Added the ability to change how much input to display. I'm running out of buttons on the numpad!

This commit is contained in:
fatratknight 2009-09-10 15:44:38 +00:00
parent 2e8d11b4e4
commit c469b93aae
1 changed files with 50 additions and 24 deletions

View File

@ -2,27 +2,33 @@
-- To make up for the lack of an internal multi-track rerecording in FCEUX. -- To make up for the lack of an internal multi-track rerecording in FCEUX.
-- It may get obsolete when TASEdit comes around. -- It may get obsolete when TASEdit comes around.
--FatRatKnight --FatRatKnight
-- Rewind added by DarkKobold -- Rewind (by Antony Lavelle) added by DarkKobold
-- Test comment. Checking write access to SVN. No immediate improvements (FatRatKnight)
-- Stuff that you are encouraged to change to fit what you need. -- Stuff that you are encouraged to change to fit what you need.
--***************************************************************************** --*****************************************************************************
local players= 2 -- You may tweak the number of players here. local players= 2 -- You may tweak the number of players here.
local saveMax= 1000; -- Max Rewind Power local saveMax= 1000 -- Max Rewind Power. Set to 0 to disable
local opaque= 0 -- Default opacity. 0 is solid, 4 is invisible. local opaque= 0 -- Default opacity. 0 is solid, 4 is invisible.
local dispX, dispY= 10, 99 -- For the display stuffs local dispX, dispY= 10, 99 -- For the display stuffs
local Past, Future= -10, 10 -- Keep Past negative; Range of display stuffs
-- Control scheme. You may want to change these. -- Control scheme. You may want to change these.
local selectplayer = "S" -- For selecting which player local selectplayer = "S" -- For selecting which player
local recordingtype= "space" -- For selecting how to record local recordingtype= "space" -- For selecting how to record
local show, hide = "pageup", "pagedown" -- Opacity adjuster local show, hide = "pageup", "pagedown" -- Opacity adjuster
local scrlup, scrldown, scrlleft, scrlright= "numpad8", "numpad2", "numpad4", "numpad6" -- Input display mover local scrlup, scrldown = "numpad8", "numpad2" -- Move the input display
local add, remove = "insert", "delete" -- Movin' frames around... local scrlleft, scrlright= "numpad4", "numpad6" -- Not a fast method, though.
local rewind = "R" local MorePast, LessPast = "numpad7", "numpad1" -- See more or less input!
local MoreFuture, LessFuture= "numpad3", "numpad9" -- Good use of screen space
local add, remove = "insert", "delete" -- Moves input around
local rewind = "R" -- The button used to rewind things
local key = {"right", "left", "down", "up", "C", "V", "X", "Z"} local key = {"right", "left", "down", "up", "C", "V", "X", "Z"}
local btn = {"right", "left", "down", "up", "start", "select", "B", "A"} local btn = {"right", "left", "down", "up", "start", "select", "B", "A"}
@ -40,14 +46,12 @@ local FrameAdvance= false -- Frame advance detection
local framed= nil -- "frameadvance", "stateload", or nil local framed= nil -- "frameadvance", "stateload", or nil
local pl= 1 -- Player selected local pl= 1 -- Player selected
local plmin, plmax= 1, 1 -- For the all option local plmin, plmax= 1, 1 -- For the all option
local repeater= 0; -- for holding a button local repeater= 0 -- for holding a button
local rewinding= false -- For unpaused rewinding local rewinding= false -- For unpaused rewinding
--The stuff below is for more advanced users, enter at your own peril! --The stuff below is adapted from the original Rewinding script by Antony Lavelle
local saveArray = {};--the Array in which the save states are stored local saveArray = {};--the Array in which the save states are stored
local saveCount = 0;--used for finding which array position to cycle through local saveCount = 0;--used for finding which array position to cycle through
@ -141,6 +145,7 @@ end -- Yes, a stateload on the same frame
function RewindThis() function RewindThis()
--***************************************************************************** --*****************************************************************************
--Added by DarkKobold; Made into function that returns T/F by FatRatKnight --Added by DarkKobold; Made into function that returns T/F by FatRatKnight
-- Original Rewinder by Antony Lavelle. Seems quite useful here!
-- Loads a state that was saved just the frame prior -- Loads a state that was saved just the frame prior
-- Lets you know whether it was successful by returning true or false. -- Lets you know whether it was successful by returning true or false.
-- Accesses: rewindCount, saveArray, saveCount, saveMax -- Accesses: rewindCount, saveArray, saveCount, saveMax
@ -270,14 +275,20 @@ function DisplayInput()
-- Converted into function form. There might be other ways of handling it. -- Converted into function form. There might be other ways of handling it.
-- Accesses: dispX, dispY, Pin[], thisInput[], players -- Accesses: dispX, dispY, Pin[], thisInput[], players
dispX= math.min(math.max(dispX,-2),219) -- Limits dispX= math.min(math.max(dispX,-2),219)
dispY= math.min(math.max(dispY,51),185) if pl > players then -- All players, man?
if pl > players then
dispX= math.min(dispX,243-16*players) dispX= math.min(dispX,243-16*players)
end end
for i= -10, 10 do if (Future-Past) > 53 then
Past= math.max(Past, -53)
Future= Past + 53
end
Past = math.min(Past ,0)
Future= math.max(Future,0)
dispY= math.min(math.max(dispY,11-4*Past),225-4*Future)
for i= Past, Future do
local Y= dispY local Y= dispY
if i < 0 then if i < 0 then
@ -326,7 +337,7 @@ function itisyourturn()
framed= NewFrame() -- Are we looking at a new frame? framed= NewFrame() -- Are we looking at a new frame?
-- State: Rewind -- State: Rewind
if saveMax > 0 then if saveMax > 0 then -- Disable Rewind if none exists
if pressrepeater(rewind) or rewinding then if pressrepeater(rewind) or rewinding then
rewinding= false rewinding= false
if RewindThis() then if RewindThis() then
@ -350,11 +361,11 @@ function itisyourturn()
-- For standard player loops for allplayer option -- For standard player loops for allplayer option
if pl > players then if pl > players then
plmin= 1 plmin= 1 -- Go from 1 to last player
plmax= players plmax= players -- The all players option
else else
plmin= pl plmin= pl -- Go from selected player to itself
plmax= pl plmax= pl -- The one player option
end end
@ -402,6 +413,20 @@ function itisyourturn()
dispY= dispY + keys.ymouse - lastkeys.ymouse dispY= dispY + keys.ymouse - lastkeys.ymouse
end end
-- Option: Adjust input display range
if pressrepeater(MorePast) then
Past= Past-1 -- Remember, Past is negative.
end -- Making it more negative would
if pressrepeater(LessPast) then -- let you see more of the past.
Past= Past+1
end
if pressrepeater(MoreFuture) then -- On the other hand, I want to
Future= Future+1 -- make the Future positive.
end -- Don't we all want to be
if pressrepeater(LessFuture) then -- positive about the future?
Future= Future-1
end
-- Begin start of frame change -- Begin start of frame change
if framed then if framed then
@ -444,7 +469,8 @@ function itisyourturn()
-- Begin checking key input -- Begin checking key input
-- Are you setting button options? -- Are you setting button options?
if keys[recordingtype] then if keys[recordingtype] then
for i= 1, 8 do gui.transparency(0) -- Override current opacity
for i= 1, 8 do -- key loop
-- Set current options -- Set current options
for P= plmin, plmax do for P= plmin, plmax do
@ -457,7 +483,6 @@ function itisyourturn()
end end
-- Display current options -- Display current options
gui.transparency(0)
gui.text(20,20+12*i,btn[i]) gui.text(20,20+12*i,btn[i])
if pl >= players + 1 then if pl >= players + 1 then
@ -484,7 +509,7 @@ function itisyourturn()
for P= plmin, plmax do for P= plmin, plmax do
op= option[P][btn[i]] op= option[P][btn[i]]
if op == 1 or op == 2 then -- "Both" or "Keys" if op == 1 or op == 2 then -- "Both" or "Keys"
if press(key[i]) then -- Spread the AND to the next line if press(key[i]) then
if thisInput[P][btn[i]] then if thisInput[P][btn[i]] then
thisInput[P][btn[i]]= nil thisInput[P][btn[i]]= nil
else else
@ -534,10 +559,11 @@ FCEU.pause(); -- Immediate pause is nice
while true do -- Main loop while true do -- Main loop
--***************************************************************************** --*****************************************************************************
-- Most of the stuff here by DarkKobold. Minor stuff by FatRatKnight -- Most of the stuff here by DarkKobold. Minor stuff by FatRatKnight
-- Rewinding feature originally by Antony Lavelle.
-- Keep in mind stuff here only happens on a frame advance or when unpaused. -- Keep in mind stuff here only happens on a frame advance or when unpaused.
FCEU.frameadvance() FCEU.frameadvance()
if saveMax > 0 then -- Don't process if no Rewind if saveMax > 0 then -- Don't process if Rewind is disabled
if keys[rewind] then if keys[rewind] then
rewinding= true rewinding= true
else else