fceux/output/luaScripts/ButtonCount.lua

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2013-09-23 20:48:54 +00:00
--Written by Brandon Evans
--You can change the number of controllers tracked here.
local controllers = 2
--You can change the position of the text here.
local x = 0
local y = 8
local players = {}
local states = {}
local pressed = 0
local inputted = 0
function table.copy(t)
local t2 = {}
for k, v in pairs(t) do
t2[k] = v
end
return t2
end
function counts()
--Display the counts of the buttons pressed and inputted.
gui.text(x, y, 'Pressed: ' .. pressed)
gui.text(x, y + 8, 'Inputted: ' .. inputted)
end
function load(slot)
--As Lua starts counting from 1, and there may be a slot 0, increment.
slot = slot + 1
if not states[slot] or states[slot].inputted == nil then
gui.text(x, y + 16, 'No data loaded from slot ' .. tostring(slot - 1))
counts()
return
end
--Load the data if there is any available for this slot.
players = table.copy(states[slot].players)
pressed = states[slot].pressed
inputted = states[slot].inputted
gui.text(x, y + 16, 'Data loaded from slot ' .. tostring(slot - 1))
counts()
end
function parse()
--If there is an open, read-only FM2 file, parse it for the initial data.
if not movie.active() then
return false
end
local fh = io.open(movie.name())
if not fh or movie.mode() == 'record' or movie.name():match(
'.%.(%w+)$'
) ~= 'fm2' then
return false
end
local frame = -1
local last = {}
local match = {
'right', 'left', 'down', 'up', 'start', 'select', 'B', 'A'
}
--Parse up until two frames before the current one.
while frame ~= emu.framecount() - 2 do
line = fh:read()
if not line then
break
end
--This is only a frame if it starts with a vertical bar.
if string.sub(line, 0, 1) == '|' then
frame = frame + 1
players = {}
local player = -1
--Split up the sections by a vertical bar.
for section in string.gmatch(line, '[^|]+') do
player = player + 1
--Only deal with actual players.
if player ~= 0 then
local button = 0
--Run through all the buttons.
for text in string.gmatch(section, '.') do
button = button + 1
--Check if this button is pressed.
if text ~= ' ' and text ~= '.' then
inputted = inputted + 1
--If the button was not previously pressed,
--increment.
if table.maxn(last) < player or not last[player][
match[button]
] then
pressed = pressed + 1
end
if table.maxn(players) < player then
table.insert(players, {})
end
--Mark this button as pressed.
players[player][match[button]] = true
end
end
end
end
--Save the players to compare with the next frame in the file.
last = players
end
end
return true
end
function save(slot)
--As Lua starts counting from 1, and there may be a slot 0, increment.
slot = slot + 1
while table.maxn(states) < slot do
table.insert(states, {})
end
--Mark the current data as the data for this slot.
states[slot].players = table.copy(players)
states[slot].pressed = pressed
states[slot].inputted = inputted
gui.text(x, y + 16, 'Data saved to slot ' .. tostring(slot - 1))
counts()
end
if parse() then
gui.text(x, y + 16, 'Movie parsed for data')
else
gui.text(x, y + 16, 'No movie parsed for data')
end
if savestate.registerload then
savestate.registerload(load)
savestate.registersave(save)
end
while true do
--If this is the first frame, reset the data.
if emu.framecount() == 0 then
players = {}
pressed = 0
inputted = 0
end
--Check players one and two.
for player = 1, controllers do
local buttons = joypad.getdown(player)
--Run through all of the pressed buttons.
for i, v in pairs(buttons) do
inputted = inputted + 1
--If in the previous frame the button was not pressed, increment.
if table.maxn(players) >= player and not players[player][i] then
pressed = pressed + 1
end
end
if table.maxn(players) < player then
table.insert(players, true)
end
--Mark these buttons as pressed.
players[player] = buttons
end
counts()
emu.frameadvance()
end