Post subject: Print when value is written (lua)?
Joined: 3/18/2006
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I want to print the value at 0x80000048 everytime it is written to. Anyone know how this can be done? I only know that I'll have to use this function, but I'm unsure how to have it print only when the value is written. (so it doesn't print anything when the value isn't changing)
print(memory.readdword(0x80000048))
Thanks if anyone can help with this. edit: or an alternative way would be to print the value every 3 seconds! adelikat: Moved this topic from OT to Labratory
adelikat
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memory.registerread() is what you are looking for (assuming the emulator you are using has it implemented). What this does is register a lua function that you write to the read event of a memory address. so for example you would do a function like this: function PrintValue() print(memory.readdword(0x80000048)) end memory.registerread(PrintValue)
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Wouldn't memory.registerread need to know the address of the memory that you want to register to? That is, aren't you missing an argument to it? I admit I haven't worked in lua in ages, but this seems somewhat underdefined otherwise.
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actually, you'll want registerwrite, and yeah, you'll want to say memory.registerwrite(address,(size,)function) where size is an optional argument that defines a range to watch, instead of a single address. For your case, it looks like you'll want memory.registerwrite(0x80000048,4,print(memory.readdword(0x80000048)))
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If your emulator doesn't have a registerwrite function, you can always just do this manually by reading the value at that address every frame and comparing it with the previous value, only printing the value when they differ. memory.registerwrite is almost definitely more efficient, if available, though.
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That wouldn't help if he needs to know when the value is written to though. For instance, what if a game writes the value once when a button is pressed but never wipes it from memory, and the next frame the same button is pressed and the same number is written. I don't think there is anyway to do this in lua, you'd probably need to set breakpoints if the emu has a debugger.
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Pasky13 wrote:
That wouldn't help if he needs to know when the value is written to though. For instance, what if a game writes the value once when a button is pressed but never wipes it from memory, and the next frame the same button is pressed and the same number is written. I don't think there is anyway to do this in lua, you'd probably need to set breakpoints if the emu has a debugger.
If you only want to know when the value changes at a frame boundary, you can remember what the value from the previous frame was, compare, print if it differs and set it to the new value.
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Post subject: how to print every 60 frames (lua)?
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ok, so I think I've made this more complicated than necessary. All I actually need is something that does print(memory.readdword(0x80000048)) every second (60 frames). Anyone can help with this?
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like this? local timer = 0 while true emu.frameadvance() timer = timer + 1 if timer == 60 then print(memory.readdword(0x80000048)) timer = 0 end end
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I like using modulo best
local timer = 0
while true
  timer = (timer + 1) % 60
  emu.frameadvance()

  if timer == 0 then
    print(memory.readdword(0x80000048))
  end

end
I'm not sure, but normally don't you place the frame advance at the end of the 'while' statement?
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I like that one better:
Language: lua

last_value = 0 function check() value = memory.readbyte(0x80000048) if value ~= last_value then print(value.." for frame "..movie.framecount()) end last_value = value end emu.registerafter(check);
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Post subject: using a clock in lua to determine seconds?
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samurai goroh wrote:
I like using modulo best
local timer = 0
while true do
  timer = (timer + 1) % 60
  emu.frameadvance()

  if timer == 0 then
    print(memory.readdword(0x80000048))
  end

end
This is what I need except can it be modified so that it bases 'seconds' on something else? Based on any type of clock, including the OS if necessary. (emu.frameadvance() doesn't work properly in this emulator and just floods the lua dialog with values as fast as it can, and crashes.)
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So, which emulator are we talking about? If emu.frameadvance() isn't recognized (like that) then it won't run the WHILE statement once per frame. So, if you remove it, it will run indefinitely when you open the script & that's likely the reason it floods the dialog & crashes...
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Patashu wrote:
Pasky13 wrote:
That wouldn't help if he needs to know when the value is written to though. For instance, what if a game writes the value once when a button is pressed but never wipes it from memory, and the next frame the same button is pressed and the same number is written. I don't think there is anyway to do this in lua, you'd probably need to set breakpoints if the emu has a debugger.
If you only want to know when the value changes at a frame boundary, you can remember what the value from the previous frame was, compare, print if it differs and set it to the new value.
That was my point, what if an enemy spitting a fireball wrote a value of '5' to memory, but the game never resets it to '0' when it doesn't throw a fireball but it did the same thing on the following frame. Since you're looking for a change, there would be no way to tell the enemy did it twice in a row. It'd be nice to have some sort of feature that can detect when an address is written to similar to a 'break on write'. Sorry if off topic a bit.
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Dolphin emulator. Hmm, that's too bad then.
samurai goroh wrote:
So, which emulator are we talking about? If emu.frameadvance() isn't recognized (like that) then it won't run the WHILE statement once per frame. So, if you remove it, it will run indefinitely when you open the script & that's likely the reason it floods the dialog & crashes...
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Alternative form:
while true do
  for _unusedvar=1,60 do
    emu.frameadvance()
  end

  print(memory.readword(0x80000048))
end
So many people forget that you can call emu.frameadvance however the heck you want. Doesn't have to be done once per infinite loop.
Post subject: lua help: memory.registerwrite ?
Joined: 3/18/2006
Posts: 971
Location: Great Britain
i managed to fix emu.frameadvance() function. so it now works! However, I'm getting false positives. Could I use memory.registerwrite to make sure I only get the value printed (or even better: written to txt file) when it changes? I don't want to get the same value twice or more in a row. I used this:
-- File to write to
local outfile = assert(io.open("value_mem.txt", "w"));


memory.registerwrite(0x00c7500f,outfile:(memory.readbyte(0x00c7500f)))



end

assert(outfile:close());
But I get this error:
\register.lua:5: '<name>' expected near '('
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The colon: is for calling a function, not making a function. You probably want something more like this:
Language: lua

-- File to write to local outfile = assert(io.open("value_mem.txt", "w")); local function onMemoryWrite() outfile:write(memory.readbyte(0x00c7500f) .. "\n") end memory.registerwrite(0x00c7500f,onMemoryWrite)
Post subject: help with this simple lua script workaround?
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^With this, I get: "script returned but is still running registered functions". And the txt file is empty.