mirror of
https://github.com/RavenX8/livesplit-asl.git
synced 2026-04-03 20:58:56 -04:00
200 lines
5.1 KiB
Plaintext
200 lines
5.1 KiB
Plaintext
state("SonicGenerations", "v2")
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{
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float StageTime : 0x01A0BE5C, 0x08, 0x184;
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float TotalStageTime : 0x01A0BE5C, 0x08, 0x188;
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bool stageLoading : 0x01A0BE5C, 0x08, 0x1a8;
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// This address (hitGoal) does the job most of the time (if you die it messes this address up).
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ulong hitGoal : 0x01A0BE5C, 0x08, 0xa0;
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byte paused : 0x01A0BE5C, 0x08,0xD0;
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string6 stageName : 0x01A0BE5C, 0x08, 0x88, 0x00;
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byte stageType : 0x01A0BE5C, 0x08, 0x88, 0x07;
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byte inComboSeq : 0x01A0BE5C, 0x08, 0x19c;
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}
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startup
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{
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// We are currently loading this script. Set up shit here
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settings.Add("Real_time", true, "Track Real Time");
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settings.Add("Game_time", false, "Use Game time");
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settings.Add("loading_time", true, "Include loading time in runtime");
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settings.Add("catagory", true, "Run Catagory");
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settings.CurrentDefaultParent = "catagory";
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settings.Add("any_percent", true);
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settings.Add("act1_only", false);
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settings.Add("act2_only", false);
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settings.CurrentDefaultParent = null;
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}
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init
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{
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// We are connected to the process now
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if (modules.First().ModuleMemorySize == 0x1CAB000)
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version = "v2";
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//StageID
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// pam = Overworld
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// ghz = Green Hill
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// cpz = Chemical Plant
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// ssz = Sky Sanctuary
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// sph = Speed Highway
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// cte = City Escape
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// ssh = Seaside Hill
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// csc = Crisis City
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// euc = Rooftop Run
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// pla = Planet Wisp
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//Bosses
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// bde = DeathEgg Robot
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// bpc = Perfect Chaos
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// bne = Egg Dragoon
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// blb = Time Eater
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vars.stageDict = new Dictionary<string, byte>();
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vars.stageDict.Add("pam", 1);
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vars.stageDict.Add("ghz", 2);
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vars.stageDict.Add("cpz", 3);
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vars.stageDict.Add("ssz", 4);
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vars.stageDict.Add("sph", 5);
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vars.stageDict.Add("cte", 6);
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vars.stageDict.Add("ssh", 7);
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vars.stageDict.Add("csc", 8);
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vars.stageDict.Add("euc", 9);
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vars.stageDict.Add("pla", 10);
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vars.stageDict.Add("bde", 11);
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vars.stageDict.Add("bpc", 12);
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vars.stageDict.Add("bne", 13);
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vars.stageDict.Add("blb", 14);
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vars.act = 0;
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vars.stageID = 0;
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vars.stageCode = "";
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vars.inBoss = false;
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vars.finalBoss = false;
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vars.prevStageEnd = false;
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vars.currentStageEnd = false;
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Action<string> DebugOutput = (text) => {
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print("[SonicGenerations Autosplitter] "+text);
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};
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vars.DebugOutput = DebugOutput;
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vars.DebugOutput("test");
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}
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exit
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{
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// Connected game closed. Do stuff if needed here
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vars.act = 0;
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vars.stageID = 0;
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vars.stageCode = "";
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vars.inBoss = false;
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vars.finalBoss = false;
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vars.prevStageEnd = false;
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vars.currentStageEnd = false;
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}
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start
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{
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if(current.stageName != null && current.stageName.Length > 3)
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{
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vars.act = Convert.ToByte(current.stageName[3].ToString());
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}
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if (settings["any_percent"] == true && current.stageLoading == true && vars.stageID == 1) {
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vars.DebugOutput("Any percent timer started");
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return true;
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}
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else if (settings["act1_only"] == true && vars.act == 1 && current.stageLoading == true) {
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vars.DebugOutput("Act1 Timer started");
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return true;
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}
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else if (settings["act2_only"] == true && vars.act == 2 && current.stageLoading == true) {
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vars.DebugOutput("Act2 Timer started");
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return true;
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}
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return false;
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}
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update
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{
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// Reset some of the varibles that we are about to set
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vars.inBoss = false;
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vars.finalBoss = false;
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if(current.stageName != old.stageName)
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{
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vars.prevStageEnd = vars.currentStageEnd = false;
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}
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if(current.stageType == 0x00 && current.stageName != null) // This is always 0 unless a cutscene is running
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{
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if(current.stageName.Length > 3)
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{
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vars.act = Convert.ToByte(current.stageName[3].ToString());
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vars.stageCode = "" + current.stageName[0] + current.stageName[1] + current.stageName[2];
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byte tempId = 0;
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if(vars.stageDict.TryGetValue(vars.stageCode.ToString(), out tempId))
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{
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vars.stageID = tempId;
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}
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}
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else if (current.stageName.Length == 3)
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{
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vars.inBoss = true;
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if(current.stageName == "blb")
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{
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vars.finalBoss = true;
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vars.DebugOutput("In final boss");
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}
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}
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}
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else
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{
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vars.DebugOutput("In cutscene");
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}
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//vars.DebugOutput("name: "+current.stageName.ToString()+" id:"+vars.stageID.ToString()+" act:"+vars.act.ToString()+" isloading:"+current.stageLoading.ToString());
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if(current.hitGoal != old.hitGoal)
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{
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vars.currentStageEnd = true;
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}
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}
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split
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{
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//TODO See if I can update different segments
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//TODO Need to find out how to tell if the stage ended
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if(vars.stageID > 1 && vars.currentStageEnd != vars.prevStageEnd)
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{
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vars.prevStageEnd = vars.currentStageEnd;
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if(settings["any_percent"] == true)
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{
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return true;
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}
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else if(settings["act1_only"] == true && vars.act == 1)
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{
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return true;
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}
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else if(settings["act2_only"] == true && vars.act == 2)
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{
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return true;
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}
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}
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return false;
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}
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isLoading
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{
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if(settings["act1_only"] == true && vars.act == 2)
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return true;
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else if(settings["act2_only"] == true && vars.act == 1)
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return true;
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// Only count loading if we set it up like that
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return (!settings["loading_time"] && ((vars.stageID == 1) ||current.stageLoading));
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} |