Merge pull request #2 from wts42/sprite_changes

Sprite changes
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wts42 2018-04-06 19:49:59 +02:00 committed by GitHub
commit 9f30fd2d4b
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5 changed files with 288 additions and 6 deletions

1
.gitignore vendored
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@ -1,2 +1,3 @@
*.pool
*.state
*.bak

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@ -5,10 +5,10 @@ Update to [Seth Bling's Mar I/O][1] lua code, forked from [mam91/Neat-Genetic-Ma
* [x] [Fixed function which determines if Mario got hit].
* [x] [Added a variable for BizHawk path to make setup easier].
* * [x] [Added instructions to Readme][Readme#1].
* [x] [Include lists of good/neutral for both sprites and extended sprites].
* [ ] Include powerups to fitness calculation. (as antagonist to the damage counter)
* [ ] Option to start with specific powerup.
* [ ] Give bonus for received 1-Ups.
* [ ] Include lists of good/neutral for both sprites and extended sprites.
## Readme from [original repository][2]
> Added coins/score/damage to fitness calculation.
@ -46,6 +46,7 @@ B19ED489 | CDD3C8C37322978CA8669B34BC89C804 | 6B47BB75D16514B6A476AA0C73A683A2A4
[Fixed function which determines if Mario got hit]:https://github.com/mam91/Neat-Genetic-Mario/commit/d5ec3aaded533f1c5061e144e6c3b250d6f63e28
[Added a variable for BizHawk path to make setup easier]:https://github.com/wts42/Neat-Genetic-Mario/commit/9c920eb34be55a69c751cf5e725516a1ab2c6205
[Readme#1]:https://github.com/wts42/Neat-Genetic-Mario/commit/7b87f31eda57beced08bd360c4ec620c17375e8c
[Include lists of good/neutral for both sprites and extended sprites]:https://github.com/wts42/Neat-Genetic-Mario/commit/95179cf7b655daca9586980c1248cd0027131330
[BizHawk]:https://github.com/TASVideos/BizHawk
[BizHawk prerequesites]:https://github.com/TASVideos/BizHawk-Prereqs/releases
[BizHawk binaries]:https://github.com/TASVideos/BizHawk/releases

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@ -1,5 +1,6 @@
--Notes here
config = require "config"
spritelist = require "spritelist"
local _M = {}
function _M.getPositions()
@ -57,7 +58,7 @@ function _M.getSprites()
if status ~= 0 then
spritex = memory.readbyte(0xE4+slot) + memory.readbyte(0x14E0+slot)*256
spritey = memory.readbyte(0xD8+slot) + memory.readbyte(0x14D4+slot)*256
sprites[#sprites+1] = {["x"]=spritex, ["y"]=spritey}
sprites[#sprites+1] = {["x"]=spritex, ["y"]=spritey, ["good"] = spritelist.Sprites[memory.readbyte(0x009e + slot) + 1]}
end
end
@ -71,7 +72,7 @@ function _M.getExtendedSprites()
if number ~= 0 then
spritex = memory.readbyte(0x171F+slot) + memory.readbyte(0x1733+slot)*256
spritey = memory.readbyte(0x1715+slot) + memory.readbyte(0x1729+slot)*256
extended[#extended+1] = {["x"]=spritex, ["y"]=spritey}
extended[#extended+1] = {["x"]=spritex, ["y"]=spritey, ["good"] = spritelist.extSprites[memory.readbyte(0x170B + slot) + 1]}
end
end
@ -105,7 +106,7 @@ function _M.getInputs()
distx = math.abs(sprites[i]["x"] - (marioX+dx))
disty = math.abs(sprites[i]["y"] - (marioY+dy))
if distx <= 8 and disty <= 8 then
inputs[#inputs] = -1
inputs[#inputs] = sprites[i]["good"]
local dist = math.sqrt((distx * distx) + (disty * disty))
if dist > 8 then
@ -121,7 +122,7 @@ function _M.getInputs()
if distx < 8 and disty < 8 then
--console.writeline(screenX .. "," .. screenY .. " to " .. extended[i]["x"]-layer1x .. "," .. extended[i]["y"]-layer1y)
inputs[#inputs] = -1
inputs[#inputs] = extended[i]["good"]
local dist = math.sqrt((distx * distx) + (disty * disty))
if dist > 8 then
inputDeltaDistance[#inputDeltaDistance] = mathFunctions.squashDistance(dist)

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@ -1,6 +1,7 @@
--Update to Seth-Bling's MarI/O app
config = require "config"
spritelist = require "spritelist"
game = require "game"
mathFunctions = require "mathFunctions"
@ -1026,7 +1027,8 @@ playTopButton = forms.button(form, "Play Top", playTop, 230, 102)
saveLoadFile = forms.textbox(form, config.NeatConfig.Filename .. ".pool", 170, 25, nil, 5, 148)
saveLoadLabel = forms.label(form, "Save/Load:", 5, 129)
spritelist.InitSpriteList()
spritelist.InitExtSpriteList()
while true do
if config.Running == true then

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