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# Scripting MAME via LUA | ||
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## Introduction | ||
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It is now possible to externally drive MAME via LUA scripts. | ||
This feature initially appeared in version 0.148, when a minimal `luaengine` | ||
was implemented. Nowadays, the LUA interface is rich enough | ||
to let you inspect and manipulate devices state, access CPU | ||
registers, read and write memory, and draw a custom HUD on screen. | ||
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Internally, MAME makes extensive use of `luabridge` to implement | ||
this feature: the idea is to transparently expose as many of | ||
the useful internals as possible. | ||
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Finally, a warning: LUA API is not yet declared stable and may | ||
suddenly change without prior notice. | ||
However, we expose methods to let you know at runtime which API | ||
version you are running against, and you can introspect most of the | ||
objects at runtime. | ||
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## Features | ||
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The API is not yet complete, but this is a partial list of capabilities | ||
currently available to LUA scripts: | ||
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* machine metadata (app version, current rom, rom details) | ||
* machine control (starting, pausing, resetting, stopping) | ||
* machine hooks (on frame painting and on user events) | ||
* devices introspection (device tree listing, memory and register enumeration) | ||
* screens introspection (screens listing, screen details, frames counting) | ||
* screen HUD drawing (text, lines, boxes on multiple screens) | ||
* memory read/write (8/16/32/64 bits, signed and unsigned) | ||
* registers and states control (states enumeration, get and set) | ||
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## Usage | ||
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MAME supports external scripting via LUA (>= 5.3) scripts, either | ||
written on the interactive console or loaded as a file. | ||
To reach the console, just run MAME with `-console`; you will be | ||
greeted by a naked `>` prompt where you can input your script. | ||
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To load a whole script at once, store it in a plaintext file and | ||
pass it via the `-autoboot_script`. Please note that script | ||
loading may be delayed (few seconds by default), but you can | ||
override the default with the `-autoboot_delay` argument. | ||
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To control the execution of your code, you can use a loop-based or | ||
an event-based approach. The former is not encouraged as it is | ||
resource-intensive and makes control flow unnecessarily complex. | ||
Instead, we suggest to register custom hooks to be invoked on specific | ||
events (eg. at each frame rendering). | ||
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## Walktrough | ||
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Let's first run MAME in a terminal to reach the LUA console: | ||
``` | ||
$ mame -console YOUR_ROM | ||
M.A.M.E. v0.158 (Feb 5 2015) - Multiple Arcade Machine Emulator | ||
Copyright Nicola Salmoria and the MAME team | ||
Lua 5.3.0 Copyright (C) 1994-2015 Lua.org, PUC-Rio | ||
> | ||
``` | ||
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At this point, your game is probably running in demo mode, let's pause it: | ||
``` | ||
> emu.pause() | ||
> | ||
``` | ||
Even without textual feedback on the console, you'll notice the game is now paused. | ||
In general, commands are quiet and only print back error messages. | ||
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You can check at runtime which version of MAME you are running, with: | ||
``` | ||
> print(emu.app_name() .. " " .. emu.app_version()) | ||
mame 0.158 | ||
``` | ||
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We now start exploring screen related methods. First, let's enumerate available screens: | ||
``` | ||
> for i,v in pairs(manager:machine().screens) do print(i) end | ||
:screen | ||
``` | ||
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`manager:machine()` is the root object of your currently running machine: | ||
we will be using this often. `screens` is a table with all available screens; | ||
most machines only have one main screen. | ||
In our case, the main and only screen is tagged as `:screen`, and we can further | ||
inspect it: | ||
``` | ||
> -- let's define a shorthand for the main screen | ||
> s = manager:machine().screens[":screen"] | ||
> print(s:width() .. "x" .. s:height()) | ||
320x224 | ||
``` | ||
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We have several methods to draw on the screen a HUD composed of lines, boxes and text: | ||
``` | ||
> -- we define a HUD-drawing function, and then call it | ||
> function draw_hud() | ||
>> s:draw_text(40, 40, "foo"); -- (x0, y0, msg) | ||
>> s:draw_box(20, 20, 80, 80, 0, 0xff00ffff); -- (x0, y0, x1, y1, fill-color, line-color) | ||
>> s:draw_line(20, 20, 80, 80, 0xff00ffff); -- (x0, y0, x1, y1, line-color) | ||
>> end | ||
> draw_hud(); | ||
``` | ||
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This will draw some useless art on the screen. However, when unpausing the game, your HUD | ||
needs to be refreshed otherwise it will just disappear. In order to do this, you have to register | ||
your hook to be called on every frame repaint: | ||
``` | ||
> emu.sethook(draw_hud, "frame") | ||
``` | ||
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Similarly to screens, you can inspect all the devices attached to a | ||
machine: | ||
``` | ||
> for k,v in pairs(manager:machine().devices) do print(k) end | ||
:audiocpu | ||
:maincpu | ||
:saveram | ||
:screen | ||
:palette | ||
[...] | ||
``` | ||
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On some of them, you can also inspect and manipulate memory and state: | ||
``` | ||
> cpu = manager:machine().devices[":maincpu"] | ||
> -- enumerate, read and write state registers | ||
> for k,v in pairs(cpu.state) do print(k) end | ||
D5 | ||
SP | ||
A4 | ||
A3 | ||
D0 | ||
PC | ||
[...] | ||
> print(cpu.state["D0"].value) | ||
303 | ||
> cpu.state["D0"].value = 255 | ||
> print(cpu.state["D0"].value) | ||
255 | ||
``` | ||
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``` | ||
> -- inspect memory | ||
> for k,v in pairs(cpu.spaces) do print(k) end | ||
program | ||
> mem = cpu.spaces["program"] | ||
> print(mem:read_i8(0xC000)) | ||
41 | ||
``` | ||
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