StHAAM/kronos.js

596 lines
No EOL
22 KiB
JavaScript

//////
// This works in RetroArch of all things.
// RaLibRetro fucks everything up by its memory editor.
// If you want this to work in RaLibRetro "as is" - do *NOT* open the memory inspector! Do *NOT* scroll it!
// This once I want to use shaders anyway, so there's no avoiding RetroArch. Shame Mednafen can't upscale.
//////
let fs = require("fs")
let memoryjs = require('memoryjs')
const { off } = require("process")
let process_name = "retroarch.exe"
let process = memoryjs.openProcess(process_name)
//console.log(process)
// this is a consistens start of a lowram. If memory inspector is present, this will find it instead of the actual data. It's fine, though (unless you scroll said inspector)
let sig_work_ram_low = "20 00 64 00 20 00 48 13 20 00 5c 13 20 00 5c 13"
// this is the copyright message: "OCYPIRHG(T)CS GE ANEETPRIRES,STL.D1 99 4LA LIRHGSTR SEREEV D "
// but what we actually need is the "00 06 4A 09 00 06 4A 09 00 06 4A 09 00 06 4A 09" after that. Too bad it's too repetitive to be searched on its own
//let sig_work_ram_high = "4F 43 59 50 49 52 48 47 28 54 29 43 53 20 47 45 20 41 4E 45 45 54 50 52 49 52 45 53 2C 53 54 4C 2E 44 31 20 39 39 20 34 4C 41 20 4C 49 52 48 47 53 54 52 20 53 45 52 45 45 56 20 44 20 20 20 20"
// the above thing worked SOME times but then didn't other. So there's more fidgeting here and below when I do the "+ 984 -13304" crap
let sig_work_ram_high = "4E 49 31 3B 00 2A E4 8E 00 00 00 00 8E E4 11 A4 00 00 00 00 A4 11 05 61 11 07 06 06 00 DC 00 00 00 01 01 00 58 09 39 37 42 2E 4E 49 31 3B 00 2E E4 91 00 00 00 00 91 E4 15 F0 00 00 00 00 F0 15 0C 60 0B 04 0E 02 00 DC 00 00 00 01 01 00 58 0D 4E 49 52 54 4C 4E 43 2E 52 48 31 3B 00 00 00 00"
let sig_work_ram_high_length = sig_work_ram_high.replaceAll(" ","").length / 2
console.log(sig_work_ram_high_length)
// still no idea where the high ram relative to the low ram
// for all I know it can be placed *lower* than the low (at least in RaLibRetro)
// for example: sig_work_ram_low - sig_work_ram_high = 0x216000 (2187264)
// this searches relatively fast
console.log("Searching sig_work_ram_low start pattern", sig_work_ram_low)
let addr = memoryjs.findPattern(process.handle, sig_work_ram_low, 0, 0)
// one needs to do this in CheatEngine, but not in memoryjs. No idea why
//addr = memoryjs.findPattern(process.handle, sig_work_ram_low, 0, addr+1)
console.log("Found sig_work_ram_low address", addr, "0x"+ addr.toString(16))
// this searches *incredibly* slow in RALibRetro, maybe the start of this pattern is really repetitive?
console.log("Searching sig_work_ram_high start pattern", sig_work_ram_high)
// we add the length of the pattern, since we're interested in what's around it rather than the signature itself
let addr2 = memoryjs.findPattern(process.handle, sig_work_ram_high, 0, 0) + 984 -133040 // +3D8 - 207B0 to tread this as hiram start - 100000 //+ sig_work_ram_high_length
console.log("Found sig_work_ram_high address", addr2, "0x"+ addr2.toString(16))
console.log("Reading data from sig_work_ram_low+0x18006 (98310)", addr+98310, "0x"+ (addr+98310).toString(16))
let pat = memoryjs.readMemory(process.handle, addr+98310, memoryjs.BYTE) // Map ID
console.log("Reading data from sig_work_ram_high+0x207B0 (133040)", addr2, "0x"+ (addr2+133040).toString(16))
let pat2 = memoryjs.readMemory(process.handle, addr2+133040, memoryjs.BYTE) // Arthur's HP
// this is here for testing purposes. If thise is wrong - the thing isn't working properly ((
console.log("Please check if these are correct:")
console.log("MapID", pat, '0x'+(pat).toString(16))
console.log("Arthur's HP", pat2, '0x'+(pat2).toString(16))
let hex2int = function(hex) {
let result = parseInt(Number(hex), 10)
return result
}
let char_tbl = {
[hex2int("0x00")] : ' ',
[hex2int("0x41")] : 'A',
[hex2int("0x42")] : 'B',
[hex2int("0x43")] : 'C',
[hex2int("0x44")] : 'D',
[hex2int("0x45")] : 'E',
[hex2int("0x46")] : 'F',
[hex2int("0x47")] : 'G',
[hex2int("0x48")] : 'H',
[hex2int("0x49")] : 'I',
[hex2int("0x4a")] : 'J',
[hex2int("0x4b")] : 'K',
[hex2int("0x4c")] : 'L',
[hex2int("0x4d")] : 'M',
[hex2int("0x4e")] : 'N',
[hex2int("0x4f")] : 'O',
[hex2int("0x50")] : 'P',
[hex2int("0x51")] : 'Q',
[hex2int("0x52")] : 'R',
[hex2int("0x53")] : 'S',
[hex2int("0x54")] : 'T',
[hex2int("0x55")] : 'U',
[hex2int("0x56")] : 'V',
[hex2int("0x57")] : 'W',
[hex2int("0x58")] : 'X',
[hex2int("0x59")] : 'Y',
[hex2int("0x5a")] : 'Z',
[hex2int("0x61")] : 'a',
[hex2int("0x62")] : 'b',
[hex2int("0x63")] : 'c',
[hex2int("0x64")] : 'd',
[hex2int("0x65")] : 'e',
[hex2int("0x66")] : 'f',
[hex2int("0x67")] : 'g',
[hex2int("0x68")] : 'h',
[hex2int("0x69")] : 'i',
[hex2int("0x6a")] : 'j',
[hex2int("0x6b")] : 'k',
[hex2int("0x6c")] : 'l',
[hex2int("0x6d")] : 'm',
[hex2int("0x6e")] : 'n',
[hex2int("0x6f")] : 'o',
[hex2int("0x70")] : 'p',
[hex2int("0x71")] : 'q',
[hex2int("0x72")] : 'r',
[hex2int("0x73")] : 's',
[hex2int("0x74")] : 't',
[hex2int("0x75")] : 'u',
[hex2int("0x76")] : 'v',
[hex2int("0x77")] : 'w',
[hex2int("0x78")] : 'x',
[hex2int("0x79")] : 'y',
[hex2int("0x7a")] : 'z',
[hex2int("0x21")] : '!',
[hex2int("0x2e")] : '.',
[hex2int("0x2f")] : '/',
[hex2int("0x26")] : '&',
[hex2int("0x2b")] : '+',
[hex2int("0x2c")] : ',',
[hex2int("0x30")] : '0',
[hex2int("0x31")] : '1',
[hex2int("0x32")] : '2',
[hex2int("0x33")] : '3',
[hex2int("0x34")] : '4',
[hex2int("0x35")] : '5',
[hex2int("0x36")] : '6',
[hex2int("0x37")] : '7',
[hex2int("0x38")] : '8',
[hex2int("0x39")] : '9',
[hex2int("0x3a")] : ':',
[hex2int("0x3b")] : ';',
[hex2int("0x3f")] : '?',
[hex2int("0xb0")] : '-',
}
let tint2char = function(int) {
return char_tbl[int]
}
// CE gives module name + offset (hex)
let offsets = {
//discrepancy : hex2int("0x77A340"), // 7840576
discrepancy : addr2,
map_id : hex2int("0x18006"),
event_id : hex2int("0x1cf8ac"),
eid : hex2int("0x1cf8b6"),
ingame_indicator : hex2int("0x121510"),
savefile_name : [
hex2int("0x120731"),
hex2int("0x120730"),
hex2int("0x120733"),
hex2int("0x120732"),
hex2int("0x120735"),
hex2int("0x120734"),
],
hp : {
arthur : hex2int("0x1207b0"),
melody : hex2int("0x12087c"),
rodi : hex2int("0x120948"),
basso : hex2int("0x120a14"),
akane : hex2int("0x120ae0"),
forte : hex2int("0x120bac"),
doyle : hex2int("0x120c78"),
lisa : hex2int("0x120d44"),
enemy1 : hex2int("0x120e10"),
enemy2 : hex2int("0x120edc"),
enemy3 : hex2int("0x120fa8"),
enemy4 : hex2int("0x121074"),
enemy5 : hex2int("0x121140"),
},
max_hp : {
arthur : hex2int("0x12073c"),
melody : hex2int("0x120808"),
rodi : hex2int("0x1208d4"),
basso : hex2int("0x1209a0"),
akane : hex2int("0x120a6c"),
forte : hex2int("0x120b38"),
doyle : hex2int("0x120c04"),
lisa : hex2int("0x120cd0"),
enemy1 : hex2int("0x120d9c"),
enemy2 : hex2int("0x120f34"),
},
mp : {
arthur : hex2int("0x1207b2"),
melody : hex2int("0x12087e"),
rodi : hex2int("0x12094a"),
basso : hex2int("0x120a16"),
akane : hex2int("0x120ae2"),
forte : hex2int("0x120bae"),
lisa : hex2int("0x120d46"),
enemy1 : hex2int("0x120e12"),
enemy2 : hex2int("0x120ede"),
},
max_mp : {
arthur : hex2int("0x12073e"),
melody : hex2int("0x12080a"),
rodi : hex2int("0x1208d6"),
basso : hex2int("0x1209a2"),
akane : hex2int("0x120a6e"),
forte : hex2int("0x120b3a"),
lisa : hex2int("0x120cd2"),
enemy1 : hex2int("0x120d9e"),
enemy2 : hex2int("0x120e2a"),
},
status : {
arthur : hex2int("0x1207eb"),
melody : hex2int("0x1208b7"),
rodi : hex2int("0x120983"),
basso : hex2int("0x120a4f"),
akane : hex2int("0x120b1b"),
forte : hex2int("0x120be7"),
doyle : hex2int("0x120cb3"),
lisa : hex2int("0x120d7f"),
},
position : {
x: hex2int("0x1219dc"),
y: hex2int("0x1219e4"),
z: hex2int("0x1219e1"),
z2: hex2int("0x1219e0"),
north: hex2int("0x1ffc54"),
west: hex2int("0x1ffc58"),
direction: hex2int("0x121a0c")
},
steps : {
area: hex2int("0x121512")
},
characters: {
party:hex2int("0x121501"),
acquired:hex2int("0x121503"),
},
pixies : {
0 : hex2int("0x1215d8"),
1 : hex2int("0x1215da"),
2 : hex2int("0x1215db"),
3 : hex2int("0x1215dc"),
4 : hex2int("0x1215dd"),
5 : hex2int("0x1215de"),
6 : hex2int("0x1215df"),
},
}
function readm(offset, type, descr) {
let res = 0
let address = 0
if (offset < 104857) {
address = addr+offset
} else {
address = addr2+offset-1048576
}
res = memoryjs.readMemory(process.handle, address, type || memoryjs.UINT16)
if (descr) {
console.log(address.toString(16) + 'h', type, descr, res )
}
return res
}
let h_name = []
let h_name1 = []
let c = 0
for (let i of offsets.savefile_name) {
h_name1[c] = readm(i, memoryjs.CHAR)//, 'hero\'s name ['+c+'] = '+tint2char(h_name1[c]))
h_name[c] = tint2char(h_name1[c])
c = c+1
}
console.log(h_name, h_name1)
//require('process').exit()
// use this to send data only *1 in a throttle* readings
let throttle = 1
let throttle_counter = 0
let last_map_id
let mapped_data = {}
let maps = {}
let last_pos = {}
let reset_cell_size = true
let reset_cell_size_sent = false
let last_ingame
let last_worldmap
let WSS
if (fs.existsSync('./maps.json')) {
maps = require ('./maps.json')
}
function new_ws_server(port) {
let WS = require('ws')
let lcrypto = require('crypto')
WSS = new WS.Server({port:port})
console.log('listening on ws://'+ 'localhost' +":"+ port)
WSS.send = function (client_id, message) {
let json_data = JSON.stringify(message)
for (let WSC of WSS.clients) {
if (WSC.id == client_id || client_id == "broadcast" || client_id == WSC.client_channel ) {
WSC.send(json_data)
}
}
}
function WSSconnect(ws_client) {
console.log('[WSS] A new client has appeared!')
ws_client.join_time = new Date()
ws_client.on('pong', function() {
// this will re-animate a "dead" client so WSS_dead_clients_check won't kill it
this.alive = true
})
}
WSS.on('connection', WSSconnect)
setInterval(
function() {
let data = {
hp : {},
max_hp : {},
mp : {},
max_mp : {},
status : {},
}
// pixies ---------------------------------------------------------------
let pixies = []
for (let idx in offsets.pixies) {
let batch = (readm(offsets.pixies[idx], memoryjs.UBYTE)).toString(2)
pixies[idx] = ('0'.repeat(8-batch.length) + batch).split("").reverse().join("")
}
data.pixies = pixies.join("").split("")
data.pixies_flags = {
leprechaunt : {
Dana : data.pixies[54],
Tak : data.pixies[55],
Morgan : data.pixies[40],
Kokus : data.pixies[41],
Zircon : data.pixies[42],
Mangus : data.pixies[43],
Darbie : data.pixies[44],
Solo : data.pixies[45],
Stilt : data.pixies[46],
Eric : data.pixies[47],
},
succubus : {
Muran : data.pixies[34],
Dahlia : data.pixies[35],
Roberia : data.pixies[36],
Lacey : data.pixies[37],
Orlea : data.pixies[38],
Ripanos : data.pixies[39],
Kathorea : data.pixies[24],
Viola : data.pixies[25],
Lunaria : data.pixies[26],
Natasha : data.pixies[27],
},
incubus : {
Lantano : data.pixies[28],
Enjewel : data.pixies[29],
Masakari : data.pixies[30],
Krupis : data.pixies[31],
Liknis : data.pixies[48],
Cypress : data.pixies[49],
Aster : data.pixies[50],
Adonis : data.pixies[51],
Croton : data.pixies[52],
Boris : data.pixies[53],
},
pixie : {
Maple : data.pixies[6],
Cherry : data.pixies[7],
Willow : data.pixies[16],
Cedar : data.pixies[17],
Palm : data.pixies[18],
Apple : data.pixies[19],
Lime : data.pixies[20],
Pear : data.pixies[21],
Plum : data.pixies[22],
Baldric : data.pixies[23],
},
fairy : {
Daisy : data.pixies[8],
Iris : data.pixies[9],
Camellia : data.pixies[10],
Peony : data.pixies[11],
Lily : data.pixies[12],
Azalea : data.pixies[13],
Sisal : data.pixies[14],
Mimosa : data.pixies[15],
Primrose : data.pixies[32],
Clyde : data.pixies[33],
},
}
// ------ ---------------------------------------------------------------
data.characters = readm(offsets.characters.acquired).toString(2)
data.party = readm(offsets.characters.party).toString(2)
let acquired_characters = {}
if (data.characters[0]==1) { acquired_characters.arthur = true }
if (data.characters[1]==1) { acquired_characters.melody = true }
if (data.characters[2]==1) { acquired_characters.rodi = true }
if (data.characters[3]==1) { acquired_characters.basso = true }
if (data.characters[4]==1) { acquired_characters.akane = true }
if (data.characters[5]==1) { acquired_characters.forte = true }
if (data.characters[6]==1) { acquired_characters.doyle = true }
if (data.characters[7]==1) { acquired_characters.lisa = true }
let party_characters = {}
if (data.party[0]==1) { party_characters.arthur = true }
if (data.party[1]==1) { party_characters.melody = true }
if (data.party[2]==1) { party_characters.rodi = true }
if (data.party[3]==1) { party_characters.basso = true }
if (data.party[4]==1) { party_characters.akane = true }
if (data.party[5]==1) { party_characters.forte = true }
if (data.party[6]==1) { party_characters.doyle = true }
if (data.party[7]==1) { party_characters.lisa = true }
data.party_characters_list = []
for (let char in party_characters) {
data.party_characters_list.push(char)
}
data.acquired_characters_list = []
for (let char in acquired_characters) {
data.acquired_characters_list.push(char)
}
for (let char of data.party_characters_list) {
data.hp[char] = readm(offsets.hp[char])
data.max_hp[char] = readm(offsets.max_hp[char])
data.mp[char] = readm(offsets.mp[char])
data.max_mp[char] = readm(offsets.max_mp[char])
let char_status = readm(offsets.status[char], memoryjs.BYTE)
let cstat = 'Healthy'
if (char_status != 0) {
if (char_status<=4) {
cstat = 'Poisoned'
} else if (char_status>4) {
cstat = 'Fatally Ill'
}
}
data.status[char] = cstat
}
let direction = readm(offsets.position.direction, memoryjs.UINT16)
let steps_in_area = readm(offsets.steps.area)
let current_location = readm(offsets.eid, memoryjs.UINT16_BE);
let current_location1 = readm(offsets.event_id, memoryjs.UINT16_BE);
let worldmap = readm(offsets.map_id, memoryjs.UINT8)
data.location_id = current_location
data.location_id1 = current_location1
data.steps_in_area = steps_in_area
data.worldmap = worldmap
data.position = {
x: Math.round(readm(offsets.position.x, memoryjs.INT16)/16)/10,
y: Math.round(readm(offsets.position.y, memoryjs.INT16)/16)/10,
z: Math.round(readm(offsets.position.z, memoryjs.INT8)),
z2: Math.round(readm(offsets.position.z2, memoryjs.INT8)),
north: readm(offsets.position.north, memoryjs.UINT8),
west: readm(offsets.position.west, memoryjs.UINT8),
direction : direction/(65536/360),
}
if (current_location && (last_map_id != current_location) || worldmap != last_worldmap) {
data.map_changed = true
maps[last_worldmap] = maps[last_worldmap] || {}
maps[last_worldmap][last_map_id] = mapped_data
mapped_data = maps[worldmap]?.[current_location] || {}
last_map_id = current_location
last_worldmap = worldmap
mapped_data.entrance = {x : data.position.x, y : data.position.y }
mapped_data.map_name = current_location
mapped_data.event_id = current_location1
mapped_data.location = data.worldmap
last_pos.x = data.position.x
last_pos.y = data.position.y
reset_cell_size = true
}
let ingame = (readm(offsets.ingame_indicator, memoryjs.UINT8) == 1)
if ( data.worldmap == 244) {
//data.reset_cell_size = true
} else {
if ( ingame &&
( (last_pos.y != data.position.y) ||
(last_pos.x != data.position.x) ||
( (ingame != last_ingame) &&
last_ingame == 0
)
)
) {
if (reset_cell_size_sent) {
reset_cell_size = false
reset_cell_size_sent = false
}
mapped_data[data.position.x] = mapped_data[data.position.x] || {}
mapped_data[data.position.x][data.position.y] = mapped_data[data.position.x][data.position.y] || {}
//if ( Math.abs(last_pos.y - data.position.y) + Math.abs(last_pos.x - data.position.x) > 1) {
mapped_data[data.position.x][data.position.y] = mapped_data[data.position.x][data.position.y] || {}
mapped_data[data.position.x][data.position.y].additional = mapped_data[data.position.x][data.position.y].additional || {}
// this breaks older paths, need multiple Y coords!
//mapped_data[data.position.x][data.position.y].additional[last_pos.x] = last_pos.y
mapped_data[data.position.x][data.position.y].additional[last_pos.x] = mapped_data[data.position.x][data.position.y].additional[last_pos.x] || {}
mapped_data[data.position.x][data.position.y].additional[last_pos.x][last_pos.y] = true
mapped_data[data.position.x][data.position.y].z = mapped_data[data.position.x][data.position.y].z || {}
if (data.position.z> 0) {mapped_data[data.position.x][data.position.y].z.up = true}
if (data.position.z< 0) {mapped_data[data.position.x][data.position.y].z.down = true}
if (data.position.z==0) {mapped_data[data.position.x][data.position.y].z.middle = true}
mapped_data[data.position.x][data.position.y].z.z1 = data.position.z
mapped_data[data.position.x][data.position.y].z.z2 = data.position.z2
//} else {
//mapped_data[data.position.x][data.position.y] = true
//}
} else {
}
}
last_ingame = ingame
last_pos.x = data.position.x
last_pos.y = data.position.y
data.mapped_data = mapped_data
data.reset_cell_size = reset_cell_size
////////////
let hero_name = []
let hero_name1 = []
let c = 0
for (let i of offsets.savefile_name) {
hero_name1[c] = readm(i, memoryjs.CHAR)
hero_name[c] = tint2char(hero_name1[c])
c = c+1
}
data.hero_name = hero_name
data.hero_name1 = hero_name1
throttle_counter = throttle_counter + 1
if ((throttle_counter > throttle) || data.map_changed) {
throttle_counter = 0
reset_cell_size_sent = true
reset_cell_size = false
WSS.send (
null,
data
)
}
},
100
)
}
new_ws_server(13531)
let save_maps = function () {
fs.writeFile('./maps.json', JSON.stringify(maps || {}) , function() {
setTimeout(
save_maps,
5000
)
})
}
save_maps()
// let { spawn, exec } = require('child_process');
// let ui = spawn('ui.html', { shell: true, detached : true, stdio: 'ignore' });
// ui.unref();
// memoryjs.closeProcess(process.handle);