--[[ Leeland Kirwan (FatRatKnight), 2014
Allows user input to "mix" with TAS Editor using XOR logic.
If Recording is checked, this script will do its intended job.
Tap a P1 key to toggle input. If "All" is selected, will use other player keys
for related player. If an individual player is selected, uses P1 controls. You
can hold down a key to affect multiple frames, toggling the key on each frame.
For reference, Superimpose uses OR logic, and does not allow user input to
clear stored input. A great inconvience for those wishing to use the keyboard
to toggle individual input rather than mouse.
]]--
local btnstr= {A = "A", B = "B", select= "S", start= "T",
up= "U", down= "D", left = "L", right= "R"}
local btnval= {A = 0x01, B = 0x02, select= 0x04, start= 0x08,
up= 0x10, down= 0x20, left = 0x40, right= 0x80}
local plval= {["1P"]= 1, ["2P"]= 2, ["3P"]= 3, ["4P"]= 4}
local OldJoy= {{},{},{},{}}
--*****************************************************************************
local function InputToggle()
--*****************************************************************************
--Needs readonly mode to work, but won't interfere too much otherwise.
--Toggles inputs recorded in TAS Editor.
if not taseditor.engaged() then return end -- Escape
taseditor.clearinputchanges() -- Guessing something horrible w/o this.
local frame= emu.framecount()
local plSel= plval[taseditor.getrecordermode()]
local plLow = plSel or 1 -- Get the for loop range!
local plHigh= plSel or 4 -- Hardcoded 4 doesn't appear harmful...
local P1joy= nil -- If one player, get P1.
if plSel then P1joy= joypad.getimmediate(1) end -- Otherwise, get all.
local changed= false -- Flag, so I don't interfere too much
local History= "" -- Information for TASer in History list
for pl= plLow, plHigh do
local pad= taseditor.getinput(frame,pl)
local joy= P1joy or joypad.getimmediate(pl) -- Pick out the joypad
local mask= 0 -- Convert messy table to numbers
for btn,pressed in pairs(joy) do
if pressed and not OldJoy[pl][btn] then
mask= bit.bor(mask,btnval[btn])
History= History .. pl .. btnstr[btn]
end
end
taseditor.submitinputchange(frame,pl,bit.bxor(pad,mask))
OldJoy[pl]= joy -- To avoid repeated triggers
changed= changed or (mask ~= 0) -- If the bitmask did something, apply!
end
if changed then taseditor.applyinputchanges(History) end
end
taseditor.registerauto(InputToggle)
--#############################################################################
--#############################################################################
--If you need some other code and other registers, I recommend them here.
--If you need the "while true do" loop, that's down below.
local R1u, R1s= memory.readbyte, memory.readbytesigned
--*****************************************************************************
local Draw= {}
--*****************************************************************************
--Coordinates is the top-left pixel of the 3x5 digit.
--Used for drawing compact, colored numbers.
local Px,Li= gui.pixel, gui.line
Draw[0]= function(x,y,c) -- ###
Li(x ,y ,x ,y+4,c)-- # #
Li(x+2,y ,x+2,y+4,c)-- # #
Px(x+1,y ,c) -- # #
Px(x+1,y+4,c) -- ###
end
Draw[1]= function(x,y,c) -- #
Li(x ,y+4,x+2,y+4,c)-- ##
Li(x+1,y ,x+1,y+3,c)-- #
Px(x ,y+1,c) -- #
end -- ###
Draw[2]= function(x,y,c) -- ###
Li(x ,y ,x+2,y ,c)-- #
Li(x ,y+3,x+2,y+1,c)-- ###
Li(x ,y+4,x+2,y+4,c)-- #
Px(x ,y+2,c) -- ###
Px(x+2,y+2,c)
end
Draw[3]= function(x,y,c) -- ###
Li(x ,y ,x+1,y ,c)-- #
Li(x ,y+2,x+1,y+2,c)-- ###
Li(x ,y+4,x+1,y+4,c)-- #
Li(x+2,y ,x+2,y+4,c)-- ###
end
Draw[4]= function(x,y,c) -- # #
Li(x ,y ,x ,y+2,c)-- # #
Li(x+2,y ,x+2,y+4,c)-- ###
Px(x+1,y+2,c) -- #
end -- #
Draw[5]= function(x,y,c) -- ###
Li(x ,y ,x+2,y ,c)-- #
Li(x ,y+1,x+2,y+3,c)-- ###
Li(x ,y+4,x+2,y+4,c)-- #
Px(x ,y+2,c) -- ###
Px(x+2,y+2,c)
end
Draw[6]= function(x,y,c) -- ###
Li(x ,y ,x+2,y ,c)-- #
Li(x ,y+1,x ,y+4,c)-- ###
Li(x+2,y+2,x+2,y+4,c)-- # #
Px(x+1,y+2,c) -- ###
Px(x+1,y+4,c)
end
-- ###
Draw[7]= function(x,y,c) -- #
Li(x ,y ,x+1,y ,c)-- ##
Li(x+2,y ,x+1,y+4,c)-- #
end -- #
Draw[8]= function(x,y,c) -- ###
Li(x ,y ,x ,y+4,c)-- # #
Li(x+2,y ,x+2,y+4,c)-- ###
Px(x+1,y ,c) -- # #
Px(x+1,y+2,c) -- ###
Px(x+1,y+4,c)
end
Draw[9]= function(x,y,c) -- ###
Li(x ,y ,x ,y+2,c)-- # #
Li(x+2,y ,x+2,y+3,c)-- ###
Li(x ,y+4,x+2,y+4,c)-- #
Px(x+1,y ,c) -- ###
Px(x+1,y+2,c)
end
Draw[10]=function(x,y,c) -- #
Li(x ,y+1,x ,y+4,c)-- # #
Li(x+2,y+1,x+2,y+4,c)-- # #
Px(x+1,y ,c) -- ###
Px(x+1,y+3,c) -- # #
end
Draw[11]=function(x,y,c) -- ##
Li(x ,y ,x ,y+4,c)-- # #
Li(x+1,y ,x+2,y+1,c)-- ##
Li(x+1,y+4,x+2,y+3,c)-- # #
Px(x+1,y+2,c) -- ##
end
Draw[12]=function(x,y,c) -- #
Li(x ,y+1,x ,y+3,c)-- # #
Li(x+1,y ,x+2,y+1,c)-- #
Li(x+1,y+4,x+2,y+3,c)-- # #
end -- #
Draw[13]=function(x,y,c) -- ##
Li(x ,y ,x ,y+4,c)-- # #
Li(x+2,y+1,x+2,y+3,c)-- # #
Px(x+1,y ,c) -- # #
Px(x+1,y+4,c) -- ##
end
Draw[14]=function(x,y,c) -- ###
Li(x ,y ,x ,y+4,c)-- #
Li(x+1,y ,x+2,y ,c)-- ##
Li(x+1,y+4,x+2,y+4,c)-- #
Px(x+1,y+2,c) -- ###
end
Draw[15]=function(x,y,c) -- ###
Li(x ,y ,x ,y+4,c)-- #
Li(x+1,y ,x+2,y ,c)-- ##
Px(x+1,y+2,c) -- #
end -- #
--*****************************************************************************
local function __DN_AnyBase(right, y, Number, c, bkgnd, div)
--*****************************************************************************
-- Works with any base from 2 to 16. Paints the input number.
-- Returns the x position where it would paint another digit.
-- It only works with integers. Rounds fractions toward zero.
if div < 2 then return end -- Prevents the function from never returning.
local Digit= {}
local Negative= false
if Number < 0 then
Number= -Number
Negative= true
end
Number= math.floor(Number)
c= c or "white"
bkgnd= bkgnd or "clear"
local i= 0
if Number < 1 then
Digit[1]= 0
i= 1
end
while (Number >= 1) do
i= i+1
Digit[i]= Number % div
Number= math.floor(Number/div)
end
if Negative then i= i+1 end
local x= right - i*4
gui.box(x+1, y-1, right+1, y+5,bkgnd,bkgnd)
i= 1
while Draw[Digit[i]] do
Draw[Digit[i]](right-2,y,c)
right= right-4
i=i+1
end
if Negative then
gui.line(right, y+2,right-2,y+2,c)
right= right-4
end
return right
end
--*****************************************************************************
local function DrawNum(right, y, Number, c, bkgnd)
--*****************************************************************************
-- Paints the input number as right-aligned. Decimal version.
return __DN_AnyBase(right, y, Number, c, bkgnd, 10)
end
--*****************************************************************************
local function DrawNumx(right, y, Number, c, bkgnd)
--*****************************************************************************
-- Paints the input number as right-aligned. Hexadecimal version.
return __DN_AnyBase(right, y, Number, c, bkgnd, 16)
end
--*****************************************************************************
local function MusicDisp() -- For sake of "dancing" to music
--*****************************************************************************
DrawNumx(254, 9,R1u(0x070F),"white" ,"black") -- Melody
DrawNumx(254, 16,R1u(0x0710),"white" ,"black") -- Harmony
DrawNumx(254, 23,R1u(0x0711),"white" ,"black") -- Base
DrawNumx(254, 30,R1u(0x0712),"white" ,"black") -- Drum-related thing
DrawNumx(254, 37,R1u(0x0713),"white" ,"black") -- Drum-related thing
DrawNumx(246, 9,R1u(0x071D),"green" ,"black") -- Timer
DrawNumx(246, 16,R1u(0x071E),"green" ,"black")
DrawNumx(246, 23,R1u(0x071F),"green" ,"black")
DrawNumx(246, 30,R1u(0x0720),"green" ,"black")
DrawNumx(246, 37,R1u(0x0721),"green" ,"black")
DrawNumx(238, 30,R1u(0x0727),"orange","black") -- Drum thing hit
end
--*****************************************************************************
local function BasicHUD()
--*****************************************************************************
DrawNum( 120,193,R1u(0x005F),"white" ,"black") -- Speed
DrawNumx(128,193,R1u(0x0053),"grey" ,"black") -- Speed
DrawNum( 120,186,R1s(0x0065),"white" ,"black") -- Position
DrawNumx(128,186,R1u(0x0064),"grey" ,"black") -- Position
DrawNumx(254,200,R1u(0x0066),"grey" ,"black") -- Distance
DrawNumx(246,200,R1u(0x0067),"white" ,"black")
DrawNumx(246,193,R1u(0x0039),"white" ,"black")
local d= R1u(0x0066) + (R1u(0x0067)%0x20)*0x100 + R1u(0x0039)*0x2000
DrawNum( 254,207,d ,"green" ,"black")
local l= R1u(0x0044) + R1u(0x0045)*30 + R1u(0x0046)*1800
DrawNum( 254,214,(l*255)-d-36218,"orange","black")
MusicDisp()
end
gui.register(BasicHUD)
-- FatRatKnight TheSwordUser
--C1 loss:13333 0'52"4 1'41"2 2'17"7 0'52"5 1'41"6 2'18"0
--C2 loss: 0 0'38"5 1'21"4 2'04"2 0'38"6 1'21"4 2'04"3
--C3 loss:29399 0'38"7 1'29"5 2'07"0 0'38"8 1'29"6 2'07"1
--C4 loss: 4486 0'39"8 1'27"3 2'20"8 0'39"9 1'27"3 2'20"9
--C5 loss: 0 0'47"1 1'27"8 2'19"2 0'47"2 1'27"9 2'19"3
--C6 loss:39412 0'39"8 1'25"0 2'20"0 0'40"1 1'25"8 2'23"1
--C7 loss:18549 0'43"0 1'36"6 2'22"7 0'44"0 1'37"6 2'23"7
--C8 loss:17802 0'35"7 1'14"3 2'20"5 0'36"3 1'15"2 2'23"1
--rr2180
--C1 loss:11605 0'52"4 1'41'1 2'17"1 rr3125 (+ 945)
--TheSwordUser TAS: https://youtu.be/IQVnMVzukag
--Safety tip:
-- Driving in time with the music you're listening to is not recommended for
-- safety in traffic. Please, do not compromise your driving for the sake of
-- musicality. Thank you for reading this public service announcement.
--#############################################################################
--#############################################################################
-- Ugh, need this loop on the very bottom...
--*****************************************************************************
while true do
--*****************************************************************************
-- Exists to detect frame advances, and thus clear the OldJoy array.
for i= 1, 4 do OldJoy[i]= {} end -- Retrigger keys
-- Any code that needs this loop can go here.
emu.frameadvance()
end