471 lines
12 KiB
Lua
471 lines
12 KiB
Lua
--Notes here
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local memory, bit, memory2, input = memory, bit, memory2, input
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local base = string.gsub(@@LUA_SCRIPT_FILENAME@@, "(.*[/\\])(.*)", "%1")
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local mathFunctions = dofile(base.."/mathFunctions.lua")
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local config = dofile(base.."/config.lua")
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local spritelist = dofile(base.."/spritelist.lua")
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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 _M = {
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leader = 0,
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tilePtr = 0,
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vertical = false,
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partyX = 0,
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partyY = 0,
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cameraX = 0,
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cameraY = 0,
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screenX = 0,
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screenY = 0,
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}
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spritelist.InitSpriteList()
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spritelist.InitExtSpriteList()
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function _M.getPositions()
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_M.leader = memory.readword(mem.addr.leadChar)
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_M.tilePtr = memory.readhword(mem.addr.tiledataPointer)
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_M.vertical = memory.readword(mem.addr.tileCollisionMathPointer) == mem.addr.verticalPointer
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_M.partyX = memory.readword(mem.addr.partyX)
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_M.partyY = memory.readword(mem.addr.partyY)
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_M.cameraX = memory.readword(mem.addr.cameraX)
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_M.cameraY = memory.readword(mem.addr.cameraY)
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_M.screenX = (_M.partyX-256-_M.cameraX)*2
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_M.screenY = (_M.partyY-256-_M.cameraY)*2
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end
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function _M.getBananas()
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local bananas = memory.readword(0x7e08bc)
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return bananas
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end
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function _M.getCoins()
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local coins = memory.readword(0x7e08ca)
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return coins
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end
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function _M.getKremCoins()
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local krem = memory.readword(mem.addr.kremcoins)
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return krem
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end
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function _M.getGoalHit()
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local sprites = _M.getSprites()
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for i=1,#sprites,1 do
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local sprite = sprites[i]
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if sprite.control ~= 0x0164 then
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goto continue
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end
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-- Check if the goal barrel is moving up
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if sprite.velocityY < 0 then
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return true
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end
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::continue::
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end
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return false
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end
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function _M.getKong()
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local kong = memory.readword(mem.addr.kongLetters)
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return bit.popcount(kong)
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end
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function _M.getLives()
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local lives = memory.readsbyte(0x7e08be) + 1
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return lives
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end
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function _M.writeLives(lives)
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memory.writebyte(0x7e08be, lives - 1)
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memory.writebyte(0x7e08c0, lives - 1)
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end
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function _M.getBoth()
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-- FIXME consider invincibility barrels
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local both = memory.readword(mem.addr.haveBoth)
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return bit.band(both, 0x4000)
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end
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function _M.getVelocityY()
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local sprite = _M.getSprite(_M.leader)
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if sprite == nil then
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return 1900
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end
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return sprite.velocityY
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end
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function _M.getVelocityX()
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local sprite = _M.getSprite(_M.leader)
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if sprite == nil then
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return 1900
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end
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return sprite.velocityX
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end
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function _M.writePowerup(powerup)
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return
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-- memory.writebyte(0x0019, powerup)
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end
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function _M.getHit(alreadyHit)
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return not alreadyHit and memory.readword(mem.addr.mathLives) < memory.readword(mem.addr.displayLives)
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end
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function _M.getHitTimer(lastBoth)
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return (memory.readsbyte(mem.addr.displayLives) - memory.readsbyte(mem.addr.mathLives))
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+ lastBoth - _M.getBoth()
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end
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-- Logic from 0xb5c3e1, 0xb5c414, 0xb5c82c
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function _M.tileOffsetCalculation (x, y, vertical)
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local newX = x - 256
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local newY = y - 256
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if not vertical then
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if newY < 0 then
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newY = 0
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elseif newY >= 0x1ff then
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newY = 0x1ff
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end
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newY = bit.band(bit.band(bit.bnot(newY), 0xffff) + 1, 0x1e0)
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newX = bit.band(newX, 0xffe0)
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newY = bit.lrshift(bit.band(bit.bxor(newY, 0x1e0), 0xffff), 4)
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return newY + newX
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else
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newY = bit.band(bit.band(bit.bnot(newY), 0xffff) + 1, 0xffe0)
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newX = bit.lrshift(bit.band(newX, 0xffe0), 4)
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newY = bit.band(bit.lshift(bit.band(bit.bxor(newY, 0xffe0), 0xffff), 1), 0xffff)
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return newY + newX
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end
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end
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-- 0xb5c94d
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function _M.tileIsSolid(x, y, tileVal, tileOffset)
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local origTileVal = tileVal
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if tileVal == 0 or tileOffset == 0 then
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return false
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end
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local a2 = bit.band(x, 0x1f)
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if bit.band(tileVal, 0x4000) ~= 0 then
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a2 = bit.band(bit.bxor(a2, 0x1f), 0xffff)
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end
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tileVal = bit.band(tileVal, 0x3fff)
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local solidLessThan = memory.readword(mem.addr.solidLessThan)
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if tileVal >= solidLessThan then
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return false
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end
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tileVal = bit.band(bit.lshift(tileVal, 2), 0xffff)
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if bit.band(a2, 0x10) ~= 0 then
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tileVal = tileVal + 2
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end
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local tileMeta = memory.readword(memory.readword(0x7e009c) + tileVal)
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if bit.band(tileMeta, 0x8000) ~=0 then
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a2 = bit.band(bit.bxor(a2, 0x000f), 0xffff)
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end
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if bit.band(tileMeta, tileVal, 0x2000) ~= 0 then
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tileMeta = bit.band(bit.bxor(tileMeta, 0x8000), 0xffff)
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end
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tileMeta = bit.band(tileMeta, 0x00ff)
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if tileMeta == 0 then
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return false
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end
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tileMeta = bit.band(bit.bxor(tileMeta, 1), 0xffff)
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-- FIXME further tests?
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return true
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end
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function _M.getTile(dx, dy)
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local tileX = math.floor((_M.partyX + dx * mem.size.tile) / mem.size.tile) * mem.size.tile
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local tileY = math.floor((_M.partyY + dy * mem.size.tile) / 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)
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if not _M.tileIsSolid(tileX, tileY, tile, offset) then
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return 0
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end
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return 1
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end
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function _M.getCurrentArea()
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return memory.readword(mem.addr.currentAreaNumber)
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end
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function _M.getJumpHeight()
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local sprite = _M.getSprite(_M.leader)
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if sprite == nil then
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return 0
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end
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return sprite.jumpHeight
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end
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function _M.getSprite(idx)
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local base_addr = idx * mem.size.sprite + mem.addr.spriteBase
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local offsets = mem.offset.sprite
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local control = memory.readword(base_addr + offsets.control)
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if control == 0 then
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return nil
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end
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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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local sprite = {
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control = control,
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screenX = x - 256 - _M.cameraX - 256,
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screenY = y - 256 - _M.cameraY - 256,
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jumpHeight = memory.readword(base_addr + offsets.jumpHeight),
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-- style bits
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-- 0x4000 0: Right facing 1: Flipped
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-- 0x1000 0: Alive 1: Dying
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style = memory.readword(base_addr + offsets.style),
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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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x = x,
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y = y,
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good = spritelist.Sprites[control]
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}
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if sprite.good == nil then
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sprite.good = -1
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end
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return sprite
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end
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function _M.getSprites()
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local sprites = {}
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for idx = 2,22,1 do
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local sprite = _M.getSprite(idx)
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if sprite == nil then
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goto continue
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end
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sprites[#sprites+1] = sprite
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::continue::
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end
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return sprites
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end
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-- Currently only for single bananas since they don't
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-- count as regular computed sprites
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function _M.getExtendedSprites()
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local oam = memory2.OAM:readregion(0x00, 0x220)
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local sprites = _M.getSprites()
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local extended = {}
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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 flags = oam[idx * 4 + 4]
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local tile = oam[idx * 4 + 3]
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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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good = spritelist.extSprites[tile]
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}
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if bit.band(flags, 0x21) == 0x00 then
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goto continue
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end
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if screenSprite.good == nil then
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screenSprite.good = 0
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end
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-- Hide the interface icons
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if screenSprite.x < 0 or screenSprite.y < mem.size.tile then
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goto continue
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end
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-- Hide sprites near computed sprites
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for s=1,#sprites,1 do
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local sprite = sprites[s]
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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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extended[#extended+1] = screenSprite
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::continue::
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end
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return extended
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end
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function _M.getInputs()
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_M.getPositions()
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local sprites = _M.getSprites()
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local extended = _M.getExtendedSprites()
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local inputs = {}
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local inputDeltaDistance = {}
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for dy = -config.BoxRadius, config.BoxRadius, 1 do
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for dx = -config.BoxRadius, config.BoxRadius, 1 do
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inputs[#inputs+1] = 0
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inputDeltaDistance[#inputDeltaDistance+1] = 1
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local tile = _M.getTile(dx, dy)
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if tile == 1 then
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if _M.getTile(dx, dy-1) == 1 then
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inputs[#inputs] = -1
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else
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inputs[#inputs] = 1
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end
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elseif tile == 0 and _M.getTile(dx + 1, dy) == 1 and _M.getTile(dx + 1, dy - 1) == 1 then
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inputs[#inputs] = -1
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end
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for i = 1,#sprites do
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local sprite = sprites[i]
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local distx = math.abs(sprite.x - (_M.partyX+dx*mem.size.tile))
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local disty = math.abs(sprite.y - (_M.partyY+dy*mem.size.tile))
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local dist = math.sqrt((distx * distx) + (disty * disty))
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if dist <= mem.size.tile * 1.25 then
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inputs[#inputs] = sprite.good
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if dist > mem.size.tile then
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inputDeltaDistance[#inputDeltaDistance] = mathFunctions.squashDistance(dist)
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end
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end
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::continue::
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end
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for i = 1,#extended do
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local distx = math.abs(extended[i]["x"]+_M.cameraX - (_M.partyX+dx*mem.size.tile))
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local disty = math.abs(extended[i]["y"]+_M.cameraY - (_M.partyY+dy*mem.size.tile))
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if distx < mem.size.tile / 2 and disty < mem.size.tile / 2 then
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inputs[#inputs] = extended[i]["good"]
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local dist = math.sqrt((distx * distx) + (disty * disty))
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if dist > mem.size.tile / 2 then
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inputDeltaDistance[#inputDeltaDistance] = mathFunctions.squashDistance(dist)
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end
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end
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end
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end
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end
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return inputs, inputDeltaDistance
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end
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function _M.clearJoypad()
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for b = 1,#config.ButtonNames do
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input.set(0, b - 1, 0)
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end
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end
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local areaLoadedQueue = {}
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function _M.onceAreaLoaded(handler)
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table.insert(areaLoadedQueue, handler)
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end
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local mapLoadedQueue = {}
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function _M.onceMapLoaded(handler)
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-- TODO For now we only want one at a time
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mapLoadedQueue = {}
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table.insert(mapLoadedQueue, handler)
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end
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local emptyHitQueue = {}
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function _M.onEmptyHit(handler)
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emptyHitQueue = {}
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table.insert(emptyHitQueue, handler)
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end
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local function processEmptyHit(addr, val)
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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)
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if pow == nil or
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pow.control ~= 0x0238 then
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return
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end
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local sprites = _M.getSprites()
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for i=1,#sprites,1 do
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local sprite = sprites[i]
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if bit.band(sprite.style, mem.flag.sprite.dying) ~= 0 and
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sprite.good == -1 then
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return
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end
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end
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for i=#emptyHitQueue,1,-1 do
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emptyHitQueue[i]()
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end
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end
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local function processAreaLoad()
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for i=#areaLoadedQueue,1,-1 do
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table.remove(areaLoadedQueue, i)()
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end
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end
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local function processMapLoad()
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for i=#mapLoadedQueue,1,-1 do
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table.remove(mapLoadedQueue, i)()
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end
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end
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local handlers = {}
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local function registerHandler(space, regname, addr, callback)
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table.insert(handlers, {
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fn = space[regname](space, addr, callback),
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unregisterFn = space['un'..regname],
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space = space,
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addr = addr,
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})
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end
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function _M.unregisterHandlers()
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for i=#handlers,1,-1 do
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local handler = table.remove(handlers, i)
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handler.unregisterFn(handler.space, handler.addr, handler.fn)
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end
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end
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function _M.registerHandlers()
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registerHandler(memory2.BUS, 'registerwrite', 0xb517b2, processAreaLoad)
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registerHandler(memory2.WRAM, 'registerread', 0x06b1, processMapLoad)
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for i=2,22,1 do
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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
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return _M
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