domingo, 23 de outubro de 2016

WASD DUCKMITE USB SNES GAME GENIE NINJA GAIDEN HIT BOX LUA SCRIPT


 change stages Game Genie Codes Incluido!



---NINJA GAIDEN LUA SCRIPT
 --Player
local px = 0x0086
local py = 0x008A

local projxbase = 0x4BB  -- Object X speed base is 0x4C1
local projybase = 0x4Be  -- Object Y speed base ix 0x4C4

--Enemies
local ex = 0x0460
local ey = 0x0480
local efacing = 0x440
local etype = 0x0438

--Objects
local ox = 0x4D9
local oy = 0x4E1
local otype

--  Enemy box arrays, since the ROM values are bankswitched very quickly, it's impossible to load
--  All these values real time without double drawing the boxes on a breakpoint, instead
--  I've created an array that contains all the values the game uses and reads from this
--  This provides the same effect.  They're located at 0x3310 for the xradius's in Rom
--  And 0x3410 for the Yradius's.

local xradarray = {0x0A,0x0A,0x14,0x0A,0x0A,0x10,0x10,0x0A,0x14,0x14,0x0A,0x0C,0x0C,0x0C,0x0C,0x14,
0x14,0x14,0x14,0x0C,0x0C,0x14,0x14,0x0A,0x0A,0x0A,0x0A,0x0A,0x0A,0x0C,0x0A,0x0A,0x16,0x16,0x16,0x0C,
0x0A,0x0A,0x0A,0x0A,0x0A,0x0A,0x0C,0x0A,0x0A,0x0A,0x0A,0x14,0x0A,0x14,0x14,0x14,0x14,0x0A,0x0A,0x0A,
0x0A,0x0A,0x14,0x14,0x0A,0x0A,0x0C,0x0C,0x00,0x00,0x00,0x00,0x00,0x18,0x18,0x18,0x1C,0x18,0x0A,0x0A,
0x0A,0x0A,0x1C,0x1C,0x1C,0x1C,0x18,0x18,0x0C,0x14,0x14,0x14,0x0C,0x10,0x10,0x18,0x18,0x18,0x18,0x18,
0x10,0x10,0x10,0x0C,0x10,0x18,0x10,0x18,0x00,0x10,0x18,0x18,0x1C,0x20,0x20,0x1C,0x1C,0x10,0x10,0x10,
0x10,0x10,0x10,0x0C,0x00,0x00,0x00,0x00,0x18,0x18,0x10,0x10,0x10,0x10,0x18,0x10,0x1C,0x10}

local yradarray = {0x18,0x18,0x18,0x10,0x10,0x18,0x18,0x28,0x18,0x18,0x20,0x10,0x10,0x10,0x10,0x10,
0x10,0x10,0x10,0x08,0x04,0x08,0x08,0x18,0x18,0x18,0x18,0x10,0x10,0x08,0x18,0x18,0x18,0x18,0x18,0x08,
0x08,0x08,0x18,0x18,0x18,0x18,0x08,0x08,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x10,0x18,
0x18,0x18,0x18,0x18,0x18,0x18,0x08,0x08,0x00,0x00,0x00,0x00,0x00,0x28,0x28,0x28,0x28,0x28,0x28,0x28,
0x28,0x28,0x18,0x18,0x18,0x18,0x28,0x38,0x08,0x14,0x14,0x20,0x08,0x08,0x08,0x38,0x38,0x38,0x38,0x38,
0x63,0x48,0x08,0x18,0x08,0x10,0x08,0x10,0x00,0x08,0x38,0x38,0x18,0x38,0x38,0x48,0x48,0x08,0x08,0x08,
0x08,0x08,0x08,0x08,0x00,0x00,0x00,0x00,0x38,0x38,0x08,0x08,0x18,0x18,0x18,0x18,0x18,0x08}

local function Ryu()
        local x = memory.readbyte(px)
        local y = memory.readbyte(py)
        local yrad = memory.readbyte(0x90)
        local act = memory.readbyte(0x83)
        local subwep = memory.readbyte(0xC9)
        local flip = 0
        local swdactive = memory.readbyte(0x83)
      
        if bit.band(memory.readbyte(0x84),0x40) == 0x40 then
            flip = 1
        end  
        --Spin slash check
        if subwep == 0x85 then
            if memory.readbyte(0x83) >= 0x0C and memory.readbyte(0x83) <= 0x0F then
                gui.box(x+9,y,x-9,y-yrad,"#FFFF0060","#FFFF00FF")
            end
        end
        --Check if Ryu is attacking with sword 7 = stand/jump, A = crouching
        if swdactive == 7 or swdactive == 0x0A then
            if flip == 0 then
                gui.box(x,y-yrad,x+0x20,y-yrad+0x10)
            else
                gui.box(x,y-yrad,x-0x20,y-yrad+0x10)
            end
        end
        -- Check spinning flame subweapon
        if subwep == 0x84 then
            if memory.readbyte(0x4C8) > 0 then
                gui.box(x+9,y,x-9,y-yrad,"#FFFF0060","#FFFF00FF")
            end
        end
        gui.line(x,y,x,y-yrad,"#0000FFFF")
end

local function weapons()
    for i = 0,2,1 do
        active = bit.band(memory.readbyte(0xC8),memory.readbyte(0xE66F + i))
        if active > 0 then
            local wtype = bit.band(memory.readbyte(0xC9),0x7F)
            local x = memory.readbyte(projxbase + i)
            local y = memory.readbyte(projybase + i)
            local xrad = memory.readbyte(0xE605 + wtype)
            gui.box(x+xrad,y,x-xrad,y-xrad,"#FF00FF60","#FF00FFFF")
        end
    end
end

local function enemies()
    for i = 0,8,1 do
        local active = bit.band(memory.readbyte(0x73),memory.readbyte(0xE66F + i))
        if active > 0 then
            local offset = memory.readbyte(etype + i)
            local x = memory.readbyte(ex + i)
            local y = memory.readbyte(ey + i)
            local xrad = xradarray[offset+1]
            local yrad = yradarray[offset+1]
            gui.box(x+xrad,y,x-xrad,y-yrad,"#FF000060","#FF0000FF")
            gui.line(x,y,x,y-yrad,"#FFFF00FF")
        end
    end
end

local function objects()
    for i = 0,3,1 do
        local active = bit.band(memory.readbyte(0xC0),memory.readbyte(0xE66F + i))
        if active > 0 then
            active = bit.band(memory.readbyte(0x4D1 + i),8)
            if active == 0 then
                x = memory.readbyte(ox + i)
                y = memory.readbyte(oy + i)
                gui.line(x,y,x,y-0x10,"#00FFF0FF")
                gui.box(x-0x0C,y,x+0x0C,y-0x10,"#00FFF060","#00FFF0FF")
            end
        end
    end
end

emu.registerbefore(function()
    Ryu()
    enemies()
    weapons()
    objects()
end)
WASD DUCKMITE USB SNES
Perfeita combinação no emulador FCEU X 2.2.3
FCEUX is a Nintendo Entertainment System (NES), Famicom, Famicom Disk System (FDS), and Dendy emulator. It supports NTSC (USA/JPN), PAL (European), and NTSC-PAL Hybrid modes. It supports both Windows and SDL versions for cross compatibility.
The FCEUX concept is that of an "all in one" emulator that offers accurate emulation and the best options for both casual play and a variety of more advanced emulator functions. For pro users, FCEUX offers tools for debugging, rom-hacking, map making, Tool-assisted movies, and Lua scripting
FCEUX is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many distinct branches.
The concept behind FCEUX is to merge elements from FCEU Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, FCEUXDSP CE, and FCEU-mm into a single branch of FCEU.
As the X implies, it is an all-encompassing version of the FCEU emulator that provides the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
For more details see the version history
You can find out what we've been up to since the last release by checking the commit browser.
We also have an IRC channel #fceu on freenode.net


http://www.fceux.com/web/home.html

FCEUX 2.2.3
28 July 2016
The 2.2.3 release fixes a number of emulation bugs, features overclocking (for lag reduction) and Dendy mode, and adds support for a bunch of new ROM dumps (mostly unlicensed). Reverse engineering tools and Lua scripting have got some updates, new input devices are supported, new palette files have beed added. The SDL port has been fixed and updated as well





EMULADOR NES 8 BITS + 2000 ROMS (JOGOS)
ATUALIZADOS
VERSÃO DUCKMITE
DVD Emulador Nes 8 Bits compativel Win8
Video game Nitendinho No PC
UNICO COM FRONT END!



Diversos Jogos Traduzidos!
FOTOS ATUALIZADAS E BOA QUALIDADE!
COMPATIVEL WIN7 WIN8 WIN10
GAME GENIE ATIVO
UNICO COM 3 Emuladores NES ATIVOS!
LUA SCRIPT+ HITBOX
NESTOPIA - VIRTUANES - FCEU 2.2.3
RODA DIRETO DO DVD OU COPIE PARA O SEU PC!



FRETE APENAS R$ 7,00
APROVEITE E SE DELICIE COM JOGOS RETRO!

see SNES DUCKMITE










snes emulador compilado por DUCKMITE



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