--llama a IUP
require("iuplua")
--Variables
on= 1
puntos1=memory.readbyte(0x0007DE) --Read the points value
puntos2=memory.readbyte(0x0007DF)
puntos3=memory.readbyte(0x0007E0)
puntos4=memory.readbyte(0x0007E1)
puntos5=memory.readbyte(0x0007E2)
p1=puntos1*100000 --Convert the raw values to it's game value
p2=puntos2*10000
p3=puntos3*1000
p4=puntos4*100
p5=puntos5*10
maxpuntaje=p1+p2+p3+p4+p5 --Calculate the final result
mundo=memory.readbyte(0x00075F) --Read the "world" value
nivel=memory.readbyte(0x000760) --Read the "level" value
estado=memory.readbyte(0x000770) --Read the mario "state" (00 not in game, 01 playing, 03 game over)
--Escribir las variables anteriores al morir
memory.writebyte(0x00075A,00) --Change the "lives" value to 1
while(on==1) do
estado=memory.readbyte(0x000770)
print(estado)
print(type(estado))
if(estado==03)then
print("Puntuacion maxima (sesion actual) = ",maxpuntaje)
print("Mundo y nivel Actual: ",mundo+1,"-",nivel+1)
end
end
(code edited)
This is the state of 0x000770 when playing
This is the state of 0x000770 when the Game Over scene jumps in
is there anything wrong? fceux just stop responding when i run this script, im new at stacks overflow and at programming so, every help will be welcome
It's rather simple to debug this but more information is required
Make sure (estado==03) yields true and also print following variables and add into your question
mundo=memory.readbyte(0x00075F)
nivel=memory.readbyte(0x000760)
estado=memory.readbyte(0x000770)
print(mundo, nivel, estado)
Check the types of these memory read vaiables i-g print(type(mundo))
Make Sure that the if condition checks against correct types
You realize that memonry is read once and while is always true
Try this:
while(on==1) do
estado=memory.readbyte(0x000770)
print(estado)
print(type(estado))
if(estado==03)then
print("Puntuacion maxima (sesion actual) = ",maxpuntaje)
print("Mundo y nivel Actual: ",mundo+1,"-",nivel+1)
end
end
im so sorry for wasting your time, but i found the error, it was actually quite simple, there was a missing FCEU.frameadvance at the end of the cycle.
i dont know why it caused the emulator to crash but after putting it in place it stopped crashing. thanks to wsha for helping.
Related
So I have a roblox puzzle game that I have been working on for a while now on based on the arcade classic Q bert where the goal is to change all the colours of the bricks while avoiding enemies and getting a high score but I will be adding some features of my own so it does not get as repetitive such as additional tasks like collecting keys on platforms to unlock the door to the next level and secrets like a diamond that rarely appears once every 10 rounds and collecting one gives the player an extra dude and 10 million points.
This is how the game looks so far https://streamable.com/na46cu
The issue I am having as you can see is that the colours do in fact change but when I jump on it again it changes back to the first colour it changes to which in this case is green but I want it to stay on the first colour and make it so that it does not change until the player jumps on the brick again and later on in the game I want it to become more complex and puzzle like as the game goes on like in this example [https://www.youtube.com/watch?v=9eXJWiNXpOo][2] .
I have tried a few things like adding timers ,debounces and even separate scripts alltogether none of which have worked out for me so far and I of course went out looking for a question from somebody else that had a similar problem but so far I have been struggling to find anybody else that has the same problem.
local module = {} --module for the modulescript and for loop is created
local CollectionService = game:GetService("CollectionService")
for _, part,brick in pairs (CollectionService:GetTagged("blocks"))
do
part.Touched:Connect(function(hit) --Part connects with the touched property to the function with the parameter hit
if (hit.Parent:FindFirstChild("Humanoid"))
then
part.BrickColor = BrickColor.new ("Bright green")
wait (2)
part.BrickColor = BrickColor.new ("Eggplant")
-- local sound = workspace.Sound -- use "local sound = workspace.Sound", if there is already a sound object in the workspace
--sound.SoundId = "rbxassetid://4797903038" --replace quoted text with whatever sound id you need to use
--sound:Play()
end
end)
end
-- end)
--end
return module
I am not the best programmer but I do know the basics of programming and I have tried out various programming languages like Python and c++ all of which are not all that hard to understand once you know the basics of it all but finding out the solution to the problem is the really tricky part and so is bug fixing and troubleshooting.
I do know I could try a simple debounce system but that still does not solve the problem and it only makes it so the code only runs once and slows it down.
I have been asking all over the place for a solution to this problem but I never got an answer to it so I am trying on good old Stackoverflow for once to see if this will be the place where I get the help I need.
this should work, try it
local module = {} --module for the modulescript and for loop is created
local CollectionService = game:GetService("CollectionService")
local DidParts = {} -- Initializing another table to check if the part is already in it
for _, part,brick in pairs(CollectionService:GetTagged("blocks")) do
part.Touched:Connect(function(hit) --Part connects with the touched property to the function with the parameter hit
if hit.Parent:FindFirstChild("Humanoid") then
if table.find(DidParts,part) then
return -- checking if the part isnt in the table if it is then return
end
part.BrickColor = BrickColor.new("Bright green")
wait(2)
part.BrickColor = BrickColor.new("Eggplant")
table.insert(DidParts,part) -- when all the code has finished insert it in the table
-- local sound = workspace.Sound -- use "local sound = workspace.Sound", if there is already a sound object in the workspace
--sound.SoundId = "rbxassetid://4797903038" --replace quoted text with whatever sound id you need to use
--sound:Play()
end
end)
end
-- end)
--end
return module
I'm building a moving and sensing bot in CoppelliaSim for school. CopelliaSim uses Lua for scripting. Basically every time the bot's forward sensors hit something, one of three if statements will run. I want it to count how many times any of these if statements runs, and once that count gets to a certain amount (like 20), I'll run something else, which will do the same thing (find collisions, add to the count, reach an amount, and switch back to the first).
i=0
result=sim.readProximitySensor(noseSensor) -- Read the proximity sensor
-- If we detected something, we set the backward mode:
if (result>0) then backUntilTime=sim.getSimulationTime()+3
print("Collision Detected")
i=i+1
print(i)
end
result=sim.readProximitySensor(noseSensor0) -- Read the proximity sensor
-- If we detected something, we set the backward mode:
if (result>0) then backUntilTime=sim.getSimulationTime()+3
print("Collision Detected")
i=i+1
print(i)
end
result=sim.readProximitySensor(noseSensor1) -- Read the proximity sensor
-- If we detected something, we set the backward mode:
if (result>0) then backUntilTime=sim.getSimulationTime()+3
print("Collision Detected")
i=i+1
print(i)
end
Above is the start of a function and one of the three If statements. I'm printing just to see if it actually increments. It is printing, but it is not incrementing (just 1 over and over). This bot has 3 sensors on it (an if statement for each sensor) and it adds 1 to i for the first collision and ignores the rest, even if it's from the same sensor. I feel like my problem is just some simple syntax issue with Lua that I don't know and can't find how to properly fix.
I'm happy to provide more code if this little snippet was not sufficient to answer this question.
Assuming that you have a looping function such as sysCall_actuation which is being executed per simulation step. As Joseph Sible-Reinstate Monica has already stated, you are setting your variable i back to zero every time a simulation step is executed. To achieve your goal, you would have to set your variable to 0 outside your function. There are two appropriate approaches to achieve that:
Define the variable outside any function, in the beginning of your file (or before you define any function that uses your variable e.g right before the definition of sysCall_actuation).
-- Beginning of the file.
local i = 0
..
function sysCall_actuation()
..
i = i + 1
..
end
Define your variable in sysCall_init function, which is the appropriate approach in CoppeliaSim.
function sysCall_init()
i = 0
..
end
Finally, you can use your variable in your sysCall_actuation function with basic comparison operations:
function sysCall_actuation()
..
if i > 20 then
i = 0 -- Reset 'i' so this function will not be running every step again and again.
-- Do something here.
..
end
As a side note, practice using local variables whenever you can, to keep the memory clean and avoid having ambiguous variables.
Problem
Hello, StackOverflow community! I am working on this Lua game, and I was testing to see if it would change the text on my TextLabel to the Bitcoins current worth, I was utterly disappointed when nothing showed up.
I have tried to do research on Google, and my code seems to be just right.
Code
Change = false
updated = false
while Change[true] do --While change = true do
worth = math.random(1,4500) --Pick random number
print('Working!') --Say its working
Updated = true --Change the updated local var.
end --Ending while loop
script.Parent.TextLabel.Text.Text = 'Bitcoin is currently worth: ' .. worth
--Going to the Text, and changing in to a New worth.
while Updated[false] do --While updated = false do
wait(180) --Wait
Change = true --After waits 3 minutes it makes an event trigger
end -- Ending while loop
wait(180) --Wait
Updated = false --Reseting Script.
I expect the output on the Label to be a random number.
I can't really speak to roblox, but there are a couple of obvious problems with your code:
Case
You have confusion between capitalized ("Updated", "Change") and lowercase ("updated", "change" [in commented while statement]), which will fail. See, for example:
bj#bj-lt:~$ lua
Lua 5.2.4 Copyright (C) 1994-2015 Lua.org, PUC-Rio
> Updated = true
> print(Updated)
true
> print(updated)
nil
So be super-careful about what identifiers you capitalize. In general, most programmers leave variables like that in all-lowercase (or sometimes things like camelCase). I suppose there might be some oddball lua runtime out there that is case-insensitive, but I don't know of one.
Type misuse.
Updated is a boolean (a true/false value), so the syntax:
while Change[true] do
...is invalid. See:
> if Updated[true] then
>> print("foo")
>> end
stdin:1: attempt to index global 'Updated' (a boolean value)
stack traceback:
stdin:1: in main chunk
[C]: in ?
Note also that the "While change == true do" is also wrong because of case ("While" is not valid lua, but "while" is).
Lastly:
Lack of threading.
You have basically two different things that you're trying to do at once, namely randomly change the "worth" variable as fast as possible (it's in a loop) and see a set a label to match it (it looks like you probably want it to change constantly). This requires two threads of operation (one to change worth and another to read it and stick it on the label). You've written this like you're assuming you have a spreadsheet or something and that. What your code is actually doing is:
Setting some variables
Updating worth indefinitely, printing 'Working!' a bunch, and...
Never stopping
The rest of the code never runs, because the rest of the code isn't in a background thread (basically the first bit monopolizes the runtime and never yields to everything else).
Lastly, even if the top code was running in the background, you only set the Text label one-time to exactly "Bitcoin is currently worth: 3456" (or some similar number) one time. The way this is written there won't be any updates thereafter (and, if it runs once before the other thread has warmed up, it might not be set to anything useful at all).
My guess is that your runtime is spitting out errors left and right due to the identifier problems and/or is running in a tight infinite loop and never actually getting to the label refresh logic.
BJ Black has given an excellent description of the issues with the syntax, so I'll try to cover the Roblox piece of this. In order for this kind of thing to work properly in a Roblox game, here are some assumptions to double check :
Since we are working with a TextLabel, is it inside a ScreenGui? Or a SurfaceGui?
If it's in a ScreenGui, make sure that ScreenGui is in StarterGui, and is this code in a LocalScript
If it's in a SurfaceGui, make sure that SurfaceGui is adorning a Part and this code
is in a Script
After you checked all those pieces, maybe this is closer to what you were thinking :
-- define the variables we're working with
local textLabel = script.Parent.TextLabel
local worth = 0
-- create an infinite loop
spawn(function()
while true do
--Pick random number
worth = math.random(1,4500)
-- update the text of the label with the new worth
textLabel.Text = string.format("Bitcoin is currently worth: %d", worth)
-- wait for 3 minutes, then loop
wait(180)
end
end)
I removed Updated and Changed because all they were doing was deciding whether or not to change the value. The flow of your loop was:
do nothing and display an undefined number. Wait 3 minutes
update the number, display it, wait 6 minutes
repeat 1 and 2.
So hopefully this is a little clearer and closer to what you were thinking.
I have this exploit for Murder Mystery 2.
It is a tpcoins and esp exploit. When I enable the tpcoins it will turn off after a few seconds. Is there any way of making it so it stays on?
Here's the code:
function enableTpCoin()
if nameMap ~= "" and wp[nameMap] ~= nil then
if lplr.PlayerGui.MainGUI.Game.CashBag:FindFirstChild("Elite") then
tpCoin(10)
elseif lplr.PlayerGui.MainGUI.Game.CashBag:FindFirstChild("Coins") then
tpCoin(15)
end
end
Trigger to start the script is q.
Short answer, you can't. Since this is script related I'll answer your question.
So each round, the player can only earn 10 coins, and 15 if they have purchased the "Elite" gamepass.
This meaning that the game physically doesn't allow you to add anymore per round. You'll have to execute the code at the launch of every round.
The game has FE, so it's most likely that the original developer of the game has specified the remote events to only accept 10 or 15 coins depending on the boolean value whether the user is "Elite" or not.
Even if Universal Link says the truth, here's the solution.
Create a new function. In that function, do a while loop with a interval (use wait(.1)), and in that while loop, call enableTpCoin().
Now, call spawn() and pass the function you created as an argument.
The code should look like this:
function _loop()
while wait(.1) do
enableTpCoin()
end
end
spawn(_loop)
I just started using LOLCODE. I tried making a program that tests if a input is a NUMBR but I get the error Invalid keyword at beginning of an expression on line 13 (IM OUTTA YR LOOP).
Hese is my code. Please help. Thanks.
I HAS A VARIABLE
I HAS A ITERATOR ITZ 0
I HAS A TRUTH
IM IN YR LOOP UPPIN YR ITERATOR WILE DIFFRINT TRUTH AN "WIN"
VISIBLE "GIMMEH NUMBR"
GIMMEH VARIABLE
VARIABLE IS NOW A NUMBR, O RLY?
YA RLY
I HAS A TRUTH ITZ "FAIL"
GTFO
NO WAI
VISIBLE "HOW U FAIL SIMPL INSTUCTINS"
IM OUTTA YR LOOP
You're missing OIC at the end of your if statement.
VARIABLE IS NOW A NUMBR, O RLY?
YA RLY
I HAS A TRUTH ITZ "FAIL"
GTFO
NO WAI
VISIBLE "HOW U FAIL SIMPL INSTUCTINS"
OIC
See : https://github.com/justinmeza/lolcode-spec/blob/master/v1.2/lolcode-spec-v1.2.md#if-then