#LyX 2.0 created this file. For more info see http://www.lyx.org/ \lyxformat 413 \begin_document \begin_header \textclass article \use_default_options true \maintain_unincluded_children false \language english \language_package default \inputencoding auto \fontencoding global \font_roman default \font_sans default \font_typewriter default \font_default_family default \use_non_tex_fonts false \font_sc false \font_osf false \font_sf_scale 100 \font_tt_scale 100 \graphics default \default_output_format default \output_sync 0 \bibtex_command default \index_command default \paperfontsize default \spacing single \use_hyperref true \pdf_bookmarks true \pdf_bookmarksnumbered false \pdf_bookmarksopen false \pdf_bookmarksopenlevel 1 \pdf_breaklinks false \pdf_pdfborder false \pdf_colorlinks false \pdf_backref false \pdf_pdfusetitle true \papersize a4paper \use_geometry true \use_amsmath 1 \use_esint 1 \use_mhchem 1 \use_mathdots 1 \cite_engine basic \use_bibtopic false \use_indices false \paperorientation portrait \suppress_date false \use_refstyle 1 \index Hakusana \shortcut idx \color #008000 \end_index \leftmargin 2cm \topmargin 2cm \rightmargin 1cm \bottommargin 2cm \headheight 1cm \headsep 1cm \footskip 1cm \secnumdepth 3 \tocdepth 3 \paragraph_separation indent \paragraph_indentation default \quotes_language english \papercolumns 1 \papersides 1 \paperpagestyle default \tracking_changes false \output_changes false \html_math_output 0 \html_css_as_file 0 \html_be_strict false \end_header \begin_body \begin_layout Title lsnes Lua functions reference \end_layout \begin_layout Section Table of contents \end_layout \begin_layout Standard \begin_inset CommandInset toc LatexCommand tableofcontents \end_inset \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Section Special tokens \end_layout \begin_layout Standard These tokens are special, and are expanded while the script is being loaded \end_layout \begin_layout Subsection @@LUA_SCRIPT_FILENAME@@ \end_layout \begin_layout Standard Expanded to string token containing path and filename of this Lua script. Handy for referencing other lua scripts or resources that are relative to this Lua script. \end_layout \begin_layout Standard In practicular, this is suitable to be passed as base argument of various functions like loadfile, dofile, resolve_filename, gui.bitmap_load, gui.bitmap_lo ad_png and gui.bitmap_load_pal. \end_layout \begin_layout Section Global \end_layout \begin_layout Subsection print: Print values to console \end_layout \begin_layout Itemize Syntax: none print(value... values) \end_layout \begin_layout Standard Prints specified values to console. Can print any Lua type at least enough to identify the type and instance. \end_layout \begin_layout Subsection tostringx: Format a value to string \end_layout \begin_layout Itemize Syntax: string tostringx(value val) \end_layout \begin_layout Standard Formats value like print would, and returns the result as a string. \end_layout \begin_layout Subsection exec: Execute lsnes commands \end_layout \begin_layout Itemize Syntax: none exec(string cmd) \end_layout \begin_layout Standard Execute lsnes command . \end_layout \begin_layout Subsection utime: Get current time \end_layout \begin_layout Itemize Syntax: (number,number) utime() \end_layout \begin_layout Standard Returns two numbers. First is time since some epoch in seconds, the second is microseconds mod 10^6 since that epoch. \end_layout \begin_layout Subsection emulator_ready: Check if emulator has been fully initialized \end_layout \begin_layout Itemize Syntax: boolean emulator_ready() \end_layout \begin_layout Standard Returns true if emulator has finished booting, false if not (on_startup() will be issued later). \end_layout \begin_layout Subsection set_idle_timeout: Run function after timeout when emulator is idle \end_layout \begin_layout Itemize Syntax: none set_idle_timeout(number timeout) \end_layout \begin_layout Standard Set number of microseconds to block idle for. After this timeout has expired, on_idle() will be called once. \end_layout \begin_layout Subsection set_timer_timeout: Run function after timeout. \end_layout \begin_layout Itemize Syntax: none set_timer_timeout(number timeout) \end_layout \begin_layout Standard Set number of microseconds to block timer for. After this timeout has expired, on_timer() will be called once. \end_layout \begin_layout Subsection bus_address: Look up address in system bus. \end_layout \begin_layout Itemize Syntax: none bus_address(number bus_addr) \end_layout \begin_layout Standard Returns virtual address corresponding to specified address on system bus. \end_layout \begin_layout Subsection loopwrapper: Convert loop into callable function \end_layout \begin_layout Itemize Syntax: function loopwrapper(function fun, ...) \end_layout \begin_layout Standard Calls function with function and specified arguments. The function passed suspends execution until the function returned is called. Handy for linear flow control among multiple invocations of a hook. Example code: \end_layout \begin_layout LyX-Code on_paint = loopwrapper(function(wait) \end_layout \begin_deeper \begin_layout LyX-Code while true do \end_layout \begin_deeper \begin_layout LyX-Code gui.text(0, 0, \begin_inset Quotes eld \end_inset Test! \begin_inset Quotes erd \end_inset ); \end_layout \begin_layout LyX-Code wait(); \end_layout \end_deeper \begin_layout LyX-Code end \end_layout \end_deeper \begin_layout LyX-Code end); \end_layout \begin_layout Subsection list_bindings: List keybindings \end_layout \begin_layout Itemize Syntax: table list_bindings([string cmd]) \end_layout \begin_layout Standard Get table of all keybindings, indexed by keyspec (modifiers|mask/key). If is specified, the table is limited to that command. Also searches for controller keys. \end_layout \begin_layout Subsection get_alias: Get expansion of alias \end_layout \begin_layout Itemize Syntax: string get_alias(string aname) \end_layout \begin_layout Standard Get expansion of given alias . \end_layout \begin_layout Subsection set_alias: Set expansion of alias \end_layout \begin_layout Itemize Syntax: none set_alias(string aname, string value) \end_layout \begin_layout Standard Set expansion of given alias. \end_layout \begin_layout Subsection create_ibind: Create invese binding \end_layout \begin_layout Itemize Syntax: INVERSEBIND create_ibind(string name, string cmd) \end_layout \begin_layout Standard Return object representing inverse binding with specified name and specified command . \end_layout \begin_layout Itemize Note: To create press/release commands, use aliases +foo and -foo . \end_layout \begin_layout Itemize Note: Keep the returned object around. \end_layout \begin_layout Subsection create_command: Create a command \end_layout \begin_layout Itemize Syntax: COMMANDBIND create_commmand(string name, function a) \end_layout \begin_layout Itemize Syntax: COMMANDBIND create_commmand(string name, function a, function b) \end_layout \begin_layout Standard Return object representing a command (pair). \end_layout \begin_layout Itemize If only one function is specied, the command is level-sensitive, is callback. \end_layout \begin_layout Itemize If is function, the function is edge-sensitive, is positive edge callback and is negative edge callback. \end_layout \begin_layout Itemize All callbacks get single argument: The parameters passed. \end_layout \begin_layout Itemize Keep the returned object around. \end_layout \begin_layout Subsection loadfile: Load Lua script \end_layout \begin_layout Itemize Syntax: function loadfile(string filename[, string base]) \end_layout \begin_layout Standard Load lua script from , resolved relative to (if empty, current directory). \end_layout \begin_layout Subsection dofile: Execute Lua script \end_layout \begin_layout Itemize Syntax: function dofile(string filename[, string base]) \end_layout \begin_layout Standard Execute lua script from , resolved relative to (if empty, current directory) and return all return values. \end_layout \begin_layout Subsection open_file: Open a stream \end_layout \begin_layout Itemize Syntax: FILEREADER open_file(string filename[, string base]) \end_layout \begin_layout Standard Open file , resolved relative to (if empty, current directory) and return a handle. \end_layout \begin_layout Subsection FILEREADER(): Read line/bytes from stream \end_layout \begin_layout Itemize Syntax: string/nil FILEREADER() \end_layout \begin_layout Itemize Syntax: string/nil FILEREADER(number bytes) \end_layout \begin_layout Standard Reads next line or bytes from specified file handle. On EOF, nil is returned. \end_layout \begin_layout Itemize Note: The line-oriented variant reads in text mode, so CR at end of line is stripped. \end_layout \begin_layout Subsection FILEREADER:lines: Iterator to read all lines \end_layout \begin_layout Itemize Syntax: for line in :lines() do ... end \end_layout \begin_layout Standard Iterator for reading all lines of in a loop. \end_layout \begin_layout Subsection resolve_filename: Resolve name of file relative to another \end_layout \begin_layout Itemize Syntax: string resolve_file(string filename, string base) \end_layout \begin_layout Standard Resolve name of file relative to and return the result. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Section Table bit: \end_layout \begin_layout Standard Bitwise logical functions and related. \end_layout \begin_layout Subsection bit.none/bit.bnot: Bitwise none or NOT function \end_layout \begin_layout Itemize Syntax: number bit.none(number...) \end_layout \begin_layout Itemize Syntax: number bit.bnot(number...) \end_layout \begin_layout Standard 48-bit bitwise NOT / NONE function (set bits that are set in none of the arguments). \end_layout \begin_layout Subsection bit.any/bit.bor: Bitwise any or OR function \end_layout \begin_layout Itemize Syntax: number bit.any(number...) \end_layout \begin_layout Itemize Syntax: number bit.bor(number...) \end_layout \begin_layout Standard 48-bit bitwise OR / ANY function (set bits that are set in any of the arguments). \end_layout \begin_layout Subsection bit.all/bit.band: Bitwise all or AND function \end_layout \begin_layout Itemize Syntax: number bit.all(number...) \end_layout \begin_layout Itemize Syntax: number bit.band(number...) \end_layout \begin_layout Standard 48-bit bitwise AND / ALL function (set bits that are set in all of the arguments ). \end_layout \begin_layout Subsection bit.parity/bit.bxor: Bitwise parity or XOR function \end_layout \begin_layout Itemize Syntax: number bit.parity(number...) \end_layout \begin_layout Itemize Syntax: number bit.bxor(number...) \end_layout \begin_layout Standard 48-bit bitwise XOR / PARITY function (set bits that are set in odd number of the arguments). \end_layout \begin_layout Subsection bit.lrotate: Rotate a number left \end_layout \begin_layout Itemize Syntax: number bit.lrotate(number base[, number amount[, number bits]]) \end_layout \begin_layout Standard Rotate -bit (max 48, default 48) number left by (default 1) places. \end_layout \begin_layout Subsection bit.rrotate: Rotate a number right \end_layout \begin_layout Itemize Syntax: number bit.rrotate(number base[, number amount[, number bits]]) \end_layout \begin_layout Standard Rotate -bit (max 48, default 48) number right by (default 1) places. \end_layout \begin_layout Subsection bit.lshift: Shift a number left \end_layout \begin_layout Itemize Syntax: number bit.lshift(number base[, number amount[, number bits]]) \end_layout \begin_layout Standard Shift -bit (max 48, default 48) number left by (default 1) places. The new bits are filled with zeroes. \end_layout \begin_layout Subsection bit.lrshift: Shift a number right (logical) \end_layout \begin_layout Itemize Syntax: number bit.lrshift(number base[, number amount[, number bits]]) \end_layout \begin_layout Standard Shift -bit (max 48, default 48) number logically right by (default 1) places. The new bits are filled with zeroes. \end_layout \begin_layout Subsection bit.arshift: Shift a number right (arithmetic) \end_layout \begin_layout Itemize Syntax: number bit.arshift(number base[, number amount[, number bits]]) \end_layout \begin_layout Standard Shift -bit (max 48, default 48) number logically right by (default 1) places. The new bits are shifted in with copy of the high bit. \end_layout \begin_layout Subsection bit.extract: Extract/shuffle bits from number \end_layout \begin_layout Itemize Syntax: number bit.extract(number base[, number bit0[, number bit1,...]]) \end_layout \begin_layout Standard Returns number that has bit0-th bit as bit 0, bit1-th bit as 1 and so on. \end_layout \begin_layout Itemize Note: Bit numbers up to 51 should work reliably (then things start falling apart due to double precision issues). \end_layout \begin_layout Itemize Note: There are two special bit positions, true and false, standing for always set bit and always clear bit. \end_layout \begin_layout Subsection bit.value: Construct number with specified bits set \end_layout \begin_layout Itemize Syntax: number bit.value([number bit1[, number bit2,...]]) \end_layout \begin_layout Standard Returns bitwise OR of 1 left shifted by places, 1 left shifted by places and so on. As special value, nil argument is no-op. \end_layout \begin_layout Subsection bit.test_any: Test if any bit is set \end_layout \begin_layout Itemize Syntax: boolean bit.test_any(number a, number b) \end_layout \begin_layout Standard Returns true if bitwise and of and is nonzero, otherwise false. \end_layout \begin_layout Subsection bit.test_all: Test if all bits are set \end_layout \begin_layout Itemize Syntax: boolean bit.test_all(number a, number b) \end_layout \begin_layout Standard Returns true if bitwise and of and equals , otherwise false. \end_layout \begin_layout Subsection bit.popcount: Population count \end_layout \begin_layout Itemize Syntax: number bit.popcount(number a) \end_layout \begin_layout Standard Returns number of set bits in . \end_layout \begin_layout Subsection bit.clshift: Chained left shift \end_layout \begin_layout Itemize Syntax: (number, number) bit.clshift(number a, number b, [number amount,[number bits]]) \end_layout \begin_layout Standard Does chained left shift on , by positions (default 1), assuming numbers to be of specified number of bits (default 48). \end_layout \begin_layout Subsection bit.crshift: Chained right shift \end_layout \begin_layout Itemize Syntax: (number, number) bit.crshift(number a, number b, [number amount,[number bits]]) \end_layout \begin_layout Standard Does chained right shift on , by positions (default 1), assuming numbers to be of specified number of bits (default 48). \end_layout \begin_layout Subsection bit.flagdecode: Decode bitfield into flags \end_layout \begin_layout Itemize Syntax: string bit.flagdecode(number a, number bits, [string on, [string off]]) \end_layout \begin_layout Standard Return string of length bits where ith character is ith character of on if bit i is on, otherwise ith character of off. Out of range reads give last character. \end_layout \begin_layout Itemize Note: defaults to '*' if empty. \end_layout \begin_layout Itemize Note: defaults to '-' if empty. \end_layout \begin_layout Subsection bit.rflagdecode: Decode bitfield into flags \end_layout \begin_layout Itemize Syntax: string bit.rflagdecode(number a, number bits, [string on, [string off]]) \end_layout \begin_layout Standard Like bit.flagdecode, but outputs the string in the opposite order (most significa nt bit first). \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Section Table gui: \end_layout \begin_layout Itemize Functions that draw to screen can only only be called in on_paint and on_video callbacks or if non-default render queue has been set. \end_layout \begin_layout Itemize Colors are 32-bit. Bits 0-7 are the blue component, bits 8-15 are the green component, bits 16-23 are the red component, bits 24-31 are alpha component (0 is fully opaque, 255 is almost transparent). -1 is the fully transparent color. Alternatively, colors can be given as strings naming the color. \end_layout \begin_layout Itemize Alpha values greater than 127 do work properly. \end_layout \begin_layout Itemize Origin of coordinates is at top left corner of game display area. Left and top gaps correspond to negative coordinates. \end_layout \begin_layout Itemize The following color names are known: aliceblue antiquewhite antiquewhite1 antiquewhite2 antiquewhite3 antiquewhite4 aqua aquamarine aquamarine1 aquamarin e2 aquamarine3 aquamarine4 azure azure1 azure2 azure3 azure4 beige bisque bisque1 bisque2 bisque3 bisque4 black blanchedalmond blue blue1 blue2 blue3 blue4 blueviolet brown brown1 brown2 brown3 brown4 burlywood burlywood1 burlywood2 burlywood3 burlywood4 cadet cadetblue cadetblue1 cadetblue2 cadetblue3 cadetblue4 chartreuse chartreuse1 chartreuse2 chartreuse3 chartreuse 4 chocolate chocolate1 chocolate2 chocolate3 chocolate4 coral coral1 coral2 coral3 coral4 cornflowerblue cornsilk cornsilk1 cornsilk2 cornsilk3 cornsilk4 crimson cyan cyan1 cyan2 cyan3 cyan4 darkblue darkcyan darkgoldenrod darkgolden rod1 darkgoldenrod2 darkgoldenrod3 darkgoldenrod4 darkgray darkgreen darkgrey darkkhaki darkmagenta darkolivegreen darkolivegreen1 darkolivegreen2 darkoliveg reen3 darkolivegreen4 darkorange darkorange1 darkorange2 darkorange3 darkorange4 darkorchid darkorchid1 darkorchid2 darkorchid3 darkorchid4 darkred darksalmon darkseagreen darkseagreen1 darkseagreen2 darkseagreen3 darkseagreen4 darkslateb lue darkslategray darkslategray1 darkslategray2 darkslategray3 darkslategray4 darkslategrey darkturquoise darkviolet deeppink deeppink1 deeppink2 deeppink3 deeppink4 deepskyblue deepskyblue1 deepskyblue2 deepskyblue3 deepskyblue4 dimgray dimgrey dodgerblue dodgerblue1 dodgerblue2 dodgerblue3 dodgerblue4 firebrick firebrick1 firebrick2 firebrick3 firebrick4 floralwhite forestgreen fractal fuchsia gainsboro ghostwhite gold gold1 gold2 gold3 gold4 goldenrod goldenrod1 goldenrod2 goldenrod3 goldenrod4 gray gray0 gray1 gray10 gray100 gray11 gray12 gray13 gray14 gray15 gray16 gray17 gray18 gray19 gray2 gray20 gray21 gray22 gray23 gray24 gray25 gray26 gray27 gray28 gray29 gray3 gray30 gray31 gray32 gray33 gray34 gray35 gray36 gray37 gray38 gray39 gray4 gray40 gray41 gray42 gray43 gray44 gray45 gray46 gray47 gray48 gray49 gray5 gray50 gray51 gray52 gray53 gray54 gray55 gray56 gray57 gray58 gray59 gray6 gray60 gray61 gray62 gray63 gray64 gray65 gray66 gray67 gray68 gray69 gray7 gray70 gray71 gray72 gray73 gray74 gray75 gray76 gray77 gray78 gray79 gray8 gray80 gray81 gray82 gray83 gray84 gray85 gray86 gray87 gray88 gray89 gray9 gray90 gray91 gray92 gray93 gray94 gray95 gray96 gray97 gray98 gray99 green green1 green2 green3 green4 greenyellow grey grey0 grey1 grey10 grey100 grey11 grey12 grey13 grey14 grey15 grey16 grey17 grey18 grey19 grey2 grey20 grey21 grey22 grey23 grey24 grey25 grey26 grey27 grey28 grey29 grey3 grey30 grey31 grey32 grey33 grey34 grey35 grey36 grey37 grey38 grey39 grey4 grey40 grey41 grey42 grey43 grey44 grey45 grey46 grey47 grey48 grey49 grey5 grey50 grey51 grey52 grey53 grey54 grey55 grey56 grey57 grey58 grey59 grey6 grey60 grey61 grey62 grey63 grey64 grey65 grey66 grey67 grey68 grey69 grey7 grey70 grey71 grey72 grey73 grey74 grey75 grey76 grey77 grey78 grey79 grey8 grey80 grey81 grey82 grey83 grey84 grey85 grey86 grey87 grey88 grey89 grey9 grey90 grey91 grey92 grey93 grey94 grey95 grey96 grey97 grey98 grey99 honeydew honeydew1 honeydew2 honeydew3 honeydew4 hotpink hotpink1 hotpink2 hotpink3 hotpink4 indianred indianred1 indianred2 indianred3 indianred4 indigo ivory ivory1 ivory2 ivory3 ivory4 khaki khaki1 khaki2 khaki3 khaki4 lavender lavenderblush lavenderblush1 lavenderblush2 lavenderblush3 lavenderblush4 lawngreen lemonchif fon lemonchiffon1 lemonchiffon2 lemonchiffon3 lemonchiffon4 lightblue lightblue1 lightblue2 lightblue3 lightblue4 lightcoral lightcyan lightcyan1 lightcyan2 lightcyan3 lightcyan4 lightgoldenrod lightgoldenrod1 lightgoldenrod2 lightgolde nrod3 lightgoldenrod4 lightgoldenrodyellow lightgray lightgreen lightgrey lightpink lightpink1 lightpink2 lightpink3 lightpink4 lightsalmon lightsalmon1 lightsalmon2 lightsalmon3 lightsalmon4 lightseagreen lightskyblue lightskyblue1 lightskyblue2 lightskyblue3 lightskyblue4 lightslateblue lightslategray lightslategrey lightsteelblue lightsteelblue1 lightsteelblue2 lightsteelblue3 lightsteelblue4 lightyellow lightyellow1 lightyellow2 lightyellow3 lightyellow4 lime limegreen linen magenta magenta1 magenta2 magenta3 magenta4 maroon maroon1 maroon2 maroon3 maroon4 mediumaquamarine mediumblue mediumforestgreen mediumgoldenrod mediumorchid mediumorchid1 mediumorchid2 mediumorchid3 mediumorchid4 mediumpurple mediumpurple1 mediumpurple2 mediumpurple3 mediumpurp le4 mediumseagreen mediumslateblue mediumspringgreen mediumturquoise mediumviole tred midnightblue mintcream mistyrose mistyrose1 mistyrose2 mistyrose3 mistyrose 4 moccasin navajowhite navajowhite1 navajowhite2 navajowhite3 navajowhite4 navy navyblue oldlace olive olivedrab olivedrab1 olivedrab2 olivedrab3 olivedrab4 orange orange1 orange2 orange3 orange4 orangered orangered1 orangered2 orangered3 orangered4 orchid orchid1 orchid2 orchid3 orchid4 palegoldenrod palegreen palegreen1 palegreen2 palegreen3 palegreen4 paleturquoi se paleturquoise1 paleturquoise2 paleturquoise3 paleturquoise4 palevioletred palevioletred1 palevioletred2 palevioletred3 palevioletred4 papayawhip peachpuff peachpuff1 peachpuff2 peachpuff3 peachpuff4 peru pink pink1 pink2 pink3 pink4 plum plum1 plum2 plum3 plum4 powderblue purple purple1 purple2 purple3 purple4 red red1 red2 red3 red4 rosybrown rosybrown1 rosybrown2 rosybrown3 rosybrown4 royalblue royalblue1 royalblue2 royalblue3 royalblue4 saddlebrown salmon salmon1 salmon2 salmon3 salmon4 sandybrown seagreen seagreen1 seagreen2 seagreen3 seagreen4 seashell seashell1 seashell2 seashell3 seashell4 sienna sienna1 sienna2 sienna3 sienna4 silver skyblue skyblue1 skyblue2 skyblue3 skyblue4 slateblue slateblue1 slateblue2 slateblue3 slateblue 4 slategray slategray1 slategray2 slategray3 slategray4 slategrey snow snow1 snow2 snow3 snow4 springgreen springgreen1 springgreen2 springgreen3 springgree n4 steelblue steelblue1 steelblue2 steelblue3 steelblue4 tan tan1 tan2 tan3 tan4 teal thistle thistle1 thistle2 thistle3 thistle4 tomato tomato1 tomato2 tomato3 tomato4 transparent turquoise turquoise1 turquoise2 turquoise3 turquoise4 violet violetred violetred1 violetred2 violetred3 violetred4 wheat wheat1 wheat2 wheat3 wheat4 white whitesmoke yellow yellow1 yellow2 yellow3 yellow4 yellowgreen . \end_layout \begin_layout Itemize The following modifiers can be applied: opaque10, opaque20, opaque25, opaque30, opaque40, opaque50, opaque60, opaque70, opaque75, opaque80, opaque90, opaque. \end_layout \begin_layout Subsection gui.resolution: Get current resolution \end_layout \begin_layout Itemize Syntax: (number, number) gui.resolution() \end_layout \begin_layout Standard Returns 2-tuple (hresolution, vresolution). \end_layout \begin_layout Subsection gui.left_gap/gui.right_gap/gui.top_gap/gui.bottom_gap: Set edge gaps \end_layout \begin_layout Itemize Syntax: number gui.left_gap(number gap) \end_layout \begin_layout Itemize Syntax: number gui.right_gap(number gap) \end_layout \begin_layout Itemize Syntax: number gui.top_gap(number gap) \end_layout \begin_layout Itemize Syntax: number gui.bottom_gap(number gap) \end_layout \begin_layout Standard Set the specified edge gap to specified value (max gap is 8191). If successful, old gap is returned. \end_layout \begin_layout Subsection gui.delta_left_gap/gui.delta_right_gap/gui.delta_top_gap/gui.delta_bottom_gap: Adjust edge gaps \end_layout \begin_layout Itemize Syntax: number gui.delta_left_gap(number dgap) \end_layout \begin_layout Itemize Syntax: number gui.delta_right_gap(number dgap) \end_layout \begin_layout Itemize Syntax: number gui.delta_top_gap(number dgap) \end_layout \begin_layout Itemize Syntax: number gui.delta_bottom_gap(number dgap) \end_layout \begin_layout Standard Increase the specified edge gap by specified value (max gap is 8191) and return the old gap (returns nothing on error). \end_layout \begin_layout Subsection gui.text/gui.textH/gui.textV,gui.textHV: Draw text \end_layout \begin_layout Itemize Syntax: none gui.text(number x, number y, string text[, number fgc[, number bgc]]) \end_layout \begin_layout Itemize Syntax: none gui.textH(number x, number y, string text[, number fgc[, number bgc]]) \end_layout \begin_layout Itemize Syntax: none gui.textV(number x, number y, string text[, number fgc[, number bgc]]) \end_layout \begin_layout Itemize Syntax: none gui.textHV(number x, number y, string text[, number fgc[, number bgc]]) \end_layout \begin_layout Standard Draw specified text on the GUI (each character cell is 8 or 16 wide and 16 high). Parameters: \end_layout \begin_layout Itemize x: X-coordinate to start the drawing from (and x-coordinate at begining of the lines). \end_layout \begin_layout Itemize y: Y-coordinate to start the drawing from. \end_layout \begin_layout Itemize text: The text to draw. \end_layout \begin_layout Itemize fgc: Text color (default is 0xFFFFFF (white)) \end_layout \begin_layout Itemize bgc: Background color (default is -1 (transparent)) \end_layout \begin_layout Standard Note: The H variants draw at double width and V variants draw at double height. \end_layout \begin_layout Subsection gui.rectangle: Draw a rectangle \end_layout \begin_layout Itemize Syntax: none gui.rectangle(number x, number y, number width, number height[, number thickness[, number outline[, number fill]]]) \end_layout \begin_layout Standard Draw rectangle on the GUI. Parameters: \end_layout \begin_layout Itemize x: X-coordinate of left edge. \end_layout \begin_layout Itemize y: Y-coordinate of upper edge. \end_layout \begin_layout Itemize width: Width of rectangle. \end_layout \begin_layout Itemize height: Height of rectangle. \end_layout \begin_layout Itemize thickness: Thickness of outline (default is 1). \end_layout \begin_layout Itemize outline: Color of outline (default is 0xFFFFFF (white)) \end_layout \begin_layout Itemize fill: Color of fill (default is -1 (transparent)) \end_layout \begin_layout Subsection gui.box: Draw a 3D-effect box \end_layout \begin_layout Itemize Syntax: none gui.box(number x, number y, number width, number height[, number thickness[, number outline1[,number outline2[, number fill]]]]) \end_layout \begin_layout Standard Draw rectangle with 3D effect on the GUI. Parameters: \end_layout \begin_layout Itemize x: X-coordinate of left edge. \end_layout \begin_layout Itemize y: Y-coordinate of upper edge. \end_layout \begin_layout Itemize width: Width of rectangle. \end_layout \begin_layout Itemize height: Height of rectangle. \end_layout \begin_layout Itemize thickness: Thickness of outline (default is 1). \end_layout \begin_layout Itemize outline1: First color of outline (default is 0xFFFFFF (white)) \end_layout \begin_layout Itemize outline2: First color of outline (default is 0x808080 (dark gray)) \end_layout \begin_layout Itemize fill: Color of fill (default is 0xC0C0C0 (light grayy)) \end_layout \begin_layout Subsection gui.pixel: Draw a single pixel \end_layout \begin_layout Itemize Syntax: none gui.pixel(number x, number y[, number color]) \end_layout \begin_layout Standard Draw one pixel on the GUI. Parameters: \end_layout \begin_layout Itemize x: X-coordinate of the pixel \end_layout \begin_layout Itemize y: Y-coordinate of the pixel \end_layout \begin_layout Itemize color: Color of the pixel (default is 0xFFFFFF (white)) \end_layout \begin_layout Subsection gui.crosshair: Draw a crosshair \end_layout \begin_layout Itemize Syntax: none gui.crosshair(number x, number y[, number length[, number color]]) \end_layout \begin_layout Standard Draw a crosshair. Parameters: \end_layout \begin_layout Itemize x: X-coordinate of the crosshair \end_layout \begin_layout Itemize y: Y-coordinate of the crosshair \end_layout \begin_layout Itemize length: Length of the crosshair lines (default 10). \end_layout \begin_layout Itemize color: Color of the crosshair (default is 0xFFFFFF (white)) \end_layout \begin_layout Subsection gui.line: Draw a line \end_layout \begin_layout Itemize Syntax: none gui.line(number x1, number y1, number x2, number y2[, number color]) \end_layout \begin_layout Standard Draw a thin line. Parameters: \end_layout \begin_layout Itemize x1: X-coordinate of one end. \end_layout \begin_layout Itemize y1: Y-coordinate of one end. \end_layout \begin_layout Itemize x2: X-coordinate of the other end. \end_layout \begin_layout Itemize y2: Y-coordinate of the other end. \end_layout \begin_layout Itemize color: Color of the line (default is 0xFFFFFF (white)). \end_layout \begin_layout Subsection gui.circle: Draw a (filled) circle \end_layout \begin_layout Itemize Syntax: none gui.circle(number x, number y, number r[, number thick[, number border[, number fil]]]) \end_layout \begin_layout Standard Draw a circle. Parameters. \end_layout \begin_layout Itemize x: X-coordinate of the center \end_layout \begin_layout Itemize y: Y-coordinate of the center \end_layout \begin_layout Itemize r: The radius of the circle \end_layout \begin_layout Itemize thick: Border thickness \end_layout \begin_layout Itemize border: Border color (default is 0xFFFFFF (white)) \end_layout \begin_layout Itemize fill: Fill color (default is -1 (transparent)). \end_layout \begin_layout Subsection gui.bitmap_draw/(D)BITMAP:draw: Draw a bitmap \end_layout \begin_layout Itemize Syntax: none gui.bitmap_draw(number x, number y, BITMAP bitmap, PALETTE palette) \end_layout \begin_layout Itemize Syntax: none gui.bitmap_draw(number x, number y, DBITMAP bitmap) \end_layout \begin_layout Itemize Syntax: none BITMAP:draw(number x, number y, PALETTE palette) \end_layout \begin_layout Itemize Syntax: none DBITMAP:draw(number x, number y) \end_layout \begin_layout Standard Draw a bitmap (or object) on screen with specified palette (if bitmap is paletted) . Parameters: \end_layout \begin_layout Itemize x: X-coordinate of left edge. \end_layout \begin_layout Itemize y: Y-coordinate of top edge. \end_layout \begin_layout Itemize bitmap: The bitmap to draw \end_layout \begin_layout Itemize palette: The palette to draw the bitmap using. \end_layout \begin_layout Subsection gui.palette_new: Create a new palette \end_layout \begin_layout Itemize Syntax: PALETTE gui.palette_new() \end_layout \begin_layout Standard Returns a new palette (initially all transparent). \end_layout \begin_layout Subsection gui.bitmap_new: Create a new bitmap \end_layout \begin_layout Itemize Syntax: BITMAP/DBITMAP gui.bitmap_new(number w, number h, boolean direct[, bool icolor]) \end_layout \begin_layout Standard Returns a new bitmap/dbitmap. \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize w: The width of new bitmap \end_layout \begin_layout Itemize h: The height of new bitmap \end_layout \begin_layout Itemize direct: If true, the returned bitmap is dbitmap, otherwise bitmap. \end_layout \begin_layout Itemize icolor: Initital fill color (defaults to 0 on BITMAP, -1 on DBITMAP) \end_layout \begin_layout Subsection gui.bitmap_load/gui.bitmap_load_str: Load a bitmap from file or string \end_layout \begin_layout Itemize Syntax: DBITMAP/(BITMAP, PALETTE) gui.bitmap_load(string file[, string base]) \end_layout \begin_layout Itemize Syntax: DBITMAP/(BITMAP, PALETTE) gui.bitmap_load_str(string content) \end_layout \begin_layout Standard Reads file (resolved relative to ) or string and returns loaded bitmap/dbitmap (if bitmap, the second return value is palette for bitmap). \end_layout \begin_layout Subsection gui.bitmap_load_png/gui.bitmap_load_png_str: Load a bitmap from PNG \end_layout \begin_layout Itemize Syntax: DBITMAP/(BITMAP, PALETTE) gui.bitmap_load_png(string file[, string base]) \end_layout \begin_layout Itemize Syntax: DBITMAP/(BITMAP, PALETTE) gui.bitmap_load_png_str(string content) \end_layout \begin_layout Standard Load a bitmap from PNG file (resolved relative to ) or BASE64 encoded content . \end_layout \begin_layout Itemize If the PNG is of color type 3 (PALETTE), returns two values. First is BITMAP containing the image data from the PNG and second is PALETTE containg the palette data from the PNG. \end_layout \begin_layout Itemize For color types 0 (GRAY), 2 (RGB), 4 (GRAY_ALPHA) and 6 (RGBA), returns one DBITMAP containg the image data loaded from the PNG. \end_layout \begin_layout Subsection gui.bitmap_load_pal/gui.bitmap_load_pal_str: Load a palette \end_layout \begin_layout Itemize Syntax: PALETTE gui.bitmap_load_pal(string file[, string base]) \end_layout \begin_layout Itemize Syntax: PALETTE gui.bitmap_load_pal_str(string content) \end_layout \begin_layout Standard Load a palette from file (resolved relative to ) or string . \end_layout \begin_layout Itemize The kinds of lines supported: \end_layout \begin_deeper \begin_layout Itemize Blank or just whitespace: Ignored \end_layout \begin_layout Itemize First non-whitespace is '#': Ignored \end_layout \begin_layout Itemize : Fully opaque color with specified RGB values (0-255) \end_layout \begin_layout Itemize : Color with specified RGB values (0-255) and specified alpha (0-256, 0 being fully transparent and 256 fully opaque). \end_layout \begin_layout Itemize transparent: Fully transparent color \end_layout \end_deeper \begin_layout Subsection gui.palette_set/PALETTE:set: Set palette entry \end_layout \begin_layout Itemize Syntax: none gui.palette_set(PALETTE palette, number index, number color) \end_layout \begin_layout Itemize Syntax: none PALETTE:set(number index, number color) \end_layout \begin_layout Standard Sets color in palette. Parameters: \end_layout \begin_layout Itemize palette: The palette to manipulate \end_layout \begin_layout Itemize index: Index of color (0-65535). \end_layout \begin_layout Itemize color: The color value. \end_layout \begin_layout Subsection gui.bitmap_pset/(D)BITMAP:pset: Set pixel in bitmap \end_layout \begin_layout Itemize Syntax: none gui.bitmap_pset(BITMAP/DBITMAP bitmap, number x, number y, number color) \end_layout \begin_layout Itemize Syntax: none BITMAP:pset(number x, number y, number color) \end_layout \begin_layout Itemize Syntax: none DBITMAP:pset(number x, number y, number color) \end_layout \begin_layout Standard Sets specified pixel in bitmap. Parameters: \end_layout \begin_layout Itemize bitmap: The bitmap to manipulate \end_layout \begin_layout Itemize x: The x-coordinate of the pixel. \end_layout \begin_layout Itemize y: The y-coordinate of the pixel. \end_layout \begin_layout Itemize color: If bitmap is a bitmap, color index (0-65535). Otherwise color value. \end_layout \begin_layout Subsection gui.bitmap_pget/(D)BITMAP:pget: Get pixel in bitmap \end_layout \begin_layout Itemize Syntax: number gui.bitmap_pget(BITMAP/DBITMAP bitmap, number x, number y) \end_layout \begin_layout Itemize Syntax: number BITMAP:pget(number x, number y) \end_layout \begin_layout Itemize Syntax: number DBITMAP:pget(number x, number y) \end_layout \begin_layout Standard Gets specified pixel in bitmap. Parameters: \end_layout \begin_layout Itemize bitmap: The bitmap to query \end_layout \begin_layout Itemize x: The x-coordinate of the pixel. \end_layout \begin_layout Itemize y: The y-coordinate of the pixel. \end_layout \begin_layout Standard The bitmap color (color index if paletted, otherwise color value). \end_layout \begin_layout Subsection gui.bitmap_size/(D)BITMAP:size: Get size of bitmap \end_layout \begin_layout Itemize Syntax: (number, number) gui.bitmap_size(BITMAP/DBITMAP bitmap) \end_layout \begin_layout Itemize Syntax: (number, number) BITMAP:size() \end_layout \begin_layout Itemize Syntax: (number, number) DBITMAP:size() \end_layout \begin_layout Standard Get size of bitmap . The first return is the width, the second is the height. \end_layout \begin_layout Itemize Note: Can be used anywhere. \end_layout \begin_layout Subsection gui.bitmap_blit/(D)BITMAP:blit: Blit a bitmap into another \end_layout \begin_layout Itemize Syntax: none gui.bitmap_blit(BITMAP dest, number dx, number dy, BITMAP src, number sx, number sy, number w, number h[, number ck]) \end_layout \begin_layout Itemize Syntax: none gui.bitmap_blit(DBITMAP dest, number dx, number dy, DBITMAP src, number sx, number sy, number w, number h[, number ck]) \end_layout \begin_layout Itemize Syntax: none gui.bitmap_blit(DBITMAP dest, number dx, number dy, BITMAP src, PALETTE pal, number sx, number sy, number w, number h[, number ck]) \end_layout \begin_layout Itemize Syntax: none BITMAP::blit(number dx, number dy, BITMAP src, number sx, number sy, number w, number h[, number ck]) \end_layout \begin_layout Itemize Syntax: none DBITMAP::blit(number dx, number dy, DBITMAP src, number sx, number sy, number w, number h[, number ck]) \end_layout \begin_layout Itemize Syntax: none DBITMAP:blit(number dx, number dy, BITMAP src, PALETTE pal, number sx, number sy, number w, number h[, number ck]) \end_layout \begin_layout Standard Blit a part of bitmap to another (current object if any is destination). Parameters: \end_layout \begin_layout Itemize dest: Destination to blit to. \end_layout \begin_layout Itemize dx: left edge of target \end_layout \begin_layout Itemize dy: Top edge of target \end_layout \begin_layout Itemize src: The source to blit from. \end_layout \begin_layout Itemize pal: The palette to use in blit. \end_layout \begin_layout Itemize sx: left edge of source \end_layout \begin_layout Itemize sy: Top edge of source \end_layout \begin_layout Itemize w: Width of region \end_layout \begin_layout Itemize h: Height of region. \end_layout \begin_layout Itemize ck: Color key. Pixels of this color are not blitted. \end_layout \begin_deeper \begin_layout Itemize If soruce bitmap is bitmap, this is color index of colorkey. Values outside range 0-65535 cause no key to be used as colorkey. \end_layout \begin_layout Itemize If source bitmap is dbitmap, this is the color value of colorkey. \end_layout \begin_layout Itemize May be absent or nil for no colorkey blit. \end_layout \end_deeper \begin_layout Subsection gui.repaint: Arrange a repaint \end_layout \begin_layout Itemize Syntax: none gui.repaint() \end_layout \begin_layout Standard Request on_repaint() to happen as soon as possible. \end_layout \begin_layout Subsection gui.synchronous_repaint/RENDERQUEUE:synchronous_repaint: Paint screen now \end_layout \begin_layout Itemize Syntax: none gui.synchronous_repaint(RENDERQUEUE queue) \end_layout \begin_layout Itemize Syntax: none RENDERQUEUE::synchronous_repaint() \end_layout \begin_layout Standard Paints specified render queue on screen right there and then. \end_layout \begin_layout Subsection gui.subframe_update: Enable/Disable subframe updates \end_layout \begin_layout Itemize Syntax: none gui.subframe_update(boolean on) \end_layout \begin_layout Standard Request subframe updates (calling on_paint() on subframes) to happen (=true) or not happen (=false). \end_layout \begin_layout Subsection gui.screenshot: Write a screenshot \end_layout \begin_layout Itemize Syntax: none gui.screenshot(string filename) \end_layout \begin_layout Standard Write PNG screenshot of the current frame (no drawings) to specified file . \end_layout \begin_layout Subsection gui.screenshot_bitmap: Write a screenshot to bitmap \end_layout \begin_layout Itemize Syntax: DBITMAP gui.screenshot_bitmap() \end_layout \begin_layout Standard Write PNG screenshot of the current frame (no drawings) to dbitmap and return the result. \end_layout \begin_layout Subsection gui.color: Compose a color. \end_layout \begin_layout Itemize Syntax: number gui.color(number r, number g, number b[, number a]) \end_layout \begin_layout Itemize Syntax: number gui.color(string c) \end_layout \begin_layout Standard Returns color (in notation Lua scripts use) corresponding to color (,,) , each component in scale 0-255. If is specified, that is alpha (0 is fully transparent, 256(sic) is fully opaque). The default alpha is 256. \end_layout \begin_layout Standard The form taking a string returns color corresponding color name. \end_layout \begin_layout Subsection gui.status: Set status variable \end_layout \begin_layout Itemize Syntax: none gui.status(string name, string value) \end_layout \begin_layout Standard Set status field \begin_inset Quotes eld \end_inset L[] \begin_inset Quotes erd \end_inset to in status area. \end_layout \begin_layout Subsection gui.rainbow: Rainbow color calculation \end_layout \begin_layout Itemize Syntax: number gui.rainbow(number step, number steps[, number color]) \end_layout \begin_layout Standard Perform hue rotation of color (default bright red), by steps. The number of steps per full rotation is given by absolute value of . \end_layout \begin_layout Standard If is negative, the rotation will be counterclockwise. \end_layout \begin_layout Subsection gui.renderq_new: Create a render queue \end_layout \begin_layout Itemize Syntax: RENDERQUEUE gui.renderq_new(number width, number height) \end_layout \begin_layout Standard Create render queue with specified reported size and return it. \end_layout \begin_layout Subsection gui.renderq_clear/RENDERQUEUE:clear: Clear a render queue \end_layout \begin_layout Itemize Syntax: none gui.renderq_clear(RENDERQUEUE queue) \end_layout \begin_layout Itemize Syntax: none RENDERQUEUE:clear() \end_layout \begin_layout Standard Clear specified render queue. \end_layout \begin_layout Subsection gui.renderq_set/RENDERQUEUE:set: Change active render queue \end_layout \begin_layout Itemize Syntax: none gui.renderq_set(RENDERQUEUE queue) \end_layout \begin_layout Itemize Syntax: none RENDERQUEUE:set() \end_layout \begin_layout Standard Switch to specified render queue. Use nil as queue to switch to default queue. \end_layout \begin_layout Itemize Note: When switched to another queue, all drawing functions work and draw there, even outside on_video/on_paint. \end_layout \begin_layout Subsection gui.renderq_run/RENDERQUEUE:run: Run render queue \end_layout \begin_layout Itemize Syntax: none gui.renderq_run(RENDERQUEUE queue) \end_layout \begin_layout Itemize Syntax: none RENDERQUEUE:run() \end_layout \begin_layout Standard Run specified render queue, copying the objects to current render queue. \end_layout \begin_layout Itemize Warning: Don't try to run the current render queue. \end_layout \begin_layout Subsection RENDERQUEUE:render: Render a queue to DBITMAP \end_layout \begin_layout Itemize Syntax: DBITMAP RENDERQUEUE:render() \end_layout \begin_layout Standard Renders the specified render queue to a bitmap, the base bitmap size (modified by gaps) being the nominal screen size for render queue. \end_layout \begin_layout Subsection gui.loadfont: Load a font file \end_layout \begin_layout Itemize Syntax: CUSTOMFONT gui.loadfont([string filename]) \end_layout \begin_layout Standard Loads font from specified file (CUSTOMFONT object). If filename is not given, loads the system default font. \end_layout \begin_layout Subsection CUSTOMFONT(): Render text to screen \end_layout \begin_layout Itemize Syntax: none CUSTOMFONT(number x, number y, string text[, number fgc[, number bgc[, number hlc]]]) \end_layout \begin_layout Standard Draw string with custom font to screen. The parameters are the same as in gui.text, except is the halo color (default is no halo). \end_layout \begin_layout Subsection gui.adjust_transparency/DBITMAP:adjust_transparency/PALETTE:adjust_transparency: Adjust transparency of DBITMAP or PALETTE \end_layout \begin_layout Itemize Syntax: none gui.adjust_transparency(DBITMAP obj, number adj) \end_layout \begin_layout Itemize Syntax: none gui.adjust_transparency(PALETTE obj, number adj) \end_layout \begin_layout Itemize Syntax: none DBITMAP:adjust_transparency(number adj) \end_layout \begin_layout Itemize Syntax: none PALETTE:adjust_transparency(number adj) \end_layout \begin_layout Standard Multiply alpha channel of by /256. Useful for making \begin_inset Quotes eld \end_inset ghosts \begin_inset Quotes erd \end_inset out of solid bitmaps. \end_layout \begin_layout Subsection gui.kill_frame: Kill video frame and associated sound \end_layout \begin_layout Itemize Syntax: none gui.kill_frame() \end_layout \begin_layout Standard Kills the currently dumped video frame + the associated sound. Only valid in on_video callback. \end_layout \begin_layout Subsection gui.arrow: Draw an arrow \end_layout \begin_layout Itemize Syntax: none gui.arrow(number x, number y, number length, number hwidth, number direction[, bool fill[, number color[, number twidth[, number hthick]]]] ) \end_layout \begin_layout Standard Draws an arrow using color . The tip of arrow is at (, ). Other parameters: \end_layout \begin_layout Enumerate : The length of arrow tail. \end_layout \begin_layout Enumerate : The width of arrow head. Should be odd. \end_layout \begin_layout Enumerate : Direction of arrow. 0 is to right, +1 rotates 45 degrees counterclockwise. \end_layout \begin_layout Enumerate : If true, fill the arrow head. Default false. \end_layout \begin_layout Enumerate : Tail width. Should be odd. Default 1. \end_layout \begin_layout Enumerate : Head thickness (only used if is false). Default is . \end_layout \begin_layout Subsection gui.tilemap: Create a tilemap \end_layout \begin_layout Itemize Syntax: TILEMAP gui.tilemap(number w, number h, number bw, number bh) \end_layout \begin_layout Standard Create a new tilemap of size *, with each cell being *. \end_layout \begin_layout Subsection TILEMAP:getsize: Query tilemap size \end_layout \begin_layout Itemize Syntax: number, number TILEMAP:getsize() \end_layout \begin_layout Standard Return size of tilemap (width first). \end_layout \begin_layout Subsection TILEMAP:getcsize: Query tilemap cell size \end_layout \begin_layout Itemize Syntax: number, number TILEMAP:getcsize() \end_layout \begin_layout Standard Return size of tilemap cell (width first). \end_layout \begin_layout Subsection TILEMAP:get: Query tilemap cell \end_layout \begin_layout Itemize Syntax: none TILEMAP:get(number x, number y) \end_layout \begin_layout Itemize Syntax: dbitmap TILEMAP:get(number x, number y) \end_layout \begin_layout Itemize Syntax: bitmap,palette TILEMAP:get(number x, number y) \end_layout \begin_layout Standard Return contents of cell at ,. \end_layout \begin_layout Subsection TILEMAP:set: Set tilemap cell \end_layout \begin_layout Itemize Syntax: none TILEMAP:set(number x, number y) \end_layout \begin_layout Itemize Syntax: none TILEMAP:set(number x, number y, dbitmap b) \end_layout \begin_layout Itemize Syntax: none TILEMAP:set(number x, number y, bitmap b, palette p) \end_layout \begin_layout Standard Set contents of cell at ,. If no bitmap/dbitmap is given, cell is cleared. Otherwise specified (d)bitmap is used (with specified palette if bitmap). \end_layout \begin_layout Subsection TILEMAP:scroll: Scroll tilemap \end_layout \begin_layout Itemize Syntax: none TILEMAP:scroll(number ox, number oy) \end_layout \begin_layout Itemize Syntax: none TILEMAP:scroll(number ox, number oy, number x, number y, number w, number h) \end_layout \begin_layout Itemize Syntax: none TILEMAP:scroll(number ox, number oy, number x, number y, number w, number h, boolean circx, boolean circy) \end_layout \begin_layout Standard Scrolls the tilemap tiles by ,. If ,,, is specified, the scrolling is limited to * window starting at , (in tiles). \end_layout \begin_layout Standard If is true, the window is circular in horizontal direction. Similarly with and vertical direciton. \end_layout \begin_layout Subsection TILEMAP:draw: Draw tilemap \end_layout \begin_layout Itemize Syntax: none TILEMAP:draw(number x, number y) \end_layout \begin_layout Itemize Syntax: none TILEMAP:draw(number x, number y, number x0, number y0) \end_layout \begin_layout Itemize Syntax: none TILEMAP:draw(number x, number y, number x0, number y0, number w, number h) \end_layout \begin_layout Standard Draw tilemap at ,. If , is given, that is tilemap coordinate (in pixels) of upper left edge. If , is given, that is the size of window to draw (in pixels) \end_layout \begin_layout Subsection gui.bitmap_save_png/(D)BITMAP:save_png: Save a bitmap to PNG \end_layout \begin_layout Itemize Syntax: none gui.bitmap_save_png(string filename[, string base], BITMAP bmp, PALETTE pal) \end_layout \begin_layout Itemize Syntax: none gui.bitmap_save_png(string filename[, string base], DBITMAP bmp) \end_layout \begin_layout Itemize Syntax: string gui.bitmap_save_png(BITMAP bmp, PALETTE pal) \end_layout \begin_layout Itemize Syntax: string gui.bitmap_save_png(DBITMAP bmp) \end_layout \begin_layout Itemize Syntax: none BITMAP:save_png(string filename[, string base], PALETTE pal) \end_layout \begin_layout Itemize Syntax: none DBITMAP:save_png(string filename[, string base]) \end_layout \begin_layout Itemize Syntax: string BITMAP:save_png(PALETTE pal) \end_layout \begin_layout Itemize Syntax: string DBITMAP:save_png() \end_layout \begin_layout Standard Save specified bitmap (or current object), with palette (only if paletted) into PNG file (relative to ) or return BASE64 encoding as return value. \end_layout \begin_layout Subsection gui.bitmap_hash/(D)BITMAP:hash: Hash a bitmap \end_layout \begin_layout Itemize Syntax: string gui.bitmap_hash(BITMAP bmp) \end_layout \begin_layout Itemize Syntax: string gui.bitmap_hash(DBITMAP bmp) \end_layout \begin_layout Itemize Syntax: string BITMAP:hash() \end_layout \begin_layout Itemize Syntax: string DBITMAP:hash() \end_layout \begin_layout Standard Hashes bitmap (or current object) and returns 64-hex digit crypto-strong hash. Identical bitmaps result in indentical hashes (but color order in indexed bitmaps is significant). \end_layout \begin_layout Subsection gui.palette_hash/PALETTE:hash: Hash a palette \end_layout \begin_layout Itemize Syntax: string gui.palette_hash(PALETTE pal) \end_layout \begin_layout Itemize Syntax: string PALETTE:hash(PALETTE pal) \end_layout \begin_layout Standard Hashes palette (or current object) and retruns 64-hex digit crypto-strong hash. Identical palettes result in identical hashes (fully transparent colors at end of palette don't affect the hash). \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Section table input \end_layout \begin_layout Standard Input handling. Functions manipulating input are only available in on_input callback. \end_layout \begin_layout Subsection input.get: Read controller button/axis (deprecated) \end_layout \begin_layout Itemize Syntax: number input.get(number controller, number index) \end_layout \begin_layout Standard Read the specified index (zero-based) from specified controller (zero-based). \end_layout \begin_layout Subsection input.set: Write controller button/axis (deprecated) \end_layout \begin_layout Itemize Syntax: none input.set(number controller, number index, number value) \end_layout \begin_layout Standard Write the specified index (zero-based) from specified controller (zero-based), storing value . \end_layout \begin_layout Subsection input.get2: Read controller button/axis \end_layout \begin_layout Itemize Syntax: number input.get2(number port, number controller, number index) \end_layout \begin_layout Standard Read the specified input tuple. Port 0 is system port. \end_layout \begin_layout Subsection input.set2: Write controller button/axis \end_layout \begin_layout Itemize Syntax: input.set2(number port, number controller, number index, number value) \end_layout \begin_layout Standard Write the specified input tuple. Port 0 is system port. \end_layout \begin_layout Subsection input.lcid_to_pcid2: Look up logical controller \end_layout \begin_layout Itemize Syntax: (number, number) input.lcid_to_pcid2(number lcid) \end_layout \begin_layout Standard Look up physical pcid pair (port, controller) corresponding to specified logical controller (1-based). Returns nothing if controller does not exist. \end_layout \begin_layout Subsection input.port_type: Look up port type \end_layout \begin_layout Itemize Syntax: string input.port_type(number port) \end_layout \begin_layout Standard Return type of specified port. \end_layout \begin_layout Subsection input.controller_info: Get information about controller \end_layout \begin_layout Itemize Syntax: table input.controller_info(number port, number controller) \end_layout \begin_layout Standard Get controller info for specified controller. If controller does not exist, returns nil. Otherwise returns a table with following fields: \end_layout \begin_layout Itemize type (string): Type of the controller. \end_layout \begin_layout Itemize class (string): Class of the controller. \end_layout \begin_layout Itemize classnum (number): Number of the controller within its class (1-based) \end_layout \begin_layout Itemize lcid (number): Logical controller number of the controller. \end_layout \begin_layout Itemize button_count (number): Number of buttons on controller \end_layout \begin_layout Itemize buttons (array): Array of following info about each button: \end_layout \begin_deeper \begin_layout Itemize type (string): Type of button. Currently one of \begin_inset Quotes eld \end_inset null \begin_inset Quotes erd \end_inset , \begin_inset Quotes eld \end_inset button \begin_inset Quotes erd \end_inset , \begin_inset Quotes eld \end_inset axis \begin_inset Quotes erd \end_inset , \begin_inset Quotes eld \end_inset raxis \begin_inset Quotes erd \end_inset . \end_layout \begin_layout Itemize name (string): Name of button. \end_layout \begin_layout Itemize symbol (string): Symbol of button. Only present for type \begin_inset Quotes eld \end_inset button \begin_inset Quotes erd \end_inset . \end_layout \begin_layout Itemize hidden (boolean): True if hidden button. \end_layout \end_deeper \begin_layout Subsection input.veto_button: Veto a button press \end_layout \begin_layout Itemize Syntax: none input.veto_button() \end_layout \begin_layout Standard Signals that the button event should be vetoed. Only valid in on_button callback. \end_layout \begin_layout Subsection input.geta: Get all buttons for controller (deprecated) \end_layout \begin_layout Itemize Syntax: (number, number...) input.geta(number controller) \end_layout \begin_layout Standard Get input state for entiere controller. Returns n return values. \end_layout \begin_layout Itemize 1st return value: Bitmask: bit i is set if i:th index is nonzero \end_layout \begin_layout Itemize 2nd- return value: value of i:th index. \end_layout \begin_layout Subsection input.seta: Set all buttons for controller (deprecated) \end_layout \begin_layout Itemize Syntax: none input.seta(number controller, number bitmask, number args...) \end_layout \begin_layout Standard Set state for entiere controller. args is up to N values for indices (overriding values in bitmask if specified). \end_layout \begin_layout Subsection input.controllertype: Get controller type (deprecated) \end_layout \begin_layout Itemize syntax: string input.controllertype(number controller) \end_layout \begin_layout Standard Get the type of controller as string. \end_layout \begin_layout Subsection input.reset: Execute (delayed) reset \end_layout \begin_layout Itemize Syntax: none input.reset([number cycles]) \end_layout \begin_layout Standard Execute reset. If is greater than zero, do delayed reset. 0 (or no value) causes immediate reset. \end_layout \begin_layout Itemize Note: Only available with subframe flag false. \end_layout \begin_layout Subsection input.raw: Return raw input data \end_layout \begin_layout Itemize Syntax: table input.raw() \end_layout \begin_layout Standard Returns table of tables of all available keys and axes. The first table is indexed by key name (platform-dependent!), and the inner table has the following fields: \end_layout \begin_layout Itemize value: Last reported value for control \end_layout \begin_deeper \begin_layout Itemize For keys: 1 for pressed, 0 for released. \end_layout \begin_layout Itemize For axes: -32767...32767. \end_layout \begin_layout Itemize For presure-sensitive buttons: 0...32767. \end_layout \begin_layout Itemize For hats: Bitmask: 1=>Up, 2=>Right, 4=>Down, 8=>Left. \end_layout \begin_layout Itemize For mouse: Coordinates relative to game area. \end_layout \end_deeper \begin_layout Itemize ktype: Type of key (disabled, key, mouse, axis, hat, pressure). \end_layout \begin_layout Subsection input.keyhook: Hook a key \end_layout \begin_layout Itemize Syntax: none input.keyhook(string key, boolean state) \end_layout \begin_layout Standard Requests that keyhook events to be sent for key (=true) or not sent (=false). \end_layout \begin_layout Subsection input.joyget: Get controls for controller \end_layout \begin_layout Itemize Syntax: table input.joyget(number logical) \end_layout \begin_layout Standard Returns table for current controls for specified logical controller . The names of fields vary by controller type. \end_layout \begin_layout Itemize The buttons have the same name as those are referred to in other contexts in the emulator \end_layout \begin_layout Itemize The analog axes are usually \begin_inset Quotes eld \end_inset xaxis \begin_inset Quotes erd \end_inset and \begin_inset Quotes eld \end_inset yaxis \begin_inset Quotes erd \end_inset . \end_layout \begin_layout Itemize Each field is numeric or boolean depending on axis/button. \end_layout \begin_layout Subsection input.joyset: Set controls for controller \end_layout \begin_layout Itemize Syntax: none input.joyset(number controller, table controls) \end_layout \begin_layout Standard Set the the state of specified controller to values specified in specified table. \end_layout \begin_layout Itemize Each field can be boolean or number. \end_layout \begin_layout Itemize Also, buttons allow strings, which cause value to be inverted. \end_layout \begin_layout Subsection input.lcid_to_pcid: Look up logical controller (deprecated) \end_layout \begin_layout Itemize Syntax: (number, number, number) input.lcid_to_pcid(number lcid) \end_layout \begin_layout Standard Returns the legacy pcid for controller (or false if there isn't one), followed by pcid pair. Returns nothing if controller does not exist. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Section Table keyboard \end_layout \begin_layout Standard Various keybinding-related functions \end_layout \begin_layout Subsection keyboard.bind: Bind a key \end_layout \begin_layout Itemize Syntax: none keyboard.bind(string mod, string mask, string key, string cmd) \end_layout \begin_layout Standard Bind specified key with specified modifers to specified command. \end_layout \begin_layout Subsection keyboard.unbind: Unbind a key \end_layout \begin_layout Itemize Syntax: none keyboard.unbind(string mod, string mask, string key) \end_layout \begin_layout Standard Unbind specified key with specified modifers. \end_layout \begin_layout Subsection keyboard.alias: Set alias expansion \end_layout \begin_layout Itemize Syntax: none keyboard.alias(string alias, string expansion) \end_layout \begin_layout Standard Set expansion of given command. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Section Table subtitle \end_layout \begin_layout Standard Subtitle handling \end_layout \begin_layout Subsection subtitle.byindex: Look up start and length of subtitle by index \end_layout \begin_layout Itemize Syntax: (number, number) subtitle.byindex(number i) \end_layout \begin_layout Standard Read the frame and length of ith subtitle. Returns nothing if not present. \end_layout \begin_layout Subsection subtitle.set: Write a subtitle \end_layout \begin_layout Itemize Syntax: none subtitle.set(number f, number l, string txt) \end_layout \begin_layout Standard Set the text of subtitle. \end_layout \begin_layout Subsection subtitle.get: Read a subtitle \end_layout \begin_layout Itemize Syntax: string subtitle.get(number f, number l) \end_layout \begin_layout Standard Get the text of subtitle. \end_layout \begin_layout Subsection subtitle.delete: Delete a subtitle \end_layout \begin_layout Itemize Syntax: nonesubtitle.delete(number f, number l) \end_layout \begin_layout Standard Delete specified subtitle. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Section Table hostmemory \end_layout \begin_layout Standard Host memory handling (extra memory saved to savestates). Host memory starts empty. \end_layout \begin_layout Itemize Reads out of range return false. \end_layout \begin_layout Itemize Writes out of range extend the memory. \end_layout \begin_layout Subsection hostmemory.read: Read byte from host memory \end_layout \begin_layout Itemize Syntax: number hostmemory.read(number address) \end_layout \begin_layout Standard Reads byte from hostmemory slot address
. \end_layout \begin_layout Subsection hostmemory.write: Write byte to host memory \end_layout \begin_layout Itemize Syntax: none hostmemory.write(number address, number value) \end_layout \begin_layout Standard Writes hostmemory slot with value 0-255. \end_layout \begin_layout Subsection hostmemory.read{,s}{byte,{,h,d,q}word}: Read from host memory \end_layout \begin_layout Itemize Syntax: number hostmemory.readbyte(number address) \end_layout \begin_layout Itemize Syntax: number hostmemory.readsbyte(number address) \end_layout \begin_layout Itemize Syntax: number hostmemory.readword(number address) \end_layout \begin_layout Itemize Syntax: number hostmemory.readsword(number address) \end_layout \begin_layout Itemize Syntax: number hostmemory.readhword(number address) \end_layout \begin_layout Itemize Syntax: number hostmemory.readshword(number address) \end_layout \begin_layout Itemize Syntax: number hostmemory.readdword(number address) \end_layout \begin_layout Itemize Syntax: number hostmemory.readsdword(number address) \end_layout \begin_layout Itemize Syntax: number hostmemory.readqword(number address) \end_layout \begin_layout Itemize Syntax: number hostmemory.readsqword(number address) \end_layout \begin_layout Standard Read elements (big-endian) from given address
. \end_layout \begin_layout Itemize byte is 1 element \end_layout \begin_layout Itemize word is 2 elements \end_layout \begin_layout Itemize hword is 3 elements \end_layout \begin_layout Itemize dword is 4 elements \end_layout \begin_layout Itemize qword is 8 elements. \end_layout \begin_layout Itemize The 's' variants do signed read. \end_layout \begin_layout Subsection hostmemory.read{float,double}: Read from host memory \end_layout \begin_layout Itemize syntax: number hostmemory.readfloat(number address) \end_layout \begin_layout Itemize Syntax: number hostmemory.readdouble(number address) \end_layout \begin_layout Standard Read elements (big-endian) floating-pont from given address
. \end_layout \begin_layout Subsection hostmemory.write{,s}{byte,{,h,d,q}word}: Write to host memory \end_layout \begin_layout Itemize Syntax: number hostmemory.writebyte(number address, number value) \end_layout \begin_layout Itemize Syntax: number hostmemory.writesbyte(number address, number value) \end_layout \begin_layout Itemize Syntax: number hostmemory.writeword(number address, number value) \end_layout \begin_layout Itemize Syntax: number hostmemory.writesword(number address, number value) \end_layout \begin_layout Itemize Syntax: number hostmemory.writehword(number address, number value) \end_layout \begin_layout Itemize Syntax: number hostmemory.writeshword(number address, number value) \end_layout \begin_layout Itemize Syntax: number hostmemory.writedword(number address, number value) \end_layout \begin_layout Itemize Syntax: number hostmemory.writesdword(number address, number value) \end_layout \begin_layout Itemize Syntax: number hostmemory.writeqword(number address, number value) \end_layout \begin_layout Itemize Syntax: number hostmemory.writesqword(number address, number value) \end_layout \begin_layout Standard Write value to elements (little-endian) starting from given address
. \end_layout \begin_layout Itemize byte is 1 element \end_layout \begin_layout Itemize word is 2 elements \end_layout \begin_layout Itemize hword is 3 elements \end_layout \begin_layout Itemize dword is 4 elements \end_layout \begin_layout Itemize qword is 8 elements. \end_layout \begin_layout Itemize The 's' variants do signed write. \end_layout \begin_layout Subsection hostmemory.write{float,double}: Write to host memory \end_layout \begin_layout Itemize syntax: none hostmemory.readfloat(number address, number value) \end_layout \begin_layout Itemize Syntax: none hostmemory.readdouble(number address, number value) \end_layout \begin_layout Standard Write elements (big-endian) floating-pont to given address
, storing . \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Section Table movie \end_layout \begin_layout Standard Movie handling \end_layout \begin_layout Subsection movie.currentframe: Get current frame number \end_layout \begin_layout Itemize Syntax: number movie.currentframe() \end_layout \begin_layout Standard Return number of current frame. \end_layout \begin_layout Subsection movie.framecount: Get move frame count \end_layout \begin_layout Itemize Syntax: number movie.framecount() \end_layout \begin_layout Standard Return number of frames in movie. \end_layout \begin_layout Subsection movie.readonly: Is in readonly mode? \end_layout \begin_layout Itemize Syntax: boolean movie.readonly() \end_layout \begin_layout Standard Return true if in readonly mode, false if in readwrite. \end_layout \begin_layout Subsection movie.rerecords: Movie rerecord count \end_layout \begin_layout Itemize Syntax: number movie.rerecords() \end_layout \begin_layout Standard Returns the current value of rerecord count. \end_layout \begin_layout Subsection movie.set_readwrite: Set read-write mode. \end_layout \begin_layout Itemize Syntax: none movie.set_readwrite() \end_layout \begin_layout Standard Set readwrite mode (does not cause on_readwrite callback). \end_layout \begin_layout Subsection movie.frame_subframes: Count subframes in frame \end_layout \begin_layout Itemize Syntax: number movie.frame_subframes(number frame) \end_layout \begin_layout Standard Count number of subframes in specified frame (frame numbers are 1-based) and return that. \end_layout \begin_layout Subsection movie.read_subframes: Read subframe data (deprecated) \end_layout \begin_layout Itemize Syntax: table movie.read_subframes(number frame, number subframe) \end_layout \begin_layout Standard Read specifed subframe in specified frame and return data as array. \end_layout \begin_layout Subsection movie.read_rtc: Read current RTC time \end_layout \begin_layout Itemize Syntax: (number, number) movie.read_rtc() \end_layout \begin_layout Standard Returns the current value of the RTC as a pair (second, subsecond). \end_layout \begin_layout Subsection movie.unsafe_rewind: Fast movie rewind to saved state \end_layout \begin_layout Itemize Syntax: none movie.unsafe_rewind([UNSAFEREWIND state]) \end_layout \begin_layout Standard Start setting point for unsafe rewind or jump to point of unsafe rewind. \end_layout \begin_layout Itemize If called without argument, causes emulator to start process of setting unsafe rewind point. When this has finished, callback on_set_rewind occurs, passing the rewind state to lua script. \end_layout \begin_layout Itemize If called with argument, causes emulator rewind to passed rewind point as soon as possible. Readwrite mode is implicitly activated. \end_layout \begin_layout Standard The following warnings apply to unsafe rewinding: \end_layout \begin_layout Itemize There are no safety checks against misuse (that's what \begin_inset Quotes eld \end_inset unsafe \begin_inset Quotes erd \end_inset comes from)! \end_layout \begin_layout Itemize Only call rewind from timeline rewind point was set from. \end_layout \begin_layout Itemize Only call rewind from after the rewind point was set. \end_layout \begin_layout Subsection movie.to_rewind: Load savestate as rewind point \end_layout \begin_layout Itemize Syntax: UNSAFEREWIND movie.to_rewind(string filename) \end_layout \begin_layout Standard Load specified savestate file as rewind point and return UNSAFEREWIND corresponding to it. \end_layout \begin_layout Itemize Note: This operation does not take emulated time. \end_layout \begin_layout Subsection movie.copy_movie/INPUTMOVIE::copy_movie: Copy movie to movie object \end_layout \begin_layout Itemize Syntax: INPUTMOVIE movie.copy_movie([INPUTMOVIE movie]) \end_layout \begin_layout Itemize Syntax: INPUTMOVIE INPUTMOVIE::copy_movie() \end_layout \begin_layout Standard Copies specified movie /current object (if none or nil, the active movie) as new movie object. \end_layout \begin_layout Subsection movie.get_frame/INPUTMOVIE::get_frame: Read specified frame in movie. \end_layout \begin_layout Itemize Syntax: INPUTFRAME movie.get_frame([INPUTMOVIE movie,] number frame) \end_layout \begin_layout Itemize Syntax: INPUTFRAME INPUTMOVIE::get_frame(number frame); \end_layout \begin_layout Standard Get INPUTFRAME object corresponding to specified frame in specified movie. \end_layout \begin_layout Subsection movie.set_frame/INPUTMOVIE::set_frame: Write speicifed frame in movie. \end_layout \begin_layout Itemize Syntax: none movie.set_frame([INPUTMOVIE movie,] number frame, INPUTFRAME data) \end_layout \begin_layout Itemize Syntax: none INPUTMOVIE::set_frame(number frame, INPUTFRAME data) \end_layout \begin_layout Standard Set data in specified frame. \end_layout \begin_layout Itemize Note: Past can't be edited in active movie. \end_layout \begin_layout Subsection movie.get_size/INPUTMOVIE::get_size: Get size of movie \end_layout \begin_layout Itemize Syntax: integer movie.get_size([INPUTMOVIE movie]) \end_layout \begin_layout Itemize Syntax: integer INPUTMOVIE::get_size() \end_layout \begin_layout Standard Return number of subframes in specified movie. \end_layout \begin_layout Subsection movie.count_frames/INPUTMOVIE::count_frames: Count frames in movie \end_layout \begin_layout Itemize Syntax: number movie.count_frames([INPUTMOVIE movie]) \end_layout \begin_layout Itemize Syntax: number INPUTMOVIE::count_frames() \end_layout \begin_layout Standard Return number of frames in movie. \end_layout \begin_layout Subsection movie.find_frame/INPUTMOVIE::find_frame: Find subframe corresponding to frame \end_layout \begin_layout Itemize Syntax: number movie.find_frame([INPUTMOVIE movie], number frame) \end_layout \begin_layout Itemize Syntax: number INPUTMOVIE::find_frame(number frame) \end_layout \begin_layout Standard Returns starting subframe of given frame (frame numbers are 1-based). Returns -1 if frame number is bad. \end_layout \begin_layout Subsection movie.blank_frame/INPUTMOVIE::blank_frame: Return a blank frame \end_layout \begin_layout Itemize Syntax: INPUTFRAME movie.blank_frame([INPUTMOVIE movie]) \end_layout \begin_layout Itemize Syntax: INPUTFRAME INPUTMOVIE::blank_frame() \end_layout \begin_layout Standard Return blank INPUTFRAME with frame type from specified movie. \end_layout \begin_layout Subsection movie.append_frames/INPUTMOVIE::append_frames: Append blank frames \end_layout \begin_layout Itemize Syntax: none movie.append_frames([INPUTMOVIE movie,] number frames) \end_layout \begin_layout Itemize Syntax: none INPUTMOVIE::append_frames(number frames) \end_layout \begin_layout Standard Append specified number of frames. \end_layout \begin_layout Subsection movie.append_frame/INPUTMOVIE::append_frame: Append a frame \end_layout \begin_layout Itemize Syntax: none movie.append_frame([INPUTMOVIE movie,] INPUTFRAME frame) \end_layout \begin_layout Itemize Syntax: none INPUTMOVIE::append_frame(INPUTFRAME frame) \end_layout \begin_layout Standard Append specified frame . Past of current movie can't be edited. \end_layout \begin_layout Subsection movie.truncate/INPUTMOVIE::truncate: Truncate a movie. \end_layout \begin_layout Itemize Syntax: none movie.truncate([INPUTMOVIE movie,] number frames) \end_layout \begin_layout Itemize Syntax: none INPUTMOVIE::truncate(number frames) \end_layout \begin_layout Standard Truncate the specified movie to specified number of frames. \end_layout \begin_layout Subsection movie.edit/INPUTMOVIE::edit: Edit a movie \end_layout \begin_layout Itemize Syntax: none movie.edit([INPUTMOVIE movie,] number frame, number port, number controller, number control, number/bool value) \end_layout \begin_layout Itemize Syntax: none INPUTMOVIE::edit(number frame, number port, number controller, number control, number/bool value) \end_layout \begin_layout Standard Change specified control in specified frame in specified movie. Past can't be edited in active movie. \end_layout \begin_layout Subsection movie.copy_frames2: Copy frames between movies \end_layout \begin_layout Itemize Syntax: none movie.copy_frames2([INPUTMOVIE dstmov,] number dst, [INPUTMOVIE srcmov,] number src, number count) \end_layout \begin_layout Standard Copy specified number of frames between two movies. The copy proceeeds in forward direction. \end_layout \begin_layout Subsection movie.copy_frames/INPUTMOVIE::copy_frames: Copy frames in movie \end_layout \begin_layout Itemize Syntax: none movie.copy_frames([INPUTMOVIE mov,] number dst, number src, number count, bool backwards) \end_layout \begin_layout Itemize Syntax: none INPUTMOVIE::copy_frames(number dst, number src, number count, bool backwards) \end_layout \begin_layout Standard Copy specified number of frames from one point in movie to another. If backwards is true, the copy will be done backwards. \end_layout \begin_layout Subsection movie.serialize/INPUTMOVIE::serialize: Serialize movie \end_layout \begin_layout Itemize Syntax: none movie.serialize([INPUTMOVIE movie,] string filename, bool binary) \end_layout \begin_layout Itemize Syntax: none INPUTMOIVE::serialize(string filename, bool binary) \end_layout \begin_layout Standard Serialize given movie into file. If binary is true, binary format (more compact and much faster) is used. \end_layout \begin_layout Subsection movie.unserialize: Unserialize movie \end_layout \begin_layout Itemize Syntax: INPUTMOVIE movie.unserialize(INPUTFRAME template, string filename, bool binary) \end_layout \begin_layout Standard Unserialize movie from file. The given frame is used as template to decide the frame type. If binary is true, binary format is decoded (much faster). \end_layout \begin_layout Subsection movie.current_first_subframe: Return first subframe in current frame \end_layout \begin_layout Itemize Syntax: number movie.current_first_subframe() \end_layout \begin_layout Standard Returns first subframe in current frame. \end_layout \begin_layout Subsection movie.pollcounter: Return poll counter for speified control \end_layout \begin_layout Itemize Syntax: number movie.pollcounter(number port, number controller, number control) \end_layout \begin_layout Standard Returns number of times the specified control has been polled this frame. \end_layout \begin_layout Subsection INPUTFRAME::get_button: Get button \end_layout \begin_layout Itemize Syntax: boolean INPUTFRAME::get_button(number port, number controller, number control) \end_layout \begin_layout Standard Returns state of given button as boolean. \end_layout \begin_layout Subsection INPUTFRAME::get_axis: Get axis \end_layout \begin_layout Itemize Syntax: number INPUTFRAME::get_axis(number port, number controller, number control) \end_layout \begin_layout Standard Returns state of given axis as number. \end_layout \begin_layout Subsection INPUTFRAME::set_button/INPUTFRAME::set_axis: Set button or axis \end_layout \begin_layout Itemize Syntax: none INPUTFRAME::set_button(number port, number controller, number control, number/bool value) \end_layout \begin_layout Itemize Syntax: none INPUTFRAME::set_axis(number port, number controller, number control) \end_layout \begin_layout Standard Set the given button/axis to given value. \end_layout \begin_layout Subsection INPUTFRAME::serialize: Serialize a frame \end_layout \begin_layout Itemize Syntax: string INPUTFRAME::serialize() \end_layout \begin_layout Standard Return string representation of frame. \end_layout \begin_layout Subsection INPUTFRAME::unserialize: Unserialize a frame \end_layout \begin_layout Itemize Syntax: none INPUTFRAME::unserialize(string data) \end_layout \begin_layout Standard Set current frame from given data. \end_layout \begin_layout Subsection INPUTFRAME::get_stride: Get movie stride \end_layout \begin_layout Itemize Syntax: number INPUTFRAME::get_stride() \end_layout \begin_layout Standard Return number of bytes needed to store the input frame. Mainly useful for some debugging. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Section Table settings \end_layout \begin_layout Standard Routines for settings manipulation \end_layout \begin_layout Subsection settings.get: Get value of setting \end_layout \begin_layout Itemize Syntax: string settings.get(string name) \end_layout \begin_layout Standard Get value of setting . If setting value can't be obtained, returns (nil, error message). \end_layout \begin_layout Subsection settings.set: Set value of setting \end_layout \begin_layout Itemize Syntax: none settings.set(string name, string value) \end_layout \begin_layout Standard Set value of setting . If setting can't be set, returns (nil, error message). \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Section Table memory \end_layout \begin_layout Standard Contains various functions for managing memory \end_layout \begin_layout Subsection memory.vma_count: Count number of VMAs. \end_layout \begin_layout Itemize Syntax: number memory.vma_count() \end_layout \begin_layout Standard Returns the number of VMAs \end_layout \begin_layout Subsection memory.read_vma: Lookup VMA info by index \end_layout \begin_layout Itemize Syntax: string memory.read_vma(number index) \end_layout \begin_layout Standard Reads the specified VMA (indices start from zero). Trying to read invalid VMA gives nil. The read VMA is table with the following fields: \end_layout \begin_layout Itemize region_name (string): The readable name of the VMA \end_layout \begin_layout Itemize baseaddr (number): Base address of the VMA \end_layout \begin_layout Itemize lastaddr (number): Last address in the VMA. \end_layout \begin_layout Itemize size (number): The size of VMA in bytes. \end_layout \begin_layout Itemize readonly (boolean): True of the VMA corresponds to ROM. \end_layout \begin_layout Itemize iospace (boolean): True if the VMA is I/O space. \end_layout \begin_layout Itemize native_endian (boolean): True if the VMA has native endian as opposed to little endian. \end_layout \begin_layout Subsection memory.find_vma: Find VMA info by address \end_layout \begin_layout Itemize Syntax: table memory.find_vma(number address) \end_layout \begin_layout Standard Finds the VMA containing specified address. Returns table in the same format as read_vma or nil if not found. \end_layout \begin_layout Subsection memory.read{,s}{byte,{,h,d,q}word}: Read memory \end_layout \begin_layout Itemize Syntax: none memory.readbyte([string vma, ]number address) \end_layout \begin_layout Itemize Syntax: none memory.readword([string vma, ]number address) \end_layout \begin_layout Itemize Syntax: none memory.readhword([string vma, ]number address) \end_layout \begin_layout Itemize Syntax: none memory.readdword([string vma, ]number address) \end_layout \begin_layout Itemize Syntax: none memory.readqword([string vma, ]number address) \end_layout \begin_layout Itemize Syntax: none memory.readsbyte([string vma, ]number address) \end_layout \begin_layout Itemize Syntax: none memory.readsword([string vma, ]number address) \end_layout \begin_layout Itemize Syntax: none memory.readshword([string vma, ]number address) \end_layout \begin_layout Itemize Syntax: none memory.readsdword([string vma, ]number address) \end_layout \begin_layout Itemize Syntax: none memory.readsqword([string vma, ]number address) \end_layout \begin_layout Standard Reads the specified address
(if 's' variant is used, do undergo 2's complement). \end_layout \begin_layout Subsection memory.{,s}read_sg: Scatter/Gather read memory \end_layout \begin_layout Itemize Syntax: none memory.read_sg(string/boolean/number...) \end_layout \begin_layout Itemize Syntax: none memory.sread_sg(string/boolean/number...) \end_layout \begin_layout Standard Perform (2s complement signed if using memory.sread_sg) scatter/gather read of memory. Each argument can be string, boolean or number: \end_layout \begin_layout Itemize String: Set VMA addresses are relative to (e.g. 'WRAM'). \end_layout \begin_layout Itemize boolean: If true, increment relative address by 1, if false, decrement by 1. The new address is read as next higher byte. \end_layout \begin_layout Itemize integer: Set the relative address to specified value and read the address as next higher byte. \end_layout \begin_layout Subsection memory.write_sg: Scatter/Gather write memory \end_layout \begin_layout Itemize Syntax: none memory.write_sg(number value, string/boolean/number...) \end_layout \begin_layout Standard Perform scatter/gather write of value on memory. Each argument can be string, boolean or number: \end_layout \begin_layout Itemize String: Set VMA addresses are relative to (e.g. 'WRAM'). \end_layout \begin_layout Itemize boolean: If true, increment relative address by 1, if false, decrement by 1. The new address is read as next higher byte. \end_layout \begin_layout Itemize integer: Set the relative address to specified value and read the address as next higher byte. \end_layout \begin_layout Subsection memory.read{float,double}: Read memory \end_layout \begin_layout Itemize Syntax: none memory.readfloat([string vma, ]number address) \end_layout \begin_layout Itemize Syntax: none memory.readdouble([string vma, ]number address) \end_layout \begin_layout Standard Reads the specified address
\end_layout \begin_layout Subsection memory.write{byte,{,h,d,q}word,float,double}: Write memory \end_layout \begin_layout Itemize Syntax: none memory.writebyte([string vma, ]number address, number value) \end_layout \begin_layout Itemize Syntax: none memory.writeword([string vma, ]number address, number value) \end_layout \begin_layout Itemize Syntax: none memory.writehword([string vma, ]number address, number value) \end_layout \begin_layout Itemize Syntax: none memory.writedword([string vma, ]number address, number value) \end_layout \begin_layout Itemize Syntax: none memory.writeqword([string vma, ]number address, number value) \end_layout \begin_layout Itemize Syntax: none memory.writefloat([string vma, ]number address, number value) \end_layout \begin_layout Itemize Syntax: none memory.writedouble([string vma, ]number address, number value) \end_layout \begin_layout Standard Writes the specified value (negative integer values undergo 2's complement) to specified address
. \end_layout \begin_layout Subsection memory.map{{,s}{byte,{,h,d,q}word},float,double}: Map an array \end_layout \begin_layout Itemize Syntax: userdata memory.map([[string vma, ]number base, number size]) \end_layout \begin_layout Standard Returns a table mapping specified memory aperture for read/write. If parameters are omitted, entiere map space is the aperture. \end_layout \begin_layout Itemize Type may be one of: byte, sbyte, word, sword, hword, shword, dword, sdword, qword, sqword, float or double. \end_layout \begin_layout Subsection memory.hash_region: Hash region of memory \end_layout \begin_layout Itemize Syntax: string memory.hash_region([string vma, ]number base, number size) \end_layout \begin_layout Standard Hash specified number of bytes starting from specified address and return the SHA-256. \end_layout \begin_layout Subsection memory.hash_state: Hash system state \end_layout \begin_layout Itemize Syntax: string memory.hash_state() \end_layout \begin_layout Standard Hash the current system state. Mainly useful for debugging savestates. \end_layout \begin_layout Subsection memory.readregion: Read region of memory \end_layout \begin_layout Itemize Syntax: table memory.readregion([string vma, ]number base, number size) \end_layout \begin_layout Standard Read a region of memory. \end_layout \begin_layout Itemize Warning: If the region crosses VMA boundary, the results are undefined. \end_layout \begin_layout Subsection memory.writeregion: Write region of memory \end_layout \begin_layout Itemize Syntax: none memory.writeregion([string vma, ]number base, number size, table data) \end_layout \begin_layout Standard Write a region of memory. \end_layout \begin_layout Itemize Warning: If the region crosses VMA boundary, the results are undefined. \end_layout \begin_layout Subsection memory.map_structure: Create mmap structure \end_layout \begin_layout Itemize syntax: MMAP_STRUCT memory.map_structure() \end_layout \begin_layout Standard Returns a new mapping structure (MMAP_STRUCT) \end_layout \begin_layout Subsection MMAP_STRUCT(): Bind key in mmap structure \end_layout \begin_layout Itemize Syntax: none MMAP_STRUCT(string key, [string vma, ]number address, string type) \end_layout \begin_layout Standard Bind key in mmap structure to specified address
with specified type . \end_layout \begin_layout Itemize Type may be one of: byte, sbyte, word, sword, hword, shword, dword, sdword, qword, sqword, float or double. \end_layout \begin_layout Subsection memory.read_expr: Evaluate memory watch expression \end_layout \begin_layout Itemize Syntax: string memory.read_expr(string expr) \end_layout \begin_layout Standard Evaluate specified watch expression and return result \end_layout \begin_layout Subsection memory.action: Run core action \end_layout \begin_layout Itemize memory.action(string action, []) \end_layout \begin_layout Standard Run core action. The different models expect parameters as: \end_layout \begin_layout Itemize string: String \end_layout \begin_layout Itemize numeric: numeric \end_layout \begin_layout Itemize enumeration: String \end_layout \begin_layout Itemize boolean: String \end_layout \begin_layout Itemize toggle: None. \end_layout \begin_layout Subsection memory.get_lag_flag: Get lag flag \end_layout \begin_layout Itemize Syntax: boolean memory.get_lag_flag() \end_layout \begin_layout Standard Get the value of core lag flag. True if this frame has been lag so far, false if poll has been detected. \end_layout \begin_layout Subsection memory.set_lag_flag: Set lag flag \end_layout \begin_layout Itemize Syntax: none memory.set_lag_flag(boolean flag) \end_layout \begin_layout Standard Set the value of core lag flag. This flag automatically gets cleared if poll is detected, but can be forcibly set or cleared if game so requires. \end_layout \begin_layout Itemize Should only be used in on_frame_emulated callback. \end_layout \begin_layout Itemize Setting or clearing this affects the emulator lag counter. \end_layout \begin_layout Subsection memory.{,un}register{read,write,exec}: (Un)Register read / write / execute callback \end_layout \begin_layout Itemize Syntax: function memory.registerread([string vma, ] number addr, function fn); \end_layout \begin_layout Itemize Syntax: function memory.registerwrite([string vma, ] number addr, function fn); \end_layout \begin_layout Itemize Syntax: function memory.registerexec([string vma, ] number addr, function fn); \end_layout \begin_layout Itemize Syntax: none memory.unregisterread([string vma, ] number addr, function fn); \end_layout \begin_layout Itemize Syntax: none memory.unregisterwrite([string vma, ] number addr, function fn); \end_layout \begin_layout Itemize Syntax: none memory.unregisterexec([string vma, ] number addr, function fn); \end_layout \begin_layout Standard Add or remove callback on memory read, write or execute (depending on the function). If is specified, is relative to it, otherwise is global. is the callback. The register* functions return (which can then be passed to unregister* functions. \end_layout \begin_layout Itemize Not all cores support this, and it may be unsupported for some VMAs. \end_layout \begin_layout Itemize The functions are passed two parameters: Address and value. \end_layout \begin_layout Subsection memory.{,un}registertrace: Set/Clear trace hook \end_layout \begin_layout Itemize Syntax: function memory.registertrace(number processor, function fn); \end_layout \begin_layout Itemize Syntax: none memory.unregistertrace(number processor, function fn); \end_layout \begin_layout Standard Add or remove trace callback. is system-dependent processor number (0 is usually main CPU). The function arguments work like in other (un)register* functions. \end_layout \begin_layout Itemize The functions are passed two parameters: Trace CPU and Trace event string. \end_layout \begin_layout Subsection memory.cheat: Set cheat \end_layout \begin_layout Itemize Syntax: none memory.cheat([string vma, ] number addr, number value); \end_layout \begin_layout Itemize Syntax: none memory.cheat([string vma, ] number addr); \end_layout \begin_layout Standard Set or clear cheat (value ) on address . If is specified, is relative to that. If is not speicified, clear a cheat. \end_layout \begin_layout Itemize Not all cores support this, and it may be unsupported for some VMAs. \end_layout \begin_layout Subsection memory.setxmask: Set global execute hook mask \end_layout \begin_layout Itemize Syntax: none memory.setxmask(number mask) \end_layout \begin_layout Standard Set the global execute hook mask to . The meaning of each bit is system-dependent, but bit 0 should be the main CPU. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Section Table memory2 \end_layout \begin_layout Standard Contains newer memory functions. \end_layout \begin_layout Subsection memory2(): Get all VMA names. \end_layout \begin_layout Itemize Syntax: table memory2() \end_layout \begin_layout Standard Returns array of all valid VMA names. \end_layout \begin_layout Subsection memory2.:info: Get VMA info \end_layout \begin_layout Itemize Syntax: table memory2.:info() \end_layout \begin_layout Standard Return table describing given VMA. Includes fields address, size, last, readonly, special and endian. \end_layout \begin_layout Subsection memory2.:: Read/Write memory \end_layout \begin_layout Itemize Syntax: none memory2.:(number offset, number value) \end_layout \begin_layout Itemize Syntax: number memory2.:(number offset) \end_layout \begin_layout Standard Read/Write value from/to given VMA at given offset (must be in-range). The value written is . is of form: [i][s], where: \end_layout \begin_layout Itemize is one of 'byte', 'word', 'hword', 'dword', 'qword', 'float', 'double'. \end_layout \begin_layout Itemize 'i' signifies that the value is treated as opposite-to-normal endianess, \end_layout \begin_layout Itemize 's' signifies that value is treated as signed (not available for floating-point). \end_layout \begin_layout Subsection memory2.:read: Scatter-gather value read \end_layout \begin_layout Itemize Syntax: number memory2.:read(number addr...) \end_layout \begin_layout Standard Read value from given VMA at byte offsets ..., given in order of increasing significance. Value of true and false are special. True increments address by 1, and false decrements address by 1. \end_layout \begin_layout Subsection memory2.:sread: Signed scatter-gather value read \end_layout \begin_layout Itemize Syntax: number memory2.:sread(number addr...) \end_layout \begin_layout Standard Like memory2.:read, but reads signed values. \end_layout \begin_layout Subsection memory2.:write: Scatter-gather value write \end_layout \begin_layout Itemize Syntax: number memory2.:write(number val, number addr...) \end_layout \begin_layout Standard Write value to given VMA at byte offsets ..., given in order of increasing significance. Value of true and false are special. True increments address by 1, and false decrements address by 1. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Section Table random \end_layout \begin_layout Standard Contains random number generation methods. These functions do not return reproducable results. \end_layout \begin_layout Subsection random.boolean: Random boolean \end_layout \begin_layout Itemize Syntax: boolean random.boolean() \end_layout \begin_layout Standard Returns true or false at random (50-50 chance). \end_layout \begin_layout Subsection random.integer: Random integer \end_layout \begin_layout Itemize Syntax: number random.integer(number highplusone) \end_layout \begin_layout Itemize Syntax: number random.integer(number low, number high) \end_layout \begin_layout Standard With one argument, return random integer [0,) (upper end exclusive). With two arguments, return random integer [,] (both ends inclusive). \end_layout \begin_layout Standard The returned numbers are from uniform distribution. \end_layout \begin_layout Subsection random.float: Random float \end_layout \begin_layout Itemize Syntax: number random.float() \end_layout \begin_layout Standard Returns random decimal number [0,1). \end_layout \begin_layout Subsection random.among: Random parameter \end_layout \begin_layout Itemize Syntax: value random.among(value values...) \end_layout \begin_layout Standard Returns random parameter value, picked at uniform. Multiple equivalent values are returned with higher chance. \end_layout \begin_layout Subsection random.amongtable: Random from table \end_layout \begin_layout Itemize Syntax: value random.amongtable(table tab) \end_layout \begin_layout Standard Returns random value from table . As in random.among, no equality testing is done. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Section Table zip \end_layout \begin_layout Subsection zip.create: Create a new zipfile \end_layout \begin_layout Itemize Syntax: ZIPWRITER zip.create(string filename[, number compression]) \end_layout \begin_layout Standard Creates a new zipfile , with specified compression level (default 9). \end_layout \begin_layout Subsection zip.enumerate: Enumerate members in zipfile \end_layout \begin_layout Itemize Syntax: Table zip.enumerate(string filename[, boolean invert]) \end_layout \begin_layout Standard Returns table of files in zip archive . If is true, instead of returning array of names, returns table with keys being member names and values being true. \end_layout \begin_layout Subsection ZIPWRITER:commit: Finish creating ZIP file. \end_layout \begin_layout Itemize Syntax: none ZIPWRITER:commit() \end_layout \begin_layout Standard Closes the ZIP archive. Nothing more can be written. \end_layout \begin_layout Subsection ZIPWRITER:rollback: Delete the ZIP file being creted \end_layout \begin_layout Itemize Syntax: none ZIPWRITER:rollback() \end_layout \begin_layout Standard Deletes the newly written ZIP archive. Nothing more can be written. \end_layout \begin_layout Subsection ZIPWRITER:create_file: Start writing a new member \end_layout \begin_layout Itemize Syntax: none ZIPWRITER:create_file(string filename) \end_layout \begin_layout Standard Starts writing a new member in ZIP file. If member is open, it is closed. \end_layout \begin_layout Subsection ZIPWRITER:close_file: Close member \end_layout \begin_layout Itemize Syntax: none ZIPWRITER:close_file() \end_layout \begin_layout Standard Closes member in ZIP file. \end_layout \begin_layout Subsection ZIPWRITER:write: Write data \end_layout \begin_layout Itemize Syntax none ZIPWRITER:write(string data) \end_layout \begin_layout Standard Writes data into ZIP file (binary mode). \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Section Table callback \end_layout \begin_layout Standard Various callback-related functions. \end_layout \begin_layout Subsection \begin_inset CommandInset label LatexCommand label name "sub:callback.register:-Register-a" \end_inset callback.register: Register a callback \end_layout \begin_layout Itemize Syntax: function callback.register(string cbname, function cbfun); \end_layout \begin_layout Standard Instruct function to be added to list of callbacks to call on event (See section \begin_inset CommandInset ref LatexCommand ref reference "sec:Callbacks" \end_inset ). The callback name does not have the 'on_' prefix (e.g. \begin_inset Quotes eld \end_inset paint \begin_inset Quotes erd \end_inset ). Returns . \end_layout \begin_layout Subsection \begin_inset CommandInset label LatexCommand label name "sub:callback.unregister:-Unregister-" \end_inset callback.unregister: Unregister a callback \end_layout \begin_layout Itemize Syntax: function callback.unregister(string cbname, function cbfun); \end_layout \begin_layout Standard Instruct function to be removed from list of callbacks to call on event . \end_layout \begin_layout Subsection callback.:register: Register callback \end_layout \begin_layout Itemize Syntax: function callback.:register(function cbfun) \end_layout \begin_layout Standard Synonym for callback.register (section \begin_inset CommandInset ref LatexCommand ref reference "sub:callback.register:-Register-a" \end_inset ), albeit with callback name specified differently. \end_layout \begin_layout Subsection callback.:unregister: Register callback \end_layout \begin_layout Itemize Syntax: function callback.:unregister(function cbfun) \end_layout \begin_layout Standard Synonym for callback.unregister (section \begin_inset CommandInset ref LatexCommand ref reference "sub:callback.unregister:-Unregister-" \end_inset ), albeit with callback name specified differently. \end_layout \begin_layout Section table bsnes \end_layout \begin_layout Standard Various bsnes-specific functions. \end_layout \begin_layout Subsection bsnes.dump_sprite: Dump a sprite \end_layout \begin_layout Itemize Syntax: BITMAP bsnes.dump_sprite([string vma, ] number addr, number width, number height[, number stride]) \end_layout \begin_layout Standard Dumps given sprite (in native format) from memory. VMA is usually \begin_inset Quotes eld \end_inset VRAM \begin_inset Quotes erd \end_inset . and are given in 8x8 blocks. overrides row stride (default 512). \end_layout \begin_layout Subsection bsnes.dump_palette: Dump a palette \end_layout \begin_layout Itemize Syntax: PALETTE bsnes.dump_palette([string vma, ] number addr, bool full256, bool first_trans) \end_layout \begin_layout Standard Dumps a palette from memory. VMA is usually \begin_inset Quotes eld \end_inset CGRAM \begin_inset Quotes erd \end_inset . If is true, 256 colors are dumped (otherwise 16). If is true, first color is forced transparent. \end_layout \begin_layout Section Table _SYSTEM \end_layout \begin_layout Standard Contains copy of global variables from time of Lua initialization. Non-writeable. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Section \begin_inset CommandInset label LatexCommand label name "sec:Callbacks" \end_inset Callbacks \end_layout \begin_layout Standard Various callbacks to Lua that can occur. \end_layout \begin_layout Subsection on_paint: Screen is being painted \end_layout \begin_layout Itemize Callback: on_paint(bool not_synth) \end_layout \begin_layout Standard Called when screen is being painted. Any gui.* calls requiring graphic context draw on the screen. \end_layout \begin_layout Itemize not_synth is true if this hook is being called in response to received frame, false otherwise. \end_layout \begin_layout Subsection on_video: Dumped video frame is being painted \end_layout \begin_layout Itemize Callback: on_video() \end_layout \begin_layout Standard Called when video dump frame is being painted. Any gui.* calls requiring graphic context draw on the video. \end_layout \begin_layout Subsection on_frame_emulated: Frame emulation complete \end_layout \begin_layout Itemize Callback: on_frame_emulated() \end_layout \begin_layout Standard Called when emulating frame has completed and on_paint()/on_video() calls are about to be issued. \end_layout \begin_layout Subsection on_frame: Frame emulation starting. \end_layout \begin_layout Itemize Callback: on_frame() \end_layout \begin_layout Standard Called on each starting whole frame. \end_layout \begin_layout Subsection on_startup: Emulator startup complete \end_layout \begin_layout Itemize Callback: on_startup() \end_layout \begin_layout Standard Called when the emulator is starting (lsnes.rc and --run files has been run). \end_layout \begin_layout Subsection on_rewind: Movie rewound to beginning \end_layout \begin_layout Itemize Callback: on_rewind() \end_layout \begin_layout Standard Called when rewind movie to beginning has completed. \end_layout \begin_layout Subsection on_pre_load: Load operation is about to start \end_layout \begin_layout Itemize Callback: on_pre_load(string name) \end_layout \begin_layout Standard Called just before savestate/movie load occurs (note: loads are always delayed, so this occurs even when load was initiated by lua). \end_layout \begin_layout Subsection on_err_Load: Load failed \end_layout \begin_layout Itemize Callback: on_err_load(string name) \end_layout \begin_layout Standard Called if loadstate goes wrong. \end_layout \begin_layout Subsection on_post_load: Load completed \end_layout \begin_layout Itemize Callback: on_post_load(string name, boolean was_savestate) \end_layout \begin_layout Standard Called on successful loadstate. was_savestate gives if this was a savestate or a movie. \end_layout \begin_layout Subsection on_pre_save: Save operation is about to start \end_layout \begin_layout Itemize Callback: on_pre_save(string name, boolean is_savestate) \end_layout \begin_layout Standard Called just before savestate save occurs (note: movie saves are synchronous and won't trigger these callbacks if called from Lua). \end_layout \begin_layout Subsection on_err_save: Save failed \end_layout \begin_layout Itemize Callback: on_err_save(string name) \end_layout \begin_layout Standard Called if savestate goes wrong. \end_layout \begin_layout Subsection on_post_save: Save completed \end_layout \begin_layout Itemize Callback: on_post_save(string name, boolean is_savestate) \end_layout \begin_layout Standard Called on successful savaestate. is_savestate gives if this was a savestate or a movie. \end_layout \begin_layout Subsection on_quit: Emulator is shutting down \end_layout \begin_layout Itemize Callback: on_quit() \end_layout \begin_layout Standard Called when emulator is shutting down. \end_layout \begin_layout Subsection on_input: Polling for input \end_layout \begin_layout Standard Called when emulator is just sending input to bsnes core. Warning: This is called even in readonly mode, but the results are ignored. \end_layout \begin_layout Subsection on_reset: System has been reset \end_layout \begin_layout Itemize Callback: on_reset() \end_layout \begin_layout Standard Called when system is reset. \end_layout \begin_layout Subsection on_readwrite: Entered readwrite mode \end_layout \begin_layout Itemize Callback: on_readwrite() \end_layout \begin_layout Standard Called when moving into readwrite mode as result of \begin_inset Quotes eld \end_inset set-rwmode \begin_inset Quotes erd \end_inset command (note: moving to rwmode by Lua won't trigger this, as per recursive entry protection). \end_layout \begin_layout Subsection on_snoop/on_snoop2: Snoop core controller reads \end_layout \begin_layout Itemize Callback: on_snoop(number port, number controller, number index, number value) \end_layout \begin_layout Itemize Callback: on_snoop2(number port, number controller, number index, number value) \end_layout \begin_layout Standard Called each time bsnes asks for input. The value is the final value to be sent to bsnes core (readonly mode, autohold and autofire have been taken into account). Might be useful when translating movies to format suitable for console verification. Note: There is no way to modify the value to be sent. \end_layout \begin_layout Itemize On_snoop2 is called instead of on_snoop if defined. Reserves port 0 for system, having first user port be port 1. \end_layout \begin_layout Subsection on_keyhook: Hooked key/axis has been moved \end_layout \begin_layout Itemize Callback: on_keyhook(string keyname, table state) \end_layout \begin_layout Standard Sent when key that has keyhook events requested changes state. Keyname is name of the key (group) and state is the state (same kind as table values in input.raw). \end_layout \begin_layout Subsection on_idle: Idle event \end_layout \begin_layout Itemize Callback: on_idle() \end_layout \begin_layout Standard Called when requested by set_idle_timeout(), the timeout has expired and emulator is waiting. \end_layout \begin_layout Subsection on_timer: Timer event \end_layout \begin_layout Itemize Callback: on_timer() \end_layout \begin_layout Standard Called when requested by set_idle_timeout() and the timeout has expired (regardless if emulator is waiting). \end_layout \begin_layout Subsection on_set_rewind: Rewind point has been set \end_layout \begin_layout Itemize Callback: on_set_rewind(UNSAFEREWIND r) \end_layout \begin_layout Standard Called when unsafe rewind object has been constructed. \end_layout \begin_layout Subsection on_pre_rewind: Rewind is about to occur \end_layout \begin_layout Itemize Callback: on_pre_rewind() \end_layout \begin_layout Standard Called just before unsafe rewind is about to occur. \end_layout \begin_layout Subsection on_post_rewind: Rewind has occured \end_layout \begin_layout Itemize Callback: on_post_rewind() \end_layout \begin_layout Standard Called just after unsafe rewind has occured. \end_layout \begin_layout Subsection on_button: Button has been pressed \end_layout \begin_layout Itemize Callback: on_button(number port, number controller, number index, string type) \end_layout \begin_layout Standard Called on controller button press, with following parameters: \end_layout \begin_layout Itemize port: Port number (0 is system) \end_layout \begin_layout Itemize controller: Controller within port \end_layout \begin_layout Itemize index: Index of button. \end_layout \begin_layout Itemize type: Type of event, one of: \end_layout \begin_deeper \begin_layout Itemize \begin_inset Quotes eld \end_inset pressed \begin_inset Quotes erd \end_inset : Button was pressed. \end_layout \begin_layout Itemize \begin_inset Quotes eld \end_inset released \begin_inset Quotes erd \end_inset : Button was released. \end_layout \begin_layout Itemize \begin_inset Quotes eld \end_inset hold \begin_inset Quotes erd \end_inset : Held. \end_layout \begin_layout Itemize \begin_inset Quotes eld \end_inset unhold \begin_inset Quotes erd \end_inset : Released from hold. \end_layout \begin_layout Itemize \begin_inset Quotes eld \end_inset type \begin_inset Quotes erd \end_inset : Typing input on button. \end_layout \begin_layout Itemize \begin_inset Quotes eld \end_inset untype \begin_inset Quotes erd \end_inset : Typing input undone. \end_layout \begin_layout Itemize \begin_inset Quotes eld \end_inset autofire \begin_inset Quotes erd \end_inset : Autofire with specifie duty and cycle. \end_layout \begin_layout Itemize \begin_inset Quotes eld \end_inset autofire \begin_inset Quotes erd \end_inset : Stop autofire. \end_layout \begin_layout Itemize \begin_inset Quotes eld \end_inset analog \begin_inset Quotes erd \end_inset : Analog action on axis. \end_layout \end_deeper \begin_layout Subsection on_movie_lost: Movie data is about to be lost \end_layout \begin_layout Itemize Callback: on_movie_lost(STRING kind) \end_layout \begin_layout Standard Called just before something would happen that could lose movie data. Kind can be: \end_layout \begin_layout Itemize readwrite: Switching to readwrite mode. \end_layout \begin_layout Itemize reload: ROM is being reloaded in readwrite mode. \end_layout \begin_layout Itemize load: New movie is being loaded. \end_layout \begin_layout Itemize unsaferewind: Unsafe rewind is happening. \end_layout \begin_layout Subsection on_latch: Latch line is rising \end_layout \begin_layout Itemize Callback: on_latch() \end_layout \begin_layout Standard Called when latch line for controller is rising. Some cores may not support this. \end_layout \begin_layout Section System-dependent behaviour \end_layout \begin_layout Subsection bsnes core \end_layout \begin_layout Itemize Registers are: pbpc, pb, pc, r0, r1, r2, r3, r4, r5, a, x, y, z, s, d, db, p, e, irq, wai, mdr, vector, aa, rd, sp, dp, p_n, p_v, p_m, p_x, p_d, p_i, p_z, p_c, ppu_display_disabled, ppu_oam_priority, ppu_bg_tilesize[0], ppu_bg_ti lesize[1], ppu_bg_tilesize[2], ppu_bg_tilesize[3], ppu_bg3_priority, ppu_mosaic_ enabled[0], ppu_mosaic_enabled[1], ppu_mosaic_enabled[2], ppu_mosaic_enabled[3], ppu_vram_incmode, ppu_mode7_vflip, ppu_mode7_hflip, ppu_window1_enabled[0], ppu_window1_enabled[1], ppu_window1_enabled[2], ppu_window1_enabled[3], ppu_window1_enabled[4], ppu_window1_enabled[5], ppu_window1_invert[0], ppu_window1_invert[1], ppu_window1_invert[2], ppu_window1_invert[3], ppu_window 1_invert[4], ppu_window1_invert[5], ppu_window2_enabled[0], ppu_window2_enabled[ 1], ppu_window2_enabled[2], ppu_window2_enabled[3], ppu_window2_enabled[4], ppu_window2_enabled[5], ppu_window2_invert[0], ppu_window2_invert[1], ppu_windo w2_invert[2], ppu_window2_invert[3], ppu_window2_invert[4], ppu_window2_invert[5 ], ppu_bg_enabled[0], ppu_bg_enabled[1], ppu_bg_enabled[2], ppu_bg_enabled[3], ppu_bg_enabled[4], ppu_bgsub_enabled[0], ppu_bgsub_enabled[1], ppu_bgsub_enable d[2], ppu_bgsub_enabled[3], ppu_bgsub_enabled[4], ppu_window_enabled[0], ppu_window_enabled[1], ppu_window_enabled[2], ppu_window_enabled[3], ppu_window _enabled[4], ppu_sub_window_enabled[0], ppu_sub_window_enabled[1], ppu_sub_windo w_enabled[2], ppu_sub_window_enabled[3], ppu_sub_window_enabled[4], ppu_addsub_m ode, ppu_direct_color, ppu_color_mode, ppu_color_halve, ppu_color_enabled[0], ppu_color_enabled[1], ppu_color_enabled[2], ppu_color_enabled[3], ppu_color_ena bled[4], ppu_color_enabled[5], ppu_mode7_extbg, ppu_pseudo_hires, ppu_overscan, ppu_oam_interlace, ppu_interlace, ppu_latch_hcounter, ppu_latch_vcounter, ppu_counters_latched, ppu_time_over, ppu_range_over, ppu_ppu1_mdr, ppu_ppu2_mdr , ppu_bg_y[0], ppu_bg_y[1], ppu_bg_y[2], ppu_bg_y[3], ppu_ioamaddr, ppu_icgramad dr, ppu_display_brightness, ppu_oam_basesize, ppu_oam_nameselect, ppu_oam_tdaddr , ppu_oam_baseaddr, ppu_oam_addr, ppu_oam_firstsprite, ppu_oam_latchdata, ppu_bg_mode, ppu_mosaic_size, ppu_mosaic_countdown, ppu_bg_scaddr[0], ppu_bg_sc addr[1], ppu_bg_scaddr[2], ppu_bg_scaddr[3], ppu_bg_scsize[0], ppu_bg_scsize[1], ppu_bg_scsize[2], ppu_bg_scsize[3], ppu_bg_tdaddr[0], ppu_bg_tdaddr[1], ppu_bg_tdaddr[2], ppu_bg_tdaddr[3], ppu_bg_ofslatch, ppu_m7_hofs, ppu_m7_vofs, ppu_bg_hofs[0], ppu_bg_hofs[1], ppu_bg_hofs[2], ppu_bg_hofs[3], ppu_bg_vofs[0], ppu_bg_vofs[1], ppu_bg_vofs[2], ppu_bg_vofs[3], ppu_vram_mapping, ppu_vram_incs ize, ppu_vram_addr, ppu_mode7_repeat, ppu_m7_latch, ppu_m7a, ppu_m7b, ppu_m7c, ppu_m7d, ppu_m7x, ppu_m7y, ppu_cgram_addr, ppu_cgram_latchdata, ppu_window1_lef t, ppu_window1_right, ppu_window2_left, ppu_window2_right, ppu_window_mask[0], ppu_window_mask[1], ppu_window_mask[2], ppu_window_mask[3], ppu_window_mask[4], ppu_window_mask[5], ppu_color_mask, ppu_colorsub_mask, ppu_color_r, ppu_color_g , ppu_color_b, ppu_color_rgb, ppu_scanlines, ppu_hcounter, ppu_vcounter, ppu_vram_readbuffer, ppu_oam_itemcount, ppu_oam_tilecount, \end_layout \begin_layout Itemize on_latch has no parameters \end_layout \begin_layout Itemize CPU 0 is S-CPU, 1 is S-SMP. \end_layout \begin_layout Itemize Cheats are supported for ROM, SRAM, WRAM, BSXFLASH, SLOT{A,B}_{RAM,ROM}. \end_layout \begin_layout Itemize Read/Write/Execute hooks are supported for ROM, SRAM, WRAM, BSXFLASH, SLOT{A,B}_ {RAM,ROM}. \end_layout \begin_layout Subsection gambatte core \end_layout \begin_layout Itemize Registers are: wrambank, cyclecounter, pc, sp, hf1, hf2, zf, cf, a, b, c, d, e, f, h, l \end_layout \begin_layout Itemize on_latch is not supported \end_layout \begin_layout Itemize CPU 0 is main CPU. \end_layout \begin_layout Itemize Cheats are supported for ROM, SRAM and WRAM. \end_layout \begin_layout Itemize Read/Write/Execute hooks are supported for ROM (read/execute only), SRAM and WRAM. \end_layout \end_body \end_document