new lua script, relying on recent features.
show frame when rewinding.
This commit is contained in:
parent
72b650d606
commit
173b9e9d76
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@ -3609,6 +3609,16 @@ namespace BizHawk.Client.EmuHawk
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this.master = master;
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}
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private bool IsSlave
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{
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get { return master != null; }
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}
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public void TakeBackControl()
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{
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master = null;
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}
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private int SlotToInt(string slot)
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{
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return int.Parse(slot.Substring(slot.Length - 1, 1));
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@ -3936,16 +3946,6 @@ namespace BizHawk.Client.EmuHawk
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}
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}
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private bool IsSlave
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{
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get { return master != null; }
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}
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public void TakeBackControl()
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{
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master = null;
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}
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private void GBAcoresettingsToolStripMenuItem1_Click(object sender, EventArgs e)
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{
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GenericCoreConfig.DoDialog(this, "Gameboy Advance Settings");
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@ -3970,7 +3970,7 @@ namespace BizHawk.Client.EmuHawk
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{
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if (Global.ClientControls["Rewind"] || PressRewind)
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{
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runFrame = false; // TODO: the master should be deciding this!
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runFrame = true; // TODO: the master should be deciding this!
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return master.Rewind();
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}
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}
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@ -0,0 +1,287 @@
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-- Gargoyles, Genesis
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-- feos, 2015
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--== Shortcuts ==--
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local rb = memory.read_u8
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local rw = memory.read_u16_be
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local rws = memory.read_s16_be
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local rl = memory.read_u32_be
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local box = gui.drawBox
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local text = gui.pixelText
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local line = gui.drawLine
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local AND = bit.band
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local SHIFT= bit.rshift
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--== RAM addresses ==--
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local GlobalBase = 0x1c76
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local GolBase = 0x2c76
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local MapA_Buff = 0x4af0
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local mapline_tab = 0x0244
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local LevelFlr = 0x00c0
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local LevelCon = 0x00c4
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local levnum = 0x00ba
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--== Camera Hack ==--
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local camhack = false
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local div = 1 -- scale
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local size = 16/div -- block size
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--== Other stuff ==--
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local XposLast = 0
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local YposLast = 0
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function main()
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camx = (rws(0x010c)+16)
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camy = (rws(0x010e)+16)
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backx = camx
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backy = camy
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mapw = rw(0x00d4)*8
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maph = rw(0x00d6)*8
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-- text(100,0,mapw.." "..maph)
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Xpos = rws(0x0106)
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Ypos = rws(0x0108)
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health = rws(0x2cc6)
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facing = AND(rb(GolBase+0x48),2) -- object flag 1
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working= rb(0x0073)
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if camhack then
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camx = Xpos-320/2*div
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camy = Ypos-224/2*div
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end
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run = rb(0x1699)
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inv = rw(0x16d2)
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rnd1 = rl(0x001c)
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rnd2 = rw(0x0020)
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Xspd = Xpos-XposLast
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Yspd = Ypos-YposLast
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XposLast = Xpos
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YposLast = Ypos
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rndlast = rnd1
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--[ [--
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if camhack then box(0,0,320,240,0,0x66000000) end
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if working==0 then
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box(
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(backx-camx- 1)/div,
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(backy-camy- 1)/div,
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(backx-camx+320)/div,
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(backy-camy+224)/div,
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0x0000ffff)
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box( 0-camx/div+size,
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0-camy/div+size,
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mapw/div-camx/div,
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maph/div-camy/div,
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0xff0000ff)
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end
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for i=0,20*div do
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for j=0,14*div do
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GetBlock(i,j)
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end
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end
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--]]--
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Objects()
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PlayerBoxes()
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HUD()
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RoomTime()
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end
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function RoomTime()
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local start11 = 767
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local start12 = 2294
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local start13 = 4101
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local startl4 = 6000
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timer = emu.framecount()
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if timer < start11 then room = timer
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elseif timer < start12 then room = timer - start11
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elseif timer < start13 then room = timer - start12
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elseif timer < startl4 then room = timer - start13
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end
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text(100,217,"room cnt: "..room)
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end
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function GetBlock(x,y)
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if working>0 then return end
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x = camx+x*size*div-AND(camx,0xF)
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y = camy+y*size*div-AND(camy,0xF)
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if x>0 and x<mapw and y>0 and y<maph then
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local x1 = x/div-camx/div
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local x2 = x1+size-1
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local y1 = y/div-camy/div
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local y2 = y1+size-1
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local d4 = rw(mapline_tab+SHIFT(y,4)*2)
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local a1 = AND(rl(LevelFlr),0xffff)
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local d1 = SHIFT(rw(MapA_Buff+d4+SHIFT(x,4)*2),1)
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local ret = rb(a1+d1+2) -- block
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local col = 0 -- block color
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local opout = 0x33000000 -- outer opacity
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local opin = 0x66000000 -- inner opacity
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local op = 0xff000000
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d1 = rw(a1+d1)
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a1 = AND(rl(LevelCon),0xffffff)+d1
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if rb(a1,"MD CART")>0 or rb(a1+8,"MD CART")>0 then
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box(x1,y1,x2,y2,0x5500ff00,0x5500ff00)
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for pixel=0,15 do
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retc = rb(a1+pixel,"MD CART") -- contour
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if retc>0 then
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gui.drawPixel(x1+pixel/div,y1+retc/div-1/div,0xffffff00)
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-- text(x1,y1,string.format("%X",retc))
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end
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end
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end
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local lol = 0
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--if lol==0 then return end
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if ret>0 then
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if ret==0x80 then -- WALL
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col = 0x00ffffff -- white
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line(x1,y1,x1,y2,col+op) -- left
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line(x2,y1,x2,y2,col+op) -- right
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elseif ret==0x81 then -- CEILING
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col = 0x00ffffff -- white
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line(x1,y2,x2,y2,col+op) -- bottom
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elseif ret==0x82 then -- CLIMB_U
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col = 0x0000ffff -- cyan
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line(x1,y2,x2,y2,col+op) -- bottom
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elseif ret==0x83 then -- CLIMB_R
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-- col = 0x00ffffff -- white
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-- line(x2,y1,x2,y2,col+op) -- right
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col = 0x0000ffff -- cyan
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line(x1,y1,x1,y2,col+op) -- left
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elseif ret==0x84 then -- CLIMB_L
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-- col = 0x00ffffff -- white
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-- line(x1,y1,x1,y2,col+op) -- left
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col = 0x0000ffff -- cyan
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line(x2,y1,x2,y2,col+op) -- right
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elseif ret==0x85 then -- CLIMB_LR
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col = 0x0000ffff -- cyan
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line(x1,y1,x1,y2,col+op) -- left
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line(x2,y1,x2,y2,col+op) -- right
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elseif ret==0x86 then -- CLIMB_R_STAND_R
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col = 0x00ffffff -- white
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line(x1,y1,x2,y1,col+op) -- top
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col = 0x0000ffff -- cyan
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line(x1,y1,x1,y2,col+op) -- left
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elseif ret==0x87 then -- CLIMB_L_STAND_L
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col = 0x00ffffff -- white
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line(x1,y1,x2,y1,col+op) -- top
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col = 0x0000ffff -- cyan
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line(x2,y1,x2,y2,col+op) -- right
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elseif ret==0x87 then -- CLIMB_LR_STAND_LR
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col = 0x00ffffff -- white
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line(x1,y1,x2,y1,col+op) -- top
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col = 0x00ff00ff -- cyan
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line(x1,y1,x1,y2,col+op) -- left
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col = 0x0000ffff -- cyan
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line(x2,y1,x2,y2,col+op) -- right
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elseif ret==0x70 then -- GRAB_SWING
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col = 0x0000ff00 -- green
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box(x1,y1,x2,y2,col,col+opout)
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-- elseif ret==0x72 then -- FORCE_TURN (for enemies)
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-- col = 0x0088ff00 -- green
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-- box(x1,y1,x2,y2,col,col+opout)
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elseif ret==0x7f then -- EXIT
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col = 0x00ffff00 -- yellow
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elseif ret==0xd0 or ret==0xd1 then -- SPIKES
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col = 0x00ff0000 -- red
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box(x1,y1,x2,y2,col,col+opout)
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else -- LEVEL_SPECIFIC
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col = 0x00ff8800 -- orange
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box(x1,y1,x2,y2,col+opin,col+opout)
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end
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box(x1,y1,x2,y2,col+opin,col+opout)
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-- text(x1,y1,string.format("%X",ret))
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end
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end
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end
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function HUD()
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if working>0 then return end
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if camhack then ch = "on" else ch = "off" end
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if rndlast~= rnd1 then rndcol = "red" else rndcol = "white" end
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if memory.readbyte(0xF6D4)==0 then text(170,217,"LAG","red") end
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text(280,210,string.format("cHack: %s\nscale: %d",ch,div))
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text( 0,217,"rnd: ","yellow")
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text( 20,217,string.format("%08X %04X",rnd1,rnd2),rndcol)
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text(290, 0,string.format(
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"x: %4d\ny: %4d\ndx: %3d\ndy: %3d\nhp: %3d\nrun:%3d\ninv:%3d",
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Xpos,Ypos,Xspd,Yspd,health,run,inv),"yellow"
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)
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end
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function Objects()
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if working>0 then return end
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for i=0,63 do
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local base = GlobalBase+i*128
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local flag2 = AND(rb(base+0x49),0x10) -- active
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if flag2==0x10 then
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local xpos = rw(base+0x00)
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local ypos = rw(base+0x02)
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-- local anm = rl(base+0x20)
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local dmg = rb(base+0x10)
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local type = rw(base+0x40)
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local hp = rw(base+0x50)
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local cRAM = rw(base+0x76) -- pointer to 4 collision boxes per object
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local col = 0 -- collision color
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local xscr = (xpos-camx)/div
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local yscr = (ypos-camy)/div
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if type==0 then
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-- gui.text(xscr,yscr,string.format("%X",anm))
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end
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for boxx=0,4 do
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local x1 = (rws(cRAM+boxx*8+0)-camx)/div
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local y1 = (rws(cRAM+boxx*8+2)-camy)/div
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local x2 = (rws(cRAM+boxx*8+4)-camx)/div
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local y2 = (rws(cRAM+boxx*8+6)-camy)/div
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if boxx==0 then
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col = 0xff00ff00 -- body
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if type==282 or type==258 then hp = 1 end -- archer hp doesn't matter
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if hp>0 and type>0 then
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text(x1+2,y1+1,string.format("%d",hp),col)
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end
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elseif boxx==1 then
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col = 0xffffff00 -- floor
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elseif boxx==2 then
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if dmg>0 then
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col = 0xffff0000 -- projectile
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else
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col = 0xff8800ff -- item
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end
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if dmg>0 then
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text(x1+2,y2+1,string.format("%d",dmg),col)
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end
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else
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col = 0xffffffff -- other
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end
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if x1~=0x8888 and x2<320 and x1>0 and y2<224 and y1>0 then
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box(x1,y1,x2,y2,col)
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end
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end
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end
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end
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end
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function PlayerBoxes()
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if working>0 then return end
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xx = (Xpos-camx)/div
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yy = (Ypos-camy)/div
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local col = 0xff00ffff
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local swcol = col -- usual detection
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if Yspd>0 then -- gimme swings to grab!!!
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swcol = 0xff00ff00
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elseif Yspd==0 then -- can tell that too
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swcol = 0xffffffff
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end
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if facing==2 then
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box(xx-0xf /div-2,yy-0x2c/div-1,xx-0xf /div+0,yy-0x2c/div+1,swcol) -- lefttop
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else
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box(xx+0xf /div-1,yy-0x2c/div-1,xx+0xf /div+1,yy-0x2c/div+1,swcol) -- rightttop
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end
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box(xx -1,yy-0x2c/div-1,xx +1,yy-0x2c/div+1,col) -- top
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box(xx-0xf /div-2,yy-0x1f/div-1,xx-0xf /div+0,yy-0x1f/div+1,col) -- left
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box(xx+0x10/div-1,yy-0x1f/div-1,xx+0x10/div+1,yy-0x1f/div+1,col) -- right
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-- box(xx -1,yy-0x1f/div-1,xx +1,yy-0x1f/div+1,col) -- center
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box(xx -1,yy-0x0f/div-1,xx +1,yy-0x0f/div+1,col) -- bottom
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box(xx -1,yy -1,xx +1,yy +1,0xffffff00) -- feet
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-- box(xx -1,yy+0x10/div-1,xx +1,yy+0x10/div+1,col) -- ground
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end
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--event.onframeend(main)
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while true do
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main()
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emu.frameadvance()
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end
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