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mm/Lua/README.md

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# Zelda 64 Lua Scripts
These are written for
[the latest revision of Bizhawk.][biz]
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[biz]: //github.com/TASVideos/bizhawk/
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Note that some scripts lack full support for Ocarina of Time.
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## Scripts
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#### cheat menu.lua
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Provides an onscreen UI for many features.
Has four different input methods;
refer to the comment near the start of the script.
Generally, it's opened with L and navigated with the D-Pad.
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#### count flags.lua
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Simply counts the number of scene flags globally set.
#### inject.lua
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Assembles and injects code into the game.
#### m64p entry.lua
Ignore this for now.
This is a rough interfacing script for passing to mupen64plus,
and serves no purpose on Bizhawk.
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#### setup hundred.lua
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Instantly gives you all the items in the game, etc.
Does not set scene/event flags,
except the one required for the Great Spin Attack.
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#### setup race file.lua
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Sets up a race file.
A race file is a save in which the first cycle has been completed,
the Deku Mask has been acquired,
and some other details.
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#### test chests.lua
TODO
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#### test movement.lua
Tests the fastest form of basic movement in Majora's Mask.
Run it in the Clock Town Great Fairy's Fountain.
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### Monitors
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#### monitor actors.lua
Lists actor data onscreen,
and focuses the camera on them.
Actors may be selected using the D-Pad.
#### monitor debug memory editor.lua
(Ocarina of Time) Used for determining which values
listed by the in-game debug memory editor are constant.
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#### monitor debug text.lua
TODO
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#### monitor epona.lua
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used to investigate [this glitch with unloading Epona.][eponaglitch]
[eponaglitch]: //www.youtube.com/watch?v=kX0ZcIS8P84
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#### monitor event flags.lua
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Monitors event flags,
and announces which bits are being changed,
and if they have ever been seen changing before.
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#### monitor exits.lua
Dumps information on the current exit value;
scene name, entrance, entrance with unused offset;
using human-readable English names.
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Provides the function `dump_all_exits(fn)`
which produces [a large csv file.][csv]
[csv]: //eaguru.guru/t/_exits.csv
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#### monitor misc.lua
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Monitors unknown regions of memory.
Currently, this region is a chunk of save data, ignoring known addresses.
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#### monitor rooms.lua
Parses and dumps the currently loaded room headers.
#### monitor scene flags.lua
Monitors the current scene's flags,
and announces which bits are being changed,
and if they have ever been seen changing before.
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#### watch animations.lua
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Monitors Link's used animations.
## Libraries
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See [the README in the lib directory][libs] for information.
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[libs]: /Lua/lib/README.md
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## Data
Any data (that isn't provided by the games themselves)
is located in the data directory.
Much of this should be self-explanitory. However,
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files beginning with an underscore contain serialized tables
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(generally from monitor scripts)
and usually won't make sense out of context.