User File #26845843171757705

Upload All User Files

#26845843171757705 - Lsnes - generic SNES script / movie editor (alpha version)

lsnes.lua
System: Super Nintendo Entertainment System
893 downloads
Uploaded 11/13/2015 11:48 PM by Amaraticando (see all 21)
This is a generic script for lsnes - SNES core, that can be used as a base for any game. The main feature so far is the movie display/editor. I plan to make it easily exportable, so it won't be a simple base, but something that users can 'require' in Lua as a module and use the functions. Also, this is the alpha version, feel free to contact me (PM, Twitter, Github) to report bugs or give suggestions.
Emulator version: lsnes beta23

FEATURES:

1) Movie editor.
  • Displays the input in readonly and readwrite modes
  • Allows edition of current frame or future frames in readonly mode, with the mouse
  • Shows subframes when they exist
  • Displays all controllers and ports
  • ~ Can't edit the past
  • ~ Can't edit in readwrite mode with the mouse
  • ~ Axis (mouse, justifier, superscope) can't be displayed or edited
  • ~ The current frame can't be edited correctly while using the trace logger, during a breakpoint
  • ~ Advanced stuff must be done with lsnes' Edit movie tool.
2) Movie info.
  • Displays the number of frames emulated so far correctly. By default, lsnes shows the current frame wrong if you load a state and don't repaint the screen.
  • Displays the lag count, rerecord count and run mode of the emulator.
  • Displays the current time of the movie
  • Displays a big "LAG" warning if the previous frame was lagged
3) Generic stuff:
  • Includes a 'draw' library for aditional gui functions. For instance, the draw.text function can be forced to be inside the game area, or inside the emulator area. There're custom hotkeys (equals and minus by default) to change the opacity of this text...
--#############################################################################
-- CONFIG:

local OPTIONS = {
    -- Hotkeys  (look at the manual to see all the valid keynames)
    -- make sure that the hotkeys below don't conflict with previous bindings
    hotkey_increase_opacity = "equals",  -- to increase the opacity of the text: the '='/'+' key 
    hotkey_decrease_opacity = "minus",   -- to decrease the opacity of the text: the '_'/'-' key
    
    -- Script settings
    use_custom_fonts = true,
    use_movie_editor_tool = true,
    
    -- Lateral gaps (initial values)
    left_gap = 128,
    right_gap = 8,
    top_gap = 20,
    bottom_gap = 8,
}

-- Colour settings
local COLOUR = {
    transparency = -1,
    
    -- Text
    default_text_opacity = 1.0,
    default_bg_opacity = 0.4,
    text = 0xffffff,
    background = 0x000000,
    halo = 0x000040,
    warning = 0x00ff0000,
    warning_bg = 0x000000ff,
    warning2 = 0xff00ff,
    weak = 0x00a9a9a9,
    very_weak = 0xa0ffffff,
    button_text = 0x00300030,
}

-- TODO: make them global later, to export the module
local LSNES = {}
local ROM_INFO = {}
local CONTROLLER = {}
local MOVIE = {}
local draw = {}

-- Font settings
LSNES.FONT_HEIGHT = 16
LSNES.FONT_WIDTH = 8
CUSTOM_FONTS = {
        [false] = { file = nil, height = LSNES.FONT_HEIGHT, width = LSNES.FONT_WIDTH }, -- this is lsnes default font
        
        snes9xlua =       { file = [[data/snes9xlua.font]],        height = 16, width = 10 },
        snes9xluaclever = { file = [[data/snes9xluaclever.font]],  height = 16, width = 08 }, -- quite pixelated
        snes9xluasmall =  { file = [[data/snes9xluasmall.font]],   height = 09, width = 05 },
        snes9xtext =      { file = [[data/snes9xtext.font]],       height = 11, width = 08 },
        verysmall =       { file = [[data/verysmall.font]],        height = 08, width = 04 }, -- broken, unless for numerals
}

-- Others
local INPUT_RAW_VALUE = "value"  -- name of the inner field in input.raw() for values
local SCRIPT_DEBUG_INFO = false


-- END OF CONFIG < < < < < < <
--#############################################################################
-- INITIAL STATEMENTS:


-- Load environment
local bit, gui, input, movie, memory, memory2 = bit, gui, input, movie, memory, memory2
local string, math, table, next, ipairs, pairs, io, os, type = string, math, table, next, ipairs, pairs, io, os, type

-- Script verifies whether the emulator is indeed Lsnes - rr2 version / beta23 or higher
if not lsnes_features or not lsnes_features("text-halos") then
    error("This script works in a newer version of lsnes.")
end

-- Text/draw.Bg_global_opacity is only changed by the player using the hotkeys
-- Text/Bg_opacity must be used locally inside the functions
draw.Text_global_opacity = COLOUR.default_text_opacity
draw.Bg_global_opacity = COLOUR.default_bg_opacity
draw.Text_local_opacity = 1
draw.Bg_local_opacity = 1

-- Verify whether the fonts exist and create the custom fonts' drawing function
draw.font = {}
for font_name, value in pairs(CUSTOM_FONTS) do
    if value.file and not io.open(value.file) then
        print("WARNING:", string.format("./%s is missing.", value.file))
        CUSTOM_FONTS[font_name] = nil
    else
        draw.font[font_name] = font_name and gui.font.load(value.file) or gui.text
    end
end

local fmt = string.format


--#############################################################################
-- SCRIPT UTILITIES:


-- Variables used in various functions
local Previous = {}
local User_input = {}


-- unsigned to signed (based in <bits> bits)
local function signed(num, bits)
    local maxval = 1<<(bits - 1)
    if num < maxval then return num else return num - 2*maxval end
end


-- Transform the binary representation of base into a string
-- For instance, if each bit of a number represents a char of base, then this function verifies what chars are on
local function decode_bits(data, base)
    local i = 1
    local size = base:len()
    local direct_concatenation = size <= 45  -- Performance: I found out that the .. operator is faster for 45 operations or less
    local result
    
    if direct_concatenation then
        result = ""
        for ch in base:gmatch(".") do
            if bit.test(data, size - i) then
                result = result .. ch
            else
                result = result .. " "
            end
            i = i + 1
        end
    else
        result = {}
        for ch in base:gmatch(".") do
            if bit.test(data, size-i) then
                result[i] = ch
            else
                result[i] = " "
            end
            i = i + 1
        end
        result = table.concat(result)
    end
    
    return result
end


local function mouse_onregion(x1, y1, x2, y2)
    -- Reads external mouse coordinates
    local mouse_x = User_input.mouse_x
    local mouse_y = User_input.mouse_y
    
    -- From top-left to bottom-right
    if x2 < x1 then
        x1, x2 = x2, x1
    end
    if y2 < y1 then
        y1, y2 = y2, y1
    end
    
    if mouse_x >= x1 and mouse_x <= x2 and  mouse_y >= y1 and mouse_y <= y2 then
        return true
    else
        return false
    end
end


-- Those 'Keys functions' register presses and releases. Pretty much a copy from the script of player Fat Rat Knight (FRK)
-- http://tasvideos.org/userfiles/info/5481697172299767
Keys = {}
Keys.KeyPress=   {}
Keys.KeyRelease= {}

function Keys.registerkeypress(key,fn)
-- key - string. Which key do you wish to bind?
-- fn  - function. To execute on key press. False or nil removes it.
-- Return value: The old function previously assigned to the key.

    local OldFn= Keys.KeyPress[key]
    Keys.KeyPress[key]= fn
    --Keys.KeyPress[key]= Keys.KeyPress[key] or {}
    --table.insert(Keys.KeyPress[key], fn)
    input.keyhook(key,type(fn or Keys.KeyRelease[key]) == "function")
    return OldFn
end


function Keys.registerkeyrelease(key,fn)
-- key - string. Which key do you wish to bind?
-- fn  - function. To execute on key release. False or nil removes it.
-- Return value: The old function previously assigned to the key.

    local OldFn= Keys.KeyRelease[key]
    Keys.KeyRelease[key]= fn
    input.keyhook(key,type(fn or Keys.KeyPress[key]) == "function")
    return OldFn
end


function Keys.altkeyhook(s,t)
-- s,t - input expected is identical to on_keyhook input. Also passed along.
-- You may set by this line: on_keyhook = Keys.altkeyhook
-- Only handles keyboard input. If you need to handle other inputs, you may
-- need to have your own on_keyhook function to handle that, but you can still
-- call this when generic keyboard handling is desired.

    if     Keys.KeyPress[s]   and (t[INPUT_RAW_VALUE] == 1) then
        Keys.KeyPress[s](s,t)
    elseif Keys.KeyRelease[s] and (t[INPUT_RAW_VALUE] == 0) then
        Keys.KeyRelease[s](s,t)
    end
end


local function get_last_frame(advance)
    local cf = movie.currentframe() - (advance and 0 or 1)
    if cf == -1 then print"NEGATIVE FRAME!!!!!!!!!!!" cf = 0 end
    
    return cf
end


-- Stores the raw input in a table for later use. Should be called at the start of paint and timer callbacks
local function read_raw_input()
    for key, inner in pairs(input.raw()) do
        User_input[key] = inner[INPUT_RAW_VALUE]
    end
    User_input.mouse_x = math.floor(User_input.mouse_x)
    User_input.mouse_y = math.floor(User_input.mouse_y)
end


-- Extensions to the "gui" function, to handle fonts and opacity
draw.Font_name = false


function draw.opacity(text, bg)
    draw.Text_local_opacity = text or draw.Text_local_opacity
    draw.Bg_local_opacity = bg or draw.Bg_local_opacity
    
    return draw.Text_local_opacity, draw.Bg_local_opacity
end


function draw.font_width(font)
    font = font or Font  -- TODO: change Font to draw.Font_name ?
    return CUSTOM_FONTS[font] and CUSTOM_FONTS[font].width or LSNES.FONT_WIDTH
end


function draw.font_height(font)
    font = font or Font
    return CUSTOM_FONTS[font] and CUSTOM_FONTS[font].height or LSNES.FONT_HEIGHT
end


function LSNES.get_rom_info()
    ROM_INFO.is_loaded = movie.rom_loaded()
    if ROM_INFO.is_loaded then
        -- ROM info
        local movie_info = movie.get_rom_info()
        ROM_INFO.slots = #movie_info
        ROM_INFO.hint = movie_info[1].hint
        ROM_INFO.hash = movie_info[1].sha256
        
        -- Game info
        local game_info = movie.get_game_info()
        ROM_INFO.game_type = game_info.gametype
        ROM_INFO.game_fps = game_info.fps
    else
        -- ROM info
        ROM_INFO.slots = 0
        ROM_INFO.hint = false
        ROM_INFO.hash = false
        
        -- Game info
        ROM_INFO.game_type = false
        ROM_INFO.game_fps = false
    end
    
    ROM_INFO.info_loaded = true
    print"> Read rom info"
end


function LSNES.get_controller_info()
    local info = CONTROLLER
    
    info.ports = {}
    info.total_ports = 0
    info.total_controllers = 0
    info.total_buttons = 0
    info.complete_input_sequence = ""  -- the sequence of buttons/axis for background in the movie editor
    info.total_width = 0  -- how many horizontal cells are necessary to draw the complete input
    info.button_pcid = {}  -- array that maps the n-th button of the sequence to its port/controller/button index
    
    for port = 0, 2 do  -- SNES
        info.ports[port] = input.port_type(port)
        if not info.ports[port] then break end
        info.total_ports = info.total_ports + 1
    end
    
    for lcid = 1, 8 do  -- SNES
        local port, controller = input.lcid_to_pcid2(lcid)
        local ci = (port and controller) and input.controller_info(port, controller) or nil
        
        if ci then
            info[lcid] = {port = port, controller = controller}
            info[lcid].type = ci.type
            info[lcid].class = ci.class
            info[lcid].classnum = ci.classnum
            info[lcid].button_count = ci.button_count
            info[lcid].symbol_sequence = ""
            info[lcid].controller_width = 0
            
            for button, inner in pairs(ci.buttons) do
                -- button level
                info[lcid][button] = {}
                info[lcid][button].type = inner.type
                info[lcid][button].name = inner.name
                info[lcid][button].symbol= inner.symbol
                info[lcid][button].hidden = inner.hidden
                info[lcid][button].button_width = inner.symbol and 1 or 1  -- TODO: 'or 7' for axis
                
                -- controller level
                info[lcid].controller_width = info[lcid].controller_width + info[lcid][button].button_width
                info[lcid].symbol_sequence = info[lcid].symbol_sequence .. (inner.symbol or " ")  -- TODO: axis: 7 spaces
                
                -- port level (nothing)
                
                -- input level
                info.button_pcid[#info.button_pcid + 1] = {port = port, controller = controller, button = button}
            end
            
            -- input level
            info.total_buttons = info.total_buttons + info[lcid].button_count
            info.total_controllers = info.total_controllers + 1
            info.total_width = info.total_width + info[lcid].controller_width
            info.complete_input_sequence = info.complete_input_sequence .. info[lcid].symbol_sequence
            
        else break
        end
    end
    
    -- debug info
    if SCRIPT_DEBUG_INFO then
        print" - - - - CONTROLLER debug info: - - - - "
        print"Ports:"
        print("total = " .. info.total_ports)
        for a,b in pairs(info.ports) do
            print("", a, b)
        end
        
        print("Controllers:")
        print("total = " .. info.total_controllers)
        for lcid = 1, info.total_controllers do
            local tb = info[lcid]
            print("", lcid .. " :")
            print("", "", "pcid: " .. tb.port .. ", " .. tb.controller)
            print("", "", string.format("class: %s #%d, type: %s", tb.class, tb.classnum, tb.type))
            print("", "", string.format("%d buttons: %s (%d cells)", tb.button_count, tb.symbol_sequence, tb.controller_width))
            
            print("", "", "Buttons:")
            for button, inner in ipairs(tb) do
                print("", "", string.format("%d: %s (%s), cell width: %d , type: %s, hidden: %s",
                button, inner.name, inner.symbol or "no symbol", inner.button_width, inner.type, inner.hidden))
            end
        end
        
        print("Some input utilities:")
        print("", string.format("%d buttons, forming: %s", info.total_buttons, info.complete_input_sequence))
        print("Individual button mapping:")
        for a,b in ipairs(info.button_pcid) do
            print("", string.format("%d -> %d, %d, %d", a, b.port, b.controller, b.button))
        end
    end
    
    info.info_loaded = true
    print"> Read controller info"
end


function LSNES.get_movie_info()
    LSNES.pollcounter = movie.pollcounter(0, 0, 0)
    
    -- DEBUG
    if LSNES.frame_boundary ~= "middle" and LSNES.Runmode == "pause_break" then error"Frame boundary: middle case not accounted!" end
    
    MOVIE.readonly = movie.readonly()
    MOVIE.framecount = movie.framecount()
    MOVIE.subframe_count = movie.get_size()
    MOVIE.lagcount = movie.lagcount()
    MOVIE.rerecords = movie.rerecords()
    
    -- CURRENT
    MOVIE.current_frame = movie.currentframe() + ((LSNES.frame_boundary == "end") and 1 or 0)
    if MOVIE.current_frame == 0 then MOVIE.current_frame = 1 end  -- after the rewind, the currentframe isn't updated to 1
    
    MOVIE.current_poll = (LSNES.frame_boundary ~= "middle") and 1 or LSNES.pollcounter + 1
    -- TODO: this should be incremented after all the buttons have been polled
    
    MOVIE.size_past_frame = LSNES.size_frame(MOVIE.current_frame - 1)  -- somehow, the order of calling size_Frame matters!
    MOVIE.size_current_frame = LSNES.size_frame(MOVIE.current_frame)  -- how many subframes of current frames are stored in the movie
    MOVIE.last_frame_started_movie = MOVIE.current_frame - (LSNES.frame_boundary == "middle" and 0 or 1) --test
    if MOVIE.last_frame_started_movie <= MOVIE.framecount then
        MOVIE.current_starting_subframe = movie.current_first_subframe() + 1
        if LSNES.frame_boundary == "end" then
            MOVIE.current_starting_subframe = MOVIE.current_starting_subframe + MOVIE.size_past_frame  -- movie.current_first_subframe() isn't updated
        end                                                                                        -- until the frame boundary is "start"
    else
        MOVIE.current_starting_subframe = MOVIE.subframe_count + (MOVIE.current_frame - MOVIE.framecount)
    end
    
    if MOVIE.size_current_frame == 0 then MOVIE.size_current_frame = 1 end  -- fix it
    MOVIE.current_internal_subframe = (MOVIE.current_poll > MOVIE.size_current_frame) and MOVIE.size_current_frame or MOVIE.current_poll
    MOVIE.current_subframe = MOVIE.current_starting_subframe + MOVIE.current_internal_subframe - 1
    -- for frames with subframes, but not written in the movie
    
    -- PAST SUBFRAME
    MOVIE.frame_of_past_subframe = MOVIE.current_frame - (MOVIE.current_internal_subframe == 1 and 1 or 0)
    
    -- TEST INPUT
    MOVIE.last_input_computed = LSNES.get_input(MOVIE.subframe_count)
end


function LSNES.debug_movie()
    local x, y = 150, 100
    
    draw.text(x, y, "subframe_update: " .. tostringx(LSNES.subframe_update))
    y = y + 16
    draw.text(x, y, string.format("currentframe: %d, framecount: %d, count_frames: %d",  movie.currentframe(), movie.framecount(),  movie.count_frames()))
    y = y + 16
    draw.text(x, y, string.format("get_size: %d",  movie.get_size()))
    y = y + 16
    draw.text(x, y, "current_first_subframe: " .. movie.current_first_subframe())
    y = y + 16
    draw.text(x, y, "pollcounter: " .. movie.pollcounter(0, 0, 0))
    y = y + 16
    draw.text(x, y, LSNES.frame_boundary)
    y = y + 16
    
    for a, b in pairs(MOVIE) do
        gui.text(x, y, string.format("%s %s", a, tostring(b)), 'yellow', 0x80000000)
        y = y + 16
    end
    --[[
    x = 200
    y = 16
    local colour = {[1] = 0xffff00, [2] = 0x00ff00}
    for controller = 0, 3 do
        for control = 0, 15 do
            if y >= 432 then
                y = 16
                x = x + 48
            end
            draw.text(x, y, control .. " " .. movie.pollcounter(0, controller, control), 0xff0000, 0x20000000)
            y = y + 16
        end
    end
    for port = 1, 2 do
        for controller = 0, 3 do
            for control = 0, 15 do
                if y >= 432 then
                    y = 16
                    x = x + 48
                end
                draw.text(x, y, control .. " " .. movie.pollcounter(port, controller, control), colour[(2*port + controller)%2 + 1], 0x20000000)
                y = y + 16
            end
        end
    end
    --]]
end


function LSNES.get_screen_info()
    -- Effective script gaps
    LSNES.left_gap = math.max(OPTIONS.left_gap, LSNES.FONT_WIDTH*(CONTROLLER.total_width + 6)) -- for movie editor
    LSNES.right_gap = LSNES.right_gap or OPTIONS.right_gap
    LSNES.top_gap = LSNES.top_gap or OPTIONS.top_gap
    LSNES.bottom_gap = LSNES.bottom_gap or OPTIONS.bottom_gap
    
    -- Advanced configuration: padding dimensions
    LSNES.Padding_left = tonumber(settings.get("left-border"))
    LSNES.Padding_right = tonumber(settings.get("right-border"))
    LSNES.Padding_top = tonumber(settings.get("top-border"))
    LSNES.Padding_bottom = tonumber(settings.get("bottom-border"))
    
    -- Borders' dimensions
    LSNES.Border_left = math.max(LSNES.Padding_left, LSNES.left_gap)  -- for movie editor
    LSNES.Border_right = math.max(LSNES.Padding_right, OPTIONS.right_gap)
    LSNES.Border_top = math.max(LSNES.Padding_top, OPTIONS.top_gap)
    LSNES.Border_bottom = math.max(LSNES.Padding_bottom, OPTIONS.bottom_gap)
    
    LSNES.Buffer_width, LSNES.Buffer_height = gui.resolution()  -- Game area
    if LSNES.Video_callback then  -- The video callback messes with the resolution
        LSNES.Buffer_middle_x, LSNES.Buffer_middle_y = LSNES.Buffer_width, LSNES.Buffer_height
        LSNES.Buffer_width = 2*LSNES.Buffer_width
        LSNES.Buffer_height = 2*LSNES.Buffer_height
    else
        LSNES.Buffer_middle_x, LSNES.Buffer_middle_y = LSNES.Buffer_width//2, LSNES.Buffer_height//2  -- Lua 5.3
    end
    
	LSNES.Screen_width = LSNES.Buffer_width + LSNES.Border_left + LSNES.Border_right  -- Emulator area
	LSNES.Screen_height = LSNES.Buffer_height + LSNES.Border_top + LSNES.Border_bottom
    LSNES.AR_x = 2
    LSNES.AR_y = 2
end


-- Changes transparency of a color: result is opaque original * transparency level (0.0 to 1.0). Acts like gui.opacity() in Snes9x.
function draw.change_transparency(color, transparency)
    -- Sane transparency
    if transparency >= 1 then return color end  -- no transparency
    if transparency <= 0 then return COLOUR.transparency end    -- total transparency
    
    -- Sane colour
    if color == -1 then return -1 end
    
    local a = color>>24  -- Lua 5.3
    local rgb = color - (a<<24)
    local new_a = 0x100 - math.ceil((0x100 - a)*transparency)
    return (new_a<<24) + rgb
end


-- Takes a position and dimensions of a rectangle and returns a new position if this rectangle has points outside the screen
local function put_on_screen(x, y, width, height)
    local x_screen, y_screen
    width = width or 0
    height = height or 0
    
    if x < - Border_left then
        x_screen = - Border_left
    elseif x > Buffer_width + Border_right - width then
        x_screen = Buffer_width + Border_right - width
    else
        x_screen = x
    end
    
    if y < - Border_top then
        y_screen = - Border_top
    elseif y > Buffer_height + Border_bottom - height then
        y_screen = Buffer_height + Border_bottom - height
    else
        y_screen = y
    end
    
    return x_screen, y_screen
end


-- returns the (x, y) position to start the text and its length:
-- number, number, number text_position(x, y, text, font_width, font_height[[[[, always_on_client], always_on_game], ref_x], ref_y])
-- x, y: the coordinates that the refereed point of the text must have
-- text: a string, don't make it bigger than the buffer area width and don't include escape characters
-- font_width, font_height: the sizes of the font
-- always_on_client, always_on_game: boolean
-- ref_x and ref_y: refer to the relative point of the text that must occupy the origin (x,y), from 0% to 100%
--                  for instance, if you want to display the middle of the text in (x, y), then use 0.5, 0.5
function draw.text_position(x, y, text, font_width, font_height, always_on_client, always_on_game, ref_x, ref_y)
    -- Reads external variables
    local border_left     = LSNES.Border_left
    local border_right    = LSNES.Border_right
    local border_top      = LSNES.Border_top
    local border_bottom   = LSNES.Border_bottom
    local buffer_width    = LSNES.Buffer_width
    local buffer_height   = LSNES.Buffer_height
    
    -- text processing
    local text_length = text and string.len(text)*font_width or font_width  -- considering another objects, like bitmaps
    
    -- actual position, relative to game area origin
    x = ((not ref_x or ref_x == 0) and x) or x - math.floor(text_length*ref_x)
    y = ((not ref_y or ref_y == 0) and y) or y - math.floor(font_height*ref_y)
    
    -- adjustment needed if text is supposed to be on screen area
    local x_end = x + text_length
    local y_end = y + font_height
    
    if always_on_game then
        if x < 0 then x = 0 end
        if y < 0 then y = 0 end
        
        if x_end > buffer_width  then x = buffer_width  - text_length end
        if y_end > buffer_height then y = buffer_height - font_height end
        
    elseif always_on_client then
        if x < -border_left then x = -border_left end
        if y < -border_top  then y = -border_top  end
        
        if x_end > buffer_width  + border_right  then x = buffer_width  + border_right  - text_length end
        if y_end > buffer_height + border_bottom then y = buffer_height + border_bottom - font_height end
    end
    
    return x, y, text_length
end


-- Complex function for drawing, that uses text_position
function draw.text(x, y, text, text_color, bg_color, halo_color, always_on_client, always_on_game, ref_x, ref_y)
    -- Read external variables
    local font_name = draw.Font_name or false
    local font_width  = draw.font_width()
    local font_height = draw.font_height()
    text_color = text_color or COLOUR.text
    bg_color = bg_color or -1--COLOUR.background -- EDIT
    halo_color = halo_color or COLOUR.halo
    
    -- Apply transparency
    text_color = draw.change_transparency(text_color, draw.Text_global_opacity * draw.Text_local_opacity)
    bg_color = draw.change_transparency(bg_color, draw.Bg_global_opacity * draw.Bg_local_opacity)
    halo_color = draw.change_transparency(halo_color, draw.Text_global_opacity * draw.Text_local_opacity)
    
    -- Calculate actual coordinates and plot text
    local x_pos, y_pos, length = draw.text_position(x, y, text, font_width, font_height,
                                    always_on_client, always_on_game, ref_x, ref_y)
    ;
    draw.font[font_name](x_pos, y_pos, text, text_color, bg_color, halo_color)
    
    return x_pos + length, y_pos + font_height, length
end


function draw.alert_text(x, y, text, text_color, bg_color, always_on_game, ref_x, ref_y)
    -- Reads external variables
    local font_width  = LSNES.FONT_WIDTH
    local font_height = LSNES.FONT_HEIGHT
    
    local x_pos, y_pos, text_length = draw.text_position(x, y, text, font_width, font_height, false, always_on_game, ref_x, ref_y)
    
    text_color = draw.change_transparency(text_color, draw.Text_global_opacity * draw.Text_local_opacity)
    bg_color = draw.change_transparency(bg_color, draw.Bg_global_opacity * draw.Bg_local_opacity)
    gui.text(x_pos, y_pos, text, text_color, bg_color)
    
    return x_pos + text_length, y_pos + font_height, text_length
end


local function draw_over_text(x, y, value, base, color_base, color_value, color_bg, always_on_client, always_on_game, ref_x, ref_y)
    value = decode_bits(value, base)
    local x_end, y_end, length = draw.text(x, y, base, color_base, color_bg, nil, always_on_client, always_on_game, ref_x, ref_y)
    draw.font[Font](x_end - length, y_end - draw.font_height(), value, color_value or COLOUR.text)
    
    return x_end, y_end, length
end


-- displays a button everytime in (x,y)
-- object can be a text or a dbitmap
-- if user clicks onto it, fn is executed once
draw.buttons_table = {}
function draw.button(x, y, object, fn, extra_options)
    local always_on_client, always_on_game, ref_x, ref_y, button_pressed
    if extra_options then
        always_on_client, always_on_game, ref_x, ref_y, button_pressed = extra_options.always_on_client, extra_options.always_on_game,
                                                                extra_options.ref_x, extra_options.ref_y, extra_options.button_pressed
    end
    
    local width, height
    local object_type = type(object)
    
    if object_type == "string" then
        width, height = draw.font_width(), draw.font_height()
        x, y, width = draw.text_position(x, y, object, width, height, always_on_client, always_on_game, ref_x, ref_y)
    elseif object_type == "userdata" then  -- lsnes specific
        width, height = object:size()
        x, y = draw.text_position(x, y, nil, width, height, always_on_client, always_on_game, ref_x, ref_y)
    elseif object_type == "boolean" then
        width, height = LSNES_FONT_WIDTH, LSNES_FONT_HEIGHT
        x, y = draw.text_position(x, y, nil, width, height, always_on_client, always_on_game, ref_x, ref_y)
    else error"Type of buttton not supported yet"
    end
    
    -- draw the button
    if button_pressed then
        gui.box(x, y, width, height, 1, 0x808080, 0xffffff, 0xe0e0e0) -- unlisted colour
    else
        gui.box(x, y, width, height, 1)
    end
    
    if object_type == "string" then
        draw.text(x, y, object, COLOUR.button_text, -1, -1)  -- EDIT
    elseif object_type == "userdata" then
        object:draw(x, y)
    elseif object_type == "boolean" then
        gui.solidrectangle(x +1, y + 1, width - 2, height - 2, 0x00ff00)  -- unlisted colour
    end
    
    -- updates the table of buttons
    table.insert(draw.buttons_table, {x = x, y = y, width = width, height = height, object = object, action = fn})
end


-- Returns frames-time conversion
local function frame_time(frame)
    if not ROM_INFO.info_loaded or not ROM_INFO.is_loaded then return "no time" end
    
    local total_seconds = frame / ROM_INFO.game_fps
    local hours, minutes, seconds = bit.multidiv(total_seconds, 3600, 60)
    seconds = math.floor(seconds)
    
    local miliseconds = 1000* (total_seconds%1)
    if hours == 0 then hours = "" else hours = string.format("%d:", hours) end
    local str = string.format("%s%.2d:%.2d.%03.0f", hours, minutes, seconds, miliseconds)
    return str
end


-- draw a pixel given (x,y) with SNES' pixel sizes
function draw.pixel(x, y, color, shadow)
    if shadow and shadow ~= COLOUR.transparent then
        gui.rectangle(x*LSNES.AR_x - 1, y*LSNES.AR_y - 1, 2*LSNES.AR_x, 2*LSNES.AR_y, 1, shadow, color)
    else
        gui.solidrectangle(x*LSNES.AR_x, y*LSNES.AR_y, LSNES.AR_x, LSNES.AR_y, color)
    end
end


-- draws a line given (x,y) and (x',y') with given scale and SNES' pixel thickness
function draw.line(x1, y1, x2, y2, color)
    x1, y1, x2, y2 = x1*LSNES.AR_x, y1*LSNES.AR_y, x2*LSNES.AR_x, y2*LSNES.AR_y
    if x1 == x2 then
        gui.line(x1, y1, x2, y2 + 1, color)
        gui.line(x1 + 1, y1, x2 + 1, y2 + 1, color)
    elseif y1 == y2 then
        gui.line(x1, y1, x2 + 1, y2, color)
        gui.line(x1, y1 + 1, x2 + 1, y2 + 1, color)
    else
        gui.line(x1, y1, x2 + 1, y2 + 1, color)
    end
end


-- draws a box given (x,y) and (x',y') with SNES' pixel sizes
function draw.box(x1, y1, x2, y2, ...)
    -- Draw from top-left to bottom-right
    if x2 < x1 then
        x1, x2 = x2, x1
    end
    if y2 < y1 then
        y1, y2 = y2, y1
    end
    
    gui.rectangle(x1*LSNES.AR_x, y1*LSNES.AR_y, (x2 - x1 + 1)*LSNES.AR_x, (y2 - y1 + 1)*LSNES.AR_x, LSNES.AR_x, ...)
end


-- draws a rectangle given (x,y) and dimensions, with SNES' pixel sizes
function draw.rectangle(x, y, w, h, ...)
    gui.rectangle(x*LSNES.AR_x, y*LSNES.AR_y, w*LSNES.AR_x, h*LSNES.AR_y, LSNES.AR_x, ...)
end


-- Background opacity functions
function draw.increase_opacity()
    if draw.Text_global_opacity <= 0.9 then draw.Text_global_opacity = draw.Text_global_opacity + 0.1
    else
        if draw.Bg_global_opacity <= 0.9 then draw.Bg_global_opacity = draw.Bg_global_opacity + 0.1 end
    end
end


function draw.decrease_opacity()
    if  draw.Bg_global_opacity >= 0.1 then draw.Bg_global_opacity = draw.Bg_global_opacity - 0.1
    else
        if draw.Text_global_opacity >= 0.1 then draw.Text_global_opacity = draw.Text_global_opacity - 0.1 end
    end
end


-- Creates lateral gaps
local function create_gaps()
    gui.left_gap(LSNES.left_gap)  -- for input display -- TEST
    gui.right_gap(LSNES.right_gap)
    gui.top_gap(LSNES.top_gap)
    gui.bottom_gap(LSNES.bottom_gap)
end


local function show_movie_info()
    -- Font
    draw.Font_name = false
    draw.opacity(1.0, 1.0)
    
    local y_text = - LSNES.Border_top
    local x_text = 0
    local width = draw.font_width()
    
    local rec_color = MOVIE.readonly and COLOUR.text or COLOUR.warning
    local recording_bg = MOVIE.readonly and COLOUR.background or COLOUR.warning_bg 
    
    -- Read-only or read-write?
    local movie_type = MOVIE.readonly and "Movie " or "REC "
    x_text = draw.alert_text(x_text, y_text, movie_type, rec_color, recording_bg)
    
    -- Frame count
    local movie_info
    if MOVIE.readonly then
        movie_info = string.format("%d/%d", MOVIE.last_frame_started_movie, MOVIE.framecount)
    else
        movie_info = MOVIE.last_frame_started_movie
    end
    x_text = draw.text(x_text, y_text, movie_info)  -- Shows the latest frame emulated, not the frame being run now
    
    -- Rerecord and lag count
    x_text = draw.text(x_text, y_text, string.format("|%d ", MOVIE.rerecords), COLOUR.weak)
    x_text = draw.text(x_text, y_text, MOVIE.lagcount, COLOUR.warning)
    
    -- Run mode and emulator speed
    local lsnesmode_info
    if LSNES.Lsnes_speed == "turbo" then
        lsnesmode_info = fmt(" %s(%s)", LSNES.Runmode, LSNES.Lsnes_speed)
    elseif LSNES.Lsnes_speed ~= 1 then
        lsnesmode_info = fmt(" %s(%.0f%%)", LSNES.Runmode, 100*LSNES.Lsnes_speed)
    else
        lsnesmode_info = fmt(" %s", LSNES.Runmode)
    end
    
    x_text = draw.text(x_text, y_text, lsnesmode_info, COLOUR.weak)
    
    local str = frame_time(MOVIE.last_frame_started_movie)    -- Shows the latest frame emulated, not the frame being run now
    draw.alert_text(LSNES.Buffer_width, LSNES.Buffer_height, str, COLOUR.text, recording_bg, false, 1.0, 1.0)
    
    if LSNES.Is_lagged then
        gui.textHV(LSNES.Buffer_middle_x - 3*LSNES.FONT_WIDTH, 2*LSNES.FONT_HEIGHT, "Lag", COLOUR.warning, draw.change_transparency(COLOUR.warning_bg, draw.Bg_global_opacity))
    end
    
end


function LSNES.size_frame(frame)
    return frame > 0 and movie.frame_subframes(frame) or -1
end


function LSNES.get_input(subframe)
    local total = MOVIE.subframe_count or movie.get_size()
    
    return (subframe <= total and subframe > 0) and movie.get_frame(subframe - 1) or false
end


function LSNES.set_input(subframe, data)
    local total = MOVIE.subframe_count or movie.get_size()
    local current_subframe = MOVIE.current_subframe
    
    if subframe <= total and subframe > current_subframe then
        movie.set_frame(subframe - 1, data)
    --[[
    elseif subframe == current_subframe then
        local lcid = 
        input.joyset(lcid, )
    --]]
    end
end


function LSNES.treat_input(input_obj)
    local presses = {}
    local index = 1
    local number_controls = CONTROLLER.total_controllers
    for lcid = 1, number_controls do
        local port, cnum = CONTROLLER[lcid].port, CONTROLLER[lcid].controller
        local is_gamepad = CONTROLLER[lcid].class == "gamepad"
        
        -- Currently shows all ports and controllers
        for control = 1, CONTROLLER[lcid].button_count do
            local button_value, str
            if is_gamepad or control > 2 then  -- only the first 2 buttons can be axis
                button_value = input_obj:get_button(port, cnum, control-1)
                str = button_value and CONTROLLER[lcid][control].symbol or " "
            else
                str = control == 1 and "x" or "y"  -- TODO: should display the whole number for axis
                --[[
                str = fmt("%+.5d ", input_obj:get_axis(port, cnum, control-1))
                --]]
            end
            
            presses[index] = str
            index = index + 1
        end
    end
    
    return table.concat(presses)
end


function subframe_to_frame(subf)
    local total_frames = MOVIE.framecount or movie.count_frames(nil)
    local total_subframes = MOVIE.subframe_count or movie.get_size(nil)
    
    if total_subframes < subf then return total_frames + (subf - total_subframes) --end
    else return movie.subframe_to_frame(subf - 1) end
end


-- Colour schemes:
-- white: readonly frames
-- yellow: readwrite frames
-- blue: subframes
-- reddish: nullinput after the end of the movie, in readonly mode
-- cyan: delayed subframe input that will be saved but wasn't yet (lsnes bug)
-- green: "Unrecorded" message
function LSNES.display_input()
    -- Font
    local default_color = MOVIE.readonly and COLOUR.text or 0xffff00
    local width  = LSNES.FONT_WIDTH
    local height = LSNES.FONT_HEIGHT
    
    -- Input grid settings
    local grid_width, grid_height = width*CONTROLLER.total_width, LSNES.Buffer_height
    local x_grid, y_grid = - grid_width, 0
    local grid_subframe_slots = grid_height//height - 1  -- discount the header
    grid_height = (grid_subframe_slots + 1)*height  -- if grid_height is not a multiple of height, cut it
    local past_inputs_number = (grid_subframe_slots - 1)//2  -- discount the present
    local future_inputs_number = grid_subframe_slots - past_inputs_number  -- current frame is included here
    local y_present = y_grid + (past_inputs_number + 1)*height  -- add header
    local x_text, y_text = x_grid, y_present - height
    
    -- Extra settings
    local color, subframe_around = nil, false
    local input
    local subframe = MOVIE.current_subframe
    local frame = MOVIE.frame_of_past_subframe -- frame corresponding to subframe-1
    local length_frame_string = #tostringx(subframe + future_inputs_number - 1)
    local x_frame = x_text - length_frame_string*width - 2
    local starting_subframe_grid = subframe - past_inputs_number
    local last_subframe_grid = subframe + future_inputs_number - 1
    
    -- Draw background
    local complete_input_sequence = CONTROLLER.complete_input_sequence
    for y = subframe > past_inputs_number and 1 or past_inputs_number - subframe + 2 , grid_subframe_slots do  -- don't draw for negative frames
        gui.text(x_text, 16*y, complete_input_sequence, 0xc0ffffff)
    end
    -- Draw grid
    local colour = 0x909090
    gui.rectangle(x_text, y_present, grid_width, height, 1, 0xff0000, 0xc0ff0000)
    gui.rectangle(x_grid, y_grid, grid_width, grid_height, 1, colour)
    local total_previous_button = 0
    for line = 1, CONTROLLER.total_controllers, 1 do
        -- fmt("%d:%d", CONTROLLER[line].port, CONTROLLER[line].controller) -> better header?
        gui.text(x_grid + width*total_previous_button + 1, y_grid, line, colour, nil, COLOUR.halo)
        if line == CONTROLLER.total_controllers then break end
        total_previous_button = total_previous_button + CONTROLLER[line].button_count
        gui.line(x_grid + width*total_previous_button, y_grid, x_grid + width*total_previous_button, grid_height - 1, colour)
    end
    
    for subframe_id = subframe - 1, subframe - past_inputs_number, -1 do  -- discount header?
        if subframe_id <= 0 then
            starting_subframe_grid = 1
            break
        end
        
        local is_nullinput, is_startframe, is_delayedinput
        local raw_input = LSNES.get_input(subframe_id)
        if raw_input then
            input = LSNES.treat_input(raw_input)
            is_startframe = raw_input:get_button(0, 0, 0)
            if not is_startframe then subframe_around = true end
            color = is_startframe and default_color or 0xff
        elseif frame == MOVIE.current_frame then
            gui.text(0, 0, "frame == MOVIE.current_frame", "red", nil, "black") -- test -- delete
            input = LSNES.treat_input(MOVIE.last_input_computed)
            is_delayedinput = true
            color = 0x00ffff
        else
            input = "NULLINPUT"
            is_nullinput = true
            color = 0xff8080
        end
        
        gui.text(x_frame, y_text, frame, color, nil, COLOUR.halo)
        gui.text(x_text, y_text, input, color)
        
        if is_startframe or is_nullinput then
            frame = frame - 1
        end
        y_text = y_text - height
    end
    
    y_text = y_present
    frame = MOVIE.current_frame
    
    for subframe_id = subframe, subframe + future_inputs_number - 1 do
        local raw_input = LSNES.get_input(subframe_id)
        local input = raw_input and LSNES.treat_input(raw_input) or "Unrecorded"
        
        if raw_input and raw_input:get_button(0, 0, 0) then
            if subframe_id ~= MOVIE.current_subframe then frame = frame + 1 end
            color = default_color
        else
            if raw_input then
                subframe_around = true
                color = 0xff
            else
                if subframe_id ~= MOVIE.current_subframe then frame = frame + 1 end
                color = 0x00ff00
            end
        end
        
        gui.text(x_frame, y_text, frame, color, nil, COLOUR.halo)
        gui.text(x_text, y_text, input, color)
        y_text = y_text + height
        
        if not raw_input then
            last_subframe_grid = subframe_id
            break
        end
    end
    
    -- TEST -- edit
    LSNES.subframe_update = subframe_around
    gui.subframe_update(LSNES.subframe_update)
    
    -- Button settings
    local x_button = (User_input.mouse_x - x_grid)//width
    local y_button = (User_input.mouse_y - (y_grid + y_present))//height
    if x_button >= 0 and x_button < CONTROLLER.total_width and
    y_button >= 0 and y_button <= last_subframe_grid - subframe then
        gui.solidrectangle(width*(User_input.mouse_x//width), height*(User_input.mouse_y//height), width, height, 0xb000ff00)
    end
    
    -- Debug
    if SCRIPT_DEBUG_INFO then
        gui.text(0, 100, string.format("%d %d", x_button, y_button), "red", "black")
    end
    --------
    
    x_button = x_button + 1  -- FIX IT
    local tab = CONTROLLER.button_pcid[x_button]
    if tab and LSNES.Runmode == "pause" then
        if SCRIPT_DEBUG_INFO then
            --print(MOVIE.current_subframe + y_button, CONTROLLER.button_pcid[x_button].port, CONTROLLER.button_pcid[x_button].controller, CONTROLLER.button_pcid[x_button].button)
        end
        return MOVIE.current_subframe + y_button, tab.port, tab.controller, tab.button - 1  -- FIX IT, hack to edit 'B' button
    end
end


function LSNES.left_click()
    if SCRIPT_DEBUG_INFO then print"left_click" end
    
    -- Movie Editor
    subframe = LSNES.frame
    port = LSNES.port
    controller = LSNES.controller
    button = LSNES.button
    if subframe and port and controller and button then
        local INPUTFRAME = LSNES.get_input(subframe)
        if not INPUTFRAME then return end
        
        local status = INPUTFRAME:get_button(port, controller, button)
        --[[
        local is_gamepad = input.controller_info(port, controller).class == "gamepad"
        local status
        if is_gamepad or button >= 2 then  -- only the first 2 buttons can be axis
            status = INPUTFRAME:get_button(port, controller, button-1)
        else
            print"AXXXXIS"
            status = INPUTFRAME:get_axis(port, controller, button-1)
        end
        
        local new_status
        if status == true or status == false then new_status = not status else new_status = (status + 1)%256 end
        print("----", is_gamepad, status, new_status)
        --]]
        
        if subframe <= MOVIE.subframe_count and subframe >= MOVIE.current_subframe then
            movie.edit(subframe - 1, port, controller, button, not status)  -- 0-based
        end
        
        if SCRIPT_DEBUG_INFO then
            print(subframe, port, controller, button, status) -- delete
        end
    end
    
    -- Script buttons
    for _, field in ipairs(draw.buttons_table) do
        -- if mouse is over the button
        if mouse_onregion(field.x, field.y, field.x + field.width, field.y + field.height) then
                field.action()
                return
        end
    end
end


--#############################################################################
-- CUSTOM CALLBACKS --


local function is_new_rom()
    Previous.rom = LSNES.rom_hash
    
    if not movie.rom_loaded() then
        LSNES.rom_hash = "NULL ROM"
    else LSNES.rom_hash = movie.get_rom_info()[1].sha256
    end
    
    return Previous.rom == LSNES.rom
end


local function on_new_rom()
    if not is_new_rom() then return end
    
    LSNES.get_rom_info()
    print"NEW ROM FAGGOTS"
end


--#############################################################################
-- MAIN --


function on_frame_emulated()
    LSNES.Is_lagged = memory.get_lag_flag()
    LSNES.frame_boundary = "end"
end

function on_frame()
    LSNES.frame_boundary = "start"
end


function on_input(subframe)
    LSNES.frame_boundary = "middle"
end


function on_paint(authentic_paint)
    -- Initial values, don't make drawings here
    read_raw_input()
    LSNES.Runmode = gui.get_runmode()
    LSNES.Lsnes_speed = settings.get_speed()
    
    if not ROM_INFO.info_loaded then LSNES.get_rom_info() end
    if not CONTROLLER.info_loaded then LSNES.get_controller_info() end
    LSNES.get_screen_info()
    LSNES.get_movie_info()
    create_gaps()
    
    if OPTIONS.use_movie_editor_tool then
        LSNES.frame, LSNES.port, LSNES.controller, LSNES.button = LSNES.display_input()  -- test: fix names
    end
    if SCRIPT_DEBUG_INFO then LSNES.debug_movie() end
    show_movie_info(OPTIONS.display_movie_info)
    
    -- TEST
    -- Input button
    if User_input.mouse_inwindow == 1 then
        draw.button(0, 0, OPTIONS.use_movie_editor_tool and "Hide Input" or "Show Input", function()
            OPTIONS.use_movie_editor_tool = not OPTIONS.use_movie_editor_tool
        end, {always_on_client = true, ref_x = 1.0, ref_y = 1.0})
    end
    
    if SCRIPT_DEBUG_INFO then gui.text(2, 432, string.format("Garbage %.0fkB", collectgarbage("count")), "orange", nil, "black") end -- remove
end


-- Loading a state
function on_pre_load(...)
    if SCRIPT_DEBUG_INFO then print("PRE LOAD", ...) end
    LSNES.frame_boundary = "start"
    LSNES.Is_lagged = false
end


function on_post_load(...)
    if SCRIPT_DEBUG_INFO then print("POST LOAD", ...) end
end


-- Functions called on specific events
function on_readwrite()
    gui.repaint()
end


-- Rewind functions
function on_rewind()
    LSNES.frame_boundary = "start"
end


function on_movie_lost(kind)
    if SCRIPT_DEBUG_INFO then print("ON MOVIE LOST", kind) end
    
    if kind == "reload" then  -- just before reloading the ROM in rec mode or closing/loading new ROM
        LSNES.frame_boundary = "start"
        ROM_INFO.info_loaded = false
        CONTROLLER.info_loaded = false
        
    elseif kind == "load" then -- this is called just before loading / use on_post_load when needed
        CONTROLLER.info_loaded = false
        
    end
    
end


function on_idle()
    if User_input.mouse_inwindow == 1 then gui.repaint() end
    set_idle_timeout(1000000//30)
end


--#############################################################################
-- ON START --

LSNES.subframe_update = false
gui.subframe_update(LSNES.subframe_update)

-- Get initial frame boudary state:
-- cannot be "end" in a repaint, only in authentic paints. When script starts, it should never be authentic
LSNES.frame_boundary = movie.pollcounter(0, 0, 0) ~= 0 and "middle" or "start"

-- KEYHOOK callback
on_keyhook = Keys.altkeyhook

-- Key presses:
Keys.registerkeypress("mouse_inwindow", gui.repaint)
Keys.registerkeypress(OPTIONS.hotkey_increase_opacity, function() draw.increase_opacity() end)
Keys.registerkeypress(OPTIONS.hotkey_decrease_opacity, function() draw.decrease_opacity() end)
Keys.registerkeypress("mouse_left", function() LSNES.left_click(); gui.repaint() end)
Keys.registerkeypress("period", function()
    LSNES.subframe_update = not LSNES.subframe_update
    gui.subframe_update(LSNES.subframe_update)
    gui.repaint()
end)

set_idle_timeout(1000000//30)
gui.repaint()