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  • use std::{
        collections::HashMap,
    
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        fmt::{self, Display, Formatter},
    
    #[cfg(feature = "wasm")]
    use wasm_bindgen::prelude::*;
    
    
    #[derive(Clone)]
    
    #[cfg_attr(feature = "wasm", wasm_bindgen)]
    
    pub struct GameGenie {
        /// Hash map that contains the complete set of Game Genie
        /// codes that have been registered for the current ROM.
        /// These codes are going to apply a series of patches to
        /// the ROM effectively allowing the user to cheat.
        codes: HashMap<u16, GameGenieCode>,
    }
    
    impl GameGenie {
        pub fn new() -> Self {
            Self {
                codes: HashMap::new(),
            }
        }
    
    
        pub fn reset(&mut self) {
            self.codes.clear();
        }
    
    
        pub fn contains_addr(&self, addr: u16) -> bool {
            self.codes.contains_key(&addr)
        }
    
        pub fn get_addr(&self, addr: u16) -> &GameGenieCode {
            self.codes.get(&addr).unwrap()
        }
    
    
        pub fn add_code(&mut self, code: &str) -> Result<&GameGenieCode, String> {
    
            let genie_code = match GameGenieCode::from_code(code, None) {
    
                Ok(genie_code) => genie_code,
    
                Err(message) => return Err(message),
    
            };
            let addr = genie_code.addr;
            self.codes.insert(addr, genie_code);
            Ok(self.get_addr(addr))
        }
    }
    
    impl Default for GameGenie {
        fn default() -> Self {
            Self::new()
        }
    }
    
    #[derive(Clone)]
    pub struct GameGenieCode {
        code: String,
        addr: u16,
        new_data: u8,
        old_data: u8,
    
    
        /// A boolean value indicating whether the provided cheat code
    
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        /// is additive or not. If the code is additive, the new data
    
        /// will be added to the old data, otherwise the new data will
        /// replace the old data.
        additive: bool,
    
        /// A boolean value indicating whether the provided cheat code
        /// was condensed (7 characters) or extended (11 characters).
        condensed: bool,
    
    }
    
    impl GameGenieCode {
    
        /// Creates a new Game Genie code structure from the provided string
        /// in the ABC-DEF-GHI or ABC-DEF format.
        /// Note that the additive mode (ex: ABC+DEF+GHI) can be optionally
        /// handled or ignored using the `handle_additive` parameter.
        pub fn from_code(code: &str, handle_additive: Option<bool>) -> Result<Self, String> {
            let code_length = code.len();
    
            if code_length != 11 && code_length != 7 {
                return Err(format!(
                    "Invalid Game Genie code length: {} digits",
                    code_length
                ));
    
            }
            let code_u = code.to_uppercase();
    
    
            let additive = if handle_additive.unwrap_or(false) {
                code_u.chars().nth(3).unwrap() == '+'
            } else {
                false
            };
            let condensed = code_length == 7;
    
    
            let new_data_slice = &code_u[0..=1];
            let new_data = u8::from_str_radix(new_data_slice, 16).unwrap();
    
    
            let old_data = if code_length == 11 {
                let old_data_slice: String = format!("{}{}", &code_u[8..=8], &code_u[10..=10]);
                u8::from_str_radix(old_data_slice.as_str(), 16)
                    .unwrap()
                    .rotate_right(2)
                    ^ 0xba
            } else {
                0x00
            };
    
    
            let addr_slice = format!("{}{}{}", &code_u[6..=6], &code_u[2..=2], &code_u[4..=5]);
            let addr = u16::from_str_radix(addr_slice.as_str(), 16).unwrap() ^ 0xf000;
    
    
                code: code_u,
                addr,
                new_data,
                old_data,
    
                additive,
                condensed,
    
        /// Tests whether the provided value is valid for the current
        /// Game Genie code. A value is valid if it matches the old
        /// data or if the code is condensed.
    
        pub fn is_valid(&self, value: u8) -> bool {
    
            self.condensed || self.old_data == value
        }
    
        /// Patches the provided value with the new data according to
        /// the Game Genie code. If the code is additive, the new data
        /// is added to the current value otherwise the new data is
        /// returned (simple and normal patching operation).
        pub fn patch_data(&self, value: u8) -> u8 {
            if self.additive() {
                value.saturating_add(self.new_data())
            } else {
                self.new_data()
            }
    
        pub fn code(&self) -> &str {
            &self.code
        }
    
        pub fn set_code(&mut self, code: String) {
            self.code = code;
        }
    
        pub fn addr(&self) -> u16 {
            self.addr
        }
    
        pub fn set_addr(&mut self, addr: u16) {
            self.addr = addr;
        }
    
    
        pub fn new_data(&self) -> u8 {
            self.new_data
        }
    
    
        pub fn set_new_data(&mut self, new_data: u8) {
            self.new_data = new_data;
        }
    
        pub fn old_data(&self) -> u8 {
            self.old_data
        }
    
        pub fn set_old_data(&mut self, old_data: u8) {
            self.old_data = old_data;
        }
    
    
        pub fn additive(&self) -> bool {
            self.additive
        }
    
        pub fn set_additive(&mut self, additive: bool) {
            self.additive = additive;
        }
    
    
        pub fn short_description(&self) -> String {
            self.code.to_string()
        }
    
        pub fn description(&self) -> String {
            format!(
                "Code: {}, Address: 0x{:04x}, New Data: 0x{:04x}, Old Data: 0x{:04x}",
                self.code, self.addr, self.new_data, self.old_data
            )
        }
    }
    
    impl Display for GameGenieCode {
        fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
            write!(f, "{}", self.short_description())
        }
    }
    
    
    #[cfg(test)]
    mod tests {
    
        use super::GameGenieCode;
    
    
        #[test]
        fn test_from_code() {
    
            let mut game_genie_code = GameGenieCode::from_code("00A-17B-C49", None).unwrap();
    
            assert_eq!(game_genie_code.code, "00A-17B-C49");
            assert_eq!(game_genie_code.addr, 0x4a17);
            assert_eq!(game_genie_code.new_data, 0x00);
            assert_eq!(game_genie_code.old_data, 0xc8);
    
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            assert!(!game_genie_code.additive);
            assert!(!game_genie_code.condensed);
            assert!(game_genie_code.is_valid(0xc8));
            assert!(!game_genie_code.is_valid(0xc9));
    
            assert_eq!(game_genie_code.patch_data(0x12), 0x00);
    
            game_genie_code = GameGenieCode::from_code("00A+17B+C49", None).unwrap();
            assert_eq!(game_genie_code.code, "00A+17B+C49");
            assert_eq!(game_genie_code.addr, 0x4a17);
            assert_eq!(game_genie_code.new_data, 0x00);
            assert_eq!(game_genie_code.old_data, 0xc8);
    
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            assert!(!game_genie_code.additive);
            assert!(!game_genie_code.condensed);
            assert!(game_genie_code.is_valid(0xc8));
            assert!(!game_genie_code.is_valid(0xc9));
    
            assert_eq!(game_genie_code.patch_data(0x12), 0x00);
    
            game_genie_code = GameGenieCode::from_code("00A+17B+C49", Some(true)).unwrap();
    
            assert_eq!(game_genie_code.code, "00A+17B+C49");
            assert_eq!(game_genie_code.addr, 0x4a17);
            assert_eq!(game_genie_code.new_data, 0x00);
            assert_eq!(game_genie_code.old_data, 0xc8);
    
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            assert!(game_genie_code.additive);
            assert!(!game_genie_code.condensed);
            assert!(game_genie_code.is_valid(0xc8));
            assert!(!game_genie_code.is_valid(0xc9));
    
            assert_eq!(game_genie_code.patch_data(0x12), 0x12);
    
            game_genie_code = GameGenieCode::from_code("00A+17B", None).unwrap();
            assert_eq!(game_genie_code.code, "00A+17B");
            assert_eq!(game_genie_code.addr, 0x4a17);
            assert_eq!(game_genie_code.new_data, 0x00);
            assert_eq!(game_genie_code.old_data, 0x00);
    
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            assert!(!game_genie_code.additive);
            assert!(game_genie_code.condensed);
            assert!(game_genie_code.is_valid(0xc8));
            assert!(game_genie_code.is_valid(0xc9));
    
            assert_eq!(game_genie_code.patch_data(0x12), 0x00);
    
            game_genie_code = GameGenieCode::from_code("00A+17B", Some(true)).unwrap();
    
            assert_eq!(game_genie_code.code, "00A+17B");
            assert_eq!(game_genie_code.addr, 0x4a17);
            assert_eq!(game_genie_code.new_data, 0x00);
            assert_eq!(game_genie_code.old_data, 0x00);
    
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            assert!(game_genie_code.additive);
            assert!(game_genie_code.condensed);
            assert!(game_genie_code.is_valid(0xc8));
            assert!(game_genie_code.is_valid(0xc9));
    
            assert_eq!(game_genie_code.patch_data(0x12), 0x012);