fceux/output/luaScripts/SMB3-RainbowRiding.lua

639 lines
15 KiB
Lua

SCRIPT_TITLE = "Super Mario Bros. 3 Rainbow Riding"
SCRIPT_VERSION = "0.1"
require "m_utils"
m_require("m_utils",0)
--[[
Super Mario Bros. 3 Rainbow Riding
version 0.1 by miau
Visit http://morphcat.de/lua/ for the most recent version and other scripts.
This script turns smb3 into a new game very similar to Kirby's Canvas Curse.
It's still incomplete, messy and full of bugs, so don't expect too much. Next version
will fix most of that... hopefully.
Probably slow on old computers, you may want to turn down emulator speed anyway to
decrease difficulty.
Controls
Left-click on mario - jump
Middle-click anywhere - run
Draw vertical lines to make mario change his walking direction
Draw horizontal lines to help mario move over obstacles
Supported roms
Super Mario Bros 3 (J), Super Mario Bros 3 (U) (PRG 0), Super Mario Bros 3 (U) (PRG 1),
Super Mario Bros 3 (E)
Known Bugs/TODO list
Too many to list em all, actually...
- game objects are occasionally catapulted out of screen - bad divisions!?
- mario falling through lines (clean up collision detection)
- long vertically scrolling levels won't work
- boss battles are glitchy
- disable auto move in mini games?
- option to disable auto move?
- make collision detection work with fire balls (fire mario or fire piranha plants)
- improve map screen check
- add easy mode: decrease mario's speed
- improve enemy hit boxes
- (add suicide button in case mario gets stuck)
-]]
--configurable vars
local show_cursor = false
--------------------------------------------------------------------------------------------
local Z_LSPAN = 400 --240
local Z_MAX = 128 --256 --maximum amount of lines on screen
local NUM_SPRITES = 20
local zbuf = {}
local zindex = 1
local timer = 0
local zprev = 0
local last_inp={}
local spr = {} --game's original sprites
local mario = {}
local clickbox={x1=-4,y1=4,x2=18,y2=32}
local collx = 0
local colly = 0
--local coll = {} --debug
local paintmeter = 0
local lastpaint = -100
local jp = {}
--accepts two tables containing these elements [1]=x1, [2]=y1, [3]=x2, [4]=y2
function get_line_intersection(a,b)
local Asx,Asy,Bsx,Bsy,s,t
local Ax1,Ay1,Ax2,Ay2
local Bx1,By1,Bx2,By2
Ax1 = a[1]
Ay1 = a[2]
Ax2 = a[3]
Ay2 = a[4]
Bx1 = b[1]
By1 = b[2]
Bx2 = b[3]
By2 = b[4]
Asx = Ax2 - Ax1
Asy = Ay2 - Ay1
Bsx = Bx2 - Bx1
Bsy = By2 - By1
s = (-Asy * (Ax1 - Bx1) + Asx * (Ay1 - By1)) / (-Bsx*Asy + Asx*Bsy)
t = (Bsx * (Ay1 - By1) - Bsy * (Ax1 - Bx1)) / (-Bsx*Asy + Asx*Bsy)
if(s>=0 and s<=1 and t>=0 and t<=1) then
local Ix,Iy
Ix = Ax1 + t * Asx
Iy = Ay1 + t * Asy
return Ix,Iy
else
return nil
end
end
function close_to_line(Px,Py,a,range) --a[4] line segment
local Ax=a[1]
local Ay=a[2]
local Bx=a[3]
local By=a[4]
local APx = Px - Ax
local APy = Py - Ay
local ABx = Bx - Ax
local ABy = By - Ay
local absq = ABx*ABx + ABy*ABy
local apab = APx*ABx + APy*ABy
local t = apab / absq
if (t < 0.0) then
t = 0.0
elseif (t > 1.0) then
t = 1.0
end
local Cx,Cy
Cx = Ax + ABx * t
Cy = Ay + ABy * t
if(getdistance(Px,Py,Cx,Cy)<=range) then
return true
else
return false
end
end
function ride_line(s,xoffs,yoffs)
local function move(zx1,zy1,zx2,zy2)
local avx,avy,cvx,cvy
cvx,cvy = getvdir(zx1,zy1,zx2,zy2)
if(math.abs(spr[s].vx)<math.abs(spr[s].vy)) then
avx = spr[s].vx
avy = spr[s].vx
else
avx = spr[s].vy
avy = spr[s].vy
end
if(spr[s].movetimer) then
avx = cvx*5
avy = cvy*5
else
avx = cvx*2.5
avy = cvy*3
end
set_sprite_velocity(s,avx,avy)
--coll.a = {spr[s].x+xoffs,spr[s].y+yoffs-1,spr[s].x+xoffs+avx*64,spr[s].y+yoffs+avy*64-1}
end
local function getcoords(i)
local j
j = i - 1
if(j < 1) then
j = Z_MAX
end
if(zbuf[i] and zbuf[j]) then
return zbuf[j].x,zbuf[j].y,zbuf[i].x,zbuf[i].y
else
return nil
end
end
local function domovemagic(x,y,firstline)
local zx1,zy1,zx2,zy2 = getcoords(spr[s].riding)
if(zx1 and close_to_line(x,y,{zx1,zy1,zx2,zy2},5)) then
move(zx1,zy1,zx2,zy2)
else
--get next line.. check for collision
spr[s].riding = spr[s].riding + 1
if(spr[s].riding > Z_MAX) then
spr[s].riding = 1
end
if(spr[s].riding==firstline) then
spr[s].riding=nil
return
end
domovemagic(x,y,firstline)
end
end
if(spr[s].riding==nil) then
return
end
local x = spr[s].x+xoffs
local y = spr[s].y+yoffs
domovemagic(x,y,spr[s].riding)
end
function collisioncheck(s)
local c=false
local cvx,cvy
local avx,avy
local function checkpixel(xoffs,yoffs,i,j)
local x = spr[s].x+xoffs
local y = spr[s].y+yoffs
local px2 = x+spr[s].vx
local py2 = y+spr[s].vy
local px1 = x
local py1 = y
local zx = zbuf[i].x
local zy = zbuf[i].y
local zx2 = zbuf[j].x
local zy2 = zbuf[j].y
if(spr[s].vx~=0 or spr[s].vy~=0) then
if(spr[s].vx>0) then --we need at least one pixel!!?
px2 = px2 + 2
elseif(spr[s].vx<0) then
px2 = px2 - 2
end
if(spr[s].vy>0) then
py2 = py2 + 2
elseif(spr[s].vy<0) then
py2 = py2 - 2
end
local cx,cy = get_line_intersection({px1,py1,px2,py2},{zx,zy,zx2,zy2})
if(cx~=nil) then
cx = math.floor(cx)
cy = math.floor(cy)
local avx,avy,cvx,cvy
--coll = {--[[a={px1,py1,px2+spr[s].vx*64,py2+spr[s].vy*64},-]]b={zbuf[i].x,zbuf[i].y,zbuf[j].x,zbuf[j].y}} --debug
collx = cx
colly = cy
avx,avy = getvdir(px1,py1,px2,py2)
cvx,cvy = getvdir(zbuf[j].x,zbuf[j].y,zbuf[i].x,zbuf[i].y)
local x,y
x = cx-xoffs
y = cy-yoffs
if(spr[s].x==x and spr[s].y==y) then
--FCEU.message("boo"..timer)
else
set_sprite_pos(s,x,y)
end
if(s==0) then --mario/luigi
if(math.abs(cvy)==1 and math.abs(cvx) < 0.5) then
change_sprite_dir(s)
set_sprite_velocity(s,-avx,nil)
else
spr[s].riding = i
set_sprite_velocity(s,0,0)
end
else --enemies, moving platforms
end
return true
end
else
if(close_to_line(x,y,{zx,zy,zx2,zy2},4)) then
if(s==0) then
spr[s].riding = i
set_sprite_velocity(s,0,0)
end
return true
else
spr[s].riding = nil
end
end
return false
end
if(spr[s].riding) then
ride_line(s,8,30)
return
end
for i=1,Z_MAX do
if(zbuf[i] and zbuf[i].connected) then
--if(zbuf[i].x >= spr[s].x+hitbox.x1 and zbuf[i].y >= spr[s].y+hitbox.y1
-- and zbuf[i].x <= spr[s].x+hitbox.x2 and zbuf[i].y <= spr[s].y+hitbox.y2) then
--local px = spr[s].x-spr[s].vx
--local py = spr[s].y-spr[s].vy
local j
j = i - 1
if(j < 1) then
j = Z_MAX
end
if(zbuf[j]) then --check if line is still valid (if nil, node disappeared)
if(s==0) then --mario
if(checkpixel(8,30,i,j)) then
return
end
else
if(checkpixel(0,0,i,j) or checkpixel(8,8,i,j)
--[[or checkpixel(0,8,i,j) or checkpixel(8,0,i,j)-]]) then
destroy_sprite(s)
return
end
end
end
--end
end
end
end
function screen_to_game_pos(x,y)
return x+scroll_x,y+scroll_y
end
function game_to_screen_pos(x,y)
return x-scroll_x,y-scroll_y
end
function destroy_sprite(s)
if(s<10) then
memory.writebyte(0x660+s,0x06)
--memory.writebyte(0x660+s,0x00)
--set_sprite_velocity(s,10,10)
else
memory.writebyte(0x6C7+s-10,0x01)
--set_sprite_pos(s,0,0)
end
end
function set_sprite_velocity(s,vx,vy)
if(s<10) then
if(s==0) then
memory.writebyte(0xD8,1) --air flag?
end
if(vx) then
memory.writebyte(0xBD+s,vx*16)
spr[s].vx = vx
end
if(vy) then
memory.writebyte(0xCF+s,vy*16)
spr[s].vy = vy
end
end
end
function set_sprite_pos(i,x,y)
memory.writebyte(0x90+i,AND(x,255))
memory.writebyte(0x75+i,math.floor(x/256))
memory.writebyte(0xA2+i,AND(y,255))
memory.writebyte(0x87+i,math.floor(y/256))
spr[i].x = x
spr[i].y = y
spr[i].sx,spr[i].sy = game_to_screen_pos(spr[i].x,spr[i].y)
end
function change_sprite_dir(s)
if(spr[s].dir == 1) then
spr[s].dir = -1
elseif(spr[s].dir == -1) then
spr[s].dir = 1
end
end
function add_rainbow_coord(cx,cy,connected)
zbuf[zindex] = {t=timer,x=cx,y=cy,connected=connected}
zprev = zbuf[zindex]
zindex = zindex + 1
if(zindex>Z_MAX) then
zindex = 1
end
end
function drawrainbow(x1,y1,x2,y2,coloffs)
local cx,cy
local vx,vy
local color = coloffs
vx,vy = getvdir(x1,y1,x2,y2)
cx = x1
cy = y1
for i=1,200 do
if(cx>=0 and cy>=0 and cx<=253 and cy<=253) then
local rcolor = color/1.8+161 --165
gui.drawpixel(cx,cy,rcolor)
gui.drawpixel(cx,cy+1,rcolor)
gui.drawpixel(cx+1,cy,rcolor)
gui.drawpixel(cx+1,cy+1,rcolor)
gui.drawpixel(cx+2,cy,rcolor)
gui.drawpixel(cx,cy+2,rcolor)
gui.drawpixel(cx+2,cy+1,rcolor)
gui.drawpixel(cx+1,cy+2,rcolor)
gui.drawpixel(cx+2,cy+2,rcolor)
end
if((x2>x1 and cx>x2) or (x2<x1 and cx<x2) or (y2>y1 and cy>y2) or (y2<y1 and cy<y2)) then
break
end
cx = cx + vx
cy = cy + vy
color = color + 17
color = AND(color,15)
end
return color
end
function initialize()
for i=0,NUM_SPRITES-1 do
spr[i] = {
a=0,
id=0,
id2=0,
x=0,
y=0,
hp=0,
}
end
spr[0].dir = 1
spr[0].lastposchange = -999
end
function update_sprites()
mario = spr[0]
--also change dir when colliding with game objects
local x = memory.readbyte(0x90)+memory.readbyte(0x75)*256
local y = memory.readbyte(0xA2)+memory.readbyte(0x87)*256
if(x~=mario.x or y~=mario.y) then
mario.lastposchange = timer
end
if(mario.dir~=0 and mario.riding==nil and timer-mario.lastposchange>60) then
mario.lastposchange = timer
change_sprite_dir(0)
end
--load game sprites from ram
for i=0,NUM_SPRITES-1 do
if(i<10) then
spr[i].x = memory.readbyte(0x90+i)+memory.readbyte(0x75+i)*256
spr[i].y = memory.readbyte(0xA2+i)+memory.readbyte(0x87+i)*256
spr[i].vx = memory.readbytesigned(0xBD+i)/16
spr[i].vy = memory.readbytesigned(0xCF+i)/16
spr[i].a = (memory.readbytesigned(0x660+i)~=0)
spr[i].id = memory.readbytesigned(0x670+i)
spr[i].sx,spr[i].sy = game_to_screen_pos(spr[i].x,spr[i].y)
else
--TODO: 0x5D3?
local xcomp = memory.readbyte(0xFD)
local ycomp = memory.readbyte(0xFC)
spr[i].x = memory.readbyte(0x5C9+i-10)
spr[i].y = memory.readbyte(0x5BF+i-10)
spr[i].a = true
spr[i].vx = 0
spr[i].vy = 0
spr[i].sx = AND(spr[i].x-xcomp+256,255)
spr[i].sy = AND(spr[i].y-ycomp+256,255)
spr[i].x = spr[i].sx + scroll_x
spr[i].y = spr[i].sy + scroll_y
end
if(spr[i].a) then
collisioncheck(i)
end
end
end
function update_vars()
--disabling input not possible anymore in FCEUX 2.1?
jp = {}
if(mario.riding==nil) then
if(mario.movetimer) then
jp.B = 1
mario.movetimer = mario.movetimer - 1
if(mario.movetimer == 0) then
mario.movetimer = nil
end
end
if(mario.dir==1) then
jp.right=1
elseif(mario.dir==-1) then
jp.left=1
end
--if(AND(timer,1)==0) then --automatically enter doors and pipes... not a very good idea actually :P
--jp.up=1
--if(memory.readbyte(0xD8)==1) then --air flag set? try to stay in air as long as possible... makes it easier to rescue mario if collision detection screws up.. sucks in water levels
-- jp.A=1
--end
--else
-- jp.down=1 --automatically enter pipes
--end
end
inp = input.get()
scroll_x = memory.readbyte(0xFD)+memory.readbyte(0x12)*256
scroll_y = memory.readbyte(0xFC)--+memory.readbyte(0x13)*256 --not quite right, long vertical scrolling levels won't work
--0xD8 = 0 -> touch ground, 1 -> air
update_sprites()
if(inp.middleclick) then
mario.movetimer = 30
end
if(inp.leftclick==nil) then
mario.jumping=false
end
if(inp.leftclick and last_inp.leftclick==nil and
inp.xmouse>=mario.sx+clickbox.x1 and inp.xmouse<=mario.sx+clickbox.x2 and
inp.ymouse>=mario.sy+clickbox.y1 and inp.ymouse<=mario.sy+clickbox.y2)
then
jp.A = 1
mario.jumping = true
elseif(inp.leftclick and mario.jumping) then
jp.A = 1
elseif(inp.leftclick) then
if(paintmeter>0) then
local x,y=screen_to_game_pos(inp.xmouse,inp.ymouse)
if(last_inp.leftclick==nil) then
add_rainbow_coord(x,y,false)
outofpaint = nil
elseif(outofpaint==nil) then
if(zprev and getdistance(x,y,zprev.x,zprev.y)>8) then
add_rainbow_coord(x,y,true)
paintmeter = paintmeter - 2
lastpaint = timer
end
end
else
outofpaint = true
end
end
joypad.set(1,jp)
last_mario = mario
last_inp = inp
end
function render()
--bctext(0,20,string.format("Memory usage: %.2f KB",collectgarbage("count")))
local j = 0
for i=1,Z_MAX do
if(zbuf[i]) then
j = j + 1
end
end
--bctext(0,20,"Lines: "..j)
--bctext(0,20,mario.x..","..mario.y)
--bctext(0,30,mario.sx..","..mario.sy)
--bctext(0,40,mario.vx..","..mario.vy)
--bctext(0,50,"D "..mario.dir)
--bctext(0,70,"scroll_x: "..scroll_x)
--bctext(0,80,"scroll_y: "..scroll_y)
--bctext(0,90,AND(mario.x,255))
--if(mario.riding) then
-- bctext(0,100,"R")
--end
bcbox(mario.sx+clickbox.x1,mario.sy+clickbox.y1,mario.sx+clickbox.x2,mario.sy+clickbox.y2,"white")
local prev_x, prev_y, prev_connected
local i=zindex
local color = AND(timer/2,15)
for j=1,Z_MAX do
if(zbuf[i]) then
local ltime = timer-zbuf[i].t
if(ltime<Z_LSPAN) then
local x,y=game_to_screen_pos(zbuf[i].x,zbuf[i].y)
if(prev_x and prev_connected) then
color = drawrainbow(prev_x,prev_y,x,y,color)
end
prev_x = x
prev_y = y
prev_connected = zbuf[i].connected
else
zbuf[i] = nil
end
end
i = i - 1
if(i<1) then
i = Z_MAX
end
end
local cx,cy = game_to_screen_pos(mario.x+8,mario.y+30)
bcpixel(cx,cy,string.format("#%02X%02X%02X",math.random(0,255),math.random(0,255),math.random(0,255)))
local pmx=78
local pmy=226
if(paintmeter>0) then
drawrainbow(pmx+paintmeter,pmy,pmx,pmy,timer/6)
end
bcbox(pmx-2,pmy-1,pmx+102,pmy+3,"white")
if(timer-lastpaint>60) then
paintmeter = paintmeter + 1
if(paintmeter>100) then
paintmeter=100
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
function domagic()
if(memory.readbyte(0x73)==0x20) then --map screen(?)
update_vars()
render()
else
bcpixel(1,10,"clear")
end
end
initialize()
gui.register(domagic)
while(true) do
FCEU.frameadvance()
timer = timer + 1
end