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mm/Lua/README.md
2016-11-10 17:54:30 -08:00

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# 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.