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