Button Count
-As Lua starts counting from 1, and there may be a slot 0, increment the slot before saving / loading, storing data for slot 0 in states[1] -Prevented the script from loading non-existent data. -Removed the space from the file name so that it is more consistent with the FCEUX Lua repository, which this script is now a member of. :) -Added messages when you save or (fail to) load data to / from a state. -Made it so the script displays the button counts when you save / load a state.
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--Written by Brandon Evans
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--You can change the position of the text here.
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local x = 0
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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 presses = 0
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local states = {}
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function table.copy(t)
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local t2 = {}
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for k, v in pairs(t) do
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t2[k] = v
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end
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return t2
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end
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function counts()
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--Display the counts of the holds and the presses.
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gui.text(x, y, 'Holds: ' .. holds)
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gui.text(x, y + 8, 'Presses: ' .. presses)
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end
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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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slot = slot + 1
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if not states[slot] or not states[slot].holds then
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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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return
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end
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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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presses = states[slot].presses
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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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end
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function parse()
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--If there is an open, read-only FM2 file, parse it for the initial data.
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if not movie.active() then
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return false
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end
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local fh = io.open(movie.name())
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if not fh or movie.mode() == 'record' or movie.name():match(
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'.%.(%w+)$'
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) ~= 'fm2' then
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return false
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end
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local frame = -1
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local last = {}
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local match = {
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'right', 'left', 'down', 'up', 'start', 'select', 'B', 'A'
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}
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--Parse up until two frames before the current one.
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while frame ~= emu.framecount() - 2 do
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line = fh:read()
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if not line then
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break
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end
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--This is only a frame if it starts with a vertical bar.
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if string.sub(line, 0, 1) == '|' then
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frame = frame + 1
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players = {}
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local player = -1
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--Split up the sections by a vertical bar.
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for section in string.gmatch(line, '[^|]+') do
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player = player + 1
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--Only deal with actual players.
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if player ~= 0 then
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local button = 0
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--Run through all the buttons.
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for text in string.gmatch(section, '.') do
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button = button + 1
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--Check if this button is pressed.
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if text ~= ' ' and text ~= '.' then
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holds = holds + 1
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--If the button was not previously pressed,
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--increment.
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if table.maxn(last) < player or not last[player][
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match[button]
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] then
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presses = presses + 1
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end
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if table.maxn(players) < player then
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table.insert(players, {})
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end
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--Mark this button as pressed.
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players[player][match[button]] = true
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end
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end
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end
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end
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--Save the players to compare with the next frame in the file.
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last = players
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end
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end
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return true
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end
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function save(slot)
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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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while table.maxn(states) < slot do
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table.insert(states, {})
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end
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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].presses = presses
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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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end
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if parse() then
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gui.text(x, y + 16, 'Movie parsed for data')
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else
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gui.text(x, y + 16, 'No movie parsed for data')
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end
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savestate.registerload(load)
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savestate.registersave(save)
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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 emu.framecount() == 0 then
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holds = 0
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players = {}
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presses = 0
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end
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--Check players one and two.
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for player = 1, 2 do
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local buttons = joypad.getdown(player)
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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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holds = holds + 1
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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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presses = presses + 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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table.insert(players, true)
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end
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--Mark these buttons as pressed.
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players[player] = buttons
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end
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counts()
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emu.frameadvance()
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end
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