448 lines
11 KiB
Lua
448 lines
11 KiB
Lua
-- Gargoyles, Genesis (BizHawk)
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-- feos, 2015-2016
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--== Shortcuts ==--
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rb = memory.read_u8
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rw = memory.read_u16_be
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rws = memory.read_s16_be
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r24 = memory.read_u24_be
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rl = memory.read_u32_be
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box = gui.drawBox
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text = gui.pixelText
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line = gui.drawLine
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AND = bit.band
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SHIFT = bit.rshift
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--== RAM addresses ==--
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levnum = 0xff00ba
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LevelFlr = 0xff00c0
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LevelCon = 0xff00c4
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mapline_tab = 0xff0244
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GlobalBase = 0xff1c76
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GolBase = 0xff2c76
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MapA_Buff = 0xff4af0
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--== Camera Hack ==--
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camhack = false
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div = 1 -- scale
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size = 16/div -- block size
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--== Block cache ==--
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col = 0 -- block color
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opout = 0x33000000 -- outer opacity
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opin = 0x66000000 -- inner opacity
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op = 0xff000000
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cache = {}
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--== Other stuff ==--
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XposLast = 0
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YposLast = 0
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room = 0
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workinglast = 0
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lagcount = emu.lagcount()
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gui.defaultPixelFont("fceux")
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function main()
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rnd1 = rl (0xff001c)
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rnd2 = rw (0xff0020)
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working = rb (0xff0073)
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xblocks = rw (0xff00d4)
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mapw = rw (0xff00d4)*8
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maph = rw (0xff00d6)*8
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Xpos = rws(0xff0106)
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Ypos = rws(0xff0108)
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camx = rws(0xff010c)+16
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camy = rws(0xff010e)+16
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run = rb (0xff1699)
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inv = rw (0xff16d2)
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health = rws(0xff2cc6)
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backx = camx
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backy = camy
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Xspd = Xpos-XposLast
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Yspd = Ypos-YposLast
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facing = AND(rb(GolBase+0x48),2) -- object flag 1
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Background()
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CamhackHUD()
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Objects()
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PlayerBoxes()
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HUD()
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RoomTime()
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Input()
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end
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function RoomTime()
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local start11 = 894--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(160,214,"room cnt: "..room, "white")
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end
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function HUD()
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text(1, 0,emu.framecount(), framecol)
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text(1,20,emu.lagcount(), "red")
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text(1,30,movie.rerecordcount(),"orange")
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if working>0 then return end
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if rndlast ~= rnd1 then rndcol = "red" else rndcol = "white" end
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text( 0,214,"rnd: ","yellow")
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text( 26,214,string.format("%08X %04X",rnd1,rnd2),rndcol)
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text(277, 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)
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)
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end
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function CamhackHUD()
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if working==0 then
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-- screen edge
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box((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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0xff0000ff)
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-- map edge
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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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text(260,206,string.format("cHack: %s\nscale: %d",ch,div))
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end
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function Background()
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if working>0 then
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cache = {}
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return
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end
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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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box(0,0,320,240,0,0x66000000)
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ch = "on"
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else
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ch = "off"
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end
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local border = 0
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local offset = 32
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local basex = camx+border
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local basey = camy+border
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local basei = PosToIndex(basex-offset,basey-offset)
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local boundx = 320*div-border
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local boundy = 224*div-border
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local xblockstockeck = ((camx+boundx+offset)-(basex-offset))/size/div
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local yblockstockeck = ((camy+boundy+offset)-(basey-offset))/size/div
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for yblock = 0,yblockstockeck do
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for xblock = 0,xblockstockeck do
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local i = yblock*xblocks+xblock+basei
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local x = basex+xblock*size*div
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local y = basey+yblock*size*div
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if InBounds(x,basex-offset,camx+boundx+offset) then
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local unit = cache[i]
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if unit == nil or workinglast>0 then
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if InBounds(x,basex,camx+boundx)
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and InBounds(y,basey,camy+boundy)
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then cache[i] = GetBlock(x,y)
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end
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else
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if not InBounds(x,basex,camx+boundx)
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and not InBounds(y,basey,camy+boundy)
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then cache[i] = nil
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end
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end
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if unit ~= nil then
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DrawBG(unit,x,y)
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end
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elseif cache[i] ~= nil
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then cache[i] = nil
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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 DrawBG(unit, x, y)
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local val= 0
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local x1 = x/div-camx/div-(camx%16)/div
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local x2 = x1+size-1
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local y1 = y/div-camy/div-(camy%16)/div
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local y2 = y1+size-1
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if unit.contour ~= nil 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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val = unit.contour[pixel]
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if val>0 then
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gui.drawPixel(
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x1+pixel/div,
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y1+val/div-1/div,
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0xffffff00)
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end
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end
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end
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if unit.block>0 then
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local Fn = DrawBlock[unit.block] or DrawBlockDefault
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Fn(x1,y1,x2,y2)
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box(x1,y1,x2,y2,col+opin,col+opout)
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end
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end
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function GetBlock(x,y)
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if working>0 then return nil end
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local final = { contour={}, block=0 }
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if x>0 and x<mapw
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and y>0 and y<maph then
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local pixels = 0
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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 = r24(LevelFlr+1)
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local d1 = SHIFT(rw(MapA_Buff+d4+SHIFT(x,4)*2),1)
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final.block = rb(a1+d1+2)
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d1 = rw(a1+d1)
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a1 = r24(LevelCon+1)+d1
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if rb(a1)>0 or rb(a1+8)>0 then
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for pixel=0,15 do
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final.contour[pixel] = rb(a1+pixel)
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end
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else
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final.contour = nil
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end
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else
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return nil
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end
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return final
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end
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function PosToIndex(x,y)
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return math.floor(x/16)+math.floor(y/16)*xblocks
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end
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function IndexToPos(i)
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return { x=(i%xblocks)*16, y=math.floor(i/xblocks)*16 }
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end
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function InBounds(x,minimum,maximum)
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if x>=minimum and x<=maximum
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then return true
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else return false
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end
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end
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DrawBlock = {
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[0x80] = function(x1,y1,x2,y2) -- 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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end,
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[0x81] = function(x1,y1,x2,y2) -- CEILING
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col = 0x00ffffff -- white
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line(x1,y2,x2,y2,col+op) -- bottom
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end,
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[0x82] = function(x1,y1,x2,y2) -- 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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end,
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[0x83] = function(x1,y1,x2,y2) -- CLIMB_R
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col = 0x0000ffff -- cyan
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line(x1,y1,x1,y2,col+op) -- left
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end,
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[0x84] = function(x1,y1,x2,y2) -- CLIMB_L
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col = 0x0000ffff -- cyan
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line(x2,y1,x2,y2,col+op) -- right
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end,
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[0x85] = function(x1,y1,x2,y2) -- 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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end,
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[0x86] = function(x1,y1,x2,y2) -- 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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end,
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[0x87] = function(x1,y1,x2,y2) -- 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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end,
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[0x88] = function(x1,y1,x2,y2) -- 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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end,
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[0x70] = function(x1,y1,x2,y2) -- 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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end,
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[0x7f] = function(x1,y1,x2,y2) -- EXIT
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col = 0x00ffff00 -- yellow
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end,
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[0xd0] = function(x1,y1,x2,y2) -- SPIKES
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col = 0x00ff0000 -- red
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box(x1,y1,x2,y2,col,col+opout)
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end,
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[0xd1] = function(x1,y1,x2,y2) -- SPIKES
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col = 0x00ff0000 -- red
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box(x1,y1,x2,y2,col,col+opout)
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end
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}
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function DrawBlockDefault(x1,y1,x2,y2)-- 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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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 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 = r24(base+0x75) -- 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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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,0x88000000,"gens")
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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
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then col = 0xffff0000 -- projectile
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else 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,0x88000000,"gens")
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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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local xx = (Xpos-camx)/div
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local 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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function Input()
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local i,u,d,l,r,a,b,c,s
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if movie.isloaded() then
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i = movie.getinput(emu.framecount()-1)
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else
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i = joypad.getimmediate()
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end
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if i["P1 Up" ] then u = "U" else u = " " end
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if i["P1 Down" ] then d = "D" else d = " " end
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if i["P1 Left" ] then l = "L" else l = " " end
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if i["P1 Right"] then r = "R" else r = " " end
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if i["P1 A" ] then a = "A" else a = " " end
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if i["P1 B" ] then b = "B" else b = " " end
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if i["P1 C" ] then c = "C" else c = " " end
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if i["P1 Start"] then s = "S" else s = " " end
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text(1,10,u..d..l..r..a..b..c..s,"yellow")
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end
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event.onframeend(function()
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emu.setislagged(rb(0xfff6d4)==0)
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if rb(0xfff6d4)==0 then
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lagcount = lagcount+1
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framecol = "red"
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else
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framecol = "white"
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end
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emu.setlagcount(lagcount)
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rndlast = rnd1
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workinglast = working
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XposLast = Xpos
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YposLast = Ypos
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end)
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while true do
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main()
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emu.frameadvance()
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end |