Added bananas and enemies. Sprites.

This commit is contained in:
Empathic Qubit 2021-03-05 14:37:57 -05:00
parent 314ae2acd5
commit a77886ae63
6 changed files with 174 additions and 250 deletions

View file

@ -276,7 +276,7 @@ Tile offset: %04x
if detailsidx == idx then
sprcolor = 0x00ff0000
end
gui.text(sprite.screenX * 2, sprite.screenY * 2, sprite.control..","..sprite.animnum..","..sprite.attr, FG_COLOR, sprcolor)
gui.text(sprite.screenX * 2, sprite.screenY * 2, string.format("%04x, %04x, %04x", sprite.control, sprite.animnum, sprite.attr), FG_COLOR, sprcolor)
local filename = os.getenv("HOME").."/neat-donk/catchem/"..sprite.animnum..","..sprite.attr..".png"
if pokemon and spriteScreenX > (guiWidth / 4) and spriteScreenX < (guiWidth / 4) * 3 and spriteScreenY > (guiHeight / 3) and spriteScreenY < guiHeight and not util.file_exists(filename) then

100
game.lua
View file

@ -4,7 +4,9 @@ spritelist = require "spritelist"
local _M = {}
TILE_SIZE = 32
ENEMY_SIZE = 64
TILE_COLLISION_MATH_POINTER = 0x7e17b2
SPRITE_BASE = 0x7e0de2
VERTICAL_POINTER = 0xc414
TILEDATA_POINTER = 0x7e0098
CAMERA_X = 0x7e17ba
@ -19,8 +21,8 @@ function _M.getPositions()
partyX = memory.readword(PARTY_X)
partyY = memory.readword(PARTY_Y)
local cameraX = memory.readword(CAMERA_X) - 256
local cameraY = memory.readword(CAMERA_Y) - 256
cameraX = memory.readword(CAMERA_X) - 256
cameraY = memory.readword(CAMERA_Y) - 256
_M.screenX = (partyX-256-cameraX)*2
_M.screenY = (partyY-256-cameraY)*2
@ -165,29 +167,74 @@ function _M.getTile(dx, dy)
end
function _M.getSprites()
local sprites = {}
for slot=0,11 do
local status = memory.readbyte(0x14C8+slot)
if status ~= 0 then
spritex = memory.readbyte(0xE4+slot) + memory.readbyte(0x14E0+slot)*256
spritey = memory.readbyte(0xD8+slot) + memory.readbyte(0x14D4+slot)*256
sprites[#sprites+1] = {["x"]=spritex, ["y"]=spritey, ["good"] = spritelist.Sprites[memory.readbyte(0x009e + slot) + 1]}
end
end
local sprites = {}
for idx = 2,22,1 do
local base_addr = idx * 94 + SPRITE_BASE
local control = memory.readword(base_addr)
if control == 0 then
goto continue
end
local x = memory.readword(base_addr + 0x06)
local y = memory.readword(base_addr + 0x0a)
local sprite = {
screenX = x - 256 - cameraX,
screenY = y - 256 - cameraY,
x = x,
y = y,
good = spritelist.Sprites[control]
}
if sprite.good == nil then
sprite.good = -1
end
sprites[#sprites+1] = sprite
::continue::
end
return sprites
end
-- Currently only for single bananas since they don't
-- count as regular computed sprites
function _M.getExtendedSprites()
local extended = {}
for slot=0,11 do
local number = memory.readbyte(0x170B+slot)
if number ~= 0 then
spritex = memory.readbyte(0x171F+slot) + memory.readbyte(0x1733+slot)*256
spritey = memory.readbyte(0x1715+slot) + memory.readbyte(0x1729+slot)*256
extended[#extended+1] = {["x"]=spritex, ["y"]=spritey, ["good"] = spritelist.extSprites[memory.readbyte(0x170B + slot) + 1]}
end
end
local oam = memory2.OAM:readregion(0x00, 0x220)
local sprites = _M.getSprites()
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]
if bit.band(screenSprite.flags, 0x21) == 0x00 then
goto continue
end
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]
}
-- Hide the interface icons
if screenSprite.x < 0 or screenSprite.y < TILE_SIZE then
goto continue
end
-- Hide sprites near computed sprites
for s=1,#sprites,1 do
local sprite = sprites[s]
if screenSprite.x > sprite.screenX - ENEMY_SIZE and screenSprite.x < sprite.screenX + ENEMY_SIZE / 2 and
screenSprite.y > sprite.screenY - ENEMY_SIZE and screenSprite.y < sprite.screenY then
goto continue
end
::nextsprite::
end
extended[#ext+1] = screenSprite
::continue::
end
return extended
end
@ -196,7 +243,7 @@ callcount = 0
function _M.getInputs()
_M.getPositions()
-- sprites = _M.getSprites()
sprites = _M.getSprites()
-- extended = _M.getExtendedSprites()
local inputs = {}
@ -212,19 +259,18 @@ function _M.getInputs()
inputs[#inputs] = 1
end
--[[ for i = 1,#sprites do
distx = math.abs(sprites[i]["x"] - (partyX+dx))
disty = math.abs(sprites[i]["y"] - (partyY+dy))
for i = 1,#sprites do
distx = math.abs(sprites[i].x - (partyX+dx))
disty = math.abs(sprites[i].y - (partyY+dy))
if distx <= 8 and disty <= 8 then
inputs[#inputs] = sprites[i]["good"]
inputs[#inputs] = sprites[i].good
local dist = math.sqrt((distx * distx) + (disty * disty))
if dist > 8 then
inputDeltaDistance[#inputDeltaDistance] = mathFunctions.squashDistance(dist)
--gui.drawLine(screenX, screenY, sprites[i]["x"] - layer1x, sprites[i]["y"] - layer1y, 0x50000000)
end
end
end ]]
end
--[[ for i = 1,#extended do
distx = math.abs(extended[i]["x"] - (partyX+dx))

View file

@ -693,7 +693,7 @@ function on_video()
end
function initializeRun(after)
settings.set_speed(1)
settings.set_speed(10)
gui.subframe_update(false)
table.insert(runInitialized, after)
movie.unsafe_rewind(rew)
@ -817,6 +817,8 @@ function mainLoop (species, genome)
end
game.getPositions()
-- FIXME Measure distance to target / area exit
-- We might not always be horizontal
if partyX > rightmost then
rightmost = partyX
timeout = config.NeatConfig.TimeoutConstant

Binary file not shown.

View file

@ -1,218 +1,88 @@
-- Idea from: https://github.com/kevino5233/party_Enhanced/
-- Spritelist from: https://www.smwcentral.net/?p=viewthread&t=7562
-- Extended spritelist: https://web.archive.org/web/20170709102356/www.smwiki.net/wiki/RAM_Address/$7E:170B
--
local _M = {}
_M.Sprites = {}
-- Make sure this list is sorted before initialization.
_M.NeutralSprites = {
0x0E, -- Keyhole.
0x2C, -- Yoshi egg Red/Blue/Yellow/Blue (X&3).
0x2D, -- Baby green Yoshi.
0x2F, -- Portable spring board.
0x35, -- Green Yoshi.
0x3E, -- POW, blue/silver (X&1).
0x41, -- Dolphin, horizontal.
0x42, -- Dolphin2, horizontal.
0x43, -- Dolphin, vertical.
0x49, -- Growing/shrinking pipe end.
0x4A, -- Goal Point Question Sphere.
0x52, -- Moving ledge hole in ghost house.
0x53, -- ???
0x54, -- Climbing net door, use with object 0x4A-E.
0x55, -- Checkerboard platform, horizontal.
0x56, -- Flying rock platform, horizontal.
0x57, -- Checkerboard platform, vertical.
0x58, -- Flying rock platform, vertical.
0x59, -- Turn block bridge, horizontal and vertical.
0x5A, -- Turn block bridge, horizontal.
0x5B, -- Brown platform floating in water.
0x5C, -- Checkerboard platform that falls.
0x5D, -- Orange platform floating in water.
0x5E, -- Orange platform, goes on forever.
0x5F, -- Brown platform on a chain.
0x60, -- Flat green switch palace switch.
0x61, -- Floating skulls.
0x62, -- Brown platform, line-guided.
0x63, -- Checker/brown platform, line-guided (X&1).
0x64, -- Rope mechanism, line-guided (X&1).
0x6A, -- Coin game cloud.
0x6B, -- Spring board, left wall.
0x6C, -- Spring board, right wall.
0x6D, -- Invisible solid block.
0x79, -- Growing Vine.
0x7C, -- ???
0x80, -- Key.
0x81, -- Changing item from a translucent block.
0x87, -- Lakitu's cloud, no time limit. (!)
0x8A, -- Bird from Yoshi's house, max of 4.
0x8B, -- Puff of smoke from Yoshi's house.
0xA3, -- Grey platform on chain, clockwise/counter (X&1).
0xBA, -- Timed lift, 4 sec/1 sec (X&1).
0xC0, -- Grey platform on lava, sinks.
0xC4, -- Grey platform that falls.
0xC8, -- Light switch block for dark room.
0xC9, -- ???
0xDA, -- Green Koopa shell.
0xDB, -- Red Koopa shell.
0xDC, -- Blue Koopa shell.
0xDD, -- Yellow Koopa shell.
0xDF, -- Green shell, won't use Special World color.
0xE0 -- 3 platforms on chains, clockwise/counter (X&1).
}
0x0020, -- Krow egg fragments
0x0064, -- Barrel fragments
-- Our heroes
0x00e4, -- Diddy
0x00e8, -- Dixie
-- Items that require too much interaction
0x01a4, -- Barrel
0x01b0, -- Cannonball (immobile)
0x01c0, -- Chest
0x01bc, -- Small crate
0x011c, -- Barrel
0x013c, -- Cannon
0x014c, -- Hook
0x01b8, -- TNT
-- Inert
0x0168, -- Goal pole
0x016c, -- Goal roulette
0x0160, -- Goal base
0x0164, -- Goal barrel
0x023c, -- Exploding crate
0x0258, -- No Animals Sign
}
-- Make sure this list is sorted before initialization.
_M.GoodSprites = {
0x21, -- Moving coin.
0x45, -- Directional coins, no time limit.
0x74, -- Mushroom.
0x75, -- Flower.
0x76, -- Star.
0x77, -- Feather.
0x78, -- 1-UP.
0x7B, -- Standard Goal Point.
-- "Secret" Goal Point.
0x83, -- Left flying question block, coin/flower/feather/1-UP (X&3).
0x84, -- Flying question block, coin/flower/feather/1-UP (X&3).
0xC1, -- Flying grey turnblocks, first up/down (X&1).
0xC7 -- Invisible mushroom.
}
-- Destinations
0x0094, -- Area exit
0x00b0, -- Goal target
0x0120, -- Bonus barrel
0x0128, -- Hot air balloon
0x0140, -- Launch barrel
0x0148, -- Animal crate
0x0150, -- Invincibility barrel
0x0154, -- Midpoint
0x015c, -- Banana Coin/Kremkoin/DK Coin
0x0170, -- Banana bunch
0x0174, -- KONG letters
0x0178, -- xUP balloon
-- Animals
0x0190, -- Squitter
0x0194, -- Rattly
0x0198, -- Squawks
0x019c, -- Rambi
0x0304, -- Clapper
0x01b4, -- Krow's eggs
0x0220, -- Flitter (used as unavoidable platforms in some levels)
0x02d4, -- Krochead (red and green)
}
-- Currently not used.
_M.BadSprites = {
0x00, -- Green Koopa, no shell.
0x01, -- Red Koopa, no shell.
0x02, -- Blue Koopa, no shell.
0x03, -- Yellow Koopa, no shell.
0x04, -- Green Koopa.
0x05, -- Red Koopa.
0x06, -- Blue Koopa.
0x07, -- Yellow Koopa.
0x08, -- Green Koopa, flying left.
0x09, -- Green bouncing Koopa (Y&1).
0x0A, -- Red vertical flying Koopa.
0x0B, -- Red horizontal flying Koopa.
0x0C, -- Yellow Koopa with wings.
0x0F, -- Goomba.
0x10, -- Bouncing Goomba with wings.
0x1A, -- Classic Pirhana Plant (use ExGFX).
0x1C, -- Bullet Bill.
0x4F, -- Jumping Pirhana Plant.
0x50, -- Jumping Pirhana Plant, spit fire.
0x7E, -- Flying Red coin, worth 5 coins.
0x7F, -- Flying Yellow 1-UP.
0xB1, -- Creating/Eating block (X&1).
0xB9, -- Info Box, message 1/2 (X&1).
0xBD, -- Sliding Koopa without a shell.
0x0D, -- Bob-omb.
0x11, -- Buzzy Beetle.
0x13, -- Spiny.
0x14, -- Spiny falling.
0x15, -- Fish, horizontal.
0x16, -- Fish, vertical.
0x18, -- Surface jumping fish.
0x1B, -- Bouncing football in place.
0x1D, -- Hopping flame.
0x1E, -- Lakitu Normal/Fish (X&1).
0x1F, -- Magikoopa.
0x20, -- Magikoopa's magic, stationary.
0x22, -- Green vertical net Koopa, below/above (X&1).
0x23, -- Red fast vertical net Koopa, below/above (X&1).
0x24, -- Green horizontal net Koopa, below/above (X&1).
0x25, -- Red fast horizontal net Koopa, below/above (X&1).
0x26, -- Thwomp.
0x27, -- Thwimp.
0x28, -- Big Boo.
0x29, -- Koopa Kid (place at X=12, Y=0 to 6).
0x2A, -- Upside down Piranha Plant.
0x2B, -- Sumo Brother's fire lightning.
0x2E, -- Spike Top.
0x30, -- Dry Bones, throws bones.
0x31, -- Bony Beetle.
0x32, -- Dry Bones, stay on ledge.
0x33, -- Fireball, vertical. Requires buoyancy!
0x34, -- Boss fireball, stationary.
0x37, -- Boo.
0x38, -- Eerie.
0x39, -- Eerie, wave motion.
0x3A, -- Urchin, fixed vertical/horizontal (X&1).
0x3B, -- Urchin, wall detect v/h (X&1).
0x3C, -- Urchin, wall follow clockwise/counter (X&1).
0x3D, -- Rip Van Fish.
0x3F, -- Para-Goomba.
0x40, -- Para-Bomb.
0x44, -- Torpedo Ted.
0x47, -- Swimming/Jumping fish, doesn't need water. (!)
0x48, -- Diggin' Chuck's rock.
0x46, -- Diggin' Chuck.
0x4B, -- Pipe dwelling Lakitu.
0x4C, -- Exploding Block, fish/goomba/Koopa/Koopa with shell (X&3).
0x4D, -- Ground dwelling Monty Mole, follow/hop (X&1).
0x4E, -- Ledge dwelling Monty Mole, follow/hop (X&1).
0x51, -- Ninji.
0x65, -- Chainsaw, line-guided, right/left (X&1).
0x66, -- Upside down chainsaw, line-guided, null/left (X&1).
0x67, -- Grinder, line-guided, right/left (X&1).
0x68, -- Fuzz Ball, line-guided, right/left (X&1).
0x6E, -- Dino Rhino.
0x6F, -- Dino Torch.
0x70, -- Pokey.
0x71, -- Super Koopa, red cape, swoop.
0x72, -- Super Koopa, yellow cape, swoop.
0x73, -- Super Koopa, feather/yellow cape (X&1).
0x7A, -- Firework, makes party temporarily invisible.
0x86, -- Wiggler.
0x8D, -- Ghost house exit sign and door.
0x8E, -- Invisible "Warp Hole" blocks. (!)
0x8F, -- Scale platforms, long/short between (X&1).
0x90, -- Large green gas bubble.
0x91, -- Chargin' Chuck.
0x92, -- Splitin' Chuck.
0x93, -- Bouncin' Chuck.
0x94, -- Whistlin' Chuck, fish/Koopa (X&1).
0x95, -- Clapin' Chuck.
0x97, -- Puntin' Chuck.
0x98, -- Pitchin' Chuck.
0x99, -- Volcano Lotus.
0x9A, -- Sumo Brother.
0x9B, -- Hammer Brother (requires sprite 9C).
0x9C, -- Flying blocks for Hammer Brother.
0x9D, -- Bubble with Goomba/bomb/fish/mushroom (X&3).
0x9E, -- Ball and Chain, clockwise/counter (X&1).
0x9F, -- Banzai Bill.
0xA2, -- MechaKoopa.
0xA4, -- Floating Spike ball, slow/fast (X&1).
0xA5, -- Fuzzball/Sparky, ground-guided, left/right (X&1).
0xA6, -- HotHead, ground-guided, left/right (X&1).
0xA8, -- Blargg.
0xAA, -- Fishbone.
0xAB, -- Rex.
0xAC, -- Wooden Spike, moving down and up.
0xAD, -- Wooden Spike, moving up/down first (X&1).
0xAE, -- Fishin' Boo.
0xAF, -- Boo Block.
0xB0, -- Reflecting stream of Boo Buddies.
0xB2, -- Falling Spike.
0xB3, -- Bowser statue fireball.
0xB4, -- Grinder, non-line-guided.
0xB6, -- Reflecting fireball.
0xB7, -- Carrot Top lift, upper right.
0xB8, -- Carrot Top lift, upper left.
0xBB, -- Grey moving castle block, horizontal.
0xBC, -- Bowser statue, normal/fire/leap (X&3).
0xBE, -- Swooper Bat, hang/fly/fly/fly (X&3).
0xBF, -- Mega Mole.
0xC2, -- Blurp fish.
0xC3, -- A Porcu-Puffer fish.
0xC5, -- Big Boo Boss.
0xC6, -- Dark room with spot light.
0xDE, -- Group of 5 eeries, wave motion.
0xE2, -- Boo Buddies, counter-clockwise.
0xE3 -- Boo Buddies, clockwise.
}
-- Baddies
0x006c, -- Kannon
0x01ac, -- Klobber (yellow and green)
0x01d0, -- Kannon's fodder (Ball/barrel)
0x01d8, -- Krusha
0x01dc, -- Click-Clack
0x01e4, -- Neek
0x01ec, -- Klomp
0x01e8, -- Klobber (awake)
0x01f0, -- Klampon
0x01f8, -- Flotsam
0x0200, -- Klinger
0x0208, -- Puftup
0x0218, -- Zinger (red and yellow)
0x0214, -- Mini-Necky
0x020c, -- Lockjaw
0x021c, -- Kaboing
0x0224, -- Krow (Boss)
0x025c, -- Krook (very large)
}
function _M.InitSpriteList()
local k = 1
@ -236,37 +106,41 @@ _M.extSprites = {}
-- Make sure this list is sorted before initialization.
_M.ExtNeutralSprites = {
0x01, -- Puff of smoke with various objects.
0x03, -- Flame left by hopping flame.
0x05, -- Player fireball.
0x0A, -- Coin from coin cloud game.
0x0F, -- Trail of smoke (yellow Yoshi stomping the ground).
0x10, -- Spinjump stars.
0x11, -- Yoshi fireballs.
0x12 -- Water bubble.
}
_M.ExtGoodSprites = {
0xe0, -- banana
0xe1, -- banana
0xe2, -- banana
0xe3, -- banana
0xe4, -- banana
0xe5, -- banana
0xe6, -- banana
0xe7, -- banana
0xe8, -- banana
0xe9, -- banana
0xea, -- banana
0xeb, -- banana
0xec, -- banana
0xed, -- banana
0xee, -- banana
}
-- Currently not used.
_M.ExtBadSprites = {
0x02, -- Reznor fireball.
0x04, -- Hammer.
0x06, -- Bone from Dry Bones.
0x07, -- Lava splash.
0x08, -- Torpedo Ted shooter's arm.
0x09, -- Unknown flickering object
0x0B, -- Piranha Plant fireball.
0x0C, -- Lava Lotus's fiery objects.
0x0D, -- Baseball.
0x0E -- Wiggler's flower.
}
function _M.InitExtSpriteList()
local j = 1
for i=1, 21 do
local isExtNeutral = (j <= #_M.ExtNeutralSprites) and (_M.ExtNeutralSprites[j] == i - 1)
local isExtGood = (j <= #_M.ExtGoodSprites)
if isExtNeutral then
j = j + 1
_M.extSprites[#_M.extSprites + 1] = 0
elseif isExtGood then
j = j + 1
_M.extSprites[#_M.extSprites + 1] = 1
else
_M.extSprites[#_M.extSprites + 1] = -1
end

View file

@ -23,6 +23,8 @@ function _M.table_to_string(tbl)
result = result..table_to_string(v)
elseif type(v) == "boolean" then
result = result..tostring(v)
elseif type(v) == "number" and v >= 0 then
result = result..string.format("%x", v)
else
result = result.."\""..v.."\""
end