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# ゲームロジック関連。 | |
import z3 | |
# 8bit の BitVecVal を返す。 | |
def BYTE(value): | |
return z3.BitVecVal(value, 8) | |
# BitVec 変数の範囲制約を返す。 | |
def bitvec_minmax(bv: z3.BitVecRef, min_, max_): |
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[PRG 2 $A500] | |
0 [Text("IT'S CAPSULES. THERE'S NOMEDICINE IN THEM."), Op1F] | |
1 [Text("YOU'RE IN AN OFFICE. A"), Op1D, Text("DEAD BODY IS SLUMPED OVER"), Op1D, Text("THE DESK. HIS LEFT HAND"), Op1D, Text("GRIPS THE PHONE RECEIVER."), Op1C, Text("THERE APPEARS TO BE"), Op1D, Text("SOMETHING IN HIS POCKET."), Op1F] | |
2 [Text("YOU'RE INSIDE A MERCEDES"), Op1D, Text("BENZ."), Op1F] | |
3 [Text("IT'S A PHONE RECEIVER. THECORD HAS BEEN PULLED OUT."), Op1F] | |
4 [Text("ON THE DESKTOP THERE IS A"), Op1D, Text("POOL OF DRIED BLOOD. THEREIS A DRAWER ON THE OTHER"), Op1D, Text("SIDE OF THE DESK."), Op1F] | |
5 [Text("IT'S A WALL SAFE WITH A"), Op1D, Text("COMBINATION LOCK."), Op1F] | |
6 [Text("IT'S AN OLD-FASHIONED"), Op1D, Text("TELEPHONE. THE CORD HANGS"), Op1D, Text("LIMPLY FROM IT."), Op1F] | |
7 [Text("THROUGH THE WINDOW YOU"), Op1D, Text("HAVE ACCESS TO THE FIRE"), Op1D, Text("ESCAPE."), Op1F] | |
8 [Text("IT'S A COMMON _2 PENCIL."), Op1F] |
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--[[ | |
エキサイティングラリー (FC) マップ生成スクリプト for FCEUX | |
T を押すとレースを開始する状態から起動する。 | |
結果は本スクリプトからの相対パス output/map-{block_x}-{block_y}.png として出力される。 | |
結合は別途行うこと。 | |
--]] | |
local function mem_write_u8(addr, value) |
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--[[ | |
フリップル (FC) 着手の時間コスト調査スクリプト for FCEUX | |
(投げる位置, 当たる位置) ごとの所要フレームを調べる。 | |
自機が最上段にいる状態で起動すること。 | |
--]] | |
-- メモリから u8 値を読み取る。 | |
local function mem_read_u8(addr) | |
return memory.readbyte(addr) |
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--[[ | |
紫禁城 (FC) HUD script for Mesen | |
--]] | |
local function warn(msg) | |
emu.log(msg) | |
end | |
local function mem_read(addr) | |
return emu.read(addr, emu.memType.cpu) |
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--[[ | |
Plays a NesHawk movie on SubNesHawk. | |
Set INPUT_PATH, and launch this script (at frame 0). | |
Power/Reset is not supported. | |
--]] | |
-- extract "Input Log.txt" from your NesHawk movie, and put it to the script directory. | |
-- (or specify an absolute path) |
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0x6D "*「" | |
0x6E "ローラ「" | |
0x6F "" | |
0x70 "ラダトーム" | |
0x71 "うわさでは" | |
0x72 "ようこそ" | |
0x73 "あった" | |
0x74 "ガライのはか" | |
0x75 "つたえてくれ" | |
0x76 "\x42ム\x42ーラ" |
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fetch $03B0: dynamic_script (0xFD) | |
fetch $00A3: char 'し' (0x15) | |
write $0707: 0x15 | |
fetch $00A4: char 'の' (0x22) | |
write $0708: 0x22 | |
fetch $00A5: char 'く' (0x11) | |
write $0709: 0x11 | |
fetch $00A6: char 'ひ' (0x24) | |
write $070A: 0x24 | |
fetch $00A7: dakuten (0xF8) |
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--[[ | |
NES Vice Project Doom - HUD script for BizHawk | |
全スキャンライン表示かつウィンドウサイズ 2 倍設定を仮定している。 | |
--]] | |
-- 現在のセグメントの開始フレームを返す。 | |
-- | |
-- TAStudio 使用時は、直前のマーカーがあればそのフレームを、なければ 0 を返す。 | |
-- TAStudio を使っていない場合は単に 0 を返す。 |
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[Series 0] | |
0x0000 | |
0x0081 | |
0x8504 | |
0x9B8D | |
0x7A28 | |
0xE6F9 | |
0xA06C | |
0x25C5 | |
0xC0D0 |
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