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Copy pathZ3-Rando-Hud-BizHawk.lua
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Z3-Rando-Hud-BizHawk.lua
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-- Z3-Rando-Hud-BizHawk.lua - BizHawk Version
-- Version 4 "King Helmasaur"
require 'Z3-Rando-Hud-Addresses'
modes = {[0]="none","keysanity","dungeonItems"}
active_mode = "none"
seed = ""
game_clear = false
function readAsAscii(address, length, domain)
ret = ""
q = memory.readbyterange(address, length, domain)
for i=0,length-1 do
ret = ret .. string.char(q[i])
end
return ret
end
function setMode(mode)
active_mode = mode
updateItemGrid()
end
controls = forms.newform(160,144, "Zelda 3 Autohud Controls")
dungeonItemsMode = forms.button(controls, "Dungeon Items", function() setMode("dungeonItems") end, 5, 75)
keysanityMode = forms.button(controls, "Key Counts", function() setMode("keysanity") end, 5, 40)
emptyMode = forms.button(controls, "Default", function() setMode("none") end, 5, 5)
function race()
q = readAsAscii(0x00FFC3, 0x7, "System Bus")
if (q == "TOURNEY") then
return true
else
seed = readAsAscii(0x00FFC2, 0xA, "System Bus")
return false
end
end
function initScript()
math.randomseed(os.time())
console.clear()
print("Script initialized.")
res = [[.\images\res\]]
blank = [[blank.png]]
memory.usememorydomain("WRAM")
menuWasOpened = false
drawSpace = gui.createcanvas(256,224)
drawSpace.Clear(0xff000000)
console.log("Controls dialog has been assigned handle "..controls)
client.SetClientExtraPadding(0,20,0,20)
client.displaymessages(true)
end
function drawArray(array)
w = 32
h = 32
row = 0
column = 0
drawSpace.Clear(0xff000000)
for k, v in pairs(array) do
if column > 4 then
column = 0
row = row + 1
end
q = memory.read_u8(array[k].address)
drawSpace.DrawImage(array[k][q],w*array[k].col,h*array[k].row)
column = column + 1
end
end
function setMUFlag()
end
function updatePendants()
p = {values={[0] = 0, 0, 0},paths={[0]=res.."pendantR.png",res.."pendantB.png",res.."pendantG.png"}}
for r=0,2,1 do
p.values[r] = bit.check(memory.read_u8(pendants.address),r)
if p.values[r] == false then
drawSpace.DrawImage(res .. "pendantX.png",32*pendants.col,32*(pendants.poss[r] - 1))
else
drawSpace.DrawImage(p.paths[r],32*pendants.col,32*(pendants.poss[r] - 1))
end
end
end
function updateCrystals()
p = {values={[0] = 0, 0, 0, 0, 0, 0, 0, 0}}
j = memory.read_u8(crystals.address)
for r=0,7,1 do
p.values[r] = bit.check(j,r)
if p.values[r] == false then
drawSpace.DrawImage(res .. "crystalX.png",32*crystals.col,32*(crystals.poss[r] - 1))
else
drawSpace.DrawImage(res .. "crystal"..crystals.poss[r]..".png",32*crystals.col,32*(crystals.poss[r] - 1))
end
end
end
function updateHeartPieces()
q = memory.read_u8(heartPiece.address)
drawSpace.DrawImage(heartPiece[q],32*heartPiece.col,32*heartPiece.row)
end
function updateQuiver()
q = memory.read_u8(quiver.address)
r = q + 30
path = [[.\images\quiver\]] .. r .. [[.png]]
drawSpace.DrawImage(path,32*quiver.col,32*quiver.row)
end
function updateBottles()
q = { }
paths = { }
for r=0,3,1 do
q[r] = memory.read_u8(0xf35c + r)
paths[r] = [[.\images\bottles\]] .. q[r] .. [[.png]]
drawSpace.DrawImage(paths[r],32*r,32*bottle.row)
end
end
function updateBombBag()
q = memory.read_u8(bomb_bag.address)
r = q + 10
path = [[.\images\bomb_bag\]] .. r .. [[.png]]
drawSpace.DrawImage(path,32*bomb_bag.col,32*bomb_bag.row)
end
function updateLWBs()
p={values={[0] = 0, 0, 0}}
for i=0,2,1 do
j = boss_root_addr + (lwbosses.offsets[i] * 2)
p.values[i] = bit.check(memory.read_u8(j),boss_checkBit)
if p.values[i] == false then
drawSpace.DrawImage([[.\images\bosses\alive\]] .. lwbosses.img[i] .. ".png",32*lwbosses.col,32*(lwbosses.row + i))
else
drawSpace.DrawImage([[.\images\bosses\dead\]] .. lwbosses.img[i] .. ".png",32*lwbosses.col,32*(lwbosses.row + i))
end
if (active_mode == "keysanity") then
q = memory.read_u8(keys[lwbosses.keyDex[i]])
drawSpace.DrawImage([[.\images\hud\]] .. q ..".png",32*lwbosses.col+16,32*(lwbosses.row + i)+16)
elseif (active_mode == "dungeonItems") then
bk = bit.check(memory.read_u8(di_root_addr + lwbosses.compassByte[i]+2),lwbosses.compassBit[i])
dm = bit.check(memory.read_u8(di_root_addr + lwbosses.compassByte[i]+4),lwbosses.compassBit[i])
dc = bit.check(memory.read_u8(di_root_addr + lwbosses.compassByte[i]),lwbosses.compassBit[i])
if (dm == true) then
drawSpace.DrawImage([[.\images\hud\dm.png]],32*lwbosses.col+0,32*(lwbosses.row + i)+16)
end
if (dc == true) then
drawSpace.DrawImage([[.\images\hud\dc.png]],32*lwbosses.col+8,32*(lwbosses.row + i)+16)
end
if (bk == true) then
drawSpace.DrawImage([[.\images\hud\bk.png]],32*lwbosses.col+16,32*(lwbosses.row + i)+16)
end
end
end
end
function updateDWBs()
p = {values={[0] = 0, 0, 0, 0, 0, 0, 0}}
for i=0,6,1 do
j = boss_root_addr + (dwbosses.offsets[i] * 2)
p.values[i] = bit.check(memory.read_u8(j),boss_checkBit)
q = memory.read_u8(keys[dwbosses.keyDex[i]])
if p.values[i] == false then
drawSpace.DrawImage([[.\images\bosses\alive\]] .. dwbosses.img[i] .. ".png",32*dwbosses.col,32*(dwbosses.row+i))
else
drawSpace.DrawImage([[.\images\bosses\dead\]] .. dwbosses.img[i] .. ".png",32*dwbosses.col,32*(dwbosses.row+i))
end
if (active_mode == "keysanity") then
q = memory.read_u8(keys[dwbosses.keyDex[i]])
drawSpace.DrawImage([[.\images\hud\]] .. q ..".png",32*dwbosses.col+16,32*(dwbosses.row + i)+16)
elseif (active_mode == "dungeonItems") then
bk = bit.check(memory.read_u8(di_root_addr + dwbosses.compassByte[i]+2),dwbosses.compassBit[i])
dm = bit.check(memory.read_u8(di_root_addr + dwbosses.compassByte[i]+4),dwbosses.compassBit[i])
dc = bit.check(memory.read_u8(di_root_addr + dwbosses.compassByte[i]),dwbosses.compassBit[i])
if (dm == true) then
drawSpace.DrawImage([[.\images\hud\dm.png]],32*dwbosses.col+0,32*(dwbosses.row + i)+16)
end
if (dc == true) then
drawSpace.DrawImage([[.\images\hud\dc.png]],32*dwbosses.col+8,32*(dwbosses.row + i)+16)
end
if (bk == true) then
drawSpace.DrawImage([[.\images\hud\bk.png]],32*dwbosses.col+16,32*(dwbosses.row + i)+16)
end
end
end
end
function updateAgaState()
aga1 = memory.read_u8(aga_state.address[0])
aga2 = memory.read_u8(aga_state.address[1])
q = memory.read_u8(keys[aga_state.keyDex[0]])
r = memory.read_u8(keys[aga_state.keyDex[1]])
aga_compassByte = 0xf364
aga_compassBit = 2
if bit.check(aga1,3) == true then
if bit.check(aga2,3) == true then
drawSpace.DrawImage([[.\images\bosses\Aga3.png]], 32*aga_state.col, 32*aga_state.row)
else
drawSpace.DrawImage([[.\images\bosses\Aga1.png]], 32*aga_state.col, 32*aga_state.row)
end
else
if bit.check(aga2,3) == true then
drawSpace.DrawImage([[.\images\bosses\Aga2.png]], 32*aga_state.col, 32*aga_state.row)
else
drawSpace.DrawImage([[.\images\bosses\Aga0.png]], 32*aga_state.col, 32*aga_state.row)
end
end
if (active_mode == "keysanity") then
drawSpace.DrawImage([[.\images\hud\]] .. q ..".png",32*aga_state.col,32*(aga_state.row))
drawSpace.DrawImage([[.\images\hud\]] .. r ..".png",32*aga_state.col+16,32*(aga_state.row)+16)
elseif (active_mode == "dungeonItems") then
bk = bit.check(memory.read_u8(aga_compassByte+2),aga_compassBit)
dm = bit.check(memory.read_u8(aga_compassByte+4),aga_compassBit)
dc = bit.check(memory.read_u8(aga_compassByte+0),aga_compassBit)
if (dm == true) then
drawSpace.DrawImage([[.\images\hud\dm.png]],32*aga_state.col+0,32*(aga_state.row)+16)
end
if (dc == true) then
drawSpace.DrawImage([[.\images\hud\dc.png]],32*aga_state.col+8,32*(aga_state.row)+16)
end
if (bk == true) then
drawSpace.DrawImage([[.\images\hud\bk.png]],32*aga_state.col+16,32*(aga_state.row)+16)
end
end
end
function updateEscape()
q = memory.read_u8(keys[0]) + memory.read_u8(keys[1])
r = memory.read_u8(0xF3C6)
if bit.check(r,2) == true then
drawSpace.DrawImage([[.\images\bosses\Zelda.png]],(32*5),(32*3))
else
drawSpace.DrawImage([[.\images\bosses\Zelda_Grey.png]],(32*5),(32*3))
end
if mode == "keysanity" then
drawSpace.DrawImage([[.\images\hud\]] .. q ..".png",(32*5)+16,(32*3)+16)
end
end
function updateBosses()
updateLWBs()
updateDWBs()
updateAgaState()
updateEscape()
end
function updateItemGrid()
drawArray(ItemsArray)
updateCrystals()
updateHeartPieces()
updateQuiver()
updateBombBag()
updateBottles()
updatePendants()
updateBosses()
menuWasOpened = false
drawSpace.Refresh()
end
function getCurrentRoomByID()
f = memory.read_u16_le(OWUW_indic)
i = memory.read_u16_le(room_Index)
j = memory.read_u16_le(ow_loc_dex)
here = ""
if (j == 0x88) then
here = "VICTORY!"
game_clear = true
elseif (f == 0xFFFF) then
here = getOverworldLocationByID(i, j)
else
here = getUnderworldLocationByID(i, j)
end
gui.text(3,3,here)
end
function getOverworldLocationByID(i, j)
if j > 0x81 then
return bizstring.hex(j) .. ": Overworld Location Not Yet Indexed"
else
return OverworldList[j]
end
end
function getUnderworldLocationByID(i, j)
lamp = memory.read_u8(0xF34A)
if i > 0x128 then
return bizstring.hex(i) .. ": Underworld Location Not Yet Indexed"
elseif lamp > 0 then
return UnderworldList[i].name
else
if UnderworldList[i].dark == false then
return UnderworldList[i].name
else
return seed
end
end
end
function mainLoop()
while true do
emu.frameadvance()
q = joypad.get(1)
if game_clear == true then
gui.text(3,3,"You beat the game!")
elseif game_clear == false then
getCurrentRoomByID()
else
gui.text(3,3,"Boolean game_clear neither true nor false..?")
end
if (q.Start == true) then
updateItemGrid()
end
end
end
if not race() then
initScript()
mainLoop()
else
print("")
print("Detected a race rom.")
print("Auto-huds like this one are disallowed during races.")
print("Did you create a race rom by mistake?")
end