User File #40022925015438286

Upload All User Files

#40022925015438286 - GBA F-Zero: Grand Prix Legend - Ported a script.

FZGPL_BizHawk_v1.lua
586 downloads
Uploaded 6/29/2017 10:13 AM by FatRatKnight (see all 245)
Ported from v7 of the FZMV script.
Geez, so many of the stat offsets and mechanics are the same from Maximum Velocity that I had no trouble porting the script. There's a few things that didn't quite port over yet (dormant record mode when not in a race), but it probably just needs tracking down the relevant addresses. I'm not sure if the player index is always 0, the script assumes such for now.
Here's the bonus. Do enjoy it.
--GBA F-Zero: Grand Prix Legends - General script
--For use with BizHawk
--FatRatKnight

--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= "FZGPL_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(0x17598,"EWRAM")  end
local function PlAddr(pl) return 0x14930 + 0xD0*pl end     --Machine address
local function FetchPlayerExist(pl)  return R1u(PlAddr(pl)+0x9F,"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+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

--*****************************************************************************
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+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 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 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+0x78,"EWRAM"), R2u(a+0x7A,"EWRAM")

  local Hysteresis= bit.band(R1u(a+0xC8,"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+0x74,"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+0x54,"EWRAM"),R2s(a+0x84,"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+0x8A,"EWRAM")))  --Pow
  gui.pixelText(224,  7,string.format("%4d",R1u(a+0xA2,"EWRAM")))  --Lap seg
--  gui.pixelText(224, 21,string.format("%4d",R1u(a+0x9E,"EWRAM")))  --Split

  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 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+0x78,"EWRAM"), R2u(a+0x7A,"EWRAM")

  local Hysteresis= bit.band(R1u(a+0xC8,"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+0x74,"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+0x54,"EWRAM"),R2s(a+0x84,"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+0x8A,"EWRAM")))  --Pow
  gui.pixelText(224,  7,string.format("%4d",R1u(a+0xA2,"EWRAM")))  --Lap seg
--  gui.pixelText(224, 21,string.format("%4d",R1u(a+0x9E,"EWRAM")))  --Split

  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= 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_hex(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
]]--