* Lua: added emu.tobit() function
Converts byte to binary string.
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@ -48,6 +48,7 @@ extern TASEDITOR_LUA taseditor_lua;
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#include <map>
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#include <string>
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#include <algorithm>
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#include <bitset>
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#include "x6502abbrev.h"
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@ -2664,18 +2665,18 @@ int emu_framecount(lua_State *L) {
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return 1;
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}
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//int emu.lagcount()
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// int emu.lagcount()
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//
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// Gets the current lag count
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// Gets the current lag count
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int emu_lagcount(lua_State *L) {
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lua_pushinteger(L, FCEUI_GetLagCount());
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return 1;
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}
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//emu_lagged()
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// emu.lagged()
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//
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//Returns true if the game is currently on a lag frame
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// Returns true if the game is currently on a lag frame
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int emu_lagged (lua_State *L) {
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bool Lag_Frame = FCEUI_GetLagged();
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@ -2683,9 +2684,9 @@ int emu_lagged (lua_State *L) {
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return 1;
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}
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//emu_setlagflag(bool value)
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// emu.setlagflag(bool value)
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//
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//Returns true if the game is currently on a lag frame
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// Returns true if the game is currently on a lag frame
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int emu_setlagflag(lua_State *L)
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{
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FCEUI_SetLagFlag(lua_toboolean(L, 1) == 1);
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@ -2698,9 +2699,22 @@ int emu_emulating(lua_State *L) {
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return 1;
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}
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// emu.tobit(int value)
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//
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// Converts byte to binary string
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static int emu_tobit(lua_State *L)
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{
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std::string temp;
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std::bitset<8> bits (luaL_checkinteger(L, 1));
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temp = bits.to_string().insert(4, " ");
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const char * result = temp.c_str();
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lua_pushstring(L,result);
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return 1;
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}
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// string movie.mode()
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//
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// Returns "taseditor", "record", "playback", "finished" or nil
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// Returns "taseditor", "record", "playback", "finished" or nil
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int movie_mode(lua_State *L)
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{
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if (FCEUMOV_Mode(MOVIEMODE_TASEDITOR))
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@ -5302,6 +5316,7 @@ static const struct luaL_reg emulib [] = {
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{"addgamegenie", emu_addgamegenie},
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{"delgamegenie", emu_delgamegenie},
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{"getscreenpixel", emu_getscreenpixel},
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{"tobit", emu_tobit},
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{"readonly", movie_getreadonly},
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{"setreadonly", movie_setreadonly},
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{"print", print}, // sure, why not
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