/usr/share/fceux/luaScripts/Multitrack2.lua is in fceux 2.2.2+dfsg0-1build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 | -- Multitrack v2 for FCEUX by FatRatKnight
-- Recent addition: Experimental save. Same format as in .fm2
-- Did not include support to not have it trigger on script exit. Sorry...
-- Additionally, there's no *loading* mechanism in this script. Eh...
--***************
local players= 2 -- You may tweak the number of players here.
--***************
-- Rewind options
local saveMax= 50 -- How many save states to keep? Set to 0 to disable
local SaveBuf= 12 -- How many frames between saves? Don't use 0, ever.
local rewind= "numpad0" -- What key do you wish to hit for rewind?
--Keep in mind: Higher saveMax, more savestates, more memory needed.
--Control
local PlayerSwitch= "home" -- For selecting other players
local opt= "end" -- For changing control options
local BackupReadSwitch= "numpad-" -- Revert to backup copy
local BackupWriteSwitch= "numpad+" -- Copy input into backup
local key = {"right", "left", "down", "up", "L", "O", "J", "K"}
local btn = {"right", "left", "down", "up", "start", "select", "B", "A"}
--Try to avoid changing btn. You may reorder btn's stuff if you don't
--like the default order, however. Line up with key for good reasons.
--key is the actual keyboard control over the buttons. Change that!
--Insertions and deletions
local Insert= "insert" -- Inserts a frame at the frame you're at
local Delete= "delete" -- Eliminates current frame
--Display
local BackupDisplaySwitch= "numpad." -- Care to see the backup?
local solid= "pageup" -- Make the display less
local clear= "pagedown" -- or more transparant.
local DispN= "numpad8"
local DispS= "numpad2" -- For moving the
local DispE= "numpad6" -- display around.
local DispW= "numpad4"
local MoreFutr= "numpad3"
local LessFutr= "numpad1" -- These will determine
local MorePast= "numpad7" -- how many frames you
local LessPast= "numpad9" -- want to display.
local ResetFP= "numpad5"
--Control options by keyboard
local OptUp= "numpad8"
local OptDn= "numpad2" -- Controls for changing
local OptRt= "numpad6" -- options by keyboard.
local OptLf= "numpad4"
local OptHit="numpad5"
--Various colors I'm using. If you wish to bother, go ahead.
local shade= 0x00000080
local white= "#FFFFFFFF"
local red= "#FF2000FF"
local green= 0x00FF00FF
local blue= 0x0040FFFF
local orange="#FFC000FF"
local yellow="#FFFF00FF"
local cyan= 0x00FFFFFF
local purple="#8020FFFF"
--Default display stuff. Try to keep Past negative.
local DispX, DispY= 190, 70 --Position on screen to appear
local Past, Future= -12, 20 --How much input to see
local Opaque= 1 --0=unseen 1=visible Decimal in between works
local ListOfBtnClr= { -- Colors for individual buttons
--NotExist Off Ignored On
white, red, orange, green, -- No backup to display
white, red, orange, green, -- Backup button is off
blue, blue, purple, cyan, -- Backup button is on
white, red, orange, green, -- Same stuff as above.
white, red, orange, green, -- However, we're reading
blue, blue, purple, cyan, -- from backup here.
white, red, orange, green, -- Likewise, but instead
white, red, orange, green, -- of read, we're writing
blue, blue, purple, cyan -- to the backup. Joy...
}
local ListOfChangesClr= { -- Colors for backup-main comparisons
--NoMain NoMatch Equal
white, green, blue, -- Backup just sits there...
white, orange, green, -- Reading from backup...
white, yellow, purple -- Writing to backup...
}
local BackupFileLimit= 9
--*****************************************************************************
--Please do not change the following, unless you plan to change the code:
local plmin , plmax= 1 , 1
local fc= movie.framecount()
local LastLoad= movie.framecount()
local saveCount= 0
local saveArray= {}
local rewinding= false
local BackupList= {}
local BackupOverride= {}
local DisplayBackup= true
local InputList= {}
local ThisInput= {}
local BufInput= {}
local BufLen= {}
local TrueSwitch, FalseSwitch= {}, {}
local ReadList= {}
local ScriptEdit= {}
for pl= 1, players do
InputList[pl]= {}
BackupList[pl]= {}
BackupOverride[pl]= false
ThisInput[pl]= {}
BufInput[pl]= {}
BufLen[pl]= 0
TrueSwitch[pl]= {}
FalseSwitch[pl]= {}
ReadList[pl]= {}
ScriptEdit[pl]= {}
for i= 1, 8 do
TrueSwitch[pl][i]= "inv"
FalseSwitch[pl][i]= nil
ReadList[pl][i]= true
ScriptEdit[pl][i]= false
end
end
--*****************************************************************************
-- Just painting instructions here.
print("Running Multitrack Script made by FatRatKnight.",
"\r\nIts primary use is to preserve input after a loadstate.",
"\r\nIt also gives precise control on changing this stored input.",
"\r\nEdit the script if you need to change stuff. All options are near the top.",
"\r\nThe script is currently set as follows:\r\n")
print("Players:",players)
if players > 1 then
print("Player Switch key:",PlayerSwitch,
"\r\nThere is an All Players view as well, beyond the last player.\r\n")
else
print("With only one player, the PlayerSwitch button is disabled.\r\n")
end
print("Maximum rewind states:",saveMax)
local CalcSeconds= math.floor(saveMax*SaveBuf*100/60)/100
if saveMax > 0 then
print("Frames between saves:",SaveBuf,
"\r\nRewind key:",rewind,
"\r\nThis can go backwards up to about",CalcSeconds,"seconds.",
"\r\nRewind is a quick and easy way to back up just a few frames.",
"\r\nJust hit",rewind,"and back you go!\r\n")
else
print("Rewind function is disabled. Cheap on memory!\r\n")
end
print("Hold >",opt,"< to view control options.",
"\r\nYou may use the mouse or keyboard to toggle options.",
"\r\nFor keyboard, use",OptUp,OptDn,OptRt,OptLf,"to choose an option and",
OptHit,"to toggle the option.",
"\r\nFor mouse, it's as simple at point and click.",
"\r\nIf viewing All Players, changing options will affect all players.\r\n")
print("For the frame display, you can drag it around with the mouse.",
"\r\nTo move it by keyboard:",DispN,DispS,DispE,DispW,
"\r\nTo change frames to display:",MoreFutr,LessFutr,MorePast,LessPast,
"\r\nTo recenter display around current frame:",ResetFP,
"\r\nLastly, hide it with >",clear,"< and show it with >",solid,"<\r\n")
print("Insert frame:",Insert,
"\r\nDelete frame:",Delete,
"\r\nThese keys allow you to shift frames around the current frame.",
"Perhaps you found an improvement to a segment and want to delete frames.",
"Or this small trick you wanted to add requires shifting a few frames forward.",
"These buttons let you shift frames around without forcing you to",
"modify each and every one of them individually.\r\n")
print("Script keys:",
"\r\nJoy - Keyboard",
"\r\n------------")
for i= 1, 8 do
print(btn[i],"-",key[i])
end
print("By default, these are disabled. Enable them through the control options.",
"\r\nThey are a one-tap joypad switch for precision control.",
"\r\nIt will affect the currently displayed player, or all of them if",
"it's displaying All Players.\r\n")
print("If you want to \"load\" an fm2 into this script, run the play file",
"while running this script. As the movie on read-only plays out, the",
"script will pick up its input. The script does not need to start from",
"frame 1 -- Load a state near the end of a movie if you so wish!",
"Once input is loaded, you may continue whatever you were doing.\r\n")
print("Remember, edit the script if you don't like the current options. All",
"the options you should care about are near the top, clearly marked.",
"Change the control keys through there, as well as number of players or rewind limits.",
"\r\nThis script works with the joypad you actually set from FCEUX's config,",
"and they can even cancel input stored in this script.",
"\r\n\r\nAnd have fun with this script. I hope your experiments with this script goes well.",
"\r\n\r\nLeeland Kirwan, the FatRatKnight.")
print("Players:",players," - - ",CalcSeconds,"seconds of rewind.")
--*****************************************************************************
function FBoxOld(x1, y1, x2, y2, color)
--*****************************************************************************
-- Gets around FCEUX's problem of double-painting the corners.
-- The double-paint is visible with non-opaque drawing.
-- It acts like the old-style border-only box.
-- Slightly messes up when x2 or y2 are less than their counterparts.
if (x1 == x2) and (y1 == y2) then
gui.pixel(x1,y1,color)
elseif (x1 == x2) or (y1 == y2) then
gui.line(x1,y1,x2,y2,color)
else --(x1 ~= x2) and (y1 ~= y2)
gui.line(x1 ,y1 ,x2-1,y1 ,color) -- top
gui.line(x2 ,y1 ,x2 ,y2-1,color) -- right
gui.line(x1+1,y2 ,x2 ,y2 ,color) -- bottom
gui.line(x1 ,y1+1,x1 ,y2 ,color) -- left
end
end
--*****************************************************************************
function FakeBox(x1, y1, x2, y2, Fill, Border)
--*****************************************************************************
-- Gets around FCEUX's problem of double-painting the corners.
-- It acts like the new-style fill-and-border box.
if not Border then Border= Fill end
gui.box(x1,y1,x2,y2,Fill,0)
FBoxOld(x1,y1,x2,y2,Border)
end
--*****************************************************************************
local Draw= {} --Draw[button]( Left , Top , color )
--*****************************************************************************
function Draw.right(x,y,color) -- ##
gui.line(x ,y ,x+1,y ,color) -- #
gui.line(x ,y+2,x+1,y+2,color) -- ##
gui.pixel(x+2,y+1,color)
end
function Draw.left(x,y,color) -- ##
gui.line(x+1,y ,x+2,y ,color) -- #
gui.line(x+1,y+2,x+2,y+2,color) -- ##
gui.pixel(x ,y+1,color)
end
function Draw.up(x,y,color) -- #
gui.line(x ,y+1,x ,y+2,color) -- # #
gui.line(x+2,y+1,x+2,y+2,color) -- # #
gui.pixel(x+1,y ,color)
end
function Draw.down(x,y,color) -- # #
gui.line(x ,y ,x ,y+1,color) -- # #
gui.line(x+2,y ,x+2,y+1,color) -- #
gui.pixel(x+1,y+2,color)
end
function Draw.start(x,y,color) -- #
gui.line(x+1,y ,x+1,y+2,color) -- ###
gui.pixel(x ,y+1,color) -- #
gui.pixel(x+2,y+1,color)
end
function Draw.select(x,y,color) -- ###
FBoxOld(x ,y ,x+2,y+2,color) -- # #
end -- ###
function Draw.A(x,y,color) -- ###
FBoxOld(x ,y ,x+2,y+1,color) -- ###
gui.pixel(x ,y+2,color) -- # #
gui.pixel(x+2,y+2,color)
end
function Draw.B(x,y,color) -- # #
gui.line(x ,y ,x ,y+2,color) -- ##
gui.line(x+1,y+1,x+2,y+2,color) -- # #
gui.pixel(x+2,y ,color)
end
function Draw.D0(left, top, color)
gui.line(left ,top ,left ,top+4,color)
gui.line(left+2,top ,left+2,top+4,color)
gui.pixel(left+1,top ,color)
gui.pixel(left+1,top+4,color)
end
function Draw.D1(left, top, color)
gui.line(left ,top+4,left+2,top+4,color)
gui.line(left+1,top ,left+1,top+3,color)
gui.pixel(left ,top+1,color)
end
function Draw.D2(left, top, color)
gui.line(left ,top ,left+2,top ,color)
gui.line(left ,top+3,left+2,top+1,color)
gui.line(left ,top+4,left+2,top+4,color)
gui.pixel(left ,top+2,color)
gui.pixel(left+2,top+2,color)
end
function Draw.D3(left, top, color)
gui.line(left ,top ,left+1,top ,color)
gui.line(left ,top+2,left+1,top+2,color)
gui.line(left ,top+4,left+1,top+4,color)
gui.line(left+2,top ,left+2,top+4,color)
end
function Draw.D4(left, top, color)
gui.line(left ,top ,left ,top+2,color)
gui.line(left+2,top ,left+2,top+4,color)
gui.pixel(left+1,top+2,color)
end
function Draw.D5(left, top, color)
gui.line(left ,top ,left+2,top ,color)
gui.line(left ,top+1,left+2,top+3,color)
gui.line(left ,top+4,left+2,top+4,color)
gui.pixel(left ,top+2,color)
gui.pixel(left+2,top+2,color)
end
function Draw.D6(left, top, color)
gui.line(left ,top ,left+2,top ,color)
gui.line(left ,top+1,left ,top+4,color)
gui.line(left+2,top+2,left+2,top+4,color)
gui.pixel(left+1,top+2,color)
gui.pixel(left+1,top+4,color)
end
function Draw.D7(left, top, color)
gui.line(left ,top ,left+1,top ,color)
gui.line(left+2,top ,left+1,top+4,color)
end
function Draw.D8(left, top, color)
gui.line(left ,top ,left ,top+4,color)
gui.line(left+2,top ,left+2,top+4,color)
gui.pixel(left+1,top ,color)
gui.pixel(left+1,top+2,color)
gui.pixel(left+1,top+4,color)
end
function Draw.D9(left, top, color)
gui.line(left ,top ,left ,top+2,color)
gui.line(left+2,top ,left+2,top+3,color)
gui.line(left ,top+4,left+2,top+4,color)
gui.pixel(left+1,top ,color)
gui.pixel(left+1,top+2,color)
end
Draw[0],Draw[1],Draw[2],Draw[3],Draw[4]=Draw.D0,Draw.D1,Draw.D2,Draw.D3,Draw.D4
Draw[5],Draw[6],Draw[7],Draw[8],Draw[9]=Draw.D5,Draw.D6,Draw.D7,Draw.D8,Draw.D9
--*****************************************************************************
function DrawNum(right, top, Number, color, bkgnd)
--*****************************************************************************
-- Paints the input number as right-aligned.
-- Returns the x position where it would paint another digit.
-- It only works with integers. Rounds fractions toward zero.
local Digit= {}
local Negative= false
if Number < 0 then
Number= -Number
Negative= true
end
Number= math.floor(Number)
if not color then color= "white" end
if not bkgnd then bkgnd= "clear" end
local i= 0
if Number < 1 then
Digit[1]= 0
i= 1
end
while (Number >= 1) do
i= i+1
Digit[i]= Number % 10
Number= math.floor(Number/10)
end
if Negative then i= i+1 end
local left= right - i*4
FakeBox(left+1, top-1, right+1, top+5,bkgnd,bkgnd)
i= 1
while Draw[Digit[i]] do
Draw[Digit[i]](right-2,top,color)
right= right-4
i=i+1
end
if Negative then
gui.line(right, top+2,right-2,top+2,color)
right= right-4
end
return right
end
--*****************************************************************************
function limits( value , low , high ) -- Expects numbers
--*****************************************************************************
-- Returns value, low, or high. high is returned if value exceeds high,
-- and low is returned if value is beneath low.
return math.max(math.min(value,high),low)
end
--*****************************************************************************
function within( value , low , high ) -- Expects numbers
--*****************************************************************************
-- Returns true if value is between low and high. False otherwise.
return ( value >= low ) and ( value <= high )
end
local keys, lastkeys= {}, {}
--*****************************************************************************
function press(button) -- Expects a key
--*****************************************************************************
-- Returns true or false.
-- Generally, if keys is pressed, the next loop around will set lastkeys,
-- and thus prevent returning true more than once if held.
return (keys[button] and not lastkeys[button])
end
local repeater= 0
--*****************************************************************************
function pressrepeater(button) -- Expects a key
--*****************************************************************************
--DarkKobold & FatRatKnight
-- Returns true or false.
-- Acts much like press if you don't hold the key down. Once held long enough,
-- it will repeatedly return true.
-- Try not to call this function more than once per main loop, since I've only
-- set one repeater variable. Inside a for loop is real bad.
if keys[button] then
if not lastkeys[button] or repeater >= 3 then
return true
else
repeater = repeater + 1;
end
elseif lastkeys[button] then -- To allow more calls for other buttons
repeater= 0
end;
return false
end
--*****************************************************************************
function JoyToNum(Joys) -- Expects a table containing joypad buttons
--*****************************************************************************
-- Returns a number from 0 to 255, representing button presses.
-- These numbers are the primary storage for this version of this script.
local joynum= 0
for i= 1, 8 do
if Joys[btn[i]] then
joynum= bit.bor(joynum, bit.rshift(0x100,i))
end
end
return joynum
end
--*****************************************************************************
function ReadJoynum(input, button) -- Expects... Certain numbers!
--*****************************************************************************
-- Returns true or false. True if the indicated button is pressed
-- according to the input. False otherwise.
-- Helper function
return ( bit.band(input , bit.rshift( 0x100,button )) ~= 0 )
end
--*****************************************************************************
function RewindThis()
--*****************************************************************************
--DarkKobold & FatRatKnight; Original concept by Antony Lavelle
if saveCount <= 0 then
return false -- Failed to rewind
else
savestate.load(saveArray[saveCount]);
saveCount = saveCount-1;
end;
return true -- Yay, rewind!
end
--*****************************************************************************
function ShowOnePlayer(x,y,color,button,pl)
--*****************************************************************************
-- Displays an individual button.
-- Helper function for DisplayInput.
x= x + 4*button - 3
Draw[btn[button]](x,y,color)
end
--*****************************************************************************
function ShowManyPlayers(x,y,color,button,pl)
--*****************************************************************************
-- Displays an individual button. Uses 2x3 boxes instead of button graphics.
-- Helper function for DisplayInput.
x= x + (2*players + 1)*(button - 1) + 2*pl - 1
FBoxOld(x,y,x+1,y+2,color)
end
Future= limits(Future,Past,Past+53) --Idiot-proofing
--*****************************************************************************
function DisplayOptions(width) -- Expects width calculated by DisplayInput
--*****************************************************************************
-- Returns true if Opaque is 0, as a signal to don't bother painting.
-- Separated from DisplayInput to make it clear which half is doing what.
-- Change opacity?
if pressrepeater(solid) then Opaque= Opaque + 1/8 end
if pressrepeater(clear) then Opaque= Opaque - 1/8 end
Opaque= limits(Opaque,0,1)
gui.opacity(Opaque)
if Opaque == 0 then return true end
-- Don't bother processing display if there's none to see.
-- How many frames to show?
if pressrepeater(LessFutr) then
Future= Future-1
if Future < Past then Past= Future end
end
if pressrepeater(MoreFutr) then
Future= Future+1
if Future > Past+53 then Past= Future-53 end
end
if pressrepeater(MorePast) then
Past= Past-1
if Past < Future-53 then Future= Past+53 end
end
if pressrepeater(LessPast) then
Past= Past+1
if Past > Future then Future= Past end
end
if press(ResetFP) then Past= -12; Future= 12 end
-- Move the display around?
if pressrepeater(DispS) then DispY= DispY+1 end
if pressrepeater(DispW) then DispX= DispX-1 end
if pressrepeater(DispE) then DispX= DispX+1 end
if pressrepeater(DispN) then DispY= DispY-1 end
if keys["leftclick"] and lastkeys["leftclick"] then
DispX= DispX + keys.xmouse - lastkeys.xmouse
DispY= DispY + keys.ymouse - lastkeys.ymouse
end
--Miscellaneous
if press(BackupDisplaySwitch) then DisplayBackup= not DisplayBackup end
DispX= limits(DispX,2,254-width)
DispY= limits(DispY,3-4*Past,218-4*Future)
return nil -- Signal to display the input
end
--*****************************************************************************
function DisplayInput()
--*****************************************************************************
-- Paints on the screen the current input stored within the script's list.
--Are we showing all players or just one?
local HighlightButton= ShowOnePlayer
local width= 32
if plmin ~= plmax then
HighlightButton= ShowManyPlayers
width= 16*players + 8
end
--For both setting options and asking if we should bother displaying ourselves
if DisplayOptions(width) then return end
--Display frame offsets we're looking at.
local RtDigit= DispX + width + 22
if RtDigit > 254 then RtDigit= DispX - 4 end
local TpDigit= DispY + 4*Past - 2
DrawNum(RtDigit,TpDigit,Past,white,shade)
if Future > Past+1 then
TpDigit= DispY + 4*Future
DrawNum(RtDigit,TpDigit,Future,white,shade)
end
--Show cute little box around current frame
if Past <= 0 and Future >= 0 then
local color= blue
for pl= plmin, plmax do
local ThisFrame= InputList[pl][fc-BufLen[pl]]
if BufLen[pl] > 0 then ThisFrame= BufInput[pl][1] end
if ThisFrame ~= JoyToNum(ThisInput[pl]) then color= green end
end
FBoxOld(DispX-1,DispY-2,DispX+width+1,DispY+4,color)
end
--Shade the proper regions efficiently
if Past < 0 then
local Y1= DispY + 4*Past -3
local Y2= DispY - 3
if Future < -1 then Y2= DispY + 4*Future +1 end
FakeBox(DispX,Y1,DispX+width,Y2,shade,shade)
end
if Future > 0 then
local Y1= DispY + 5
local Y2= DispY + 4*Future+5
if Past > 1 then Y1= DispY + 4*Past +1 end
FakeBox(DispX,Y1,DispX+width,Y2,shade,shade)
end
if Past <= 0 and Future >= 0 then
FakeBox(DispX,DispY-1,DispX+width,DispY+3,shade,shade)
end
--Finally, we get to show the actual buttons!
for i= Past, Future do
local Y= DispY + 4*i
if i < 0 then Y=Y-2
elseif i > 0 then Y=Y+2 end
local BackupColor= nil -- For displaying a line for backup
for pl= plmin, plmax do
local scanz
if i < 0 then scanz= InputList[pl][fc+i]
elseif i == 0 then scanz= JoyToNum(ThisInput[pl])
elseif i < BufLen[pl] then
scanz= BufInput[pl][i+1]
else scanz= InputList[pl][fc+i-BufLen[pl]]
end
for button= 1, 8 do
-- Take a number, oh mighty color. There's too much of ya!
local color
if not scanz then
color= 1 --Does not exist
elseif ReadJoynum(scanz,button) then
if (i <= 0) or (ReadList[pl][button]) then
color= 4 --Button on
else
color= 3 --Button on, will be ignored
end
else
color= 2 --Button off
end
if DisplayBackup then
if BackupList[pl][fc+i] then
if ReadJoynum(BackupList[pl][fc+i],button) then
color= color+8
else
color= color+4
end
end
if BackupOverride[pl] == "read" then
color= color+12
elseif BackupOverride[pl] == "write" then
color= color+24
end
end
HighlightButton(DispX,Y,ListOfBtnClr[color],button,pl)
end -- button loop
-- Draw cute lines if we wish to see the backup
if DisplayBackup and BackupList[pl][fc+i] then
if not BackUpColor then
if not scanz then
BackupColor= 1
elseif scanz == BackupList[pl][fc+i] then
BackupColor= 3
else
BackupColor= 2
end
if BackupOverride[pl] == "read" then
BackupColor= BackupColor+3
elseif BackupOverride[pl] == "write" then
BackupColor= BackupColor+6
end
else -- Eh, we already have a BackupColor?
local CheckColor= (BackupColor-1)%3
if not scanz then
BackupColor= BackupColor - CheckColor
elseif (scanz ~= BackupList[pl][fc+i]) and (CheckColor == 2) then
BackupColor= BackupColor - 1
end
end
end
end -- player loop
if BackupColor then
gui.line(DispX-2,Y,DispX-2,Y+2,ListOfChangesClr[BackupColor])
end
end -- loop from Past to Future
end --function
--*****************************************************************************
function SetInput()
--*****************************************************************************
-- Prepares ThisInput for joypad use.
for pl= 1, players do
local temp
if BackupOverride[pl] == "read" then
temp= BackupList[pl][fc]
else
if BufLen[pl] > 0 then
temp= BufInput[pl][1]
else
temp= InputList[pl][fc-BufLen[pl]]
end
end
for i= 1, 8 do
if temp and ReadJoynum(temp,i) and ReadList[pl][i] then
ThisInput[pl][btn[i]]= TrueSwitch[pl][i]
else
ThisInput[pl][btn[i]]= FalseSwitch[pl][i]
end
end
end
end
--*****************************************************************************
function ApplyInput()
--*****************************************************************************
-- Shoves ThisInput into the actual emulator joypads.
if movie.mode() ~= "playback" then
for pl= 1, players do
joypad.set(pl, ThisInput[pl])
end
end
end
--*****************************************************************************
function InputSnap()
--*****************************************************************************
-- Will shove the input list over.
-- Might end up freezing for a moment if there's a few thousand frames to shift
for pl= 1, players do
if BufLen[pl] < 0 then -- Squish!
local pointer= fc
while InputList[pl][pointer] do
InputList[pl][pointer]= InputList[pl][pointer-BufLen[pl]]
pointer= pointer+1
end
end
if BufLen[pl] > 0 then -- Foom!
local pointer= fc
while InputList[pl][pointer] do
pointer= pointer+1
end
-- pointer is now looking at a null frame.
-- Assume later frames are also null.
while pointer > fc do
pointer= pointer-1
InputList[pl][pointer+BufLen[pl]]= InputList[pl][pointer]
end
-- pointer should now match fc.
-- Everything at fc and beyond should be moved over by BufLen.
for i=0, BufLen[pl]-1 do
InputList[pl][fc +i]= table.remove(BufInput[pl],1)
end
end
BufLen[pl]= 0 -- If it ain't zero before, we want it zero now!
end
end
local XStart, XDiff= 30, 25
local YStart, YDiff= 12, 15
local Status= { {},{},{},{} }
local TargA= {FalseSwitch,TrueSwitch,ReadList,ScriptEdit}
local TrueA= { nil , "inv" , true , true }
local FalsA= { false , true , false , false }
local BtnX, BtnY= 0, 0
local BasicText= {
"Activate: Lets the joypad activate input.",
"Remove: Allows the joypad to remove input.",
"List: Should the script remember button presses?",
"Keys: Allow the script-specific keys to work?"}
local AdvText= {
{"With both joypad options on, you have full control.",
"Held buttons will toggle the script's stored input."}, -- 1
{"With this on-off set-up, auto-hold will not",
"accidentally cancel input, such as from load state."}, -- 2
{"With this off-on set, you can use auto-hold to",
"elegantly strip off unwanted input."}, -- 3
{"With both joypad options off, you ensure you can't",
"accidentally change what's stored in the script."}, -- 4
{"List on: Script will apply input stored within.",
"This is the whole point of the script, ya know."}, -- 5
{"List off: Stored input is ignored. A good idea if",
"you don't want the script interfering."}, -- 6
{"Keys on: Script keys will toggle the button press",
"for the current frame. Meant for precise edits."}, -- 7
{"Keys off: Script-specific keys are no longer a",
"factor. Long-term control is meant for joypad!"}, -- 8
{"Apparently, you've selected 'All players'",
"and they have different options set."}, -- 9
{"This is the 'All' button. Selecting this will set",
"all 'Yes' or all 'No' for this particular option."} --10
}
--*****************************************************************************
function ControlOptions()
--*****************************************************************************
-- Lets the user make adjustments on the various controls of this script.
-- The interface, apparently, is most of the work!
-- Button selection
if (keys.xmouse ~= lastkeys.xmouse) or (keys.ymouse ~= lastkeys.ymouse) then
BtnX= math.floor((keys.xmouse- XStart+4)/XDiff)
BtnY= math.floor((keys.ymouse- YStart-6)/YDiff)
else
if press(OptUp) then
BtnX= limits(BtnX ,1,4)
BtnY= limits(BtnY-1,1,9)
end
if press(OptDn) then
BtnX= limits(BtnX ,1,4)
BtnY= limits(BtnY+1,1,9)
end
if press(OptRt) then
BtnX= limits(BtnX+1,1,4)
BtnY= limits(BtnY ,1,9)
end
if press(OptLf) then
BtnX= limits(BtnX-1,1,4)
BtnY= limits(BtnY ,1,9)
end
end
--Did you punch something?
if press("leftclick") or press(OptHit) then
if within( BtnY , 1 , 9 ) then
if within( BtnX , 1 , 4 ) then
local LoopS, LoopF= 1, 8
if BtnY ~= 9 then
LoopS, LoopF= BtnY, BtnY
end
local Target, TstT, TstF= TargA[BtnX], TrueA[BtnX], FalsA[BtnX]
for pl= plmin, plmax do
for Loop= LoopS, LoopF do
if Target[plmax][LoopF] == TstT then
Target[pl][Loop]= TstF
else
Target[pl][Loop]= TstT
end
end
end
end
end
end
--Figure out the status
for i= 1, 4 do
for j= 1, 8 do
Status[i][j]= TargA[i][plmin][j]
local pl= plmin+1
while (pl <= plmax) do
if Status[i][j] ~= TargA[i][pl][j] then
Status[i][j]= "???"
break
end
pl= pl+1
end
if Status[i][j] == TrueA[i] then Status[i][j]= "Yes"
elseif Status[i][j] == FalsA[i] then Status[i][j]= "No" end
end
end
--=============================================================================
--Begin drawing. Finally...
--Shade the whole freaking screen
FakeBox(0,0,255,223,shade,shade)
-- Silly little graphics
-- Perhaps I shouldn't always assume that button right is a right arrow...
Draw.B( XStart + XDiff ,YStart,red)
Draw.right( XStart + XDiff + 5,YStart,white)
Draw.B( XStart + XDiff +10,YStart,green)
Draw.B( XStart + XDiff*2 ,YStart,green)
Draw.right( XStart + XDiff*2+ 5,YStart,white)
Draw.B( XStart + XDiff*2+10,YStart,red)
Draw[btn[1]](XStart + XDiff*3 ,YStart ,green)
Draw[btn[1]](XStart + XDiff*3 ,YStart+4,green)
Draw[btn[2]](XStart + XDiff*3+ 4,YStart ,green)
Draw[btn[2]](XStart + XDiff*3+ 4,YStart+4,red)
Draw[btn[3]](XStart + XDiff*3+ 8,YStart ,red)
Draw[btn[3]](XStart + XDiff*3+ 8,YStart+4,green)
Draw[btn[4]](XStart + XDiff*3+12,YStart ,red)
Draw[btn[4]](XStart + XDiff*3+12,YStart+4,red)
gui.box(XStart+XDiff*4,YStart,XStart+XDiff*4+14,YStart+6,0,green)
Draw[btn[6]](XStart + XDiff*4+ 2,YStart+2,green)
Draw[btn[7]](XStart + XDiff*4+ 6,YStart+2,green)
Draw[btn[8]](XStart + XDiff*4+10,YStart+2,green)
--Highlight button
if within( BtnY , 1 , 9 ) then
if within( BtnX , 1 , 4 ) then
local LowX=BtnX*XDiff +XStart -4
local LowY=BtnY*YDiff +YStart -3
gui.box(LowX,LowY,LowX+XDiff-2,LowY+YDiff-2,blue,blue)
--Handle text. Feels sort of hard-coded, however
gui.text(1,160,BasicText[BtnX])
local adv
if BtnY == 9 then
adv= 10
elseif Status[BtnX][BtnY] == "???" then
adv= 9
elseif within(BtnX,1,2) and ((Status[3-BtnX][BtnY] == "???")) then
adv= 9
elseif within(BtnX,1,2) then
adv= 1
if Status[2][BtnY] == "No" then
adv= adv + 1
end
if Status[1][BtnY] == "No" then
adv= adv + 2
end
else
adv= 5
if BtnX == 4 then
adv= adv+2
end
if Status[BtnX][BtnY] == "No" then
adv= adv+1
end
end
gui.text(1,175,AdvText[adv][1])
gui.text(1,183,AdvText[adv][2])
end
end
--Lines!
for i= 1, 5 do
local Xpos= XStart + XDiff*i -5
gui.line(Xpos,0,Xpos,YStart + YDiff*10-4,green)
end
for j= 1, 9 do
local Ypos= YStart + YDiff*j -4
gui.line( 0, Ypos, XStart + XDiff*5-5, Ypos, green)
end
gui.line(XStart+XDiff-4, YStart + YDiff*10-4, XStart + XDiff*5-5, YStart + YDiff*10-4, green)
--Button labels!
for j= 1, 8 do
local Ypos= YStart + YDiff*j
gui.text( 1, Ypos, btn[j])
Draw[btn[j]](XStart + XDiff - 12, Ypos, green)
for i= 1, 4 do
gui.text(XStart + XDiff*i, Ypos, Status[i][j])
end
end
for i= 1, 4 do
gui.text(XStart + XDiff*i, YStart + YDiff*9, "All")
end
end
--*****************************************************************************
function CatchInput()
--*****************************************************************************
-- For use with registerbefore. It will get the input and paste it into
-- the input list.
fc= movie.framecount()
for pl= 1, players do
if BufLen[pl] > 0 then
table.remove(BufInput[pl],1)
table.insert(BufInput[pl],InputList[pl][fc-1])
end
local NewJoy= JoyToNum(joypad.get(pl))
InputList[pl][fc-1]= NewJoy
if not BackupList[pl][fc-1] or (BackupOverride[pl] == "write") then
BackupList[pl][fc-1]= NewJoy
end
end
SetInput()
end
emu.registerbefore(CatchInput)
--*****************************************************************************
function OnLoad()
--*****************************************************************************
-- For use with registerload. It updates ThisInput so we're not stuck with
-- junk being carried over when we load something.
-- Also clears whatever rewind stuff is stored.
InputSnap()
for pl= 1, players do --Assume user is done messing with backup on load
BackupOverride[pl]= false
end
fc= movie.framecount()
LastLoad= fc
saveCount= 0
SetInput()
ApplyInput() -- Sanity versus unpaused stateload
end
savestate.registerload(OnLoad)
--*****************************************************************************
function ItIsYourTurn()
--*****************************************************************************
-- For use with gui.register. I need to catch input while paused!
-- Needed for a half-decent interface.
--Ensure things are nice, shall we?
local fc_= movie.framecount()
lastkeys= keys
keys= input.get()
if fc ~= fc_ then -- Sanity versus unusual jump (Reset cycle?)
OnLoad()
end
--Process Rewind
if saveMax > 0 then -- Don't process if Rewind is disabled
if pressrepeater(rewind) or rewinding then
rewinding= false
if RewindThis() then
InputSnap()
movie.rerecordcounting(true)
fc= movie.framecount()
SetInput()
if saveCount < 1 then emu.pause() end
end
end
end
--Should we bother the backups today?
for pl= plmin, plmax do
if press(BackupReadSwitch) then
if BackupOverride[pl] ~= "read" then
BackupOverride[pl]= "read"
else
BackupOverride[pl]= false
end
end
if press(BackupWriteSwitch) then
if BackupOverride[pl] ~= "write" then
BackupOverride[pl]= "write"
else
BackupOverride[pl]= false
end
end
end
if keys[BackupReadSwitch] and keys[BackupWriteSwitch] then
gui.text(30,1,"Hey, quit holding both buttons!")
elseif keys[BackupReadSwitch] then
gui.text(30,1,"This lets the script revert to the backup.")
elseif keys[BackupWriteSwitch] then
gui.text(30,1,"This stores input into the backup.")
end
--Switch players on keypress
if press(PlayerSwitch) then
if plmin ~= plmax then
plmax= 1
elseif plmin == players then
plmin= 1
else
plmin= plmin+1
plmax= plmax+1
end
end
--Display which player we're selecting. Upperleft corner seems good.
if plmin == plmax then
gui.text(1,2,plmin)
gui.text(11,2,BufLen[plmin])
else
gui.text(1,2,"A")
end
--Check if we want to see control options
if keys[opt] then
gui.opacity(1)
ControlOptions()
SetInput()
--Otherwise, handle what we can see
else
--Inserts and deletes.
--table functions don't work well on tables that don't connect from 1.
if pressrepeater(Insert) then
for pl= plmin, plmax do
BufLen[pl]= BufLen[pl] + 1
if BufLen[pl] > 0 then
table.insert(BufInput[pl],1,0)
end
end
SetInput()
end
if pressrepeater(Delete) then
for pl= plmin, plmax do
if BufLen[pl] > 0 then
table.remove(BufInput[pl],1)
end
BufLen[pl]= BufLen[pl] - 1
end
SetInput()
end
--Script key handler
for pl= plmin, plmax do
for i= 1, 8 do
if press(key[i]) and ScriptEdit[pl][i] then
if ThisInput[pl][btn[i]] then
ThisInput[pl][btn[i]]= FalseSwitch[pl][i]
else
ThisInput[pl][btn[i]]= TrueSwitch[pl][i]
end
end
end
end
DisplayInput()
end
--Last bits of odds and ends
ApplyInput()
collectgarbage("collect")
end
gui.register(ItIsYourTurn)
--*****************************************************************************
function Rewinder()
--*****************************************************************************
-- Contains the saving part of the Rewind engine.
-- Original by Antony Lavelle, added by DarkKobold, messed by FatRatKnight
if saveMax > 0 then -- Don't process if Rewind is disabled
if keys[rewind] and saveCount > 0 then
rewinding= true
elseif (fc - LastLoad)%SaveBuf == 0 then
if saveCount >= saveMax then
table.remove(saveArray,1)
else
saveCount= saveCount+1
end
if saveArray[saveCount] == nil then
saveArray[saveCount]= savestate.create();
end
savestate.save(saveArray[saveCount]);
movie.rerecordcounting(false)
end
end
end
--emu.registerafter(Rewinder)
local TestNumOfDoom= 0
local TestFile= io.open("Backup" .. TestNumOfDoom .. ".txt" , "r")
while TestFile do
TestFile:close()
TestNumOfDoom= TestNumOfDoom+1
if TestNumOfDoom >= BackupFileLimit then break end
TestFile= io.open("Backup" .. TestNumOfDoom .. ".txt" , "r")
end
local FCEUXbtn= {"right", "left", "down", "up", "start", "select", "B", "A"}
local FCEUXfrm= {"R","L","D","U","T","S","B","A"}
local FCEUXorder= {}
for i= 1, 8 do
for j= 1, 8 do
if btn[i] == FCEUXbtn[j] then
FCEUXorder[j]= i
break
end
end
end
--*****************************************************************************
function SaveToFile()
--*****************************************************************************
-- Creates a file that, effectively, stores whatever's in the script at the
-- time.
-- List of known glitches:
-- It only reads player 1 when deciding when to start or stop.
InputSnap()
local LatestIndex= 0
local EarliestIndex= math.huge
for Frame, Pads in pairs(InputList[1]) do
LatestIndex= math.max(LatestIndex,Frame)
EarliestIndex= math.min(EarliestIndex,Frame)
end
local BFile = io.open("Backup" .. TestNumOfDoom .. ".txt" , "w")
BFile:write("StartFrame: " .. EarliestIndex .. "\n")
for Frame= EarliestIndex, LatestIndex do
BFile:write("|0")
for pl= 1, 4 do
BFile:write("|")
if InputList[pl] then
if InputList[pl][Frame] then
local Pads= InputList[pl][Frame]
for i= 1, 8 do
if ReadJoynum(Pads,FCEUXorder[i]) then
BFile:write(FCEUXfrm[i])
else
BFile:write(".")
end
end
else
BFile:write(" ")
end
end
end
BFile:write("\n")
end
BFile:close()
end
emu.registerexit(SaveToFile)
emu.pause()
while true do
Rewinder()
emu.frameadvance()
end
|