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kah.lua
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kah.lua
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-- Kirby's Adventure hacking/debug/testing script
-- by Revenant
-- warning: bad code ahead
-- also don't blame me if you break the game with this :)
emu.speedmode("normal")
emu.message("script ver. 1.1\nclick/shift-click on page no. to change")
function writeword (addr, value)
memory.writebyte(addr, value % 256)
memory.writebyte(addr+1, math.floor(value/256))
end
function drawcursor(x, y, color)
gui.box(x, y, x+16, y+16, "clear", color)
gui.box(x+1, y+1, x+15, y+15, "clear", color)
end
cboxcolor = "P25"
page = 0
mouserepeat = 0
mouseheld = false
repeatrate = 16
exit_from = 0
exits = {}
numexits = 0
maxlevel = 0x147 - 1
addr_tileact = 0x7f00
addr_leveldata = 0x67ee
addr_hscreens = addr_leveldata+0
addr_vscreens = addr_leveldata+1
addr_screenlist = addr_leveldata+8
addr_tilemap = addr_leveldata+0xda
addr_level = 0x0562
addr_exitflag = 0x055F
addr_startscreen = 0x0564
addr_startpoint = 0x0565
addr_playerxh = 0x0095
addr_playeryh = 0x00CB
addr_playerxl = 0x0083
addr_playeryl = 0x00B9
addr_scrollx = 0x00EB
addr_scrolly = 0x00EA
addr_mapptrl = 0x88A6
addr_mapptrh = 0x875F
addr_mapptrb = 0x84D1
addr_sprptrl = 0x8D0E
addr_sprptrh = 0x8BC7
addr_sprptrb = 0x8A80
addr_exitptrl = 0x8F82
addr_exitptrh = 0x90CB
behavior = {}
-- store tile behavior so it can be recalled with ctrl-click
memory.registerwrite(addr_tileact, 256,
function (addr, size)
behavior[addr - addr_tileact] = memory.readbyte(addr)
end
)
savestate.registerload(
function ()
for i = 0, 255, 1 do
behavior[i] = memory.readbyte(addr_tileact + i)
end
end
)
-- dump addresses /file offsets on level load
memory.registerexec(0xe648, 1,
function()
print(string.format("loading level %03X", level))
local bank = memory.readbyte(addr_mapptrb + level)
local ptr = memory.readbyte(addr_mapptrl + level)
+ memory.readbyte(addr_mapptrh + level) * 256
local offset = (bank * 8192) + ptr - 0xa000 + 16
print(string.format("tilemap -> %02X:%04X (offset %06X)", bank, ptr, offset))
end
)
-- dump sprite table address on level load
memory.registerexec(0xa646, 1,
function()
if (memory.readbyte(0xa646) ~= 0xac) then
return
end
local bank = memory.readbyte(addr_sprptrb + level)
sprptr = memory.readbyte(addr_sprptrl + level)
+ memory.readbyte(addr_sprptrh + level) * 256
local offset = (bank * 8192) + sprptr - 0xa000 + 16
print(string.format("sprites -> %02X:%04X (offset %06X)", bank, sprptr, offset))
end
)
memory.registerexec(0xe68a, 1,
function()
local screens = memory.readbyte(sprptr)
local numspr = memory.readbyte(sprptr+screens+1)
local sprites = {
[0x00] = "Waddle Dee (slow)",
[0x01] = "Waddle Dee (medium)",
[0x02] = "Waddle Dee (fast)",
[0x03] = "Waddle Dee (very fast)",
[0x04] = "Waddle Doo (slow)",
[0x05] = "Waddle Doo (medium)",
[0x06] = "Waddle Doo (fast)",
[0x07] = "Waddle Doo (very fast)",
[0x08] = "Shotzo (slow)",
[0x09] = "Shotzo (medium)",
[0x0a] = "Shotzo (fast)",
[0x0b] = "Shotzo (very fast)",
[0x0c] = "Shotzo (3-shot up)",
[0x0d] = "Shotzo (3-shot up-right)",
[0x0e] = "Shotzo (3-shot up-left)",
[0x0f] = "Sparky (slow)",
[0x10] = "Sparky (fast)",
[0x11] = "Poppy Bros. Jr. (slow)",
[0x12] = "Poppy Bros. Jr. (medium)",
[0x13] = "Poppy Bros. Jr. (fast)",
[0x14] = "Poppy Bros. Jr. on apple (slow)",
[0x15] = "Poppy Bros. Jr. on apple (medium)",
[0x16] = "Poppy Bros. Jr. on apple (fast)",
[0x17] = "Poppy Bros. Jr. on tomato (slow)",
[0x18] = "Poppy Bros. Jr. on tomato (medium)",
[0x19] = "Poppy Bros. Jr. on tomato (fast)",
[0x1a] = "Laser Ball (slow)",
[0x1b] = "Laser Ball (medium)",
[0x1c] = "Laser Ball (fast)",
[0x1d] = "Blipper (slow homing)",
[0x1e] = "Blipper (fast homing)",
[0x1f] = "Blipper (sinking?)",
[0x20] = "Blipper (horizontal)",
[0x21] = "Blipper (jump)",
[0x22] = "Bounder 1?",
[0x23] = "Bounder 2",
[0x24] = "Hothead 1?",
[0x25] = "Hothead 2",
[0x26] = "Parasol Waddle Doo (hold)",
[0x27] = "Parasol Waddle Dee (hold)",
[0x28] = "Parasol Waddle Doo (fly away)",
[0x29] = "Parasol Waddle Dee (fly away)",
[0x2a] = "Parasol Shotzo (fly away)",
[0x2b] = "Parasol Waddle Doo (chase)",
[0x2c] = "Parasol Waddle Dee (chase)",
[0x2d] = "Parasol Shotzo (chase)",
[0x2e] = "Blade Knight",
[0x2f] = "Bubbles (slow)",
[0x30] = "Bubbles (fast)",
[0x31] = "Noddy (slow)",
[0x32] = "Noddy (fast)",
[0x33] = "Coner (slow)",
[0x34] = "Coner (fast)",
[0x35] = "Maxim Tomato",
[0x36] = "1up",
[0x37] = "Invincibility Candy",
[0x38] = "Waddle Dee (slow walk?)",
[0x39] = "Waddle Dee (medium walk?)",
[0x3a] = "Waddle Dee (fast walk?)",
[0x3b] = "Waddle Dee (very fast walk?)",
[0x3c] = "Waddle Dee (slow jump)",
[0x3d] = "Waddle Dee (medium jump)",
[0x3e] = "Waddle Dee (fast jump)",
[0x3f] = "Waddle Dee (very fast jump)",
[0x40] = "Bomber",
[0x41] = "Flamer (peaceful slow)",
[0x42] = "Flamer (peaceful medium)",
[0x43] = "Flamer (peaceful fast)",
[0x44] = "Twister 1",
[0x45] = "Twister 2",
[0x46] = "Twister 3",
[0x47] = "Flamer (slow attack)",
[0x48] = "Flamer (medium attack)",
[0x49] = "Meta Knight throwing candy",
[0x4a] = "Squishy (walking slow)",
[0x4b] = "Squishy (walking fast)",
[0x4c] = "Squishy (appearing suddenly)",
[0x4d] = "Squishy (floating slow)",
[0x4e] = "Squishy (floating fast)",
[0x4f] = "Nut bomb (fast left?)",
[0x50] = "Bronto Burt (slow wave)",
[0x51] = "Bronto Burt (fast wave)",
[0x52] = "Bronto Burt (slow homing)",
[0x53] = "Bronto Burt (fast homing)",
[0x54] = "Bronto Burt (slow drop in)",
[0x55] = "Bronto Burt (fast drop in)",
[0x56] = "Bronto Burt (slow diagonal)",
[0x57] = "Bronto Burt (fast diagonal)",
[0x58] = "Bronto Burt (slow chasing)",
[0x59] = "Bronto Burt (fast chasing)",
[0x5a] = "Bronto Burt (jump up)",
[0x5b] = "Bronto Burt (fast jump up?)",
[0x5c] = "Glunk (not shooting)",
[0x5d] = "Glunk (shooting)",
[0x5e] = "Nut bomb (slow left?)",
[0x5f] = "Nut bomb (slow right?)",
[0x60] = "Slippy (slow)",
[0x61] = "Slippy (fast)",
[0x62] = "Starman (slow walk)",
[0x63] = "Starman (fast walk)",
[0x64] = "Starman (peaceful)",
[0x65] = "Starman (slow fly)",
[0x66] = "Starman (fast fly)",
[0x67] = "Sir Kibble (stationary?)",
[0x68] = "Sir Kibble (stationary, dodges?)",
[0x69] = "Sir Kibble (slow walk?)",
[0x6a] = "Sir Kibble (fast walk?)",
[0x6b] = "Kabu (slow jump)",
[0x6c] = "Kabu (fast jump)",
[0x6d] = "Kabu (slow disappear)",
[0x6e] = "Kabu (fast disappear)",
[0x6f] = "Kabu (slide)",
[0x70] = "Gordo (stationary)",
[0x71] = "Gordo (vertical 1)",
[0x72] = "Gordo (vertical 2)",
[0x73] = "Gordo (horizontal 1)",
[0x74] = "Gordo (horizontal 2)",
[0x75] = "Gordo (vertical float)",
[0x76] = "Scarfy (slow hover)",
[0x77] = "Scarfy (fast hover)",
[0x78] = "Scarfy (slow drop in left)",
[0x79] = "Scarfy (fast drop in left)",
[0x7a] = "Scarfy (slow drop in right)",
[0x7b] = "Scarfy (fast drop in right)",
[0x7c] = "Scarfy (slow rise in left)",
[0x7d] = "Scarfy (fast rise in left)",
[0x7e] = "Scarfy (slow rise in right)",
[0x7f] = "Scarfy (fast rise in right)",
[0x80] = "Meta Knight battle (2-3, room 0B4)",
[0x81] = "Meta Knight battle (unused, room 13F)",
[0x82] = "Meta Knight battle (6-6, room 06A)",
[0x83] = "Meta Knight battle (3-4, room 0DB)",
[0x84] = "Meta Knight battle (4-5, room 108)",
[0x85] = "Meta Knight battle (5-4, room 124)",
[0x86] = "Meta Knight battle (unused, room 13E?)",
[0x87] = "Meta Knight battle (unused, room 141 or 144?)",
[0x88] = "Wheelie (slow)",
[0x89] = "Wheelie (fast)",
[0x8a] = "Wheelie (faster?)",
[0x8b] = "Meta Knight battle (Shotzo)",
[0x8c] = "Meta Knight battle (dummy)",
[0x8d] = "Meta Knight battle (dummy)",
[0x8e] = "Meta Knight battle (dummy)",
-- 8F: unused
[0x90] = "Rocky",
[0x91] = "Pep Drink",
[0x92] = "UFO",
[0x93] = "Cool Spook",
[0x94] = "Pengy (slow)",
[0x95] = "Pengy (fast)",
[0x96] = "Broom Hatter",
[0x97] = "Chilly (slow)",
[0x98] = "Chilly (fast)",
[0x99] = "Cappy",
[0x9a] = "Spiny (slow)",
[0x9b] = "Spiny (fast)",
[0x9c] = "Twizzy (slow straight)",
[0x9d] = "Twizzy (fast straight)",
[0x9e] = "Twizzy (slow up/down homing)",
[0x9f] = "Twizzy (fast up/down homing)",
[0xa0] = "Twizzy (slow drop in)",
[0xa1] = "Twizzy (fast drop in)",
[0xa2] = "Twizzy (slow fly diagonal)",
[0xa3] = "Twizzy (fast fly diagonal)",
[0xa4] = "Twizzy (slow homing)",
[0xa5] = "Twizzy (fast homing)",
[0xa6] = "Twizzy (waiting 1?)",
[0xa7] = "Twizzy (waiting 2?)",
[0xa8] = "Twizzy (hopping)",
[0xa9] = "Twizzy (slow jump up)",
[0xaa] = "Twizzy (fast jump up)",
[0xab] = "Twizzy (hovering)",
[0xac] = "Coconut (fast right)",
-- AD-AF unused
[0xb0] = "Mr. Frosty (slow)",
[0xb1] = "Mr. Frosty (fast)",
[0xb2] = "Bonkers (slow)",
[0xb3] = "Bonkers (fast)",
[0xb4] = "Grand Wheelie (slow)",
[0xb5] = "Grand Wheelie (fast)",
[0xb6] = "Buggzy (slow)",
[0xb7] = "Buggzy (fast)",
[0xb8] = "Rolling Turtle (slow)",
[0xb9] = "Rolling Turtle (fast)",
[0xba] = "Mr. Tick Tock (slow)",
[0xbb] = "Mr. Tick Tock (fast)",
[0xbc] = "Poppy Bros. Sr. (slow)",
[0xbd] = "Poppy Bros. Sr. (fast)",
[0xbe] = "Fire Lion (slow)",
[0xbf] = "Fire Lion (fast)",
-- C0-CF unused
[0xd0] = "Whispy Woods",
-- D1 unused
[0xd2] = "Paint Roller",
[0xd3] = "Mr. Shine & Mr. Bright",
[0xd4] = "Heavy Mole",
[0xd5] = "Kracko",
-- D6 unused
[0xd7] = "Meta Knight",
[0xd8] = "King Dedede",
[0xd9] = "Nightmare Orb",
[0xda] = "Nightmare",
-- DB-DF unused
[0xe0] = "Museum Sparky",
[0xe1] = "Museum Laser Ball",
[0xe2] = "Museum Hothead",
[0xe3] = "Museum Flamer",
[0xe4] = "Museum Blade Knight",
[0xe5] = "Museum Bubbles",
[0xe6] = "Museum Noddy",
[0xe7] = "Museum Starman",
[0xe8] = "Museum Sir Kibble",
[0xe9] = "Museum Twister",
[0xea] = "Museum Wheelie",
[0xeb] = "Museum Hammer(?)",
[0xec] = "Museum Rocky",
[0xed] = "Museum Spiny",
[0xee] = "Museum Pengi",
[0xef] = "Museum Chilly",
[0xf0] = "Warp Star (level 1)",
[0xf1] = "Warp Star (level 2)",
[0xf2] = "Warp Star (level 3)",
[0xf3] = "Warp Star (level 4)",
[0xf4] = "Warp Star (level 5)",
[0xf5] = "Warp Star (level 6)",
[0xf6] = "Warp Star (level 7)",
[0xf7] = "Warp Star",
[0xf8] = "Warp Star 2?",
[0xf9] = "Cannon",
[0xfa] = "Cannon 2?",
[0xfb] = "Fuse",
-- FC/FD unused
[0xfe] = "Floor switch",
[0xff] = "Ceiling switch"
}
local firstspr = 0
for i = 0, screens - 1, 1 do
local lastspr = memory.readbyte(sprptr+2+i)
for j = firstspr, lastspr - 1, 1 do
local start = memory.readbyte(sprptr+2+screens+j)
local type = memory.readbyte(sprptr+2+screens+numspr+j)
print(string.format("sprite #%d: screen %1X (%1X, %1X), type %02X (%s)",
j, i, math.floor(start/16), start % 16, type,
sprites[type] or "unknown"))
end
firstspr = lastspr
end
end
)
-- get level exit information
memory.registerexec(0xa0fb, 1,
function()
if (exit_from == level) then
return
end
exit_from = level
-- get # of exits in this level
local ptr = memory.readbyte(addr_exitptrl + level)
+ memory.readbyte(addr_exitptrh + level) * 256
local next = memory.readbyte(addr_exitptrl + level + 1)
+ memory.readbyte(addr_exitptrh + level + 1) * 256
numexits = (next - ptr) / 5
print(string.format("exits -> ??:%04X (offset %06X)", ptr, 0x24000 + ptr - 0x8000 + 16))
for i = 0, numexits-1, 1 do
exit = {}
local b = memory.readbyte(ptr + (i*5))
exit.type = math.floor(b / 16)
exit.screen = b % 16
b = memory.readbyte(ptr + (i*5) + 1)
exit.x = math.floor(b / 16)
exit.y = b % 16
exit.level = memory.readbyte(ptr + (i*5) + 2)
b = memory.readbyte(ptr + (i*5) + 3)
if (b >= 0x80) then
exit.level = exit.level + 256
end
exit.type = exit.type + (math.floor(b / 16) % 8)*16
exit.to_screen = b % 16
b = memory.readbyte(ptr + (i*5) + 4)
exit.to_x = math.floor(b / 16)
exit.to_y = b % 16
exits[i] = exit
--print(string.format("exit %d: type %1X scr %02X (%1X, %1X) -> %03X scr %02X (%1X, %1X)",
-- i, exit.type, exit.screen, exit.x, exit.y,
-- exit.level, exit.to_screen, exit.to_x, exit.to_y))
end
end
)
pages = {
-- page 1: metatile info
[2] = function()
topline = "tile info"
local ktile = memory.readbyte(addr_tilemap + ((screen * 12) + ptiley) * 16 + ptilex)
local ctile = memory.readbyte(addr_tilemap + ((ss * 12) + ctiley) * 16 + ctilex)
local kact = memory.readbyte(addr_tileact + ktile)
local cact = memory.readbyte(addr_tileact + ctile)
local tiletypes = {
[0x00] = "background",
[0x01] = "push up",
[0x02] = "push up more",
[0x03] = "push up even more",
[0x04] = "push to right",
[0x05] = "push to right more",
[0x06] = "push to right even more",
[0x07] = "push down",
[0x08] = "push down more",
[0x09] = "push down even more",
[0x0a] = "push to left",
[0x0b] = "push to left more",
[0x0c] = "push to left even more",
[0x0d] = "solid",
[0x0e] = "platform, press down to drop",
[0x0f] = "platform",
[0x10] = "floor slope up",
[0x11] = "floor slope down",
[0x12] = "floor halfslope up, bottom",
[0x13] = "floor halfslope up, top",
[0x14] = "floor halfslope down, bottom",
[0x15] = "floor halfslope down, top",
[0x16] = "ceiling slope down",
[0x17] = "ceiling slope up",
[0x18] = "ceiling halfslope down, bottom",
[0x19] = "ceiling halfslope down, top",
[0x1a] = "ceiling halfslope up, bottom",
[0x1b] = "ceiling halfslope up, top",
[0x1c] = "star block",
-- becomes tile - 0x8 when destroyed, usually
-- (value to subtract is stored at 12:9C5F)
[0x1d] = "breakable",
[0x1e] = "breakable with ability(?)",
[0x1f] = "breakable with ability(?)",
[0x20] = "bomb",
[0x21] = "bomb chain",
[0x22] = "ladder top",
[0x23] = "ladder",
[0x24] = "spikes",
[0x25] = "hammer stake",
[0x28] = "door",
-- 30 - 5f are underwater
-- 60 - 7e = ??
[0x60] = "ice",
[0x61] = "ice, press down to drop",
[0x62] = "ice (?)",
[0x63] = "ice floor slope up",
[0x64] = "ice floor slope down",
[0x65] = "ice floor halfslope up, bottom",
[0x66] = "ice floor halfslope up, top",
[0x67] = "ice floor halfslope down, bottom",
[0x68] = "ice floor halfslope down, top",
[0x69] = "ice ceiling slope down",
[0x6a] = "ice ceiling slope up",
[0x6b] = "ice ceiling halfslope down, bottom",
[0x6c] = "ice ceiling halfslope down, top",
[0x6d] = "ice ceiling halfslope up, bottom",
[0x6e] = "ice ceiling halfslope up, top",
[0x6f] = "ice breakable(?)",
[0x70] = "ice breakable with ability(?)",
[0x71] = "ice breakable with ability(?)",
[0x72] = "ice spikes",
-- verify these ones (73-78) are used
[0x79] = "fuse upper left",
[0x7a] = "fuse horizontal",
[0x7b] = "fuse upper right",
[0x7c] = "fuse vertical",
[0x7d] = "fuse lower left",
[0x7e] = "fuse lower right",
[0xFF] = "background",
}
ktype = tiletypes[kact] or "unknown"
if (kact >= 0x30 and kact < 0x60) then
ktype = "water, " .. (tiletypes[kact - 0x30] or "unknown")
end
ctype = tiletypes[cact] or "unknown"
if (cact >= 0x30 and cact < 0x60) then
ctype = "water, " .. (tiletypes[cact - 0x30] or "unknown")
end
textlines[0] = string.format("K: tile %02X act %02X (%s)", ktile, kact, ktype)
-- textlines[3] = string.format("Cursor is on X:%02X Y:%02X of screen %02X", ctilex, ctiley, ss)
if (ymouse < 176) then
textlines[1] = string.format("C: tile %02X act %02X (%s)", ctile, cact, ctype)
textlines[2] = "(shift-)click to change, ctrl-click to restore"
drawcursor(cursorx, cursory, cboxcolor)
-- check if mouse is clicked
if (inpt.leftclick and mouserepeat == 0) then
if (inpt.control) then
if (behavior[ctile] == nil) then
emu.message("No saved behavior!")
else
cact = behavior[ctile]
end
elseif (inpt.shift) then
if (cact == 0) then
cact = 0x7e
else
cact = cact - 1
end
else
if (cact < 0x7e) then
cact = cact + 1
else
cact = 0
end
end
memory.writebyte(addr_tileact + ctile, cact)
end
end
end,
--
-- page 2: jump around
--
[1] = function()
topline = "fast movement"
if (ymouse < 176) then
textlines[0] = string.format("Cursor: %02X %02X %02X", ss, ctilex, ctiley)
textlines[1] = "(click to teleport)"
drawcursor(cursorx, cursory, cboxcolor)
if (inpt.leftclick and not mouseheld) then
local newy = (ssy * 192) + (ctiley * 16)
memory.writebyte(addr_playerxh, ssx)
memory.writebyte(addr_playeryh, math.floor(newy / 256))
memory.writebyte(addr_playerxl, ctilex * 16 + 8)
memory.writebyte(addr_playeryl, newy % 256)
end
end
gui.text(136, 176, "screen layout")
for i = vscreens-1, 0, -1 do
for j = 0, hscreens-1, 1 do
local snum = memory.readbyte(addr_screenlist + (hscreens * i) + j)
gui.text(136 + 16*j, 176+8 + 8*i, string.format("%02X", snum))
end
end
end,
--
-- page 3: level select
--
[0] = function()
topline = "level select"
textlines[0] = "Next room"
textlines[1] = "Previous room"
textlines[2] = "Debug room"
if (inpt.leftclick and not mouseheld) then
local option = math.floor((inpt.ymouse-176-32) / 8)
if (option < 0) then
return
elseif (option == 0) then
if (level == maxlevel) then
level = 0
else
level = level + 1
end
elseif (option == 1) then
if (level > 0) then
level = level - 1
else
level = maxlevel
end
elseif (option == 2) then
level = 0x00A8
end
writeword(addr_level, level % 0x200)
memory.writebyte(addr_exitflag, 0xFF)
-- burn a couple of frames so that pressing up to exit works all the time
joy = joypad.get(1)
joy.up = true
joypad.set(1, joy)
emu.frameadvance()
joypad.set(1, joy)
emu.frameadvance()
joypad.set(1, joy)
memory.writebyte(addr_startscreen, 0)
-- (4, 6) - somewhere "safe" near middle of screen
memory.writebyte(addr_startpoint, 0x46)
end
end,
--
-- page 4: door info
--
[3] = function()
topline = "door info"
textlines[0] = "mouse over an exit for info"
if (ymouse >= 176) then
return
end
local exittypes = {
[0x0] = "normal",
[0x1] = "level 1",
[0x2] = "level 2",
[0x3] = "level 3",
[0x4] = "level 4",
[0x5] = "level 5",
[0x6] = "level 6",
[0x7] = "level 7",
[0x10] = "end of level",
[0x18] = "museum",
[0x19] = "arena",
[0x1a] = "quick draw 1",
[0x1b] = "egg catch 1",
[0x1c] = "crane fever 1",
[0x1d] = "warp star",
[0x1e] = "previous world",
[0x1f] = "next world",
[0x2a] = "quick draw 2",
[0x2b] = "egg catch 2",
[0x2c] = "crane fever 2",
[0x3a] = "quick draw 3",
[0x3b] = "egg catch 3",
[0x3c] = "crane fever 3",
}
drawcursor(cursorx, cursory, cboxcolor)
for i = 0, numexits - 1, 1 do
exit = exits[i]
if (exit.screen == ss and exit.x == ctilex and exit.y == ctiley) then
local type = exittypes[exit.type] or "unknown"
textlines[0] = string.format("Exit at screen %1X (%1X, %1X)",
exit.screen, exit.x, exit.y)
textlines[1] = string.format("to: room %03X screen %1X (%1X, %1X)",
exit.level, exit.to_screen, exit.to_x, exit.to_y)
textlines[2] = string.format("type: %02X (%s)",
exit.type, type)
i = numexits
end
end
end,
}
numpages = 4
while true do
topline = ""
textlines = {
[0] = "",
[1] = "",
[2] = "",
[3] = "",
}
-- capture mouse input
inpt = input.get();
xmouse = math.floor(inpt.xmouse / 16) * 16
ymouse = math.floor(inpt.ymouse / 16) * 16
-- game state stuff
level = memory.readword(0x0562)
hscreens = memory.readbyte(addr_hscreens)
vscreens = memory.readbyte(addr_vscreens)
playerx = memory.readbyte(addr_playerxl)
+ (memory.readbyte(addr_playerxh) * 256)
playery = memory.readbyte(addr_playeryl)
+ (memory.readbyte(addr_playeryh) * 256)
screenx = math.floor(playerx / 256)
screeny = math.floor(playery / 192)
screen = memory.readbyte(addr_screenlist + (hscreens * screeny) + screenx)
scrollx = memory.readbyte(addr_scrollx)
scrolly = memory.readbyte(addr_scrolly)
ptilex = math.floor(playerx/16) % 16
ptiley = math.floor(playery/16) % 12
-- position to draw cursor, accounting for scrolling
cursorx = math.floor((inpt.xmouse + (scrollx % 16))/ 16) * 16 - (scrollx % 16)
cursory = math.floor((inpt.ymouse + (scrolly % 16))/ 16) * 16 - (scrolly % 16)
-- tile coordinate that cursor is on (within a screen)
ctilex = math.floor((scrollx + cursorx + (scrollx % 16)) / 16) % 16
ctiley = math.floor((scrolly + cursory + (scrolly % 16)) / 16) % 12
-- screen that cursor is on
ssx = screenx
ssy = screeny
if (scrollx >= playerx % 256 and inpt.xmouse < 256 - scrollx) then
ssx = screenx - 1
elseif (scrollx < playerx % 256 and inpt.xmouse >= 256 - scrollx) then
ssx = screenx + 1
end
-- this seems to handle >2 screen tall levels fine?
if (scrolly % 192 >= playery % 192 and inpt.ymouse < 192 - (scrolly % 192)) then
ssy = screeny - 1
elseif (scrolly % 192 < playery % 192 and inpt.ymouse >= 192 - (scrolly % 192)) then
ssy = screeny + 1
end
ss = memory.readbyte(addr_screenlist + (hscreens * ssy) + ssx)
pages[page]()
gui.text(8, 176, string.format("Page %d/%d: %s", page+1, numpages, topline))
gui.text(8, 176+8, string.format("Level %03X %02X %02X", level, ptilex + screenx * 16, ptiley + screeny * 16))
-- cycle to next page?
if (inpt.leftclick and mouserepeat == 0 and
inpt.ymouse >= 176 and inpt.ymouse < 176+8) then
if (inpt.shift) then
page = (page + numpages - 1) % numpages
else
page = (page + 1) % numpages
end
end
for i = 0, 3, 1 do
gui.text(8, 176+32+(8*i), textlines[i])
end
if (inpt.leftclick) then
mouserepeat = (mouserepeat + 1) % repeatrate
mouseheld = true
else
mouserepeat = 0
mouseheld = false
end
-- debug - line between screens
-- this code suuuuuuuccckkkkkssss
gui.line(256 - scrollx, 0, 256 - scrollx, 176)
if (192 - scrolly < 176) then
gui.line(0, 192 - scrolly, 256, 192 - scrolly)
end
if (scrolly > (playery % 192)) then
dispscreen = screen - hscreens
else
dispscreen = screen
end
if (scrollx == 0) then
gui.text(0, 0, string.format("Screen %02X", dispscreen))
if (192 - scrolly < 176) then
gui.text(0, 192 - scrolly, string.format("Screen %02X", dispscreen + hscreens))
end
elseif (scrollx < (playerx % 256)) then
gui.text( 0 - scrollx, 0, string.format("Screen %02X", dispscreen))
gui.text(256 - scrollx, 0, string.format("Screen %02X", dispscreen+1))
if (192 - scrolly < 176) then
gui.text( 0 - scrollx, 192 - scrolly, string.format("Screen %02X", dispscreen + hscreens))
gui.text(256 - scrollx, 192 - scrolly, string.format("Screen %02X", dispscreen + hscreens +1))
end
else
gui.text(256 - scrollx, 0, string.format("Screen %02X", dispscreen))
if (192 - scrolly < 176) then
gui.text(256 - scrollx, 192 - scrolly, string.format("Screen %02X", dispscreen + hscreens))
end
end
emu.frameadvance()
end