Somewhat proper working script :)
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@ -1,12 +1,15 @@
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-- unfinished mario bros 2 script
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-- shows (proper!) grid for horizontal levels (b0rks in vertical levels for now)
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-- shows (proper!) grid and contents. disable grid by setting variable to false
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-- shows any non-air grid's tile-id
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-- is sloooow :p
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-- can be heavy on light systems
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-- Super Mario Bros. 2 (U) (PRG0) [!].rom
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-- qFox
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-- 31 july 2008
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local angrybirdo = false; -- makes birdo freak, but can skew other creatures with timing :)
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local drawgrid = true; -- draws a green grid
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local function box(x1,y1,x2,y2,color)
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-- gui.text(50,50,x1..","..y1.." "..x2..","..y2);
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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
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@ -24,7 +27,7 @@ local function toHexStr(n)
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end;
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while (true) do
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if (memory.readbyte(0x0010) > 0x81) then memory.writebyte(0x0010, 0x6D); end; -- birdo fires eggs constantly :p
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if (angrybirdo and memory.readbyte(0x0010) > 0x81) then memory.writebyte(0x0010, 0x6D); end; -- birdo fires eggs constantly :p
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-- px = horzizontal page of current level
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-- x = page x (relative to current page)
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@ -50,12 +53,84 @@ while (true) do
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box(playersx, playersy, playersx+16, playersy+16, "green");
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end;
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text(2,10,"x:"..screenoffsetx);
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text(2,25,"y: "..screenoffsety);
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if (memory.readbyte(0x00D8) == 0) then -- not scrolling vertically
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-- show environment
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-- i have playerrx, which is my real position in this level
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-- i have the level, which is located at 0x6000 (the SRAM)
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-- each tile (denoted by one byte) is 16x16 pixels
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-- each screen is 15 tiles high and about 16 tiles wide
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-- to get the right column, we add our playerrx/16 to 0x6000
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-- to be exact:
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-- 0x6000 + (math.floor(playerrx/16) * 0xF0) + math.mod(playerx,0x0F)
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local levelstart = 0x6000; -- start of level layout in RAM
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-- ok, here we have two choices. either this is a horizontal level or
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-- it is a vertical level. We have no real way of checking this, but
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-- luckily levels are either horizontal or vertical :)
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-- so there are three possibilities
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-- 1: you're in 0:0, no worries
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-- 2: you're in x:0, you're in a horizontal level
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-- 3: you're in 0:y, you're in a vertical level
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local addleftcrap = math.mod(screenoffsetx,16)*-1; -- works as padding to keep the grid aligned
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local leftsplitrx = (memory.readbyte(0x04BE)*0x100) + (screenoffsetx + addleftcrap); -- column start left. add addleftcrap to iterative stuff to build up
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local addtopcrap = math.mod(screenoffsety,15); -- works as padding to keep the grid aligned
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local columns = math.floor(leftsplitrx/16); -- column x of the level is on the left side of the screen
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if (drawgrid) then -- print grid?
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for i=0,15 do
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-- text(addleftcrap+(i*16)-1, 37, toHexStr(columns+i)); -- print colnumber in each column
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for j=0,17 do
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box(addleftcrap+(i*16), addtopcrap+(j*16), addleftcrap+(i*16)+16, addtopcrap+(j*16)+16, "green"); -- draw green box for each cell
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end;
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end;
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end;
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-- 42=mushroom if you go sub
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-- 45=small
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-- 44=big
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-- 49=subspace
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-- 6c=pow
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-- 4e=cherry
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local topsplitry = (screenoffsety);
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-- starting page (might flow into next page). if the number of columns
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-- is > 16, its a horizontal level, else its a vertical level. in either
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-- case, the other will not up this value.
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local levelpage =
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levelstart +
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((math.floor(columns/16))*0xF0) +
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(memory.readbyte(0x00CA)*0x100) +
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topsplitry;
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local levelcol = math.mod(columns,16); -- this is our starting column
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--text(10,150,toHexStr(topsplitry).." "..toHexStr(levelcol).." "..toHexStr(levelpage+levelcol).." "..toHexStr(leftsplitrx));
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for j=0,15 do -- 16 columns
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if (levelcol + j > 15) then -- go to next page
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levelpage = levelpage + 0xF0;
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levelcol = -j;
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end;
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for i=0,14 do -- 15 rows
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local tile = memory.readbyte(levelpage+(levelcol+j)+(i*0x10));
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if (tile ~= 0x40) then
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text(-2+addleftcrap+(j*16),5+(i*16),toHexStr(tile));
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end;
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end;
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end;
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end; -- not scrolling if
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-- print some generic stats
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text(2,10,"x:"..toHexStr(screenoffsetx));
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text(2,25,"y: "..toHexStr(screenoffsety));
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text(230,10,memory.readbyte(0x04C1));
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text(100,10,"Page: "..playerpx..","..playerpy);
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text(playersx,playersy,playerrx.."\n"..playery);
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-- draw enemy info
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local startpx = 0x0015;
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local startpy = 0x001F;
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local startx = 0x0029;
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@ -89,40 +164,8 @@ while (true) do
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box(esx, esy, esx+16, esy+16, "blue");
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end;
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end;
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end;
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end; -- enemy info
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-- show environment
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-- i have playerrx, which is my real position in this level
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-- i have the level, which is located at 0x6000 (the SRAM)
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-- each tile (denoted by one byte) is 16x16 pixels
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-- each screen is 15 tiles high and about 16 tiles wide
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-- to get the right column, we add our playerrx/16 to 0x6000
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-- to be exact:
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-- 0x6000 + (math.floor(playerrx/16) * 0xF0) + math.mod(playerx,0x0F)
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local levelstart = 0x6000; -- start of level layout in RAM
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local addleftcrap = math.mod(screenoffsetx,16)*-1;
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local leftsplitrx = (memory.readbyte(0x04BE)*0xFF) + (screenoffsetx + addleftcrap); -- column start left. add addleftcrap to iterative stuff to build up
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local columns = leftsplitrx/16; -- column x of the level is on the left side of the screen
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for i=0,15 do
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text(addleftcrap+(i*16)-1, 37, toHexStr(columns+i));
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for j=0,17 do
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box(addleftcrap+(i*16), 1+(j*16), addleftcrap+(i*16)+16, 1+(j*16)+16, "green");
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end;
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end;
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local columntop = levelstart + ((math.floor(columns/16))*0xF0) + math.mod(columns,16);
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text(10,80,toHexStr(columns).." "..toHexStr(columntop));
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for i=0,14 do
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for j=0,15 do
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local tile = memory.readbyte(columntop+(i*0x10)+j);
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if (tile ~= 0x40) then
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text(-2+addleftcrap+(j*16),21+(i*16),toHexStr(tile));
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end;
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end;
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end;
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end;
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FCEU.frameadvance();
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end;
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