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#38396106633072743 - Golvellius SMS RNG lua script

Golvellius RNG.lua
719 downloads
Uploaded 4/17/2017 3:53 AM by The8bitbeast (see all 33)
A poorly documented script for RNG manipulation in Golvellius (SMS).
-- Configuration
alwaysHP = true;
enableDamageTimer = true;
enableDragAndDrop = false;
enableLagDetection = false;
showList = false;
showHitbox = true;

currArr = 1
calcArray = {}
local simulating = false
local anyValid = false
local testFrames = 1
local inputs = {}
local changeInputs = {}
local currentUp = false
local currentDown = true
local currentLeft = false
local currentRight = false
local modify = {}

print("Settings:");
print();
print("alwaysHP = "..tostring(alwaysHP));
print("enableDamageTimer = "..tostring(enableDamageTimer));
print("enableDragAndDrop = "..tostring(enableDragAndDrop));
print("enableLagDetection = "..tostring(enableLagDetection));
print("showHitbox = "..tostring(showHitbox));
print("showList = "..tostring(showList));

local red = 0xFFFF0000;
local yellow = 0xFFFFFF00;
local gold = 0xFFFFD700;
local green = 0xFF00AA00; -- Hair Color
local pink = 0xFFFF00FF;
local black = 0xFF000000;
local white = 0xFFFFFFFF;

-- Game state
local gamemode = "overworld"; -- overworld, vertical, horizontal, shop

local object_array_base = 0x100;
local object_size = 0x20;
local object_array_capacity = 16;

local object_fields = {
	["object_type"] = 0x00, -- Byte
	["object_types"] = {
		[0x4C] = {name = "Player", color = red}, -- Damaged, Vertical Dungeon
		--
		[0x59] = {name = "Player", color = red}, -- Damaged, Side Scroller
		--
		[0x5C] = {name = "Dying Boss?", particle = true},
		--
		[0x5E] = {name = "Player", color = red}, -- Damaged, Overworld
		--
		[0x60] = {name = "Despa Particle Spawning", particle = true},
		--
		[0x81] = {name = "Player"}, -- Overworld
		[0x82] = {name = "Player"}, -- Dungeon, Side Scroller
		[0x83] = {name = "Player"}, -- Dungeon, Vertical
		[0x84] = {name = "Sword", color = yellow}, -- Player Sword
		--
		[0x86] = {name = "Dying Enemy", particle = true},
		[0x87] = {name = "Snakelet", gold = 10, color = red, max_hp = 1},
		[0x88] = {name = "Fire Spirit", gold = 40, color = red, max_hp = 2},
		[0x89] = {name = "Flea", gold = 30, color = red, max_hp = 2},
		[0x8A] = {name = "Basketworm", gold = 20, color = red, max_hp = 2},
		[0x8B] = {name = "Spider", gold = 100, color = red, max_hp = 3},
		[0x8C] = {name = "Health", color = pink, particle = true},
		--
		[0x90] = {name = "Fly", gold = 80, color = red, max_hp = 1},
		[0x91] = {name = "Tick", gold = 60, color = red, max_hp = 1},
		[0x92] = {name = "Dark Blue Bat", gold = 30, color = red, max_hp = 1},
		[0x93] = {name = "Little Big Bat", gold = 0, color = red, max_hp = 0},
		[0x94] = {name = "Big Bat", gold = 0, color = red, max_hp = 16},
		[0x95] = {name = "Spawning Enemy"},
		--
		[0x99] = {name = "Black Crow", gold = 40, color = red, max_hp = 1},
		[0x9A] = {name = "Blue Crow", gold = 90, color = red, max_hp = 2},
		[0x9B] = {name = "Red Crow", gold = 210, color = red, max_hp = 3},
		--
		[0x9D] = {name = "Dark Blue Bat", gold = 30, color = red, max_hp = 1},
		[0x9E] = {name = "Light Blue Bat", gold = 50, color = red, max_hp = 2},
		[0x9F] = {name = "Red Bat", gold = 200, color = red, max_hp = 2},
		[0xA0] = {name = "White Bat", gold = 300, color = red, max_hp = 6},
		[0xA1] = {name = "Red Bat", gold = 200, color = red, max_hp = 6},
		[0xA2] = {name = "Yellow Bee", gold = 100, color = red, max_hp = 1},
		[0xA3] = {name = "Red Bee", gold = 200, color = red, max_hp = 2},
		[0xA4] = {name = "Light Blue Spider", gold = 80, color = red, max_hp = 2},
		[0xA5] = {name = "Dark Blue Spider", gold = 180, color = red, max_hp = 5},
		[0xA6] = {name = "Red Spider", gold = 280, color = red, max_hp = 5},
		[0xA7] = {name = "Health", color = pink, particle = true},
		[0xA8] = {name = "Green Frog", gold = 40, color = red, max_hp = 2},
		[0xA9] = {name = "Red Frog", gold = 200, color = red, max_hp = 3},
		[0xAA] = {name = "Red Snake", gold = 10, color = red, max_hp = 1},
		[0xAB] = {name = "Blue Snake", gold = 40, color = red, max_hp = 2},
		[0xAC] = {name = "Green Snake", gold = 180, color = red, max_hp = 3},
		[0xAD] = {name = "White Snake", gold = 220, color = red, max_hp = 6},
		[0xAE] = {name = "Red Jellyfish", gold = 300, color = red, max_hp = 9},
		--
		[0xB0] = {name = "Green Potato Bug", gold = 100, color = red, max_hp = 4},
		[0xB1] = {name = "White Potato Bug", gold = 240, color = red, max_hp = 9},
		[0xB2] = {name = "Red Porcupig", gold = 30, color = red, max_hp = 2},
		[0xB3] = {name = "Blue Porcupig", gold = 100, color = red, max_hp = 4},
		--
		[0xB5] = {name = "Red Troll", gold = 120, color = red, max_hp = 6},
		[0xB6] = {name = "Blue Troll", gold = 330, color = red, max_hp = 6},
		--
		[0xB8] = {name = "Blue Knight", gold = 100, color = red, max_hp = 6},
		[0xB9] = {name = "Red Knight", gold = 200, color = red, max_hp = 9},
		--
		[0xBB] = {name = "Skeleton", gold = 120, color = red, max_hp = 4},
		[0xBC] = {name = "Black Skeleton", gold = 330, color = red, max_hp = 9},
		[0xBD] = {name = "Blue Mouse", gold = 200, color = red, max_hp = 6},
		--
		[0xBF] = {name = "Red Mole", gold = 60, color = red, max_hp = 2},
		[0xC0] = {name = "Blue Mole", gold = 120, color = red, max_hp = 5},
		--
		[0xD0] = {name = "Despa", color = red, max_hp = 20},
		[0xD1] = {name = "Rolick", color = red, max_hp = 36},
		[0xD2] = {name = "Bachular", color = red, max_hp = 40},
		[0xD3] = {name = "Fosbus", color = red, max_hp = 66},
		[0xD4] = {name = "Warlic", color = red, max_hp = 56},
		-- 0xD5 Crawky
		-- 0xD6 Haidee
		-- 0xD7 Golvellius
		[0xD8] = {name = "Dying Boss?", particle = true},
		--
		[0xDB] = {name = "Projectile", color = yellow, particle = true},
		[0xDC] = {name = "Dying Boss?", particle = true},
		--
		[0xE0] = {name = "Despa Projectile", color = yellow, particle = true},
		[0xE1] = {name = "Bachular Projectile", color = yellow, particle = true},
		[0xE2] = {name = "Fosbus Projectile", color = yellow, particle = true},
		--
		[0xE5] = {name = "Giant Snake", gold = 0, color = red, max_hp = 5},
		--
		[0xEF] = {name = "Projectile", color = yellow, particle = true},
	},
	["y_position"] = 0x01, -- u8
	["x_position"] = 0x02, -- u8
	["spawn_timer"] = 0x08, -- u8
	["sword_timer"] = 0x0D, -- u8
	["health"] = 0x15, -- u8
	["damage_timer"] = 0x1F, -- u8
};

-- Map data
local map_base = 0xA00;
local map_width = 0x0F;
local map_height = 0x0C;

function toBinaryString(num, bits) -- TODO: Properly define behavior for negative numbers
	if type(num) ~= "number" then
		return "0";
	end
	bits = bits or select(2, math.frexp(num));
	local t = {};
	for b = bits, 1, -1 do
		t[b] = math.fmod(num, 2);
		num = (num - t[b]) / 2;
	end
	return table.concat(t);
end

local floor,insert = math.floor, table.insert
function basen(n,b)
    n = floor(n)
    if not b or b == 10 then return tostring(n) end
    local digits = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"
    local t = {}
    local sign = ""
    if n < 0 then
        sign = "-"
    n = -n
    end
    repeat
        local d = (n % b) + 1
        n = floor(n / b)
        insert(t, 1, digits:sub(d,d))
    until n == 0
    --return sign .. table.concat(t,"")
	return t
end

function getHoleTile()
	return mainmemory.readbyte(0xAD2);
end

function getHolePosition()
	local holeTile = getHoleTile();
	local xTile = holeTile % map_width;
	local yTile = math.floor(holeTile / map_width);
	return {xTile * 16 + 8, yTile * 16};
end

function renderHolePosition()
	if gamemode == "overworld" then -- Don't render hole position in dungeons
		local holePosition = getHolePosition();
		gui.drawRectangle(holePosition[1], holePosition[2], 16, 16, green, 0x7F000000);
		gui.drawText(holePosition[1] + 3, holePosition[2], "H", white, 0x00000000);
	end
end

-- Lag Detection
local prevLag = -1;
function detectLag()
	local currentLag = mainmemory.readbyte(0x808);
	if enableLagDetection and gamemode == "vertical" then -- Only detect lag for vertical dungeons
		if currentLag == prevLag then
			tastudio.setlag(emu.framecount(), true);
		else
			tastudio.setlag(emu.framecount(), false);
		end
	end
	prevLag = currentLag;
end

function toHexString(value, desiredLength, prefix)
	value = string.format("%X", value or 0);
	prefix = prefix or "0x";
	desiredLength = desiredLength or string.len(value);
	while string.len(value) < desiredLength do
		value = "0"..value;
	end
	return prefix..value;
end

function round(num, idp)
	return tonumber(string.format("%."..(idp or 0).."f", num));
end

local mouseClickedLastFrame = false;
local startDragPosition = {0,0};
local draggedObjects = {};

function drawObjects()
	local height = 16; -- Text row height
	local width = 8; -- Text column width
	local mouse = input.getmouse();

	local startDrag = false;
	local dragging = false;
	local dragTransform = {0, 0};
	if mouse.Left then
		if not mouseClickedLastFrame then
			startDrag = true;
			startDragPosition = {mouse.X, mouse.Y};
		end
		mouseClickedLastFrame = true;
		dragging = true;
		dragTransform = {mouse.X - startDragPosition[1], mouse.Y - startDragPosition[2]};
	else
		draggedObjects = {};
		mouseClickedLastFrame = false;
		dragging = false;
	end

	local row = 0;
	for i = object_array_capacity, 0, -1 do
		local objectBase = object_array_base + (i * object_size);
		local objectType = mainmemory.readbyte(objectBase + object_fields.object_type);
		local objectTypeNumeric = objectType;
		local objectTypeTable = nil;
		local color = nil;
		if objectType ~= 0 then
			-- Default to 16 width/height for hitbox
			local hitboxWidth = 16;
			local hitboxHeight = 16;

			-- Get the X and Y position of the object
			local xPosition = mainmemory.readbyte(objectBase + object_fields.x_position);
			local yPosition = mainmemory.readbyte(objectBase + object_fields.y_position);
			local hp = mainmemory.readbyte(objectBase + object_fields.health);
			local maxHP = "?";
			local goldOnKill = -1;
			local isParticle = false;

			if type(object_fields.object_types[objectType]) == "table" then
				objectTypeTable = object_fields.object_types[objectType];

				if type(objectTypeTable.name) == "string" then
					objectType = object_fields.object_types[objectType].name.." "..toHexString(objectType);
				else
					objectType = "Unknown ("..toHexString(objectType)..")";
				end

				if type(objectTypeTable["color"]) == "number" then
					color = objectTypeTable["color"];
				end

				if type(objectTypeTable.hitbox_x_offset) == "number" then
					hitboxXOffset = objectTypeTable.hitbox_x_offset;
				end
				if type(objectTypeTable.hitbox_y_offset) == "number" then
					hitboxYOffset = objectTypeTable.hitbox_y_offset;
				end

				if type(objectTypeTable.hitbox_width) == "number" then
					hitboxWidth = objectTypeTable.hitbox_width;
				end
				if type(objectTypeTable.hitbox_height) == "number" then
					hitboxHeight = objectTypeTable.hitbox_height;
				end

				if type(objectTypeTable.gold) == "number" then
					goldOnKill = objectTypeTable.gold;
				end
				if type(objectTypeTable.max_hp) == "number" then
					maxHP = objectTypeTable.max_hp;
				end

				isParticle = type(objectTypeTable.particle) ~= "nil" and objectTypeTable.particle;
			else
				color = white;
				objectType = "Unknown ("..toHexString(objectType)..")";
			end

			local hitboxXOffset = -(hitboxWidth / 2);
			local hitboxYOffset = -(hitboxHeight / 2);

			if showHitbox then
				if enableDragAndDrop and dragging then
					for d = 1, #draggedObjects do
						if draggedObjects[d][1] == objectBase then
							xPosition = draggedObjects[d][2] + dragTransform[1];
							yPosition = draggedObjects[d][3] + dragTransform[2];
							mainmemory.writebyte(objectBase + object_fields.x_position, xPosition);
							mainmemory.writebyte(objectBase + object_fields.y_position, yPosition);
							break;
						end
					end
				end

				if (mouse.X >= xPosition + hitboxXOffset and mouse.X <= xPosition + hitboxXOffset + hitboxWidth) and (mouse.Y >= yPosition + hitboxYOffset and mouse.Y <= yPosition + hitboxYOffset + hitboxHeight) then
					if startDrag then
						table.insert(draggedObjects, {objectBase, xPosition, yPosition});
					end

					local goldString = "";
					if goldOnKill > 0 then
						goldString = " "..goldOnKill.."G";
					end

					local mouseOverText = {
						objectType.." "..hp.."/"..maxHP.." HP",
						toHexString(objectBase).." "..xPosition..","..yPosition..goldString,
					};

					local maxLength = -math.huge;
					for t = 1, #mouseOverText do
						maxLength = math.max(maxLength, string.len(mouseOverText[t]));
					end
					local safeX = math.min(xPosition + hitboxXOffset, 256 - (maxLength * width));
					local safeY = math.min(yPosition + hitboxYOffset, 192 - (#mouseOverText * height));

					for t = 1, #mouseOverText do
						gui.drawText(safeX, safeY + ((t - 1) * height), mouseOverText[t], color);
					end
				else
					if objectTypeNumeric == 0x95 then -- Spawning enemy should show countdown to spawn
						gui.drawText(xPosition + hitboxXOffset, yPosition + hitboxYOffset, mainmemory.readbyte(objectBase + object_fields.spawn_timer), gold);
					elseif objectTypeNumeric == 0x84 then -- Sword should show Sword Timer
						gui.drawText(xPosition + hitboxXOffset, yPosition + hitboxYOffset, mainmemory.readbyte(objectBase + object_fields.sword_timer), gold);
					elseif (not alwaysHP) and goldOnKill > 0 then
						gui.drawText(xPosition + hitboxXOffset, yPosition + hitboxYOffset, ""..goldOnKill, gold);
					elseif objectBase ~= 0x100 and not isParticle then -- Everyone without a gold value should show their current/max HP (except the player)
						local damageTimerString = "";
						if enableDamageTimer then
							local damageTimer = mainmemory.readbyte(objectBase + object_fields.damage_timer);
							if damageTimer > 0 then
								damageTimerString = " "..damageTimer;
							end
						end
						gui.drawText(xPosition + hitboxXOffset, yPosition + hitboxYOffset, hp.."/"..maxHP..damageTimerString, gold);
					end
				end
				gui.drawRectangle(xPosition + hitboxXOffset, yPosition + hitboxYOffset, hitboxWidth, hitboxHeight, color); -- Draw the object's hitbox
			end

			if showList then
				local goldString = " ";
				if goldOnKill > 0 then
					goldString = " - "..goldOnKill.."G - ";
				end
				gui.text(2, 2 + height * row, xPosition..", "..yPosition.." - "..hp.."/"..maxHP.." HP - "..objectType..goldString..toHexString(objectBase), color, 'bottomright');
				row = row + 1;
			end
		end
	end
end

function getGold()
	local hundred_thousands = toHexString(mainmemory.readbyte(0x83F), 2, ""); -- 100000s
	local thousands = toHexString(mainmemory.readbyte(0x840), 2, ""); -- 1000s
	local tens = toHexString(mainmemory.readbyte(0x841), 2, ""); -- 10s
	return hundred_thousands..thousands..tens.."0";
end

function getScreen()
	if gamemode == "vertical" then
		return toHexString(mainmemory.readbyte(0x808), 2, "");
	end
	return toHexString(mainmemory.readbyte(0x809), 2, "");
end

function drawOSD()
	-- Detect game mode
	checkEndFrame()
	local playerType = mainmemory.readbyte(0x100);
	if playerType == 0x5E or playerType == 0x81 then
		gamemode = "overworld";
	elseif playerType == 0x4C or playerType == 0x83 then
		gamemode = "vertical";
	elseif playerType == 0x59 or playerType == 0x82 then
		gamemode = "horizontal";
	end

	if gamemode == "vertical" then
		gui.drawText(197, 1, getScreen().." ScrY", 0xFF000000, 0);
	else
		if gamemode == "horizontal" then
			gui.drawRectangle(156, 15, 92, 13, 0, 0x7F000000);
			gui.drawText(156, 14, getScreen().." Screen X", gold, 0);
		end
		gui.drawRectangle(156, 2, 92, 13, 0, 0x7F000000);
		gui.drawText(156, 1, getGold().." Gold", gold, 0);
	end

	detectLag();
	renderHolePosition();
	drawObjects();
end

function table.copy(orig)
    local copy = {};
    for orig_key, orig_value in pairs(orig) do
        copy[orig_key] = orig_value;
    end
    return copy;
end

xspacing = 60
yspacing = 25
inity = 10
initx = 50
width = 50
height= 20
buttonWidth = 100
buttonHeight = 20
buttonX = initx+2*xspacing
buttonY = inity
local formhandle = forms.newform(320, 200, "GAW");
local enemy_address_1 = forms.textbox(formhandle, "", width, height, 1, initx, inity)
local enemy_address_2 = forms.textbox(formhandle, "", width, height, 1, initx, inity+yspacing)
local enemy_address_3 = forms.textbox(formhandle, "", width, height, 1, initx, inity+2*yspacing)
local enemy_address_4 = forms.textbox(formhandle, "", width, height, 1, initx, inity+3*yspacing)
local enemy_address_5 = forms.textbox(formhandle, "", width, height, 1, initx, inity+4*yspacing)
local enemy_address_6 = forms.textbox(formhandle, "", width, height, 1, initx+1*xspacing, inity+0*yspacing)
local enemy_address_7 = forms.textbox(formhandle, "", width, height, 1, initx+1*xspacing, inity+1*yspacing)
local enemy_address_8 = forms.textbox(formhandle, "", width, height, 1, initx+1*xspacing, inity+2*yspacing)
local enemy_address_9 = forms.textbox(formhandle, "", width, height, 1, initx+1*xspacing, inity+3*yspacing)
local enemy_address_10 = forms.textbox(formhandle, "", width, height, 1, initx+1*xspacing, inity+4*yspacing)
local startFrameText = forms.textbox(formhandle, "", width, height, 1, initx+2*xspacing, inity+3*yspacing)
local endFrameText = forms.textbox(formhandle, "", width, height, 1, initx+3*xspacing, inity+3*yspacing)

function testObjects()
    local obj = {};
    obj.address = {}
    obj.tile = {}
    obj.address[1] = toHexString(tonumber(forms.gettext(enemy_address_1),16))
    obj.address[2] = toHexString(tonumber(forms.gettext(enemy_address_2),16))
    obj.address[3] = toHexString(tonumber(forms.gettext(enemy_address_3),16))
    obj.address[4] = toHexString(tonumber(forms.gettext(enemy_address_4),16))
    obj.address[5] = toHexString(tonumber(forms.gettext(enemy_address_5),16))
    obj.address[6] = toHexString(tonumber(forms.gettext(enemy_address_6),16))
    obj.address[7] = toHexString(tonumber(forms.gettext(enemy_address_7),16))
    obj.address[8] = toHexString(tonumber(forms.gettext(enemy_address_8),16))
    obj.address[9] = toHexString(tonumber(forms.gettext(enemy_address_9),16))
    obj.address[10] = toHexString(tonumber(forms.gettext(enemy_address_10),16))

    for j = 1,1 do -- change to 10 for multiple
        if tonumber(obj.address[j],16) ~= 0 then
            local xObj = mainmemory.readbyte(obj.address[j] + object_fields.x_position);
            local yObj = mainmemory.readbyte(obj.address[j] + object_fields.y_position)
            if (xObj == 176 and yObj == 152) then
                anyValid = true
            end
        end
    end
    --print(validArrays)
    --print(anyValid)
end



function checkEndFrame()
    startFrame = tonumber(forms.gettext(startFrameText))
    endFrame = tonumber(forms.gettext(endFrameText))
    currentFrame = emu.framecount()
    if currentFrame == startFrame and simulating == false then
        savestate.saveslot(9)
    end
    if currentFrame == endFrame and simulating == false then
        simulating = true
        savestate.saveslot(0)
        playerX = mainmemory.read_u8(0x0102)
        playerY = mainmemory.read_u8(0x0101)
        if startFrame ~= nil then
            inputs = {}
			noInputs = 0
            for frames = 1,endFrame-startFrame+1 do
                inputs[frames] = movie.getinput(startFrame+frames-1) 
				if inputs[frames]["P2 Up"] == true then
					changeInputs[frames] = true
					noInputs = noInputs+1
				else
					changeInputs[frames] = false
				end
            end
			print(changeInputs)
			z = {}
			for u = 1,noInputs do
				z[u] = 0
			end
        end
        currentX = mainmemory.read_u8(0x0313)
        currentY = mainmemory.read_u8(0x0311)
        movie.setreadonly(false)
        savestate.loadslot(9)
        testFrames = 1
		noChanged = 1
		if currentUp == true then
			modify[1] = "P1 Up"
			modify[2] = "P1 Left"
			modify[3] = "P1 Right"
			print("up")
		elseif currentDown == true then
			modify[1] = "P1 Down"
			modify[2] = "P1 Left"
			modify[3] = "P1 Right"
			print("down")
		elseif currentLeft == true then
			modify[1] = "P1 Left"
			modify[2] = "P1 Up"
			modify[3] = "P1 Down"
			print("left")
		else
			modify[1] = "P1 Right"
			modify[2] = "P1 Up"
			modify[3] = "P1 Down"
			print("right")
		end
    end
	
    if simulating == true then
		startOffset = currentFrame-startFrame+1
        currentInput = table.copy(inputs[startOffset])
        t = basen(testFrames,3)
		zc = table.copy(z)
		diff = table.getn(zc)-table.getn(t)
		for u = 1,table.getn(t) do
			zc[diff+u] = t[u]
		end
		if changeInputs[startOffset] == true then
			if zc[noChanged] == "1" then
				currentInput[modify[1]] = false
				currentInput[modify[2]] = true
			elseif zc[noChanged] == "2" then
				currentInput[modify[1]] = false
				currentInput[modify[3]] = true
			else
				currentInput[modify[1]] = true
			end
			noChanged = noChanged+1
		end
		
        joypad.set(currentInput)
        if currentFrame == endFrame then
            testObjects()
            if anyValid == true then
                print("Success!")
                simulating = false
                movie.save()
                movie.setreadonly(true)
            else
                
                if testFrames >= 3^noChanged then
                    print("Fail")
                    simulating = false
                    movie.setreadonly(true)
                else
                    testFrames = testFrames+1
                    --print("testframes"..testFrames)
                    savestate.loadslot(9)
                    noChanged = 1
					movie.setrerecordcount(movie.getrerecordcount()+1)
                end
            end
        end
    end
end


local button_testObjects = forms.button(formhandle, "Test", testObjects, buttonX, buttonY+4*yspacing, buttonWidth, buttonHeight);


event.onframestart(drawOSD);
event.onloadstate(drawOSD);