564 lines
15 KiB
Lua
564 lines
15 KiB
Lua
-- be strict about globals.
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local mt = getmetatable(_G)
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if mt == nil then
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mt = {}
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setmetatable(_G, mt)
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end
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function mt.__newindex(t, n, v)
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error("cannot assign undeclared global '" .. tostring(n) .. "'", 2)
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end
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function mt.__index(t, n)
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error("cannot use undeclared global '" .. tostring(n) .. "'", 2)
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end
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local function globalize(t)
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for k, v in pairs(t) do
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rawset(_G, k, v)
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end
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end
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-- localize some stuff.
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local print = print
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local ipairs = ipairs
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local pairs = pairs
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local select = select
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local abs = math.abs
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local floor = math.floor
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local ceil = math.ceil
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local min = math.min
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local max = math.max
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local exp = math.exp
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local sqrt = math.sqrt
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local random = math.random
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local insert = table.insert
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local remove = table.remove
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local unpack = table.unpack or unpack
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local R = memory.readbyteunsigned
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local S = memory.readbyte --signed
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local W = memory.writebyte
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local band = bit.band
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local bor = bit.bor
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local bxor = bit.bxor
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local bnot = bit.bnot
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local lshift = bit.lshift
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local rshift = bit.rshift
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local arshift = bit.arshift
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local rol = bit.rol
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local ror = bit.ror
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local function clamp(x, l, u) return min(max(x, l), u) end
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local function argmax(...)
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local max_i = 0
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local max_v = -999999999
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for i=1, select("#", ...) do
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local v = select(i, ...)
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if v > max_v then
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max_i = i
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max_v = v
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end
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end
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return max_i
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end
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local function argmax2(t)
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return t[1] > t[2]
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end
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-- game-agnostic stuff (i.e. the network itself)
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package.loaded['nn'] = nil -- DEBUG
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local nn = require("nn")
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local network
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local nn_x
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local nn_y
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local nn_z
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local function make_network(input_size, buttons)
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nn_x = nn.Input(input_size)
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nn_y = nn_x
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nn_z = {}
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nn_y = nn_y:feed(nn.Dense(input_size))
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nn_y = nn_y:feed(nn.Relu())
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--nn_y = nn_y:feed(nn.Dense(floor(input_size / 16)))
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--nn_y = nn_y:feed(nn.Relu())
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--nn_y = nn_y:feed(nn.Dense(floor(input_size / 16)))
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--nn_y = nn_y:feed(nn.Relu())
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for i = 1, buttons do
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nn_z[i] = nn_y
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nn_z[i] = nn_z[i]:feed(nn.Dense(2))
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nn_z[i] = nn_z[i]:feed(nn.Softmax())
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end
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return nn.Model({nn_x}, nn_z)
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end
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-- and here we go with the game stuff.
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local enable_overlay = false
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local enable_network = true
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--[[
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https://gist.githubusercontent.com/1wErt3r/4048722/raw/59e88c0028a58c6d7b9156749230ccac647bc7d4/SMBDIS.ASM
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--]]
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local rotation_offsets = { -- FIXME: not all of these are pixel-perfect.
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0, -40, -- 0
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6, -38,
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15, -37,
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22, -32,
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28, -28,
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32, -22,
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37, -14,
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39, -6,
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40, 0, -- 8
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38, 7,
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37, 15,
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33, 23,
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27, 29,
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22, 33,
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14, 37,
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6, 39,
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0, 41, -- 10
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-7, 40,
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-16, 38,
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-22, 34,
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-28, 28,
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-34, 23,
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-38, 16,
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-40, 8,
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-40, -0, -- 18
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-40, -6,
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-38, -14,
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-34, -22,
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-28, -28,
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-22, -32,
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-16, -36,
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-8, -38,
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}
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local startsave = savestate.create(1)
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local poketime = false
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local sprite_input = {}
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local tile_input = {}
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local function shitsprite(x, y, t)
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if x < 0 or x >= 256 or y < 0 or y > 224 then
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sprite_input[#sprite_input+1] = 0
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sprite_input[#sprite_input+1] = 0
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sprite_input[#sprite_input+1] = 0
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else
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sprite_input[#sprite_input+1] = x
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sprite_input[#sprite_input+1] = y
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sprite_input[#sprite_input+1] = t
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end
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if t == 0 then return end
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if enable_overlay then
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gui.box(x-4, y-4, x+4, y+4)
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--gui.text(x-2, y-3, tostring(i), '#FFFFFF', '#00000000')
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gui.text(x-13, y-3-9, ("%+04i"):format(t), '#FFFFFF', '#0000003F')
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--gui.text(x-5, y-3+9, ("%02X"):format(x), '#FFFFFF', '#0000003F')
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end
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end
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local function shittile(x, y, t)
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tile_input[#tile_input+1] = t
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if t == 0 then return end
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if enable_overlay then
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gui.box(x-8, y-8, x+8, y+8)
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gui.text(x-5, y-3, ("%02X"):format(t), '#FFFFFF', '#00000000')
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end
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end
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local function getxy(i, x_addr, y_addr, pageloc_addr, hipos_addr)
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local spl_l = R(0x71A)
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local spl_r = R(0x71B)
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local sx_l = R(0x71C)
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local sx_r = R(0x71D)
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local x = R(x_addr + i)
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local y = R(y_addr + i)
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local sx, sy = x, y
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if pageloc_addr ~= nil then
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local page = R(pageloc_addr + i)
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sx = sx - sx_l - (spl_l - page) * 256
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else
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sx = sx - sx_l
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end
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if hipos_addr ~= nil then
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local hipos = S(hipos_addr + i)
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sy = sy + (hipos - 1) * 256
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end
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return sx, sy
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end
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local reward
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local powerup_old
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local status_old
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local coins_old
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local once = false
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local reset = true
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emu.poweron()
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emu.unpause()
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emu.speedmode("normal")
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local function opermode() return R(0x770) end
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local function paused() return band(R(0x776), 1) end
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local function subroutine() return R(0xE) end
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local function getstate()
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if R(0xE) == 0xFF then return 'power' end
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if R(0x774) > 0 then return 'lagging' end
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if R(0x7A2) > 0 then return 'waiting_demo' end
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if R(0x717) > 0 then return 'playing_demo' end
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-- if R(0x770) == 0xFF then return 'power' end
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if paused() ~= 0 then return 'paused' end
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if R(0xE) == 0 then return 'world_screen' end
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-- if R(0x712) == 1 then return 'deadmusic' end
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if R(0x7CA) == 0x94 then return 'dead' end
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if R(0xE) == 4 then return 'win_flagpole' end
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if R(0xE) == 5 then return 'win_walking' end
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if R(0xE) == 6 then return 'lose' end
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-- if R(0x770) == 0 then return 'not_playing' end
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if R(0x770) == 2 then return 'win_castle' end
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if R(0x772) == 2 then return 'no_control' end
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if R(0x772) == 3 then return 'playing' end
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if R(0x770) == 1 then return 'loading' end
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if R(0x770) == 3 then return 'lose' end
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return 'unknown'
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end
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local ok_routines = {
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[0x4] = true, -- sliding down flagpole
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[0x5] = true, -- end of level auto-walk
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[0x7] = true, -- start of level auto-walk
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[0x8] = true, -- normal (in control)
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[0x9] = true, -- acquiring mushroom
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[0xA] = true, -- losing big mario
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[0xB] = true, -- uhh
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[0xC] = true, -- acquiring fireflower
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}
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local fuckstates = {
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power = true,
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waiting_demo = true,
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playing_demo = true,
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unknown = true,
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lose = true,
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paused = true,
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}
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local function advance()
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emu.frameadvance()
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while emu.lagged() do emu.frameadvance() end -- skip lag frames.
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while R(0x774) > 0 do emu.frameadvance() end -- also lag frames.
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end
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local state_old = ''
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while false do
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local state = getstate()
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if state ~= state_old then
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print(emu.framecount(), state)
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state_old = state
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end
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advance()
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end
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local function handle_enemies()
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-- enemies, flagpole
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for i = 0, 5 do
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local x, y = getxy(i, 0x87, 0xCF, 0x6E, 0xB6)
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x, y = x + 8, y + 16
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local tid = R(0x16 + i)
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local flags = R(0xF + i)
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--local offscr = R(0x3D8 + i)
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local invisible = tid < 0x10 and flags == 0
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if tid == 0x30 then y = y - 8 end -- flagpole flag
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if tid == 0x31 then y = y - 8 end -- castle flag
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if tid == 0x16 then x, y = x - 4, y - 12 end -- fireworks
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if tid >= 0x24 and tid <= 0x29 then x, y = x + 16, y - 12 end -- moving platforms
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if tid == 0x2D then x, y = x, y end -- bowser (TODO: determine head or body)
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if tid == 0x15 then x, y = x, y - 12 end -- bowser fire
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if tid == 0x32 then x, y = x, y - 8 end -- spring
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-- tid == 0x35 -- toad
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if tid == 0x1D or tid == 0x1B then -- rotating fire bars
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x, y = x - 4, y - 12
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-- this is a mess... gotta find out its rotation and then project.
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-- TODO: handle long fire bars too
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local rot = R(0xA0 + i) --* 0x100 + R(0x58 + i)
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gui.text(x-13, y-3+9, ("%04X"):format(rot), '#FFFFFF', '#0000003F')
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local x_off, y_off = rotation_offsets[rot*2+1], rotation_offsets[rot*2+2]
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x, y = x + x_off, y + y_off
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end
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if invisible then
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shitsprite(0, 0, 0)
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else
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shitsprite(x, y, tid + 1)
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end
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end
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end
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local function handle_fireballs()
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-- fireballs
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for i = 0, 1 do
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local x, y = getxy(i, 0x8D, 0xD5, 0x74, 0xBC)
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x, y = x + 4, y + 4
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local state = R(0x24 + i)
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local invisible = state == 0
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if invisible then
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shitsprite(0, 0, 0)
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else
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shitsprite(x, y, 257)
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end
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end
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end
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local function handle_blocks()
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for i = 0, 3 do
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local x, y = getxy(i, 0x8F, 0xD7, 0x76, 0xBE)
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x, y = x + 8, y + 8
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local state = R(0x26 + i)
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local invisible = state == 0
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if invisible then
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shitsprite(0, 0, 0)
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else
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shitsprite(x, y, 258)
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end
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end
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end
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local function handle_hammers()
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-- hammers, coins, score bonus text...
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for i = 0, 8 do
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local x, y = getxy(i, 0x93, 0xDB, 0x7A, 0xC2)
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x, y = x + 8, y + 8
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local state = R(0x2A + i)
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-- skip coin effect states. not interactable; we don't care!
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if state ~= 0
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and state >= 0x30
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then
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shitsprite(x, y, state + 1)
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else
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shitsprite(0, 0, 0)
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end
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end
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end
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local function handle_misc()
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for i = 0, 0 do
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local x, y = getxy(i, 0x9C, 0xE4, 0x83, 0xCB)
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x, y = x + 8, y + 8
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local state = R(0x33 + i)
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if state ~= 0 then
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shitsprite(x, y, state + 1)
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else
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shitsprite(0, 0, 0)
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end
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end
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end
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local function handle_tiles()
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--local tile_col = R(0x6A0)
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local tile_scroll = floor(R(0x73F) / 16) + R(0x71A) * 16
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local tile_scroll_remainder = R(0x73F) % 16
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tile_input[#tile_input+1] = tile_scroll_remainder
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for y = 0, 12 do
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for x = 0, 16 do
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local col = (x + tile_scroll) % 32
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local t
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if col < 16 then
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t = R(0x500 + y * 16 + (col % 16))
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else
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t = R(0x5D0 + y * 16 + (col % 16))
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end
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local sx = x * 16 + 8 - tile_scroll_remainder
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local sy = y * 16 + 40
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shittile(sx, sy, t)
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end
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end
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end
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local function doreset()
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print("resetting in state:", getstate())
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if once then
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savestate.load(startsave)
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print("end of trial reward:", reward)
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print()
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else
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savestate.save(startsave)
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end
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once = true
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-- bit of a hack:
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if getstate() == 'loading' then advance() end
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reward = 0
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powerup_old = R(0x754)
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status_old = R(0x756)
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coins_old = R(0x7ED) * 10 + R(0x7EE)
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-- set lives to 0. you only got one shot!
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-- unless you get a 1-up, in which case, please continue!
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W(0x75A, 0)
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emu.frameadvance() -- prevents emulator from quirking up.
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reset = false
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if network ~= nil then network:reset() end -- FIXME: hack
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end
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while true do
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while fuckstates[getstate()] do
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--gui.text(120, 124, ("%02X"):format(subroutine()), '#FFFFFF', '#0000003F')
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-- mash the start button until we have control.
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-- TODO: learn this too.
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--local jp = joypad.read(1)
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local jp = {
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up = false,
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down = false,
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left = false,
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right = false,
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A = false,
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B = false,
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select = false,
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start = emu.framecount() % 2 == 1,
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}
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joypad.write(1, jp)
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reset = true
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gui.text(4, 12, getstate(), '#FFFFFF', '#0000003F')
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advance()
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-- bit of a hack:
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while getstate() == "loading" do advance() end
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state_old = getstate()
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end
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if reset then doreset() end
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if not enable_network then
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-- infinite time cheat. super handy for testing.
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if R(0xE) == 8 then
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W(0x7F8, 9)
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W(0x7F9, 9)
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W(0x7FA, 10)
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poketime = true
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elseif poketime then
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poketime = false
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W(0x7F8, 0)
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W(0x7F9, 0)
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W(0x7FA, 1)
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end
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-- infinite lives.
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W(0x75A, 1)
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end
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-- empty input lists without creating a new table.
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for k, v in pairs(sprite_input) do sprite_input[k] = nil end
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for k, v in pairs(tile_input) do tile_input[k] = nil end
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-- player
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-- TODO: add check if mario is playable.
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local x, y = getxy(0, 0x86, 0xCE, 0x6D, 0xB5)
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local powerup = R(0x754)
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local status = R(0x756)
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shitsprite(x + 8, y + 24, -powerup - 1)
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handle_enemies()
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handle_fireballs()
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-- blocks being hit. not interactable; we don't care!
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--handle_blocks()
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handle_hammers()
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handle_misc()
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handle_tiles()
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local coins = R(0x7ED) * 10 + R(0x7EE)
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local coins_delta = coins - coins_old
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-- handle wrap-around.
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if coins_delta < 0 then coins_delta = 100 + coins - coins_old end
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-- remember that 0 is big mario and 1 is small mario.
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local powerup_delta = powerup_old - powerup
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-- 2 is fire mario.
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local status_delta = clamp(status - status_old, -1, 1)
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local screen_scroll_delta = R(0x775)
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local flagpole_bonus = subroutine() == 4 and 1 or 0
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local reward_delta = screen_scroll_delta + status_delta * 256 + flagpole_bonus
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reward = reward + reward_delta
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--gui.text(4, 12, ("%02X"):format(#sprite_input), '#FFFFFF', '#0000003F')
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--gui.text(4, 22, ("%02X"):format(#tile_input), '#FFFFFF', '#0000003F')
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gui.text(72, 12, ("%+4i"):format(reward_delta), '#FFFFFF', '#0000003F')
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gui.text(112, 12, ("%+4i"):format(reward), '#FFFFFF', '#0000003F')
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if getstate() == 'dead' and state_old ~= 'dead' then
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print("dead. lives remaining:", R(0x75A, 0))
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if R(0x75A, 0) == 0 then reset = true end
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end
|
|
if getstate() == 'lose' then
|
|
print("ran out of lives.")
|
|
reset = true
|
|
end
|
|
|
|
-- every few frames mario stands still, forcibly decrease the timer.
|
|
local timer_loser = 1/5
|
|
if math.random() > 1 - timer_loser and R(0x1D) == 0 and R(0x57) == 0 then
|
|
local timer = R(0x7F8) * 100 + R(0x7F9) * 10 + R(0x7FA)
|
|
timer = clamp(timer - 1, 0, 400)
|
|
W(0x7F8, floor(timer / 100))
|
|
W(0x7F9, floor((timer / 10) % 10))
|
|
W(0x7FA, floor(timer % 10))
|
|
end
|
|
|
|
local X = {} -- TODO: cache.
|
|
for i, v in ipairs(sprite_input) do insert(X, v / 256) end
|
|
for i, v in ipairs(tile_input) do insert(X, v / 256) end
|
|
|
|
if network == nil then
|
|
network = make_network(#X, 8); network:reset()
|
|
print("parameters:", network.n_param)
|
|
end
|
|
|
|
if enable_network and getstate() == 'playing' then
|
|
local outputs = network:forward(X)
|
|
local softmaxed = {
|
|
outputs[nn_z[1]],
|
|
outputs[nn_z[2]],
|
|
outputs[nn_z[3]],
|
|
outputs[nn_z[4]],
|
|
outputs[nn_z[5]],
|
|
outputs[nn_z[6]],
|
|
outputs[nn_z[7]],
|
|
outputs[nn_z[8]],
|
|
}
|
|
local jp = {
|
|
up = argmax2(softmaxed[1]),
|
|
down = argmax2(softmaxed[2]),
|
|
left = argmax2(softmaxed[3]),
|
|
right = argmax2(softmaxed[4]),
|
|
A = argmax2(softmaxed[5]),
|
|
B = argmax2(softmaxed[6]),
|
|
start = argmax2(softmaxed[7]),
|
|
select = argmax2(softmaxed[8]),
|
|
}
|
|
joypad.write(1, jp)
|
|
end
|
|
|
|
coins_old = coins
|
|
powerup_old = powerup
|
|
status_old = status
|
|
state_old = getstate()
|
|
advance()
|
|
end
|