I was trying to run this script done by SethBling, but it gives me this error:
LuaInterface.LuaScriptException: DP1.state
LuaInterface.LuaScriptException: [string "main"]:337: attempt to index field 'neurons' (a nil value)
This is the code
In case this didn't solve your problem try this:
"If you are using a version of BizHawk that is over 2.0, go into the menu and Click Config then follow as such: Customize > Advanced > Lua Core > Lua+LuaINterface. This is why I wasn't able to load." from JaRetroYT over on reddit.
A flamanis posted this comment on youtube. I followed the instructions and got it working.
HOW TO GET IT TO WORK! THIS ALL TAKES PLACE INSIDE THE FOLDER YOUR BIZHAWK EMULATOR IS IN.
Execpt this part: Before EVER opening the lua console on BizHawk,
(If you have, instructions on how to reset your stuff will be at the
bottom) go onto the level you want to have it learn, and when the
level starts up, click on file. Go down and open the menu of save
state, at the bottom click the create named state, and then finally
name it DP1, however put it after all the slashes and whatever so just
delete the gamestate.whatever jargon that it auto names it. After
doing that, either move that file from the SNES/State folder to where
you have your lua file, or the other way around. and then load up the
lua file into the console, and boom you're good.
IF YOU ALREADY TRIED TO RUN THE LUA FILE AND IT ERRORS: You either need to delete your save, or edit the lua file slightly. If you want to do the delete save approach, then go into the SNES folder and then into the SaveRAM
folder and delete your file for the game. THIS DOES NOT DELETE THE
EMULATION, just the save. If you want to edit the lua file, then at
the top, the very top line, (create a new one if you want to, just
make sure it's before any other text) add this: pool = nil that's it.
It will reset the data so that it can run again. You still need that
save state though. You will probably want to edit the file again after
you've started running it and remove that line or it will restart
every time you turn it on.
Alrighty, I said I'd answer this better, and sometimes people do just google randomly for their solutions.
Soo, Bizhawk emulator has a way to run Lua scripts, which is nice.
So Seth's program assumes a few things about how the game is set up, and how the user (that is you) has done certain things beforehand.
The main thing that you need to do beforehand is create what is known as a save state. This is a point in the game that you can instantly reload back to, and how the program restarts the level so that each 'run' is essentially the exact same. This differs slightly from normal games where you 'load' the game, because games back around SMB weren't as 'random' as games now. So saving the game and loading it should give the same exact result with the same inputs every time.
You should create the save state right at the very start of the level. To create this illustrious save state you want to click on the file button at the top of your screen to open the drop down, and then select save state and create a new one. This should create a save state that you can then load to return to that exact moment in the game.
To have the program be able to load your save state to run you can do one of two things
1: Rename the actual save state file name to be just DP1.savestate
2: Modify the Lua file and change the DP1.savestate part to be the name of your save state
Then you just need to move them into the same folder, and you should be golden.
If you attempted to run the file before making a save state, it will have tried to run and errored with attempt to index field 'neurons' (a nil value) or something similar. (It's been a while, it could have stopped on the first run because it couldn't find the save state, so this might just only happen on the 2nd and further runs)
What this means is that it essentially created it's "brain" but left it completely empty. Which is bad. There's two ways to fix this, and they're fairly straightforward.
1: You need to delete the actual game save, otherwise known as the SaveRAM. The file that you need to delete can be found in the folder for whatever console you're running, in Seth's video he was using the SNES, so that's the folder you'd want to go into. Inside that folder is then the SaveRAM folder, you can either just delete that folder, or go into it and delete the one for the game you were running.
2: You need to edit the Lua file to reset itself, all this requires is putting the text pool = nil at the very top. This will then delete the "brain" before anything else happens, which will let the program create a new one. Fair warning: This is not just a one time effect, if you restart the program at this point you will lose your entire progress. What you need to do is after it starts running, stop it and edit the file again, and remove the line you just added. This will stop it from deleting it's "brain" every time the program starts, and you should be able to freely run the game.
I do hope that there are still people who look at Seth's video and wants to make it run themselves, good luck to you guys, and happy gaming.
"If you are using a version of BizHawk that is over 2.0, go into the menu and Click Config then follow as such: Customize > Advanced > Lua Core > Lua+LuaINterface. This is why I wasn't able to load."
from JaRetroYT over on reddit.
Move the savestate and lua script to the main folder for the emulator (where EmuHawk.exe is)
Related
I'm working on a Progress-4GL programming environment, based on AppBuilder release 11.6.
Until now I've been changing already existing *.w and *.p files, but now I wanted to created my *.w file from scratch.
I've created a window and I've put a browse, a fill-in field and a button. Now I would like to add an event to that button. In order to do that, I add following lines to the *.w file:
ON CHOOSE OF btn-Start_Query IN FRAME DEFAULT-FRAME
DO:
MESSAGE "button is pushed" VIEW-AS ALERT-BOX.
END.
However, when I save the *.w file, re-open it in the AppBuilder and save the file there again, those lines of code get removed.
I've already understood that, in order to avoid this, I need to "wrap" those lines of code by Scoped-define or Analyze:suspend/resume lines, something like this:
&Scoped-define SELF-NAME btn-Start_Query
&ANALYZE-SUSPEND _UIB-CODE-BLOCK _CONTROL btn-Start_Query C-Win
ON CHOOSE OF btn-Start_Query IN FRAME DEFAULT-FRAME
DO:
MESSAGE "button is pushed" VIEW-AS ALERT-BOX.
END.
&ANALYZE-RESUME
However, this seems not to be working.
Can you explain me what exactly I have to do in order avoid my lines of code to be removed?
By the way: I know that I'm working with extremely outdated technology, but I only work here for two weeks, so I don't have the authority to force my boss to change his development environment, just for me.
The recommended approach is to use the Wizards of the AppBuilder to create the trigger block with the required AppBuilder markup for you.
Add the button to the Window
Select the button on the design canvas
Choose the "Edit code" button in the AppBuilder main window (the pencil)
This will create an empty default trigger block (in case of a button, that's the CHOOSE). To create a different event, use the "New..." button in the section editor window.
Context
So I finally give a try to Fish, and as one would expect I encounter some frictions due to differences with my usual routines.
The most astonishing for me, as for many other, was the absence of the bang operator. I'm fine with the lose of sudo !!, as the suggested function replacement seems even better to me, I named it gar which means "To make, compel (someone to do something); to cause (something to be done." However I'll need a replacement for !<abc><enter> which grab the last history line starting with <abc> and run it without further ado, suggestions are welcome.
Now, for the more personal things:
- I use a Typematrix 2030 keyboard
- I use a bépo layout
- I like to configure default finger position keys with the most used actions
Aims
As on my keybord <enter> is well positioned and is semantically relevant for that, ideally I would like to achieve the following key binding:
ctrl-enter: accept the whole suggestion and run it without further confirmation
ctrl-tab: accept the whole suggestion and wait for further edit
alt-enter: redo the last command without further confirmation
But according to xev it appears that, at least with Gnome-terminal, this combinations are not recognized. Are they terminal that supports it? For now I remapped these three to <ctrl>-i, <alt>-i and <alt>-I respectively:
bind --preset \ci forward-char execute
bind --preset \ei forward-char
bind --preset \eI forward-word
This works as expected, but it seems that now the tab key will also map to the first item. I guess that tab map to <alt>-i at some point in the shell stack. I wasn't aware of that, so I don't know yet if it will be possible for Fish to separate each of them.
To manage jobs, I also came with
bind --preset \es fg
bind --preset \eS bg
The first works as expected, but the second one doesn't. With application like vim, the binding should be operated in the application configuration itself of course. But for things as trivial as yes, <alt>-S won't work as expected while <crl>-z continue to operate normally.
I also would like to bind some commands like ls -alh and git status --short to a directly executed command, showing the result bellow the currently edited line, allowing to further type seamlessly, but didn't find the way to do it yet.
Summary of remaining question
So here are my more precise questions summarised:
how do I bind the sleep signal to <alt>-S?
is there a terminal I can use where <alt>-<enter> and <ctrl>-<enter> works?
how to seamlessly run command while maintaining the current line edition in place?
can you bind something to <alt>-i without altering <tab>?
how do I bind the sleep signal to -S?
What you are doing with bind \es fg is to alter a binding inside the shell.
But when you execute yes, the shell isn't currently in the foreground, so shell bindings don't apply.
What you'd have to do instead is change the terminal settings via stty susp \cs,
but fish resets the terminal settings when executing commands (so you can't accidentally break them and end up in an unusable environment), so there currently is no way to do this in fish.
can you bind something to <alt>-i without altering <tab>?
Sure. You bind \ei. Which is escape+i, which is alt-i (because in a terminal alt is escape).
Your problem is with ctrl-i, which in the way terminals encode control+character is tab. The application receives an actual tab character, and at that point the information has been lost.
is there a terminal I can use where - and - works?
Most terminals should send \e\r for alt-enter. ctrl-enter again is unencodable with the usual code (because \r is ctrl-m), just like ctrl-tab is.
Any fix to this requires the terminal to encode these combination differently.
how to seamlessly run command while maintaining the current line edition in place?
I don't know what you mean by this. I'm guessing you want fish to remain open and editable while a command also runs in the foreground. That can't work. There's no way to synchronize output from two commands to a terminal, not with cursor movement being what it is.
I am trying to integrate the plugin, bUnwarpJ into an ImageJ macro I have been writing. The aim is to call this plugin, allow the user to define the parameters and run it.
This plugin has an option to save the user defined parameters, i.e., "save landmarks". I would like this to be executed as well by calling: call("bunwarpj.bUnwarpJ_.saveLandmarks", output folder) from within my plugin.
Currently, the code is:
run("bUnwarpJ");
call("bunwarpj.bUnwarpJ_.saveLandmarks", output folder);
The problem is once bUnwarpJ is completed, you cannot call 'save landmarks' method, and will lose the user input data as well. How would you solve this?
One idea was to have a pop up window (before the run command) which will NOT pause the user interaction, and when the user completes defining landmarks, they can then click OK on this window which executes call(), thereby saving the landmarks while bUnwarpJ is running. The problem I had was most of popup windows will pause the rest of the code..It would ideally be like:
#command for popup window here
run("bUnwarpJ"); #when user is finished, they click Ok on the box above
#which executes: call("bunwarpj.bUnwarpJ_.saveLandmarks", output folder);
Any help is appreciated. Thanks!
Is the user defining landmarks by creating an ROI or something else that might require them to actually interact with an image? If not, and/or those landmark values can be generated ahead of time (using a single image as a template for your batch), you might consider just adding a user interface/dialog box that requests the landmark values and then saves them as a set of variables, or an array. Let me know if that sounds like it might be on the right track and I can do my best to help you set that up.
Using the initial dialog box would definitely be the simplest method to get the input parameters. If for some reason this doesn't work, you might consider putting in a line like:
run("bUnwarpJ");
waitForUser("Input Your Parameters");
I haven't used UnwarpJ, but the waitForUser command should allow the macro to pause for the manual input if the user is meant to do steps other than just parameter inputs. Otherwise, ejkiely's suggestion will be the fastest solution.
I have following problem.
I have two files:
Source file - https://docs.google.com/spreadsheets/d/15zIdIeYFlca-SQ0ryl89oX_tbGjO_6cipqHkkxog7ho/edit#gid=0
Target file - https://docs.google.com/spreadsheets/d/1gGExeO2x8pqNzTPRvel8p-wwe-BDkdF5c6BFA8j_Py0/edit#gid=0
In the source file there is a script (function is named onEdit triggered with onEdit event). When you change the value of R3 cell (Source File) to other "Advisor" whole row should be copied to target file, but sometimes it works, sometimes not. If you change the value of advisor field once and it works try couple of times more and for sure there will be a problem with permission in a while.
When it's not working I get msg that there is problem with permission of executing function called getFileById, which is used in following line:
var file = DriveApp.getFileById('1gGExeO2x8pqNzTPRvel8p-wwe-BDkdF5c6BFA8j_Py0');
Any ideas what to do to solve the problem and why sometimes it works fine ?
Scripts using a 'simple' trigger can modify the file they are bound to, but cannot access other files because that would require authorization.
See here to learn more about the restrictions on simple triggers.
You can make sure you have all the permissions following the next steps:
Open the script project. At the left, click Project Settings
Select the Show "appsscript.json" manifest file in editor checkbox.
At the left, click Editor <>.
At the left, click the appsscript.json file.
Locate the top-level field labeled oauthScopes. If it's not present, you can add it.
The oauthScopes field specifies an array of strings. To set the scopes your project
uses, replace the contents of this array with the scopes you want it to use. For
example:
{"oauthScopes": ["https://www.googleapis.com/auth/spreadsheets.readonly", "https://www.googleapis.com/auth/userinfo.email"], }
Retrieved from: https://developers.google.com/apps-script/concepts/scopes
near the top of the code i see things like,
btn_dropdown._visible = false;
mcMenuBkg._visible = false;
but I can't find these assets anywhere in the library or in any code, how does this make any sense?
The movie clips in the library that look the same have different names and I can delete them entirely and they still show up when I compile and run, or I can add trace statements into their code and they never get called.
where on earth are these assets defined?
In theory, any clip you see at runtime could be dynamically created, by making an empty MC and drawing in whatever contents you like with the drawing API. However, if you see clips in the library that are similar to what's showing up at runtime, then it's very unlikely that that's happening.
Your first step should probably be another look through the library. Remember that instance names don't have to be the same as MC names; even if something is called "Menu Holder" in the library there might be an instance of it somewhere called "mcMenuBkg" or whatever. But the fact that you can delete stuff without changing the output is mysterious.
So, other possibilities: contents are being loaded externally, or imported via runtime sharing. If feasible, try moving your SWF to a temp directory and running it from there; that should break all loads (unless contents are loaded from a remote URL).
Or, you're looking at the wrong clips in the library. If it's a crufty project there may be unused stuff in there. Try expanding the library wide enough to see the "Use count" column, and select "update use counts" from the library menu. Anything with a count of 1 or higher is part of your FLA's stage content - either it's sitting on the main stage or it's a child of something that is. Clips with a use count of 0 may still be used if they have a linkage ID; they could be created at runtime with attachMovie(). However, for any clip with a use count of 0 and no linkage id, it's safe to assume that it's unused, and irrelevant to what happens at runtime.
If none of that helps, the only things that come to mind are sanity checks... open up everything on the stage and every clip with a linkage id, and check for empty/invisible MCs. Check the Movie's export settings to make absolutely sure the SWF you're checking is the same one being published. And just for grins, open up the "Scenes" panel and make sure that some diabolical fiend hasn't put important content on a separate scene where no sane man would look for it.
Vague answer for a vague question. :D Hope it helps...
You can create movie clips with code dynamically.
This means that you may not have them in your assets if you are unable to find them.
You can create any type of symbol using a constructor out of thin air with actionscript alone.
I would search the code for one of these
var mybutton:SimpleButton=new SimpleButton();
If they're being set to
_visible = false
you won't see them anyway - and as ActionScript 1/2 doesn't do runtime error reporting, the Flash player won't complain if they're not actually there on the stage. If they're not being used, just delete them.