 @@
return {
[0]="Nut",
"Stick",
"Epona",
"Bomb",
"(Z)Fins",
"Bow",
"Mirror?",
"Hook",
"(G)Punch",
"Sword",
"(G)Pound",
"Fire",
"Ice",
"Light",
"(G)Spikes",
"(D)Spin",
"(D)Shoot",
"(D)Dive",
"(D)Bomb",
"(Z)Barrier",
"?",
"?",
"Bush",
"(Z)Karate",
"M. Spin", -- ???
"(F)Beam",
"Roll",
"?",
"?",
"?",
"?",
"Keg",
}