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#22258475716248466 - NES Gauntlet - Paints ID numbers script.

Gauntlet.lua
1015 downloads
Uploaded 4/21/2015 9:34 AM by FatRatKnight (see all 245)
Most of this script is the DrawNum function. The tiny bit at the bottom of the code is the interesting part.
All it does is try to find objects on screen and paints hexadecimal numbers: ID number of object and the spare number the object may use. It does, however, spot all the walls that might disappear when shot or a flashing tile is touched.
In other news, foda's run syncs just fine in FCEUX. There's a surprising detail in that dragon is immune to damage if currently throwing fire.
I have no clue why I just analyzed this game. I don't believe I'll make notable improvements.
--*****************************************************************************
local Draw= {}
--*****************************************************************************
--Coordinates is the top-left pixel of the 3x5 digit.
--Used for drawing compact, colored numbers.

local Px,Li= gui.pixel, gui.line

Draw[0]= function(x,y,c) -- ###
    Li(x  ,y  ,x  ,y+4,c)-- # #
    Li(x+2,y  ,x+2,y+4,c)-- # #
    Px(x+1,y  ,c)        -- # #
    Px(x+1,y+4,c)        -- ###
end

Draw[1]= function(x,y,c) --  #
    Li(x  ,y+4,x+2,y+4,c)-- ##
    Li(x+1,y  ,x+1,y+3,c)--  #
    Px(x  ,y+1,c)        --  #
end                      -- ###

Draw[2]= function(x,y,c) -- ###
    Li(x  ,y  ,x+2,y  ,c)--   #
    Li(x  ,y+3,x+2,y+1,c)-- ###
    Li(x  ,y+4,x+2,y+4,c)-- #
    Px(x  ,y+2,c)        -- ###
    Px(x+2,y+2,c)
end

Draw[3]= function(x,y,c) -- ###
    Li(x  ,y  ,x+1,y  ,c)--   #
    Li(x  ,y+2,x+1,y+2,c)-- ###
    Li(x  ,y+4,x+1,y+4,c)--   #
    Li(x+2,y  ,x+2,y+4,c)-- ###
end

Draw[4]= function(x,y,c) -- # #
    Li(x  ,y  ,x  ,y+2,c)-- # #
    Li(x+2,y  ,x+2,y+4,c)-- ###
    Px(x+1,y+2,c)        --   #
end                      --   #

Draw[5]= function(x,y,c) -- ###
    Li(x  ,y  ,x+2,y  ,c)-- #
    Li(x  ,y+1,x+2,y+3,c)-- ###
    Li(x  ,y+4,x+2,y+4,c)--   #
    Px(x  ,y+2,c)        -- ###
    Px(x+2,y+2,c)
end

Draw[6]= function(x,y,c) -- ###
    Li(x  ,y  ,x+2,y  ,c)-- #
    Li(x  ,y+1,x  ,y+4,c)-- ###
    Li(x+2,y+2,x+2,y+4,c)-- # #
    Px(x+1,y+2,c)        -- ###
    Px(x+1,y+4,c)
end
                         -- ###
Draw[7]= function(x,y,c) --   #
    Li(x  ,y  ,x+1,y  ,c)--  ##
    Li(x+2,y  ,x+1,y+4,c)--  #
end                      --  #

Draw[8]= function(x,y,c) -- ###
    Li(x  ,y  ,x  ,y+4,c)-- # #
    Li(x+2,y  ,x+2,y+4,c)-- ###
    Px(x+1,y  ,c)        -- # #
    Px(x+1,y+2,c)        -- ###
    Px(x+1,y+4,c)
end

Draw[9]= function(x,y,c) -- ###
    Li(x  ,y  ,x  ,y+2,c)-- # #
    Li(x+2,y  ,x+2,y+3,c)-- ###
    Li(x  ,y+4,x+2,y+4,c)--   #
    Px(x+1,y  ,c)        -- ###
    Px(x+1,y+2,c)
end

Draw[10]=function(x,y,c) --  #
    Li(x  ,y+1,x  ,y+4,c)-- # #
    Li(x+2,y+1,x+2,y+4,c)-- # #
    Px(x+1,y  ,c)        -- ###
    Px(x+1,y+3,c)        -- # #
end

Draw[11]=function(x,y,c) -- ##
    Li(x  ,y  ,x  ,y+4,c)-- # #
    Li(x+1,y  ,x+2,y+1,c)-- ##
    Li(x+1,y+4,x+2,y+3,c)-- # #
    Px(x+1,y+2,c)        -- ##
end

Draw[12]=function(x,y,c) --  #
    Li(x  ,y+1,x  ,y+3,c)-- # #
    Li(x+1,y  ,x+2,y+1,c)-- #
    Li(x+1,y+4,x+2,y+3,c)-- # #
end                      --  #

Draw[13]=function(x,y,c) -- ##
    Li(x  ,y  ,x  ,y+4,c)-- # #
    Li(x+2,y+1,x+2,y+3,c)-- # #
    Px(x+1,y  ,c)        -- # #
    Px(x+1,y+4,c)        -- ##
end

Draw[14]=function(x,y,c) -- ###
    Li(x  ,y  ,x  ,y+4,c)-- #
    Li(x+1,y  ,x+2,y  ,c)-- ##
    Li(x+1,y+4,x+2,y+4,c)-- #
    Px(x+1,y+2,c)        -- ###
end

Draw[15]=function(x,y,c) -- ###
    Li(x  ,y  ,x  ,y+4,c)-- #
    Li(x+1,y  ,x+2,y  ,c)-- ##
    Px(x+1,y+2,c)        -- #
end                      -- #

--*****************************************************************************
local function __DN_AnyBase(right, y, Number, c, bkgnd, div)
--*****************************************************************************
-- Works with any base from 2 to 16. Paints the input number.
-- Returns the x position where it would paint another digit.
-- It only works with integers. Rounds fractions toward zero.

    if div < 2 then return end  -- Prevents the function from never returning.

    local Digit= {}
    local Negative= false
    if Number < 0 then
        Number= -Number
        Negative= true
    end

    Number= math.floor(Number)
    c= c or "white"
    bkgnd= bkgnd or "clear"

    local i= 0
    if Number < 1 then
        Digit[1]= 0
        i= 1
    end

    while (Number >= 1) do
        i= i+1
        Digit[i]= Number % div
        Number= math.floor(Number/div)
    end

    if Negative then  i= i+1  end
    local x= right - i*4
    gui.box(x+1, y-1, right+1, y+5,bkgnd,bkgnd)

    i= 1
    while Draw[Digit[i]] do
        Draw[Digit[i]](right-2,y,c)
        right= right-4
        i=i+1
    end

    if Negative then
        gui.line(right, y+2,right-2,y+2,c)
        right= right-4
    end
    return right
end
--*****************************************************************************
local function DrawNum(right, y, Number, c, bkgnd)
--*****************************************************************************
-- Paints the input number as right-aligned. Decimal version.
    return __DN_AnyBase(right, y, Number, c, bkgnd, 10)
end
--*****************************************************************************
local function DrawNumx(right, y, Number, c, bkgnd)
--*****************************************************************************
-- Paints the input number as right-aligned. Hexadecimal version.
    return __DN_AnyBase(right, y, Number, c, bkgnd, 16)
end

-------------------------------------------------------------------------------
local R1u= memory.readbyte

--*****************************************************************************
local function BasicHUD()
--*****************************************************************************
--This will reveal ALL secrets! Mwahaha!
--... Uh, all it does is paint numbers where all objects are...

    local mapx= (R1u(0x0000)%2)*256 + R1u(0x0002)
    local mapy= R1u(0x0003)
    for i= 0, 0x7F do
        local ID= R1u(0x0400+i)
        if ID ~= 0 then
            local x,y= R1u(0x0480+i)*2,R1u(0x0500+i)*2
            x= (x-mapx)%512
            y= (y-mapy)%512
            if x < 246 and y < 216 then  -- At least try to paint it on screen
                DrawNumx(x+8,y  ,ID           ,"white","black")
                DrawNumx(x+8,y+6,R1u(0x0580+i),"white","black")
            end
        end
    end
end
gui.register(BasicHUD)