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while true do for i = 0xAD00, 0xAEFF, 32 do if memory.readword(i+0) ~= 0 then local xpos = memory.readwordsigned(i) local ypos = memory.readwordsigned(i+3) local typeid = memory.readbytesigned(i+5) local screeny = memory.readbyteunsigned(i+9) local screenx = memory.readbyteunsigned(i+10) local type = "" local color = "" if typeid == 0 then type = "killed" elseif typeid == 1 then type = "koopa" elseif typeid == 2 then type = "shell" --stillstanding elseif typeid == 3 then type = "shell" --moving elseif typeid == 4 then type = "shell" --held elseif typeid == 5 then type = "fish" --horizontal moving elseif typeid == 6 then type = "shark" elseif typeid == 7 then type = "piranha plant / fish" --ceiling plant, fish elseif typeid == 8 then type = "goomba" --paragoomba elseif typeid == 9 then type = "goomba" elseif typeid == 10 then type = "squashed" elseif typeid == 11 then type = "blow fish" elseif typeid == 12 then type = "piranha plant" elseif typeid == 13 then type = "piranha plant" --fireball spitting elseif typeid == 14 then type = "fireball" --spit from plant elseif typeid == 15 then type = "octopus" --mini, from boss elseif typeid == 16 then type = "item gotten" elseif typeid == 17 then type = "mushroom" --boxed, further down are unboxed? elseif typeid == 18 then type = "fireflower" elseif typeid == 19 then type = "carrot" elseif typeid == 20 then type = "starman" elseif typeid == 21 then type = "heart" elseif typeid == 22 then type = "goal bell" elseif typeid == 23 then type = "checkpoint" -- checkpoint bell elseif typeid == 24 then type = "bubble" elseif typeid == 25 then type = "money bag" elseif typeid == 26 then type = "starman" --descending after 100 kills elseif typeid == 27 then type = "starman" elseif typeid == 28 then type = "fireflower" elseif typeid == 29 then type = "carrot" elseif typeid == 30 then type = "starman" elseif typeid == 31 then type = "frog" elseif typeid == 32 then type = "goomba / mole" --(underwater goomba) elseif typeid == 33 then type = "ceiling spear / spiny" elseif typeid == 34 then type = "ant / dragonfly" elseif typeid == 35 then type = "ant" -- boulder throwing ant elseif typeid == 36 then type = "rock" -- thrown by ant elseif typeid == 37 then type = "ant" -- bullet shooting elseif typeid == 38 then type = "bullet" elseif typeid == 39 then type = "ant" --spiky elseif typeid == 40 then type = "???" elseif typeid == 41 then type = "???" elseif typeid == 42 then type = "???" elseif typeid == 43 then type = "platform" --left right elseif typeid == 44 then type = "platform" -- diagonal elseif typeid == 45 then type = "???" elseif typeid == 46 then type = "platform" -- falling elseif typeid == 47 then type = "???" elseif typeid == 48 then type = "platform" -- moving in circle elseif typeid == 49 then type = "???" elseif typeid == 50 then type = "???" elseif typeid == 51 then type = "beetle" -- hercules beetle elseif typeid == 52 then type = "beetle" -- fly-away elseif typeid == 53 then type = "bee / witch trap" -- (witch trapped boxed) elseif typeid == 54 then type = "witch trap" elseif typeid == 55 then type = "owl" elseif typeid == 56 then type = "cloud" -- platform elseif typeid == 57 then type = "swallow" elseif typeid == 58 then type = "goomba" -- up down para goomba elseif typeid == 61 then type = "fish / owl" -- horizontal fish, flying owl elseif typeid == 62 then type = "gear wheel / bee" --gear wheel, skull bee elseif typeid == 63 then type = "gear wheel / bee" -- wheel descend, skull bee remains elseif typeid == 64 then type = "screw / bee" -- (bee squeeze) elseif typeid == 65 then type = "saw / caterpillar" -- horizontal small saw elseif typeid == 66 then type = "snail / spike squeezer" elseif typeid == 67 then type = "spiked ball / egg" -- (ball moving in a circle) elseif typeid == 68 then type = "rubber ball / bomb bug" elseif typeid == 69 then type = "bear / bomb" -- (angry teddy bear) elseif typeid == 71 then type = "black box" elseif typeid == 72 then type = "robot" elseif typeid == 73 then type = "grabber" elseif typeid == 74 then type = "saw" -- circular ceiling (mario zone4) elseif typeid == 75 then type = "saw" -- horizontal big elseif typeid == 76 then type = "saw" -- circular ground (mario zone4) elseif typeid == 77 then type = "boo / pig" elseif typeid == 78 then type = "falling spike / ball" -- ball from a pig elseif typeid == 79 then type = "spike ball" -- up and down elseif typeid == 80 then type = "saw" -- vertical small elseif typeid == 81 then type = "vampire / clown trap" -- vampire,trap boxed elseif typeid == 82 then type = "bat / clown trap" elseif typeid == 83 then type = "zombie goomba / bullet bill" elseif typeid == 84 then type = "one-eyed guy" elseif typeid == 85 then type = "flame / skull fish" elseif typeid == 86 then type = "umbrella / gordo" elseif typeid == 87 then type = "ghost" -- ghost goomba elseif typeid == 88 then type = "cow fish / alien" elseif typeid == 90 then type = "broom / space ship" elseif typeid == 91 then type = "bird fish" elseif typeid == 92 then type = "headless fish / spike bubble" elseif typeid == 94 then type = "fish / star" -- horizontal moving, star vertical elseif typeid == 95 then type = "fish / star" -- vertical moving, star horizontal elseif typeid == 96 then type = "platform" -- ... made out of bones elseif typeid == 97 then type = "platform" -- '' elseif typeid == 98 then type = "wario fist" elseif typeid == 100 then type = "wario ball" -- normal elseif typeid == 101 then type = "wario ball" -- damaged elseif typeid == 103 then type = "skull block" elseif typeid == 104 then type = "huge fireball" elseif typeid == 105 then type = "fireball" elseif typeid == 106 then type = "fireball" elseif typeid == 107 then type = "heli platform" elseif typeid == 110 then type = "huge ball" elseif typeid == 111 then type = "small ball" -- spike balls in warios castle elseif typeid == 246 then type = "boss" else type = "???" end if typeid == 0 then color = "#000099" -- dark blue, killed enemy elseif typeid < 10 then color = "#990000" --dark red, enemies general elseif typeid == 10 then color = "#000099" -- dark blue, killed enemy elseif typeid < 16 then color = "#990000" --dark red, enemies general elseif typeid < 30 then color = "#336633" --dark green, items elseif typeid < 42 then color = "#990000" --dark red, enemies general elseif typeid < 50 then color = "#868A08" --dark yellow, platforms elseif typeid < 55 then color = "#990000" --dark red, enemies general elseif typeid == 55 then color = "#868A08" --dark yellow, platforms elseif typeid == 56 then color = "#868A08" --dark yellow, platforms elseif typeid < 68 then color = "#990000" --dark red, enemies general elseif typeid == 68 then color = "#990000" --dark red, enemies general (todo special case) elseif typeid == 69 then color = "#990000" --dark red, enemies general elseif typeid == 71 then color = "#868A08" --dark yellow, platforms elseif typeid == 72 then color = "#990000" --dark red, enemies general elseif typeid == 73 then color = "#868A08" --dark yellow, platforms elseif typeid < 96 then color = "#990000" --dark red, enemies general elseif typeid == 96 then color = "#868A08" --dark yellow, platforms elseif typeid == 97 then color = "#868A08" --dark yellow, platforms elseif typeid < 103 then color = "#990000" --dark red, enemies general elseif typeid == 103 then color = "#868A08" --dark yellow, platforms elseif typeid < 107 then color = "#990000" --dark red, enemies general elseif typeid == 107 then color = "#868A08" --dark yellow, platforms elseif typeid < 115 then color = "#990000" --dark red, enemies general elseif typeid == 246 then color = "#990000" --dark red, enemies general else color ="ffffff" end if screenx == 0 then w = 1000 elseif screenx > 142 then w = 142 elseif screenx < 19 then w = 19 else w = screenx end if screeny > 141 then s = 141 elseif screeny < 22 then s = 22 else s = screeny end gui.opacity(0.6) gui.drawbox(w-18,s-22,w+15,s-7,color) gui.opacity(0.88) gui.text(w-16,s-21,type) gui.text(w-16,s-14, "ID:" ..typeid) end end if memory.readword(0xAD00) ~= 0 then sprite1 = 1 else sprite1 = 0 end if memory.readword(0xAD20) ~= 0 then sprite2 = 1 else sprite2 = 0 end if memory.readword(0xAD40) ~= 0 then sprite3 = 1 else sprite3 = 0 end if memory.readword(0xAD60) ~= 0 then sprite4 = 1 else sprite4 = 0 end if memory.readword(0xAD80) ~= 0 then sprite5 = 1 else sprite5 = 0 end if memory.readword(0xADA0) ~= 0 then sprite6 = 1 else sprite6 = 0 end if memory.readword(0xADC0) ~= 0 then sprite7 = 1 else sprite7 = 0 end if memory.readword(0xADE0) ~= 0 then sprite8 = 1 else sprite8 = 0 end if memory.readword(0xAE00) ~= 0 then sprite9 = 1 else sprite9 = 0 end if memory.readword(0xAE20) ~= 0 then sprite10 = 1 else sprite10 = 0 end if memory.readword(0xAE40) ~= 0 then sprite11 = 1 else sprite11 = 0 end if memory.readword(0xAE60) ~= 0 then sprite12 = 1 else sprite12 = 0 end if memory.readword(0xAE80) ~= 0 then sprite13 = 1 else sprite13 = 0 end if memory.readword(0xAEA0) ~= 0 then sprite14 = 1 else sprite14 = 0 end if memory.readword(0xAEC0) ~= 0 then sprite15 = 1 else sprite15 = 0 end if memory.readword(0xAEE0) ~= 0 then sprite16 = 1 else sprite16 = 0 end local spritecount = 0 + sprite1 + sprite2 + sprite3 + sprite4 + sprite5 +sprite6 + sprite7 + sprite8+sprite9+sprite10+sprite11+sprite12+sprite13+sprite14+sprite15+sprite16 gui.drawbox(147,0,160,7,"black","black") gui.text(151,0, spritecount) vba.frameadvance() end
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