2015-12-16 02:53:31 -08:00
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# Zelda 64 Lua Scripts
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These are written for
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[the latest revision of Bizhawk,][biz]
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but some compatiblity is provided for
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[a fork of mupen64plus with Lua support.][m64p-lua]
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[biz]: https://github.com/TASVideos/bizhawk/
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[m64p-lua]: https://github.com/notwa/mupen64plus-core
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Note that some scripts lack full support for Ocarina of Time.
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2015-12-16 03:19:34 -08:00
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## Scripts
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2015-12-16 02:53:31 -08:00
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2015-12-16 03:19:34 -08:00
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#### actor listor.lua
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2015-12-16 02:53:31 -08:00
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Lists actor data onscreen,
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and focuses the camera on them.
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Actors may be selected using the D-Pad.
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2015-12-16 03:19:34 -08:00
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#### cheat menu.lua
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2015-12-16 02:53:31 -08:00
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Provides an onscreen UI for many features.
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Has four different input methods;
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refer to the comment near the start of the script.
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Generally, it's opened with L and navigated with the D-Pad.
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2015-12-16 03:19:34 -08:00
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#### count flags.lua
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2015-12-16 02:53:31 -08:00
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Simply counts the number of scene flags globally set.
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2015-12-16 03:19:34 -08:00
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#### exit calculator.lua
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2015-12-16 02:53:31 -08:00
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Dumps information on the current exit value;
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scene name, entrance, entrance with unused offset;
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using human-readable English names.
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Provides the function `dump_all_exits(fn)`
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which produces [a large csv file.][csv]
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[csv]: https://eaguru.guru/t/_exits.csv
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2015-12-16 03:19:34 -08:00
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#### movement tests.lua
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2015-12-16 02:53:31 -08:00
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Tests the fastest form of basic movement in Majora's Mask.
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Run it in the Clock Town Great Fairy's Fountain.
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#### oneshot.lua
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2015-12-16 02:53:31 -08:00
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Instantly gives you all the items in the game, etc.
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Does not set scene/event flags,
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except the one required for the Great Spin Attack.
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2015-12-16 03:19:34 -08:00
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#### race.lua
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2015-12-16 02:53:31 -08:00
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Sets up a race file.
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A race file is a save in which the first cycle has been completed,
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the Deku Mask has been acquired,
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and some other details.
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2015-12-16 03:19:34 -08:00
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#### room debug.lua
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2015-12-16 02:53:31 -08:00
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Parses and dumps the currently loaded room headers.
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2015-12-17 16:08:33 -08:00
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#### m64p entry.lua
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Ignore this for now.
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This is a rough interfacing script for passing to mupen64plus,
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and serves no purpose on Bizhawk.
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2015-12-16 03:19:34 -08:00
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### Monitors
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These scripts look for changes in RAM regions and print them in detail.
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These are mostly used for documenation.
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#### event flag monitor.lua
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Monitors event flags,
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and announces which bits are being changed,
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and if they have ever been seen changing before.
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#### scene flag monitor.lua
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Monitors the current scene's flags,
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and announces which bits are being changed,
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and if they have ever been seen changing before.
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#### misc monitor.lua
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Monitors unknown regions of memory.
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Currently, this region is a chunk of save data, ignoring known addresses.
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#### oot memory editor monitor.lua
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(Ocarina of Time) Used for determining which values
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listed by the in-game debug memory editor are constant.
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#### watch animations.lua
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Monitors Link's used animations.
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## Libraries
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Or rather, scripts that have no functionality on their own.
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#### depend.lua
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Meant to override Lua's native `require` function,
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to force reloading of the given script.
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This is useless outside of development.
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In fact, this could cause bugs in code that depends on
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`require` yielding the same tables twice.
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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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#### 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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#### 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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[pt]: https://gist.github.com/notwa/13fbddf05f654ba48321
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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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#### 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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#### 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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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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#### flag manager.lua
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Provides basic functions for poking at event flags and scene flags.
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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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#### 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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#### menus/\*
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Contains various submenus for `cheat menu.lua`.
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#### classes/\*
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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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## Data
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Any data (that isn't provided by the games themselves)
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is located in the data directory.
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Much of this should be self-explanitory. However,
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files beginning with an underscores contain serialized tables
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(generally from monitor scripts)
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and usually won't make sense out of context.
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