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vastly improve race file generation

This commit is contained in:
Connor Olding 2018-02-06 12:15:16 +01:00
parent 35b177081b
commit f32a151d5a
3 changed files with 85 additions and 16 deletions

View File

@ -30,6 +30,11 @@ return {
AL(0x1383, 1),
},
epona_scene = AL(0x1384, 2), -- this is where you left epona
epona_x = AL(0x1386, 2), -- NOT where she currently is
epona_y = AL(0x1388, 2),
epona_z = AL(0x138A, 2),
epona_angle = AL(0x138C, 2),
checksum = AL(0x138E, 2),
disable_pause = nil,
hookshot_ba = nil,

View File

@ -147,7 +147,7 @@ return {
fairies_gbt = AL(0xD6, 1),
fairies_stt = AL(0xD7, 1),
strange_string = AL(0xDE, 6),
scene_flags_save = AL(0x470, 0x960),
scene_flags_save = AL(0xF8, 0xD20), -- 0x1C per scene instead of 0x14!
--clock_town_map = AL(0xEB2, 1),
slulltula_count_wf = AL(0xEC0, 2),
slulltula_count_gb = AL(0xEC2, 2),

View File

@ -5,30 +5,58 @@ local inv = a.inventory
local masks = a.masks
local quantities = a.quantities
if not mm then return end
local early = version == "M JP10" or version == "M JP11"
local zelda3 = "ZELDA3"
-- TODO: support (E) text format too
local link_str = {0x15, 0x12, 0x17, 0x14, 0x3E, 0x3E, 0x3E, 0x3E}
local lastsaveslot = 1
local iv
if version == "M JP10" or version == "M JP11" then
if early then
link_str = {0xB6, 0xB3, 0xB8, 0xB5, 0xDF, 0xDF, 0xDF, 0xDF}
lastsaveslot = 2
iv = require "data.item values early"
elseif oot then
iv = require "data.item values oot"
else
iv = require "data.item values"
end
require "flag manager"
-- TODO: re-enable this once i stop it from breaking on (J).
--for i=a.link.addr, a.link.addr + a.link.type - 1, 4 do W4(i, 0) end
for i = a.link.addr, a.link.addr + a.link.type - 1, 4 do W4(i, 0) end
if a.current_save() == 0xFF then a.current_save(lastsaveslot) end
for i = 1, 6 do W1(a.ZELDA3.addr + i - 1, zelda3:sub(i, i):byte()) end
AL(0x50, 4)(0x6CFFFFFF) -- goron C/B buttons
AL(0x54, 4)(0x6CFFFFFF) -- zora C/B buttons
AL(0x58, 4)(0x09FFFFFF) -- deku C/B buttons
AL(0x60, 4)(0xFFFFFFFF) -- unknown
AL(0x64, 4)(0xFFFFFFFF) -- unknown
AL(0x68, 4)(0xFFFFFFFF) -- unknown
-- TODO: support (E) text format too
if early then
for i = 0, 7 do W1(a.name.addr + i, 0xDF) end
W1(a.name.addr, 0)
else
for i = 0, 7 do W1(a.name.addr + i, 0x3E) end
W1(a.name.addr, 0)
end
-- new stuff
if a.current_save() == 0xFF then a.current_save(2) end
a.warp_begin(1)
a.warp_destination(0xD800)
a.cutscene_status_2(3)
a.target_style(1)
a.sot_count(1)
--a.fade_timer(0x3C) -- doesn't help...
-- TODO: force dialog after scene is loaded with SoT stored? could be nice
for i = 1, 8 do W1(a.link.addr + 0xDE + i - 1, link_str[i]) end
for i = 1, 8 do W1(a.link.addr + 0xE6 + i - 1, link_str[i]) end
for i = 1, 8 do W1(a.link.addr + 0xEE + i - 1, link_str[i]) end
AL(0xD2, 1)(0xFF) -- unused key counter
a.exit_value(0xD800)
--a.mask_worn(0)
a.intro_completed(1)
@ -41,7 +69,7 @@ a.time(0x3FFF)
a.transformation(4)
a.have_tatl(1)
--a.owl_save(0)
--a.sot_count(2)
a.sot_count(1)
a.max_hearts(0x30)
a.hearts(0x30)
a.magic_level(1)
@ -50,13 +78,16 @@ a.magic_max(0x30)
--a.rupees(0)
a.has_normal_magic(1)
--a.has_double_magic(0)
AL(0x44, 2)(0xFF00) -- unknown
--a.owls_hit(0)
AL(0x48, 2)(0xFF00) -- unknown
AL(0x4A, 2)(0x0008) -- unknown
for k, f in pairs(inv) do f(-1) end
for k, f in pairs(masks) do f(-1) end
inv.b_button_item(iv.kokiri_sword)
inv.b_button_goron(iv.kokiri_sword)
inv.b_button_zora(iv.kokiri_sword)
inv.b_button_deku(iv.deku_nuts)
inv.b_button_deku(iv.deku_nut)
inv.c_left_item(iv.ocarina)
inv.c_down_item(-1)
inv.c_right_item(-1)
@ -70,10 +101,7 @@ masks.deku(iv.deku)
--for k, f in pairs(quantities) do f(0) end
a.upgrades(0x00120000) -- deku nut 20 and deku stick 10
a.quest_items(0x10003000)
AL(0x3D7, 1)(5) -- unknown
scene_flag_set(9, 0, 10)
scene_flag_set(94, 2, 0)
scene_flag_set(111, 4, 10)
a.banked_rupees(101)
AL(0xE6C, 4)(0x1D4C) -- unknown
AL(0xE70, 4)(0x1D4C) -- unknown
AL(0xE74, 4)(0x1DB0) -- unknown
@ -112,4 +140,40 @@ a.epona_scene(53)
a.epona_x(-1420)
a.epona_y(257)
a.epona_z(-1285)
a.epona_angle(10922)
a.epona_angle(10922) -- should actually be 35500? maybe?
local scene_count = 0x78
-- wipe all scene flags.
for scene_id = 0, scene_count - 1 do
local temp = a.scene_flags_ingame.addr + 0x14 * scene_id
W4(temp + 0, 0)
W4(temp + 1, 0)
W4(temp + 2, 0)
W4(temp + 3, 0)
W4(temp + 4, 0)
end
-- 0x1EFA44 should be 0x00000005
scene_flag_set(26, 1, 0)
scene_flag_set(26, 1, 2)
-- 0x1EFB94 should be 0x00000400
scene_flag_set(38, 1, 10)
-- 0x1F0240 should be 0x00000001
scene_flag_set(99, 1, 0)
-- 0x1F039C should be 0x00000400
scene_flag_set(111, 4, 10)
local src = a.scene_flags_ingame.addr
local dst = a.scene_flags_save.addr
for scene_id = 0, scene_count - 1 do
local src_temp = src + scene_id * 0x14
local dst_temp = dst + scene_id * 0x1C
W4(dst_temp + 0, R4(src_temp + 0))
W4(dst_temp + 4, R4(src_temp + 4))
W4(dst_temp + 8, R4(src_temp + 8))
W4(dst_temp + 12, R4(src_temp + 12))
W4(dst_temp + 16, R4(src_temp + 16))
W4(dst_temp + 20, 0)
W4(dst_temp + 24, 0)
end