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Download TheAdventuresOfBatmanAndRobin.luaLanguage: lua
-- The Adventures of Batman and Robin
-- 2013-2016, feos and r57shell
-- GLOBALS --
MsgTable = {}
MsgTime = 30
MsgOffs = 16
MsgCutoff = 60
RNGcount = 0
SpawnCount= 0
SpawnOpac = 192
SpawnX = 0
SpawnY = 0
-- SHORTCUTS --
rb = memory.readbyte
rbs = memory.readbytesigned
rw = memory.readword
rws = memory.readwordsigned
rl = memory.readlong
rls = memory.readlongsigned
rex = memory.registerexec
getr= memory.getregister
function GetCam()
xcam = rws(0xFFDFC4)
if rb(0xFFFFF6) == 50 then
ycam= rws(0xFFDFE0)-20
else
ycam = 0
end
end
function EnemyPos(Base)
GetCam()
x1 = rws(Base + 0x12) - xcam
y1 = rws(Base + 0x14) - ycam
x2 = rws(Base + 0x16) - xcam
y2 = rws(Base + 0x18) - ycam
hp = rws(Base + 0x1E)
end
function PlayerPos()
local sbase1 = rw(0xFFAD5C) + 0xFF0000
local sbase2 = rw(0xFFADB6) + 0xFF0000
p1speedx = rls(sbase1 + 0x18) / 0x10000
p1speedy = rls(sbase1 + 0x1C) / 0x10000
p2speedx = rls(sbase2 + 0x18) / 0x10000
p2speedy = rls(sbase2 + 0x1C) / 0x10000
end
function HandleMsgTable(clear)
for i = 1, #MsgTable do
if (clear) then
MsgTable[i] = nil
end
if (MsgTable[i]) then
GetCam()
if (MsgTable[i].y_ > MsgCutoff) then
MsgY1 = 0
MsgY2 = 6
else
MsgY1 = 203
MsgY2 = 203
end
local opacity = (MsgTable[i].timer_ - gens.framecount() + 2)*7
gui.line(i * MsgOffs + 3, MsgY2, MsgTable[i].x_ - xcam, MsgTable[i].y_, 0xFF000000+opacity)
gui.text(i * MsgOffs , MsgY1, MsgTable[i].damage_, "red")
if (MsgTable[i].timer_ < gens.framecount()) then
MsgTable[i] = nil
end
end
end
end
function HandleDamage()
local damage = AND(getr("d0"), 0xFFFF)
local base = AND(getr("a2"), 0xFFFFFF)
EnemyPos(base)
unit = {
timer_ = gens.framecount() + MsgTime,
damage_ = damage,
x_ = x1 + xcam,
y_ = y1
}
for i = 1, 200 do
if MsgTable[i] == nil then
MsgTable[i] = unit
break
end
end
end
function Collision()
GetCam()
local a0 = AND(getr("a0"), 0xFFFF)
local a6 = AND(getr("a6"), 0xFFFF)
local damage = rw(a6 + 0xFF0012)
local wx2 = getr("d6") - xcam
local wy2 = getr("d7") - ycam
local wx1 = getr("d4") - xcam
local wy1 = getr("d5") - ycam
--gui.text(wx2 + 2, wy1 + 1, string.format("%X",a6))
if (damage == 0) then
damage = rw(a0 + 0xFF0034)
end
if (DamageHitbox) then
gui.box(wx1, wy1, wx2, wy2, "#FF000000")
gui.text(wx1 + 2, wy1 + 1, damage)
else
gui.box(wx1, wy1, wx2, wy2, "#FFFF0000")
end
end
function InRange(var, num1, num2)
if (var >= num1) and (var <= num2)
then return true
end
end
function Item()
GetCam()
local a6 = AND(getr("a6"), 0xFFFF)
local x = rw(a6 + 0xFF003E) - xcam
local y = rw(a6 + 0xFF0042)
local code = rb(a6 + 0xFF0019)
if InRange(code, 0, 1) then return
elseif InRange(code, 7, 19) then item = "Amo" -- ammo
elseif InRange(code, 21, 23) then item = "Cha" -- fast charge
elseif InRange(code, 24, 26) then item = "Bom" -- bomb
elseif InRange(code, 27, 29) then item = "Lif" -- life
elseif InRange(code, 30, 47) then item = "HiP" -- hearts
else item = tostring(code)
end
gui.text(x-7, y, string.format("%s" , item ), "yellow")
-- gui.text(x-7, y, string.format("\n%X", a6+0x19), "yellow")
end
function Hitbox(address)
local i = 0
local base = rw(address)
while (base ~= 0) do
base = base + 0xFF0000
if (rw(base + 2) == 0) then break end
EnemyPos(base)
if (address == 0xFFDEB2) then
gui.box(x1, y1, x2, y2, "#00FF0000")
elseif (address == 0xFFDEBA) then
gui.box(x1, y1, x2, y2, "#00FFFF00")
gui.text(x1 + 2, y1 + 1, hp, "#FF00FF")
--if (x2 < 0) then gui.text(x1 + 2, y2 - 7, "x:" .. x1 ) end
--if (x1 >= 320) then gui.text(x1 + 2, y2 - 7, "x:" .. x1 - 320) end
--if (y2 < 0) then gui.text(x2 + 2, y2 - 7, "y:" .. y2 ) end
local offtext = ""
if (x2 < 0) then offtext = offtext .. "x:" .. x1 end
if (x1 >= 320) then offtext = offtext .. "x:" .. x1 - 320 end
if (y2 < 0) then offtext = offtext .. "y:" .. y2 end
if (y2 >= 224) then offtext = offtext .. "y:" .. y2 - 224 end
if offtext ~= "" then
gui.text(x1 + 2, y2 - 7, offtext)
end
end
-- gui.text(x1 + 2, y1 + 1, string.format("\n%X", base + 0x1E - 0xFF0000), "#FF00FF")
base = rw(base + 2)
i = i + 1
if (i > 400) then break end
end
end
function Objects()
GetCam()
local base = 0xFFAD54
for i=0,100 do
local a5 = rl (base)
local link = rw (base+ 6)
local ptr1 = rw (base+0x0A)+0xFF0000
local x = rws(base+0x3E)
local xsub = rb (base+0x40)
local y = rws(base+0x42)
local ysub = rb (base+0x44)
local hp = rw (base+0x52)
local ptr2 = rl (ptr1+0x2A)
local code = rw (ptr2)
if a5 == 0x88BE then return end
if base == 0xFFC320 then
-- gui.text(x - xcam, y - ycam, string.format("%X", base))
end
base = link + 0xFF0000
end
end
function Counters()
local base = AND(getr("a6"), 0xFFFFFF)
local ptr1 = rw(base+0x0A) + 0xFF0000
local ptr2 = rl(ptr1+0x2A)
local code = rw(ptr2)
SpawnX = rws(base+0x3E) - xcam
SpawnY = rws(base+0x42) - ycam
if code ~= 0xAE6 -- helicopter bomb
and code ~= 0xAF2 -- mini-missile
and code ~= 0x2384 -- item
then
SpawnOpac = 192
SpawnCount = SpawnCount + 1
print(string.format("%X", code))
end
end
function Main()
local color0 = "yellow"
local color1 = "yellow"
local color2 = "yellow"
local base1 = 0xFFAD54
local base2 = 0xFFADAE
-- local hp1 = rw (0xFFF650) / 0x10
-- local life1 = rw (0xFFF644)
local X1 = rw (base1 + 0x3E)
local X1sub = rb (base1 + 0x40)
local Y1 = rws(base1 + 0x42)
local Y1sub = rb (base1 + 0x44)
local X2 = rw (base2 + 0x3E)
local X2sub = rb (base2 + 0x40)
local Y2 = rws(base2 + 0x42)
local Y2sub = rb (base2 + 0x44)
local RNG1 = rw (0xFFF5FC)
-- local RNG2 = rl (0xFFF5FE)
local Weapon1 = rb (0xFFF67B)
local Weapon2 = rb (0xFFF6BB)
local Charge1 = (rw(0xFFF658) - 0x2800) / -0x80
local Charge2 = (rw(0xFFF698) - 0x2800) / -0x80
local ScreenLock = rw(0xFFDFC0)
if Charge1 <= 0 then Charge1 = 0; color1 = "red" end
if Charge2 <= 0 then Charge2 = 0; color2 = "red" end
if RNGcount > 1 then color0 = "red" end
-- HandleMsgTable()
PlayerPos()
Objects()
gui.line( 34, 37, SpawnX, SpawnY, 0x00FF0000+SpawnOpac)
gui.text( 0, 30, string.format("Spawns: %d",SpawnCount),"green")
gui.text( 0, 210, string.format("\nRNG:%X" , RNG1))
gui.text( 40, 210, string.format("\nLock:%d", ScreenLock))
gui.text( 34, 210, string.format("\n%d" , RNGcount), color0)
gui.text( 80, 20, string.format("%2d" , Charge1), color1)
gui.text(235, 20, string.format("%2d" , Charge2), color2)
-- gui.text(180, 210, string.format("%2d" , Charge1), color1)
-- gui.text(300, 210, string.format("%2d" , Charge2), color2)
gui.text(180, 210, string.format("\n%2d" , Weapon1+1), "yellow")
gui.text(300, 210, string.format("\n%2d" , Weapon2+1), "yellow")
gui.text( 81, 210, string.format("Pos: %d.%d\nSpd: %.5f", X1, X1sub, p1speedx), "#AAAAAA")
gui.text(137, 210, string.format("/ %d.%d\n/ %.5f" , Y1, Y1sub, p1speedy), "#AAAAAA")
gui.text(203, 210, string.format("Pos: %d.%d\nSpd: %.5f", X2, X2sub, p2speedx), "#00BB00")
gui.text(260, 210, string.format("/ %d.%d\n/ %.5f" , Y2, Y2sub, p2speedy), "#00BB00")
Hitbox(0xFFDEB2)
-- Hitbox(0xFFDEBA)
RNGcount = 0
end
emu.registerafter(function()
SpawnOpac = SpawnOpac - 4
if SpawnOpac < 0 then SpawnOpac = 0 end
end)
savestate.registerload(function()
SpawnCount = 0
SpawnOpac = 192
return HandleMsgTable(1)
end)
gui.register(Main)
rex(0x375A, function() DamageHitbox = false end)
rex(0x375E, function() DamageHitbox = true end)
rex(0x3768, function() DamageHitbox = false end)
rex(0x376C, function() DamageHitbox = true end)
rex(0x65C4, function() DamageHitbox = false end)
rex(0x65C8, function() DamageHitbox = true end)
rex(0x995C, function() RNGcount = RNGcount + 1 end)
rex(0x4738, Item)
rex(0x4534, Item)
rex(0x8DE6, Counters)
rex(0x8DCE, Counters)
--rex(0x8C9A, Collision)
rex(0x1085A, HandleDamage) -- meelee
rex(0x10CBA, HandleDamage) -- weapon
rex(0x10CC4, HandleDamage) -- weapon