BizHawk/Assets/Lua/NES/Super C.lua

142 lines
3.4 KiB
Lua

-- Author Pasky13
--Player
local px = 0x54C
local py = 0x532
--Player projectiles
local projxbase = 0x588
local projybase = 0x578
--Enemies
local ex = 0x53C
local ey = 0x522
local xm
local ym
local function draw_axis(x,y,color)
gui.drawLine(x,y-4,x,y+4,color)
gui.drawLine(x-4,y,x+4,y,color)
end
local function sign(val)
if val > 0x7F then
val = 256 + (val * -1)
end
return val
end
memory.usememorydomain("PRG ROM")
local function player()
-- Player 1
if mainmemory.read_u8(0xC6) ~= 0 then
local x = mainmemory.read_u8(px)
local y = mainmemory.read_u8(py)
draw_axis(x,y,0xFF0000FF)
end
-- Player 2
if mainmemory.read_u8(0xC7) ~= 0 then
x = mainmemory.read_u8(px+1)
y = mainmemory.read_u8(py+1)
draw_axis(x,y,0xFF0000FF)
end
end
local function bullets()
-- P1
if mainmemory.read_u8(0xC6) ~= 0 then
for i = 0,9,1 do
local x = mainmemory.read_u8(projxbase + i)
local y = mainmemory.read_u8(projybase + i)
if mainmemory.read_u8(0x638 + i) > 0 then
gui.drawBox(x-2,y-2,x+2,y+2,0xFFFFFFFF,0x40FFFFFF)
end
end
end
-- P2
if mainmemory.read_u8(0xC7) ~= 0 then
for i = 0,9,1 do
local x = mainmemory.read_u8(0x592 + i)
local y = mainmemory.read_u8(0x582 + i)
if mainmemory.read_u8(0x642 + i) > 0 then
gui.drawBox(x-2,y-2,x+2,y+2,0xFFFFFFFF,0x40FFFFFF)
end
end
end
end
local function enemies()
local active
local etype
local fill
local outl
for i = 0,0x0D,1 do
active = mainmemory.read_u8(0x508+i) -- sprite frame
etype = mainmemory.read_u8(0x73A + i)
if etype == 4 or etype == 0x0C then
fill = 0xFF00FF00
outl = 0x3500FF00
else
fill = 0xFFFF0000
outl = 0x35FF0000
end
local x = mainmemory.read_u8(ex + i)
local y = mainmemory.read_u8(ey + i)
-- Player 1 collision detection
if mainmemory.read_u8(0xC6) ~= 0 then
if active > 0 then
local offset = ((mainmemory.read_u8(0xC6) + etype + 1) % 0x100)
local xoff = sign(memory.read_u8(0x6000 + offset + 1)) + 1
local xrad = memory.read_u8(0x6000 + offset + 3)
local yoff = sign(memory.read_u8(0x6000 + offset)) + 1
local yrad = memory.read_u8(0x6000 + offset + 2)
gui.drawBox(x-xoff,y-yoff,x-xoff+xrad,y-yoff+yrad,fill,outl)
end
end
-- Player 2 collision detection
if mainmemory.read_u8(0xC7) ~= 0 then
if active > 0 then
local offset = ((mainmemory.read_u8(0xC7) + etype + 1) % 0x100)
local xoff = sign(memory.read_u8(0x6000 + offset + 1)) + 1
local xrad = memory.read_u8(0x6000 + offset + 3)
local yoff = sign(memory.read_u8(0x6000 + offset)) + 1
local yrad = memory.read_u8(0x6000 + offset + 2)
gui.drawBox(x-xoff,y-yoff,x-xoff+xrad,y-yoff+yrad,fill,outl)
end
end
-- Projectile collision
if active > 0 and etype ~= 4 and etype ~= 0x0C then
local poffset = etype + 0xA0
local pxoff = sign(memory.read_u8(0x6000 + poffset + 1)) + 1
local pxrad = memory.read_u8(0x6000 + poffset + 3) - 2
local pyoff = sign(memory.read_u8(0x6000 + poffset)) + 1
local pyrad = memory.read_u8(0x6000 + poffset + 2) - 2
gui.drawBox(x-pxoff,y-pyoff,x-pxoff+pxrad,y-pyoff+pyrad,0xFFFFFF00,0x40FFFF00)
end
end
end
local function scaler()
xm = client.screenwidth() / 256
ym = client.screenheight() / 224
end
while true do
scaler()
player()
bullets()
enemies()
emu.frameadvance()
end