411 lines
13 KiB
Lua
411 lines
13 KiB
Lua
local base = string.gsub(@@LUA_SCRIPT_FILENAME@@, "(.*[/\\])(.*)", "%1")
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local set_timer_timeout, memory, memory2, gui, input, bit = memory, memory2, gui, input, bit, set_timer_timeout
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local util = dofile(base.."/util.lua")
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local mem = dofile(base.."/mem.lua")
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local spritelist = dofile(base.."/spritelist.lua")
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local game = dofile(base.."/game.lua")
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local config = dofile(base.."/config.lua")
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spritelist.InitSpriteList()
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spritelist.InitExtSpriteList()
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local CAMERA_MODE = 0x7e054f
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local DIDDY_X_VELOCITY = 0x7e0e02
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local DIDDY_Y_VELOCITY = 0x7e0e06
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local DIXIE_X_VELOCITY = 0x7e0e60
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local DIXIE_Y_VELOCITY = 0x7e0e64
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local FG_COLOR = 0x00ffffff
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local BG_COLOR = 0x99000000
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local TILE_RADIUS = 5
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local count = 0
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local detailsidx = -1
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local jumping = false
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local helddown = false
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local floatmode = false
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local rulers = true
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local pokemon = false
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local pokecount = 0
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local showhelp = false
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local locked = false
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local lockdata = nil
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local incsprite = 0
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local questionable_tiles = false
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local font = gui.font.load(base.."font.font")
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local function text(x, y, msg, fg, bg)
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if fg == nil then
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fg = FG_COLOR
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end
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if bg == nil then
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bg = BG_COLOR
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end
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font(x, y, msg, fg, bg)
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end
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function on_keyhook (key, state)
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if not helddown and state.value == 1 then
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if key == "1" and not locked then
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helddown = true
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detailsidx = detailsidx - 1
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if detailsidx < -1 then
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detailsidx = 22
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end
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elseif key == "2" and not locked then
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helddown = true
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detailsidx = detailsidx + 1
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if detailsidx > 22 then
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detailsidx = -1
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end
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elseif key == "3" then
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helddown = true
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incsprite = -1
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elseif key == "4" then
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helddown = true
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incsprite = 1
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elseif key == "5" then
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helddown = true
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if not locked then
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locked = true
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else
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locked = false
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lockdata = nil
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end
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elseif key == "6" then
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helddown = true
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pokemon = not pokemon
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elseif key == "7" then
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helddown = true
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floatmode = not floatmode
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elseif key == "8" then
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helddown = true
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rulers = not rulers
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elseif key == "9" then
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helddown = true
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questionable_tiles = not questionable_tiles
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elseif key == "0" then
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showhelp = true
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end
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elseif state.value == 0 then
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helddown = false
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showhelp = false
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end
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end
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function on_input (subframe)
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jumping = input.get(0,0) ~= 0
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if floatmode then
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memory.writebyte(0x7e19ce, 0x16)
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memory.writebyte(0x7e0e12, 0x99)
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memory.writebyte(0x7e0e70, 0x99)
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if input.get(0, 6) == 1 then
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memory.writeword(DIDDY_X_VELOCITY, -0x5ff)
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memory.writeword(DIXIE_X_VELOCITY, -0x5ff)
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memory.writeword(DIDDY_Y_VELOCITY, 0)
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memory.writeword(DIXIE_Y_VELOCITY, 0)
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elseif input.get(0, 7) == 1 then
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memory.writeword(DIDDY_X_VELOCITY, 0x5ff)
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memory.writeword(DIXIE_X_VELOCITY, 0x5ff)
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memory.writeword(DIDDY_Y_VELOCITY, 0)
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memory.writeword(DIXIE_Y_VELOCITY, 0)
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end
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if input.get(0, 4) == 1 then
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memory.writeword(DIDDY_Y_VELOCITY, -0x05ff)
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memory.writeword(DIXIE_Y_VELOCITY, -0x05ff)
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elseif input.get(0, 5) == 1 then
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memory.writeword(DIDDY_Y_VELOCITY, 0x5ff)
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memory.writeword(DIXIE_Y_VELOCITY, 0x5ff)
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end
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end
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end
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local function get_sprite(base_addr)
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local offsets = mem.offset.sprite
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local cameraX = memory.readword(mem.addr.cameraX) - 256
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local cameraY = memory.readword(mem.addr.cameraY) - 256
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local x = memory.readword(base_addr + offsets.x)
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local y = memory.readword(base_addr + offsets.y)
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return {
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base_addr = string.format("%04x", base_addr),
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screenX = x - 256 - cameraX,
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screenY = y - 256 - cameraY - mem.size.tile / 3,
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control = memory.readword(base_addr + offsets.control),
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draworder = memory.readword(base_addr + 0x02),
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x = x,
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y = y,
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jumpHeight = memory.readword(base_addr + offsets.jumpHeight),
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style = memory.readword(base_addr + offsets.style),
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currentframe = memory.readword(base_addr + 0x18),
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nextframe = memory.readword(base_addr + 0x1a),
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state = memory.readword(base_addr + 0x1e),
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velocityX = memory.readsword(base_addr + offsets.velocityX),
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velocityY = memory.readsword(base_addr + offsets.velocityY),
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velomaxx = memory.readsword(base_addr + 0x26),
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velomaxy = memory.readsword(base_addr + 0x2a),
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motion = memory.readword(base_addr + 0x2e),
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attr = memory.readword(base_addr + 0x30),
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animnum = memory.readword(base_addr + 0x36),
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remainingframe = memory.readword(base_addr + 0x38),
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animcontrol = memory.readword(base_addr + 0x3a),
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animreadpos = memory.readword(base_addr + 0x3c),
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animcontrol2 = memory.readword(base_addr + 0x3e),
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animformat = memory.readword(base_addr + 0x40),
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damage1 = memory.readword(base_addr + 0x44),
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damage2 = memory.readword(base_addr + 0x46),
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damage3 = memory.readword(base_addr + 0x48),
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damage4 = memory.readword(base_addr + 0x4a),
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damage5 = memory.readword(base_addr + 0x4c),
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damage6 = memory.readword(base_addr + 0x4e),
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spriteparam = memory.readword(base_addr + 0x58),
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}
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end
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local function sprite_details(idx)
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local base_addr = idx * mem.size.sprite + mem.addr.spriteBase
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local sprite = get_sprite(base_addr)
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if sprite.control == 0 then
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text(0, 0, "Sprite "..idx.." (Empty)")
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incsprite = 0
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locked = false
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lockdata = nil
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return
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end
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if incsprite ~= 0 then
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memory.writeword(base_addr + 0x36, sprite.animnum + incsprite)
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lockdata = nil
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incsprite = 0
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end
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if locked and lockdata == nil then
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lockdata = memory.readregion(base_addr, mem.size.sprite)
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end
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if lockdata ~= nil and locked then
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memory.writeregion(base_addr, mem.size.sprite, lockdata)
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end
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text(0, 0, "Sprite "..idx..(locked and " (Locked)" or "")..":\n\n"..util.table_to_string(sprite))
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end
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function on_paint (not_synth)
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count = count + 1
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local guiWidth, guiHeight = gui.resolution()
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if showhelp then
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text(0, 0, [[
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Keyboard Help
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===============
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Sprite Details:
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[1] Next sprite slot
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[2] Previous sprite slot
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[3] Change to next sprite animation
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[4] Change to previous sprite animation
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[5] Lock current sprite
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[6] Enable / Disable Pokemon mode (take screenshots of enemies)
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[7] Enable / Disable float mode (fly with up/down)
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[8] Enable / Disable stage tile rulers
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[9] Enable / Disable hidden tiles
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]])
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return
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end
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local toggles = ""
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if pokemon then
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toggles = toggles..string.format("Pokemon: %d\n", pokecount)
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end
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if floatmode then
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toggles = toggles.."Float on\n"
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end
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if questionable_tiles then
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toggles = toggles.."All tiles on\n"
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end
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text(0, guiHeight - 40, toggles)
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local directions = {
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"Standard",
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"Blur",
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"Up"
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}
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local cameraX = memory.readword(mem.addr.cameraX) - 256
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local cameraY = memory.readword(mem.addr.cameraY) - 256
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local cameraDir = memory.readbyte(CAMERA_MODE)
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local direction = directions[cameraDir+1]
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local vertical = memory.readword(mem.addr.tileCollisionMathPointer) == mem.addr.verticalPointer
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local partyX = memory.readword(mem.addr.partyX)
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local partyY = memory.readword(mem.addr.partyY)
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local partyTileOffset = game.tileOffsetCalculation(partyX, partyY, vertical)
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local stats = string.format([[
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%s camera %d,%d
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Vertical: %s
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Tile offset: %04x
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Main area: %04x
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Current area: %04x
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%s
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]], 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"))
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text(guiWidth - 125, guiHeight - 200, stats)
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text((partyX - 256 - cameraX) * 2, (partyY - 256 - cameraY) * 2 + 20, "Party")
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local sprites = {}
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for idx = 0,22,1 do
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local base_addr = idx * mem.size.sprite + mem.addr.spriteBase
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local sprite = get_sprite(base_addr)
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sprites[idx] = sprite
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if sprite.control == 0 then
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goto continue
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end
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local sprcolor = BG_COLOR
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if detailsidx == idx then
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sprcolor = 0x00ff0000
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elseif spritelist.Sprites[sprite.control] == -1 then
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sprcolor = 0x66990000
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elseif spritelist.Sprites[sprite.control] == 1 then
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sprcolor = 0x66009900
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end
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text(sprite.screenX * 2, sprite.screenY * 2, string.format("%04x, %04x, %04x", sprite.control, sprite.animnum, sprite.attr), FG_COLOR, sprcolor)
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local filename = os.getenv("HOME").."/neat-donk/catchem/"..sprite.animnum..","..sprite.attr..".png"
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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
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gui.screenshot(filename)
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pokecount = pokecount + 1
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end
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::continue::
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end
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if rulers and cameraX >= 0 then
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local halfWidth = math.floor(guiWidth / 2)
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local halfHeight = math.floor(guiHeight / 2)
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local cameraTileX = math.floor(cameraX / mem.size.tile)
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gui.line(0, halfHeight, guiWidth, halfHeight, BG_COLOR)
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for i = cameraTileX, cameraTileX + guiWidth / mem.size.tile / 2,1 do
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text((i * mem.size.tile - cameraX) * 2, halfHeight, tostring(i), FG_COLOR, BG_COLOR)
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end
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local cameraTileY = math.floor(cameraY / mem.size.tile)
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gui.line(halfWidth, 0, halfWidth, guiHeight, BG_COLOR)
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for i = cameraTileY, cameraTileY + guiHeight / mem.size.tile / 2,1 do
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text(halfWidth, (i * mem.size.tile - cameraY) * 2, tostring(i), FG_COLOR, BG_COLOR)
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end
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end
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local tilePtr = memory.readhword(mem.addr.tiledataPointer)
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for x = -TILE_RADIUS, TILE_RADIUS, 1 do
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for y = -TILE_RADIUS, TILE_RADIUS, 1 do
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local tileX = math.floor((partyX + x * mem.size.tile) / mem.size.tile) * mem.size.tile
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local tileY = math.floor((partyY + y * mem.size.tile) / mem.size.tile) * mem.size.tile
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local offset = game.tileOffsetCalculation(tileX, tileY, vertical)
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local tile = memory.readword(tilePtr + offset)
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if not game.tileIsSolid(tileX, tileY, tile, offset) then
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goto continue
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end
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local screenX = (tileX - 256 - cameraX) * 2
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local screenY = (tileY - 256 - cameraY) * 2
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if screenX < 0 or screenX > guiWidth or
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screenY < 0 or screenY > guiHeight then
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--goto continue
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end
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text(screenX, screenY, string.format("%04x\n%02x", bit.band(offset, 0xffff), tile), FG_COLOR, 0x66888800)
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::continue::
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end
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end
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if cameraX >= 0 then
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local oam = memory2.OAM:readregion(0x00, 0x220)
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for idx=0,0x200/4-1,1 do
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local twoBits = bit.band(bit.lrshift(oam[0x201 + math.floor(idx / 4)], ((idx % 4) * 2)), 0x03)
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local screenSprite = {
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x = math.floor(oam[idx * 4 + 1] * ((-1) ^ bit.band(twoBits, 0x01))),
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y = oam[idx * 4 + 2],
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tile = oam[idx * 4 + 3],
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flags = oam[idx * 4 + 4],
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}
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if screenSprite.x < 0 or screenSprite.y > guiHeight / 2 or screenSprite.y < mem.size.tile then
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goto continue
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end
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for s=1,#sprites,1 do
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local sprite = sprites[s]
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if sprite.control == 0 then
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goto nextsprite
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end
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if screenSprite.x > sprite.screenX - mem.size.enemy and screenSprite.x < sprite.screenX + mem.size.enemy / 2 and
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screenSprite.y > sprite.screenY - mem.size.enemy and screenSprite.y < sprite.screenY then
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goto continue
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end
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::nextsprite::
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end
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if bit.band(screenSprite.flags, 0x21) ~= 0x00 and screenSprite.tile >= 224 and screenSprite.tile <= 238 then
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text(screenSprite.x * 2, screenSprite.y * 2, screenSprite.tile, 0x00000000, 0x00ffff00)
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end
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::continue::
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end
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end
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if detailsidx ~= -1 then
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sprite_details(detailsidx)
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else
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text(0, 20, "[1] <- Sprite Details Off -> [2]")
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end
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text(guiWidth - 125, 20, "Help [Hold 0]")
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end
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function on_timer()
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set_timer_timeout(100 * 1000)
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end
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input.keyhook("1", true)
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input.keyhook("2", true)
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input.keyhook("3", true)
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input.keyhook("4", true)
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input.keyhook("5", true)
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input.keyhook("6", true)
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input.keyhook("7", true)
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input.keyhook("8", true)
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input.keyhook("9", true)
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input.keyhook("0", true)
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set_timer_timeout(100 * 1000)
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