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I'll look into this, there hasn't been a release since the Lua adjustments from a couple months ago. But recently I did notice that the on screen drawing would flicker / only be consistently viewable when the game was paused or advanced by single frames when I tried to write a small script.
So I'm not sure if this is a bug that was introduced, a problem with the lua script itself, or a problem that has always been in with the lua engine.
I did notice that printing a single line to the console was having it print twice every frame advance.
Could be related? Let me know if there's anything I can help out testing with it.
My last attempt to compile from source ended with some issue where the SPU plugin wouldn't be seen, but I could try get that going again.
Also, feel free to let me know if you're not actively working on this project at the moment. I'm not heavily invested in TASing at the moment so I can circle back in a few months.
v1.0.1
I may have screwed something up but I have no idea what.
Same script as before:
function draw()
gui.text(50, 50, memory.readbyte(0x795978, "r5900"), "magenta")
gui.text(50, 70, memory.readbyte(0x795978, "r3000"), "magenta")
end
emu.registerbefore(draw)
This doesn't show anything useful even when it works, but it was the last test thing we worked on.
It no longer draws on the screen.
If I change it to print, it'll output to the console, so it's running. But nothing's visible any more.
I did have it appear for a fraction of a second during bootup but can't seem to recreate it.
Any idea what I'm doing wrong, or is there a screendrawing bug?
The game's God of War, in case it's relevant. Tested on God of War 2 as well, and same behaviour presented.
2 magenta 0s do appear in the top from a fresh start, and a full boot, before anything displays.
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