quarta-feira, 26 de outubro de 2016

LUA SCRIPT - SUPER C Change the weapons simply by pressing Select!

  
    --Thanks for your release SpiderDave!!!
    --2016.10.25 Recompilado e Editado by Patomite / Recompiled and Edited By Duckmite
    --This script is an edited compilation of the references above.
    --Change the weapons simply by pressing Select! If you enjoy!
    --Este script é uma compilação editada da referencia acima.
    --Troque o Armamento simplesmente apertando Select! Se divirta-se!

    require ".\\SpiderDave\\SpiderDave_functions"



    local function text(x,y,str)
    if (x > 0 and x < 255 and y > 0 and y < 240) then
    gui.text(x,y,str)

    end;
    end;
    function setweapon(cnum)
        memory.writebyte(0x00b8,cnum) --Weapons Memory Adress
       
       

    end




    while (true) do --require / Necessita SpiderDave_functions
        inp = input_read()
        joy = joypad_read()
        ---PLAYER 1
        if joy[1].select_press then
            setweapon((memory.readbyte(0x00b8)+1)%5)
        end
       
       
        text(10,10,"Actived Special Weapon "..memory.readbyte(0x00b8));
       
       
            if memory.readbyte(0x00b8)==0 then
    text(10,20,"Not Avaliable - Press Select")
    end
    if memory.readbyte(0x00b8)==1 then
    text(10,20,"M-Weapon")
    end
    if memory.readbyte(0x00b8)==2 then
    text(10,20,"S-Weapon")
    end
    if memory.readbyte(0x00b8)==3 then
    text(10,20,"L-Weapon")
    end
    if memory.readbyte(0x00b8)==4 then
    text(10,20,"F-Weapon")
    end   
       
   
       
       
        FCEU.frameadvance();
    end;



    --2016.10.25 Recompilado e Editado by Patomite / Recompiled and Edited By Duckmite

    --Included the code for GAME GENIE
    --SKTVAK for Super C (USA),64E8XCD
    --SKYVAK for Super C (JAPAN),64F8XCD
    --Enables Select any level in the title screen.
    --Originally developed by myself in 1997.

    --Incluido o código para GAME GENIE
    --SKTVAK para Super C (USA),64E8XCD
    --SKYVAK para Super C (JAPAN),64F8XCD
    --Que possibilita escolhar qualquer nivel na tela do titulo.
    --Originalmente desenvolvido por eu mesmo em 1997.

 https://mega.nz/#!zUFBGBZC!CJ06FAq7cPTFLVoDevNeenmd_3ipixAd5MBZCd-lvvU
































https://mega.nz/#!zUFBGBZC!CJ06FAq7cPTFLVoDevNeenmd_3ipixAd5MBZCd-lvvU

SUPER C LUA SCRIPT BY DUCKMITE

https://mega.nz/#!zUFBGBZC!CJ06FAq7cPTFLVoDevNeenmd_3ipixAd5MBZCd-lvvU

domingo, 23 de outubro de 2016

LUA SCRIPT [All Games Shooting] ZapperFun







-- Zapper Fun
-- quick and dirty script that shows zapper position and fire button presses in FCEUX
-- Written by miau
-- http://morphcat.de/lua/

local Z_LSPAN = 20 --life span (in frames) of white box
local Z_LSPAN_CLICK = 30 --life span of red box
local Z_MAX = 60 --maximum amount of boxes on screen

local zbuf = {}
local zindex = 1
local timer = 0
local lastclick = zapper.read().fire
local lastx = zapper.read().x
local lasty = zapper.read().y

function zapper_addcoord(x,y,click)
    zbuf[zindex] = {t=timer,x=x,y=y,click=click}
    zindex = zindex + 1
    if(zindex>Z_MAX) then
        zindex = 1
    end
end

function box(x1,y1,x2,y2,color1,color2)
    if(x1>=0 and y1>=0 and x2<=255 and y2<=255) then
        gui.drawbox(x1, y1, x2, y2, color1, color2)
    end
end



 while(true) do
    local x = zapper.read().x
    local y = zapper.read().y
    local click = zapper.read().fire
    --gui.text(0, 8, string.format("x=%d",x));
    --gui.text(0, 18, string.format("y=%d",y));
    --gui.text(0, 28, string.format("click=%d",click));
    if(click==1 and click~=lastclick) then
        zapper_addcoord(x,y,1)
    elseif(x~=lastx or y~=lasty) then
        zapper_addcoord(x,y,0)
    end
    lastclick=click
    lastx=x
    lasty=y
    box(x-3, y-3, x+3, y+3, "white", 0)
   
    for i=1,Z_MAX do
        if(zbuf[i]) then
            ltime = timer-zbuf[i].t
            if(zbuf[i].click==0) then
                if(ltime<Z_LSPAN) then
                    boxsize = (zbuf[i].t-timer+Z_LSPAN) / (Z_LSPAN/3)
                    c = "white"
                    box(zbuf[i].x-boxsize, zbuf[i].y-boxsize, zbuf[i].x+boxsize, zbuf[i].y+boxsize, c, 0)
                end
            elseif(zbuf[i].click==1) then
                if(ltime<Z_LSPAN_CLICK) then
                    boxsize = (timer-zbuf[i].t) / (Z_LSPAN_CLICK/10)
                    c = "red"
                    box(zbuf[i].x-boxsize, zbuf[i].y-boxsize, zbuf[i].x+boxsize, zbuf[i].y+boxsize, c, 0)
                end
            end
        end
    end
   
     FCEU.frameadvance()
    timer = timer + 1
 end

NES Braidulator LUA SCRIPT WORK SUPER C. Konami NES






-- NES Braidulator VERSION 1
--(C) Antony Lavelle 2009       got_wot@hotmail.com      http://www.the-exp.net
-- A Lua script that allows 'Braid' style time reversal for Nes games being run in FCEUX
--'Braid' is copyright Jonathan Blow, who is not affiliated with this script, but you should all buy his game because it's ace.
--This is my first ever time scripting in Lua, so if you can improve on this idea/code please by all means do and redistribute it, just please be nice and include original credits along with your own :)
---2016 Note: Super C. (Konami) Work Very Well! (Duckmite Note)
---Charge Power And Press Select To Work


--Change these settings to adjust options


--Which key you would like to function as the "rewind key"

local rewindKey = 'select'


--How much rewind power would you like? (The higher the number the further back in time you can go, but more computer memory is used up)
--Do not set to 0!

local saveMax = 1000;




--The stuff below is for more advanced users, enter at your own peril!



local saveArray = {};--the Array in which the save states are stored
local saveCount = 1;--used for finding which array position to cycle through
local save; -- the variable used for storing the save state
local rewindCount = 0;--this stops you looping back around the array if theres nothing at the end
local savePreventBuffer = 1;--Used for more control over when save states will be saved, not really used in this version much.
while (true) do
    savePreventBuffer = savePreventBuffer-1;
    if savePreventBuffer==0 then
        savePreventBuffer = 1;
    end;
    joyput    = joypad.read(1);
    if joyput[rewindKey] then
        savePreventBuffer = 5;
        if rewindCount==0 then
            --makes sure you can't go back too far could also include other things in here, left empty for now.   
        else   
            savestate.load(saveArray[saveCount]);
            saveCount = saveCount-1;
            rewindCount = rewindCount-1;
            if saveCount==0 then       
                saveCount = saveMax-1;
            end;
        end;
    end;
    if savePreventBuffer==1 then
        gui.text(80,15,"");
        saveCount=saveCount+1;
        if saveCount==saveMax then
            saveCount = 1;
        end
        rewindCount = rewindCount+1;
        if rewindCount==saveMax-1 then
            rewindCount = saveMax-2;
        end;
        save = savestate.create();
        savestate.save(save);
        saveArray[saveCount] = save;
    end;
    local HUDMATH = (math.ceil((100/saveMax)*rewindCount));--Making the rewind time a percentage.
    local HUDTEXT = "REWIND POWER: ".. HUDMATH .."%";
    gui.text(80,5,HUDTEXT);--Displaying the time onscreen.
    FCEU.frameadvance();
end;

LUA SCRIPT ZAPPER [All Games Shooting] Zapper-Display EFEITOS

[All Games Shooting] Zapper-Display



--Zapper display
--written by adelikat
--Purpose: To show the target of the zapper on screen
--            Primary use is for fullscreen where the mouse cursor is disabled

local zap    --get zapper.read() values
local color = "white" --color of outside bull's eye circles

while true do

zap = zapper.read()

--Red if firing
if (zap.click == 1) then
    color = "red"
else
    color = "white"
end

--gui.text(1,1,"X: " .. zap.x)
--gui.text(1,9,"Y: " .. zap.y)
--gui.text(1,17,"Click: " .. zap.fire)

--Draw bull's eye
gui.box(zap.x-1,zap.y-1,zap.x+1,zap.y+1,"clear","red")
gui.box(zap.x-6,zap.y-6,zap.x+6,zap.y+6,"clear",color)
gui.box(zap.x-12,zap.y-12,zap.x+12,zap.y+12,"clear",color)
gui.line(zap.x-12,zap.y-12,zap.x+12,zap.y+12,color)
gui.line(zap.x+12,zap.y-12,zap.x-12,zap.y+12,color)
gui.pixel(zap.x,zap.y,"red")

emu.frameadvance()
end