-
Notifications
You must be signed in to change notification settings - Fork 4
/
Copy pathLiveSplit.LADGaiden.asl
393 lines (348 loc) · 15.8 KB
/
LiveSplit.LADGaiden.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
// Original Load Remover and Autosplitter by Streetbackguy
// Improvements on Memory Addresses and Load Refinement by PlayingLikeAss (aposteriorist)
state("likeadragongaiden", "Steam 1.22")
{
long FileTimer: 0x3826D58, 0x358;
long KiryuHP: 0x3826D58, 0x3A8;
long Money: 0x3826D58, 0x420, 0x8;
short Plot: 0x3826D58, 0x730;
int HActAdj: 0x383CC00, 0xC0, 0x8, 0x18, 0x2B4; // 0x383CE40 alt.
string60 Magic: 0x383CC00, 0xC0, 0x8, 0x18, 0x7F2;
bool Loads: 0x383E780, 0xC0, 0x10, 0x35C;
bool Starter: 0x383E780, 0xC0, 0x10, 0x554;
bool Pause: 0x383E780, 0xC0, 0x10, 0x574;
bool Abbott: 0x383E780, 0xC0, 0x10, 0x684;
bool Costello: 0x383E780, 0xC0, 0x10, 0x6C4;
}
state("likeadragongaiden", "Steam 1.21")
{
long FileTimer: 0x3826D28, 0x358;
long KiryuHP: 0x3826D28, 0x3A8;
long Money: 0x3826D28, 0x420, 0x8;
short Plot: 0x3826D28, 0x730;
int HActAdj: 0x383CBC0, 0xC0, 0x8, 0x18, 0x2B4;
string60 Magic: 0x383CBC0, 0xC0, 0x8, 0x18, 0x7F2;
bool Loads: 0x383E740, 0xC0, 0x10, 0x35C;
bool Starter: 0x383E740, 0xC0, 0x10, 0x554;
bool Pause: 0x383E740, 0xC0, 0x10, 0x574;
bool Abbott: 0x383E740, 0xC0, 0x10, 0x684;
bool Costello: 0x383E740, 0xC0, 0x10, 0x6C4;
}
state("likeadragongaiden", "Steam 1.20")
{
long FileTimer: 0x3826D18, 0x358;
long KiryuHP: 0x3826D18, 0x3A8;
long Money: 0x3826D18, 0x420, 0x8;
short Plot: 0x3826D18, 0x730;
int HActAdj: 0x383CBC0, 0xC0, 0x8, 0x18, 0x2B4;
string60 Magic: 0x383CBC0, 0xC0, 0x8, 0x18, 0x7F2;
bool Loads: 0x383E740, 0xC0, 0x10, 0x35C;
bool Starter: 0x383E740, 0xC0, 0x10, 0x554;
bool Pause: 0x383E740, 0xC0, 0x10, 0x574;
bool Abbott: 0x383E740, 0xC0, 0x10, 0x684;
bool Costello: 0x383E740, 0xC0, 0x10, 0x6C4;
}
state("likeadragongaiden", "Steam 1.12")
{
long FileTimer: 0x3826D10, 0x358;
long KiryuHP: 0x3826D10, 0x3A8;
long Money: 0x3826D10, 0x420, 0x8;
short Plot: 0x3826D10, 0x730;
int HActAdj: 0x383CBC0, 0xC0, 0x8, 0x18, 0x2B4;
string60 Magic: 0x383CBC0, 0xC0, 0x8, 0x18, 0x7F2;
bool Loads: 0x383E740, 0xC0, 0x10, 0x35C;
bool Starter: 0x383E740, 0xC0, 0x10, 0x554;
bool Pause: 0x383E740, 0xC0, 0x10, 0x574;
bool Abbott: 0x383E740, 0xC0, 0x10, 0x684;
bool Costello: 0x383E740, 0xC0, 0x10, 0x6C4;
}
state("likeadragongaiden", "Steam 1.10") // To-Do
{
long FileTimer: 0x3823CA8, 0x358;
long Money: 0x3823CA8, 0x420, 0x8;
short Plot: 0x3823CA8, 0x730;
bool Loads: 0x383B6C0, 0xC0, 0x10, 0x35C;
bool Starter: 0x383B6C0, 0xC0, 0x10, 0x554;
bool Pause: 0x383B6C0, 0xC0, 0x10, 0x574;
}
state("likeadragongaiden", "M Store 1.20 - 1.21")
{
long FileTimer: 0x2DAB0D0, 0x358;
long KiryuHP: 0x2DAB0D0, 0x3A8;
long Money: 0x2DAB0D0, 0x420, 0x8;
short Plot: 0x2DAB0D0, 0x730;
int HActAdj: 0x2DD8C40, 0xC0, 0x8, 0x18, 0x2B4;
string60 Magic: 0x2DD8C40, 0xC0, 0x8, 0x18, 0x7F2;
bool Loads: 0x2DDA7C0, 0xC0, 0x10, 0x35C;
bool Starter: 0x2DDA7C0, 0xC0, 0x10, 0x554;
bool Pause: 0x2DDA7C0, 0xC0, 0x10, 0x574;
bool Abbott: 0x2DDA7C0, 0xC0, 0x10, 0x684;
bool Costello: 0x2DDA7C0, 0xC0, 0x10, 0x6C4;
}
init
{
// Needs to be explicitly set for things to function appropriately
refreshRate = 30;
// Pointer table offset for the QTE (to be set below in the switch)
vars.Cucco = 0;
// QTE variables to be used for the final boss split
vars.QTE = null;
vars.FinalQTE = false;
// Start / load variables
vars.StartPrompt = false;
vars.IsLoading = false;
vars.LoadCount = 0;
vars.Leash = false;
// Split tracker (using numbers this time around)
vars.Splits = new List<int>();
// Event list indices (fights adjusted to catch the event AFTER the fight)
// Corresponding filenames have "aston_" removed from the beginning
vars.PlotPoints = new Dictionary<short, string>() {
{75, "btl01_0100"}, {78, "title_01"}, {84, "btl01_0200"}, {86, "btl01_0300"}, {91, "btl01_0400"},
{93, "btl01_0500"}, {98, "btl01_0600"}, {103, "btl01_0800"}, {108, "btl01_1000"}, {113, "c01_1900"},
{115, "btl01_1100"}, {119, "btl01_1300"}, {122, "title_02"}, {130, "btl02_0100"}, {138, "btl02_0200"},
{142, "btl02_0300"}, {1146, "FEET OF KSON"}, {145, "c02_1500"}, {149, "t02_0200"}, {152, "btl02_0400"},
{154, "btl02_0500"}, {156, "btl02_0600"}, {165, "c02_2400"}, {166, "btl02_0700"}, {168, "btl02_0800"},
{176, "btl02_0900"}, {178, "title_03"}, {186, "c03_0500"}, {193, "btl03_0100"}, {195, "btl03_0150"},
{197, "btl03_0200"}, {199, "title_04"}, {212, "c04_0800"}, {217, "btl04_0200"}, {222, "btl04_0300"},
{709, "DAN BRODY"}, {234, "btl04_0400"}, {238, "WAREHOUSE"}, {239, "btl04_0500"}, {241, "btl04_0600"},
{244, "title_05"}, {254, "t05_0200"}, {259, "btl05_0100"}, {267, "btl05_0200"}, {270, "btl05_0300"}, {272, "END"}
};
// Note to maintainers: I'm keeping memory module sizes in comments in case they're needed down the line.
// Microsoft Store games don't like File.Open, hence the try-catch.
print(modules.First().ModuleMemorySize.ToString());
if (modules.First().ModuleMemorySize > 350000000)
{
string MD5Hash;
using (var md5 = System.Security.Cryptography.MD5.Create())
try {
using (var s = File.Open(modules.First().FileName, FileMode.Open, FileAccess.Read, FileShare.ReadWrite))
MD5Hash = md5.ComputeHash(s).Select(x => x.ToString("X2")).Aggregate((a, b) => a + b);
print("Hash is: " + MD5Hash);
switch (MD5Hash)
{
case "A504AE35E0EB5254E40B494B6CB4C4F2": // Memory size: 433803264
version = "Steam 1.22";
vars.Cucco = 0x382A780;
break;
case "50EF74E7E7F287CE08ACF5B89D51DBF1": // Memory size: 426950656
version = "Steam 1.21";
vars.Cucco = 0x382A740;
break;
case "E6031417A5A3B7819DDCD26359860AB0": // Memory size: 439140352
version = "Steam 1.20";
vars.Cucco = 0x382A740;
break;
case "27B67CD71627BF7096823BDF038B7AD1":
version = "Steam 1.12";
vars.Cucco = 0x382A740;
break;
case "859CDDBEC2B6F5B890CD4A96BBCFCFCC":
version = "Steam 1.10";
vars.Cucco = 0x382A740; // TO-DO
break;
default:
MessageBox.Show("ASL won't work for the moment. Send PLA this: " + MD5Hash);
version = "Unknown";
vars.Cucco = 0;
break;
}
}
catch (UnauthorizedAccessException) // This shouldn't ever hit.
{
MessageBox.Show(String.Format("Unexpected exception!\nSend PLA a screenshot or this number: {0}", modules.First().ModuleMemorySize));
version = "M Store 1.20 - 1.21";
vars.Cucco = 0x2DC6760;
}
}
else
{
version = "M Store 1.20 - 1.21"; // Memory sizes: 337735680, 337424384, 332951552
vars.Cucco = 0x2DC6760;
}
}
startup
{
if (timer.CurrentTimingMethod == TimingMethod.RealTime)
{
var timingMessage = MessageBox.Show (
"This game uses Time without Loads (Game Time) as the main timing method.\n"+
"LiveSplit is currently set to show Real Time (RTA).\n"+
"Would you like to set the timing method to Game Time?",
"LiveSplit | Like a Dragon Gaiden: The Man Who Erased His Name",
MessageBoxButtons.YesNo, MessageBoxIcon.Question
);
if (timingMessage == DialogResult.Yes)
timer.CurrentTimingMethod = TimingMethod.GameTime;
}
settings.Add("LADG", true, "Like a Dragon: Gaiden");
settings.Add("CHAPTERS", true, "Chapter Card Splits", "LADG");
settings.Add("title_01", false, "Chapter 1: Hidden Dragon", "CHAPTERS");
settings.Add("title_02", true, "Chapter 2: Castle on the Water", "CHAPTERS");
settings.Add("title_03", true, "Chapter 3: The Man Who Knew Too Much", "CHAPTERS");
settings.Add("title_04", true, "Chapter 4: The Laughing Man", "CHAPTERS");
settings.Add("title_05", true, "Final Chapter: The Man Who Erased His Name", "CHAPTERS");
settings.Add("FIGHTS", false, "Fight Splits", "LADG");
settings.Add("btl01_0100", false, "Ch.1: Osamu-kun and Friends", "FIGHTS");
settings.Add("btl01_0200", false, "Ch.1: Agent Jo-an", "FIGHTS");
settings.Add("btl01_0300", false, "Ch.1: Agent Jo-an and Friends", "FIGHTS");
settings.Add("btl01_0400", false, "Ch.1: Mysterious Men", "FIGHTS");
settings.Add("btl01_0500", false, "Ch.1: More Mysterious Men", "FIGHTS");
settings.Add("btl01_0600", false, "Ch.1: Rooftop Rumble", "FIGHTS");
settings.Add("btl01_0800", false, "Ch.1: Man in a Suit", "FIGHTS");
settings.Add("btl01_1000", false, "Ch.1: Man in a Hannya Mask", "FIGHTS");
settings.Add("btl01_1100", false, "Ch.1: Four Agents, One Room", "FIGHTS");
settings.Add("btl01_1300", false, "Ch.1: Yoshimura and Friends", "FIGHTS");
settings.Add("btl02_0100", false, "Ch.2: Parking Loiterers", "FIGHTS");
settings.Add("btl02_0200", false, "Ch.2: Riverside Rumpus", "FIGHTS");
settings.Add("btl02_0300", false, "Ch.2: Welfare Thieves", "FIGHTS");
settings.Add("btl02_0400", false, "Ch.2: Masaru Watase-ish Man", "FIGHTS");
settings.Add("btl02_0500", false, "Ch.2: Kazuma Kiryu-esque Man", "FIGHTS");
settings.Add("btl02_0600", false, "Ch.2: Ryuji Goda?", "FIGHTS");
settings.Add("c02_2400", false, "Ch.2: Namiki No. 3 Lobby", "FIGHTS");
settings.Add("btl02_0800", false, "Ch.2: Yuki Tsuruno and Friends", "FIGHTS");
settings.Add("btl02_0900", false, "Ch.2: Daidoji Hideout", "FIGHTS");
settings.Add("btl03_0100", false, "Ch.3: Pool Party", "FIGHTS");
settings.Add("btl03_0200", false, "Ch.3: Nishitani", "FIGHTS");
settings.Add("btl04_0200", false, "Ch.4: Cabaret Grand", "FIGHTS");
settings.Add("btl04_0300", false, "Ch.4: Castle Crashers", "FIGHTS");
settings.Add("DAN BRODY", false, "Ch.4: The Four Kings of the Coliseum", "FIGHTS");
settings.Add("btl04_0400", false, "Ch.4: Golf Center Gang", "FIGHTS");
settings.Add("WAREHOUSE", false, "Ch.4: Outside the Warehouse", "FIGHTS");
settings.Add("btl04_0600", false, "Ch.4: Nishitani", "FIGHTS");
settings.Add("btl05_0100", false, "Ch.5: Shishitani and Friends", "FIGHTS");
settings.Add("btl05_0200", false, "Ch.5: Breakup Brouhaha", "FIGHTS");
settings.Add("btl05_0300", false, "Ch.5: Shirts v. Skins", "FIGHTS");
// settings.Add("END", false, "Ch.5: Final Boss", "FIGHTS");
settings.Add("SETPIECES", false, "Setpiece Splits (before boss)", "LADG");
settings.Add("btl01_1200", false, "Ch.1: Daidoji Temple", "SETPIECES");
settings.Add("btl02_0700", false, "Ch.2: Namiki No. 3", "SETPIECES");
settings.Add("btl03_0150", false, "Ch.3: The Castle", "SETPIECES");
settings.Add("btl04_0500", false, "Ch.4: The Warehouse", "SETPIECES");
settings.Add("EVENTS", false, "Event Splits", "LADG");
settings.Add("c01_1900", false, "Ch.1: Leaving Ijincho", "EVENTS");
settings.Add("FEET OF KSON", false, "Ch.2: Emergency Request!", "EVENTS");
settings.Add("c02_1500", false, "Ch.2: Go to the Castle", "EVENTS");
settings.Add("t02_0200", false, "Ch.2: Tuxedo Mask", "EVENTS");
settings.Add("c03_0500", false, "Ch.3: Akame's Drink Link", "EVENTS");
settings.Add("c04_0800", false, "Ch.4: A Night of Debauchery", "EVENTS");
settings.Add("t05_0200", false, "Ch.4: Begin the Finale", "EVENTS");
}
isLoading
{
return vars.IsLoading;
}
update
{
// If we're at the final boss fight, reset the QTE variables every time there's a new HAct.
if (current.Plot == 271 && current.HActAdj != old.HActAdj)
{
vars.QTE = null;
vars.FinalQTE = current.Magic == "ab2290_ssd_last"; // Filename of final QTE
}
// We have to stop complex loads from falsely triggering in certain corner cases.
if (vars.Leash || current.Magic == "tougi_main_menu"
|| current.FileTimer != old.FileTimer && vars.IsLoading && (current.Magic == "at4060_win" || current.Magic == "at4070_fellow_win"))
{
vars.Leash = true;
vars.IsLoading = vars.LoadCount > 0;
vars.LoadCount = 0;
}
else vars.Leash = false;
// Check if the game is loading. It's either a simple load or a complex load.
if (current.Loads || current.FileTimer == old.FileTimer && !current.Pause && current.KiryuHP != 0
&& !vars.Leash && (current.Starter || !current.Abbott && current.Costello))
{
vars.LoadCount++;
vars.IsLoading = true;
}
else if (vars.LoadCount > 0)
{
print("LC: " + vars.LoadCount.ToString());
vars.LoadCount = 0;
vars.IsLoading = true;
}
else vars.IsLoading = false;
}
start
{
vars.StartPrompt |= current.Plot == 0 && current.Money == 103968 && old.Money == 0;
return vars.StartPrompt && current.Starter;
}
onStart
{
vars.QTE = null;
vars.FinalQTE = false;
vars.StartPrompt = false;
vars.IsLoading = false;
vars.LoadCount = 0;
vars.Leash = false;
vars.Splits.Clear();
}
split
{
// Split for event indices.
if (old.Plot != current.Plot && vars.PlotPoints.ContainsKey(current.Plot) && !vars.Splits.Contains(current.Plot))
{
vars.Splits.Add(current.Plot);
return settings[vars.PlotPoints[current.Plot]];
}
// Split on the final QTE against the final boss.
else if (vars.FinalQTE && !vars.Splits.Contains(271))
{
// As of 1.21, the QTE code we're mimicking is located (using .exe offsets) at:
// Steam: Success +0x25E1CED, Failure +0x25E1D82
// M Store: Success +0x1E69F8C, Failure +0x1E69FAC
// Look upwards from there to see the related logic and offsets.
if (vars.QTE == null)
{
if (current.HActAdj > 0)
{
// 0x70 for success, 0x74 for failure. We'll use a long to check both ints.
vars.QTE = new DeepPointer(vars.Cucco + ((current.HActAdj & 0xFFFFF) << 5), 0x70);
}
else return false;
}
long result = vars.QTE.Deref<long>(game);
if (result == 1)
{
vars.QTE = null;
vars.FinalQTE = false;
vars.Splits.Add(271);
// return settings["END"];
return false;
}
else if (result == 0x100000000)
{
vars.QTE = null;
vars.FinalQTE = false;
return false;
}
}
}
reset
{
// Reset when returning to the title screen.
return current.Plot == 0 && old.Plot > 0;
}
onReset
{
vars.QTE = null;
vars.FinalQTE = false;
vars.StartPrompt = false;
vars.IsLoading = false;
vars.LoadCount = 0;
vars.Leash = false;
vars.Splits.Clear();
}
exit
{
vars.QTE = null;
vars.FinalQTE = false;
vars.StartPrompt = false;
vars.IsLoading = false;
vars.LoadCount = 0;
vars.Leash = false;
timer.IsGameTimePaused = true;
vars.Splits.Clear();
}