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super enemy.lua
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568 lines (506 loc) · 26 KB
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local xemu = require("cross emu")
local sm = require("Super Metroid")
function trim(s)
return string.match(s, "^%s*(.-)%s*$")
end
function rtrim(s)
return string.gsub(s, "%s*$", "")
end
function pairsByKeys (t, f)
local a = {}
for n in pairs(t) do table.insert(a, n) end
table.sort(a, f)
local i = 0
local iter = function()
i = i + 1
if a[i] == nil then return nil
else return a[i], t[a[i]]
end
end
return iter
end
-- Globals
local enemyDatabase
local superform
local dropdown_main
local form_main
local i_enemy
local superform_ridley = nil -- I'd rather not declare this variable, but bizhawk doesn't clear the value of globals to nil between script reloads
-- Colour constants
local colour_opacity = 0x80
local colour_enemy = 0xFFFFFF00 + colour_opacity
function isValidLevelData()
-- The screen refresh should only be done when the game is in a valid state to draw the level data.
-- Game state 8 is main gameplay, level data is always valid.
-- Game states 9, Ah and Bh are the various stages of going through a door,
-- the level data is only invalid when the door transition function is $E36E during game state Bh(?).
-- Game states Ch..12h are the various stages of pausing and unpausing
-- the level data is only invalid during game states Eh..10h,
-- but Dh sets up the BG position for the map
-- Game state 2Ah is the demo
local gameState = sm.getGameState()
local doorTransitionFunction = sm.getDoorTransitionFunction()
return
8 <= gameState and gameState < 0xB
or 0xC <= gameState and gameState < 0xD
or 0x11 <= gameState and gameState < 0x13
or 0x2A == gameState
or gameState == 0xB and doorTransitionFunction ~= 0xE36E
end
function loadEnemyDatabase()
local readMode_enemy = 0
local readMode_detail = 1
local readMode_detailList = 2
local file = io.open("enemy data.txt", "r")
local text = file:read("*all")
file:close()
enemyDatabase = {}
local readMode = readMode_enemy
local enemyId = 0
local address = ""
for line in text:gmatch("([^\n]*)\n?") do
line = trim(line)
if line ~= "" then
if readMode == readMode_enemy then
if line == "{" then
readMode = readMode_detail
else
enemyId = tonumber(line, 0x10)
enemyDatabase[enemyId] = {}
end
elseif readMode == readMode_detail then
if line == "}" then
readMode = readMode_enemy
elseif line == "{" then
readMode = readMode_detailList
enemyDatabase[enemyId][address .. "_list"] = {}
else
address = trim(string.match(line, "[^:]+")) -- address or name or width
local value = trim(string.match(line, "[^:]+:(.+)"))
enemyDatabase[enemyId][address] = value
end
elseif readMode == readMode_detailList then
if line == "}" then
readMode = readMode_detail
else
local value = tonumber(trim(string.match(line, "[^:]+")), 0x10)
local description = trim(string.match(line, "[^:]+:(.+)"))
enemyDatabase[enemyId][address .. "_list"][value] = description
end
end
end
end
end
function initGui()
gui.clearGraphics()
forms.destroyall()
local super_width = 500
local super_height = 1050
local labels = {}
for i = 0, 31 do
labels[i] = string.format("%02X", i)
end
local x = 0
local y = 0
local width = super_width
local height = super_height
local fixedWidth = true
local boxType = nil
local multiline = true
local scrollbars = "both"
superform = forms.newform(super_width, super_height, "Enemy info")
height = 16
dropdown_main = forms.dropdown(superform, labels, x, y, width, height)
y = height + 4
height = super_height - y
form_main = forms.textbox(superform, "", width, height, x, y, multiline, fixedWidth, scrollbars)
i_enemy = 0
end
function updateForm_dropdown(dropdown)
local i_dropdown_new = tonumber(forms.getproperty(dropdown_main, "SelectedIndex"))
i_enemy = i_dropdown_new
end
function updateForm_main(form)
local text_enemyId = "ID"
local text_enemyPositionX = "X position"
local text_enemyPositionY = "Y position"
local text_enemyRadiusX = "X radius"
local text_enemyRadiusY = "Y radius"
local text_enemyProperties = "Properties"
local text_enemyExtraProperties = "Extra properties"
local text_enemyAiHandler = "AI handler"
local text_enemyHealth = "Health"
local text_p_enemySpritemap = "Spritemap pointer"
local text_enemyTimer = "Timer"
local text_p_enemyInstructionList = "Instruction list pointer"
local text_enemyInstructionTimer = "Instruction timer"
local text_i_enemyPalette = "Palette index"
local text_i_enemyVramTiles = "VRAM tiles index"
local text_enemyLayer = "Layer"
local text_enemyFlashTimer = "Flash timer"
local text_enemyFrozenTimer = "Frozen timer"
local text_enemyInvincibilityTimer = "Invincibility timer"
local text_enemyShakeTimer = "Shake timer"
local text_enemyFrameCounter = "Frame counter"
local text_enemyBank = "Bank"
local text_enemyAiVariable0 = "$0FA8"
local text_enemyAiVariable1 = "$0FAA"
local text_enemyAiVariable2 = "$0FAC"
local text_enemyAiVariable3 = "$0FAE"
local text_enemyAiVariable4 = "$0FB0"
local text_enemyAiVariable5 = "$0FB2"
local text_enemyParameter1 = "Parameter 1"
local text_enemyParameter2 = "Parameter 2"
local enemyId = sm.getEnemyId(i_enemy)
local p_enemyHeader = 0xA00000 + enemyId
local enemyBank = xemu.read_u8(p_enemyHeader + 0xC)
-- Load any extra enemy database info
local customEnemyName = ""
local aiVariable0Description = ""
local aiVariable1Description = ""
local aiVariable2Description = ""
local aiVariable3Description = ""
local aiVariable4Description = ""
local aiVariable5Description = ""
local parameter1Description = ""
local parameter2Description = ""
local otherDescriptions = {}
local width = 25
if enemyDatabase[enemyId] ~= nil then
-- Custom enemy name
customEnemyName = enemyDatabase[enemyId]["name"] or customEnemyName
-- Custom variable label width
width = enemyDatabase[enemyId]["width"] or width
-- Custom variable names
for k, v in pairs(enemyDatabase[enemyId]) do
if k == "0FA8" then
text_enemyAiVariable0 = enemyDatabase[enemyId]["0FA8"] or text_enemyAiVariable0
if enemyDatabase[enemyId]["0FA8_list"] ~= nil then
aiVariable0Description = enemyDatabase[enemyId]["0FA8_list"][sm.getEnemyAiVariable0(i_enemy)] or ""
end
elseif k == "0FAA" then
text_enemyAiVariable1 = enemyDatabase[enemyId]["0FAA"] or text_enemyAiVariable1
if enemyDatabase[enemyId]["0FAA_list"] ~= nil then
aiVariable1Description = enemyDatabase[enemyId]["0FAA_list"][sm.getEnemyAiVariable1(i_enemy)] or ""
end
elseif k == "0FAC" then
text_enemyAiVariable2 = enemyDatabase[enemyId]["0FAC"] or text_enemyAiVariable2
if enemyDatabase[enemyId]["0FAC_list"] ~= nil then
aiVariable2Description = enemyDatabase[enemyId]["0FAC_list"][sm.getEnemyAiVariable2(i_enemy)] or ""
end
elseif k == "0FAE" then
text_enemyAiVariable3 = enemyDatabase[enemyId]["0FAE"] or text_enemyAiVariable3
if enemyDatabase[enemyId]["0FAE_list"] ~= nil then
aiVariable3Description = enemyDatabase[enemyId]["0FAE_list"][sm.getEnemyAiVariable3(i_enemy)] or ""
end
elseif k == "0FB0" then
text_enemyAiVariable4 = enemyDatabase[enemyId]["0FB0"] or text_enemyAiVariable4
if enemyDatabase[enemyId]["0FB0_list"] ~= nil then
aiVariable4Description = enemyDatabase[enemyId]["0FB0_list"][sm.getEnemyAiVariable4(i_enemy)] or ""
end
elseif k == "0FB2" then
text_enemyAiVariable5 = enemyDatabase[enemyId]["0FB2"] or text_enemyAiVariable5
if enemyDatabase[enemyId]["0FB2_list"] ~= nil then
aiVariable5Description = enemyDatabase[enemyId]["0FB2_list"][sm.getEnemyAiVariable5(i_enemy)] or ""
end
elseif k == "0FB4" then
text_enemyParameter1 = enemyDatabase[enemyId]["0FB4"] or text_enemyParameter1
if enemyDatabase[enemyId]["0FB4_list"] ~= nil then
parameter1Description = enemyDatabase[enemyId]["0FB4_list"][sm.getEnemyParameter1(i_enemy)] or ""
end
elseif k == "0FB6" then
text_enemyParameter2 = enemyDatabase[enemyId]["0FB6"] or text_enemyParameter2
if enemyDatabase[enemyId]["0FB6_list"] ~= nil then
parameter2Description = enemyDatabase[enemyId]["0FB6_list"][sm.getEnemyParameter2(i_enemy)] or ""
end
elseif not string.match(k, "_list$") and tonumber(k, 0x10) ~= nil then
otherDescriptions[k] = {['address'] = v, ['value'] = ""}
if enemyDatabase[enemyId][k .. "_list"] ~= nil then
otherDescriptions[k]['value'] = enemyDatabase[enemyId][k .. "_list"][xemu.read_u16_le(tonumber(k, 0x10) + i_enemy * 0x40)] or ""
end
end
end
end
text_enemyId = string.format("%- 25s %04X", text_enemyId .. ":", sm.getEnemyId(i_enemy))
text_enemyPositionX = string.format("%- 25s % 4X.%04X", text_enemyPositionX .. ":", sm.getEnemyXPosition(i_enemy), sm.getEnemyXSubposition(i_enemy))
text_enemyPositionY = string.format("%- 25s % 4X.%04X", text_enemyPositionY .. ":", sm.getEnemyYPosition(i_enemy), sm.getEnemyYSubposition(i_enemy))
text_enemyRadiusX = string.format("%- 25s % 4X", text_enemyRadiusX .. ":", sm.getEnemyXRadius(i_enemy))
text_enemyRadiusY = string.format("%- 25s % 4X", text_enemyRadiusY .. ":", sm.getEnemyYRadius(i_enemy))
text_enemyProperties = string.format("%- 25s % 4X", text_enemyProperties .. ":", sm.getEnemyProperties(i_enemy))
text_enemyExtraProperties = string.format("%- 25s % 4X", text_enemyExtraProperties .. ":", sm.getEnemyExtraProperties(i_enemy))
text_enemyAiHandler = string.format("%- 25s % 4X", text_enemyAiHandler .. ":", sm.getEnemyAiHandler(i_enemy))
text_enemyHealth = string.format("%- 25s % 4X", text_enemyHealth .. ":", sm.getEnemyHealth(i_enemy))
text_p_enemySpritemap = string.format("%- 25s %04X", text_p_enemySpritemap .. ":", sm.getEnemySpritemap(i_enemy))
text_enemyTimer = string.format("%- 25s % 4X", text_enemyTimer .. ":", sm.getEnemyTimer(i_enemy))
text_p_enemyInstructionList = string.format("%- 25s %04X", text_p_enemyInstructionList .. ":", sm.getEnemyInstructionList(i_enemy))
text_enemyInstructionTimer = string.format("%- 25s % 4X", text_enemyInstructionTimer .. ":", sm.getEnemyInstructionTimer(i_enemy))
text_i_enemyPalette = string.format("%- 25s % 4X", text_i_enemyPalette .. ":", sm.getEnemyPaletteIndex(i_enemy))
text_i_enemyVramTiles = string.format("%- 25s % 4X", text_i_enemyVramTiles .. ":", sm.getEnemyGraphicsIndex(i_enemy))
text_enemyLayer = string.format("%- 25s % 4X", text_enemyLayer .. ":", sm.getEnemyLayer(i_enemy))
text_enemyFlashTimer = string.format("%- 25s % 4X", text_enemyFlashTimer .. ":", sm.getEnemyInvincibilityTimer(i_enemy))
text_enemyFrozenTimer = string.format("%- 25s % 4X", text_enemyFrozenTimer .. ":", sm.getEnemyFrozenTimer(i_enemy))
text_enemyInvincibilityTimer = string.format("%- 25s % 4X", text_enemyInvincibilityTimer .. ":", sm.getEnemyPlasmaTimer(i_enemy))
text_enemyShakeTimer = string.format("%- 25s % 4X", text_enemyShakeTimer .. ":", sm.getEnemyShakeTimer(i_enemy))
text_enemyFrameCounter = string.format("%- 25s % 4X", text_enemyFrameCounter .. ":", sm.getEnemyFrameCounter(i_enemy))
text_enemyBank = string.format("%- 25s % 4X", text_enemyBank .. ":", sm.getEnemyBank(i_enemy))
text_enemyAiVariable0 = string.format("%- 25s % 4X", text_enemyAiVariable0 .. ":", sm.getEnemyAiVariable0(i_enemy))
text_enemyAiVariable1 = string.format("%- 25s % 4X", text_enemyAiVariable1 .. ":", sm.getEnemyAiVariable1(i_enemy))
text_enemyAiVariable2 = string.format("%- 25s % 4X", text_enemyAiVariable2 .. ":", sm.getEnemyAiVariable2(i_enemy))
text_enemyAiVariable3 = string.format("%- 25s % 4X", text_enemyAiVariable3 .. ":", sm.getEnemyAiVariable3(i_enemy))
text_enemyAiVariable4 = string.format("%- 25s % 4X", text_enemyAiVariable4 .. ":", sm.getEnemyAiVariable4(i_enemy))
text_enemyAiVariable5 = string.format("%- 25s % 4X", text_enemyAiVariable5 .. ":", sm.getEnemyAiVariable5(i_enemy))
text_enemyParameter1 = string.format("%- 25s % 4X", text_enemyParameter1 .. ":", sm.getEnemyParameter1(i_enemy))
text_enemyParameter2 = string.format("%- 25s % 4X", text_enemyParameter2 .. ":", sm.getEnemyParameter2(i_enemy))
-- Read debug enemy name
local p_enemyName = xemu.read_u16_le(p_enemyHeader + 0x3E)
if p_enemyName ~= 0 then
p_enemyName = 0xB40000 + p_enemyName
local enemyName = ""
for i = 0, 9 do
enemyName = enemyName .. string.char(xemu.read_u8(p_enemyName + i))
end
enemyName = rtrim(enemyName)
-- Put before custom enemy name if any
if customEnemyName ~= "" then
enemyName = enemyName .. ". " .. customEnemyName
end
text_enemyId = text_enemyId .. string.format(" (%s)", enemyName)
elseif customEnemyName ~= "" then
text_enemyId = string.format("(%s)", customEnemyName)
end
if aiVariable0Description ~= "" then text_enemyAiVariable0 = text_enemyAiVariable0 .. ". " .. aiVariable0Description end
if aiVariable1Description ~= "" then text_enemyAiVariable1 = text_enemyAiVariable1 .. ". " .. aiVariable1Description end
if aiVariable2Description ~= "" then text_enemyAiVariable2 = text_enemyAiVariable2 .. ". " .. aiVariable2Description end
if aiVariable3Description ~= "" then text_enemyAiVariable3 = text_enemyAiVariable3 .. ". " .. aiVariable3Description end
if aiVariable4Description ~= "" then text_enemyAiVariable4 = text_enemyAiVariable4 .. ". " .. aiVariable4Description end
if aiVariable5Description ~= "" then text_enemyAiVariable5 = text_enemyAiVariable5 .. ". " .. aiVariable5Description end
if parameter1Description ~= "" then text_enemyParameter1 = text_enemyParameter1 .. ". " .. parameter1Description end
if parameter2Description ~= "" then text_enemyParameter2 = text_enemyParameter2 .. ". " .. parameter2Description end
local otherText = ""
for k, v in pairsByKeys(otherDescriptions) do
local fmt = string.format("%%- %ds %% 4X", width)
otherText = otherText .. string.format(fmt, v['address'] .. ":", xemu.read_u16_le(tonumber(k, 0x10) + i_enemy * 0x40))
if v['value'] ~= "" then
otherText = otherText .. ". " .. v['value']
end
otherText = otherText .. "\r\n"
end
forms.settext(form, ""
.. string.format("Current enemy index: %X\r\n", i_enemy)
.. "\n"
.. text_enemyId .. "\r\n"
.. text_enemyPositionX .. "\r\n"
.. text_enemyPositionY .. "\r\n"
.. text_enemyRadiusX .. "\r\n"
.. text_enemyRadiusY .. "\r\n"
.. text_enemyProperties .. "\r\n"
.. text_enemyExtraProperties .. "\r\n"
.. text_enemyAiHandler .. "\r\n"
.. text_enemyHealth .. "\r\n"
.. text_p_enemySpritemap .. "\r\n"
.. text_enemyTimer .. "\r\n"
.. text_p_enemyInstructionList .. "\r\n"
.. text_enemyInstructionTimer .. "\r\n"
.. text_i_enemyPalette .. "\r\n"
.. text_i_enemyVramTiles .. "\r\n"
.. text_enemyLayer .. "\r\n"
.. text_enemyFlashTimer .. "\r\n"
.. text_enemyFrozenTimer .. "\r\n"
.. text_enemyInvincibilityTimer .. "\r\n"
.. text_enemyShakeTimer .. "\r\n"
.. text_enemyFrameCounter .. "\r\n"
.. text_enemyBank .. "\r\n"
.. "\r\n"
.. text_enemyAiVariable0 .. "\r\n"
.. text_enemyAiVariable1 .. "\r\n"
.. text_enemyAiVariable2 .. "\r\n"
.. text_enemyAiVariable3 .. "\r\n"
.. text_enemyAiVariable4 .. "\r\n"
.. text_enemyAiVariable5 .. "\r\n"
.. text_enemyParameter1 .. "\r\n"
.. text_enemyParameter2 .. "\r\n"
.. otherText
)
forms.refresh(form)
end
function initGui_ridley()
local super_width = 600
local super_height = 200
local x = 0
local y = 0
local width = super_width
local height = super_height
local fixedWidth = true
local boxType = nil
local multiline = true
local scrollbars = "both"
superform_ridley = forms.newform(super_width, super_height, "Ridley tail")
form_ridley = forms.label(superform_ridley, "", x, y, width, height, fixedWidth)
end
function updateForm_ridley()
n_segments = 7
local text_2020 = "Active flag: "
local text_2022 = "Stagger angle: "
local text_2024 = "Movement direction: "
local text_2026 = "Distance: "
local text_2028 = "Target distance: "
local text_202A = "Angle: "
local text_202C = "X position: "
local text_202E = "Y position: "
local text_2030 = "X offset: "
local text_2032 = "Y offset: "
local separator = ""
for i = 0, n_segments - 1 do
text_2020 = text_2020 .. separator .. string.format("% 4Xh", xemu.read_u16_le(0x7E2020 + i * 0x14))
text_2022 = text_2022 .. separator .. string.format("% 4Xh", xemu.read_u16_le(0x7E2022 + i * 0x14))
text_2024 = text_2024 .. separator .. string.format("% 4Xh", xemu.read_u16_le(0x7E2024 + i * 0x14))
text_2026 = text_2026 .. separator .. string.format("% 4Xh", xemu.read_u16_le(0x7E2026 + i * 0x14))
text_2028 = text_2028 .. separator .. string.format("% 4Xh", xemu.read_u16_le(0x7E2028 + i * 0x14))
text_202A = text_202A .. separator .. string.format("% 4Xh", xemu.read_u16_le(0x7E202A + i * 0x14))
text_202C = text_202C .. separator .. string.format("% 4Xh", xemu.read_u16_le(0x7E202C + i * 0x14))
text_202E = text_202E .. separator .. string.format("% 4Xh", xemu.read_u16_le(0x7E202E + i * 0x14))
text_2030 = text_2030 .. separator .. string.format("% 4Xh", xemu.read_u16_le(0x7E2030 + i * 0x14))
text_2032 = text_2032 .. separator .. string.format("% 4Xh", xemu.read_u16_le(0x7E2032 + i * 0x14))
separator = " | "
end
forms.settext(form_ridley, ""
.. text_2020 .. "\n"
.. text_2022 .. "\n"
.. text_2024 .. "\n"
.. text_2026 .. "\n"
.. text_2028 .. "\n"
.. text_202A .. "\n"
.. text_202C .. "\n"
.. text_202E .. "\n"
.. text_2030 .. "\n"
.. text_2032 .. "\n"
)
forms.refresh(form_ridley)
end
function displayEnemyHitbox()
local enemyId = sm.getEnemyId(i_enemy)
if enemyId ~= 0 then
local cameraX = sm.getLayer1XPosition()
local cameraY = sm.getLayer1YPosition()
local enemyXPosition = sm.getEnemyXPosition(i_enemy)
local enemyYPosition = sm.getEnemyYPosition(i_enemy)
local enemyXRadius = sm.getEnemyXRadius(i_enemy)
local enemyYRadius = sm.getEnemyYRadius(i_enemy)
local left = enemyXPosition - enemyXRadius - cameraX
local top = enemyYPosition - enemyYRadius - cameraY
local right = enemyXPosition + enemyXRadius - cameraX
local bottom = enemyYPosition + enemyYRadius - cameraY
-- Draw enemy hitbox
-- If not using extended spritemap format or frozen, draw simple hitbox
if xemu.and_(sm.getEnemyExtraProperties(i_enemy), 4) == 0 or sm.getEnemyAiHandler(i_enemy) == 4 then
xemu.drawBox(left, top, right, bottom, colour_enemy, "clear")
else
-- Process extended spritemap format
local p_spritemap = sm.getEnemySpritemap(i_enemy)
if p_spritemap ~= 0 then
local bank = xemu.lshift(sm.getEnemyBank(i_enemy), 0x10)
p_spritemap = bank + p_spritemap
local n_spritemap = xemu.read_u8(p_spritemap)
if n_spritemap ~= 0 then
for ii=0,n_spritemap-1 do
local entryPointer = p_spritemap + 2 + ii*8
local entryXOffset = xemu.read_s16_le(entryPointer)
local entryYOffset = xemu.read_s16_le(entryPointer + 2)
local p_entrySpritemap = xemu.read_u16_le(entryPointer + 4)
local p_entryHitbox = xemu.read_u16_le(entryPointer + 6)
if p_entryHitbox ~= 0 then
p_entryHitbox = bank + p_entryHitbox
local n_hitbox = xemu.read_u16_le(p_entryHitbox)
if n_hitbox ~= 0 then
for iii=0,n_hitbox-1 do
local entryLeft = xemu.read_s16_le(p_entryHitbox + 2 + iii*12)
local entryTop = xemu.read_s16_le(p_entryHitbox + 2 + iii*12 + 2)
local entryRight = xemu.read_s16_le(p_entryHitbox + 2 + iii*12 + 4)
local entryBottom = xemu.read_s16_le(p_entryHitbox + 2 + iii*12 + 6)
local p_entryTouch = xemu.read_u16_le(p_entryHitbox + 2 + iii*12 + 8)
local p_entryShot = xemu.read_u16_le(p_entryHitbox + 2 + iii*12 + 0xA)
xemu.drawBox(
enemyXPosition - cameraX + entryXOffset + entryLeft,
enemyYPosition - cameraY + entryYOffset + entryTop,
enemyXPosition - cameraX + entryXOffset + entryRight,
enemyYPosition - cameraY + entryYOffset + entryBottom,
colour_enemy, "clear"
)
-- Show enemy shot pointer
--xemu.drawText(
-- enemyXPosition - cameraX + entryXOffset + entryLeft + 1,
-- enemyYPosition - cameraY + entryYOffset + entryTop + 1,
-- string.format("%d: %X", ii, p_entryShot),
-- colour, 0x000000FF
--)
end
end
end
end
end
end
end
-- Show enemy index and ID
xemu.drawText(left + 16, top, string.format("%u: %04X", i_enemy, enemyId), colour_enemy)
end
end
function specialEnemyDisplay_ridley(is_norfair)
local tailColours = {
[0] = 0xFF000000 + colour_opacity,
[1] = 0x0091FF00 + colour_opacity,
[2] = 0xFFDA0000 + colour_opacity,
[3] = 0x4800FF00 + colour_opacity,
[4] = 0x48FF0000 + colour_opacity,
[5] = 0xFF00DA00 + colour_opacity,
[6] = 0x00FF9100 + colour_opacity
}
local cameraX = sm.getLayer1XPosition()
local cameraY = sm.getLayer1YPosition()
-- Draw tail
local xPosition_prev = sm.getEnemyXPosition(0)
local yPosition_prev = sm.getEnemyYPosition(0)
for i = 0,6 do
local xPosition = xemu.read_u16_le(0x7E202C + i*0x14)
local yPosition = xemu.read_u16_le(0x7E202E + i*0x14)
xemu.drawLine(
xPosition_prev - cameraX,
yPosition_prev - cameraY,
xPosition - cameraX,
yPosition - cameraY,
tailColours[i]
)
xPosition_prev = xPosition
yPosition_prev = yPosition
end
if superform_ridley == nil then
initGui_ridley()
end
updateForm_ridley()
end
function specialEnemyDisplay()
local enemyId = sm.getEnemyId(i_enemy)
if enemyId == 0xE13F then
specialEnemyDisplay_ridley(false)
elseif enemyId == 0xE17F then
specialEnemyDisplay_ridley(true)
end
end
function init()
console.clear()
initGui()
loadEnemyDatabase()
end
function main()
if not isValidLevelData() then
return
end
updateForm_dropdown(dropdown_main)
updateForm_main(form_main)
displayEnemyHitbox()
specialEnemyDisplay()
end
init()
while true do
main()
emu.frameadvance()
end