Posts for qFox


Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Oh good, maybe they can fix it then ^^
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Right, and at that price for those games they can actually be quite the competitor. Especially since everything is downloaded so you don't even have to go out of your way to go to a store and everything. Lower threshhold (STEAM and the PS3 proved this imo).
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Interesting range of games though. But we all welcome a new player to the market. And Nintendo showed you don't have to sell big power machines to win in this business ;) But looking at those titles it's more of a recycle machine than innovation. PS. 600 R$ = 210 euro or 270 dollar.
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Also, the interim build (http://fceux.com/zip) has a bug fixed where savestates in Lua can only be loaded once.
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
DeHackEd wrote:
Wow, anonymous fceu savestates are discarded immediately upon loading? Snes9x savestates persist forever. (Not true since once the savestate object falls out of use, the Lua memory garbage collector eats it, but it's close enough)
That's how they used to work in fceux. But now states are kept in memory unless you call persist. But I still think it's not so great that the states are destroyed on load. So I'd want that not to be the default behavior (but optional).
DeHackEd wrote:
You have a emu.framecount() function that links to movie.framecount()
Yeah it's exactly the same thing except nitsuja decided it'd be more logically under the gens table for some reason.
DeHackEd wrote:
Transparency as int [1] is deprecated and to be deleted at some point in the near future. In the meantime, it will still work. I don't know WHY I ever did that since I always had support for "clear".
I was wondering why there was no "transparent" color. I never knew about "clear".
DeHackEd wrote:
You might want to check out gui.drawpixel, gui.drawpixel and gui.drawpixel
Doh. Fixed And I updated everything else you mentioned. Thanks :)
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
I've created an EmuLua reference. You can find it at http://cbc.qfox.nl/emulua Please let me know if there are any problems or additions :)
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
I've created an EmuLua reference. You can find it at http://cbc.qfox.nl/emulua Please let me know if there are any problems or additions :)
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
I've created an EmuLua reference. You can find it at http://cbc.qfox.nl/emulua Please let me know if there are any problems or additions :)
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Some new functions added to FCEUX: rom.readbyte(n) and rom.readbytesigned(n) This is new, but will return currently return a byte from the file (including the header and what not) because there were a lot of requests for ROM reading. Only in the interim build so it may change a little. memory.readbyterange(start, len) returns a table with these addresses savestate.persist(state) savestates are now anonymous memory only by default, you can make them optionally persistent. although this will break backward compatibility so i think we should make them persistent by default and optionaly temporary (as an optimilization) movie.framecount() movie.rerecordcounting() movie.stop() I think these are new, but I'm not sure And FCEUX has iup, but I'm not sure whether you want to walk through that minefield... :) I think this is new?
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Just set the key for frameadvance back to control. I actually don't know what it's mapped to now, but it's not FA.
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Oh, I'm sorry. Yes, if Lua sets input, your input is ignored. However, you can read your input by joypad.read(1), use that as your starting table as the previous example and set right 1 or 0 depending, like before.
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
What you can do is create a table (array) to hold your future input. Then check the RAM for this condition and set table.right to 1. Then do other stuff and set other buttons of this table to 1 as well, as required by your script. Then feed that table to input. Something like (barring syntax errors...):
while (true) do
  local input = {}
  if (memory.readbyte(0) == 0x50) then
    input.right = 1
  end
  -- do more stuff, optionally setting input.up=1, input.down=1, etc...
  joypad.set(1,input)
  FCEU.frameadvance()
end
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
I've heard it on IRC ;) Where's your submission Alden? Just one more day!
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Lemme guess, babelfish intercaps. But I can't even begin to interpret what you are asking here...
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
That might mean a LOT of wips and runs will be taken down... :(
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
With gens now also supporting Lua, maybe it's a good idea to run three parallel contests? One for each supporting console? Or will that be too much...? The timeframe would still be about 2 months.
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
I like that idea :) But I think we should start out with bomberman. It seems a lot of people are interested in it.
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Seems to me like you're being irregular with the powerup pickups. Sometimes you make one or two extra steps to get them, other times you simply ignore them when they are on your path. Was there a reason for that?
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Xkeeper wrote:
rom.readbyte(1) should return the second byte of the ROM. Not the first. But I digress...
Um, yes.
Xkeeper wrote:
There should be a rom.header function if they want to include that. Hell, allow reading what kind of data it is putting out as well if they're going to be like that. Mirroring, mapper type, size etc.
I'll read that as "Yes, rename the function to prevent confusion, we can do the +16 operation ourselves", then. One could also interpret the "rom" table name as the rom-file, instead of the read-only-memory. In such case things are fine. Maybe rename "rom" to "romfile"?
Xkeeper wrote:
Also, there should be a rom.writebyte too ;) That could coincide with the Hex Editor's real-time editing feature(s).
I was told this isn't as easy but idk.
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
I'm not familiar with it but yes, I was told this included the 16 byte header (eg: rom.readbyte(1) returns the first byte of the header). Imo it's not a bad thing, although it may be a little misleading. Maybe the function can be renamed and the user can do the +16 for himself? Unless these headers can be of variable length? In which case some mapping function could be added or something.
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Note: 2.0.4i (interim build) also contains a lua update that allows you to read from the ROM by means of rom.readbyte() and rom.readbytesigned() This returns you the same byte as you would get when you go to the given address in your hex editor. The interim build file (http://fceux.com/zip) currently doesn't have it yet but probably will have it tomorrow.
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
There's less than a week to go! Tennis ends this friday. Xkeeper: the current interim build of fceux (2.0.4i) allows you to read the rom by rom.readbyte(). That way you can read a byte from the file (so the same address as your hex editor shows you). For today you'll have to compile that interim version yourself, tomorrow the default interim build link (http://fceux.com/zip) will probably contain this update. Please try to upload at least something guys, even if it's just a random button mashing script :)
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Hint, online md5 databases get you about half the way ;)
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
But like I've said before somewhere, it doesn't need to be an entire movie exactly, or as wide as the example Bisqwit posted. It can be one screen that shows one screenshot every second or two or three (whatever). Optimization applies when nothing happens (although I believe there is little optimization in animated gifs across panels). That's something that would be awesome and doesn't have to gain in size. It can be placed at the specific game pages instead of the game list pages so not to go crazy. It would just give one an impression of the run. Maybe limit it to a certain timeframe of the run, whatever. I don't see the absence of audio as a problem here.
qfox.nl
Experienced Forum User
Joined: 4/25/2004
Posts: 615
Location: The Netherlands
Right is one thing (especially if you don't mind things floating on the left side), but you can put it there absolutely (position: absolute; right: 5px; top: 5px;). Also, may I strongly suggest you put some hardcoded width in? You can center it by auto margins or even put it on the right or something, but with larger resolutions the texts will become very wide. Otherwise very cool designs :D Btw, you know you can switch stylesheets with javascript without reloading the page? (Unless you want no javascript at all of course.) --- Oh, I just noticed that the head has a black part to the left when you use large resolutions (1600 wide for instance). You can solve this by setting a backgroundcolor to the div that hold the head. On a side note, the color green of the head of the green stylesheet doesn't match the background color of the body in explorer, that usually means you're not using websafe colors. In other words, the head does not flow into the body, there's a distinct line because of hte color differences. They can be a bitch in explorer (but maybe you don't care about ie, does make life easier ;).
qfox.nl