Fightcade Lua Hotkey Verified Info

-- For training mode dipswitch reset: Use memory poke -- (Simpler method: use Save/Load State hotkeys) end

Enter .

function on_frame() if input.get_key_state(reset_key) == 1 and not last_reset then last_reset = true emu.save_state("state0") -- Save current state as "neutral" emu.load_state("state0") -- Instantly reload elseif input.get_key_state(reset_key) == 0 then last_reset = false end end fightcade lua hotkey

-- Reset hotkey: F1 (0x70) local reset_key = 0x70 local last_reset = false function reset_game() -- This sends the coin and start inputs quickly -- Adjust based on your game. For Street Fighter III: input.set_digital(1, INPUT_COIN, 1) -- Insert coin emu.wait_frames(2) input.set_digital(1, INPUT_START, 1) -- Press Start emu.wait_frames(2) input.set_digital(1, INPUT_COIN, 0) input.set_digital(1, INPUT_START, 0)

Start small. Bind a simple reset to F1 . Then explore memory addresses for your favorite game. Before long, you’ll have a custom training mode that rivals commercial fighting games—all running inside a browser-based arcade emulator. -- For training mode dipswitch reset: Use memory

local frame_advance_key = 0x71 -- F2 local advance_frame = false local frame_count = 0 function on_frame() if input.get_key_state(frame_advance_key) == 1 then if not advance_frame then advance_frame = true emu.pause() -- Pause the emulator print("Frame advance mode ON. Press key again to step.") else emu.unpause() emu.pause() -- Step one frame end else -- Optional: hold a modifier to exit frame advance if input.get_key_state(0x11) == 1 then -- Q key to exit emu.unpause() advance_frame = false end end end

local hitbox_key = 0x68 -- H key local hitbox_enabled = false -- Addresses for 3rd Strike hitboxes (example only – verify with emulator) local P1_X = 0x203F20 local P1_HITBOX = 0x2040A0 Bind a simple reset to F1

emu.register_frame(on_frame) This uses memory reading (game-specific). The example below is for Street Fighter III: 3rd Strike (USA) . You must find the correct memory addresses for your game.

-- For training mode dipswitch reset: Use memory poke -- (Simpler method: use Save/Load State hotkeys) end

Enter .

function on_frame() if input.get_key_state(reset_key) == 1 and not last_reset then last_reset = true emu.save_state("state0") -- Save current state as "neutral" emu.load_state("state0") -- Instantly reload elseif input.get_key_state(reset_key) == 0 then last_reset = false end end

-- Reset hotkey: F1 (0x70) local reset_key = 0x70 local last_reset = false function reset_game() -- This sends the coin and start inputs quickly -- Adjust based on your game. For Street Fighter III: input.set_digital(1, INPUT_COIN, 1) -- Insert coin emu.wait_frames(2) input.set_digital(1, INPUT_START, 1) -- Press Start emu.wait_frames(2) input.set_digital(1, INPUT_COIN, 0) input.set_digital(1, INPUT_START, 0)

Start small. Bind a simple reset to F1 . Then explore memory addresses for your favorite game. Before long, you’ll have a custom training mode that rivals commercial fighting games—all running inside a browser-based arcade emulator.

local frame_advance_key = 0x71 -- F2 local advance_frame = false local frame_count = 0 function on_frame() if input.get_key_state(frame_advance_key) == 1 then if not advance_frame then advance_frame = true emu.pause() -- Pause the emulator print("Frame advance mode ON. Press key again to step.") else emu.unpause() emu.pause() -- Step one frame end else -- Optional: hold a modifier to exit frame advance if input.get_key_state(0x11) == 1 then -- Q key to exit emu.unpause() advance_frame = false end end end

local hitbox_key = 0x68 -- H key local hitbox_enabled = false -- Addresses for 3rd Strike hitboxes (example only – verify with emulator) local P1_X = 0x203F20 local P1_HITBOX = 0x2040A0

emu.register_frame(on_frame) This uses memory reading (game-specific). The example below is for Street Fighter III: 3rd Strike (USA) . You must find the correct memory addresses for your game.