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#21749355666386341 - NES Rad Racer - Basic Lua HUD

RadRacer.lua
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Uploaded 3/29/2015 11:17 AM by FatRatKnight (see all 245)
Displays a lot of numbers. Seems to be the typical thing my scripts do.
Top: The other cars info. Top numbers are ID and spawn timer. Just below that, speed and some sort of distance measurement, color changes when collision is possible. Then we have X offset for lane changes. Then a pile of unknown numbers. This, for each of the three possible cars.
Bottom: On the left is the frame timer, in both decimal (record keeping and notes) and hexadecimal (to help track timer events), and an up-to-date mirror of the time limit. Middle is a mess, but the top two numbers are X offset from center and curve of road, middle is an up-to-date mirror of speed and the handy sub-speed value, and bottom is the distance calculations calibrated for course 1, with the orange number indicating distance lost. I also have a green line that indicates how far along you are in the course, but that is also calibrated for course 1.
The game looked shiny. I got distracted on something else yet again.
--*****************************************************************************
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,R1s= memory.readbyte, memory.readbytesigned
local R2u,R2s= memory.readword, memory.readwordsigned
--*****************************************************************************
local function CarDisp()  -- Dem CPU cars, man! Needs to see 'em, I say!
--*****************************************************************************
    for i= 0, 2 do
        local X=  61 + 51*i
        local addr= 0x0520+i*16
        local clr,tmr= "green","grey"
        local dst= "grey"

        local ID= R1s(addr)
        if ID < 0 then  clr,tmr= "grey","green"
        else
            dst= "green"
            local distance= R1u(addr+2)
            if distance >= 103 then dst= "orange" end
            if distance >= 112 then dst= "white"  end
            if distance >= 124 then dst= "orange" end
        end

        DrawNumx(X+10,  9,R1u(addr+ 0),clr,"black")  -- ID
        DrawNum( X+20,  9,R1u(addr+ 3),tmr,"black")  -- Respawn timer
        DrawNum( X+30,  9,R1u(addr+ 6),tmr,"black")  -- Respawn timer init
        DrawNum( X+12, 16,R1u(addr+ 1),clr,"black")  -- Speed
        DrawNum( X+26, 16,R1u(addr+ 2),dst,"black")  -- Dist main
        DrawNumx(X+34, 16,R1u(addr+ 7),clr,"black")  -- Dist sub
        DrawNum (X+26, 23,R1s(addr+ 8),clr,"black")  -- X offset (lane shift)
        DrawNumx(X+34, 23,R1u(addr+11),clr,"black")  -- X sub



        DrawNumx(X+ 8, 31,R1u(addr+ 4),clr,"black")  -- Unknowns
        DrawNumx(X+16, 31,R1u(addr+ 5),clr,"black")
        DrawNumx(X+24, 31,R1u(addr+ 9),tmr,"black")
        DrawNumx(X+32, 31,R1u(addr+10),clr,"black")
        DrawNumx(X+ 8, 38,R1u(addr+12),clr,"black")
        DrawNumx(X+16, 38,R1u(addr+13),clr,"black")
        DrawNumx(X+24, 38,R1u(addr+14),clr,"black")
        DrawNumx(X+32, 38,R1u(addr+15),clr,"black")
    end

--[[for i= 0, 2 do
        for j= 0, 15 do
            DrawNumx(10+10*i,9+7*j,R1u(0x0520+i*16+j),"white","black")
        end
    end]]--
    
end

--*****************************************************************************
local function BasicHUD()
--*****************************************************************************
    DrawNum( 117,204,R1u(0x0038),"white" ,"black")   -- Speed (main)
    DrawNumx(125,204,R1u(0x0058),"grey"  ,"black")   -- Speed (sub)
    DrawNum(  62,182,R2u(0x0029),"yellow","black")   -- Frame timer (dec)
    DrawNumx( 62,189,R2u(0x0029),"yellow","black")   -- Frame timer (hex)
    DrawNum(  62,204,R1u(0x0062),"white" ,"black")   -- Game timer
    DrawNum( 137,188,R1s(0x03B0),"cyan"  ,"black")   -- Road curve
    DrawNum( 117,188,R2s(0x0030,0x003F),"green","black")  --Hor-Pos

    CarDisp()

    local Dist= R1u(0x008F)*84*256 + R1u(0x0031)*256 + R1u(0x0068)
    DrawNum( 116,218,Dist       ,"White" ,"black")   -- Distance traveled
    local Lost= R2u(0x0029)*255 - Dist - 121975
    DrawNum( 150,218,Lost       ,"orange","black")   -- Diff from theoretical

    if Dist >= 2084864 then
        DrawNum(116,225,Dist-2084864,"orange","black")
    end

    Dist= math.floor(Dist/2084864 * 256) - 1
    if     Dist >= 255 then gui.line(0,180,255 ,180,"orange")
    elseif Dist >=   0 then gui.line(0,180,Dist,180,"green") end
end
gui.register(BasicHUD)

--Calibrated for first course.
--No guarantees distance calcs work on other courses.