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smb3rngchk.c
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smb3rngchk.c
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#include <stdbool.h>
#include <stdio.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <errno.h>
#include <inttypes.h>
#define ARRAY_SIZE(arr) (sizeof(arr) / sizeof((arr)[0]))
#define max(a,b) \
({ __typeof__ (a) _a = (a); \
__typeof__ (b) _b = (b); \
_a > _b ? _a : _b; })
#define NUM_POWERUP_CLOUDS 61
/**
* From the disassembly, facing/travel directions:
* 0 = Right, 1 = Left, 2 = Down, 3 = Up
*/
#define RIGHT 0
#define LEFT 1
#define DOWN 2
#define UP 3
static const char* const DIRSTRS[4] = {
"RIGHT", // 0 - RIGHT
"LEFT", // 1 - LEFT
"DOWN", // 2 - DOWN
"UP", // 3 - UP
};
/**
* World 2 boomerang bros' indices
*/
#define MUSIC_BOX 2 // music box is index 2
#define HAMMER 3 // hammer is index 3
/**
* The number of frames between when a hammer brother decides which way
* to face and then which way to move depends upon how much needs to happen
* during the states after a level is completed.
*
* For a normal level (2-1, 2-2) this is 39 frames
* For a fort (2-f), a fort destruction poof animation is done and the
* lock is broken, so it is 102 frames.
*/
#define LEVEL_FACE_TO_MOVE_FRAMES 39
#define FORT_FACE_TO_MOVE_FRAMES 102
/**
* The number of frames it takes a hammer brother to move one space is 32
*/
#define NUM_FRAMES_FOR_ONE_MOVE 32
/**
* Enum used to describe which directions are valid for the current move
*/
enum {
DIRECTION_FAIL,
DIRECTION_INVALID,
DIRECTION_NEEDED,
};
/**
* Each of the following enums is used to describe a level and a "path"
* for early hammer. Because the bros can move in multiple ways and still
* get early hammer, each of these paths must be checked to find the best
* windows overall.
*
* For example, the first path, "__1" defines the following:
* LEVEL_2_1__1:
* music box: RIGHT, UP | hammer: UP
* LEVEL_2_2__1:
* music box: LEFT, RIGHT | hammer: UP
* LEVEL_2_F__1:
* music box: LEFT, RIGHT, DOWN, LEFT | hammer: LEFT, LEFT, DOWN, LEFT
*
* The fort levels are set up at the end so that we can log some windows
* differently if we're looking at the fort versus a level.
*/
enum {
LEVEL_2_1__1, /* __1 used for one early hammer set of bro movements */
LEVEL_2_2__1,
LEVEL_2_1__2, /* __n used for different sets of bro movements */
LEVEL_2_2__2,
LEVEL_FORTS,
LEVEL_2_F__1,
LEVEL_2_F__3,
LEVEL_2_F__6,
MAX_LEVELS,
};
static const char* const LVLSTRS[MAX_LEVELS] = {
"Level 2-1__1",
"Level 2-2__1",
"Level 2-1__2",
"Level 2-2__2",
"LEVEL_FORTS, not a valid level enum",
"Level 2-f__1",
"Level 2-f__3",
"Level 2-f__6",
};
struct window_node {
struct window_node *next;
int window_length;
int eol_frame;
uint8_t rng[9];
};
/**
* These global arrays are used to keep track of the windows
*/
static struct window_node *max_windows[MAX_LEVELS];
static int last_good[MAX_LEVELS];
static int windowlen[MAX_LEVELS];
static int windowmax[MAX_LEVELS];
static int windowfrm[MAX_LEVELS];
static bool g_verbose = false;
#define free_max_windows(lvl) \
do { \
struct window_node *curr = max_windows[lvl];\
struct window_node *t; \
while (curr) { \
t = curr->next; \
free(curr); \
curr = t; \
} \
max_windows[lvl] = NULL; \
} while (0)
#define add_window(lvl, len, eol) \
do { \
struct window_node *last = max_windows[lvl];\
struct window_node *w; \
while (last && last->next) { \
last = last->next; \
} \
w = calloc(1, sizeof(struct window_node)); \
*w = (struct window_node) { \
.window_length = len, \
.eol_frame = eol, \
}; \
memcpy(w->rng, Random_Pool, sizeof(w->rng));\
if (last) { \
last->next = w; \
} else { \
max_windows[lvl] = w; \
} \
} while (0)
/**
* This macro checks to see if we're in a window of good frames, then
* updates the stats accordingly.
*/
#define update_windows(lvlenum, eolfrm) \
do { \
int l = lvlenum; \
if (g_verbose) { \
printf(" %s SUCCESS ON end of level FRAME %d\n", LVLSTRS[lvlenum], eolfrm); \
} \
windowlen[l] = (l > LEVEL_FORTS)? ((last_good[l] == (eolfrm - 2))? windowlen[l] + 1: 1): ((last_good[l] == (eolfrm - 1))? windowlen[l] + 1: 1); \
/*if (windowlen[l] > windowmax[l]) {*/ \
/* free_max_windows(l);*/ \
/*}*/ \
/*if (windowlen[l] >= windowmax[l]) {*/ \
if (windowlen[l] > 2 && l < LEVEL_FORTS) { \
/*printf("adding window of length %d for level %s: %d\n", windowlen[l], LVLSTRS[l], eolfrm);*/ \
add_window(l, windowlen[l], eolfrm); \
} else if (windowlen[l] > 1 && l > LEVEL_FORTS) { \
printf("adding window of length %d for level %s: %d\n", windowlen[l], LVLSTRS[l], eolfrm); \
add_window(l, windowlen[l], eolfrm); \
} \
if (windowlen[l] > windowmax[l]) { \
windowmax[l] = windowlen[l]; \
windowfrm[l] = eolfrm; \
} \
last_good[l] = eolfrm; \
} while (0)
/**
* This structure is used to define the desired results of a
* hammer brother movement decision. The above enums should be
* used to assign the results of moving RIGHT, LEFT, DOWN, and
* UP, respectively.
*
* DIRECTION_FAIL is if the direction chosen is a valid move, but
* does not result in the desired movement.
* DIRECTION_INVALID is if the hammer bro is not allowed to move
* in that direction, and it will thus choose again.
* DIRECTION_NEEDED is the direction needed for an early hammer.
*
* For example, the hammer is required to go up after 2-1, is not
* able to walk left or right, and fails early hammer if it moves
* down. The following movement structure defines that movement:
*
* struct move_info hammer_21[1] = {
* // RIGHT LEFT DOWN UP
* { .dir = {DIRECTION_INVALID, DIRECTION_INVALID, DIRECTION_FAIL, DIRECTION_NEEDED },
* };
*/
struct move_info {
int dir[4];
};
struct movement {
int lag_frames;
int eol_to_init_frames;
int face_to_move_frames;
int mb_moves;
struct move_info *mb_move_array;
int h_moves;
struct move_info *h_move_array;
};
/**
* Temporary storage variables found in Mario Bros 3 at
* memory addresses 0x0, 0x1, and 0xC, respectively
*/
static uint8_t Temp_Var1;
static int8_t Temp_Var2;
static uint8_t Temp_Var13;
/**
* Variable used to store information about map objects. For our hammer
* bros, it stores the direction they're facing/walking.
*/
static uint8_t Map_Object_Data[15];
/**
* Random_Pool[0] is initialized to 0x88 at the beginning of
* Super Mario Bros. 3's opening cutscene.
*/
static uint8_t Random_Pool[9] = { 0x88, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 };
/**
* This backup is used for restoring the last position at which
* movements were begun to be checked.
*/
static uint8_t Random_Pool_backup[9];
/**
* RandomN is the value most of the code uses or indexes off of.
* It is the second byte in the array.
*/
static uint8_t *RandomN = &Random_Pool[1];
/**
* @brief Save off the Random_Pool array to the backup copy
*
* @return void
*/
static void SnapshotRNG(void)
{
int i;
for (i = 0; i < ARRAY_SIZE(Random_Pool); i++) {
Random_Pool_backup[i] = Random_Pool[i];
}
}
/**
* @brief Restore the Random_Pool array from the backup copy
*
* @return void
*/
static void RestoreRNG(void)
{
int i;
for (i = 0; i < ARRAY_SIZE(Random_Pool); i++) {
Random_Pool[i] = Random_Pool_backup[i];
}
}
/**
* @brief Tick the random number array one time.
*
* This shifts the entire array of random numbers by one bit.
*
* @return void
*/
static void Randomize(void)
{
uint8_t Temp_Var1 = Random_Pool[0] & 0x2;
uint8_t carry = !!((Random_Pool[1] & 0x2) ^ Temp_Var1);
for (int i = 0; i < sizeof(Random_Pool)/sizeof(Random_Pool[0]); i++) {
/**
* Carry is shifted into the most-significant bit.
* Least-significant bit is saved off into carry.
*/
uint8_t b = Random_Pool[i] & 1;
Random_Pool[i] = (carry << 7) | (Random_Pool[i] >> 1);
carry = b;
}
}
/**
* @brief Tick the random number array n times.
*
* This shifts the entire array of random numbers by n bits.
*
* @param n The number of positions to shift the LFSR
* @return void
*/
static void Randomize_N(uint64_t n)
{
uint64_t i;
for (i = 0; i < n; i++) {
Randomize();
}
}
/**
* @brief Initialize the global Map_Object_Data value for specified index
*
* This function is called after the level is ended to decide which direction
* the hammer brother will face. It is 39 frames prior to the hammer brother
* deciding which direction it travels.
*
* @param index The object's index for which the Map_Object_Data is to be set
* @return void
*/
static void Initialize_Map_Object_Data(int index)
{
Map_Object_Data[index] = RandomN[index] & 3;
}
/**
* @brief Implements the march direction logic for the Bros.
*
* This function was implemented to mirror the logic in the assembly.
* If there is some major logic weirdness or unoptimal loops or checks,
* that is why.
*
* @param objid The object ID for which to perform direction logic
* @param dirs A move_info struct representing whether each direction
* for a movement is valid, desired, or a failure.
*
* @return bool indicating whether or not the specified objid chose
* the DIRECTION_NEEDED direction.
*/
bool Map_MarchValidateTravel(uint8_t objid, struct move_info dirs)
{
int8_t tries = 4; // 4 directions
uint8_t facing = Map_Object_Data[objid];
uint8_t direction = RandomN[objid] & 0x3;
uint8_t increment = (RandomN[objid] & 0x80)? 1: -1;
while (tries > 0) {
direction += increment;
direction &= 3;
/* direction is a value from 0-3 that specifies travel direction */
/**
* If we want to march in the opposite direction of that which we're
* facing, don't let that happen, try again.
*/
if ((facing ^ direction) == 1) {
continue;
}
// Picked a direction, so decrement tries
tries -= 1;
if (tries == 0) {
/**
* If we got here, we tried all the directions except the
* opposite direction from which we're facing. Go ahead
* and do that direction.
*/
direction = facing ^ 1;
}
/* validate travel direction */
if (dirs.dir[direction] == DIRECTION_FAIL) {
if (g_verbose) {
printf(" %s: chose %s\n", objid==HAMMER?"HAMMER":"MUSIC BOX", DIRSTRS[direction]);
}
return false;
}
if (dirs.dir[direction] == DIRECTION_INVALID) {
continue;
}
/* Chose the needed direction */
if (g_verbose) {
printf(" %s: chose %s\n", objid==HAMMER?"HAMMER":"MUSIC BOX", DIRSTRS[direction]);
}
Map_Object_Data[objid] = direction;
return true;
}
/**
* This could occur if a hammer bro is in a position where
* it is not allowed to move. In this case, the game sets
* its marching frames to 0 so it doesn't do any more logic.
*/
return false;
}
static void usage(char *prog)
{
fprintf(stderr, "Usage: ./%s [start_iteration] [verbose]\n", prog);
return;
}
static void print_randoms(uint8_t *p, size_t len)
{
printf("[");
for (size_t i = 0; i < len-1; i++) {
printf("%02x ", p[i]);
}
printf("%02x]\n", p[len-1]);
fflush(NULL);
}
/**
* @brief Checks to see if the current frame was a good one for
* the Hammer Bros to choose their movement direction given the
* constraints in the movement structure `m`.
*
* @param iteration The iteration of the RNG we're checking
* @param m A movement structure representing all the information required
* to make a determination whether it was a good frame or not
*
* @return 0 to indicate it was a bad frame to get the desired movement
* >0 to indicate it was a good frame to get the desired movement.
* The returned value indicates on which frame the end-level lag
* frame occurs.
*/
static int CheckGoodMovement(int iteration, struct movement *m)
{
int i;
/**
* The end of level lag frame occurs on the current tested iteration
* minus the number of frames between it and the initialization frame,
* minus the number of lag frames, minus the NUM_POWERUP_CLOUDS, and
* plus the number of lag frames that have occurred so far.
*/
int eolframe = iteration + m->lag_frames - NUM_POWERUP_CLOUDS - m->eol_to_init_frames;
// Face the bros on the current frame
Initialize_Map_Object_Data(MUSIC_BOX);
Initialize_Map_Object_Data(HAMMER);
Randomize_N(m->face_to_move_frames);
for (i = 0; i < max(m->mb_moves, m->h_moves); i++) {
if ((i + 1) <= m->mb_moves) {
// Check music box
if (!Map_MarchValidateTravel(MUSIC_BOX, m->mb_move_array[i])) {
return 0;
}
}
if ((i + 1) <= m->h_moves) {
// Check hammer
if (!Map_MarchValidateTravel(HAMMER, m->h_move_array[i])) {
return 0;
}
}
// Frames during their movement
Randomize_N(NUM_FRAMES_FOR_ONE_MOVE);
}
// if we got here, success!
return eolframe;
}
#define _array(...) { __VA_ARGS__ }
#define _move_info(...) { __VA_ARGS__ }
#define CHECK_DEFINE(lvl, lag, eol2init, face2move, mb, h) \
static int Check_##lvl(int iteration) \
{ \
struct move_info musicbox[] = mb; \
struct move_info hammer[] = h; \
struct movement m = { \
.lag_frames = lag, \
.eol_to_init_frames = eol2init, \
.face_to_move_frames = face2move, \
.mb_moves = ARRAY_SIZE(musicbox), \
.mb_move_array = musicbox, \
.h_moves = ARRAY_SIZE(hammer), \
.h_move_array = hammer, \
}; \
return CheckGoodMovement(iteration, &m); \
}
// 2-1 lag frames, frames between end of level and facing direction init
#define W2L1_LAG_FRAMES 684
#define W2L1_EOL2INIT_FRAMES 28
// 2-2 lag frames, frames between end of level and facing direction init
#define W2L2_LAG_FRAMES 769
#define W2L2_EOL2INIT_FRAMES 28
// 2-f lag frames, frames between end of level and facing direction init
#define W2Lf_LAG_FRAMES 869
#define W2Lf_EOL2INIT_FRAMES 28
/**
* Path __1:
* 2-1: music box RIGHT, UP | hammer UP
* 2-2: music box LEFT, RIGHT | hammer UP
* 2-f: music box LEFT, RIGHT, DOWN, LEFT | hammer LEFT, LEFT, DOWN, LEFT
* LEFT, DOWN | LEFT, UP
*
* This would be even better if we could find a good window where the hammer went
* down after crossing 2-3, but there are no windows for this
*/
CHECK_DEFINE(W2L1__1, W2L1_LAG_FRAMES, W2L1_EOL2INIT_FRAMES, LEVEL_FACE_TO_MOVE_FRAMES,
_move_info( /* RIGHT LEFT DOWN UP */ /* music box: RIGHT, UP */
_array(DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_INVALID, DIRECTION_INVALID),
_array(DIRECTION_INVALID, DIRECTION_FAIL, DIRECTION_FAIL, DIRECTION_NEEDED)),
_move_info( /* hammer: UP */
_array(DIRECTION_INVALID, DIRECTION_INVALID, DIRECTION_FAIL, DIRECTION_NEEDED))
)
CHECK_DEFINE(W2L2__1, W2L2_LAG_FRAMES, W2L2_EOL2INIT_FRAMES, LEVEL_FACE_TO_MOVE_FRAMES,
_move_info( /* RIGHT LEFT DOWN UP */ /* music box: LEFT, RIGHT */
_array(DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_INVALID),
_array(DIRECTION_NEEDED, DIRECTION_INVALID, DIRECTION_INVALID, DIRECTION_INVALID)),
_move_info( /* hammer: UP */
_array(DIRECTION_INVALID, DIRECTION_INVALID, DIRECTION_FAIL, DIRECTION_NEEDED))
)
CHECK_DEFINE(W2Lf__1, W2Lf_LAG_FRAMES, W2Lf_EOL2INIT_FRAMES, FORT_FACE_TO_MOVE_FRAMES,
_move_info( /* RIGHT LEFT DOWN UP */ /* music box: LEFT, RIGHT, DOWN, LEFT, LEFT, UP */
_array(DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_INVALID),
_array(DIRECTION_NEEDED, DIRECTION_INVALID, DIRECTION_INVALID, DIRECTION_INVALID),
_array(DIRECTION_FAIL, DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_INVALID),
_array(DIRECTION_INVALID, DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_FAIL),
_array(DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_INVALID, DIRECTION_INVALID),
_array(DIRECTION_FAIL, DIRECTION_INVALID, DIRECTION_NEEDED, DIRECTION_FAIL)),
_move_info( /* hammer: LEFT, LEFT, DOWN, LEFT, LEFT, DOWN */
_array(DIRECTION_INVALID, DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_INVALID),
_array(DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_INVALID, DIRECTION_INVALID),
_array(DIRECTION_FAIL, DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_INVALID),
_array(DIRECTION_INVALID, DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_FAIL),
_array(DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_INVALID, DIRECTION_INVALID),
_array(DIRECTION_FAIL, DIRECTION_INVALID, DIRECTION_FAIL, DIRECTION_NEEDED))
)
/**
* Path __2:
* 2-1: music box RIGHT, DOWN | hammer UP
* 2-2: music box UP, UP | hammer UP
* 2-f: [SAME AS W2Lf__1]
*
* Because 2-f's movement here is the same one as the one needed in path __1,
* we can use windows for paths __1 and __2 with the window for 2-f in path __1.
*/
CHECK_DEFINE(W2L1__2, W2L1_LAG_FRAMES, W2L1_EOL2INIT_FRAMES, LEVEL_FACE_TO_MOVE_FRAMES,
_move_info( /* RIGHT LEFT DOWN UP */ /* music box: RIGHT, DOWN */
_array(DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_INVALID, DIRECTION_INVALID),
_array(DIRECTION_INVALID, DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_FAIL)),
_move_info( /* hammer: UP */
_array(DIRECTION_INVALID, DIRECTION_INVALID, DIRECTION_FAIL, DIRECTION_NEEDED))
)
CHECK_DEFINE(W2L2__2, W2L2_LAG_FRAMES, W2L2_EOL2INIT_FRAMES, LEVEL_FACE_TO_MOVE_FRAMES,
_move_info( /* RIGHT LEFT DOWN UP */ /* music box: UP, UP */
_array(DIRECTION_INVALID, DIRECTION_INVALID, DIRECTION_FAIL, DIRECTION_NEEDED),
_array(DIRECTION_INVALID, DIRECTION_FAIL, DIRECTION_FAIL, DIRECTION_NEEDED)),
_move_info( /* hammer: UP */
_array(DIRECTION_INVALID, DIRECTION_INVALID, DIRECTION_FAIL, DIRECTION_NEEDED))
)
/**
* Path __3:
* 2-1: <many>
* 2-2: <many>
* 2-f: music box: RIGHT, UP, LEFT, RIGHT, DOWN, LEFT | hammer: LEFT, LEFT, LEFT, RIGHT, DOWN, LEFT
*
* Note that when we checked the windows for this path for after 2-f, there were no
* windows with multiple frames in a row. Therefore, it's not worth defining all
* the movements post 2-1 and 2-2, because we'll never have a good window for 2-f.
*
* Basically path __3 and others that need this 2-f movement will never be as good
* as path __1.
*/
CHECK_DEFINE(W2Lf__3, W2Lf_LAG_FRAMES, W2Lf_EOL2INIT_FRAMES, FORT_FACE_TO_MOVE_FRAMES,
_move_info( /* RIGHT LEFT DOWN UP */ /* music box: RIGHT, UP, LEFT, RIGHT, DOWN, LEFT */
_array(DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_INVALID, DIRECTION_INVALID),
_array(DIRECTION_INVALID, DIRECTION_FAIL, DIRECTION_FAIL, DIRECTION_NEEDED),
_array(DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_INVALID),
_array(DIRECTION_NEEDED, DIRECTION_INVALID, DIRECTION_INVALID, DIRECTION_INVALID),
_array(DIRECTION_FAIL, DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_INVALID),
_array(DIRECTION_INVALID, DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_FAIL)),
_move_info( /* hammer: LEFT, LEFT, LEFT, RIGHT, DOWN, LEFT */
_array(DIRECTION_INVALID, DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_INVALID),
_array(DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_INVALID, DIRECTION_INVALID),
_array(DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_INVALID),
_array(DIRECTION_NEEDED, DIRECTION_INVALID, DIRECTION_INVALID, DIRECTION_INVALID),
_array(DIRECTION_FAIL, DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_INVALID),
_array(DIRECTION_INVALID, DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_FAIL))
)
/**
* Path __6:
*
* There are many movements where we'd need this movement after 2-f. But like path __3,
* there are no windows for this one, so it's pointless to define all the 2-1 and 2-2.
*/
CHECK_DEFINE(W2Lf__6, W2Lf_LAG_FRAMES, W2Lf_EOL2INIT_FRAMES, FORT_FACE_TO_MOVE_FRAMES,
_move_info( /* RIGHT LEFT DOWN UP */ /* music box: UP, UP, LEFT, RIGHT, DOWN, LEFT */
_array(DIRECTION_INVALID, DIRECTION_INVALID, DIRECTION_FAIL, DIRECTION_NEEDED),
_array(DIRECTION_INVALID, DIRECTION_FAIL, DIRECTION_FAIL, DIRECTION_NEEDED),
_array(DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_INVALID),
_array(DIRECTION_NEEDED, DIRECTION_INVALID, DIRECTION_INVALID, DIRECTION_INVALID),
_array(DIRECTION_FAIL, DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_INVALID),
_array(DIRECTION_INVALID, DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_FAIL)),
_move_info( /* hammer: LEFT, LEFT, LEFT, RIGHT, DOWN, LEFT */
_array(DIRECTION_INVALID, DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_INVALID),
_array(DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_INVALID, DIRECTION_INVALID),
_array(DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_INVALID),
_array(DIRECTION_NEEDED, DIRECTION_INVALID, DIRECTION_INVALID, DIRECTION_INVALID),
_array(DIRECTION_FAIL, DIRECTION_FAIL, DIRECTION_NEEDED, DIRECTION_INVALID),
_array(DIRECTION_INVALID, DIRECTION_NEEDED, DIRECTION_FAIL, DIRECTION_FAIL))
)
static int do_early_hammer(int start_frame)
{
print_randoms(Random_Pool, sizeof(Random_Pool));
/**
* The loop here starts at 13 because the RNG array is initialized at frame 13
*/
for (int i = 13; i < 42767; i++) {
/**
* The assumption is made that we won't check frame numbers that are less
* than the number of lag frames at 2f, minus the NUM_POWERUP_CLOUDS, minus
* the number of frames between when bro facing intitialization occurs and
* end of level. So start_frame should be at minimum this value. Realistically,
* start_frame is going to be in the 16000+ range for world 2.
*/
Randomize();
if (i < start_frame) {
continue;
}
if (g_verbose) {
printf("\n(Iteration %d):\n", i);
print_randoms(Random_Pool, sizeof(Random_Pool));
}
/**
* Checking 2-1
*/
if (g_verbose) {
printf(" Checking 2-1\n");
}
{
int eol21;
{
SnapshotRNG();
eol21 = Check_W2L1__1(i);
RestoreRNG();
if (eol21) {
update_windows(LEVEL_2_1__1, eol21);
}
}
{
SnapshotRNG();
eol21 = Check_W2L1__2(i);
RestoreRNG();
if (eol21) {
update_windows(LEVEL_2_1__2, eol21);
}
}
}
/**
* Checking 2-2
*/
if (g_verbose) {
printf(" Checking 2-2\n");
}
{
int eol22;
{
SnapshotRNG();
eol22 = Check_W2L2__1(i);
RestoreRNG();
if (eol22) {
update_windows(LEVEL_2_2__1, eol22);
}
}
{
SnapshotRNG();
eol22 = Check_W2L2__2(i);
RestoreRNG();
if (eol22) {
update_windows(LEVEL_2_2__2, eol22);
}
}
}
/**
* Checking 2-f
*/
if (g_verbose) {
printf(" Checking 2-f\n");
}
{
int eol2f;
{
SnapshotRNG();
eol2f = Check_W2Lf__1(i);
RestoreRNG();
if (eol2f) {
update_windows(LEVEL_2_F__1, eol2f);
}
}
{
SnapshotRNG();
eol2f = Check_W2Lf__3(i);
RestoreRNG();
if (eol2f) {
update_windows(LEVEL_2_F__3, eol2f);
}
}
{
SnapshotRNG();
eol2f = Check_W2Lf__6(i);
RestoreRNG();
if (eol2f) {
update_windows(LEVEL_2_F__6, eol2f);
}
}
}
#if 0
bool success;
/**
* Checking HAMMER fight
*/
printf("\tChecking MusicBox post-hammer\n");
SnapshotRNG();
Initialize_Map_Object_Data(MUSIC_BOX);
Initialize_Map_Object_Data(HAMMER);
const int lagph = 881;
const int end_of_ph_to_init_frames = 28;
// RIGHT LEFT DOWN UP
int musicbox_ph_1[] = {DIRECTION_FAIL, DIRECTION_FAIL, DIRECTION_FAIL, DIRECTION_NEEDED};
int musicbox_ph_2[] = {DIRECTION_NEEDED, DIRECTION_INVALID, DIRECTION_FAIL, DIRECTION_FAIL};
success = false;
eolframe = i+lagph-61-end_of_ph_to_init_frames;
Randomize_N(55);
printf("\t55 iterations later:\n\t");
print_randoms(Random_Pool, sizeof(Random_Pool));
if (Map_MarchValidateTravel_generic(MUSIC_BOX, musicbox_ph_1)) {
Randomize_N(32);
if (Map_MarchValidateTravel_generic(MUSIC_BOX, musicbox_ph_2)) {
success = true;
printf("\t\t2-f SUCCESS ON end of level FRAME %" PRId64 "\n\t\t", eolframe);
print_randoms(Random_Pool_backup, sizeof(Random_Pool_backup));
printf("\n\n");
if (last2f == (i-1)) {
run2f += 1;
} else {
run2f = 1;
}
if (run2f > maxrun2f) {
maxrun2f = run2f;
maxrun2fframe = eolframe;
}
last2f = i;
}
}
#endif /* 0 */
}
printf("Max window for 2-1__1: %d\n", windowmax[LEVEL_2_1__1]);
printf("Max window for 2-1__2: %d\n", windowmax[LEVEL_2_1__2]);
printf("Max window for 2-2__1: %d\n", windowmax[LEVEL_2_2__1]);
printf("Max window for 2-2__2: %d\n", windowmax[LEVEL_2_2__2]);
printf("Max window for 2-f__1: %d\n", windowmax[LEVEL_2_F__1]);
printf("Max window for 2-f__3: %d\n", windowmax[LEVEL_2_F__3]);
printf("Max window for 2-f__6: %d\n", windowmax[LEVEL_2_F__6]);
for (int i = 0; i < ARRAY_SIZE(max_windows); i++) {
printf("%s:\n", LVLSTRS[i]);
for (int len = 2; len <= windowmax[i]; len++) {
struct window_node *w = max_windows[i];
printf(" %d-frame windows:\n", len);
while (w) {
if (w->window_length == len) {
printf(" EOL: %d\n init rng ", w->eol_frame);
print_randoms(w->rng, sizeof(w->rng));
}
w = w->next;
}
}
}
return 0;
}
int main(int argc, char **argv)
{
if (argc > 3) {
usage(argv[0]);
exit(1);
}
int start = 2000;
if (argc == 2) {
start = atoi(argv[2]);
}
if (argc == 3) {
g_verbose = true;
}
return do_early_hammer(start);
}