gocha
f1363914a9
Lua: add emu.pause() and emu.unpause()
...
I am not sure if calling the function from the inside of a frame can be a problem.
2012-08-15 22:47:10 +09:00
gocha
128cd6b3d9
Fix no HAVE_LUA build, fix non-Unicode build
2012-08-15 12:11:17 +09:00
gocha
28fd42aa1b
Lua: fix emu.message() not to overwrite the display string by other Lua functions.
2012-08-15 11:22:01 +09:00
gocha
3f788a3d3e
Lua: fix emu.message() not to overwrite the display string by other Lua functions.
2012-08-15 11:21:18 +09:00
gocha
ee99d9080f
Lua: oops, fix input.get()
2012-08-15 11:12:02 +09:00
gocha
78278c8049
Lua: add input.get(), input.getdown(), input.getup()
...
Notes:
- xmouse, ymouse returns "Forced 1X" processed position.
- xmouse, ymouse cannot return SNES Mouse position.
2012-08-15 10:54:00 +09:00
gocha
7405faa0a9
win32: update mouse coordinates calculation, it fixes the case of non-stretched 3x filters, hi-res games (I know no hi-res games that uses mouse or superscope, though)
2012-08-15 10:39:19 +09:00
gocha
1b9385178e
Lua: easiest workaround for the initial current working directory problem
2012-08-13 08:13:11 +09:00
gocha
0094a1e878
Lua: gui.text - use small font, fix tab ('\t')
2012-08-13 07:08:47 +09:00
gocha
476f5e50a8
Lua: use safer 16-bit color decomposition *cough*
2012-08-12 19:34:47 +09:00
gocha
82d02837d7
Lua: fix alpha-blending, use safer 16-bit color decomposition
2012-08-12 19:30:12 +09:00
gocha
224606757d
Lua: add gui functions
...
Note:
- bug: when "draw messages in image" is ON, Lua drawings are drawn to the SNES image. However, keep in mind that it has a sort of "1 frame delay" problem. You won't experience the problem when the option is OFF.
- font size is larger than older versions, at this moment.
- gui.gdscreenshot() and gui.getcolor() will return the SNES image without any Lua drawings.
- gui.gdscreenshot() stretches a screenshot just as Snes9x normally does. It stretches the image if it's hi-res one or interlaced one. (i.e. same as Settings.StretchScreenshots = 1)
2012-08-12 14:56:07 +09:00
gocha
e2bb669948
movie: fix movie reset desync problem again
2012-08-12 06:48:21 +09:00
gocha
ebc92a6681
movie: Fix desync problem introduced by today's update, by moving the first read/write frame data process to more safer position. (give proper frame count and state before calling it)
2012-08-11 20:53:51 +09:00
gocha
8fe66bdc44
nope, at least it brings a little new problem.
2012-08-11 13:02:35 +09:00
gocha
36f2e055ab
Fix movie reset desync problem (hopefully), the reset should be done at frame boundary regardless of movie play/record.
2012-08-11 12:55:22 +09:00
gocha
4afbde805f
Lua: joypad.get supports movie input from now
...
hope we can use peripherals as well someday.
2012-08-11 11:02:13 +09:00
gocha
488cc94e77
movie: add resetFunc() callback pointer to read_frame_controller_data, for future expansion. It might be useful to solve the movie reset desync problem, well, I'm not sure.
2012-08-11 10:20:54 +09:00
gocha
17f7223706
Lua: add joypad get/set functions
...
Note: joypad.get() probably cannot get movie input due to the structure of snes9x. I'll try to fix it later.
2012-08-11 09:20:47 +09:00
gocha
2a5edf076d
win32: fix error handling of movie drag & drop
2012-08-10 07:49:25 +09:00
gocha
41f8189560
Lua: add movie functions
...
As a result, some get/set functions are added to movie.h
2012-08-10 07:48:07 +09:00
gocha
ffc6db4eae
Lua: add memory read/write functions, they use S9xGetByteFree/S9xSetByteFree in cheats2.c
...
Are they desync-free really?? If not, it should be fixed.
2012-08-10 00:10:48 +09:00
gocha
e6522d25c9
Lua: add savestate callbacks, apply movie.rerecordcounting to on-memory savestate
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Note: "quiet" option of savestate.save is not implemented.
2012-08-09 23:00:41 +09:00
gocha
be43e26824
Lua: adjust initial savestate object size
2012-08-09 07:16:54 +09:00
gocha
719eee2cd9
Merge branch 'master' of https://github.com/snes9xgit/snes9x
...
Conflicts:
win32/snes9xw.vcproj
win32/wsnes9x.cpp
2012-08-08 23:04:02 +09:00
gocha
c49e1529cb
Lua: add savestate save/load functions, callbacks are not implemented yet
2012-08-08 22:54:27 +09:00
gocha
7ed405d6e2
win32: drag and drop support for snes9x movie (*.smv)
...
Conflicts:
win32/snes9xw.vcproj
2012-08-07 19:31:42 +02:00
gocha
fb2935d454
win32: remove "Toggled fast forward mode" checkbox, and give "fast forward toggle" hotkey
2012-08-07 19:22:59 +02:00
OV2
95e71e726f
win32: remove afxres.h references
2012-08-07 19:17:37 +02:00
gocha
befe889303
Lua: fix emu.registerafter timing, emu.atframeboundary must return true
2012-08-07 22:09:42 +09:00
gocha
60fbe2de5b
add Movie.SkipRerecordCount get/set to movie.h
2012-08-07 22:00:23 +09:00
gocha
e3c5112467
add Movie.RerecordCount get/set method, and Movie.SkipRerecordCount option, for future expansion
2012-08-07 21:41:33 +09:00
gocha
2e2fc9b70d
Replace "gens"
2012-08-07 07:24:00 +09:00
gocha
e323ee2821
Remove lua-engine warnings
2012-08-06 23:32:29 +09:00
gocha
6752be98a0
Lua: add basic info functions; emu.framecount, emu.lagged, emu.lagcount, emu.emulating, emu.atframeboundary
2012-08-05 17:32:35 +09:00
gocha
79c50791ae
Lua: add gui.register and emu.message
...
Note: using emu.message in the callback function of gui.register causes infinite recursive call and the script will die.
2012-08-05 17:06:21 +09:00
gocha
2afcfc4589
Lua: add basic callback functions; emu.registerbefore, emu.registerafter, emu.registerstart, emu.registerexit
2012-08-05 15:45:56 +09:00
gocha
128c544998
win32: drag and drop for *.wch and *.lua
2012-08-05 07:02:38 +09:00
gocha
3cac797bfb
win32: drag and drop support for snes9x movie (*.smv)
2012-08-05 06:43:51 +09:00
gocha
d5945b06de
Change the reset timing of pad_read to resolve a sort of traditional 1-frame delay problems. It still has 1-frame delay problem. However, unless you're using non-Windows port or MessagesInImage=TRUE, you shouldn't experience it anymore.
...
For me, it's not so easy to solve those traditional timing issues...
Add IPPU.InMainLoop for future use.
2012-08-04 15:30:24 +09:00
gocha
d11b17327c
Add IPPU.TotalEmulatedFrames and IPPU.PadIgnoredFrames to snapshot
...
To save our RR-version-only variables without losing compatibility, a chunk for that is added to the end of snapshot.
2012-08-04 14:49:55 +09:00
gocha
a7695760f2
Add lag frame count display, instead of "ignored" sign.
...
Adjust reset timing:
- move IPPU.TotalEmulatedFrames initialization from InitROM to S9xResetPPU (part of S9xReset)
- reset pad_read in S9xResetPPU (it must be reset at the beginning of emulation including movie playing/recording, otherwise the lag frame count can show a different value, because of the first frame.)
2012-08-04 13:37:00 +09:00
gocha
b6525112fb
Remove MovieNotifyIgnored setting
...
Reasons,
1. Most players don't need it. It's probably only used by TASers.
2. However, as for TASers, it's less useful than lag frame count display. (i.e. how many frames have been ignored)
2012-08-04 08:33:19 +09:00
gocha
40c12d0890
provide movie-free frame count display
2012-08-04 08:01:19 +09:00
gocha
c2a78a5388
Fix a little mistakes
...
win32: remove "Toggled fast forward mode" checkbox, and give "fast forward toggle" hotkey
2012-08-04 06:57:36 +09:00
gocha
edf0bb2e10
win32: remove "Toggled fast forward mode" checkbox, and give "fast forward toggle" hotkey
2012-08-03 08:05:57 +09:00
gocha
deff1aae43
Merge branch 'master' of https://github.com/snes9xgit/snes9x
...
Conflicts:
gfx.cpp
win32/_tfwopen.h
2012-07-31 07:50:50 +09:00
OV2
fcdc393e2b
win32: make __forceinline tfw functions static (gocha)
2012-07-30 19:48:21 +02:00
OV2
365f30fcd8
Adjust input display position if displaying movie frame counter (gocha)
2012-07-30 19:18:14 +02:00
gocha
34cb93dc1c
win32: _tfwopen.h - removed xxxxA functions from non-UNICODE build, it was redundant.
2012-07-27 10:47:09 +09:00