Tweaked SoundDisplay2.lua a bit.
Added LuaPerks description. TODO: write LuaPerks samples. [[Split portion of a mixed commit.]]
This commit is contained in:
parent
e44c2357cd
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ca9d62d673
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@ -203,7 +203,7 @@
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<p>BIT(n); -- returns a number with only bit n set (1)</p>
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<p><br/></p>
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<p>The emulator specific Lua is equal to the one of snes9x, with some platform specific changes (few buttons, for instance). </p>
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<p>You can find the reference here: http://dehacked.2y.net/snes9x-lua.html</p>
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<p>You can find the reference here: <a class="rvts18" href="http://dehacked.2y.net/snes9x-lua.html" target="_blank">http://dehacked.2y.net/snes9x-lua.html</a></p>
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<p>The following is a quick reference, you can go to the snes9x reference for more details.</p>
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<p><br/></p>
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<p>To paint stuff on screen, use the gui table. This contains a few predefined functions to manipulate the main window. For any coordinate, 0,0 is the top-left pixel of the window. You have to prevent out-of-bound errors yourself for now. If a color can be passed on, it is a string. HTML-syntax is supported ("#34053D"), as well as a FEW colors ("red", "green", "blue" ...).</p>
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@ -56,22 +56,22 @@
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<p><br/></p>
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<p>Information regarding various concepts such as TAS, ROM Hacking, RAM Mapping.</p>
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<p><br/></p>
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<p><a class="rvts70" href="ToolAssistedSpeedruns.html">Troubleshooting FAQ</a></p>
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<p><a class="rvts71" href="ToolAssistedSpeedruns.html">Troubleshooting FAQ</a></p>
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<p><br/></p>
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<p>A guide to common problems people experience, and what to do about them.</p>
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<p><br/></p>
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<p><br/></p>
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<p><a class="rvts70" href="ToolAssistedSpeedruns.html">Tool Assisted Speedruns (TAS)</a></p>
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<p><a class="rvts71" href="ToolAssistedSpeedruns.html">Tool Assisted Speedruns (TAS)</a></p>
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<p><br/></p>
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<p>Information regarding Tool Assisted Speedruns and the TAS community.</p>
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<p><br/></p>
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<p><br/></p>
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<p><a class="rvts70" href="ROMHacking.html">ROM Hacking</a></p>
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<p><a class="rvts71" href="ROMHacking.html">ROM Hacking</a></p>
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<p><br/></p>
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<p>Information regarding making ROM Hacks and the ROM Hacking community.</p>
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<p><br/></p>
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<p><br/></p>
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<p><a class="rvts70" href="NESRAMMappingFindingValues.html">NES RAM Mapping</a></p>
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<p><a class="rvts71" href="NESRAMMappingFindingValues.html">NES RAM Mapping</a></p>
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<p><br/></p>
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<p>A guide to the layout of NES RAM, and how to interpret its contents.</p>
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<p><br/></p>
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@ -48,7 +48,7 @@
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<a href="Commands.html"><img src="img/arrow_left.png" alt="Previous"/></a>
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<a href="OverviewofIncludedScripts.html"><img src="img/arrow_right.png" alt="Next"/></a>
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<a href="LuaPerks.html"><img src="img/arrow_right.png" alt="Next"/></a>
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</div>
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<div class="clear"></div>
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@ -731,19 +731,19 @@
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<p><span class="rvts37"><br/></span></p>
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<p><span class="rvts56">Bitwise Operations</span></p>
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<p><span class="rvts37"><br/></span></p>
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<p><span class="rvts37">All the following functions are left for backward compatibility, since </span><a class="rvts66" href="http://bitop.luajit.org/">LuaBitOp</a><span class="rvts37"> is embedded in FCEUX.</span></p>
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<p><span class="rvts37">The following bit functions were added to FCEUX internally to compensate for Lua's lack of them. But it also supports all operations from </span><a class="rvts66" href="http://bitop.luajit.org/api.html">LuaBitOp</a><span class="rvts37"> module, since it is also embedded in FCEUX.</span></p>
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<p><span class="rvts37"><br/></span></p>
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<p><span class="rvts60">int AND(int n1, int n2, ..., int nn)</span></p>
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<p><span class="rvts60"><br/></span></p>
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<p><span class="rvts37">Binary logical AND of all the given integers. This function compensates for Lua's lack of it.</span></p>
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<p><span class="rvts37">Binary logical AND of all the given integers.</span></p>
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<p><span class="rvts37"><br/></span></p>
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<p><span class="rvts60">int OR(int n1, int n2, ..., int nn)</span></p>
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<p><span class="rvts37"><br/></span></p>
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<p><span class="rvts37">Binary logical OR of all the given integers. This function compensates for Lua's lack of it.</span></p>
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<p><span class="rvts37">Binary logical OR of all the given integers.</span></p>
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<p><span class="rvts37"><br/></span></p>
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<p><span class="rvts60">int XOR(int n1, int n2, ..., int nn)</span></p>
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<p><span class="rvts37"><br/></span></p>
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<p><span class="rvts37">Binary logical XOR of all the given integers. This function compensates for Lua's lack of it.</span></p>
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<p><span class="rvts37">Binary logical XOR of all the given integers. </span></p>
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<p><span class="rvts37"><br/></span></p>
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<p><span class="rvts60">int BIT(int n1, int n2, ..., int nn)</span></p>
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<p><span class="rvts37"><br/></span></p>
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@ -0,0 +1,124 @@
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<html>
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<head>
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<title>LuaPerks</title>
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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<meta name="generator" content="HelpNDoc Personal Edition 3.8.0.560">
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<link type="text/css" rel="stylesheet" media="all" href="css/reset.css" />
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||||
<link type="text/css" rel="stylesheet" media="all" href="css/base.css" />
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<link type="text/css" rel="stylesheet" media="all" href="css/hnd.css" />
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<!--[if lte IE 8]>
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<link type="text/css" rel="stylesheet" media="all" href="css/ielte8.css" />
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<![endif]-->
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<style type="text/css">
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#topic_header
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{
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background-color: #EFEFEF;
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}
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</style>
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<script type="text/javascript" src="js/jquery.min.js"></script>
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<script type="text/javascript" src="js/hnd.js"></script>
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<script type="text/javascript">
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$(document).ready(function()
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{
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if (top.frames.length == 0)
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{
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var sTopicUrl = top.location.href.substring(top.location.href.lastIndexOf("/") + 1, top.location.href.length);
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top.location.href = "fceux.html?" + sTopicUrl;
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}
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else if (top && top.FrameTOC && top.FrameTOC.SelectTocItem)
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{
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top.FrameTOC.SelectTocItem("LuaPerks");
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}
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});
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</script>
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</head>
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<body>
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<div id="topic_header">
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<div id="topic_header_content">
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<h1>LuaPerks</h1>
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<div id="topic_breadcrumb">
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<a href="LuaScripting.html">Lua Scripting</a> ›› </div>
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</div>
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<div id="topic_header_nav">
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<a href="LuaScripting.html"><img src="img/arrow_up.png" alt="Parent"/></a>
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<a href="LuaBot.html"><img src="img/arrow_left.png" alt="Previous"/></a>
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<a href="OverviewofIncludedScripts.html"><img src="img/arrow_right.png" alt="Next"/></a>
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</div>
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<div class="clear"></div>
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</div>
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<div id="topic_content">
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<p></p>
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<p><span class="rvts17">LuaPerks</span></p>
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<p><span class="rvts17"><br/></span></p>
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<p>FCEUX has several extension libraries integrated that are not included in LUA normally, but can be called from the external modules. These modules were collected into a common library called LuaPerks and built into FCEUX. The included libraries are very powerful compared to standard EmuLua functionality. Their functions can be called without using <span class="rvts64">require</span>.</p>
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<p><br/></p>
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<p><br/></p>
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<p><span class="rvts57">IUP library</span></p>
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<p><br/></p>
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<p>IUP (Portable User Interface) is a multi-platform toolkit for building graphical user interfaces.</p>
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<p><br/></p>
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<p>Usage example: creating custom dialogs.</p>
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<p><br/></p>
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<p><a class="rvts70" href="http://www.tecgraf.puc-rio.br/iup/" target="_blank">http://www.tecgraf.puc-rio.br/iup/</a></p>
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<p><br/></p>
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<p><br/></p>
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<p><span class="rvts57">IM library</span></p>
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<p><br/></p>
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<p>IM is a toolkit for Digital Imaging. IM is based on 4 concepts: Image Representation, Storage, Processing and Capture. The main goal of the library is to provide a simple API and abstraction of images for scientific applications.</p>
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<p><br/></p>
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<p>The most popular file formats are supported: TIFF, BMP, PNG, JPEG, GIF and AVI. Image representation includes scientific data types. About a hundred Image Processing operations are available.</p>
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<p><br/></p>
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<p>Usage example: dumping level maps during playing.</p>
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<p><br/></p>
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<p><a class="rvts70" href="http://www.tecgraf.puc-rio.br/im/" target="_blank">http://www.tecgraf.puc-rio.br/im/</a></p>
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<p><br/></p>
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<p><br/></p>
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<p><span class="rvts57">CD library</span></p>
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<p><br/></p>
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<p>CD (Canvas Draw) is a platform-independent graphics library. It is implemented in several platforms using native graphics libraries: Microsoft Windows (GDI) and X-Windows (XLIB).</p>
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<p><br/></p>
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<p>The library contains functions to support both vector and image applications, and the visualization surface can be either a window or a more abstract surface, such as Image, Clipboard, Metafile, PS, and so on.</p>
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<p><br/></p>
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<p>Usage example: drawing hitboxes over level maps.</p>
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<p><br/></p>
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<p><a class="rvts70" href="http://www.tecgraf.puc-rio.br/cd/" target="_blank">http://www.tecgraf.puc-rio.br/cd/</a></p>
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<p><br/></p>
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<p><br/></p>
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<p><span class="rvts57">LuaSocket library</span></p>
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<p><br/></p>
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<p>LuaSocket is a Lua extension library that is composed by two parts: a C core that provides support for the TCP and UDP transport layers, and a set of Lua modules that add support for the SMTP (sending e-mails), HTTP (WWW access) and FTP (uploading and downloading files) protocols and other functionality commonly needed by applications that deal with the Internet.</p>
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<p><br/></p>
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<p>Usage examples: netplay, local data transmission.</p>
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<p><br/></p>
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<p><a class="rvts70" href="http://w3.impa.br/~diego/software/luasocket/home.html" target="_blank">http://w3.impa.br/~diego/software/luasocket/home.html</a></p>
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<p><br/></p>
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<p><br/></p>
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<p><span class="rvts57">WinAPI library</span></p>
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<p><br/></p>
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<p>This module provides some basic tools for working with Windows systems, finding out system resources, and gives you more control over process creation. In this introduction any plain reference is in the winapi table, so that find_window means winapi.find_window. Normally winapi works with the current Windows code page, but can be told to use UTF-8 with @{set_encoding}; interally string operations are in Unicode.</p>
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<p><br/></p>
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<p>Usage example: making the emulator window jumping.</p>
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<p><br/></p>
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<p><a class="rvts70" href="https://github.com/stevedonovan/winapi" target="_blank">https://github.com/stevedonovan/winapi</a></p>
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<p><br/></p>
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<p></p>
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<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com">Free EBook and documentation generator</a></p>
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</div>
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<div id="topic_footer">
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<div id="topic_footer_content">
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2012</div>
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</div>
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</body>
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</html>
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@ -76,6 +76,10 @@
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<p><a class="rvts54" href="LuaBot.html">Lua Bot</a></p>
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<p><br/></p>
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<p>How to use Luau's version of Basic bot.</p>
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<p><br/></p>
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<p><a class="rvts54" href="LuaPerks.html">LuaPerks</a></p>
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<p><br/></p>
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<p>Additional libraries integrated into FCEUX.</p>
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<p></p>
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<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour/iphone-website-generation">Free iPhone documentation generator</a></p>
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</div>
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|
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@ -232,7 +232,7 @@
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<p>These distinctions are easier to see in a visual example. This is the enemy/player stats as they are mapped in the game <span class="rvts29">Teenage Mutant Ninja Turtles</span>.</p>
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<p><br/></p>
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<p><span class="rvts32">Block 4</span></p>
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<p><span class="rvts71"> </span><span class="rvts71"> </span><span class="rvts71"> P W1 W2 W3 E1 E2 E3 E4 E5 E6 E7 E8 X X X X </span></p>
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<p><span class="rvts72"> </span><span class="rvts72"> </span><span class="rvts72"> P W1 W2 W3 E1 E2 E3 E4 E5 E6 E7 E8 X X X X </span></p>
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<p><span class="rvts28">Sprite ID: 040x: 09 00 00 00 00 9E 9E 9E 9E 00 00 00 00 00 00 00</span></p>
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<p><span class="rvts28">ID counter: 041x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
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<p><span class="rvts28">Timer/sp change: 042x: 02 00 00 00 00 03 03 03 03 00 00 00 00 00 00 00</span></p>
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@ -46,7 +46,7 @@
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<div id="topic_header_nav">
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<a href="LuaScripting.html"><img src="img/arrow_up.png" alt="Parent"/></a>
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<a href="LuaBot.html"><img src="img/arrow_left.png" alt="Previous"/></a>
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<a href="LuaPerks.html"><img src="img/arrow_left.png" alt="Previous"/></a>
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<a href="FAQGuides.html"><img src="img/arrow_right.png" alt="Next"/></a>
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@ -36,24 +36,24 @@ a.rvts5, span.rvts5 /* Jump 2 */
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}
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span.rvts6
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{
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color: #a0a0a0;
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color: #aca899;
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}
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span.rvts7
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{
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font-size: 15pt;
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font-family: 'Tahoma', 'Geneva', sans-serif;
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font-weight: bold;
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color: #696969;
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color: #716f64;
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}
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span.rvts8
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{
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font-weight: bold;
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color: #a0a0a0;
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color: #aca899;
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}
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span.rvts9
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{
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font-style: italic;
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color: #a0a0a0;
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color: #aca899;
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}
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span.rvts10
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{
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}
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a.rvts70, span.rvts70
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{
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font-size: 12pt;
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color: #0000ff;
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text-decoration: underline;
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}
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a.rvts70:hover { color: #0000ff; }
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span.rvts71
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a.rvts71, span.rvts71
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{
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font-size: 12pt;
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color: #0000ff;
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text-decoration: underline;
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}
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a.rvts71:hover { color: #0000ff; }
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span.rvts72
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||||
{
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font-family: 'Lucida Console', 'Monaco', monospace;
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text-decoration: underline;
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}
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span.rvts72
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span.rvts73
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{
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font-weight: bold;
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text-decoration: underline;
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}
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span.rvts73
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span.rvts74
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{
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font-size: 11pt;
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text-decoration: underline;
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}
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span.rvts74
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span.rvts75
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||||
{
|
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font-size: 5pt;
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||||
}
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span.rvts75
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span.rvts76
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{
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font-size: 5pt;
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font-weight: bold;
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@ -90,41 +90,41 @@
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<p>Integer keys (also used for booleans, with a 1 for true and 0 for false) must have a value that can be stored as int32:</p>
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||||
<p><br/></p>
|
||||
<p> <span class="rvts32">- version</span> (required) - the version of the movie file format; for now it is always 3</p>
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<p><span class="rvts74"><br/></span></p>
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<p><span class="rvts75"><br/></span></p>
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<p> <span class="rvts32">- emuVersion</span> (required) - the version of the emulator used to produce the movie</p>
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<p><span class="rvts74"><br/></span></p>
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<p><span class="rvts75"><br/></span></p>
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<p> <span class="rvts32">- rerecordCount</span> (optional) - the rerecord count</p>
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<p><span class="rvts74"><br/></span></p>
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<p><span class="rvts75"><br/></span></p>
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<p> -<span class="rvts32"> palFlag</span> (bool) (optional) - true if the movie uses PAL timing</p>
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<p><span class="rvts74"><br/></span></p>
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<p><span class="rvts75"><br/></span></p>
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<p> -<span class="rvts32"> NewPPU</span> (bool) (optional) - true if the movie uses New PPU</p>
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||||
<p><span class="rvts74"><br/></span></p>
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<p><span class="rvts75"><br/></span></p>
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<p> <span class="rvts32">- FDS</span> (bool) (optional) - true if movie was recorded on a Famicom Disk System (FDS) game</p>
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||||
<p><span class="rvts74"><br/></span></p>
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||||
<p><span class="rvts75"><br/></span></p>
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<p> <span class="rvts32">- fourscore</span> (bool) - true if a fourscore was used. If fourscore is not used, then port0 and port1 are required</p>
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||||
<p><span class="rvts74"><br/></span></p>
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||||
<p><span class="rvts75"><br/></span></p>
|
||||
<p> <span class="rvts32">- port0 </span>- indicates the type of input device attached to the port 0. Supported values are:</p>
|
||||
<p> SI_NONE = 0</p>
|
||||
<p> SI_GAMEPAD = 1</p>
|
||||
<p> SI_ZAPPER = 2</p>
|
||||
<p><span class="rvts74"><br/></span></p>
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||||
<p><span class="rvts75"><br/></span></p>
|
||||
<p> <span class="rvts32">- port1</span> - indicates the type of input device attached to the port 1. Supported values are:</p>
|
||||
<p> SI_NONE = 0</p>
|
||||
<p> SI_GAMEPAD = 1</p>
|
||||
<p> SI_ZAPPER = 2</p>
|
||||
<p><span class="rvts74"><br/></span></p>
|
||||
<p><span class="rvts75"><br/></span></p>
|
||||
<p><span class="rvts32"> - port2</span> (required) - indicates the type of the FCExp port device which was attached. Supported values are:</p>
|
||||
<p> SIFC_NONE = 0</p>
|
||||
<p><span class="rvts74"><br/></span></p>
|
||||
<p><span class="rvts75"><br/></span></p>
|
||||
<p> <span class="rvts32">- binary</span> (bool) (optional) - true if input log is stored in binary format</p>
|
||||
<p><span class="rvts74"><br/></span></p>
|
||||
<p> <span class="rvts32">- length</span> (optional) - movie size (number of frames in the input log). If this key is specified and the number is >= 0, the input log ends after specified number of records, and any remaining data should not be parsed. This key is used in <span class="rvts72">fm3</span> format to allow storing extra data after the end of input log</p>
|
||||
<p><span class="rvts75"><br/></span></p>
|
||||
<p> <span class="rvts32">- length</span> (optional) - movie size (number of frames in the input log). If this key is specified and the number is >= 0, the input log ends after specified number of records, and any remaining data should not be parsed. This key is used in <span class="rvts73">fm3</span> format to allow storing extra data after the end of input log</p>
|
||||
<p><br/></p>
|
||||
<p><br/></p>
|
||||
<p>String keys have values that consist of the remainder of the key-value pair line. As a consequence, string values cannot contain newlines.</p>
|
||||
<p><br/></p>
|
||||
<p><span class="rvts32"> - romFilename</span> (required) - the name of the file used to record the movie</p>
|
||||
<p><span class="rvts74"><br/></span></p>
|
||||
<p><span class="rvts75"><br/></span></p>
|
||||
<p><span class="rvts32"> - comment </span>(optional) - simply a memo</p>
|
||||
<ul style="text-indent: 0px; margin-left: 36px; list-style-position: outside;">
|
||||
<li>by convention, the first token in the comment value is the subject of the comment</li>
|
||||
|
@ -135,7 +135,7 @@
|
|||
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
|
||||
<li>comment author adelikat</li>
|
||||
</ul>
|
||||
<p><span class="rvts74"><br/></span></p>
|
||||
<p><span class="rvts75"><br/></span></p>
|
||||
<p><span class="rvts32"> - subtitle </span>(optional) - a message that will be displayed on screen when movie is played back (unless Subtitles are turned off, see <a class="rvts18" href="MovieOptions.html">Movie options</a>)</p>
|
||||
<ul style="text-indent: 0px; margin-left: 36px; list-style-position: outside;">
|
||||
<li>by convention, subtitles begin with the word "subtitle"</li>
|
||||
|
@ -147,12 +147,12 @@
|
|||
<li>subtitle 1000 Level Two</li>
|
||||
</ul>
|
||||
<p>At frame 1000 the words "Level Two" will be displayed on the screen</p>
|
||||
<p><span class="rvts74"><br/></span></p>
|
||||
<p><span class="rvts75"><br/></span></p>
|
||||
<p><span class="rvts32"> - guid </span>(required) - a unique identifier for a movie, generated when the movie is created, which is used when loading a savestate to make sure it belongs to the current movie</p>
|
||||
<p>GUID keys have a value which is in the standard guide format: 452DE2C3-EF43-2FA9-77AC-0677FC51543B</p>
|
||||
<p><span class="rvts75"><br/></span></p>
|
||||
<p><span class="rvts76"><br/></span></p>
|
||||
<p><span class="rvts32"> - romChecksum </span>(required) - the base64 of the hexified MD5 hash of the ROM which was used to record the movie</p>
|
||||
<p><span class="rvts74"><br/></span></p>
|
||||
<p><span class="rvts75"><br/></span></p>
|
||||
<p><span class="rvts32"> - savestate </span>(optional) - a <a class="rvts18" href="fcs.html">fcs</a> savestate blob, in case a movie was recorded from savestate </p>
|
||||
<p>Hex string keys (used for binary blobs) have a value that is like 0x0123456789ABCDEF...</p>
|
||||
<p><br/></p>
|
||||
|
@ -162,7 +162,7 @@
|
|||
<p>The input log section consists of movie records either in the form of text lines or in the form of binary data.</p>
|
||||
<p><br/></p>
|
||||
<p><br/></p>
|
||||
<p><span class="rvts73">Text format (default format):</span></p>
|
||||
<p><span class="rvts74">Text format (default format):</span></p>
|
||||
<p><br/></p>
|
||||
<p>Every frame of the movie is represented by line of text beginning and ending with a | (pipe).</p>
|
||||
<p>The fields in the line are as follows, except when fourscore is used.</p>
|
||||
|
@ -206,7 +206,7 @@
|
|||
<p>{commands, player1, player2, player3, player4, port2}</p>
|
||||
<p><br/></p>
|
||||
<p><br/></p>
|
||||
<p><span class="rvts73">Binary format:</span></p>
|
||||
<p><span class="rvts74">Binary format:</span></p>
|
||||
<p><br/></p>
|
||||
<p>Input log section starts with a | (pipe).</p>
|
||||
<p>Every frame of the movie is represented by a record of a fixed length which can be determined by the devices on port0 and port1.</p>
|
||||
|
|
File diff suppressed because one or more lines are too long
|
@ -579,6 +579,12 @@
|
|||
target="FrameMain">
|
||||
Lua Bot</a>
|
||||
|
||||
</li><li class="" id="LuaPerks" data="">
|
||||
<a
|
||||
href="LuaPerks.html"
|
||||
target="FrameMain">
|
||||
LuaPerks</a>
|
||||
|
||||
</li><li class="" id="OverviewofIncludedScripts" data="">
|
||||
<a
|
||||
href="OverviewofIncludedScripts.html"
|
||||
|
|
Loading…
Reference in New Issue