bizhawk_frame_advance
Advance emulation by a specified number of frames for frame-precise input automation or animation inspection. Returns the new framecount after each step.
Instructions
PURPOSE: Step emulation by exactly N frames (default 1) and return the new framecount. USAGE: Use for frame-precise input automation (combine with bizhawk_press_buttons), animation inspection, or letting the system initialize after a hard reset (RAM is mostly zero in the first ~30 frames after bizhawk_reset). For long jumps (thousands of frames) prefer bizhawk_save_state / bizhawk_load_state of a pre-prepared state — frame_advance scales linearly. Works whether emulation is currently paused or running and does NOT change the pause state. BEHAVIOR: Advances the game-logic clock by N frames. Each step costs roughly one real frame (~16ms at 60Hz) plus one bridge round-trip — so advancing 600 frames takes ~10 seconds wall-clock. Returns an error if the loaded core doesn't expose emu.frameadvance. RETURNS: Single line 'Advanced N frame(s). Framecount: NEW_COUNT'.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| count | No | Number of frames to advance (≥1, default 1). Latency scales linearly: ~16ms per frame at 60Hz. New framecount = previous framecount + count. |