731 lines
18 KiB
Lua
731 lines
18 KiB
Lua
SCRIPT_TITLE = "Mega Man 2 LASER EYES"
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SCRIPT_VERSION = "1.0"
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require "m_utils"
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m_require("m_utils",0)
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--[[
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Mega Man 2 LASER EYES
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version 1.0 by miau
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Visit http://morphcat.de/lua/ for the most recent version and other scripts.
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Controls
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Press select to fire a laser from Mega Man's eyes aimed at the closest object.
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Left-click to drag and drop objects.
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Middle-clicking instantly moves Mega Man to the cursor position.
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Supported roms
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Rockman 2 - Dr Wily no Nazo (J), Mega Man 2 (U), Mega Man 2 (E)
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Known bugs
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- shooting lasers at bosses is glitchy, do it at your own risk
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- eyes might turn black for a short period of time after screen transition
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- some objects have duplicate IDs which will result in wrong names being shown for them
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-]]
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--configurable vars
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local show_info = false --show sprite info on startup
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local show_cursor = false --set this to true when recording a video
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--sound effects to use for various script events, nil to disable
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local SFX_LASER = 0x25
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local SFX_EXPLOSION = 0x2B
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local SFX_TARGET = nil --0x39 --0x21
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--------------------------------------------------------------------------------------------
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--List of sound effects
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--0x21 press
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--0x22 peeewwwwwww
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--0x23 metal blade
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--0x24 mega buster
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--0x25 sniper armor shot?
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--0x26 hit1
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--0x27 air shooter
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--0x28 energy
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--0x29 touch ground
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--0x2A wily thing
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--0x2B destroy1
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--0x2C ??
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--0x2D reflected shot
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--0x2E ?? (metal blade-like noise channel usage, short)
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--0x2F menu selector
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--0x30 mega man appear
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--0x31 leaf shield
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--0x32 menu open
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--0x33 ?? (short, low noise)
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--0x34 gate open
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--0x35 atomic fire charge 1
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--0x36 atomic fire charge 2
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--0x37 atomic fire charge 2
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--0x38 atomic fire shot ?
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--0x39 prop-top leap
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--0x3A mega man disappearing
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--0x3B diving into water
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--0x3C appearing platform
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--0x3D wily stage lava drops
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--0x3E wily stage lava drops
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--0x3F ?? (similar to 0x27)
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--0x40 ?? (short noise)
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--0x41 death
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--0x42 e-tank/1up
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--0x43 ?? (short noise in fixed intervals)
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local sprdb = {} --enemy names source: http://megaman.wikia.com
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sprdb[0x00] = {name="Squirt"}
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sprdb[0x01] = {name="Squirt"} --spawned by Lantern Fish
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sprdb[0x04] = {name="M-445"}
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sprdb[0x07] = {name="Snapper Controller",invincible=true}
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sprdb[0x08] = {name="Snapper"}
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sprdb[0x0A] = {name="Crabbot"}
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sprdb[0x0C] = {name="Croaker"}
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sprdb[0x0D] = {name="Croaker (tiny)"}
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sprdb[0x0E] = {name="",invincible=true} --bubble...underwater mega man
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sprdb[0x0F] = {name="Lantern Fish"}
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sprdb[0x13] = {name="Platform"}
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sprdb[0x15] = {name="Beam"}
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sprdb[0x16] = {name="Bubble Bat"}
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sprdb[0x17] = {name="Robo-Rabbit"}
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sprdb[0x18] = {name="Carrot"} --or mega man being hit
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sprdb[0x1D] = {name="Mecha Monkey"}
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sprdb[0x1E] = {name="Atomic Chicken Controller",invincible=true}
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sprdb[0x1F] = {name="Atomic Chicken"}
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--sprdb[0x1B] = {name="Climbing Mega Man"} --or hot dog fire
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--sprdb[0x1C] = {name=""} --or hot dog fire controller?
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sprdb[0x21] = {name="Telly Spawn Point",invincible=true}
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sprdb[0x22] = {name="Telly"}
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sprdb[0x23] = {name="Hothead"} --or Mega Buster
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sprdb[0x24] = {name="Tackle Fire"}
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--sprdb[0x27] = {name="Light Control"}
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--sprdb[0x28] = {name="Light Control"}
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sprdb[0x29] = {name="Cogwheel"}
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sprdb[0x2A] = {name="Pierobot"}
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sprdb[0x2B] = {name="Prop-Top Controller",invincible=true}
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sprdb[0x2C] = {name="Prop-Top"}
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sprdb[0x2E] = {name="Hot Dog"}
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sprdb[0x2F] = {name="Gate"}
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sprdb[0x30] = {name="Press"}
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sprdb[0x31] = {name="Blocky"}
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sprdb[0x32] = {name="Big Fish Controller",invincible=true}
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--sprdb[0x33] = {name=""} --Bubble Lead
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sprdb[0x34] = {name="Neo Met"}
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sprdb[0x35] = {name="Bullet"} --Sniper Armor/Sniper Joe
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sprdb[0x36] = {name="Fan Fiend"} --or Metal Blade
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sprdb[0x37] = {name="Pipi Controller",invincible=true} --or Flash weapon (Time Stopper) controller(?)
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sprdb[0x38] = {name="Pipi"}
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sprdb[0x3A] = {name="Pipi Egg"} --or Item-3(?)
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sprdb[0x3B] = {name="Pipi Egg Shell"}
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sprdb[0x3C] = {name="Child Pipi"}
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sprdb[0x3D] = {name="Lightning Lord"}
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sprdb[0x3E] = {name="Thunder Chariot"}
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--sprdb[0x3F] = {name="Lightning Bolt"} --or "splash"... (mega man diving into water)
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sprdb[0x3F] = {invincible=true}
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sprdb[0x40] = {name="Air Tikki"}
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sprdb[0x41] = sprdb[0x40]
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sprdb[0x44] = {name="Air Tikki Horn"}
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sprdb[0x45] = {name="Gremlin"}
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sprdb[0x46] = {name="Spring Head"}
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sprdb[0x47] = {name="Mole Controller",invincible=true}
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sprdb[0x48] = {name="Mole (rising)"}
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sprdb[0x49] = {name="Mole (falling)"}
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sprdb[0x4B] = {name="Crazy Cannon"}
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sprdb[0x4D] = {name="Bullet (Crazy Cannon)"}
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sprdb[0x4E] = {name="Sniper Armor"}
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sprdb[0x4F] = {name="Sniper Joe"}
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sprdb[0x50] = {name="Squirm"}
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sprdb[0x51] = {name="Squirm Pipe"}
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sprdb[0x5C] = {name="Metal Blade"}
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sprdb[0x5D] = {name="Air Shooter"}
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sprdb[0x5E] = {name="Crash Bomb"}
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--[[sprdb[0x60] = {name="Bubble Man"}
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sprdb[0x61] = sprdb[0x60]
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sprdb[0x62] = sprdb[0x60]
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sprdb[0x63] = {name="Metal Man"} --or Falling Blocks (Dragon) (id2:80)
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sprdb[0x64] = sprdb[0x63] --or Falling Blocks (Dragon).. Dragon Controller? (id2:80)
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sprdb[0x65] = sprdb[0x63] --or Dragon Body (id2:8B)
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sprdb[0x66] = {name="Air Man"} --or Dragon Bottom (id2:8B)
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sprdb[0x67] = sprdb[0x66]
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sprdb[0x68] = sprdb[0x66]
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sprdb[0x69] = {name="Crash Man"}
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sprdb[0x6A] = sprdb[0x69] --running or wily boss no.2 (id2:8B/CB/83/C3/80)
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sprdb[0x6B] = sprdb[0x69] --jumping
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sprdb[0x70] = {name="Dragon"} --(id2:8B)
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sprdb[0x71] = {name="Big Fish"} --Wily Boss 3 (id2:83)
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--]]
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sprdb[0x76] = {name="Large Life Energy",invincible=true}
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sprdb[0x77] = {name="Small Life Energy",invincible=true}
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sprdb[0x78] = {name="Large Weapon Energy",invincible=true}
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sprdb[0x79] = {name="Small Weapon Energy",invincible=true}
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sprdb[0x7A] = {name="E-Tank",invincible=true}
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sprdb[0x7B] = {name="1UP",invincible=true}
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local eyes = {}
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eyes.open = {
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{0,0,0,0,0,1,1,0,1,0,0,0,0},
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{0,0,0,0,0,1,1,0,1,0,0,0,0},
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}
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eyes.running = {
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{0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,1,1,0,1,0,0,0,0},
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{0,0,0,0,0,1,1,0,1,0,0,0,0},
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}
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eyes.shooting = {
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{0,0,0,0,0,0,0,0,0,1,1,0,1},
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{0,0,0,0,0,0,0,0,0,1,1,0,1},
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}
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eyes.ladder = {
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{0,0,0,0,0,0,0,1,1,0,0,0,0},
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{0,0,0,0,0,0,0,1,1,0,0,0,0},
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}
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eyes.closed = {
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{0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,1,1,1,1,0,1,1,0,0,0},
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}
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eyes.none = {}
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local mmeyes = eyes.open
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local timer = 0
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local spr = {}
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local last_inp = {}
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local inp = {}
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local laser = {timer=0}
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local last_laser = 0
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--very limited and hacky particle engine following
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local P_MAX = 150
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local particle = {p={}}
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function particle.laserai(pi)
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local function checkcollision(px,py,rx,ry)
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if(px>=rx-8 and px<=rx+8 and py>=ry-8 and py<=ry+8) then
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return true
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else
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return false
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end
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end
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for i=1,31 do
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if(spr[i].a and is_enemy(i)) then
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local px = particle.p[pi].x
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local py = particle.p[pi].y
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local px2 = particle.p[pi].x+particle.p[pi].vx*6
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local py2 = particle.p[pi].y+particle.p[pi].vy*6
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local rx = spr[i].x+spr[i].hx*256
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local ry = spr[i].y
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if(checkcollision(px,py,rx,ry) or checkcollision(px2,py2,rx,ry)) then
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--if(spr[i].hp>5) then
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-- memory.writebyte(0x06C0+i,spr[i].hp-5)
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--else
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memory.writebyte(0x06C0+i,1)
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play_sfx(SFX_EXPLOSION)
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particle.explosion(spr[i].x+spr[i].hx*256,spr[i].y)
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destroy_sprite(i)
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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 particle.create(new)
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for i=0,P_MAX-1 do
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if(particle.p[i]==nil) then
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particle.p[i]=new
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if(particle.p[i].x==nil) then
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particle.p[i].x=0
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end
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if(particle.p[i].y==nil) then
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particle.p[i].y=0
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end
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if(particle.p[i].vx==nil) then
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particle.p[i].vx=0
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end
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if(particle.p[i].vy==nil) then
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particle.p[i].vy=0
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end
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if(particle.p[i].timer==nil) then
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particle.p[i].timer=0
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end
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if(particle.p[i].lspan==nil) then
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particle.p[i].lspan=60
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end
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if(particle.p[i].color==nil) then
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particle.p[i].color="#FFFFFF"
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end
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return i
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end
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end
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return nil
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end
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function particle.explosion(x,y) --faster than using particle.create
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local j = 0
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for i=0,P_MAX-1 do
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if(particle.p[i]==nil) then
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local vx = math.random(-50,50)/30
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local vy = math.random(-50,50)/30
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local color = "#FF0000"
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particle.p[i] = {}
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particle.p[i].x = x
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particle.p[i].y = y
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particle.p[i].vx = vx
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particle.p[i].vy = vy
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particle.p[i].color = color
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particle.p[i].lspan = math.random(20,40)
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particle.p[i].timer=0
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if(j==40) then
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return
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end
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j = j + 1
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end
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end
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end
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function particle.destroy(i)
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particle.p[i] = nil
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end
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function particle.update()
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for i=0,P_MAX-1 do
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if(particle.p[i]) then
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if(particle.p[i].timer >= particle.p[i].lspan) then
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particle.destroy(i)
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else
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if(particle.p[i].aifunc) then
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particle.p[i].aifunc(i)
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end
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if(particle.p[i]) then
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particle.p[i].x = particle.p[i].x + particle.p[i].vx
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particle.p[i].y = particle.p[i].y + particle.p[i].vy
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particle.p[i].timer = particle.p[i].timer + 1
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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 particle.render(xdisp,ydisp)
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local j=0
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for i=0,P_MAX-1 do
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if(particle.p[i]) then
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bcline2(particle.p[i].x-xdisp,particle.p[i].y-ydisp, particle.p[i].x-xdisp+particle.p[i].vx*6,particle.p[i].y+particle.p[i].vy*6-ydisp, particle.p[i].color)
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if(particle.p[i].aifunc) then
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bcline2(particle.p[i].x-xdisp,particle.p[i].y+1-ydisp, particle.p[i].x-xdisp+particle.p[i].vx*6,particle.p[i].y+particle.p[i].vy*6+1-ydisp, particle.p[i].color)
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end
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j = j + 1
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end
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end
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end
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function initialize()
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for i=0,31 do
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spr[i] = {
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a=0,
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id=0,
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id2=0,
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x=0,
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y=0,
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hp=0,
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--timer=-1,
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}
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end
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end
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function unselect_all()
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for i=0,31 do
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spr[i].selected=false
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spr[i].moving = false
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end
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end
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function getx16(s)
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return s.hx*256+s.x
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end
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function get_target()
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--closest target
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local closest = nil
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local dmin = 9999
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for i=1,31 do
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if(spr[i].a and is_enemy(i) and spr[i].seltimer>=10 and
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( (spr[i].sx>=megaman.sx and megaman.dir==1)
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or (spr[i].sx<=megaman.sx and megaman.dir==-1)
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or megaman.dir==0)) then
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local d = getdistance(megaman.sx,megaman.sy,spr[i].sx,spr[i].sy)
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if(d<dmin) then
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dmin = d
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closest = i
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end
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end
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end
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return closest
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end
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function destroy_sprite(i)
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memory.writebyte(0x0400+i,0)
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memory.writebyte(0x0420+i,0)
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spr[i]={}
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end
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function is_enemy(i)
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if(i==0) then
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return false
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end
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if(spr[i].a) then
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local id = spr[i].id
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if(sprdb[id]) then
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if(sprdb[id].invincible) then
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return false
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end
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end
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end
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return true
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end
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function play_sfx(n)
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if(n) then
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memory.writebyte(0x66,0x01)
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memory.writebyte(0x0580,n)
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end
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end
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function update_vars()
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--paused = memory.readbyte(0x0015)
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--if(paused==1) then
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-- return
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--end
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scroll_x = memory.readbyte(0x1F)
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scroll_hx = memory.readbyte(0x20)
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particle.update()
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inp = input.get()
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--load original sprites from ram
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for i=0,31 do
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--if(i==0 or memory.readbyte(0x0300+i)~=0) then
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if(memory.readbyte(0x0300+i)~=spr[i].id) then
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spr[i].timer = 0
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end
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spr[i].id=memory.readbyte(0x0400+i)
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spr[i].id2=memory.readbyte(0x0420+i)
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spr[i].hx=memory.readbyte(0x0440+i)
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spr[i].x=memory.readbyte(0x0460+i)
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spr[i].y=memory.readbyte(0x04A0+i)
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spr[i].sx=AND(spr[i].x+255-scroll_x,255) --screen position
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spr[i].sy=spr[i].y
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spr[i].hp=memory.readbyte(0x06C0+i)
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spr[i].a=(memory.readbyte(0x0420+i)>=0x80)
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if(spr[i].a==false) then
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spr[i].seltimer=nil
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end
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if(spr[i].a) then
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if(inp.xmouse>=spr[i].sx-8 and inp.xmouse<=spr[i].sx+8 and inp.ymouse>=spr[i].sy-8 and inp.ymouse<=spr[i].sy+8) then
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spr[i].hover = true
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spr[i].clicked = inp.leftclick
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if(inp.leftclick and last_inp.leftclick==nil) then
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unselect_all()
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spr[i].selected=true
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end
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else
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spr[i].hover = false
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if(inp.leftclick==nil) then
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spr[i].clicked = false
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end
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end
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--auto-target
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if(is_enemy(i)) then
|
|
if(spr[i].seltimer==nil) then
|
|
spr[i].seltimer=1
|
|
else
|
|
spr[i].seltimer = spr[i].seltimer + 1
|
|
end
|
|
end
|
|
|
|
if(spr[i].selected) then
|
|
--[[if(inp.delete) then
|
|
destroy_sprite(i)
|
|
elseif(inp.pagedown) then
|
|
memory.writebyte(0x0400+i,spr[i].id-1)
|
|
elseif(inp.pageup) then
|
|
memory.writebyte(0x0400+i,spr[i].id+1)
|
|
end-]]
|
|
|
|
if(spr[i].clicked) then
|
|
if(inp.xmouse~=last_inp.xmouse or inp.ymouse~=last_inp.ymouse) then
|
|
spr[i].moving = true
|
|
end
|
|
else
|
|
spr[i].moving = false
|
|
end
|
|
end
|
|
|
|
if(spr[i].moving) then
|
|
local x = inp.xmouse+scroll_x
|
|
memory.writebyte(0x0460+i,inp.xmouse+scroll_x)
|
|
memory.writebyte(0x04A0+i,inp.ymouse)
|
|
memory.writebyte(0x0440+i,scroll_hx+math.floor(x/256))
|
|
end
|
|
|
|
end
|
|
--end
|
|
end
|
|
|
|
megaman = spr[0]
|
|
if(megaman.id2==0x80) then
|
|
megaman.dir=-1
|
|
else
|
|
megaman.dir=1
|
|
end
|
|
if(megaman.id==0x1B) then
|
|
megaman.dir = 0
|
|
end
|
|
|
|
|
|
if(inp.middleclick) then --change mega man's coordinates
|
|
local x = inp.xmouse+scroll_x
|
|
memory.writebyte(0x0460,x)
|
|
memory.writebyte(0x04A0,inp.ymouse)
|
|
memory.writebyte(0x0440,scroll_hx+math.floor(x/256))
|
|
end
|
|
|
|
--LASER!!!
|
|
jp = joypad.read(1)
|
|
if(jp.select and (last_jp.select==nil or timer-last_laser>22)) then
|
|
local t = get_target()
|
|
local vx,vy
|
|
play_sfx(SFX_LASER)
|
|
if(t) then
|
|
vx,vy = getvdir(megaman.sx,megaman.sy-3,spr[t].sx,spr[t].sy)
|
|
vx = vx * 10
|
|
vy = vy * 10
|
|
else
|
|
if(megaman.dir==0) then
|
|
vx = 0
|
|
vy = -10
|
|
else
|
|
vx = megaman.dir*10
|
|
vy = 0
|
|
end
|
|
end
|
|
last_laser = timer
|
|
|
|
particle.create({x=getx16(megaman),y=megaman.y-3,vx=vx,vy=vy,color="#FF0000",aifunc=particle.laserai})
|
|
end
|
|
|
|
if(inp.xmouse<83 and inp.ymouse<18) then
|
|
if(inp.leftclick and last_inp.leftclick==nil) then
|
|
if(show_info) then
|
|
show_info = false
|
|
else
|
|
show_info = true
|
|
end
|
|
end
|
|
end
|
|
|
|
last_jp = jp
|
|
last_inp = inp
|
|
end
|
|
|
|
function render()
|
|
|
|
if(show_info) then
|
|
gui.text(0,8,"Sprite Info: ON")
|
|
else
|
|
gui.text(0,8,"Sprite Info: OFF")
|
|
end
|
|
if(inp.xmouse<83 and inp.ymouse<18) then
|
|
if(show_info) then
|
|
gui.drawbox(0,9,77,17,"red")
|
|
else
|
|
gui.drawbox(0,9,83,17,"red")
|
|
end
|
|
end
|
|
|
|
particle.render(scroll_x+scroll_hx*256,0)
|
|
|
|
--LASER EYES!!!
|
|
--TODO: prevent play_sfx from playing sounds during title screen/stage select
|
|
if(memory.readbyte(0x580) == 0x0D) then --title screen tune is being played
|
|
megaman.sx=211
|
|
megaman.sy=131
|
|
megaman.dir = -1
|
|
mmeyes = eyes.open
|
|
|
|
--lasers during title screen
|
|
if(AND(timer,7)==0 and math.random(0,1)==0) then
|
|
--play_sfx(SFX_LASER)
|
|
local vx,vy=getvdir(megaman.sx,megaman.sy-3,0,math.random(30,220))
|
|
vx=vx*10
|
|
vy=vy*10
|
|
particle.create({x=megaman.sx+6,y=megaman.sy-3,vx=vx,vy=vy,color="#FF0000",aifunc=LaserAI})
|
|
mmeyes = eyes.none
|
|
end
|
|
elseif(megaman.a) then --sprite active
|
|
local f = memory.readbyte(0x06A0)*256 + memory.readbyte(0x0680)
|
|
local frame = memory.readbyte(0x06A0)
|
|
local ftimer = memory.readbyte(0x0680)
|
|
if(memory.readbyte(0x69)~=0x0E) then --menu opened or "stage intro" tune
|
|
mmeyes = eyes.none
|
|
elseif(megaman.id==0x00) then --BLINK! change occurs on next frame
|
|
if(f >= 0xA01) then
|
|
mmeyes = eyes.closed
|
|
elseif(f>=0x001) then
|
|
mmeyes = eyes.open
|
|
end
|
|
elseif(megaman.id==0x01 or megaman.id==0x03 or megaman.id==0x05 or megaman.id==0x07 or megaman.id==0x0B or megaman.id==0x11 or megaman.id==0x13) then
|
|
mmeyes = eyes.shooting
|
|
elseif(megaman.id==0x04 or megaman.id==0x0C or megaman.id==0x0D or megaman.id==0x10) then
|
|
mmeyes = eyes.open
|
|
elseif(megaman.id==0x08 or megaman.id==0x09 or megaman.id==0x14) then
|
|
if((f>=0x201 and f<=0x300) or (f>=0x001 and f<=0x100)) then
|
|
mmeyes = eyes.running
|
|
else
|
|
mmeyes = eyes.open
|
|
end
|
|
elseif(megaman.id==0x18) then --getting hurt
|
|
mmeyes = eyes.closed
|
|
elseif(megaman.id==0x1C or megaman.id==0x1E) then --mega buster, other weapons
|
|
mmeyes = eyes.ladder
|
|
else--if(megaman.id==0x1A or megaman.id==0x1B) then --respawning after death, climbing a ladder
|
|
mmeyes = eyes.none
|
|
end
|
|
|
|
--if(megaman.hp==0) then
|
|
-- mmeyes = eyes.none
|
|
--end
|
|
else
|
|
mmeyes = eyes.none
|
|
end
|
|
|
|
if(mmeyes ~= eyes.none) then
|
|
local eyecolor = "#FF0000"
|
|
if(timer-last_laser<5) then
|
|
eyecolor = "#FFFFFF"
|
|
end
|
|
if(megaman.dir==-1) then
|
|
for y=1,4 do
|
|
if(mmeyes[y]) then
|
|
for x=1,14 do
|
|
if(mmeyes[y][15-x]==1) then
|
|
bcpixel(megaman.sx-9+x,megaman.sy-5+y,eyecolor)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
else
|
|
for y=1,4 do
|
|
if(mmeyes[y]) then
|
|
for x=1,14 do
|
|
if(mmeyes[y][x]==1) then
|
|
bcpixel(megaman.sx-5+x,megaman.sy-5+y,eyecolor)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
for i=0,31 do
|
|
if(spr[i].a) then
|
|
local x,y
|
|
local boxcolor
|
|
if(spr[i].clicked) then
|
|
boxcolor="#AA5500"
|
|
elseif(spr[i].hover) then
|
|
boxcolor="#FFCCAA"
|
|
else
|
|
boxcolor=nil
|
|
end
|
|
x = spr[i].sx
|
|
y = spr[i].sy
|
|
if(boxcolor) then
|
|
bcbox(x-9,y-9,x+9,y+9,boxcolor)
|
|
end
|
|
|
|
if(spr[i].seltimer) then
|
|
if(spr[i].seltimer<30) then
|
|
local b=30-spr[i].seltimer
|
|
local c = (30-spr[i].seltimer)*8
|
|
bcbox(x-9-b,y-9-b,x+9+b,y+9+b,string.format("#CC%02X%02X",c,c))
|
|
if(spr[i].seltimer==23) then
|
|
play_sfx(SFX_TARGET)
|
|
end
|
|
elseif(spr[i].seltimer>90 or AND(timer,7)>2) then
|
|
bcbox(x-9,y-9,x+9,y+9,"red")
|
|
end
|
|
end
|
|
|
|
|
|
if(show_info and (spr[i].hover or spr[i].clicked or spr[i].seltimer)) then
|
|
--bctext(AND(spr[i].x+255-scroll_x,255), spr[i].y, i);
|
|
if(i==0) then
|
|
bctext(x, y, "Blue Bomber")
|
|
bctext(x, y+8, "("..spr[i].sx..","..spr[i].sy..")")
|
|
bctext(x, y+16, "HP "..spr[i].hp)
|
|
elseif(i>4) then
|
|
if(sprdb[spr[i].id] and sprdb[spr[i].id].name --[[and i>4--]]) then
|
|
bctext(x, y, sprdb[spr[i].id].name)
|
|
else
|
|
bctext(x, y, "("..spr[i].id..")")
|
|
end
|
|
bctext(x, y+8, "("..spr[i].sx..","..spr[i].sy..")")
|
|
if(spr[i].hp~=0) then
|
|
bctext(x, y+16, "HP "..spr[i].hp)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
if(show_cursor) then
|
|
local col2
|
|
if(inp.leftclick) then
|
|
col2 = "#FFAA00"
|
|
elseif(inp.rightclick) then
|
|
col2 = "#0099EE"
|
|
elseif(inp.middleclick) then
|
|
col2 = "#AACC00"
|
|
else
|
|
col2 = "white"
|
|
end
|
|
drawcursor(inp.xmouse,inp.ymouse,"black",col2)
|
|
end
|
|
end
|
|
|
|
|
|
|
|
initialize()
|
|
|
|
while(true) do
|
|
update_vars()
|
|
render()
|
|
EMU.frameadvance()
|
|
timer = timer + 1
|
|
end
|
|
|
|
|