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#39588206189133248 - GBA F-Zero: Maximum Velocity - Slightly better detection.

FZMV_BizHawk_v3.lua
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Uploaded 6/9/2017 8:21 PM by FatRatKnight (see all 245)
Well, I pick different numbers for that list of five numbers on the right side of the radars. Now it specifies that lap segment thing, so you can tell if something suddenly appeared ahead. It also changes the colors used for the background of those numbers in case it's a mine.
Other thoughts include calculating jump time, but that's for later.
--GBA F-Zero: Maximum Velocity - General script
--Lower-left is the north-oriented display
--Lower-right is the facing-oriented display
--For use with BizHawk
--FatRatKnight

--Setup
local StaticX,StaticY=  60,220 --Center position
local StaticR= 60              --Radius
local StaticS= 0x0400          --Scale

local RotateX,RotateY= 180,220 --Center position
local RotateR= 60              --Radius
local RotateS= 0x0200          --Scale

local RadarColors= {
[0]=0xFFFFFFFF, --White   Note, the player can be any of first four.
    0xFF00FF00, --Green   Depends on which spot the machine starts in.
    0xFFFFFF00, --Yellow
    0xFF00FFFF, --Cyan    I advise bright colors and distinct hues.
    0xFFFF40FF  --Purple
}
client.SetGameExtraPadding(0,0,0,120) -- Yay, bottom border


--##############################################################################
--General

local R4u , R4s= memory.read_u32_le , memory.read_s32_le
local R2u , R2s= memory.read_u16_le , memory.read_s16_le
local R1u , R1s= memory.read_u8     , memory.read_s8

local SqrtTwo= math.sqrt(2) -- A constant, so I avoid recalculating it.

--*****************************************************************************
local function FetchAddrDomainGBA(a)
--*****************************************************************************
--Stand-in for System Bus. Highly desired when you got a full pointer.
--I don't know all regions, though.

    if     (a >= 0x02000000) and (a < (0x02000000+memory.getmemorydomainsize("EWRAM"))) then
        return a-0x02000000, "EWRAM"
    elseif (a >= 0x03000000) and (a < (0x03000000+memory.getmemorydomainsize("IWRAM"))) then
        return a-0x03000000, "IWRAM"
    elseif (a >= 0x08000000) and (a < (0x08000000+memory.getmemorydomainsize("ROM"))) then
        return a-0x08000000, "ROM"
    else
        error(string.format("Unknown address %08X", a),1)
    end
end

--*****************************************************************************
local function WordToAngle(v) --revision 3
--*****************************************************************************
-- Input: Angle in 1/65536 of a revolution per unit, clockwise, no offset
-- Output: Angle in radians, clockwise, no offset
-- Well, Y increases as it goes down, so leave things like that.

    return (v/32768)*math.pi
end

--*****************************************************************************
local function PartialFillTable(T,x,y,r,s)
--*****************************************************************************
--Exists mainly to relocate or rescale drawing area without re-fetching stats.

  T.x= x; T.y= y; T.r= r; T.s= s
  T.Left= x-r; T.Top= y-r; T.Right= x+r; T.Bottom= y+r
end

--*****************************************************************************
local function FillTable(T,x,y,r,s,pl)
--*****************************************************************************
--This exists so I only have to do one calculation for multiple uses.
--I pay in table dereferencing, though.

  T= T or {} --construct, in case we were fed nil as first parameter

--Most of these won't change frame by frame. Possibly wasteful to retry.
  T.x= x; T.y= y; T.r= r; T.s= s; T.pl= pl
  T.Left= x-r; T.Top= y-r; T.Right= x+r; T.Bottom= y+r

--Player stats...
  local a= 0x12D60 + pl*0xCC --"EWRAM", can't I use 0x02012D60 and be done?
  T.Addr= a  --Address, in case there are special stats I did not get here.

  T.PlX= R4s(a+0x00,"EWRAM")  --Player X
  T.PlY= R4s(a+0x04,"EWRAM")  --Player Y
  local Facing= R2u(a+0x78,"EWRAM")
  T.Facing= Facing
  Facing= WordToAngle(Facing) --Convert to mathematical angle
  T.AngleF= Facing

  T.Sine= math.sin(Facing); T.Cosine= math.cos(Facing)

  return T --If we were fed the table, the caller doesn't need to handle this
end

--*****************************************************************************
local function InBounds(T,x,y)
--*****************************************************************************
--Returns true or false, generally for drawing area.

  return (x >= T.Left) and (x <= T.Right) and (y >= T.Top) and (y <= T.Bottom)
end


--##############################################################################
--Static

--*****************************************************************************
local function GetStaticDisplayLoc(sT,PosX,PosY)
--*****************************************************************************
--

  local x= math.floor((PosX - sT.PlX)/sT.s+0.5) + sT.x
  local y= math.floor((PosY - sT.PlY)/sT.s+0.5) + sT.y

  return x,y
end


--*****************************************************************************
local function GridUnderlayS(sT)
--*****************************************************************************
--Might be nice to have a dark colored map underneath the radar.
--For now, have these grid lines.

  local range= (sT.r+0.5) * sT.s

--Vertical lines
  local Vline= (math.ceil((sT.PlX - range)/0x4000)*0x4000 - sT.PlX) / sT.s + sT.x
  while Vline <= sT.Right do
    gui.drawLine(Vline,sT.Top,Vline,sT.Bottom,0xFF404040)
    Vline= Vline + 0x4000/sT.s
  end

--Horizontal lines
  local Hline= (math.ceil((sT.PlY - range)/0x4000)*0x4000 - sT.PlY) / sT.s + sT.y
  while Hline <= sT.Bottom do
    gui.drawLine(sT.Left,Hline,sT.Right,Hline,0xFF404040)
    Hline= Hline + 0x4000/sT.s
  end

end

--*****************************************************************************
local function MomentumCompass(sT)
--*****************************************************************************
--Yay, compass! In case you're lost! ... Somehow?


--Facing first. So its line is painted under the momentum line.
--    local z= sT.AngleF
    local z= WordToAngle(R2s(sT.Addr+0x78,"EWRAM"))
    local x= sT.x + sT.r*math.cos(z)
    local y= sT.y + sT.r*math.sin(z)
    gui.drawLine(sT.x, sT.y,x,y,0xFFFF00FF)

--Momentum second.
    z= WordToAngle(R2s(sT.Addr+0x7A,"EWRAM")) --Momentum
    x= sT.x + sT.r*math.cos(z)
    y= sT.y + sT.r*math.sin(z)
    gui.drawLine(sT.x, sT.y,x,y,0xFF00FF00)
end

--*****************************************************************************
local function RivalRadarNorth(sT)
--*****************************************************************************
--Watches for rivals around.
--It is oriented northward, by the way.

  local OriginX,OriginY= sT.PlX,sT.PlY

  for i= 0, 4 do --We will paint the player as a side-effect here.
    local a= 0x12D60 + i*0xCC
    local MachineX,MachineY= R4s(a+0,"EWRAM"),R4s(a+4,"EWRAM")
    if (R1s(a+0xB6,"EWRAM") ~= -1) then
      local X= math.floor((MachineX-OriginX)/sT.s+0.5) + sT.x
      local Y= math.floor((MachineY-OriginY)/sT.s+0.5) + sT.y
      if InBounds(sT , X,Y) then
        local clr= RadarColors[i] or 0xFFC0C0C0  --Fallback shouldn't happen...
        gui.drawLine(X-4,Y  ,X+4,Y  ,clr)
        gui.drawLine(X  ,Y-4,X  ,Y+4,clr)
      end
    end
  end
end

--*****************************************************************************
local function PlayerTrailS(sT)
--*****************************************************************************
--Well, the game keeps a short list of old positions. Let's display them!

  for i= 0, 3 do
    local x= R4s(sT.Addr+0x10 + 8*i,"EWRAM")
    local y= R4s(sT.Addr+0x14 + 8*i,"EWRAM")
    x,y= GetStaticDisplayLoc(sT,x,y)
    gui.drawPixel(x,y,0xFFC0C0C0)
  end
end


--#############################################################################
--Rotating

--*****************************************************************************
local function GetRotateDisplayLoc(rT,PosX,PosY)
--*****************************************************************************
--Rotatey stuff.

  local x= PosX - rT.PlX
  local y= PosY - rT.PlY

  x,y= -rT.Sine*x+rT.Cosine*y, -rT.Cosine*x-rT.Sine*y
  x= math.floor(x/rT.s+0.5) + rT.x
  y= math.floor(y/rT.s+0.5) + rT.y

  return x,y
end

--*****************************************************************************
local function GridUnderlayR(rT)
--*****************************************************************************
--Rotated underlay. Now that should be a fun exercise in trig.
--Incomplete function. I'm seriously out of practice in my math, and am not
--getting the Y lines to behave. Do not use this function.

--Get our triangle sides
  local Angle= WordToAngle(rT.Facing%0x4000 - 0x2000) --45 degree offset
  local Hypotinuse= rT.r * rT.s * SqrtTwo --Radius, scale, to corner of square

  local LongSide=  math.cos(Angle) * Hypotinuse
  local ShortSide= math.sin(Angle) * Hypotinuse

  local Xx= {v= math.ceil((rT.PlX - LongSide)/0x4000)*0x4000, min= rT.PlX - LongSide, max= rT.PlX + LongSide, left= rT.PlX - ShortSide, right= rT.PlX + ShortSide}
  local Yy= {v= math.ceil((rT.PlY - LongSide)/0x4000)*0x4000, min= rT.PlY - LongSide, max= rT.PlY + LongSide, left= rT.PlY - ShortSide, right= rT.PlY + ShortSide}

  Angle= WordToAngle(rT.Facing%4000) -- Don't need the diagonal now
  local Sine=   math.sin(Angle)
  local Cosine= math.cos(Angle)

--  while x < MaxX do
    
--    Xx.v= Xx.v + 0x4000
--  end

  while Yy.v < Yy.max do
    local x1,y1 , x2,y2
    if Yy.v > Yy.left then
      x1,y1= GetRotateDisplayLoc(rT,
        rT.PlX - (Yy.v-Yy.min)*Cosine/Sine,
        Yy.v)
    else
      if Angle ~= 0 then
        x1,y1= GetRotateDisplayLoc(rT,
--          rT.PlX + (Yy.v-Yy.max)*Sine/Cosine,
          rT.PlX - (Yy.v-Yy.max)*Sine/Cosine,
--          rT.PlX + (Yy.v-Yy.min)*Sine/Cosine,
--          rT.PlX - (Yy.v-Yy.min)*Sine/Cosine,
--          rT.PlX + (Yy.v-Yy.max)*Cosine/Sine,
--          rT.PlX - (Yy.v-Yy.max)*Cosine/Sine,
--          rT.PlX + (Yy.v-Yy.min)*Cosine/Sine,
--          rT.PlX - (Yy.v-Yy.min)*Cosine/Sine,
          Yy.v)
      end
    end
    if Yy.v > Yy.right then
      if Angle ~= 0 then
        x2,y2= GetRotateDisplayLoc(rT,
          rT.PlX + (Yy.v-Yy.max)*Cosine/Sine,
          Yy.v)
      end
    else
      x2,y2= GetRotateDisplayLoc(rT,
        rT.PlX + (Yy.v-Yy.min)*Sine/Cosine,
        Yy.v)
    end
    if x1 and x2 then gui.drawLine(x1,y1,x2,y2,0xFF404040) end
    Yy.v= Yy.v + 0x4000
  end

end

--*****************************************************************************
local function MomentumAngle(rT)
--*****************************************************************************
--Always facing forward, so omit the facing line. Only our momentum line counts
--Might as well note north, though.

  local a= rT.Addr
  local Facing= R2u(a+0x78,"EWRAM")
  local Momentum= R2u(a+0x7A,"EWRAM")
  local Diff= (Facing - Momentum + 0x8000)%0x10000 - 0x8000

--North
  local Angle= WordToAngle(Facing)
  local HalfR= rT.r/2
  local x= rT.x - HalfR*math.cos(Angle)
  local y= rT.y + HalfR*math.sin(Angle)
  gui.drawLine(x-1,y  ,x+1,y  ,0xFF808080)
  gui.drawLine(x  ,y-1,x  ,y+1,0xFF808080)

--Momentum, relative to facing
  Angle= WordToAngle(Diff)
  x= rT.x - rT.r*math.sin(Angle)
  y= rT.y - rT.r*math.cos(Angle)
  gui.drawLine(rT.x,rT.y,x,y,0xFF00FF00)
end

--*****************************************************************************
local function RivalRadarFacing(rT)
--*****************************************************************************
--The rival watch.
--Oriented based on player's machine facing.

  local OriginX,OriginY= rT.PlX, rT.PlY
  local Sine=   rT.Sine
  local Cosine= rT.Cosine

  for i= 0, 4 do --We will paint the player as a side-effect here.
    local a= 0x12D60 + i*0xCC
    local MachineX,MachineY= R4s(a+0,"EWRAM"),R4s(a+4,"EWRAM")
    if (R1s(a+0xB6,"EWRAM") ~= -1) then
      local X,Y= GetRotateDisplayLoc(rT,MachineX,MachineY)
--      local X,Y= MachineX-OriginX,MachineY-OriginY
--      X,Y= -Sine*X+Cosine*Y, -Cosine*X-Sine*Y
--      X= math.floor(X/rT.s+0.5) + rT.x
--      Y= math.floor(Y/rT.s+0.5) + rT.y

      if InBounds(rT , X,Y) then
        local clr= RadarColors[i] or 0xFFC0C0C0  --Fallback shouldn't happen...
        gui.drawLine(X-4,Y  ,X+4,Y  ,clr)
        gui.drawLine(X  ,Y-4,X  ,Y+4,clr)
      end
    end
  end
end

--*****************************************************************************
local function PlayerTrailR(rT)
--*****************************************************************************
--Rotating things around for the player's trail.

  for i= 0, 3 do
    local x= R4s(rT.Addr+0x10 + 8*i,"EWRAM")
    local y= R4s(rT.Addr+0x14 + 8*i,"EWRAM")
    x,y= GetRotateDisplayLoc(rT,x,y)
    gui.drawPixel(x,y,0xFFC0C0C0)
  end
end

--#############################################################################
--Misc display

--*****************************************************************************
local function ClrBySign(v)
--*****************************************************************************
  if v < 0 then return 0xFFFFFF00 end
  if v > 0 then return 0xFF00FFFF end
  return 0xFFFF00FF
end

--*****************************************************************************
local function MachineHUD(n)
--*****************************************************************************
    local a= 0x12D60 + n*0xCC

    local x, y= R4s(a+0x00,"EWRAM"), R4s(a+0x04,"EWRAM")
    local Facing, Momentum= R2u(a+0x78,"EWRAM"), R2u(a+0x7A,"EWRAM")

    gui.pixelText(  0,  0,string.format("%8X",x))
    gui.pixelText(  0,  7,string.format("%8X",y))
    gui.pixelText(  0, 16,string.format("%8X",R2s(a+0x74,"EWRAM")))  --Speed
--    gui.pixelText(  0, 21,string.format("%8X",R4s(a+0x78,"EWRAM")))  --Facing & Momentum

    x= x - R4s(a+0x08,"EWRAM")
    y= y - R4s(a+0x0C,"EWRAM")
    gui.pixelText( 32,  0,string.format("%4X",math.abs(x)),ClrBySign(x))
    gui.pixelText( 32,  7,string.format("%4X",math.abs(y)),ClrBySign(y))
    local v= math.floor(math.sqrt(x*x + y*y)) -- Distance formula
    gui.pixelText(  0, 23,string.format("%8X",v),0xFF00FFFF) -- Change in position

    gui.pixelText(  0,160,string.format("%4X",Facing)  ,0xFFFF00FF)
    gui.pixelText(  0,167,string.format("%4X",Momentum),0xFF00FF00)
    v= (Facing - Momentum + 0x8000)%0x10000 - 0x8000
    gui.pixelText(  0,174,string.format("%4X",math.abs(v)),ClrBySign(v))

    gui.pixelText(224,  0,string.format("%4X",R2u(a+0x8A,"EWRAM")))  --Pow
    gui.pixelText(224,  7,string.format("%4d",R1u(a+0xA2,"EWRAM")))  --Lap seg

    gui.pixelText(224,153,string.format("%4d",R2u(a+0x8C,"EWRAM")))  --Boost timer
    gui.pixelText(224,145,string.format("%4d",R1u(a+0xA1,"EWRAM")))  --Trigger timer
end

local ImportantMachineBackClr= {[21]=0x400000FF,[22]=0x400000FF,[23]=0x60FFFFFF}
--*****************************************************************************
local function BasicHUD()
--*****************************************************************************
--Generally for basic calculations and all that.
--Also a scratch field for various tests.

  for i= 0, 4 do
    local addr= 0x12D60 + 0xCC*i
    local v= R1s(addr+0xB6,"EWRAM")
    local machine= R1s(addr+0xB0,"EWRAM")
    local clr= RadarColors[i]
    if v == -1 then clr= 0xFFA0A0A0 end
    local bclr= ImportantMachineBackClr[machine]
--    gui.pixelText(231,160+7*i,string.format("%2d",v),clr)
    gui.pixelText(227,160+7*i,string.format("%3d",R1u(addr+0xA2,"EWRAM")),clr,bclr)
  end

--[[
  for x= 0, 4 do
    for y= 0, 22 do
      local addr= 0x12D60 + 0xCC*x + 4*y + 0x80
      gui.pixelText(36*x,7*y,string.format("%08X",R4u(addr,"EWRAM")),RadarColors[x])
    end
  end
]]--

--  for i= 0, 4 do
--    local addr= 0x12D60 + 0xCC*x + 4*y + 0x80
--  end

end

--#############################################################################
--Management

--*****************************************************************************
local function StaticHUD(sT)
--*****************************************************************************
-- Oriented so north is toward the top. Fun stuff.

  GridUnderlayS(sT)
  MomentumCompass(sT)
  RivalRadarNorth(sT)
  PlayerTrailS(sT)

end

--*****************************************************************************
local function RotatingHUD(rT)
--*****************************************************************************
-- Oriented so player facing is toward the top.

--  GridUnderlayR(rT)
  MomentumAngle(rT)
  RivalRadarFacing(rT)
  PlayerTrailR(rT)

end


--Immediate
local StatsTbl= {}


--*****************************************************************************
while true do
--*****************************************************************************
--Our overhead.

  local Player= R1u(0x2B63,"IWRAM")
  if Player < 5 then
    FillTable(       StatsTbl,StaticX,StaticY,StaticR,StaticS,Player)
    StaticHUD(StatsTbl)
    PartialFillTable(StatsTbl,RotateX,RotateY,RotateR,RotateS)
    RotatingHUD(StatsTbl)
    MachineHUD(Player)
  end
  BasicHUD()

  emu.frameadvance()
end

--#############################################################################
--eof. Well, extra data on hand below.

--[[
IWRAM:106C,4u - Timer (?)
IWRAM:2B62,1u - Player machine ID
IWRAM:2B63,1u - Player machine memory internal position

EWRAM:0A100,1x[Count=0x4000?] Input log history (4.5 minutes)

EWRAM:0E560,2x[x=64][y=64] An array of track block index
EWRAM:10560,?

12D60 12E2C 12EF8 12FC4 13090
EWRAM:12D60[Size=0xCC][Count=5] Machine data
  +00,4s - X position (main)
  +04,4s - Y position (main)
  +08,4s - X position (1 frame  ago)
  +0C,4s - Y position (1 frame  ago)
  +10,4s - X position (1 frame  ago)
  +14,4s - Y position (1 frame  ago)
  +18,4s - X position (2 frames ago)
  +1C,4s - Y position (2 frames ago)
  +20,4s - X position (3 frames ago)
  +24,4s - Y position (3 frames ago)
  +28,4s - X position (4 frames ago)
  +2C,4s - Y position (4 frames ago)
  +54,4s - Elevation
  +74,2s - Speed
  +78,2x - Facing
  +7A,2x - Momentum
  +84,2s - Vertical velocity
  +8A,2u - Power
  +8C,2u - Boost timer
  +8E,2u - Boost timer (mirror)
  +94,4x - Apparent health (for that visual health meter?)
  +9F,1u - ? Internal reference ID?
  +A1,1u - Timer for holding down boost
  +A2,1u - Lap segment
  +B0,1x - Machine identifer (what it is; 23 is a mine)
  +B6,1s - ID?
EWRAM:131CF,1u - ? Player machine selection related?
]]--