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- --0x0002 Damage Movement
- --0x0006 Zen Invuln
- --0x000A Zen Action Timer
- --0x000F Zen Y position offset from camera?
- --0x0014 Zen X offset from left side of screen
- --0x0015 Zen is charging
- --0x0083 Zen is charging timer 1
- --0x0084 Zen is charging timer 2
- --0x0089 Zen Health
- --0x008B Camera Y offset
- --0x0099 Waterfall 1
- --0x009B Waterfall 2
- --0x009D Waterfall 3
- --0x0600 Enemy Slot 1 Type
- --0x0602 Boss Invuln
- --0x0605 Enemy Slot 1 Health
- --0x0606 Enemy Slot 1 Invuln
- --0x0608 Enemy Slot 1 Dead
- --0x060A Enemy Slot 1 Lightning Timer in Dam
- --0x060F Enemy Slot 1 Y
- --0x0614 Enemy Slot 1 X
- --0x0705 Enemy Slot 2 Health
- --0x0714 Enemy Slot 2 X
- --0x1007 Rising Platform in Oil Spawn
- --0x100A Rising Platform in Oil Timer
- --0x1014 Rising Platform in Oil X Pos
- --0x100F Rising Platform in Oil Y Pos
- --0x110A Rising Platform in Oil Timer
- --0x110F Rising Platform in Oil Y Pos
- --0x1D49 screen number?
- --0x1EAA X offset from left side of screen
- --0x1EF8 X Position
- local DisplaySize = 4
- local EnemyBaseHealth = 0x0605
- local EnemyBaseX = 0x0614
- local NumSlots = 10
- local NumPlats = 3
- local NumberTimers = 4
- local Loop = 0
- local XPos = 0
- local YPos = 0
- local Invuln = 0
- local Type = 0
- local Timer = 0
- while true do
- --memory.writebyte(0x0089, 5)
- gui.text(0,60,"X: " .. memory.readbyte(0x1EF8) .. "+" .. memory.readbyte(0x0014))
- gui.text(0,75,"Y: " .. memory.readbyte(0x000F) .. "+" .. memory.readbyte(0x008B))
- gui.text(0,90,"I: " .. memory.readbyte(0x0006))
- gui.text(0,105,"T: " .. memory.readbyte(0x000A))
- if(memory.readbyte(0x0015)~=0) then
- gui.text(0,120,"C: " .. 5*memory.readbyte(0x0084) .. "+" .. memory.readbyte(0x0083))
- end
- if(memory.readbyte(0x0002)>=3) then
- gui.text(0,135,"M: " .. memory.readbyte(0x0002))
- end
- for Loop = 0, NumSlots - 1, 1 do
- Health = memory.readbyte(0x0605 + Loop * 0x100)
- YPos = memory.readbyte(0x060F + Loop * 0x100)
- XPos = memory.readbyte(0x0614 + Loop * 0x100)
- Type = memory.readbyte(0x0600 + Loop * 0x100)
- Timer = memory.readbyte(0x060A + Loop * 0x100)
- if Type ~= 53 and Type ~= 52 and Type ~= 36 and Type ~= 47 and Type ~= 25 and Type ~= 69 then
- Invuln = memory.readbyte(0x0606 + Loop * 0x100)
- else
- if Type ~= 69 then
- Invuln = memory.readbyte(0x0602 + Loop * 0x100)
- else
- Invuln = memory.readbyte(0x0031)
- end
- end
- Dead = memory.readbyte(0x0608 + Loop * 0x100)
- if Dead ~= 0 and Type ~= 0 then
- gui.text(DisplaySize * XPos, (DisplaySize * YPos) + 0, "S" .. Loop .. " T" .. Type)
- gui.text(DisplaySize * XPos, (DisplaySize * YPos) + 15, "H" .. Health)
- if Invuln ~= 0 then
- gui.text(DisplaySize * XPos, (DisplaySize * YPos) + 30, "I" .. Invuln)
- end
- if Timer ~= 0 then
- gui.text(DisplaySize * XPos, (DisplaySize * YPos) + 45, "T" .. Timer)
- end
- gui.text(0,165 + 15*Loop, ("S" .. Loop .. " T" .. Type))
- end
- end
- for Loop = 0, NumPlats- 1, 1 do
- Dead = memory.readbyte(0x1007 + Loop * 0x100)
- YPos = memory.readbyte(0x0100F + Loop * 0x100)
- XPos = memory.readbyte(0x1014 + Loop * 0x100)
- Timer = memory.readbyte(0x100A + Loop * 0x100)
- if Dead ~= 0 then
- gui.text(DisplaySize * XPos, (DisplaySize * YPos) + 0, "S" .. Loop)
- gui.text(DisplaySize * XPos, (DisplaySize * YPos) + 15, "T" .. Timer)
- gui.text(DisplaySize * XPos, (DisplaySize * YPos) + 30, "X" .. XPos)
- gui.text(DisplaySize * XPos, (DisplaySize * YPos) + 45, "Y" .. YPos)
- gui.text(0,165 + 15*NumSlots + 15*Loop, ("P" .. Loop))
- end
- end
- for Loop = 0, NumberTimers - 1, 1 do
- Timer = memory.readbyte(0x0099 + Loop * 0x002)
- gui.text(DisplaySize * 145, (Loop * 15), "T" .. Timer)
- end
- emu.frameadvance()
- end
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