Here's a video of the script in action:
Sonic 2 Speedometer, Boost Meter, and Ring Finder A Lua script for the Gens Rerecording branch
#1
Posted 02 May 2012 - 05:08 PM
Here's a video of the script in action:
#2
Posted 02 May 2012 - 05:16 PM
I would have never ever expected anybody to put a ring radar in Sonic 2. Great work!
#3
Posted 02 May 2012 - 05:29 PM
#5
Posted 02 May 2012 - 05:44 PM
Seriously, this is pretty cool. Lua is very powerful when it comes to integration with emulators, I've seen some equally impressive stuff for the NES (such as Xkeeper's drag-and-drop SMB1, among others).
#6
Posted 02 May 2012 - 06:13 PM
LocalH, on 02 May 2012 - 05:44 PM, said:
New version with the code cleaned up a little, fixed typos, &c.
On a tangentially-related note, I can't post this to the Wiki since my Wiki account is broken because my username has an apostrophe in it. It'd be nice if an admin could fix that.
Notice that the ring-radar and speedometer are animated. While this may be useful to TASers, it's also supposed to be pretty. If only I had a better algorithm for drawing the meters. (They look really ugly if you try to use transparency.)
#7
Posted 02 May 2012 - 06:47 PM
#8
Posted 02 May 2012 - 08:17 PM
#9
Posted 03 May 2012 - 12:26 AM
#10
Posted 03 May 2012 - 03:41 AM
flamewing, on 02 May 2012 - 06:47 PM, said:
Since your script looks so much nicer, I'd love to see you absorb my features (just give me credit) as options in your script. Especially if you can make a better arc-drawing algorithm. (The best idea I've had is to render the graphic to a sort of back buffer so that pixels that are visited more than once don't actually result in multiple draws to that location.)
Knucklez, on 02 May 2012 - 08:17 PM, said:
Ravenfreak, on 03 May 2012 - 12:26 AM, said:
#11
Posted 04 May 2012 - 09:23 AM
Dr. D, on 03 May 2012 - 03:41 AM, said:
Most of the difference shows up on S3&K, now that I think about it.
Dr. D, on 03 May 2012 - 03:41 AM, said:
S1 rings are in-level objects; it is likely that doing a ring-finder for it will be quite annoying, at least for rings not yet loaded. S3&K rings are stored uncompressed in ROM, sorted from left to right, then top to bottom; there is a ring consumption table in RAM which marks rings as being taken.
#12
Posted 04 May 2012 - 02:34 PM
#13
Posted 04 May 2012 - 02:52 PM
Hitaxas, on 04 May 2012 - 02:34 PM, said:
My script uses a whitelist-based approach to what hacks it supports because some elements are highly dependent on the game/hack in question: the specific RAM addresses and SST offsets depend on base game for example (and thankfully, most hacks keep RAM layout relatively unchanged from their base game), and the boss HUD and original HUD hiding portions hook ROM code execution at some points to do their thing. If the boss HUD/HUD hiding code is relatively unchanged in your hack, I can quickly add support for it on my script.
I suppose I could add a limited functionality mode that asks for the base game type and disables the more involved functions.
#14
Posted 04 May 2012 - 03:48 PM
I'll get you the games checksum when I can check it, don't remember it if the top if my head, and I am miles from my PC.
