Applied the renames for "minimum buttons pressed", "minimum buttons inputted".
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@ -6,10 +6,10 @@ local controllers = 2
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local x = 0
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local x = 0
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local y = 8
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local y = 8
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local holds = 0
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local players = {}
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local players = {}
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local presses = 0
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local states = {}
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local states = {}
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local pressed = 0
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local inputted = 0
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function table.copy(t)
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function table.copy(t)
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local t2 = {}
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local t2 = {}
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@ -20,23 +20,23 @@ function table.copy(t)
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end
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end
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function counts()
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function counts()
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--Display the counts of the holds and the presses.
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--Display the counts of the buttons pressed and inputted.
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gui.text(x, y, 'Holds: ' .. holds)
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gui.text(x, y, 'Pressed: ' .. pressed)
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gui.text(x, y + 8, 'Presses: ' .. presses)
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gui.text(x, y + 8, 'Inputted: ' .. inputted)
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end
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end
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function load(slot)
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function load(slot)
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--As Lua starts counting from 1, and there may be a slot 0, increment.
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--As Lua starts counting from 1, and there may be a slot 0, increment.
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slot = slot + 1
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slot = slot + 1
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if not states[slot] or not states[slot].holds then
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if not states[slot] or states[slot].inputted == nil then
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gui.text(x, y + 16, 'No data loaded from slot ' .. tostring(slot - 1))
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gui.text(x, y + 16, 'No data loaded from slot ' .. tostring(slot - 1))
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counts()
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counts()
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return
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return
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end
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end
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--Load the data if there is any available for this slot.
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--Load the data if there is any available for this slot.
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holds = states[slot].holds
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players = table.copy(states[slot].players)
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players = table.copy(states[slot].players)
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presses = states[slot].presses
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pressed = states[slot].pressed
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inputted = states[slot].inputted
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gui.text(x, y + 16, 'Data loaded from slot ' .. tostring(slot - 1))
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gui.text(x, y + 16, 'Data loaded from slot ' .. tostring(slot - 1))
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counts()
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counts()
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end
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end
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@ -79,13 +79,13 @@ function parse()
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button = button + 1
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button = button + 1
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--Check if this button is pressed.
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--Check if this button is pressed.
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if text ~= ' ' and text ~= '.' then
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if text ~= ' ' and text ~= '.' then
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holds = holds + 1
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inputted = inputted + 1
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--If the button was not previously pressed,
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--If the button was not previously pressed,
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--increment.
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--increment.
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if table.maxn(last) < player or not last[player][
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if table.maxn(last) < player or not last[player][
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match[button]
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match[button]
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] then
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] then
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presses = presses + 1
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pressed = pressed + 1
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end
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end
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if table.maxn(players) < player then
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if table.maxn(players) < player then
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table.insert(players, {})
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table.insert(players, {})
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@ -110,9 +110,9 @@ function save(slot)
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table.insert(states, {})
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table.insert(states, {})
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end
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end
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--Mark the current data as the data for this slot.
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--Mark the current data as the data for this slot.
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states[slot].holds = holds
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states[slot].players = table.copy(players)
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states[slot].players = table.copy(players)
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states[slot].presses = presses
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states[slot].pressed = pressed
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states[slot].inputted = inputted
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gui.text(x, y + 16, 'Data saved to slot ' .. tostring(slot - 1))
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gui.text(x, y + 16, 'Data saved to slot ' .. tostring(slot - 1))
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counts()
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counts()
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end
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end
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@ -130,19 +130,19 @@ end
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while true do
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while true do
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--If this is the first frame, reset the data.
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--If this is the first frame, reset the data.
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if emu.framecount() == 0 then
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if emu.framecount() == 0 then
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holds = 0
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players = {}
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players = {}
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presses = 0
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pressed = 0
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inputted = 0
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end
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end
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--Check players one and two.
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--Check players one and two.
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for player = 1, controllers do
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for player = 1, controllers do
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local buttons = joypad.getdown(player)
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local buttons = joypad.getdown(player)
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--Run through all of the pressed buttons.
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--Run through all of the pressed buttons.
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for i, v in pairs(buttons) do
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for i, v in pairs(buttons) do
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holds = holds + 1
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inputted = inputted + 1
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--If in the previous frame the button was not pressed, increment.
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--If in the previous frame the button was not pressed, increment.
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if table.maxn(players) >= player and not players[player][i] then
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if table.maxn(players) >= player and not players[player][i] then
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presses = presses + 1
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pressed = pressed + 1
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end
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end
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end
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end
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if table.maxn(players) < player then
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if table.maxn(players) < player then
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