fixed the rondo lua script to include a scaler for text display.
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@ -1,6 +1,5 @@
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--Castlevania: Rondo of Blood
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Size = 3
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fill = 0x64FFC8C8
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line = 0xFFFFC8C8
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@ -20,8 +19,8 @@ function drawObjInfo()
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--clipping
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if(adjustedX > 0 and adjustedY > 0) then
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gui.text(
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adjustedX * Size,
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adjustedY * Size,
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adjustedX * xmult,
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adjustedY * ymult,
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objX
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.. " " .. objY
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-- .. " " .. "#" .. i
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@ -105,7 +104,7 @@ function dispProperties(num)
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}
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for i = 1,8 do
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gui.text((10+(i*20)) * size,100 * size, mainmemory.read_u8(ObjDamageInfo[i]+num))
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gui.text((10+(i*20)) * xmult ,100 * ymult, mainmemory.read_u8(ObjDamageInfo[i]+num))
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end
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hitBoxInfo = {
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@ -116,7 +115,7 @@ function dispProperties(num)
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}
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for i = 1,4 do
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gui.text((10+(i*20)) * size,120 * size, mainmemory.read_u8(hitBoxInfo[i]+num))
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gui.text((10+(i*20)) * xmult,120 * ymult, mainmemory.read_u8(hitBoxInfo[i]+num))
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end
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ObjPositionInfo = {
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@ -129,7 +128,7 @@ function dispProperties(num)
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}
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for i = 1,6 do
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gui.text((10+(i*20)) * size,140 * size, mainmemory.read_u8(ObjPositionInfo[i]+num))
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gui.text((10+(i*20)) * xmult,140 * ymult, mainmemory.read_u8(ObjPositionInfo[i]+num))
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end
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collisionInfo = {
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@ -139,15 +138,17 @@ function dispProperties(num)
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}
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for i = 1,3 do
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gui.text((10+(i*20)) * size,160 * size, mainmemory.read_u8(collisionInfo[i]+num))
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gui.text((10+(i*20)) * xmult,160 * ymult, mainmemory.read_u8(collisionInfo[i]+num))
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end
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end
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while true do
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--Multiplier for text rendering
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xmult = client.screenwidth() / 256
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ymult = client.screenheight() / 225
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line = 0xFFFFC8C8
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--display info about a given object
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-- dispProperties(0)
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--dispProperties(0)
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drawHitBoxes()
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drawObjInfo()
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