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Copy pathNSMBWii_Core.lua
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243 lines (204 loc) · 6.69 KB
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--[[
TODO:
- Test addresses for all versions
]]
local core = {}
local players = {}
local rng = {}
local stats = {}
local time = {}
local object = {}
local searchItem = ',AC_FLOOR_HOLE_DOKAN,' -- fill this with objects you want to watch in format ',object1,object2,object3,' (useful for watching position/speed of enemies/objects or seeing when they load). To use, uncomment this line near the end of Data.lua
local syms = {
__rvl_wpadcb = {
E = 0x8039f360, J = 0x8039f0e0,
P = 0x8039f660, K = 0x803ac060,
W = 0x803aa460
},
dGameCom__m_rnd = {
E = 0x80429f44, J = 0x80429c64,
P = 0x8042a224, K = 0x80436be4,
W = 0x80434fe4
},
fManager_c__m_executeManage = {
E = 0x80377a34, J = 0x803777B4,
P = 0x80377d34, K = 0x80384734,
W = 0x80382b34
},
hash_A3F88BCE_A3F88BCE = {
E = 0x80429F60, J = 0x80429c80,
P = 0x8042a240, K = 0x80436c00,
W = 0x80435000
},
m_instance__10dScCrsin_c = {
E = 0x8042a1b4, J = 0x80429ed4,
P = 0x8042a494, K = 0x80436e54,
W = 0x8042fa24
},
mFader__8mFader_c = {
E = 0x8042A440, J = 0x8042A160,
P = 0x8042a720, K = 0x804370e0,
W = 0x804354e0
},
}
function core.game_id_rev()
local id = ReadValueString(0x80000004, 2)
local reg = ReadValueString(0x80000003, 1)
local rev = ReadValue8(0x80000007)
return {ID = id, Region = reg, Rev = rev}
end
local id = core.game_id_rev().ID
local reg = core.game_id_rev().Region
local rev = core.game_id_rev().Rev
-- PLAYER STATS --
players.addrs = {
0x8154b804, -- P1
0x81548aec, -- P2
0x81545dd4, -- P3
0x815430bc, -- P4
}
function players.player(player)
local addr = players.addrs[player]
local currentState = ReadValueString(GetPointerNormal(addr + 0x1478, 4, 0), 99)
local previousState = ReadValueString(GetPointerNormal(addr + 0x1494, 4, 0), 99)
local demoState = ReadValueString(GetPointerNormal(addr + 0x142C, 4, 0), 99)
if demoState ~= 'daPlBase_c::StateID_DemoNone' then
currentState = demoState
end
local inputs = ReadValue16(
syms.__rvl_wpadcb[reg] + (0xbe0 * player) + 0x100
) --__rvl_wpadcb[player].rxBufs[1]
local collisionFlags = ReadValue32(addr + 0x10D4)
local x_pos = ReadValueFloat(addr + 0xAC)
local x_disp = ReadValueFloat(addr + 0xC4)
local x_spd = ReadValueFloat(addr + 0x10C)
local x_cap = ReadValueFloat(addr + 0x110)
local x_accel = ReadValueFloat(addr + 0x11C)
local y_pos = ReadValueFloat(addr + 0xB0)
local y_disp = ReadValueFloat(addr + 0xC8)
local y_spd = ReadValueFloat(addr + 0xEC)
local y_accel = ReadValueFloat(addr + 0x114)
local star = ReadValue32(addr + 0x1070)
local twirl = ReadValue32(addr + 0x27C8)
local slide = ReadValue32(addr + 0x1A18)
local spin = ReadValue32(addr + 0x17C4)
local action = ReadValue32(addr + 0xEC0)
local jump = ReadValue8(addr + 0x1568)
local someCountdown = ReadValue32(addr + 0x14A8)
local powerup = ReadValue32(addr + 0x14E0)
local stored_jump = ReadValue32(addr + 0x1564)
local lPipe = ReadValue8(addr + 0x420)
local rPipe = ReadValue8(addr + 0x421)
local hipAttackStage = ReadValue32(addr+ 0x14A4)
return {
Pos = {x_pos, y_pos},
Speed = {x_disp, x_spd, x_cap, x_accel, y_disp, y_spd, y_accel},
Timers = {star, twirl, slide, spin, action, jump, someCountdown},
Misc = {powerup, stored_jump, lPipe, rPipe, inputs, collisionFlags, currentState, previousState, hipAttackStage}
}
end
function players.P1()
return players.player(0)
end
function players.P2()
return players.player(1)
end
function players.P3()
return players.player(2)
end
function players.P4()
return players.player(3)
end
-- RNG --
rng.addr = syms.dGameCom__m_rnd[reg]
function rng.next(x, maximum)
local x = rng.increment(x, 1)
return (x * maximum) >> 32
end
function rng.increment(x, n)
local a = 0x19660D
local b = 0x3C6EF35F
local c = 0x100000000
local i = 0
while i < n do
x = x * a + b
x = (x + (x >> 32)) % c
i = i + 1
end
return x
end
-- STATS --
function stats.misc()
stats.inv_addr_ref = 0x815DBB74
return {
mushrooms = ReadValue32(stats.inv_addr_ref),
f_flowers = ReadValue32(stats.inv_addr_ref + 0x4),
propellers = ReadValue32(stats.inv_addr_ref + 0x8),
i_flowers = ReadValue32(stats.inv_addr_ref + 0xC),
penguins = ReadValue32(stats.inv_addr_ref + 0x10),
minis = ReadValue32(stats.inv_addr_ref + 0x14),
stars = ReadValue32(stats.inv_addr_ref + 0x18),
ps7s = ReadValue32(stats.inv_addr_ref + 0x1C),
switch_timer = ReadValue32(0x815E4338),
last_level_name = ReadValueString(0x80373AFC, 99),
current_world = ReadValueString(syms.hash_A3F88BCE_A3F88BCE[reg], 99),
current_instance = ReadValueString(0x80D20F04, 99)
}
end
-- TIME --
function time.get()
local timer_addr = 0x80D25BF8
return {
igt = ReadValue32(timer_addr) / 4096 + 1,
roomFrame = ReadValue16(0x815E44EE),
levelFrame = ReadValue16(0x923D4066),
}
end
-- OBJECT LIST --
function object.list()
local objName = {}
local objAddr = {}
local objectNodeAddr = ReadValue32(syms.fManager_c__m_executeManage[reg])
local i = 1
while (objectNodeAddr ~= 0x0) do
local objectAddr = ReadValue32(objectNodeAddr + 0x8)
local objectNamePtr = ReadValue32(objectAddr + 0x6C)
objName[i] = ReadValueString(objectNamePtr, 0x100)
objAddr[i] = string.format('0x%X', objectAddr)
objectNodeAddr = ReadValue32(objectNodeAddr + 0x4)
i = i + 1
end
local ObjectNum = 1
local fullObjList = ''
local compactObjList = ''
local itemSearchList = ''
while objName[ObjectNum] ~= nil do
local j = 0
while objName[ObjectNum] == objName[ObjectNum + j] do
fullObjList = fullObjList .. objAddr[ObjectNum + j] .. ' ' .. objName[ObjectNum] .. '\n'
if string.find(searchItem, ',' .. objName[ObjectNum] .. ',') ~= nil then
itemSearchList = itemSearchList .. objName[ObjectNum + j] .. ' ' .. objAddr[ObjectNum + j]
itemSearchList = itemSearchList .. string.format('\n (%.4f, %.4f)', ReadValueFloat(objAddr[ObjectNum + j] + 0xAC), ReadValueFloat(objAddr[ObjectNum + j] + 0xB0))
itemSearchList = itemSearchList .. string.format('\n (%.4f, %.4f)', ReadValueFloat(objAddr[ObjectNum + j] + 0xC4), ReadValueFloat(objAddr[ObjectNum + j] + 0xC8)) .. '\n\n'
end
j = j + 1
end
if ReadValue8(objAddr[ObjectNum] + 0xE) == 2 then
compactObjList = compactObjList .. objName[ObjectNum] .. ' x' .. j .. '\n'
end
ObjectNum = ObjectNum + j
end
return {
fullObjList = fullObjList,
compactObjList = compactObjList,
itemSearchList = itemSearchList,
ObjectNum = ObjectNum-1
}
end
core.players = players
core.rng = rng
core.stats = stats
core.time = time
core.object = object
core.syms = syms
return core