neat-donk/donkutil.lua

411 lines
13 KiB
Lua

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)