Merge branch 'master' into master
This commit is contained in:
commit
8c485d23a2
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@ -1,4 +1,4 @@
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-- feos, 2012
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-- feos, r57shell, 2012-2018
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-- gui.box frame simulates transparency
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print("Hi-hat and keys may glitch if you produce sound effects.")
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@ -23,12 +23,18 @@ function Draw()
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snd = sound.get()
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keys = input.get()
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if iterator == 1 then
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kb.y = 30
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else
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kb.y = 154
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end
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-- do only at the first frame
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if #volumes.S1V == 1 then
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channels = {
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Square1 = {x=1, y=9, vol=volumes.S1V, color=volumes.S1C, duty=0, midi=0, semitone=0, octave=0, prev_semitone=0, float = {}},
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Square2 = {x=1+45*1, y=9, vol=volumes.S2V, color=volumes.S2C, duty=0, midi=0, semitone=0, octave=0, prev_semitone=0, float = {}},
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Triangle = {x=1+45*2, y=9, vol=volumes.TV, midi=0, semitone=0, octave=0, prev_semitone=0, float = {}},
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Square1 = {x=1, y=9, vol=volumes.S1V, color=volumes.S1C, duty=0, midi=0, semitone=0, octave=0, prev_semitone=0, float = {}, floaty = {}, floatz = {}},
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Square2 = {x=1+45*1, y=9, vol=volumes.S2V, color=volumes.S2C, duty=0, midi=0, semitone=0, octave=0, prev_semitone=0, float = {}, floaty = {}, floatz = {}},
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Triangle = {x=1+45*2, y=9, vol=volumes.TV, midi=0, semitone=0, octave=0, prev_semitone=0, float = {}, floaty = {}, floatz = {}},
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Noise = {x=1+45*3, y=9, vol=volumes.NV, midi=0, semitone=0, octave=0},
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DPCM = {x=1+45*4, y=9, vol=volumes.DPCMV}
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}
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@ -120,7 +126,7 @@ function Draw()
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if (kb.on) then
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-- capture leftclicks
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if keys.xmouse <= 256 and keys.xmouse >= 205 and keys.ymouse >= 154 and keys.ymouse <= 181 then
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if keys.xmouse <= 256 and keys.xmouse >= 205 and keys.ymouse >= kb.y and keys.ymouse <= kb.y+27 then
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if keys["leftclick"] and not prev_keys["leftclick"] then kb.on = false end
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end
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-- draw the kayboard
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@ -185,7 +191,7 @@ function Draw()
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gui.line(kb.x+200, kb.y, kb.x+200, kb.y+16, "#00000088")
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else
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-- capture leftclicks
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if keys.xmouse <= 256 and keys.xmouse >= 205 and keys.ymouse >= 154 and keys.ymouse <= 181 then
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if keys.xmouse <= 256 and keys.xmouse >= 205 and keys.ymouse >= kb.y and keys.ymouse <= kb.y+27 then
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if keys["leftclick"] and not prev_keys["leftclick"] then kb.on = true end
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end
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end
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@ -199,6 +205,7 @@ function Draw()
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if name == "Square1" or name == "Square2" or name == "Triangle" then
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if chan.prev_semitone ~= chan.semitone then
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local len_prev = #chan.float
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if chan.semitone == "C" then table.insert(chan.float, 1, kb.x+1 +28*(chan.octave-1))
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elseif chan.semitone == "D" then table.insert(chan.float, 1, kb.x+5 +28*(chan.octave-1))
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elseif chan.semitone == "E" then table.insert(chan.float, 1, kb.x+9 +28*(chan.octave-1))
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@ -212,6 +219,9 @@ function Draw()
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elseif chan.semitone == "G#" then table.insert(chan.float, 1, kb.x+19+28*(chan.octave-1))
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elseif chan.semitone == "A#" then table.insert(chan.float, 1, kb.x+23+28*(chan.octave-1))
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end
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if len_prev ~= #chan.float then table.insert(chan.floaty, 1, 0) table.insert(chan.floatz, 1, 0) end
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elseif chan.semitone ~= '--' then
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chan.floaty[1] = 0
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end
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if name == "Triangle" then color = "#00aaffff"
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@ -219,17 +229,20 @@ function Draw()
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else color = "#aa00ccff"
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end
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if #chan.float < 13 then
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for i = 2, #chan.float do
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if movie.framecount()%2 == 0 then gui.box(chan.float[i]-1, 161+i*5, chan.float[i]+3, 165+i*5, "#eedd2200") end
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gui.box(chan.float[i], 162+i*5, chan.float[i]+2, 164+i*5, color)
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for i = 1, #chan.float do
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local y = kb.y+chan.floaty[i]
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local z = kb.y+chan.floatz[i]
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chan.floaty[i] = chan.floaty[i] + 1
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chan.floatz[i] = chan.floatz[i] + 1
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if y+17<=z+15 then
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if movie.framecount()%2 == 0 then gui.box(chan.float[i]-1, y+16, chan.float[i]+3, z+16, "#eedd2200") end
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gui.box(chan.float[i], y+17, chan.float[i]+2, z+15, color)
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end
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else
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for i = 2, 13 do
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if movie.framecount()%2 == 0 then gui.box(chan.float[i]-1, 161+i*5, chan.float[i]+3, 165+i*5, "#eedd2200") end
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gui.box(chan.float[i], 162+i*5, chan.float[i]+2, 164+i*5, color)
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end
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table.remove(chan.float, 14)
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end
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while #chan.float ~= 0 and chan.floaty[#chan.float] > 224 do
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table.remove(chan.float, #chan.float)
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table.remove(chan.floaty, #chan.floaty)
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table.remove(chan.floatz, #chan.floatz)
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end
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end
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end
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@ -1,45 +1,65 @@
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-- Simple sprite visualizer
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-- Draws a box around all sprites on screen.
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-- rainwarrior 8/23/2016
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sprite_color = "#FF00FF" -- change to customize color
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sprite_height_last = 8
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sprite_height = 8
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function oam_dma(a,s,v)
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local oam = v * 256
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for i=1,64 do
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local is = (i-1) * 4
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local x0 = memory.readbyte(oam + is + 3)
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local x1 = x0 + 7
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local y0 = memory.readbyte(oam + is + 0) + 1
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local y1 = y0 + (sprite_height_last - 1)
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gui.box(x0,y0,x1,y1,"",sprite_color)
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end
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end
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function ppu_ctrl(a,s,v)
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if AND(v,0x20) == 0 then
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sprite_height = 8
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else
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sprite_height = 16
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end
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end
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function frame_end()
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-- information about sprite height will be behind by 1 frame
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-- (or potentially wrong if changed before the end of the frame)
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-- in most games this doesn't change from frame to frame, though
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sprite_height_last = sprite_height
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end
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-- main
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memory.registerwrite(0x4014,1,oam_dma)
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memory.registerwrite(0x2000,1,ppu_ctrl)
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emu.registerafter(frame_end)
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while (true) do
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emu.frameadvance()
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end
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-- Sprite visualizer
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--
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-- Draws a box around all sprites on screen,
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-- hover with the mouse to inspect data.
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--
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-- Original by tokumaru 2016-10-08:
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-- https://forums.nesdev.com/viewtopic.php?p=181008#p181008
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numSpriteHeight = 8
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strFillColor = "#ffffff3f"
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strOutlineColor = "#ff0000bf"
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strHighlightColor = "#ffffffbf"
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function readSpriteAttributes(a,s,v)
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local numAddress = v * 256
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tabSpriteAttributes = {}
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for numIndex = 0, 255 do
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table.insert(tabSpriteAttributes, memory.readbyte(numAddress + numIndex))
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end
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end
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function setSpriteHeight(a,s,v)
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if AND(a, 7) == 0 then
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numSpriteHeight = AND((v / 4), 8) + 8
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end
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end
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function drawBoxes()
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local tabInput, numSpriteX, numSpriteY, numDetailsBase, numTextY = input.read()
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if tabSpriteAttributes ~= nill then
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for numBase = 252, 0, -4 do
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numSpriteX0 = tabSpriteAttributes[numBase + 4]
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numSpriteY0 = tabSpriteAttributes[numBase + 1] + 1
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numSpriteX1 = numSpriteX0 + 7
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numSpriteY1 = numSpriteY0 + numSpriteHeight - 1
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if (tabInput.xmouse >= numSpriteX0) and (tabInput.xmouse <= numSpriteX1) and (tabInput.ymouse >= numSpriteY0) and (tabInput.ymouse <= numSpriteY1) then
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gui.box(numSpriteX0, numSpriteY0, numSpriteX1, numSpriteY1, strHighlightColor, strOutlineColor)
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numDetailsBase = numBase
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else
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gui.box(numSpriteX0, numSpriteY0, numSpriteX1, numSpriteY1, strFillColor, strOutlineColor)
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end
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end
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end
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if numDetailsBase ~= nil then
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numTextY = (1 - math.floor(tabInput.ymouse / 120)) * 127 + 16
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gui.text(16, numTextY, string.format("OAM Slot: %d", numDetailsBase / 4)); numTextY = numTextY + 9
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gui.text(16, numTextY, string.format("OAM Offset: $%02X", numDetailsBase)); numTextY = numTextY + 9
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gui.text(16, numTextY, string.format("Sprite X: $%02X", tabSpriteAttributes[numDetailsBase + 4])); numTextY = numTextY + 9
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gui.text(16, numTextY, string.format("Sprite Y: $%02X", tabSpriteAttributes[numDetailsBase + 1])); numTextY = numTextY + 9
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gui.text(16, numTextY, string.format("Tile ID: $%02X", tabSpriteAttributes[numDetailsBase + 2])); numTextY = numTextY + 9
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gui.text(16, numTextY, string.format("Palette: %d", AND(tabSpriteAttributes[numDetailsBase + 3], 0x03))); numTextY = numTextY + 9
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gui.text(16, numTextY, string.format("Behind Background: %d", AND(tabSpriteAttributes[numDetailsBase + 3], 0x20) / 0x20)); numTextY = numTextY + 9
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gui.text(16, numTextY, string.format("Flip X: %d", AND(tabSpriteAttributes[numDetailsBase + 3], 0x40) / 0x40)); numTextY = numTextY + 9
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gui.text(16, numTextY, string.format("Flip Y: %d", AND(tabSpriteAttributes[numDetailsBase + 3], 0x80) / 0x80)); numTextY = numTextY + 9
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end
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gui.box(tabInput.xmouse - 2, tabInput.ymouse - 2, tabInput.xmouse + 2, tabInput.ymouse + 2, strHighlightColor, strOutlineColor)
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end
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memory.registerwrite(0x4014, 0x0001, readSpriteAttributes)
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memory.registerwrite(0x2000, 0x2000, setSpriteHeight)
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gui.register(drawBoxes)
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while (true) do
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emu.frameadvance()
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end
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@ -0,0 +1,45 @@
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-- Simple sprite visualizer
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-- Draws a box around all sprites on screen.
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-- rainwarrior 8/23/2016
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sprite_color = "#FF00FF" -- change to customize color
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sprite_height_last = 8
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sprite_height = 8
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function oam_dma(a,s,v)
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local oam = v * 256
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for i=1,64 do
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local is = (i-1) * 4
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local x0 = memory.readbyte(oam + is + 3)
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local x1 = x0 + 7
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local y0 = memory.readbyte(oam + is + 0) + 1
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local y1 = y0 + (sprite_height_last - 1)
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gui.box(x0,y0,x1,y1,"",sprite_color)
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end
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end
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function ppu_ctrl(a,s,v)
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if AND(v,0x20) == 0 then
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sprite_height = 8
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else
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sprite_height = 16
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end
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end
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function frame_end()
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-- information about sprite height will be behind by 1 frame
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-- (or potentially wrong if changed before the end of the frame)
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-- in most games this doesn't change from frame to frame, though
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sprite_height_last = sprite_height
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end
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-- main
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memory.registerwrite(0x4014,1,oam_dma)
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memory.registerwrite(0x2000,1,ppu_ctrl)
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emu.registerafter(frame_end)
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while (true) do
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emu.frameadvance()
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end
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@ -1330,8 +1330,10 @@ void toggleSound(GtkWidget* check, gpointer data)
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{
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if(gtk_toggle_button_get_active(GTK_TOGGLE_BUTTON(check)))
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{
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int last_soundopt;
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g_config->getOption("SDL.Sound", &last_soundopt);
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g_config->setOption("SDL.Sound", 1);
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if(GameInfo)
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if(GameInfo && !last_soundopt)
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InitSound();
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}
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else
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@ -901,6 +901,9 @@ doloopy:
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}
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else skippy = 0;
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if(FCEU_LuaFrameskip())
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skippy = true;
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FCEUI_Emulate(&gfx, &sound, &ssize, skippy); //emulate a single frame
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FCEUD_Update(gfx, sound, ssize); //update displays and debug tools
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@ -859,11 +859,8 @@ void FCEUD_TraceInstruction(uint8 *opcode, int size)
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{
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// special case: an RTS opcode
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// add "----------" to emphasize the end of subroutine
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strcat(str_disassembly, " ");
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int i = strlen(str_disassembly);
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for (; i < (LOG_DISASSEMBLY_MAX_LEN - 2); ++i)
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str_disassembly[i] = '-';
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str_disassembly[i] = 0;
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static const char* emphasize = " -------------------------------------------------------------------------------------------------------------------------";
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strncat(str_disassembly, emphasize, LOG_DISASSEMBLY_MAX_LEN - strlen(str_disassembly) - 1);
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}
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// stretch the disassembly string out if we have to output other stuff.
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if ((logging_options & (LOG_REGISTERS|LOG_PROCESSOR_STATUS)) && !(logging_options & LOG_TO_THE_LEFT))
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File diff suppressed because it is too large
Load Diff
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@ -327,7 +327,7 @@ int FCEU_LuaSpeed() {
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* Asks Lua if it wants control whether this frame is skipped.
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* Returns 0 if no, 1 if frame should be skipped, -1 if it should not be.
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*/
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int FCEU_LuaFrameSkip() {
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int FCEU_LuaFrameskip() {
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if (!L || !luaRunning)
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return 0;
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@ -6177,8 +6177,6 @@ int FCEU_LoadLuaCode(const char *filename, const char *arg) {
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//wasPaused = FCEUI_EmulationPaused();
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//if (wasPaused) FCEUI_ToggleEmulationPause();
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// And run it right now. :)
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FCEU_LuaFrameBoundary();
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// Set up our protection hook to be executed once every 10,000 bytecode instructions.
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//lua_sethook(thread, FCEU_LuaHookFunction, LUA_MASKCOUNT, 10000);
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@ -6198,6 +6196,9 @@ int FCEU_LoadLuaCode(const char *filename, const char *arg) {
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if (info_onstart)
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info_onstart(info_uid);
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// And run it right now. :)
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FCEU_LuaFrameBoundary();
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// We're done.
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return 1;
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}
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|
|
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@ -74,6 +74,7 @@
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<li>Mutlitrack2.lua - Tracks future input that FCEUX promptly loses on state-load, for <a class="rvts18" href="ToolAssistedSpeedruns.html">TAS</a></li>
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<li>Subtitler.lua - For easier use of FCEUX's built-in subtitles for <a class="rvts18" href="fm2.html">.fm2</a> files</li>
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<li>Rewinder.lua - A way to rewind backwards by pressing a button</li>
|
||||
<li>Sprites.lua - Sprite debugging highlights all sprites on screen, with mouse hover to inspect.</li>
|
||||
</ul>
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||||
<p><br/></p>
|
||||
<p><br/></p>
|
||||
|
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