Commit Graph

56 Commits

Author SHA1 Message Date
adelikat 2d643f78b1 rename lua functions that have changed in all checked in lua scripts 2013-11-01 15:19:35 +00:00
pasky1382 f38fb648bb Y's III collision box viewer 2013-08-28 14:59:03 +00:00
adelikat 52f7c18ff6 Lua scripts - tweak to PuchOutStats.lua - shows the count an opponent will get up on 2013-08-18 20:44:03 +00:00
pasky1382 72b78e8dc9 Crystalis collision box viewer 2013-06-14 00:46:21 +00:00
pjgat09 9694792cfb N64: Improved the M64 reader lua script. It now uses the forms.openfile function, and displays some info about the movie. Also improved the handling at the end of the movie 2013-06-02 03:16:11 +00:00
pasky1382 15bdff9ac8 Faxandu collision box viewer 2013-06-01 12:10:33 +00:00
pjgat09 076989f1ab N64: Added a lua script to try and play M64 format movies 2013-05-13 00:46:06 +00:00
pasky1382 83c36c29a8 Vice Project Doom collision box viewer 2013-05-07 20:32:32 +00:00
pasky1382 ae9b791844 Added contra force (NES) collision box viewer. 2013-01-10 17:27:46 +00:00
pasky1382 3b37b809ad Added Congo's Caper collision box viewer 2012-12-15 19:28:21 +00:00
pasky1382 b43acd123a megaman 4 collision viewer. 2012-10-14 20:05:54 +00:00
pasky1382 d2e6d50360 Rockman & Forte collision box viewer 2012-10-13 19:33:42 +00:00
pasky1382 b0925d5631 Fixed dracula for the collision script. 2012-10-07 15:23:51 +00:00
pasky1382 add29e846c Castlevania Collision box viewer. 2012-10-07 12:19:28 +00:00
adelikat 29efa50eab RBIBaseball.lua - create a dialog with the forms library, that allows user to switch the handedness of each side, and batter power boost up/down buttons 2012-10-06 20:40:59 +00:00
pasky1382 ba95c5c5fc Added filtering for simon's quest. 2012-10-06 15:49:28 +00:00
pasky1382 e3e15d2136 Castlevania II Simon's Quest collision box viewer. 2012-10-05 11:59:52 +00:00
pasky1382 909ccef52f DKC3 collision script. 2012-10-04 18:34:04 +00:00
pasky1382 7c3551b918 Holy Diver collision viewer (NES) 2012-10-03 02:24:38 +00:00
pasky1382 ec7522c11a Sorry, last commit. 2012-09-30 15:22:41 +00:00
pasky1382 f149873a90 2012-09-30 15:18:32 +00:00
pasky1382 d7dd4ce2e0 This wasn't already added? 2012-09-30 15:14:25 +00:00
pasky1382 32832f139b Super C Collision viewer. 2012-09-30 15:13:48 +00:00
pasky1382 44f64078a3 Organized the scripts, ported the snake rattle n' roll script from game resources page on tasvideos.org 2012-09-27 17:59:41 +00:00
pasky1382 a59ff337d7 Added X2 and X3 collision script viewers. 2012-09-26 21:21:14 +00:00
pasky1382 8b3e54b397 Added Megaman X Hitbox viewer lua script.
Fixed Hex Editor's FindNext/FindPrev functions.  FindNext/FindPrev now accept an additional argument (bool) that tells them to wrap around once.  Fixed a bug where if the matched address was the 1st byte of the array it was ignored.
2012-09-26 04:25:45 +00:00
pasky1382 e79bf2c684 2012-09-20 00:52:58 +00:00
pasky1382 c5e71487fd color edit 2012-09-11 18:31:02 +00:00
pasky1382 259be1c607 Changes to contra 3 lua 2012-09-10 13:34:13 +00:00
pasky1382 97f8676bce More swag 2012-09-09 05:52:41 +00:00
pasky1382 ee8e420e21 Swag Swag Swag 2012-09-09 05:27:11 +00:00
pasky1382 0f47e005bb Contra 3 like a baws 2012-09-09 03:14:33 +00:00
pasky1382 60e267dd91 minor edit in the script. 2012-09-05 02:42:14 +00:00
pasky1382 d6a18f5f12 updated the metroid hitbox viewer script. 2012-09-05 02:35:09 +00:00
pasky1382 34da5a0bb1 Added legend of toki hitbox viewer lua script for genesis. 2012-09-04 23:35:59 +00:00
pasky1382 46ccd190dd Added Super Castlevania 4 hitbox viewer lua script. 2012-09-04 22:51:39 +00:00
pasky1382 f5d728bd35 Edited the Super metroid lua, added super mario world hitbox viewer lua script 2012-09-04 21:55:41 +00:00
pasky1382 7d04b60b85 2012-09-04 19:23:23 +00:00
pasky1382 d0c764e683 fixed the rondo lua script to include a scaler for text display. 2012-09-02 17:08:47 +00:00
pasky1382 df440e97ec (minor spacing edits in LuaImplementation.cs)
Added rondo of blood lua script in scripts folder for PC Engine.
2012-09-02 16:26:43 +00:00
pasky1382 c31322400f Fixed an offset in the script. 2012-09-02 03:46:09 +00:00
adelikat d942c68086 Add Paskys Ninja Gaiden lua script to lua scripts folder 2012-09-02 03:24:36 +00:00
adelikat 54d1c873df Fix when guitext gets cleared, reduces most of the flickering and inconsistencies with ram watch on screen and lua gui.text, fix punchoutstats lua script 2012-04-30 01:14:23 +00:00
adelikat e60ba05e66 Gui.text - fix inverted default fore/back colors, fix lua scripts to use new gui.text parameter scheme 2012-04-30 00:45:37 +00:00
brandman211 cb3e0ec666 Applied the renames for "minimum buttons pressed", "minimum buttons inputted". 2012-04-25 04:56:48 +00:00
Rolanmen1 152f6f37e8 Added a HitBox Script for SMB2U, it runs but still a bit buggy. 2012-04-18 15:06:07 +00:00
brandman211 557f437195 -As much as I dislike the new joypad.set() setup, the least I could do is make it consistent with joypad.get().
--If there is no controller parameter, then all of the buttons are returned as they are stored in the system, just like joypad.set(input) takes button names as is.
--If there is a controller parameter, all of the buttons for that controller are returned without the "PX ", just like joypad.set(input, controller) takes button names without the "PX " and assigns them to the matching buttons for that controller.
--No one approved this change, but seriously, this is common sense. I expect some "change denied" April Fool's stuff tomorrow...
-Implemented a blacklist for ButtonCount. By default, Lag, Pause, and Reset are blacklisted. I don't think any of these buttons should be tracked.
2012-04-01 08:08:40 +00:00
brandman211 7e75d983ae Came up with a solution for the joypad.get() issue.
-adelikat has informed me that in FCEUX, savestates contained the button state of the frame on which you saved on. He claims that this is redundant because you could retrieve the state from the frame you're loading on, so BizHawk will not do this.
-As such, I just retrieved the input for the frame you're saving on before associating the data with the state.
--This essentially includes the missing info without having to depend on a movie frame to get the data from.
--In order for this to make sense, I made it so that the main joypad.get() doesn't run on a frame you're saving / loading on.
--Finally, in order to show the data from before the save frame when loading the data, I cached that data as well.
---The two above steps require collecting the data for a state once and using that until the frame is advanced or a state is loaded. Otherwise, I'd be able to increase the count significantly by saving multiple times.
-All this said and done, I think this script is perfect now, and is way more convenient to use than the FCEUX counterpart.

Notes:
-As mentioned before, it seems that the scripts are disabled when the console is reset / a movie begins playing. I don't like this to begin with, but worse yet, I noticed that this somehow makes the button data carry over from before the reset. Why is this?
-It seems that using gui.text in savestate.registersave/load causes the text to be written over the previous text instead of clearing the screen and then writing. Is this expected? How can I avoid overlapping text?
2012-03-28 17:06:25 +00:00
brandman211 40e2d5f543 Refactored for the register functions. This seems to work fairly well, but when loading a state, joypad.get() contains the button states for the frame you were on BEFORE loading instead of the frame you are now on. This results in small errors. The issue might be deeper than my script or even the Lua implementation, so I can't do anything about this. 2012-03-28 03:41:46 +00:00
brandman211 be807c3def -Used the new movie.getinput() function to simplify parse(), now frames().
--TODO: Disallow Reset, Lag, and other non-buttons. Pause?
--If this works like adelikat says, my missing load state idea will be possible.
-Made the loading information show up on the console instead of the gui.

Note: Still need savestate.registersave/load!
2012-03-27 21:11:34 +00:00