Pokemon Red and Blue: lua updates (#1216)
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@ -28,22 +28,9 @@ local u8 = nil
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local wU8 = nil
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local wU8 = nil
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local u16
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local u16
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--Sets correct memory access functions based on whether NesHawk or QuickNES is loaded
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local function defineMemoryFunctions()
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local function defineMemoryFunctions()
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local memDomain = {}
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local memDomain = {}
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local domains = memory.getmemorydomainlist()
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local domains = memory.getmemorydomainlist()
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--if domains[1] == "System Bus" then
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-- --NesHawk
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-- isNesHawk = true
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-- memDomain["systembus"] = function() memory.usememorydomain("System Bus") end
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-- memDomain["saveram"] = function() memory.usememorydomain("Battery RAM") end
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-- memDomain["rom"] = function() memory.usememorydomain("PRG ROM") end
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--elseif domains[1] == "WRAM" then
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-- --QuickNES
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-- memDomain["systembus"] = function() memory.usememorydomain("System Bus") end
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-- memDomain["saveram"] = function() memory.usememorydomain("WRAM") end
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-- memDomain["rom"] = function() memory.usememorydomain("PRG ROM") end
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--end
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memDomain["rom"] = function() memory.usememorydomain("ROM") end
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memDomain["rom"] = function() memory.usememorydomain("ROM") end
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memDomain["wram"] = function() memory.usememorydomain("WRAM") end
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memDomain["wram"] = function() memory.usememorydomain("WRAM") end
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return memDomain
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return memDomain
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@ -148,7 +135,7 @@ function receive()
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curstate = STATE_UNINITIALIZED
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curstate = STATE_UNINITIALIZED
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return
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return
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elseif e == 'timeout' then
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elseif e == 'timeout' then
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--print("timeout") -- this keeps happening for some reason? just hide it
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print("timeout")
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return
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return
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elseif e ~= nil then
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elseif e ~= nil then
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print(e)
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print(e)
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@ -200,14 +187,15 @@ function main()
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server, error = socket.bind('localhost', 17242)
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server, error = socket.bind('localhost', 17242)
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while true do
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while true do
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frame = frame + 1
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if not (curstate == prevstate) then
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if not (curstate == prevstate) then
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print("Current state: "..curstate)
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print("Current state: "..curstate)
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prevstate = curstate
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prevstate = curstate
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end
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end
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if (curstate == STATE_OK) or (curstate == STATE_INITIAL_CONNECTION_MADE) or (curstate == STATE_TENTATIVELY_CONNECTED) then
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if (curstate == STATE_OK) or (curstate == STATE_INITIAL_CONNECTION_MADE) or (curstate == STATE_TENTATIVELY_CONNECTED) then
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if (frame % 60 == 0) then
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if (frame % 5 == 0) then
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receive()
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receive()
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if u8(InGame) == 0xAC then
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if u8(InGame) == 0xAC and u8(APItemAddress) == 0x00 then
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ItemIndex = u16(APIndex)
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ItemIndex = u16(APIndex)
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if ItemsReceived[ItemIndex + 1] ~= nil then
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if ItemsReceived[ItemIndex + 1] ~= nil then
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wU8(APItemAddress, ItemsReceived[ItemIndex + 1] - 172000000)
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wU8(APItemAddress, ItemsReceived[ItemIndex + 1] - 172000000)
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