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Bleed2.asl
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Bleed2.asl
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state("Bleed2") {
}
startup {
// BEGIN AUTOGENERATED VALUES
vars.referenceScanTarget = new SigScanTarget(0, "00 02 00 00 0C 00 00 00 88 05 49 02 04 00 00 00"); // method table header for Bleed_II.IJCGameStateEngine
vars.referenceMethodOffset = - 0x5C + 8; // method desc entry for get_CurrentState
vars.referenceAsmOffset = 0x19; // 00000018 a1 28 3a 89 07 mov eax, [0x7893a28]
vars.referenceHeapOffset = 0x500; // currentState
vars.valueScanTarget = new SigScanTarget(0, "00 02 00 00 0C 00 00 00 88 25 50 00 04 00 00 00"); // method table header for Bleed_II.IJCSteamHelper
vars.valueMethodOffset = - 0x1758 + 8; // method desc entry for Initialize
vars.valueAsmOffset = 0x20; // 0000001f a2 84 66 73 03 mov [0x3736684], al
vars.valueHeapOffset = 0x428; // isSteamInitialized
vars.GameState_Playing__CurrentLevel = 0x18C;
vars.Level__levelInfo = 0x30;
vars.IJCGameStateEngine__currentState = 0x500;
vars.IJCStatsEngine__playTime_total = 0x6A4;
vars.GameState_Playing__GameMode = 0x474;
vars.IJCGameStateEngine__currentTransition = 0x508;
vars.IJCGameStateEngine__newState = 0x504;
vars.Transition_LevelIntro__levelNumber = 0x4BC;
vars.IJCGameState__currentMiniState = 0x4;
vars.IJCEndlessModeEngine__currentEnvironmentNumber = 0x704;
vars.GameState_Playing__mdToken = 0xB8;
vars.Transition_LevelIntro__mdToken = 0x162;
vars.GameState_EndlessGeneration__mdToken = 0x2F9;
vars.MiniGameState_LevelClear__mdToken = 0x2D2;
vars.GameState_ArcadeClear__mdToken = 0xB;
vars.GameState_ReplayResult__mdToken = 0x359;
vars.GameState_EndlessClear__mdToken = 0x2F7;
// END AUTOGENERATED VALUES
vars.firstLevel = 0;
vars.secondLevel = 1;
vars.firstEnvironment = 0;
vars.highestLevel = 41;
vars.unknownLevel = 54;
vars.gamemodeStory = 0;
vars.gamemodeArcadeNewGame = 1;
vars.gamemodeArcadeFreeStyle = 2;
vars.gamemodeChallenge = 3;
vars.gamemodeEndless = 4;
}
init {
var referencePtr = IntPtr.Zero;
var valuePtr = IntPtr.Zero;
foreach (var page in memory.MemoryPages()) {
if (referencePtr == IntPtr.Zero) {
referencePtr = new SignatureScanner(game, page.BaseAddress, (int)page.RegionSize).Scan(vars.referenceScanTarget);
}
if (valuePtr == IntPtr.Zero) {
valuePtr = new SignatureScanner(game, page.BaseAddress, (int)page.RegionSize).Scan(vars.valueScanTarget);
}
}
if (referencePtr == IntPtr.Zero) {
Thread.Sleep(1000);
throw new Exception("init - could not find reference sig");
}
if (valuePtr == IntPtr.Zero) {
Thread.Sleep(1000);
throw new Exception("init - could not find value sig");
}
DeepPointer dp;
// GameState_Playing.CurrentLevel: reference type
// -> Level.levelInfo
dp = new DeepPointer("Bleed2.exe", ((int) referencePtr) - ((int) game.MainModuleWow64Safe().BaseAddress) + vars.referenceMethodOffset, vars.referenceAsmOffset, (vars.GameState_Playing__CurrentLevel - vars.referenceHeapOffset), vars.Level__levelInfo);
vars.levelInfo = new MemoryWatcher<int>(dp);
// IJCGameStateEngine.currentState: reference type
// -> IJCGameState.mdToken
dp = new DeepPointer("Bleed2.exe", ((int) referencePtr) - ((int) game.MainModuleWow64Safe().BaseAddress) + vars.referenceMethodOffset, vars.referenceAsmOffset, (vars.IJCGameStateEngine__currentState - vars.referenceHeapOffset), 0, 10);
vars.gamestateInfo = new MemoryWatcher<short>(dp);
// IJCStatsEngine.playTime_total: value type
dp = new DeepPointer("Bleed2.exe", ((int) valuePtr) - ((int) game.MainModuleWow64Safe().BaseAddress) + vars.valueMethodOffset, vars.valueAsmOffset, (vars.IJCStatsEngine__playTime_total - vars.valueHeapOffset));
vars.playtimeInfo = new MemoryWatcher<float>(dp);
// GameState_Playing.GameMode: value type
dp = new DeepPointer("Bleed2.exe", ((int) valuePtr) - ((int) game.MainModuleWow64Safe().BaseAddress) + vars.valueMethodOffset, vars.valueAsmOffset, (vars.GameState_Playing__GameMode - vars.valueHeapOffset));
vars.gamemodeInfo = new MemoryWatcher<int>(dp);
// IJCGameStateEngine.currentTransition: reference type
// -> IJCTransition.mdToken
dp = new DeepPointer("Bleed2.exe", ((int) referencePtr) - ((int) game.MainModuleWow64Safe().BaseAddress) + vars.referenceMethodOffset, vars.referenceAsmOffset, (vars.IJCGameStateEngine__currentTransition - vars.referenceHeapOffset), 0, 10);
vars.transitionType = new MemoryWatcher<short>(dp);
vars.transitionType.FailAction = MemoryWatcher.ReadFailAction.SetZeroOrNull;
// IJCGameStateEngine.newState: reference type
// -> IJCGameState.mdToken
dp = new DeepPointer("Bleed2.exe", ((int) referencePtr) - ((int) game.MainModuleWow64Safe().BaseAddress) + vars.referenceMethodOffset, vars.referenceAsmOffset, (vars.IJCGameStateEngine__newState - vars.referenceHeapOffset), 0, 10);
vars.transitionNewState = new MemoryWatcher<short>(dp);
vars.transitionNewState.FailAction = MemoryWatcher.ReadFailAction.SetZeroOrNull;
// Transition_LevelIntro.levelNumber: value type
dp = new DeepPointer("Bleed2.exe", ((int) valuePtr) - ((int) game.MainModuleWow64Safe().BaseAddress) + vars.valueMethodOffset, vars.valueAsmOffset, (vars.Transition_LevelIntro__levelNumber - vars.valueHeapOffset));
vars.transitionLevel = new MemoryWatcher<int>(dp);
// IJCGameStateEngine.currentState: reference type
// -> IJCGameState.currentMiniState
dp = new DeepPointer("Bleed2.exe", ((int) referencePtr) - ((int) game.MainModuleWow64Safe().BaseAddress) + vars.referenceMethodOffset, vars.referenceAsmOffset, (vars.IJCGameStateEngine__currentState - vars.referenceHeapOffset), vars.IJCGameState__currentMiniState, 0, 10);
vars.currentMiniState = new MemoryWatcher<short>(dp);
vars.currentMiniState.FailAction = MemoryWatcher.ReadFailAction.SetZeroOrNull;
dp = new DeepPointer("Bleed2.exe", ((int) valuePtr) - ((int) game.MainModuleWow64Safe().BaseAddress) + vars.valueMethodOffset, vars.valueAsmOffset, (vars.IJCEndlessModeEngine__currentEnvironmentNumber - vars.valueHeapOffset));
vars.currentEnvironmentNumber = new MemoryWatcher<short>(dp);
vars.currentEnvironmentNumber.FailAction = MemoryWatcher.ReadFailAction.SetZeroOrNull;
}
update {
vars.levelInfo.Update(game);
vars.gamestateInfo.Update(game);
vars.playtimeInfo.Update(game);
vars.gamemodeInfo.Update(game);
vars.transitionType.Update(game);
vars.transitionNewState.Update(game);
vars.transitionLevel.Update(game);
vars.currentMiniState.Update(game);
vars.currentEnvironmentNumber.Update(game);
}
/* auto-reset disabled after reports of malfunction
reset {
if (vars.gamemodeInfo.Current == vars.gamemodeArcadeNewGame || vars.gamemodeInfo.Current == vars.gamemodeArcadeFreeStyle) {
// arcade resets when you enter the first room
return vars.levelInfo.Current == vars.firstLevel && vars.levelInfo.Old != vars.firstLevel;
} else if (vars.gamemodeInfo.Current == vars.gamemodeEndless) {
// endless resets when it's generating the first level
return vars.gamestateInfo.Current == vars.GameState_EndlessGeneration__mdToken && vars.currentEnvironmentNumber.Current == vars.firstEnvironment;
}
}
*/
start {
if (vars.gamestateInfo.Old == vars.GameState_EndlessGeneration__mdToken && vars.gamestateInfo.Current == vars.GameState_Playing__mdToken) {
// endless mode starts after EndlessGeneration finishes
return true;
} else if (vars.gamemodeInfo.Current == vars.gamemodeStory) {
// story mode starts when the difficulty is clicked
return vars.transitionType.Current == vars.Transition_LevelIntro__mdToken && vars.transitionNewState.Current == vars.GameState_Playing__mdToken && vars.transitionLevel.Current == vars.firstLevel;
} else if (vars.gamemodeInfo.Current == vars.gamemodeArcadeNewGame || vars.gamemodeInfo.Current == vars.gamemodeArcadeFreeStyle) {
// arcade modes start when the game starts
return vars.gamestateInfo.Current == vars.GameState_Playing__mdToken && vars.levelInfo.Current <= vars.secondLevel;
}
}
split {
if (vars.gamemodeInfo.Current == vars.gamemodeEndless) {
return vars.gamestateInfo.Old != vars.GameState_EndlessGeneration__mdToken && vars.gamestateInfo.Current == vars.GameState_EndlessGeneration__mdToken
|| vars.gamestateInfo.Current == vars.GameState_EndlessClear__mdToken;
} else if (vars.levelInfo.Current != vars.unknownLevel && vars.levelInfo.Current > vars.highestLevel) {
if (vars.gamemodeInfo.Current == vars.gamemodeStory) {
// story ends timing on "Game Clear" text
return vars.currentMiniState.Current == vars.MiniGameState_LevelClear__mdToken;
} else {
// other modes end timing when the gamestate changes
return vars.gamestateInfo.Current == vars.GameState_ArcadeClear__mdToken
|| vars.gamestateInfo.Current == vars.GameState_ReplayResult__mdToken;
}
} else {
// split on "Level Clear" text
return vars.MiniGameState_LevelClear__mdToken == vars.currentMiniState.Current
&& vars.MiniGameState_LevelClear__mdToken != vars.currentMiniState.Old;
}
}
isLoading {
if (vars.gamemodeInfo.Current == vars.gamemodeStory) {
// story uses RTA and doesn't use any load removals
return false;
} else {
// other modes use IGT
return true;
}
}
gameTime {
return TimeSpan.FromMilliseconds(vars.playtimeInfo.Current);
}