💾 VMU#
Note
The VMU (Visual Memory Unit) is used for saving game data and displaying animations.
Save#
Keep these in mind when you create a new savefile:
gameName - 16 character long.
saveName - 26 character long.
descShort - 16 character long.
descLong - 32 character long.
saveID - from 1 to 3.
You should be able to save just about any Lua table on the VMU.
Check if there is a valid VMU present.
Initializes a save file with the specified parameters.
Check if a save file exists with the specified
saveID
.
Save the
data
table in the specified saveID
. data
can be any valid Lua Table.
Returns a
data
table from the specified saveID
.
Deletes the save file with the specified
saveID
.
VMU Animation#
To display images on the VMU, you need to create “animations”. These animations can be 1 frame long (static).
local ANIMATION = {
icon = {}, -- image data
cFrame = 1, -- current frame displayed
length = frameNum or 1,
speed = speed or 1,
priority = priority or 1,
active = false,
filename = filename,
}
Returns an animation.
frameNum
is the number of frames in the animation. Use 1 for static images.If you have multiple frame, make sure the files are named filename1.bin
, filename2.bin
, etc.
Displays the
frame
(integer) of the specified animation
.
Displays an animation for the specified number of
repeats
. If clearAfter
is true, the VMU image will be cleared once the animation is done.
Clears the VMU screen.
Frees the memory of the animation.