lua write callbacks: adding optional third parameter to retrieve the value written, added Sprites.lua script to visualize sprites (requires and demonstrates feature just added)
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-- Simple sprite visualizer
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-- Draws a box around all sprites on screen.
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-- rainwarrior 8/23/2016
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sprite_color = "#FF00FF" -- change to customize color
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sprite_height_last = 8
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sprite_height = 8
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function oam_dma(a,s,v)
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local oam = v * 256
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for i=1,64 do
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local is = (i-1) * 4
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local x0 = memory.readbyte(oam + is + 3)
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local x1 = x0 + 7
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local y0 = memory.readbyte(oam + is + 0) + 1
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local y1 = y0 + (sprite_height_last - 1)
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gui.box(x0,y0,x1,y1,"",sprite_color)
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end
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end
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function ppu_ctrl(a,s,v)
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if AND(v,0x20) == 0 then
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sprite_height = 8
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else
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sprite_height = 16
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end
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end
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function frame_end()
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-- information about sprite height will be behind by 1 frame
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-- (or potentially wrong if changed before the end of the frame)
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-- in most games this doesn't change from frame to frame, though
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sprite_height_last = sprite_height
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end
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-- main
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memory.registerwrite(0x4014,1,oam_dma)
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memory.registerwrite(0x2000,1,ppu_ctrl)
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emu.registerafter(frame_end)
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while (true) do
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emu.frameadvance()
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end
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@ -1976,7 +1976,8 @@ static void CallRegisteredLuaMemHook_LuaMatch(unsigned int address, int size, un
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//RefreshScriptSpeedStatus();
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lua_pushinteger(L, address);
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lua_pushinteger(L, size);
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int errorcode = lua_pcall(L, 2, 0, 0);
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lua_pushinteger(L, value);
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int errorcode = lua_pcall(L, 3, 0, 0);
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luaRunning /*info.running*/ = wasRunning;
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//RefreshScriptSpeedStatus();
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if (errorcode)
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