smbot/main.lua

914 lines
25 KiB
Lua

local globalize = require("strict")
-- configuration.
--randomseed(11)
local cfg = require("config")
local gcfg = require("gameconfig")
-- state.
local epoch_i = 0
local base_params
local trial_i = -1 -- NOTE: trial 0 is an unperturbed trial, if enabled.
local trial_neg = true
local trial_noise = {}
local trial_rewards = {}
local trials_remaining = 0
local trial_frames = 0
local total_frames = 0
local force_start = false
local force_start_old = false
local startsave = savestate.create(1)
local poketime = false
local max_time
local sprite_input = {}
local tile_input = {}
local extra_input = {}
local jp
local screen_scroll_delta
local reward
--local all_rewards = {}
local powerup_old
local status_old
local coins_old
local score_old
local once = false
local reset = true
local state_old = ''
local last_trial_state
-- localize some stuff.
local print = print
local ipairs = ipairs
local pairs = pairs
local select = select
local abs = math.abs
local floor = math.floor
local ceil = math.ceil
local min = math.min
local max = math.max
local exp = math.exp
local log = math.log
local sqrt = math.sqrt
local random = math.random
local randomseed = math.randomseed
local insert = table.insert
local remove = table.remove
local unpack = table.unpack or unpack
local sort = table.sort
local R = memory.readbyteunsigned
local S = memory.readbyte --signed
local W = memory.writebyte
local band = bit.band
local bor = bit.bor
local bxor = bit.bxor
local bnot = bit.bnot
local lshift = bit.lshift
local rshift = bit.rshift
local arshift = bit.arshift
local rol = bit.rol
local ror = bit.ror
-- utilities.
local function boolean_xor(a, b)
if a and b then return false end
if not a and not b then return false end
return true
end
local _invlog2 = 1 / log(2)
local function log2(x) return log(x) * _invlog2 end
local function clamp(x, l, u) return min(max(x, l), u) end
local function lerp(a, b, t) return a + (b - a) * clamp(t, 0, 1) end
local function argmax(...)
local max_i = 0
local max_v = -999999999
for i=1, select("#", ...) do
local v = select(i, ...)
if v > max_v then
max_i = i
max_v = v
end
end
return max_i
end
local function softchoice(...)
local t = random()
local psum = 0
for i=1, select("#", ...) do
local p = select(i, ...)
psum = psum + p
if t < psum then
return i
end
end
end
local function argmax2(t)
return t[1] > t[2]
end
local function rchoice2(t)
return t[1] > random()
end
local function rbool()
return 0.5 >= random()
end
local function empty(t)
for k, _ in pairs(t) do t[k] = nil end
return t
end
local function calc_mean_dev(x)
local mean = 0
for i, v in ipairs(x) do
mean = mean + v / #x
end
local dev = 0
for i, v in ipairs(x) do
local delta = v - mean
dev = dev + delta * delta / #x
end
return mean, sqrt(dev)
end
local function normalize(x, out)
out = out or x
local mean, dev = calc_mean_dev(x)
if dev <= 0 then dev = 1 end
for i, v in ipairs(x) do out[i] = (v - mean) / dev end
return out
end
local function normalize_wrt(x, s, out)
out = out or x
local mean, dev = calc_mean_dev(s)
if dev <= 0 then dev = 1 end
for i, v in ipairs(x) do out[i] = (v - mean) / dev end
return out
end
-- network parameters.
package.loaded['nn'] = nil -- DEBUG
local nn = require("nn")
local network
local nn_x, nn_tx, nn_ty, nn_y, nn_z
local function make_network(input_size)
nn_x = nn.Input({input_size})
nn_tx = nn.Input({gcfg.tile_count})
nn_ty = nn_tx:feed(nn.Embed(256, 2))
nn_y = nn.Merge()
nn_x:feed(nn_y)
nn_ty:feed(nn_y)
nn_y = nn_y:feed(nn.Dense(128))
if cfg.deterministic then
nn_y = nn_y:feed(nn.Relu())
else
nn_y = nn_y:feed(nn.Gelu())
end
nn_z = nn_y
nn_z = nn_z:feed(nn.Dense(#gcfg.jp_lut))
nn_z = nn_z:feed(nn.Softmax())
return nn.Model({nn_x, nn_tx}, {nn_z})
end
-- and here we go with the game stuff.
-- disassembly used for reference:
-- https://gist.githubusercontent.com/1wErt3r/4048722/raw/59e88c0028a58c6d7b9156749230ccac647bc7d4/SMBDIS.ASM
local function get_timer()
return R(0x7F8) * 100 + R(0x7F9) * 10 + R(0x7FA)
end
local function get_score()
return R(0x7DE) * 10000 +
R(0x7DF) * 1000 +
R(0x7E0) * 100 +
R(0x7E1) * 10 +
R(0x7E2)
end
local function set_timer(time)
W(0x7F8, floor(time / 100))
W(0x7F9, floor((time / 10) % 10))
W(0x7FA, floor(time % 10))
end
local function mark_sprite(x, y, t)
if x < 0 or x >= 256 or y < 0 or y > 224 then
sprite_input[#sprite_input+1] = 0
sprite_input[#sprite_input+1] = 0
sprite_input[#sprite_input+1] = 0
else
sprite_input[#sprite_input+1] = x
sprite_input[#sprite_input+1] = y
sprite_input[#sprite_input+1] = t
end
if t == 0 then return end
if cfg.enable_overlay then
gui.box(x-4, y-4, x+4, y+4)
--gui.text(x-2, y-3, tostring(i), '#FFFFFF', '#00000000')
gui.text(x-13, y-3-9, ("%+04i"):format(t), '#FFFFFF', '#0000003F')
--gui.text(x-5, y-3+9, ("%02X"):format(x), '#FFFFFF', '#0000003F')
end
end
local function mark_tile(x, y, t)
tile_input[#tile_input+1] = t
if t == 0 then return end
if cfg.enable_overlay then
gui.box(x-8, y-8, x+8, y+8)
gui.text(x-5, y-3, ("%02X"):format(t), '#FFFFFF', '#00000000')
end
end
local function getxy(i, x_addr, y_addr, pageloc_addr, hipos_addr)
local spl_l = R(0x71A)
local spl_r = R(0x71B)
local sx_l = R(0x71C)
local sx_r = R(0x71D)
local x = R(x_addr + i)
local y = R(y_addr + i)
local sx, sy = x, y
if pageloc_addr ~= nil then
local page = R(pageloc_addr + i)
sx = sx - sx_l - (spl_l - page) * 256
else
sx = sx - sx_l
end
if hipos_addr ~= nil then
local hipos = S(hipos_addr + i)
sy = sy + (hipos - 1) * 256
end
return sx, sy
end
local function paused() return band(R(0x776), 1) end
local function get_state()
if R(0xE) == 0xFF then return 'power' end
if R(0x774) > 0 then return 'lagging' end
if R(0x7A2) > 0 then return 'waiting_demo' end
if R(0x717) > 0 then return 'playing_demo' end
-- if R(0x770) == 0xFF then return 'power' end
if paused() ~= 0 then return 'paused' end
if R(0xE) == 0 then return 'world_screen' end
-- if R(0x712) == 1 then return 'deadmusic' end
if R(0x7CA) == 0x94 then return 'dead' end
if R(0xE) == 4 then return 'win_flagpole' end
if R(0xE) == 5 then return 'win_walking' end
if R(0xE) == 6 then return 'lose' end
-- if R(0x770) == 0 then return 'not_playing' end
if R(0x770) == 2 then return 'win_castle' end
if R(0x772) == 2 then return 'no_control' end
if R(0x772) == 3 then return 'playing' end
if R(0x770) == 1 then return 'loading' end
if R(0x770) == 3 then return 'lose' end
return 'unknown'
end
local function advance()
emu.frameadvance()
while emu.lagged() do emu.frameadvance() end -- skip lag frames.
while R(0x774) > 0 do emu.frameadvance() end -- also lag frames.
end
local function handle_enemies()
-- enemies, flagpole
for i = 0, 5 do
local x, y = getxy(i, 0x87, 0xCF, 0x6E, 0xB6)
x, y = x + 8, y + 16
local tid = R(0x16 + i)
local flags = R(0xF + i)
--local offscr = R(0x3D8 + i)
local invisible = tid < 0x10 and flags == 0
if tid == 0x30 then y = y - 8 end -- flagpole flag
if tid == 0x31 then y = y - 8 end -- castle flag
if tid == 0x16 then x, y = x - 4, y - 12 end -- fireworks
if tid >= 0x24 and tid <= 0x29 then x, y = x + 16, y - 12 end -- moving platforms
if tid == 0x2D then x, y = x, y end -- bowser (TODO: determine head or body)
if tid == 0x15 then x, y = x, y - 12 end -- bowser fire
if tid == 0x32 then x, y = x, y - 8 end -- spring
-- tid == 0x35 -- toad
if tid == 0x1D or tid == 0x1B then -- rotating fire bars
x, y = x - 4, y - 12
-- this is a mess... gotta find out its rotation and then project.
-- TODO: handle long fire bars too
local rot = R(0xA0 + i) --* 0x100 + R(0x58 + i)
gui.text(x-13, y-3+9, ("%04X"):format(rot), '#FFFFFF', '#0000003F')
local x_off, y_off = gcfg.rotation_offsets[rot*2+1], gcfg.rotation_offsets[rot*2+2]
x, y = x + x_off, y + y_off
end
if invisible then
mark_sprite(0, 0, 0)
else
mark_sprite(x, y, tid + 1)
end
end
end
local function handle_fireballs()
for i = 0, 1 do
local x, y = getxy(i, 0x8D, 0xD5, 0x74, 0xBC)
x, y = x + 4, y + 4
local state = R(0x24 + i)
local invisible = state == 0
if invisible then
mark_sprite(0, 0, 0)
else
mark_sprite(x, y, 257)
end
end
end
local function handle_blocks()
for i = 0, 3 do
local x, y = getxy(i, 0x8F, 0xD7, 0x76, 0xBE)
x, y = x + 8, y + 8
local state = R(0x26 + i)
local invisible = state == 0
if invisible then
mark_sprite(0, 0, 0)
else
mark_sprite(x, y, 258)
end
end
end
local function handle_hammers()
-- hammers, coins, score bonus text...
for i = 0, 8 do
local x, y = getxy(i, 0x93, 0xDB, 0x7A, 0xC2)
x, y = x + 8, y + 8
local state = R(0x2A + i)
-- skip coin effect states. not interactable; we don't care!
if state ~= 0
and state >= 0x30
then
mark_sprite(x, y, state + 1)
else
mark_sprite(0, 0, 0)
end
end
end
local function handle_misc()
for i = 0, 0 do
local x, y = getxy(i, 0x9C, 0xE4, 0x83, 0xCB)
x, y = x + 8, y + 8
local state = R(0x33 + i)
if state ~= 0 then
mark_sprite(x, y, state + 1)
else
mark_sprite(0, 0, 0)
end
end
end
local function handle_tiles()
--local tile_col = R(0x6A0)
local tile_scroll = floor(R(0x73F) / 16) + R(0x71A) * 16
local tile_scroll_remainder = R(0x73F) % 16
extra_input[#extra_input+1] = tile_scroll_remainder
for y = 0, 12 do
for x = 0, 16 do
local col = (x + tile_scroll) % 32
local t
if col < 16 then
t = R(0x500 + y * 16 + (col % 16))
else
t = R(0x5D0 + y * 16 + (col % 16))
end
local sx = x * 16 + 8 - tile_scroll_remainder
local sy = y * 16 + 40
mark_tile(sx, sy, t)
end
end
end
-- learning and evaluation.
local function prepare_epoch()
print('preparing epoch '..tostring(epoch_i)..'.')
base_params = network:collect()
empty(trial_noise)
empty(trial_rewards)
-- TODO: save memory. generate noise as needed by saving the seed
-- (the os.time() as of here) and calling nn.normal() each trial.
for i = 1, cfg.epoch_trials do
local noise = nn.zeros(#base_params)
-- NOTE: change in implementation: deviation is multiplied here
-- and ONLY here now.
for j = 1, #base_params do noise[j] = cfg.deviation * nn.normal() end
trial_noise[i] = noise
end
trial_i = -1
end
local function load_next_pair()
trial_i = trial_i + 1
if trial_i == 0 and not cfg.unperturbed_trial then
trial_i = 1
trial_neg = true
end
local W = nn.copy(base_params)
if trial_i > 0 then
if trial_neg then
if not cfg.defer_prints then print('trial', trial_i, 'positive') end
local noise = trial_noise[trial_i]
for i, v in ipairs(base_params) do
W[i] = v + noise[i]
end
else
trial_i = trial_i - 1
if not cfg.defer_prints then print('trial', trial_i, 'positive') end
local noise = trial_noise[trial_i]
for i, v in ipairs(base_params) do
W[i] = v - noise[i]
end
end
trial_neg = not trial_neg
else
if not cfg.defer_prints then print("test trial") end
end
network:distribute(W)
end
local function load_next_trial()
if cfg.negate_trials then return load_next_pair() end
trial_i = trial_i + 1
local W = nn.copy(base_params)
if trial_i == 0 and not cfg.unperturbed_trial then
trial_i = 1
end
if trial_i > 0 then
print('loading trial', trial_i)
local noise = trial_noise[trial_i]
for i, v in ipairs(base_params) do
W[i] = v + noise[i]
end
else
print("test trial")
end
network:distribute(W)
end
local function fitness_shaping(rewards)
-- lifted from: https://github.com/atgambardella/pytorch-es/blob/master/train.py
local decreasing = nn.copy(rewards)
sort(decreasing, function(a, b) return a > b end)
local shaped_returns = {}
local lamb = #rewards
local denom = 0
for i, v in ipairs(rewards) do
local l = log2(lamb / 2 + 1)
local r = log2(nn.indexof(decreasing, v))
denom = denom + max(0, l - r)
end
for i, v in ipairs(rewards) do
local l = log2(lamb / 2 + 1)
local r = log2(nn.indexof(decreasing, v))
local numer = max(0, l - r)
insert(shaped_returns, numer / denom + 1 / lamb)
end
return shaped_returns
end
local function unperturbed_rank(rewards, unperturbed_reward)
-- lifted from: https://github.com/atgambardella/pytorch-es/blob/master/train.py
local nth_place = 1
for i, v in ipairs(rewards) do
if v > unperturbed_reward then
nth_place = nth_place + 1
end
end
return nth_place
end
local function learn_from_epoch()
print()
--print('rewards:', trial_rewards)
--for _, v in ipairs(trial_rewards) do insert(all_rewards, v) end
if cfg.unperturbed_trial then
local nth_place = unperturbed_rank(trial_rewards, trial_rewards[0])
-- a rank of 1 means our gradient is uninformative.
print(("test trial: %d out of %d"):format(nth_place, #trial_rewards))
end
local step = nn.zeros(#base_params)
-- new stuff
local best_rewards
if cfg.negate_trials then
-- select one (the best) reward of each pos/neg pair.
best_rewards = {}
for i = 1, cfg.epoch_trials do
local ind = (i - 1) * 2 + 1
local pos = trial_rewards[ind + 0]
local neg = trial_rewards[ind + 1]
best_rewards[i] = max(pos, neg)
end
else
best_rewards = nn.copy(trial_rewards)
end
local indices = {}
for i = 1, #best_rewards do indices[i] = i end
sort(indices, function(a, b) return best_rewards[a] > best_rewards[b] end)
--print("indices:", indices)
for i = cfg.epoch_top_trials + 1, #best_rewards do indices[i] = nil end
print("best trials:", indices)
local top_rewards = {}
for i = 1, #trial_rewards do top_rewards[i] = 0 end
for _, ind in ipairs(indices) do
local sind = (ind - 1) * 2 + 1
top_rewards[sind + 0] = trial_rewards[sind + 0]
top_rewards[sind + 1] = trial_rewards[sind + 1]
end
print("top:", top_rewards)
local _, reward_dev = calc_mean_dev(top_rewards)
--print("mean, dev:", _, reward_dev)
if reward_dev == 0 then reward_dev = 1 end
for i, v in ipairs(top_rewards) do top_rewards[i] = v / reward_dev end
-- NOTE: step no longer directly incorporates learning_rate.
for i = 1, cfg.epoch_trials do
local ind = (i - 1) * 2 + 1
local pos = top_rewards[ind + 0]
local neg = top_rewards[ind + 1]
local reward = pos - neg
local noise = trial_noise[i]
for j, v in ipairs(noise) do
step[j] = step[j] + reward * v / cfg.epoch_top_trials
end
end
local step_mean, step_dev = calc_mean_dev(step)
if abs(step_mean) > 1e-3 then print("step mean:", step_mean) end
--print("step stddev:", step_dev)
print("full step stddev:", cfg.learning_rate * step_dev)
for i, v in ipairs(base_params) do
base_params[i] = v + cfg.learning_rate * step[i] - cfg.weight_decay * v
end
if cfg.enable_network then
network:distribute(base_params)
network:save()
else
print("note: not updating weights in playable mode.")
end
print()
end
local function joypad_mash(button)
local jp_mash = {
up = false,
down = false,
left = false,
right = false,
A = false,
B = false,
select = false,
start = false,
}
assert(jp_mash[button] == false, "invalid button: "..tostring(button), 1)
jp_mash[button] = emu.framecount() % 2 == 1
joypad.write(1, jp_mash)
end
local function do_reset()
local state = get_state()
-- be a little more descriptive.
if state == 'dead' and get_timer() == 0 then state = 'timeup' end
if trial_i >= 0 and cfg.defer_prints then
if trial_i == 0 then
print('test trial reward:', reward, "("..state..")")
elseif cfg.negate_trials then
--local dir = trial_neg and "negative" or "positive"
--print('trial', trial_i, dir, 'reward:', reward, "("..state..")")
if trial_neg then
local pos = trial_rewards[#trial_rewards]
local neg = reward
local fmt = "trial %i rewards: %+i, %+i (%s, %s)"
print(fmt:format(trial_i, pos, neg, last_trial_state, state))
end
last_trial_state = state
else
print('trial', trial_i, 'reward:', reward, "("..state..")")
end
else
print("reward:", reward, "("..state..")")
end
if trial_i >= 0 then
if trial_i == 0 or not cfg.negate_trials then
trial_rewards[trial_i] = reward
else
trial_rewards[#trial_rewards + 1] = reward
end
end
if epoch_i == 0 or (trial_i == cfg.epoch_trials and trial_neg) then
if epoch_i > 0 then learn_from_epoch() end
epoch_i = epoch_i + 1
prepare_epoch()
end
if get_state() == 'loading' then advance() end -- kind of a hack.
reward = 0
powerup_old = R(0x754)
status_old = R(0x756)
coins_old = R(0x7ED) * 10 + R(0x7EE)
score_old = get_score()
-- set number of lives. (mario gets n+1 chances)
W(0x75A, cfg.starting_lives)
if cfg.start_big then
-- make mario "super".
W(0x754, 0)
W(0x756, 1)
end
--max_time = min(log(epoch_i) * 10 + 100, cfg.cap_time)
--max_time = min(8 * sqrt(360 / cfg.epoch_trials * (epoch_i - 1)) + 100, cfg.cap_time)
max_time = min(6 * sqrt(480 / cfg.epoch_trials * (epoch_i - 1)) + 60, cfg.cap_time)
max_time = ceil(max_time)
--max_time = cfg.cap_time
if once then
savestate.load(startsave)
else
savestate.save(startsave)
end
once = true
jp = nil
screen_scroll_delta = 0
emu.frameadvance() -- prevents emulator from quirking up.
load_next_trial()
reset = false
end
local function init()
network = make_network(gcfg.input_size)
network:reset()
network:print()
print("parameters:", network.n_param)
if cfg.init_zeros then
local W = network:collect()
for i, w in ipairs(W) do W[i] = 0 end
network:distribute(W)
end
emu.poweron()
emu.unpause()
emu.speedmode("turbo")
while emu.framecount() < 195 do -- FIXME: don't hardcode this.
joypad_mash('start')
emu.frameadvance()
end
print(emu.framecount())
local res, err = pcall(network.load, network)
if res == false then print(err) end
end
local function doit(dummy)
local ingame_paused = get_state() == "paused"
-- every few frames mario stands still, forcibly decrease the timer.
-- this includes having the game paused.
-- TODO: more robust. doesn't detect moonwalking against a wall.
-- well, that shouldn't happen anymore now that i've disabled left+right.
local timer = get_timer()
if ingame_paused or random() > 1 - cfg.timer_loser and R(0x1D) == 0 and R(0x57) == 0 then
timer = timer - 1
end
timer = clamp(timer, 0, max_time)
if cfg.enable_network then
set_timer(timer)
end
local tf0 = total_frames % 1000
local tf1 = (total_frames % 1000000 - tf0) / 1000
local tf2 = (total_frames - tf0 - tf1) / 1000000
gui.text(12, 212, ("%03i,%03i,%03i"):format(tf2,tf1,tf0), '#FFFFFF', '#0000003F')
screen_scroll_delta = screen_scroll_delta + R(0x775)
if dummy == true then
-- don't invoke AI this frame. (keep holding the old inputs)
gui.text(89, 16, ("%+5i"):format(reward), '#FFFFFF', '#0000003F')
return
end
empty(sprite_input)
empty(tile_input)
empty(extra_input)
-- TODO: check if mario is in a playable state.
local x, y = getxy(0, 0x86, 0xCE, 0x6D, 0xB5)
local powerup = R(0x754)
local status = R(0x756)
mark_sprite(x + 8, y + 24, -powerup - 1)
local vx, vy = S(0x57), S(0x9F)
insert(extra_input, vx)
insert(extra_input, vy)
if cfg.time_inputs then
for i=2,5 do
insert(extra_input, band(total_frames, lshift(1, i)))
end
end
handle_enemies()
handle_fireballs()
-- blocks being hit. not interactable; we don't care!
--handle_blocks()
handle_hammers()
handle_misc()
handle_tiles()
local coins = R(0x7ED) * 10 + R(0x7EE)
local coins_delta = coins - coins_old
-- handle wrap-around.
if coins_delta < 0 then coins_delta = 100 + coins - coins_old end
-- remember that 0 is big mario and 1 is small mario.
local powerup_delta = powerup_old - powerup
-- 2 is fire mario.
local status_delta = clamp(status - status_old, -1, 1)
local flagpole_bonus = R(0xE) == 4 and cfg.frameskip or 0
--local reward_delta = screen_scroll_delta + status_delta * 256 + flagpole_bonus
local score_delta = get_score() - score_old
if score_delta < 0 then score_delta = 0 end
local reward_delta = screen_scroll_delta + score_delta + flagpole_bonus
screen_scroll_delta = 0
if cfg.decrement_reward and reward_delta == 0 then reward_delta = reward_delta - 1 end
if not ingame_paused then reward = reward + reward_delta end
--gui.text(72, 12, ("%+4i"):format(reward_delta), '#FFFFFF', '#0000003F')
gui.text(89, 16, ("%+5i"):format(reward), '#FFFFFF', '#0000003F')
if get_state() == 'dead' and state_old ~= 'dead' then
--print("dead. lives remaining:", R(0x75A, 0))
if R(0x75A, 0) == 0 then reset = true end
end
if get_state() == 'lose' then
-- this shouldn't happen if we catch the deaths as above.
print("ran out of lives.")
reset = true
end
-- lose a point for every frame paused.
--if ingame_paused then reward = reward - 1 end
if ingame_paused then reward = reward - 402; reset = true end
-- if we've run out of time while the game is paused...
-- that's cheating! unpause.
force_start = ingame_paused and timer == 0
local X = {}
for i, v in ipairs(sprite_input) do insert(X, v / 256) end
for i, v in ipairs(extra_input) do insert(X, v / 256) end
nn.reshape(X, 1, gcfg.input_size)
nn.reshape(tile_input, 1, gcfg.tile_count)
if cfg.enable_network and get_state() == 'playing' or ingame_paused then
total_frames = total_frames + cfg.frameskip
local outputs = network:forward({[nn_x]=X, [nn_tx]=tile_input})
local eps = lerp(cfg.eps_start, cfg.eps_stop, total_frames / cfg.eps_frames)
if cfg.det_epsilon and random() < eps then
local i = floor(random() * #gcfg.jp_lut) + 1
jp = nn.copy(gcfg.jp_lut[i], jp)
else
local choose = cfg.deterministic and argmax or softchoice
local ind = choose(unpack(outputs[nn_z]))
jp = nn.copy(gcfg.jp_lut[ind], jp)
end
if force_start then
jp = {
up = false,
down = false,
left = false,
right = false,
A = false,
B = false,
start = force_start_old,
select = false,
}
end
end
coins_old = coins
powerup_old = powerup
status_old = status
force_start_old = force_start
state_old = get_state()
score_old = get_score()
end
init()
while true do
gui.text(4, 12, get_state(), '#FFFFFF', '#0000003F')
while gcfg.bad_states[get_state()] do
-- mash the start button until we have control.
joypad_mash('start')
reset = true
advance()
gui.text(4, 12, get_state(), '#FFFFFF', '#0000003F')
while get_state() == "loading" do advance() end -- kind of a hack.
state_old = get_state()
end
if reset then do_reset() end
if not cfg.enable_network then
-- infinite time cheat. super handy for testing.
if R(0xE) == 8 then
set_timer(667)
poketime = true
elseif poketime then
poketime = false
set_timer(1)
end
-- infinite lives.
W(0x75A, 1)
end
-- FIXME: if the game lags then we might miss our frame to change inputs!
-- don't rely on emu.framecount.
local doot = jp == nil or emu.framecount() % cfg.frameskip == 0
doit(not doot)
-- jp might still be nil if we're not ingame or we're not playing.
if jp ~= nil then joypad.write(1, jp) end
advance()
end