Created a program that gets all of the cue names from a hex dump file so I can call specific music while playing StardewValley.

This commit is contained in:
Joshua Navarro 2017-02-01 12:54:29 -08:00
parent ad44ca8014
commit de994ccc83
10 changed files with 1550 additions and 0 deletions

216
StardewValleyCues RAW.txt Normal file
View File

@ -0,0 +1,216 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Express 14 for Windows Desktop
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MusicNameSeeker", "MusicNameSeeker\MusicNameSeeker.csproj", "{E8168C3C-AA68-419D-9441-1F63E7F59201}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{E8168C3C-AA68-419D-9441-1F63E7F59201}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{E8168C3C-AA68-419D-9441-1F63E7F59201}.Debug|Any CPU.Build.0 = Debug|Any CPU
{E8168C3C-AA68-419D-9441-1F63E7F59201}.Release|Any CPU.ActiveCfg = Release|Any CPU
{E8168C3C-AA68-419D-9441-1F63E7F59201}.Release|Any CPU.Build.0 = Release|Any CPU
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@ -0,0 +1,297 @@
using StardewModdingAPI;
using StardewValley;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Timers;
namespace MusicNameSeeker
{
public class Class1 :Mod
{
public List<char> charList;
public static char[] name;
public List<string> successfulMusic;
public List<string> processedMusic;
public static System.Timers.Timer aTimer;
public override void Entry(IModHelper helper)
{
base.Entry(helper);
StardewModdingAPI.Events.PlayerEvents.LoadedGame += PlayerEvents_LoadedGame;
StardewModdingAPI.Command.RegisterCommand("whereami", "see where the name is").CommandFired += Class1_CommandFired;
processedMusic = new List<string>();
successfulMusic = new List<string>();
name = new char[16];
charList = new List<char>();
charList.Add( Convert.ToChar(0));
charList.Add('0');
charList.Add('1');
charList.Add('2');
charList.Add('3');
charList.Add('4');
charList.Add('5');
charList.Add('6');
charList.Add('7');
charList.Add('8');
charList.Add('9');
charList.Add('A');
charList.Add('B');
charList.Add('C');
charList.Add('D');
charList.Add('E');
charList.Add('F');
charList.Add('G');
charList.Add('H');
charList.Add('I');
charList.Add('J');
charList.Add('K');
charList.Add('L');
charList.Add('M');
charList.Add('N');
charList.Add('O');
charList.Add('P');
charList.Add('Q');
charList.Add('R');
charList.Add('S');
charList.Add('T');
charList.Add('U');
charList.Add('V');
charList.Add('W');
charList.Add('X');
charList.Add('Y');
charList.Add('Z');
charList.Add('a');
charList.Add('b');
charList.Add('c');
charList.Add('d');
charList.Add('e');
charList.Add('f');
charList.Add('g');
charList.Add('h');
charList.Add('i');
charList.Add('j');
charList.Add('k');
charList.Add('l');
charList.Add('m');
charList.Add('n');
charList.Add('o');
charList.Add('p');
charList.Add('q');
charList.Add('r');
charList.Add('s');
charList.Add('t');
charList.Add('u');
charList.Add('v');
charList.Add('w');
charList.Add('x');
charList.Add('w');
charList.Add('z');
charList.Add(' ');
charList.Add('_');
charList.Add('-');
charList.Add('!');
charList.Add('\'');
}
private void Class1_CommandFired(object sender, StardewModdingAPI.Events.EventArgsCommand e)
{
string s = "";
foreach (var v in name)
{
if (Convert.ToInt32(v) == 0)
{
// Log.AsyncC("Null char. Skipping");
continue;
}
s += v;
}
Log.AsyncC(s);
}
private void PlayerEvents_LoadedGame(object sender, StardewModdingAPI.Events.EventArgsLoadedGameChanged e)
{
// SetTimer();
// calculator();
string[]s= File.ReadAllLines(Path.Combine(Helper.DirectoryPath,"StardewRawHexDump.txt"));
string master="";
foreach(var v in s)
{
string g= v.Remove(0, 61);
g= g.Trim(' ');
Log.AsyncC(g);
master += g;
}
string[] parsed = master.Split('.');
foreach(var v in parsed)
{
string f = v.Replace(" ", string.Empty);
Log.AsyncC(f);
successfulMusic.Add(f);
}
Log.AsyncM("Parsed " + successfulMusic.Count + " audio files!");
File.WriteAllLines(Path.Combine(Helper.DirectoryPath, "StardewRawCueNames.txt"),successfulMusic);
//aTimer.Dispose();
foreach (var v in successfulMusic)
{
try
{
Game1.playSound(v);
Log.AsyncG("Successfully played song: " + v);
processedMusic.Add(v);
}
catch (Exception r)
{
Log.AsyncC(r);
}
}
File.WriteAllLines(Path.Combine(Helper.DirectoryPath, "StardewWorkingCueNames.txt"), processedMusic);
}
private static void SetTimer()
{
// Create a timer with a two second interval.
aTimer = new System.Timers.Timer(1000 *60); //fire every minute
// Hook up the Elapsed event for the timer.
aTimer.Elapsed += OnTimedEvent;
aTimer.AutoReset = true;
aTimer.Enabled = true;
}
private static void OnTimedEvent(System.Object source, ElapsedEventArgs e)
{
string s = "";
foreach (var v in name)
{
if (Convert.ToInt32(v) == 0)
{
// Log.AsyncC("Null char. Skipping");
continue;
}
s += v;
}
Log.AsyncC("Current Position in Search: "+s);
}
public void calculator()
{
for(int one =0; one < charList.Count; one++)
{
for (int two = 0; two < charList.Count; two++)
{
for (int three = 0; three < charList.Count; three++)
{
for (int four = 0; four < charList.Count; four++)
{
for (int five = 0; five < charList.Count; five++)
{
for (int six = 0; six < charList.Count; six++)
{
for (int seven = 0; seven < charList.Count; seven++)
{
for (int eight = 0; eight < charList.Count; eight++)
{
for (int nine = 0; nine < charList.Count; nine++)
{
for (int ten = 0; ten < charList.Count; ten++)
{
for (int eleven = 0; eleven < charList.Count; eleven++)
{
for (int twelve = 0; twelve < charList.Count; twelve++)
{
for (int thirteen = 0;thirteen < charList.Count; thirteen++)
{
for (int fourteen = 0; fourteen < charList.Count; fourteen++)
{
for (int fifteen = 0; fifteen < charList.Count; fifteen++)
{
for (int sixteen = 0; sixteen < charList.Count; sixteen++)
{
name[0] = charList.ElementAt(one);
name[1] = charList.ElementAt(two);
name[2] = charList.ElementAt(three);
name[3] = charList.ElementAt(four);
name[4] = charList.ElementAt(five);
name[5] = charList.ElementAt(six);
name[6] = charList.ElementAt(seven);
name[7] = charList.ElementAt(eight);
name[8] = charList.ElementAt(nine);
name[9] = charList.ElementAt(ten);
name[10] = charList.ElementAt(eleven);
name[11] = charList.ElementAt(twelve);
name[12] = charList.ElementAt(thirteen);
name[13] = charList.ElementAt(fourteen);
name[14] = charList.ElementAt(fifteen);
name[15] = charList.ElementAt(sixteen);
string s = "";
foreach (var v in name)
{
if (Convert.ToInt32(v) == 0)
{
// Log.AsyncC("Null char. Skipping");
continue;
}
s += v;
}
try
{
Game1.playSound(s);
Log.AsyncG("Sucessful sound! " + s);
successfulMusic.Add(s);
}
catch(Exception e)
{
// Log.AsyncR("Failed sound. " + s);
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
File.WriteAllLines("musicList.txt", successfulMusic);
}
}
}

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@ -0,0 +1,75 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{E8168C3C-AA68-419D-9441-1F63E7F59201}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>MusicNameSeeker</RootNamespace>
<AssemblyName>MusicNameSeeker</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<NuGetPackageImportStamp>
</NuGetPackageImportStamp>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Class1.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="..\packages\Pathoschild.Stardew.ModBuildConfig.1.5.0\build\Pathoschild.Stardew.ModBuildConfig.targets" Condition="Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.5.0\build\Pathoschild.Stardew.ModBuildConfig.targets')" />
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
</PropertyGroup>
<Error Condition="!Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.5.0\build\Pathoschild.Stardew.ModBuildConfig.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Pathoschild.Stardew.ModBuildConfig.1.5.0\build\Pathoschild.Stardew.ModBuildConfig.targets'))" />
</Target>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
<Target Name="AfterBuild">
<PropertyGroup>
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
</PropertyGroup>
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
</Target>
</Project>

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@ -0,0 +1,36 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("MusicNameSeeker")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("MusicNameSeeker")]
[assembly: AssemblyCopyright("Copyright © 2017")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("e8168c3c-aa68-419d-9441-1f63e7f59201")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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@ -0,0 +1,14 @@
{
"Name": "MusicNameSeeker",
"Authour": "Alpha_Omegasis",
"Version": {
"MajorVersion": 0,
"MinorVersion": 0,
"PatchVersion": 1,
"Build": ""
},
"Description": "Search for the music of the game.?",
"UniqueID": "4be88c18-b6f3-49b0-ba96-f94b1a5be890",
"PerSaveConfigs": false,
"EntryDll": "MusicNameSeeker.dll"
}

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@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Pathoschild.Stardew.ModBuildConfig" version="1.5.0" targetFramework="net45" />
</packages>

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@ -0,0 +1,345 @@
doorClose
archaeo
axe
boulderCrack
coin
cut
dialogueCharacter
dialogueCharacterClose
dropItemInWater
ghost
grunt
hammer
hoeHit
openBox
pickUpItem
sandyStep
seeds
shadowpeep
shiny4
smallSelect
throwDownITem
grassyStep
stoneStep
thudStep
eat
fishBite
toolSwap
pullItemFromWater
woodyStep
bob
dwoop
explosion
crafting
detector
furnace
powerup
desolate
jaunty
starshoot
sappypiano
musicboxsong
50s
ragtime
sadpiano
fuse
echos
sampractice
heavy
honkytonky
poppy
shimmeringbastion
aerobics
hitEnemy
slime
Duggy
money
toolCharge
ow
death
fireball
rabbit
woodyHit
breathout
breathin
wind
springtown
wavy
clubloop
achievement
wedding
flute
drumkit0
drumkit1
drumkit2
drumkit3
drumkit4
drumkit5
drumkit6
phone
thunder
rain
crickets
wand
title_night
questcomplete
cavedrip
objectiveComplete
backpackIN
Crystal
Bells
Cavern
Secret
Gnomes
Cloth
Icicles
XOR
Near
The
Planet
Core
Of
Dwarves
spring2
spring3
Pink
Petals
Tropical
Jam
Ghost
Synth
Plums
Majestic
Orange
summer2
Cyclops
winter3
New
Snow
croak
treethud
treecrack
axchop
leafrustle
crystal
sweet
potterySmash
select
flameSpellHit
flameSpell
debuffHit
debuffSpell
monsterdead
clubhit
clubswipe
openChest
rockGolemSpawn
rockGolemDie
darkCaveLoop
bugLevelLoop
batFlap
batScreech
bigDrums
clubSmash
ocean
spring_day_ambient
marnieShop
toyPiano
skeletonStep
skeletonDie
skeletonHit
slimeHit
dustMeep
throw
minecartLoop
CloudCountry
roadnoise
busDoorOpen
SettlingIn
sipTea
shadowDie
shadowHit
healSound
coldSpell
tribal
Upper_Ambient
Frost_Ambient
Lava_Ambient
yoba
warrior
slingshot
discoverMineral
trashcan
newArtifact
reward
newRecord
newRecipe
Overcast
woodsTheme
stumpCrack
secret1
trainWhistle
trainLoop
getNewSpecialItem
nightTime
Meteorite
UFO
owl
dogs
scissors
Milking
Duck
sheep
killAnimal
boulderBreak
sell
purchaseClick
cast
SinWave
slowReel
fastReel
tinyWhip
button1
FishHit
jingle1
fishEscape
fishSlap
Cowboy_OVERWORLD
Cowboy_singing
Cowboy_Secret
Cowboy_gunshot
cowboy_boss
cowboy_dead
Cowboy_Footstep
Cowboy_undead
cowboy_powerup
cowboy_gunload
cowboy_gopher
cowboy_explosion
cowboy_outlawsong
playful
AbigailFlute
AbigailFluteDuet
breezy
kindadumbautumn
Hospital_Ambient
breakingGlass
spaceMusic
robotSoundEffects
robotBLASTOFF
pool_ambient
cameraNoise
keyboardTyping
mouseClick
elliottPiano
tinymusicbox
gusviolin
whistle
event1
tickTock
FlowerDance
event2
moonlightJellies
fallFest
christmasTheme
junimoMeep1
communityCenter
junimoStarSong
busDriveOff
stairsdown
serpentHit
serpentDie
dogWhining
shwip
fallDown
WizardSong
doorCreakReverse
cacklingWitch
glug
harvest
rooster
dog_pant
dog_bark
spirits_eve
MainTheme
jojaOfficeSoundscape
grandpas_theme
fall_day_ambient
summer_day_ambient
snowyStep
spring1
summer1
summer3
fall3
fall1
fall2
winter2
winter1
libraryTheme
cracklingFire
babblingBrook
heavyEngine
spring_night_ambient
cricketsAmbient
distantBanjo
give_gift
MarlonsTheme
Saloon1
stardrop
crit
cancel
winter_day_ambient
Stadium_cheer
Stadium_ambient
EmilyDance
EmilyDream
EmilyTheme
parrot
shaneTheme
bigDeSelect
bigSelect
stoneCrack
wateringCan
cluck
swordswipe
slimedead
EarthMine
FrostMine
LavaMine
goat
cow
SpringBirds
springsongs
Ship
boop
pig
rainsound
purchase
daggerswipe
flybuzzing
rockGolemHit
parry
seagulls
clank
trashcanlid
distantTrain
dwop
bubbles
moneyDial
gulp
purchaseRepeat
dirtyHit
fishingRodBend
waterSlosh
Cowboy_monsterDie
Pickup_Coin15
cowboy_monsterhit
slosh
woodWhack
barrelBreak
doorCreak
doorOpen
crow
thunder_small
cat

View File

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bigSelect
stoneCrack
wateringCan
cluck
swordswipe
slimedead
EarthMine
FrostMine
LavaMine
goat
cow
SpringBirds
springsongs
Ship
boop
pig
rainsound
purchase
daggerswipe
flybuzzing
rockGolemHit
parry
seagulls
clank
trashcanlid
distantTrain
dwop
bubbles
moneyDial
gulp
purchaseRepeat
dirtyHit
fishingRodBend
waterSlosh
Cowboy_monsterDie
Pickup_Coin15
cowboy_monsterhit
slosh
woodWhack
barrelBreak
doorCreak
doorOpen
crow
thunder_small
cat