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
--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
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