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Version: <b>0.9.9</b><br>
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Last Updated: <b>2021-11-25</b>
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<a href=../>Home</a> > <a href=../apireference.html>Lua API reference</a> > Miscellaneous
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<li><a href=#save-states>Save States</a>
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<ul>
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<li><a href=#savesavestate>saveSavestate</a></li>
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<li><a href=#savesavestateasync>saveSavestateAsync</a></li>
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<li><a href=#loadsavestate>loadSavestate</a></li>
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<li><a href=#loadsavestateasync>loadSavestateAsync</a></li>
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<li><a href=#getsavestatedata>getSavestateData</a></li>
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<li><a href=#clearsavestatedata>clearSavestateData</a></li>
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<li><a href=#addcheat>addCheat</a></li>
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<li><a href=#clearcheats>clearCheats</a></li>
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<li><a href=#getlogwindowlog>getLogWindowLog</a></li>
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<li><a href=#getrominfo>getRomInfo</a></li>
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<li><a href=#getscriptdatafolder>getScriptDataFolder</a></li>
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<li><a href=#takescreenshot>takeScreenshot</a></li>
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<h1>Miscellaneous</h1>
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<div class=toc>
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<div><nav id=TableOfContents>
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<ul>
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<li><a href=#save-states>Save States</a>
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<ul>
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<li><a href=#savesavestate>saveSavestate</a></li>
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<li><a href=#savesavestateasync>saveSavestateAsync</a></li>
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<li><a href=#loadsavestate>loadSavestate</a></li>
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<li><a href=#loadsavestateasync>loadSavestateAsync</a></li>
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<li><a href=#getsavestatedata>getSavestateData</a></li>
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<li><a href=#clearsavestatedata>clearSavestateData</a></li>
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</ul>
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</li>
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<li><a href=#cheats>Cheats</a>
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<ul>
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<li><a href=#addcheat>addCheat</a></li>
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<li><a href=#clearcheats>clearCheats</a></li>
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</ul>
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</li>
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<li><a href=#access-counters>Access Counters</a>
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<ul>
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<li><a href=#getaccesscounters>getAccessCounters</a></li>
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<li><a href=#resetaccesscounters>resetAccessCounters</a></li>
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</ul>
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</li>
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<li><a href=#misc>Misc</a>
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<ul>
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<li><a href=#getlogwindowlog>getLogWindowLog</a></li>
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<li><a href=#getrominfo>getRomInfo</a></li>
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<li><a href=#getscriptdatafolder>getScriptDataFolder</a></li>
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<li><a href=#takescreenshot>takeScreenshot</a></li>
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</ul>
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</li>
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</ul>
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</nav></div>
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</div>
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<h2 id=save-states>Save States</h2>
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<p>There are 2 separate save state APIs.<br>
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The first one is synchronous and uses the <a href=#savesavestate>saveSavestate</a> and <a href=#loadsavestate>loadSavestate</a> functions. Its main restriction is that it can only be used inside “startFrame” or “cpuExec” callback functions.<br>
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The second API is asynchronous and uses an internally-managed “save slot” system to hold states in memory. It uses the following functions: <a href=#savesavestateasync>saveSavestateAsync</a>, <a href=#loadsavestateasync>loadSavestateAsync</a>, <a href=#getsavestatedata>getSavestateData</a> and <a href=#clearsavestatedata>clearSavestateData</a>.</p>
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<h3 id=savesavestate>saveSavestate</h3>
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<p><strong>Syntax</strong></p>
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<pre><code>emu.saveSavestate()
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</code></pre>
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<p><strong>Return value</strong><br>
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<em>String</em> A string containing a binary blob representing the emulation’s current state.</p>
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<p><strong>Description</strong><br>
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Creates a savestate and returns it as a binary string. (The savestate is not saved on disk)<br>
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<strong>Note:</strong> this can only be called from within a “startFrame” event callback or “cpuExec” memory callback.</p>
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<h3 id=savesavestateasync>saveSavestateAsync</h3>
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<p><strong>Syntax</strong></p>
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<pre><code>emu.saveSavestateAsync(slotNumber)
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</code></pre>
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<p><strong>Parameters</strong><br>
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slotNumber - <em>Integer</em> A slot number to which the savestate data will be stored (slotNumber must be >= 0)</p>
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<p><strong>Return value</strong><br>
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<em>None</em></p>
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<p><strong>Description</strong><br>
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Queues a save savestate request. As soon at the emulator is able to process the request, it will be saved into the specified slot.<br>
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This API is asynchronous because save states can only be taken in-between 2 CPU instructions, not in the middle of an instruction.
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When called while the CPU is in-between 2 instructions (e.g: inside the callback of an cpuExec or startFrame event), the save state will be taken immediately and its data will be available via <a href=#getsavestatedata>getSavestateData</a> right after the call to saveSavestateAsync.<br>
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The savestate can be loaded by calling the <a href=#loadsavestateasync>loadSavestateAsync</a> function.</p>
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<h3 id=loadsavestate>loadSavestate</h3>
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<p><strong>Syntax</strong></p>
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<pre><code>emu.loadSavestate(savestate)
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</code></pre>
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<p><strong>Parameters</strong><br>
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savestate - <em>String</em> A binary blob representing a savestate, as returned by <a href=#savesavestate>saveSavestate()</a></p>
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<p><strong>Return value</strong><br>
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<em>None</em></p>
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<p><strong>Description</strong><br>
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Loads the specified savestate.<br>
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<strong>Note:</strong> this can only be called from within a “startFrame” event callback or “cpuExec” memory callback.</p>
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<h3 id=loadsavestateasync>loadSavestateAsync</h3>
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<p><strong>Syntax</strong></p>
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<pre><code>emu.loadSavestateAsync(slotNumber)
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</code></pre>
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<p><strong>Parameters</strong><br>
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slotNumber - <em>Integer</em> The slot number to load the savestate data from (must be a slot number that was used in a preceding <a href=#savesavestateasync>saveSavestateAsync</a> call)</p>
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<p><strong>Return value</strong><br>
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<em>Boolean</em> Returns true if the slot number was valid.</p>
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<p><strong>Description</strong><br>
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Queues a load savestate request. As soon at the emulator is able to process the request, the savestate will be loaded from the specified slot.<br>
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This API is asynchronous because save states can only be loaded in-between 2 CPU instructions, not in the middle of an instruction.
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When called while the CPU is in-between 2 instructions (e.g: inside the callback of an cpuExec or startFrame event), the savestate will be loaded immediately.</p>
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<h3 id=getsavestatedata>getSavestateData</h3>
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<p><strong>Syntax</strong></p>
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<pre><code>emu.getSavestateData(slotNumber)
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</code></pre>
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<p><strong>Parameters</strong><br>
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slotNumber - <em>Integer</em> The slot number to get the savestate data from (must be a slot number that was used in a preceding <a href=#savesavestateasync>saveSavestateAsync</a> call)</p>
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<p><strong>Return value</strong><br>
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<em>String</em> A binary string containing the savestate</p>
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<p><strong>Description</strong><br>
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Returns the savestate stored in the specified savestate slot.</p>
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<h3 id=clearsavestatedata>clearSavestateData</h3>
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<p><strong>Syntax</strong></p>
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<pre><code>emu.clearSavestateData(slotNumber)
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</code></pre>
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<p><strong>Parameters</strong><br>
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slotNumber - <em>Integer</em> The slot number to get the savestate data from (must be a slot number that was used in a preceding <a href=#savesavestateasync>saveSavestateAsync</a> call)</p>
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<p><strong>Return value</strong><br>
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<em>None</em></p>
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<p><strong>Description</strong><br>
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Clears the specified savestate slot (any savestate data in that slot will be removed from memory).</p>
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<h2 id=cheats>Cheats</h2>
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<h3 id=addcheat>addCheat</h3>
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<p><strong>Syntax</strong></p>
|
|
<pre><code>emu.addCheat(cheatCode)
|
|
</code></pre>
|
|
<p><strong>Parameters</strong><br>
|
|
cheatCode - <em>String</em> A game genie format cheat code.</p>
|
|
<p><strong>Return value</strong><br>
|
|
<em>None</em></p>
|
|
<p><strong>Description</strong><br>
|
|
Activates a game genie cheat code (6 or 8 characters).<br>
|
|
<strong>Note:</strong> cheat codes added via this function are not permanent and not visible in the UI.</p>
|
|
<h3 id=clearcheats>clearCheats</h3>
|
|
<p><strong>Syntax</strong></p>
|
|
<pre><code>emu.clearCheats()
|
|
</code></pre>
|
|
<p><strong>Return value</strong><br>
|
|
<em>None</em></p>
|
|
<p><strong>Description</strong><br>
|
|
Removes all active cheat codes (has no impact on cheat codes saved within the UI)</p>
|
|
<h2 id=access-counters>Access Counters</h2>
|
|
<h3 id=getaccesscounters>getAccessCounters</h3>
|
|
<p><strong>Syntax</strong></p>
|
|
<pre><code>emu.getAccessCounters(counterMemType, counterOpType)
|
|
</code></pre>
|
|
<p><strong>Parameters</strong><br>
|
|
counterMemType - <em>Enum</em> A value from the <a href=../apireference/enums.html#countermemtype>emu.counterMemType</a> enum<br>
|
|
counterOpType - <em>Enum</em> A value from the <a href=../apireference/enums.html#counteroptype>emu.counterOpType</a> enum</p>
|
|
<p><strong>Return value</strong><br>
|
|
<em>Array</em> 32-bit integers</p>
|
|
<p><strong>Description</strong><br>
|
|
Returns an array of access counters for the specified memory and operation types.</p>
|
|
<h3 id=resetaccesscounters>resetAccessCounters</h3>
|
|
<p><strong>Syntax</strong></p>
|
|
<pre><code>emu.resetAccessCounters()
|
|
</code></pre>
|
|
<p><strong>Return value</strong><br>
|
|
<em>None</em></p>
|
|
<p><strong>Description</strong><br>
|
|
Resets all access counters.</p>
|
|
<h2 id=misc>Misc</h2>
|
|
<h3 id=getlogwindowlog>getLogWindowLog</h3>
|
|
<p><strong>Syntax</strong></p>
|
|
<pre><code>emu.getLogWindowLog()
|
|
</code></pre>
|
|
<p><strong>Return value</strong><br>
|
|
<em>String</em> A string containing the log shown in the log window</p>
|
|
<p><strong>Description</strong><br>
|
|
Returns the same text as what is shown in the emulator’s Log Window.</p>
|
|
<h3 id=getrominfo>getRomInfo</h3>
|
|
<p><strong>Syntax</strong></p>
|
|
<pre><code>emu.getRomInfo()
|
|
</code></pre>
|
|
<p><strong>Return value</strong><br>
|
|
<em>Table</em> Information about the current ROM with the following structure:</p>
|
|
<div class=highlight><pre tabindex=0 style=color:#f8f8f2;background-color:#272822;-moz-tab-size:4;-o-tab-size:4;tab-size:4><code class=language-text data-lang=text>name: string, Filename of the current ROM
|
|
path: string, Full path to the current ROM (including parent compressed archive when needed)
|
|
fileCrc32Hash: int, The CRC32 value for the whole ROM file
|
|
fileSha1Hash: string, The SHA1 hash for the whole ROM file
|
|
prgChrCrc32Hash: int, The CRC32 value for the file, excluding its 16-byte header
|
|
prgChrMd5Hash: string, The MD5 hash for the file, excluding its 16-byte header
|
|
format: int, Value that represents the ROM format: 1 = iNES, 2 = UNIF, 3 = FDS, 4 = NSF
|
|
isChrRam: bool true when the game uses CHR RAM, false otherwise
|
|
</code></pre></div><p><strong>Description</strong><br>
|
|
Returns information about the ROM file that is currently running.</p>
|
|
<h3 id=getscriptdatafolder>getScriptDataFolder</h3>
|
|
<p><strong>Syntax</strong></p>
|
|
<pre><code>emu.getScriptDataFolder()
|
|
</code></pre>
|
|
<p><strong>Return value</strong><br>
|
|
<em>String</em> The script’s data folder</p>
|
|
<p><strong>Description</strong><br>
|
|
This function returns the path to a unique folder (based on the script’s filename) where the script should store its data (if any data needs to be saved).<br>
|
|
The data will be saved in subfolders inside the LuaScriptData folder in Mesen’s home folder.</p>
|
|
<h3 id=takescreenshot>takeScreenshot</h3>
|
|
<p><strong>Syntax</strong></p>
|
|
<pre><code>emu.takeScreenshot()
|
|
</code></pre>
|
|
<p><strong>Return value</strong><br>
|
|
<em>String</em> A binary string containing a PNG image.</p>
|
|
<p><strong>Description</strong><br>
|
|
Takes a screenshot and returns a PNG file as a string.<br>
|
|
The screenshot is not saved to the disk.</p>
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