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use std::{
collections::HashMap,
#[cfg(feature = "wasm")]
use wasm_bindgen::prelude::*;
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) {
};
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
/// 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,
/// 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,
/// 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())
}
}
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);
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);
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);
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);
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);
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);