fceux/output/luaScripts/Multitrack2.lua

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-- Multitrack v2 for FCEUX by FatRatKnight
-- Recent addition: Experimental save. Same format as in .fm2
-- Did not include support to not have it trigger on script exit. Sorry...
-- Additionally, there's no *loading* mechanism in this script. Eh...
--***************
local players= 2 -- You may tweak the number of players here.
--***************
-- Rewind options
local saveMax= 50 -- How many save states to keep? Set to 0 to disable
local SaveBuf= 12 -- How many frames between saves? Don't use 0, ever.
local rewind= "numpad0" -- What key do you wish to hit for rewind?
--Keep in mind: Higher saveMax, more savestates, more memory needed.
--Control
local PlayerSwitch= "home" -- For selecting other players
local opt= "end" -- For changing control options
local BackupReadSwitch= "numpad-" -- Revert to backup copy
local BackupWriteSwitch= "numpad+" -- Copy input into backup
local key = {"right", "left", "down", "up", "L", "O", "J", "K"}
local btn = {"right", "left", "down", "up", "start", "select", "B", "A"}
--Try to avoid changing btn. You may reorder btn's stuff if you don't
--like the default order, however. Line up with key for good reasons.
--key is the actual keyboard control over the buttons. Change that!
--Insertions and deletions
local Insert= "insert" -- Inserts a frame at the frame you're at
local Delete= "delete" -- Eliminates current frame
--Display
local BackupDisplaySwitch= "numpad." -- Care to see the backup?
local solid= "pageup" -- Make the display less
local clear= "pagedown" -- or more transparant.
local DispN= "numpad8"
local DispS= "numpad2" -- For moving the
local DispE= "numpad6" -- display around.
local DispW= "numpad4"
local MoreFutr= "numpad3"
local LessFutr= "numpad1" -- These will determine
local MorePast= "numpad7" -- how many frames you
local LessPast= "numpad9" -- want to display.
local ResetFP= "numpad5"
--Control options by keyboard
local OptUp= "numpad8"
local OptDn= "numpad2" -- Controls for changing
local OptRt= "numpad6" -- options by keyboard.
local OptLf= "numpad4"
local OptHit="numpad5"
--Various colors I'm using. If you wish to bother, go ahead.
local shade= 0x00000080
local white= "#FFFFFFFF"
local red= "#FF2000FF"
local green= 0x00FF00FF
local blue= 0x0040FFFF
local orange="#FFC000FF"
local yellow="#FFFF00FF"
local cyan= 0x00FFFFFF
local purple="#8020FFFF"
--Default display stuff. Try to keep Past negative.
local DispX, DispY= 190, 70 --Position on screen to appear
local Past, Future= -12, 20 --How much input to see
local Opaque= 1 --0=unseen 1=visible Decimal in between works
local ListOfBtnClr= { -- Colors for individual buttons
--NotExist Off Ignored On
white, red, orange, green, -- No backup to display
white, red, orange, green, -- Backup button is off
blue, blue, purple, cyan, -- Backup button is on
white, red, orange, green, -- Same stuff as above.
white, red, orange, green, -- However, we're reading
blue, blue, purple, cyan, -- from backup here.
white, red, orange, green, -- Likewise, but instead
white, red, orange, green, -- of read, we're writing
blue, blue, purple, cyan -- to the backup. Joy...
}
local ListOfChangesClr= { -- Colors for backup-main comparisons
--NoMain NoMatch Equal
white, green, blue, -- Backup just sits there...
white, orange, green, -- Reading from backup...
white, yellow, purple -- Writing to backup...
}
local BackupFileLimit= 9
--*****************************************************************************
--Please do not change the following, unless you plan to change the code:
local plmin , plmax= 1 , 1
local fc= movie.framecount()
local LastLoad= movie.framecount()
local saveCount= 0
local saveArray= {}
local rewinding= false
local BackupList= {}
local BackupOverride= {}
local DisplayBackup= true
local InputList= {}
local ThisInput= {}
local BufInput= {}
local BufLen= {}
local TrueSwitch, FalseSwitch= {}, {}
local ReadList= {}
local ScriptEdit= {}
for pl= 1, players do
InputList[pl]= {}
BackupList[pl]= {}
BackupOverride[pl]= false
ThisInput[pl]= {}
BufInput[pl]= {}
BufLen[pl]= 0
TrueSwitch[pl]= {}
FalseSwitch[pl]= {}
ReadList[pl]= {}
ScriptEdit[pl]= {}
for i= 1, 8 do
TrueSwitch[pl][i]= "inv"
FalseSwitch[pl][i]= nil
ReadList[pl][i]= true
ScriptEdit[pl][i]= false
end
end
--*****************************************************************************
-- Just painting instructions here.
print("Running Multitrack Script made by FatRatKnight.",
"\r\nIts primary use is to preserve input after a loadstate.",
"\r\nIt also gives precise control on changing this stored input.",
"\r\nEdit the script if you need to change stuff. All options are near the top.",
"\r\nThe script is currently set as follows:\r\n")
print("Players:",players)
if players > 1 then
print("Player Switch key:",PlayerSwitch,
"\r\nThere is an All Players view as well, beyond the last player.\r\n")
else
print("With only one player, the PlayerSwitch button is disabled.\r\n")
end
print("Maximum rewind states:",saveMax)
local CalcSeconds= math.floor(saveMax*SaveBuf*100/60)/100
if saveMax > 0 then
print("Frames between saves:",SaveBuf,
"\r\nRewind key:",rewind,
"\r\nThis can go backwards up to about",CalcSeconds,"seconds.",
"\r\nRewind is a quick and easy way to back up just a few frames.",
"\r\nJust hit",rewind,"and back you go!\r\n")
else
print("Rewind function is disabled. Cheap on memory!\r\n")
end
print("Hold >",opt,"< to view control options.",
"\r\nYou may use the mouse or keyboard to toggle options.",
"\r\nFor keyboard, use",OptUp,OptDn,OptRt,OptLf,"to choose an option and",
OptHit,"to toggle the option.",
"\r\nFor mouse, it's as simple at point and click.",
"\r\nIf viewing All Players, changing options will affect all players.\r\n")
print("For the frame display, you can drag it around with the mouse.",
"\r\nTo move it by keyboard:",DispN,DispS,DispE,DispW,
"\r\nTo change frames to display:",MoreFutr,LessFutr,MorePast,LessPast,
"\r\nTo recenter display around current frame:",ResetFP,
"\r\nLastly, hide it with >",clear,"< and show it with >",solid,"<\r\n")
print("Insert frame:",Insert,
"\r\nDelete frame:",Delete,
"\r\nThese keys allow you to shift frames around the current frame.",
"Perhaps you found an improvement to a segment and want to delete frames.",
"Or this small trick you wanted to add requires shifting a few frames forward.",
"These buttons let you shift frames around without forcing you to",
"modify each and every one of them individually.\r\n")
print("Script keys:",
"\r\nJoy - Keyboard",
"\r\n------------")
for i= 1, 8 do
print(btn[i],"-",key[i])
end
print("By default, these are disabled. Enable them through the control options.",
"\r\nThey are a one-tap joypad switch for precision control.",
"\r\nIt will affect the currently displayed player, or all of them if",
"it's displaying All Players.\r\n")
print("If you want to \"load\" an fm2 into this script, run the play file",
"while running this script. As the movie on read-only plays out, the",
"script will pick up its input. The script does not need to start from",
"frame 1 -- Load a state near the end of a movie if you so wish!",
"Once input is loaded, you may continue whatever you were doing.\r\n")
print("Remember, edit the script if you don't like the current options. All",
"the options you should care about are near the top, clearly marked.",
"Change the control keys through there, as well as number of players or rewind limits.",
"\r\nThis script works with the joypad you actually set from FCEUX's config,",
"and they can even cancel input stored in this script.",
"\r\n\r\nAnd have fun with this script. I hope your experiments with this script goes well.",
"\r\n\r\nLeeland Kirwan, the FatRatKnight.")
print("Players:",players," - - ",CalcSeconds,"seconds of rewind.")
--*****************************************************************************
function FBoxOld(x1, y1, x2, y2, color)
--*****************************************************************************
-- Gets around FCEUX's problem of double-painting the corners.
-- The double-paint is visible with non-opaque drawing.
-- It acts like the old-style border-only box.
-- Slightly messes up when x2 or y2 are less than their counterparts.
if (x1 == x2) and (y1 == y2) then
gui.pixel(x1,y1,color)
elseif (x1 == x2) or (y1 == y2) then
gui.line(x1,y1,x2,y2,color)
else --(x1 ~= x2) and (y1 ~= y2)
gui.line(x1 ,y1 ,x2-1,y1 ,color) -- top
gui.line(x2 ,y1 ,x2 ,y2-1,color) -- right
gui.line(x1+1,y2 ,x2 ,y2 ,color) -- bottom
gui.line(x1 ,y1+1,x1 ,y2 ,color) -- left
end
end
--*****************************************************************************
function FakeBox(x1, y1, x2, y2, Fill, Border)
--*****************************************************************************
-- Gets around FCEUX's problem of double-painting the corners.
-- It acts like the new-style fill-and-border box.
if not Border then Border= Fill end
gui.box(x1,y1,x2,y2,Fill,0)
FBoxOld(x1,y1,x2,y2,Border)
end
--*****************************************************************************
local Draw= {} --Draw[button]( Left , Top , color )
--*****************************************************************************
function Draw.right(x,y,color) -- ##
gui.line(x ,y ,x+1,y ,color) -- #
gui.line(x ,y+2,x+1,y+2,color) -- ##
gui.pixel(x+2,y+1,color)
end
function Draw.left(x,y,color) -- ##
gui.line(x+1,y ,x+2,y ,color) -- #
gui.line(x+1,y+2,x+2,y+2,color) -- ##
gui.pixel(x ,y+1,color)
end
function Draw.up(x,y,color) -- #
gui.line(x ,y+1,x ,y+2,color) -- # #
gui.line(x+2,y+1,x+2,y+2,color) -- # #
gui.pixel(x+1,y ,color)
end
function Draw.down(x,y,color) -- # #
gui.line(x ,y ,x ,y+1,color) -- # #
gui.line(x+2,y ,x+2,y+1,color) -- #
gui.pixel(x+1,y+2,color)
end
function Draw.start(x,y,color) -- #
gui.line(x+1,y ,x+1,y+2,color) -- ###
gui.pixel(x ,y+1,color) -- #
gui.pixel(x+2,y+1,color)
end
function Draw.select(x,y,color) -- ###
FBoxOld(x ,y ,x+2,y+2,color) -- # #
end -- ###
function Draw.A(x,y,color) -- ###
FBoxOld(x ,y ,x+2,y+1,color) -- ###
gui.pixel(x ,y+2,color) -- # #
gui.pixel(x+2,y+2,color)
end
function Draw.B(x,y,color) -- # #
gui.line(x ,y ,x ,y+2,color) -- ##
gui.line(x+1,y+1,x+2,y+2,color) -- # #
gui.pixel(x+2,y ,color)
end
function Draw.D0(left, top, color)
gui.line(left ,top ,left ,top+4,color)
gui.line(left+2,top ,left+2,top+4,color)
gui.pixel(left+1,top ,color)
gui.pixel(left+1,top+4,color)
end
function Draw.D1(left, top, color)
gui.line(left ,top+4,left+2,top+4,color)
gui.line(left+1,top ,left+1,top+3,color)
gui.pixel(left ,top+1,color)
end
function Draw.D2(left, top, color)
gui.line(left ,top ,left+2,top ,color)
gui.line(left ,top+3,left+2,top+1,color)
gui.line(left ,top+4,left+2,top+4,color)
gui.pixel(left ,top+2,color)
gui.pixel(left+2,top+2,color)
end
function Draw.D3(left, top, color)
gui.line(left ,top ,left+1,top ,color)
gui.line(left ,top+2,left+1,top+2,color)
gui.line(left ,top+4,left+1,top+4,color)
gui.line(left+2,top ,left+2,top+4,color)
end
function Draw.D4(left, top, color)
gui.line(left ,top ,left ,top+2,color)
gui.line(left+2,top ,left+2,top+4,color)
gui.pixel(left+1,top+2,color)
end
function Draw.D5(left, top, color)
gui.line(left ,top ,left+2,top ,color)
gui.line(left ,top+1,left+2,top+3,color)
gui.line(left ,top+4,left+2,top+4,color)
gui.pixel(left ,top+2,color)
gui.pixel(left+2,top+2,color)
end
function Draw.D6(left, top, color)
gui.line(left ,top ,left+2,top ,color)
gui.line(left ,top+1,left ,top+4,color)
gui.line(left+2,top+2,left+2,top+4,color)
gui.pixel(left+1,top+2,color)
gui.pixel(left+1,top+4,color)
end
function Draw.D7(left, top, color)
gui.line(left ,top ,left+1,top ,color)
gui.line(left+2,top ,left+1,top+4,color)
end
function Draw.D8(left, top, color)
gui.line(left ,top ,left ,top+4,color)
gui.line(left+2,top ,left+2,top+4,color)
gui.pixel(left+1,top ,color)
gui.pixel(left+1,top+2,color)
gui.pixel(left+1,top+4,color)
end
function Draw.D9(left, top, color)
gui.line(left ,top ,left ,top+2,color)
gui.line(left+2,top ,left+2,top+3,color)
gui.line(left ,top+4,left+2,top+4,color)
gui.pixel(left+1,top ,color)
gui.pixel(left+1,top+2,color)
end
Draw[0],Draw[1],Draw[2],Draw[3],Draw[4]=Draw.D0,Draw.D1,Draw.D2,Draw.D3,Draw.D4
Draw[5],Draw[6],Draw[7],Draw[8],Draw[9]=Draw.D5,Draw.D6,Draw.D7,Draw.D8,Draw.D9
--*****************************************************************************
function DrawNum(right, top, Number, color, bkgnd)
--*****************************************************************************
-- Paints the input number as right-aligned.
-- Returns the x position where it would paint another digit.
-- It only works with integers. Rounds fractions toward zero.
local Digit= {}
local Negative= false
if Number < 0 then
Number= -Number
Negative= true
end
Number= math.floor(Number)
if not color then color= "white" end
if not bkgnd then bkgnd= "clear" end
local i= 0
if Number < 1 then
Digit[1]= 0
i= 1
end
while (Number >= 1) do
i= i+1
Digit[i]= Number % 10
Number= math.floor(Number/10)
end
if Negative then i= i+1 end
local left= right - i*4
FakeBox(left+1, top-1, right+1, top+5,bkgnd,bkgnd)
i= 1
while Draw[Digit[i]] do
Draw[Digit[i]](right-2,top,color)
right= right-4
i=i+1
end
if Negative then
gui.line(right, top+2,right-2,top+2,color)
right= right-4
end
return right
end
--*****************************************************************************
function limits( value , low , high ) -- Expects numbers
--*****************************************************************************
-- Returns value, low, or high. high is returned if value exceeds high,
-- and low is returned if value is beneath low.
return math.max(math.min(value,high),low)
end
--*****************************************************************************
function within( value , low , high ) -- Expects numbers
--*****************************************************************************
-- Returns true if value is between low and high. False otherwise.
return ( value >= low ) and ( value <= high )
end
local keys, lastkeys= {}, {}
--*****************************************************************************
function press(button) -- Expects a key
--*****************************************************************************
-- Returns true or false.
-- Generally, if keys is pressed, the next loop around will set lastkeys,
-- and thus prevent returning true more than once if held.
return (keys[button] and not lastkeys[button])
end
local repeater= 0
--*****************************************************************************
function pressrepeater(button) -- Expects a key
--*****************************************************************************
--DarkKobold & FatRatKnight
-- Returns true or false.
-- Acts much like press if you don't hold the key down. Once held long enough,
-- it will repeatedly return true.
-- Try not to call this function more than once per main loop, since I've only
-- set one repeater variable. Inside a for loop is real bad.
if keys[button] then
if not lastkeys[button] or repeater >= 3 then
return true
else
repeater = repeater + 1;
end
elseif lastkeys[button] then -- To allow more calls for other buttons
repeater= 0
end;
return false
end
--*****************************************************************************
function JoyToNum(Joys) -- Expects a table containing joypad buttons
--*****************************************************************************
-- Returns a number from 0 to 255, representing button presses.
-- These numbers are the primary storage for this version of this script.
local joynum= 0
for i= 1, 8 do
if Joys[btn[i]] then
joynum= bit.bor(joynum, bit.rshift(0x100,i))
end
end
return joynum
end
--*****************************************************************************
function ReadJoynum(input, button) -- Expects... Certain numbers!
--*****************************************************************************
-- Returns true or false. True if the indicated button is pressed
-- according to the input. False otherwise.
-- Helper function
return ( bit.band(input , bit.rshift( 0x100,button )) ~= 0 )
end
--*****************************************************************************
function RewindThis()
--*****************************************************************************
--DarkKobold & FatRatKnight; Original concept by Antony Lavelle
if saveCount <= 0 then
return false -- Failed to rewind
else
savestate.load(saveArray[saveCount]);
saveCount = saveCount-1;
end;
return true -- Yay, rewind!
end
--*****************************************************************************
function ShowOnePlayer(x,y,color,button,pl)
--*****************************************************************************
-- Displays an individual button.
-- Helper function for DisplayInput.
x= x + 4*button - 3
Draw[btn[button]](x,y,color)
end
--*****************************************************************************
function ShowManyPlayers(x,y,color,button,pl)
--*****************************************************************************
-- Displays an individual button. Uses 2x3 boxes instead of button graphics.
-- Helper function for DisplayInput.
x= x + (2*players + 1)*(button - 1) + 2*pl - 1
FBoxOld(x,y,x+1,y+2,color)
end
Future= limits(Future,Past,Past+53) --Idiot-proofing
--*****************************************************************************
function DisplayOptions(width) -- Expects width calculated by DisplayInput
--*****************************************************************************
-- Returns true if Opaque is 0, as a signal to don't bother painting.
-- Separated from DisplayInput to make it clear which half is doing what.
-- Change opacity?
if pressrepeater(solid) then Opaque= Opaque + 1/8 end
if pressrepeater(clear) then Opaque= Opaque - 1/8 end
Opaque= limits(Opaque,0,1)
gui.opacity(Opaque)
if Opaque == 0 then return true end
-- Don't bother processing display if there's none to see.
-- How many frames to show?
if pressrepeater(LessFutr) then
Future= Future-1
if Future < Past then Past= Future end
end
if pressrepeater(MoreFutr) then
Future= Future+1
if Future > Past+53 then Past= Future-53 end
end
if pressrepeater(MorePast) then
Past= Past-1
if Past < Future-53 then Future= Past+53 end
end
if pressrepeater(LessPast) then
Past= Past+1
if Past > Future then Future= Past end
end
if press(ResetFP) then Past= -12; Future= 12 end
-- Move the display around?
if pressrepeater(DispS) then DispY= DispY+1 end
if pressrepeater(DispW) then DispX= DispX-1 end
if pressrepeater(DispE) then DispX= DispX+1 end
if pressrepeater(DispN) then DispY= DispY-1 end
if keys["leftclick"] and lastkeys["leftclick"] then
DispX= DispX + keys.xmouse - lastkeys.xmouse
DispY= DispY + keys.ymouse - lastkeys.ymouse
end
--Miscellaneous
if press(BackupDisplaySwitch) then DisplayBackup= not DisplayBackup end
DispX= limits(DispX,2,254-width)
DispY= limits(DispY,3-4*Past,218-4*Future)
return nil -- Signal to display the input
end
--*****************************************************************************
function DisplayInput()
--*****************************************************************************
-- Paints on the screen the current input stored within the script's list.
--Are we showing all players or just one?
local HighlightButton= ShowOnePlayer
local width= 32
if plmin ~= plmax then
HighlightButton= ShowManyPlayers
width= 16*players + 8
end
--For both setting options and asking if we should bother displaying ourselves
if DisplayOptions(width) then return end
--Display frame offsets we're looking at.
local RtDigit= DispX + width + 22
if RtDigit > 254 then RtDigit= DispX - 4 end
local TpDigit= DispY + 4*Past - 2
DrawNum(RtDigit,TpDigit,Past,white,shade)
if Future > Past+1 then
TpDigit= DispY + 4*Future
DrawNum(RtDigit,TpDigit,Future,white,shade)
end
--Show cute little box around current frame
if Past <= 0 and Future >= 0 then
local color= blue
for pl= plmin, plmax do
local ThisFrame= InputList[pl][fc-BufLen[pl]]
if BufLen[pl] > 0 then ThisFrame= BufInput[pl][1] end
if ThisFrame ~= JoyToNum(ThisInput[pl]) then color= green end
end
FBoxOld(DispX-1,DispY-2,DispX+width+1,DispY+4,color)
end
--Shade the proper regions efficiently
if Past < 0 then
local Y1= DispY + 4*Past -3
local Y2= DispY - 3
if Future < -1 then Y2= DispY + 4*Future +1 end
FakeBox(DispX,Y1,DispX+width,Y2,shade,shade)
end
if Future > 0 then
local Y1= DispY + 5
local Y2= DispY + 4*Future+5
if Past > 1 then Y1= DispY + 4*Past +1 end
FakeBox(DispX,Y1,DispX+width,Y2,shade,shade)
end
if Past <= 0 and Future >= 0 then
FakeBox(DispX,DispY-1,DispX+width,DispY+3,shade,shade)
end
--Finally, we get to show the actual buttons!
for i= Past, Future do
local Y= DispY + 4*i
if i < 0 then Y=Y-2
elseif i > 0 then Y=Y+2 end
local BackupColor= nil -- For displaying a line for backup
for pl= plmin, plmax do
local scanz
if i < 0 then scanz= InputList[pl][fc+i]
elseif i == 0 then scanz= JoyToNum(ThisInput[pl])
elseif i < BufLen[pl] then
scanz= BufInput[pl][i+1]
else scanz= InputList[pl][fc+i-BufLen[pl]]
end
for button= 1, 8 do
-- Take a number, oh mighty color. There's too much of ya!
local color
if not scanz then
color= 1 --Does not exist
elseif ReadJoynum(scanz,button) then
if (i <= 0) or (ReadList[pl][button]) then
color= 4 --Button on
else
color= 3 --Button on, will be ignored
end
else
color= 2 --Button off
end
if DisplayBackup then
if BackupList[pl][fc+i] then
if ReadJoynum(BackupList[pl][fc+i],button) then
color= color+8
else
color= color+4
end
end
if BackupOverride[pl] == "read" then
color= color+12
elseif BackupOverride[pl] == "write" then
color= color+24
end
end
HighlightButton(DispX,Y,ListOfBtnClr[color],button,pl)
end -- button loop
-- Draw cute lines if we wish to see the backup
if DisplayBackup and BackupList[pl][fc+i] then
if not BackUpColor then
if not scanz then
BackupColor= 1
elseif scanz == BackupList[pl][fc+i] then
BackupColor= 3
else
BackupColor= 2
end
if BackupOverride[pl] == "read" then
BackupColor= BackupColor+3
elseif BackupOverride[pl] == "write" then
BackupColor= BackupColor+6
end
else -- Eh, we already have a BackupColor?
local CheckColor= (BackupColor-1)%3
if not scanz then
BackupColor= BackupColor - CheckColor
elseif (scanz ~= BackupList[pl][fc+i]) and (CheckColor == 2) then
BackupColor= BackupColor - 1
end
end
end
end -- player loop
if BackupColor then
gui.line(DispX-2,Y,DispX-2,Y+2,ListOfChangesClr[BackupColor])
end
end -- loop from Past to Future
end --function
--*****************************************************************************
function SetInput()
--*****************************************************************************
-- Prepares ThisInput for joypad use.
for pl= 1, players do
local temp
if BackupOverride[pl] == "read" then
temp= BackupList[pl][fc]
else
if BufLen[pl] > 0 then
temp= BufInput[pl][1]
else
temp= InputList[pl][fc-BufLen[pl]]
end
end
for i= 1, 8 do
if temp and ReadJoynum(temp,i) and ReadList[pl][i] then
ThisInput[pl][btn[i]]= TrueSwitch[pl][i]
else
ThisInput[pl][btn[i]]= FalseSwitch[pl][i]
end
end
end
end
--*****************************************************************************
function ApplyInput()
--*****************************************************************************
-- Shoves ThisInput into the actual emulator joypads.
if movie.mode() ~= "playback" then
for pl= 1, players do
joypad.set(pl, ThisInput[pl])
end
end
end
--*****************************************************************************
function InputSnap()
--*****************************************************************************
-- Will shove the input list over.
-- Might end up freezing for a moment if there's a few thousand frames to shift
for pl= 1, players do
if BufLen[pl] < 0 then -- Squish!
local pointer= fc
while InputList[pl][pointer] do
InputList[pl][pointer]= InputList[pl][pointer-BufLen[pl]]
pointer= pointer+1
end
end
if BufLen[pl] > 0 then -- Foom!
local pointer= fc
while InputList[pl][pointer] do
pointer= pointer+1
end
-- pointer is now looking at a null frame.
-- Assume later frames are also null.
while pointer > fc do
pointer= pointer-1
InputList[pl][pointer+BufLen[pl]]= InputList[pl][pointer]
end
-- pointer should now match fc.
-- Everything at fc and beyond should be moved over by BufLen.
for i=0, BufLen[pl]-1 do
InputList[pl][fc +i]= table.remove(BufInput[pl],1)
end
end
BufLen[pl]= 0 -- If it ain't zero before, we want it zero now!
end
end
local XStart, XDiff= 30, 25
local YStart, YDiff= 12, 15
local Status= { {},{},{},{} }
local TargA= {FalseSwitch,TrueSwitch,ReadList,ScriptEdit}
local TrueA= { nil , "inv" , true , true }
local FalsA= { false , true , false , false }
local BtnX, BtnY= 0, 0
local BasicText= {
"Activate: Lets the joypad activate input.",
"Remove: Allows the joypad to remove input.",
"List: Should the script remember button presses?",
"Keys: Allow the script-specific keys to work?"}
local AdvText= {
{"With both joypad options on, you have full control.",
"Held buttons will toggle the script's stored input."}, -- 1
{"With this on-off set-up, auto-hold will not",
"accidentally cancel input, such as from load state."}, -- 2
{"With this off-on set, you can use auto-hold to",
"elegantly strip off unwanted input."}, -- 3
{"With both joypad options off, you ensure you can't",
"accidentally change what's stored in the script."}, -- 4
{"List on: Script will apply input stored within.",
"This is the whole point of the script, ya know."}, -- 5
{"List off: Stored input is ignored. A good idea if",
"you don't want the script interfering."}, -- 6
{"Keys on: Script keys will toggle the button press",
"for the current frame. Meant for precise edits."}, -- 7
{"Keys off: Script-specific keys are no longer a",
"factor. Long-term control is meant for joypad!"}, -- 8
{"Apparently, you've selected 'All players'",
"and they have different options set."}, -- 9
{"This is the 'All' button. Selecting this will set",
"all 'Yes' or all 'No' for this particular option."} --10
}
--*****************************************************************************
function ControlOptions()
--*****************************************************************************
-- Lets the user make adjustments on the various controls of this script.
-- The interface, apparently, is most of the work!
-- Button selection
if (keys.xmouse ~= lastkeys.xmouse) or (keys.ymouse ~= lastkeys.ymouse) then
BtnX= math.floor((keys.xmouse- XStart+4)/XDiff)
BtnY= math.floor((keys.ymouse- YStart-6)/YDiff)
else
if press(OptUp) then
BtnX= limits(BtnX ,1,4)
BtnY= limits(BtnY-1,1,9)
end
if press(OptDn) then
BtnX= limits(BtnX ,1,4)
BtnY= limits(BtnY+1,1,9)
end
if press(OptRt) then
BtnX= limits(BtnX+1,1,4)
BtnY= limits(BtnY ,1,9)
end
if press(OptLf) then
BtnX= limits(BtnX-1,1,4)
BtnY= limits(BtnY ,1,9)
end
end
--Did you punch something?
if press("leftclick") or press(OptHit) then
if within( BtnY , 1 , 9 ) then
if within( BtnX , 1 , 4 ) then
local LoopS, LoopF= 1, 8
if BtnY ~= 9 then
LoopS, LoopF= BtnY, BtnY
end
local Target, TstT, TstF= TargA[BtnX], TrueA[BtnX], FalsA[BtnX]
for pl= plmin, plmax do
for Loop= LoopS, LoopF do
if Target[plmax][LoopF] == TstT then
Target[pl][Loop]= TstF
else
Target[pl][Loop]= TstT
end
end
end
end
end
end
--Figure out the status
for i= 1, 4 do
for j= 1, 8 do
Status[i][j]= TargA[i][plmin][j]
local pl= plmin+1
while (pl <= plmax) do
if Status[i][j] ~= TargA[i][pl][j] then
Status[i][j]= "???"
break
end
pl= pl+1
end
if Status[i][j] == TrueA[i] then Status[i][j]= "Yes"
elseif Status[i][j] == FalsA[i] then Status[i][j]= "No" end
end
end
--=============================================================================
--Begin drawing. Finally...
--Shade the whole freaking screen
FakeBox(0,0,255,223,shade,shade)
-- Silly little graphics
-- Perhaps I shouldn't always assume that button right is a right arrow...
Draw.B( XStart + XDiff ,YStart,red)
Draw.right( XStart + XDiff + 5,YStart,white)
Draw.B( XStart + XDiff +10,YStart,green)
Draw.B( XStart + XDiff*2 ,YStart,green)
Draw.right( XStart + XDiff*2+ 5,YStart,white)
Draw.B( XStart + XDiff*2+10,YStart,red)
Draw[btn[1]](XStart + XDiff*3 ,YStart ,green)
Draw[btn[1]](XStart + XDiff*3 ,YStart+4,green)
Draw[btn[2]](XStart + XDiff*3+ 4,YStart ,green)
Draw[btn[2]](XStart + XDiff*3+ 4,YStart+4,red)
Draw[btn[3]](XStart + XDiff*3+ 8,YStart ,red)
Draw[btn[3]](XStart + XDiff*3+ 8,YStart+4,green)
Draw[btn[4]](XStart + XDiff*3+12,YStart ,red)
Draw[btn[4]](XStart + XDiff*3+12,YStart+4,red)
gui.box(XStart+XDiff*4,YStart,XStart+XDiff*4+14,YStart+6,0,green)
Draw[btn[6]](XStart + XDiff*4+ 2,YStart+2,green)
Draw[btn[7]](XStart + XDiff*4+ 6,YStart+2,green)
Draw[btn[8]](XStart + XDiff*4+10,YStart+2,green)
--Highlight button
if within( BtnY , 1 , 9 ) then
if within( BtnX , 1 , 4 ) then
local LowX=BtnX*XDiff +XStart -4
local LowY=BtnY*YDiff +YStart -3
gui.box(LowX,LowY,LowX+XDiff-2,LowY+YDiff-2,blue,blue)
--Handle text. Feels sort of hard-coded, however
gui.text(1,160,BasicText[BtnX])
local adv
if BtnY == 9 then
adv= 10
elseif Status[BtnX][BtnY] == "???" then
adv= 9
elseif within(BtnX,1,2) and ((Status[3-BtnX][BtnY] == "???")) then
adv= 9
elseif within(BtnX,1,2) then
adv= 1
if Status[2][BtnY] == "No" then
adv= adv + 1
end
if Status[1][BtnY] == "No" then
adv= adv + 2
end
else
adv= 5
if BtnX == 4 then
adv= adv+2
end
if Status[BtnX][BtnY] == "No" then
adv= adv+1
end
end
gui.text(1,175,AdvText[adv][1])
gui.text(1,183,AdvText[adv][2])
end
end
--Lines!
for i= 1, 5 do
local Xpos= XStart + XDiff*i -5
gui.line(Xpos,0,Xpos,YStart + YDiff*10-4,green)
end
for j= 1, 9 do
local Ypos= YStart + YDiff*j -4
gui.line( 0, Ypos, XStart + XDiff*5-5, Ypos, green)
end
gui.line(XStart+XDiff-4, YStart + YDiff*10-4, XStart + XDiff*5-5, YStart + YDiff*10-4, green)
--Button labels!
for j= 1, 8 do
local Ypos= YStart + YDiff*j
gui.text( 1, Ypos, btn[j])
Draw[btn[j]](XStart + XDiff - 12, Ypos, green)
for i= 1, 4 do
gui.text(XStart + XDiff*i, Ypos, Status[i][j])
end
end
for i= 1, 4 do
gui.text(XStart + XDiff*i, YStart + YDiff*9, "All")
end
end
--*****************************************************************************
function CatchInput()
--*****************************************************************************
-- For use with registerbefore. It will get the input and paste it into
-- the input list.
fc= movie.framecount()
for pl= 1, players do
if BufLen[pl] > 0 then
table.remove(BufInput[pl],1)
table.insert(BufInput[pl],InputList[pl][fc-1])
end
local NewJoy= JoyToNum(joypad.get(pl))
InputList[pl][fc-1]= NewJoy
if not BackupList[pl][fc-1] or (BackupOverride[pl] == "write") then
BackupList[pl][fc-1]= NewJoy
end
end
SetInput()
end
emu.registerbefore(CatchInput)
--*****************************************************************************
function OnLoad()
--*****************************************************************************
-- For use with registerload. It updates ThisInput so we're not stuck with
-- junk being carried over when we load something.
-- Also clears whatever rewind stuff is stored.
InputSnap()
for pl= 1, players do --Assume user is done messing with backup on load
BackupOverride[pl]= false
end
fc= movie.framecount()
LastLoad= fc
saveCount= 0
SetInput()
ApplyInput() -- Sanity versus unpaused stateload
end
savestate.registerload(OnLoad)
--*****************************************************************************
function ItIsYourTurn()
--*****************************************************************************
-- For use with gui.register. I need to catch input while paused!
-- Needed for a half-decent interface.
--Ensure things are nice, shall we?
local fc_= movie.framecount()
lastkeys= keys
keys= input.get()
if fc ~= fc_ then -- Sanity versus unusual jump (Reset cycle?)
OnLoad()
end
--Process Rewind
if saveMax > 0 then -- Don't process if Rewind is disabled
if pressrepeater(rewind) or rewinding then
rewinding= false
if RewindThis() then
InputSnap()
movie.rerecordcounting(true)
fc= movie.framecount()
SetInput()
if saveCount < 1 then emu.pause() end
end
end
end
--Should we bother the backups today?
for pl= plmin, plmax do
if press(BackupReadSwitch) then
if BackupOverride[pl] ~= "read" then
BackupOverride[pl]= "read"
else
BackupOverride[pl]= false
end
end
if press(BackupWriteSwitch) then
if BackupOverride[pl] ~= "write" then
BackupOverride[pl]= "write"
else
BackupOverride[pl]= false
end
end
end
if keys[BackupReadSwitch] and keys[BackupWriteSwitch] then
gui.text(30,1,"Hey, quit holding both buttons!")
elseif keys[BackupReadSwitch] then
gui.text(30,1,"This lets the script revert to the backup.")
elseif keys[BackupWriteSwitch] then
gui.text(30,1,"This stores input into the backup.")
end
--Switch players on keypress
if press(PlayerSwitch) then
if plmin ~= plmax then
plmax= 1
elseif plmin == players then
plmin= 1
else
plmin= plmin+1
plmax= plmax+1
end
end
--Display which player we're selecting. Upperleft corner seems good.
if plmin == plmax then
gui.text(1,2,plmin)
gui.text(11,2,BufLen[plmin])
else
gui.text(1,2,"A")
end
--Check if we want to see control options
if keys[opt] then
gui.opacity(1)
ControlOptions()
SetInput()
--Otherwise, handle what we can see
else
--Inserts and deletes.
--table functions don't work well on tables that don't connect from 1.
if pressrepeater(Insert) then
for pl= plmin, plmax do
BufLen[pl]= BufLen[pl] + 1
if BufLen[pl] > 0 then
table.insert(BufInput[pl],1,0)
end
end
SetInput()
end
if pressrepeater(Delete) then
for pl= plmin, plmax do
if BufLen[pl] > 0 then
table.remove(BufInput[pl],1)
end
BufLen[pl]= BufLen[pl] - 1
end
SetInput()
end
--Script key handler
for pl= plmin, plmax do
for i= 1, 8 do
if press(key[i]) and ScriptEdit[pl][i] then
if ThisInput[pl][btn[i]] then
ThisInput[pl][btn[i]]= FalseSwitch[pl][i]
else
ThisInput[pl][btn[i]]= TrueSwitch[pl][i]
end
end
end
end
DisplayInput()
end
--Last bits of odds and ends
ApplyInput()
collectgarbage("collect")
end
gui.register(ItIsYourTurn)
--*****************************************************************************
function Rewinder()
--*****************************************************************************
-- Contains the saving part of the Rewind engine.
-- Original by Antony Lavelle, added by DarkKobold, messed by FatRatKnight
if saveMax > 0 then -- Don't process if Rewind is disabled
if keys[rewind] and saveCount > 0 then
rewinding= true
elseif (fc - LastLoad)%SaveBuf == 0 then
if saveCount >= saveMax then
table.remove(saveArray,1)
else
saveCount= saveCount+1
end
if saveArray[saveCount] == nil then
saveArray[saveCount]= savestate.create();
end
savestate.save(saveArray[saveCount]);
movie.rerecordcounting(false)
end
end
end
--emu.registerafter(Rewinder)
local TestNumOfDoom= 0
local TestFile= io.open("Backup" .. TestNumOfDoom .. ".txt" , "r")
while TestFile do
TestFile:close()
TestNumOfDoom= TestNumOfDoom+1
if TestNumOfDoom >= BackupFileLimit then break end
TestFile= io.open("Backup" .. TestNumOfDoom .. ".txt" , "r")
end
local FCEUXbtn= {"right", "left", "down", "up", "start", "select", "B", "A"}
local FCEUXfrm= {"R","L","D","U","T","S","B","A"}
local FCEUXorder= {}
for i= 1, 8 do
for j= 1, 8 do
if btn[i] == FCEUXbtn[j] then
FCEUXorder[j]= i
break
end
end
end
--*****************************************************************************
function SaveToFile()
--*****************************************************************************
-- Creates a file that, effectively, stores whatever's in the script at the
-- time.
-- List of known glitches:
-- It only reads player 1 when deciding when to start or stop.
InputSnap()
local LatestIndex= 0
local EarliestIndex= math.huge
for Frame, Pads in pairs(InputList[1]) do
LatestIndex= math.max(LatestIndex,Frame)
EarliestIndex= math.min(EarliestIndex,Frame)
end
local BFile = io.open("Backup" .. TestNumOfDoom .. ".txt" , "w")
BFile:write("StartFrame: " .. EarliestIndex .. "\n")
for Frame= EarliestIndex, LatestIndex do
BFile:write("|0")
for pl= 1, 4 do
BFile:write("|")
if InputList[pl] then
if InputList[pl][Frame] then
local Pads= InputList[pl][Frame]
for i= 1, 8 do
if ReadJoynum(Pads,FCEUXorder[i]) then
BFile:write(FCEUXfrm[i])
else
BFile:write(".")
end
end
else
BFile:write(" ")
end
end
end
BFile:write("\n")
end
BFile:close()
end
emu.registerexit(SaveToFile)
emu.pause()
while true do
Rewinder()
emu.frameadvance()
end