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…ng on_start() method.
Make script engine lifecycle start before emulator is started. New coroutine wait option "yield" not tied to emulator is generating frames.
…in a reasonable number of instructions, and will then log error and disable them.
…visible in the UI with status Disabled.
…engine than MoonSharp will be used in the future.
… not tied to any specific Lua engine to Highbyte.DotNet6502.Systems library.
…ability to open that folder in OS file browser, and refresh all of them.
…ead and persist data.
…lies to desktop).
…otnet-6502 into feature/lua-scripting
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This pull request introduces Lua scripting support to the Avalonia-based emulator by integrating a scripting engine and wiring it into the emulator lifecycle.
Lua Scripting Integration
MoonSharpLua interpreter package and new scripting projects (Highbyte.DotNet6502.ScriptingandHighbyte.DotNet6502.Scripting.MoonSharp) in solution and project files, enabling Lua scripting capabilities.AvaloniaHostAppto implementIEmulatorControland integrate anIScriptingEngine, allowing Lua scripts to control emulator state and respond to emulator events. This includes support for deferred script actions, frame hooks, and coroutine management.These changes collectively enable Lua scripting for the emulator, allowing scripts to interact with and control emulator behavior.