Post subject: [Request] RAM addresses shown in DeSmuME encodes, possible?
ALAKTORN
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title, basically I want to do stuff like recording a Mario Kart DS run while showing the speed address maybe in a corner of the screen, is this possible? (with lua or something?) I’ve tried asking around but couldn’t find any solution, so I thought I’d just open a topic about it
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Lua script makes this easily. http://tasvideos.org/LuaScripting/Display.html
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
ALAKTORN
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Joined: 10/19/2009
Posts: 2527
Location: Italy
wow, I don’t understand any of that… thank you for the link, I didn’t know the site had lua tutorials I’ll check it out better later
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MUGG (in the Desmume development topic) wrote:
http://tasvideos.org/LuaScripting/Registers.html while true do- loops don't work in Desmume yet. Try other registers.
Joined: 12/31/2009
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I have tried with emu.frameadvance, gui.register, emu.registerbefore, and emu.registerafter but Desmume refuses to encode the displayed information.
Player (136)
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I suggest a workaround: Let AVIsynth display the information. I used this combination for creating one of my Atlas videos. This file shows you an example how this combination will look like. The code was made for snes9x, and includes emu.frameadvance, so it will need some (little) adjustments to work in DeSmuME. Well, and it's definitely not cleaned up...
ALAKTORN
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I tried looking at that file partyboy, but couldn’t understand much
ALAKTORN
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Joined: 10/19/2009
Posts: 2527
Location: Italy
I tried following the lua tutorials, but when I try to open the .lua in DeSmuME it tells me “lua51.dll not found” is that something I have to download separately? edit: I downloaded stuff but now every single .lua I run says “filename.lua:1: unexpected symbol near '{' script stopped.” why? <_< it does that even with an empty file edit2: I googled the problem and found the reason “Aaaah.... I solved the problem... I used notepad and/or wordpad to edit my scriptfiles, these editors set extra control-characters in the files invisible to the eye, but visible to the lua-interpreter... using my plain old dos-edit solves the problem :-).... ” the problem is WordPad, NotePad works
ALAKTORN
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Posts: 2527
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with the help of partyboy1a and his files I created this http://www.youtube.com/watch?v=e5jhQyrU9TY now I’m curious about displaying input, I’ve been told a few things about it but now I’m too tired to understand anything
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ALAKTORN wrote:
now I’m curious about displaying input, I’ve been told a few things about it but now I’m too tired to understand anything
This was done for FCEUX. You may take some stuff from it. http://pastebin.com/QnQSmcJh
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Player (136)
Joined: 9/18/2007
Posts: 389
Sadly, this code is useless for desmume right now, because Lua drawings aren't visible in any encode desmume produces.