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kurandomizer.lua
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kurandomizer.lua
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-----------------------------------
------- CONSTANTS -----------------
-----------------------------------
VERSION = "Version 1.0"
-----------------------------------
------- ADDRESSES -----------------
-----------------------------------
-- Probably could've had more here...
FILENAME_ADD = 0x203BDAE -- Start of GUEST file name
LEVEL_ACCESS_ADD = 0x203BF40 -- Start of level accessibility (goes until + 0x25)
-----------------------------------
------- REQUIREMENTS --------------
-----------------------------------
CHARACTERTABLE = require "charactertable"
SETTINGS = require "settings" -- Randomizer settings
json = require "json" -- json functions
initialize = require "initialize" -- Functions to initialize a new run
-----------------------------------
----------- VARIABLES -------------
-----------------------------------
gameStateA = 0 -- Are these necessary?
gameStateB = 0 -- Not sure, but I'm scared to delete them now
-----------------------------------
------- SAVE FILE RELATED ---------
-----------------------------------
-- Show some text using the file select screen
function showTitleText()
local topTitle = "Kuru Kuru"
local middleTitle = "Kururin"
local bottomTitle = "Randomizer"
-- Loop through relevant strings and place them character by character
-- There's probably a better way to do this but whatever
--memory.writebyte(0x203BFA2, 0x20)
for i=0, #topTitle do
local s = topTitle:sub(i+1,i+1)
memory.writebyte(0x203BFA2+i, CHARACTERTABLE[s]) -- File 1 name
end
for i=0, #middleTitle do
local s = middleTitle:sub(i+1,i+1)
memory.writebyte(0x0203C196+i, CHARACTERTABLE[s]) -- File 2 name
end
for i=0, #bottomTitle do
local s = bottomTitle:sub(i+1,i+1)
memory.writebyte(0x0203C38A+i, CHARACTERTABLE[s]) -- File 3 name
end
memory.writebyte(0x0203C57E, 0x20) -- File 4 name
for i=0, #VERSION do
local s = VERSION:sub(i+1,i+1)
memory.writebyte(0x0801E8C0+i, CHARACTERTABLE[s]) -- "Delete Saved Data" text
end
end
-- Sets filename
function setFileName(filename)
if #filename < 10 then
for i = 0, 10 do
local s = filename:sub(i+1,i+1)
if i > #filename-1 then
memory.writebyte(FILENAME_ADD+i, 0)
else
if CHARACTERTABLE[s] then
memory.writebyte(FILENAME_ADD+i, CHARACTERTABLE[s])
else
memory.writebyte(FILENAME_ADD+i, CHARACTERTABLE["?"])
end
end
end
else
print("Filename too long! Setting to \"GUEST\"")
setFileName("GUEST")
end
end
-- Set random makeup (Does not set birds, at BDC6 and BDC7)
function setRandomMakeup()
local stick = math.random(0x0,0xe)
local paint = math.random(0x0,0x6)
memory.writebyte(0x203bdc4, stick) -- Stick shape
memory.writebyte(0x203bdc5, paint) -- Paint
end
-- Save which bonuses are unlocked, which makeup is worn, and which levels have the "I missed something" text
-- Level completion times, level accessibility/completion, and probably more
function copySaveData(addr)
-- Only copy to a file if you're past the title screen, or have called this function manually
if memory.readbyte(0x3000dca) > 1 or addr == nil then
-- Relevant save data array
local mem = memory.read_bytes_as_array(0x203BDC0, 0x200)
local sav = io.open("random.dat", "w")
sav:write(json.encode(mem))
sav:close()
end
end
-- Writes from random.dat to the game's RAM
function writeSaveData(data)
memory.write_bytes_as_array(0x203BDC0, data)
end
-- Whenever this section of RAM is written to, we'll run the copy function
for i = 0x203BDA0, 0x203BFA0 do
event.on_bus_write(copySaveData, i)
end
-----------------------------------
------- LEVEL RELATED -------------
-----------------------------------
-- Unlocks a given level
function unlockLevel(level)
-- Set the level as accessible
randomizedLevels[level]["accessible"] = true
memory.writebyte(LEVEL_ACCESS_ADD+level-1,2)
-- Update random.json
local randomizedJSON = io.open("random.json","w")
randomizedJSON:write(json.encode(randomizedLevels))
randomizedJSON:close()
end
-- Randomly chooses an appropriate level to unlock
function chooseUnlockedLevel()
-- Number of levels in the randomized list to choose from
local numPossibleLevels = 0
-- Lowest/highest level the randomizer is willing to choose from
local lowestPossibleLevel = 1
local highestPossibleLevel = 38
-- List of locked level indexes
local lockedLevels = {}
-- Base length of list on settings
if tonumber(LEVEL_ORDER) ~= nil then
numPossibleLevels = tonumber(LEVEL_ORDER)
elseif LEVEL_ORDER == "unshuffled" then
numPossibleLevels = 1
elseif LEVEL_ORDER == "random" then
numPossibleLevels = #randomizedLevels
elseif LEVEL_ORDER == "close" then
numPossibleLevels = 6
else -- or throw a warning and default to "close"
print("Error with \"LEVEL_ORDER\" setting.\nDefaulting to \"close\"!")
numPossibleLevels = 6
return
end
-- Base valid level choices on settings
if not INCLUDE_TRAINING_LEVELS then lowestPossibleLevel = 6 end
if not INCLUDE_BONUS_LEVELS then highestPossibleLevel = 35 end
-- Iterate through the list of randomized levels
for key, value in ipairs(randomizedLevels) do
-- Only check valid levels
if key >= lowestPossibleLevel and key <= highestPossibleLevel then
-- Add it to our lockedLevels table if it's locked
if value["accessible"] == false then
table.insert(lockedLevels, key) -- This is the index in randomizedLevels that we will use to unlock
end
end
-- Break out of the loop if we've hit our max length
if #lockedLevels == numPossibleLevels then break end
end
-- Only unlock a level if there's a level to unlock
if #lockedLevels > 0 then
r = math.random(#lockedLevels)
unlockLevel(lockedLevels[r])
end
end
-- Sets boundary for player moving right on the map
-- IE: The highest accessible level
function setHighestAccessibleLevel()
-- Determined solely by whether bonus levels are included
if INCLUDE_BONUS_LEVELS then
memory.writebyte(0x3007e8e,37)
else
memory.writebyte(0x3007e8e,34)
end
end
-- Sets all levels to inaccessible
function initLevelAccess()
for i=0, 37 do
memory.writebyte(LEVEL_ACCESS_ADD+i, 1)
end
end
-- Change the bonus for each level
function setLevelBonus()
local bonusID = randomizedLevels[mapIndex]["bonusID"]
local IDString
-- If this level has a bonus in it
if bonusID then
-- Add a leading zero to single-digit IDs
if bonusID < 10 then
IDString = "0"..tostring(bonusID)
else
IDString = tostring(bonusID)
end
-- Grab each digit and add 224 to it (0xE?)
memory.writebyte(0x2000000+0x4, 224 + tonumber(string.sub(IDString,1,1)))
memory.writebyte(0x2000000+0x6, 224 + tonumber(string.sub(IDString,2,2)))
end
end
-----------------------------------
---- INITILIZATION FUNCTIONS ------
-----------------------------------
-- This function resets the game while holding the button combo to delete saved data
-- It automatically deletes all saved data, which is no problem if you have the json and dat files
-- Also gives me an excuse to make a custom title screen :D
function deleteSavedData()
joypad.set({Power = 1})
for i=0, 5 do
emu.frameadvance();
joypad.set({A=1, B=1, Select=1, Start=1})
end
emu.frameadvance();
joypad.set({Up=1})
for i=0, 6 do
emu.frameadvance();
end
joypad.set({A=1})
for i=0, 60 do
emu.frameadvance();
end
end
-- Setup level access, json/dat files, etc.
function setupFile()
showTitleText() -- Use unused filenames to show text
setFileName(FILE_NAME) -- Set the file name
-- Set all levels to inaccessible in-game
initLevelAccess()
-- Hide bonus levels if they are excluded
if not INCLUDE_BONUS_LEVELS then memory.writebyte(0x800D218, 0x9) end
-- Check if dat file exists
local saveFile = io.open("random.dat","r")
-- If it does, load data from it
if saveFile ~= nil then
local m = json.decode(saveFile:read())
writeSaveData(m)
saveFile:close()
-- If it doesn't, make one
else
copySaveData()
-- And randomize makeup if needed
if RANDOMIZE_MAKEUP then
setRandomMakeup()
end
end
-- Check if JSON exists
local randomizedJSON = io.open("random.json","r")
-- If it doesn't, make it
if randomizedJSON == nil then
initialize.init() -- Start from scratch and make one
chooseUnlockedLevel() -- Choose the starting level
-- Otherwise, load data from it
else
randomizedLevels = json.decode(randomizedJSON:read())
randomizedJSON:close()
end
end
-----------------------------------
------- WINNING -------------------
-----------------------------------
-- This function should return true if the player has won, false otherwise
function checkWin()
-- All bonuses
if WIN_CONDITION == "bonuses" then
return checkBonusWin()
-- All available levels
elseif WIN_CONDITION == "levels" then
return checkLevelsWin()
-- All available levels and all bonuses
elseif WIN_CONDITION == "all" then
return checkBonusWin() and checkLevelsWin()
--All birds
else
return checkBirdWin()
end
return false -- We should never get here but I'm known to write bad code
end
-- Check if the player has all makeup/birds
function checkBonusWin()
-- Read all the collected bonuses as one whole thing
if memory.read_u32_le(0x203BDC0) == 0xFFFFFFFF then
return true
end
return false
end
-- Check if the player has completed every level they can
function checkLevelsWin()
local levelStart = 1
local levelEnd = 38
if not INCLUDE_BONUS_LEVELS then
levelEnd = 35
end
if not INCLUDE_TRAINING_LEVELS then
levelStart = 6
end
for i = levelStart-1, levelEnd-1 do
if memory.readbyte(LEVEL_ACCESS_ADD+i) < 4 then
return false
end
end
return true
end
-- Check if the player has all birds
function checkBirdWin()
-- Least two bytes of this address are the last two birds
local lastTwoBirds = bit.check(memory.readbyte(0x203BDC1), 0) and bit.check(memory.readbyte(0x203BDC1), 1)
-- If you have those, and the 8 others, you win!
if memory.readbyte(0x203BDC0) == 0xFF and lastTwoBirds then
return true
end
return false
end
-- This function should only be called on the results screen of a level
-- Sets various memory addresses to transition to the "Congratulations" screen when the player proceeds
function win()
aPressed = false -- Has the player pressed A to see the congrats screen?
-- 8 frames of this to make sure it works
for i=1, 8 do
joypad.set({A = 0, Start = 0})
memory.writebyte(0x3000DCA, 4)
memory.writebyte(0x3007EE0, 0xB9)
memory.writebyte(0x3007EE1, 0x84)
emu.frameadvance()
end
while true do
-- If the player has seen the congrats screen, don't let em continue after the credits
if aPressed then
joypad.set({A = 0, Start = 0})
end
if joypad.getimmediate()["A"] then
aPressed = true
end
emu.frameadvance()
end
end
-----------------------------------
------- MAIN LOOP -----------------
-----------------------------------
function main()
-- Whether we've done the initial setup
initialized = false
-- What level you start on
if INCLUDE_TRAINING_LEVELS then
mapIndex = 1
firstLevel = 1
else
mapIndex = 6
firstLevel = 6 -- This variable sets whether you can go left past level 6 into the training room
end
-- World and level
world = 0
level = 0
-- Frame timer, dumb solution for one function
frameTimer = -1
-- Loop! Loop! Loop!
while true do
-- Upon Reset, ensure there's no "save damaged" screen by restarting the whole thing
if joypad.getimmediate()["Power"] == true then
copySaveData()
deleteSavedData()
main()
end
-- Game state addresses
gameStateA = memory.readbyte(0x3000dca)
gameStateB = memory.readbyte(0x3000dcb)
-- Second "PRESS START" state
if gameStateA == 1 and gameStateB == 4 then
-- Initialize randomizer-related things
if not initialized then
setupFile()
initialized = true
end
end
-- SAVE SELECT STATE
if gameStateA == 2 and gameStateB == 1 then
memory.writebyte(0x3007ea5,5) -- Set the cursor to the correct file
joypad.set({Up = 0, Down = 0}) -- Keep it there
end
-- MAP STATE/RESULTS SCREEN
if gameStateA == 3 and (gameStateB == 2 or gameStateB == 4) then
-- Make sure the player can access all levels
setHighestAccessibleLevel()
-- Skips post-level cutscenes
if memory.read_u32_le(0x3007EE0) == 0x80083B9 then
memory.writebyte(0x3007EE1, 0x82)
end
-- Addresses related to world/level
world = memory.readbyte(0x3004420)
level = memory.readbyte(0x3004421)
-- Setting our levelIndex based on that
if world == 0 then
levelIndex = level
else
levelIndex = 2 + world*3 + level
end
-- Have you just completed this level? (It will only ever be 0x3 immediately upon clearing it)
if memory.readbyte(LEVEL_ACCESS_ADD+levelIndex) == 0x3 then
memory.writebyte(LEVEL_ACCESS_ADD+levelIndex,4) -- Set the level to a star on the map
chooseUnlockedLevel()
-- Set a timer for 5 frames
frameTimer = emu.framecount()+5
end
-- After that 5 frames, write save data to random.dat
-- This is stupid and I hate it, but it solves a minor problem with save data
if frameTimer == emu.framecount() then
copySaveData()
-- While you're here, you should win the game if you've completed the randomizer goal
if checkWin() then win() end
end
-- Player moves left/right
pressedLeft = memory.readbyte(0x3000dee) == 0x20
holdingLeft = memory.readbyte(0x3000dec) == 0x20 and memory.readbyte(0x3000df4) == 1
pressedRight = memory.readbyte(0x3000dee) == 0x10
holdingRight = memory.readbyte(0x3000dec) == 0x10 and memory.readbyte(0x3000df4) == 1
-- Keep track of the map index...
-- Starting to think this might be unnessesary, but it's scary to change code this far in LOL
if (pressedLeft or holdingLeft) and mapIndex > firstLevel then
mapIndex = mapIndex -1
elseif (pressedRight or holdingRight) and mapIndex <= memory.readbyte(0x3007e8e) then
mapIndex = mapIndex +1
end
-- Can you access the level you're standing on?
boolLevelAccessible = randomizedLevels[mapIndex]["accessible"]
-- Setting the level we're standing on to our map index???
-- This should maybe be the other way around, since I already have a levelIndex variable
memory.writebyte(0x3007e90, mapIndex-1)
-- If you're at the first possible level, disable the left button
if mapIndex == firstLevel then
-- Also disable A button if you're on an inaccessible level
if boolLevelAccessible == false then
joypad.set({Left = 0, A = 0})
else
joypad.set({Left = 0})
end
elseif boolLevelAccessible == false then
joypad.set({A = 0})
end
end
-- IN-LEVEL STATE
if gameStateA == 3 and gameStateB == 3 then
-- Set the bonus :)
if memory.readbyte(0x2000004) == 0xE9 then -- All levels will default to E
setLevelBonus()
end
end
-- Debugging
-- if joypad.getimmediate()["L"] == true then
-- gui.text(0,0,"Map index: ".. mapIndex .. " Accessible? " .. tostring(boolLevelAccessible))
-- end
emu.frameadvance()
end
end
-----------------------------------
------- SCRIPT LOAD ---------------
-----------------------------------
deleteSavedData() -- Clear saved data
main() -- Run the main loop