TODO
For lazy people. Populate the global namespace with all available classes, excluding menu/interface classes.
Implements the opairs
iterator function
and its helper functions,
providing iteration by sorted keys in alphabetical order.
Provides basic functions for poking at event flags and scene flags.
Provides common functions used in the majority of scripts. This should generally be imported before any other scripts, besides depend.lua.
TODO
Provides various classes for implementing onscreen menus.
Provides classes for interfacing user inputs with menus.
Provides functions for printing onscreen, such as printing for a given number of game frames.
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.
Serializes (saves, dumps) Lua tables for later deserialization (loading).
unlike pt
, this dumps as Lua and cannot handle complicated (recursive) tables.
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.
TODO
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
.
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.
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)
- DB: Debug
- MQ: Master Quest
Contains various submenus for cheat menu.lua
.
Contains various classes.
Note that the base Class
function is defined in boilerplate.lua
.