state("SonicGenerations", "latest") { // This only ticks if you have control of Sonic. float stage_time : 0x01A0BE5C, 0x08, 0x184; // This ticks from the start of the stage all the way to after the goal is hit float total_stage_time : 0x01A0BE5C, 0x08, 0x188; // 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, 0x00; // Gui active gives a much better result as it only ever is set to 1 when you have a gui like the goal screen is active short gui_active : 0x00D724CC, 0x668, 0x1c, 0xb5; // 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; // Current game frame counter (only ticks if the game is rendering aka has focus) int frame_counter : 0x00D724CC, 0x668, 0x1c, 0x80, 0xcc; //int looks_like_a_manager_class_of_some_kind : 0x00D724CC, 0x668, 0x1c, 0x80, 0xa8; //int selected_item_in_pause_menu : 0x00D724CC, 0x668, 0x1c, 0x80, 0xa8, 0x0c; } startup { // We are currently loading this script. Set up shit here settings.Add("pause_game_timer", false, "Pause game time when game is paused"); settings.Add("loading_time", true, "Include loading time in runtime"); settings.Add("catagory", true, "Run Catagory"); settings.CurrentDefaultParent = "catagory"; //TODO Do some work to be able to track for 100% catagory settings.Add("any_percent", true); settings.Add("act1_only", false); settings.Add("act2_only", false); settings.CurrentDefaultParent = null; } init { if (modules.First().ModuleMemorySize == 0x1CAB000) version = "latest"; // stage_id vars.stage_table = new Dictionary(); 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 // Bosses vars.stage_table.Add("bde", 05); // bde = Death Egg Robo Boss Fight vars.stage_table.Add("bms", 06); // bms = Metal Sonic Rival Fight vars.stage_table.Add("sph", 07); // sph = Speed Highway vars.stage_table.Add("cte", 08); // cte = City Escape vars.stage_table.Add("ssh", 09); // ssh = Seaside Hill // Bosses vars.stage_table.Add("bsd", 10); // bsd = Shadow Rival Fight vars.stage_table.Add("bpc", 11); // bpc = Perfect Chaos Boss Fight vars.stage_table.Add("csc", 12); // csc = Crisis City vars.stage_table.Add("euc", 13); // euc = Rooftop Run vars.stage_table.Add("pla", 14); // pla = Planet Wisp // Bosses vars.stage_table.Add("bsl", 15); // bsl = Silver Rival Fight vars.stage_table.Add("bne", 16); // bne = Egg Dragoon Boss Fight vars.stage_table.Add("blb", 17); // blb = Time Eater Boss Fight // Extra stages vars.stage_table.Add("cnz", 18); // cnz = Casino Night Zone vars.stage_table.Add("fig", 19); // fig = Figurine Room vars.act = 0; 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 DebugOutput = (text) => { print("[SonicGenerations Autosplitter] "+text); }; vars.DebugOutput = DebugOutput; vars.DebugOutput("test"); } exit { // Connected game closed. Do stuff if needed here vars.act = 0; 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.stage_name != null && current.stage_name.Length > 3) { vars.act = Convert.ToByte(current.stage_name[3].ToString()); } 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.stage_loading == true) { vars.DebugOutput("Act2 Timer started"); return true; } return false; } update { // Reset some of the varibles that we are about to set vars.in_boss = false; vars.in_final_boss = false; // if the new if statement in the split function works, we won't need this here if(current.stage_name != old.stage_name) { vars.prev_stage_state = vars.current_stage_state = false; } if( current.stage_state == 0x00 && current.stage_name != null) // This is always 0 unless a cutscene is running { if(current.stage_name.Length > 3) { 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.stage_table.TryGetValue(vars.stage_code.ToString(), out tempId)) { vars.stage_id = tempId; } } else if (current.stage_name.Length == 3) { vars.in_boss = true; if(current.stage_name == "blb") { vars.in_final_boss = true; } } } else { //vars.DebugOutput("In cutscene"); } // if the new if statement in the split function works, we won't need this here if(current.gui_active != old.gui_active) { 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 Make sure these conditions work correctly with when doing challange stages. if( (current.stage_time != 0) && (current.is_paused == 0x00) && (current.stage_time - old.stage_time < 0.5f) && (current.total_stage_time != old.total_stage_time) && (current.stage_name == old.stage_name || vars.in_final_boss) && (vars.current_stage_state != vars.prev_stage_state) ) { vars.prev_stage_state = vars.current_stage_state; if(settings["any_percent"] == true) { //TODO Maybe I should add an option to only split if both acts were completed for any% return true; } else if(settings["act1_only"] == true && vars.act == 1) { return true; } else if(settings["act2_only"] == true && vars.act == 2) { return true; } } return false; } isLoading { if(settings["act1_only"] == true && vars.act == 2) return true; else if(settings["act2_only"] == true && vars.act == 1) return true; // Only count loading if we set it up like that return (!settings["loading_time"] && ((vars.stage_id == 1) || current.stage_loading)) || (settings["pause_game_timer"] && (current.is_paused == 0x01)); } gameTime { if(vars.stage_id == 1) return TimeSpan.FromSeconds( 0 ); //TODO Find out if you died that way we keep ticking the counter //TODO create a buffer for the time here as the total_stage_time resets when changing stages return TimeSpan.FromSeconds( Convert.ToDouble(current.stage_time) ); }