Made a few additions to Jed’s lua script for Bizhawk. It now shows player 2’s state*, a combo/damage counter, and informs you when a combo is invalid**.
- either Neutral, Blockstun, Hitstun (includes Hitstop), or Knockdown.
** more accurately, it informs you when a new combo is started within ten frames of a combo ending. It’s easier to spot than the tiny gaps where the state blinks back to Neutral.
Here’s a link. https://www.mediafire.com/?675s79vc1iib2q5
I didn’t update the SNES9x version because I don’t use that. Sorry.
Some example screenshots:
The invalid combo warning:
The green bits are graphical artifacts from the health regen. The game’s weird about how it animates changing health values, has to go down the entire bar before it’s satisfied.
Oh, and it handles throws oddly, but you can’t combo into those anyway so it’s probably fine.
I didn’t do much in the way of comments, so if anyone wants to go poking around/making changes, here’s the important stuff.
0x0010D7 is Player 2’s hitstop. When a hit lands, it becomes the total amount of hitstop, then ticks down to zero. Once it hits zero, the hit state is determined and the character enters that shake animation.
0x0010D5 is Player 2’s state. 0 for Neutral, 16 for Blockstun, 128 for Hitstun. Strangely enough, on block this becomes 16 even during Hitstop, but won’t become 128 on hit until Hitstop reaches 0.
0x0010C6 becomes 160 when Player 2 is in a Knockdown state or otherwise unable to do anything (hit out of the air, in a grab, etc.), and becomes 0 again once they return to Neutral.
The code is probably a mess, sorry. I’ve actually never used Lua before, but Jed’s code was a big help in figuring stuff out, so shoutouts to him.