A slightly modified version of Pasky13's CV2 GUI script.
Moved HP to upper right corner so it doesn't overlay with Bizhawk GUI.
Added Y-subpixle monitor to help planning floor drop.
-- Toggles
local show_hud = true
local show_elife = true -- Enemy life
-- Player
local px = 0x348
local py = 0x324
local pl = 0x80
local ph = 0x48
local pe = 0x46
local pt = 0x85
local pd = 0x336
-- Enemy
local el = 0x4C2
local ex = 0x348
local ey = 0x324
local oob = 0x3C6
local point = 0x3FC
local xm
local ym
local function hex(val)
val = string.format("%X",val)
return val
end
function findbit(p)
return 2 ^ (p - 1)
end
function hasbit(x, p)
return x % (p + p) >= p
end
memory.usememorydomain("PRG ROM")
local function formatstring(adr)
local str
if string.len(string.format("%X",mainmemory.read_u8(adr+1))) == 1 then
str = "0" .. string.format("%X", mainmemory.read_u8(adr+1))
else
str = string.format("%X", mainmemory.read_u8(adr+1))
end
if adr == pt then
str = str .. ":"
end
if string.len(string.format("%X",mainmemory.read_u8(adr))) == 1 then
str = str .. "0" .. string.format("%X",mainmemory.read_u8(adr))
else
str = str .. string.format("%X", mainmemory.read_u8(adr))
end
return str
end
local function buildbox(i)
local offset1 = mainmemory.read_u8(0x3B4 + i) * 2
local pointer1 = memory.read_u8(0x4AC0 + offset1) + (memory.read_u8(0x4AC1 + offset1) * 0x100)
local offset2 = mainmemory.read_u8(0x3FC + i)
if offset2 > 0 then
offset2 = offset2 - 1
end
local offset3 = memory.read_u8(pointer1 + offset2 - 0x4000)
local offset3 = ((offset3 * 2) + offset3) % 0x100
local box = { memory.read_s8(0x4B7E + offset3), memory.read_u8(0x4B7F + offset3),memory.read_u8(0x4B80 + offset3) } -- yoff/yrad/xrad
return box
end
local function player()
local x = mainmemory.read_u8(px)
local y = mainmemory.read_u8(py)
gui.drawBox(x - 6,y + 3 - 0x0A,x + 6,y + 3 + 0x0A,0xFF0000FF,0x400000FF)
-- Whip
if mainmemory.read_u8(0x445) == 3 then
local wxoff = 0x16
local wyoff = -4
local wxrad
local wyrad = 4
local woff = mainmemory.read_u8(0x434)
if mainmemory.read_u8(0x420) == 0 then
wxoff = wxoff * -1
end
wxrad = memory.read_u8(0x4BDD + woff)
gui.drawBox(x+wxoff-wxrad,y+wyoff-wyrad,x+wxoff+wxrad,y+wyoff+wyrad,0xFFFFFFFF,0x40FFFFFF)
end
end
local function objects()
local x
local y
local l
local box
local active
local fill
local outl
local isoob
local etype
for i = 2,19,1 do
active = mainmemory.read_u8(0x3D8 + i)
isoob = mainmemory.read_u8(oob + i)
etype = mainmemory.read_u8(0x3B4 + i)
if etype > 0 and etype ~= 0x43 and etype ~= 0x1E and etype ~= 0x2A then
box = buildbox(i)
x = mainmemory.read_u8(ex + i)
y = mainmemory.read_u8(ey + i)
l = mainmemory.read_u8(el + i)
if hasbit(active,findbit(1)) and not hasbit(active,findbit(8)) then -- Enemy
if bit.rshift(bit.band(isoob,0xF0),4) ~= 8 and bit.rshift(bit.band(isoob,0xF0),4) ~= 4 then -- If not offscreen
if show_elife == true then
gui.text((x-8) * xm,(y-28) * ym,"HP: " .. l)
end
end
fill = 0x40FF0000
outl = 0xFFFF0000
elseif hasbit(active,findbit(8)) and hasbit(active,findbit(1)) then -- Hidden enemy, no active box
outl = 0x40FF0000
fill = 0x00FF0000
if bit.rshift(bit.band(isoob,0xF0),4) ~= 8 and bit.rshift(bit.band(isoob,0xF0),4) ~= 4 then -- If not offscreen
if show_elife == true then
gui.text((x-8) * xm,(y-28) * ym,"HP: " .. l)
end
end
elseif hasbit(active,findbit(8)) and hasbit(active,findbit(2)) then -- Simon's projectiles
outl = 0xFF00FFFF
fill = 0x4000FFFF
elseif not hasbit(active,findbit(8)) and hasbit(active,(2)) then -- Enemy projectile
outl = 0xFFFFFF00
fill = 0x40FFFF00
elseif hasbit(active,findbit(8)) and not hasbit(active,findbit(2)) then -- Inactive box
outl = 0
fill = 0
elseif hasbit(active,findbit(7)) then -- NPC
outl = 0xFFFF00FF
fill = 0x40FF00FF
elseif hasbit(active,findbit(3)) then -- Item pickups
outl = 0xFFFFA500
fill = 0x40FFA500
end
if bit.rshift(bit.band(isoob,0xF0),4) ~= 8 and bit.rshift(bit.band(isoob,0xF0),4) ~= 4 then -- If not offscreen
gui.drawBox(x - box[3],y+box[1]+box[2],x+box[3],y+box[1]-box[2],outl,fill)
end
end
end
end
local function HUD()
local l = mainmemory.read_u8(pl)
local h = 0
local e = 0
local t = 0
local y = 0
-- Hearts
h = formatstring(ph)
-- Experience
e = formatstring(pe)
-- Time
t = formatstring(pt)
-- Y subpixel
y = formatstring(pd)
gui.text((256 - 85) * xm, 25 * ym, "HP: " .. l)
gui.text((256 - 40) * xm, 9 * ym,"H: " .. h)
gui.text((256 - 40) * xm, 17 * ym,"E: " .. e)
gui.text((256 - 85) * xm, 9 * ym, "T: " .. t)
gui.text((256 - 85) * xm, 17 * ym, "Y: " .. y)
end
local function scaler()
xm = client.screenwidth() / 256
ym = client.screenheight() / 224
end
while true do
scaler()
if show_hud == true then
HUD()
end
player()
objects()
emu.frameadvance()
end