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Sand
He/Him
Player (145)
Joined: 6/26/2018
Posts: 192
YoshiRulz wrote:
CPP pushed a fix for pcall, so please try again with a new dev build.
That's great. A dev build after 0572266 works for me. Thanks for your help. It would have taken me much longer to find it on my own. Interesting that the cause was similar to JPC-RR builtin functions returning on the wrong thread. In that case, it affected every return of a builtin function, not just exceptions. So in one sense it was easier to notice. But also, JPC-RR only runs one Lua script at a time, rather than running each script in its own Lua thread, so it would only happen if you actually created new coroutines yourself, which was not the case here.
Darth_Marios
He/Him
Joined: 5/11/2015
Posts: 113
Hi. I'm still trying to make some TAS vs TAS. Since i found out that manual inputs both players or using tastudio (too much mouse playing kill my wrist) is very tedious, im looking in lua scripts to choreograph both players. What i asked is some tips to shorten the element of the scripts, because it took forever typing everytime emu.frameadvance or joypad.set (for both players) Ok, to advance some frames, we can use ' for i= ' instead writing emu.frameadvance the numbers of time needed, but the controls are too long, such as joypad.set({ ["P1 Button 1"] = true }) I'd like something such as what macrolua did in the past, but im sure its not possible to mimic it with a simple script (it use various lua scripts and honestly its way beyond my scripting skills)
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