Added a HitBox Script for SMB2U, it runs but still a bit buggy.
This commit is contained in:
parent
cf9606eb49
commit
152f6f37e8
|
@ -0,0 +1,175 @@
|
|||
-- Super Mario Bros. 2 USA - Grids & Contents (Unfinished)
|
||||
-- Super Mario Bros. 2 (U) (PRG0) [!].nes
|
||||
-- Written by QFox
|
||||
-- 31 July 2008
|
||||
|
||||
-- shows (proper!) grid and contents. disable grid by setting variable to false
|
||||
-- shows any non-air grid's tile-id
|
||||
-- Slow! Will be heavy on lighter systems
|
||||
|
||||
|
||||
|
||||
local angrybirdo = false; -- makes birdo freak, but can skew other creatures with timing :)
|
||||
local drawgrid = false; -- draws a green grid
|
||||
|
||||
local function box(x1,y1,x2,y2,color)
|
||||
-- gui.text(50,50,x1..","..y1.." "..x2..","..y2);
|
||||
gui.drawNew()
|
||||
if (x1 > 0 and x1 < 0xFF and x2 > 0 and x2 < 0xFF and y1 > 0 and y1 < 239 and y2 > 0 and y2 < 239) then
|
||||
gui.drawRectangle(x1,y1,x2,y2,color);
|
||||
end;
|
||||
gui.drawFinish()
|
||||
end;
|
||||
local function text(x,y,str)
|
||||
if (x > 0 and x < 0xFF and y > 0 and y < 240) then
|
||||
--gui.text(x,y,str);
|
||||
end;
|
||||
end;
|
||||
local function toHexStr(n)
|
||||
local meh = "%X";
|
||||
return meh:format(n);
|
||||
end;
|
||||
|
||||
while (true) do
|
||||
if (angrybirdo and mainmemory.read_u8(0x0010) > 0x81) then memory.writebyte(0x0010, 0x6D); end; -- birdo fires eggs constantly :p
|
||||
|
||||
-- px = horzizontal page of current level
|
||||
-- x = page x (relative to current page)
|
||||
-- rx = real x (relative to whole level)
|
||||
-- sx = screen x (relative to viewport)
|
||||
local playerpx = mainmemory.read_u8(0x0014);
|
||||
local playerpy = mainmemory.read_u8(0x001E);
|
||||
local playerx = mainmemory.read_u8(0x0028);
|
||||
local playery = mainmemory.read_u8(0x0032);
|
||||
local playerrx = (playerpx*0xFF)+playerx;
|
||||
local playerry = (playerpy*0xFF)+playery;
|
||||
local playerstate = mainmemory.read_u8(0x0050);
|
||||
local screenoffsetx = mainmemory.read_u8(0x04C0);
|
||||
local screenoffsety = mainmemory.read_u8(0x00CB);
|
||||
|
||||
local playersx = (playerx - screenoffsetx);
|
||||
if (playersx < 0) then playersx = playersx + 0xFF; end;
|
||||
|
||||
local playersy = (playery - screenoffsety);
|
||||
if (playersy < 0) then playersy = playersy + 0xFF; end;
|
||||
|
||||
if (playerstate ~= 0x07) then
|
||||
box(playersx, playersy, playersx+16, playersy+16, "green");
|
||||
end;
|
||||
|
||||
if (mainmemory.read_u8(0x00D8) == 0) then -- not scrolling vertically
|
||||
-- show environment
|
||||
-- i have playerrx, which is my real position in this level
|
||||
-- i have the level, which is located at 0x6000 (the SRAM)
|
||||
-- each tile (denoted by one byte) is 16x16 pixels
|
||||
-- each screen is 15 tiles high and about 16 tiles wide
|
||||
-- to get the right column, we add our playerrx/16 to 0x6000
|
||||
-- to be exact:
|
||||
-- 0x6000 + (math.floor(playerrx/16) * 0xF0) + math.mod(playerx,0x0F)
|
||||
|
||||
local levelstart = 0x6000; -- start of level layout in RAM
|
||||
|
||||
-- ok, here we have two choices. either this is a horizontal level or
|
||||
-- it is a vertical level. We have no real way of checking this, but
|
||||
-- luckily levels are either horizontal or vertical :)
|
||||
-- so there are three possibilities
|
||||
-- 1: you're in 0:0, no worries
|
||||
-- 2: you're in x:0, you're in a horizontal level
|
||||
-- 3: you're in 0:y, you're in a vertical level
|
||||
|
||||
|
||||
local addleftcrap = math.mod(screenoffsetx,16)*-1; -- works as padding to keep the grid aligned
|
||||
local leftsplitrx = (mainmemory.read_u8(0x04BE)*0x100) + (screenoffsetx + addleftcrap); -- column start left. add addleftcrap to iterative stuff to build up
|
||||
local addtopcrap = math.mod(screenoffsety,15); -- works as padding to keep the grid aligned
|
||||
local columns = math.floor(leftsplitrx/16); -- column x of the level is on the left side of the screen
|
||||
|
||||
if (drawgrid) then -- print grid?
|
||||
for i=0,15 do
|
||||
-- text(addleftcrap+(i*16)-1, 37, toHexStr(columns+i)); -- print colnumber in each column
|
||||
for j=0,17 do
|
||||
box(addleftcrap+(i*16), addtopcrap+(j*16), addleftcrap+(i*16)+16, addtopcrap+(j*16)+16, "green"); -- draw green box for each cell
|
||||
end;
|
||||
end;
|
||||
end;
|
||||
|
||||
-- 42=mushroom if you go sub
|
||||
-- 45=small
|
||||
-- 44=big
|
||||
-- 49=subspace
|
||||
-- 6c=pow
|
||||
-- 4e=cherry
|
||||
|
||||
local topsplitry = (screenoffsety);
|
||||
|
||||
-- starting page (might flow into next page). if the number of columns
|
||||
-- is > 16, its a horizontal level, else its a vertical level. in either
|
||||
-- case, the other will not up this value.
|
||||
local levelpage =
|
||||
levelstart +
|
||||
((math.floor(columns/16))*0xF0) +
|
||||
(mainmemory.read_u8(0x00CA)*0x100) +
|
||||
topsplitry;
|
||||
local levelcol = math.mod(columns,16); -- this is our starting column
|
||||
|
||||
--text(10,150,toHexStr(topsplitry).." "..toHexStr(levelcol).." "..toHexStr(levelpage+levelcol).." "..toHexStr(leftsplitrx));
|
||||
|
||||
for j=0,15 do -- 16 columns
|
||||
if (levelcol + j > 15) then -- go to next page
|
||||
levelpage = levelpage + 0xF0;
|
||||
levelcol = -j;
|
||||
end;
|
||||
for i=0,14 do -- 15 rows
|
||||
local tile = mainmemory.read_u8(levelpage+(levelcol+j)+(i*0x10));
|
||||
if (tile ~= 0x40) then
|
||||
text(-2+addleftcrap+(j*16),5+(i*16),toHexStr(tile));
|
||||
end;
|
||||
end;
|
||||
end;
|
||||
end; -- not scrolling if
|
||||
|
||||
-- print some generic stats
|
||||
text(2,10,"x:"..toHexStr(screenoffsetx));
|
||||
text(2,25,"y: "..toHexStr(screenoffsety));
|
||||
text(230,10,mainmemory.read_u8(0x04C1));
|
||||
text(100,10,"Page: "..playerpx..","..playerpy);
|
||||
text(playersx,playersy,playerrx.."\n"..playery);
|
||||
|
||||
-- draw enemy info
|
||||
local startpx = 0x0015;
|
||||
local startpy = 0x001F;
|
||||
local startx = 0x0029;
|
||||
local starty = 0x0033;
|
||||
local drawn = 0x0051;
|
||||
local type = 0x0090;
|
||||
for i=0,9 do
|
||||
local estate = mainmemory.read_u8(drawn+i);
|
||||
if (estate ~= 0) then
|
||||
local ex = mainmemory.read_u8(startx+i);
|
||||
local epx = mainmemory.read_u8(startpx+i);
|
||||
local ey = mainmemory.read_u8(starty+i);
|
||||
local epy = mainmemory.read_u8(startpy+i);
|
||||
local erx = (epx*0xFF)+ex;
|
||||
local ery = (epy*0xFF)+ey;
|
||||
local esx = (ex - screenoffsetx);
|
||||
if (esx < 0) then esx = esx + 0xFF; end;
|
||||
local esy = (ey - screenoffsety);
|
||||
if (esy < 0) then esy = esy + 0xFF; end;
|
||||
|
||||
--text(10, 20+(16*i), i..": "..esx.." "..erx); -- show enemy position list
|
||||
|
||||
-- show enemy information
|
||||
if ((erx > playerrx-127) and erx < (playerrx+120)) then
|
||||
--text(esx,esy,erx); -- show level x pos above enemy
|
||||
local wtf = "%X";
|
||||
text(esx,esy,wtf:format(mainmemory.read_u8(type+i))); -- show enemy code
|
||||
if (estate == 1 and i < 5) then
|
||||
box(esx, esy, esx+16, esy+16, "red");
|
||||
else
|
||||
box(esx, esy, esx+16, esy+16, "blue");
|
||||
end;
|
||||
end;
|
||||
end;
|
||||
end; -- enemy info
|
||||
|
||||
emu.frameadvance();
|
||||
end;
|
Loading…
Reference in New Issue