# Zelda 64 Lua Scripts These are written for [the latest revision of Bizhawk.][biz] [biz]: //github.com/TASVideos/bizhawk/ Note that some scripts lack full support for Ocarina of Time. ## Scripts #### 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 Simply counts the number of scene flags globally set. #### inject.lua Assembles and injects code into the game. #### m64p entry.lua Ignore this for now. This is a rough interfacing script for passing to mupen64plus, and serves no purpose on Bizhawk. #### setup hundred.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. #### setup race file.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. #### test chests.lua TODO #### test movement.lua Tests the fastest form of basic movement in Majora's Mask. Run it in the Clock Town Great Fairy's Fountain. ### Monitors #### monitor actors.lua Lists actor data onscreen, and focuses the camera on them. Actors may be selected using the D-Pad. #### monitor debug memory editor.lua (Ocarina of Time) Used for determining which values listed by the in-game debug memory editor are constant. #### monitor debug text.lua TODO #### monitor epona.lua used to investigate [this glitch with unloading Epona.][eponaglitch] [eponaglitch]: //www.youtube.com/watch?v=kX0ZcIS8P84 #### monitor event flags.lua Monitors event flags, and announces which bits are being changed, and if they have ever been seen changing before. #### monitor exits.lua Dumps information on the current exit value; scene name, entrance, entrance with unused offset; using human-readable English names. Provides the function `dump_all_exits(fn)` which produces [a large csv file.][csv] [csv]: //eaguru.guru/t/_exits.csv #### monitor misc.lua Monitors unknown regions of memory. Currently, this region is a chunk of save data, ignoring known addresses. #### monitor rooms.lua Parses and dumps the currently loaded room headers. #### monitor scene flags.lua Monitors the current scene's flags, and announces which bits are being changed, and if they have ever been seen changing before. #### watch animations.lua Monitors Link's used animations. ## Libraries See [the README in the lib directory][libs] for information. [libs]: /Lua/lib/README.md ## Data Any data (that isn't provided by the games themselves) is located in the data directory. Much of this should be self-explanitory. However, files beginning with an underscore contain serialized tables (generally from monitor scripts) and usually won't make sense out of context.