aiohttp
免费Use when building Python async HTTP services or clients with aiohttp - web server routing, middleware, WebSocket, SSE, streaming, client sessions, pytest-aiohttp testing, or troubleshooting SSL and timeout issues
中文简介正在准备中。当前显示原文说明。
Use when scripting mGBA emulator automation in Lua - console API, ROM and save state operations, frame callbacks, input handling, memory reading for cheats and RAM watches, sockets, or TAS and speedrunner tooling
中文简介正在准备中。当前显示原文说明。
安装前可以查看交给 AI 代理的指令内容。
Lua scripting for mGBA emulator.
Starting with version 0.10, mGBA has built-in scripting capabilities. To use scripting, click "Scripting..." from the Tools menu. Currently, only Lua scripting is supported.
Key Features:
Tools → Scripting...
This opens a console where you can load and run Lua scripts.
-- emu: CoreAdapter instance (available when game loaded)
-- C: Exported constants
-- callbacks: CallbackManager instance
-- console: Console instance
-- util: Basic utility library
-- socket: TCP socket library
console.log("Info message")
console.warn("Warning message")
console.error("Error message")
-- Create text buffer
buffer = console.createBuffer("My Buffer")
buffer:print("Text in buffer")
buffer:clear()
-- Expand bitmask to list
bits = util.expandBitmask(0xFF) -- {0,1,2,3,4,5,6,7}
-- Make bitmask from list
mask = util.makeBitmask({0, 3, 5}) -- 0x29
-- Load ROM file
success = emu.loadFile("path/to/rom.gba")
-- Get game info
title = emu.getGameTitle() -- "POKEMON FIRE"
code = emu.getGameCode() -- "AGB-P-FE"
size = emu.romSize() -- ROM size in bytes
platform = emu.platform() -- 0=GBA, 1=GB
checksum = emu.checksum() -- CRC32
-- Save to file
emu.saveStateFile("path/to/state.state")
-- Load from file
emu.loadStateFile("path/to/state.state")
-- Save to slot (0-9)
emu.saveStateSlot(0)
emu.loadStateSlot(0)
-- Save/load buffer
buffer = emu.saveStateBuffer()
emu.loadStateBuffer(buffer)
-- Flags: SCREENSHOT=1, SAVEDATA=2, CHEATS=4, RTC=8, METADATA=16
-- ALL = 31
emu.saveStateSlot(0, 31) -- Save everything
-- Run one frame
emu.runFrame()
-- Run one instruction
emu.step()
-- Get current frame number
frame = emu.currentFrame()
-- Get cycle info
cycles = emu.frameCycles() -- Cycles per frame
freq = emu.frequency() -- Cycles per second
-- Set all keys at once
emu.setKeys(0x0000) -- No keys
-- Add keys (OR with existing)
emu.addKeys(C.GBA_KEY.A + C.GBA_KEY.R)
-- Clear keys
emu.clearKeys(C.GBA_KEY.B)
-- Check key state
if emu.getKey(C.GBA_KEY.UP) == 1 then
print("UP is pressed")
end
-- Get all pressed keys
keys = emu.getKeys()
C.GBA_KEY.A = 0
C.GBA_KEY.B = 1
C.GBA_KEY.SELECT = 2
C.GBA_KEY.START = 3
C.GBA_KEY.RIGHT = 4
C.GBA_KEY.LEFT = 5
C.GBA_KEY.UP = 6
C.GBA_KEY.DOWN = 7
C.GBA_KEY.R = 8
C.GBA_KEY.L = 9
C.GB_KEY.A = 0
C.GB_KEY.B = 1
C.GB_KEY.SELECT = 2
C.GB_KEY.START = 3
C.GB_KEY.RIGHT = 4
C.GB_KEY.LEFT = 5
C.GB_KEY.UP = 6
C.GB_KEY.DOWN = 7
-- Read 8/16/32 bit values
value8 = emu.read8(address)
value16 = emu.read16(address)
value32 = emu.read32(address)
-- Read range
data = emu.readRange(address, length)
-- Read from memory domain
rom = emu.memory["cart0"]
value = rom:read8(offset)
data = rom:readRange(offset, length)
-- Write 8/16/32 bit values
emu.write8(address, value)
emu.write16(address, value)
emu.write32(address, value)
-- Available memory domains
emu.memory["bios"] -- BIOS (0x00000000)
emu.memory["wram"] -- EWRAM (0x02000000)
emu.memory["iwram"] -- IWRAM (0x03000000)
emu.memory["io"] -- MMIO (0x04000000)
emu.memory["palette"] -- Palette (0x05000000)
emu.memory["vram"] -- VRAM (0x06000000)
emu.memory["oam"] -- OAM (0x07000000)
emu.memory["cart0"] -- ROM (0x08000000)
emu.memory["cart1"] -- ROM WS1 (0x0a000000)
emu.memory["cart2"] -- ROM WS2 (0x0c000000)
emu.memory["cart0"] -- ROM Bank ($0000)
emu.memory["vram"] -- VRAM ($8000)
emu.memory["sram"] -- SRAM ($a000)
emu.memory["wram"] -- WRAM ($c000)
emu.memory["oam"] -- OAM ($fe00)
emu.memory["io"] -- MMIO ($ff00)
emu.memory["hram"] -- HRAM ($ff80)
-- Add callback (returns callback ID)
id = callbacks.add("frame", function()
-- Called every frame
end)
id = callbacks.add("start", function()
-- Called when emulation starts
end)
id = callbacks.add("reset", function()
-- Called when emulation resets
end)
id = callbacks.add("shutdown", function()
-- Called when emulation stops
end)
-- Remove callback
callbacks.remove(id)
-- alarm - In-game alarm went off
-- crashed - Emulation crashed
-- frame - Frame finished
-- keysRead - About to read key input
-- reset - Emulation reset
-- savedataUpdated - Save data modified
-- sleep - Entered low-power mode
-- shutdown - Powered off
-- start - Started
-- stop - Voluntarily shut down
-- Auto-press A every 10 frames
local counter = 0
callbacks.add("frame", function()
counter = counter + 1
if counter >= 10 then
emu.addKeys(C.GBA_KEY.A)
counter = 0
else
emu.clearKeys(C.GBA_KEY.A)
end
end)
Detailed reference material is available in the references/ directory. Load these on demand for specific topics:
references/classes-registers.mdreferences/networking.mdreferences/examples.md-- Bad: Keys stay pressed
callbacks.add("frame", function()
emu.addKeys(C.GBA_KEY.A)
end)
-- Good: Clear after use
callbacks.add("frame", function()
emu.addKeys(C.GBA_KEY.A)
emu.clearKeys(C.GBA_KEY.A)
end)
-- Input should be handled in frame callback
callbacks.add("frame", function()
if btnp(6) then -- UP pressed this frame
-- Handle input
end
end)
callbacks.add("crashed", function()
console.error("Emulation crashed!")
-- Save state before exit
emu.saveStateFile("crash.state")
end)
-- Clear any previous state when loading
emu.clearKeys(0xFFFF)
callbacks.remove(cbid) -- Remove old callbacks
-- Some games use different RAM locations
-- Use mGBA's cheat search or memory viewer to find correct addresses
-- Some games poll keys differently
-- Try using addKeys instead of setKeys
emu.addKeys(C.GBA_KEY.A) -- OR with existing
-- Socket connect is blocking!
-- Use connect with timeout or run in separate thread
-- For async, use callbacks and poll()
| Method | Description |
|---|---|
loadFile(path) | Load ROM file |
getGameTitle() | Get ROM title |
getGameCode() | Get ROM code |
romSize() | Get ROM size |
platform() | Get platform (GBA=0, GB=1) |
checksum(type) | Get ROM checksum |
reset() | Reset emulation |
runFrame() | Run one frame |
step() | Run one instruction |
currentFrame() | Get frame number |
frameCycles() | Cycles per frame |
frequency() | Cycles per second |
screenshot(filename) | Save screenshot |
| Method | Description |
|---|---|
read8(addr) | Read 8-bit value |
read16(addr) | Read 16-bit value |
read32(addr) | Read 32-bit value |
readRange(addr, len) | Read byte range |
write8(addr, val) | Write 8-bit value |
write16(addr, val) | Write 16-bit value |
write32(addr, val) | Write 32-bit value |
readRegister(name) | Read CPU register |
writeRegister(name, val) | Write CPU register |
| Method | Description |
|---|---|
setKeys(mask) | Set key bitmask |
addKeys(mask) | Add keys to current |
clearKeys(mask) | Remove keys from current |
addKey(key) | Add single key |
clearKey(key) | Clear single key |
getKey(key) | Get key state |
getKeys() | Get all keys as mask |
| Method | Description |
|---|---|
saveStateFile(path, flags) | Save to file |
loadStateFile(path, flags) | Load from file |
saveStateSlot(slot, flags) | Save to slot |
loadStateSlot(slot, flags) | Load from slot |
saveStateBuffer(flags) | Save to buffer |
loadStateBuffer(buf, flags) | Load from buffer |
autoloadSave() | Load associated save |
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中文简介正在准备中。当前显示原文说明。
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中文简介正在准备中。当前显示原文说明。
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中文简介正在准备中。当前显示原文说明。
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