Archipelago/worlds/smw/Client.py

524 lines
22 KiB
Python

import logging
import asyncio
import time
from NetUtils import ClientStatus, color
from worlds.AutoSNIClient import SNIClient
from .Names.TextBox import generate_received_text
snes_logger = logging.getLogger("SNES")
# FXPAK Pro protocol memory mapping used by SNI
ROM_START = 0x000000
WRAM_START = 0xF50000
WRAM_SIZE = 0x20000
SRAM_START = 0xE00000
SMW_ROMHASH_START = 0x7FC0
ROMHASH_SIZE = 0x15
SMW_PROGRESS_DATA = WRAM_START + 0x1F02
SMW_DRAGON_COINS_DATA = WRAM_START + 0x1F2F
SMW_PATH_DATA = WRAM_START + 0x1EA2
SMW_EVENT_ROM_DATA = ROM_START + 0x2D608
SMW_ACTIVE_LEVEL_DATA = ROM_START + 0x37F70
SMW_GOAL_DATA = ROM_START + 0x01BFA0
SMW_REQUIRED_BOSSES_DATA = ROM_START + 0x01BFA1
SMW_REQUIRED_EGGS_DATA = ROM_START + 0x01BFA2
SMW_SEND_MSG_DATA = ROM_START + 0x01BFA3
SMW_RECEIVE_MSG_DATA = ROM_START + 0x01BFA4
SMW_DEATH_LINK_ACTIVE_ADDR = ROM_START + 0x01BFA5
SMW_DRAGON_COINS_ACTIVE_ADDR = ROM_START + 0x01BFA6
SMW_SWAMP_DONUT_GH_ADDR = ROM_START + 0x01BFA7
SMW_GAME_STATE_ADDR = WRAM_START + 0x100
SMW_MARIO_STATE_ADDR = WRAM_START + 0x71
SMW_BOSS_STATE_ADDR = WRAM_START + 0xD9B
SMW_ACTIVE_BOSS_ADDR = WRAM_START + 0x13FC
SMW_CURRENT_LEVEL_ADDR = WRAM_START + 0x13BF
SMW_MESSAGE_BOX_ADDR = WRAM_START + 0x1426
SMW_BONUS_STAR_ADDR = WRAM_START + 0xF48
SMW_EGG_COUNT_ADDR = WRAM_START + 0x1F24
SMW_BOSS_COUNT_ADDR = WRAM_START + 0x1F26
SMW_NUM_EVENTS_ADDR = WRAM_START + 0x1F2E
SMW_SFX_ADDR = WRAM_START + 0x1DFC
SMW_PAUSE_ADDR = WRAM_START + 0x13D4
SMW_MESSAGE_QUEUE_ADDR = WRAM_START + 0xC391
SMW_RECV_PROGRESS_ADDR = WRAM_START + 0x1F2B
SMW_GOAL_LEVELS = [0x28, 0x31, 0x32]
SMW_INVALID_MARIO_STATES = [0x05, 0x06, 0x0A, 0x0C, 0x0D]
SMW_BAD_TEXT_BOX_LEVELS = [0x00, 0x26, 0x02, 0x4B]
SMW_BOSS_STATES = [0x80, 0xC0, 0xC1]
SMW_UNCOLLECTABLE_LEVELS = [0x25, 0x07, 0x0B, 0x40, 0x0E, 0x1F, 0x20, 0x1B, 0x1A, 0x35, 0x34, 0x31, 0x32]
class SMWSNIClient(SNIClient):
game = "Super Mario World"
patch_suffix = ".apsmw"
async def deathlink_kill_player(self, ctx):
from SNIClient import DeathState, snes_buffered_write, snes_flush_writes, snes_read
game_state = await snes_read(ctx, SMW_GAME_STATE_ADDR, 0x1)
if game_state[0] != 0x14:
return
mario_state = await snes_read(ctx, SMW_MARIO_STATE_ADDR, 0x1)
if mario_state[0] != 0x00:
return
message_box = await snes_read(ctx, SMW_MESSAGE_BOX_ADDR, 0x1)
if message_box[0] != 0x00:
return
pause_state = await snes_read(ctx, SMW_PAUSE_ADDR, 0x1)
if pause_state[0] != 0x00:
return
snes_buffered_write(ctx, WRAM_START + 0x9D, bytes([0x30])) # Freeze Gameplay
snes_buffered_write(ctx, WRAM_START + 0x1DFB, bytes([0x09])) # Death Music
snes_buffered_write(ctx, WRAM_START + 0x0DDA, bytes([0xFF])) # Flush Music Buffer
snes_buffered_write(ctx, WRAM_START + 0x1407, bytes([0x00])) # Flush Cape Fly Phase
snes_buffered_write(ctx, WRAM_START + 0x140D, bytes([0x00])) # Flush Spin Jump Flag
snes_buffered_write(ctx, WRAM_START + 0x188A, bytes([0x00])) # Flush Empty Byte because the game does it
snes_buffered_write(ctx, WRAM_START + 0x7D, bytes([0x90])) # Mario Y Speed
snes_buffered_write(ctx, WRAM_START + 0x1496, bytes([0x30])) # Death Timer
snes_buffered_write(ctx, SMW_MARIO_STATE_ADDR, bytes([0x09])) # Mario State -> Dead
await snes_flush_writes(ctx)
ctx.death_state = DeathState.dead
ctx.last_death_link = time.time()
async def validate_rom(self, ctx):
from SNIClient import snes_buffered_write, snes_flush_writes, snes_read
rom_name = await snes_read(ctx, SMW_ROMHASH_START, ROMHASH_SIZE)
if rom_name is None or rom_name == bytes([0] * ROMHASH_SIZE) or rom_name[:3] != b"SMW":
return False
ctx.game = self.game
ctx.items_handling = 0b111 # remote items
receive_option = await snes_read(ctx, SMW_RECEIVE_MSG_DATA, 0x1)
send_option = await snes_read(ctx, SMW_SEND_MSG_DATA, 0x1)
ctx.receive_option = receive_option[0]
ctx.send_option = send_option[0]
ctx.allow_collect = True
death_link = await snes_read(ctx, SMW_DEATH_LINK_ACTIVE_ADDR, 1)
if death_link:
await ctx.update_death_link(bool(death_link[0] & 0b1))
ctx.rom = rom_name
return True
def add_message_to_queue(self, new_message):
if not hasattr(self, "message_queue"):
self.message_queue = []
self.message_queue.append(new_message)
async def handle_message_queue(self, ctx):
from SNIClient import snes_buffered_write, snes_flush_writes, snes_read
if not hasattr(self, "message_queue") or len(self.message_queue) == 0:
return
game_state = await snes_read(ctx, SMW_GAME_STATE_ADDR, 0x1)
if game_state[0] != 0x14:
return
mario_state = await snes_read(ctx, SMW_MARIO_STATE_ADDR, 0x1)
if mario_state[0] != 0x00:
return
message_box = await snes_read(ctx, SMW_MESSAGE_BOX_ADDR, 0x1)
if message_box[0] != 0x00:
return
pause_state = await snes_read(ctx, SMW_PAUSE_ADDR, 0x1)
if pause_state[0] != 0x00:
return
current_level = await snes_read(ctx, SMW_CURRENT_LEVEL_ADDR, 0x1)
if current_level[0] in SMW_BAD_TEXT_BOX_LEVELS:
return
boss_state = await snes_read(ctx, SMW_BOSS_STATE_ADDR, 0x1)
if boss_state[0] in SMW_BOSS_STATES:
return
active_boss = await snes_read(ctx, SMW_ACTIVE_BOSS_ADDR, 0x1)
if active_boss[0] != 0x00:
return
next_message = self.message_queue.pop(0)
snes_buffered_write(ctx, SMW_MESSAGE_QUEUE_ADDR, bytes(next_message))
snes_buffered_write(ctx, SMW_MESSAGE_BOX_ADDR, bytes([0x03]))
snes_buffered_write(ctx, SMW_SFX_ADDR, bytes([0x22]))
await snes_flush_writes(ctx)
def add_trap_to_queue(self, trap_item, trap_msg):
self.trap_queue = getattr(self, "trap_queue", [])
self.trap_queue.append((trap_item, trap_msg))
async def handle_trap_queue(self, ctx):
from SNIClient import snes_buffered_write, snes_flush_writes, snes_read
if not hasattr(self, "trap_queue") or len(self.trap_queue) == 0:
return
game_state = await snes_read(ctx, SMW_GAME_STATE_ADDR, 0x1)
if game_state[0] != 0x14:
return
mario_state = await snes_read(ctx, SMW_MARIO_STATE_ADDR, 0x1)
if mario_state[0] != 0x00:
return
pause_state = await snes_read(ctx, SMW_PAUSE_ADDR, 0x1)
if pause_state[0] != 0x00:
return
next_trap, message = self.trap_queue.pop(0)
from worlds.smw.Rom import trap_rom_data
if next_trap.item in trap_rom_data:
trap_active = await snes_read(ctx, WRAM_START + trap_rom_data[next_trap.item][0], 0x3)
if next_trap.item == 0xBC0016:
# Timer Trap
if trap_active[0] == 0 or (trap_active[0] == 1 and trap_active[1] == 0 and trap_active[2] == 0):
# Trap already active
self.add_trap_to_queue(next_trap, message)
return
else:
snes_buffered_write(ctx, WRAM_START + trap_rom_data[next_trap.item][0], bytes([0x01]))
snes_buffered_write(ctx, WRAM_START + trap_rom_data[next_trap.item][0] + 1, bytes([0x00]))
snes_buffered_write(ctx, WRAM_START + trap_rom_data[next_trap.item][0] + 2, bytes([0x00]))
else:
if trap_active[0] > 0:
# Trap already active
self.add_trap_to_queue(next_trap, message)
return
else:
verify_game_state = await snes_read(ctx, SMW_GAME_STATE_ADDR, 0x1)
if verify_game_state[0] == 0x14 and len(trap_rom_data[next_trap.item]) > 2:
snes_buffered_write(ctx, SMW_SFX_ADDR, bytes([trap_rom_data[next_trap.item][2]]))
new_item_count = trap_rom_data[next_trap.item][1]
snes_buffered_write(ctx, WRAM_START + trap_rom_data[next_trap.item][0], bytes([new_item_count]))
current_level = await snes_read(ctx, SMW_CURRENT_LEVEL_ADDR, 0x1)
if current_level[0] in SMW_BAD_TEXT_BOX_LEVELS:
return
boss_state = await snes_read(ctx, SMW_BOSS_STATE_ADDR, 0x1)
if boss_state[0] in SMW_BOSS_STATES:
return
active_boss = await snes_read(ctx, SMW_ACTIVE_BOSS_ADDR, 0x1)
if active_boss[0] != 0x00:
return
if ctx.receive_option == 1 or (ctx.receive_option == 2 and ((next_trap.flags & 1) != 0)):
self.add_message_to_queue(message)
async def game_watcher(self, ctx):
from SNIClient import snes_buffered_write, snes_flush_writes, snes_read
game_state = await snes_read(ctx, SMW_GAME_STATE_ADDR, 0x1)
mario_state = await snes_read(ctx, SMW_MARIO_STATE_ADDR, 0x1)
if game_state is None:
# We're not properly connected
return
elif game_state[0] >= 0x18:
if not ctx.finished_game:
current_level = await snes_read(ctx, SMW_CURRENT_LEVEL_ADDR, 0x1)
if current_level[0] in SMW_GOAL_LEVELS:
await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
ctx.finished_game = True
return
elif game_state[0] < 0x0B:
# We haven't loaded a save file
ctx.message_queue = []
return
elif mario_state[0] in SMW_INVALID_MARIO_STATES:
# Mario can't come to the phone right now
return
if "DeathLink" in ctx.tags and game_state[0] == 0x14 and ctx.last_death_link + 1 < time.time():
currently_dead = mario_state[0] == 0x09
await ctx.handle_deathlink_state(currently_dead)
# Check for Egg Hunt ending
goal = await snes_read(ctx, SMW_GOAL_DATA, 0x1)
if game_state[0] == 0x14 and goal[0] == 1:
current_level = await snes_read(ctx, SMW_CURRENT_LEVEL_ADDR, 0x1)
message_box = await snes_read(ctx, SMW_MESSAGE_BOX_ADDR, 0x1)
egg_count = await snes_read(ctx, SMW_EGG_COUNT_ADDR, 0x1)
required_egg_count = await snes_read(ctx, SMW_REQUIRED_EGGS_DATA, 0x1)
if current_level[0] == 0x28 and message_box[0] == 0x01 and egg_count[0] >= required_egg_count[0]:
snes_buffered_write(ctx, WRAM_START + 0x13C6, bytes([0x08]))
snes_buffered_write(ctx, WRAM_START + 0x13CE, bytes([0x01]))
snes_buffered_write(ctx, WRAM_START + 0x1DE9, bytes([0x01]))
snes_buffered_write(ctx, SMW_GAME_STATE_ADDR, bytes([0x18]))
await snes_flush_writes(ctx)
return
egg_count = await snes_read(ctx, SMW_EGG_COUNT_ADDR, 0x1)
boss_count = await snes_read(ctx, SMW_BOSS_COUNT_ADDR, 0x1)
display_count = await snes_read(ctx, SMW_BONUS_STAR_ADDR, 0x1)
if goal[0] == 0 and boss_count[0] > display_count[0]:
snes_buffered_write(ctx, SMW_BONUS_STAR_ADDR, bytes([boss_count[0]]))
await snes_flush_writes(ctx)
elif goal[0] == 1 and egg_count[0] > display_count[0]:
snes_buffered_write(ctx, SMW_BONUS_STAR_ADDR, bytes([egg_count[0]]))
await snes_flush_writes(ctx)
await self.handle_message_queue(ctx)
await self.handle_trap_queue(ctx)
new_checks = []
event_data = await snes_read(ctx, SMW_EVENT_ROM_DATA, 0x60)
progress_data = bytearray(await snes_read(ctx, SMW_PROGRESS_DATA, 0x0F))
dragon_coins_data = bytearray(await snes_read(ctx, SMW_DRAGON_COINS_DATA, 0x0C))
dragon_coins_active = await snes_read(ctx, SMW_DRAGON_COINS_ACTIVE_ADDR, 0x1)
from worlds.smw.Rom import item_rom_data, ability_rom_data, trap_rom_data
from worlds.smw.Levels import location_id_to_level_id, level_info_dict
from worlds import AutoWorldRegister
for loc_name, level_data in location_id_to_level_id.items():
loc_id = AutoWorldRegister.world_types[ctx.game].location_name_to_id[loc_name]
if loc_id not in ctx.locations_checked:
event_id = event_data[level_data[0]]
if level_data[1] == 2:
# Dragon Coins Check
if not dragon_coins_active or dragon_coins_active[0] == 0:
continue
progress_byte = (level_data[0] // 8)
progress_bit = 7 - (level_data[0] % 8)
data = dragon_coins_data[progress_byte]
masked_data = data & (1 << progress_bit)
bit_set = (masked_data != 0)
if bit_set:
new_checks.append(loc_id)
else:
event_id_value = event_id + level_data[1]
progress_byte = (event_id_value // 8)
progress_bit = 7 - (event_id_value % 8)
data = progress_data[progress_byte]
masked_data = data & (1 << progress_bit)
bit_set = (masked_data != 0)
if bit_set:
new_checks.append(loc_id)
verify_game_state = await snes_read(ctx, SMW_GAME_STATE_ADDR, 0x1)
if verify_game_state is None or verify_game_state[0] < 0x0B or verify_game_state[0] > 0x29:
# We have somehow exited the save file (or worse)
print("Exit Save File")
return
rom = await snes_read(ctx, SMW_ROMHASH_START, ROMHASH_SIZE)
if rom != ctx.rom:
ctx.rom = None
print("Exit ROM")
# We have somehow loaded a different ROM
return
for new_check_id in new_checks:
ctx.locations_checked.add(new_check_id)
location = ctx.location_names[new_check_id]
snes_logger.info(
f'New Check: {location} ({len(ctx.locations_checked)}/{len(ctx.missing_locations) + len(ctx.checked_locations)})')
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": [new_check_id]}])
if game_state[0] != 0x14:
# Don't receive items or collect locations outside of in-level mode
return
recv_count = await snes_read(ctx, SMW_RECV_PROGRESS_ADDR, 1)
recv_index = recv_count[0]
if recv_index < len(ctx.items_received):
item = ctx.items_received[recv_index]
recv_index += 1
logging.info('Received %s from %s (%s) (%d/%d in list)' % (
color(ctx.item_names[item.item], 'red', 'bold'),
color(ctx.player_names[item.player], 'yellow'),
ctx.location_names[item.location], recv_index, len(ctx.items_received)))
if ctx.receive_option == 1 or (ctx.receive_option == 2 and ((item.flags & 1) != 0)):
if item.item != 0xBC0012 and item.item not in trap_rom_data:
# Don't send messages for Boss Tokens
item_name = ctx.item_names[item.item]
player_name = ctx.player_names[item.player]
receive_message = generate_received_text(item_name, player_name)
self.add_message_to_queue(receive_message)
snes_buffered_write(ctx, SMW_RECV_PROGRESS_ADDR, bytes([recv_index]))
if item.item in trap_rom_data:
item_name = ctx.item_names[item.item]
player_name = ctx.player_names[item.player]
receive_message = generate_received_text(item_name, player_name)
self.add_trap_to_queue(item, receive_message)
elif item.item in item_rom_data:
item_count = await snes_read(ctx, WRAM_START + item_rom_data[item.item][0], 0x1)
increment = item_rom_data[item.item][1]
new_item_count = item_count[0]
if increment > 1:
new_item_count = increment
else:
new_item_count += increment
if verify_game_state[0] == 0x14 and len(item_rom_data[item.item]) > 2:
snes_buffered_write(ctx, SMW_SFX_ADDR, bytes([item_rom_data[item.item][2]]))
snes_buffered_write(ctx, WRAM_START + item_rom_data[item.item][0], bytes([new_item_count]))
elif item.item in ability_rom_data:
# Handle Upgrades
for rom_data in ability_rom_data[item.item]:
data = await snes_read(ctx, WRAM_START + rom_data[0], 1)
masked_data = data[0] | (1 << rom_data[1])
snes_buffered_write(ctx, WRAM_START + rom_data[0], bytes([masked_data]))
snes_buffered_write(ctx, SMW_SFX_ADDR, bytes([0x3E])) # SMW_TODO: Custom sounds for each
elif item.item == 0xBC000A:
# Handle Progressive Powerup
data = await snes_read(ctx, WRAM_START + 0x1F2D, 1)
mushroom_data = data[0] & (1 << 0)
fire_flower_data = data[0] & (1 << 1)
cape_data = data[0] & (1 << 2)
if mushroom_data == 0:
masked_data = data[0] | (1 << 0)
snes_buffered_write(ctx, WRAM_START + 0x1F2D, bytes([masked_data]))
snes_buffered_write(ctx, SMW_SFX_ADDR, bytes([0x3E]))
elif fire_flower_data == 0:
masked_data = data[0] | (1 << 1)
snes_buffered_write(ctx, WRAM_START + 0x1F2D, bytes([masked_data]))
snes_buffered_write(ctx, SMW_SFX_ADDR, bytes([0x3E]))
elif cape_data == 0:
masked_data = data[0] | (1 << 2)
snes_buffered_write(ctx, WRAM_START + 0x1F2D, bytes([masked_data]))
snes_buffered_write(ctx, SMW_SFX_ADDR, bytes([0x41]))
else:
# Extra Powerup?
pass
elif item.item == 0xBC0015:
# Handle Literature Trap
from .Names.LiteratureTrap import lit_trap_text_list
import random
rand_trap = random.choice(lit_trap_text_list)
for message in rand_trap:
self.add_message_to_queue(message)
await snes_flush_writes(ctx)
# Handle Collected Locations
new_events = 0
path_data = bytearray(await snes_read(ctx, SMW_PATH_DATA, 0x60))
donut_gh_swapped = await snes_read(ctx, SMW_SWAMP_DONUT_GH_ADDR, 0x1)
new_dragon_coin = False
for loc_id in ctx.checked_locations:
if loc_id not in ctx.locations_checked:
ctx.locations_checked.add(loc_id)
loc_name = ctx.location_names[loc_id]
if loc_name not in location_id_to_level_id:
continue
level_data = location_id_to_level_id[loc_name]
if level_data[1] == 2:
# Dragon Coins Check
progress_byte = (level_data[0] // 8)
progress_bit = 7 - (level_data[0] % 8)
data = dragon_coins_data[progress_byte]
new_data = data | (1 << progress_bit)
dragon_coins_data[progress_byte] = new_data
new_dragon_coin = True
else:
if level_data[0] in SMW_UNCOLLECTABLE_LEVELS:
continue
event_id = event_data[level_data[0]]
event_id_value = event_id + level_data[1]
progress_byte = (event_id_value // 8)
progress_bit = 7 - (event_id_value % 8)
data = progress_data[progress_byte]
masked_data = data & (1 << progress_bit)
bit_set = (masked_data != 0)
if bit_set:
continue
new_events += 1
new_data = data | (1 << progress_bit)
progress_data[progress_byte] = new_data
tile_id = await snes_read(ctx, SMW_ACTIVE_LEVEL_DATA + level_data[0], 0x1)
level_info = level_info_dict[tile_id[0]]
path = level_info.exit1Path if level_data[1] == 0 else level_info.exit2Path
if donut_gh_swapped[0] != 0 and tile_id[0] == 0x04:
# Handle Swapped Donut GH Exits
path = level_info.exit2Path if level_data[1] == 0 else level_info.exit1Path
if not path:
continue
this_end_path = path_data[tile_id[0]]
new_data = this_end_path | path.thisEndDirection
path_data[tile_id[0]] = new_data
other_end_path = path_data[path.otherLevelID]
new_data = other_end_path | path.otherEndDirection
path_data[path.otherLevelID] = new_data
if new_dragon_coin:
snes_buffered_write(ctx, SMW_DRAGON_COINS_DATA, bytes(dragon_coins_data))
if new_events > 0:
snes_buffered_write(ctx, SMW_PROGRESS_DATA, bytes(progress_data))
snes_buffered_write(ctx, SMW_PATH_DATA, bytes(path_data))
old_events = await snes_read(ctx, SMW_NUM_EVENTS_ADDR, 0x1)
snes_buffered_write(ctx, SMW_NUM_EVENTS_ADDR, bytes([old_events[0] + new_events]))
await snes_flush_writes(ctx)