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Super C Collision viewer

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Sep 30th, 2012
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Lua 4.43 KB | None | 0 0
  1. --Author Pasky 13
  2.  
  3. --Player
  4. local px = 0x54C
  5. local py = 0x532
  6.  
  7. --Player projectiles
  8. local projxbase = 0x588
  9. local projybase = 0x578
  10.  
  11. --Enemies
  12. local ex = 0x53C
  13. local ey = 0x522
  14.  
  15. local function hex(val)
  16.     val = string.format("%X",val)
  17.     return val
  18. end
  19.  
  20. local function draw_axis(x,y,color)
  21.     gui.line(x,y-4,x,y+4,color)
  22.     gui.line(x-4,y,x+4,y,color)
  23. end
  24.  
  25. local function sign(val)
  26.     if val > 0x7F then
  27.         val = 256 + (val * -1)
  28.     end
  29.     return val
  30. end
  31.  
  32. local box_data = {
  33. 0xEA,0xF4,0x2A,0x16,0xF0,0xFA,0x1E,0x0A,0xE5,0xF7,0x34,0x10,0xE1,0xEB,0x3C,0x28,
  34. 0xF1,0xEF,0x28,0x20,0xE1,0xD3,0x3C,0x58,0xD1,0xDB,0x6C,0x48,0xD1,0xEB,0x5C,0x28,
  35. 0xF2,0xF2,0x1A,0x1A,0xF8,0xF8,0x0E,0x0E,0xED,0xF5,0x24,0x14,0xE9,0xE9,0x2C,0x2C,
  36. 0xF9,0xED,0x18,0x24,0xE9,0xD1,0x2C,0x5C,0xD9,0xD9,0x5C,0x4C,0xD9,0xE9,0x4C,0x2C,
  37. 0xEA,0xEA,0x16,0x2A,0xF0,0xF0,0x0A,0x1E,0xE5,0xED,0x20,0x24,0xE1,0xE1,0x28,0x3C,
  38. 0xF1,0xE5,0x14,0x34,0xE1,0xC9,0x28,0x6C,0xD1,0xD1,0x58,0x5C,0xD1,0xE1,0x48,0x3C,
  39. 0xEA,0xF4,0x22,0x16,0xF0,0xFA,0x16,0x0A,0xE5,0xF7,0x2C,0x10,0xE1,0xEB,0x34,0x28,
  40. 0xF1,0xEF,0x20,0x20,0xE1,0xD3,0x34,0x58,0xD1,0xDB,0x64,0x48,0xD1,0xEB,0x54,0x28,
  41. 0xF8,0xF4,0x1A,0x16,0xFE,0xFA,0x0E,0x0A,0xF3,0xF7,0x24,0x10,0xEF,0xEB,0x2C,0x28,
  42. 0xFF,0xEF,0x18,0x20,0xEF,0xD3,0x2C,0x58,0xDF,0xDB,0x5C,0x48,0xDF,0xEB,0x4C,0x28,
  43. 0xF3,0xF3,0x18,0x18,0xF7,0xF7,0x10,0x10,0xEC,0xF3,0x26,0x18,0xEB,0xEB,0x28,0x28,
  44. 0xFB,0xEF,0x14,0x20,0xEB,0xD3,0x28,0x58,0xD3,0xEB,0x28,0x28,0xDB,0xEB,0x48,0x28,
  45. 0xF0,0xF4,0x1E,0x16,0xF6,0xFA,0x12,0x0A,0xEB,0xF7,0x28,0x10,0xE7,0xEB,0x30,0x28,
  46. 0xF7,0xEF,0x1C,0x20,0xE7,0xD3,0x30,0x58,0xD7,0xDB,0x60,0x48,0xD7,0xEB,0x50,0x28,
  47. 0xA5,0x5B,0x29,0x01,0xAA,0xB5,0xC6,0x38,0x65,0x07,0xA8,0xBD,0x4C,0x05,0xF9,0x01,
  48. 0xA0,0xE5,0x05,0xD9,0x03,0xA0,0xB0,0x0D,0xBD,0x32,0x05,0xF9,0x00,0xA0,0xE5,0x06 }
  49.  
  50. local function Player()
  51.     -- Player 1
  52.     if memory.readbyte(0xC6) ~= 0 then
  53.         local x = memory.readbyte(px)
  54.         local y = memory.readbyte(py)
  55.         draw_axis(x,y,"#0000FFFF")
  56.     end
  57.     -- Player 2
  58.     if memory.readbyte(0xC7) ~= 0 then
  59.         x = memory.readbyte(px+1)
  60.         y = memory.readbyte(py+1)
  61.         draw_axis(x,y,"#0000FFFF")
  62.     end
  63. end
  64.  
  65. local function bullets()
  66.     -- P1
  67.     if memory.readbyte(0xC6) ~= 0 then
  68.         for i = 0,9,1 do
  69.             local x = memory.readbyte(projxbase + i)
  70.             local y = memory.readbyte(projybase + i)
  71.            
  72.             if memory.readbyte(0x638 + i) > 0 then
  73.                 gui.box(x-2,y-2,x+2,y+2,"#FFFFFF40","#FFFFFFFF")
  74.             end
  75.         end
  76.     end
  77.     -- P2
  78.     if memory.readbyte(0xC7) ~= 0 then
  79.         for i = 0,9,1 do
  80.             local x = memory.readbyte(0x592 + i)
  81.             local y = memory.readbyte(0x582 + i)
  82.            
  83.             if memory.readbyte(0x642 + i) > 0 then
  84.                 gui.box(x-2,y-2,x+2,y+2,"#FFFFFF40","#FFFFFFFF")
  85.             end
  86.         end
  87.     end
  88.    
  89. end
  90.  
  91.  
  92. local function enemies()
  93.     local active
  94.     local etype
  95.     local fill
  96.     local outl
  97.     for i = 0,0x0D,1 do
  98.         active = memory.readbyte(0x508+i)  -- sprite frame
  99.         etype = memory.readbyte(0x73A + i)
  100.        
  101.         if etype == 4 or etype == 0x0C then  -- Enemy projectiles
  102.             fill = "#00FF00FF"
  103.             outl = "#00FF0035"
  104.         else
  105.             fill = "#FF0000FF"
  106.             outl = "#FF000035"
  107.         end
  108.        
  109.         local x = memory.readbyte(ex + i)
  110.         local y = memory.readbyte(ey + i)
  111.        
  112.         -- Collision detection player 1
  113.         if memory.readbyte(0xC6) ~= 0 then
  114.             if active > 0 then 
  115.                 local offset = ((memory.readbyte(0xC6) + etype + 1) % 0x100)
  116.                 local xoff = sign(box_data[1 + 1 + offset]) + 1
  117.                 local xrad = box_data[1 + 3 + offset]
  118.                 local yoff = sign(box_data[1 + offset]) + 1
  119.                 local yrad = box_data[1 + 2 + offset]
  120.                 gui.box(x-xoff,y-yoff,x-xoff+xrad,y-yoff+yrad,outl,fill)
  121.             end
  122.         end
  123.        
  124.         -- Collision detection player 2
  125.         if memory.readbyte(0xC7) ~= 0 then
  126.             if active > 0 then
  127.                 local offset = ((memory.readbyte(0xC7) + etype + 1) % 0x100)
  128.                 local xoff = sign(box_data[1 + 1 + offset]) + 1
  129.                 local xrad = box_data[1 + 3 + offset]
  130.                 local yoff = sign(box_data[1 + offset]) + 1
  131.                 local yrad = box_data[1 + 2 + offset]
  132.                 gui.box(x-xoff,y-yoff,x-xoff+xrad,y-yoff+yrad,outl,fill)
  133.             end
  134.         end
  135.        
  136.         -- Projectile collision
  137.         if active > 0 and etype ~= 4 and etype ~= 0x0C then
  138.             local poffset = etype + 0xA0
  139.             local pxoff = sign(box_data[1 + 1 + poffset]) + 1
  140.             local pxrad = box_data[1 + 3 + poffset] - 2
  141.             local pyoff = sign(box_data[1 + poffset]) + 1
  142.             local pyrad = box_data[1 + 2 + poffset] - 2
  143.             gui.box(x-pxoff,y-pyoff,x-pxoff+pxrad,y-pyoff+pyrad,"#FFFF0040","#FFFF00FF")
  144.         end
  145.        
  146.        
  147.     end
  148. end
  149.  
  150. while true do
  151.     Player()
  152.     bullets()
  153.     enemies()
  154.     emu.frameadvance()
  155. end
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