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explosivetimer.lua
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explosivetimer.lua
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-- by mzxrules and n3rdswithgame
--[[
All of these functions should be self explanitory. They read and write
mainmemory using either the physical address or virtual address in
kernal segment 0 or 1 (since the low 3 bytes are the same for all 3).
That is to say, if the physical address is 0x00123456, then you can pass
0x00123456 (physical address), 0x80123456 (kernal segment 0),
or 0xA0123456 (kernal segment 1)
--]]
function readByte(addr)
return mainmemory.readbyte(addr&0x00FFFFFF)
end
function writeByte(addr,val)
return mainmemory.writebyte(addr&0x00FFFFFF,val)
end
--===================================================================
function readShort(addr)
return mainmemory.read_s16_be(addr&0x00FFFFFF)
end
function readS16(addr)
return readShort(addr)
end
function writeShort(addr,val)
return mainmemory.write_s16_be(addr&0x00FFFFFF,val)
end
function writeS16(addr,val)
return writeShort(addr)
end
---------
function readHWord(addr)
return mainmemory.read_u16_be(addr&0x00FFFFFF)
end
function readU16(addr)
return readHWord(addr)
end
function writeHWord(addr)
return mainmemory.write_u16_be(addr&0x00FFFFFF, val)
end
function writeU16(addr,val)
return writeHWord(addr,val)
end
--===================================================================
function readS24(addr)
return mainmemory.read_s24_be(addr&0x00FFFFFF)
end
function writeS24(addr,val)
return mainmemory.write_s24_be(addr&0x00FFFFFF, val)
end
---------
function readU24(addr)
return mainmemory.read_u24_be(addr&0x00FFFFFF)
end
function writeU24(addr,val)
return mainmemory.write_u24_be(addr&0x00FFFFFF, val)
end
--===================================================================
function readLong(addr)
return mainmemory.read_s32_be(addr&0x00FFFFFF)
end
function readS32(addr)
return readLong(addr)
end
function writeLong(addr, val)
return mainmemory.write_s32_be(addr&0x00FFFFFF, val)
end
function writeS32(addr, val)
return writeLong(addr, val)
end
---------
function readWord(addr)
return mainmemory.read_u32_be(addr&0x00FFFFFF)
end
function readU32(addr)
return readWord(addr)
end
function writeWord(addr, val)
return mainmemory.write_u32_be(addr&0x00FFFFFF, val)
end
function writeU32(addr, val)
return writeWord(addr, val)
end
--===================================================================
--Converts a segmented address (seg) to an addressable useable by the
--above function by providing a base. Would like to eventually expand
--it to be able to just take in the segmented address and have it
--look up the base
function segToAddr(base, seg)
return base + readU24(seg + 1)
end
-- mzxrules 2018
console.clear()
game = 'mm'
last_held_actor = 0
local v =
{
['oot'] = -- OoT NTSC 1.0
{
actor_next = 0x124,
link = 0x1DAA30,
link_holding = 0x1DAA30 + 0x39C,
bomb_timer = 0x1E8,
chu_id = 0xDA,
chu_timer = 0x140,
exp_cat = 0x1CA0D0 + (0x8 * 3)
},
['mm'] = -- MM U
{
actor_next = 0x12C,
link = 0x3FFDB0,
link_holding = 0x3FFDB0 + 0x124,
bomb_timer = 0x1F0,
chu_id = 0x6A,
chu_timer = 0x14A,
exp_cat = 0x3E87D0 + (0xC * 3)
}
}
function toHex(num)
return string.format("%x",num)
end
function toS24(addr)
return addr& 0xFFFFFF
end
function isBombchu(actor)
local actorId = readS16(actor)
return actorId == v[game].chu_id
end
function getTimerOffset(actor)
if isBombchu(actor) then
return v[game].chu_timer
end
return v[game].bomb_timer
end
function getName(actor)
if isBombchu(actor) then
return "Chu "
end
if readU16(actor + 0x1C) == 0 then
return "Bomb"
end
return "Expl"
end
function getExplosiveActors(next)
local list = {}
local list_total = 0
local total = 0
while next ~= 0 do
next = toS24(next)
total = total + 1
if total > 40 then break end
local t = readS16(next + getTimerOffset(next))
local n = getName(next)
list[total] = {addr = next, timer = t, name = n}
next = readU32(next + v[game].actor_next)
end
list_total = total
return list
end
while true do
-- Update held actor
local held_actor = readU32(v[game].link_holding)
held_actor = toS24(held_actor)
if held_actor ~= 0 and readByte(held_actor + 0x2) == 3 then
last_held_actor = held_actor
end
local exp_cat = v[game].exp_cat
local exp = readU32(exp_cat)
exp = toS24(exp)
local exp_actor_next = readU32(exp_cat+4)
local list = getExplosiveActors(exp_actor_next)
local spacing = 20
local offset = spacing
local x = 300
local y = 0
gui.text(x,y, 'Last Held: ' .. string.format('%08X',last_held_actor))
for i = 1, #list, 1 do
local l = list[i]
gui.text(x,y + offset, string.format('%06X',l.addr) .. ": ".. l.name .." Timer ".. l.timer)
offset = offset + spacing
end
emu.frameadvance();
end