diff --git a/BizHawk.MultiClient/output/Lua/SMB2U.lua b/BizHawk.MultiClient/output/Lua/SMB2U.lua new file mode 100644 index 0000000000..1ff4b72906 --- /dev/null +++ b/BizHawk.MultiClient/output/Lua/SMB2U.lua @@ -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; \ No newline at end of file