local base = string.gsub(@@LUA_SCRIPT_FILENAME@@, "(.*[/\\])(.*)", "%1") local set_timer_timeout, memory, memory2, gui, input, bit = memory, memory2, gui, input, bit, set_timer_timeout local util = dofile(base.."/util.lua") local mem = dofile(base.."/mem.lua") local spritelist = dofile(base.."/spritelist.lua") local game = dofile(base.."/game.lua") local config = dofile(base.."/config.lua") spritelist.InitSpriteList() spritelist.InitExtSpriteList() local CAMERA_MODE = 0x7e054f local DIDDY_X_VELOCITY = 0x7e0e02 local DIDDY_Y_VELOCITY = 0x7e0e06 local DIXIE_X_VELOCITY = 0x7e0e60 local DIXIE_Y_VELOCITY = 0x7e0e64 local FG_COLOR = 0x00ffffff local BG_COLOR = 0x99000000 local TILE_RADIUS = 5 local count = 0 local detailsidx = -1 local jumping = false local helddown = false local floatmode = false local rulers = true local pokemon = false local pokecount = 0 local showhelp = false local locked = false local lockdata = nil local incsprite = 0 local questionable_tiles = false local font = gui.font.load(base.."font.font") local function text(x, y, msg, fg, bg) if fg == nil then fg = FG_COLOR end if bg == nil then bg = BG_COLOR end font(x, y, msg, fg, bg) end function on_keyhook (key, state) if not helddown and state.value == 1 then if key == "1" and not locked then helddown = true detailsidx = detailsidx - 1 if detailsidx < -1 then detailsidx = 22 end elseif key == "2" and not locked then helddown = true detailsidx = detailsidx + 1 if detailsidx > 22 then detailsidx = -1 end elseif key == "3" then helddown = true incsprite = -1 elseif key == "4" then helddown = true incsprite = 1 elseif key == "5" then helddown = true if not locked then locked = true else locked = false lockdata = nil end elseif key == "6" then helddown = true pokemon = not pokemon elseif key == "7" then helddown = true floatmode = not floatmode elseif key == "8" then helddown = true rulers = not rulers elseif key == "9" then helddown = true questionable_tiles = not questionable_tiles elseif key == "0" then showhelp = true end elseif state.value == 0 then helddown = false showhelp = false end end function on_input (subframe) jumping = input.get(0,0) ~= 0 if floatmode then memory.writebyte(0x7e19ce, 0x16) memory.writebyte(0x7e0e12, 0x99) memory.writebyte(0x7e0e70, 0x99) if input.get(0, 6) == 1 then memory.writeword(DIDDY_X_VELOCITY, -0x5ff) memory.writeword(DIXIE_X_VELOCITY, -0x5ff) memory.writeword(DIDDY_Y_VELOCITY, 0) memory.writeword(DIXIE_Y_VELOCITY, 0) elseif input.get(0, 7) == 1 then memory.writeword(DIDDY_X_VELOCITY, 0x5ff) memory.writeword(DIXIE_X_VELOCITY, 0x5ff) memory.writeword(DIDDY_Y_VELOCITY, 0) memory.writeword(DIXIE_Y_VELOCITY, 0) end if input.get(0, 4) == 1 then memory.writeword(DIDDY_Y_VELOCITY, -0x05ff) memory.writeword(DIXIE_Y_VELOCITY, -0x05ff) elseif input.get(0, 5) == 1 then memory.writeword(DIDDY_Y_VELOCITY, 0x5ff) memory.writeword(DIXIE_Y_VELOCITY, 0x5ff) end end end local function get_sprite(base_addr) local offsets = mem.offset.sprite local cameraX = memory.readword(mem.addr.cameraX) - 256 local cameraY = memory.readword(mem.addr.cameraY) - 256 local x = memory.readword(base_addr + offsets.x) local y = memory.readword(base_addr + offsets.y) return { base_addr = string.format("%04x", base_addr), screenX = x - 256 - cameraX, screenY = y - 256 - cameraY - mem.size.tile / 3, control = memory.readword(base_addr + offsets.control), draworder = memory.readword(base_addr + 0x02), x = x, y = y, jumpHeight = memory.readword(base_addr + offsets.jumpHeight), style = memory.readword(base_addr + offsets.style), currentframe = memory.readword(base_addr + 0x18), nextframe = memory.readword(base_addr + 0x1a), state = memory.readword(base_addr + 0x1e), velocityX = memory.readsword(base_addr + offsets.velocityX), velocityY = memory.readsword(base_addr + offsets.velocityY), velomaxx = memory.readsword(base_addr + 0x26), velomaxy = memory.readsword(base_addr + 0x2a), motion = memory.readword(base_addr + 0x2e), attr = memory.readword(base_addr + 0x30), animnum = memory.readword(base_addr + 0x36), remainingframe = memory.readword(base_addr + 0x38), animcontrol = memory.readword(base_addr + 0x3a), animreadpos = memory.readword(base_addr + 0x3c), animcontrol2 = memory.readword(base_addr + 0x3e), animformat = memory.readword(base_addr + 0x40), damage1 = memory.readword(base_addr + 0x44), damage2 = memory.readword(base_addr + 0x46), damage3 = memory.readword(base_addr + 0x48), damage4 = memory.readword(base_addr + 0x4a), damage5 = memory.readword(base_addr + 0x4c), damage6 = memory.readword(base_addr + 0x4e), spriteparam = memory.readword(base_addr + 0x58), } end local function sprite_details(idx) local base_addr = idx * mem.size.sprite + mem.addr.spriteBase local sprite = get_sprite(base_addr) if sprite.control == 0 then text(0, 0, "Sprite "..idx.." (Empty)") incsprite = 0 locked = false lockdata = nil return end if incsprite ~= 0 then memory.writeword(base_addr + 0x36, sprite.animnum + incsprite) lockdata = nil incsprite = 0 end if locked and lockdata == nil then lockdata = memory.readregion(base_addr, mem.size.sprite) end if lockdata ~= nil and locked then memory.writeregion(base_addr, mem.size.sprite, lockdata) end text(0, 0, "Sprite "..idx..(locked and " (Locked)" or "")..":\n\n"..util.table_to_string(sprite)) end function on_paint (not_synth) count = count + 1 local guiWidth, guiHeight = gui.resolution() if showhelp then text(0, 0, [[ Keyboard Help =============== Sprite Details: [1] Next sprite slot [2] Previous sprite slot [3] Change to next sprite animation [4] Change to previous sprite animation [5] Lock current sprite [6] Enable / Disable Pokemon mode (take screenshots of enemies) [7] Enable / Disable float mode (fly with up/down) [8] Enable / Disable stage tile rulers [9] Enable / Disable hidden tiles ]]) return end local toggles = "" if pokemon then toggles = toggles..string.format("Pokemon: %d\n", pokecount) end if floatmode then toggles = toggles.."Float on\n" end if questionable_tiles then toggles = toggles.."All tiles on\n" end text(0, guiHeight - 40, toggles) local directions = { "Standard", "Blur", "Up" } local cameraX = memory.readword(mem.addr.cameraX) - 256 local cameraY = memory.readword(mem.addr.cameraY) - 256 local cameraDir = memory.readbyte(CAMERA_MODE) local direction = directions[cameraDir+1] local vertical = memory.readword(mem.addr.tileCollisionMathPointer) == mem.addr.verticalPointer local partyX = memory.readword(mem.addr.partyX) local partyY = memory.readword(mem.addr.partyY) local partyTileOffset = game.tileOffsetCalculation(partyX, partyY, vertical) local stats = string.format([[ %s camera %d,%d Vertical: %s Tile offset: %04x Main area: %04x Current area: %04x %s ]], direction, cameraX, cameraY, vertical, partyTileOffset, memory.readword(mem.addr.mainAreaNumber), memory.readword(mem.addr.currentAreaNumber), util.table_to_string(game.getInputs()):gsub("[\\{\\},\n\"]", ""):gsub("-1", "X"):gsub("0", "."):gsub("1", "O"):gsub("(.............)", "%1\n")) text(guiWidth - 125, guiHeight - 200, stats) text((partyX - 256 - cameraX) * 2, (partyY - 256 - cameraY) * 2 + 20, "Party") local sprites = {} for idx = 0,22,1 do local base_addr = idx * mem.size.sprite + mem.addr.spriteBase local sprite = get_sprite(base_addr) sprites[idx] = sprite if sprite.control == 0 then goto continue end local sprcolor = BG_COLOR if detailsidx == idx then sprcolor = 0x00ff0000 elseif spritelist.Sprites[sprite.control] == -1 then sprcolor = 0x66990000 elseif spritelist.Sprites[sprite.control] == 1 then sprcolor = 0x66009900 end 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 sprite.screenX > (guiWidth / 4) and sprite.screenY < (guiWidth / 4) * 3 and sprite.screenY > (guiHeight / 3) and sprite.screenY < guiHeight and not util.file_exists(filename) then gui.screenshot(filename) pokecount = pokecount + 1 end ::continue:: end if rulers and cameraX >= 0 then local halfWidth = math.floor(guiWidth / 2) local halfHeight = math.floor(guiHeight / 2) local cameraTileX = math.floor(cameraX / mem.size.tile) gui.line(0, halfHeight, guiWidth, halfHeight, BG_COLOR) for i = cameraTileX, cameraTileX + guiWidth / mem.size.tile / 2,1 do text((i * mem.size.tile - cameraX) * 2, halfHeight, tostring(i), FG_COLOR, BG_COLOR) end local cameraTileY = math.floor(cameraY / mem.size.tile) gui.line(halfWidth, 0, halfWidth, guiHeight, BG_COLOR) for i = cameraTileY, cameraTileY + guiHeight / mem.size.tile / 2,1 do text(halfWidth, (i * mem.size.tile - cameraY) * 2, tostring(i), FG_COLOR, BG_COLOR) end end local tilePtr = memory.readhword(mem.addr.tiledataPointer) for x = -TILE_RADIUS, TILE_RADIUS, 1 do for y = -TILE_RADIUS, TILE_RADIUS, 1 do local tileX = math.floor((partyX + x * mem.size.tile) / mem.size.tile) * mem.size.tile local tileY = math.floor((partyY + y * mem.size.tile) / mem.size.tile) * mem.size.tile local offset = game.tileOffsetCalculation(tileX, tileY, vertical) local tile = memory.readword(tilePtr + offset) if not game.tileIsSolid(tileX, tileY, tile, offset) then goto continue end local screenX = (tileX - 256 - cameraX) * 2 local screenY = (tileY - 256 - cameraY) * 2 if screenX < 0 or screenX > guiWidth or screenY < 0 or screenY > guiHeight then --goto continue end text(screenX, screenY, string.format("%04x\n%02x", bit.band(offset, 0xffff), tile), FG_COLOR, 0x66888800) ::continue:: end end if cameraX >= 0 then local oam = memory2.OAM:readregion(0x00, 0x220) 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 screenSprite = { x = math.floor(oam[idx * 4 + 1] * ((-1) ^ bit.band(twoBits, 0x01))), y = oam[idx * 4 + 2], tile = oam[idx * 4 + 3], flags = oam[idx * 4 + 4], } if screenSprite.x < 0 or screenSprite.y > guiHeight / 2 or screenSprite.y < mem.size.tile then goto continue end for s=1,#sprites,1 do local sprite = sprites[s] if sprite.control == 0 then goto nextsprite end 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 goto continue end ::nextsprite:: end if bit.band(screenSprite.flags, 0x21) ~= 0x00 and screenSprite.tile >= 224 and screenSprite.tile <= 238 then text(screenSprite.x * 2, screenSprite.y * 2, screenSprite.tile, 0x00000000, 0x00ffff00) end ::continue:: end end if detailsidx ~= -1 then sprite_details(detailsidx) else text(0, 20, "[1] <- Sprite Details Off -> [2]") end text(guiWidth - 125, 20, "Help [Hold 0]") end function on_timer() set_timer_timeout(100 * 1000) end input.keyhook("1", true) input.keyhook("2", true) input.keyhook("3", true) input.keyhook("4", true) input.keyhook("5", true) input.keyhook("6", true) input.keyhook("7", true) input.keyhook("8", true) input.keyhook("9", true) input.keyhook("0", true) set_timer_timeout(100 * 1000)