Contains a very minor fix that prevents rocket start values from displaying alongside speed values.
--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
--2.1 changes by Memory: fix speed display to not also display rocket start information by decreasing size of speed address
--Setup
local StaticX,StaticY= 60,220 --Center position
local StaticR= 60 --Radius
local StaticS= 0x0200 --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 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 2
--*****************************************************************************
-- Input: Angle in 1/65536 of a revolution per unit, clockwise, no offset
-- Output: Angle in radians, counterclockwise, no offset
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 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
--#############################################################################
--Rotating
--*****************************************************************************
local function GridUnderlayR(rT)
--*****************************************************************************
--Rotated underlay. Now that should be a fun exercise in trig.
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= 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
--#############################################################################
--Misc display
--*****************************************************************************
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 fixed as of 2.1 to not display rocket start values
-- 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")
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
local clr= 0xFFFF00FF
if v > 0 then clr= 0xFFFFFF00 end
if v < 0 then clr= 0xFF00FFFF end
gui.pixelText( 0,174,string.format("%4X",math.abs(v)),clr)
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 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 clr= RadarColors[i]
if v == -1 then clr= 0xFFA0A0A0 end
gui.pixelText(231,160+7*i,string.format("%2d",v),clr)
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")))
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)
end
--*****************************************************************************
local function RotatingHUD(rT)
--*****************************************************************************
-- Oriented so player facing is toward the top.
GridUnderlayR(rT)
MomentumAngle(rT)
RivalRadarFacing(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: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,?
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
+B6,1s - ID?
EWRAM:131CF,1u - ? Player machine selection related?
]]--