-- Super Mario Bros. hitbox script -- Super Mario Bros (JU) (PRG0) [!].nes -- Written by qFox -- 28 july 2008 -- This script shows hitboxes of anything that has them -- It also displays the found hitboxes in a output window with iup -- Includes a toggle to automatically kill all enemies within 50px range of mario :p -- Include our help script to load iup and take care of exit require("auxlib"); local running = true; local restrainingorder = false; local myoutput; function createGUI(n) local mybutton = iup.button{title="Close (exits the main loop)"}; mybutton.action = function(self, x) running = false; --handles[n]:destroy(); --handles[n] = false; end; myoutput = iup.multiline{size="200x200",expand="YES",value="Debug crap should be here"} nottooclose = iup.toggle{title="Kill enemies that come too close", value="OFF"}; nottooclose.action = function(self, v) restrainingorder = (v == 1); end; -- v is 0 or 1 handles[n] = iup.dialog{ iup.frame { iup.vbox { mybutton, nottooclose, myoutput, title="Lua tools are izi!" } } }; handles[n]:showxy(iup.CENTER, iup.CENTER) end dialogs = dialogs + 1; createGUI(dialogs); local outstr; local function knifeEnemyIfTooClose(enemynumber) -- enemynumber starts at 1 -- we add the suffix for x coords because the screen is 255 positions wide but smb has two pages -- loaded at any given time. some enemy can be in page 2 while you are on page one. since a byte -- can only hold 255 values, this would wrap around and make it seem like the enemy is on the same -- page. hence we add the number of pages they are one, if they are equal, it all works out :) local mx = memory.readbyte(0x0086)+(255*memory.readbyte(0x006D)); local my = memory.readbyte(0x00CE); local ex = memory.readbyte(0x0086+enemynumber)+(255*memory.readbyte(0x006D+enemynumber)); local ey = memory.readbyte(0x00CE+enemynumber); local d = math.sqrt(((mx-ex)^2)+((my-ey)^2)); -- pythagoras ;) outstr = outstr .. d.." < 30.0 ?\n"; if (d < 50.0 and restrainingorder and memory.readbyte(0x0015+enemynumber) ~= 40) then -- dont kill of horizontal moving platforms. we kinda need them. -- KNIFE! outstr = outstr .. "Knifing next enemy!\n"; memory.writebyte(0x001D+enemynumber, 0xFF); -- this address denotes an enemy state. writing FF to it kills them as if hit by a star (so not flatten). end; return d; end; -- draw a box and take care of coordinate checking local function box(x1,y1,x2,y2,color) -- gui.text(50,50,x1..","..y1.." "..x2..","..y2); if (x1 > 0 and x1 < 255 and x2 > 0 and x2 < 255 and y1 > 0 and y1 < 224 and y2 > 0 and y2 < 224) then gui.drawbox(x1,y1,x2,y2,color); end; end; -- hitbox coordinate offsets (x1,y1,x2,y2) local mario_hb = 0x04AC; -- 1x4 local enemy_hb = 0x04B0; -- 5x4 local coin_hb = 0x04E0; -- 3x4 local fiery_hb = 0x04C8; -- 2x4 local hammer_hb= 0x04D0; -- 9x4 local power_hb = 0x04C4; -- 1x4 -- addresses to check, to see whether the hitboxes should be drawn at all local mario_ch = 0x000E; local enemy_ch = 0x000F; local coin_ch = 0x0030; local fiery_ch = 0x0024; local hammer_ch= 0x002A; local power_ch = 0x0014; local a,b,c,d; while (running) do outstr = ''; -- from 0x04AC are about 0x48 addresse that indicate a hitbox -- different items use different addresses, some share -- there can for instance only be one powerup on screen at any time (the star in 1.1 gets replaced by the flower, if you get it) -- we cycle through the animation addresses for each type of hitbox, draw the corresponding hitbox if they are drawn -- we draw: mario (1), enemies (5), coins (3), hammers (9), powerups (1). (bowser and (his) fireball are considered enemies) -- mario if (memory.readbyte(mario_hb) > 0) then a,b,c,d = memory.readbyte(mario_hb),memory.readbyte(mario_hb+1),memory.readbyte(mario_hb+2),memory.readbyte(mario_hb+3); box(a,b,c,d, "green"); outstr = outstr .. "Mario: <"..a..","..b..","..c..","..d..">\n"; end; -- enemies if (memory.readbyte(enemy_ch ) > 0) then a,b,c,d = memory.readbyte(enemy_hb), memory.readbyte(enemy_hb+1), memory.readbyte(enemy_hb+2), memory.readbyte(enemy_hb+3); box(a,b,c,d, "green"); outstr = outstr .. "Enemy 1: <"..memory.readbyte(0x0016).."> <"..a..","..b..","..c..","..d.."> "..knifeEnemyIfTooClose(1).."\n"; end; if (memory.readbyte(enemy_ch+1) > 0) then a,b,c,d = memory.readbyte(enemy_hb+4), memory.readbyte(enemy_hb+5), memory.readbyte(enemy_hb+6), memory.readbyte(enemy_hb+7); box(a,b,c,d, "green"); outstr = outstr .. "Enemy 2: <"..memory.readbyte(0x0017).."> <"..a..","..b..","..c..","..d.."> "..knifeEnemyIfTooClose(2).."\n"; end; if (memory.readbyte(enemy_ch+2) > 0) then a,b,c,d = memory.readbyte(enemy_hb+8), memory.readbyte(enemy_hb+9), memory.readbyte(enemy_hb+10),memory.readbyte(enemy_hb+11); box(a,b,c,d, "green"); outstr = outstr .. "Enemy 3: <"..memory.readbyte(0x0018).."> <"..a..","..b..","..c..","..d.."> "..knifeEnemyIfTooClose(3).."\n"; end; if (memory.readbyte(enemy_ch+3) > 0) then a,b,c,d = memory.readbyte(enemy_hb+12),memory.readbyte(enemy_hb+13),memory.readbyte(enemy_hb+14),memory.readbyte(enemy_hb+15); box(a,b,c,d, "green"); outstr = outstr .. "Enemy 4: <"..memory.readbyte(0x0019).."> <"..a..","..b..","..c..","..d.."> "..knifeEnemyIfTooClose(4).."\n"; end; if (memory.readbyte(enemy_ch+4) > 0) then a,b,c,d = memory.readbyte(enemy_hb+16),memory.readbyte(enemy_hb+17),memory.readbyte(enemy_hb+18),memory.readbyte(enemy_hb+19) box(a,b,c,d, "green"); outstr = outstr .. "Enemy 5: <"..memory.readbyte(0x001A).."> <"..a..","..b..","..c..","..d.."> "..knifeEnemyIfTooClose(5).."\n"; end; -- coins if (memory.readbyte(coin_ch ) > 0) then box(memory.readbyte(coin_hb), memory.readbyte(coin_hb+1), memory.readbyte(coin_hb+2), memory.readbyte(coin_hb+3), "green"); end; if (memory.readbyte(coin_ch+1) > 0) then box(memory.readbyte(coin_hb+4), memory.readbyte(coin_hb+5), memory.readbyte(coin_hb+6), memory.readbyte(coin_hb+7), "green"); end; if (memory.readbyte(coin_ch+2) > 0) then box(memory.readbyte(coin_hb+8), memory.readbyte(coin_hb+9), memory.readbyte(coin_hb+10), memory.readbyte(coin_hb+11), "green"); end; -- (mario's) fireballs if (memory.readbyte(fiery_ch ) > 0) then box(memory.readbyte(fiery_hb), memory.readbyte(fiery_hb+1), memory.readbyte(fiery_hb+2), memory.readbyte(fiery_hb+3), "green"); end; if (memory.readbyte(fiery_ch+1) > 0) then box(memory.readbyte(fiery_hb+4), memory.readbyte(fiery_hb+5), memory.readbyte(fiery_hb+6),memory.readbyte(fiery_hb+7), "green"); end; -- hammers if (memory.readbyte(hammer_ch ) > 0) then box(memory.readbyte(hammer_hb), memory.readbyte(hammer_hb+1), memory.readbyte(hammer_hb+2), memory.readbyte(hammer_hb+3), "green"); end; if (memory.readbyte(hammer_ch+1) > 0) then box(memory.readbyte(hammer_hb+4), memory.readbyte(hammer_hb+5), memory.readbyte(hammer_hb+6), memory.readbyte(hammer_hb+7), "green"); end; if (memory.readbyte(hammer_ch+2) > 0) then box(memory.readbyte(hammer_hb+8), memory.readbyte(hammer_hb+9), memory.readbyte(hammer_hb+10),memory.readbyte(hammer_hb+11), "green"); end; if (memory.readbyte(hammer_ch+3) > 0) then box(memory.readbyte(hammer_hb+12),memory.readbyte(hammer_hb+13),memory.readbyte(hammer_hb+14),memory.readbyte(hammer_hb+15), "green"); end; if (memory.readbyte(hammer_ch+4) > 0) then box(memory.readbyte(hammer_hb+16),memory.readbyte(hammer_hb+17),memory.readbyte(hammer_hb+18),memory.readbyte(hammer_hb+19), "green"); end; if (memory.readbyte(hammer_ch+5) > 0) then box(memory.readbyte(hammer_hb+20),memory.readbyte(hammer_hb+21),memory.readbyte(hammer_hb+22),memory.readbyte(hammer_hb+23), "green"); end; if (memory.readbyte(hammer_ch+6) > 0) then box(memory.readbyte(hammer_hb+24),memory.readbyte(hammer_hb+25),memory.readbyte(hammer_hb+26),memory.readbyte(hammer_hb+27), "green"); end; if (memory.readbyte(hammer_ch+7) > 0) then box(memory.readbyte(hammer_hb+28),memory.readbyte(hammer_hb+29),memory.readbyte(hammer_hb+30),memory.readbyte(hammer_hb+31), "green"); end; if (memory.readbyte(hammer_ch+8) > 0) then box(memory.readbyte(hammer_hb+32),memory.readbyte(hammer_hb+33),memory.readbyte(hammer_hb+34),memory.readbyte(hammer_hb+35), "green"); end; -- powerup if (memory.readbyte(power_ch) > 0) then box(memory.readbyte(power_hb),memory.readbyte(power_hb+1),memory.readbyte(power_hb+2),memory.readbyte(power_hb+3), "green"); end; gui.text(5,32,"Green rectangles are hitboxes!"); if (myoutput) then myoutput.value = outstr; end; FCEU.frameadvance() end gui.popup("script exited main loop");