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mm/Lua/actor lister.lua

213 lines
5.3 KiB
Lua
Executable File

require "boilerplate"
local addrs = require "addrs"
-- 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 oot = version:sub(1, 2) == "O "
local al_next = addrs.actor_count_1.addr - addrs.actor_count_0.addr
local actor_names
if oot then
actor_names = require "actor names oot"
else
actor_names = require "actor names"
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
function T_BR(x, y, s, color) T(x, y, s, color, "bottomright") end
function T_BL(x, y, s, color) T(x, y, s, color, "bottomleft") end
function T_TL(x, y, s, color) T(x, y, s, color, "topleft") end
function T_TR(x, y, s, color) T(x, y, s, color, "topright") end
function pmask(p)
return bit.band(p, 0x7FFFFFFF)
end
function get_actor_count(i)
return R4(addrs.actor_count_0.addr + i*al_next)
end
function get_first_actor(i)
return pmask(R4(addrs.actor_first_0.addr + i*al_next))
end
function get_next_actor(addr)
return pmask(R4(addr + actor_t.next.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 once = false
local addr
return function()
if once then ai = ai + 1 end
once = true
while ai >= counts[at] do
ai = 0
at = at + 1
if at >= 12 then return nil end
end
if ai == 0 then
addr = get_first_actor(at)
else
addr = get_next_actor(addr)
if addr == 0 then
T_TR(0, 0, "no actor found", "yellow")
return nil
end
end
return at, ai, addr
end
end
local seen = {}
local seen_strs = {}
local seen_strs_sorted = {}
local last_any = 0
-- hack to avoid N64 logo spitting errors
local stupid = addrs.actor_count_0.addr - 0x8
while true do
local any = 0
local game_count = 0
local counts = nil
if R4(stupid) ~= 0 then
T_BR(0, 14, "stupid", "red")
any = 0
else
counts = count_actors()
for i = 0, 11 do
any = any + counts[i]
T_BR(0, 13 - i, ("#%2i: %2i"):format(i, counts[i]))
end
T_BR(0, 1, ("sum:%3i"):format(any))
if addrs.actor_count then
game_count = R1(addrs.actor_count.addr)
if game_count ~= any then
T_BR(8, 1, "mismatch!", "red")
end
end
end
if any == 0 then
seen = {}
seen_strs = {}
seen_strs_sorted = {}
if last_any ~= any then
print()
print("# actors wiped #")
print()
end
end
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 name = actor_names[num]
if name == nil and num < 0x300 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
seen[num] = true
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
j = j + 1
if j > 255 then
print("something went terribly wrong")
do return end
end
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 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)
end
T_BR(0, 0, ("unique:%3i"):format(#seen_strs_sorted))
if any > 0 then
local cursor = pmask(addrs.z_cursor_actor())
local target = pmask(addrs.z_target_actor())
local z = target or cursor
if z then
local num = R2(z)
T_TR(0, 0, seen_strs[num])
end
end
emu.frameadvance()
end