Mercurial > vba-clojure
view clojure/com/aurellem/exp/item_bridge.clj @ 573:40f62391db9d
implemented row and column increment logic.
author | Robert McIntyre <rlm@mit.edu> |
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date | Sat, 01 Sep 2012 03:56:30 -0500 |
parents | 1f14c1b8af7e |
children |
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1 (ns com.aurellem.exp.item-bridge2 (:use (com.aurellem.gb saves util constants gb-driver vbm items assembly))3 (:use (com.aurellem.run util title save-corruption))4 ;;(:use (com.aurellem.exp pokemon))5 (:import [com.aurellem.gb.gb_driver SaveState]))7 (defn corrupt-item-state []8 (second (destroy-item-end-of-list-marker)))10 (defn corrupt-item-state []11 (read-state "corrupt-items"))13 (defn view-memory-range14 ([start end]15 (view-memory-range16 @current-state start end))17 ([state start end]18 (dorun19 (map (fn [loc val]20 (println (format "%04X : %02X" loc val)))21 (range start end) (subvec (vec (memory state)) start end)))22 state))24 (defn almost-broken25 "if one more memory location is turned into 0x03, the game crashes."26 [n]27 (view-memory-range28 (set-inv-mem (mid-game)29 (concat [0xFF] (repeat 64 0x03)30 (subvec (vec (memory (mid-game)))31 (+ item-list-start 65)32 (+ item-list-start 65 n))33 (repeat (- 255 65 n) 0x03)))34 item-list-start (+ item-list-start 255)))36 (defn actually-broken37 "if this memory location is turned into 0x03, the game crashes."38 []39 (set-memory (mid-game) 0xD35D 0x03))42 ;; (almost-broken 20) more or less works45 (defn loop-program []46 [0x00 ;0xD31D ;; disable-interrupts48 0xC3 ;; loop forever49 0x1D50 0xD3])52 (def map-function-address-start 0xD36D)54 (defn test-loop []55 (continue!56 (-> (mid-game)57 (set-memory-range 0xD31D (loop-program))58 (set-memory-range59 map-function-address-start60 [0xD3 0x1D]))))62 (defn-memo corrupt-moves []63 (concat64 (first65 (->>66 [[] (mid-game)]67 (first-difference [:b] [:b :start] AF)68 (first-difference [] [:d] AF)69 (play-moves [[] [] [] [:d] [] [] [] [:d] [] [] [:a]])70 (do-nothing 200)71 (play-moves [[:a]])72 (play-moves73 ;; this section is copied from speedrun-294274 ;; and corrupts the save so that the end-of-list marker75 ;; for the pokemon roster is destroyed, but the save is still76 ;; playable.77 [[] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []78 [] [] [] [] [] [] [] [] [] [] [:select] [:restart]])79 (title)80 (first-difference [] [:start] AF)81 (first-difference [] [:a] AF)82 (first-difference [:a] [:a :start] AF)))83 [[]]))85 (defn corrupt86 "enter the codes to destroy the87 pokemon list using save corruption"88 ([^SaveState state]89 (run-moves90 state91 (corrupt-moves)))92 ([] (corrupt @current-state)))94 (defn mid-game-corrupt []95 (read-state "corrupt-mid-game"))97 (defn gen-start-game-corrupt []98 (->> (second (intro))99 (first-difference [:b] [:a :b :start] AF)100 (play-moves (corrupt-moves))))102 (defn start-game-corrupt []103 (read-state "corrupt-start-game"))105 (defn test-memory-fun [n]106 (capture-program-counter107 (set-memory-range108 (tick (mid-game))109 0xD36D110 [0 0])111 n))113 ;;(def good (test-memory-fun 17000))115 ;;(def bad (test-memory-fun 18000))119 (defn menu-open-state []120 (read-state "menu-open"))122 (defn prepare-memory123 ([^SaveState state]124 (-> state125 (set-memory-range 0xD31D (loop-program))126 (set-memory-range 0xD36D [0x1D 0xD3])))127 ([] (prepare-memory @current-state)))129 (def memory-function-address-start 0xD36D)131 (defn read-map-function-address132 ([^SaveState state]133 (let [mem (memory state)]134 [(aget mem memory-function-address-start)135 (aget mem (inc memory-function-address-start))]))136 ([] (read-map-function-address @current-state)))138 (defn succesful-PC-capture139 "This function demonstrates successful PC capturing by140 setting 0xD36D to the value of the start location of141 a specially prepared program.143 You must run the function and then exit the open menu144 to see the effect."145 []146 (dorun147 (map #(println (Integer/toHexString %))148 (capture-program-counter149 (prepare-memory (menu-open-state))150 9000000))))152 (defn trampoline-assembly [^SaveState state]153 (flatten154 [0x3E ;;155 0x3E ;; load lemonade into A157 0xEA158 0x1D159 0xD3 ;; set first item to lemonade161 0xC3 ;; return control to the game via absolute jump.162 (read-map-function-address state)163 ]))165 (defn test-trampoline166 "Demonstrates item-program execution via the map-function that167 returns control to the main pokemon game after one loop."168 [assembly-fn state]169 (let [insertion-address 0xD33D170 insertion-address-bits [0x3D 0xD3]]171 (->172 state173 (set-memory-range174 insertion-address175 (assembly-fn state))176 (set-memory-range177 memory-function-address-start178 insertion-address-bits))))180 (def lemonade-trampoline181 (partial test-trampoline182 trampoline-assembly183 (menu-open-state)))185 (defn trampoline-assembly-burn-heal [^SaveState state]186 (flatten187 [0x3E ;;188 0x3E ;; load lemonade into A190 0xEA191 0x1D192 0xD3 ;; set first item to lemonade194 0xC3 ;; return control to the game via absolute jump195 0x0C ;; to Route 3's map-function196 0x55197 ]))199 (def corrupted-items-width 512)201 (defn items-record202 ([^SaveState state]203 (subvec (vec (memory state))204 item-list-start205 (+ item-list-start corrupted-items-width)))206 ([] (items-record @current-state)))208 (defn pc-items-record209 ([^SaveState state]210 (subvec (vec (memory state))211 pc-item-list-start212 (+ pc-item-list-width pc-item-list-start)))213 ([] (pc-items-record @current-state)))215 (defn print-listing-items216 ([^SaveState state]217 (print-listing state item-list-start218 (+ item-list-start corrupted-items-width))219 state)220 ([] (print-listing-items @current-state)))222 (defn print-listing-pc-items223 ([^SaveState state]224 (print-listing225 state226 pc-item-list-start227 (+ pc-item-list-width pc-item-list-start))228 state)229 ([] (print-listing-pc-items @current-state)))