5.9 KiB
Zelda 64 Lua Scripts
These are written for the latest revision of Bizhawk, but some compatiblity is provided for a fork of mupen64plus with Lua support.
Note that some scripts lack full support for Ocarina of Time.
Scripts
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
Lists actor data onscreen, and focuses the camera on them. Actors may be selected using the D-Pad.
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.
exit calculator.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.
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
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
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
Parses and dumps the currently loaded room headers.
Monitors
These scripts look for changes in RAM regions and print them in detail.
These are mostly used for documenation.
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
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
Monitors unknown regions of memory. Currently, this region is a chunk of save data, ignoring known addresses.
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
Monitors Link's used animations.
Libraries
Or rather, scripts that have no functionality on their own.
depend.lua
Meant to override Lua's native require
function,
to force reloading of the given script.
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
Provides common functions used in the majority of scripts. This should generally be imported before any other scripts, besides depend.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
Returns a table of tables of offsetable common addresses between every known version of OoT and MM.
table keys:
-
link: the bulk of the player's state in the game; not to be confused with Link's actor. most of this is saved to SRAM.
-
global: global context. this is passed as an argument to many functions in the game's code and contains a wealth of miscellaneous game state information. this is actually allocated on heap, but its address never changes — except on the file select screen?
-
actor: Link's actor. this includes position, rotation, animation status, etc. Link's actor is the only actor that has the same address consistently, as it's always the first one loaded.
addrs/versions.lua
Returns a dictionary of md5 and sha1 hashes of every known version of OoT and MM.
The format of version strings is
(O|M) (US|JP|EU)(1[0-9]|GC|DE|DB)( MQ)?
,
where:
- O: Ocarina of Time
- M: Majora's Mask
- US: American NTSC (United States)
- JP: Japanese NTSC
- EU: European PAL
- [two digits]: version number of a release build for the N64
- GC: Gamecube
- DE: Demo (includes Debug features)
- DE: Debug
- MQ: Master Quest
pt.lua
Dumps Lua tables as pseudo-yaml, complete with references to prevent recursion. Invaluable for debugging. Its repository is on gist — look there for basic usage.
extra.lua
Implements the opairs
iterator function
and its helper functions,
providing iteration by sorted keys in alphabetical order.
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
Provides functions for printing onscreen, such as printing for a given number of game frames.
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
Provides basic functions for poking at event flags and scene flags.
classes.lua
For lazy people. Populate the global namespace with all available classes, excluding menu/interface classes.
menu classes.lua
Provides various classes for implementing onscreen menus.
menu input handlers.lua
Provides classes for interfacing user inputs with menus.
menus/*
Contains various submenus for cheat menu.lua
.
classes/*
Contains various classes.
Note that the base Class
function is defined in boilerplate.lua
.
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 underscores contain serialized tables (generally from monitor scripts) and usually won't make sense out of context.