mirror of
https://github.com/notwa/mm
synced 2024-06-30 22:07:11 -07:00
335 lines
8.5 KiB
Lua
Executable File
335 lines
8.5 KiB
Lua
Executable File
require "boilerplate"
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require "addrs.init"
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-- check for errors in the actor linked lists
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local validate = true
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-- bizhawk lua has some nasty memory leaks at the moment,
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-- so instead of creating an object every time,
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-- using a template to offset from will do for now.
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local actor_t = Actor(0)
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local suffix = oot and " oot" or ""
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local actor_names = require( "actor names"..suffix)
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local damage_names = require("damage names"..suffix)
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function sort_by_key(t)
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local sorted = {}
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local i = 1
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for k, v in pairs(t) do
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sorted[i] = {k=k, v=v}
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i = i + 1
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end
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table.sort(sorted, function(a, b) return a.k < b.k end)
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return sorted
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end
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function T(x, y, color, pos, fmt, ...)
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gui.text(10*x + 2, 16*y + 4, fmt:format(...), nil, color or "white", pos or "bottomright")
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end
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function T_BR(x, y, color, ...) T(x, y, color, "bottomright", ...) end
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function T_BL(x, y, color, ...) T(x, y, color, "bottomleft", ...) end
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function T_TL(x, y, color, ...) T(x, y, color, "topleft", ...) end
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function T_TR(x, y, color, ...) T(x, y, color, "topright", ...) end
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function get_actor_count(i)
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return R4(addrs.actor_counts[i].addr)
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end
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function get_first_actor(i)
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return deref(R4(addrs.actor_firsts[i].addr))
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end
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function get_next_actor(addr)
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return deref(R4(addr + actor_t.next.addr))
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end
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function get_prev_actor(addr)
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return deref(R4(addr + actor_t.prev.addr))
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end
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function count_actors()
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local counts = {}
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for i = 0, 11 do
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counts[i] = get_actor_count(i)
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end
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return counts
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end
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function iter_actors(counts)
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local at, ai = 0, 0
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local addr
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local y = 1
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local complain = function(s)
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s = s..(" (%2i:%3i)"):format(at, ai)
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T_TR(0, y, "yellow", s)
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y = y + 1
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end
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local iterate
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iterate = function()
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if ai == 0 then
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addr = get_first_actor(at)
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if validate and addr and get_prev_actor(addr) then
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complain("item before first")
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end
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else
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local prev = addr
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addr = get_next_actor(addr)
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if validate then
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if addr and prev ~= get_prev_actor(addr) then
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complain("previous mismatch")
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end
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end
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end
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if not addr then
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if validate then
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if ai < counts[at] then
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-- known case: romani ranch on first/third night
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complain("list ended early")
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elseif ai > counts[at] then
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complain("list ended late")
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end
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end
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ai = 0
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at = at + 1
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if at == 12 then return nil end
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return iterate()
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else
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local temp = ai
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ai = ai + 1
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return at, temp, addr
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end
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end
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return iterate
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end
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local ctrl
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local pressed = {}
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local old_ctrl = {}
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function update_input()
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local j = joypad.getimmediate()
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ctrl = {
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enter = j["P1 L"],
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up = j["P1 DPad U"],
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down = j["P1 DPad D"],
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left = j["P1 DPad L"],
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right = j["P1 DPad R"],
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}
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for k, v in pairs(ctrl) do
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pressed[k] = ctrl[k] and not old_ctrl[k]
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end
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old_ctrl = ctrl
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end
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local focus_at = 2
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local focus_ai = 0
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-- hack to avoid N64 logo spitting errors
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local stupid = addrs.actor_counts[0].addr - 0x8
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local seen_once = {}
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local seen_strs = {}
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local seen_strs_sorted = {}
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local before = 0
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local wait = 0
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function wipe()
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if #seen_strs_sorted > 0 then
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print()
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print("# actors wiped #")
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print()
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end
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seen_once = {}
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seen_strs = {}
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seen_strs_sorted = {}
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end
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local function run(now)
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local game_counts = nil
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local seen = {}
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local cursor, target
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update_input()
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if pressed.left then focus_ai = focus_ai - 1 end
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if pressed.right then focus_ai = focus_ai + 1 end
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if pressed.down then
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-- follow Link again
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focus_at = 2
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focus_ai = 0
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end
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if R4(stupid) ~= 0 then
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T_BR(0, 0, "red", "stupid")
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return
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end
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game_counts = count_actors()
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local any = 0
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for i = 0, 11 do
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any = any + game_counts[i]
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T_BR(0, 13 - i, nil, "#%2i: %2i", i, game_counts[i])
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end
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T_BR(0, 1, nil, "sum:%3i", any)
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local actors_by_type = {[0]={},{},{},{},{},{},{},{},{},{},{},{}} -- 12
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local new_counts = {[0]=0,0,0,0,0,0,0,0,0,0,0,0} -- 12
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if any > 0 then
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any = 0
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for at, ai, addr in iter_actors(game_counts) do
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actors_by_type[at][ai] = addr
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new_counts[at] = new_counts[at] + 1
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any = any + 1
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end
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end
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if any == 0 then
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wipe()
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else
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while focus_ai < 0 do
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focus_at = (focus_at - 1) % 12
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focus_ai = new_counts[focus_at] - 1
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end
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while focus_ai >= new_counts[focus_at] do
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focus_at = (focus_at + 1) % 12
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focus_ai = 0
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end
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cursor = deref(addrs.z_cursor_actor())
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target = deref(addrs.z_target_actor())
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end
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local focus_link = focus_at == 2 and focus_ai == 0
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local needs_update = false
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for at, actors in pairs(actors_by_type) do
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for ai, addr in pairs(actors) do -- FIXME: sorry for this pseudo-indent
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local num = R2(addr + actor_t.num.addr)
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local name = actor_names[num]
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local focus_this = at == focus_at and ai == focus_ai
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seen[num] = true
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if not name then
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name = "NEW"
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actor_names[num] = name
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print(("\t[0x%03X]=\"NEW\","):format(num))
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end
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if not seen_once[num] then
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seen_once[num] = now
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needs_update = true
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local str
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if name:sub(1,1) == "?" then
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str = ("%s (%03X)"):format(name, num)
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else
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str = ("%s"):format(name)
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end
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seen_strs[num] = str
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print(str)
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end
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if (focus_this and not focus_link) or addr == target then
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T_BL(0, 2, nil, 'type: %3i', at)
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T_BL(0, 1, nil, 'index: %3i', ai)
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T_BL(0, 0, nil, 'count: %3i', new_counts[at])
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local var = R2(addr + actor_t.var.addr)
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local hp = R1(addr + actor_t.hp.addr)
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T_BL(0, 3, nil, '80%06X', addr)
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T_BL(0, 5, 'cyan', 'No.: %03X', num)
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T_BL(0, 4, nil, 'Var: %04X', var)
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T_BL(0, 6, nil, 'HP: %02X', hp)
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local color = name:sub(1,1) == "?" and "red" or "orange"
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T_BL(0, 7, color, name)
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local dmg = deref(R4(addr + actor_t.damage_table.addr))
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if dmg then
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for i = 0, 31 do
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local name = damage_names[i]
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local str = ('%9s: %02X'):format(name, R1(dmg + i))
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if i >= 16 then
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T_TR(0, i - 16, nil, str)
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else
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T_TL(0, i, nil, str)
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end
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end
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end
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if pressed.up then
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console.clear()
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s = ("%04X\t%02X\t%02X"):format(num, at, hp)
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if dmg then
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for i = 0, 31 do
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s = s..("\t%02X"):format(R1(dmg + i))
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end
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end
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print(s)
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end
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end
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if focus_this then
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W1(addrs.camera_target.addr, 0x80)
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W3(addrs.camera_target.addr + 1, addr)
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end
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end
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end
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if needs_update then
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seen_strs_sorted = sort_by_key(seen_strs)
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end
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if focus_link and not target then
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for i, t in ipairs(seen_strs_sorted) do
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local color = 'white'
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if seen_once[t.k] and now - 60 <= seen_once[t.k] then
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color = 'lime'
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end
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if not seen[t.k] then
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color = 'orange'
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end
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T_TL(0, i - 1, color, t.v)
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end
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end
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T_BR(0, 0, nil, "unique:%3i", #seen_strs_sorted)
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if any > 0 then
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local z = target or cursor
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if z then
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local num = R2(z)
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T_TR(0, 0, nil, seen_strs[num])
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end
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end
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end
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local function runwrap(now)
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if now < before then wait = 2 end
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before = now
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if wait > 0 then
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-- prevent script from lagging reversing
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wait = wait - 1
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if wait == 0 then wipe() end
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else
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run(now)
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end
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end
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event.onloadstate(wipe, 'actor wipe')
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while true do
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local now = emu.framecount()
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runwrap(now)
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emu.frameadvance()
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end
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