Fightcade Lua Hotkey
You can save this as a .lua file and load it into FightCade (typically via the console or the LuaEngine menu).
-- FightCade Simple Macro Hotkey Example
-- NOTE: Key codes vary. Standard keyboard 'A' is usually 65 in ASCII,
-- but emulators often use specific input libraries (like DirectInput).
local input = require("input") -- Access to input registers
local key_mem = 0x100 -- hypothetical memory address for P1 inputs (game specific)
-- Define a simple function to check if a key is pressed
-- This relies on the emulator's specific API for key registration
local function isKeyPressed(keyCode)
-- In FBA Lua, we often check specific memory addresses or
-- use the 'input' module if available.
-- This is a placeholder logic for demonstration:
return input.get()[keyCode]
end
-- Main Loop
while true do
-- Check if the "Tilde" key (`) is pressed
-- We use a generic key check here; FightCade often uses DirectInput scancodes.
local keys = input.get()
if keys["tilde"] then
-- EXAMPLE: Perform a Hadouken (QCF + Punch)
-- Logic: Down -> Down-Forward -> Forward -> Punch
print("Hotkey Triggered: Hadouken!")
-- Step 1: Hold Down (60 frames usually too long, let's do 4-5 frames)
-- Note: Writing to memory requires knowing the game's specific input RAM address.
-- Here we simulate writing to a generic input port.
-- Hypothetical write (pseudo-code logic for FBA)
memory.writebyte(key_mem, 0x02) -- 0x02 = Down (Check game specific hex values)
emu.frameadvance()
-- Step 2: Down-Forward
memory.writebyte(key_mem, 0x06) -- 0x06 = Down+Right
emu.frameadvance()
-- Step 3: Forward + Punch
memory.writebyte(key_mem, 0x04) -- Right
memory.writebyte(key_mem_punch, 0x01) -- Punch
emu.frameadvance()
-- Release
memory.writebyte(key_mem, 0x00)
memory.writebyte(key_mem_punch, 0x00)
-- Debounce: Wait until key is released to prevent spamming
while keys["tilde"] do
keys = input.get()
emu.frameadvance()
end
end
-- Always advance the emulator frame at the end of the loop
emu.frameadvance()
end
Fightcade 2 (and its underlying FFmpeg core) exposes a Lua API that hooks directly into the emulated input pipeline. Every frame, the emulator asks: "What buttons are pressed?" Your script can intercept, modify, or generate inputs before the game sees them.
The magic happens in two files you’ll place in your game’s configuration folder (e.g., Fightcade/emulator/ggpofba/config/):
Most hotkey logic lives in input.lua. Let’s build from scratch. fightcade lua hotkey
For the passionate retro fighting game community, Fightcade is the gold standard. It breathes new life into arcade classics like Street Fighter III: 3rd Strike, The King of Fighters '98, and Vampire Savior. But while the netcode (GGPO) is flawless, the default user interface and training mode features can feel spartan compared to modern fighting game suites like Street Fighter 6 or Guilty Gear Strive.
Enter Lua scripting.
By harnessing Lua hotkeys, you can transform Fightcade into a high-tech training lab. Want to reset a combo trial with a single button press? Record and playback mix-ups? Display hitboxes or frame data on the fly? Lua hotkeys make it possible. You can save this as a
This article is a deep dive into what Lua hotkeys are, how to write them, and the most useful scripts to elevate your Fightcade experience.
Modern fighting games have frame advance. Fightcade doesn’t—unless you build it.
local frame_advance_key = 0x71 -- F2 local advance_frame = false local frame_count = 0function 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 Fightcade 2 (and its underlying FFmpeg core) exposes
emu.register_frame(on_frame)



