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Nintaco Go API


This API provides programmatic control of the Nintaco NES/Famicom emulator at a very granular level. It supports direct access to CPU/PPU/APU Memory and registers, to controller input and to save states. And it offers a multitude of listeners that enable programs to tap into emulation events.


Go programs control the emulator externally using an internal socket connection for interprocess communication. At the beginning of a program, specify the host and port consistent with the values entered into the Start Program Server window using:

nintaco.InitRemoteAPI("localhost", 9999)

After that, the singleton API instance can be obtained via:

api := nintaco.GetAPI()


The API starts out in a disabled state and while disabled only the Add/Remove listener methods work. After adding listeners, a program calls Run to activate the API; it signals that everything is setup and the program is ready to receive events. Run never returns. Instead, it enters an infinite loop that maintains the connection to the emulator.

Listeners are cached and they rarely need to be removed. In the event that the API is temporarily disabled, listeners do not need to be re-added. They are automatically removed on program shutdown. And most of the API methods that modify internal states do not have the side effect of triggering listeners. For example, a program that receives events when a region of CPU memory is updated can modify the same region from the event listener without creating infinite recursion.

The easiest way for a program to do something once-per-frame is within a FrameListener, which is called back immediately after a full frame was rendered, but just before the frame is displayed to the user. ScanlineListener works in a similar way, but it is invoked after a specified scanline was rendered. ScanlineCycleListener takes that one step further and responds to a specified dot. A program can manipulate controller input from a ControllersListener, which is called back immediately after the controllers were probed for data, but just before the probed data is exposed to the machine. AccessPointListener is triggered by a specified CPU Memory read or write, or instruction execution point and SpriteZeroListener is triggered by sprite zero hits. Finally, ActivateListener, DeactivateListener, StatusListener and StopListener respond to API enabled events, API disabled events, status message events and Stop button events, respectively.

If a type satifies one of the listener interfaces, it can be passed directly to the corresponding Add/Remove method. This technique appears in the Hello World example:

func (h *helloWorld) launch() {

On the other hand, if a method or an ordinary function has the same argument list and return type of a listener, but it differs by name or it lacks a receiver, then it can still be passed to an Add/Remove method through a cast to a listener type. The API provides a NewXFunc function for each listener that performs the cast. In the Tetris Bot example, this approach is employed because it registers 4 separate AccessPointListeners:

func (t *tetrisBot) launch() {
        nintaco.AccessPointTypePreExecute, 0x9C35)
        nintaco.AccessPointTypePreExecute, 0x8977)
        nintaco.AccessPointTypePreWrite, addressTetriminoY1)
        nintaco.AccessPointTypePreWrite, addressTetriminoY2)


The API is not safe for concurrent use. After invoking API.Run, the only goroutine that can safely invoke API methods is the one that executes the listeners. While a listener is running, the emulator is effectively frozen; listeners need to return in a timely manner to avoid slowing down emulation. Programs can start additional goroutines to perform parallel computations; however, the results of those computations should be exposed to and used from the listeners to act on the API.


This API is a translation of the Nintaco Java API. Refer to the Javadoc for a detailed description of the API methods, the listeners and the constants.


  • Hello World displays "Hello, World!" and a bouncing ball above a running game.
  • Tetris Bot is an AI that plays Tetris.
  • Screenshot captures gameplay screenshots.
  • Castlevania Weapons provides the ability to change the subweapon at the press of a button.


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