#LyX 2.1 created this file. For more info see http://www.lyx.org/ \lyxformat 474 \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_math auto \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_package amsmath 1 \use_package amssymb 1 \use_package cancel 1 \use_package esint 1 \use_package mathdots 1 \use_package mathtools 1 \use_package mhchem 1 \use_package stackrel 1 \use_package stmaryrd 1 \use_package undertilde 1 \cite_engine basic \cite_engine_type default \biblio_style plain \use_bibtopic false \use_indices false \paperorientation portrait \suppress_date false \justification true \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 Conventions \end_layout \begin_layout Subsection Coordinates: \end_layout \begin_layout Itemize Coordinates increase to right and down. \end_layout \begin_layout Itemize The origin is at top left of game area or buffer. \end_layout \begin_layout Subsection Drawing and contexts \end_layout \begin_layout Itemize Methods that draw something (unless stated otherwise) require a valid rendering context. This context can come in three ways: \end_layout \begin_deeper \begin_layout Enumerate The default rendering context of paint callback (the screen). \end_layout \begin_layout Enumerate The default rendering context of video callback (the video). \end_layout \begin_layout Enumerate Explicitly set rendering context (RENDERCTX:set). \end_layout \end_deeper \begin_layout Itemize The rendering context is always reset when callback ends. \end_layout \begin_layout Subsection Colors \end_layout \begin_layout Standard (Direct) colors can be specified either as numbers or strings. \end_layout \begin_layout Itemize -1 is fully transparent. \end_layout \begin_layout Itemize Non-negative numbers less than \begin_inset Formula $2^{32}$ \end_inset are partially opaque colors ( \begin_inset Formula $a*2^{24}+r*2^{16}+g*2^{8}+b$ \end_inset ) \end_layout \begin_deeper \begin_layout Itemize \begin_inset Formula $a$ \end_inset is transparency \begin_inset Formula $0-255$ \end_inset , \begin_inset Formula $0$ \end_inset is fully opaque, \begin_inset Formula $256$ \end_inset would be fully transparent. \end_layout \begin_deeper \begin_layout Itemize Thus, numbers in range \begin_inset Formula $0-16777215$ \end_inset stand for fully opaque colors. \end_layout \end_deeper \begin_layout Itemize \begin_inset Formula $r$ \end_inset , \begin_inset Formula $g$ \end_inset and \begin_inset Formula $b$ \end_inset are intensities of base colors on scale \begin_inset Formula $0-255$ \end_inset . \end_layout \end_deeper \begin_layout Itemize Color can also be specified by name as string: The following color names are known: aliceblue antiquewhite antiquewhite1 antiquewhite2 antiquewhite3 antiquewhite4 aqua aquamarine aquamarine1 aquamarine2 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 chartreuse4 chocolate chocolate1 chocolate2 chocolate3 chocolate4 coral coral1 coral2 coral3 coral4 cornflowerbl ue cornsilk cornsilk1 cornsilk2 cornsilk3 cornsilk4 crimson cyan cyan1 cyan2 cyan3 cyan4 darkblue darkcyan darkgoldenrod darkgoldenrod1 darkgoldenrod2 darkgoldenrod3 darkgoldenrod4 darkgray darkgreen darkgrey darkkhaki darkmagenta darkolivegreen darkolivegreen1 darkolivegreen2 darkolivegreen3 darkolivegreen4 darkorange darkorange1 darkorange2 darkorange3 darkorange4 darkorchid darkorchi d1 darkorchid2 darkorchid3 darkorchid4 darkred darksalmon darkseagreen darkseagr een1 darkseagreen2 darkseagreen3 darkseagreen4 darkslateblue 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 HSL base color names: hsl-. \end_layout \begin_deeper \begin_layout Itemize Hue can be one of: r (red), ry (red-yellow), o (orange, same as red-yellow), y (yellow), yg (yellow-green), g (green), gc (green-cyan), c (cyan), cb (cyan-blue), b (blue), bm (blue-magenta), m (magenta), mr (magenta-red). \end_layout \begin_layout Itemize Saturation is 0-8, where 0 is greyscale and 8 is fully saturated. \end_layout \begin_layout Itemize Lightness is 0-8, where 0 is black and 8 is white. \end_layout \end_deeper \begin_layout Itemize The color names can have a modifier after space (multiple modifiers are allowed, separated by spaces): opaque10, opaque20, opaque25, opaque30, opaque40, opaque50, opaque60, opaque70, opaque75, opaque80, opaque90, opaque, hue{+,-}{1-23}, {saturation,lightness}{+,-}{1-16}. \end_layout \begin_deeper \begin_layout Itemize opaqueness is measured as percentage. \end_layout \begin_layout Itemize Hue adjustments are on 24-step scale. \end_layout \begin_layout Itemize Saturation and lightness adjustments are on 16-step scale. \end_layout \end_deeper \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 Classes \end_layout \begin_layout Subsection MMAP_STRUCT: Quasi-table mapping emulated memory \end_layout \begin_layout Standard Objects act like tables, but the values reflect emulated memory. \end_layout \begin_layout Subsubsection static function new: Create a new instance \end_layout \begin_layout Itemize Syntax: mmap memory.mmap.new() \end_layout \begin_layout Itemize Syntax: mmap classes.MMAP_STRUCT.new() \end_layout \begin_layout Standard Return value: \end_layout \begin_layout Itemize mmap: MMAP_STRUCT: The created mmap structure. \end_layout \begin_layout Standard Create a new object (with no mappings) and return it. \end_layout \begin_layout Subsubsection operator(): Bind key in mmap structure \end_layout \begin_layout Itemize Syntax: obj(key, {marea, address|addrobj}, type) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize obj: MMAP_STRUCT: The structure to manipulate. \end_layout \begin_layout Itemize key: String: The name of the key in array to map. \end_layout \begin_layout Itemize marea: String: The memory area the mapped address is in (default: global memory space). \end_layout \begin_layout Itemize address: Number: The offset of memory addreess, relative to specified memory area or global memory space. \end_layout \begin_layout Itemize addrobj: ADDRESS: The memory address. \end_layout \begin_layout Itemize type: String: The type of data to map. \end_layout \begin_deeper \begin_layout Itemize One of: byte, sbyte, word, sword, hword, shword, dword, sdword, qword, sqword, float or double. \end_layout \end_deeper \begin_layout Standard Bind key in mmap structure to address
(relative to ). The memory address is treated as type . \end_layout \begin_layout Itemize Example: foomap( \begin_inset Quotes eld \end_inset bar \begin_inset Quotes erd \end_inset , \begin_inset Quotes eld \end_inset WRAM \begin_inset Quotes erd \end_inset , 0x2A, \begin_inset Quotes eld \end_inset sword \begin_inset Quotes erd \end_inset ) \end_layout \begin_layout Standard This binds signed word at address WRAM+0x2A into key \begin_inset Quotes eld \end_inset bar \begin_inset Quotes erd \end_inset . \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Subsection ZIPWRITER: Write .zip files \end_layout \begin_layout Standard This class does writing of .zip files. \end_layout \begin_layout Subsubsection Static function new: Create a new zipfile \end_layout \begin_layout Itemize Syntax: zip zip.writer.new(filename, [compression]) \end_layout \begin_layout Itemize Deprecated: zip zip.create(filename, [compression]) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize filename: string: The name of the file to write. \end_layout \begin_layout Itemize compression: number: Compression level (0-9). Default is 9. \end_layout \begin_layout Standard Return value: \end_layout \begin_layout Itemize zip: ZIPWRITER: The newly created ZIP writer. \end_layout \begin_layout Standard Create a new ZIPWRITER object and return it. \end_layout \begin_layout Subsubsection Method commit: Finish creating ZIP file. \end_layout \begin_layout Itemize Syntax: zipfile:commit() \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize zipfile: ZIPFILE: The ZIP file object. \end_layout \begin_layout Standard Finish writing the ZIP file and actually create it on disk. \end_layout \begin_layout Itemize If a member is currently open, it is implicitly closed. \end_layout \begin_layout Itemize Invoking this on already committed or rolled back zipfile causes an error. \end_layout \begin_layout Subsubsection Method rollback: Cancel writing the ZIP file. \end_layout \begin_layout Itemize Syntax: zipfile:rollback() \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize zipfile: ZIPFILE: The ZIP file object. \end_layout \begin_layout Standard Cancel writing the whole ZIP file. The file on disk will not be modified. \end_layout \begin_layout Itemize If a member is currently open, it is implicitly closed. \end_layout \begin_layout Itemize Invoking this on already committed or rolled back zipfile causes an error. \end_layout \begin_layout Subsubsection Method create_file: Start writing a new member \end_layout \begin_layout Itemize Syntax: zipfile:create_file(filename) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize zipfile: ZIPFILE: The ZIP file object. \end_layout \begin_layout Itemize string filename: Name of the new member to create \end_layout \begin_layout Standard Start writing a new member in ZIP file. \end_layout \begin_layout Itemize If a member is currently open, it is implicitly closed. \end_layout \begin_layout Itemize Invoking this on already committed or rolled back zipfile causes an error. \end_layout \begin_layout Subsubsection Method close_file: Close member \end_layout \begin_layout Itemize Syntax: zipfile:close_file() \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize zipfile: ZIPFILE: The ZIP file object. \end_layout \begin_layout Standard Close the currently open member in zipfile. \end_layout \begin_layout Itemize Invoking this on already committed or rolled back zipfile causes an error. \end_layout \begin_layout Itemize Invoking this without an open member causes an error. \end_layout \begin_layout Subsubsection Method write: Write data \end_layout \begin_layout Itemize Syntax: zipfile:write(data) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize zipfile: ZIPFILE: The ZIP file object. \end_layout \begin_layout Itemize data: string: The data to write. \end_layout \begin_layout Standard Write in binary mode (as-is) to currently open member. \end_layout \begin_layout Itemize Invoking this without a member being open causes an error. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Subsection TILEMAP: Tiled collection of bitmaps. \end_layout \begin_layout Standard A tilemap is tiled table, each cell holding a bitmap (indexed or direct). \end_layout \begin_layout Subsubsection Static function new: Create a tilemap \end_layout \begin_layout Itemize Syntax: tilemap gui.tiled_bitmap.new(w, h, bw, bh); \end_layout \begin_layout Itemize Syntax: tilemap classes.TILEMAP.new(w, h, bw, bh); \end_layout \begin_layout Itemize Deprecated: tilemap gui.tilemap(w, h, bw, bh); \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize w: number: Width of the tilemap in tiles \end_layout \begin_layout Itemize h: number: Height of the tilemap in tiles \end_layout \begin_layout Itemize bw: number: Width of each tile in pixels. \end_layout \begin_layout Itemize bh: number: Height of each tile in pixels. \end_layout \begin_layout Standard Return value: \end_layout \begin_layout Itemize tilemap: TILEMAP: the newly created tilemap \end_layout \begin_layout Standard Create a new tilemap of * tiles, each of * pixels and return it. \end_layout \begin_layout Subsubsection TILEMAP:getsize: Query tilemap size \end_layout \begin_layout Itemize Syntax: width, height tmap:getsize() \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize tmap: TILEMAP: The tilemap to query. \end_layout \begin_layout Standard Return value: \end_layout \begin_layout Itemize width: number : The width of the tilemap in tiles. \end_layout \begin_layout Itemize height: number: The height of the tilemap in tiles. \end_layout \begin_layout Standard Get size of tilemap in tiles. \end_layout \begin_layout Subsubsection TILEMAP:getcsize: Query tilemap cell size \end_layout \begin_layout Itemize Syntax: width, height tmap:getcsize() \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize tmap: TILEMAP: The tilemap to query. \end_layout \begin_layout Standard Return value: \end_layout \begin_layout Itemize width: number: The width of tilemap tile in pixels. \end_layout \begin_layout Itemize height: number: The height of tilemap tile in pixels. \end_layout \begin_layout Standard Get size of each tilemap tile in pixels. \end_layout \begin_layout Subsubsection TILEMAP:get: Query tilemap tile \end_layout \begin_layout Itemize Syntax: bitmap, palette tmap:get(x, y) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize tmap: TILEMAP: The tilemap to query. \end_layout \begin_layout Itemize x: number: The x-coordinate of tile to query. \end_layout \begin_layout Itemize y: number: The y-coordinate of tile to query. \end_layout \begin_layout Standard Return value: \end_layout \begin_layout Itemize bitmap: The associated bitmap (BITMAP or DBITMAP), or nil if none. \end_layout \begin_layout Itemize palette: The palette (PALETTE) associated with indexed-color bitmap, if any. Otherwise nil. \end_layout \begin_layout Standard Return the contents of tile at ,. \end_layout \begin_layout Subsubsection TILEMAP:set: Set tilemap cell \end_layout \begin_layout Itemize Syntax: tmap:set(x, y) \end_layout \begin_layout Itemize Syntax: tmap:set(x, y, bitmap) \end_layout \begin_layout Itemize Syntax: tmap:set(x, y, bitmap, palette) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize tmap: TILEMAP: The tilemap to manipulate. \end_layout \begin_layout Itemize number x: The x-coordinate of tile to set. \end_layout \begin_layout Itemize number y: The y-coordinate of tile to set. \end_layout \begin_layout Itemize bitmap: BITMAP/DBITMAP: The bitmap to set to tile. \end_layout \begin_layout Itemize palette: PALETTE: The associated palette for bitmap. \end_layout \begin_layout Standard Set the contents of tile ,. If no is given, clears the tile. Otherwise sets the tile to contain bitmap with associated palette . \end_layout \begin_layout Itemize Specifying index bitmap without palette causes an error. \end_layout \begin_layout Subsubsection TILEMAP:scroll: Scroll tilemap \end_layout \begin_layout Itemize Syntax: tmap:scroll(ox, oy); \end_layout \begin_layout Itemize Syntax: tmap:scroll(ox, oy, x, y, w, h); \end_layout \begin_layout Itemize Syntax: tmap:scroll(ox, oy, x, y, w, h, circ_x, circ_y); \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize tmap: TILEMAP: The tilemap to manipulate. \end_layout \begin_layout Itemize ox: number: The number of tiles to scroll horizontally (positive is to right). \end_layout \begin_layout Itemize oy: number: The number of tiles to scroll vertically (positive is to down). \end_layout \begin_layout Itemize x: number: The left edge of scroll window. \end_layout \begin_layout Itemize y: number: The top edge of scroll window. \end_layout \begin_layout Itemize w: number: The width of scroll window. \end_layout \begin_layout Itemize h: number: The height of scroll window. \end_layout \begin_layout Itemize circ_x: boolean: If true, treat the window as circular in horizontal direction. \end_layout \begin_layout Itemize circ_y: boolean: If true, treat the window as circular in vertical direction. \end_layout \begin_layout Standard Scroll the specified tilemap by ,. If a window ,,, is specified, only that part is scrolled. and control if scroll is circular or not. \end_layout \begin_layout Itemize Specifying out-of-range window causes an error. \end_layout \begin_layout Subsubsection TILEMAP:draw: Draw tilemap \end_layout \begin_layout Itemize Name: tmap:draw(x, y) \end_layout \begin_layout Itemize Name: tmap:draw(x, y, x0, y0, w, h) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize tmap: TILEMAP: The tilemap to draw. \end_layout \begin_layout Itemize x: The x coordinate on screen to draw to. \end_layout \begin_layout Itemize y: The y coordinate on screen to draw to. \end_layout \begin_layout Itemize x0: number: The x coordinate on tilemap (in pixels) to start drawing from. \end_layout \begin_layout Itemize y0: number: The y coordinate on tilemap (in pixels) to start drawing from. \end_layout \begin_layout Itemize w: number: The width to draw (in pixels). \end_layout \begin_layout Itemize h: number: The height to draw (in pixels). \end_layout \begin_layout Standard Draw tilemap to screen at ,. If a window ,,, is specified, only that part is drawn. \end_layout \begin_layout Itemize This method requires a rendering context to work. \end_layout \begin_layout Subsubsection TILEMAP:draw_outside: Draw tilemap outside game area \end_layout \begin_layout Itemize Name: tmap:draw_outside(x, y) \end_layout \begin_layout Itemize Name: tmap:draw_outside(x, y, x0, y0, w, h) \end_layout \begin_layout Standard Like TILEMAP:draw, but draws only outside game area. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Subsection RENDERCTX: Off-screen rendering context \end_layout \begin_layout Standard Object acting as off-screen rendering context. \end_layout \begin_layout Subsubsection Static function new: Create a render queue \end_layout \begin_layout Itemize Syntax: renderctx gui.renderctx.new(width, height); \end_layout \begin_layout Itemize Syntax: renderctx classes.RENDERCTX.new(width, height); \end_layout \begin_layout Itemize Deprecated: renderctx gui.renderq_new(width, height); \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize width: number: The notional width of the game area. \end_layout \begin_layout Itemize height: number: The notional height of the game area. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize rendectx: RENDERCTX: The newly created render context. \end_layout \begin_layout Standard Create a render context with reported size * and return it. \end_layout \begin_layout Subsubsection Static function setnull: Reset to default queue \end_layout \begin_layout Itemize Syntax: gui.renderctx.setnull() \end_layout \begin_layout Itemize Syntax: classes.RENDERCTX:setnull() \end_layout \begin_layout Itemize Deprecated: gui.renderq_set() \end_layout \begin_layout Standard Reset the used render context back to default for the executing callback: \end_layout \begin_layout Itemize The default for paint callback is the screen \end_layout \begin_layout Itemize The default for video callback is the video frame \end_layout \begin_layout Itemize The default otherwise is nothing. \end_layout \begin_layout Subsubsection Method clear: Clear a render queue \end_layout \begin_layout Itemize Syntax: renderctx:clear() \end_layout \begin_layout Itemize Deprecated: gui.renderq_clear(renderctx) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize renderctx: RENDERCTX: The render queue to clear. \end_layout \begin_layout Standard Clear all drawing from the context. \end_layout \begin_layout Subsubsection Method set: Change active render context \end_layout \begin_layout Itemize Syntax: renderctx:set() \end_layout \begin_layout Itemize Deprecated: gui.renderq_set(renderctx) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize renderctx: RENDERCTX: The render queue to use. \end_layout \begin_layout Standard Switch the current rendering context . \end_layout \begin_layout Subsubsection Method run: Draw all objects in context to another \end_layout \begin_layout Itemize Syntax: renderctx:run() \end_layout \begin_layout Itemize Deprecated: gui.renderq_run(renderctx) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize renderctx: RENDERCTX: The render context to overlay. \end_layout \begin_layout Standard Overlay the specified render context upon the active rendering context. \end_layout \begin_layout Itemize Trying to overlay rendering context upon itself is a bad idea. \end_layout \begin_layout Subsubsection Method render: Render a contex to bitmap \end_layout \begin_layout Itemize Syntax: bitmap renderctx:render() \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize renderctx: RENDERCTX: The context to render. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize bitmap: DBITMAP: The rendered bitmap. \end_layout \begin_layout Standard Render the specified context to a new bitmap. \end_layout \begin_layout Itemize The size of bitmap will be nominal game area size, plus any set gaps. \end_layout \begin_layout Itemize This method does not require active rendering context. \end_layout \begin_layout Subsubsection Method synchronous_repaint: Paint screen now \end_layout \begin_layout Itemize Syntax: renderctx:synchronous_repaint() \end_layout \begin_layout Itemize Deprecated: gui.synchronous_repaint(renderctx) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize renderctx: RENDERCTX: The context to paint. \end_layout \begin_layout Standard Immediately redraw the screen with game overlayed by drawings from context . \end_layout \begin_layout Itemize This does not require active rendering context. \end_layout \begin_layout Itemize Will not cause paint callback to be invoked. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Subsection PALETTE: Color palette for indexed image \end_layout \begin_layout Subsubsection Static function new: Create a new palette \end_layout \begin_layout Itemize Syntax: palette gui.palette.new() \end_layout \begin_layout Itemize Syntax: palette classes.PALETTE.new() \end_layout \begin_layout Itemize Deprecated: palette gui.palette_new() \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize palette: PALETTE: The created palette. \end_layout \begin_layout Standard Create a new palette (with all colors transparent) and return it. \end_layout \begin_layout Subsubsection Static function load: Load a palette \end_layout \begin_layout Itemize Syntax: palette gui.palette.load(file, [base]) \end_layout \begin_layout Itemize Syntax: palette classes.PALETTE.load(file, [base]) \end_layout \begin_layout Itemize Deprecated: palette gui.palette_load(file, [base]) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize string file: The file to load. \end_layout \begin_layout Itemize string base (optional): The base file to resolve file relative to. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize palette: PALETTE: The loaded palette. \end_layout \begin_layout Standard Load a palette from file (resolved relative to ). \end_layout \begin_layout Itemize The file format is a series of lines, each with following format: \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 Subsubsection Static function load_str: Load a palette from string \end_layout \begin_layout Itemize Syntax: palette gui.palette.load(data) \end_layout \begin_layout Itemize Syntax: palette classes.PALETTE.load(data) \end_layout \begin_layout Itemize Deprecated: palette gui.palette_load(data) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize string data: The palette data. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize palette: PALETTE: The loaded palette. \end_layout \begin_layout Standard Like PALETTE:load, but instead of reading palette from file, reads it from a string. \end_layout \begin_layout Subsubsection Method set: Set palette entry \end_layout \begin_layout Itemize Syntax: palette:set(index, color) \end_layout \begin_layout Itemize Deprecated: gui.palette_set(palette, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize palette: PALETTE: The palette to manipulate \end_layout \begin_layout Itemize index: number: The index of color to set (0-65535). \end_layout \begin_layout Itemize color: number/string: The color value to set. \end_layout \begin_layout Standard Set palette index to color . \end_layout \begin_layout Subsubsection Method get: Get palette entry \end_layout \begin_layout Itemize Syntax: number palette:get(index) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize palette: PALETTE: The palette to query \end_layout \begin_layout Itemize index: number: The index of color to get (0-65535). \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize The palette entry as integer. \end_layout \begin_layout Standard Get palette entry of palette and return it. \end_layout \begin_layout Subsubsection Method hash: Hash a palette \end_layout \begin_layout Itemize Syntax: hash palette:hash() \end_layout \begin_layout Itemize Deprecated: hash gui.palette_hash(palette) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize palette: The palette to hash. \end_layout \begin_layout Standard Return value: \end_layout \begin_layout Itemize hash: string: 64-hex digit hash. \end_layout \begin_layout Standard Obtain crypto-grade hash of palette data of . \end_layout \begin_layout Itemize All colors after the last non-transparent one are ignored. \end_layout \begin_layout Subsubsection Method adjust_transparency: Adjust transparency \end_layout \begin_layout Itemize Syntax: palette:adjust_transparency(newvalue) \end_layout \begin_layout Itemize Deprecated: gui.adjust_transparency(palette, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize palette: PALETTE: The palette to adjust. \end_layout \begin_layout Itemize Number adj: The factor to multiply opaqueness with times 256. \end_layout \begin_layout Standard Multiply opaqueness of all colors in palette by factor of /256. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Subsection BITMAP: Indexed-color bitmap \end_layout \begin_layout Subsubsection Static function new: Create a new bitmap \end_layout \begin_layout Itemize Syntax: bitmap gui.bitmap.new(w, h, [fillcolor]) \end_layout \begin_layout Itemize Syntax: bitmap classes.BITMAP.new(w, h, [fillcolor]) \end_layout \begin_layout Itemize Deprecated: bitmap gui.bitmap_new(w, h, false, [fillcolor]) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize w: number: The width of bitmap to create in pixels. \end_layout \begin_layout Itemize h: number: The height of bitmap to create in pixels. \end_layout \begin_layout Itemize false: boolean: Constant boolean false. \end_layout \begin_layout Itemize fillcolor: number: The initial fill index. Default 0 if not specified. \end_layout \begin_layout Standard Create a new bitmap of size *. Fill the bitmap with color index . \end_layout \begin_layout Subsubsection Method draw: Draw a bitmap \end_layout \begin_layout Itemize Syntax: bitmap:draw(x, y, palette) \end_layout \begin_layout Itemize Deprecated: gui.bitmap_draw(x, y, bitmap, palette) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize bitmap: BITMAP: The bitmap to draw \end_layout \begin_layout Itemize x: number: The x-coordinate on screen. \end_layout \begin_layout Itemize y: number: The y-coordinate on screen. \end_layout \begin_layout Itemize palette: The palette to use for drawing. \end_layout \begin_layout Standard Draw bitmap on screen at , with palette . \end_layout \begin_layout Subsubsection Method draw_outside: Draw a bitmap outside game area \end_layout \begin_layout Itemize Syntax: bitmap:draw_outside(x, y, palette) \end_layout \begin_layout Standard Like bitmap:draw, but does not draw on game area. \end_layout \begin_layout Subsubsection Method draw_clip: Draw a bitmap, with clipping \end_layout \begin_layout Itemize Syntax: bitmap:draw_clip(x, y, palette, x0, y0, width, height) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize bitmap: BITMAP: The bitmap to draw \end_layout \begin_layout Itemize x: number: The x-coordinate on screen. \end_layout \begin_layout Itemize y: number: The y-coordinate on screen. \end_layout \begin_layout Itemize palette: The palette to use for drawing. \end_layout \begin_layout Itemize x0: The smallest bitmap x coordinate to draw. \end_layout \begin_layout Itemize y0: The smallest bitmap y coordinate to draw. \end_layout \begin_layout Itemize width: Width of region to draw \end_layout \begin_layout Itemize height: Height of region to draw. \end_layout \begin_layout Standard Like bitmap:draw, but clip the bitmap area drawn. \end_layout \begin_layout Subsubsection Method draw_clip_outside: Draw a bitmap outside game are, with clipping \end_layout \begin_layout Itemize Syntax: bitmap:draw_clip_outside(x, y, palette, x0, y0, width, height) \end_layout \begin_layout Standard Like bitmap:draw_clip, but only draw outside game area. \end_layout \begin_layout Subsubsection Method pset: Set pixel in bitmap \end_layout \begin_layout Itemize Syntax: bitmap:pset(x, y, color) \end_layout \begin_layout Itemize Deprecaed: gui.bitmap_pset(bitmap, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize bitmap: BITMAP: The bitmap to manipulate. \end_layout \begin_layout Itemize x: number: x-coordinate of pixel to set. \end_layout \begin_layout Itemize y: number: y-coordinate of pixel to set. \end_layout \begin_layout Itemize color: number: The color index to set. \end_layout \begin_layout Standard Sets specified pixel , in bitmap to color index . \end_layout \begin_layout Subsubsection Method pget: Get pixel in bitmap \end_layout \begin_layout Itemize Syntax: color bitmap:pget(x,y) \end_layout \begin_layout Itemize Deprecated: color gui.bitmap_pget(bitmap, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize bitmap: BITMAP: The bitmap to query. \end_layout \begin_layout Itemize x: number: x-coordinate of pixel to get. \end_layout \begin_layout Itemize y: number: y-coordinate of pixel to get. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize color: number: The color index in specified pixel. \end_layout \begin_layout Standard Gets color index of specified pixel , in bitmap . \end_layout \begin_layout Subsubsection Method size: Get size of bitmap \end_layout \begin_layout Itemize Syntax: width, height bitmap:size() \end_layout \begin_layout Itemize Syntax: width, height gui.bitmap_size(bitmap) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize bitmap: BITMAP: The bitmap to query. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize width: number: The width of the bitmap. \end_layout \begin_layout Itemize height: number: The height of the bitmap. \end_layout \begin_layout Standard Get size of bitmap . \end_layout \begin_layout Subsubsection Method blit: Blit a bitmap into another \end_layout \begin_layout Itemize Syntax: dest:blit(dx, dy, src, sx, sy, w, h, [ck]) \end_layout \begin_layout Itemize Deprecated: gui.bitmap_blit(dest, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize dest: BITMAP: The target bitmap to blit to. \end_layout \begin_layout Itemize dx: number: The x-coordinate in target. \end_layout \begin_layout Itemize dy: number: The y-coordinate in target. \end_layout \begin_layout Itemize src: BITMAP: The source bitmap. \end_layout \begin_layout Itemize sx: number: The x-coordinate in source. \end_layout \begin_layout Itemize sy: number: The y-coordinate in source. \end_layout \begin_layout Itemize w: number: The width of area to blit. \end_layout \begin_layout Itemize h: number: The height of area to blit. \end_layout \begin_layout Itemize ck: number: The color key. Pixels with this index are not copied. \end_layout \begin_deeper \begin_layout Itemize If none is specified, all pixels are copied. \end_layout \end_deeper \begin_layout Standard Copy region of size * at , in bitmap into at ,. If a color key is specified, pixels of that color are not copied. \end_layout \begin_layout Subsubsection Method blit_scaled: Blit a bitmap into another with scaling \end_layout \begin_layout Itemize Syntax: dest:blit_scaled(dx, dy, src, sx, sy, w, h, hscl, [vscl], [ck]) \end_layout \begin_layout Itemize Deprecated: gui.bitmap_blit_scaled(dest, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize dest: BITMAP: The target bitmap to blit to. \end_layout \begin_layout Itemize dx: number: The x-coordinate in target. \end_layout \begin_layout Itemize dy: number: The y-coordinate in target. \end_layout \begin_layout Itemize src: BITMAP: The source bitmap. \end_layout \begin_layout Itemize sx: number: The x-coordinate in source. \end_layout \begin_layout Itemize sy: number: The y-coordinate in source. \end_layout \begin_layout Itemize w: number: The width of area to blit. \end_layout \begin_layout Itemize h: number: The height of area to blit. \end_layout \begin_layout Itemize hscl: number: Horizontal scale factor (integer). \end_layout \begin_layout Itemize vscl: number: Vertical scale factor (integer). Defaults to the same as . \end_layout \begin_layout Itemize ck: number: The color key. Pixels with this index are not copied. \end_layout \begin_deeper \begin_layout Itemize If none is specified, all pixels are copied. \end_layout \end_deeper \begin_layout Standard Like BITMAP:blit, but also scales the copied part of bitmap (using nearest neighbor) by factor of *. \end_layout \begin_layout Subsubsection Method blit_porterduff: Blit a bitmap into another with Porter-Duff composition \end_layout \begin_layout Itemize Syntax: dest:blit_porterduff(dx, dy, src, sx, sy, w, h, operator) \end_layout \begin_layout Itemize Deprecated: gui.bitmap_blit_porterduff(dest, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize dest: BITMAP: The target bitmap to blit to. \end_layout \begin_layout Itemize dx: number: The x-coordinate in target. \end_layout \begin_layout Itemize dy: number: The y-coordinate in target. \end_layout \begin_layout Itemize src: BITMAP: The source bitmap. \end_layout \begin_layout Itemize sx: number: The x-coordinate in source. \end_layout \begin_layout Itemize sy: number: The y-coordinate in source. \end_layout \begin_layout Itemize w: number: The width of area to blit. \end_layout \begin_layout Itemize h: number: The height of area to blit. \end_layout \begin_layout Itemize operator: string: The operator to use. \end_layout \begin_deeper \begin_layout Itemize Can be one of: Src, Atop, Over, In, Out, Dest, DestAtop, DestOver, DestIn, DestOut, Clear or Xor. \end_layout \end_deeper \begin_layout Standard Like BITMAP:blit, but instead of just overwriting, applies specified Porter-Duff operator. \end_layout \begin_layout Itemize Color index 0 in source and target is treated as background. \end_layout \begin_layout Subsubsection Method blit_scaled_porterduff: Blit a bitmap into another with scaling and Porter-Duff composition \end_layout \begin_layout Itemize Syntax: dest:blit_scaled_porterduff(dx, dy, src, sx, sy, w, h, hscl, [vscl], operator) \end_layout \begin_layout Itemize Deprecated: gui.bitmap_blit_scaled_porterduff(dest, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize dest: BITMAP: The target bitmap to blit to. \end_layout \begin_layout Itemize dx: number: The x-coordinate in target. \end_layout \begin_layout Itemize dy: number: The y-coordinate in target. \end_layout \begin_layout Itemize src: BITMAP: The source bitmap. \end_layout \begin_layout Itemize sx: number: The x-coordinate in source. \end_layout \begin_layout Itemize sy: number: The y-coordinate in source. \end_layout \begin_layout Itemize w: number: The width of area to blit. \end_layout \begin_layout Itemize h: number: The height of area to blit. \end_layout \begin_layout Itemize hscl: number: Horizontal scale factor (integer). \end_layout \begin_layout Itemize vscl: number: Vertical scale factor (integer). Defaults to the same as . \end_layout \begin_layout Itemize operator: string: The operator to use. \end_layout \begin_deeper \begin_layout Itemize Can be one of: Src, Atop, Over, In, Out, Dest, DestAtop, DestOver, DestIn, DestOut, Clear or Xor. \end_layout \end_deeper \begin_layout Standard Like BITMAP:blit_porterduff, but also scales the source by * like BITMAP:blit_scaled. \end_layout \begin_layout Subsubsection Method blit_priority: Blit a bitmap into another with color priority \end_layout \begin_layout Itemize Syntax: dest:blit_priority(dx, dy, src, sx, sy, w, h) \end_layout \begin_layout Itemize Deprecated: gui.bitmap_blit_priority(dest, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize dest: BITMAP: The target bitmap to blit to. \end_layout \begin_layout Itemize dx: number: The x-coordinate in target. \end_layout \begin_layout Itemize dy: number: The y-coordinate in target. \end_layout \begin_layout Itemize src: BITMAP: The source bitmap. \end_layout \begin_layout Itemize sx: number: The x-coordinate in source. \end_layout \begin_layout Itemize sy: number: The y-coordinate in source. \end_layout \begin_layout Itemize w: number: The width of area to blit. \end_layout \begin_layout Itemize h: number: The height of area to blit. \end_layout \begin_layout Standard Like BITMAP:blit, but only copy pixels where source color index is greater than destination color index. \end_layout \begin_layout Subsubsection Method blit_scaled_priority: Blit a bitmap into another with color priority and scaling \end_layout \begin_layout Itemize Syntax: dest:blit_scaled_priority(dx, dy, src, sx, sy, w, h, hscl, [vscl]) \end_layout \begin_layout Itemize Deprecated: gui.bitmap_blit_scaled_priority(dest, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize dest: BITMAP: The target bitmap to blit to. \end_layout \begin_layout Itemize dx: number: The x-coordinate in target. \end_layout \begin_layout Itemize dy: number: The y-coordinate in target. \end_layout \begin_layout Itemize src: BITMAP: The source bitmap. \end_layout \begin_layout Itemize sx: number: The x-coordinate in source. \end_layout \begin_layout Itemize sy: number: The y-coordinate in source. \end_layout \begin_layout Itemize w: number: The width of area to blit. \end_layout \begin_layout Itemize h: number: The height of area to blit. \end_layout \begin_layout Itemize hscl: number: Horizontal scale factor (integer). \end_layout \begin_layout Itemize vscl: number: Vertical scale factor (integer). Defaults to the same as . \end_layout \begin_layout Standard Like BITMAP:blit_priority, but apply scaling by * like BITMAP:blit_s caled. \end_layout \begin_layout Subsubsection Method save_png: Save a bitmap to PNG \end_layout \begin_layout Itemize Syntax: bitmap:save_png(filename, [base], palette) \end_layout \begin_layout Itemize Syntax: data bitmap:save_png(palette) \end_layout \begin_layout Itemize Deprecated: ... gui.bitmap_save_png(bitmap, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize bitmap: BITMAP: The bitmap to save. \end_layout \begin_layout Itemize filename: string: The filename to save to. \end_layout \begin_layout Itemize base: string: The base filename is resolved relative to. \end_layout \begin_layout Itemize palette: PALETTE: The palette to use. \end_layout \begin_layout Standard Return value: \end_layout \begin_layout Itemize data: string: BASE64 encoded PNG data. \end_layout \begin_layout Standard Save bitmap , with palette into PNG file (relative to ) or return BASE64 encoding of it. \end_layout \begin_layout Subsubsection Method hash: Hash a bitmap \end_layout \begin_layout Itemize Syntax: hash bitmap:hash() \end_layout \begin_layout Itemize Deprecated: hash bitmap:hash(bitmap) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize bitmap: BITMAP: The bitmap to hash. \end_layout \begin_layout Standard Return value: \end_layout \begin_layout Itemize hash: string: 64-hex digit hash \end_layout \begin_layout Standard Hashes bitmap and returns crypto-strong hash. \end_layout \begin_layout Itemize Color order in bitmap is significant. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Subsection DBITMAP: Direct-color bitmap \end_layout \begin_layout Subsubsection Static function: new: Create a new bitmap \end_layout \begin_layout Itemize Syntax: bitmap gui.dbitmap.new(w, h, [fillcolor]) \end_layout \begin_layout Itemize Syntax: bitmap classes.DBITMAP.new(w, h, [fillcolor]) \end_layout \begin_layout Itemize Deprecated: bitmap gui.bitmap_new (w, h, true, [fillcolor]). \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize w: number: The width of new bitmap. \end_layout \begin_layout Itemize h: number: The height of new bitmap. \end_layout \begin_layout Itemize true: boolean: Fixed boolean true \end_layout \begin_layout Itemize fillcolor: The color to fill the bitmap with (default transparent). \end_layout \begin_layout Standard Return value: \end_layout \begin_layout Itemize bitmap: DBITMAP: The new bitmap. \end_layout \begin_layout Standard Create a new direct-color bitmap of size *, initially filled with . \end_layout \begin_layout Subsubsection Method draw: Draw a bitmap \end_layout \begin_layout Itemize Syntax: bitmap.draw(x, y) \end_layout \begin_layout Itemize Deprecated: gui.bitmap_draw(x, y, bitmap) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize bitmap: DBITMAP: The bitmap to draw. \end_layout \begin_layout Itemize x: number: X-coordinate on screen. \end_layout \begin_layout Itemize y: number: Y-coordinate on screen. \end_layout \begin_layout Standard Draw bitmap on screen at ,. \end_layout \begin_layout Subsubsection Method draw_outside: Draw a bitmap outside game area \end_layout \begin_layout Itemize Syntax: dbitmap:draw_outside(x, y, palette) \end_layout \begin_layout Standard Like dbitmap:draw, but does not draw on game area. \end_layout \begin_layout Subsubsection Method draw_clip: Draw a bitmap, with clipping \end_layout \begin_layout Itemize Syntax: dbitmap:draw(x, y, palette, x0, y0, width, height) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize bitmap: DBITMAP: The bitmap to draw \end_layout \begin_layout Itemize x: number: The x-coordinate on screen. \end_layout \begin_layout Itemize y: number: The y-coordinate on screen. \end_layout \begin_layout Itemize x0: The smallest bitmap x coordinate to draw. \end_layout \begin_layout Itemize y0: The smallest bitmap y coordinate to draw. \end_layout \begin_layout Itemize width: Width of region to draw \end_layout \begin_layout Itemize height: Height of region to draw. \end_layout \begin_layout Standard Like dbitmap:draw, but clip the bitmap area drawn. \end_layout \begin_layout Subsubsection Method draw_clip_outside: Draw a bitmap outside game are, with clipping \end_layout \begin_layout Itemize Syntax: dbitmap:draw_clip_outside(x, y, palette, x0, y0, width, height) \end_layout \begin_layout Standard Like dbitmap:draw_clip, but only draw outside game area. \end_layout \begin_layout Subsubsection Method pset: Set pixel in bitmap \end_layout \begin_layout Itemize Syntax: bitmap:pset(x, y, color) \end_layout \begin_layout Itemize Deprecaed: gui.bitmap_pset(bitmap, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize bitmap: DBITMAP: The bitmap to manipulate. \end_layout \begin_layout Itemize x: number: x-coordinate of pixel to set. \end_layout \begin_layout Itemize y: number: y-coordinate of pixel to set. \end_layout \begin_layout Itemize color: number/string: The color to set. \end_layout \begin_layout Standard Sets specified pixel , in bitmap to color . \end_layout \begin_layout Subsubsection Method pget: Get pixel in bitmap \end_layout \begin_layout Itemize Syntax: color bitmap:pget(x,y) \end_layout \begin_layout Itemize Deprecated: color gui.bitmap_pget(bitmap, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize bitmap: DBITMAP: The bitmap to query. \end_layout \begin_layout Itemize x: number: x-coordinate of pixel to get. \end_layout \begin_layout Itemize y: number: y-coordinate of pixel to get. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize color: number: The color of specified pixel. \end_layout \begin_layout Standard Gets color index of specified pixel , in bitmap . \end_layout \begin_layout Subsubsection Method size: Get size of bitmap \end_layout \begin_layout Itemize Syntax: width, height bitmap:size() \end_layout \begin_layout Itemize Syntax: width, height gui.bitmap_size(bitmap) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize bitmap: DBITMAP: The bitmap to query. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize width: number: The width of the bitmap. \end_layout \begin_layout Itemize height: number: The height of the bitmap. \end_layout \begin_layout Standard Get size of bitmap . \end_layout \begin_layout Subsubsection Method blit: Blit a bitmap into another \end_layout \begin_layout Itemize Syntax: dest:blit(dx, dy, src, sx, sy, w, h, [ck]) \end_layout \begin_layout Itemize Syntax: dest:blit(dx, dy, src, srcpal, sx, sy, w, h, [ck]) \end_layout \begin_layout Itemize Deprecated: gui.bitmap_blit(dest, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize dest: DBITMAP: The target bitmap to blit to. \end_layout \begin_layout Itemize dx: number: The x-coordinate in target. \end_layout \begin_layout Itemize dy: number: The y-coordinate in target. \end_layout \begin_layout Itemize src: BITMAP/DBITMAP: The source bitmap. \end_layout \begin_layout Itemize srcpal: PALETTE: If is indexed, this is the palette for source. \end_layout \begin_layout Itemize sx: number: The x-coordinate in source. \end_layout \begin_layout Itemize sy: number: The y-coordinate in source. \end_layout \begin_layout Itemize w: number: The width of area to blit. \end_layout \begin_layout Itemize h: number: The height of area to blit. \end_layout \begin_layout Itemize ck: number: The color key. Pixels with this index are not copied. \end_layout \begin_deeper \begin_layout Itemize If none is specified, all pixels are copied. \end_layout \begin_layout Itemize If is paletted, this is color index, otherwise it is a color. \end_layout \end_deeper \begin_layout Standard Copy region of size * at , in bitmap (with palette if indexed) into at ,. If a color key is specified, pixels of that color are not copied. \end_layout \begin_layout Subsubsection Method blit_scaled: Blit a bitmap into another with scaling \end_layout \begin_layout Itemize Syntax: dest:blit_scaled(dx, dy, src, sx, sy, w, h, hscl, [vscl], [ck]) \end_layout \begin_layout Itemize Syntax: dest:blit_scaled(dx, dy, src, srcpal, sx, sy, w, h, hscl, [vscl], [ck]) \end_layout \begin_layout Itemize Deprecated: gui.bitmap_blit_scaled(dest, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize dest: DBITMAP: The target bitmap to blit to. \end_layout \begin_layout Itemize dx: number: The x-coordinate in target. \end_layout \begin_layout Itemize dy: number: The y-coordinate in target. \end_layout \begin_layout Itemize src: BITMAP/DBITMAP: The source bitmap. \end_layout \begin_layout Itemize srcpal: PALETTE: If is indexed, this is the palette for source. \end_layout \begin_layout Itemize sx: number: The x-coordinate in source. \end_layout \begin_layout Itemize sy: number: The y-coordinate in source. \end_layout \begin_layout Itemize w: number: The width of area to blit. \end_layout \begin_layout Itemize h: number: The height of area to blit. \end_layout \begin_layout Itemize hscl: number: Horizontal scale factor (integer). \end_layout \begin_layout Itemize vscl: number: Vertical scale factor (integer). Defaults to the same as . \end_layout \begin_layout Itemize ck: number: The color key. Pixels with this index are not copied. \end_layout \begin_deeper \begin_layout Itemize If none is specified, all pixels are copied. \end_layout \begin_layout Itemize If is paletted, this is color index, otherwise it is a color. \end_layout \end_deeper \begin_layout Standard Like DBITMAP:blit, but also scales the copied part of bitmap (using nearest neighbor) by factor of *. \end_layout \begin_layout Subsubsection Method blit_porterduff: Blit a bitmap into another with Porter-Duff composition \end_layout \begin_layout Itemize Syntax: dest:blit_porterduff(dx, dy, src, sx, sy, w, h, operator) \end_layout \begin_layout Itemize Syntax: dest:blit_porterduff(dx, dy, src, srcpal, sx, sy, w, h, operator) \end_layout \begin_layout Itemize Deprecated: gui.bitmap_blit_porterduff(dest, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize dest: DBITMAP: The target bitmap to blit to. \end_layout \begin_layout Itemize dx: number: The x-coordinate in target. \end_layout \begin_layout Itemize dy: number: The y-coordinate in target. \end_layout \begin_layout Itemize src: BITMAP/DBITMAP: The source bitmap. \end_layout \begin_layout Itemize srcpal: PALETTE: If is indexed, this is the palette for source. \end_layout \begin_layout Itemize sx: number: The x-coordinate in source. \end_layout \begin_layout Itemize sy: number: The y-coordinate in source. \end_layout \begin_layout Itemize w: number: The width of area to blit. \end_layout \begin_layout Itemize h: number: The height of area to blit. \end_layout \begin_layout Itemize operator: string: The operator to use. \end_layout \begin_deeper \begin_layout Itemize Can be one of: Src, Atop, Over, In, Out, Dest, DestAtop, DestOver, DestIn, DestOut, Clear or Xor. \end_layout \end_deeper \begin_layout Standard Like DBITMAP:blit, but instead of just overwriting, applies specified Porter-Duf f operator. \end_layout \begin_layout Itemize In target, fully transparent is background. In source, either fully transparent (if direct) or index 0 (if paletted) is treated as background. \end_layout \begin_layout Subsubsection Method blit_scaled_porterduff: Blit a bitmap into another with scaling and Porter-Duff composition \end_layout \begin_layout Itemize Syntax: dest:blit_scaled_porterduff(dx, dy, src, sx, sy, w, h, hscl, [vscl], operator) \end_layout \begin_layout Itemize Syntax: dest:blit_scaled_porterduff(dx, dy, src, srcpal, sx, sy, w, h, hscl, [vscl], operator) \end_layout \begin_layout Itemize Deprecated: gui.bitmap_blit_scaled_porterduff(dest, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize dest: DBITMAP: The target bitmap to blit to. \end_layout \begin_layout Itemize dx: number: The x-coordinate in target. \end_layout \begin_layout Itemize dy: number: The y-coordinate in target. \end_layout \begin_layout Itemize src: BITMAP/DBITMAP: The source bitmap. \end_layout \begin_layout Itemize srcpal: PALETTE: If is indexed, this is the palette for source. \end_layout \begin_layout Itemize sx: number: The x-coordinate in source. \end_layout \begin_layout Itemize sy: number: The y-coordinate in source. \end_layout \begin_layout Itemize w: number: The width of area to blit. \end_layout \begin_layout Itemize h: number: The height of area to blit. \end_layout \begin_layout Itemize hscl: number: Horizontal scale factor (integer). \end_layout \begin_layout Itemize vscl: number: Vertical scale factor (integer). Defaults to the same as . \end_layout \begin_layout Itemize operator: string: The operator to use. \end_layout \begin_deeper \begin_layout Itemize Can be one of: Src, Atop, Over, In, Out, Dest, DestAtop, DestOver, DestIn, DestOut, Clear or Xor. \end_layout \end_deeper \begin_layout Standard Like DBITMAP:blit_porterduff, but also scales the source by * like DBITMAP:blit_scaled. \end_layout \begin_layout Subsubsection Method adjust_transparency: Adjust transparency of bitmap \end_layout \begin_layout Itemize Syntax: bitmap:adjust_transparency(newvalue) \end_layout \begin_layout Itemize Deprecated: gui.adjust_transparency(bitmap, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize bitmap: DBITMAP: The bitmap to adjust. \end_layout \begin_layout Itemize Number adj: The factor to multiply opaqueness with times 256. \end_layout \begin_layout Standard Multiply opaqueness of all colors in bitmap by factor of /256. \end_layout \begin_layout Subsubsection Method save_png: Save a bitmap to PNG \end_layout \begin_layout Itemize Syntax: bitmap:save_png(filename, [base]) \end_layout \begin_layout Itemize Syntax: data bitmap:save_png() \end_layout \begin_layout Itemize Deprecated: ... gui.bitmap_save_png(bitmap, ...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize bitmap: DBITMAP: The bitmap to save. \end_layout \begin_layout Itemize filename: string: The filename to save to. \end_layout \begin_layout Itemize base: string: The base filename is resolved relative to. \end_layout \begin_layout Standard Return value: \end_layout \begin_layout Itemize data: string: BASE64 encoded PNG data. \end_layout \begin_layout Standard Save bitmap into PNG file (relative to ) or return BASE64 encoding of it. \end_layout \begin_layout Subsubsection Method hash: Hash a bitmap \end_layout \begin_layout Itemize Syntax: hash bitmap:hash() \end_layout \begin_layout Itemize Deprecated: hash bitmap:hash(bitmap) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize bitmap: DBITMAP: The bitmap to hash. \end_layout \begin_layout Standard Return value: \end_layout \begin_layout Itemize hash: string: 64-hex digit hash \end_layout \begin_layout Standard Hashes bitmap and returns crypto-strong hash. \end_layout \begin_layout Subsection IMAGELOADER: Load an image \end_layout \begin_layout Subsubsection Static function load: Load a bitmap from file \end_layout \begin_layout Itemize Syntax: bitmap, palette gui.image.load(file, [base]) \end_layout \begin_layout Itemize Syntax: bitmap, palette classes.IMAGELOADER.load(file, [base]) \end_layout \begin_layout Itemize Deprecated: ... gui.bitmap_load(...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize file: string: The file to read. \end_layout \begin_layout Itemize base: string: The base to resolve relative to. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize bitmap: BITMAP/DBITMAP: The new bitmap \end_layout \begin_layout Itemize palette: PALETTE: If bitmap is paletted, this is the palette, otherwise nil. \end_layout \begin_layout Standard Load a new bitmap and return it (plus associated palette if any). \end_layout \begin_layout Subsubsection Static function load_str: Load a bitmap from string \end_layout \begin_layout Itemize Syntax: bitmap, palette gui.image.load_str(data) \end_layout \begin_layout Itemize Syntax: bitmap, palette classes.IMAGELOADER.load_str(data) \end_layout \begin_layout Itemize Deprecated: ... gui.bitmap_load_str(...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize data: string: The image data \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize bitmap: BITMAP/DBITMAP: The new bitmap \end_layout \begin_layout Itemize palette: PALETTE: If bitmap is paletted, this is the palette, otherwise nil. \end_layout \begin_layout Standard Like IMAGELOADER:load, but read the bitmap from string instead of file. \end_layout \begin_layout Subsubsection Static function load_png: Load a bitmap from PNG file \end_layout \begin_layout Itemize Syntax: bitmap, palette gui.image.load_png(file, [base]) \end_layout \begin_layout Itemize Syntax: bitmap, palette classes.IMAGELOADER.load_png(file, [base]) \end_layout \begin_layout Itemize Deprecated: ... gui.bitmap_load_png(...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize file: string: The file to read. \end_layout \begin_layout Itemize base: string: The base to resolve relative to. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize bitmap: BITMAP/DBITMAP: The new bitmap \end_layout \begin_layout Itemize palette: PALETTE: If bitmap is paletted, this is the palette, otherwise nil. \end_layout \begin_layout Standard Like IMAGELOADER:load, but load a PNG file instead. \end_layout \begin_layout Subsubsection Static function load_png_str: Load a PNG bitmap from string \end_layout \begin_layout Itemize Syntax: bitmap, palette gui.image.load_png_str(data) \end_layout \begin_layout Itemize Syntax: bitmap, palette classes.IMAGELOADER.load_png_str(data) \end_layout \begin_layout Itemize Deprecated: ... gui.bitmap_load_png_str(...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize data: string: The image data, base64 encoded. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize bitmap: BITMAP/DBITMAP: The new bitmap \end_layout \begin_layout Itemize palette: PALETTE: If bitmap is paletted, this is the palette, otherwise nil. \end_layout \begin_layout Standard Like IMAGELOADER:load_png, but read the bitmap from BASE64 encoded string instead of file. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Subsection CUSTOMFONT: Arbitrary-sized bitmap font \end_layout \begin_layout Subsubsection Static function new: Return a new empty font \end_layout \begin_layout Itemize Syntax: font gui.font.new() \end_layout \begin_layout Itemize Syntax: font classes.CUSTOMFONT.new() \end_layout \begin_layout Itemize Deprecated: font gui.font_new() \end_layout \begin_layout Standard Return value: \end_layout \begin_layout Itemize font: CUSTOMFONT: New font. \end_layout \begin_layout Standard Create a new font with no characters and return it. \end_layout \begin_layout Subsubsection Static function: load: Load a font file \end_layout \begin_layout Itemize Syntax: font gui.font.load(file, [base]) \end_layout \begin_layout Itemize Syntax: font gui.font.load() \end_layout \begin_layout Itemize Syntax: font classes.CUSTOMFONT.load(file, [base]) \end_layout \begin_layout Itemize Syntax: font classes.CUSTOMFONT.load() \end_layout \begin_layout Itemize Deprecated: font gui.loadfont(...) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize file: string: The file to read the font from \end_layout \begin_layout Itemize base: string: The file to resolve relative to. \end_layout \begin_layout Standard Return value: \end_layout \begin_layout Itemize font: CUSTOMFONT: New font. \end_layout \begin_layout Standard Load font from file (relative to ). If no filename is given, system default font is loaded. \end_layout \begin_layout Subsubsection operator(): Render text to screen \end_layout \begin_layout Itemize Syntax: font(x, y, text, [fgc], [bgc], [hlc]) \end_layout \begin_layout Standard Parmeters: \end_layout \begin_layout Itemize font: CUSTOMFONT: The font to use. \end_layout \begin_layout Itemize x: number: The x-position on screen to draw to. \end_layout \begin_layout Itemize y: number: The y-position on screen to draw to. \end_layout \begin_layout Itemize text: string: The text to draw. \end_layout \begin_layout Itemize fgc: number/string: Foreground color (default white). \end_layout \begin_layout Itemize bgc: number/string: Background color (default transparent). \end_layout \begin_layout Itemize hlc: number/string: Outline color (default transparent). \end_layout \begin_layout Standard Draws a string with specified font and colors ,, onto screen. \end_layout \begin_layout Itemize If is transparent, no outline is drawn. \end_layout \begin_layout Subsubsection Method edit: Alter glyph in font \end_layout \begin_layout Itemize Syntax: font:edit(character, glyph) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize font: CUSTOMFONT: The font to edit. \end_layout \begin_layout Itemize character: string: The character to edit (UTF-8 encoded). \end_layout \begin_layout Itemize glyph: BITMAP: The bitmap to use. \end_layout \begin_layout Standard Replace character in font by . \end_layout \begin_layout Itemize Color index 0 is background, everything else is foreground. \end_layout \begin_layout Itemize may be empty string, meaning the replacement character used for bad characters. \end_layout \begin_layout Itemize may be multi-codepoint string, meaning character used for that ligature. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Subsection ICONV: Character set conversions \end_layout \begin_layout Subsubsection Static function new: Create new character set converter \end_layout \begin_layout Itemize Syntax: iconv iconv.new(from, to); \end_layout \begin_layout Itemize Syntax: iconv classes.ICONV.new(from, to); \end_layout \begin_layout Itemize Deprecated: iconv iconv_new(...); \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize from: string: The source character set. \end_layout \begin_layout Itemize to: string: The target character set. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize iconv: ICONV: The converter. \end_layout \begin_layout Standard Create a character set converter, converting from to and return it. \end_layout \begin_layout Subsubsection Operator(): Convert string fragment from character set to another \end_layout \begin_layout Itemize Syntax: success, result, unconverted, error iconv(input) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize iconv: ICONV: The context to use. \end_layout \begin_layout Itemize input: string: The input to convert. \end_layout \begin_layout Standard Return value: \end_layout \begin_layout Itemize success: boolean: True if conversion was successful, false if not. \end_layout \begin_layout Itemize result: string: The string (partially) converted. \end_layout \begin_layout Itemize unconvered: number: Number of bytes that were not converted (only if is false). \end_layout \begin_layout Itemize error: string: Error that caused conversion to stop (only if is false). \end_layout \begin_deeper \begin_layout Itemize INVALID: The input string is invalid. \end_layout \begin_layout Itemize INCOMPLETE: The input string cuts off in middle of character. \end_layout \begin_layout Itemize INTERNALERR: Internal error. \end_layout \end_deeper \begin_layout Standard Convert a string using character set converter and return the result. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Subsection FILEREADER: Read a file as a stream \end_layout \begin_layout Subsubsection Static function open: Open a stream \end_layout \begin_layout Itemize Syntax: handle filereader.open(file, [base]) \end_layout \begin_layout Itemize Syntax: handle classes.FILEREADER.open(file, [base]) \end_layout \begin_layout Itemize Deprecated: handle open_file(file, [base]) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize file: string: The filename to read. \end_layout \begin_layout Itemize base: string: The base is resolved against. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize handle: FILEREADER: The new file reader. \end_layout \begin_layout Standard Open file (relative to ) and return a handle to it. \end_layout \begin_layout Subsubsection operator(): Read line/bytes from stream \end_layout \begin_layout Itemize Syntax: result handle() \end_layout \begin_layout Itemize Syntax: result handle(bytes) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize handle: FILEREADER: The handle to read from. \end_layout \begin_layout Itemize bytes: Number of bytes to read (default is next line). \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize result: string: The read data, or nil on end-of-file. \end_layout \begin_layout Standard Reads next line or bytes from specified file handle . \end_layout \begin_layout Itemize If reading specified number of bytes, the bytes are read in binary mode (as-is). \end_layout \begin_layout Itemize If reading next line, the line is read in text mode (any line ending is skpped). \end_layout \begin_layout Subsubsection Method lines: Iterator to read all lines \end_layout \begin_layout Itemize Syntax: for line in handle:lines() do ... end \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize handle: FILEREADER: The handle to read. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize A lua iterator with one variable. \end_layout \begin_layout Standard Return a Lua iterator that iterates all the lines in . \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Subsection COMPARE_OBJ: Watch memory area for changes \end_layout \begin_layout Standard Objects of this class allow fast checking for modifications to given memory block. \end_layout \begin_layout Subsubsection Static function new: Create a checker \end_layout \begin_layout Itemize Syntax: handle classes.COMPARE_OBJ.new({marea, offset|addrobj}, size, [rows, stride]) \end_layout \begin_layout Itemize Syntax: handle memory.compare_new({marea, offset|addrobj}, size, rows, stride) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize marea: string: The memory area to interpret against. \end_layout \begin_layout Itemize offset: number: The initial offset in memory area. \end_layout \begin_layout Itemize addrobj: ADDRESS: The memory address. \end_layout \begin_layout Itemize size: number: The number of bytes in each row. \end_layout \begin_layout Itemize rows: number: The number of rows. Default is 1. \end_layout \begin_layout Itemize stride: number: The number of bytes offset increments from one row to next. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize A handle to object. \end_layout \begin_layout Standard Return an object watching specified memory area. \end_layout \begin_layout Itemize Note: For fastest operation, limit checks to inside one memory area (that has to be mappable, individual RAM areas often are). \end_layout \begin_layout Subsubsection operator(): Check area for modifications \end_layout \begin_layout Itemize Syntax: boolean handle() \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize True if memory block has been modified since last call (or object creation if first call), false if not. \end_layout \begin_layout Standard Check if the block has been modified. \end_layout \begin_layout Subsection ADDRESS: Memory address \end_layout \begin_layout Standard Objects of this class contain a memory address. \end_layout \begin_layout Subsubsection Static function new: Create new memory address \end_layout \begin_layout Itemize Syntax: ADDRESS classes.ADDRESS.new(string marea, number offset) \end_layout \begin_layout Itemize Syntax: ADDRESS memory.address.new(string marea, number offset) \end_layout \begin_layout Itemize Syntax: ADDRESS memory.mkaddr(string marea, number offset) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize marea: The memory area \end_layout \begin_layout Itemize offset: The offset in memory area. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize The memory area. \end_layout \begin_layout Standard Construct a new memory address object. \end_layout \begin_layout Subsubsection Method: addr: Get global address \end_layout \begin_layout Itemize Syntax: number addr:addr() \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize addr: ADRESS: The original address. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize The global address corresponding to this address. \end_layout \begin_layout Subsubsection Method: vma: Get memory area \end_layout \begin_layout Itemize Syntax: string addr:vma() \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize addr: ADRESS: The original address. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize The memory area corresponding to this address. \end_layout \begin_layout Subsubsection Method: offset: Get memory area offset \end_layout \begin_layout Itemize Syntax: string addr:offset() \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize addr: ADRESS: The original address. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize The offset in memory area corresponding to this address. \end_layout \begin_layout Subsubsection Method: replace: Replace address part \end_layout \begin_layout Itemize Syntax: ADDRESS addr:replace(offset[, bits]) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize addr: ADRESS: The original address. \end_layout \begin_layout Itemize offset: number: The new offset \end_layout \begin_layout Itemize bits: number: The number of LSB to replace. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize The modified address \end_layout \begin_layout Standard Returns a new address, with (all if missing) least significant bits of replaced by LSB of . \end_layout \begin_layout Subsubsection Method: add: Add to address \end_layout \begin_layout Itemize Syntax: ADDRESS addr:add(offset) \end_layout \begin_layout Itemize Syntax: ADDRESS addr:add(number, stride) \end_layout \begin_layout Itemize Syntax: ADDRESS addr:add(number, stride, offset) \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize addr: ADRESS: The original address. \end_layout \begin_layout Itemize offset: number: Offset to add. \end_layout \begin_layout Itemize number: number: Number of table strides to add. \end_layout \begin_layout Itemize stride: number: The table stride. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize The modified address \end_layout \begin_layout Standard Adds , * or *+ into specified address . \end_layout \begin_layout Subsection ADDRESS:: Read/Write memory \end_layout \begin_layout Itemize Syntax: none addr:(value) \end_layout \begin_layout Itemize Syntax: number addr:() \end_layout \begin_layout Standard Parameters: \end_layout \begin_layout Itemize addr: ADDRESS: The address to read/write. \end_layout \begin_layout Itemize value: number: The number to write. \end_layout \begin_layout Standard Returns: \end_layout \begin_layout Itemize The value read. \end_layout \begin_layout Standard Read/Write value from/to given address . 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 Standard \begin_inset Newpage pagebreak \end_inset \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 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_command(string name, function a) \end_layout \begin_layout Itemize Syntax: COMMANDBIND create_command(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 resolve_filename: Resolve name of file relative to another \end_layout \begin_layout Itemize Syntax: string resolve_filename(string filename[, string base]) \end_layout \begin_layout Standard Resolve name of file relative to and return the result. \end_layout \begin_layout Subsection render_queue_function: Return paint function for render queue \end_layout \begin_layout Itemize Syntax: function render_queue_function(RENDERQUEUE rq) \end_layout \begin_layout Standard Return function that renders render queue . \end_layout \begin_layout Itemize Handy for paint callback if one is using render queues updated in other callbacks. As in: \end_layout \begin_layout LyX-Code handle = callback.paint:register(render_queue_function(my_rq)); \end_layout \begin_layout Subsection identify_class: Identify class of object \end_layout \begin_layout Itemize Syntax: string identify_class(userdata object) \end_layout \begin_layout Standard Identifies the class of userdata , if possible. If no identification is possible, returns \begin_inset Quotes eld \end_inset unknown \begin_inset Quotes erd \end_inset . \end_layout \begin_layout Subsection lookup_class: Lookup class by name \end_layout \begin_layout Itemize Syntax: classobj lookup_class(string name) \end_layout \begin_layout Standard Looks up class corresponding to , if possible. If not found, returns nil. The classobj has following fields: \end_layout \begin_layout Itemize _static_methods: Return static method names \end_layout \begin_layout Itemize _class_methods: Return class method names \end_layout \begin_layout Itemize : The specified static function. \end_layout \begin_layout Subsection all_classes: Get list of all classes \end_layout \begin_layout Itemize Syntax: string... all_classes() \end_layout \begin_layout Standard Get names of all classes available. \end_layout \begin_layout Subsection \end_layout \begin_layout Subsection icnov: Class ICONV \end_layout \begin_layout Standard See class ICONV. \end_layout \begin_layout Subsection filereader: Class FILEREADER \end_layout \begin_layout Standard See class FILEREADER. \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: Test if bit is set \end_layout \begin_layout Itemize Syntax: boolean bit.test(number a, number bit) \end_layout \begin_layout Standard Tests if bit is set in . If it is set, returns true, otherwise false. \end_layout \begin_layout Subsection bit.testn: Test if bit is clear \end_layout \begin_layout Itemize Syntax: boolean bit.testn(number a, number bit) \end_layout \begin_layout Standard Tests if bit is set in . If it is clear, returns true, otherwise false. \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 Subsection bit.swap{,s}{,h,d,q}word: Swap word endian \end_layout \begin_layout Itemize Syntax: number bit.swapword(number n) \end_layout \begin_layout Itemize Syntax: number bit.swaphword(number n) \end_layout \begin_layout Itemize Syntax: number bit.swapdword(number n) \end_layout \begin_layout Itemize Syntax: number bit.swapqword(number n) \end_layout \begin_layout Itemize Syntax: number bit.swapsword(number n) \end_layout \begin_layout Itemize Syntax: number bit.swapshword(number n) \end_layout \begin_layout Itemize Syntax: number bit.swapsdword(number n) \end_layout \begin_layout Itemize Syntax: number bit.swapsqword(number n) \end_layout \begin_layout Standard Swap endianess of (un)signed integer . \end_layout \begin_layout Subsection bit.compose: Compose multi-byte number \end_layout \begin_layout Itemize Syntax: number bit.compose(number n...) \end_layout \begin_layout Standard Return \begin_inset Formula $n_{1}+256n_{2}+256^{2}n_{3}+\ldots$ \end_inset \end_layout \begin_layout Subsection bit.binary_ld_{{u,s}{8,16,24,32,64},float,double}{l,b}e: Load binary integer \end_layout \begin_layout Itemize Syntax: number bit.binary_ld_le(string str, number pos); \end_layout \begin_layout Itemize Syntax: number bit.binary_ld_be(string str, number pos); \end_layout \begin_layout Standard Load little (*le) or big (*be) endian binary number from position of string . Type may be one of: u8, u16, u24, u32, u64, s8, s16, s24, s32, s64, float, double. \end_layout \begin_layout Subsection bit.binary_st_{{u,s}{8,16,24,32,64},float,double}{l,b}e: Store binary integer \end_layout \begin_layout Itemize Syntax: string bit.binary_st_le(number x); \end_layout \begin_layout Itemize Syntax: string bit.binary_st_be(number x); \end_layout \begin_layout Standard Store specified number as binary in string and return the result. Type may be one of: u8, u16, u24, u32, u64, s8, s16, s24, s32, s64, float, double. \end_layout \begin_layout Subsection bit.quotent: Integer quotent \end_layout \begin_layout Itemize Syntax: number bit.quotent(number a, number b) \end_layout \begin_layout Standard Calculate quotent a/b. \end_layout \begin_layout Subsection bit.multidiv: Divide and split among multiple divisiors \end_layout \begin_layout Itemize Syntax: number... bit.multidiv(number v, number q...) \end_layout \begin_layout Standard Does the following steps: \end_layout \begin_layout Enumerate Set v' to . \end_layout \begin_layout Enumerate For each q: \end_layout \begin_deeper \begin_layout Enumerate Calculate quotent(v'/q) and add that to numbers returned. \end_layout \begin_layout Enumerate v' <- remainder(v'/q) \end_layout \end_deeper \begin_layout Enumerate Add v' to numbers returned. \end_layout \begin_layout Standard That is, it successively divides by s, and reduces modulo at each step. may be floating point, s are integers. \end_layout \begin_layout Itemize E.g. bit.multidiv(time, 3600, 60) splits time into hours, minutes and seconds. \end_layout \begin_layout Itemize E.g. bit.multidiv(a, b) calculates quotent and remainder of a/b. \end_layout \begin_layout Subsection bit.mul32: 32-bit multiply \end_layout \begin_layout Itemize Syntax: number, number bit.mul32(number a, number b) \end_layout \begin_layout Standard Multiply 32-bit numbers and . The first return value is low 32 bits of result, the second is high 32 bits. \end_layout \begin_layout Standard \begin_inset Newpage pagebreak \end_inset \end_layout \begin_layout Section Table classes: \end_layout \begin_layout Subsection classes.: The classobj for class \end_layout \begin_layout Itemize Syntax: classes. \end_layout \begin_layout Standard The classobj for class . \end_layout \begin_layout Subsection classes.._static_methods: Enumerate static methods \end_layout \begin_layout Itemize Syntax: string... classes.._static_methods() \end_layout \begin_layout Standard Returns all static methods of as strings. \end_layout \begin_layout Subsection classes.._class_methods: Enumerate static methods \end_layout \begin_layout Itemize Syntax: string... classes.._class_methods() \end_layout \begin_layout Standard Returns all class methods of as strings. \end_layout \begin_layout Subsection classes..: Static method \end_layout \begin_layout Itemize Syntax: variable classes..(variable...) \end_layout \begin_layout Standard Invokes static method of class . \end_layout \begin_layout Section Table gui: \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.solidrectangle: Draw a solid rectangle \end_layout \begin_layout Itemize Syntax: none gui.rectangle(number x, number y, number width, number height[, number color]) \end_layout \begin_layout Standard Draw solid 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 color: Color of rectangle (default is 0xFFFFFF (white)) \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.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.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.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.set_video_scale: Set video frame scale \end_layout \begin_layout Itemize Syntax: none gui.set_video_scale(number h, number v) \end_layout \begin_layout Standard Sets the scale factors of current frame to x. 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.tiled_bitmap: Class TILEMAP \end_layout \begin_layout Standard See class TILEMAP. \end_layout \begin_layout Subsection gui.palette: Class PALETTE \end_layout \begin_layout Standard See class PALETTE. \end_layout \begin_layout Subsection gui.bitmap: Class BITMAP \end_layout \begin_layout Standard See class BITMAP. \end_layout \begin_layout Subsection gui.dbitmap: Class DBITMAP \end_layout \begin_layout Standard See class DBITMAP. \end_layout \begin_layout Subsection gui.font: Class CUSTOMFONT \end_layout \begin_layout Standard See class CUSTOMFONT. \end_layout \begin_layout Subsection gui.renderctx: Class RENDERCTX \end_layout \begin_layout Standard See class RENDERCTX. \end_layout \begin_layout Subsection gui.image: Class IMAGELOADER \end_layout \begin_layout Standard See class IMAGELOADER. \end_layout \begin_layout Subsection gui.get_runmode: Get current emulator mode \end_layout \begin_layout Itemize Syntax: string gui.get_runmode() \end_layout \begin_layout Standard Gets the current emulator runmode. The possible ones are: \end_layout \begin_layout Itemize quit: Emulator is quitting. \end_layout \begin_layout Itemize normal: Emulator is running emulation \end_layout \begin_layout Itemize load: Emulator is loading a movie/savestate \end_layout \begin_layout Itemize advance_frame: Emulator is doing frame advance \end_layout \begin_layout Itemize advance_subframe: Emulator is doing subframe advance \end_layout \begin_layout Itemize skiplag: Emulator is skipping lag frames \end_layout \begin_layout Itemize skiplag_pending: Emulator will start skipping lag frames next frame \end_layout \begin_layout Itemize pause: Emulator is paused \end_layout \begin_layout Itemize pause_break: Emulator is paused at breakpoint \end_layout \begin_layout Itemize corrupt: Emulator can't run because corrupt emulation state \end_layout \begin_layout Itemize unknown: Unknown state (should not happen). \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: none subtitle.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.lagcount: Get current lag count \end_layout \begin_layout Itemize Syntax: number movie.lagcount() \end_layout \begin_layout Standard Return number of lag frames recorded so far. \end_layout \begin_layout Subsection movie.readonly: Is in playback mode? \end_layout \begin_layout Itemize Syntax: boolean movie.readonly() \end_layout \begin_layout Standard Return true if in playback mode, false if in recording. \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 recording mode. \end_layout \begin_layout Itemize Syntax: none movie.set_readwrite() \end_layout \begin_layout Standard Set recording 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. recording 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/string movie]) \end_layout \begin_layout Itemize Syntax: INPUTMOVIE INPUTMOVIE::copy_movie() \end_layout \begin_layout Standard Copies specified movie or branch /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/string 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 or branch. \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/string 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/string movie]) \end_layout \begin_layout Itemize Syntax: integer INPUTMOVIE::get_size() \end_layout \begin_layout Standard Return number of subframes in specified movie or branch. \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/string 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/string 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/string 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/string 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/string 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/string 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 movie.edit(string branch, 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/string dstmov,] number dst, [INPUTMOV IE/string 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/string 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,] 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 movie.current_branch: Return current branch \end_layout \begin_layout Itemize Syntax: string movie.current_branch() \end_layout \begin_layout Standard Returns the name of the current branch. \end_layout \begin_layout Subsection movie.get_branches: Return names of all branches \end_layout \begin_layout Itemize Syntax: string... movie.get_branches() \end_layout \begin_layout Standard Returns the name of all branches. \end_layout \begin_layout Subsection movie.rom_loaded: Is ROM loaded? \end_layout \begin_layout Itemize Syntax: boolean movie.rom_loaded() \end_layout \begin_layout Standard Returns true if ROM is loaded, false otherwise. \end_layout \begin_layout Subsection movie.get_rom_info: Get info about loaded ROM \end_layout \begin_layout Itemize Syntax: Table movie.get_rom_info() \end_layout \begin_layout Standard Returns a table of tables. The outer table is indexed by ROM slot index. The inner table has the following fields: \end_layout \begin_layout Itemize filename: The name of file \end_layout \begin_layout Itemize hint: File name hint \end_layout \begin_layout Itemize sha256: SHA-256 hash of ROM. \end_layout \begin_layout Itemize xml_filename: The name of file for markup \end_layout \begin_layout Itemize xml_hint: File name hint for markup \end_layout \begin_layout Itemize xml_sha256: SHA-256 hash of ROM markup. \end_layout \begin_layout Standard If there is no markup, the xml_* fields are absent. \end_layout \begin_layout Subsection movie.get_game_info: Get info about loaded game \end_layout \begin_layout Itemize Syntax: Table movie.get_game_info() \end_layout \begin_layout Standard Returns a table with following fields: \end_layout \begin_layout Itemize core: The name of the core \end_layout \begin_layout Itemize core_short: Short name of the core \end_layout \begin_layout Itemize type: The name of the system type \end_layout \begin_layout Itemize type_long: The long name of the system type \end_layout \begin_layout Itemize region: The name of region \end_layout \begin_layout Itemize region_long: The long name of region \end_layout \begin_layout Itemize gametype: The gametype of movie. \end_layout \begin_layout Itemize fps: Nominal fps as floating-point value \end_layout \begin_layout Itemize fps_n: Exact nominal fps numerator \end_layout \begin_layout Itemize fps_d: Exact nominal fps denominator. \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 Subsection settings.get_all: Get values of all settings \end_layout \begin_layout Itemize Syntax: table settings.get_all() \end_layout \begin_layout Standard Return a table with all setting names as keys and all current values as values. \end_layout \begin_layout Subsection settings.get_speed: Get current speed \end_layout \begin_layout Itemize Syntax: number/string settings.get_speed() \end_layout \begin_layout Standard Return the current speed multiplier (1 is normal), or \begin_inset Quotes eld \end_inset turbo \begin_inset Quotes erd \end_inset if speed is set to turbo (this does not react to turbo toggle). \end_layout \begin_layout Subsection settings.set_speed: Set current speed \end_layout \begin_layout Itemize Syntax: settings.get_speed(number spd) \end_layout \begin_layout Itemize Syntax: settings.get_speed(string special) \end_layout \begin_layout Standard Set the current speed multiplier (1 is normal). The speed may be positive multiplier or \begin_inset Quotes eld \end_inset turbo \begin_inset Quotes erd \end_inset for turbo speed. \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 memory areas. \end_layout \begin_layout Itemize Syntax: number memory.vma_count() \end_layout \begin_layout Standard Returns the number of memory areas \end_layout \begin_layout Subsection memory.read_vma: Lookup memory area info by index \end_layout \begin_layout Itemize Syntax: table memory.read_vma(number index) \end_layout \begin_layout Standard Reads the specified memory area (indices start from zero). Trying to read invalid memory area gives nil. The return value is table with the following fields: \end_layout \begin_layout Itemize region_name (string): The readable name of the memory area \end_layout \begin_layout Itemize baseaddr (number): Base address of the memory area \end_layout \begin_layout Itemize lastaddr (number): Last address in the memory area. \end_layout \begin_layout Itemize size (number): The size of memory area in bytes. \end_layout \begin_layout Itemize readonly (boolean): True of the memory area corresponds to ROM. \end_layout \begin_layout Itemize iospace (boolean): True if the memory area is I/O space. \end_layout \begin_layout Itemize native_endian (boolean): True if the memory area has native endian as opposed to little endian. \end_layout \begin_layout Subsection memory.find_vma: Find memory area info by address \end_layout \begin_layout Itemize Syntax: table memory.find_vma(number address) \end_layout \begin_layout Standard Finds the memory area 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 marea, number address|ADDRESS addrobj}) \end_layout \begin_layout Itemize Syntax: none memory.readword({string marea, number address|ADDRESS addrobj}) \end_layout \begin_layout Itemize Syntax: none memory.readhword({string marea, number address|ADDRESS addrobj}) \end_layout \begin_layout Itemize Syntax: none memory.readdword({string marea, number address|ADDRESS addrobj}) \end_layout \begin_layout Itemize Syntax: none memory.readqword({string marea, number address|ADDRESS addrobj}) \end_layout \begin_layout Itemize Syntax: none memory.readsbyte({string marea, number address|ADDRESS addrobj}) \end_layout \begin_layout Itemize Syntax: none memory.readsword({string marea, number address|ADDRESS addrobj}) \end_layout \begin_layout Itemize Syntax: none memory.readshword({string marea, number address|ADDRESS addrobj}) \end_layout \begin_layout Itemize Syntax: none memory.readsdword({string marea, number address|ADDRESS addrobj}) \end_layout \begin_layout Itemize Syntax: none memory.readsqword({string marea, number address|ADDRESS addrobj}) \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 memory area 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 memory area 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 marea, number address|ADDRESS addrobj}) \end_layout \begin_layout Itemize Syntax: none memory.readdouble({string marea, number address|ADDRESS addrobj}) \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 marea, number address|ADDRESS addrobj}, number value) \end_layout \begin_layout Itemize Syntax: none memory.writeword({string marea, number address|ADDRESS addrobj}, number value) \end_layout \begin_layout Itemize Syntax: none memory.writehword({string marea, number address|ADDRESS addrobj}, number value) \end_layout \begin_layout Itemize Syntax: none memory.writedword({string marea, number address|ADDRESS addrobj}, number value) \end_layout \begin_layout Itemize Syntax: none memory.writeqword({string marea, number address|ADDRESS addrobj}, number value) \end_layout \begin_layout Itemize Syntax: none memory.writefloat({string marea, number address|ADDRESS addrobj}, number value) \end_layout \begin_layout Itemize Syntax: none memory.writedouble({string marea, number address|ADDRESS addrobj}, 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 marea, number base|ADDRESS addrobj}, number size) \end_layout \begin_layout Standard Returns a table mapping specified memory aperture for read/write. \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 marea, number base|ADDRESS addrobj}, number size) \end_layout \begin_layout Standard Hash bytes starting from address (relative to ) and return the SHA-256. \end_layout \begin_layout Subsection memory.hash_region2: Hash region of memory \end_layout \begin_layout Itemize Syntax: string memory.hash_region2({string marea, number base|ADDRESS addrobj}, number size[, number rows, number stride]) \end_layout \begin_layout Standard Hash blocks of bytes starting from address (relative to ). The blocks are offset by from one another and return the SHA-256. \end_layout \begin_layout Subsection memory.hash_region_skein: Hash region of memory \end_layout \begin_layout Itemize Syntax: string memory.hash_region_skein({string marea, number base|ADDRESS addrobj}, number size[, number rows, number stride]) \end_layout \begin_layout Standard Same as memory.hash_region2, but uses Skein-512-256 (v1.3; one of the SHA-3 finalists) as hash function. \end_layout \begin_layout Subsection memory.store: Store region of memory \end_layout \begin_layout Itemize Syntax: none memory.store({string marea, number addr|ADDRESS addrobj}, number daddr[, number rows, number stride] \end_layout \begin_layout Standard Copy memory starting from in memory area (each row being of size , there being rows, and rows being separated by in memory) into savestate-saved memory area, starting from (all rows are written back to back). \end_layout \begin_layout Subsection memory.storecmp: Compare and store region of memory \end_layout \begin_layout Itemize Syntax: bool memory.storecmp({string marea, number addr|ADDRESS addrobj}, number daddr[, number rows, number stride] \end_layout \begin_layout Standard Like memory.store, but returns true if target of copy already held the value that would be copied before the copy happened. Otherwise returns false (if target and source differ before copy). \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 marea, number base|ADDRESS addrobj}, number size) \end_layout \begin_layout Standard Read a region of memory. \end_layout \begin_layout Itemize Warning: If the region crosses memory area 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 marea, number base|ADDRESS addrobj}, number size, table data) \end_layout \begin_layout Standard Write a region of memory. \end_layout \begin_layout Itemize Warning: If the region crosses memory area boundary, the results are undefined. \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.action_flags: Get core action flags \end_layout \begin_layout Itemize memory.action_flags(string action) \end_layout \begin_layout Standard Get value of action flags for core action . \end_layout \begin_layout Itemize Bit 0: Enabled? \end_layout \begin_layout Itemize Bit 1: Selected (not all actions can be selected)? \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 marea, number addr|ADDRESS addrobj}, function fn); \end_layout \begin_layout Itemize Syntax: function memory.registerwrite({string marea, number addr|ADDRESS addrobj}, function fn); \end_layout \begin_layout Itemize Syntax: function memory.registerexec({string marea, number addr|ADDRESS addrobj}, function fn); \end_layout \begin_layout Itemize Syntax: none memory.unregisterread({string marea, number addr|ADDRESS addrobj}, function fn); \end_layout \begin_layout Itemize Syntax: none memory.unregisterwrite({string marea, number addr|ADDRESS addrobj}, function fn); \end_layout \begin_layout Itemize Syntax: none memory.unregisterexec({string marea, number addr|ADDRESS addrobj}, function fn); \end_layout \begin_layout Standard Add or remove callback on memory read, write or execute (depending on the function). is relative to . 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 memory areas. \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 marea, number addr|ADDRESS addrobj}, number value); \end_layout \begin_layout Itemize Syntax: none memory.cheat({string marea, number addr|ADDRESS addrobj}); \end_layout \begin_layout Standard Set or clear cheat (value ) on address (relative to ). If is not speicified, clear a cheat. \end_layout \begin_layout Itemize Not all cores support this, and it may be unsupported for some memory areas. \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 Subsection memory.getregister: Get register value \end_layout \begin_layout Itemize Syntax: number/boolean memory.getregister(string register) \end_layout \begin_layout Standard Get the value of named register. \end_layout \begin_layout Subsection memory.getregisters: Get register values \end_layout \begin_layout Itemize Syntax: table memory.getregisters() \end_layout \begin_layout Standard Get the value of all known registers as table. \end_layout \begin_layout Subsection memory.setregister: Set register value \end_layout \begin_layout Itemize Syntax: none memory.setregister(string register, number/boolean value) \end_layout \begin_layout Standard Set the value of named register. \end_layout \begin_layout Subsection memory.mmap: Class MMAP_STRUCT \end_layout \begin_layout Standard See class MMAP_STRUCT \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 memory area names. \end_layout \begin_layout Itemize Syntax: table memory2() \end_layout \begin_layout Standard Returns array of all valid memory area names. \end_layout \begin_layout Subsection memory2.:info: Get memory area info \end_layout \begin_layout Itemize Syntax: table memory2.:info() \end_layout \begin_layout Standard Return table describing given memory area. 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 memory area 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 memory area 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 memory area 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.:cheat: Set/Clear cheat \end_layout \begin_layout Itemize Syntax: none memory2.:cheat(number addr, [number value]) \end_layout \begin_layout Standard Set/Clear cheat at offset of memory area . If is given, cheat with specified value is set. Otherwise cheat on address is removed. \end_layout \begin_layout Subsection memory2.:sha256: SHA-256 \end_layout \begin_layout Itemize Syntax: string memory2.:sha256(number addr, number size[, number rows, number stride]) \end_layout \begin_layout Standard Compute SHA-256 of (default 1) chunks of bytes each, starting from offset of area . The chunks are separated by . \end_layout \begin_layout Subsection memory2.:skein: Skein-512-256 \end_layout \begin_layout Itemize Syntax: string memory2.:skein(number addr, number size[, number rows, number stride]) \end_layout \begin_layout Standard Same as memory2.:sha256, except with Skein-512-256 as hash function. \end_layout \begin_layout Subsection memory2.:store{,cmp}: Copy region to Lua memory with compare \end_layout \begin_layout Itemize Syntax: none memory2.:store(number addr, number daddr, number size[, number rows, number stride]) \end_layout \begin_layout Itemize Syntax: boolean memory2.:storecmp(number addr, number daddr, number size[, number rows, number stride]) \end_layout \begin_layout Standard Copy (default 1) chunks of bytes each, starting from offset of area . The chunks are separated by . The target is Lua host memory, starting from offset . \end_layout \begin_layout Standard Additionally, the storecmp method returns false if target was modified (otherwis e true). \end_layout \begin_layout Subsection memory2.:readregion: Read region \end_layout \begin_layout Itemize Syntax table memory2.:readregion(number addr, number size) \end_layout \begin_layout Standard Read bytes starting from in and return as array. \end_layout \begin_layout Subsection memory2.:writeregion: Write region \end_layout \begin_layout Itemize Syntax none memory2.:writeregion(number addr, table data) \end_layout \begin_layout Standard Write array to bytes starting from in . \end_layout \begin_layout Subsection memory2.:register{read,write,exec}: Register hook \end_layout \begin_layout Itemize Syntax: function memory2.:registerread(number addr, function fn); \end_layout \begin_layout Itemize Syntax: function memory2.:registerwrite(number addr, function fn); \end_layout \begin_layout Itemize Syntax: function memory2.:registerexec(number addr, function fn); \end_layout \begin_layout Standard Register debug callback of specified type at offset of memory area . Returns . \end_layout \begin_layout Subsection memory2.:unregister{read,write,exec}: Unregister hook \end_layout \begin_layout Itemize Syntax: none memory2.:unregisterread(number addr, function fn); \end_layout \begin_layout Itemize Syntax: none memory2.:unregisterwrite(number addr, function fn); \end_layout \begin_layout Itemize Syntax: none memory2.:unregisterexec(number addr, function fn); \end_layout \begin_layout Standard Unregister debug callback of specified type at offset of memory area . \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.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 zip.writer: Class ZIPWRITER \end_layout \begin_layout Standard See class ZIPWRITER. \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 marea, number addr, number width, number height[, number stride]) \end_layout \begin_layout Standard Dumps given sprite (in native format) from memory. memory area 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 marea, number addr, bool full256, bool first_trans) \end_layout \begin_layout Standard Dumps a palette from memory. memory area 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 Subsection bsnes.enablelayer: Set layer visibility \end_layout \begin_layout Itemize Syntax: none bsnes.enablelayer(number layer, number priority, boolean enabled) \end_layout \begin_layout Standard Enable or disable specified layer at specified priority. \end_layout \begin_layout Subsection bsnes.redump_sprite: Redump a sprite \end_layout \begin_layout Itemize Syntax: none bsnes.redump_sprite(BITMAP bitmap, string marea, number addr[, number stride]) \end_layout \begin_layout Standard Like bsnes.dump_sprite, but instead dumps to specified bitmap . The specified bitmap must have size multiple of 8x8. \end_layout \begin_layout Subsection bsnes.redump_palette: Redump a palette \end_layout \begin_layout Itemize Syntax: none bsnes.dump_palette(PALETTE pal, string marea, number addr, bool first_trans) \end_layout \begin_layout Standard Like bsnes.dump_palette, but instead dumps to specified palette . The specified palette must have either 16 or 256 colors. \end_layout \begin_layout Section extensions to table string \end_layout \begin_layout Subsection string.charU: string.char, UTF-8 version. \end_layout \begin_layout Itemize Syntax: string string.charU(number n...) \end_layout \begin_layout Standard Like Lua string.char(), but works in terms of Unicode codepoints. The returned string is UTF-8. \end_layout \begin_layout Subsection string.byteU: string.byte, UTF-8 version. \end_layout \begin_layout Itemize Syntax: number... string.byteU(string str[, number i[, number j]]) \end_layout \begin_layout Standard Like string.byte(), but works in terms of Unicode codepoints. The input string is assumed UTF-8. \end_layout \begin_layout Subsection string.regex: Match string against regular expression \end_layout \begin_layout Itemize Syntax: boolean/string... string.regex(string regexp, string against) \end_layout \begin_layout Standard Match POSIX-extended regular expression against string . If no match, false is returned. Otherwise if string has no subcaptures, true is returned. Otherwise each subcapture is returned as a string (in order of starting position). \end_layout \begin_layout Subsection string.hex: Transform integer into hex string \end_layout \begin_layout Itemize Syntax: string string.hex(number n, [number digits]) \end_layout \begin_layout Standard Returns hexadecimal string representation of , optionally padded with zeroes to digits (default is not to pad). \end_layout \begin_layout Subsection string.lpad: Pad string with spaces from left \end_layout \begin_layout Itemize Syntax: string string.lpad(string x, number n) \end_layout \begin_layout Standard Pad string to bytes by inserting spaces at start and return the result. \end_layout \begin_layout Subsection string.rpad: Pad string with spaces from right \end_layout \begin_layout Itemize Syntax: string string.rpad(string x, number n) \end_layout \begin_layout Standard Pad string to bytes by inserting spaces at end and return the result. \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_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 recording mode \end_layout \begin_layout Itemize Callback: on_readwrite() \end_layout \begin_layout Standard Called when moving into recording 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 recording mode. \end_layout \begin_layout Itemize reload: ROM is being reloaded in recording 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 Itemize Memory areas are: WRAM, APURAM, VRAM, OAM, CGRAM, RTC, DSPRAM, DSPPROM, DSPDROM, SRAM, ROM, BUS, PTRTABLE, CPU_STATE, PPU_STATE, SMP_STATE, DSP_STATE, BSXFLASH, BSX_RAM, BSX_PRAM, SLOTA_ROM, SLOTB_ROM, SLOTA_RAM, SLOTB_RAM, GBCPU_STATE, GBROM, GBRAM, GBWRAM, GBHRAM. \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 \begin_layout Itemize Memory areas are: SRAM, WRAM, VRAM, IOAMHRAM, ROM, BUS. \end_layout \end_body \end_document