tpict / Dolphin-Lua-Core

This is a custom version of the Dolphin Emulator, in this version you can launch LUA scripts. This version is based of dragonbane0's zelda dolphin version.

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Dolphin 5.0 Lua Core (custom Dolphin build)

This project adds Lua support in the revision 5.0 of the Dolphin Emulator. This is based on Dragonbane0's Zelda Edition, which can be found here.

Running scripts

To run already implemented Lua scripts, go to Tools - Execute Script. In the new window, select the desired script (note that only Lua scripts in Scripts folder are shown in the list) and click on Start whenever you want to execute it. To stop the script execution, click on Cancel.

Important: Please note that closing the Execute Script window does NOT stop the script execution. You have to click on Cancel while the desired script is selected to do so.

Writing new scripts

You can write new scripts following the template of Example.lua (or any other implemented script) and save them in Scripts folder of the build. Dolphin will automatically recognize them after that.

Available functions:

ReadValue8(memoryAddress as Number) //Reads 1 Byte from the address
ReadValue16(memoryAddress as Number) //Reads 2 Byte from the address
ReadValue32(memoryAddress as Number) //Reads 4 Byte from the address
ReadValueFloat(memoryAddress as Number)  //Reads 4 Bytes as a Float from the address
ReadValueString(memoryAddress as Number, length as Number) //Reads "length" amount of characters from the address as a String
 
WriteValue8(memoryAddress as Number, value as Number) //Writes 1 Byte to the address
WriteValue16(memoryAddress as Number, value as Number) //Writes 2 Byte to the address
WriteValue32(memoryAddress as Number, value as Number) //Writes 4 Byte to the address
WriteValueFloat(memoryAddress as Number, value as Number)  //Writes 4 Bytes as a Float to the address
WriteValueString(memoryAddress as Number, text as String) //Writes the string to the address
 
GetPointerNormal(memoryAddress as Number) //Reads the pointer address from the memory, checks if its valid and if so returns the normal address. You can use this function for example to get Links Pointer from the address 0x3ad860. To the return value you simply need to add the offset 0x34E4 and then do a ReadValueFloat with the resulting address to get Links speed (in TWW)
 
PressButton(Button as String) //Presses the indicated button down, can call this with "Start" for example to press the Start button down. This is a bit buggy still and Buttons need to be pressed every frame or they are automatically released
 
ReleaseButton(Button as String) //Releases the indicated button. Not really needed atm cause buttons are pressed for only 1 frame
 
SetMainStickX(pos as Number) //Sets the main control stick X Pos
SetMainStickY(pos as Number) //Sets the main control stick Y Pos
 
SetCStickX(pos as Number) //Sets the C-Stick X Pos
SetCStickY(pos as Number)  //Sets the C-Stick Y Pos
 
SaveState(useSlot as Boolean, slotID/stateName as Number/String) //Saves the current state in the indicated slot number or fileName
LoadState(useSlot as Boolean, slotID/stateName as Number/String) //Loads the state from the indicated slot number or fileName
 
GetFrameCount() //Returns the current visual frame count. Can use this and a global variable for example to check for frame advancements and how long the script is running in frames
 
GetInputFrameCount() //Returns the current input frame count
 
MsgBox(message as String, delayMS as Number) //Dolphin will show the indicated message in the upper-left corner for the indicated length (in milliseconds). Default length is 5 seconds
SetScreenText(message as String) //Displays Text on Screen
 
CancelScript() //Cancels the script

Implemented callbacks:

function onScriptStart()
    -- called when Start button is pressed
end

function onScriptCancel()
    -- called when Cancel button is pressed or if CancelScript() is executed
end

function onScriptUpdate()
	-- called once every frame
end

function onStateLoaded()
	-- called when a savestate was loaded successfully by the Lua script
end

function onStateSaved()
	-- called when a savestate was saved successfully by the Lua script
end

TODO: Make Wiimotes working with Lua Scripts.

NOTE: If you want to build this version: Use Microsoft Visual Studio 2017 without any upgrades or use Microsoft Visual Studio 2015 Update 2 and Windows 10 SDK 10.0.10586.0 MAKE SURE YOU'VE SELECTED "Release" IN VISUAL STUDIO, OTHERWISE THE BUILD WILL FAIL http://prntscr.com/mkjgvw

About

This is a custom version of the Dolphin Emulator, in this version you can launch LUA scripts. This version is based of dragonbane0's zelda dolphin version.

License:GNU General Public License v2.0


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