neat-donk/game.lua
2021-03-05 19:53:44 -05:00

308 lines
7.7 KiB
Lua

--Notes here
local base = string.gsub(@@LUA_SCRIPT_FILENAME@@, "(.*/)(.*)", "%1")
config = dofile(base.."/config.lua")
spritelist = dofile(base.."/spritelist.lua")
local _M = {}
TILE_SIZE = 32
ENEMY_SIZE = 64
TILE_COLLISION_MATH_POINTER = 0x7e17b2
SPRITE_BASE = 0x7e0de2
VERTICAL_POINTER = 0xc414
TILEDATA_POINTER = 0x7e0098
HAVE_BOTH = 0x7e08c2
CAMERA_X = 0x7e17ba
CAMERA_Y = 0x7e17c0
PARTY_X = 0x7e0a2a
PARTY_Y = 0x7e0a2c
SOLID_LESS_THAN = 0x7e00a0
function _M.getPositions()
tilePtr = memory.readhword(TILEDATA_POINTER)
vertical = memory.readword(TILE_COLLISION_MATH_POINTER) == VERTICAL_POINTER
partyX = memory.readword(PARTY_X)
partyY = memory.readword(PARTY_Y)
cameraX = memory.readword(CAMERA_X) - 256
cameraY = memory.readword(CAMERA_Y) - 256
_M.screenX = (partyX-256-cameraX)*2
_M.screenY = (partyY-256-cameraY)*2
end
function _M.getBananas()
local bananas = memory.readword(0x7e08bc)
return bananas
end
function _M.getCoins()
local coins = memory.readword(0x7e08ca)
return coins
end
function _M.getLives()
local lives = memory.readsbyte(0x7e08be) + 1
return lives
end
function _M.writeLives(lives)
memory.writebyte(0x7e08be, lives - 1)
memory.writebyte(0x7e08c0, lives - 1)
end
function _M.getPowerup()
-- FIXME consider invincibility barrels
return memory.readword(HAVE_BOTH)
end
function _M.writePowerup(powerup)
return
-- memory.writebyte(0x0019, powerup)
end
function _M.getHit(alreadyHit)
return not alreadyHit and memory.readbyte(0x7e08be) < memory.readbyte(0x7e08c0)
end
function _M.getHitTimer()
return memory.readbyte(0x7e08c0) - memory.readbyte(0x7e08be)
end
-- Logic from 0xb5c3e1, 0xb5c414, 0xb5c82c
function _M.tileOffsetCalculation (x, y, vertical)
local newX = x - 256
local newY = y - 256
if not vertical then
if newY < 0 then
newY = 0
elseif newY >= 0x1ff then
newY = 0x1ff
end
newY = bit.band(bit.band(bit.bnot(newY), 0xffff) + 1, 0x1e0)
newX = bit.band(newX, 0xffe0)
newY = bit.lrshift(bit.band(bit.bxor(newY, 0x1e0), 0xffff), 4)
return newY + newX
else
newY = bit.band(bit.band(bit.bnot(newY), 0xffff) + 1, 0xffe0)
newX = bit.lrshift(bit.band(newX, 0xffe0), 4)
newY = bit.band(bit.lshift(bit.band(bit.bxor(newY, 0xffe0), 0xffff), 1), 0xffff)
return newY + newX
end
end
-- 0xb5c94d
function _M.tileIsSolid(x, y, tileVal, tileOffset)
local origTileVal = tileVal
if tileVal == 0 or tileOffset == 0 then
return false
end
if questionable_tiles then
return true
end
local a2 = bit.band(x, 0x1f)
if bit.band(tileVal, 0x4000) ~= 0 then
a2 = bit.band(bit.bxor(a2, 0x1f), 0xffff)
end
tileVal = bit.band(tileVal, 0x3fff)
local solidLessThan = memory.readword(SOLID_LESS_THAN)
if tileVal >= solidLessThan then
return false
end
tileVal = bit.band(bit.lshift(tileVal, 2), 0xffff)
if bit.band(a2, 0x10) ~= 0 then
tileVal = tileVal + 2
end
local tileMeta = memory.readword(memory.readword(0x7e009c) + tileVal)
if bit.band(tileMeta, 0x8000) ~=0 then
a2 = bit.band(bit.bxor(a2, 0x000f), 0xffff)
end
if bit.band(tileMeta, tileVal, 0x2000) ~= 0 then
tileMeta = bit.band(bit.bxor(tileMeta, 0x8000), 0xffff)
end
tileMeta = bit.band(tileMeta, 0x00ff)
if tileMeta == 0 then
return false
end
tileMeta = bit.band(bit.bxor(tileMeta, 1), 0xffff)
-- FIXME further tests?
return true
end
function _M.getTile(dx, dy)
local tileX = math.floor((partyX + dx * TILE_SIZE) / TILE_SIZE) * TILE_SIZE
local tileY = math.floor((partyY + dy * TILE_SIZE) / TILE_SIZE) * TILE_SIZE
local offset = _M.tileOffsetCalculation(tileX, tileY, vertical)
local tile = memory.readword(tilePtr + offset)
if not _M.tileIsSolid(tileX, tileY, tile, offset) then
return 0
end
return 1
end
function _M.getSprites()
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 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(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]
}
if screenSprite.good == nil then
screenSprite.good = 0
end
-- 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[#extended+1] = screenSprite
::continue::
end
return extended
end
callcount = 0
function _M.getInputs()
_M.getPositions()
local sprites = _M.getSprites()
local extended = _M.getExtendedSprites()
local inputs = {}
local inputDeltaDistance = {}
for dy = -config.BoxRadius, config.BoxRadius, 1 do
for dx = -config.BoxRadius, config.BoxRadius, 1 do
inputs[#inputs+1] = 0
inputDeltaDistance[#inputDeltaDistance+1] = 1
tile = _M.getTile(dx, dy)
if tile == 1 --[[and partyY+dy < 0x1B0]] then
inputs[#inputs] = 1
end
for i = 1,#sprites do
distx = math.abs(sprites[i].x - (partyX+dx*TILE_SIZE))
disty = math.abs(sprites[i].y - (partyY+dy*TILE_SIZE))
if distx <= TILE_SIZE / 2 and disty <= TILE_SIZE / 2 then
inputs[#inputs] = sprites[i].good
local dist = math.sqrt((distx * distx) + (disty * disty))
if dist > TILE_SIZE / 2 then
inputDeltaDistance[#inputDeltaDistance] = mathFunctions.squashDistance(dist)
end
end
end
for i = 1,#extended do
distx = math.abs(extended[i]["x"] - (partyX+dx*TILE_SIZE))
disty = math.abs(extended[i]["y"] - (partyY+dy*TILE_SIZE))
if distx < TILE_SIZE / 2 and disty < TILE_SIZE / 2 then
--print(screenX .. "," .. screenY .. " to " .. extended[i]["x"]-layer1x .. "," .. extended[i]["y"]-layer1y)
inputs[#inputs] = extended[i]["good"]
local dist = math.sqrt((distx * distx) + (disty * disty))
if dist > TILE_SIZE / 2 then
inputDeltaDistance[#inputDeltaDistance] = mathFunctions.squashDistance(dist)
end
end
end
end
end
return inputs, inputDeltaDistance
end
function _M.clearJoypad()
for b = 1,#config.ButtonNames do
input.set(0, b - 1, 0)
end
end
return _M