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local startCrystalActivityAddr = 0x6B4
local levelObjAddrs = {
0x167D5,
0x18815,
0x173F6, --FFCount=1
0x14B7A, --FFCount=1
0x1550E, --FFCount=1
0x194D3,
0x128D6,
0x13642, --show 1 fake crystal
0x17E04,
0x10912,
}
local levelFFCount = {0,0,1,1,1,0,0,0,0,0} --hack used to correct determinate objects count per level
local mowgliAddrX = 0x572
local mowgliAddrY = 0x571
local mowgliAtScrAddrX = 0x662
local mowgliAtScrAddrY = 0x674
local levelNoAddr = 0x35D
local crystals = nil --store info about current level crystals states (position and index to monitor state (if player already got it)
--I don't want to find real items count variable, so I just calc objects while meet 0xFF,
--sometimes object list contain 0xFF, so I must use hack FFCount for manual skip it for some levels
function calcItems(addr, maxFFCount)
local count = -1
local FFCount = 0
repeat
local val = rom.readbyte(addr)
count = count + 1
addr = addr + 1
if val == 0xFF then
FFCount = FFCount + 1
end
until FFCount > maxFFCount -->1 for level 3/4/5, 0 for other levels
return count + 1
end
function getCrystals(addr, objectsCount)
local crystals = {}
for i = 0, objectsCount do
local v = rom.readbyte(addr + objectsCount*0 + i);
local d = rom.readbyte(addr + objectsCount*1 + i);
--if v == 0x40 and d == 0x0F then
if d == 0x0F then
local x = rom.readbyte(addr - objectsCount*2 + i);
local y = rom.readbyte(addr - objectsCount*1 + i);
table.insert(crystals, {x,y,i})
--print("crystal coord", x, y, "index", i)
end
end
return crystals
end
function updateCompass(crystals)
if crystals == nil then
return
end
local posX = memory.readbyte(mowgliAddrX)
local posY = memory.readbyte(mowgliAddrY) - 2
gui.text(1, 12, string.format("PosX:%2d",posX))
gui.text(1, 20, string.format("PosY:%2d",posY))
--find min dist
local MAXVAL = 10e6
local minDist = 10e6
local minDx, minDy = MAXVAL, MAXVAL
for i,c in ipairs(crystals) do
local x,y,i = c[1], c[2], c[3]
--check activity
local isActiveByte = memory.readbyte(startCrystalActivityAddr + i)
local isActive = bit.band(isActiveByte, 0x40) ~= 0x40
if isActive then
local dx, dy = posX-x, posY-y
local distSq = dx*dx + dy*dy
if distSq < minDist then
minDist = distSq
minDx, minDy = dx, dy
end
end
end
local dist = math.sqrt(minDist)
gui.text(1, 28, string.format("Min distantion:%d",dist))
if minDist == MAXVAL then
return
end
--draw line
local sx = memory.readbyte(mowgliAtScrAddrX) + 20
local sy = memory.readbyte(mowgliAtScrAddrY)
local scale = 4
local endx = sx - minDx*4
local endy = sy - minDy*4
gui.line(sx, sy, endx, endy, "#FFFFFF")
local ends = 2
gui.box(endx - ends, endy - ends, endx + ends, endy + ends, "#00FF00")
end
function changeLevelNo()
local levelNo = memory.readbyte(levelNoAddr)
print("Change level no", levelNo)
local levelObjAddr = levelObjAddrs[levelNo+1]
if levelObjAddr == nil then
crystals = nil
return
end
local maxFFCount = levelFFCount[levelNo+1]
if maxFFCount == nil then
crystals = nil
return
end
local objectsCount = calcItems(levelObjAddr, maxFFCount)
print("Objects count", objectsCount)
crystals = getCrystals(levelObjAddr, objectsCount)
print("Crystals count", #crystals)
for k,v in ipairs(crystals) do
local x,y,i = v[1], v[2], v[3]
print("crystal coord", x, y, "index", i)
end
end
memory.registerwrite(levelNoAddr, changeLevelNo)
while(true) do
updateCompass(crystals)
FCEU.frameadvance()
end
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