-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathGameMaker.UndertaleYellow.asl
422 lines (366 loc) · 18.6 KB
/
GameMaker.UndertaleYellow.asl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
// Undertale Yellow Autosplitter by NERS
state("Undertale Yellow", "v1.0")
{
// Global
double dialogue : 0x82FC70, 0x48, 0x10, 0x390, 0xA0; // global.dialogue_open
// Self
double startWaiter : 0xA3FD40, 0xD8, 0x48, 0x10, 0xC0, 0x0; // obj_mainmenu.waiter
double neutralEndScene : 0xA3FD40, 0x1A0, 0x760, 0x88, 0x70, 0x38, 0x48, 0x10, 0x60, 0x0; // obj_flowey_battle_final_ending_cutscene.scene
double asgoreFade : 0xA3FD40, 0x178, 0x70, 0x38, 0x198, 0x1A0, 0x1A0, 0x48, 0x10, 0xE0, 0x0; // obj_battle_enemy_attack_asgore_checker.fade_out
double genoEndScene : 0xA3FD40, 0x1A0, 0x4F0, 0x70, 0x38, 0x48, 0x10, 0x60, 0x0; // obj_castle_throne_room_controller.scene
double ropeWaiter : 0xA3FD40, 0x1A0, 0x1B0, 0x90, 0x70, 0x38, 0x48, 0x10, 0xC0, 0x0; // obj_darkruins_01_rope.waiter
float cerobaY : 0xA60DA0, 0x8, 0x90, 0x8, 0x68, 0x10, 0xEC; // obj_ceroba_npc.y
}
state("Undertale Yellow", "v1.1")
{
double dialogue : 0x82FC70, 0x48, 0x10, 0x390, 0xA0;
double startWaiter : 0xA3FD40, 0xD8, 0x48, 0x10, 0xE0, 0x0;
double neutralEndScene : 0xA3FD40, 0x1A0, 0x760, 0x88, 0x70, 0x38, 0x48, 0x10, 0x60, 0x0;
double asgoreFade : 0xA3FD40, 0x178, 0x70, 0x38, 0x198, 0x1A0, 0x1A0, 0x48, 0x10, 0xE0, 0x0;
double genoEndScene : 0xA3FD40, 0x1A0, 0x4F0, 0x70, 0x38, 0x48, 0x10, 0x60, 0x0;
double ropeWaiter : 0xA3FD40, 0x1A0, 0x1B0, 0x90, 0x70, 0x38, 0x48, 0x10, 0xE0, 0x0;
float cerobaY : 0xA60DA0, 0x8, 0x90, 0x8, 0x68, 0x10, 0xEC;
}
startup
{
refreshRate = 30;
vars.tempVar = false;
settings.Add("F_KillCount", false, "Show kill count (updates on room changes)");
settings.SetToolTip("F_KillCount", "A new row will appear on your layout with the current room and area kills.");
settings.Add("F_StartOnContinue", false, "Start/Reset the timer when loading a save file");
settings.Add("F_Ruins", false, "Exit Regular Ruins");
settings.Add("F_FiveLights", false, "Exit the five lights puzzle room");
settings.Add("F_Decibat", false, "Exit Decibat room");
settings.Add("F_Dalv", false, "Exit Dalv room (either side)");
settings.Add("F_GoldenPear", false, "Obtain Golden Pear");
settings.Add("F_GoldenPearExit", false, "Exit Golden Pear room");
settings.Add("F_DarkRuins", false, "Exit Dark Ruins");
settings.Add("F_Honeydew", false, "Enter Honeydew Resort");
settings.Add("F_GoldenCoffee", false, "Obtain Golden Coffee");
settings.Add("F_GoldenCoffeeExit", false, "Exit Golden Coffee room");
settings.Add("F_EnterMartlet", false, "Enter Martlet room");
settings.Add("F_ExitMartlet", false, "Exit Martlet room");
settings.Add("F_ExitElevator", false, "Exit East Mines elevator");
settings.Add("F_ElBailador", false, "Exit El Bailador room");
settings.Add("F_EnterWildEast", false, "Enter Wild East");
settings.Add("F_FForCeroba", false, "End Feisty Four / Genocide Ceroba battle");
settings.Add("F_Starlo", false, "Exit Starlo room");
settings.Add("F_GoldenCactus", false, "Obtain Golden Cactus");
settings.Add("F_GoldenCactusExit", false, "Exit Golden Cactus room");
settings.Add("F_GoldenBandana", false, "Obtain Golden Bandana");
settings.Add("F_Guardener", false, "Exit Guardener room");
settings.Add("F_GreenhouseSkip", false, "Greenhouse Skip");
settings.SetToolTip("F_GreenhouseSkip", "This autosplit triggers when you exit the room with the savepoint after Guardener\n(most common split location for Greenhouse Skip).");
settings.Add("F_ExitSWElevator", false, "Exit Steamworks elevator");
settings.Add("F_EnterComputer", false, "Enter Computer room");
settings.Add("F_ExitComputer", false, "Exit Computer room");
settings.Add("F_Axis", false, "Exit Axis room");
settings.Add("F_Flowey1", false, "Flowey Flashback (Phase 1 End)");
settings.Add("F_Zenith1", false, "Zenith Martlet Flashback (Phase 1 End)");
settings.Add("F_Zenith2", false, "End Zenith Martlet battle");
settings.Add("F_NewHome", false, "Enter New Home");
settings.Add("F_Ceroba1", false, "Ceroba Flashback 1");
settings.Add("F_Ceroba2", false, "Ceroba Flashback 2");
settings.Add("F_Ceroba3", false, "End Pacifist Ceroba battle");
settings.Add("F_Neutral", true, "Neutral Ending");
settings.Add("F_Pacifist", true, "True Pacifist Ending");
settings.Add("F_FPacifist", true, "Flawed Pacifist Ending (might not always work)");
settings.Add("F_Genocide", true, "Genocide Ending");
settings.Add("F_Rope", true, "Rope Ending");
// Thanks to Ero for this
var cache = new Dictionary<string, LiveSplit.UI.Components.ILayoutComponent>();
vars.setText = (Action<string, object>)((text1, text2) =>
{
LiveSplit.UI.Components.ILayoutComponent lc;
if(!cache.TryGetValue(text1, out lc))
{
lc = LiveSplit.UI.Components.ComponentManager.LoadLayoutComponent("LiveSplit.Text.dll", timer);
cache[text1] = lc;
}
if(!timer.Layout.LayoutComponents.Contains(lc))
timer.Layout.LayoutComponents.Add(lc);
dynamic tc = lc.Component;
tc.Settings.Text1 = text1;
tc.Settings.Text2 = text2.ToString();
tc.Settings.OverrideFont2 = true;
tc.Settings.Font2 = timer.LayoutSettings.TimesFont;
});
vars.removeAllTexts = (Action)(() =>
{
foreach(var lc in cache.Values)
timer.Layout.LayoutComponents.Remove(lc);
});
vars.killTextKey = "Kills (Room | Area)";
vars.dontUpdate = new HashSet<int> { 180, 182, 185, 246, 250 }; // Battle room, shops, game over screen, Chujin's bedroom, Chujin's basement
vars.areas = new List<Tuple<int, int, int, int>>
{
// Min room, max room, area, max kills per room
Tuple.Create(13, 42, 1, 5), // Dark Ruins
Tuple.Create(43, 72, 2, 5), // Snowdin
Tuple.Create(77, 140, 3, 3), // Dunes
Tuple.Create(241, 252, 3, 3), //
Tuple.Create(276, 276, 3, 3), //
Tuple.Create(283, 283, 3, 3), //
Tuple.Create(141, 177, 4, 3), // Steamworks
Tuple.Create(187, 209, 4, 3), //
Tuple.Create(220, 220, 4, 3), //
Tuple.Create(237, 240, 4, 3), //
Tuple.Create(275, 275, 4, 3), //
Tuple.Create(277, 281, 4, 3) //
};
}
shutdown
{
vars.removeAllTexts();
}
exit
{
vars.removeAllTexts();
}
init
{
string hash;
using(var md5 = System.Security.Cryptography.MD5.Create())
using(var fs = File.OpenRead(modules.First().FileName))
hash = string.Concat(md5.ComputeHash(fs).Select(b => b.ToString("X2")));
var module = modules.First();
var scanner = new SignatureScanner(game, module.BaseAddress, module.ModuleMemorySize);
Func<int, string, IntPtr> scan = (o, sig) =>
{
IntPtr ptr = scanner.Scan(new SigScanTarget(o, sig) { OnFound = (p, s, addr) => addr + p.ReadValue<int>(addr) + 0x4 });
if(ptr == IntPtr.Zero) throw new NullReferenceException("[Undertale Yellow] Signature scanning failed");
print("[Undertale Yellow] Signature found at " + ptr.ToString("X"));
return ptr;
};
vars.ptrRoomID = scan(6, "48 ?? ?? ?? 3B 35 ?? ?? ?? ?? 41 ?? ?? ?? 49 ?? ?? E8 ?? ?? ?? ?? FF");
vars.killRoom = 0;
vars.splits = new Dictionary<string, object[]>()
{
// Object variables in order: done, old room, new room, special condition
{"F_Ruins", new object[] {false, 10, 11, 0}},
{"F_FiveLights", new object[] {false, 18, 19, 0}},
{"F_Decibat", new object[] {false, 25, 26, 0}},
{"F_Dalv", new object[] {false, 34, -1, 1}},
{"F_GoldenPear", new object[] {false, -1, 29, 2}},
{"F_GoldenPearExit", new object[] {false, 29, 28, 0}},
{"F_DarkRuins", new object[] {false, 35, 43, 0}},
{"F_Honeydew", new object[] {false, 58, 59, 0}},
{"F_GoldenCoffee", new object[] {false, -1, 63, 3}},
{"F_GoldenCoffeeExit", new object[] {false, 63, 59, 0}},
{"F_EnterMartlet", new object[] {false, 70, 71, 0}},
{"F_ExitMartlet", new object[] {false, 71, 72, 0}},
{"F_ExitElevator", new object[] {false, 93, 94, 0}},
{"F_ElBailador", new object[] {false, -1, 109, 0}},
{"F_EnterWildEast", new object[] {false, 126, 127, 0}},
{"F_FForCeroba", new object[] {false, 180, 127, 0}},
{"F_Starlo", new object[] {false, 135, 136, 0}},
{"F_GoldenCactus", new object[] {false, -1, 83, 4}},
{"F_GoldenCactusExit", new object[] {false, 83, 82, 0}},
{"F_GoldenBandana", new object[] {false, -1, -1, 5}}, // Can be obtained in different rooms depending on the route
{"F_Guardener", new object[] {false, 191, 190, 0}},
{"F_GreenhouseSkip", new object[] {false, 190, 281, 0}},
{"F_ExitSWElevator", new object[] {false, 209, 202, 0}},
{"F_EnterComputer", new object[] {false, 202, 205, 0}},
{"F_ExitComputer", new object[] {false, 205, 203, 0}},
{"F_Axis", new object[] {false, 204, 206, 0}},
{"F_Flowey1", new object[] {false, 234, 233, 0}},
{"F_Zenith1", new object[] {false, -1, 260, 0}},
{"F_Zenith2", new object[] {false, 180, 221, 0}},
{"F_NewHome", new object[] {false, 259, 253, 0}},
{"F_Ceroba1", new object[] {false, 180, 246, 0}},
{"F_Ceroba2", new object[] {false, 180, 250, 0}},
{"F_Ceroba3", new object[] {false, 180, 255, 0}},
{"F_Neutral", new object[] {false, -1, 235, 6}},
{"F_Pacifist", new object[] {false, -1, 255, 7}},
{"F_FPacifist", new object[] {false, -1, 180, 8}},
{"F_Genocide", new object[] {false, -1, 268, 9}},
{"F_Rope", new object[] {false, -1, 13, 10}}
};
switch(hash)
{
case "427DEFE07AE67CEC2B3E6CCA52390AA6":
version = "v1.0";
vars.checkItem = (Func<string, bool>)((itemName) =>
{
for(int i = 1; i <= 8; i++)
if(new DeepPointer(0x82FC70, 0x48, 0x10, 0x390, 0x20, 0x90, (0x10 * i), 0x0, 0x0).DerefString(game, 32) == itemName) return true;
return false;
});
break;
case "2610A3F58304DE377DA56C221FC68D6B":
version = "v1.1";
vars.checkItem = (Func<string, bool>)((itemName) =>
{
for(int i = 1; i <= 8; i++)
if(new DeepPointer(0x82FC70, 0x48, 0x10, 0x390, 0x20, 0x90, (0x10 * i), 0x0, 0x0).DerefString(game, 32) == itemName) return true;
return false;
});
break;
default:
version = "Unknown";
MessageBox.Show
(
"This version of Undertale Yellow is currently not supported by the autosplitter.\nPlease wait until it receives an update.",
"LiveSplit | Undertale Yellow", MessageBoxButtons.OK, MessageBoxIcon.Warning
);
break;
}
print("[Undertale Yellow] Version: " + version + " (" + hash + ")");
}
start
{
if(current.room == 2 || current.room == 3)
return (old.startWaiter == 0 && current.startWaiter == 1);
else
return (old.room <= 3 && current.room >= 6 && old.startWaiter == 0 && settings["F_StartOnContinue"]);
}
reset
{
if(current.room == 2 || current.room == 3)
return (old.startWaiter == 0 && current.startWaiter == 1);
else
return (old.room <= 3 && current.room >= 6 && old.startWaiter == 0 && settings["F_StartOnContinue"]);
}
onReset
{
vars.tempVar = false;
if(game != null)
{
foreach(string split in vars.splits.Keys)
vars.splits[split][0] = false;
print("[Undertale Yellow] All splits have been reset to initial state");
}
}
update
{
if(version == "Unknown")
return false;
current.room = game.ReadValue<int>((IntPtr)vars.ptrRoomID);
if(old.room != current.room)
{
if(old.room == 269 && current.room == 180 && settings["F_FPacifist"] && vars.tempVar == false) // Entered the Flawed Pacifist Asgore battle
vars.tempVar = true; // Added for the ending autosplit check because room 180 is used for every battle, so this is mainly just to be safe
if(settings["F_KillCount"] && !vars.dontUpdate.Contains(current.room))
{
var tuple = ((List<Tuple<int, int, int, int>>)vars.areas).FirstOrDefault(t => current.room >= t.Item1 && current.room <= t.Item2);
if(tuple != null)
{
/*
Pretty much copy-pasted obj_rndenc_Other_4
I could have gotten a pointer path to global.kill_area_current, however any that I tried would occassionally break during specific situations
Areas array sizes:
Dark Ruins = 0-6
Snowdin = 0-7
Dunes = 0-8
Steamworks = 0-12
*/
switch((int)current.room)
{
case 16: case 47: case 79: case 164:
vars.killRoom = 0;
break;
case 18: case 48: case 80: case 169:
vars.killRoom = 1;
break;
case 24: case 51: case 81: case 173:
vars.killRoom = 2;
break;
case 20: case 54: case 82: case 176:
vars.killRoom = 3;
break;
case 22: case 61: case 84: case 177:
vars.killRoom = 4;
break;
case 26: case 64: case 87: case 190:
vars.killRoom = 5;
break;
case 27: case 67: case 88: case 195:
vars.killRoom = 6;
break;
case 68: case 95: case 196:
vars.killRoom = 7;
break;
case 113: case 198:
vars.killRoom = 8;
break;
case 199:
vars.killRoom = 9;
break;
case 200:
vars.killRoom = 10;
break;
case 281:
vars.killRoom = 11;
break;
case 202:
vars.killRoom = 12;
break;
}
int area = tuple.Item3, mKills = tuple.Item4;
double rKills = new DeepPointer(0x82FC70, 0x48, 0x10, 0x10E0, 0x0, 0x90, (0x10 * area), 0x90, (0x10 * (int)vars.killRoom)).Deref<double>(game);
double tKills = new DeepPointer(0x82FC70, 0x48, 0x10, 0x10E0, 0x10, 0x90, (0x10 * area)).Deref<double>(game);
vars.setText(vars.killTextKey, ((mKills - rKills) + "/" + mKills + " | " + (20 - tKills) + "/20"));
}
else vars.setText(vars.killTextKey, "Invalid Area");
}
print("[Undertale Yellow] Room: " + old.room + " -> " + current.room);
}
if(current.room == 235 && current.neutralEndScene == 4 && current.dialogue == 1 && settings["F_Neutral"] && vars.tempVar == false) // Entered the cutscene at the end of Neutral
vars.tempVar = true; // Added for the ending autosplit check because neutralEndScene takes random values in the Flowey battle and makes the split trigger
}
split
{
int done = 0,
oldRoom = 1,
newRoom = 2,
condition = 3;
foreach(string splitKey in vars.splits.Keys)
{
if((!settings[splitKey] || vars.splits[splitKey][done]) ||
(vars.splits[splitKey][oldRoom] != -1 && old.room != vars.splits[splitKey][oldRoom]) ||
(vars.splits[splitKey][newRoom] != -1 && current.room != vars.splits[splitKey][newRoom])) continue;
bool pass = false;
switch((int)vars.splits[splitKey][condition])
{
case 0:
pass = true;
break;
case 1: // F_Dalv
pass = (current.room != 34 && current.room != 180);
break;
case 2: // F_GoldenPear
pass = (vars.checkItem("G. Pear"));
break;
case 3: // F_GoldenCoffee
pass = (vars.checkItem("G. Coffee"));
break;
case 4: // F_GoldenCactus
pass = (vars.checkItem("G. Cactus"));
break;
case 5: // F_GoldenBandana
pass = ((current.room == 167 || current.room == 275) && vars.checkItem("G. Bandana"));
break;
case 6: // F_Neutral
pass = (vars.tempVar == true && old.neutralEndScene == 5 && current.neutralEndScene == 6);
break;
case 7: // F_Pacifist
pass = (old.cerobaY <= 387 && current.cerobaY >= 387);
break;
case 8: // F_FPacifist
pass = (vars.tempVar == true && old.asgoreFade == 0 && current.asgoreFade == 1);
break;
case 9: // F_Genocide
pass = (old.genoEndScene == 35 && (current.genoEndScene == 36 || current.genoEndScene == 37)); // Sometimes it goes to 36, sometimes 37 on the same frame
break;
case 10: // F_Rope
pass = (old.ropeWaiter == 3 && current.ropeWaiter == 4);
break;
}
if(pass)
{
vars.splits[splitKey][done] = true;
print("[Undertale Yellow] Split triggered (" + splitKey + ")");
return true;
}
}
}