- fix page name for 2.3.0 whatsnew
- generate chm and html files
This commit is contained in:
feos 2020-12-21 22:57:17 +03:00
parent a4b655e649
commit d0df933b76
28 changed files with 756 additions and 479 deletions

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@ -170,10 +170,10 @@
<div class="navigation">
<ol class="breadcrumb">
<li><a href="General.html">General</a></li><li><a href="FamicomDiskSytem.html">Famicom Disk Sytem</a></li>
<li><a href="General.html">General</a></li>
</ol>
<div class="nav-arrows">
<div class="btn-group btn-group-xs" role="group"><a class="btn btn-default" href="FamicomDiskSytem.html" title="Famicom Disk Sytem" role="button"><span class="glyphicon glyphicon-menu-up" aria-hidden="true"></span></a><a class="btn btn-default" href="FamicomDiskSytem.html" title="Famicom Disk Sytem" role="button"><span class="glyphicon glyphicon-menu-left" aria-hidden="true"></span></a><a class="btn btn-default" href="MovieRecording.html" title="Movie Recording" role="button"><span class="glyphicon glyphicon-menu-right" aria-hidden="true"></span></a></div>
<div class="btn-group btn-group-xs" role="group"><a class="btn btn-default" href="General.html" title="General" role="button"><span class="glyphicon glyphicon-menu-up" aria-hidden="true"></span></a><a class="btn btn-default" href="FamicomDiskSytem.html" title="Famicom Disk System" role="button"><span class="glyphicon glyphicon-menu-left" aria-hidden="true"></span></a><a class="btn btn-default" href="MovieRecording.html" title="Movie Recording" role="button"><span class="glyphicon glyphicon-menu-right" aria-hidden="true"></span></a></div>
</div>
</div>

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@ -197,10 +197,10 @@
<p class="rvps2"><span class="rvts6">The Code/Data Logger keeps track of every byte in the ROM and records whether it's code (is executed) or data (is read).</span></p>
<p class="rvps2"><span class="rvts6">You can combine this logging feature with other tools to make them much more powerful:</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside; list-style-type: disc;">
<li class="rvps2"><span class="rvts6">combine with </span><a class="rvts88" href="Debugger.html">Debugger</a><span class="rvts6"> to see which branches of the game code were executed and which weren't yet</span></li>
<li class="rvps2"><span class="rvts6">combine with </span><a class="rvts88" href="TraceLogger.html">Trace Logger</a><span class="rvts6"> to let it log the code selectively</span></li>
<li class="rvps2"><span class="rvts6">combine with </span><a class="rvts88" href="PPUViewer.html">PPU Viewer</a><span class="rvts6"> to let it only display graphics that was drawn on screen at least once</span></li>
<li class="rvps2"><span class="rvts6">combine with </span><a class="rvts88" href="HexEditor.html">Hex Editor</a><span class="rvts6"> to enable smart coloring of bytes (so you can observe which bytes are used by the game and how/when they are used)</span></li>
<li class="rvps2"><span class="rvts6">combine with </span><a class="rvts89" href="Debugger.html">Debugger</a><span class="rvts6"> to see which branches of the game code were executed and which weren't yet</span></li>
<li class="rvps2"><span class="rvts6">combine with </span><a class="rvts89" href="TraceLogger.html">Trace Logger</a><span class="rvts6"> to let it log the code selectively</span></li>
<li class="rvps2"><span class="rvts6">combine with </span><a class="rvts89" href="PPUViewer.html">PPU Viewer</a><span class="rvts6"> to let it only display graphics that was drawn on screen at least once</span></li>
<li class="rvps2"><span class="rvts6">combine with </span><a class="rvts89" href="HexEditor.html">Hex Editor</a><span class="rvts6"> to enable smart coloring of bytes (so you can observe which bytes are used by the game and how/when they are used)</span></li>
<li class="rvps2"><span class="rvts6">combine with (an external) Tile Viewer to see which graphics was used during certain play session, and which was not</span></li>
<li class="rvps2"><span class="rvts6">combine with (an external) ROM Corruptor to make it only corrupt data, but not code</span></li>
<li class="rvps2"><span class="rvts6">combine with (an external) Disassembler to help it separate code from data</span></li>
@ -208,18 +208,18 @@
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">See, it is very useful for finding certain types of data or code branches. It also makes debugging work more visual, since you can always see which lines of the disassembled code were executed and which weren't.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">Furthermore, while the Code/Data Logger is running, the </span><a class="rvts88" href="HexEditor.html">Hex Editor</a><span class="rvts6"> will color-code ROM bytes depending on whether they were logged as code or data:</span></p>
<p class="rvps2"><span class="rvts6">Furthermore, while the Code/Data Logger is running, the </span><a class="rvts89" href="HexEditor.html">Hex Editor</a><span class="rvts6"> will color-code ROM bytes depending on whether they were logged as code or data:</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">For PRG ROM:</span></p>
<p class="rvps2"><span class="rvts80">Dark-yellow</span><span class="rvts6"> - the byte is code</span></p>
<p class="rvps2"><span class="rvts81">Blue</span><span class="rvts6"> - the byte is data</span></p>
<p class="rvps2"><span class="rvts82">Cyan</span><span class="rvts6"> - the byte is PCM audio data</span></p>
<p class="rvps2"><span class="rvts79">Green</span><span class="rvts6"> - the byte is both code and data</span></p>
<p class="rvps2"><span class="rvts81">Dark-yellow</span><span class="rvts6"> - the byte is code</span></p>
<p class="rvps2"><span class="rvts82">Blue</span><span class="rvts6"> - the byte is data</span></p>
<p class="rvps2"><span class="rvts83">Cyan</span><span class="rvts6"> - the byte is PCM audio data</span></p>
<p class="rvps2"><span class="rvts80">Green</span><span class="rvts6"> - the byte is both code and data</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">For CHR ROM:</span></p>
<p class="rvps2"><span class="rvts83">Yellow</span><span class="rvts6"> - the byte was rendered</span></p>
<p class="rvps2"><span class="rvts84">Light-blue</span><span class="rvts6"> - the byte was read programmatically</span></p>
<p class="rvps2"><span class="rvts85">Light-green</span><span class="rvts6"> - the byte was both rendered and read programmatically</span></p>
<p class="rvps2"><span class="rvts84">Yellow</span><span class="rvts6"> - the byte was rendered</span></p>
<p class="rvps2"><span class="rvts85">Light-blue</span><span class="rvts6"> - the byte was read programmatically</span></p>
<p class="rvps2"><span class="rvts86">Light-green</span><span class="rvts6"> - the byte was both rendered and read programmatically</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">The Code/Data Logger can also be used to generate a stripped NES ROM.</span></p>
<p class="rvps2"><span class="rvts6">"Stripped" NES ROM is a ROM in which everything that was not logged by the Code/Data Logger is removed. It can be useful in many ways, for example, you can view the ROM in an external Hex Editor or a Tile Viewer, and you'll see only the parts that were used while playing. Furthermore, you could use it to create a demo ROM by only playing through the parts you would like others to see.</span></p>

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@ -332,7 +332,7 @@
<p class="rvps2"><span class="rvts6">BIT(n); -- returns a number with only bit n set (1)</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">The emulator specific Lua is equal to the one of snes9x, with some platform specific changes (few buttons, for instance).&nbsp;</span></p>
<p class="rvps2"><span class="rvts6">You can find the reference here: </span><a class="rvts92" href="http://dehacked.2y.net/snes9x-lua.html" target="_blank">http://dehacked.2y.net/snes9x-lua.html</a></p>
<p class="rvps2"><span class="rvts6">You can find the reference here: </span><a class="rvts93" href="http://dehacked.2y.net/snes9x-lua.html" target="_blank">http://dehacked.2y.net/snes9x-lua.html</a></p>
<p class="rvps2"><span class="rvts6">The following is a quick reference, you can go to the snes9x reference for more details.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">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" ...).</span></p>
@ -377,7 +377,7 @@
<p class="rvps2"><span class="rvts6">savestate.load(state); -- load the given savestate</span></p>
<p class="rvps2"><span class="rvts6">savestate.save(state); -- save the given savestate</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">For an up-to-date list of functions, see the </span><a class="rvts92" href="LuaFunctionsList.html">Lua Functions List</a><span class="rvts6">.</span></p>
<p class="rvps2"><span class="rvts6">For an up-to-date list of functions, see the </span><a class="rvts93" href="LuaFunctionsList.html">Lua Functions List</a><span class="rvts6">.</span></p>
<p></p>
<p class="rvps4" style="clear: both;"><span class="rvts18">Created with the Personal Edition of HelpNDoc: </span><a class="rvts19" href="https://www.helpauthoringsoftware.com">Benefits of a Help Authoring Tool</a></p>

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@ -173,7 +173,7 @@
<li><a href="General.html">General</a></li>
</ol>
<div class="nav-arrows">
<div class="btn-group btn-group-xs" role="group"><a class="btn btn-default" href="General.html" title="General" role="button"><span class="glyphicon glyphicon-menu-up" aria-hidden="true"></span></a><a class="btn btn-default" href="CommandLineOptions.html" title="Command Line Options" role="button"><span class="glyphicon glyphicon-menu-left" aria-hidden="true"></span></a><a class="btn btn-default" href="FamicomDiskSytem.html" title="Famicom Disk Sytem" role="button"><span class="glyphicon glyphicon-menu-right" aria-hidden="true"></span></a></div>
<div class="btn-group btn-group-xs" role="group"><a class="btn btn-default" href="General.html" title="General" role="button"><span class="glyphicon glyphicon-menu-up" aria-hidden="true"></span></a><a class="btn btn-default" href="CommandLineOptions.html" title="Command Line Options" role="button"><span class="glyphicon glyphicon-menu-left" aria-hidden="true"></span></a><a class="btn btn-default" href="FamicomDiskSytem.html" title="Famicom Disk System" role="button"><span class="glyphicon glyphicon-menu-right" aria-hidden="true"></span></a></div>
</div>
</div>

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@ -298,8 +298,15 @@
<p class="rvps2"><span class="rvts6">FCEUX allows you to label any address of RAM or ROM with a human-readable symbolic name.</span></p>
<p class="rvps2"><span class="rvts6">For example, when you've figured out that at the address $C022 there's a subroutine which refills player HP, you can right-click the address and type a name like "AddHealthpoints". You can also add a comment, which will be seen while browsing the code near this address. From now on, the address will be substituted by the name everywhere - in all instructions referencing this address, in Hex Editor window, in the log produced by Trace Logger. E.g., JSR $C022 will look like JSR AddHealthpoints.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">You can also label a series of adresses as an array by specifiying the array size, every address label in range will be followed with an array index. For example, if you label $C000 with name "ArrayName", and set the size to 0xF, then $C000 is named "ArrayName[0]", $C001 is "ArrayName[1]"... and so on, the last labeled address is $C00E with name "ArrayName[E]". The start index number can be manually set to a value other than zero.</span></p>
<p class="rvps2"><span class="rvts6">A name must be specified in array labeling, or the debugger only show the comment of the addresses.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">When entering the name, you can use any symbols except #. It's also recommended to avoid whitespaces in names.</span></p>
<p class="rvps2"><span class="rvts6">To rename an address, just right-click the name.</span></p>
<p class="rvps2"><span class="rvts6">Note that each label is individual, when you rename one of the labels in an array, the other label won't change simutaneously. To change all the names in an array, you should edit the name of the first element in the array, specify the array size and check "Overwrite names in array body".</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">To delete a label, check the "Delete" checkbox and click OK.</span></p>
<p class="rvps2"><span class="rvts6">The array size specified in delete mode indicates labels of how many bytes will be deleted. If you select $C000 and set array size to 0xF, all the labels form $C000 to $C00E are deleted.&nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">The data for Symbolic Debugging is stored in </span><a class="rvts71" href="NLFilesFormat.html">NL files</a><span class="rvts6"> in the same folder as the ROM. You can edit the files in any text editor (to reload all NL files of the currently active ROM file press the "Reload Symbols" button), but it's more convenient to use right-clicks.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
@ -358,15 +365,17 @@
<li class="rvps2"><span class="rvts6">Number &nbsp; &nbsp;-&gt; '#' [0123456789ABCDEF]*</span></li>
<li class="rvps2"><span class="rvts6">Address &nbsp; -&gt; '$' [0123456789ABCDEF]* | '$' '[' Connect ']'</span></li>
<li class="rvps2"><span class="rvts6">Register &nbsp;-&gt; 'A' | 'X' | 'Y' | 'P'</span></li>
<li class="rvps2"><span class="rvts6">Flag &nbsp; &nbsp; &nbsp;-&gt; 'N' | 'C' | 'Z' | 'I' | 'B' | 'V'</span></li>
<li class="rvps2"><span class="rvts6">Flag &nbsp; &nbsp; &nbsp;-&gt; 'N' | 'C' | 'Z' | 'I' | 'B' | 'V' </span><span class="rvts74">| 'D' | 'U'</span></li>
<li class="rvps2"><span class="rvts6">PC Bank &nbsp; -&gt; 'K'</span></li>
<li class="rvps2"><span class="rvts6">Data Bank &nbsp; -&gt; 'T'</span></li>
<li class="rvps2"><span class="rvts74">Read/Write Value</span><span class="rvts6"> &nbsp; -&gt; </span><span class="rvts74">'R' | 'W'</span></li>
</ul>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">The parser is very strict. All numbers are hexadecimal. Always prefix a number with # for an immediate value, or $ for a memory address. If a memory address needs to be calculated use $[] with the calculation inside the brackets.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">Registers A/X/Y are 8-bit unsigned values. Register P is the 16-bit program counter.</span></p>
<p class="rvps2"><span class="rvts6">Flags evaluate to 1 if set, 0 if clear.</span></p>
<p class="rvps2"><span class="rvts6">Flags evaluate to 1 if set, 0 if clear. (U is the unused bit of the status register, and D is the unused decimal flag.)</span></p>
<p class="rvps2"><span class="rvts6">For instructions that read or write a single byte (e.g. LDA, STY, PHA, ASL abs), condition R evaluates to the value that will be read by the instruction, and condition W evaluates to the value that will be written.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">Connecting operators || or &amp;&amp; combine boolean terms. Parentheses dictate order of operations.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>

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<li><a href="Intro.html">Introduction</a></li>
</ol>
<div class="nav-arrows">
<div class="btn-group btn-group-xs" role="group"><a class="btn btn-default" href="Intro.html" title="Introduction" role="button"><span class="glyphicon glyphicon-menu-up" aria-hidden="true"></span></a><a class="btn btn-default" href="Overview.html" title="Overview" role="button"><span class="glyphicon glyphicon-menu-left" aria-hidden="true"></span></a><a class="btn btn-default" href="Newtopic.html" title="What's New? 2.3.0 (changelog)" role="button"><span class="glyphicon glyphicon-menu-right" aria-hidden="true"></span></a></div>
<div class="btn-group btn-group-xs" role="group"><a class="btn btn-default" href="Intro.html" title="Introduction" role="button"><span class="glyphicon glyphicon-menu-up" aria-hidden="true"></span></a><a class="btn btn-default" href="Overview.html" title="Overview" role="button"><span class="glyphicon glyphicon-menu-left" aria-hidden="true"></span></a><a class="btn btn-default" href="WhatsNew230.html" title="What's New? 2.3.0 (changelog)" role="button"><span class="glyphicon glyphicon-menu-right" aria-hidden="true"></span></a></div>
</div>
</div>

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<meta name="viewport" content="width=device-width, initial-scale=1" />
<link rel="icon" href="favicon.ico"/>
<title>Famicom Disk Sytem</title>
<title>Famicom Disk System</title>
<meta name="description" content="" />
<meta name="keywords" content="Famicom Disk System">
@ -21,11 +21,11 @@
<!-- Twitter Card data -->
<meta name="twitter:card" content="summary">
<meta name="twitter:title" content="Famicom Disk Sytem">
<meta name="twitter:title" content="Famicom Disk System">
<meta name="twitter:description" content="">
<!-- Open Graph data -->
<meta property="og:title" content="Famicom Disk Sytem" />
<meta property="og:title" content="Famicom Disk System" />
<meta property="og:type" content="article" />
<meta property="og:description" content="" />
<meta property="og:site_name" content="FCEUX Help" />
@ -165,7 +165,7 @@
<div id="topic-content" class="container-fluid"
data-hnd-id="FamicomDiskSytem"
data-hnd-context="7"
data-hnd-title="Famicom Disk Sytem"
data-hnd-title="Famicom Disk System"
>
<div class="navigation">
@ -180,7 +180,7 @@
<a id="main-content"></a>
<h2>Famicom Disk Sytem</h2>
<h2>Famicom Disk System</h2>
<div class="main-content">

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@ -195,7 +195,7 @@
<p class="rvps2"><span class="rvts21"><br/></span></p>
<p class="rvps2"><span class="rvts21">Adding Game Genie codes</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">In the Game Genie Code Decoder/Encoder window, type the code into the Game Genie Code box and click "Add to Cheat List", which will add it to the </span><a class="rvts89" href="CheatSearch.html">Cheat Search</a><span class="rvts6"> cheat list. You can then enable/disable them by double-clicking the code in the box (a * means the code is active).</span></p>
<p class="rvps2"><span class="rvts6">In the Game Genie Code Decoder/Encoder window, type the code into the Game Genie Code box and click "Add to Cheat List", which will add it to the </span><a class="rvts90" href="CheatSearch.html">Cheat Search</a><span class="rvts6"> cheat list. You can then enable/disable them by double-clicking the code in the box (a * means the code is active).</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts21">Making Game Genie codes permanent</span></p>
@ -211,7 +211,7 @@
<p class="rvps2"><span class="rvts6">* know how to use the debugger;</span></p>
<p class="rvps2"><span class="rvts6">* understand NES PRG-ROM bank switching.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">Once you've found a part of PRG-ROM you want to change to create a code effect, snap the </span><a class="rvts89" href="Debugger.html">Debugger</a><span class="rvts6"> (if it's not so already) and find the code's location in the PRG-ROM's address space ($8000-$FFFF) (you'll want the debugger snapped so the game won't swap banks out from under you). Then, using the built-in </span><a class="rvts89" href="HexEditor.html">Hex Editor</a><span class="rvts6">, view the NES memory and go to the PRG-ROM address you wish to modify, then right-click the byte and choose "Create Game Genie Code at this Address". The Game Genie Code Decoder/Encoder will appear, with the Address and Compare boxes filled in (the Compare box represents the address's original value). Enter the new value into the "Value" box.&nbsp;</span></p>
<p class="rvps2"><span class="rvts6">Once you've found a part of PRG-ROM you want to change to create a code effect, snap the </span><a class="rvts90" href="Debugger.html">Debugger</a><span class="rvts6"> (if it's not so already) and find the code's location in the PRG-ROM's address space ($8000-$FFFF) (you'll want the debugger snapped so the game won't swap banks out from under you). Then, using the built-in </span><a class="rvts90" href="HexEditor.html">Hex Editor</a><span class="rvts6">, view the NES memory and go to the PRG-ROM address you wish to modify, then right-click the byte and choose "Create Game Genie Code at this Address". The Game Genie Code Decoder/Encoder will appear, with the Address and Compare boxes filled in (the Compare box represents the address's original value). Enter the new value into the "Value" box.&nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">An alternative way to enter the code is to locate the desired address in the debugger, and then middle-click on it, which will summon the GG Code Decoder/Encoder. Then enter the code as described above.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>

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<p class="rvps2"><span class="rvts6">The Hex Editor lets you edit three major areas:</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts45">1. NES MEMORY</span></p>
<p class="rvps2"><span class="rvts6">This allows you to directly edit all of the NES address space (System Bus - $0000-$FFFF). While you can easily modify RAM, or write directly to registers by typing in data, you cannot modify ROM data ($8000-$FFFF) itself. This is because most mappers have registers which are located in this space; so writing there can trigger mapper operations that may cause the game to crash or glitch if you don't know what you're doing. &nbsp;If you want to edit the ROM itself, right-click on the offset and select &nbsp;"Go here in ROM file"; that will take you directly to where you need to be so you can start editing. &nbsp;You can also freeze RAM by clicking on it with the middle mouse button, or by using the right-click menu. This works by adding it directly to the Cheat List, which you can see from the </span><a class="rvts75" href="CheatSearch.html">Cheat Console</a><span class="rvts6">. Finally, the right-click menu can be used to quickly add a read or write breakpoint to the debugger. When adding a breakpoint to the range of ROM addresses ($8000-$FFFF), the Hex Editor also takes into account the number of the bank in which the byte is located.</span></p>
<p class="rvps2"><span class="rvts6">This allows you to directly edit all of the NES address space (System Bus - $0000-$FFFF). While you can easily modify RAM, or write directly to registers by typing in data, you cannot modify ROM data ($8000-$FFFF) itself. This is because most mappers have registers which are located in this space; so writing there can trigger mapper operations that may cause the game to crash or glitch if you don't know what you're doing. &nbsp;If you want to edit the ROM itself, right-click on the offset and select &nbsp;"Go here in ROM file"; that will take you directly to where you need to be so you can start editing. &nbsp;You can also freeze RAM by clicking on it with the middle mouse button, or by using the right-click menu. This works by adding it directly to the Cheat List, which you can see from the </span><a class="rvts76" href="CheatSearch.html">Cheat Console</a><span class="rvts6">. Finally, the right-click menu can be used to quickly add a read or write breakpoint to the debugger. When adding a breakpoint to the range of ROM addresses ($8000-$FFFF), the Hex Editor also takes into account the number of the bank in which the byte is located.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts45">2. PPU MEMORY</span></p>
<p class="rvps2"><span class="rvts6">This allows you to directly view and write to PPU memory (VRAM).</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts45">3. THE ROM FILE</span></p>
<p class="rvps2"><span class="rvts45">3. OAM MEMORY</span></p>
<p class="rvps2"><span class="rvts6">This allows you to directly view and write to OAM memory (sprite RAM).</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts45">4. THE ROM FILE</span></p>
<p class="rvps2"><span class="rvts6">This allows you to edit the ROM file in real time, i.e. while the game is running. If you make a mistake, press Ctrl+Z or Edit-&gt;Undo to undo your change (then load a save-state if the game crashed).</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">The Hex Editor also has support for table files (*.tbl) to map bytes to text. Each line consists of four characters of the form "xx=y", where "xx" is the hex value, and "y" is the character that that value represents. I have also added an extension to represent the Return key: &nbsp;xx=ret whereby pressing the Return key will enter that value into the ROM. &nbsp;You can copy/paste data or text by selecting it and using Ctrl+C (to copy) and Ctrl+V (to paste). Plus, there is an Edit-&gt;Find feature that you can use to search for data. This feature should be fairly intuitive, so I won't bother to explain it.</span></p>
@ -219,26 +222,26 @@
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">The Hex Editor highlights certain bytes with different colors to help you distinguish different data.</span></p>
<p class="rvps2"><span class="rvts6">Usually all bytes are colored black.</span></p>
<p class="rvps2"><span class="rvts6">Bookmarked RAM addresses are highlighted by </span><span class="rvts77">green color</span><span class="rvts6">.</span></p>
<p class="rvps2"><span class="rvts6">Freezed RAM addresses are highlighted by </span><span class="rvts76">blue color</span><span class="rvts6">.</span></p>
<p class="rvps2"><span class="rvts6">Modified ROM bytes are highlighted by </span><span class="rvts78">red color</span><span class="rvts6">.</span></p>
<p class="rvps2"><span class="rvts6">If you have the </span><a class="rvts75" href="CodeDataLogger.html">Code/Data Logger</a><span class="rvts6"> running, bytes that were logged will be colored:</span></p>
<p class="rvps2"><span class="rvts6">Bookmarked RAM addresses are highlighted by </span><span class="rvts78">green color</span><span class="rvts6">.</span></p>
<p class="rvps2"><span class="rvts6">Freezed RAM addresses are highlighted by </span><span class="rvts77">blue color</span><span class="rvts6">.</span></p>
<p class="rvps2"><span class="rvts6">Modified ROM bytes are highlighted by </span><span class="rvts79">red color</span><span class="rvts6">.</span></p>
<p class="rvps2"><span class="rvts6">If you have the </span><a class="rvts76" href="CodeDataLogger.html">Code/Data Logger</a><span class="rvts6"> running, bytes that were logged will be colored:</span></p>
<p class="rvps2"><span class="rvts6">For PRG ROM segment:</span></p>
<p class="rvps2"><span class="rvts80">Dark-yellow</span><span class="rvts6"> - the byte is code</span></p>
<p class="rvps2"><span class="rvts81">Blue</span><span class="rvts6"> - the byte is data</span></p>
<p class="rvps2"><span class="rvts82">Cyan</span><span class="rvts6"> - the byte is PCM audio data</span></p>
<p class="rvps2"><span class="rvts79">Green</span><span class="rvts6"> - the byte is both code and data</span></p>
<p class="rvps2"><span class="rvts81">Dark-yellow</span><span class="rvts6"> - the byte is code</span></p>
<p class="rvps2"><span class="rvts82">Blue</span><span class="rvts6"> - the byte is data</span></p>
<p class="rvps2"><span class="rvts83">Cyan</span><span class="rvts6"> - the byte is PCM audio data</span></p>
<p class="rvps2"><span class="rvts80">Green</span><span class="rvts6"> - the byte is both code and data</span></p>
<p class="rvps2"><span class="rvts6">For CHR ROM segment:</span></p>
<p class="rvps2"><span class="rvts83">Yellow</span><span class="rvts6"> - the byte was rendered</span></p>
<p class="rvps2"><span class="rvts84">Light-blue</span><span class="rvts6"> - the byte was read programmatically</span></p>
<p class="rvps2"><span class="rvts85">Light-green</span><span class="rvts6"> - the byte was both rendered and read programmatically</span></p>
<p class="rvps2"><span class="rvts84">Yellow</span><span class="rvts6"> - the byte was rendered</span></p>
<p class="rvps2"><span class="rvts85">Light-blue</span><span class="rvts6"> - the byte was read programmatically</span></p>
<p class="rvps2"><span class="rvts86">Light-green</span><span class="rvts6"> - the byte was both rendered and read programmatically</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts21">Highlight Activity</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">This feature of the Hex Editor can draw your attention to bytes that changed their value since the last frame, or since the last update of Hex Editor window (if "Fade when paused" option is enabled).</span></p>
<p class="rvps2"><span class="rvts6">If you don't need this feature, you can switch it off in the "Highlighting" submenu.</span></p>
<p class="rvps2"><span class="rvts6">You can customize this feature by changing "fading period".</span></p>
<p class="rvps2"><span class="rvts6">IMPORTANT NOTE: this feature does not track the actual changes of RAM. It works by simply comparing current values to previously displayed values of the same addresses. That's why the feature works with RAM/PPU/ROM as well.</span></p>
<p class="rvps2"><span class="rvts6">IMPORTANT NOTE: this feature does not track the actual changes of RAM. It works by simply comparing current values to previously displayed values of the same addresses. That's why the feature works with RAM/PPU/OAM/ROM as well.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>

View File

@ -190,17 +190,17 @@
<p class="rvps2"><span class="rvts6">The following functions are available in FCEUX, in addition to standard LUA capabilities:</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts94">Emu library</span></p>
<p class="rvps2"><span class="rvts95">Emu library</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts101">emu.poweron()</span></p>
<p class="rvps2"><span class="rvts102">emu.poweron()</span></p>
<p class="rvps2"><span class="rvts56"><br/></span></p>
<p class="rvps2"><span class="rvts56">Executes a power cycle.</span></p>
<p class="rvps2"><span class="rvts56"><br/></span></p>
<p class="rvps2"><span class="rvts101">emu.softreset()</span></p>
<p class="rvps2"><span class="rvts102">emu.softreset()</span></p>
<p class="rvps2"><span class="rvts56"><br/></span></p>
<p class="rvps2"><span class="rvts56">Executes a (soft) reset.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts95">emu.speedmode(string mode)</span></p>
<p class="rvps2"><span class="rvts96">emu.speedmode(string mode)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Set the emulator to given speed. The mode argument can be one of these:</span></p>
<p class="rvps2"><span class="rvts53"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts53">- "normal"</span></p>
@ -208,88 +208,88 @@
<p class="rvps2"><span class="rvts53"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts53">- "turbo"</span></p>
<p class="rvps2"><span class="rvts53"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts53">- "maximum"</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">emu.frameadvance()</span></p>
<p class="rvps2"><span class="rvts96">emu.frameadvance()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Advance the emulator by one frame. It's like pressing the frame advance button once.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Most scripts use this function in their main game loop to advance frames. Note that you can also register functions by various methods that run "dead", returning control to the emulator and letting the emulator advance the frame. &nbsp;For most people, using frame advance in an endless while loop is easier to comprehend so I suggest &nbsp;starting with that. &nbsp;This makes more sense when creating bots. Once you move to creating auxillary libraries, try the register() methods.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">emu.pause()</span></p>
<p class="rvps2"><span class="rvts96">emu.pause()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Pauses the emulator.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">emu.unpause()</span></p>
<p class="rvps2"><span class="rvts96">emu.unpause()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Unpauses the emulator.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">emu.exec_count(int count, function func)</span></p>
<p class="rvps2"><span class="rvts96">emu.exec_count(int count, function func)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Calls given function, restricting its working time to given number of lua cycles. Using this method you can ensure that some heavy operation (like Lua bot) won't freeze FCEUX.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts96">emu.exec_time(int time</span><span class="rvts95">, function func</span><span class="rvts96">)</span></p>
<p class="rvps2"><span class="rvts97">emu.exec_time(int time</span><span class="rvts96">, function func</span><span class="rvts97">)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Windows-only. Calls given function, restricting its working time to given number of milliseconds (approximate). Using this method you can ensure that some heavy operation (like Lua bot) won't freeze FCEUX.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">emu.setrenderplanes(bool sprites, bool background)</span></p>
<p class="rvps2"><span class="rvts96">emu.setrenderplanes(bool sprites, bool background)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Toggles the drawing of the sprites and background planes. Set to false or nil to disable a pane, anything else will draw them.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts96">emu.message(string message)</span></p>
<p class="rvps2"><span class="rvts97">emu.message(string message)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Displays given message on screen in the standard messages position. Use gui.text() when you need to position text.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">int emu.framecount()</span></p>
<p class="rvps2"><span class="rvts96">int emu.framecount()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns the framecount value. The frame counter runs without a movie running so this always returns a value.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">int emu.lagcount()</span></p>
<p class="rvps2"><span class="rvts96">int emu.lagcount()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns the number of lag frames encountered. Lag frames are frames where the game did not poll for input because it missed the vblank. This happens when it has to compute too much within the frame boundary. This returns the number indicated on the lag counter.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">bool emu.lagged()</span></p>
<p class="rvps2"><span class="rvts96">bool emu.lagged()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns true if currently in a lagframe, false otherwise.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">emu.setlagflag(bool value)</span></p>
<p class="rvps2"><span class="rvts96">emu.setlagflag(bool value)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Sets current value of lag flag.</span></p>
<p class="rvps2"><span class="rvts53">Some games poll input even in lag frames, so standard way of detecting lag (used by FCEUX and other emulators) does not work for those games, and you have to determine lag frames manually.</span></p>
<p class="rvps2"><span class="rvts53">First, find RAM addresses that help you distinguish between lag and non-lag frames (e.g. an in-game frame counter that only increments in non-lag frames). Then register memory hooks that will change lag flag when needed.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">bool emu.emulating()</span></p>
<p class="rvps2"><span class="rvts96">bool emu.emulating()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns true if emulation has started, or false otherwise. Certain operations such as using savestates are invalid to attempt before emulation has started. You probably won't need to use this function unless you want to make your script extra-robust to being started too early.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">bool emu.paused()</span></p>
<p class="rvps2"><span class="rvts96">bool emu.paused()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns true if emulator is paused, false otherwise.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">bool emu.readonly()</span></p>
<p class="rvps2"><span class="rvts96">bool emu.readonly()</span></p>
<p class="rvps2"><span class="rvts53">Alias: movie.readonly</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns whether the emulator is in read-only state. &nbsp;</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">While this variable only applies to movies, it is stored as a global variable and can be modified even without a movie loaded. &nbsp;Hence, it is in the emu library rather than the movie library.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">emu.setreadonly(bool state)</span></p>
<p class="rvps2"><span class="rvts96">emu.setreadonly(bool state)</span></p>
<p class="rvps2"><span class="rvts53">Alias: movie.setreadonly</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Sets the read-only status to read-only if argument is true and read+write if false.</span></p>
<p class="rvps2"><span class="rvts53">Note: This might result in an error if the medium of the movie file is not writeable (such as in an archive file).</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">While this variable only applies to movies, it is stored as a global variable and can be modified even without a movie loaded. &nbsp;Hence, it is in the emu library rather than the movie library.</span></p>
<p class="rvps2"><span class="rvts107"><br/></span></p>
<p class="rvps2"><span class="rvts108">emu.getdir()</span></p>
<p class="rvps2"><span class="rvts109"><br/></span></p>
<p class="rvps2"><span class="rvts109">Returns the path of fceux.exe as a string.</span></p>
<p class="rvps2"><span class="rvts108"><br/></span></p>
<p class="rvps2"><span class="rvts108">emu.loadrom(string filename)</span></p>
<p class="rvps2"><span class="rvts109">emu.getdir()</span></p>
<p class="rvps2"><span class="rvts110"><br/></span></p>
<p class="rvps2"><span class="rvts110">Returns the path of fceux.exe as a string.</span></p>
<p class="rvps2"><span class="rvts109"><br/></span></p>
<p class="rvps2"><span class="rvts109">Loads the ROM from the directory relative to the lua script or from the absolute path. Hence, the filename parameter can be absolute or relative path.</span></p>
<p class="rvps2"><span class="rvts109"><br/></span></p>
<p class="rvps2"><span class="rvts109">If the ROM can't e loaded, loads the most recent one.</span></p>
<p class="rvps2"><span class="rvts109">emu.loadrom(string filename)</span></p>
<p class="rvps2"><span class="rvts110"><br/></span></p>
<p class="rvps2"><span class="rvts110">Loads the ROM from the directory relative to the lua script or from the absolute path. Hence, the filename parameter can be absolute or relative path.</span></p>
<p class="rvps2"><span class="rvts110"><br/></span></p>
<p class="rvps2"><span class="rvts110">If the ROM can't be loaded, loads the most recent one.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">emu.registerbefore(function func)</span></p>
<p class="rvps2"><span class="rvts96">emu.registerbefore(function func)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Registers a callback function to run immediately before each frame gets emulated. This runs after the next frame's input is known but before it's used, so this is your only chance to set the next frame's input using the next frame's would-be input. For example, if you want to make a script that filters or modifies ongoing user input, such as making the game think "left" is pressed whenever you press "right", you can do it easily with this.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
@ -297,11 +297,11 @@
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Like other callback-registering functions provided by FCEUX, there is only one registered callback at a time per registering function per script. If you register two callbacks, the second one will replace the first, and the call to emu.registerbefore will return the old callback. You may register nil instead of a function to clear a previously-registered callback. If a script returns while it still has registered callbacks, FCEUX will keep it alive to call those callbacks when appropriate, until either the script is stopped by the user or all of the callbacks are de-registered.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">emu.registerafter(function func)</span></p>
<p class="rvps2"><span class="rvts96">emu.registerafter(function func)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Registers a callback function to run immediately after each frame gets emulated. It runs at a similar time as (and slightly before) gui.register callbacks, except unlike with gui.register it doesn't also get called again whenever the screen gets redrawn. Similar caveats as those mentioned in emu.registerbefore apply.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">emu.registerexit(function func)</span></p>
<p class="rvps2"><span class="rvts96">emu.registerexit(function func)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Registers a callback function that runs when the script stops. Whether the script stops on its own or the user tells it to stop, or even if the script crashes or the user tries to close the emulator, FCEUX will try to run whatever Lua code you put in here first. So if you want to make sure some code runs that cleans up some external resources or saves your progress to a file or just says some last words, you could put it here. (Of course, a forceful termination of the application or a crash from inside the registered exit function will still prevent the code from running.)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
@ -309,15 +309,15 @@
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Note that restarting a script counts as stopping it and then starting it again, so doing so (either by clicking "Restart" or by editing the script while it is running) will trigger the callback. Note also that returning from a script generally does NOT count as stopping (because your script is still running or waiting to run its callback functions and thus does not stop... see here for more information), even if the exit callback is the only one you have registered.&nbsp;</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">bool emu.addgamegenie(string str)</span></p>
<p class="rvps2"><span class="rvts96">bool emu.addgamegenie(string str)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Adds a Game Genie code to the Cheats menu. Returns false and an error message if the code can't be decoded. Returns false if the code couldn't be added. Returns true if the code already existed, or if it was added.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Usage: emu.addgamegenie("NUTANT")</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Note that the Cheats Dialog Box won't show the code unless you close and reopen it.</span></p>
<p class="rvps2"><span class="rvts95"><br/></span></p>
<p class="rvps2"><span class="rvts95">bool emu.delgamegenie(string str)</span></p>
<p class="rvps2"><span class="rvts96"><br/></span></p>
<p class="rvps2"><span class="rvts96">bool emu.delgamegenie(string str)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Removes a Game Genie code from the Cheats menu. Returns false and an error message if the code can't be decoded. Returns false if the code couldn't be deleted. Returns true if the code didn't exist, or if it was deleted.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
@ -325,11 +325,11 @@
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Note that the Cheats Dialog Box won't show the code unless you close and reopen it.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">emu.print(string str)</span></p>
<p class="rvps2"><span class="rvts96">emu.print(string str)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Puts a message into the Output Console area of the Lua Script control window. Useful for displaying usage instructions to the user when a script gets run.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">emu.getscreenpixel(int x, int y, bool getemuscreen)</span></p>
<p class="rvps2"><span class="rvts96">emu.getscreenpixel(int x, int y, bool getemuscreen)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns the separate RGB components of the given screen pixel, and the palette. Can be 0-255 by 0-239, but NTSC only displays 0-255 x 8-231 of it. If getemuscreen is false, this gets background colors from either the screen pixel or the LUA pixels set, but LUA data may not match the information used to put the data to the screen. If getemuscreen is true, this gets background colors from anything behind an LUA screen element.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
@ -339,78 +339,86 @@
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">You can avoid getting LUA data by putting the data into a function, and feeding the function name to emu.registerbefore.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">emu.getscreenpixel(int x, int y, bool getemuscreen)</span></p>
<p class="rvps2"><span class="rvts96">emu.getscreenpixel(int x, int y, bool getemuscreen)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns the separate RGB components of the given screen pixel, and the&nbsp;</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">emu.exit()</span></p>
<p class="rvps2"><span class="rvts96">emu.exit()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Closes FCEUX. Useful for run-and-close scripts like automatic screenshots taking.</span></p>
<p class="rvps2"><span class="rvts94"><br/></span></p>
<p class="rvps2"><span class="rvts94"><br/></span></p>
<p class="rvps2"><span class="rvts94">FCEU library</span></p>
<p class="rvps2"><span class="rvts95"><br/></span></p>
<p class="rvps2"><span class="rvts95"><br/></span></p>
<p class="rvps2"><span class="rvts95">FCEU library</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">The FCEU library is the same as the emu library. It is left in for backwards compatibility. However, the emu library is preferred.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts103">ROM Library</span></p>
<p class="rvps2"><span class="rvts104">ROM Library</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">rom.readbyte(int address)</span></p>
<p class="rvps2"><span class="rvts95">rom.readbyteunsigned(int address)</span></p>
<p class="rvps2"><span class="rvts96">rom.getfilename()</span></p>
<p class="rvps2"><span class="rvts96"><br/></span></p>
<p class="rvps2"><span class="rvts111">Get the base filename of the ROM loaded.</span></p>
<p class="rvps2"><span class="rvts96"><br/></span></p>
<p class="rvps2"><span class="rvts96">rom.gethash(string type)</span></p>
<p class="rvps2"><span class="rvts96"><br/></span></p>
<p class="rvps2"><span class="rvts111">Get a hash of the ROM loaded, for verification. If type is "md5", returns a hex string of the MD5 hash. If type is "base64", returns a base64 string of the MD5 hash, just like the movie romChecksum value.</span></p>
<p class="rvps2"><span class="rvts96"><br/></span></p>
<p class="rvps2"><span class="rvts96">rom.readbyte(int address)</span></p>
<p class="rvps2"><span class="rvts96">rom.readbyteunsigned(int address)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Get an unsigned byte from the actual ROM file at the given address. &nbsp;</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">This includes the header! It's the same as opening the file in a hex-editor.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">rom.readbytesigned(int address)</span></p>
<p class="rvps2"><span class="rvts96">rom.readbytesigned(int address)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Get a signed byte from the actual ROM file at the given address. Returns a byte that is signed.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">This includes the header! It's the same as opening the file in a hex-editor.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts105">rom.writebyte()</span></p>
<p class="rvps2"><span class="rvts106">rom.writebyte()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Write the value to the ROM at the given address. The value is modded with 256 before writing (so writing 257 will actually write 1). Negative values allowed.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Editing the header is not available.</span></p>
<p class="rvps2"><span class="rvts106"><br/></span></p>
<p class="rvps2"><span class="rvts103">Memory Library</span></p>
<p class="rvps2"><span class="rvts107"><br/></span></p>
<p class="rvps2"><span class="rvts104">Memory Library</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">memory.readbyte(int address)</span></p>
<p class="rvps2"><span class="rvts95">memory.readbyteunsigned(int address)</span></p>
<p class="rvps2"><span class="rvts96">memory.readbyte(int address)</span></p>
<p class="rvps2"><span class="rvts96">memory.readbyteunsigned(int address)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Get an unsigned byte from the RAM at the given address. Returns a byte regardless of emulator. The byte will always be positive.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">memory.readbyterange(int address, int length)</span></p>
<p class="rvps2"><span class="rvts96">memory.readbyterange(int address, int length)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Get a length bytes starting at the given address and return it as a string. Convert to table to access the individual bytes.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">memory.readbytesigned(int address)</span></p>
<p class="rvps2"><span class="rvts96">memory.readbytesigned(int address)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Get a signed byte from the RAM at the given address. Returns a byte regardless of emulator. The most significant bit will serve as the sign.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">memory.readword(int addressLow, [int addressHigh])</span></p>
<p class="rvps2"><span class="rvts95">memory.readwordunsigned(int addressLow, [int addressHigh])</span></p>
<p class="rvps2"><span class="rvts96">memory.readword(int addressLow, [int addressHigh])</span></p>
<p class="rvps2"><span class="rvts96">memory.readwordunsigned(int addressLow, [int addressHigh])</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Get an unsigned word from the RAM at the given address. Returns a 16-bit value regardless of emulator. The value will always be positive.</span></p>
<p class="rvps2"><span class="rvts53">If you only provide a single parameter (addressLow), the function treats it as address of little-endian word. if you provide two parameters, the function reads the low byte from addressLow and the high byte from addressHigh, so you can use it in games which like to store their variables in separate form (a lot of NES games do).</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">memory.readwordsigned(int addressLow, [int addressHigh])</span></p>
<p class="rvps2"><span class="rvts96">memory.readwordsigned(int addressLow, [int addressHigh])</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">The same as above, except the returned value is signed, i.e. its most significant bit will serve as the sign.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">memory.writebyte(int address, int value)</span></p>
<p class="rvps2"><span class="rvts96">memory.writebyte(int address, int value)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Write the value to the RAM at the given address. The value is modded with 256 before writing (so writing 257 will actually write 1). Negative values allowed.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">int memory.getregister(cpuregistername)</span></p>
<p class="rvps2"><span class="rvts96">int memory.getregister(cpuregistername)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns the current value of the given hardware register.</span></p>
<p class="rvps2"><span class="rvts53">For example, memory.getregister("pc") will return the main CPU's current Program Counter.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Valid registers are: "a", "x", "y", "s", "p", and "pc".</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">memory.setregister(string cpuregistername, int value)</span></p>
<p class="rvps2"><span class="rvts96">memory.setregister(string cpuregistername, int value)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Sets the current value of the given hardware register.</span></p>
<p class="rvps2"><span class="rvts53">For example, memory.setregister("pc",0x200) will change the main CPU's current Program Counter to 0x200.</span></p>
@ -419,8 +427,8 @@
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">You had better know exactly what you're doing or you're probably just going to crash the game if you try to use this function. That applies to the other memory.write functions as well, but to a lesser extent.&nbsp;</span></p>
<p class="rvps2"><a name="LuaBreakpoints"></a><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">memory.register(int address, [int size,] function func)</span></p>
<p class="rvps2"><span class="rvts95">memory.registerwrite(int address, [int size,] function func)</span></p>
<p class="rvps2"><span class="rvts96">memory.register(int address, [int size,] function func)</span></p>
<p class="rvps2"><span class="rvts96">memory.registerwrite(int address, [int size,] function func)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Registers a function to be called immediately whenever the given memory address range is written to.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
@ -428,27 +436,27 @@
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">size is the number of bytes to "watch". For example, if size is 100 and address is 0x0200, then you will register the function across all 100 bytes from 0x0200 to 0x0263. A write to any of those bytes will trigger the function. Having callbacks on a large range of memory addresses can be expensive, so try to use the smallest range that's necessary for whatever it is you're trying to do. If you don't specify any size then it defaults to 1.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">The callback function will receive two arguments, (address, size) indicating what write operation triggered the callback. If you don't care about that extra information then you can ignore it and define your callback function to not take any arguments. The value that was written is NOT passed into the callback function, but you can easily use any of the memory.read functions to retrieve it.</span></p>
<p class="rvps2"><span class="rvts53">The callback function will receive three arguments (address, size, value) indicating what write operation triggered the callback. If you don't care about that extra information then you can ignore it and define your callback function to not take any arguments. Since 6502 writes are always single byte, the "size" argument will always be 1.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">You may use a memory.write function from inside the callback to change the value that just got written. However, keep in mind that doing so will trigger your callback again, so you must have a "base case" such as checking to make sure that the value is not already what you want it to be before writing it. Another, more drastic option is to de-register the current callback before performing the write.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">If func is nil that means to de-register any memory write callbacks that the current script has already registered on the given range of bytes.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">memory.registerexec(int address, [int size,] function func)</span></p>
<p class="rvps2"><span class="rvts95">memory.registerrun(int address, [int size,] function func)</span></p>
<p class="rvps2"><span class="rvts95">memory.registerexecute(int address, [int size,] function func)</span></p>
<p class="rvps2"><span class="rvts96">memory.registerexec(int address, [int size,] function func)</span></p>
<p class="rvps2"><span class="rvts96">memory.registerrun(int address, [int size,] function func)</span></p>
<p class="rvps2"><span class="rvts96">memory.registerexecute(int address, [int size,] function func)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Registers a function to be called immediately whenever the emulated system runs code located in the given memory address range.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Since "address" is the address in CPU address space (0x0000 - 0xFFFF), this doesn't take ROM banking into account, so the callback will be called for any bank, and in some cases you'll have to check current bank in your callback function.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">The information about memory.register applies to this function as well.</span></p>
<p class="rvps2"><span class="rvts53">The information about memory.register applies to this function as well. The callback will receive the same three arguments, though the "value" argument will always be 0.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<div class="rvps2">
<table width="100%" border="1" cellpadding="1" cellspacing="2" style="border-color: #000000; border-style: solid; border-spacing: 2px;">
<tr valign="top">
<td style="border-color: #000000; border-style: solid; padding: 1px;">
<p class="rvps2"><span class="rvts104">Example of custom breakpoint:</span></p>
<p class="rvps2"><span class="rvts105">Example of custom breakpoint:</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">function CounterBreak()</span></p>
<p class="rvps6"><span class="rvts53">ObjCtr = memory.getregister("y")</span></p>
@ -464,33 +472,44 @@
</div>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts103">Debugger Library</span></p>
<p class="rvps2"><span class="rvts104">PPU Library</span></p>
<p class="rvps2"><span class="rvts104"><br/></span></p>
<p class="rvps2"><span class="rvts102">ppu.readbyte(</span><span class="rvts96">int address</span><span class="rvts102">)</span></p>
<p class="rvps2"><span class="rvts102"><br/></span></p>
<p class="rvps2"><span class="rvts53">Get an unsigned byte from the PPU at the given address. Returns a byte regardless of emulator. The byte will always be positive.</span></p>
<p class="rvps2"><span class="rvts102"><br/></span></p>
<p class="rvps2"><span class="rvts102">ppu.readbyterange(</span><span class="rvts96">int address, int length</span><span class="rvts102">)</span></p>
<p class="rvps2"><span class="rvts102"><br/></span></p>
<p class="rvps2"><span class="rvts53">Get a length bytes starting at the given address and return it as a string. Convert to table to access the individual bytes.</span></p>
<p class="rvps2"><span class="rvts104"><br/></span></p>
<p class="rvps2"><span class="rvts104"><br/></span></p>
<p class="rvps2"><span class="rvts104">Debugger Library</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">debugger.hitbreakpoint()</span></p>
<p class="rvps2"><span class="rvts95"><br/></span></p>
<p class="rvps2"><span class="rvts96">debugger.hitbreakpoint()</span></p>
<p class="rvps2"><span class="rvts96"><br/></span></p>
<p class="rvps2"><span class="rvts53">Simulates a breakpoint hit, pauses emulation and brings up the Debugger window. Use this function in your handlers of custom breakpoints.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">int debugger.getcyclescount()</span></p>
<p class="rvps2"><span class="rvts96">int debugger.getcyclescount()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns an integer value representing the number of CPU cycles elapsed since the poweron or since the last reset of the cycles counter.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">int debugger.getinstructionscount()</span></p>
<p class="rvps2"><span class="rvts95"><br/></span></p>
<p class="rvps2"><span class="rvts96">int debugger.getinstructionscount()</span></p>
<p class="rvps2"><span class="rvts96"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns an integer value representing the number of CPU instructions executed since the poweron or since the last reset of the instructions counter.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">debugger.resetcyclescount()</span></p>
<p class="rvps2"><span class="rvts95"><br/></span></p>
<p class="rvps2"><span class="rvts96">debugger.resetcyclescount()</span></p>
<p class="rvps2"><span class="rvts96"><br/></span></p>
<p class="rvps2"><span class="rvts53">Resets the cycles counter.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">debugger.resetinstructionscount()</span></p>
<p class="rvps2"><span class="rvts95"><br/></span></p>
<p class="rvps2"><span class="rvts96">debugger.resetinstructionscount()</span></p>
<p class="rvps2"><span class="rvts96"><br/></span></p>
<p class="rvps2"><span class="rvts53">Resets the instructions counter.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts103">Joypad Library</span></p>
<p class="rvps2"><span class="rvts104">Joypad Library</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">table joypad.get(int player)</span></p>
<p class="rvps2"><span class="rvts96">table joypad.read(</span><span class="rvts95">int player</span><span class="rvts96">)</span></p>
<p class="rvps2"><span class="rvts96">table joypad.get(int player)</span></p>
<p class="rvps2"><span class="rvts97">table joypad.read(</span><span class="rvts96">int player</span><span class="rvts97">)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns a table of every game button, where each entry is true if that button is currently held (as of the last time the emulation checked), or false if it is not held. This takes keyboard inputs, not Lua. The table keys look like this (case sensitive):</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
@ -500,25 +519,25 @@
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">joypad.read left in for backwards compatibility with older versions of FCEU/FCEUX.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">table joypad.getimmediate(int player)</span></p>
<p class="rvps2"><span class="rvts96">table joypad.readimmediate(</span><span class="rvts95">int player</span><span class="rvts96">)</span></p>
<p class="rvps2"><span class="rvts96">table joypad.getimmediate(int player)</span></p>
<p class="rvps2"><span class="rvts97">table joypad.readimmediate(</span><span class="rvts96">int player</span><span class="rvts97">)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns a table of every game button, where each entry is true if that button is held at the moment of calling the function, or false if it is not held. This function polls keyboard input immediately, allowing Lua to interact with user even when emulator is paused.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">As of FCEUX 2.2.0, the function only works in Windows. In Linux this function will return nil.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">table joypad.getdown(int player)</span></p>
<p class="rvps2"><span class="rvts95">table joypad.readdown(int player)</span></p>
<p class="rvps2"><span class="rvts96">table joypad.getdown(int player)</span></p>
<p class="rvps2"><span class="rvts96">table joypad.readdown(int player)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns a table of only the game buttons that are currently held. Each entry is true if that button is currently held (as of the last time the emulation checked), or nil if it is not held.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">table joypad.getup(int player)</span></p>
<p class="rvps2"><span class="rvts95">table joypad.readup(int player)</span></p>
<p class="rvps2"><span class="rvts96">table joypad.getup(int player)</span></p>
<p class="rvps2"><span class="rvts96">table joypad.readup(int player)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns a table of only the game buttons that are not currently held. Each entry is nil if that button is currently held (as of the last time the emulation checked), or false if it is not held.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">joypad.set(int player, table input)</span></p>
<p class="rvps2"><span class="rvts96">joypad.write(</span><span class="rvts95">int player, table input</span><span class="rvts96">)</span></p>
<p class="rvps2"><span class="rvts96">joypad.set(int player, table input)</span></p>
<p class="rvps2"><span class="rvts97">joypad.write(</span><span class="rvts96">int player, table input</span><span class="rvts97">)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Set the inputs for the given player. Table keys look like this (case sensitive):</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
@ -537,9 +556,9 @@
<p class="rvps2"><span class="rvts53">joypad.write left in for backwards compatibility with older versions of FCEU/FCEUX.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts103">Zapper Library</span></p>
<p class="rvps2"><span class="rvts104">Zapper Library</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts96">table zapper.read()</span></p>
<p class="rvps2"><span class="rvts97">table zapper.read()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns the zapper data</span></p>
<p class="rvps2"><span class="rvts53">When no movie is loaded this input is the same as the internal mouse input (which is used to generate zapper input, as well as the arkanoid paddle).</span></p>
@ -548,64 +567,73 @@
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">The return table consists of 3 values: x, y, and fire. &nbsp;x and y are the x,y coordinates of the zapper target in terms of pixels. &nbsp;fire represents the zapper firing. &nbsp;0 = not firing, 1 = firing</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts96">zapper.set(table input)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Note: The zapper is always controller 2 on the NES so there is no player argument to this function.</span></p>
<p class="rvps2"><span class="rvts53">Sets the zapper input state.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Taple entries (nil or -1 to leave unaffected):</span></p>
<p class="rvps2"><span class="rvts53">x &nbsp; &nbsp;- Forces the X position</span></p>
<p class="rvps2"><span class="rvts53">y &nbsp; &nbsp;- Forces the Y position</span></p>
<p class="rvps2"><span class="rvts53">fire - Forces trigger (true/1 on, false/0 off)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts103">Input Library</span></p>
<p class="rvps2"><span class="rvts53">Note: The zapper is always controller 2 on the NES so there is no player argument to these functions.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">table input.get()</span></p>
<p class="rvps2"><span class="rvts95">table input.read()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts104">Input Library</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts96">table input.get()</span></p>
<p class="rvps2"><span class="rvts96">table input.read()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Reads input from keyboard and mouse. Returns pressed keys and the position of mouse in pixels on game screen. &nbsp;The function returns a table with at least two properties; table.xmouse and table.ymouse. &nbsp;Additionally any of these keys will be set to true if they were held at the time of executing this function:</span></p>
<p class="rvps2"><span class="rvts53">leftclick, rightclick, middleclick, capslock, numlock, scrolllock, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z, F1, F2, F3, F4, F5, F6, &nbsp;F7, F8, F9, F10, F11, F12, F13, F14, F15, F16, F17, F18, F19, F20, F21, F22, F23, F24, backspace, tab, enter, shift, control, alt, pause, escape, space, pageup, pagedown, end, home, left, up, right, down, numpad0, numpad1, numpad2, numpad3, numpad4, numpad5, numpad6, numpad7, numpad8, numpad9, numpad*, insert, delete, numpad+, numpad-, numpad., numpad/, semicolon, plus, minus, comma, period, slash, backslash, tilde, quote, leftbracket, rightbracket.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">string input.popup</span></p>
<p class="rvps2"><span class="rvts96">string input.popup</span></p>
<p class="rvps2"><span class="rvts53">Alias: gui.popup</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Requests input from the user using a multiple-option message box. See gui.popup for complete usage and returns.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts103">Savestate Library</span></p>
<p class="rvps2"><span class="rvts104">Savestate Library</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts96">object savestate.object(int slot = nil)</span></p>
<p class="rvps2"><span class="rvts97">object savestate.object(int slot = nil)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Create a new savestate object. Optionally you can save the current state to one of the predefined slots(1-10) using the range 1-9 for slots 1-9, and 10 for 0, QWERTY style. Using no number will create an "anonymous" savestate.</span></p>
<p class="rvps2"><span class="rvts53">Note that this does not actually save the current state! You need to create this value and pass it on to the load and save functions in order to save it.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Anonymous savestates are temporary, memory only states. You can make them persistent by calling memory.persistent(state). Persistent anonymous states are deleted from disk once the script exits.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts96">object savestate.create(int slot = nil)</span></p>
<p class="rvps2"><span class="rvts97">object savestate.create(int slot = nil)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">savestate.create is identical to savestate.object, except for the numbering for predefined slots(1-10, 1 refers to slot 0, 2-10 refer to 1-9). It's being left in for compatibility with older scripts, and potentially for platforms with different internal predefined slot numbering.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts96">savestate.save(object savestate)</span></p>
<p class="rvps2"><span class="rvts97">savestate.save(object savestate)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Save the current state object to the given savestate. The argument is the result of savestate.create(). You can load this state back up by calling savestate.load(savestate) on the same object.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts96">savestate.load(object savestate)</span></p>
<p class="rvps2"><span class="rvts97">savestate.load(object savestate)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Load the the given state. The argument is the result of savestate.create() and has been passed to savestate.save() at least once.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">If this savestate is not persistent and not one of the predefined states, the state will be deleted after loading.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">savestate.persist(object savestate)</span></p>
<p class="rvps2"><span class="rvts96">savestate.persist(object savestate)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Set the given savestate to be persistent. It will not be deleted when you load this state but at the exit of this script instead, unless it's one of the predefined states. &nbsp;If it is one of the predefined savestates it will be saved as a file on disk.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">savestate.registersave(function func)</span></p>
<p class="rvps2"><span class="rvts96">savestate.registersave(function func)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Registers a callback function that runs whenever the user saves a state. This won't actually be called when the script itself makes a savestate, so none of those endless loops due to a misplaced savestate.save.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">As with other callback-registering functions provided by FCEUX, there is only one registered callback at a time per registering function per script. Upon registering a second callback, the first is kicked out to make room for the second. In this case, it will return the first function instead of nil, letting you know what was kicked out. Registering nil will clear the previously-registered callback.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">savestate.registerload(function func)</span></p>
<p class="rvps2"><span class="rvts96">savestate.registerload(function func)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Registers a callback function that runs whenever the user loads a previously saved state. It's not called when the script itself loads a previous state, so don't worry about your script interrupting itself just because it's loading something.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">The state's data is loaded before this function runs, so you can read the RAM immediately after the user loads a state, or check the new framecount. Particularly useful if you want to update lua's display right away instead of showing junk from before the loadstate.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">savestate.loadscriptdata(int location)</span></p>
<p class="rvps2"><span class="rvts96">savestate.loadscriptdata(int location)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Accuracy not yet confirmed.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
@ -613,17 +641,34 @@
<p class="rvps2"><span class="rvts53">Returns the data associated with the given savestate (data that was earlier returned by a registered save callback) without actually loading the rest of that savestate or calling any callbacks. location should be a save slot number.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts103">Movie Library</span></p>
<p class="rvps2"><span class="rvts104">Movie Library</span></p>
<p class="rvps2"><span class="rvts104"><br/></span></p>
<p class="rvps2"><span class="rvts102">bool movie.play(string filename, [bool read_only, [int pauseframe]])</span></p>
<p class="rvps2"><span class="rvts102">bool movie.playback(...)</span></p>
<p class="rvps2"><span class="rvts102">bool movie.load(...)</span></p>
<p class="rvps2"><span class="rvts102"><br/></span></p>
<p class="rvps2"><span class="rvts6">Loads and plays a movie from the directory relative to the Lua script or from the absolute path. If read_only is true, the movie will be loaded in read-only mode. The default is read+write.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">A pauseframe can be specified, which controls which frame will auto-pause the movie. By default, this is off. A true value is returned if the movie loaded correctly.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">bool movie.active()</span></p>
<p class="rvps2"><span class="rvts96">bool movie.record(string filename, [int save_type, [string author]])</span></p>
<p class="rvps2"><span class="rvts96">bool movie.save(...)</span></p>
<p class="rvps2"><span class="rvts96"><br/></span></p>
<p class="rvps2"><span class="rvts111">Starts recording a movie, using the filename, relative to the Lua script.</span></p>
<p class="rvps2"><span class="rvts111"><br/></span></p>
<p class="rvps2"><span class="rvts111">An optional save_type can be specified. If set to 0 (default), it will record from a power on state, and automatically do so. This is the recommended setting for creating movies. This can also be set to 1 for savestate or 2 for saveram movies.</span></p>
<p class="rvps2"><span class="rvts111"><br/></span></p>
<p class="rvps2"><span class="rvts111">A third parameter specifies an author string. If included, it will be recorded into the movie file.</span></p>
<p class="rvps2"><span class="rvts96"><br/></span></p>
<p class="rvps2"><span class="rvts96">bool movie.active()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns true if a movie is currently loaded and false otherwise. &nbsp;(This should be used to guard against Lua errors when attempting to retrieve movie information).</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">int movie.framecount()</span></p>
<p class="rvps2"><span class="rvts96">int movie.framecount()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns the current frame count. (Has the same affect as emu.framecount)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">string movie.mode()</span></p>
<p class="rvps2"><span class="rvts96">string movie.mode()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns the current state of movie playback. Returns one of the following:</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
@ -633,41 +678,41 @@
<p class="rvps2"><span class="rvts53">- "taseditor"</span></p>
<p class="rvps2"><span class="rvts53">- nil</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">movie.rerecordcounting(bool counting)</span></p>
<p class="rvps2"><span class="rvts96">movie.rerecordcounting(bool counting)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Turn the rerecord counter on or off. Allows you to do some brute forcing without inflating the rerecord count.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">movie.stop()</span></p>
<p class="rvps2"><span class="rvts95">movie.close()</span></p>
<p class="rvps2"><span class="rvts96">movie.stop()</span></p>
<p class="rvps2"><span class="rvts96">movie.close()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Stops movie playback. If no movie is loaded, it throws a Lua error.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">int movie.length()</span></p>
<p class="rvps2"><span class="rvts96">int movie.length()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns the total number of frames of the current movie. Throws a Lua error if no movie is loaded.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">string movie.name()</span></p>
<p class="rvps2"><span class="rvts95">string movie.getname()</span></p>
<p class="rvps2"><span class="rvts96">string movie.name()</span></p>
<p class="rvps2"><span class="rvts96">string movie.getname()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns the filename of the current movie with path. Throws a Lua error if no movie is loaded.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">movie.getfilename()</span></p>
<p class="rvps2"><span class="rvts96">movie.getfilename()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns the filename of the current movie with no path. Throws a Lua error if no movie is loaded.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">movie.rerecordcount()</span></p>
<p class="rvps2"><span class="rvts96">movie.rerecordcount()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns the rerecord count of the current movie. Throws a Lua error if no movie is loaded.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">movie.replay()</span></p>
<p class="rvps2"><span class="rvts95">movie.playbeginning()</span></p>
<p class="rvps2"><span class="rvts96">movie.replay()</span></p>
<p class="rvps2"><span class="rvts96">movie.playbeginning()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Performs the Play from Beginning function. Movie mode is switched to read-only and the movie loaded will begin playback from frame 1.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">If no movie is loaded, no error is thrown and no message appears on screen.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">bool movie.readonly()</span></p>
<p class="rvps2"><span class="rvts95">bool movie.getreadonly()</span></p>
<p class="rvps2"><span class="rvts96">bool movie.readonly()</span></p>
<p class="rvps2"><span class="rvts96">bool movie.getreadonly()</span></p>
<p class="rvps2"><span class="rvts53">Alias: emu.getreadonly</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">FCEUX keeps the read-only status even without a movie loaded.</span></p>
@ -676,7 +721,7 @@
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">While this variable only applies to movies, it is stored as a global variable and can be modified even without a movie loaded. &nbsp;Hence, it is in the emu library rather than the movie library.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">movie.setreadonly(bool state)</span></p>
<p class="rvps2"><span class="rvts96">movie.setreadonly(bool state)</span></p>
<p class="rvps2"><span class="rvts53">Alias: emu.setreadonly</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">FCEUX keeps the read-only status even without a movie loaded.</span></p>
@ -686,45 +731,45 @@
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">While this variable only applies to movies, it is stored as a global variable and can be modified even without a movie loaded. &nbsp;Hence, it is in the emu library rather than the movie library.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">bool movie.recording()</span></p>
<p class="rvps2"><span class="rvts96">bool movie.recording()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns true if there is a movie loaded and in record mode.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">bool movie.playing()</span></p>
<p class="rvps2"><span class="rvts96">bool movie.playing()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns true if there is a movie loaded and in play mode.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">bool movie.ispoweron()</span></p>
<p class="rvps2"><span class="rvts96">bool movie.ispoweron()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns true if the movie recording or loaded started from 'Start'.</span></p>
<p class="rvps2"><span class="rvts53">Returns false if the movie uses a save state.</span></p>
<p class="rvps2"><span class="rvts53">Opposite of movie.isfromsavestate()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">bool movie.isfromsavestate()</span></p>
<p class="rvps2"><span class="rvts96">bool movie.isfromsavestate()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns true if the movie recording or loaded started from 'Now'.</span></p>
<p class="rvps2"><span class="rvts53">Returns false if the movie was recorded from a reset.</span></p>
<p class="rvps2"><span class="rvts53">Opposite of movie.ispoweron()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">string movie.name()</span></p>
<p class="rvps2"><span class="rvts96">string movie.name()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">If a movie is loaded it returns the name of the movie, else it throws an error.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">bool movie.readonly()</span></p>
<p class="rvps2"><span class="rvts96">bool movie.readonly()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns the state of read-only. True if in playback mode, false if in record mode.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts103">GUI Library</span></p>
<p class="rvps2"><span class="rvts104">GUI Library</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">gui.pixel(int x, int y, type color)</span></p>
<p class="rvps2"><span class="rvts95">gui.drawpixel(int x, int y, type color)</span></p>
<p class="rvps2"><span class="rvts95">gui.setpixel(int x, int y, type color)</span></p>
<p class="rvps2"><span class="rvts95">gui.writepixel(int x, int y, type color)</span></p>
<p class="rvps2"><span class="rvts96">gui.pixel(int x, int y, type color)</span></p>
<p class="rvps2"><span class="rvts96">gui.drawpixel(int x, int y, type color)</span></p>
<p class="rvps2"><span class="rvts96">gui.setpixel(int x, int y, type color)</span></p>
<p class="rvps2"><span class="rvts96">gui.writepixel(int x, int y, type color)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Draw one pixel of a given color at the given position on the screen. See drawing notes and color notes at the bottom of the page. &nbsp;</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">gui.getpixel(int x, int y)</span></p>
<p class="rvps2"><span class="rvts96">gui.getpixel(int x, int y)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns the separate RGBA components of the given pixel set by gui.pixel. This only gets LUA pixels set, not background colors.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
@ -732,47 +777,49 @@
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">See emu.getscreenpixel() for an emulator screen variant.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">gui.line(int x1, int y1, int x2, int y2 [, color [, skipfirst]])</span></p>
<p class="rvps2"><span class="rvts95">gui.drawline(int x1, int y1, int x2, int y2 [, color [, skipfirst]])</span></p>
<p class="rvps2"><span class="rvts96">gui.line(int x1, int y1, int x2, int y2 [, color [, skipfirst]])</span></p>
<p class="rvps2"><span class="rvts96">gui.drawline(int x1, int y1, int x2, int y2 [, color [, skipfirst]])</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Draws a line between the two points. The x1,y1 coordinate specifies one end of the line segment, and the x2,y2 coordinate specifies the other end. If skipfirst is true then this function will not draw anything at the pixel x1,y1, otherwise it will. skipfirst is optional and defaults to false. The default color for the line is solid white, but you may optionally override that using a color of your choice. See also drawing notes and color notes at the bottom of the page.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">gui.box(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))</span></p>
<p class="rvps2"><span class="rvts95">gui.drawbox(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))</span></p>
<p class="rvps2"><span class="rvts95">gui.rect(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))</span></p>
<p class="rvps2"><span class="rvts95">gui.drawrect(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))</span></p>
<p class="rvps2"><span class="rvts96">gui.box(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))</span></p>
<p class="rvps2"><span class="rvts96">gui.drawbox(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))</span></p>
<p class="rvps2"><span class="rvts96">gui.rect(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))</span></p>
<p class="rvps2"><span class="rvts96">gui.drawrect(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Draws a rectangle between the given coordinates of the emulator screen for one frame. The x1,y1 coordinate specifies any corner of the rectangle (preferably the top-left corner), and the x2,y2 coordinate specifies the opposite corner.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">The default color for the box is transparent white with a solid white outline, but you may optionally override those using colors of your choice. Also see drawing notes and color notes.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">gui.text(int x, int y, string str [, textcolor [, backcolor]])</span></p>
<p class="rvps2"><span class="rvts95">gui.drawtext(int x, int y, string str [, textcolor [, backcolor]])</span></p>
<p class="rvps2"><span class="rvts96">gui.text(int x, int y, string str [, textcolor [, backcolor]])</span></p>
<p class="rvps2"><span class="rvts96">gui.drawtext(int x, int y, string str [, textcolor [, backcolor]])</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Draws a given string at the given position. textcolor and backcolor are optional. See 'on colors' at the end of this page for information. Using nil as the input or not including an optional field will make it use the default.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">gui.parsecolor(color)</span></p>
<p class="rvps2"><span class="rvts96">gui.parsecolor(color)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns the separate RGBA components of the given color.</span></p>
<p class="rvps2"><span class="rvts53">For example, you can say local r,g,b,a = gui.parsecolor('orange') to retrieve the red/green/blue values of the preset color orange. (You could also omit the a in cases like this.) This uses the same conversion method that FCEUX uses internally to support the different representations of colors that the GUI library uses. Overriding this function will not change how FCEUX interprets color values, however.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">gui.savescreenshot()</span></p>
<p class="rvps2"><span class="rvts96">gui.savescreenshot()</span></p>
<p class="rvps2"><span class="rvts53">Makes a screenshot of the FCEUX emulated screen, and saves it to the appropriate folder. Performs identically to pressing the Screenshot hotkey.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">gui.savescreenshotas(string name)</span></p>
<p class="rvps2"><span class="rvts96">gui.savescreenshotas(string name)</span></p>
<p class="rvps2"><span class="rvts53">Makes a screenshot of the FCEUX emulated screen, and saves it to the appropriate folder. However, this one receives a file name for the screenshot.</span></p>
<p class="rvps2"><span class="rvts53">&nbsp;</span></p>
<p class="rvps2"><span class="rvts95">string gui.gdscreenshot()</span></p>
<p class="rvps2"><span class="rvts96">string gui.gdscreenshot(bool getemuscreen)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Takes a screen shot of the image and returns it in the form of a string which can be imported by the gd library using the gd.createFromGdStr() function.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">This function is provided so as to allow FCEUX to not carry a copy of the gd library itself. If you want raw RGB32 access, skip the first 11 bytes (header) and then read pixels as Alpha (always 0), Red, Green, Blue, left to right then top to bottom, range is 0-255 for all colors.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts100">Warning:</span><span class="rvts53"> Storing screen shots in memory is not recommended. Memory usage will blow up pretty quick. One screen shot string eats around 230 KB of RAM.</span></p>
<p class="rvps2"><span class="rvts53">If getemuscreen is false, this gets background colors from either the screen pixel or the Lua pixels set, but Lua data may not match the information used to put the data to the screen. If getemuscreen is true, this gets background colors from anything behind a Lua screen element.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">gui.gdoverlay([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])</span></p>
<p class="rvps2"><span class="rvts95">gui.image([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])</span></p>
<p class="rvps2"><span class="rvts95">gui.drawimage([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])</span></p>
<p class="rvps2"><span class="rvts101">Warning:</span><span class="rvts53"> Storing screen shots in memory is not recommended. Memory usage will blow up pretty quick. One screen shot string eats around 230 KB of RAM.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts96">gui.gdoverlay([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])</span></p>
<p class="rvps2"><span class="rvts96">gui.image([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])</span></p>
<p class="rvps2"><span class="rvts96">gui.drawimage([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Draws an image on the screen. gdimage must be in truecolor gd string format.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
@ -786,20 +833,20 @@
<p class="rvps2"><span class="rvts53">local gdstr = gd.createFromPng("myimage.png"):gdStr()</span></p>
<p class="rvps2"><span class="rvts53">gui.gdoverlay(gdstr)&nbsp;</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">gui.opacity(int alpha)</span></p>
<p class="rvps2"><span class="rvts96">gui.opacity(int alpha)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Scales the transparency of subsequent draw calls. An alpha of 0.0 means completely transparent, and an alpha of 1.0 means completely unchanged (opaque). Non-integer values are supported and meaningful, as are values greater than 1.0. It is not necessary to use this function (or the less-recommended gui.transparency) to perform drawing with transparency, because you can provide an alpha value in the color argument of each draw call. However, it can sometimes be convenient to be able to globally modify the drawing transparency.&nbsp;</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">gui.transparency(int trans)</span></p>
<p class="rvps2"><span class="rvts96">gui.transparency(int trans)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Scales the transparency of subsequent draw calls. Exactly the same as gui.opacity, except the range is different: A trans of 4.0 means completely transparent, and a trans of 0.0 means completely unchanged (opaque).&nbsp;</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">function gui.register(function func)</span></p>
<p class="rvps2"><span class="rvts95"><br/></span></p>
<p class="rvps2"><span class="rvts96">function gui.register(function func)</span></p>
<p class="rvps2"><span class="rvts96"><br/></span></p>
<p class="rvps2"><span class="rvts53">Register a function to be called between a frame being prepared for displaying on your screen and it actually happening. Used when that 1 frame delay for rendering is not acceptable.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">string gui.popup(string message [, string type = "ok" [, string icon = "message"]])</span></p>
<p class="rvps2"><span class="rvts95">string input.popup(string message [, string type = "yesno" [, string icon = "question"]])</span></p>
<p class="rvps2"><span class="rvts96">string gui.popup(string message [, string type = "ok" [, string icon = "message"]])</span></p>
<p class="rvps2"><span class="rvts96">string input.popup(string message [, string type = "yesno" [, string icon = "question"]])</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Brings up a modal popup dialog box (everything stops until the user dismisses it). The box displays the message tostring(msg). This function returns the name of the button the user clicked on (as a string).</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
@ -814,9 +861,9 @@
<p class="rvps2"><span class="rvts53">Linux users might want to install xmessage to perform the work. Otherwise the dialog will appear on the shell and that's less noticeable.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts103">Sound Library</span></p>
<p class="rvps2"><span class="rvts104">Sound Library</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts95">table sound.get()</span></p>
<p class="rvps2"><span class="rvts96">table sound.get()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns current state of PSG channels in big array.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
@ -885,59 +932,59 @@
<p class="rvps2"><span class="rvts53">}</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts103">TAS Editor Library</span></p>
<p class="rvps2"><span class="rvts95"><br/></span></p>
<p class="rvps2"><span class="rvts95">taseditor.registerauto(function func)</span></p>
<p class="rvps2"><span class="rvts95">taseditor.registermanual(function func)</span></p>
<p class="rvps2"><span class="rvts95">bool taseditor.engaged()</span></p>
<p class="rvps2"><span class="rvts95">bool taseditor.markedframe(int frame)</span></p>
<p class="rvps2"><span class="rvts95">int taseditor.getmarker(int frame)</span></p>
<p class="rvps2"><span class="rvts95">int taseditor.setmarker(int frame)</span></p>
<p class="rvps2"><span class="rvts95">taseditor.clearmarker(int frame)</span></p>
<p class="rvps2"><span class="rvts95">string taseditor.getnote(int index)</span></p>
<p class="rvps2"><span class="rvts95">taseditor.setnote(int index, string newtext)</span></p>
<p class="rvps2"><span class="rvts95">int taseditor.getcurrentbranch()</span></p>
<p class="rvps2"><span class="rvts95">string taseditor.getrecordermode()</span></p>
<p class="rvps2"><span class="rvts95">int taseditor.getsuperimpose()</span></p>
<p class="rvps2"><span class="rvts95">int taseditor.getlostplayback()</span></p>
<p class="rvps2"><span class="rvts95">int taseditor.getplaybacktarget()</span></p>
<p class="rvps2"><span class="rvts95">taseditor.setplayback(int frame)</span></p>
<p class="rvps2"><span class="rvts95">taseditor.stopseeking()</span></p>
<p class="rvps2"><span class="rvts95">taseditor.getselection()</span></p>
<p class="rvps2"><span class="rvts95">taseditor.setselection()</span></p>
<p class="rvps2"><span class="rvts95">int taseditor.getinput(int frame, int joypad)</span></p>
<p class="rvps2"><span class="rvts95">taseditor.submitinputchange(int frame, int joypad, int input)</span></p>
<p class="rvps2"><span class="rvts95">taseditor.submitinsertframes(int frame, int number)</span></p>
<p class="rvps2"><span class="rvts95">taseditor.submitdeleteframes(int frame, int number)</span></p>
<p class="rvps2"><span class="rvts95">int taseditor.applyinputchanges([string name])</span></p>
<p class="rvps2"><span class="rvts95">taseditor.clearinputchanges()</span></p>
<p class="rvps2"><span class="rvts104">TAS Editor Library</span></p>
<p class="rvps2"><span class="rvts96"><br/></span></p>
<p class="rvps2"><span class="rvts96">taseditor.registerauto(function func)</span></p>
<p class="rvps2"><span class="rvts96">taseditor.registermanual(function func)</span></p>
<p class="rvps2"><span class="rvts96">bool taseditor.engaged()</span></p>
<p class="rvps2"><span class="rvts96">bool taseditor.markedframe(int frame)</span></p>
<p class="rvps2"><span class="rvts96">int taseditor.getmarker(int frame)</span></p>
<p class="rvps2"><span class="rvts96">int taseditor.setmarker(int frame)</span></p>
<p class="rvps2"><span class="rvts96">taseditor.clearmarker(int frame)</span></p>
<p class="rvps2"><span class="rvts96">string taseditor.getnote(int index)</span></p>
<p class="rvps2"><span class="rvts96">taseditor.setnote(int index, string newtext)</span></p>
<p class="rvps2"><span class="rvts96">int taseditor.getcurrentbranch()</span></p>
<p class="rvps2"><span class="rvts96">string taseditor.getrecordermode()</span></p>
<p class="rvps2"><span class="rvts96">int taseditor.getsuperimpose()</span></p>
<p class="rvps2"><span class="rvts96">int taseditor.getlostplayback()</span></p>
<p class="rvps2"><span class="rvts96">int taseditor.getplaybacktarget()</span></p>
<p class="rvps2"><span class="rvts96">taseditor.setplayback(int frame)</span></p>
<p class="rvps2"><span class="rvts96">taseditor.stopseeking()</span></p>
<p class="rvps2"><span class="rvts96">taseditor.getselection()</span></p>
<p class="rvps2"><span class="rvts96">taseditor.setselection()</span></p>
<p class="rvps2"><span class="rvts96">int taseditor.getinput(int frame, int joypad)</span></p>
<p class="rvps2"><span class="rvts96">taseditor.submitinputchange(int frame, int joypad, int input)</span></p>
<p class="rvps2"><span class="rvts96">taseditor.submitinsertframes(int frame, int number)</span></p>
<p class="rvps2"><span class="rvts96">taseditor.submitdeleteframes(int frame, int number)</span></p>
<p class="rvps2"><span class="rvts96">int taseditor.applyinputchanges([string name])</span></p>
<p class="rvps2"><span class="rvts96">taseditor.clearinputchanges()</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">For full description of these functions refer to TAS Editor Manual.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts93">Bitwise Operations</span></p>
<p class="rvps2"><span class="rvts94">Bitwise Operations</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">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="rvts102" href="http://bitop.luajit.org/api.html">LuaBitOp</a><span class="rvts53"> module, since it is also embedded in FCEUX.</span></p>
<p class="rvps2"><span class="rvts53">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="rvts103" href="http://bitop.luajit.org/api.html">LuaBitOp</a><span class="rvts53"> module, since it is also embedded in FCEUX.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts97">int AND(int n1, int n2, ..., int nn)</span></p>
<p class="rvps2"><span class="rvts97"><br/></span></p>
<p class="rvps2"><span class="rvts98">int AND(int n1, int n2, ..., int nn)</span></p>
<p class="rvps2"><span class="rvts98"><br/></span></p>
<p class="rvps2"><span class="rvts53">Binary logical AND of all the given integers.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts97">int OR(int n1, int n2, ..., int nn)</span></p>
<p class="rvps2"><span class="rvts98">int OR(int n1, int n2, ..., int nn)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Binary logical OR of all the given integers.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts97">int XOR(int n1, int n2, ..., int nn)</span></p>
<p class="rvps2"><span class="rvts98">int XOR(int n1, int n2, ..., int nn)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Binary logical XOR of all the given integers.&nbsp;</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts97">int BIT(int n1, int n2, ..., int nn)</span></p>
<p class="rvps2"><span class="rvts98">int BIT(int n1, int n2, ..., int nn)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Returns an integer with the given bits turned on. Parameters should be smaller than 31.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts98">Appendix</span></p>
<p class="rvps2"><span class="rvts99">Appendix</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts99">On drawing</span></p>
<p class="rvps2"><span class="rvts100">On drawing</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">A general warning about drawing is that it is always one frame behind unless you use gui.register. This is because you tell the emulator to paint something but it will actually paint it when generating the image for the next frame. So you see your painting, except it will be on the image of the next frame. You can prevent this with gui.register because it gives you a quick chance to paint before blitting.</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
@ -945,7 +992,7 @@
<p class="rvps2"><span class="rvts53">--320x239, 8bit color (confirm?)</span></p>
<p class="rvps2"><span class="rvts53">256x224, 8bit color (confirm?)</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts99">On colors</span></p>
<p class="rvps2"><span class="rvts100">On colors</span></p>
<p class="rvps2"><span class="rvts53"><br/></span></p>
<p class="rvps2"><span class="rvts53">Colors can be of a few types.</span></p>
<p class="rvps2"><span class="rvts53">Int: use the a formula to compose the color as a number (depends on color depth)</span></p>

View File

@ -185,19 +185,19 @@
<div class="main-content">
<p></p>
<p class="rvps2"><span class="rvts90">Using Lua scripting</span></p>
<p class="rvps2"><span class="rvts91">Using Lua scripting</span></p>
<p class="rvps2"><span class="rvts45"><br/></span></p>
<p class="rvps2"><span class="rvts6">Lua is built into FCEUX as of 2.1.2, and luapack DLL files are no longer needed in this and later versions.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">To run lua scripts in older versions of FCEUX, you will need the lua pack which can be found </span><a class="rvts91" href="http://fceux.com/luapack">here</a><span class="rvts6">. The .dll files must be unzipped in the same folder as fceux.exe.</span></p>
<p class="rvps2"><span class="rvts90"><br/></span></p>
<p class="rvps2"><span class="rvts90">Core Lua Documentation</span></p>
<p class="rvps2"><span class="rvts6">To run lua scripts in older versions of FCEUX, you will need the lua pack which can be found </span><a class="rvts92" href="http://fceux.com/luapack">here</a><span class="rvts6">. The .dll files must be unzipped in the same folder as fceux.exe.</span></p>
<p class="rvps2"><span class="rvts91"><br/></span></p>
<p class="rvps2"><span class="rvts91">Core Lua Documentation</span></p>
<p class="rvps2"><span class="rvts45"><br/></span></p>
<p class="rvps2"><span class="rvts6">If you have never programmed, you will probably want to start by learning the basic of Lua, which is too broad for the scope of this help file. &nbsp;Try searching on the Internet for "Lua tutorial". &nbsp;As of this writing, it's official homepage is </span><a class="rvts91" href="http://www.lua.org/">http://www.lua.org/</a></p>
<p class="rvps2"><span class="rvts6">If you have never programmed, you will probably want to start by learning the basic of Lua, which is too broad for the scope of this help file. &nbsp;Try searching on the Internet for "Lua tutorial". &nbsp;As of this writing, it's official homepage is </span><a class="rvts92" href="http://www.lua.org/">http://www.lua.org/</a></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">If you are familiar with any programming language you will probably not have too much difficulty adjusting to the syntax and structure of Lua. &nbsp;You will probably also find useful information on the Internet.</span></p>
<p class="rvps2"><span class="rvts90"><br/></span></p>
<p class="rvps2"><span class="rvts90">GUI Frontend</span></p>
<p class="rvps2"><span class="rvts91"><br/></span></p>
<p class="rvps2"><span class="rvts91">GUI Frontend</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">To use a Lua script, you need to create one in a text editor. &nbsp;The name of the file created should end in .lua to indicate that it is a Lua script.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
@ -205,7 +205,7 @@
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">To end a Lua script, choose "Stop Lua Script" ***from where***.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts90">FCEUX Lua Basics</span></p>
<p class="rvps2"><span class="rvts91">FCEUX Lua Basics</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">Your script will be constructed according to the rules of Lua, but you will use FCEUX-specific functions to interact with the emulator. &nbsp;For example, one of the most often-used functions is emu.frameadvance() which will tell the emulator to advance exactly one frame, which is the basic unit of time on an NES.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>

View File

@ -190,7 +190,7 @@
<p class="rvps2"><span class="rvts6">The following Lua libraries are integrated into FCEUX win32-executable (statically linked) and are available for using in your scripts. You can also use any other Lua library by placing its .dll files into FCEUX folder.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts94">IUP library</span></p>
<p class="rvps2"><span class="rvts95">IUP library</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">IUP (Portable User Interface) is a toolkit for building graphical user interfaces.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
@ -199,7 +199,7 @@
<p class="rvps2"><a class="rvts23" href="http://www.tecgraf.puc-rio.br/iup/" target="_blank">http://www.tecgraf.puc-rio.br/iup/</a></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts94">IM library</span></p>
<p class="rvps2"><span class="rvts95">IM library</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">IM is a toolkit for Digital Imaging. The main goal of the library is to provide a simple API and abstraction of images for applications.</span></p>
<p class="rvps2"><span class="rvts6">File formats supported: TIFF, BMP, PNG, JPEG, GIF and AVI. Image representation includes scientific data types. About a hundred Image Processing operations are available.</span></p>
@ -207,7 +207,7 @@
<p class="rvps2"><a class="rvts23" href="http://www.tecgraf.puc-rio.br/im/" target="_blank">http://www.tecgraf.puc-rio.br/im/</a></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts94">CD library</span></p>
<p class="rvps2"><span class="rvts95">CD library</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">Canvas Draw is a graphics library.</span></p>
<p class="rvps2"><span class="rvts6">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.</span></p>
@ -215,7 +215,7 @@
<p class="rvps2"><a class="rvts23" href="http://www.tecgraf.puc-rio.br/cd/" target="_blank">http://www.tecgraf.puc-rio.br/cd/</a></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts94">LuaSocket library</span></p>
<p class="rvps2"><span class="rvts95">LuaSocket library</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">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.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
@ -224,7 +224,7 @@
<p class="rvps2"><a class="rvts23" href="http://w3.impa.br/~diego/software/luasocket/home.html" target="_blank">http://w3.impa.br/~diego/software/luasocket/home.html</a></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts94">WinAPI library</span></p>
<p class="rvps2"><span class="rvts95">WinAPI library</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">This module provides basic tools for working with Windows system resources.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>

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@ -361,7 +361,7 @@
<p class="rvps2"><span class="rvts6">These distinctions are easier to see in a visual example. &nbsp;This is the enemy/player stats as they are mapped in the game </span><span class="rvts40">Teenage Mutant Ninja Turtles</span><span class="rvts6">.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts45">Block 4</span></p>
<p class="rvps2"><span class="rvts110"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts110"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts110"> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;P &nbsp;W1 W2 W3 E1 E2 E3 E4 E5 E6 E7 E8 X &nbsp;X &nbsp;X &nbsp;X &nbsp;</span></p>
<p class="rvps2"><span class="rvts112"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts112"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts112"> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;P &nbsp;W1 W2 W3 E1 E2 E3 E4 E5 E6 E7 E8 X &nbsp;X &nbsp;X &nbsp;X &nbsp;</span></p>
<p class="rvps2"><span class="rvts39">Sprite ID: &nbsp; &nbsp; &nbsp; &nbsp;040x: 09 00 00 00 00 9E 9E 9E 9E 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts39">ID counter: &nbsp; &nbsp; &nbsp; 041x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts39">Timer/sp change: &nbsp;042x: 02 00 00 00 00 03 03 03 03 00 00 00 00 00 00 00</span></p>

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@ -208,7 +208,8 @@
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside; list-style-type: disc;">
<li class="rvps5"><span class="rvts27">Various improvements and bug fixes to pre-existing functions</span></li>
<li class="rvps5"><span class="rvts27">Fix parsing of lua colors over 0x80000000 on 32bits systems</span></li>
<li class="rvps5"><span class="rvts27">Lua write callbacks: adding optional third parameter to retrieve the value written, added Sprites.lua script to visualize sprites</span></li>
<li class="rvps5"><span class="rvts27">Lua write callbacks: adding optional third parameter to retrieve the value written</span></li>
<li class="rvps5"><span class="rvts27">Added Sprites.lua script to visualize sprites</span></li>
</ul>
<p class="rvps5"><span class="rvts30"><br/></span></p>
<p class="rvps5"><span class="rvts30">New Lua functions:</span></p>
@ -227,6 +228,7 @@
<li class="rvps5"><span class="rvts27">Added memory read/write conditional breakpoint capability.</span></li>
<li class="rvps5"><span class="rvts27">Added illegal opcode support for breakpoints.</span></li>
<li class="rvps5"><span class="rvts27">Support for 'S' register in conditional debugger breakpoints</span></li>
<li class="rvps5"><span class="rvts27">Syntax highlight of disassembly</span></li>
</ul>
<p class="rvps5"><span class="rvts29"><br/></span></p>
<p class="rvps5"><span class="rvts29">Trace Logger</span></p>
@ -242,8 +244,16 @@
<p class="rvps5"><span class="rvts29">Hex Editor</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside; list-style-type: disc;">
<li class="rvps5"><span class="rvts27">Added OAM view feature</span></li>
<li class="rvps5"><span class="rvts27">Added Home/End key response</span></li>
<li class="rvps5"><span class="rvts27">Bookmark fixes for all view region types</span></li>
<li class="rvps5"><span class="rvts27">Fixed Find dialog to be able to find the first or last byte of the memory region</span></li>
<li class="rvps5"><span class="rvts27">Prevent middle mouse button from attempting to "FreezeRam" when not in RAM mode</span></li>
<li class="rvps5"><span class="rvts27">Added Load from file feature</span></li>
</ul>
<p class="rvps5"><span class="rvts28"><br/></span></p>
<p class="rvps5"><span class="rvts28">TAS Editor</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside; list-style-type: disc;">
<li class="rvps5"><span class="rvts27">Fixed dialog height that kept increasing</span></li>
</ul>
<p class="rvps5"><span class="rvts28"><br/></span></p>
<p class="rvps5"><span class="rvts28">SDL</span></p>

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@ -203,6 +203,7 @@
<li class="rvps2"><span class="rvts6">Mutlitrack2.lua</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">-</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Tracks future input that FCEUX promptly loses on state-load, for </span><a class="rvts23" href="ToolAssistedSpeedruns.html">TAS</a></li>
<li class="rvps2"><span class="rvts6">Subtitler.lua</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">-</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">For easier use of FCEUX's built-in subtitles for </span><a class="rvts23" href="fm2.html">.fm2</a><span class="rvts6"> files</span></li>
<li class="rvps2"><span class="rvts6">Rewinder.lua</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">-</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">A way to rewind backwards by pressing a button</span></li>
<li class="rvps2"><span class="rvts6">Sprites.lua</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">-</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Sprite debugging highlights all sprites on screen, with mouse hover to inspect.</span></li>
</ul>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>

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@ -190,7 +190,7 @@
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts17">Introduction</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">The NES architecture includes a 6502 CPU as well as a custom video controller known as a PPU (Picture Processing Unit). &nbsp;The PPU's video memory is separated from the main CPU memory and can be read/written via special ports (see </span><a class="rvts74" href="PPU.html">PPU Memory</a><span class="rvts6">).</span></p>
<p class="rvps2"><span class="rvts6">The NES architecture includes a 6502 CPU as well as a custom video controller known as a PPU (Picture Processing Unit). &nbsp;The PPU's video memory is separated from the main CPU memory and can be read/written via special ports (see </span><a class="rvts75" href="PPU.html">PPU Memory</a><span class="rvts6">).</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">The PPU viewer will only display the contents of the current PPU memory. It does not alter game data in any way.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
@ -200,10 +200,10 @@
<p class="rvps2"><span class="rvts15">Show on Scanline</span></p>
<p class="rvps2"><span class="rvts6">This options makes it show what the PPU looks like when the screen is drawing that particular scanline. It is useful for games like SMB, that swap pattern tables mid-frame (e.g. for status bar stuff).</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">Right clicking on one of the PPU panels will change the palette it is shown with, cycling though pattern palettes and then sprite ones.</span></p>
<p class="rvps2"><span class="rvts6">Right clicking on one of the PPU panels will change the palette it is shown with, cycling though pattern palettes, then sprite ones, then a ninth fixed grey palette (useful for inspecting CHR if all the palettes are currently black).</span></p>
<p class="rvps2"><span class="rvts6">Putting the mouse cursor over a tile will display the tile address. Moving cursor over palette color will give palette address.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">When </span><a class="rvts74" href="CodeDataLogger.html">Code/Data Logger</a><span class="rvts6"> is running, you can also use the "Mask unused graphics" feature. Alternatively, you can only mask tiles that were used (drawn or otherwise accessed) and emphasize the tiles that weren't used (e.g. in order to find secret sprites).</span></p>
<p class="rvps2"><span class="rvts6">When </span><a class="rvts75" href="CodeDataLogger.html">Code/Data Logger</a><span class="rvts6"> is running, you can also use the "Mask unused graphics" feature. Alternatively, you can only mask tiles that were used (drawn or otherwise accessed) and emphasize the tiles that weren't used (e.g. in order to find secret sprites).</span></p>
<p class="rvps2"><span class="rvts6">Note: this feature only works with games that use CHR ROM, because Code/Data Logger only logs accesses to CHR ROM.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>

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@ -185,7 +185,7 @@
<div class="main-content">
<p></p>
<p class="rvps2"><span class="rvts86">Trace Logger</span></p>
<p class="rvps2"><span class="rvts87">Trace Logger</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts21">Introduction</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
@ -198,7 +198,7 @@
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">Normally, when logging to window, the Tracer only shows the log if you pause emulator by Pause or Frame Advance hotkey, or by snapping the Debugger. But there is the option to automatically update the log window while the game runs - this is normally useless, unless it is working with the Code/Data Logger to only show newly-executed instructions.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">When the code is logged to window, you can browse it using mouse wheel or vertical scrollbar. Double-clicking any address in this window will bring the </span><a class="rvts87" href="Debugger.html">Debugger</a><span class="rvts6"> window at this address. Right-clicking any address allows you to label the address (see Symbolic Debug).</span></p>
<p class="rvps2"><span class="rvts6">When the code is logged to window, you can browse it using mouse wheel or vertical scrollbar. Double-clicking any address in this window will bring the </span><a class="rvts88" href="Debugger.html">Debugger</a><span class="rvts6"> window at this address. Right-clicking any address allows you to label the address (see Symbolic Debug).</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">You can customize the format of text output in the log:</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside; list-style-type: disc;">
@ -206,7 +206,7 @@
<li class="rvps2"><span class="rvts6">whether to log current frame number, cycles counter, instructions counter</span></li>
<li class="rvps2"><span class="rvts6">whether to log emulator messages (such as "State 1 loaded")</span></li>
<li class="rvps2"><span class="rvts6">whether to log Breakpoint Hits (when you use debugger while tracing)</span></li>
<li class="rvps2"><span class="rvts6">whether to apply Symbolic Debug names when logging. See </span><a class="rvts87" href="Debugger.html">Debugger</a><span class="rvts6"> section for details</span></li>
<li class="rvps2"><span class="rvts6">whether to apply Symbolic Debug names when logging. See </span><a class="rvts88" href="Debugger.html">Debugger</a><span class="rvts6"> section for details</span></li>
</ul>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">For nice visualization of JSRs nesting you can use Stack Pointer for lines tabbing. Since NES games mostly use stack for subroutine calls (and rarely store variables in the stack), this option will likely produce a more readable disassembly. With this option you may also want to put registers data to the left from disassembly text, so they won't be tabbed.</span></p>

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@ -173,7 +173,7 @@
<li><a href="Intro.html">Introduction</a></li>
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@ -1,141 +1,340 @@
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<h1>What's New? 2.3.0 (changelog)</h1>
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<a href="Intro.html">Introduction</a> &rsaquo;&rsaquo; </div>
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<p></p>
<p class="rvps3"><span class="rvts17">What's New? </span><span class="rvts20">2.3.0</span></p>
<p class="rvps3">Released -- 14 December 2020</p>
<p class="rvps3"><br/></p>
<p class="rvps3"><br/></p>
<p class="rvps3">The 2.3.0 release includes 4 years worth of improvements and bug fixes.</p>
<p class="rvps3"><span class="rvts23"><br/></span></p>
<p class="rvps3"><span class="rvts22">Common</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li class="rvps3"><span class="rvts21">64 bit build support</span></li>
</ul>
<p class="rvps3"><span class="rvts23"><br/></span></p>
<p class="rvps3"><span class="rvts23">Emulation</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li class="rvps3"><span class="rvts21">Added Mapper 111 cheapocabra</span></li>
<li class="rvps3"><span class="rvts21">Added Mapper 190</span></li>
<li class="rvps3"><span class="rvts21">Added RAM Init Options: default (00 00 00 00 FF FF FF FF as always), all FF, all 00, random.</span></li>
<li class="rvps3"><span class="rvts21">New UNIF mappers</span></li>
</ul>
<p class="rvps3"><span class="rvts23"><br/></span></p>
<p class="rvps3"><span class="rvts23">Lua</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li class="rvps3"><span class="rvts21">Various improvements and bug fixes to pre-existing functions</span></li>
<li class="rvps3"><span class="rvts21">Fix parsing of lua colors over 0x80000000 on 32bits systems</span></li>
<li class="rvps3"><span class="rvts21">Lua write callbacks: adding optional third parameter to retrieve the value written, added Sprites.lua script to visualize sprites</span></li>
</ul>
<p class="rvps3"><span class="rvts21"><br/></span></p>
<p class="rvps3"><span class="rvts21">New Lua functions:</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li class="rvps3"><span class="rvts21">emu.exit()</span></li>
<li class="rvps3"><span class="rvts21">rom.getfilename()</span></li>
</ul>
<p class="rvps3"><span class="rvts23"><br/></span></p>
<p class="rvps3"><span class="rvts23">Win32</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li class="rvps3"><span class="rvts21">Various GUI improvements and bug fixes</span></li>
</ul>
<p class="rvps3"><span class="rvts23"><br/></span></p>
<p class="rvps3"><span class="rvts22">Debugger</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li class="rvps3"><span class="rvts21">Added memory read/write conditional breakpoint capability.</span></li>
<li class="rvps3"><span class="rvts21">Added illegal opcode support for breakpoints.</span></li>
<li class="rvps3"><span class="rvts21">Support for 'S' register in conditional debugger breakpoints</span></li>
</ul>
<p class="rvps3"><span class="rvts22"><br/></span></p>
<p class="rvps3"><span class="rvts22">Trace Logger</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li class="rvps3"><span class="rvts21">Added bank number log option</span></li>
</ul>
<p class="rvps3"><span class="rvts22"><br/></span></p>
<p class="rvps3"><span class="rvts22">CDLogger</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li class="rvps3">Fix <span class="rvts21">Fixed VRAM data logging glitch</span></li>
</ul>
<p class="rvps3"><span class="rvts23"><br/></span></p>
<p class="rvps3"><span class="rvts22">Hex Editor</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li class="rvps3"><span class="rvts21">Added OAM view feature</span></li>
<li class="rvps3"><span class="rvts21">Bookmark fixes for all view region types</span></li>
<li class="rvps3"><span class="rvts21">Prevent middle mouse button from attempting to "FreezeRam" when not in RAM mode</span></li>
</ul>
<p class="rvps3"><span class="rvts23"><br/></span></p>
<p class="rvps3"><span class="rvts23">SDL</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li class="rvps3"><span class="rvts21">GUI completely rewritten using Qt5. Replaces old GTK GUI.</span></li>
<li class="rvps3"><span class="rvts21">New Qt GUI now contains most of the debug tools that previously only existed in windows version.</span></li>
</ul>
<p class="rvps3"><span class="rvts23"><br/></span></p>
<p class="rvps3"><span class="rvts23"><br/></span></p>
<p class="rvps3"><span class="rvts23"><br/></span></p>
<p class="rvps3"><span class="rvts23"><br/></span></p>
<p></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/feature-tour">Easily create Web Help sites</a></p>
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data-hnd-title="What's New? 2.3.0 (changelog)"
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<a id="main-content"></a>
<h2>What's New? 2.3.0 (changelog)</h2>
<div class="main-content">
<p></p>
<p class="rvps2"><span class="rvts22">What's New? </span><span class="rvts26">2.3.0</span></p>
<p class="rvps2"><span class="rvts6">Released -- 15 December 2020</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps5"><span class="rvts27">The 2.3.0 release includes 4 years worth of improvements and bug fixes.</span></p>
<p class="rvps5"><span class="rvts28"><br/></span></p>
<p class="rvps5"><span class="rvts29">Common</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside; list-style-type: disc;">
<li class="rvps5"><span class="rvts27">64 bit build support</span></li>
</ul>
<p class="rvps2"><span class="rvts31"><br/></span></p>
<p class="rvps5"><span class="rvts28">Emulation</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside; list-style-type: disc;">
<li class="rvps5"><span class="rvts27">Added Mapper 111 cheapocabra</span></li>
<li class="rvps5"><span class="rvts27">Added Mapper 190</span></li>
<li class="rvps5"><span class="rvts27">Added RAM Init Options: default (00 00 00 00 FF FF FF FF as always), all FF, all 00, random.</span></li>
<li class="rvps5"><span class="rvts27">New UNIF mappers</span></li>
</ul>
<p class="rvps5"><span class="rvts28"><br/></span></p>
<p class="rvps5"><span class="rvts28">Lua</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside; list-style-type: disc;">
<li class="rvps5"><span class="rvts27">Various improvements and bug fixes to pre-existing functions</span></li>
<li class="rvps5"><span class="rvts27">Fix parsing of lua colors over 0x80000000 on 32bits systems</span></li>
<li class="rvps5"><span class="rvts27">Lua write callbacks: adding optional third parameter to retrieve the value written</span></li>
<li class="rvps5"><span class="rvts27">Added Sprites.lua script to visualize sprites</span></li>
</ul>
<p class="rvps5"><span class="rvts30"><br/></span></p>
<p class="rvps5"><span class="rvts30">New Lua functions:</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside; list-style-type: disc;">
<li class="rvps5"><span class="rvts27">emu.exit()</span></li>
<li class="rvps5"><span class="rvts27">rom.getfilename()</span></li>
</ul>
<p class="rvps5"><span class="rvts28"><br/></span></p>
<p class="rvps5"><span class="rvts28">Win32</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside; list-style-type: disc;">
<li class="rvps5"><span class="rvts27">Various GUI improvements and bug fixes</span></li>
</ul>
<p class="rvps5"><span class="rvts28"><br/></span></p>
<p class="rvps5"><span class="rvts29">Debugger</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside; list-style-type: disc;">
<li class="rvps5"><span class="rvts27">Added memory read/write conditional breakpoint capability.</span></li>
<li class="rvps5"><span class="rvts27">Added illegal opcode support for breakpoints.</span></li>
<li class="rvps5"><span class="rvts27">Support for 'S' register in conditional debugger breakpoints</span></li>
<li class="rvps5"><span class="rvts27">Syntax highlight of disassembly</span></li>
</ul>
<p class="rvps5"><span class="rvts29"><br/></span></p>
<p class="rvps5"><span class="rvts29">Trace Logger</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside; list-style-type: disc;">
<li class="rvps5"><span class="rvts27">Added bank number log option</span></li>
</ul>
<p class="rvps5"><span class="rvts29"><br/></span></p>
<p class="rvps5"><span class="rvts29">CDLogger</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside; list-style-type: disc;">
<li class="rvps5"><span class="rvts27">Fix&nbsp;Fixed VRAM data logging glitch</span></li>
</ul>
<p class="rvps5"><span class="rvts30"><br/></span></p>
<p class="rvps5"><span class="rvts29">Hex Editor</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside; list-style-type: disc;">
<li class="rvps5"><span class="rvts27">Added OAM view feature</span></li>
<li class="rvps5"><span class="rvts27">Added Home/End key response</span></li>
<li class="rvps5"><span class="rvts27">Bookmark fixes for all view region types</span></li>
<li class="rvps5"><span class="rvts27">Fixed Find dialog to be able to find the first or last byte of the memory region</span></li>
<li class="rvps5"><span class="rvts27">Prevent middle mouse button from attempting to "FreezeRam" when not in RAM mode</span></li>
<li class="rvps5"><span class="rvts27">Added Load from file feature</span></li>
</ul>
<p class="rvps5"><span class="rvts28"><br/></span></p>
<p class="rvps5"><span class="rvts28">TAS Editor</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside; list-style-type: disc;">
<li class="rvps5"><span class="rvts27">Fixed dialog height that kept increasing</span></li>
</ul>
<p class="rvps5"><span class="rvts28"><br/></span></p>
<p class="rvps5"><span class="rvts28">SDL</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside; list-style-type: disc;">
<li class="rvps5"><span class="rvts27">GUI completely rewritten using Qt5. Replaces old GTK GUI.</span></li>
<li class="rvps5"><span class="rvts27">New Qt GUI now contains most of the debug tools that previously only existed in windows version.</span></li>
<li class="rvps5"><span class="rvts27">Build setup migrated to cmake. Replaces scons build setup.</span></li>
</ul>
<p class="rvps2"><span class="rvts31"><br/></span></p>
<p></p>
<p class="rvps4" style="clear: both;"><span class="rvts18">Created with the Personal Edition of HelpNDoc: </span><a class="rvts19" href="https://www.helpndoc.com/feature-tour/create-help-files-for-the-qt-help-framework">Create help files for the Qt Help Framework</a></p>
</div>
<div id="topic_footer"><div id="topic_footer_content">2020</div></div>
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@ -219,41 +219,41 @@
<p class="rvps2"><span class="rvts6">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:</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">&nbsp;</span><span class="rvts45">- version</span><span class="rvts6"> (required) - the version of the movie file format; for now it is always 3</span></p>
<p class="rvps2"><span class="rvts113"><br/></span></p>
<p class="rvps2"><span class="rvts115"><br/></span></p>
<p class="rvps2"><span class="rvts6">&nbsp;</span><span class="rvts45">- emuVersion</span><span class="rvts6"> (required) - the version of the emulator used to produce the movie</span></p>
<p class="rvps2"><span class="rvts113"><br/></span></p>
<p class="rvps2"><span class="rvts115"><br/></span></p>
<p class="rvps2"><span class="rvts6">&nbsp;</span><span class="rvts45">- rerecordCount</span><span class="rvts6"> (optional) - the rerecord count</span></p>
<p class="rvps2"><span class="rvts113"><br/></span></p>
<p class="rvps2"><span class="rvts115"><br/></span></p>
<p class="rvps2"><span class="rvts6">&nbsp;-</span><span class="rvts45"> palFlag</span><span class="rvts6"> (bool) (optional) - true if the movie uses PAL timing</span></p>
<p class="rvps2"><span class="rvts113"><br/></span></p>
<p class="rvps2"><span class="rvts115"><br/></span></p>
<p class="rvps2"><span class="rvts6">&nbsp;-</span><span class="rvts45"> NewPPU</span><span class="rvts6"> (bool) (optional) - true if the movie uses New PPU</span></p>
<p class="rvps2"><span class="rvts113"><br/></span></p>
<p class="rvps2"><span class="rvts115"><br/></span></p>
<p class="rvps2"><span class="rvts6">&nbsp;</span><span class="rvts45">- FDS</span><span class="rvts6"> (bool) (optional) - true if movie was recorded on a Famicom Disk System (FDS) game</span></p>
<p class="rvps2"><span class="rvts113"><br/></span></p>
<p class="rvps2"><span class="rvts115"><br/></span></p>
<p class="rvps2"><span class="rvts6">&nbsp;</span><span class="rvts45">- fourscore</span><span class="rvts6"> (bool) - true if a fourscore was used. If fourscore is not used, then port0 and port1 are required</span></p>
<p class="rvps2"><span class="rvts113"><br/></span></p>
<p class="rvps2"><span class="rvts115"><br/></span></p>
<p class="rvps2"><span class="rvts6">&nbsp;</span><span class="rvts45">- port0 </span><span class="rvts6">- indicates the type of input device attached to the port 0. Supported values are:</span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; &nbsp;SI_NONE = 0</span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; &nbsp;SI_GAMEPAD = 1</span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; &nbsp;SI_ZAPPER = 2</span></p>
<p class="rvps2"><span class="rvts113"><br/></span></p>
<p class="rvps2"><span class="rvts115"><br/></span></p>
<p class="rvps2"><span class="rvts6">&nbsp;</span><span class="rvts45">- port1</span><span class="rvts6"> - indicates the type of input device attached to the port 1. Supported values are:</span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; &nbsp;SI_NONE = 0</span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; &nbsp;SI_GAMEPAD = 1</span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; &nbsp;SI_ZAPPER = 2</span></p>
<p class="rvps2"><span class="rvts113"><br/></span></p>
<p class="rvps2"><span class="rvts115"><br/></span></p>
<p class="rvps2"><span class="rvts45">&nbsp;- port2</span><span class="rvts6"> (required) - indicates the type of the FCExp port device which was attached. Supported values are:</span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; &nbsp;SIFC_NONE = 0</span></p>
<p class="rvps2"><span class="rvts113"><br/></span></p>
<p class="rvps2"><span class="rvts115"><br/></span></p>
<p class="rvps2"><span class="rvts6">&nbsp;</span><span class="rvts45">- binary</span><span class="rvts6"> (bool) (optional) - true if input log is stored in binary format</span></p>
<p class="rvps2"><span class="rvts113"><br/></span></p>
<p class="rvps2"><span class="rvts6">&nbsp;</span><span class="rvts45">- length</span><span class="rvts6"> (optional) - movie size (number of frames in the input log). If this key is specified and the number is &gt;= 0, the input log ends after specified number of records, and any remaining data should not be parsed. This key is used in </span><span class="rvts111">fm3</span><span class="rvts6"> format to allow storing extra data after the end of input log</span></p>
<p class="rvps2"><span class="rvts115"><br/></span></p>
<p class="rvps2"><span class="rvts6">&nbsp;</span><span class="rvts45">- length</span><span class="rvts6"> (optional) - movie size (number of frames in the input log). If this key is specified and the number is &gt;= 0, the input log ends after specified number of records, and any remaining data should not be parsed. This key is used in </span><span class="rvts113">fm3</span><span class="rvts6"> format to allow storing extra data after the end of input log</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">String keys have values that consist of the remainder of the key-value pair line. As a consequence, string values cannot contain newlines.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts45">&nbsp;- romFilename</span><span class="rvts6"> (required) - the name of the file used to record the movie</span></p>
<p class="rvps2"><span class="rvts113"><br/></span></p>
<p class="rvps2"><span class="rvts115"><br/></span></p>
<p class="rvps2"><span class="rvts45">&nbsp;- comment </span><span class="rvts6">(optional) - simply a memo</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 36px; list-style-position: outside; list-style-type: circle;">
<li class="rvps2"><span class="rvts6">by convention, the first token in the comment value is the subject of the comment</span></li>
@ -264,7 +264,7 @@
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 24px; list-style-position: outside;">
<li class="rvps2"><span class="rvts6">comment author adelikat</span></li>
</ul>
<p class="rvps2"><span class="rvts113"><br/></span></p>
<p class="rvps2"><span class="rvts115"><br/></span></p>
<p class="rvps2"><span class="rvts45">&nbsp;- subtitle </span><span class="rvts6">(optional) - a message that will be displayed on screen when movie is played back (unless Subtitles are turned off, see </span><a class="rvts23" href="MovieOptions.html">Movie options</a><span class="rvts6">)</span></p>
<ul style="text-indent: 0px; padding: 0; margin: 0 0 0 36px; list-style-position: outside; list-style-type: circle;">
<li class="rvps2"><span class="rvts6">by convention, subtitles begin with the word "subtitle"</span></li>
@ -276,12 +276,12 @@
<li class="rvps2"><span class="rvts6">subtitle 1000 Level Two</span></li>
</ul>
<p class="rvps2"><span class="rvts6">At frame 1000 the words "Level Two" will be displayed on the screen</span></p>
<p class="rvps2"><span class="rvts113"><br/></span></p>
<p class="rvps2"><span class="rvts115"><br/></span></p>
<p class="rvps2"><span class="rvts45">&nbsp;- guid </span><span class="rvts6">(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</span></p>
<p class="rvps2"><span class="rvts6">GUID keys have a value which is in the standard guide format: 452DE2C3-EF43-2FA9-77AC-0677FC51543B</span></p>
<p class="rvps2"><span class="rvts114"><br/></span></p>
<p class="rvps2"><span class="rvts116"><br/></span></p>
<p class="rvps2"><span class="rvts45">&nbsp;- romChecksum </span><span class="rvts6">(required) - the base64 of the hexified MD5 hash of the ROM which was used to record the movie</span></p>
<p class="rvps2"><span class="rvts113"><br/></span></p>
<p class="rvps2"><span class="rvts115"><br/></span></p>
<p class="rvps2"><span class="rvts45">&nbsp;- savestate </span><span class="rvts6">(optional) - a </span><a class="rvts23" href="fcs.html">fcs</a><span class="rvts6"> savestate blob, in case a movie was recorded from savestate &nbsp;</span></p>
<p class="rvps2"><span class="rvts6">Hex string keys (used for binary blobs) have a value that is like 0x0123456789ABCDEF...</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
@ -291,7 +291,7 @@
<p class="rvps2"><span class="rvts6">The input log section consists of movie records either in the form of text lines or in the form of binary data.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts112">Text format (default format):</span></p>
<p class="rvps2"><span class="rvts114">Text format (default format):</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">Every frame of the movie is represented by line of text beginning and ending with a | (pipe).</span></p>
<p class="rvps2"><span class="rvts6">The fields in the line are as follows, except when fourscore is used.</span></p>
@ -336,7 +336,7 @@
<p class="rvps2"><span class="rvts6">{commands, player1, player2, player3, player4, port2}</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts112">Binary format:</span></p>
<p class="rvps2"><span class="rvts114">Binary format:</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">Input log section starts with a | (pipe).</span></p>
<p class="rvps2"><span class="rvts6">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.</span></p>

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