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