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Zelda 64 Lua Scripts

These are written for the latest revision of 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.

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.

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 for information.

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.