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#40071991619071536 - GBA F-Zero: Climax - Ported a script

FZCX_BizHawk_v1.lua
Game: F-Zero: Climax ( GBA, see all files )
706 downloads
Uploaded 7/1/2017 3:15 PM by Memory (see all 89)
Based on v1 of FatRatKnight's FZGPL script. Designed with bizhawk 1.12.2 in mind and mGBA core. This game changed quite a number of the offsets from the previous two games, but it was still relatively similar overall.
Also assumes decimal by default.
--GBA F-Zero: Climax - General script
--For use with BizHawk
--Original scripts for MV and GPL by FatRatKnight, ported by Memory

--Setup
local key_ToggleGhostRecord= "M"

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
}

local GhostColors= { --Try something darker, a'ite?
[0]=0xFFC0C0C0, --White   75% brightness of the main ones.
    0xFF00C000, --Green
    0xFFC0C000, --Yellow
    0xFF00C0C0, --Cyan
    0xFFF000F0  --Purple
}
local GhostEqualRadar= 0xFF606060 -- If ghost is identical, a "don't care" color.

local TrackerFile= "FZCX_PosTracker.txt" -- set nil to disable; no, not "nil".
local flag_RecordGhost= true --Overridden by false if file found.
local GhostTrailFrames= 20   --1/3 second ahead and behind

client.SetGameExtraPadding(0,0,0,120) -- Yay, bottom border


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

--Function renames (I like descriptive names. Renames are for convenience.)
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

--Constants
local SqrtTwo= math.sqrt(2) -- In case I deal with a square or two.
local CrLf= string.char(0x0D,0x0A) --New line stuff.

--Widely important variables, as opposed to locally important
local InternalFrame= 0   -- What frame is the game itself on right now?
local PlayerSel= 0       -- Machine the player controls.

--mTracker[WhichPlayer].Stat[Frame]     Machine Tracker.
--Keeps a record of positions of every machine on every frame.
local mTracker= {}; for i= 0, 4 do mTracker[i]= {x={},y={},Exist={}} end

local function WordToAngle(v) return (v/32768)*math.pi end --cw rev/65536 to cw radians
local function FetchInternalFrame()  return R4u(0x18E50,"EWRAM")  end
local function PlAddr(pl) return 0x154F0 + 0xB4*pl end     --Machine address
local function FetchPlayerExist(pl)  return R1u(PlAddr(pl)+0x7B,"EWRAM") == 4  end

--*****************************************************************************
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 HexPlusMinus(v,digits)
--*****************************************************************************
--String.format does not prefix a - for hexadecimal values, instead using a
--twos complement of the value. This function is to inject that sign.

  local str= "+"
  if v < 0 then str= "-"; v= -v end
  return string.format(str .. "%" .. digits .. "X",v)
end

--*****************************************************************************
local function InRace()  --Stand-in from FZMV, not updated. DO NOT USE
--*****************************************************************************
--Returns nil if not even in a track.
--Returns false if not really doing much racing.
--Returns true if we are racing.
--At least, that's the intent. These memory addresses suggest things.

  if R1u(0x0BFA,"IWRAM") == 0 then return nil end   --Is track loaded?
  return R1u(0x0BFB,"IWRAM") == 5                   --Are we racing yet?
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= PlAddr(pl)
  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+0x54,"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

--*****************************************************************************
local function FetchOldPos(pl,frame)
--*****************************************************************************
--Grabs stored position data. Joy.

  pl= pl or PlayerSel             --Defaults for unspecified parameters.
  frame= frame or InternalFrame
  local machine= mTracker[pl]

--nil, for never recorded. False, for recorded not existing.
  if not machine.Exist[frame] then return machine.Exist[frame] end
  return machine.x[frame], machine.y[frame]
end

--*****************************************************************************
local function RecordPos(frame)
--*****************************************************************************
--For now, it directly reads from memory and stuff it into stored position data

  frame= frame or InternalFrame  --If unspecified, assume current frame.
--Uh, now that I think about it, we're always going to assume current frame.
--Frankly, we're doing direct memory reads. This will always be current frame.
--I see a redesign in the future.

  for pl= 0, 4 do
    local a= PlAddr(pl)
    local machine= mTracker[pl]

    if FetchPlayerExist(pl) then
      machine.x[frame],machine.y[frame]= R4s(a+0x00,"EWRAM"),R4s(a+0x04,"EWRAM")
      machine.Exist[frame]= true
    else
      --leave x,y alone. If there's reason to grab stale data, I won't erase.
      machine.Exist[frame]= false
    end
  end
end

--*****************************************************************************
local function LoadTracker(filename)
--*****************************************************************************
--Exists because we can't run script, movie, then another movie.
--Well, we could, but a second movie triggers core reboot. This kills lua.
--Though, a persistent position tracker file might be useful anyway.

  local FileIn, err= io.open(filename,"r")
  if not FileIn then print("No ghost loaded"); return end
  local count= 0
  for data in FileIn:lines() do
    local frame= tonumber(string.sub(data,1,8)) --Want a decimal value.
    if frame then
      count= count+1
      for i= 0, 4 do
        local Pl= mTracker[i]
        local x= tonumber(string.sub(data,10+i*18,17+i*18)) --Decimal
        local y= tonumber(string.sub(data,19+i*18,26+i*18))
        if x and y then
          Pl.Exist[frame]= true
          Pl.x[frame],Pl.y[frame]= x,y
        else
          Pl.Exist[frame]= false
        end
      end -- for each machine
    end -- if frame exists (sanity)
  end -- Data lines

  FileIn:close()
  if count == 0 then
    print("File opened, but no frames loaded.")
  else
    flag_RecordGhost= false
    print("Ghost loaded from file. Frames: " .. count)
  end
end

--*****************************************************************************
local function SaveTracker(filename)
--*****************************************************************************
--Stuffs our tracking data into a persistent tracker file.
--I'm making my own file format on this, which is probably just plain text.

  FileOut, err= io.open(filename,"wb")
  if not FileOut then print(err); return end --Sorry, didn't save.
--Presumably, you still have the movie file, and can generate a new ghost data.

--Though, if we did succeed... Stuff it in file.
  local PlayerExisted= mTracker[PlayerSel].Exist --Shouldn't matter who, just want not nil.
  for frame,_ in pairs(PlayerExisted) do --Can't guarantee all frames exist
    local s= string.format("%8d|",frame)
    for i= 0, 4 do
      local machine= mTracker[i]
      if machine.Exist[frame] then
        s= string.format("%s%8d,%8d:",s,machine.x[frame],machine.y[frame]) --8 digits should be sufficiently large.
      else
        s= s .. "--------,--------:"
      end
    end
    FileOut:write(s .. CrLf)
    --Note that pairs won't necessarily have it in order.
  end
  FileOut:close()
  print("Ghost saved to " .. filename)
end

--##############################################################################
--Split

--*****************************************************************************
local function GetStaticDisplayLoc(sT,PosX,PosY)
--*****************************************************************************
--Apply offsets. Apply scaling. End.

  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 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 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,0xFF000080)
    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,0xFF000080)
    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+0x54,"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+0x56,"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 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+0x54,"EWRAM")
  local Momentum= R2u(a+0x56,"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 SetRotating(mT,Rotating)
--*****************************************************************************
--Some functions do things different depending on north or facing.
--Others... Are completely identical. Leave the identical ones alone.

  if Rotating then --rT
    mT.GetDisplayLoc= GetRotateDisplayLoc
    mT.GridUnderlay = function() end --null, I don't have a working solution.
    mT.MomentumWatch= MomentumAngle
  else --sT
    mT.GetDisplayLoc= GetStaticDisplayLoc
    mT.GridUnderlay = GridUnderlayS
    mT.MomentumWatch= MomentumCompass
  end
end

--##############################################################################
--Shared

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

  for pl= 0, 4 do --Player also gets painted, naturally always in the center.
    if FetchPlayerExist(pl) then
      local a= PlAddr(pl)
      local x,y= mT:GetDisplayLoc(R4s(a+0,"EWRAM"),R4s(a+4,"EWRAM"))

      if InBounds(mT , x,y) then
        local clr= RadarColors[pl] 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 --If pixel is in bounds
    end --If machine exists
  end --For each machine
end --Function

--*****************************************************************************
local function GhostTrails(mT)
--*****************************************************************************
--Colored trails of various machines. Blue for the future. Red for the past.
--Of course, I don't know your future, but I know your past's future.

  local ClrStep= 0xFF / GhostTrailFrames
  local Sf, Ef= InternalFrame-GhostTrailFrames, InternalFrame+GhostTrailFrames
  for pl= 0, 4 do
    for f= Sf, Ef do
      local x,y= FetchOldPos(pl,f)
      if x then
        x,y= mT:GetDisplayLoc(x,y)
        if InBounds(mT,x,y) then
          local RB= (f-InternalFrame)*ClrStep
          if f < InternalFrame then --In the past
            RB= math.floor(math.abs(RB))*0x00010000
          else --In the future
            RB= math.floor(RB)
          end
          gui.drawPixel(x,y,0xFF008000+RB)
        end -- If pixel is in bounds
      end -- If machine existed
    end -- For each nearby frame
  end -- For each machine
end -- Function

--*****************************************************************************
local function Ghosts(mT)
--*****************************************************************************
--Shows old positions of current frame.
--If it matches our immediate position, we pick a boring enough color.

  for pl= 0, 4 do
    local x,y= FetchOldPos(pl)
    if x then
      local addr= PlAddr(pl)
      local mx,my= R4s(addr+0x00,"EWRAM"),R4s(addr+0x04,"EWRAM")
      local clr= GhostColors[pl]
      if (x == mx) and (y == my) then clr= GhostEqualRadar end
      x,y= mT:GetDisplayLoc(x,y)
      if InBounds(mT,x,y) then
        gui.drawLine(x-3,y-3,x+3,y+3,clr)
        gui.drawLine(x-3,y+3,x+3,y-3,clr)
      end -- If pixel is in bounds
    end -- If machine existed
  end -- For each machine
end -- Function

--*****************************************************************************
local function PlayerTrail(mT)
--*****************************************************************************
--Well, the game keeps a short list of old positions. Let's display them!
--Some things don't have trails, for some reason...

  for i= 0, 3 do
    local x= R4s(mT.Addr+0x10 + 8*i,"EWRAM")
    local y= R4s(mT.Addr+0x14 + 8*i,"EWRAM")
    x,y= mT:GetDisplayLoc(x,y)
    if InBounds(mT,x,y) then
      gui.drawPixel(x,y,0xFFC0C0C0)
    end
  end
end

--*****************************************************************************
local function GetMixFunctions(mT)
--*****************************************************************************
  mT= mT or {} -- constructor, in case of nil
  mT.RivalRadar = RivalRadar
  mT.GhostTrails= GhostTrails
  mT.Ghosts     = Ghosts
  mT.PlayerTrail= PlayerTrail
  return mT
end

--#############################################################################
--Broken...

--*****************************************************************************
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.
--I have tackled this for a while. I now think I forgot to add offsets based
--on where the corner is, and assume center position instead.

--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)

  local Tangent  = math.tan(rT.AngleF)
--  local Cotangent= math.cot(rT.AngleF)

--  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,
        rT.PlX + (Yy.v-Yy.max),
        Yy.v)
    else
      if Angle ~= 0 then
        x1,y1= GetRotateDisplayLoc(rT,
          rT.PlX,
--          rT.PlX + (Yy.v-Yy.min)*rT.Cosine/rT.Sine,
--          rT.PlX - (Yy.v-Yy.min)*rT.Cosine/rT.Sine,
--          rT.PlX + (Yy.v-Yy.min)*rT.Sine/rT.Cosine,
--          rT.PlX - (Yy.v-Yy.min)*rT.Sine/rT.Cosine,
          Yy.v)
      end
    end
    if Yy.v > Yy.right then
      if Angle ~= 0 then
        x2,y2= GetRotateDisplayLoc(rT,
          rT.PlX + 0x2000,
--          rT.PlX + (Yy.v-Yy.max)*Cosine/Sine,
          Yy.v)
      end
    else
      x2,y2= GetRotateDisplayLoc(rT,
        rT.PlX + 0x2000,
--        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

--#############################################################################
--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_hex(n)
--*****************************************************************************
--Pick a machine, show its stats.
--So long as there is a vague reason to do so, things are in hexadecimal.
--Otherwise, decimal.

  local a= PlAddr(n)

  local x, y= R4s(a+0x00,"EWRAM"), R4s(a+0x04,"EWRAM")
  local Facing, Momentum= R2u(a+0x54,"EWRAM"), R2u(a+0x56,"EWRAM")

  local Hysteresis= bit.band(R1u(a+0xA4,"EWRAM"),0x10) ~= 0
  local clr= nil
  if Hysteresis then clr= 0x80FF2000 end

  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+0x50,"EWRAM")),0xFFFFFFFF,clr)  --Speed

  x= x - R4s(a+0x08,"EWRAM")
  y= y - R4s(a+0x0C,"EWRAM")
  gui.pixelText( 33,  0,string.format("%4X",math.abs(x)),ClrBySign(x))
  gui.pixelText( 33,  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

--Facing, momentum, and their difference.
  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))

--Elevation
  local Height,VertVel= R4s(a+0x34,"EWRAM"),R2s(a+0x60,"EWRAM")
--  gui.pixelText(207, 21,string.format("%8d",Height))
--  gui.pixelText(207, 28,string.format("%8d",VertVel))
--Acceleration: -12 per frame. -16 if not holding down after some point.
--I assume it's always -12, so you know the farthest you can go.
  if Height > 0 then
    v= math.ceil((VertVel + math.sqrt(VertVel*VertVel + 4*6*Height))/12)
  else v= 0
  end
  gui.pixelText(224, 14,string.format("%4d",v))

  gui.pixelText(224,  0,string.format("%4X",R2u(a+0x66,"EWRAM")))  --Pow
  gui.pixelText(224,  7,string.format("%4d",R1u(a+0x7E,"EWRAM")))  --Lap seg
--  gui.pixelText(224, 21,string.format("%4d",R1u(a+0x7A,"EWRAM")))  --Split

  gui.pixelText(224,153,string.format("%4d",R2u(a+0x68,"EWRAM")))  --Boost timer
  gui.pixelText(224,145,string.format("%4d",R1u(a+0x7D,"EWRAM")))  --Trigger timer
end


--*****************************************************************************
local function MachineHUD_dec(n)
--*****************************************************************************
--Pick a machine, show its stats.
--No hexadecimal here. It's all decimal.
--Don't recommend viewing angles like this.

  local a= PlAddr(n)

  local x, y= R4s(a+0x00,"EWRAM"), R4s(a+0x04,"EWRAM")
  local Facing, Momentum= R2u(a+0x54,"EWRAM"), R2u(a+0x56,"EWRAM")

  local Hysteresis= bit.band(R1u(a+0xA4,"EWRAM"),0x10) ~= 0
  local clr= nil
  if Hysteresis then clr= 0x80FF2000 end

  gui.pixelText(  0,  0,string.format("%8d",x))
  gui.pixelText(  0,  7,string.format("%8d",y))
  gui.pixelText(  0, 16,string.format("%8d",R2s(a+0x50,"EWRAM")),0xFFFFFFFF,clr)  --Speed

  x= x - R4s(a+0x08,"EWRAM")
  y= y - R4s(a+0x0C,"EWRAM")
  gui.pixelText( 33,  0,string.format("%+5d",x),ClrBySign(x))
  gui.pixelText( 33,  7,string.format("%+5d",y),ClrBySign(y))
  local v= math.floor(math.sqrt(x*x + y*y)) -- Distance formula
  gui.pixelText(  0, 23,string.format("%8d",v),0xFF00FFFF) -- Change in position

--Facing, momentum, and their difference.
  gui.pixelText(  0,160,string.format("%5d",Facing)  ,0xFFFF00FF)
  gui.pixelText(  0,167,string.format("%5d",Momentum),0xFF00FF00)
  v= (Facing - Momentum + 0x8000)%0x10000 - 0x8000
  gui.pixelText(  0,174,string.format("%5d",math.abs(v)),ClrBySign(v))

--Elevation
  local Height,VertVel= R4s(a+0x34,"EWRAM"),R2s(a+0x60,"EWRAM")
--  gui.pixelText(207, 21,string.format("%8d",Height))
--  gui.pixelText(207, 28,string.format("%8d",VertVel))
--Acceleration: -12 per frame. -16 if not holding down after some point.
--I assume it's always -12, so you know the farthest you can go.
  if Height > 0 then
    v= math.ceil((VertVel + math.sqrt(VertVel*VertVel + 4*6*Height))/12)
  else v= 0
  end
  gui.pixelText(224, 14,string.format("%4d",v))

  gui.pixelText(220,  0,string.format("%5d",R2u(a+0x66,"EWRAM")))  --Pow
  gui.pixelText(224,  7,string.format("%4d",R1u(a+0x7E,"EWRAM")))  --Lap seg
--  gui.pixelText(224, 21,string.format("%4d",R1u(a+0x7A,"EWRAM")))  --Split

  gui.pixelText(224,153,string.format("%4d",R2u(a+0x68,"EWRAM")))  --Boost timer
  gui.pixelText(224,145,string.format("%4d",R1u(a+0x7D,"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= PlAddr(i)
    local machine= R1s(addr+0xB0,"EWRAM")
    local clr= RadarColors[i]
    if not FetchPlayerExist(i) then clr= 0xFFA0A0A0 end
--    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)
  end

end

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

--*****************************************************************************
local function DisplayHUD(mT)
--*****************************************************************************
  mT:GridUnderlay()
  mT:MomentumWatch()
  mT:GhostTrails()
  mT:Ghosts()
  mT:RivalRadar()
  mT:PlayerTrail()
end

--Immediate
local StatsTbl= GetMixFunctions()
if TrackerFile then
  LoadTracker(TrackerFile)
  event.onexit(function() SaveTracker(TrackerFile) end)
end

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

  InternalFrame= FetchInternalFrame()

  local keyboard= input.get()
  if keyboard[key_ToggleGhostRecord] then flag_RecordGhost= not flag_RecordGhost end

--Is player selection always 0? Marked as such for now.

  FillTable(       StatsTbl,StaticX,StaticY,StaticR,StaticS,0)
  SetRotating(StatsTbl,false)
  DisplayHUD(StatsTbl)
  PartialFillTable(StatsTbl,RotateX,RotateY,RotateR,RotateS)
  SetRotating(StatsTbl,true)
  DisplayHUD(StatsTbl)
  MachineHUD_dec(PlayerSel)

  if flag_RecordGhost then
    RecordPos()
    gui.pixelText(120,160,"REC",0xFFFF2000)
  end

  BasicHUD()

  emu.frameadvance()
end

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

--[[
During game play
EWRAM:14930[Size=0xD0][Count=5?] Machine data

EWRAM:17720,1u[4] - Acceleration (by gear)
EWRAM:17724,2u[4] - Top Speed (by gear)
EWRAM:1772C,2u    - Hysteresis, speed to fall to when over limit
EWRAM:1772E,2u    - Hysteresis friction (boost maintenance)
EWRAM:17730,2u    - (Boost top speed?)
EWRAM:17732,2u    - (Boost acceleration?)
EWRAM:17734,2u    - (Boost hysteresis?)
EWRAM:17736,2u    - (Boost hysteresis friction?)
EWRAM:17738,1s    - ?
EWRAM:17739,1x    - (0)
EWRAM:1773A,1u    - (change in speed?)
EWRAM:1773B,1u    - (change in speed?)
EWRAM:1773C,1x    - (0)
EWRAM:1773D,1u    - (change in speed?)
EWRAM:1773E,1u    - (released acceleration friction?)
EWRAM:1773F,1u    - (braking friction?)
EWRAM:17740,2u    - (rotation?)
EWRAM:17742,2u    - (rotation?)
EWRAM:17744,2u    - (rotation?)
EWRAM:17746,2u    - (rotation?)
EWRAM:17748,2u    - (rotation?)
EWRAM:1774A,2u    - (rotation?)
EWRAM:1774C,2u    - (rotation?)
EWRAM:1774E,2u    - (rotation?)

IWRAM:1B10,2u - Related to how fast you go...

During tweaking screen
IWRAM:2EA0,1u[4] - Acceleration (by gear)
IWRAM:2EA4,2u[4] - Top speed (by gear)
IWRAM:2F81,1s - Acceleration/Top Speed adj
]]--