Reload - nesbox/TIC-80 GitHub Wiki

Since version 1.2, the resume command can take an optional reload argument which causes the code of the cart to be reloaded before resuming the game.

This can be very useful during development; for instance if you encounter a bug in your game that is difficult to reproduce, you can pause the game, try to fix the bug, and resume reload to check to see whether your bug fix actually worked. Or you can add trace logging without starting your whole game over from the start.

Gotchas

However, you will have to make a few changes to how your game initializes in order to take advantage of this. For example, if you store your game state in a state table, you can't do this:

local state = {x=64, y=128, shots={}, enemies={}}
for _=1,8 do table.insert(state.enemies, make_enemy()) end

If you do this, then the reload will replace your game state with a newly-initialized state table, wiping out your original game state. A reload-friendly approach would look more like this:

local state
if _G.state then
  state = _G.state
else
  state = {x=64, y=128, shots={}, enemies={}}
  for _=1,8 do table.insert(state.enemies, make_enemy()) end
  _G.state = state
end

Note that this is much easier if you put all your state in one table! If you have state in multiple places, then they'd all need independent checks for initialization, which is more error-prone.

If you have tables in your state table that have methods, they will still have the old versions in them unless you update them yourself.

Globals (in Lua and Lua-based languages)

The above example uses a single global as a "storage location" to allow state to survive reloads. It also makes game state available to the eval command for debugging from the console.

Of course, it's nice to reduce your use of globals as much as possible, but there is an inherent tension between avoiding globals and accommodating debugging , so having a single _G.state global strikes a good compromise.

Of course, if you don't worry about it and use globals wherever you feel like it, that's valid too, as long as you take care with initialization; for example:

if state == nil then
  state = {x=64, y=128, shots={}, enemies={}}
  for _=1,8 do table.insert(state.enemies, make_enemy()) end
end

This will make linters less useful for catching mistakes, but it's less typing.