Add sprite lists.
Include lists of good/neutral for both sprites and extended sprites.
This commit is contained in:
parent
fb4305932e
commit
95179cf7b6
4 changed files with 286 additions and 5 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -1,2 +1,3 @@
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*.pool
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*.state
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*.bak
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@ -1,5 +1,6 @@
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--Notes here
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config = require "config"
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spritelist = require "spritelist"
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local _M = {}
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function _M.getPositions()
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@ -57,7 +58,7 @@ function _M.getSprites()
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if status ~= 0 then
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spritex = memory.readbyte(0xE4+slot) + memory.readbyte(0x14E0+slot)*256
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spritey = memory.readbyte(0xD8+slot) + memory.readbyte(0x14D4+slot)*256
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sprites[#sprites+1] = {["x"]=spritex, ["y"]=spritey}
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sprites[#sprites+1] = {["x"]=spritex, ["y"]=spritey, ["good"] = spritelist.Sprites[memory.readbyte(0x009e + slot) + 1]}
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end
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end
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@ -71,7 +72,7 @@ function _M.getExtendedSprites()
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if number ~= 0 then
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spritex = memory.readbyte(0x171F+slot) + memory.readbyte(0x1733+slot)*256
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spritey = memory.readbyte(0x1715+slot) + memory.readbyte(0x1729+slot)*256
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extended[#extended+1] = {["x"]=spritex, ["y"]=spritey}
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extended[#extended+1] = {["x"]=spritex, ["y"]=spritey, ["good"] = spritelist.extSprites[memory.readbyte(0x170B + slot) + 1]}
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end
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end
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@ -105,7 +106,7 @@ function _M.getInputs()
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distx = math.abs(sprites[i]["x"] - (marioX+dx))
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disty = math.abs(sprites[i]["y"] - (marioY+dy))
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if distx <= 8 and disty <= 8 then
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inputs[#inputs] = -1
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inputs[#inputs] = sprites[i]["good"]
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local dist = math.sqrt((distx * distx) + (disty * disty))
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if dist > 8 then
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@ -121,7 +122,7 @@ function _M.getInputs()
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if distx < 8 and disty < 8 then
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--console.writeline(screenX .. "," .. screenY .. " to " .. extended[i]["x"]-layer1x .. "," .. extended[i]["y"]-layer1y)
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inputs[#inputs] = -1
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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 > 8 then
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inputDeltaDistance[#inputDeltaDistance] = mathFunctions.squashDistance(dist)
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@ -1,6 +1,7 @@
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--Update to Seth-Bling's MarI/O app
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config = require "config"
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spritelist = require "spritelist"
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game = require "game"
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mathFunctions = require "mathFunctions"
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@ -1026,7 +1027,8 @@ playTopButton = forms.button(form, "Play Top", playTop, 230, 102)
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saveLoadFile = forms.textbox(form, config.NeatConfig.Filename .. ".pool", 170, 25, nil, 5, 148)
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saveLoadLabel = forms.label(form, "Save/Load:", 5, 129)
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spritelist.InitSpriteList()
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spritelist.InitExtSpriteList()
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while true do
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if config.Running == true then
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277
neat-mario/spritelist.lua
Normal file
277
neat-mario/spritelist.lua
Normal file
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-- Idea from: https://github.com/kevino5233/MarIO_Enhanced/
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-- Spritelist from: https://www.smwcentral.net/?p=viewthread&t=7562
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-- Extended spritelist: https://web.archive.org/web/20170709102356/www.smwiki.net/wiki/RAM_Address/$7E:170B
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--
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local _M = {}
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_M.Sprites = {}
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-- Make sure this list is sorted before initialization.
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_M.NeutralSprites = {
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0x0E, -- Keyhole.
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0x21, -- Moving coin.
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0x2C, -- Yoshi egg Red/Blue/Yellow/Blue (X&3).
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0x2D, -- Baby green Yoshi.
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0x2F, -- Portable spring board.
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0x35, -- Green Yoshi.
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0x3E, -- POW, blue/silver (X&1).
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0x41, -- Dolphin, horizontal.
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0x42, -- Dolphin2, horizontal.
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0x43, -- Dolphin, vertical.
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0x45, -- Directional coins, no time limit.
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0x47, -- Swimming/Jumping fish, doesn't need water. (!)
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0x48, -- Diggin' Chuck's rock.
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0x49, -- Growing/shrinking pipe end.
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0x4A, -- Goal Point Question Sphere.
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0x52, -- Moving ledge hole in ghost house.
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0x53, -- ???
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0x54, -- Climbing net door, use with object 0x4A-E.
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0x55, -- Checkerboard platform, horizontal.
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0x56, -- Flying rock platform, horizontal.
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0x57, -- Checkerboard platform, vertical.
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0x58, -- Flying rock platform, vertical.
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0x59, -- Turn block bridge, horizontal and vertical.
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0x5A, -- Turn block bridge, horizontal.
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0x5B, -- Brown platform floating in water.
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0x5C, -- Checkerboard platform that falls.
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0x5D, -- Orange platform floating in water.
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0x5E, -- Orange platform, goes on forever.
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0x5F, -- Brown platform on a chain.
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0x60, -- Flat green switch palace switch.
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0x61, -- Floating skulls.
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0x62, -- Brown platform, line-guided.
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0x63, -- Checker/brown platform, line-guided (X&1).
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0x64, -- Rope mechanism, line-guided (X&1).
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0x6A, -- Coin game cloud.
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0x6B, -- Spring board, left wall.
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0x6C, -- Spring board, right wall.
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0x6D, -- Invisible solid block.
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0x79, -- Growing Vine.
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0x7C, -- ???
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0x7D, -- Balloon.
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0x80, -- Key.
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0x81, -- Changing item from a translucent block.
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0x87, -- Lakitu's cloud, no time limit. (!)
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0x8A, -- Bird from Yoshi's house, max of 4.
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0x8B, -- Puff of smoke from Yoshi's house.
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0xA3, -- Grey platform on chain, clockwise/counter (X&1).
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0xBA, -- Timed lift, 4 sec/1 sec (X&1).
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0xC0, -- Grey platform on lava, sinks.
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0xC4, -- Grey platform that falls.
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0xC8, -- Light switch block for dark room.
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0xC9, -- ???
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0xDA, -- Green Koopa shell.
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0xDB, -- Red Koopa shell.
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0xDC, -- Blue Koopa shell.
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0xDD, -- Yellow Koopa shell.
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0xDF, -- Green shell, won't use Special World color.
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0xE0 -- 3 platforms on chains, clockwise/counter (X&1).
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}
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-- Make sure this list is sorted before initialization.
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_M.GoodSprites = {
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0x74, -- Mushroom.
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0x75, -- Flower.
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0x76, -- Star.
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0x77, -- Feather.
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0x78, -- 1-UP.
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0x7B, -- Standard Goal Point.
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-- "Secret" Goal Point.
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0x83, -- Left flying question block, coin/flower/feather/1-UP (X&3).
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0x84, -- Flying question block, coin/flower/feather/1-UP (X&3).
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0xC1, -- Flying grey turnblocks, first up/down (X&1).
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0xC7 -- Invisible mushroom.
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}
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-- Currently not used.
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_M.BadSprites = {
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0x00, -- Green Koopa, no shell.
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0x01, -- Red Koopa, no shell.
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0x02, -- Blue Koopa, no shell.
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0x03, -- Yellow Koopa, no shell.
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0x04, -- Green Koopa.
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0x05, -- Red Koopa.
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0x06, -- Blue Koopa.
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0x07, -- Yellow Koopa.
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0x08, -- Green Koopa, flying left.
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0x09, -- Green bouncing Koopa (Y&1).
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0x0A, -- Red vertical flying Koopa.
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0x0B, -- Red horizontal flying Koopa.
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0x0C, -- Yellow Koopa with wings.
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0x0F, -- Goomba.
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0x10, -- Bouncing Goomba with wings.
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0x1A, -- Classic Pirhana Plant (use ExGFX).
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0x1C, -- Bullet Bill.
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0x4F, -- Jumping Pirhana Plant.
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0x50, -- Jumping Pirhana Plant, spit fire.
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0x7E, -- Flying Red coin, worth 5 coins.
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0x7F, -- Flying Yellow 1-UP.
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0xB1, -- Creating/Eating block (X&1).
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0xB9, -- Info Box, message 1/2 (X&1).
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0xBD, -- Sliding Koopa without a shell.
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0x0D, -- Bob-omb.
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0x11, -- Buzzy Beetle.
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0x13, -- Spiny.
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0x14, -- Spiny falling.
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0x15, -- Fish, horizontal.
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0x16, -- Fish, vertical.
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0x18, -- Surface jumping fish.
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0x1B, -- Bouncing football in place.
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0x1D, -- Hopping flame.
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0x1E, -- Lakitu Normal/Fish (X&1).
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0x1F, -- Magikoopa.
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0x20, -- Magikoopa's magic, stationary.
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0x22, -- Green vertical net Koopa, below/above (X&1).
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0x23, -- Red fast vertical net Koopa, below/above (X&1).
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0x24, -- Green horizontal net Koopa, below/above (X&1).
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0x25, -- Red fast horizontal net Koopa, below/above (X&1).
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0x26, -- Thwomp.
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0x27, -- Thwimp.
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0x28, -- Big Boo.
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0x29, -- Koopa Kid (place at X=12, Y=0 to 6).
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0x2A, -- Upside down Piranha Plant.
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0x2B, -- Sumo Brother's fire lightning.
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0x2E, -- Spike Top.
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0x30, -- Dry Bones, throws bones.
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0x31, -- Bony Beetle.
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0x32, -- Dry Bones, stay on ledge.
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0x33, -- Fireball, vertical. Requires buoyancy!
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0x34, -- Boss fireball, stationary.
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0x37, -- Boo.
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0x38, -- Eerie.
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0x39, -- Eerie, wave motion.
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0x3A, -- Urchin, fixed vertical/horizontal (X&1).
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0x3B, -- Urchin, wall detect v/h (X&1).
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0x3C, -- Urchin, wall follow clockwise/counter (X&1).
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0x3D, -- Rip Van Fish.
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0x3F, -- Para-Goomba.
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0x40, -- Para-Bomb.
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0x44, -- Torpedo Ted.
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0x46, -- Diggin' Chuck.
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0x4B, -- Pipe dwelling Lakitu.
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0x4C, -- Exploding Block, fish/goomba/Koopa/Koopa with shell (X&3).
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0x4D, -- Ground dwelling Monty Mole, follow/hop (X&1).
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0x4E, -- Ledge dwelling Monty Mole, follow/hop (X&1).
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0x51, -- Ninji.
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0x65, -- Chainsaw, line-guided, right/left (X&1).
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0x66, -- Upside down chainsaw, line-guided, null/left (X&1).
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0x67, -- Grinder, line-guided, right/left (X&1).
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0x68, -- Fuzz Ball, line-guided, right/left (X&1).
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0x6E, -- Dino Rhino.
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0x6F, -- Dino Torch.
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0x70, -- Pokey.
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0x71, -- Super Koopa, red cape, swoop.
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0x72, -- Super Koopa, yellow cape, swoop.
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0x73, -- Super Koopa, feather/yellow cape (X&1).
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0x7A, -- Firework, makes Mario temporarily invisible.
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0x86, -- Wiggler.
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0x8D, -- Ghost house exit sign and door.
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0x8E, -- Invisible "Warp Hole" blocks. (!)
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0x8F, -- Scale platforms, long/short between (X&1).
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0x90, -- Large green gas bubble.
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0x91, -- Chargin' Chuck.
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0x92, -- Splitin' Chuck.
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0x93, -- Bouncin' Chuck.
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0x94, -- Whistlin' Chuck, fish/Koopa (X&1).
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0x95, -- Clapin' Chuck.
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0x97, -- Puntin' Chuck.
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0x98, -- Pitchin' Chuck.
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0x99, -- Volcano Lotus.
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0x9A, -- Sumo Brother.
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0x9B, -- Hammer Brother (requires sprite 9C).
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0x9C, -- Flying blocks for Hammer Brother.
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0x9D, -- Bubble with Goomba/bomb/fish/mushroom (X&3).
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0x9E, -- Ball and Chain, clockwise/counter (X&1).
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0x9F, -- Banzai Bill.
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0xA2, -- MechaKoopa.
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0xA4, -- Floating Spike ball, slow/fast (X&1).
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0xA5, -- Fuzzball/Sparky, ground-guided, left/right (X&1).
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0xA6, -- HotHead, ground-guided, left/right (X&1).
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0xA8, -- Blargg.
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0xAA, -- Fishbone.
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0xAB, -- Rex.
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0xAC, -- Wooden Spike, moving down and up.
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0xAD, -- Wooden Spike, moving up/down first (X&1).
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0xAE, -- Fishin' Boo.
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0xAF, -- Boo Block.
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0xB0, -- Reflecting stream of Boo Buddies.
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0xB2, -- Falling Spike.
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0xB3, -- Bowser statue fireball.
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0xB4, -- Grinder, non-line-guided.
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0xB6, -- Reflecting fireball.
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0xB7, -- Carrot Top lift, upper right.
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0xB8, -- Carrot Top lift, upper left.
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0xBB, -- Grey moving castle block, horizontal.
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0xBC, -- Bowser statue, normal/fire/leap (X&3).
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0xBE, -- Swooper Bat, hang/fly/fly/fly (X&3).
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0xBF, -- Mega Mole.
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0xC2, -- Blurp fish.
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0xC3, -- A Porcu-Puffer fish.
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0xC5, -- Big Boo Boss.
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0xC6, -- Dark room with spot light.
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0xDE, -- Group of 5 eeries, wave motion.
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0xE2, -- Boo Buddies, counter-clockwise.
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0xE3 -- Boo Buddies, clockwise.
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}
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function _M.InitSpriteList()
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local k = 1
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local j = 1
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for i=1, 256 do
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local isGood = (k <= #_M.GoodSprites) and (_M.GoodSprites[k] == i - 1)
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local isNeutral = (j <= #_M.NeutralSprites) and (_M.NeutralSprites[j] == i - 1)
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if isGood then
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k = k + 1
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_M.Sprites[#_M.Sprites + 1] = 1
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elseif isNeutral then
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j = j + 1
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_M.Sprites[#_M.Sprites + 1] = 0
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else
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_M.Sprites[#_M.Sprites + 1] = -1
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end
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end
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end
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_M.extSprites = {}
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-- Make sure this list is sorted before initialization.
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_M.ExtNeutralSprites = {
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0x01, -- Puff of smoke with various objects.
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0x03, -- Flame left by hopping flame.
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0x05, -- Player fireball.
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0x0A, -- Coin from coin cloud game.
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0x0F, -- Trail of smoke (yellow Yoshi stomping the ground).
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0x10, -- Spinjump stars.
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0x11, -- Yoshi fireballs.
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0x12 -- Water bubble.
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}
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-- Currently not used.
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_M.ExtBadSprites = {
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0x02, -- Reznor fireball.
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0x04, -- Hammer.
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0x06, -- Bone from Dry Bones.
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0x07, -- Lava splash.
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0x08, -- Torpedo Ted shooter's arm.
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0x09, -- Unknown flickering object
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0x0B, -- Piranha Plant fireball.
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0x0C, -- Lava Lotus's fiery objects.
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0x0D, -- Baseball.
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0x0E -- Wiggler's flower.
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}
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function _M.InitExtSpriteList()
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local j = 1
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for i=1, 21 do
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local isExtNeutral = (j <= #_M.ExtNeutralSprites) and (_M.ExtNeutralSprites[j] == i - 1)
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if isExtNeutral then
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j = j + 1
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_M.extSprites[#_M.extSprites + 1] = 0
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else
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_M.extSprites[#_M.extSprites + 1] = -1
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end
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end
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end
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return _M
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