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RaymanMap.lua
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RaymanMap.lua
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--TODO: determine event type (could prove to be hard) and draw proper hitboxes (check with designer)
--rayman's flipped hitbox
--move away from forms...?
--allow form to choose between static/animated hitbox
--interpolation not only for camera but for event as well???
local getBlockName = function(hex)
if hex==0x04 then
return "reactionary"
elseif hex>=0x08 and hex<0x0c then
return "left";
elseif hex>=0x0c and hex<0x10 then
return "right";
elseif hex>=0x10 and hex<0x14 then
return "left small 1";
elseif hex>=0x14 and hex<0x18 then
return "left small 2";
elseif hex>=0x18 and hex<0x1c then
return "right small 1";
elseif hex>=0x1c and hex<0x20 then
return "right small 2";
elseif hex>=0x20 and hex<0x24 then
return "death";
elseif hex>=0x24 and hex<0x28 then
return "bounce";
elseif hex>=0x28 and hex<0x30 then
return "water";
elseif hex>=0x30 and hex<0x38 then
return "climb";
elseif hex>=0x38 and hex<0x3c then
return "pass down";
elseif hex>=0x3c and hex<0x48 then
return "full";
elseif hex>=0x48 and hex<0x4c then
return "slippery left";
elseif hex>=0x4c and hex<0x50 then
return "slippery right";
elseif hex>=0x50 and hex<0x54 then
return "slippery left small 1";
elseif hex>=0x54 and hex<0x58 then
return "slippery left small 2";
elseif hex>=0x58 and hex<0x5c then
return "slippery right small 1";
elseif hex>=0x5c and hex<0x60 then
return "slippery right small 2";
elseif hex>=0x60 and hex<0x64 then
return "instant mortal";
elseif hex>=0x64 and hex<0x78 then
return "falling";
elseif hex>=0x78 and hex<0x80 then
return "slippery";
else
return "";
end
end
--calculates screen position (as table) from the game position it is given
local gameToScreen = function(x, y)
x=(x-camPos.x)*2+borderWidth.left;--+camI.x;
y=(y-camPos.y)*2;--+camI.y;
return {x=x, y=y};
end
--draws block types by going through the list of blocks, converting them to screen coordinates and checking their type
local drawMap=function(winSize, tSizeCam, tCount, tSizeScreen, verboseMode)
local width=memory.read_u16_le(0x1f4430); --in tiles
local start=memory.read_u32_le(0x1f4430+8)-adr;
local row=start+width*2*(math.floor(camPos.y/tSizeCam.height))+2*(math.floor(camPos.x/tSizeCam.width)); --16 camera indices per tile
local splitTile={};
splitTile.x=((camPos.x%tSizeCam.width) /tSizeCam.width) *tSizeScreen.width;
splitTile.y=((camPos.y%tSizeCam.height)/tSizeCam.height)*tSizeScreen.height;
--tile positions
for y=0, tCount.y
do
for x=0, tCount.x
do
local pos={};
pos.x=x*tSizeScreen.width+borderWidth.left-splitTile.x;--+camI.x;
pos.y=y*tSizeScreen.height -splitTile.y;--+camI.y;
local blockType=memory.readbyte(row+1+x*2);
if verboseMode==false
then
if getBlockName(blockType) ~= "" then
gui.drawImage(getBlockName(blockType) .. ".png", pos.x, pos.y, tSizeScreen.width, tSizeScreen.height);
end
else
if blockType ~= 0x00 then
gui.drawText(pos.x, pos.y, bizstring.hex(blockType), 0xFFFFFFFF, 14);
end
end
end
row=row+width*2;
end
--shitty fix for drawing over the screen border
gui.drawRectangle(0, 0, borderWidth.left, winSize.height, 0x00000000, 0xFF000000);
gui.drawRectangle(winSize.width - borderWidth.right, 0, borderWidth.right, winSize.height, 0x00000000, 0xFF000000);
end
--gets the hitbox located in the sHitboxStart list
local getStaticHitbox=function(current, pos, sHitboxStart, aniCounter, ani2base)
--TODO: replace shifts with multiplication (since bytes are used this should be fine)
--NOT USED - previous idea to calculate position
local aniAdr=memory.read_u32_le(ani2base)-adr;--+bit.lshift(aniCounter, 2);
local hIndex=memory.readbyte(current+0x48); --event's byte that is used to get hitbox
if hIndex~=0 --SHOULD NOT BE HERE!
then
local hitboxAdr=sHitboxStart+bit.lshift(hIndex, 3); --TODO: source?
local off={x=memory.read_s16_le(hitboxAdr), y=memory.read_s16_le(hitboxAdr+2)};
local width=memory.readbyte(hitboxAdr+4);
local height=memory.readbyte(hitboxAdr+5);
--NOT USED - regular position calculation
local regular=gameToScreen(pos.x+off.x, pos.y+off.y);
--gui.drawRectangle(regular.x, regular.y, width*2, height*2);
--position calculation
--source: 1478fc
local ani2Counter=bit.lshift(memory.read_u16_le(ani2base+8)*aniCounter, 2);
local ani2HitOff7=bit.arshift(bit.lshift(memory.readbyte(hitboxAdr+7), 0x10), 0xe);
local ani2=memory.read_u32_le(ani2base)-adr+ani2Counter+ani2HitOff7;
local ani2SpriteIndex=memory.readbyte(ani2+3);
local off0=memory.read_u32_le(current)-adr;
local ani1=off0+bit.lshift(bit.lshift(ani2SpriteIndex, 2)+ani2SpriteIndex, 2);
--OFF0 (ani1) hitbox test
--1: use regular ani2 address! (instead of ani2Counter, ani2HitOff7)
--2: regular ani2 add sra(sll(off5f, 0x10), 0xe)
--[[local size={width=memory.readbyte(ani1+7), height=memory.readbyte(ani1+8)};
if current==0xAFC40
then
console.writeline(bizstring.hex(ani1) .. " " .. bizstring.hex(ani2) .. " " .. bizstring.hex(ani2base));
end
local newPos=gameToScreen(pos.x, pos.y);
gui.drawRectangle(newPos.x, newPos.y, size.width*2, size.height*2);]]--
--OFF0 test end
local final={};
final.x=memory.readbyte(ani2+1)+bit.band(memory.readbyte(ani1+9), 0xf)+pos.x+off.x; --both ani1, ani2 and the static hitbox coordinates have influence
final.y=memory.readbyte(ani2+2)+bit.rshift(memory.readbyte(ani1+9), 0x4)+pos.y+off.x;
final=gameToScreen(final.x, final.y);
return {x=final.x, y=final.y, width=width*2, height=height*2};
else
return nil;
end
end
--gets the hitbox from off4
local getAnimatedHitbox=function(current, pos, active, aniCounter, ani2base)
if active --why is this necessary? seems to be due to an inactive event near the spawn (76 in al1)
then
--source: 140804
local hitboxAdr=memory.read_u32_le(ani2base+4)-adr+bit.lshift(aniCounter, 2);
local off={x=memory.readbyte(hitboxAdr), y=memory.readbyte(hitboxAdr+1)};
local width=memory.readbyte(hitboxAdr+2);
local height=memory.readbyte(hitboxAdr+3);
--source: 6d loaded and processed at 147374
local flipped=bit.band(memory.readbyte(current+0x6d), 0x40);
local final;
if flipped==0x40
then
final=gameToScreen(pos.x+bit.lshift(memory.readbyte(current+0x52), 1)-off.x-width, pos.y+off.y); --flipping only affects x coordinate, nothing else
else
final=gameToScreen(pos.x+off.x, pos.y+off.y);
end
return {x=final.x, y=final.y, width=width*2, height=height*2};
else
return nil;
end
end
--draws the index of the current event. green if it's active, red otherwise
local drawIndex=function(index, screenPos, active, acString)
if screenPos.x>=0 and screenPos.y>=0 and screenPos.x<client.screenwidth() and screenPos.y<client.screenheight() --on screen?
then
if active
then
gui.text(screenPos.x, screenPos.y, index, null, "green");
else
gui.text(screenPos.x, screenPos.y, index, null, "red");
end
else
if active
then
acString=acString .. index .. ", ";
end
end
return acString;
end
--borderWidth, camPos, camI and adr are global because they are read frequently!
--initialize camera / window values (assuming window is not resized)
local winSize={width=800, height=480}; --only needed to fix drawing past the game window
borderWidth={left=86, right=74}; --yes, border left > border right
--initialize camera data
camPos={x=0, y=0};
local camPrevious={x=0, y=0};
camI={x=0, y=0};
adr=0x80000000;
--PERSISTENT MAP/TILE DATA
local tSizeCam={width=16, height=16}; --tile size in game coordinates
local tCount={x=20, y=15}; --20*15 tiles are on camera each time
--on screen sizes
local tSizeScreen={width=32, height=32};
--initialize verbose state
local verboseMode=false;
--PERSISTENT EVENT DATA
local evSize=112;
local sHitboxStart=0x1c1a94; --list of static hitboxes
local form=forms.newform("RaymanMap");
local mapBox=forms.checkbox(form, "Draw map", 5, 0); --TODO: checked by default?!
local verboseBox=forms.checkbox(form, "Verbose", 15, 30);
local rayBox=forms.checkbox(form, "Rayman hitbox", 5, 60);
local eventBox=forms.checkbox(form, "Draw events", 5, 90);
local aniBox=forms.checkbox(form, "Animated hitbox", 15, 120);
memory.usememorydomain("MainRAM");
while true do
if memory.readbyte(0x1cee81)==1 --only draw if in a level
then
verboseMode=forms.ischecked(verboseBox);
--camera data
camPos={x=memory.read_u16_le(0x1f84b8), y=memory.read_u16_le(0x1f84c0)};
--interpolate camera (will be added to x, y coordinates)
camI={x=(camPos.x - camPrevious.x)*3, y=(camPos.y - camPrevious.y)*3}; --3 is just a magic constant that happened to work for me, but it might not work elsewhere
if forms.ischecked(mapBox)
then
drawMap(winSize, tSizeCam, tCount, tSizeScreen, verboseMode);
end
--RAYMAN'S HITBOX
if forms.ischecked(rayBox)
then
local off={x=memory.read_s16_le(0x1f9a10), y=memory.read_s16_le(0x1f9a28)};
local final=gameToScreen(off.x, off.y);
local width=memory.readbyte(0x1f9a08);
local height=memory.readbyte(0x1f84c8);
gui.drawRectangle(final.x, final.y, width*2, height*2);
end
if forms.ischecked(eventBox)
then
--TODO: drawEvents function?
local startEv=memory.read_u32_le(0x1d7ae0)-adr;
local size=memory.readbyte(0x1d7ae0+4); --number of events
local activeIndex=0x1e5428; --current index in the list of active events located here
local acString="offscreen (active): ";
for i=0, size-1 --loop through events
do
local current=startEv+evSize*i;
local pos={x=memory.read_s16_le(current+0x1c), y=memory.read_s16_le(current+0x1c+2)};
--checks if the event is in the active list
local active=false;
if i==memory.readbyte(activeIndex)
then
active=true;
activeIndex=activeIndex+2;
end
local gamePos=gameToScreen(pos.x, pos.y);
local screenPos={x=client.transformPointX(gamePos.x), y=client.transformPointY(gamePos.y)}; --translate game position to screen position
--draws onscreen events as such, returns offscreen events into acString
acString=drawIndex(i, screenPos, active, acString);
--draw hitboxes
local off4=memory.read_u32_le(current+4)-adr;
local aniIndex=memory.readbyte(current+0x54);
local aniCounter=memory.readbyte(current+0x55);
local ani2base=off4+bit.lshift(bit.lshift(aniIndex, 1)+aniIndex, 2);
local h;
--TODO: find proper offset (disabled because of that...)
--[[h=getStaticHitbox(current, pos, sHitboxStart, aniCounter, ani2base);
if h~=nil
then
gui.drawRectangle(h.x, h.y, h.width, h.height);
end]]--
if forms.ischecked(aniBox)
then
h=getAnimatedHitbox(current, pos, active, aniCounter, ani2base);
if h~=nil
then
gui.drawRectangle(h.x, h.y, h.width, h.height, "red");
end
end
end
gui.text(0, 0, acString, null, "green"); --draw acString, since it can't be done during the loop
end
end
-- previous camera data to determine the camera speed
camPrevious.x=camPos.x;
camPrevious.y=camPos.y;
-- advance frame
emu.frameadvance();
end