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Scripting Engine
Status: not started. rustysnes-script is currently a 1-line stub crate — no Lua scripting engine or TAS API exists yet.
Scripting is planned as v1.1.0, the first post-v1.0.0 "Reach" release (see Roadmap), paired with a first debugger pass (breakpoints, a memory viewer). It is deliberately sequenced first among the Reach features specifically because it is the smallest closed-scope lift and the most immediately useful for accuracy work already in progress — not because any of it exists today.
The stated bar for this work, once started, is Mesen2-class scripting/debugger tooling. No API surface, Lua binding crate, or hook design has been chosen yet.
There is currently no script API, no debugger memory-inspection surface beyond the placeholder panels already sketched in the frontend shell (see Frontend-Architecture), and no TAS movie format. TAS movie recording/playback is tracked separately as v1.4.0, built on the same save-state-at-frame-0 plus deterministic-input-log foundation that netplay (Netplay-and-Rollback) uses. Check to-dos/VERSION-PLAN.md in the repository for the current sequencing; this page will be filled in once work actually begins.
RustySNES is a cycle-accurate Super Nintendo / Super Famicom emulator written in pure Rust. Licensed under MIT OR Apache-2.0. | GitHub Repository | Web Demo | API Docs