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DKC Objects + Hitboxes (Super Nintendo) LUA Script
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<blockquote data-quote="Romhack Plaza" data-source="post: 6645" data-attributes="member: 1"><p>This is a LUA script that displays the inner workings of DKC to you. This was written for the Bizhawk variety of LUA. This has been optimized for speedrun research.</p><p></p><p>Let’s break down everything displayed!</p><p></p><p>It is important to understand that almost everything in DKC is done with arrays. All values shown on-screen are in hexadecimal.</p><p></p><p>On the very first line are addresses. This always starts with $0d45. Everything to the right is array addresses. More on those later.</p><p></p><p>Next starts our entries. Each line is broken down like this:</p><p></p><p>$01 $01 $xxxx $xxxx $xxxx $xxxx $xxxx</p><p></p><p>The first number is the index in the array.</p><p></p><p>The second number is the ID of that object.</p><p></p><p>After those 2, everything else is the value in that index of the array that that specific object has.</p><p></p><p> </p><p></p><p>Arrays</p><p></p><p>These are the arrays and what they do.</p><p></p><p>0d45 – the ID of the object</p><p></p><p>0e89 – the current x speed of the object</p><p></p><p>0ef1 – the current y speed of the object</p><p></p><p>0b19 – the current x pos of the object</p><p></p><p>0bc1 – the current y pos of the object</p><p></p><p>13e9 – the return value of bonus doors</p><p></p><p> </p><p></p><p>On the lower left, you are told which object you are holding and which object you are riding. This can be helpful in invisible barrel debugging.</p><p></p><p>Finally, if you are observing a doorway object, the whole line is replaced with red text. This helps you easily see and keep track of bonus return destinations.</p></blockquote><p></p>
[QUOTE="Romhack Plaza, post: 6645, member: 1"] This is a LUA script that displays the inner workings of DKC to you. This was written for the Bizhawk variety of LUA. This has been optimized for speedrun research. Let’s break down everything displayed! It is important to understand that almost everything in DKC is done with arrays. All values shown on-screen are in hexadecimal. On the very first line are addresses. This always starts with $0d45. Everything to the right is array addresses. More on those later. Next starts our entries. Each line is broken down like this: $01 $01 $xxxx $xxxx $xxxx $xxxx $xxxx The first number is the index in the array. The second number is the ID of that object. After those 2, everything else is the value in that index of the array that that specific object has. Arrays These are the arrays and what they do. 0d45 – the ID of the object 0e89 – the current x speed of the object 0ef1 – the current y speed of the object 0b19 – the current x pos of the object 0bc1 – the current y pos of the object 13e9 – the return value of bonus doors On the lower left, you are told which object you are holding and which object you are riding. This can be helpful in invisible barrel debugging. Finally, if you are observing a doorway object, the whole line is replaced with red text. This helps you easily see and keep track of bonus return destinations. [/QUOTE]
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DKC Objects + Hitboxes (Super Nintendo) LUA Script
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