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sprite_table.lua
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--[[
Draws a sprite table with sprite index, type, X, and Y pos.
It also indicates which sprite corresponds to which sprite and optionally draws hitboxes.
Use the following command line args to control this behavior:
--draw-hitboxes
--hide-table
--decimal-pos : show positions in decimal instead of hex
]]
local EmuYFix = 0
local drawHitboxes = arg:find("--draw-hitboxes", 0, true)
local drawTable = not arg:find("--hide-table", 0, true)
local showHex = not arg:find("--decimal-pos", 0, true)
local TABLE_BACKGROUND_COLOR = "#13067FC0"
local TABLE_TEXT_COLOR = "FFFFFFC0"
local playerNames = {
[0x23] = "Lemon",
[0x24] = "Dust",
[0x25] = "Meatball",
[0x33] = "Bubble Lead",
[0x34] = "Quick Boomerang",
[0x36] = "Metal Blade",
[0x39] = "Item 2",
[0x3A] = "Item 3",
[0x3C] = "Quick Boomerang (dead)",
[0x3F] = "Splash",
}
setmetatable(playerNames, {__index = function(t, k) return string.format("$%02X", k) end})
local enemyNames = {
[0x00] = "Shrimp A",
[0x01] = "Shrimp B",
[0x02] = "Anko fins?",
[0x03] = "Metroid spawner", -- Mother Brain? Idk I've never played Metroid.
[0x04] = "Metroid",
[0x06] = "Poof",
[0x08] = "Crab",
[0x07] = "Crab spawner",
[0x0A] = "Hermit crab",
[0x0B] = "Hermit crab shell",
[0x0C] = "Mama frog",
[0x0D] = "Baby frog",
[0x0E] = "Bubble",
[0x0F] = "Anko",
[0x10] = "Anko eye?",
[0x12] = "Track platform",
[0x13] = "Falling platform",
[0x14] = "Quick laser manager",
[0x15] = "Quick laser",
[0x21] = "Telly spanwer", -- AKA "Terry comes out"
[0x22] = "Telly",
[0x23] = "Hothead",
[0x25] = "Light switch 1 (off)",
[0x26] = "Light switch 2 (on)",
[0x27] = "Light switch 1 (on)",
[0x28] = "Light switch 2 (off)",
[0x2C] = "Prop-top",
[0x2B] = "Prop-top spanwer",
[0x2D] = "Crash wall (tall)",
[0x2F] = "Door",
[0x30] = "Crusher",
[0x31] = "Blocky head",
[0x32] = "Blocky body",
[0x33] = "Blocky can",
[0x35] = "Sniper Joe bullet",
[0x3C] = "Kopipi",
[0x3E] = "Cloud platform",
[0x46] = "Springer",
[0x47] = "Drill spawner",
[0x48] = "Drill (up)",
[0x49] = "Drill (down)",
[0x4B] = "Shotman (left)",
[0x4C] = "Shotman (right)",
[0x4D] = "Shotman bullet",
[0x4E] = "Sniper Armor",
[0x4F] = "Sniper Joe",
[0x50] = "Scworm dispenser",
[0x51] = "Scworm",
[0x53] = "Yoku block A",
[0x54] = "Yoku block B",
[0x55] = "Yoku block C",
[0x57] = "Crash wall (short)",
[0x58] = "Flame", -- Boss value. Reused?
[0x59] = "Quick Man's boomerang", -- Boss value. Reused?
[0x5A] = "Bubble bullet",
[0x5B] = "Bubble Lead", -- Boss value
[0x60] = "Meatball",
[0x76] = "Large health drop",
[0x77] = "Small health drop",
[0x78] = "Large energy drop",
[0x79] = "Small energy drop",
[0x7A] = "E tank",
[0x7B] = "Extra life",
}
setmetatable(enemyNames, {__index = function(t, k) return string.format("$%02X", k) end})
local bossNames = {
[0x00] = "Heat Man",
[0x01] = "Air Man",
[0x02] = "Wood Man",
[0x03] = "Bubble Man",
[0x04] = "Quick Man",
[0x05] = "Flash Man",
}
setmetatable(bossNames, {__index = function(t, k) return string.format("$%02X", k) end})
local function drawBox(x1, y1, x2, y2, c1, c2)
gui.box(x1, y1 + EmuYFix, x2, y2 + EmuYFix, c1, c2)
end
local function drawText(x, y, t, c1, c2)
gui.text(x, y + EmuYFix, t, c1, c2)
end
-- Synaesthesia for hitbox sizes. Redder = bigger.
-- Format: fill color, outline color
local hitSizeColors = {
{"#00FF0040","green"},
{"#0000FF40","blue"},
{"#FFEF0040","#FFEF00"},
{"#FF7F0040","#FF7F00"},
{"#FF000040","red"}
}
setmetatable(hitSizeColors, {__index=function(t,k)
return {"#FFFFFF40", "white"} -- The default hitbox color is white.
end})
local function formatPos(pixel, subpixel)
return showHex
and string.format("%02X.%02X", pixel, subpixel)
or string.format("%7.3f", pixel + subpixel / 256)
end
local function getCoords(tableIndex)
return math.floor(tableIndex / 16) * 132, (tableIndex % 16) * 10 + 20
end
local function getPlayerName(slot, id)
if slot == 0 then
return "Mega Man"
else
return playerNames[id]
end
end
local function getEnemyName(slot, id)
if slot == 1 then
return bossNames[memory.readbyte(0xB3)]
else
return enemyNames[id]
end
end
-- Written by finalfighter.
-- Variables renamed by me for clarity.
-- I also removed the delay scroll tracking and
-- HP/sprite timer stuff, and added the bit that draws health values.
local function drawSpriteInfo()
if drawTable then
drawText(0, 10, "Player", TABLE_TEXT_COLOR, TABLE_BACKGROUND_COLOR)
drawText(132, 10, "Enemy", TABLE_TEXT_COLOR, TABLE_BACKGROUND_COLOR)
end
local scX = memory.readbyte(0x20) * 256 + memory.readbyte(0x1F)
local scY = 0
for i=0, 0x1F do
local xPix = memory.readbyte(0x0460 + i)
local xSub = memory.readbyte(0x0480 + i)
local yPix = memory.readbyte(0x04A0 + i)
local ySub = memory.readbyte(0x04C0 + i)
local flags = memory.readbyte(0x0420 + i)
local index = memory.readbyte(0x0400 + i)
local timer = memory.readbyte(0x04E0 + i)
local health = memory.readbyte(0x06C0 + i)
local drawX = memory.readbyte(0x0440 + i) * 256 + xPix - scX
local drawY = yPix - scY
local tableDrawX, tableDrawY = getCoords(i)
if flags >= 0x80 then --sprite is alive
-- Doesn't work when Mega Man is screen shifted.
if i < 0x10 and i ~= 1 then -- Rockman & projectiles
local propIndex = memory.readbyte(0x0590 + i) --weapon hitbox type (0-4)
local tmp = memory.readbyte(0xD4DC + propIndex) --offset into property tables
local hitSizeX = memory.readbyte(0xD4E1 + tmp) - 0xC + 4 --read from property tables
local hitSizeY = memory.readbyte(0xD581 + tmp) - 0x14 + 4
local bg, ol = hitSizeColors[propIndex + 1][1], hitSizeColors[propIndex + 1][2]
if drawHitboxes then
drawBox(drawX - hitSizeX, drawY - hitSizeY, drawX + hitSizeX, drawY + hitSizeY, bg, ol)
end
drawText(drawX - 5, drawY - hitSizeY - 9, string.format("%02X", i), "white", "#195106")
if drawTable then
drawText(tableDrawX, tableDrawY,
-- string.format("%02X: %02X (%s,%s)", i, index, formatPos(xPix, xSub), formatPos(yPix, ySub)),
string.format("%02X: %s", i, getPlayerName(i, index)),
TABLE_TEXT_COLOR, TABLE_BACKGROUND_COLOR)
end
else -- Enemies
local tmp = memory.readbyte(0x06E0 + i)
local hitSizeX = math.max(0, memory.readbyte(0xD501 + tmp) - 4 )
local hitSizeY = math.max(0, memory.readbyte(0xD5A1 + tmp) - 4 )
if drawHitboxes then
drawBox(drawX - hitSizeX, drawY - hitSizeY, drawX + hitSizeX, drawY + hitSizeY, "#FFFFFF40", "white")
end
drawText(drawX - 5, drawY - hitSizeY - 9, string.format("%02X", i), "white", "#195106")
-- drawText(drawX - 5, drawY - hitSizeY - 9, string.format("%d", timer))
if drawTable then
drawText(tableDrawX, tableDrawY,
string.format("%02X: %s", i, getEnemyName(i, index)),
-- string.format("%02X: %02X %02X %02X", i, index, health, flags),
-- string.format("%02X: %02X (%s,%s)", i, index, formatPos(xPix, xSub), formatPos(yPix, ySub)),
TABLE_TEXT_COLOR, TABLE_BACKGROUND_COLOR)
end
end
else
if drawTable then drawText(tableDrawX, tableDrawY, string.format("%02X:", i), TABLE_TEXT_COLOR, TABLE_BACKGROUND_COLOR) end
end
end
end
local function postFrame()
drawSpriteInfo()
end
emu.registerafter(postFrame)