Exact script I've been using in my TAS of Solar Jetman. Wait, why didn't I upload this earlier?
Can be run without TASEditor engaged. The display works fine without it, don't worry.
Shows the following:
- Top-left corner: Tether position, tether speed (but not direction), in hexadecimal
- Bottom-left corner: Wall invincibility timer (dec), Fuel remaining (hex), weapon power remaining (hex)
- Top: RNG information. The 1s and 0s is simply showing the right four-digit hex number in binary. Hard to describe these RNGs here.
- Top-right corner: Object counts: Player, your bullets, item, enemy bullets, enemy type A, enemy type B
- Bottom-right corner: Facing, Speed, and position, all in hex. There's also a frame counter down there, also in hex.
- Dot radar shows existing objects, using pixels with distances scaled down for off-screen detection. Hold Z to blackout the screen to see these dots better.
If you're going to complain about the fact I use hexadecimal often, I do it because it is not intuitive for me to recall that the maximum speed is 768 rather than 0x300, and 768 does not instantly tell me that it's 3 pixels per frame, while 0x300 does. It gets really bad on screen space if I decide to divide 768 by 256 so I see 3 at max speed but 2.99609375 when I'm really close. Also, if I do divide by 256, how am I supposed to memorize that 0.00390625 is the smallest unit? How much of a full pixel if I see a decimal 98, anyway?
If the numbers line up cleanly in decimal, I would have used it. Most of them don't, for my purposes. So I read them in hexadecimal. Makes sense to me. This is the exact script I'm using, specifically for my use, except TASe_XOR_SJ.lua is the filename I use. This is likely the final version of this script, as my TASing attempts for Solar Jetman is near its end.