624 lines
22 KiB
Lua
624 lines
22 KiB
Lua
-- LuaBot, concept bot for FCEU and snes9x and any other emu that has compatible Lua engine
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-- qFox, 2 August 2008
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-- version 1.07
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-- Botscript data following:
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-- Rom: -- ROMNAME
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-- Comment: -- COMMENT
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-- Version: -- VERSION
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local maxvalue = 100; -- always "true", yes, pressed
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local minvalue = 0; -- always "false", no, released
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-- the bot kind of works like this function. for every option, a value is requested from the programmer.
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-- if that value is higher then a random value 0-99, this function returns true, else false.
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-- the idea is that keys are pressed based on a heuristic value. if you want absolute values, simply
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-- return values like minvalue or maxvalue, or their syntactic equals yes/no and press/release (to make
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-- the sourcecode easier to read). you can use the variable maybe for 50% chance.
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-- this function also reduces a lot of calls to random() if the user uses absolute values.
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local function rand_if(n)
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if (n <= minvalue) then return false; end;
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if (n >= maxvalue) then return true; end;
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if (n > math.random(minvalue, maxvalue-1)) then return true; end;
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return false;
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end;
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local loopcounter = 0; -- counts the main loop
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local key1 = {}; -- holds the to be pressed keys this frame for player 1
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local key2 = {}; -- holds the to be pressed keys this frame for player 2
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local key3 = {}; -- holds the to be pressed keys this frame for player 3
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local key4 = {}; -- holds the to be pressed keys this frame for player 4
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local lastkey1 = {}; -- keys pressed in previous frame for player 1
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local lastkey2 = {}; -- keys pressed in previous frame for player 2
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local lastkey3 = {}; -- keys pressed in previous frame for player 1
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local lastkey4 = {}; -- keys pressed in previous frame for player 2
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local frame = 0; -- number of frames (current value is current frame count, incremented at the start of a new frame)
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local attempt = 1; -- number of attempts (current value is current attempt, incremented after the end of an attempt)
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local segment = 1; -- number of segments (current value is current segment, incremented after the end of a segment)
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local okattempts = 0; -- number of successfull attempts (including rollback)
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local failattempts = 0; -- number of failed attempts (including rollback)
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local segments = {}; -- table that holds every segment, each segment is another table that consists of the score, ties, savestate (begin of segment), lastkeys, keys pressed, etc.
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segments[1] = {}; -- initialize the first segment, we initialize the savestate right after the before code has ran
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-- these dont have to be used, but it makes it easier to control here
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local maxframes = 400;
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local maxattempts = 200;
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local maxsegments = 100;
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local playingbest = false; -- when going to the next segment, we need to play the best segment to record, this indicates when we're doing so
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local keyrecording1 = {}; -- every key pressed for player 1 is put in here
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local keyrecording2 = {}; -- every key pressed for player 2 is put in here
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local keyrecording3 = {}; -- every key pressed for player 3 is put in here
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local keyrecording4 = {}; -- every key pressed for player 4 is put in here
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-- some constants/macro's/whatever to make source easier to read
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local press = maxvalue;
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local release = minvalue;
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local yes = maxvalue;
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local maybe = maxvalue/2; -- 50%
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local no = minvalue;
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-- static constants, will be used by the frontend later
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local X = 95;
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local Y = 30;
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local Z = 0;
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local P = 0;
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local Q = 0;
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local vars = {}; -- variable table. each cell holds a variable. variables are remembered accross segments
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-- user defined functions
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local function getScore() -- score of current attempt
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local result = no;
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-- SCORE
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return result;
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end;
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local function getTie1() -- tie breaker of current attempt in case score is equal
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local result = no;
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-- TIE1
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return result;
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end;
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local function getTie2() -- second tie breaker
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local result = no;
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-- TIE2
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return result;
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end;
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local function getTie3() -- third tie breaker
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local result = no;
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-- TIE3
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return result;
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end;
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local function getTie4() -- fourth tie breaker
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local result = no;
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-- TIE4
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return result;
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end;
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local function isRunEnd() -- gets called 3x! twice in the main loop (every frame). determines whether the bot should quit.
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local result = no;
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-- ISRUNEND
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return result;
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end;
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local function mustRollBack() -- drop back to previous segment? called at the end of a segment
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local result = no;
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-- MUSTROLLBACK
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return result;
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end;
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local function isSegmentEnd() -- end of current segment? (usually just x frames or being really stuck (to rollback))
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local result = no;
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-- ISSEGMENTEND
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return result;
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end;
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local function isAttemptOk() -- is current run ok? like, did you die? (then the run is NOT ok... :). return no for no and yes for yes or be left by chance.
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local result = yes;
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-- ISATTEMPTOK
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return result;
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end;
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local function isAttemptEnd() -- end of current attempt? (like when you die or reach a goal)
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local result = no;
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-- ISATTEMPTEND
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return result;
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end;
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-- the next 2x8 functions determine whether a button should be pressed for player 1 and 2
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-- return yes or no for absolute values, return anything between minvalue and maxvalue
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-- to set a chance of pressing that button.
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local function pressKeyA1()
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local result = no;
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-- bA1
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return result;
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end;
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local function pressKeyB1()
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local result = no;
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-- bB1
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return result;
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end;
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local function pressKeyStart1()
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local result = no;
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-- START1
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return result;
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end;
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local function pressKeySelect1()
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local result = no;
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-- SELECT1
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return result;
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end;
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local function pressKeyUp1()
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local result = no;
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-- UP1
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return result;
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end;
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local function pressKeyDown1()
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local result = no;
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-- DOWN1
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return result;
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end;
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local function pressKeyLeft1()
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local result = no;
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-- LEFT1
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return result;
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end;
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local function pressKeyRight1()
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local result = no;
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-- RIGHT1
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return result;
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end;
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local function pressKeyA2()
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local result = no;
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-- bA2
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return result;
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end;
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local function pressKeyB2()
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local result = no;
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-- bB2
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return result;
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end;
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local function pressKeyStart2()
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local result = no;
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-- START2
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return result;
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end;
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local function pressKeySelect2()
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local result = no;
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-- SELECT2
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return result;
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end;
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local function pressKeyUp2()
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local result = no;
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-- UP2
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return result;
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end;
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local function pressKeyDown2()
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local result = no;
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-- DOWN2
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return result;
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end;
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local function pressKeyLeft2()
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local result = no;
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-- LEFT2
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return result;
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end;
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local function pressKeyRight2()
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local result = no;
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-- RIGHT2
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return result;
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end;
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local function pressKeyA3()
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local result = no;
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-- bA3
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return result;
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end;
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local function pressKeyB3()
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local result = no;
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-- bB3
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return result;
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end;
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local function pressKeyStart3()
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local result = no;
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-- START3
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return result;
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end;
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local function pressKeySelect3()
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local result = no;
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-- SELECT3
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return result;
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end;
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local function pressKeyUp3()
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local result = no;
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-- UP3
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return result;
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end;
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local function pressKeyDown3()
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local result = no;
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-- DOWN3
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return result;
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end;
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local function pressKeyLeft3()
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local result = no;
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-- LEFT3
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return result;
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end;
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local function pressKeyRight3()
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local result = no;
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-- RIGHT3
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return result;
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end;
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local function pressKeyA4()
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local result = no;
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-- bA4
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return result;
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end;
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local function pressKeyB4()
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local result = no;
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-- bB4
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return result;
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end;
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local function pressKeyStart4()
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local result = no;
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-- START4
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return result;
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end;
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local function pressKeySelect4()
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local result = no;
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-- SELECT4
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return result;
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end;
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local function pressKeyUp4()
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local result = no;
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-- UP4
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return result;
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end;
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local function pressKeyDown4()
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local result = no;
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-- DOWN4
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return result;
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end;
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local function pressKeyLeft4()
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local result = no;
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-- LEFT4
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return result;
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end;
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local function pressKeyRight4()
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local result = no;
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-- RIGHT4
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return result;
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end;
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-- now follow the "events", one for the start and end of a frame, attempt, segment and whole bot. none of them need to return anything
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local function onStart() -- this code should run before the bot starts, for instance to start the game from power on and get setup the game
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-- ONSTART
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end;
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local function onFinish() -- code ran after the bot finishes
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-- ONFINISH
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end;
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local function onSegmentStart() -- code ran after initializing a new segment, before onAttemptStart(). framecount is always one fewer then actual frame!
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-- ONSEGMENTSTART
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end;
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local function onSegmentEnd() -- code ran after a segment finishes, before cleanup of segment vars
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-- ONSEGMENTEND
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end;
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local function onAttemptStart() -- code ran after initalizing a new attempt, before onInputStart(). not ran when playing back. framecount is always one fewer then actual frame!
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-- ONATTEMPTSTART
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end;
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local function onAttemptEnd(wasOk) -- code ran after an attempt ends before cleanup code, argument is boolean true when attempt was ok, boolean false otherwise. not ran when playing back
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-- ONATTEMPTEND
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end;
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local function onInputStart() -- code ran prior to getting input (keys are empty). not ran when playing back
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-- ONINPUTSTART
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end;
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local function onInputEnd() -- code ran after getting input (lastkey are still valid) (last function before frame ends, you can still manipulate the input here!). not ran when playing back
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-- ONINPUTEND
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end;
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-- the bot starts here.. (nothing is added from the user from this point onwards)
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onStart(); -- run this code first
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segments[segment].savestate = savestate.create(); -- create anonymous savestate obj for start of first segment
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savestate.save(segments[segment].savestate); -- save current state to it, it will be reloaded at the start of each frame
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local startkey1 = key1; -- save the last key pressed in the onStart. serves as an anchor for the first segment
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local startkey2 = key2;
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local startkey3 = key3; -- save the last key pressed in the onStart. serves as an anchor for the first segment
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local startkey4 = key4;
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local startvars = vars; -- save the vars array (it might have been used by the onStart)
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lastkey1 = key1; -- to enter the loop...
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lastkey2 = key2;
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lastkey3 = key3;
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lastkey4 = key4;
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--FCEU.speedmode("maximum"); -- uncomment this line to make the bot run faster ("normal","turbo","maximum")
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onSegmentStart();
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onAttemptStart();
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collectgarbage(); -- just in case...
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-- This will loops for each frame, at the end of the while
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-- the frameadvance is called, causing it to advance
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while (rand_if(isRunEnd())) do
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loopcounter = loopcounter + 1; -- count the number of botloops
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--gui.text(200,10,loopcounter); -- print it on the right side if you want to see the number of total frames
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if (not playingbest and rand_if(isAttemptEnd())) then -- load save state, continue with next attempt (disabled when playing back best)
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-- record this attempt as the last attempt
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if (not segments[segment].prev) then segments[segment].prev = {}; end;
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segments[segment].prev.frames = frame;
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segments[segment].prev.attempt = attempt;
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segments[segment].prev.score = getScore();
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segments[segment].prev.tie1 = getTie1();
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segments[segment].prev.tie2 = getTie2();
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segments[segment].prev.tie3 = getTie3();
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segments[segment].prev.tie4 = getTie4();
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segments[segment].prev.ok = rand_if(isAttemptOk()); -- this is the check whether this attempt was valid or not. if not, it cannot become the best attempt.
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-- update ok/failed attempt counters
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if (segments[segment].prev.ok) then
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okattempts = okattempts + 1;
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onAttemptEnd(true);
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else
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failattempts = failattempts + 1;
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onAttemptEnd(false);
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end;
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-- if this attempt was better then the previous one, replace it
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-- its a long IF, but all it checks (lazy eval) is whether the current
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-- score is better then the previous one, or if its equal and the tie1
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-- is better then the previous tie1 or if the tie1 is equal to the prev
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-- etc... for all four ties. Only tie4 actually needs to be better, tie1
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-- through tie3 can be equal as well, as long as the next tie breaks the
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-- same tie of the previous attempt :)
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if (segments[segment].prev.ok and (not segments[segment].best or (getScore() > segments[segment].best.score or (getScore() == segments[segment].best.score and (getTie1() > segments[segment].best.tie1 or (getTie1() == segments[segment].best.tie1 and (getTie1() > segments[segment].best.tie1 or (getTie1() == segments[segment].best.tie1 and (getTie1() > segments[segment].best.tie1 or (getTie1() == segments[segment].best.tie1 and getTie1() > segments[segment].best.tie1)))))))))) then
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-- previous attempt was better then current best (or no current best
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-- exists), so we (re)place it.
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if (not segments[segment].best) then segments[segment].best = {}; end;
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segments[segment].best.frames = segments[segment].prev.frames;
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segments[segment].best.attempt = segments[segment].prev.attempt;
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segments[segment].best.score = segments[segment].prev.score;
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segments[segment].best.tie1 = segments[segment].prev.tie1;
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segments[segment].best.tie2 = segments[segment].prev.tie2;
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segments[segment].best.tie3 = segments[segment].prev.tie3;
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segments[segment].best.tie4 = segments[segment].prev.tie4;
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segments[segment].best.keys1 = keyrecording1; -- backup the recorded keys
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segments[segment].best.keys2 = keyrecording2; -- backup the recorded keys player 2
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segments[segment].best.keys3 = keyrecording3; -- backup the recorded keys
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segments[segment].best.keys4 = keyrecording4; -- backup the recorded keys player 2
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segments[segment].best.lastkey1 = lastkey1; -- backup the lastkey
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segments[segment].best.lastkey2 = lastkey2; -- backup the lastkey
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segments[segment].best.lastkey3 = lastkey3; -- backup the lastkey
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segments[segment].best.lastkey4 = lastkey4; -- backup the lastkey
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segments[segment].best.vars = vars; -- backup the vars table
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end
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if (rand_if(isSegmentEnd())) then -- the current segment ends, replay the best attempt and continue from there onwards...
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onSegmentEnd();
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if (rand_if(mustRollBack())) then -- rollback to previous segment
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gui.text(50,50,"Rolling back to segment "..(segment-1));
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segments[segment] = nil; -- remove current segment data
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attempt = 0; -- will be incremented in a few lines to be 1
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segment = segment - 1;
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segments[segment].best = nil;
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segments[segment].prev = nil;
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collectgarbage(); -- collect the removed segment please
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else
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playingbest = true; -- this will start playing back the best attempt in this frame
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end;
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end;
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-- reset vars
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attempt = attempt + 1;
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frame = 0;
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keyrecording1 = {}; -- reset the recordings :)
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keyrecording2 = {};
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keyrecording3 = {};
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keyrecording4 = {};
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-- set lastkey to lastkey of previous segment (or start, if first segment)
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-- also set the vars table to the table of the previous segment
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if (segment == 1) then
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lastkey1 = startkey1;
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lastkey2 = startkey2;
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lastkey3 = startkey3;
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lastkey4 = startkey4;
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vars = startvars;
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else
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lastkey1 = segments[segment-1].best.lastkey1;
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lastkey2 = segments[segment-1].best.lastkey2;
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lastkey3 = segments[segment-1].best.lastkey3;
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lastkey4 = segments[segment-1].best.lastkey4;
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vars = segments[segment-1].best.vars;
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end;
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-- load the segment savestate to go back to the start of this segment
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if (segments[segment].savestate) then -- load segment savestate and try again :)
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savestate.load(segments[segment].savestate);
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else
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fceu.crash(); -- this crashes because fceu is a nil table :) as long as gui.popup() doesnt work... we're crashing because no save state exists..? it should never happen.
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end;
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if (rand_if(isRunEnd())) then break; end; -- if end of run, break out of main loop and run in end loop.
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if (not playingbest) then onAttemptStart(); end; -- only call this when not playing back best attempt. has decreased frame counter!
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end; -- continues with (new) attempt
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-- increase framecounter _after_ processing attempt-end
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frame = frame + 1; -- inrease the frame count (++frame?)
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if (playingbest and segments[segment].best) then -- press keys from memory (if there are any)
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gui.text(10,150,"frame "..frame.." of "..segments[segment].best.frames);
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if (frame >= segments[segment].best.frames) then -- end of playback, start new segment
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playingbest = false;
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lastkey1 = segments[segment].best.lastkey1;
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lastkey2 = segments[segment].best.lastkey2;
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lastkey3 = segments[segment].best.lastkey3;
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lastkey4 = segments[segment].best.lastkey4;
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vars = segments[segment].best.vars;
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segment = segment + 1;
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segments[segment] = {};
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-- create a new savestate for the start of this segment
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segments[segment].savestate = savestate.create();
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savestate.save(segments[segment].savestate);
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-- reset vars
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frame = 0; -- onSegmentStart and onAttemptStart expect this to be one fewer...
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attempt = 1;
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keyrecording1 = {}; -- reset recordings :)
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keyrecording2 = {};
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keyrecording3 = {};
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keyrecording4 = {};
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-- after this, the next segment starts because playingbest is no longer true
|
|
onSegmentStart();
|
|
onAttemptStart();
|
|
frame = 1; -- now set it to 1
|
|
else
|
|
key1 = segments[segment].best.keys1[frame]; -- fill keys with that of the best attempt
|
|
key2 = segments[segment].best.keys2[frame];
|
|
key3 = segments[segment].best.keys3[frame];
|
|
key4 = segments[segment].best.keys4[frame];
|
|
gui.text(10,10,"Playback best of segment "..segment.."\nFrame: "..frame);
|
|
end;
|
|
end;
|
|
|
|
if (rand_if(isRunEnd())) then break; end; -- if end of run, break out of main loop
|
|
-- note this is the middle, this is where an attempt or segment has ended if it would and started if it would!
|
|
-- now comes the input part for this frame
|
|
|
|
if (not playingbest) then -- when playing best, the keys have been filled above.
|
|
-- press keys from bot
|
|
gui.text(10,10,"Attempt: "..attempt.." / "..maxattempts.."\nFrame: "..frame.." / "..maxframes);
|
|
if (segments[segment] and segments[segment].best and segments[segment].prev) then
|
|
gui.text(10,30,"Last score: "..segments[segment].prev.score.." ok="..okattempts..", fail="..failattempts.."\nBest score: "..segments[segment].best.score);
|
|
elseif (segments[segment] and segments[segment].prev) then
|
|
gui.text(10,30,"Last score: "..segments[segment].prev.score.."\nBest score: none, fails="..failattempts);
|
|
end;
|
|
gui.text(10,50,"Segment: "..segment);
|
|
|
|
key1 = {};
|
|
key2 = {};
|
|
key3 = {};
|
|
key4 = {};
|
|
|
|
onInputStart();
|
|
|
|
-- player 1
|
|
if (rand_if(pressKeyUp1()) ) then key1.up = 1; end;
|
|
if (rand_if(pressKeyDown1())) then key1.down = 1; end;
|
|
if (rand_if(pressKeyLeft1())) then key1.left = 1; end;
|
|
if (rand_if(pressKeyRight1())) then key1.right = 1; end;
|
|
if (rand_if(pressKeyA1())) then key1.A = 1; end;
|
|
if (rand_if(pressKeyB1())) then key1.B = 1; end;
|
|
if (rand_if(pressKeySelect1())) then key1.select = 1; end;
|
|
if (rand_if(pressKeyStart1())) then key1.start = 1; end;
|
|
|
|
-- player 2
|
|
if (rand_if(pressKeyUp2()) ) then key2.up = 1; end;
|
|
if (rand_if(pressKeyDown2())) then key2.down = 1; end;
|
|
if (rand_if(pressKeyLeft2())) then key2.left = 1; end;
|
|
if (rand_if(pressKeyRight2())) then key2.right = 1; end;
|
|
if (rand_if(pressKeyA2())) then key2.A = 1; end;
|
|
if (rand_if(pressKeyB2())) then key2.B = 1; end;
|
|
if (rand_if(pressKeySelect2())) then key2.select = 1; end;
|
|
if (rand_if(pressKeyStart2())) then key2.start = 1; end;
|
|
|
|
-- player 3
|
|
if (rand_if(pressKeyUp3()) ) then key3.up = 1; end;
|
|
if (rand_if(pressKeyDown3())) then key3.down = 1; end;
|
|
if (rand_if(pressKeyLeft3())) then key3.left = 1; end;
|
|
if (rand_if(pressKeyRight3())) then key3.right = 1; end;
|
|
if (rand_if(pressKeyA3())) then key3.A = 1; end;
|
|
if (rand_if(pressKeyB3())) then key3.B = 1; end;
|
|
if (rand_if(pressKeySelect3())) then key3.select = 1; end;
|
|
if (rand_if(pressKeyStart3())) then key3.start = 1; end;
|
|
|
|
-- player 2
|
|
if (rand_if(pressKeyUp4()) ) then key4.up = 1; end;
|
|
if (rand_if(pressKeyDown4())) then key4.down = 1; end;
|
|
if (rand_if(pressKeyLeft4())) then key4.left = 1; end;
|
|
if (rand_if(pressKeyRight4())) then key4.right = 1; end;
|
|
if (rand_if(pressKeyA4())) then key4.A = 1; end;
|
|
if (rand_if(pressKeyB4())) then key4.B = 1; end;
|
|
if (rand_if(pressKeySelect4())) then key4.select = 1; end;
|
|
if (rand_if(pressKeyStart4())) then key4.start = 1; end;
|
|
|
|
onInputEnd();
|
|
|
|
lastkey1 = key1;
|
|
lastkey2 = key2;
|
|
lastkey3 = key3;
|
|
lastkey4 = key4;
|
|
|
|
keyrecording1[frame] = key1; -- record these keys
|
|
keyrecording2[frame] = key2; -- record these keys
|
|
keyrecording3[frame] = key3; -- record these keys
|
|
keyrecording4[frame] = key4; -- record these keys
|
|
end;
|
|
|
|
-- actually set the keys here.
|
|
joypad.set(1, key1);
|
|
joypad.set(2, key2);
|
|
joypad.set(3, key3);
|
|
joypad.set(4, key4);
|
|
|
|
-- next frame
|
|
FCEU.frameadvance();
|
|
end;
|
|
|
|
onFinish(); -- allow user cleanup before starting the final botloop
|
|
|
|
-- now enter an endless loop displaying the results of this run.
|
|
while (true) do
|
|
if (segments[segment].best) then gui.text(30,100,"end: max attempt ["..segment.."] had score = "..segments[segment].best.score);
|
|
elseif (segment > 1 and segments[segment-1].best) then gui.text(30,100,"end: no best attempt ["..segment.."]\nPrevious best score: "..segments[segment-1].best.score);
|
|
else gui.text(30,100,"end: no best attempt ["..segment.."] ..."); end;
|
|
FCEU.frameadvance();
|
|
end;
|
|
|
|
-- i dont think it ever reaches this place... perhaps it should, or some event or whatever...
|
|
segments = nil;
|
|
collectgarbage(); -- collect the segment data... anything else is probably not worth it...
|