2016-01-12 16:12:53 -08:00
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## Libraries
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#### actors.lua
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TODO
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#### classes.lua
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For lazy people.
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Populate the global namespace with all available classes,
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excluding menu/interface classes.
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#### extra.lua
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Implements the `opairs` iterator function
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and its helper functions,
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providing iteration by sorted keys in alphabetical order.
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#### flag manager.lua
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Provides basic functions for poking at event flags and scene flags.
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#### boilerplate.lua
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Provides common functions used in the majority of scripts.
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This should generally be imported before any other scripts, besides depend.lua.
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#### lips.lua
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TODO
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#### menu classes.lua
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Provides various classes for implementing onscreen menus.
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#### menu input handlers.lua
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Provides classes for interfacing user inputs with menus.
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#### messages.lua
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Provides functions for printing onscreen,
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such as printing for a given number of game frames.
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#### pt.lua
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Dumps Lua tables as pseudo-yaml,
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complete with references to prevent recursion.
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Invaluable for debugging.
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[Its repository is on gist][pt] — look there for basic usage.
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#### serialize.lua
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Serializes (saves, dumps) Lua tables for later deserialization (loading).
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unlike `pt`, this dumps as Lua and cannot handle complicated (recursive) tables.
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Also provides deferred printing,
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to print to console all at once at the end of a frame,
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which works around printing being otherwise slow on Bizhawk.
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[pt]: https://gist.github.com/notwa/13fbddf05f654ba48321
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#### setup.lua
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TODO
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### addrs
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#### addrs/init.lua
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Using boilerplate.lua's functions,
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this provides the bulk of the interface to the games.
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Note that this particular initialization script populates the global namespace
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with `version`, `oot`, `mm`, and most importantly `addrs`.
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#### addrs/basics.lua
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Returns a table of tables of offsetable common addresses
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between every known version of OoT and MM.
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**table keys:**
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* **link:** the bulk of the player's state in the game;
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not to be confused with Link's actor.
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most of this is saved to SRAM.
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* **global:** global context.
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this is passed as an argument to many functions in the game's code
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and contains a wealth of miscellaneous game state information.
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this is actually allocated on heap, but its address never changes
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— except on the file select screen?
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* **actor:** Link's actor.
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this includes position, rotation, animation status, etc.
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Link's actor is the only actor that
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has the same address consistently,
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as it's always the first one loaded.
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#### addrs/versions.lua
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Returns a dictionary of md5 and sha1 hashes
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of every known version of OoT and MM.
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The format of version strings is
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`(O|M) (US|JP|EU)(1[0-9]|GC|DE|DB)( MQ)?`,
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where:
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* O: Ocarina of Time
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* M: Majora's Mask
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* US: American NTSC (United States)
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* JP: Japanese NTSC
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* EU: European PAL
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* [two digits]: version number of a release build for the N64
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* GC: Gamecube
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* DE: Demo (includes Debug features)
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* DE: Debug
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* MQ: Master Quest
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2016-01-12 16:14:54 -08:00
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### menus/\*
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2016-01-12 16:12:53 -08:00
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Contains various submenus for `cheat menu.lua`.
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2016-01-12 16:14:54 -08:00
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### classes/\*
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2016-01-12 16:12:53 -08:00
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Contains various classes.
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Note that the base `Class` function is defined in `boilerplate.lua`.
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