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redo headers

This commit is contained in:
Connor Olding 2015-12-16 03:19:34 -08:00
parent 9af8b79ac2
commit c142d4df33

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@ -10,28 +10,28 @@ but some compatiblity is provided for
Note that some scripts lack full support for Ocarina of Time.
## Main Scripts
## Scripts
### main.lua
#### main.lua
Ignore this for now.
This is a rough interfacing script for passing to mupen64plus,
and serves no purpose on Bizhawk.
### actor listor.lua
#### actor listor.lua
Lists actor data onscreen,
and focuses the camera on them.
Actors may be selected using the D-Pad.
### cheat menu.lua
#### cheat menu.lua
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.
### count flags.lua
#### count flags.lua
Simply counts the number of scene flags globally set.
### exit calculator.lua
#### exit calculator.lua
Dumps information on the current exit value;
scene name, entrance, entrance with unused offset;
using human-readable English names.
@ -41,58 +41,58 @@ which produces [a large csv file.][csv]
[csv]: https://eaguru.guru/t/_exits.csv
### movement tests.lua
#### movement tests.lua
Tests the fastest form of basic movement in Majora's Mask.
Run it in the Clock Town Great Fairy's Fountain.
### oneshot.lua
#### oneshot.lua
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.
### race.lua
#### race.lua
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.
### room debug.lua
#### room debug.lua
Parses and dumps the currently loaded room headers.
## Monitors
### Monitors
These scripts look for changes in RAM regions and print them in detail.
These are mostly used for documenation.
### event flag monitor.lua
#### event flag monitor.lua
Monitors event flags,
and announces which bits are being changed,
and if they have ever been seen changing before.
### scene flag monitor.lua
#### scene flag monitor.lua
Monitors the current scene's flags,
and announces which bits are being changed,
and if they have ever been seen changing before.
### misc monitor.lua
#### misc monitor.lua
Monitors unknown regions of memory.
Currently, this region is a chunk of save data, ignoring known addresses.
### oot memory editor monitor.lua
#### oot memory editor monitor.lua
(Ocarina of Time) Used for determining which values
listed by the in-game debug memory editor are constant.
### watch animations.lua
#### watch animations.lua
Monitors Link's used animations.
## Libraries
Or rather, scripts that have no functionality on their own.
### depend.lua
#### depend.lua
Meant to override Lua's native `require` function,
to force reloading of the given script.
@ -100,18 +100,18 @@ This is useless outside of development.
In fact, this could cause bugs in code that depends on
`require` yielding the same tables twice.
### boilerplate.lua
#### boilerplate.lua
Provides common functions used in the majority of scripts.
This should generally be imported before any other scripts, besides depend.lua.
### addrs/init.lua
#### addrs/init.lua
Using boilerplate.lua's functions,
this provides the bulk of the interface to the games.
Note that this particular initialization script populates the global namespace
with `version`, `oot`, `mm`, and most importantly `addrs`.
### addrs/basics.lua
#### addrs/basics.lua
Returns a table of tables of offsetable common addresses
between every known version of OoT and MM.
@ -133,7 +133,7 @@ Link's actor is the only actor that
has the same address consistently,
as it's always the first one loaded.
### addrs/versions.lua
#### addrs/versions.lua
Returns a dictionary of md5 and sha1 hashes
of every known version of OoT and MM.
@ -151,7 +151,7 @@ where:
* DE: Debug
* MQ: Master Quest
### pt.lua
#### pt.lua
Dumps Lua tables as pseudo-yaml,
complete with references to prevent recursion.
Invaluable for debugging.
@ -159,17 +159,17 @@ Invaluable for debugging.
[pt]: https://gist.github.com/notwa/13fbddf05f654ba48321
### extra.lua
#### extra.lua
Implements the `opairs` iterator function
and its helper functions,
providing iteration by sorted keys in alphabetical order.
### serialize.lua
#### serialize.lua
Serializes (saves, dumps) Lua tables for later deserialization (loading).
unlike `pt`, this dumps as Lua and cannot handle complicated (recursive) tables.
### messages.lua
#### messages.lua
Provides functions for printing onscreen,
such as printing for a given number of game frames.
@ -177,24 +177,24 @@ Also provides deferred printing,
to print to console all at once at the end of a frame,
which works around printing being otherwise slow on Bizhawk.
### flag manager.lua
#### flag manager.lua
Provides basic functions for poking at event flags and scene flags.
### classes.lua
#### classes.lua
For lazy people.
Populate the global namespace with all available classes,
excluding menu/interface classes.
### menu classes.lua
#### menu classes.lua
Provides various classes for implementing onscreen menus.
### menu input handlers.lua
#### menu input handlers.lua
Provides classes for interfacing user inputs with menus.
### menus/\*
#### menus/\*
Contains various submenus for `cheat menu.lua`.
### classes/\*
#### classes/\*
Contains various classes.
Note that the base `Class` function is defined in `boilerplate.lua`.