2015-05-26 06:40:47 -07:00
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require = require "depend"
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2015-03-04 21:38:30 -08:00
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require "boilerplate"
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2015-05-03 16:46:09 -07:00
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require "addrs.init"
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require "classes"
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require "menu classes"
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2015-05-07 15:27:26 -07:00
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require "messages"
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2015-11-12 09:09:14 -08:00
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require "flag manager"
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2015-03-04 21:38:30 -08:00
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2015-11-12 09:09:14 -08:00
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-- TODO: make OoT versions for most of these menus
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2015-11-12 09:23:46 -08:00
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dummy = Callbacks()
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2015-05-26 07:01:37 -07:00
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2015-11-14 08:57:37 -08:00
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local fn = 'cheat menu.save.lua'
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local saved = deserialize('cheat menu.save.lua') or {}
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local function save()
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serialize(fn, saved)
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end
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function Setter(t)
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local cb = Callbacks()
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function cb:on()
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for addr, value in pairs(t) do
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addr(value)
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end
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end
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cb.hold = cb.on
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return cb
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end
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2015-05-03 16:46:09 -07:00
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local passives = {}
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2015-03-04 21:38:30 -08:00
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2015-05-03 16:46:09 -07:00
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Passive = Class(Callbacks)
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function Passive:init(...)
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Callbacks.init(self, ...)
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table.insert(passives, self)
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end
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function Passive:tick()
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2015-05-26 10:44:34 -07:00
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if self.state then self:tick_on() end
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end
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function Passive:tick_on()
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end
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2015-05-03 16:46:09 -07:00
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local levitate = Passive()
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2015-05-26 10:44:34 -07:00
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function levitate:tick_on()
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if bit.band(addrs.buttons(), 0x20) > 0 then
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self:hold()
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2015-03-04 21:38:30 -08:00
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end
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end
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2015-05-03 16:46:09 -07:00
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function levitate:hold()
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addrs.link_actor.y_vel(10)
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end
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2015-03-04 21:38:30 -08:00
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2015-05-13 11:16:02 -07:00
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local supersonic = Passive()
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2015-05-26 10:44:34 -07:00
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function supersonic:tick_on()
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if bit.band(addrs.buttons(), 0x8000) > 0 then
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self:hold()
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end
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end
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function supersonic:hold()
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addrs.link_actor.lin_vel(20)
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end
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2015-11-12 09:09:14 -08:00
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local infinite_items = Passive()
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function infinite_items:tick_on()
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for k, v in pairs(addrs.quantities) do
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v(69)
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end
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end
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2015-05-03 16:46:09 -07:00
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local everything = Callbacks()
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function everything:on()
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dofile("oneshot.lua")
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end
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2015-03-04 21:38:30 -08:00
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2015-11-10 05:59:03 -08:00
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local escape_cutscene = Callbacks()
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function escape_cutscene:on()
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addrs.cutscene_status_2(3)
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end
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2015-11-12 09:09:14 -08:00
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local soft_reset = Callbacks()
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function soft_reset:on()
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addrs.warp_begin(0x14)
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addrs.warp_destination(0x1C00)
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--AL(0x3F48, 2)(0xFFFA) -- doesn't really do anything?
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2015-11-12 09:09:14 -08:00
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end
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local save_pos = Callbacks()
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function save_pos:on()
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local la = addrs.link_actor
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saved.pos = {}
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local pos = saved.pos
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pos.x = la.x()
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pos.y = la.y()
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pos.z = la.z()
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pos.a = la.angle()
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-- also save ISG for glitch testers ;)
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pos.isg = la.sword_active()
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save()
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end
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local load_pos = Callbacks()
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function load_pos:on()
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local la = addrs.link_actor
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local pos = saved.pos
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if pos == nil then return end
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la.x(pos.x)
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la.y(pos.y)
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la.z(pos.z)
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-- also set xyz copies so collision detection doesn't interfere
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la.x_copy(pos.x)
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la.y_copy(pos.y)
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la.z_copy(pos.z)
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la.angle(pos.a)
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la.sword_active(pos.isg)
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end
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2015-11-12 09:23:46 -08:00
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reload_scene = Callbacks()
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2015-11-12 09:09:14 -08:00
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function reload_scene:on()
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local ev = addrs.exit_value()
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addrs.warp_begin(0x14)
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addrs.warp_destination(ev)
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end
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local save_scene = Callbacks()
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function save_scene:on()
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saved.scene = addrs.exit_value()
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save()
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end
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local load_scene = Callbacks()
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function load_scene:on()
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2015-11-14 08:57:37 -08:00
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if saved.scene == nil then return end
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addrs.warp_begin(0x14)
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addrs.warp_destination(saved.scene)
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end
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local save_scene_pos = Callbacks()
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function save_scene_pos:on()
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saved.scenepos = {}
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local sp = saved.scenepos
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sp.scene = addrs.exit_value()
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local la = addrs.link_actor
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sp.x = la.x()
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sp.y = la.y()
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sp.z = la.z()
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sp.a = la.angle()
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--sp.room = la.room_number()
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save()
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end
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local load_scene_pos = Callbacks()
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function load_scene_pos:on()
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local sp = saved.scenepos
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if sp == nil then return end
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addrs.warp_begin(0x14)
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2015-11-14 08:57:37 -08:00
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addrs.warp_destination(sp.scene)
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addrs.fade_type(0x0B) -- this transition is basically instantaneous
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-- TODO: add these to address list
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-- probably the same struct for both MM and OoT
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AL(0x3CB0, 4)(-4) -- void out type: reload area
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AL(0x3CB4, 'f')(sp.x)
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AL(0x3CB8, 'f')(sp.y)
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AL(0x3CBC, 'f')(sp.z)
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AL(0x3CC0, 2)(sp.a)
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AL(0x3CC2, 2)(0x0BFF) -- puts camera behind link instead of at entrance
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--AL(0x3CC6, 2)(sp.room)
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2015-11-12 09:09:14 -08:00
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end
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local time_menu = Menu{
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Screen{
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Text("Day/Time Menu #1/1"),
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Oneshot("Set Day to 0", Setter{[addrs.day]=0, [addrs.days_elapsed]=0}),
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Oneshot("Set Day to 1", Setter{[addrs.day]=1, [addrs.days_elapsed]=1}),
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Oneshot("Set Day to 2", Setter{[addrs.day]=2, [addrs.days_elapsed]=2}),
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Oneshot("Set Day to 3", Setter{[addrs.day]=3, [addrs.days_elapsed]=3}),
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Oneshot("Set Day to 4", Setter{[addrs.day]=4, [addrs.days_elapsed]=4}),
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Oneshot("Set Time to 06:00", Setter{[addrs.time]=0x4000}),
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Oneshot("Set Time to 12:00", Setter{[addrs.time]=0x8000}),
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Oneshot("Set Time to 18:00", Setter{[addrs.time]=0xC000}),
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Oneshot("Set Time to 00:00", Setter{[addrs.time]=0x0000}),
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Text(""),
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Oneshot("Time flow: Fast", Setter{[addrs.time_speed]=2}),
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Oneshot("Time flow: Normal", Setter{[addrs.time_speed]=0}),
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Oneshot("Time flow: Slow (iSoT)", Setter{[addrs.time_speed]=-2}),
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Oneshot("Time flow: Stopped", Setter{[addrs.time_speed]=-3}),
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Oneshot("Time flow: Backwards", Setter{[addrs.time_speed]=-5}),
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-- TODO: make version-agnostic
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Oneshot("Disable time flow (Scene)", Setter{[A(0x382502, 2)]=0}),
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--Oneshot("Stop time glitch", stop_time),
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Text(""),
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Back(),
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},
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}
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2015-11-10 05:59:03 -08:00
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2015-11-12 09:23:46 -08:00
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local warp_menu = require "menus.warp"
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local progress_menu = require "menus.progress"
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local playas_menu = require "menus.playas"
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2015-05-03 16:46:09 -07:00
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local main_menu = Menu{
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-- TODO: seperator item that's just a few underscores with half height
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2015-05-03 16:46:09 -07:00
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Screen{
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2015-05-26 08:43:23 -07:00
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Text("Main Menu #1/2"),
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2015-11-10 05:59:03 -08:00
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--Toggle("L to Levitate", levitate),
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2015-05-13 11:16:02 -07:00
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Toggle("A to Run Fast", supersonic),
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Hold("Levitate", levitate),
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2015-11-12 09:09:14 -08:00
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Toggle("Infinite Items", infinite_items),
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Text(""),
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Oneshot("100% Items", everything),
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LinkTo("Set Progress...", progress_menu),
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Text(""),
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2015-11-10 05:59:03 -08:00
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Oneshot("Escape Cutscene", escape_cutscene),
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Text(""),
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LinkTo("Play as...", playas_menu),
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2015-11-12 09:09:14 -08:00
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Oneshot("Kill Link", Setter{[addrs.hearts]=0}),
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Text(""),
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2015-05-03 16:46:09 -07:00
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Back(),
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},
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Screen{
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2015-05-26 08:43:23 -07:00
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Text("Main Menu #2/2"),
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2015-11-12 09:09:14 -08:00
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LinkTo("Warp to...", warp_menu),
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LinkTo("Set Day/Time...", time_menu),
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Text(""),
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--Flags("some flags"),
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Oneshot("Store Position", save_pos),
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Oneshot("Restore Position", load_pos),
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Text(""),
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Oneshot("Reload Scene", reload_scene),
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Oneshot("Store Scene", save_scene),
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Oneshot("Restore Scene", load_scene),
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2015-11-14 08:57:37 -08:00
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Text(""),
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Oneshot("Store Scene & Position", save_scene_pos),
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Oneshot("Restore Scene & Position", load_scene_pos),
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2015-11-12 09:09:14 -08:00
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Text(""),
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Oneshot("Soft Reset (Warp to Title)", soft_reset),
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Text(""),
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2015-05-03 16:46:09 -07:00
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Back(),
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},
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}
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2015-03-04 21:38:30 -08:00
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2015-05-03 16:46:09 -07:00
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local input = InputHandler{
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enter = "P1 L",
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up = "P1 DPad U",
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down = "P1 DPad D",
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left = "P1 DPad L",
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right = "P1 DPad R",
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}
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2015-03-04 21:38:30 -08:00
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2015-05-26 08:43:23 -07:00
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local handle = MenuHandler(main_menu, T_TL)
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2015-03-04 21:38:30 -08:00
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2015-05-03 16:46:09 -07:00
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while mm or oot do
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local ctrl, pressed = input:update()
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2015-05-26 08:15:36 -07:00
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handle:update(ctrl, pressed)
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2015-03-04 21:38:30 -08:00
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2015-05-03 16:46:09 -07:00
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for i, passive in ipairs(passives) do
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passive:tick()
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2015-03-04 21:38:30 -08:00
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end
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2015-05-03 16:46:09 -07:00
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emu.frameadvance()
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2015-03-04 21:38:30 -08:00
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end
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