Lua - added movie.active() function. Returns a bool value based on whether a move is loaded.
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@ -1,4 +1,5 @@
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---version 2.0.4 yet to be released---
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14-mar-2009 - adelikat - Lua - added movie.active() - returns a bool value based on whether a movie is currently loaded
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14-mar-2009 - adelikat - Fixed Joypad.set, it uses 3 values instead of 2 now. True will take control of a button and make it on, False will take control and make it off, and Nil will not take control (allowing the user to press the button)
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14-mar-2009 - adelikat - Fix major crash issue where NROM game savestates were writing erroneous information if a non NROM game was loaded prior
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13-mar-2009 - adelikat - Closing game / Opening new game resets the frame counter
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@ -893,6 +893,9 @@ int fceu_lagcount(lua_State *L) {
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return 1;
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}
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//fceu_lagged()
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//
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//Returns true if the game is currently on a lag frame
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int fceu_lagged (lua_State *L) {
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bool Lag_Frame = FCEUI_GetLagged();
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@ -934,6 +937,16 @@ static int movie_stop(lua_State *L) {
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}
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// movie.active()
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//
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//returns a bool value is there is a movie currently opn
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int movie_active (lua_State *L) {
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bool movieactive = (FCEUMOV_IsRecording() || FCEUMOV_IsPlaying());
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lua_pushboolean(L, movieactive);
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return 1;
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}
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// Common code by the gui library: make sure the screen array is ready
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static void gui_prepare() {
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if (!gui_data)
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@ -1837,6 +1850,7 @@ static const struct luaL_reg movielib[] = {
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{"mode", movie_mode},
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{"rerecordcounting", movie_rerecordcounting},
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{"stop", movie_stop},
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{"active", movie_active},
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// {"record", movie_record},
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// {"playback", movie_playback},
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