mirror of
https://github.com/RavenX8/livesplit-asl.git
synced 2026-04-03 12:49:01 -04:00
222 lines
6.8 KiB
Plaintext
222 lines
6.8 KiB
Plaintext
state("SonicGenerations", "latest")
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{
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// This only ticks if you have control of Sonic.
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float stage_time : 0x01A0BE5C, 0x08, 0x184;
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// This ticks from the start of the stage all the way to after the goal is hit
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float total_stage_time : 0x01A0BE5C, 0x08, 0x188;
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// When a loading screen is up, this will be true
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bool stage_loading : 0x01A0BE5C, 0x08, 0x1a8;
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// When you touch the goal, this section of 8 bytes are modified.
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// We however can not use this reliabily as it is changed when you die, or talk to some NPCs.
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// I believe this has to do with either GUIs appering on the screen or your animation state.
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ulong goal_hit : 0x01A0BE5C, 0x08, 0xa0;
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// If the game is paused, this is true
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byte is_paused : 0x01A0BE5C, 0x08,0xD0;
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// Name of the stage we are currently on
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string6 stage_name : 0x01A0BE5C, 0x08, 0x88, 0x00;
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// This is not zero when in a cutscene (Needs more testing).
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byte stage_state : 0x01A0BE5C, 0x08, 0x88, 0x07;
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// When you hit a combo bumper or ring, this becomes true. (Just here because it may be useful later)
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bool in_combo_seq : 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 = "latest";
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// stage_id
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vars.stage_table = new Dictionary<string, byte>();
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vars.stage_table.Add("pam", 01); // pam = Overworld
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vars.stage_table.Add("ghz", 02); // ghz = Green Hill
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vars.stage_table.Add("cpz", 03); // cpz = Chemical Plant
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vars.stage_table.Add("ssz", 04); // ssz = Sky Sanctuary
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vars.stage_table.Add("sph", 05); // sph = Speed Highway
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vars.stage_table.Add("cte", 06); // cte = City Escape
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vars.stage_table.Add("ssh", 07); // ssh = Seaside Hill
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vars.stage_table.Add("csc", 08); // csc = Crisis City
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vars.stage_table.Add("euc", 09); // euc = Rooftop Run
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vars.stage_table.Add("pla", 10); // pla = Planet Wisp
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vars.stage_table.Add("cnz", 11); // cnz = Casino Night Zone
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vars.stage_table.Add("fig", 12); // fig = Figurine Room
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// Bosses
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vars.stage_table.Add("bde", 21); // bde = Death Egg Robo Boss Fight
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vars.stage_table.Add("bms", 22); // bms = Metal Sonic Rival Fight
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vars.stage_table.Add("bpc", 23); // bpc = Perfect Chaos Boss Fight
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vars.stage_table.Add("bsd", 24); // bsd = Shadow Rival Fight
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vars.stage_table.Add("bsl", 25); // bsl = Silver Rival Fight
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vars.stage_table.Add("bne", 26); // bne = Egg Dragoon Boss Fight
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vars.stage_table.Add("blb", 27); // blb = Time Eater Boss Fight
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vars.act = 0;
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vars.stage_id = 0;
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vars.stage_code = "";
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vars.in_boss = false;
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vars.in_final_boss = false;
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vars.prev_stage_state = false;
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vars.current_stage_state = 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.stage_id = 0;
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vars.stage_code = "";
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vars.in_boss = false;
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vars.in_final_boss = false;
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vars.prev_stage_state = false;
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vars.current_stage_state = false;
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}
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start
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{
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if(current.stage_name != null && current.stage_name.Length > 3)
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{
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vars.act = Convert.ToByte(current.stage_name[3].ToString());
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}
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if (settings["any_percent"] == true && current.stage_loading == true && vars.stage_id == 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.stage_loading == 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.stage_loading == 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.in_boss = false;
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vars.in_final_boss = false;
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// if the new if statement in the split function works, we won't need this here
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if(current.stage_name != old.stage_name)
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{
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vars.prev_stage_state = vars.current_stage_state = false;
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}
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if( current.stage_state == 0x00 &&
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current.stage_name != null) // This is always 0 unless a cutscene is running
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{
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if(current.stage_name.Length > 3)
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{
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vars.act = Convert.ToByte(current.stage_name[3].ToString());
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vars.stage_code = "" + current.stage_name[0] + current.stage_name[1] + current.stage_name[2];
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byte tempId = 0;
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if(vars.stage_table.TryGetValue(vars.stage_code.ToString(), out tempId))
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{
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vars.stage_id = tempId;
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}
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}
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else if (current.stage_name.Length == 3)
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{
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vars.in_boss = true;
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if(current.stage_name == "blb")
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{
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vars.in_final_boss = 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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// if the new if statement in the split function works, we won't need this here
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if(current.goal_hit != old.goal_hit)
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{
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vars.current_stage_state = true;
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}
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//vars.DebugOutput("name: "+current.stage_name.ToString()+" id:"+vars.stage_id.ToString()+" act:"+vars.act.ToString()+" isloading:"+current.stage_loading.ToString());
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}
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split
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{
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//TODO See if I can update different splits here?
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// if(vars.stage_id > 1 && vars.current_stage_state != vars.prev_stage_state)
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if( (vars.stage_id > 1) &&
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(current.is_paused == false) &&
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(current.stage_time - old.stage_time < 0.5f) &&
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(current.total_stage_time != old.total_stage_time) &&
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(current.stage_name == old.stage_name) )
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{
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vars.prev_stage_state = vars.current_stage_state;
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if(settings["any_percent"] == true)
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{
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//TODO Maybe I should add an option to only split if both acts were completed for any%
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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.stage_id == 1) || current.stage_loading));
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}
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gameTime
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{
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//TODO create a buffer for the time here as the total_stage_time resets when changing stages
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return TimeSpan.FromSeconds( Convert.ToDouble(current.total_stage_time) );
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}
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