Merge branch 'master' into master

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owomomo 2019-02-02 17:14:09 +08:00 committed by GitHub
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9 changed files with 3366 additions and 3285 deletions

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@ -1,4 +1,4 @@
-- feos, 2012 -- feos, r57shell, 2012-2018
-- gui.box frame simulates transparency -- gui.box frame simulates transparency
print("Hi-hat and keys may glitch if you produce sound effects.") print("Hi-hat and keys may glitch if you produce sound effects.")
@ -23,12 +23,18 @@ function Draw()
snd = sound.get() snd = sound.get()
keys = input.get() keys = input.get()
if iterator == 1 then
kb.y = 30
else
kb.y = 154
end
-- do only at the first frame -- do only at the first frame
if #volumes.S1V == 1 then if #volumes.S1V == 1 then
channels = { channels = {
Square1 = {x=1, y=9, vol=volumes.S1V, color=volumes.S1C, duty=0, midi=0, semitone=0, octave=0, prev_semitone=0, float = {}}, 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 = {}},
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 = {}}, 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 = {}},
Triangle = {x=1+45*2, y=9, vol=volumes.TV, midi=0, semitone=0, octave=0, prev_semitone=0, float = {}}, Triangle = {x=1+45*2, y=9, vol=volumes.TV, midi=0, semitone=0, octave=0, prev_semitone=0, float = {}, floaty = {}, floatz = {}},
Noise = {x=1+45*3, y=9, vol=volumes.NV, midi=0, semitone=0, octave=0}, Noise = {x=1+45*3, y=9, vol=volumes.NV, midi=0, semitone=0, octave=0},
DPCM = {x=1+45*4, y=9, vol=volumes.DPCMV} DPCM = {x=1+45*4, y=9, vol=volumes.DPCMV}
} }
@ -120,7 +126,7 @@ function Draw()
if (kb.on) then if (kb.on) then
-- capture leftclicks -- capture leftclicks
if keys.xmouse <= 256 and keys.xmouse >= 205 and keys.ymouse >= 154 and keys.ymouse <= 181 then if keys.xmouse <= 256 and keys.xmouse >= 205 and keys.ymouse >= kb.y and keys.ymouse <= kb.y+27 then
if keys["leftclick"] and not prev_keys["leftclick"] then kb.on = false end if keys["leftclick"] and not prev_keys["leftclick"] then kb.on = false end
end end
-- draw the kayboard -- draw the kayboard
@ -185,7 +191,7 @@ function Draw()
gui.line(kb.x+200, kb.y, kb.x+200, kb.y+16, "#00000088") gui.line(kb.x+200, kb.y, kb.x+200, kb.y+16, "#00000088")
else else
-- capture leftclicks -- capture leftclicks
if keys.xmouse <= 256 and keys.xmouse >= 205 and keys.ymouse >= 154 and keys.ymouse <= 181 then if keys.xmouse <= 256 and keys.xmouse >= 205 and keys.ymouse >= kb.y and keys.ymouse <= kb.y+27 then
if keys["leftclick"] and not prev_keys["leftclick"] then kb.on = true end if keys["leftclick"] and not prev_keys["leftclick"] then kb.on = true end
end end
end end
@ -199,6 +205,7 @@ function Draw()
if name == "Square1" or name == "Square2" or name == "Triangle" then if name == "Square1" or name == "Square2" or name == "Triangle" then
if chan.prev_semitone ~= chan.semitone then if chan.prev_semitone ~= chan.semitone then
local len_prev = #chan.float
if chan.semitone == "C" then table.insert(chan.float, 1, kb.x+1 +28*(chan.octave-1)) if chan.semitone == "C" then table.insert(chan.float, 1, kb.x+1 +28*(chan.octave-1))
elseif chan.semitone == "D" then table.insert(chan.float, 1, kb.x+5 +28*(chan.octave-1)) elseif chan.semitone == "D" then table.insert(chan.float, 1, kb.x+5 +28*(chan.octave-1))
elseif chan.semitone == "E" then table.insert(chan.float, 1, kb.x+9 +28*(chan.octave-1)) elseif chan.semitone == "E" then table.insert(chan.float, 1, kb.x+9 +28*(chan.octave-1))
@ -212,6 +219,9 @@ function Draw()
elseif chan.semitone == "G#" then table.insert(chan.float, 1, kb.x+19+28*(chan.octave-1)) elseif chan.semitone == "G#" then table.insert(chan.float, 1, kb.x+19+28*(chan.octave-1))
elseif chan.semitone == "A#" then table.insert(chan.float, 1, kb.x+23+28*(chan.octave-1)) elseif chan.semitone == "A#" then table.insert(chan.float, 1, kb.x+23+28*(chan.octave-1))
end end
if len_prev ~= #chan.float then table.insert(chan.floaty, 1, 0) table.insert(chan.floatz, 1, 0) end
elseif chan.semitone ~= '--' then
chan.floaty[1] = 0
end end
if name == "Triangle" then color = "#00aaffff" if name == "Triangle" then color = "#00aaffff"
@ -219,17 +229,20 @@ function Draw()
else color = "#aa00ccff" else color = "#aa00ccff"
end end
if #chan.float < 13 then for i = 1, #chan.float do
for i = 2, #chan.float do local y = kb.y+chan.floaty[i]
if movie.framecount()%2 == 0 then gui.box(chan.float[i]-1, 161+i*5, chan.float[i]+3, 165+i*5, "#eedd2200") end local z = kb.y+chan.floatz[i]
gui.box(chan.float[i], 162+i*5, chan.float[i]+2, 164+i*5, color) chan.floaty[i] = chan.floaty[i] + 1
chan.floatz[i] = chan.floatz[i] + 1
if y+17<=z+15 then
if movie.framecount()%2 == 0 then gui.box(chan.float[i]-1, y+16, chan.float[i]+3, z+16, "#eedd2200") end
gui.box(chan.float[i], y+17, chan.float[i]+2, z+15, color)
end end
else end
for i = 2, 13 do while #chan.float ~= 0 and chan.floaty[#chan.float] > 224 do
if movie.framecount()%2 == 0 then gui.box(chan.float[i]-1, 161+i*5, chan.float[i]+3, 165+i*5, "#eedd2200") end table.remove(chan.float, #chan.float)
gui.box(chan.float[i], 162+i*5, chan.float[i]+2, 164+i*5, color) table.remove(chan.floaty, #chan.floaty)
end table.remove(chan.floatz, #chan.floatz)
table.remove(chan.float, 14)
end end
end end
end end

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@ -1,45 +1,65 @@
-- Simple sprite visualizer -- Sprite visualizer
-- Draws a box around all sprites on screen. --
-- rainwarrior 8/23/2016 -- Draws a box around all sprites on screen,
-- hover with the mouse to inspect data.
sprite_color = "#FF00FF" -- change to customize color --
-- Original by tokumaru 2016-10-08:
sprite_height_last = 8 -- https://forums.nesdev.com/viewtopic.php?p=181008#p181008
sprite_height = 8
numSpriteHeight = 8
function oam_dma(a,s,v) strFillColor = "#ffffff3f"
local oam = v * 256 strOutlineColor = "#ff0000bf"
for i=1,64 do strHighlightColor = "#ffffffbf"
local is = (i-1) * 4
local x0 = memory.readbyte(oam + is + 3) function readSpriteAttributes(a,s,v)
local x1 = x0 + 7 local numAddress = v * 256
local y0 = memory.readbyte(oam + is + 0) + 1 tabSpriteAttributes = {}
local y1 = y0 + (sprite_height_last - 1) for numIndex = 0, 255 do
gui.box(x0,y0,x1,y1,"",sprite_color) table.insert(tabSpriteAttributes, memory.readbyte(numAddress + numIndex))
end end
end end
function ppu_ctrl(a,s,v) function setSpriteHeight(a,s,v)
if AND(v,0x20) == 0 then if AND(a, 7) == 0 then
sprite_height = 8 numSpriteHeight = AND((v / 4), 8) + 8
else end
sprite_height = 16 end
end
end function drawBoxes()
local tabInput, numSpriteX, numSpriteY, numDetailsBase, numTextY = input.read()
function frame_end() if tabSpriteAttributes ~= nill then
-- information about sprite height will be behind by 1 frame for numBase = 252, 0, -4 do
-- (or potentially wrong if changed before the end of the frame) numSpriteX0 = tabSpriteAttributes[numBase + 4]
-- in most games this doesn't change from frame to frame, though numSpriteY0 = tabSpriteAttributes[numBase + 1] + 1
sprite_height_last = sprite_height numSpriteX1 = numSpriteX0 + 7
end numSpriteY1 = numSpriteY0 + numSpriteHeight - 1
if (tabInput.xmouse >= numSpriteX0) and (tabInput.xmouse <= numSpriteX1) and (tabInput.ymouse >= numSpriteY0) and (tabInput.ymouse <= numSpriteY1) then
-- main gui.box(numSpriteX0, numSpriteY0, numSpriteX1, numSpriteY1, strHighlightColor, strOutlineColor)
numDetailsBase = numBase
memory.registerwrite(0x4014,1,oam_dma) else
memory.registerwrite(0x2000,1,ppu_ctrl) gui.box(numSpriteX0, numSpriteY0, numSpriteX1, numSpriteY1, strFillColor, strOutlineColor)
emu.registerafter(frame_end) end
end
while (true) do end
emu.frameadvance() if numDetailsBase ~= nil then
end numTextY = (1 - math.floor(tabInput.ymouse / 120)) * 127 + 16
gui.text(16, numTextY, string.format("OAM Slot: %d", numDetailsBase / 4)); numTextY = numTextY + 9
gui.text(16, numTextY, string.format("OAM Offset: $%02X", numDetailsBase)); numTextY = numTextY + 9
gui.text(16, numTextY, string.format("Sprite X: $%02X", tabSpriteAttributes[numDetailsBase + 4])); numTextY = numTextY + 9
gui.text(16, numTextY, string.format("Sprite Y: $%02X", tabSpriteAttributes[numDetailsBase + 1])); numTextY = numTextY + 9
gui.text(16, numTextY, string.format("Tile ID: $%02X", tabSpriteAttributes[numDetailsBase + 2])); numTextY = numTextY + 9
gui.text(16, numTextY, string.format("Palette: %d", AND(tabSpriteAttributes[numDetailsBase + 3], 0x03))); numTextY = numTextY + 9
gui.text(16, numTextY, string.format("Behind Background: %d", AND(tabSpriteAttributes[numDetailsBase + 3], 0x20) / 0x20)); numTextY = numTextY + 9
gui.text(16, numTextY, string.format("Flip X: %d", AND(tabSpriteAttributes[numDetailsBase + 3], 0x40) / 0x40)); numTextY = numTextY + 9
gui.text(16, numTextY, string.format("Flip Y: %d", AND(tabSpriteAttributes[numDetailsBase + 3], 0x80) / 0x80)); numTextY = numTextY + 9
end
gui.box(tabInput.xmouse - 2, tabInput.ymouse - 2, tabInput.xmouse + 2, tabInput.ymouse + 2, strHighlightColor, strOutlineColor)
end
memory.registerwrite(0x4014, 0x0001, readSpriteAttributes)
memory.registerwrite(0x2000, 0x2000, setSpriteHeight)
gui.register(drawBoxes)
while (true) do
emu.frameadvance()
end

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@ -0,0 +1,45 @@
-- Simple sprite visualizer
-- Draws a box around all sprites on screen.
-- rainwarrior 8/23/2016
sprite_color = "#FF00FF" -- change to customize color
sprite_height_last = 8
sprite_height = 8
function oam_dma(a,s,v)
local oam = v * 256
for i=1,64 do
local is = (i-1) * 4
local x0 = memory.readbyte(oam + is + 3)
local x1 = x0 + 7
local y0 = memory.readbyte(oam + is + 0) + 1
local y1 = y0 + (sprite_height_last - 1)
gui.box(x0,y0,x1,y1,"",sprite_color)
end
end
function ppu_ctrl(a,s,v)
if AND(v,0x20) == 0 then
sprite_height = 8
else
sprite_height = 16
end
end
function frame_end()
-- information about sprite height will be behind by 1 frame
-- (or potentially wrong if changed before the end of the frame)
-- in most games this doesn't change from frame to frame, though
sprite_height_last = sprite_height
end
-- main
memory.registerwrite(0x4014,1,oam_dma)
memory.registerwrite(0x2000,1,ppu_ctrl)
emu.registerafter(frame_end)
while (true) do
emu.frameadvance()
end

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@ -1330,8 +1330,10 @@ void toggleSound(GtkWidget* check, gpointer data)
{ {
if(gtk_toggle_button_get_active(GTK_TOGGLE_BUTTON(check))) if(gtk_toggle_button_get_active(GTK_TOGGLE_BUTTON(check)))
{ {
int last_soundopt;
g_config->getOption("SDL.Sound", &last_soundopt);
g_config->setOption("SDL.Sound", 1); g_config->setOption("SDL.Sound", 1);
if(GameInfo) if(GameInfo && !last_soundopt)
InitSound(); InitSound();
} }
else else

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@ -901,6 +901,9 @@ doloopy:
} }
else skippy = 0; else skippy = 0;
if(FCEU_LuaFrameskip())
skippy = true;
FCEUI_Emulate(&gfx, &sound, &ssize, skippy); //emulate a single frame FCEUI_Emulate(&gfx, &sound, &ssize, skippy); //emulate a single frame
FCEUD_Update(gfx, sound, ssize); //update displays and debug tools 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)
{ {
// special case: an RTS opcode // special case: an RTS opcode
// add "----------" to emphasize the end of subroutine // add "----------" to emphasize the end of subroutine
strcat(str_disassembly, " "); static const char* emphasize = " -------------------------------------------------------------------------------------------------------------------------";
int i = strlen(str_disassembly); strncat(str_disassembly, emphasize, LOG_DISASSEMBLY_MAX_LEN - strlen(str_disassembly) - 1);
for (; i < (LOG_DISASSEMBLY_MAX_LEN - 2); ++i)
str_disassembly[i] = '-';
str_disassembly[i] = 0;
} }
// stretch the disassembly string out if we have to output other stuff. // stretch the disassembly string out if we have to output other stuff.
if ((logging_options & (LOG_REGISTERS|LOG_PROCESSOR_STATUS)) && !(logging_options & LOG_TO_THE_LEFT)) if ((logging_options & (LOG_REGISTERS|LOG_PROCESSOR_STATUS)) && !(logging_options & LOG_TO_THE_LEFT))

File diff suppressed because it is too large Load Diff

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@ -327,7 +327,7 @@ int FCEU_LuaSpeed() {
* Asks Lua if it wants control whether this frame is skipped. * Asks Lua if it wants control whether this frame is skipped.
* Returns 0 if no, 1 if frame should be skipped, -1 if it should not be. * Returns 0 if no, 1 if frame should be skipped, -1 if it should not be.
*/ */
int FCEU_LuaFrameSkip() { int FCEU_LuaFrameskip() {
if (!L || !luaRunning) if (!L || !luaRunning)
return 0; return 0;
@ -6177,8 +6177,6 @@ int FCEU_LoadLuaCode(const char *filename, const char *arg) {
//wasPaused = FCEUI_EmulationPaused(); //wasPaused = FCEUI_EmulationPaused();
//if (wasPaused) FCEUI_ToggleEmulationPause(); //if (wasPaused) FCEUI_ToggleEmulationPause();
// And run it right now. :)
FCEU_LuaFrameBoundary();
// Set up our protection hook to be executed once every 10,000 bytecode instructions. // Set up our protection hook to be executed once every 10,000 bytecode instructions.
//lua_sethook(thread, FCEU_LuaHookFunction, LUA_MASKCOUNT, 10000); //lua_sethook(thread, FCEU_LuaHookFunction, LUA_MASKCOUNT, 10000);
@ -6198,6 +6196,9 @@ int FCEU_LoadLuaCode(const char *filename, const char *arg) {
if (info_onstart) if (info_onstart)
info_onstart(info_uid); info_onstart(info_uid);
// And run it right now. :)
FCEU_LuaFrameBoundary();
// We're done. // We're done.
return 1; return 1;
} }

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@ -74,6 +74,7 @@
<li>Mutlitrack2.lua &nbsp; &nbsp; &nbsp; &nbsp;- &nbsp; &nbsp; &nbsp; &nbsp;Tracks future input that FCEUX promptly loses on state-load, for <a class="rvts18" href="ToolAssistedSpeedruns.html">TAS</a></li> <li>Mutlitrack2.lua &nbsp; &nbsp; &nbsp; &nbsp;- &nbsp; &nbsp; &nbsp; &nbsp;Tracks future input that FCEUX promptly loses on state-load, for <a class="rvts18" href="ToolAssistedSpeedruns.html">TAS</a></li>
<li>Subtitler.lua &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;- &nbsp; &nbsp; &nbsp; &nbsp;For easier use of FCEUX's built-in subtitles for <a class="rvts18" href="fm2.html">.fm2</a> files</li> <li>Subtitler.lua &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;- &nbsp; &nbsp; &nbsp; &nbsp;For easier use of FCEUX's built-in subtitles for <a class="rvts18" href="fm2.html">.fm2</a> files</li>
<li>Rewinder.lua &nbsp; &nbsp; &nbsp; &nbsp;- &nbsp; &nbsp; &nbsp; &nbsp;A way to rewind backwards by pressing a button</li> <li>Rewinder.lua &nbsp; &nbsp; &nbsp; &nbsp;- &nbsp; &nbsp; &nbsp; &nbsp;A way to rewind backwards by pressing a button</li>
<li>Sprites.lua &nbsp; &nbsp; &nbsp; &nbsp;- &nbsp; &nbsp; &nbsp; &nbsp;Sprite debugging highlights all sprites on screen, with mouse hover to inspect.</li>
</ul> </ul>
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