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#40654698533015083 - Shaman King - lua, some updates

sk1f.lua
623 downloads
Uploaded 7/27/2017 9:04 PM by xy2_ (see all 139)
Designed badly, runs as fast as a turtle, etc.. I made some rather poor design decisions, but here it is in its current state.
I added a slot viewer that displays various informations about current slots, as well as stole^W borrowed the sidebar idea from FatRatKnight.
-- GBA Shaman King - Master of Spirits, TASing script
-- Simple script; glorified ram watch, Yoh and enemy information
-- Warning: shit quality; first time lua
-- Written by xy2_, 2017

local color= {
    opaque= {
    [0]=0xFF00FF00, -- Green
        0xFFFFFF00, -- Yellow
        0xFFFF0000, -- Red
        0xFFBA8E7D, -- Brown
        0xFF0000FF, -- Blue
        0xFF665046  -- Dark brown
    };
    trans= {
    [0]=0x7700FF00, -- Green
        0x77FFFF00, -- Yellow
        0x77FF0000, -- Red
        0x77BA8E7D, -- Brown
        0x770000FF, -- Blue
        0x44665046  -- Dark brown
    }
}

client.SetGameExtraPadding(0,0,40,0)

--#############################################################################
local function UpdateMemoryMap()
--#############################################################################

	m= {
		globalframe = memory.read_u32_le(0x1DD4, "IWRAM"),
		igtframe    = memory.read_u32_le(0x1DD8, "IWRAM"),
		cameraX     = memory.read_s32_le(0x1E50, "IWRAM"),
		cameraY     = memory.read_s32_le(0x1E54, "IWRAM"),
		furyoku     = memory.read_u16_le(0x22BE, "IWRAM"),
		frefill     = memory.read_u16_le(0x22CA, "IWRAM"),
		downbuffer  = memory.read_u8(    0x25C3, "IWRAM"),
		state       = memory.read_u16_le(0x35E0, "IWRAM"),
		duration    = memory.read_u8(    0x35E9, "IWRAM"),
		statetimer  = memory.read_u8(    0x35DF, "IWRAM"),
		groair      = memory.read_u8(    0x3614, "IWRAM"),
		igtframearea= memory.read_u32_le(0x3629, "IWRAM"),
		delay       = memory.read_u16_le(0x362D, "IWRAM"),
		invicibility= memory.read_u16_le(0x3630, "IWRAM"),
		health      = memory.read_u16_le(0x3636, "IWRAM"),
		xposition   = memory.read_u32_le(0x3648, "IWRAM"),
		yposition   = memory.read_u32_le(0x364C, "IWRAM"),
		xspeed      = memory.read_s32_le(0x3650, "IWRAM"),
		yspeed      = memory.read_s32_le(0x3654, "IWRAM"),
		igtframeseg = memory.read_u32_le(0x36DD, "IWRAM"),
	}

end

-- General RAM watch, and value display on screen
--#############################################################################
local function DisplayHud(x,y)
--#############################################################################
        
    -- Furyoku
    gui.pixelText (x+0,y+0, string.format("%4d", m.furyoku), 0xFFFFFFFF, color.trans[4])
    
    -- Furyoku refill
    if m.refill == 0 then
        gui.pixelText(x+0,y+7, string.format("%4d", m.frefill), 0xFFFFFFFF, color.trans[0]) 
    else
        gui.pixelText(x+0,y+7, string.format("%4d", m.frefill), 0xFFFFFFFF, color.trans[2])
    end
    
    -- In-game time (current segment)
    gui.pixelText(x+180,y+0, string.format("%8d", m.igtframeseg), 0xFFFFFFFF, color.trans[0])
    -- In-game time (current area)
    gui.pixelText(x+180,y+7, string.format("%8d", m.igtframearea), 0xFFFFFFFF, color.trans[3])    
    -- In-game time (global)
    gui.pixelText(x+180,y+14, string.format("%8d", m.igtframe), 0xFFFFFFFF, color.trans[5])
    -- Global timer
    gui.pixelText(x+180,y+21, string.format("%8d", m.globalframe))
    
    -- Speed
    gui.pixelText(x+215,y, string.format("%6d", m.xspeed))
    gui.pixelText(x+215,y+7, string.format("%6d", m.yspeed))
    
    
    -- Ground/air? Displays G on ground, A on air
    if m.groair == 1 then
    	gui.pixelText(x+215,y+14, "G", 0xFFFFFFFF, color.trans[4])
    else
    	gui.pixelText(x+215,y+14, "A", 0xFFFFFFFF, color.trans[1])
    end
    
    -- Buffered down input timer to backdash
    if m.downbuffer >= 1 then
        gui.pixelText(x+219,y+14, "V" .. string.format("%4d", m.downbuffer), 0xFFFFFFFF, color.trans[0])
    else
        gui.pixelText(x+219,y+14, string.format("%5d", m.downbuffer), 0xFFFFFFFF, color.trans[5])
    end
    
    -- X and Y position
	gui.pixelText(x+203,y+35, string.format("%9d", m.xposition), 0xFFFFFFFF, color.trans[5])
	gui.pixelText(x+203,y+42, string.format("%9d", m.yposition), 0xFFFFFFFF, color.trans[5])
    
    
--     local bosshp= memory.read_u16_le(0x36EA, "IWRAM")
--     gui.pixelText(x+0,y+153, string.format("%4d", bosshp), color.opaque[1])
-- 
--     local bossinv= memory.read_u16_le(0x36E4, "IWRAM")
--     gui.pixelText(x+17,y+153, string.féormat("%2d", bossinv), 0xFFFFFFFF, color.trans[1])
--     
--     local bossatk= memory.read_u16_le(0x36E1, "IWRAM")
--     gui.pixelText(x+26,y+153, string.format("%2d", bossatk))
    
end

-- Draws side bar with general movie info
--#############################################################################
local function SideBar(x,y)
--#############################################################################
    
    local frame= emu.framecount()
    if emu.islagged() == true then
        gui.pixelText(x,y, frame, 0xFFFFFFFF, color.opaque[2])
    else
        gui.pixelText(x,y, frame)
    end
    
    local lagcount= emu.lagcount()
    gui.pixelText(x+24,y, lagcount, color.opaque[2])
    
    -- Shoutouts to Masterjun
    local buttons = {["Up"]="^", ["Down"]="v", ["Left"]="<", ["Right"]=">", ["Select"]="s", ["Start"]="S", ["A"]="A", ["B"]="B", ["L"]="L", ["R"]="R"}
    local s = ""
        for k,v in pairs(movie.getinput(frame-1)) do
            if v == true then
                s= s..buttons[k]
        end
    end
    gui.pixelText(x,y+7 ,s)
    
end

-- Displays information about Yoh's animations on the sidebar
--#############################################################################
local function GetYohState(x,y)
--#############################################################################

    local stateText= {
		[0]={"Standing","",""},
		{"Walking","",""},
		{"Ground","sliding",""},
		{"Crouching","",""},
		{"Crouched","",""},
		{"Standing","up",""},
		{"Pre-","jumping",""},
		{"Jumping","",""},
		{"Falling,","initial",""},
		{"Falling","",""},
		{"Landing","",""},
		{"Back","dashing",""},
		{"Entering","door",""},
		{"Exiting","door",""},
		{"Taking","damage",""},
		{"Taking","damage,","crouched"},
		{"Taking","damage,","air"},
		{"Knockback","damage",""},
		{"Knockback","upwards",""},
		{"Knockback","hitting","ground"},
		{"Knockback","fall",""},
		{"Knockback","ground",""},
		{"Knockback","getting up",""},
		{"Electro-","cuted",""},
		{"Electro-","cuted","2"},
		{"Taking","damage?",""},
		{"Taking","damage?",""},
		{"1st slash,","wooden,","ground"},
		{"2nd slash,","wooden,","ground"},
		{"3rd slash,","wooden,","ground"},
		{"1st slash,","light,","ground"},
		{"2nd slash,","light,","ground"},
		{"3rd slash,","light,","ground"},
		{"1st slash,","antiquity,","ground"},
		{"2nd slash,","antiquity,","ground"},
		{"3rd slash,","antiquity,","ground"},
		{"Crouch","slash,","wooden"},
		{"Crouch","slash,","light"},
		{"Crouch","slash,","antiquity"},
		{"1st slash,","wooden,","air"},
		{"2nd slash,","wooden,","air"},
		{"3rd slash,","wooden,","air"},
		{"1st slash,","light,","air"},
		{"2nd slash,","light,","air"},
		{"3rd slash,","light,","air"},
		{"1st slash,","antiquity,","air"},
		{"2nd slash,","antiquity,","air"},
		{"3rd slash,","antiquity,","air"},
		{"Halo","Bump,","ground"},
		{"Halo","Bump,","air"},
		{"Nipopo","Punch", "ground"},
		{"Nipopo","Punch", "air"},
		{"Daodondo","",""},
		{"Gussy", "Kenji", "ground"},
		{"Gussy", "Kenji", "air"},
		{"Jaguar","Swipe",""},
		{"Footballer","",""},
        {"Footballer,","sparks",""},
		{"Big", "Thumb",""},
		{"Big", "Thumb,","smoke"},
		{"Big", "Thumb,","Tokageroh"},
		{"Celestial","Slash,","ground"},
		{"Celestial","Slash,","air"},
		{"Celestial","Slash,","blade"},
	[73]={"Totem","Attack",""},
	}

	local t= stateText[m.state]
	if t then
		gui.pixelText(x,y, m.state .. ":" .. m.statetimer)
		gui.pixelText(x,y+ 7,t[1],color.opaque[1])
		gui.pixelText(x,y+14,t[2],color.opaque[1])
		gui.pixelText(x,y+21,t[3],color.opaque[1])
		gui.pixelText(x,y+28, m.duration .. ":" .. m.delay, 0xFFFFFFFF, color.trans[2])
	else
		gui.pixelText(x,y+ 0,"NULL!!!",0xFFC0C0C0)
	end

end

-- Draws hitboxes
-- Object size: B4 (180)
--#############################################################################
local function DrawHitbox(x,y, offset, id)
--#############################################################################
        
    cameraX,cameraY= m.cameraX/256, m.cameraY/256
    -- Figure out appropriate pixel values (somewhat hacky)
    local X1, X2= memory.read_s32_le(0x3664 + offset, "IWRAM")/256, memory.read_s32_le(0x3668 + offset, "IWRAM")/256
    local Y1, Y2= memory.read_s32_le(0x366C + offset, "IWRAM")/256, memory.read_s32_le(0x3670 + offset, "IWRAM")/256

    local pixelX1, pixelX2= X1-cameraX+120, X2-cameraX+120
    local pixelY1, pixelY2= cameraY-Y1+71, cameraY-Y2+71
    
    local invicibility= memory.read_u16_le(0x3630 + offset, "IWRAM")
    -- Add invicibility counter if invicible
    if invicibility >= 1 then
        gui.drawBox (x+pixelX1, y+pixelY1, x+pixelX2, y+pixelY2, color.opaque[1], color.trans[5])
        gui.pixelText (x+pixelX1, y+pixelY1, invicibility, 0xFFFFFFFF, color.trans[1])
    else
        gui.drawBox (x+pixelX1, y+pixelY1, x+pixelX2, y+pixelY2, color.opaque[5], color.trans[5])
    end
    
    -- Facing direction
    local fdirection= memory.read_u8(0x3634 + offset, "IWRAM")
    if fdirection == 1 then
        gui.pixelText (x+pixelX1, y+pixelY2 - 7, "<")
    elseif fdirection == 0 then
        gui.pixelText (x+pixelX1, y+pixelY2 - 7, ">")
    else
        gui.pixelText (x+pixelX1, y+pixelY2 - 7, "?")
    end
    
    -- Raw damage output
    local rawdmg= memory.read_u8(0x3638 + offset, "IWRAM")
    gui.pixelText (x+pixelX1 + 8, y+pixelY2 - 7, rawdmg, 0xFFFFFFFF, color.trans[2])
	
	-- Health
	local health= memory.read_u16_le(0x3636 + offset, "IWRAM")
	gui.pixelText(x+pixelX1 + 10,y+pixelY1 + 1, health, color.opaque[1])
    
	-- State, animation and timer information
    if id ~= 0 then
        local state= memory.read_u16_le(0x35E0 + offset, "IWRAM")
        local statetimer= memory.read_u8(0x35DF + offset, "IWRAM")
        local duration= memory.read_u8(0x35E9 + offset, "IWRAM")
        local delay= memory.read_u16_le(0x362D + offset, "IWRAM")
        gui.pixelText (x+pixelX1 + 24, y+pixelY2 - 7, state .. ":" .. statetimer)
        gui.pixelText (x+pixelX1 + 24, y+pixelY2, duration .. ":" .. delay, 0xFFFFFFFF, color.trans[2])
    end
    
end

--@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
while true do
--@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
    
    UpdateMemoryMap()
    DisplayHud(0,0)
    SideBar(241,0)
    GetYohState(241,20)
    
    for i=0,1 do
		--if memory.read_u16_le(0x3636 + i*180, "IWRAM") ~= 0 then
			DrawHitbox(0,8, 0 + i*180, i)
		--end
    end
    
    emu.frameadvance()
end