neat-donk/game.lua

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--Notes here
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local memory, bit, memory2, input, callback, movie, utime = memory, bit, memory2, input, callback, movie, utime
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local base = string.gsub(@@LUA_SCRIPT_FILENAME@@, "(.*[/\\])(.*)", "%1")
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local Promise = nil
local util = nil
local mathFunctions = dofile(base.."/mathFunctions.lua")
local config = dofile(base.."/config.lua")
local spritelist = dofile(base.."/spritelist.lua")
local mem = dofile(base.."/mem.lua")
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local _M = {
leader = 0,
tilePtr = 0,
vertical = false,
partyX = 0,
partyY = 0,
cameraX = 0,
cameraY = 0,
screenX = 0,
screenY = 0,
}
spritelist.InitSpriteList()
spritelist.InitExtSpriteList()
function _M.getPositions()
_M.leader = memory.readword(mem.addr.leadChar)
_M.tilePtr = memory.readhword(mem.addr.tiledataPointer)
_M.vertical = memory.readword(mem.addr.tileCollisionMathPointer) == mem.addr.verticalPointer
_M.partyX = memory.readword(mem.addr.partyX)
_M.partyY = memory.readword(mem.addr.partyY)
_M.cameraX = memory.readword(mem.addr.cameraX)
_M.cameraY = memory.readword(mem.addr.cameraY)
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_M.screenX = (_M.partyX-256-_M.cameraX)*2
_M.screenY = (_M.partyY-256-_M.cameraY)*2
end
function _M.setPartyPosition(x, y)
memory.writeword(mem.addr.partyX, x)
memory.writeword(mem.addr.partyY, y)
_M.setSpritePosition(0, x, y)
_M.setSpritePosition(1, x, y)
end
function _M.setCameraPosition(x, y)
memory.writeword(mem.addr.cameraX, x)
memory.writeword(mem.addr.cameraY, y)
memory.writeword(mem.addr.cameraX2, x)
memory.writeword(mem.addr.cameraY2, y)
end
function _M.setSpritePosition(index, x, y)
local offsets = mem.offset.sprite
local spriteBase = mem.addr.spriteBase + index * mem.size.sprite
memory.writeword(spriteBase + offsets.x, x)
memory.writeword(spriteBase + offsets.y, y)
end
function _M.getBananas()
local bananas = memory.readword(0x7e08bc)
return bananas
end
function _M.getCoins()
local coins = memory.readword(0x7e08ca)
return coins
end
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function _M.getKremCoins()
local krem = memory.readword(mem.addr.kremcoins)
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return krem
end
function _M.getAreaWidth()
return memory.readword(mem.addr.areaWidth) + 256
end
function _M.getAreaHeight()
return memory.readword(mem.addr.areaHeight)
end
function _M.getAreaLength()
return memory.readword(mem.addr.areaLength)
end
local onFrameAdvancedQueue = {}
function _M.advanceFrame()
local promise = Promise.new()
table.insert(onFrameAdvancedQueue, promise)
return promise
end
local function processFrameAdvanced()
for i=#onFrameAdvancedQueue,1,-1 do
table.remove(onFrameAdvancedQueue, i):resolve()
end
end
local onSetRewindQueue = {}
function _M.setRewindPoint()
local promise = Promise.new()
table.insert(onSetRewindQueue, promise)
movie.unsafe_rewind()
return promise
end
local function processSetRewind(state)
for i=#onSetRewindQueue,1,-1 do
table.remove(onSetRewindQueue, i):resolve(state)
end
end
local onRewindQueue = {}
function _M.rewind(rew)
local promise = Promise.new()
movie.unsafe_rewind(rew)
table.insert(onRewindQueue, promise)
return promise
end
local function processRewind()
for i=#onRewindQueue,1,-1 do
table.remove(onRewindQueue, i):resolve()
end
end
local function findPreferredExitLoop(frame, searchX, searchY, found, uniqueExits)
return _M.advanceFrame():next(function()
frame = frame + 1
if frame % 2 ~=0 then
return
end
local areaWidth = _M.getAreaWidth()
memory.writebyte(0x7e19ce, 0x16)
memory.writebyte(0x7e0e12, 0x99)
memory.writebyte(0x7e0e70, 0x99)
local sprites = _M.getSprites()
for i=1,#sprites,1 do
local sprite = sprites[i]
local name = spritelist.SpriteNames[sprite.control]
if sprite.control == spritelist.GoodSprites.goalTarget or
sprite.control == spritelist.GoodSprites.areaExit then
found = true
uniqueExits[sprite.y * areaWidth + sprite.x] = sprite
end
end
_M.setPartyPosition(searchX, searchY)
_M.setCameraPosition(searchX, searchY)
searchX = searchX + 0x100
if searchX > areaWidth then
searchX = 0
searchY = searchY + 0xe0
if searchY > _M.getAreaHeight() then
table.sort(uniqueExits, function(a, b)
return a.control < b.control
end)
-- Return upper right corner if we can't find anything
if found then
for id,sprite in pairs(uniqueExits) do
return { x = sprite.x, y = sprite.y }
end
else
return { x = areaWidth, y = 0}
end
end
end
end):next(function(ret)
if ret == nil then
return findPreferredExitLoop(frame, searchX, searchY, found, uniqueExits)
else
return ret
end
end)
end
function _M.findPreferredExit()
local point = nil
local result = nil
return _M.setRewindPoint():next(function(p)
point = p
return findPreferredExitLoop(0, 0, 0, false, {})
end):next(function(r)
result = r
return _M.rewind(point)
end):next(function()
return result
end)
end
--- Starting from a specified point in the area, weave back and forth until we reach
--- fall to the bottom. Return all points where we hit the floor on the way down.
---@param startX integer x coordinate of the starting point
---@param startY integer y coordinate of the starting point
---@return table table A list of all the points that we collided with a platform
function _M.getWaypoints(startX, startY)
local areaWidth = _M.getAreaWidth()
local areaHeight = _M.getAreaHeight()
local increment = mem.size.tile
local direction = increment
local terminus = areaWidth
-- If we're on the right half, move left
-- If we're on the left half, move right
if startX > areaWidth / 2 then
direction = -direction
terminus = 0x100
end
local collisions = {}
local currentY = startY
local currentX = startX
local switches = 0
while currentY < areaHeight - increment do
switches = 0
-- Drop down until we collide with the floor
while currentY < areaHeight - increment and _M.getAbsoluteTile(currentX, currentY) ~= 1 do
currentY = currentY + increment
end
-- Track the collision
table.insert(collisions, {
x = currentX,
y = currentY,
})
-- Break if we've hit the bottom
if currentY > areaHeight - increment then
break
end
-- Move in the direction until we reach a gap or the edge of the area
while currentY < areaHeight - increment do
currentX = currentX + direction
-- Switch directions if we're out of bounds
if direction < 0 and currentX < terminus + increment or direction > 0 and currentX > terminus - increment then
switches = switches + 1
if switches > 2 then
currentY = currentY + increment
break
end
if terminus == 0x100 then
terminus = areaWidth
direction = increment
else
terminus = 0x100
direction = -increment
end
elseif _M.getAbsoluteTile(currentX, currentY) ~= 1 then
-- Check to make sure there isn't a floor immediately underneath.
-- If there is we're probably on an incline.
if _M.getAbsoluteTile(currentX, currentY + increment) == 1 then
currentY = currentY + increment
else
break
end
end
end
end
return collisions
end
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function _M.getGoalHit(sprites)
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for i=1,#sprites,1 do
local sprite = sprites[i]
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if sprite.control ~= spritelist.GoodSprites.goalBarrel then
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goto continue
end
-- Check if the goal barrel is moving up
if sprite.velocityY < 0 then
return true
end
::continue::
end
return false
end
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function _M.getKong()
local kong = memory.readword(mem.addr.kongLetters)
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return bit.popcount(kong)
end
function _M.getLives()
local lives = memory.readsbyte(0x7e08be) + 1
return lives
end
function _M.writeLives(lives)
memory.writebyte(0x7e08be, lives - 1)
memory.writebyte(0x7e08c0, lives - 1)
end
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function _M.getBoth()
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-- FIXME consider invincibility barrels
local both = memory.readword(mem.addr.haveBoth)
return bit.band(both, 0x4000)
end
function _M.getVelocityY()
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local sprite = _M.getSprite(_M.leader)
if sprite == nil then
return 1900
end
return sprite.velocityY
end
function _M.getVelocityX()
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local sprite = _M.getSprite(_M.leader)
if sprite == nil then
return 1900
end
return sprite.velocityX
end
function _M.writePowerup(powerup)
return
-- memory.writebyte(0x0019, powerup)
end
function _M.getHit(alreadyHit)
return not alreadyHit and memory.readword(mem.addr.mathLives) < memory.readword(mem.addr.displayLives)
end
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function _M.getHitTimer(lastBoth)
return (memory.readsbyte(mem.addr.displayLives) - memory.readsbyte(mem.addr.mathLives))
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+ lastBoth - _M.getBoth()
end
-- Logic from 0xb5c3e1, 0xb5c414, 0xb5c82c
function _M.tileOffsetCalculation (x, y, vertical)
local newX = x - 256
local newY = y - 256
if not vertical then
if newY < 0 then
newY = 0
elseif newY >= 0x1ff then
newY = 0x1ff
end
newY = bit.band(bit.band(bit.bnot(newY), 0xffff) + 1, 0x1e0)
newX = bit.band(newX, 0xffe0)
newY = bit.lrshift(bit.band(bit.bxor(newY, 0x1e0), 0xffff), 4)
return newY + newX
else
newY = bit.band(bit.band(bit.bnot(newY), 0xffff) + 1, 0xffe0)
newX = bit.lrshift(bit.band(newX, 0xffe0), 4)
newY = bit.band(bit.lshift(bit.band(bit.bxor(newY, 0xffe0), 0xffff), 1), 0xffff)
return newY + newX
end
end
-- 0xb5c94d
function _M.tileIsSolid(x, y, tileVal, tileOffset)
local origTileVal = tileVal
if tileVal == 0 or tileOffset == 0 then
return false
end
local a2 = bit.band(x, 0x1f)
if bit.band(tileVal, 0x4000) ~= 0 then
a2 = bit.band(bit.bxor(a2, 0x1f), 0xffff)
end
tileVal = bit.band(tileVal, 0x3fff)
local solidLessThan = memory.readword(mem.addr.solidLessThan)
if tileVal >= solidLessThan then
return false
end
tileVal = bit.band(bit.lshift(tileVal, 2), 0xffff)
if bit.band(a2, 0x10) ~= 0 then
tileVal = tileVal + 2
end
local tileMeta = memory.readword(memory.readword(0x7e009c) + tileVal)
if bit.band(tileMeta, 0x8000) ~=0 then
a2 = bit.band(bit.bxor(a2, 0x000f), 0xffff)
end
if bit.band(tileMeta, tileVal, 0x2000) ~= 0 then
tileMeta = bit.band(bit.bxor(tileMeta, 0x8000), 0xffff)
end
tileMeta = bit.band(tileMeta, 0x00ff)
if tileMeta == 0 then
return false
end
tileMeta = bit.band(bit.bxor(tileMeta, 1), 0xffff)
-- FIXME further tests?
return true
end
function _M.getAbsoluteTile(x, y)
local tileX = math.floor(x / mem.size.tile) * mem.size.tile
local tileY = math.floor(y / mem.size.tile) * mem.size.tile
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local offset = _M.tileOffsetCalculation(tileX, tileY, _M.vertical)
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local tile = memory.readword(_M.tilePtr + offset)
if not _M.tileIsSolid(tileX, tileY, tile, offset) then
return 0
end
return 1
end
function _M.getTile(dx, dy)
return _M.getAbsoluteTile(_M.partyX + dx * mem.size.tile, _M.partyY + dy * mem.size.tile)
end
function _M.getCurrentArea()
return memory.readword(mem.addr.currentAreaNumber)
end
function _M.getJumpHeight()
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local sprite = _M.getSprite(_M.leader)
if sprite == nil then
return 0
end
return sprite.jumpHeight
end
function _M.diedFromHit()
local sprite = _M.getSprite(_M.leader)
if sprite == nil then
return 0
end
return sprite.motion == 0x05
end
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function _M.fell()
local sprite = _M.getSprite(_M.leader)
if sprite == nil then
return 0
end
return sprite.motion == 0x3b
end
function _M.getSprite(idx)
local baseAddr = idx * mem.size.sprite + mem.addr.spriteBase
local spriteData = memory.readregion(baseAddr, mem.size.sprite)
local offsets = mem.offset.sprite
local control = util.regionToWord(spriteData, offsets.control)
if control == 0 then
return nil
end
local x = util.regionToWord(spriteData, offsets.x)
local y = util.regionToWord(spriteData, offsets.y)
local sprite = {
control = control,
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screenX = x - 256 - _M.cameraX - 256,
screenY = y - 256 - _M.cameraY - 256,
jumpHeight = util.regionToWord(spriteData, offsets.jumpHeight),
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-- style bits
-- 0x4000 0: Right facing 1: Flipped
-- 0x1000 0: Alive 1: Dying
style = util.regionToWord(spriteData, offsets.style),
velocityX = util.regionToSWord(spriteData, offsets.velocityX),
velocityY = util.regionToSWord(spriteData, offsets.velocityY),
motion = util.regionToWord(spriteData, offsets.motion),
x = x,
y = y,
good = spritelist.Sprites[control]
}
if sprite.good == nil then
sprite.good = -1
end
return sprite
end
function _M.getSprites()
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local sprites = {}
for idx = 2,22,1 do
local sprite = _M.getSprite(idx)
if sprite == nil then
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goto continue
end
sprites[#sprites+1] = sprite
::continue::
end
return sprites
end
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-- Currently only for single bananas since they don't
-- count as regular computed sprites
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function _M.getExtendedSprites(sprites)
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local oam = memory2.OAM:readregion(0x00, 0x220)
local extended = {}
for idx=0,0x200/4-1,1 do
local twoBits = bit.band(bit.lrshift(oam[0x201 + math.floor(idx / 4)], ((idx % 4) * 2)), 0x03)
local flags = oam[idx * 4 + 4]
local tile = oam[idx * 4 + 3]
local screenSprite = {
x = math.floor(oam[idx * 4 + 1] * ((-1) ^ bit.band(twoBits, 0x01))),
y = oam[idx * 4 + 2],
good = spritelist.extSprites[tile]
}
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if bit.band(flags, 0x21) == 0x00 then
goto continue
end
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if screenSprite.good == nil then
screenSprite.good = 0
end
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-- Hide the interface icons
if screenSprite.x < 0 or screenSprite.y < mem.size.tile then
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goto continue
end
-- Hide sprites near computed sprites
for s=1,#sprites,1 do
local sprite = sprites[s]
if screenSprite.x > sprite.screenX - mem.size.enemy and screenSprite.x < sprite.screenX + mem.size.enemy / 2 and
screenSprite.y > sprite.screenY - mem.size.enemy and screenSprite.y < sprite.screenY then
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goto continue
end
::nextsprite::
end
extended[#extended+1] = screenSprite
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::continue::
end
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return extended
end
function _M.getInputs()
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_M.getPositions()
local sprites = _M.getSprites()
local extended = _M.getExtendedSprites(sprites)
local inputs = {}
local inputDeltaDistance = {}
for dy = -config.BoxRadius, config.BoxRadius, 1 do
for dx = -config.BoxRadius, config.BoxRadius, 1 do
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inputs[#inputs+1] = 0
inputDeltaDistance[#inputDeltaDistance+1] = 1
local tile = _M.getTile(dx, dy)
if tile == 1 then
if inputs[#inputs-config.BoxRadius*2-1] == -1 then
inputs[#inputs] = -1
else
local neighbors = 0
for ddy=-1,1,1 do
for ddx=-1,1,1 do
if (ddy == 0 and ddx == 0) or (ddx == 0 and ddy == 1) then
goto continue
end
if _M.getTile(dx+ddx, dy+ddy) == 0 then
neighbors = neighbors + 1
end
::continue::
end
end
if neighbors >= 3 then
inputs[#inputs] = 1
else
inputs[#inputs] = -1
end
end
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end
for i = 1,#sprites do
local sprite = sprites[i]
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if sprite.good == 0 then
goto continue
end
local distx = math.abs(sprite.x - (_M.partyX+dx*mem.size.tile))
local disty = math.abs(sprite.y - (_M.partyY+dy*mem.size.tile))
local dist = math.sqrt((distx * distx) + (disty * disty))
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if dist <= mem.size.tile * 1.25 then
inputs[#inputs] = sprite.good
if dist > mem.size.tile then
inputDeltaDistance[#inputDeltaDistance] = mathFunctions.squashDistance(dist)
end
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end
::continue::
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end
for i = 1,#extended do
local distx = math.abs(extended[i]["x"]+_M.cameraX - (_M.partyX+dx*mem.size.tile))
local disty = math.abs(extended[i]["y"]+_M.cameraY - (_M.partyY+dy*mem.size.tile))
if distx < mem.size.tile / 2 and disty < mem.size.tile / 2 then
inputs[#inputs] = extended[i]["good"]
local dist = math.sqrt((distx * distx) + (disty * disty))
if dist > mem.size.tile / 2 then
inputDeltaDistance[#inputDeltaDistance] = mathFunctions.squashDistance(dist)
end
end
end
end
end
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return inputs, inputDeltaDistance
end
function _M.getClimbing()
local sprite = _M.getSprite(_M.leader)
if sprite == nil then
return false
end
return sprite.motion >= 0x35 and sprite.motion <= 0x39
end
function _M.clearJoypad()
for b = 1,#config.ButtonNames do
input.set(0, b - 1, 0)
end
end
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local areaLoadedQueue = {}
function _M.onceAreaLoaded(handler)
table.insert(areaLoadedQueue, handler)
end
local mapLoadedQueue = {}
function _M.onceMapLoaded(handler)
-- TODO For now we only want one at a time
mapLoadedQueue = {}
table.insert(mapLoadedQueue, handler)
end
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local emptyHitQueue = {}
function _M.onEmptyHit(handler)
emptyHitQueue = {}
table.insert(emptyHitQueue, handler)
end
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local function processEmptyHit(addr, val)
local idx = math.floor((bit.band(addr, 0xffff) - bit.band(mem.addr.spriteBase, 0xffff)) / mem.size.sprite)
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local pow = _M.getSprite(idx)
if pow == nil or
pow.control ~= 0x0238 then
return
end
local sprites = _M.getSprites()
for i=1,#sprites,1 do
local sprite = sprites[i]
if bit.band(sprite.style, mem.flag.sprite.dying) ~= 0 and
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sprite.good == -1 then
return
end
end
for i=#emptyHitQueue,1,-1 do
emptyHitQueue[i]()
end
end
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local function processAreaLoad()
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for i=#areaLoadedQueue,1,-1 do
table.remove(areaLoadedQueue, i)()
end
end
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local function processMapLoad()
for i=#mapLoadedQueue,1,-1 do
table.remove(mapLoadedQueue, i)()
end
areaLoadedQueue = {} -- We clear this because it doesn't make any sense after the map screen loads
end
function _M.bonusScreenDisplayed(inputs)
local count = 0
for i=1,#inputs,1 do
if inputs[i] ~= 0 then
count = count + 1
end
end
return count < 10
end
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local handlers = {}
local function registerHandler(space, regname, addr, callback)
table.insert(handlers, {
fn = space[regname](space, addr, callback),
unregisterFn = space['un'..regname],
space = space,
addr = addr,
})
end
local inputHandler = nil
local setRewindHandler = nil
local rewindHandler = nil
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function _M.unregisterHandlers()
callback.unregister('input', inputHandler)
callback.unregister('set_rewind', setRewindHandler)
callback.unregister('post_rewind', rewindHandler)
inputHandler = nil
setRewindHandler = nil
rewindHandler = nil
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for i=#handlers,1,-1 do
local handler = table.remove(handlers, i)
handler.unregisterFn(handler.space, handler.addr, handler.fn)
end
end
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function _M.registerHandlers()
if inputHandler ~= nil then
error("Only call register handlers once")
end
inputHandler = callback.register('input', processFrameAdvanced)
setRewindHandler = callback.register('set_rewind', processSetRewind)
rewindHandler = callback.register('post_rewind', processRewind)
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registerHandler(memory2.BUS, 'registerwrite', 0xb517b2, processAreaLoad)
registerHandler(memory2.WRAM, 'registerwrite', 0x069b, processMapLoad)
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for i=2,22,1 do
registerHandler(memory2.WRAM, 'registerwrite', bit.band(mem.addr.spriteBase + mem.size.sprite * i, 0xffff), processEmptyHit)
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end
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end
return function(promise)
Promise = promise
if util == nil then
util = dofile(base.."/util.lua")(Promise)
end
return _M
end