* fixed conditional breakpoints bug #538

* updated the documentation on Debugger according to rainwarrior's edits, removed "Debugger Usage (Intermediate)"

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ansstuff 2012-09-05 15:25:10 +00:00
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<p><span class="rvts17">Debugger</span></p>
<p><br/></p>
<p>Taken from the FCEUXDSP 1.07 documentation.</p>
<p>More stuff added by AnS.</p>
<p><br/></p>
<p><span class="rvts12">Introduction</span></p>
<p><br/></p>
<p>The debugger is a powerful tool that reads, displays, and manipulates assembly language instructions in a game.</p>
<p><br/></p>
<p><span class="rvts16">Debugger Features</span></p>
<p><span class="rvts45">Introduction</span></p>
<p><br/></p>
<p>The debugger is a tool for inspecting and manipulating machine instructions and their execution. The debugger window has several components:</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>When you hover the mouse cursor over the left pane in the debugger, at the bottom of Debugger window you can see the ROM file address of the data loaded there.</li>
<li>Right-click in that pane, it will bring up the Hex Editor at that address so you can immediately begin editing RAm or ROM data.</li>
<li>Left-click in that pane brings up the inline assembler (only if you point at ROM address)</li>
<li>Middle-click on a byte will bring up the <a class="rvts18" href="GameGenieEncoderDecoder.html">Game Genie Encoder</a> at that address, so you can easily make Game Genie codes.</li>
<li>"Break on bad opcode" feature; this can help you figure out where your game is crashing.</li>
<li>Debugging data like Breakpoints or Address Bookmarks are automatically saved in .DEB files and restored when games are closed / opened.</li>
<li>Ability to give Breakpoints a brief description/name.</li>
<li>All debugging information for addresses &lt; $8000 into the name list file romname.nes.ram.nl.</li>
<li>Added a feature to NL files to support arrays.</li>
<li>Range options for freezing / unfreezing addresses.</li>
<li>Dump RAM to file option.</li>
<li>Dump PPU memory to file option.</li>
<li>Cycles and Instructions counters can be used for profiling, writing synchronized code and making breakpoints based on the counter value.</li>
<li>When you need to quickly advance emulation to a given line of code, doubleclick on the line in Disassembly window, the "Add Execute breakpoint here" dialog will appear, click "OK" and then make "Run", soon Debugger will break at this line and you can "Delete" the breakpoint.</li>
<li>Stack window displays actual data from current Stack Pointer up to 0x1FF</li>
<li>"Scanline" shows current scanline number: -1 it means Prerender time, 240 is Idle scanline, 0-239 are visible scanlines, 241-260/310 are VBlank scanlines</li>
<li>After the Debugger snaps (either by hitting a breakpoint or when you press any "Step ..." button), you can unpause emulator by pressing Run button or using Pause hotkey. Also you can use Frame Advance key to unpause the emulator for only one frame.</li>
<li>"Display ROM offsets" option can print ROM offsets instead of CPU addresses in the Disassembly window.</li>
<li>Execution - a small set of controls for controlling the execution of code.</li>
<li>CPU State - display of registers, flags, the execution stack, and the PPU state.</li>
<li>Memory disassembly - displays a disassembly of the bytes currently accessible by the CPU data bus.</li>
<li>BreakPoints - a list of breakpoints for debugging.</li>
<li>Bookmarks - a list of addresses for quick navigation.</li>
<li>Other - buttons for controlling symbolic debugging, rom patching, etc.</li>
</ul>
<p><br/></p>
<p><br/></p>
<p><span class="rvts12">Using Debugger</span></p>
<p><span class="rvts45">Execution and CPU State</span></p>
<p><br/></p>
<p><span class="rvts16">Symbolic Debugging</span></p>
<p>Execution is controlled by a series of buttons at the top-middle of the window. These allow you to break (pause) execution and inspect the current state of the NES.</p>
<p><br/></p>
<p>The most important feature (at least for me) that was introduced in FCEUXD SP is symbolic debugging. &nbsp;With this new feature it's possible to rename addresses in the disassembly window (like $C022) to easily understandable names (like AddHealthpoints). It's also possible to add comments to lines in the disassembly window.</p>
<p>When an NES ROM is opened, it will be normally be running. Most of the debugger window does not update while the game is running. To begin debugging you may click one of the buttons that will break (pause) execution, such as "Step Into", or add a breakpoint.</p>
<p><br/></p>
<p>To be able to use this feature it's necessary to create so called name list files (*.(bank).nl/*.ram.nl, Ex: NES Test Cart (PD).nes.0.nl, NES Test Cart (PD).nes.ram.nl) which contain all names and comments you wish to display in the disassembly window. These files are plain ASCII files of the following format (example follows):</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>Run - runs the program continuously until the next breakpoint is hit. The same effect can be achieved by pressing the Pause hotkey which will unpause emulator when it's paused.</li>
<li>Step Into - runs one instruction and then breaks.</li>
<li>Step Out - attempt to run until the current subroutine ends with an RTS; in some cases will behave the same as Run.</li>
<li>Step Over - runs one instruction, unless it is a JSR instruction, which will run until its RTS.</li>
<li>Run Line - runs one scanline before breaking.</li>
<li>128 Lines - runs 128 scanlines before breaking.</li>
</ul>
<p><br/></p>
<p>The Pause hotkey will break execution or resume it. The Frame Advance hotkey will run the emulator for one frame then break.</p>
<p><br/></p>
<p>Just below these buttons is a "Seek To" button that will navigate to the specified address. When execution is paused, the disassembly view will begin with the memory at the currengt program counter location (PC) at the top of the window. You can scroll the disassembly up or down to observe the code. Then you can click "Seek PC" to return to the program counter at any time.</p>
<p><br/></p>
<p>While execution is broken, the program counter (PC) can be edited, as well as the three registers A/X/Y, and the status flags. Normally they should be left as-is, but changing them at runtime can be useful for more advanced debugging.</p>
<p><br/></p>
<p>The contents of memory starting at the stack pointer (somewhere in the range $0100-01FF) is displayed in the Stack frame below the A/X/Y registers.</p>
<p><br/></p>
<p>The current PPU memory address, sprite memory address, scanline, and rendering pixel are displayed below the stack and status flags.</p>
<p><br/></p>
<p>Examples of Scanline number: -1 it means Prerender time, 240 is Idle scanline, 0-239 are visible scanlines, 241-260/310 are VBlank scanlines.</p>
<p><br/></p>
<p>To the right from PPU section there's Cycles counter and Instructions counter that keep counting while the game is running. You can use the information for keeping statistics, for code profiling or writing PPU-synchronized code (e.g. raster effects). You can also make the debugger break automatically based on the counters values. The "Reset counters" button resets both counters to 0.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts45">Disassembly</span></p>
<p><br/></p>
<p>This large frame takes up the left side of the debugger window. It displays the current contents of memory accessible by the CPU with an automatic disassembly of that data into assembly instructions. The following memory ranges may contain useful data for inspection:</p>
<p><br/></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>0000-00FF - zero page (RAM)</li>
<li>0100-01FF - stack (RAM)</li>
<li>0200-07FF - RAM</li>
<li>4018-FFFF - mapper controlled (ROM or RAM, may be bankswitched)</li>
</ul>
<p><br/></p>
<p>Memory contents are displayed in this form:</p>
<p><br/></p>
<p><span class="rvts46">0F:C0A8:24 1F &nbsp; &nbsp; BIT $001F = #$80</span></p>
<p><span class="rvts46">bb:mmmm:dd dd dd &nbsp;iiiiiiiiiiiii...</span></p>
<p><br/></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>bb &nbsp; - 16k iNES bank, designates which 16k bank from the iNES file is mapped here. Note that the number may be not the same as mapper bankswitching current bank.</li>
<li>mmmm - physical address on the NES CPU data bus.</li>
<li>dd &nbsp; - data bytes belonging to the instruction beginning at this address.</li>
<li>iiii - assembly description of the instruction.</li>
</ul>
<p><br/></p>
<p>When debugging an NSF program, the bank designation will be a 4k NSF bank instead of the 16k iNES bank.</p>
<p><br/></p>
<p>A single instruction may be one to three bytes, and will all appear on the line before the assembly code description of that instruction. An instruction with "= #$xx" at the end indicates the value currently in memory at the address referenced by the instruction (before it executes).</p>
<p><br/></p>
<p>There is an empty column to the left of the memory view. Hovering the mouse here will display at the bottom of the window more detailed information about the location of this code in the iNES file. Left clicking on this column will open the Inline Assembler, which allows you to patch the ROM at runtime. Right clicking on this column will open the Hex Editor, which allows you to directly edit the ROM. Middle-clicking on this column will bring up the <a class="rvts18" href="GameGenieEncoderDecoder.html">Game Genie Encoder</a> at that address, so you can easily make Game Genie codes, for example freeze a range of addresses.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts45">Breakpoints</span></p>
<p><br/></p>
<p>Breakpoints will break execution when chosen conditions are met. To create a breakpoint, click the Add button in the BreakPoints frame in the upper right corner of the debugger.</p>
<p><br/></p>
<p>Each breakpoint has an address range to watch (use only the left address field if you wish to watch a single byte address). Check one or more of the options to watch for Read, Write, or Execute at an address. Note that fetching of code from an address will not break as a Read; use the Execute box for this. Breakpoints can be given a name that will appear in the breakpoint window. The condition field can be used to break only on particular conditions; see "Conditional Breakpoints" below.</p>
<p><br/></p>
<p>Double click on a breakpoint in the BreakPoints list to quickly disable or enable it. So you don't have to delete breakpoints to stop them from causing the debugger to halt the game.</p>
<p><br/></p>
<p>A special kind of breakpoints with the Forbid option will prevent any breakpoints from occurring within the specified memory address range. This can be enabled and disabled like other breakpoints.</p>
<p><br/></p>
<p>A quicker way to add PC breakpoints is to double click on the Disassembly where you want to set the breakpoint. Example: when you need to quickly advance emulation to a given line of code, doubleclick on the line in Disassembly window, and the "Add Execute breakpoint here" dialog will appear, click "OK" and then hit "Run", Debugger will break at this line of code.</p>
<p><br/></p>
<p>There is also an option to "Break on Bad Opcode" which will halt execution if a bad instruction opcode is reached.</p>
<p><br/></p>
<p>Finally, you can make the debugger break after certain number of instructions or CPU cycles.</p>
<p><br/></p>
<p>More advanced conditions and automation may be achieved through Lua script breakpoints. See the <a class="rvts18" href="LuaFunctionsList.html#LuaBreakpoints">Lua reference</a> for more information.</p>
<p><br/></p>
<p>Breakpoints are listed in the following form:</p>
<p><br/></p>
<p><span class="rvts46">aaaa: EmRWXF : nnnn</span></p>
<p><span class="rvts46">aaaa-aaaa: EmRWXF : nnnn</span></p>
<p><br/></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>aaaa - address of breakpoint</li>
<li>E &nbsp; &nbsp;- enabled</li>
<li>m &nbsp; &nbsp;- memory area: C = CPU, P = PPU, S = sprite</li>
<li>R &nbsp; &nbsp;- read</li>
<li>W &nbsp; &nbsp;- write</li>
<li>X &nbsp; &nbsp;- execute</li>
<li>F &nbsp; &nbsp;- Forbid</li>
<li>nnnn - name of breakpoint</li>
</ul>
<p><br/></p>
<p>When entering the address of a breakpoint, these convenient strings may be used instead of the hexadecimal memory address:</p>
<p><br/></p>
<p>NES special addresses:</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>NMI/VBL - non-maskable interrupt vector (at FFFA)</li>
<li>RST &nbsp; &nbsp; - reset vector (at FFFC)</li>
<li>IRQ &nbsp; &nbsp; - interrupt vector (at FFFE)</li>
</ul>
<p><br/></p>
<p>FDS special addresses:</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>NMI1 - non-maskable interrupt vector (at DFF6)</li>
<li>NMI2 - non-maskable interrupt vector (at DFF8)</li>
<li>NMI3 - non-maskable interrupt vector (at DFFA)</li>
<li>RST &nbsp;- reset vector (at DFFC)</li>
<li>IRQ &nbsp;- interrupt vector (at DFFE)</li>
</ul>
<p><br/></p>
<p>NSF special addresses:</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>LOAD - NSF LOAD address</li>
<li>INIT - NSF INIT address</li>
<li>PLAY - NSF PLAY address</li>
</ul>
<p><br/></p>
<p><br/></p>
<p><span class="rvts45">Conditional Breakpoints</span></p>
<p><br/></p>
<p>Breakpoints may also have a conditional statement that causes them to execute only if that statement evaluates to true. The conditional breakpoint grammar has this form:</p>
<p><br/></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>P &nbsp; &nbsp; &nbsp; &nbsp; -&gt; Connect</li>
<li>Connect &nbsp; -&gt; Compare { ('||' | '&amp;&amp;') Compare }</li>
<li>Compare &nbsp; -&gt; Sum { ('==' | '!=' | '&lt;=' | '&gt;=' | '&lt;' | '&gt;') Sum }</li>
<li>Sum &nbsp; &nbsp; &nbsp; -&gt; Product { ('+' | '-') Product }</li>
<li>Product &nbsp; -&gt; Primitive { ('*' | '/') Primitive }</li>
<li>Primitive -&gt; Number | Address | Register | Flag | PC Bank | '(' Connect ')'</li>
<li>Number &nbsp; &nbsp;-&gt; '#' [1-9A-F]*</li>
<li>Address &nbsp; -&gt; '$' [1-9A-F]* | '$' '[' Connect ']'</li>
<li>Register &nbsp;-&gt; 'A' | 'X' | 'Y' | 'P'</li>
<li>Flag &nbsp; &nbsp; &nbsp;-&gt; 'N' | 'C' | 'Z' | 'I' | 'B' | 'V'</li>
<li>PC Bank &nbsp; -&gt; 'K'</li>
</ul>
<p><br/></p>
<p>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.</p>
<p><br/></p>
<p>Registers A/X/Y are 8-bit unsigned values. Register P is the 16-bit program counter.</p>
<p><br/></p>
<p>Flags evaluate to 1 if set, 0 if clear.</p>
<p><br/></p>
<p>Connecting operators || or &amp;&amp; combine boolean terms. Parentheses dictate order of operations.</p>
<p><br/></p>
<p>Example conditions:</p>
<p><br/></p>
<p>Break if register A is less than value at memory address $0005:</p>
<p><span class="rvts46">A &lt; $0005</span></p>
<p><br/></p>
<p>Break if the program counter is 8123:</p>
<p><span class="rvts46">P == #8123</span></p>
<p><br/></p>
<p>Break if the value at the indirect address on zeropage $10 is not equal to FF:</p>
<p><span class="rvts46">#FF != $[$10+($11*#100)]</span></p>
<p><br/></p>
<p>Break if flag N is clear or A is not equal to 00:</p>
<p><span class="rvts46">(N==#0 || A!=#0)</span></p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts45">Bookmarks</span></p>
<p><br/></p>
<p>A list of bookmark addresses can be kept in the Bookmark frame to make memory navigation easier. Simply type an address and click "Add" to add it to your bookmarks. Next time you wish to go to this address just double click on the bookmark.</p>
<p><br/></p>
<p>When you exit the emulator, bookmarks are saved in a .deb file. Next time you return to debugging the list of bookmarks will be automatically loaded from the file.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts45">Inline Assembler</span></p>
<p><br/></p>
<p>Open the inline assembler by left-clicking in the empty column to the left of the memory view.</p>
<p><br/></p>
<p>The starting memory address is displayed in the PC field at the top of the inline assembler window. Type a line of assembly to add in the empty field just below this, and hit enter. The assembled code of your patch will appear below as you enter each line.</p>
<p><br/></p>
<p>Click Apply to apply your patch to the ROM in memory. Click Undo to remove the last assembled line. After applying a patch, clicking Save will allow you to save this patch directly to the ROM file.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts45">Symbolic Debugging</span></p>
<p><br/></p>
<p>This feature makes it possible to rename addresses in the disassembly window (e.g. $C022) to easily understandable names (e.g. AddHealthpoints). You can also add comments to lines in the disassembly window. You can enable symbolic debugging by clicking the checkbox "Symbolic Debugging".</p>
<p><br/></p>
<p>To use this feature, create name list files (Filename should be like this: *.(bank).nl / *.ram.nl, Example: NES Test Cart (PD).nes.0.nl, NES Test Cart (PD).nes.ram.nl) which contain all names and comments you wish to display in the disassembly window. These are ASCII files.</p>
<p>Example of contents of a NL file:</p>
<p><br/></p>
<p>$C000#NewName1#Comment1</p>
<p>$C002##Comment2</p>
@ -101,47 +260,40 @@
<p>\MultilineComment-Part3</p>
<p>$C008/10#NewName4#</p>
<p><br/></p>
<p>Every line contains two # characters which separate the three parts of one line: The first part (starting with a $ character) is the address to be renamed. Optionally you can add a "/number" part which marks the offsets as a beginning of an array of the given size (the size must be specified in hex form). &nbsp;The second (optional) part is the new name of that address. Whenever the line of that address is shown in the disassembly window an extra line saying "Name: NewName" is shown above it. &nbsp;Instructions referencing this address, for example JSR $C000 are also changed to JSR NewName1 (in that example). &nbsp;The third (optional) part is the comment that's also added above the disassembly line the comment refers to. It works exactly like the additional name line, only the prefix of that line is different. Comment lines start with "Comment: " rather than with "Name: ". &nbsp;Multi-lines comments are possible. Lines starting with a \ character are just appended to the comment of the preceding line. Multi-line comments are also shown in multiple lines in the disassembly window.</p>
<p>Every line contains two # characters which separate the three parts of one line: The first part (starting with a $ character) is the address to be renamed. Optionally you can add a "/number" part which marks the offsets as a beginning of an array of the given size (the size must be specified in hex form). The second (optional) part is the new name of that address. Whenever the line of that address is shown in the disassembly window an extra line saying "Name: NewName" is shown above it. &nbsp;Instructions referencing this address, for example JSR $C000 are also changed to JSR NewName1 (in that example). &nbsp;The third (optional) part is the comment that's also added above the disassembly line the comment refers to. It works exactly like the additional name line, only the prefix of that line is different. Comment lines start with "Comment: " rather than with "Name: ". &nbsp;Multi-lines comments are possible. Lines starting with a \ character are just appended to the comment of the preceding line. Multi-line comments are also shown in multiple lines in the disassembly window.</p>
<p><br/></p>
<p>Let's get back to the example.</p>
<p>The first line contains all three parts. Using this name list file all references to the address</p>
<p>$C000 are replaced with NewName1 and whenever line $C000 is shown in the disassembly window an</p>
<p>additional comment is also visible right above the actual disassembled line.</p>
<p>The second line defines only a comment while the third line defines only a name. Following that</p>
<p>there's a multi-line comment definition for address $C006.</p>
<p>The last line defines an array called NewName4 of size $10 (= 16) bytes starting at offset $C008.</p>
<p>In the example above, the first line contains all three parts. Using this NL file all references to the address $C000 are replaced with NewName1 and whenever line $C000 is shown in the disassembly window an additional comment is also visible right above the actual disassembled line. The second example line defines only a comment while the third line defines only a name. Following that there's a multi-line comment definition for address $C006. The last line defines an array called NewName4 of size 0x10 (= 16) bytes starting at offset $C008.</p>
<p><br/></p>
<p>Now you know the format of the nl files but you do not yet know the naming convention for the</p>
<p>file names. Due to the bank-swapping nature of the NES it's getting a little bit difficult here.</p>
<p>Each bank needs it's own nl file. The naming convention goes like this: Take the name of the ROM</p>
<p>file and just add ".X.nl" to it where the X is the hexadecimal representation of the number of the</p>
<p>ROM bank. Suppose you have the ROM file "Faxanadu (U).nes" and you want to create a nl file for</p>
<p>ROM bank 15. As 15 is 0x0F in hex the name of the nl file would be "Faxanadu (U).nes.F.nl". All</p>
<p>nl files go into the same directory as the ROM file itself.</p>
<p>NL files must follow a specific naming convention to account for bank swapping. Each bank needs its own NL file with a hexadecimal bank number. RAM can also be given its own NL file. For instance, an NES file named "mygame.nes" that has 4 banks would have these NL files:</p>
<p><br/></p>
<p>mygame.nes</p>
<p>mygame.nes.ram.nl</p>
<p>mygame.nes.0.nl</p>
<p>mygame.nes.1.nl</p>
<p>mygame.nes.2.nl</p>
<p>mygame.nes.3.nl</p>
<p><br/></p>
<p>All NL files must be into the same directory as the ROM file itself.</p>
<p><br/></p>
<p>In the *.ram.nl file you can name and comment RAM addresses instead of ROM addresses. In this case, you might use a line such as:</p>
<p><br/></p>
<p>There is also the *.ram.nl file specification, which allows you to substitute RAM addresses for</p>
<p>execution addresses, and have those named as well. In this case, you could use lines of this type:</p>
<p>$00A5#Mic Test OK#00=Not Passed, 01=Passed</p>
<p><br/></p>
<p>You can enable and disable symbolic debugging by clicking the checkbox "Symbolic Debugging" in</p>
<p>the debugger window. To forcibly reload the nl files of the currently active ROM file press the</p>
<p>button with the text "Reload Symbols".</p>
<p>To reload the NL files of the currently active ROM file press the "Reload Symbols" button.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts16">Arrays</span></p>
<p><span class="rvts45">Other</span></p>
<p><br/></p>
<p>The array feature is an easy way to group names and comments for sequential offsets.</p>
<p>The debugger will automatically save debug settings such as breakpoints and bookmarks in a .deb file alongside the NES ROM. If the "Load .DEB" checkbox is checked, this file will be loaded next time you open the ROM.</p>
<p><br/></p>
<p>$C000/5#NewName1#Comment1</p>
<p>There is a "Rom Patcher" button that may be used to apply a small patch to a ROM.</p>
<p><br/></p>
<p>is equivalent to</p>
<p>The "Display ROM offsets" option will display ROM offsets instead of CPU addresses in the Disassembly window.</p>
<p><br/></p>
<p>$C000#NewName1#Comment1</p>
<p><span class="rvts12"><br/></span></p>
<p>The "Restore Original Window Size" button will restore the original size of the debugger window if you resized it manually.</p>
<p><br/></p>
<p><span class="rvts16">Inline Assembler</span></p>
<p>The "Auto-open" checkbox causes the debugger window to open automatically whenever an NES ROM is opened.</p>
<p><br/></p>
<p>The debugger has an Inline Assembler designed by Parasyte. &nbsp;To activate it, left-click in the left pane of the debugger, beside the assembly display. &nbsp;To use it, type in some code and press Enter to add it to the patch list. If you make a mistake, press "Undo". &nbsp;Once the patch is set up the way you want it, press "Apply". Be aware that this cannot be undone unless you reload the ROM. &nbsp;Parasyte implemented this feature before I had the Hex Editor working, otherwise I would have implemented a way to undo it from there. &nbsp;Press "Save" to write to the ROM file on disk; note that this will also save any changes you may have done in the Hex Editor.</p>
<p><br/></p>
<p><br/></p>
<p><br/></p>

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@ -52,31 +52,27 @@
<p><br/></p>
<p>Information regarding various concepts such as TAS, ROM Hacking, RAM Mapping.</p>
<p><br/></p>
<p><a class="rvts61" href="ToolAssistedSpeedruns.html">Troubleshooting FAQ</a></p>
<p><a class="rvts64" href="ToolAssistedSpeedruns.html">Troubleshooting FAQ</a></p>
<p><br/></p>
<p>A guide to common problems people experience, and what to do about them.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts61" href="ToolAssistedSpeedruns.html">Tool Assisted Speedruns (TAS)</a></p>
<p><a class="rvts64" href="ToolAssistedSpeedruns.html">Tool Assisted Speedruns (TAS)</a></p>
<p><br/></p>
<p>Information regarding Tool Assisted Speedruns and the TAS community.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts61" href="ROMHacking.html">ROM Hacking</a></p>
<p><a class="rvts64" href="ROMHacking.html">ROM Hacking</a></p>
<p><br/></p>
<p>Information regarding making ROM Hacks and the ROM Hacking community.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts61" href="NESRAMMappingFindingValues.html">NES RAM Mapping</a></p>
<p><a class="rvts64" href="NESRAMMappingFindingValues.html">NES RAM Mapping</a></p>
<p><br/></p>
<p>A guide to the layout of NES RAM, and how to interpret its contents.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts26" href="DebuggerUsageIntermediate.html">Debugger Usage Guide (Intermediate)</a></p>
<p><br/></p>
<p>This is a guide that explains some of the debugging features in terms that someone</p>
<p>with previous experience with assembly can understand, and delves into the most</p>
<p>basic understanding to a degree as well. Likely won't help a beginner too much.</p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com">Free HTML Help documentation generator</a></p>
</div>

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@ -60,53 +60,39 @@
<p><span class="rvts12">Introduction</span></p>
<p><br/></p>
<p>Basic information about FCEUX and its features.</p>
<p><span class="rvts11"><br/></span></p>
<p><a class="rvts11" href="Overview.html">Overview</a></p>
<p><span class="rvts10"><br/></span></p>
<p><a class="rvts11" href="FCEUltraVersionHistory.html">FCE Ultra Version History</a></p>
<p><span class="rvts11"><br/></span></p>
<p><a class="rvts11" href="WhatsNew200.html">What's Combined In FCEUX?</a></p>
<p><span class="rvts10"><br/></span></p>
<p><br/></p>
<p><span class="rvts12">Additional Chapters</span></p>
<p><br/></p>
<p><a class="rvts11" href="General.html">General</a></p>
<p><br/></p>
<p>Guides for general uses of FCEUX and the FCEUX NES menu.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts11" href="Config.html">Config</a></p>
<p><br/></p>
<p>Commands under FCEUX Config menu.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts11" href="Tools2.html">Tools</a></p>
<p><br/></p>
<p>Commands under FCEUX Tools menu.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts11" href="Debug.html">Debug</a></p>
<p><br/></p>
<p>Commands under FCEUX Debug menu.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts11" href="FAQGuides.html">FAQ / Guides</a></p>
<p><br/></p>
<p>Information regarding various concepts such as TAS, ROM Hacking, RAM Mapping.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts11" href="Technicalinformation.html">Technical Information</a></p>
<p><br/></p>
<p>Technical information relating to NES hardware emulation &amp; FCEUX file formats.</p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p><br/></p>
<p>Help menu created by adelikat.</p>
<p>Updated &amp; recompiled by AnS.</p>
<p>Information collected and/or written/edited by adelikat.</p>
<p>Minor edits of lua-related text by Leeland Kirwan (FatRatKnight).</p>
<p>Information collected and/or written/edited by adelikat and AnS.</p>
<p>Minor edits of lua-related text by FatRatKnight.</p>
<p>Debugger documentation edits by rainwarrior.</p>
<p><br/></p>
<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com/help-authoring-tool">Free help authoring environment</a></p>
</div>

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@ -57,17 +57,17 @@
<p>The following functions are available in FCEUX, in addition to standard LUA capabilities:</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts49">Emu library</span></p>
<p><span class="rvts51">Emu library</span></p>
<p><br/></p>
<p><span class="rvts57">emu.poweron()</span></p>
<p><span class="rvts56"><br/></span></p>
<p><span class="rvts56">Executes a power cycle.</span></p>
<p><span class="rvts56"><br/></span></p>
<p><span class="rvts57">emu.softreset()</span></p>
<p><span class="rvts56"><br/></span></p>
<p><span class="rvts56">Executes a (soft) reset.</span></p>
<p><span class="rvts59">emu.poweron()</span></p>
<p><span class="rvts58"><br/></span></p>
<p><span class="rvts58">Executes a power cycle.</span></p>
<p><span class="rvts58"><br/></span></p>
<p><span class="rvts59">emu.softreset()</span></p>
<p><span class="rvts58"><br/></span></p>
<p><span class="rvts58">Executes a (soft) reset.</span></p>
<p><br/></p>
<p><span class="rvts50">emu.speedmode(string mode)</span></p>
<p><span class="rvts52">emu.speedmode(string mode)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Set the emulator to given speed. The mode argument can be one of these:</span></p>
<p><span class="rvts37"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts37">- "normal"</span></p>
@ -75,64 +75,64 @@
<p><span class="rvts37"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts37">- "turbo"</span></p>
<p><span class="rvts37"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts37">- "maximum"</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">emu.frameadvance()</span></p>
<p><span class="rvts52">emu.frameadvance()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Advance the emulator by one frame. It's like pressing the frame advance button once.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">emu.pause()</span></p>
<p><span class="rvts52">emu.pause()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Pauses the emulator.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">emu.unpause()</span></p>
<p><span class="rvts52">emu.unpause()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Unpauses the emulator.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">emu.exec_count(int count, function func)</span></p>
<p><span class="rvts52">emu.exec_count(int count, function func)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts51">emu.exec_time(int time</span><span class="rvts50">, function func</span><span class="rvts51">)</span></p>
<p><span class="rvts53">emu.exec_time(int time</span><span class="rvts52">, function func</span><span class="rvts53">)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">emu.setrenderplanes(bool sprites, bool background)</span></p>
<p><span class="rvts52">emu.setrenderplanes(bool sprites, bool background)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts51">emu.message(string message)</span></p>
<p><span class="rvts53">emu.message(string message)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Displays given message on screen in the standard messages position. Use gui.text() when you need to position text.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">int emu.framecount()</span></p>
<p><span class="rvts52">int emu.framecount()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns the framecount value. The frame counter runs without a movie running so this always returns a value.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">int emu.lagcount()</span></p>
<p><span class="rvts52">int emu.lagcount()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">bool emu.lagged()</span></p>
<p><span class="rvts52">bool emu.lagged()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns true if currently in a lagframe, false otherwise.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">bool emu.emulating()</span></p>
<p><span class="rvts52">bool emu.emulating()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">bool emu.paused()</span></p>
<p><span class="rvts52">bool emu.paused()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns true if emulator is paused, false otherwise.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">bool emu.readonly()</span></p>
<p><span class="rvts52">bool emu.readonly()</span></p>
<p><span class="rvts37">Alias: movie.readonly</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns whether the emulator is in read-only state. &nbsp;</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">emu.setreadonly(bool state)</span></p>
<p><span class="rvts52">emu.setreadonly(bool state)</span></p>
<p><span class="rvts37">Alias: movie.setreadonly</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Sets the read-only status to read-only if argument is true and read+write if false.</span></p>
@ -140,7 +140,7 @@
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">emu.registerbefore(function func)</span></p>
<p><span class="rvts52">emu.registerbefore(function func)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
@ -148,11 +148,11 @@
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">emu.registerafter(function func)</span></p>
<p><span class="rvts52">emu.registerafter(function func)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">emu.registerexit(function func)</span></p>
<p><span class="rvts52">emu.registerexit(function func)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
@ -160,15 +160,15 @@
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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. </span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">bool emu.addgamegenie(string str)</span></p>
<p><span class="rvts52">bool emu.addgamegenie(string str)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Usage: emu.addgamegenie("NUTANT")</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Note that the Cheats Dialog Box won't show the code unless you close and reopen it.</span></p>
<p><span class="rvts50"><br/></span></p>
<p><span class="rvts50">bool emu.delgamegenie(string str)</span></p>
<p><span class="rvts52"><br/></span></p>
<p><span class="rvts52">bool emu.delgamegenie(string str)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
@ -176,11 +176,11 @@
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Note that the Cheats Dialog Box won't show the code unless you close and reopen it.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">emu.print(string str)</span></p>
<p><span class="rvts52">emu.print(string str)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">emu.getscreenpixel(int x, int y, bool getemuscreen)</span></p>
<p><span class="rvts52">emu.getscreenpixel(int x, int y, bool getemuscreen)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
@ -191,54 +191,54 @@
<p><span class="rvts37">You can avoid getting LUA data by putting the data into a function, and feeding the function name to emu.registerbefore.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts49">FCEU library</span></p>
<p><span class="rvts51">FCEU library</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts59">ROM Library</span></p>
<p><span class="rvts61">ROM Library</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">rom.readbyte(int address)</span></p>
<p><span class="rvts50">rom.readbyteunsigned(int address)</span></p>
<p><span class="rvts52">rom.readbyte(int address)</span></p>
<p><span class="rvts52">rom.readbyteunsigned(int address)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Get an unsigned byte from the actual ROM file at the given address. &nbsp;</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">This includes the header! It's the same as opening the file in a hex-editor.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">rom.readbytesigned(int address)</span></p>
<p><span class="rvts52">rom.readbytesigned(int address)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Get a signed byte from the actual ROM file at the given address. Returns a byte that is signed.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">This includes the header! It's the same as opening the file in a hex-editor.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts59">Memory Library</span></p>
<p><span class="rvts61">Memory Library</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">memory.readbyte(int address)</span></p>
<p><span class="rvts50">memory.readbyteunsigned(int address)</span></p>
<p><span class="rvts52">memory.readbyte(int address)</span></p>
<p><span class="rvts52">memory.readbyteunsigned(int address)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">memory.readbyterange(int address, int length)</span></p>
<p><span class="rvts52">memory.readbyterange(int address, int length)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">memory.readbytesigned(int address)</span></p>
<p><span class="rvts52">memory.readbytesigned(int address)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">memory.writebyte(int address, int value)</span></p>
<p><span class="rvts52">memory.writebyte(int address, int value)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">int memory.getregister(cpuregistername)</span></p>
<p><span class="rvts52">int memory.getregister(cpuregistername)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns the current value of the given hardware register.</span></p>
<p><span class="rvts37">For example, memory.getregister("pc") will return the main CPU's current Program Counter.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Valid registers are: "a", "x", "y", "s", "p", and "pc".</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">memory.setregister(string cpuregistername, int value)</span></p>
<p><span class="rvts52">memory.setregister(string cpuregistername, int value)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Sets the current value of the given hardware register.</span></p>
<p><span class="rvts37">For example, memory.setregister("pc",0x200) will change the main CPU's current Program Counter to 0x200.</span></p>
@ -246,9 +246,10 @@
<p><span class="rvts37">Valid registers are: "a", "x", "y", "s", "p", and "pc".</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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. </span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">memory.register(int address, [int size,] function func)</span></p>
<p><span class="rvts50">memory.registerwrite(int address, [int size,] function func)</span></p>
<p><a name="LuaBreakpoints"></a>
<span class="rvts37"><br/></span></p>
<p><span class="rvts52">memory.register(int address, [int size,] function func)</span></p>
<p><span class="rvts52">memory.registerwrite(int address, [int size,] function func)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Registers a function to be called immediately whenever the given memory address range is written to.</span></p>
<p><span class="rvts37"><br/></span></p>
@ -262,9 +263,9 @@
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">memory.registerexec(int address, [int size,] function func)</span></p>
<p><span class="rvts50">memory.registerrun(int address, [int size,] function func)</span></p>
<p><span class="rvts50">memory.registerexecute(int address, [int size,] function func)</span></p>
<p><span class="rvts52">memory.registerexec(int address, [int size,] function func)</span></p>
<p><span class="rvts52">memory.registerrun(int address, [int size,] function func)</span></p>
<p><span class="rvts52">memory.registerexecute(int address, [int size,] function func)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Registers a function to be called immediately whenever the emulated system runs code located in the given memory address range.</span></p>
<p><span class="rvts37"><br/></span></p>
@ -272,11 +273,28 @@
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">The information about memory.register applies to this function as well.</span></p>
<p><span class="rvts37"><br/></span></p>
<div><table width="100%" border="1" cellpadding="1" cellspacing="2" style="border-color: #000000; border-style: solid;">
<tr valign="top">
<td style="border-color: #000000; border-style: solid;"><p><span class="rvts63">Example of custom breakpoint:</span></p>
<p><span class="rvts37"><br/></span></p>
<p class="rvps4"><span class="rvts60">Joypad Library</span></p>
<p><span class="rvts37">function CounterBreak()</span></p>
<p class="rvps5"><span class="rvts37">ObjCtr = memory.getregister("y")</span></p>
<p class="rvps5"><span class="rvts37">if ObjCtr &gt; 0x16 then</span></p>
<p class="rvps6"><span class="rvts37">gui.text(1,1,string.format("%02X",ObjCtr))</span></p>
<p class="rvps6"><span class="rvts37">emu.pause()</span></p>
<p class="rvps5"><span class="rvts37">end</span></p>
<p><span class="rvts37">end</span></p>
<p><span class="rvts37">memory.registerexecute(0x863C, CounterBreak);</span></p>
</td>
</tr>
</table>
</div>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">table joypad.get(int player)</span></p>
<p><span class="rvts51">table joypad.read(</span><span class="rvts50">int player</span><span class="rvts51">)</span></p>
<p><span class="rvts37"><br/></span></p>
<p class="rvps4"><span class="rvts62">Joypad Library</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts52">table joypad.get(int player)</span></p>
<p><span class="rvts53">table joypad.read(</span><span class="rvts52">int player</span><span class="rvts53">)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
@ -286,25 +304,25 @@
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">joypad.read left in for backwards compatibility with older versions of FCEU/FCEUX.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">table joypad.getimmediate(int player)</span></p>
<p><span class="rvts51">table joypad.readimmediate(</span><span class="rvts50">int player</span><span class="rvts51">)</span></p>
<p><span class="rvts52">table joypad.getimmediate(int player)</span></p>
<p><span class="rvts53">table joypad.readimmediate(</span><span class="rvts52">int player</span><span class="rvts53">)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts37">As of FCEUX 2.1.6, the function only works in Windows. In Linux this function will return nil.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">table joypad.getdown(int player)</span></p>
<p><span class="rvts50">table joypad.readdown(int player)</span></p>
<p><span class="rvts52">table joypad.getdown(int player)</span></p>
<p><span class="rvts52">table joypad.readdown(int player)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">table joypad.getup(int player)</span></p>
<p><span class="rvts50">table joypad.readup(int player)</span></p>
<p><span class="rvts52">table joypad.getup(int player)</span></p>
<p><span class="rvts52">table joypad.readup(int player)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">joypad.set(int player, table input)</span></p>
<p><span class="rvts51">joypad.write(</span><span class="rvts50">int player, table input</span><span class="rvts51">)</span></p>
<p><span class="rvts52">joypad.set(int player, table input)</span></p>
<p><span class="rvts53">joypad.write(</span><span class="rvts52">int player, table input</span><span class="rvts53">)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Set the inputs for the given player. Table keys look like this (case sensitive):</span></p>
<p><span class="rvts37"><br/></span></p>
@ -323,9 +341,9 @@
<p><span class="rvts37">joypad.write left in for backwards compatibility with older versions of FCEU/FCEUX.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37"><br/></span></p>
<p class="rvps4"><span class="rvts60">Zapper Library</span></p>
<p class="rvps4"><span class="rvts62">Zapper Library</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts51">table zapper.read()</span></p>
<p><span class="rvts53">table zapper.read()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns the zapper data</span></p>
<p><span class="rvts37">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>
@ -338,60 +356,60 @@
<p><span class="rvts37">Note: The zapper is always controller 2 on the NES so there is no player argument to this function.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37"><br/></span></p>
<p class="rvps4"><span class="rvts60">Input Library</span></p>
<p class="rvps4"><span class="rvts62">Input Library</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">table input.get()</span></p>
<p><span class="rvts50">table input.read()</span></p>
<p><span class="rvts52">table input.get()</span></p>
<p><span class="rvts52">table input.read()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">string input.popup</span></p>
<p><span class="rvts52">string input.popup</span></p>
<p><span class="rvts37">Alias: gui.popup</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Requests input from the user using a multiple-option message box. See gui.popup for complete usage and returns.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37"><br/></span></p>
<p class="rvps4"><span class="rvts60">Savestate Library</span></p>
<p class="rvps4"><span class="rvts62">Savestate Library</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts51">object savestate.object(int slot = nil)</span></p>
<p><span class="rvts53">object savestate.object(int slot = nil)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts51">object savestate.create(int slot = nil)</span></p>
<p><span class="rvts53">object savestate.create(int slot = nil)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts51">savestate.save(object savestate)</span></p>
<p><span class="rvts53">savestate.save(object savestate)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts51">savestate.load(object savestate)</span></p>
<p><span class="rvts53">savestate.load(object savestate)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts37">If this savestate is not persistent and not one of the predefined states, the state will be deleted after loading.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">savestate.persist(object savestate)</span></p>
<p><span class="rvts52">savestate.persist(object savestate)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">savestate.registersave(function func)</span></p>
<p><span class="rvts52">savestate.registersave(function func)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">savestate.registerload(function func)</span></p>
<p><span class="rvts52">savestate.registerload(function func)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">savestate.loadscriptdata(int location)</span></p>
<p><span class="rvts52">savestate.loadscriptdata(int location)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Accuracy not yet confirmed.</span></p>
<p><span class="rvts37"><br/></span></p>
@ -399,17 +417,17 @@
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts37"><br/></span></p>
<p class="rvps4"><span class="rvts60">Movie Library</span></p>
<p class="rvps4"><span class="rvts62">Movie Library</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">bool movie.active()</span></p>
<p><span class="rvts52">bool movie.active()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">int movie.framecount()</span></p>
<p><span class="rvts52">int movie.framecount()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns the current frame count. (Has the same affect as emu.framecount)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">string movie.mode()</span></p>
<p><span class="rvts52">string movie.mode()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns the current state of movie playback. Returns one of the following:</span></p>
<p><span class="rvts37"><br/></span></p>
@ -419,41 +437,41 @@
<p><span class="rvts37">- "taseditor"</span></p>
<p><span class="rvts37">- nil</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">movie.rerecordcounting(bool counting)</span></p>
<p><span class="rvts52">movie.rerecordcounting(bool counting)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Turn the rerecord counter on or off. Allows you to do some brute forcing without inflating the rerecord count.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">movie.stop()</span></p>
<p><span class="rvts50">movie.close()</span></p>
<p><span class="rvts52">movie.stop()</span></p>
<p><span class="rvts52">movie.close()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Stops movie playback. If no movie is loaded, it throws a Lua error.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">int movie.length()</span></p>
<p><span class="rvts52">int movie.length()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns the total number of frames of the current movie. Throws a Lua error if no movie is loaded.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">string movie.name()</span></p>
<p><span class="rvts50">string movie.getname()</span></p>
<p><span class="rvts52">string movie.name()</span></p>
<p><span class="rvts52">string movie.getname()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns the filename of the current movie with path. Throws a Lua error if no movie is loaded.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">movie.getfilename()</span></p>
<p><span class="rvts52">movie.getfilename()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns the filename of the current movie with no path. Throws a Lua error if no movie is loaded.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">movie.rerecordcount()</span></p>
<p><span class="rvts52">movie.rerecordcount()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns the rerecord count of the current movie. Throws a Lua error if no movie is loaded.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">movie.replay()</span></p>
<p><span class="rvts50">movie.playbeginning()</span></p>
<p><span class="rvts52">movie.replay()</span></p>
<p><span class="rvts52">movie.playbeginning()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts37">If no movie is loaded, no error is thrown and no message appears on screen.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">bool movie.readonly()</span></p>
<p><span class="rvts50">bool movie.getreadonly()</span></p>
<p><span class="rvts52">bool movie.readonly()</span></p>
<p><span class="rvts52">bool movie.getreadonly()</span></p>
<p><span class="rvts37">Alias: emu.getreadonly</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">FCEUX keeps the read-only status even without a movie loaded.</span></p>
@ -462,7 +480,7 @@
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">movie.setreadonly(bool state)</span></p>
<p><span class="rvts52">movie.setreadonly(bool state)</span></p>
<p><span class="rvts37">Alias: emu.setreadonly</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">FCEUX keeps the read-only status even without a movie loaded.</span></p>
@ -472,45 +490,45 @@
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">bool movie.recording()</span></p>
<p><span class="rvts52">bool movie.recording()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns true if there is a movie loaded and in record mode.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">bool movie.playing()</span></p>
<p><span class="rvts52">bool movie.playing()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns true if there is a movie loaded and in play mode.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">bool movie.ispoweron()</span></p>
<p><span class="rvts52">bool movie.ispoweron()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns true if the movie recording or loaded started from 'Start'.</span></p>
<p><span class="rvts37">Returns false if the movie uses a save state.</span></p>
<p><span class="rvts37">Opposite of movie.isfromsavestate()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">bool movie.isfromsavestate()</span></p>
<p><span class="rvts52">bool movie.isfromsavestate()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns true if the movie recording or loaded started from 'Now'.</span></p>
<p><span class="rvts37">Returns false if the movie was recorded from a reset.</span></p>
<p><span class="rvts37">Opposite of movie.ispoweron()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">string movie.name()</span></p>
<p><span class="rvts52">string movie.name()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">If a movie is loaded it returns the name of the movie, else it throws an error.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">bool movie.readonly()</span></p>
<p><span class="rvts52">bool movie.readonly()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns the state of read-only. True if in playback mode, false if in record mode.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37"><br/></span></p>
<p class="rvps4"><span class="rvts60">GUI Library</span></p>
<p class="rvps4"><span class="rvts62">GUI Library</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">gui.pixel(int x, int y, type color)</span></p>
<p><span class="rvts50">gui.drawpixel(int x, int y, type color)</span></p>
<p><span class="rvts50">gui.setpixel(int x, int y, type color)</span></p>
<p><span class="rvts50">gui.writepixel(int x, int y, type color)</span></p>
<p><span class="rvts52">gui.pixel(int x, int y, type color)</span></p>
<p><span class="rvts52">gui.drawpixel(int x, int y, type color)</span></p>
<p><span class="rvts52">gui.setpixel(int x, int y, type color)</span></p>
<p><span class="rvts52">gui.writepixel(int x, int y, type color)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">gui.getpixel(int x, int y)</span></p>
<p><span class="rvts52">gui.getpixel(int x, int y)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
@ -518,47 +536,47 @@
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">See emu.getscreenpixel() for an emulator screen variant.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">gui.line(int x1, int y1, int x2, int y2 [, color [, skipfirst]])</span></p>
<p><span class="rvts50">gui.drawline(int x1, int y1, int x2, int y2 [, color [, skipfirst]])</span></p>
<p><span class="rvts52">gui.line(int x1, int y1, int x2, int y2 [, color [, skipfirst]])</span></p>
<p><span class="rvts52">gui.drawline(int x1, int y1, int x2, int y2 [, color [, skipfirst]])</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">gui.box(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))</span></p>
<p><span class="rvts50">gui.drawbox(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))</span></p>
<p><span class="rvts50">gui.rect(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))</span></p>
<p><span class="rvts50">gui.drawrect(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))</span></p>
<p><span class="rvts52">gui.box(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))</span></p>
<p><span class="rvts52">gui.drawbox(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))</span></p>
<p><span class="rvts52">gui.rect(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))</span></p>
<p><span class="rvts52">gui.drawrect(int x1, int y1, int x2, int y2 [, fillcolor [, outlinecolor]]))</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">gui.text(int x, int y, string str [, textcolor [, backcolor]])</span></p>
<p><span class="rvts50">gui.drawtext(int x, int y, string str [, textcolor [, backcolor]])</span></p>
<p><span class="rvts52">gui.text(int x, int y, string str [, textcolor [, backcolor]])</span></p>
<p><span class="rvts52">gui.drawtext(int x, int y, string str [, textcolor [, backcolor]])</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">gui.parsecolor(color)</span></p>
<p><span class="rvts52">gui.parsecolor(color)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns the separate RGBA components of the given color.</span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">gui.savescreenshot()</span></p>
<p><span class="rvts52">gui.savescreenshot()</span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">gui.savescreenshotas(string name)</span></p>
<p><span class="rvts52">gui.savescreenshotas(string name)</span></p>
<p><span class="rvts37">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><span class="rvts37"> </span></p>
<p><span class="rvts50">string gui.gdscreenshot()</span></p>
<p><span class="rvts52">string gui.gdscreenshot()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts55">Warning:</span><span class="rvts37"> 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><span class="rvts57">Warning:</span><span class="rvts37"> 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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">gui.gdoverlay([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])</span></p>
<p><span class="rvts50">gui.image([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])</span></p>
<p><span class="rvts50">gui.drawimage([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])</span></p>
<p><span class="rvts52">gui.gdoverlay([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])</span></p>
<p><span class="rvts52">gui.image([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])</span></p>
<p><span class="rvts52">gui.drawimage([int dx=0, int dy=0,] string str [, sx=0, sy=0, sw, sh] [, float alphamul=1.0])</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Draws an image on the screen. gdimage must be in truecolor gd string format.</span></p>
<p><span class="rvts37"><br/></span></p>
@ -572,20 +590,20 @@
<p><span class="rvts37">local gdstr = gd.createFromPng("myimage.png"):gdStr()</span></p>
<p><span class="rvts37">gui.gdoverlay(gdstr) </span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">gui.opacity(int alpha)</span></p>
<p><span class="rvts52">gui.opacity(int alpha)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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. </span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">gui.transparency(int trans)</span></p>
<p><span class="rvts52">gui.transparency(int trans)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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). </span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">function gui.register(function func)</span></p>
<p><span class="rvts50"><br/></span></p>
<p><span class="rvts52">function gui.register(function func)</span></p>
<p><span class="rvts52"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts50">string gui.popup(string message [, string type = "ok" [, string icon = "message"]])</span></p>
<p><span class="rvts50">string input.popup(string message [, string type = "yesno" [, string icon = "question"]])</span></p>
<p><span class="rvts52">string gui.popup(string message [, string type = "ok" [, string icon = "message"]])</span></p>
<p><span class="rvts52">string input.popup(string message [, string type = "yesno" [, string icon = "question"]])</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
@ -600,9 +618,9 @@
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
<p><span class="rvts37"><br/></span></p>
<p class="rvps4"><span class="rvts60">Sound Library</span></p>
<p class="rvps4"><span class="rvts62">Sound Library</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts50">table sound.get()</span></p>
<p><span class="rvts52">table sound.get()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns current state of PSG channels in big array.</span></p>
<p><span class="rvts37"><br/></span></p>
@ -671,59 +689,59 @@
<p><span class="rvts37">}</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37"><br/></span></p>
<p class="rvps4"><span class="rvts60">TAS Editor Library</span></p>
<p><span class="rvts50"><br/></span></p>
<p><span class="rvts50">taseditor.registerauto(function func)</span></p>
<p><span class="rvts50">taseditor.registermanual(function func)</span></p>
<p><span class="rvts50">bool taseditor.engaged()</span></p>
<p><span class="rvts50">bool taseditor.markedframe(int frame)</span></p>
<p><span class="rvts50">int taseditor.getmarker(int frame)</span></p>
<p><span class="rvts50">int taseditor.setmarker(int frame)</span></p>
<p><span class="rvts50">taseditor.clearmarker(int frame)</span></p>
<p><span class="rvts50">string taseditor.getnote(int index)</span></p>
<p><span class="rvts50">taseditor.setnote(int index, string newtext)</span></p>
<p><span class="rvts50">int taseditor.getcurrentbranch()</span></p>
<p><span class="rvts50">string taseditor.getrecordermode()</span></p>
<p><span class="rvts50">int taseditor.getsuperimpose()</span></p>
<p><span class="rvts50">int taseditor.getlostplayback()</span></p>
<p><span class="rvts50">int taseditor.getplaybacktarget()</span></p>
<p><span class="rvts50">taseditor.setplayback(int frame)</span></p>
<p><span class="rvts50">taseditor.stopseeking()</span></p>
<p><span class="rvts50">taseditor.getselection()</span></p>
<p><span class="rvts50">taseditor.setselection()</span></p>
<p><span class="rvts50">int taseditor.getinput(int frame, int joypad)</span></p>
<p><span class="rvts50">taseditor.submitinputchange(int frame, int joypad, int input)</span></p>
<p><span class="rvts50">taseditor.submitinsertframes(int frame, int number)</span></p>
<p><span class="rvts50">taseditor.submitdeleteframes(int frame, int number)</span></p>
<p><span class="rvts50">int taseditor.applyinputchanges([string name])</span></p>
<p><span class="rvts50">taseditor.clearinputchanges()</span></p>
<p class="rvps4"><span class="rvts62">TAS Editor Library</span></p>
<p><span class="rvts52"><br/></span></p>
<p><span class="rvts52">taseditor.registerauto(function func)</span></p>
<p><span class="rvts52">taseditor.registermanual(function func)</span></p>
<p><span class="rvts52">bool taseditor.engaged()</span></p>
<p><span class="rvts52">bool taseditor.markedframe(int frame)</span></p>
<p><span class="rvts52">int taseditor.getmarker(int frame)</span></p>
<p><span class="rvts52">int taseditor.setmarker(int frame)</span></p>
<p><span class="rvts52">taseditor.clearmarker(int frame)</span></p>
<p><span class="rvts52">string taseditor.getnote(int index)</span></p>
<p><span class="rvts52">taseditor.setnote(int index, string newtext)</span></p>
<p><span class="rvts52">int taseditor.getcurrentbranch()</span></p>
<p><span class="rvts52">string taseditor.getrecordermode()</span></p>
<p><span class="rvts52">int taseditor.getsuperimpose()</span></p>
<p><span class="rvts52">int taseditor.getlostplayback()</span></p>
<p><span class="rvts52">int taseditor.getplaybacktarget()</span></p>
<p><span class="rvts52">taseditor.setplayback(int frame)</span></p>
<p><span class="rvts52">taseditor.stopseeking()</span></p>
<p><span class="rvts52">taseditor.getselection()</span></p>
<p><span class="rvts52">taseditor.setselection()</span></p>
<p><span class="rvts52">int taseditor.getinput(int frame, int joypad)</span></p>
<p><span class="rvts52">taseditor.submitinputchange(int frame, int joypad, int input)</span></p>
<p><span class="rvts52">taseditor.submitinsertframes(int frame, int number)</span></p>
<p><span class="rvts52">taseditor.submitdeleteframes(int frame, int number)</span></p>
<p><span class="rvts52">int taseditor.applyinputchanges([string name])</span></p>
<p><span class="rvts52">taseditor.clearinputchanges()</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">For full description of these functions refer to TAS Editor Manual.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts48">Bitwise Operations</span></p>
<p><span class="rvts50">Bitwise Operations</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">All the following functions are left for backward compatibility, since </span><a class="rvts58" href="http://bitop.luajit.org/">LuaBitOp</a><span class="rvts37"> is embedded in FCEUX.</span></p>
<p><span class="rvts37">All the following functions are left for backward compatibility, since </span><a class="rvts60" href="http://bitop.luajit.org/">LuaBitOp</a><span class="rvts37"> is embedded in FCEUX.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts52">int AND(int n1, int n2, ..., int nn)</span></p>
<p><span class="rvts52"><br/></span></p>
<p><span class="rvts54">int AND(int n1, int n2, ..., int nn)</span></p>
<p><span class="rvts54"><br/></span></p>
<p><span class="rvts37">Binary logical AND of all the given integers. This function compensates for Lua's lack of it.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts52">int OR(int n1, int n2, ..., int nn)</span></p>
<p><span class="rvts54">int OR(int n1, int n2, ..., int nn)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Binary logical OR of all the given integers. This function compensates for Lua's lack of it.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts52">int XOR(int n1, int n2, ..., int nn)</span></p>
<p><span class="rvts54">int XOR(int n1, int n2, ..., int nn)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Binary logical XOR of all the given integers. This function compensates for Lua's lack of it.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts52">int BIT(int n1, int n2, ..., int nn)</span></p>
<p><span class="rvts54">int BIT(int n1, int n2, ..., int nn)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Returns an integer with the given bits turned on. Parameters should be smaller than 31.</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts53">Appendix</span></p>
<p><span class="rvts55">Appendix</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts54">On drawing</span></p>
<p><span class="rvts56">On drawing</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">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><span class="rvts37"><br/></span></p>
@ -731,7 +749,7 @@
<p><span class="rvts37">--320x239, 8bit color (confirm?)</span></p>
<p><span class="rvts37">256x224, 8bit color (confirm?)</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts54">On colors</span></p>
<p><span class="rvts56">On colors</span></p>
<p><span class="rvts37"><br/></span></p>
<p><span class="rvts37">Colors can be of a few types.</span></p>
<p><span class="rvts37">Int: use the a formula to compose the color as a number (depends on color depth)</span></p>

View File

@ -52,19 +52,19 @@
</div>
<div id="topic_content">
<p><span class="rvts47">Using Lua scripting</span></p>
<p><span class="rvts49">Using Lua scripting</span></p>
<p><span class="rvts38"><br/></span></p>
<p>Lua is built into FCEUX as of 2.1.2, and luapack DLL files are no longer needed in this and later versions.</p>
<p><br/></p>
<p>To run lua scripts in older versions of FCEUX, you will need the lua pack which can be found <a class="rvts18" href="http://fceux.com/luapack">here</a>. The .dll files must be unzipped in the same folder as fceux.exe.</p>
<p><span class="rvts47"><br/></span></p>
<p><span class="rvts47">Core Lua Documentation</span></p>
<p><span class="rvts49"><br/></span></p>
<p><span class="rvts49">Core Lua Documentation</span></p>
<p><span class="rvts38"><br/></span></p>
<p>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 <a class="rvts18" href="http://www.lua.org/">http://www.lua.org/</a></p>
<p><br/></p>
<p>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.</p>
<p><span class="rvts47"><br/></span></p>
<p><span class="rvts47">GUI Frontend</span></p>
<p><span class="rvts49"><br/></span></p>
<p><span class="rvts49">GUI Frontend</span></p>
<p><br/></p>
<p>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.</p>
<p><br/></p>
@ -72,7 +72,7 @@
<p><br/></p>
<p>To end a Lua script, choose "Stop Lua Script" ***from where***.</p>
<p><br/></p>
<p><span class="rvts47">FCEUX Lua Basics</span></p>
<p><span class="rvts49">FCEUX Lua Basics</span></p>
<p><br/></p>
<p>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.</p>
<p><br/></p>

View File

@ -57,19 +57,19 @@
<p>A bit of previous programming knowledge will be useful in taking advantage of this feature, but it is certainly not a requirement. &nbsp;Lua is specifically written with the intention of being easier than most languages for anyone to understand and use.</p>
<p><br/></p>
<p><br/></p>
<p><a class="rvts46" href="LuaGettingStarted.html">Getting Started</a></p>
<p><a class="rvts48" href="LuaGettingStarted.html">Getting Started</a></p>
<p><br/></p>
<p>The basics of Lua scripting, its implementation into FCEUX, and how to get started using Lua.</p>
<p><br/></p>
<p><a class="rvts46" href="Commands.html">Using Lua</a></p>
<p><a class="rvts48" href="Commands.html">Using Lua</a></p>
<p><br/></p>
<p>How to use Lua and basic syntax/commands that are useable under FCEUX.</p>
<p><br/></p>
<p><a class="rvts46" href="LuaFunctionsList.html">Lua Functions List</a></p>
<p><a class="rvts48" href="LuaFunctionsList.html">Lua Functions List</a></p>
<p><br/></p>
<p>A list of Lua functions available in FCEUX and a brief description of each.</p>
<p><br/></p>
<p><a class="rvts46" href="LuaBot.html">Lua Bot</a></p>
<p><a class="rvts48" href="LuaBot.html">Lua Bot</a></p>
<p><br/></p>
<p>How to use Luau's version of Basic bot.</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/iphone-website-generation">Free iPhone documentation generator</a></p>

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@ -45,7 +45,7 @@
<a href="ROMHacking.html"><img src="img/arrow_left.png" alt="Previous"/></a>
<a href="DebuggerUsageIntermediate.html"><img src="img/arrow_right.png" alt="Next"/></a>
<a href="Technicalinformation.html"><img src="img/arrow_right.png" alt="Next"/></a>
</div>
<div class="clear"></div>
@ -228,7 +228,7 @@
<p>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 class="rvts30">Teenage Mutant Ninja Turtles</span>.</p>
<p><br/></p>
<p><span class="rvts38">Block 4</span></p>
<p><span class="rvts62"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts62"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts62"> &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><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts65"> &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><span class="rvts29">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><span class="rvts29">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><span class="rvts29">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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@ -255,18 +255,18 @@
<p>************************</p>
<p> This section will describe the internal components making up each individual channel. Each component will then be described in full detail.</p>
<p><br/></p>
<p><span class="rvts56">Device</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> Triangle Noise &nbsp;Square</span></p>
<p><span class="rvts56">------</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> -------- ------ ------</span></p>
<p><span class="rvts56">triangle step generator</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56">X</span></p>
<p><span class="rvts56">linear counter</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56">X</span></p>
<p><span class="rvts56">programmable timer</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts56">length counter</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts56">4-bit DAC</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts56">volume/envelope decay unit</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts56">sweep unit</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp;X</span></p>
<p><span class="rvts56">duty cycle generator</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp;X</span></p>
<p><span class="rvts56">wavelength converter</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> X</span></p>
<p><span class="rvts56">random number generator</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts56"> X</span></p>
<p><span class="rvts58">Device</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> Triangle Noise &nbsp;Square</span></p>
<p><span class="rvts58">------</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> -------- ------ ------</span></p>
<p><span class="rvts58">triangle step generator</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58">X</span></p>
<p><span class="rvts58">linear counter</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58">X</span></p>
<p><span class="rvts58">programmable timer</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts58">length counter</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts58">4-bit DAC</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58">X &nbsp; &nbsp; &nbsp;X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts58">volume/envelope decay unit</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> X &nbsp; &nbsp; &nbsp;X</span></p>
<p><span class="rvts58">sweep unit</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp;X</span></p>
<p><span class="rvts58">duty cycle generator</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp;X</span></p>
<p><span class="rvts58">wavelength converter</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> X</span></p>
<p><span class="rvts58">random number generator</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts58"> X</span></p>
<p><br/></p>
<p><br/></p>
<p>+-------------------------+</p>

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@ -39,7 +39,7 @@
</div>
<div id="topic_header_nav">
<a href="DebuggerUsageIntermediate.html"><img src="img/arrow_left.png" alt="Previous"/></a>
<a href="NESRAMMappingFindingValues.html"><img src="img/arrow_left.png" alt="Previous"/></a>
<a href="Movieformats.html"><img src="img/arrow_right.png" alt="Next"/></a>

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@ -52,7 +52,7 @@
</div>
<div id="topic_content">
<p><span class="rvts45">Trace Logger</span></p>
<p><span class="rvts47">Trace Logger</span></p>
<p><br/></p>
<p><span class="rvts16">Introduction</span></p>
<p><br/></p>

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@ -77,7 +77,7 @@
<li><span class="rvts22">Newppu - fix bug in scroll reg logic causing mis-scrolls in p'radikus conflict</span></li>
<li><span class="rvts22">A bit of latest mapper changes from fceu-mm</span></li>
<li><span class="rvts22">Fixed mappers 242, 227, 115, 248, 12, 164, 15, 253, 23, 178</span></li>
<li><span class="rvts22">Added mappers 176, 116</span></li>
<li><span class="rvts22">Added mappers 176, 116, 156</span></li>
<li><span class="rvts22">Straighten out bandai m159/m016 handling and add valid null-EEPROM emulation to get those games booting.</span></li>
<li><span class="rvts22">Add ability for CNROM games to choose whether they have bus conflicts (fixes Colorful Dragon (Unl) (Sachen), since it flakes out if bus conflicts are emulated)</span></li>
<li><span class="rvts22">Fixed bus conflict emulation, no kage no densetsu bug anymore</span></li>
@ -87,6 +87,7 @@
<p><span class="rvts24">Movies</span></p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li><span class="rvts22">Fixed old bug in "Play Movie From Beginning"</span></li>
<li><span class="rvts22">Fixed movie savestates logic, loading post-movie savestates is not allowed in read-only</span></li>
<li><span class="rvts22">Fixed savestates filenaming bug when working with a movie</span></li>
<li><span class="rvts22">Added support for HUD recording in AVI dumping</span></li>
<li><span class="rvts22">Rerecords counter display</span></li>
@ -159,6 +160,8 @@
<li><span class="rvts22">Added "Cycles counter exceeds N" and "Instructions counter exceeds N" type of breakpoints</span></li>
<li><span class="rvts22">Doubleclick on the disassembly prompts "Add Execute breakpoint here" dialog</span></li>
<li><span class="rvts22">"Display ROM offsets" option shows real ROM addresses in the Disassembly window</span></li>
<li><span class="rvts22">Fixed conditional breakpoints bug: the error message didn't appear when editing a breakpoint</span></li>
<li><span class="rvts22">Cleaned up and updated debugging documentation</span></li>
</ul>
<p><span class="rvts24"><br/></span></p>
<p><span class="rvts23">Trace Logger</span></p>

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@ -230,128 +230,138 @@ a.rvts44, span.rvts44
text-decoration: underline;
}
a.rvts44:hover { color: #0000ff; }
span.rvts45
span.rvts45 /* Font Style */
{
font-size: 18pt;
}
span.rvts46
{
font-size: 11pt;
font-weight: bold;
}
span.rvts47
{
font-size: 22pt;
text-decoration: underline;
}
a.rvts46, span.rvts46
a.rvts48, span.rvts48
{
font-size: 12pt;
color: #0000ff;
text-decoration: underline;
}
a.rvts46:hover { color: #0000ff; }
span.rvts47
{
font-size: 18pt;
font-weight: bold;
}
span.rvts48
{
font-size: 12pt;
font-family: 'Courier New', 'Courier', monospace;
font-weight: bold;
}
a.rvts48:hover { color: #0000ff; }
span.rvts49
{
font-size: 14pt;
font-size: 18pt;
font-weight: bold;
}
span.rvts50
{
font-size: 12pt;
font-family: 'Courier New', 'Courier', monospace;
color: #000080;
font-weight: bold;
}
span.rvts51
{
font-size: 12pt;
font-family: 'Courier New', 'Courier', monospace;
color: #333399;
font-size: 14pt;
font-weight: bold;
}
span.rvts52
{
font-size: 12pt;
font-family: 'Courier New', 'Courier', monospace;
color: #000080;
}
span.rvts53
{
font-size: 16pt;
font-size: 12pt;
font-family: 'Courier New', 'Courier', monospace;
font-weight: bold;
color: #333399;
}
span.rvts54
{
font-size: 11pt;
font-family: 'Courier New', 'Courier', monospace;
font-weight: bold;
color: #000080;
}
span.rvts55
{
font-size: 16pt;
font-family: 'Courier New', 'Courier', monospace;
font-weight: bold;
}
span.rvts56
{
font-size: 11pt;
font-family: 'Courier New', 'Courier', monospace;
font-weight: bold;
}
span.rvts57
{
font-family: 'Courier New', 'Courier', monospace;
font-weight: bold;
}
span.rvts58
{
font-family: 'Courier New', 'Courier', monospace;
}
span.rvts59
{
font-size: 12pt;
font-family: 'Courier New', 'Courier', monospace;
color: #000080;
}
a.rvts58, span.rvts58
a.rvts60, span.rvts60
{
font-family: 'Courier New', 'Courier', monospace;
color: #0000ff;
text-decoration: underline;
}
a.rvts58:hover { color: #0000ff; }
span.rvts59
a.rvts60:hover { color: #0000ff; }
span.rvts61
{
font-size: 14pt;
font-weight: bold;
}
span.rvts60 /* Font Style */
span.rvts62 /* Font Style */
{
font-size: 14pt;
}
a.rvts61, span.rvts61
span.rvts63
{
font-family: 'Courier New', 'Courier', monospace;
font-weight: bold;
text-decoration: underline;
}
a.rvts64, span.rvts64
{
font-size: 12pt;
color: #0000ff;
text-decoration: underline;
}
a.rvts61:hover { color: #0000ff; }
span.rvts62
a.rvts64:hover { color: #0000ff; }
span.rvts65
{
font-family: 'Lucida Console', 'Monaco', monospace;
text-decoration: underline;
}
span.rvts63
{
font-weight: bold;
text-decoration: underline;
}
span.rvts64
{
font-size: 11pt;
text-decoration: underline;
}
span.rvts65
{
font-size: 5pt;
}
span.rvts66
{
font-size: 5pt;
font-weight: bold;
text-decoration: underline;
}
span.rvts67
{
font-size: 11pt;
text-decoration: underline;
}
span.rvts68
{
font-size: 5pt;
}
span.rvts69
{
font-size: 5pt;
font-weight: bold;
}
/* ========== Para Styles ========== */
@ -383,3 +393,12 @@ p,ul,ol /* Paragraph Style */
.rvps4 /* Paragraph Style */
{
}
.rvps5
{
text-indent: 48px;
}
.rvps6
{
text-indent: 48px;
margin: 0px 0px 0px 48px;
}

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@ -86,41 +86,41 @@
<p>Integer keys (also used for booleans, with a 1 for true and 0 for false) must have a value that can be stored as int32:</p>
<p><br/></p>
<p> <span class="rvts38">- version</span> (required) - the version of the movie file format; for now it is always 3</p>
<p><span class="rvts65"><br/></span></p>
<p><span class="rvts68"><br/></span></p>
<p> <span class="rvts38">- emuVersion</span> (required) - the version of the emulator used to produce the movie</p>
<p><span class="rvts65"><br/></span></p>
<p><span class="rvts68"><br/></span></p>
<p> <span class="rvts38">- rerecordCount</span> (optional) - the rerecord count</p>
<p><span class="rvts65"><br/></span></p>
<p><span class="rvts68"><br/></span></p>
<p> -<span class="rvts38"> palFlag</span> (bool) (optional) - true if the movie uses PAL timing</p>
<p><span class="rvts65"><br/></span></p>
<p><span class="rvts68"><br/></span></p>
<p> -<span class="rvts38"> NewPPU</span> (bool) (optional) - true if the movie uses New PPU</p>
<p><span class="rvts65"><br/></span></p>
<p><span class="rvts68"><br/></span></p>
<p> <span class="rvts38">- FDS</span> (bool) (optional) - true if movie was recorded on a Famicom Disk System (FDS) game</p>
<p><span class="rvts65"><br/></span></p>
<p><span class="rvts68"><br/></span></p>
<p> <span class="rvts38">- fourscore</span> (bool) - true if a fourscore was used. If fourscore is not used, then port0 and port1 are required</p>
<p><span class="rvts65"><br/></span></p>
<p><span class="rvts68"><br/></span></p>
<p> <span class="rvts38">- port0 </span>- indicates the type of input device attached to the port 0. Supported values are:</p>
<p> &nbsp; &nbsp; SI_NONE = 0</p>
<p> &nbsp; &nbsp; SI_GAMEPAD = 1</p>
<p> &nbsp; &nbsp; SI_ZAPPER = 2</p>
<p><span class="rvts65"><br/></span></p>
<p><span class="rvts68"><br/></span></p>
<p> <span class="rvts38">- port1</span> - indicates the type of input device attached to the port 1. Supported values are:</p>
<p> &nbsp; &nbsp; SI_NONE = 0</p>
<p> &nbsp; &nbsp; SI_GAMEPAD = 1</p>
<p> &nbsp; &nbsp; SI_ZAPPER = 2</p>
<p><span class="rvts65"><br/></span></p>
<p><span class="rvts68"><br/></span></p>
<p><span class="rvts38"> - port2</span> (required) - indicates the type of the FCExp port device which was attached. Supported values are:</p>
<p> &nbsp; &nbsp; SIFC_NONE = 0</p>
<p><span class="rvts65"><br/></span></p>
<p><span class="rvts68"><br/></span></p>
<p> <span class="rvts38">- binary</span> (bool) (optional) - true if input log is stored in binary format</p>
<p><span class="rvts65"><br/></span></p>
<p> <span class="rvts38">- length</span> (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 class="rvts63">fm3</span> format to allow storing extra data after the end of input log</p>
<p><span class="rvts68"><br/></span></p>
<p> <span class="rvts38">- length</span> (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 class="rvts66">fm3</span> format to allow storing extra data after the end of input log</p>
<p><br/></p>
<p><br/></p>
<p>String keys have values that consist of the remainder of the key-value pair line. As a consequence, string values cannot contain newlines.</p>
<p><br/></p>
<p><span class="rvts38"> - romFilename</span> (required) - the name of the file used to record the movie</p>
<p><span class="rvts65"><br/></span></p>
<p><span class="rvts68"><br/></span></p>
<p><span class="rvts38"> - comment </span>(optional) - simply a memo</p>
<ul style="text-indent: 0px; margin-left: 36px; list-style-position: outside;">
<li>by convention, the first token in the comment value is the subject of the comment</li>
@ -131,7 +131,7 @@
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
<li>comment author adelikat</li>
</ul>
<p><span class="rvts65"><br/></span></p>
<p><span class="rvts68"><br/></span></p>
<p><span class="rvts38"> - subtitle </span>(optional) - a message that will be displayed on screen when movie is played back (unless Subtitles are turned off, see <a class="rvts18" href="MovieOptions.html">Movie options</a>)</p>
<ul style="text-indent: 0px; margin-left: 36px; list-style-position: outside;">
<li>by convention, subtitles begin with the word "subtitle"</li>
@ -143,12 +143,12 @@
<li>subtitle 1000 Level Two</li>
</ul>
<p>At frame 1000 the words "Level Two" will be displayed on the screen</p>
<p><span class="rvts65"><br/></span></p>
<p><span class="rvts68"><br/></span></p>
<p><span class="rvts38"> - guid </span>(required) - a unique identifier for a movie, generated when the movie is created, which is used when loading a savestate to make sure it belongs to the current movie</p>
<p>GUID keys have a value which is in the standard guide format: 452DE2C3-EF43-2FA9-77AC-0677FC51543B</p>
<p><span class="rvts66"><br/></span></p>
<p><span class="rvts69"><br/></span></p>
<p><span class="rvts38"> - romChecksum </span>(required) - the base64 of the hexified MD5 hash of the ROM which was used to record the movie</p>
<p><span class="rvts65"><br/></span></p>
<p><span class="rvts68"><br/></span></p>
<p><span class="rvts38"> - savestate </span>(optional) - a <a class="rvts18" href="fcs.html">fcs</a> savestate blob, in case a movie was recorded from savestate &nbsp;</p>
<p>Hex string keys (used for binary blobs) have a value that is like 0x0123456789ABCDEF...</p>
<p><br/></p>
@ -158,11 +158,11 @@
<p>The input log section consists of movie records either in the form of text lines or in the form of binary data.</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts64">Text format (default format):</span></p>
<p><span class="rvts67">Text format (default format):</span></p>
<p><br/></p>
<p>Every frame of the movie is represented by line of text beginning and ending with a | (pipe).</p>
<p>The fields in the line are as follows, except when fourscore is used.</p>
<p><span class="rvts67">|commands|port0|port1|port2|</span></p>
<p><span class="rvts46">|commands|port0|port1|port2|</span></p>
<p><br/></p>
<p>Field <span class="rvts38">commands</span> is a variable length decimal integer which is interpreted as a bit field corresponding to miscellaneous input states which are valid at the start of the frame. Current values for this are:</p>
<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
@ -198,11 +198,11 @@
<p><br/></p>
<p>If a <span class="rvts38">fourscore</span> is used, then port0 and port1 are irrelevant and ignored.</p>
<p>The input types must all be gamepads, and each input log record must be in the following format:</p>
<p><span class="rvts67">|commands|RLDUTSBA|RLDUTSBA|RLDUTSBA|RLDUTSBA|port2|</span></p>
<p><span class="rvts46">|commands|RLDUTSBA|RLDUTSBA|RLDUTSBA|RLDUTSBA|port2|</span></p>
<p>{commands, player1, player2, player3, player4, port2}</p>
<p><br/></p>
<p><br/></p>
<p><span class="rvts64">Binary format:</span></p>
<p><span class="rvts67">Binary format:</span></p>
<p><br/></p>
<p>Input log section starts with a | (pipe).</p>
<p>Every frame of the movie is represented by a record of a fixed length which can be determined by the devices on port0 and port1.</p>

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@ -607,12 +607,6 @@
target="FrameMain">
NES RAM (Mapping/Finding Values)</a>
</li><li class="" id="DebuggerUsageIntermediate" data="">
<a
href="DebuggerUsageIntermediate.html"
target="FrameMain">
Debugger Usage Guide (Intermediate)</a>
</li></ul></li><li class="folder" id="Technicalinformation" data="">
<a
href="Technicalinformation.html"