From c142d4df3367e46330288e09f4890d5c2ade45d2 Mon Sep 17 00:00:00 2001 From: Connor Olding Date: Wed, 16 Dec 2015 03:19:34 -0800 Subject: [PATCH] redo headers --- Lua/README.md | 62 +++++++++++++++++++++++++-------------------------- 1 file changed, 31 insertions(+), 31 deletions(-) diff --git a/Lua/README.md b/Lua/README.md index f422ee5..a9aa06d 100644 --- a/Lua/README.md +++ b/Lua/README.md @@ -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`.