Post subject: Lua Scripting in Mupen64
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1560
For the next official release of Mupen64 rerecording, I would like there to be Lua Scripting. I have an idea for a Lua Script for Mario Kart 64. Keeping track of the race time in vs.
Post subject: Re: Lua Scripting in Mupen64
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
PikachuMan wrote:
For the next official release of Mupen64 rerecording
I dont think you will be seeing that in a long long time..
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
It is possible to do scripting in Mupen64 with L.Spiro's Memory Hacking Software (MHS) available at http://memoryhacking.com/ There is plenty of documentation available to make a script interact with the game and a few users here have learned to do it. Most of us don't know how it works, so you can either learn yourself or be patient and wait for lua scripting in an undetermined amount of time.
Experienced player (642)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Yes, MHS has these capabilities and all functions are documented in the provided help files. The scripts are syntaxically similar to C programs. MHS can also emulate keyboard and mouse movement, so emulator functions should be easy to do. MHS can also access system memory, which gives you more freedom over LUA.
Measure once. Cut twice.
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1560
don't know how to get it to work. there's a help file it can help me do the search for stuff.
Post subject: lua functions
Joined: 3/18/2006
Posts: 971
Location: Great Britain
is there any documentation? i'm not sure how to hold the control stick at 30, 30 coordinates.
Former player
Joined: 11/25/2009
Posts: 77
Yes. I need some help, too. I read the Japanese documentation here. It suggests a function for frame advancing since it's not yet implemented, but when I try it, I get this error message: "attempt to yield across metamethod/C-call boundary". Would really appreciate some help on this one... EDIT: I'm dumb. I didn't realize the functions for each frame advance had to be executed inside the main() function. The emu.framadvance() only works when executed inside the main() function. Problem solved.
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Update: Recently, MKDasher worked on a lag counter for mupen64-lua (only supports 30FPS for now; if you find a way to make it work for 60FPS, don't be afraid to post in this thread). Here is the lua script: http://dl.dropbox.com/u/55220482/LagCounter30FPS.lua See it in action: http://www.youtube.com/watch?v=J4CyfFBX8vo Like other emulators, whenever you load a previous state, the lag counter reset to whatever value it had on that frame. You need to record/playback a movie for it to work (because mupen). Please give any feedback/bugs report in this thread.
Experienced player (658)
Joined: 5/16/2009
Posts: 235
Lag Counter 60 FPS: http://dl.dropbox.com/u/102137768/LagCounter60FPS.lua
Nahoc wrote:
You need to record/playback a movie for it to work (because mupen).