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Copy pathram.lua
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301 lines (239 loc) · 10.1 KB
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local exports = {}
package.loaded.ram = exports
local SMW = require "lib/SMW"
local SPRITES = require "sprites"
memory.usememorydomain("WRAM")
local function SNESToPC(addr)
return bit.band(addr, 0xFFFF)+(32768*(bit.band(bit.rshift(addr, 16), 127)))-32256-512;
end
local playerClipping = {
height = memory.readbyterange(0x1b660, 4, "CARTROM"),
ydisp = memory.readbyterange(0x1b65c, 4, "CARTROM"),
width = 0xC,
xdisp = 2
}
require "globals"
local performTileSetup, getTile
local ramlow,ramhigh
local tilecache, slope
local floor = math.floor
local x_size = 0
local y_size = 0
local timerStart = 0
local marioStartX = 0
local marioStartY = 0
function exports.isLevelVertical()
local levelsettings = memory.readbyte(SMW.WRAM.level_mode_settings)
return (levelsettings ~= 0) and (levelsettings == 0x3 or levelsettings == 0x4 or levelsettings == 0x7 or levelsettings == 0x8 or levelsettings == 0xa or levelsettings == 0xd)
end
function exports.getStartPosition()
return { x = marioStartX, y = marioStartY }
end
function exports.getTimerLeft()
return readTimer()
end
function exports.getTimerElapsed()
return timerStart - readTimer()
end
function readTimer()
return (memory.readbyte(SMW.WRAM.timer)*100) + (memory.readbyte(SMW.WRAM.timer+1)*10) + (memory.readbyte(SMW.WRAM.timer+2))
end
function levelSetup()
marioStartX, marioStartY = exports.getPosition()
timerStart = readTimer()
local screens = memory.readbyte(SMW.WRAM.screens_number)
if exports.isLevelVertical() then
x_size = 32
y_size = 16 * screens -- vertical level
else
x_size = 16 * screens -- horizontal level
y_size = 32
end
end
local iy_mult = ((BoxRadius * 2) * 16)
local precompiled_end = "\nend"
local precompiled = "return function(inputs, inx, iny) inx = inx + iny * "..iy_mult.."\n"
local inputSetters = {}
local function buildFormatArgs(count, num, offset)
local r = {}
offset = offset or 0
for i = 1, count do
r[i] = num + i + offset - 1
end
return unpack(r)
end
local function buidValueFormatArgs(count, y, range, offset)
local r = {}
offset = offset or 0
for i = offset + 0, offset + count-1 do
r[#r+1] = (y + (y < 0 and 16 or 0) >= range[i]) and "1" or "0"
end
return unpack(r)
end
function exports.performTileSetup()
levelSetup()
--tilecache = {}
if (not tilecache) then
ramhigh = memory.readbyterange(0x1C800, 0x37FF)
ramlow = memory.readbyterange(0xC800, 0x37FF)
tilecache = {}
local slope_ptr = SNESToPC(memory.read_u24_le(0x0082))
slopes = memory.readbyterange(slope_ptr, 0x1D7-0x16A, "CARTROM")
for dy = 0, y_size - 1 do
for dx = 0, x_size - 1 do
local index = floor(dx/0x10)*0x1B0 + dy*0x10 + dx%0x10
tilecache[dx * y_size + dy] = {
ramhigh[index] or 0,
ramlow[index] or 0,
false -- ensure we aren't indexing the hash table every frame
}
local hi = ramhigh[index]
local lo = ramlow[index]
local base = 0x6e
if (hi == 1 and lo >= base and lo <= 0xD8) then
if (not inputSetters[lo-base]) then
local setters = {}
local idx = slopes[lo-base] * 16 -- lowest 4 bits are which pixel you are on
local range = memory.readbyterange(SNESToPC(0xE632) + idx, 16, "CARTROM")
for i = 0, 0xf do
if (range[i] > 0x7f) then
range[i] = range[i] - 0x100
end
end
local set = ""
local val = ""
for x = 0, 6 do
set = set.."inputs[inx + 0x%x],"
val = val.."%i,"
local set2 = ""
local val2 = ""
for y = 0, 15 do
set2 = set2..set:format(buildFormatArgs(x+1, y * iy_mult, 0))
val2 = val2..val:format(buidValueFormatArgs(x+1, y, range))
setters[y*16+x] = load(precompiled..set2:sub(1,-2).."="..val2:sub(1,-2)..precompiled_end, lo..":"..x.."x"..y)()
end
end
set, val = "", ""
for x = 7, 13 do
set = set.."inputs[inx + 0x%x],"
val = val.."%i,"
local set2 = ""
local val2 = ""
for y = 0, 15 do
set2 = set2..set:format(buildFormatArgs(x-6, y * iy_mult, 7))
val2 = val2..val:format(buidValueFormatArgs(x-6, y, range, 7))
local tmp = load(precompiled..set2:sub(1,-2).."="..val2:sub(1,-2)..precompiled_end, lo..":"..x.."x"..y)()
setters[y*16+x] = function(inputs, inx, iny)
setters[6+y*16](inputs, inx, iny)
tmp(inputs, inx, iny)
end
end
end
set, val = "", ""
for x = 14, 15 do
set = set.."inputs[inx + 0x%x],"
val = val.."%i,"
local set2 = ""
local val2 = ""
for y = 0, 15 do
set2 = set2..set:format(buildFormatArgs(x-13, y * iy_mult, 14))
val2 = val2..val:format(buidValueFormatArgs(x-13, y, range, 14))
local tmp = load(precompiled..set2:sub(1,-2).."="..val2:sub(1,-2)..precompiled_end, lo..":"..x.."x"..y)()
setters[y*16+x] = function(inputs, inx, iny)
setters[13+y*16](inputs, inx, iny)
tmp(inputs, inx, iny)
if (input.get().G) then
print(("%02X"):format(lo))print(range)
print"meme"
end
end
end
end
inputSetters[lo-base] = setters
end
tilecache[dx * y_size + dy][3] = inputSetters[lo-base]
end
end
end
end
end
function exports.getTile(dx, dy)
dx = (dx - dx % 16) / 16
dy = (dy - dy % 16) / 16
if (dx < 0 or dx >= x_size or dy < 0 or dy >= y_size) then
return 0, 0, false
end
local tile = tilecache[dx * y_size + dy]
return tile[1], tile[2], tile[3]
end
function exports.getSprites()
local sprites = {}
for slot=0,SMW.constant.sprite_max -1 do
local status = memory.readbyte(SMW.WRAM.sprite_status+slot)
-- States 08 and above are considered alive; sprites in other states are dead and should not be interacted with.
if status >= 8 then
local sprite_number = memory.readbyte(SMW.WRAM.sprite_number + slot)
local sprite_extra_info = SPRITES[sprite_number]
-- Ignore unnecessary stuff (tweak this in enemies.lua)
-- FIXME: Doesn't work for large enemies (ex. Banzai Bill)
-- Do we need to read SMW.WRAM.sprite_memory_header to fix this?
-- FIXME: Why are empty shells marked as deadly? This never gets executed.
-- if sprite_number == 0xDB then
-- console.writeline("Red shell")
-- end
if sprite_extra_info.deadly then
local spritex = memory.readbyte(SMW.WRAM.sprite_x_low+slot) + memory.readbyte(SMW.WRAM.sprite_x_high+slot)*256
local spritey = memory.readbyte(SMW.WRAM.sprite_y_low+slot) + memory.readbyte(SMW.WRAM.sprite_y_high+slot)*256
local boxid = bit.band(memory.readbyte(SMW.WRAM.sprite_2_tweaker+slot), 0x3f)
local clip = SMW.HITBOX_SPRITE[boxid]
sprites[#sprites+1] = {
x = spritex + clip.xoff,
x2 = spritex + clip.xoff + clip.width,
y = spritey + clip.yoff,
y2 = spritey + clip.yoff + clip.width
}
end
end
end
return sprites
end
function exports.getPlayerHitbox(marioX, marioY)
local crouching = memory.readbyte(SMW.WRAM.is_ducking)
local powerup = memory.readbyte(SMW.WRAM.powerup)
local index = 0
if (crouching ~= 0 or powerup == 0) then
index = index + 1
end
local yoshistate = memory.readbyte(SMW.WRAM.yoshi_riding_flag)
if (yoshistate ~= 0) then
index = index + 2
end
return {
x = marioX + playerClipping.xdisp,
y = marioY + playerClipping.ydisp[index],
h = playerClipping.height[index],
w = playerClipping.width
}
end
function exports.getExtendedSprites()
local extended = {}
for slot=0,11 do
local number = memory.readbyte(0x170B+slot)
if number ~= 0 then
local spritex = memory.readbyte(0x171F+slot) + memory.readbyte(0x1733+slot)*256
local spritey = memory.readbyte(0x1715+slot) + memory.readbyte(0x1729+slot)*256
extended[#extended+1] = {
x = spritex,
y = spritey
}
end
end
return extended
end
function exports.getPosition()
return memory.read_s16_le(SMW.WRAM.x), memory.read_s16_le(SMW.WRAM.y)
end
function exports.getScreen()
return memory.read_s16_le(0x7E), memory.read_s16_le(0x80);
end
return exports