Update SonicGenerations.asl

Cleaned up the code a little.
Changed the condition in the split function to better match the conditions of hitting the goal.
This commit is contained in:
Christopher Torres
2018-04-27 15:15:52 -04:00
committed by GitHub
parent 27074eaef3
commit 4029f94aff

View File

@@ -1,16 +1,30 @@
state("SonicGenerations", "v2")
state("SonicGenerations", "latest")
{
float StageTime : 0x01A0BE5C, 0x08, 0x184;
float TotalStageTime : 0x01A0BE5C, 0x08, 0x188;
bool stageLoading : 0x01A0BE5C, 0x08, 0x1a8;
// This only ticks if you have control of Sonic.
float stage_time : 0x01A0BE5C, 0x08, 0x184;
// This address (hitGoal) does the job most of the time (if you die it messes this address up).
ulong hitGoal : 0x01A0BE5C, 0x08, 0xa0;
// This ticks from the start of the stage all the way to after the goal is hit
float total_stage_time : 0x01A0BE5C, 0x08, 0x188;
byte paused : 0x01A0BE5C, 0x08,0xD0;
string6 stageName : 0x01A0BE5C, 0x08, 0x88, 0x00;
byte stageType : 0x01A0BE5C, 0x08, 0x88, 0x07;
byte inComboSeq : 0x01A0BE5C, 0x08, 0x19c;
// When a loading screen is up, this will be true
bool stage_loading : 0x01A0BE5C, 0x08, 0x1a8;
// When you touch the goal, this section of 8 bytes are modified.
// We however can not use this reliabily as it is changed when you die, or talk to some NPCs.
// I believe this has to do with either GUIs appering on the screen or your animation state.
ulong goal_hit : 0x01A0BE5C, 0x08, 0xa0;
// If the game is paused, this is true
byte is_paused : 0x01A0BE5C, 0x08,0xD0;
// Name of the stage we are currently on
string6 stage_name : 0x01A0BE5C, 0x08, 0x88, 0x00;
// This is not zero when in a cutscene (Needs more testing).
byte stage_state : 0x01A0BE5C, 0x08, 0x88, 0x07;
// When you hit a combo bumper or ring, this becomes true. (Just here because it may be useful later)
bool in_combo_seq : 0x01A0BE5C, 0x08, 0x19c;
}
startup
@@ -33,53 +47,38 @@ init
{
// We are connected to the process now
if (modules.First().ModuleMemorySize == 0x1CAB000)
version = "v2";
version = "latest";
//StageID
// pam = Overworld
// ghz = Green Hill
// cpz = Chemical Plant
// ssz = Sky Sanctuary
// sph = Speed Highway
// cte = City Escape
// ssh = Seaside Hill
// csc = Crisis City
// euc = Rooftop Run
// pla = Planet Wisp
// stage_id
vars.stage_table = new Dictionary<string, byte>();
vars.stage_table.Add("pam", 01); // pam = Overworld
vars.stage_table.Add("ghz", 02); // ghz = Green Hill
vars.stage_table.Add("cpz", 03); // cpz = Chemical Plant
vars.stage_table.Add("ssz", 04); // ssz = Sky Sanctuary
vars.stage_table.Add("sph", 05); // sph = Speed Highway
vars.stage_table.Add("cte", 06); // cte = City Escape
vars.stage_table.Add("ssh", 07); // ssh = Seaside Hill
vars.stage_table.Add("csc", 08); // csc = Crisis City
vars.stage_table.Add("euc", 09); // euc = Rooftop Run
vars.stage_table.Add("pla", 10); // pla = Planet Wisp
//Bosses
// bde = DeathEgg Robot
// bpc = Perfect Chaos
// bne = Egg Dragoon
// blb = Time Eater
vars.stageDict = new Dictionary<string, byte>();
vars.stageDict.Add("pam", 1);
vars.stageDict.Add("ghz", 2);
vars.stageDict.Add("cpz", 3);
vars.stageDict.Add("ssz", 4);
vars.stageDict.Add("sph", 5);
vars.stageDict.Add("cte", 6);
vars.stageDict.Add("ssh", 7);
vars.stageDict.Add("csc", 8);
vars.stageDict.Add("euc", 9);
vars.stageDict.Add("pla", 10);
vars.stageDict.Add("bde", 11);
vars.stageDict.Add("bpc", 12);
vars.stageDict.Add("bne", 13);
vars.stageDict.Add("blb", 14);
// Bosses
vars.stage_table.Add("bde", 11); // bde = DeathEgg Robot
vars.stage_table.Add("bpc", 12); // bpc = Perfect Chaos
vars.stage_table.Add("bne", 13); // bne = Egg Dragoon
vars.stage_table.Add("blb", 14); // blb = Time Eater
vars.act = 0;
vars.stageID = 0;
vars.stageCode = "";
vars.inBoss = false;
vars.finalBoss = false;
vars.prevStageEnd = false;
vars.currentStageEnd = false;
vars.stage_id = 0;
vars.stage_code = "";
vars.in_boss = false;
vars.in_final_boss = false;
vars.prev_stage_state = false;
vars.current_stage_state = false;
Action<string> DebugOutput = (text) => {
print("[SonicGenerations Autosplitter] "+text);
};
print("[SonicGenerations Autosplitter] "+text);
};
vars.DebugOutput = DebugOutput;
vars.DebugOutput("test");
}
@@ -88,65 +87,67 @@ exit
{
// Connected game closed. Do stuff if needed here
vars.act = 0;
vars.stageID = 0;
vars.stageCode = "";
vars.inBoss = false;
vars.finalBoss = false;
vars.prevStageEnd = false;
vars.currentStageEnd = false;
vars.stage_id = 0;
vars.stage_code = "";
vars.in_boss = false;
vars.in_final_boss = false;
vars.prev_stage_state = false;
vars.current_stage_state = false;
}
start
{
if(current.stageName != null && current.stageName.Length > 3)
if(current.stage_name != null && current.stage_name.Length > 3)
{
vars.act = Convert.ToByte(current.stageName[3].ToString());
vars.act = Convert.ToByte(current.stage_name[3].ToString());
}
if (settings["any_percent"] == true && current.stageLoading == true && vars.stageID == 1) {
vars.DebugOutput("Any percent timer started");
return true;
}
else if (settings["act1_only"] == true && vars.act == 1 && current.stageLoading == true) {
if (settings["any_percent"] == true && current.stage_loading == true && vars.stage_id == 1) {
vars.DebugOutput("Any percent timer started");
return true;
}
else if (settings["act1_only"] == true && vars.act == 1 && current.stage_loading == true) {
vars.DebugOutput("Act1 Timer started");
return true;
}
else if (settings["act2_only"] == true && vars.act == 2 && current.stageLoading == true) {
return true;
}
else if (settings["act2_only"] == true && vars.act == 2 && current.stage_loading == true) {
vars.DebugOutput("Act2 Timer started");
return true;
}
return true;
}
return false;
}
update
{
// Reset some of the varibles that we are about to set
vars.inBoss = false;
vars.finalBoss = false;
vars.in_boss = false;
vars.in_final_boss = false;
if(current.stageName != old.stageName)
// if the new if statement in the split function works, we won't need this here
if(current.stage_name != old.stage_name)
{
vars.prevStageEnd = vars.currentStageEnd = false;
vars.prev_stage_state = vars.current_stage_state = false;
}
if(current.stageType == 0x00 && current.stageName != null) // This is always 0 unless a cutscene is running
if( current.stage_state == 0x00 &&
current.stage_name != null) // This is always 0 unless a cutscene is running
{
if(current.stageName.Length > 3)
if(current.stage_name.Length > 3)
{
vars.act = Convert.ToByte(current.stageName[3].ToString());
vars.stageCode = "" + current.stageName[0] + current.stageName[1] + current.stageName[2];
vars.act = Convert.ToByte(current.stage_name[3].ToString());
vars.stage_code = "" + current.stage_name[0] + current.stage_name[1] + current.stage_name[2];
byte tempId = 0;
if(vars.stageDict.TryGetValue(vars.stageCode.ToString(), out tempId))
if(vars.stage_table.TryGetValue(vars.stage_code.ToString(), out tempId))
{
vars.stageID = tempId;
vars.stage_id = tempId;
}
}
else if (current.stageName.Length == 3)
else if (current.stage_name.Length == 3)
{
vars.inBoss = true;
if(current.stageName == "blb")
vars.in_boss = true;
if(current.stage_name == "blb")
{
vars.finalBoss = true;
vars.in_final_boss = true;
vars.DebugOutput("In final boss");
}
@@ -157,21 +158,26 @@ update
vars.DebugOutput("In cutscene");
}
//vars.DebugOutput("name: "+current.stageName.ToString()+" id:"+vars.stageID.ToString()+" act:"+vars.act.ToString()+" isloading:"+current.stageLoading.ToString());
if(current.hitGoal != old.hitGoal)
// if the new if statement in the split function works, we won't need this here
if(current.goal_hit != old.goal_hit)
{
vars.currentStageEnd = true;
vars.current_stage_state = true;
}
//vars.DebugOutput("name: "+current.stage_name.ToString()+" id:"+vars.stage_id.ToString()+" act:"+vars.act.ToString()+" isloading:"+current.stage_loading.ToString());
}
split
{
//TODO See if I can update different segments
//TODO Need to find out how to tell if the stage ended
if(vars.stageID > 1 && vars.currentStageEnd != vars.prevStageEnd)
//TODO See if I can update different splits here?
// if(vars.stage_id > 1 && vars.current_stage_state != vars.prev_stage_state)
if( (vars.stage_id > 1) &&
(current.is_paused == false) &&
(current.stage_time - old.stage_time < 0.5f) &&
(current.total_stage_time != old.total_stage_time) &&
(current.stage_name == old.stage_name) )
{
vars.prevStageEnd = vars.currentStageEnd;
vars.prev_stage_state = vars.current_stage_state;
if(settings["any_percent"] == true)
{
return true;
@@ -196,5 +202,11 @@ isLoading
return true;
// Only count loading if we set it up like that
return (!settings["loading_time"] && ((vars.stageID == 1) ||current.stageLoading));
return (!settings["loading_time"] && ((vars.stage_id == 1) || current.stage_loading));
}
gameTime
{
//TODO create a buffer for the time here as the total_stage_time resets when changing stages
return TimeSpan.FromSeconds( Convert.ToDouble(current.total_stage_time) );
}