require "boilerplate" require "addrs.init" -- check for errors in the actor linked lists local validate = true -- bizhawk lua has some nasty memory leaks at the moment, -- so instead of creating an object every time, -- using a template to offset from will do for now. local actor_t = Actor(0) local suffix = oot and " oot" or "" local actor_names = require( "actor names"..suffix) local damage_names = require("damage names"..suffix) function sort_by_key(t) local sorted = {} local i = 1 for k, v in pairs(t) do sorted[i] = {k=k, v=v} i = i + 1 end table.sort(sorted, function(a, b) return a.k < b.k end) return sorted end function T(x, y, color, pos, fmt, ...) gui.text(10*x + 2, 16*y + 4, fmt:format(...), nil, color or "white", pos or "bottomright") end function T_BR(x, y, color, ...) T(x, y, color, "bottomright", ...) end function T_BL(x, y, color, ...) T(x, y, color, "bottomleft", ...) end function T_TL(x, y, color, ...) T(x, y, color, "topleft", ...) end function T_TR(x, y, color, ...) T(x, y, color, "topright", ...) end function get_actor_count(i) return R4(addrs.actor_counts[i].addr) end function get_first_actor(i) return deref(R4(addrs.actor_firsts[i].addr)) end function get_next_actor(addr) return deref(R4(addr + actor_t.next.addr)) end function get_prev_actor(addr) return deref(R4(addr + actor_t.prev.addr)) end function count_actors() local counts = {} for i = 0, 11 do counts[i] = get_actor_count(i) end return counts end function iter_actors(counts) local at, ai = 0, 0 local addr local y = 1 local complain = function(s) s = s..(" (%2i:%3i)"):format(at, ai) T_TR(0, y, "yellow", s) y = y + 1 end local iterate iterate = function() if ai == 0 then addr = get_first_actor(at) if validate and addr and get_prev_actor(addr) then complain("item before first") end else local prev = addr addr = get_next_actor(addr) if validate then if addr and prev ~= get_prev_actor(addr) then complain("previous mismatch") end end end if not addr then if validate then if ai < counts[at] then -- known case: romani ranch on first/third night complain("list ended early") elseif ai > counts[at] then complain("list ended late") end end ai = 0 at = at + 1 if at == 12 then return nil end return iterate() else local temp = ai ai = ai + 1 return at, temp, addr end end return iterate 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 focus_at = 2 local focus_ai = 0 -- hack to avoid N64 logo spitting errors local stupid = addrs.actor_counts[0].addr - 0x8 local seen_once = {} local seen_strs = {} local seen_strs_sorted = {} local before = 0 local wait = 0 function wipe() if #seen_strs_sorted > 0 then print() print("# actors wiped #") print() end seen_once = {} seen_strs = {} seen_strs_sorted = {} end local function run(now) local game_counts = nil local seen = {} local cursor, target 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, 0, "red", "stupid") return end game_counts = count_actors() local any = 0 for i = 0, 11 do any = any + game_counts[i] T_BR(0, 13 - i, nil, "#%2i: %2i", i, game_counts[i]) end T_BR(0, 1, nil, "sum:%3i", any) local actors_by_type = {[0]={},{},{},{},{},{},{},{},{},{},{},{}} -- 12 local new_counts = {[0]=0,0,0,0,0,0,0,0,0,0,0,0} -- 12 if any > 0 then any = 0 for at, ai, addr in iter_actors(game_counts) do actors_by_type[at][ai] = addr new_counts[at] = new_counts[at] + 1 any = any + 1 end end if any == 0 then wipe() else while focus_ai < 0 do focus_at = (focus_at - 1) % 12 focus_ai = new_counts[focus_at] - 1 end while focus_ai >= new_counts[focus_at] do focus_at = (focus_at + 1) % 12 focus_ai = 0 end cursor = deref(addrs.z_cursor_actor()) target = deref(addrs.z_target_actor()) end local focus_link = focus_at == 2 and focus_ai == 0 local needs_update = false for at, actors in pairs(actors_by_type) do for ai, addr in pairs(actors) do -- FIXME: sorry for this pseudo-indent local num = R2(addr + actor_t.num.addr) local name = actor_names[num] local focus_this = at == focus_at and ai == focus_ai seen[num] = true if not name then name = "NEW" actor_names[num] = name print(("\t[0x%03X]=\"NEW\","):format(num)) end if not seen_once[num] then seen_once[num] = now needs_update = true local str if name:sub(1,1) == "?" then str = ("%s (%03X)"):format(name, num) else str = ("%s"):format(name) end seen_strs[num] = str print(str) end if (focus_this and not focus_link) or addr == target then T_BL(0, 2, nil, 'type: %3i', at) T_BL(0, 1, nil, 'index: %3i', ai) T_BL(0, 0, nil, 'count: %3i', new_counts[at]) local var = R2(addr + actor_t.var.addr) local hp = R1(addr + actor_t.hp.addr) T_BL(0, 3, nil, '80%06X', addr) T_BL(0, 5, 'cyan', 'No.: %03X', num) T_BL(0, 4, nil, 'Var: %04X', var) T_BL(0, 6, nil, 'HP: %02X', hp) local color = name:sub(1,1) == "?" and "red" or "orange" T_BL(0, 7, color, name) local dmg = deref(R4(addr + actor_t.damage_table.addr)) if dmg then for i = 0, 31 do local name = damage_names[i] local str = ('%9s: %02X'):format(name, R1(dmg + i)) if i >= 16 then T_TR(0, i - 16, nil, str) else T_TL(0, i, nil, str) end end end if pressed.up then console.clear() s = ("%04X\t%02X\t%02X"):format(num, at, hp) if dmg 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 end if needs_update then seen_strs_sorted = sort_by_key(seen_strs) end if focus_link and not target then for i, t in ipairs(seen_strs_sorted) do local color = 'white' if seen_once[t.k] and now - 60 <= seen_once[t.k] then color = 'lime' end if not seen[t.k] then color = 'orange' end T_TL(0, i - 1, color, t.v) end end T_BR(0, 0, nil, "unique:%3i", #seen_strs_sorted) if any > 0 then local z = target or cursor if z then local num = R2(z) T_TR(0, 0, nil, seen_strs[num]) end end end local function runwrap(now) if now < before then wait = 2 end before = now if wait > 0 then -- prevent script from lagging reversing wait = wait - 1 if wait == 0 then wipe() end else run(now) end end event.onloadstate(wipe, 'actor wipe') while true do local now = emu.framecount() runwrap(now) emu.frameadvance() end