require "boilerplate" local addrs = require "addrs" local actor_names = require "actor names" -- 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) 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(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 local seen = {} local seen_strs = {} local seen_strs_sorted = {} local last_any = 0 while true do local any = 0 for i = 0, 11 do local count = get_actor_count(i) T(0, 13 - i, ("#%2i: %2i"):format(i, count), nil, "bottomright") any = any + count end T(0, 1, ("sum:%3i"):format(any), nil, "bottomright") if any == 0 then seen = {} seen_strs = {} seen_strs_sorted = {} if last_any ~= any then print() print("# actors wiped #") print() end end local seen_new = false local actor_type = 2 local actor_index = 0 local once = false local i = 0 while any > 0 and last_any ~= any do if once and actor_type == 2 and actor_index == 0 then break end actor_index = actor_index + 1 local actor_count = get_actor_count(actor_type) 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) 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 --T(0, 0, ("%02i:%02i"):format(actor_type, actor_index)) --print(("%02i:%02i"):format(actor_type, actor_index)) if addr ~= 0 then --local num = R2(addr + actor_t.num.addr) local num = R2(addr) local name = actor_names[num] if num > 0x300 then print(("BAD %06X %04X (%2i:%2i)"):format(addr, num, actor_type, actor_index)) actor_names[num] = "BAD" elseif not seen[num] then seen[num] = true seen_new = 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 name == nil and num < 0x300 then actor_names[num] = "NEW" print(("\t[0x%03X]=\"NEW\","):format(num)) local dmg = bit.band(addr + actor_t.damage_table.addr, 0x7FFFFFFF) 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, actor_type, hp) for i = 0, 31 do s = s..("\t%02X"):format(R1(dmg + i)) end print(s) end end end i = i + 1 once = true end last_any = any function sort_by_key(t) local sorted = {} local i = 1 for k, v in pairs(seen_strs) 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 if seen_new then seen_strs_sorted = sort_by_key(seen_strs) end for i, t in ipairs(seen_strs_sorted) do T(0, i - 1, t.v, nil, "topleft") end T(0, 0, ("unique:%3i"):format(#seen_strs_sorted), nil, "bottomright") local cursor = bit.band(addrs.z_cursor_actor(), 0x7FFFFFFF) local target = bit.band(addrs.z_target_actor(), 0x7FFFFFFF) local z = target or cursor if z then local num = R2(z) T(0, 0, seen_strs[num], nil, "topright") end emu.yield() end