1838 lines
		
	
	
		
			84 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			1838 lines
		
	
	
		
			84 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| local socket = require("socket")
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| local json = require('json')
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| local math = require('math')
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| 
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| local script_version = '2022-03-22' -- Should be the last modified date
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| 
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| --------------------------------------------------
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| -- Heavily modified form of RiptideSage's tracker
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| --------------------------------------------------
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| 
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| -- TODO: read this from the ROM
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| local NUM_BIG_POES_REQUIRED = 1
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| 
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| -- The offset constants are all from N64 RAM start. Offsets in the check statements are relative.
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| local save_context_offset = 0x11A5D0
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| local equipment_offset = save_context_offset + 0x70 -- 0x11A640
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| local scene_flags_offset = save_context_offset + 0xD4 --0x11A6A4
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| local shop_context_offset = save_context_offset + 0x5B4 --0x11AB84
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| local skulltula_flags_offset = save_context_offset + 0xE9C --0x11B46C
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| local event_context_offset = save_context_offset + 0xED4 --0x11B4A4
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| local big_poe_points_offset =  save_context_offset + 0xEBC -- 0x11B48C
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| local fishing_context_offset = save_context_offset + 0xEC0 --0x11B490
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| local item_get_inf_offset = save_context_offset + 0xEF0 --0x11B4C0
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| local inf_table_offset = save_context_offset + 0xEF8 -- 0x11B4C8
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| 
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| local temp_context = nil
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| 
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| -- Offsets for scenes can be found here
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| -- https://wiki.cloudmodding.com/oot/Scene_Table/NTSC_1.0
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| -- Each scene is 0x1c bits long, chests at 0x0, switches at 0x4, collectibles at 0xc
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| local scene_check = function(scene_offset, bit_to_check, scene_data_offset)
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|     local local_scene_offset = scene_flags_offset + (0x1c * scene_offset) + scene_data_offset
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|     local nearby_memory = mainmemory.read_u32_be(local_scene_offset)
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|     return bit.check(nearby_memory,bit_to_check)
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| end
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| 
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| -- Whenever a check is opened, values are written to 0x40002C.
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| -- We can use this to send checks before they are written to the main save context.
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| -- [0] should always be 0x00 when a non-local multiworld item is checked
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| -- [1] is the scene id
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| -- [2] is the location type, which varies as input to the function
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| -- [3] is the location id within the scene, and represents the bit which was checked
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| -- Note that temp_context is 0-indexed and expected_values is 1-indexed, because consistency.
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| local check_temp_context = function(expected_values)
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|     if temp_context[0] ~= 0x00 then return false end
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|     for i=1,3 do
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|         if temp_context[i] ~= expected_values[i] then return false end
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|     end
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|     return true
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| end
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| 
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| -- When checking locations, we check two spots:
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| -- First, we check the main save context. This is "permanent" memory.
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| -- If the main save context doesn't have the check recorded, we check the temporary context instead,
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| -- which holds the value of the last location checked. 
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| -- The main save context is written on loading zone or save,
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| -- but we can get checks sent faster using the temporary context.
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| 
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| local chest_check = function(scene_offset, bit_to_check)
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|     return scene_check(scene_offset, bit_to_check, 0x0)
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|         or check_temp_context({scene_offset, 0x01, bit_to_check})
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| end
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| 
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| local on_the_ground_check = function(scene_offset, bit_to_check)
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|     return scene_check(scene_offset, bit_to_check, 0xC)
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|         or check_temp_context({scene_offset, 0x02, bit_to_check})
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| end
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| 
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| local boss_item_check = function(scene_offset)
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|     return chest_check(scene_offset, 0x1F)
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|         or check_temp_context({scene_offset, 0x00, 0x4F})
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| end
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| 
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| -- NOTE: Scrubs are stored in the "unused" block of scene memory
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| -- These always write instantly to save context, so no need to check temp context
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| local scrub_sanity_check = function(scene_offset, bit_to_check)
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|     return scene_check(scene_offset, bit_to_check, 0x10)
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| end
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| 
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| local cow_check = function(scene_offset, bit_to_check)
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|     return scene_check(scene_offset, bit_to_check, 0xC)
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|         or check_temp_context({scene_offset, 0x00, bit_to_check})
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| end
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| 
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| -- Haven't been able to get DMT and DMC fairy to send instantly
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| local great_fairy_magic_check = function(scene_offset, bit_to_check)
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|     return scene_check(scene_offset, bit_to_check, 0x4)
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|         or check_temp_context({scene_offset, 0x05, bit_to_check})
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| end
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| 
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| -- Fire arrow location reports 0x00570058 to 0x40002C
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| local fire_arrows_check = function(scene_offset, bit_to_check)
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|     return scene_check(scene_offset, bit_to_check, 0x0)
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|         or check_temp_context({scene_offset, 0x00, 0x58})
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| end
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| 
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| -- Bean salesman reports 0x00540016 to 0x40002C
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| local bean_sale_check = function(scene_offset, bit_to_check)
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|     return scene_check(scene_offset, bit_to_check, 0xC)
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|         or check_temp_context({scene_offset, 0x00, 0x16})
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| end
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| 
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| --Helper method to resolve skulltula lookup location
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| local function skulltula_scene_to_array_index(i)
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|     return  (i + 3) - 2 * (i % 4)
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| end
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| 
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| -- NOTE: The Rando LocationList offsets are bit masks not locations, so
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| -- 0x1 -> 0 offset, 0x2 -> 1 offset, 0x4 -> 2 offset, 0x8 -> 3 offset, etc.
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| -- NOTE:  8-bit array, scene_offsets are filled on [0x00,0x15] but use a lookup array above
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| local skulltula_check = function(scene_offset, bit_to_check)
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|     --For some reason the skulltula array isn't a straight mapping from the scene ID
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|     scene_offset = skulltula_scene_to_array_index(scene_offset)
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|     local local_skulltula_offset = skulltula_flags_offset + (scene_offset)
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|     local nearby_memory = mainmemory.read_u8(local_skulltula_offset)
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|     return bit.check(nearby_memory,bit_to_check)
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| end
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| 
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| -- Left shelf bit masks are:
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| -- 0x8    0x2
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| -- 0x4    0x1
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| local shop_check = function(shop_offset, item_offset)
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|     local local_shop_offset = shop_context_offset
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|     local nearby_memory = mainmemory.read_u32_be(local_shop_offset)
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|     local bitToCheck = shop_offset*4 + item_offset
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|     return bit.check(nearby_memory,bitToCheck)
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| end
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| 
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| -- NOTE: Getting the bit poe bottle isn't flagged directly, instead only the points on the card are saved and
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| -- checked on each big poe turn in.
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| local big_poe_bottle_check = function()
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|     local nearby_memory = mainmemory.read_u32_be(big_poe_points_offset)
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|     local points_required = 100*NUM_BIG_POES_REQUIRED
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|     return (nearby_memory >= points_required)
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| end
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| 
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| -- Offsets can be found at the OOT save context layout here:
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| -- https://wiki.cloudmodding.com/oot/Save_Format#event_chk_inf
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| local event_check = function(major_offset,bit_to_check)
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|     -- shifting over to the next 4 hex digits
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|     local event_address = event_context_offset + 0x2 * major_offset
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|     local u_16_event_row = mainmemory.read_u16_be(event_address)
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|     return bit.check(u_16_event_row,bit_to_check)
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| end
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| 
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| -- Used by the game to track some non-quest item event flags
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| local item_get_info_check = function(check_offset,bit_to_check)
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|     local local_offset = item_get_inf_offset + (check_offset)
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|     local nearby_memory = mainmemory.read_u8(local_offset)
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|     return bit.check(nearby_memory,bit_to_check)
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| end
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| 
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| -- Used by the game to track lots of misc information (Talking to people, getting items, etc.)
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| local info_table_check = function(check_offset,bit_to_check)
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|     local local_offset = inf_table_offset + (check_offset)
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|     local nearby_memory = mainmemory.read_u8(local_offset)
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|     return bit.check(nearby_memory,bit_to_check)
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| end
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| 
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| local membership_card_check = function(scene_offset,bit_to_check)
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|     -- These checks used to be part of Gerudo Fortress, but they are better used as an approximation for the
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|     -- membership card check. You will always have obtained the membership card if you have rescued all four carpenters.
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|     -- checks["Gerudo Fortress - Free North F1 Carpenter"] = event_check(0x9, 0x0)
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|     -- checks["Gerudo Fortress - Free North F2 Carpenter"] = event_check(0x9, 0x3)
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|     -- checks["Gerudo Fortress - Free South F1 Carpenter"] = event_check(0x9, 0x1)
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|     -- checks["Gerudo Fortress - Free South F2 Carpenter"] = event_check(0x9, 0x2)
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| 
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|     -- No need to save these checks in a table as they combine to create a conditional
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|     return event_check(0x9, 0x0) and event_check(0x9, 0x1) and event_check(0x9, 0x2) and event_check(0x9, 0x3)
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| 
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|     -- This is the old version of the membership card check, which is inaccurate and always returns true
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|     -- so long as a save context is loaded
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|     -- return scene_check(scene_offset, bit_to_check, 0x4)
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| end
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| 
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| -- The fishing records are intricate and in their own memory area
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| -- NOTE: Fishing in rando is patched and getting the adult reward first doesn't result in the "Golden scale glitch"
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| local fishing_check = function(isAdult)
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|     local bitToCheck = 10 --for child
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|     if(isAdult) then
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|         bitToCheck = 11 --for adult
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|     end
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| 
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|     local nearby_memory = mainmemory.read_u32_be(fishing_context_offset)
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|     return bit.check(nearby_memory,bitToCheck)
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| end
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| 
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| local big_goron_sword_check = function ()
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|     local nearby_memory = mainmemory.read_u32_be(equipment_offset)
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|     local bitToCheck = 0x8
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|     return bit.check(nearby_memory,bitToCheck)
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| end
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| 
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| local is_master_quest_dungeon = function(mq_table_address, dungeon_id)
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|     return mainmemory.readbyte(mq_table_address + dungeon_id) == 1
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| end
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| 
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| local read_kokiri_forest_checks = function()
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|     local checks = {}
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|     checks["KF Midos Top Left Chest"] = chest_check(0x28, 0x00)
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|     checks["KF Midos Top Right Chest"] = chest_check(0x28, 0x01)
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|     checks["KF Midos Bottom Left Chest"] = chest_check(0x28, 0x02)
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|     checks["KF Midos Bottom Right Chest"] = chest_check(0x28, 0x03)
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|     checks["KF Kokiri Sword Chest"] = chest_check(0x55, 0x00)
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|     checks["KF Storms Grotto Chest"] = chest_check(0x3E, 0x0C)
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|     checks["KF Links House Cow"] = cow_check(0x34, 0x18)
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| 
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|     checks["KF GS Know It All House"] = skulltula_check(0x0C, 0x1)
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|     checks["KF GS Bean Patch"] = skulltula_check(0x0C, 0x0)
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|     checks["KF GS House of Twins"] = skulltula_check(0x0C, 0x2)
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| 
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|     checks["KF Shop Item 5"] = shop_check(0x6, 0x0)
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|     checks["KF Shop Item 6"] = shop_check(0x6, 0x1)
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|     checks["KF Shop Item 7"] = shop_check(0x6, 0x2)
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|     checks["KF Shop Item 8"] = shop_check(0x6, 0x3)
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|     return checks
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| end
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| 
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| local read_lost_woods_checks = function()
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|     local checks = {}
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|     checks["LW Gift from Saria"] = event_check(0xC, 0x1)
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|     checks["LW Ocarina Memory Game"] = item_get_info_check(0x3, 0x7)
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|     checks["LW Target in Woods"] = item_get_info_check(0x2, 0x5)
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|     checks["LW Near Shortcuts Grotto Chest"] = chest_check(0x3E, 0x14)
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|     checks["Deku Theater Skull Mask"] = item_get_info_check(0x2, 0x6)
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|     checks["Deku Theater Mask of Truth"] = item_get_info_check(0x2, 0x7)
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|     checks["LW Skull Kid"] = item_get_info_check(0x3, 0x6)
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| 
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|     -- This is the first of three deku scrubs which are always included in the item pool, not just in scrub-sanity
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|     checks["LW Deku Scrub Near Bridge"] = info_table_check(0x33, 0x2)
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|     if not checks["LW Deku Scrub Near Bridge"] then
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|         checks["LW Deku Scrub Near Bridge"] = scrub_sanity_check(0x5B, 0xA)
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|     end
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| 
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|     -- This is the second of three deku scrubs which are always included in the item pool, not just in scrub-sanity
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|     checks["LW Deku Scrub Grotto Front"] = info_table_check(0x33, 0x3)
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|     if not checks["LW Deku Scrub Grotto Front"] then
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|         checks["LW Deku Scrub Grotto Front"] = scrub_sanity_check(0x1F, 0xB)
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|     end
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| 
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|     checks["LW Deku Scrub Near Deku Theater Left"] = scrub_sanity_check(0x5B, 0x2)
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|     checks["LW Deku Scrub Near Deku Theater Right"] = scrub_sanity_check(0x5B, 0x1)
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|     checks["LW Deku Scrub Grotto Rear"] = scrub_sanity_check(0x1F, 0x4)
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| 
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|     checks["LW GS Bean Patch Near Bridge"] = skulltula_check(0x0D, 0x0)
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|     checks["LW GS Bean Patch Near Theater"] = skulltula_check(0x0D, 0x1)
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|     checks["LW GS Above Theater"] = skulltula_check(0x0D, 0x2)
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|     return checks
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| end
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| 
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| local read_sacred_forest_meadow_checks = function()
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|     local checks = {}
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|     checks["SFM Wolfos Grotto Chest"] = chest_check(0x3E, 0x11)
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|     checks["SFM Deku Scrub Grotto Front"] = scrub_sanity_check(0x18, 0x9)
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|     checks["SFM Deku Scrub Grotto Rear"] = scrub_sanity_check(0x18, 0x8)
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|     checks["SFM GS"] = skulltula_check(0x0D, 0x3)
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|     return checks
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| end
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| 
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| local read_deku_tree_checks = function(mq_table_address)
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|     local checks = {}
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|     if not is_master_quest_dungeon(mq_table_address, 0x0) then
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|         checks["Deku Tree Map Chest"] = chest_check(0x00, 0x3)
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|         checks["Deku Tree Slingshot Room Side Chest"] = chest_check(0x00, 0x5)
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|         checks["Deku Tree Slingshot Chest"] = chest_check(0x00, 0x1)
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|         checks["Deku Tree Compass Chest"] = chest_check(0x00, 0x2)
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|         checks["Deku Tree Compass Room Side Chest"] = chest_check(0x00, 0x6)
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|         checks["Deku Tree Basement Chest"] = chest_check(0x00, 0x4)
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| 
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|         checks["Deku Tree GS Compass Room"] = skulltula_check(0x0, 0x3)
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|         checks["Deku Tree GS Basement Vines"] = skulltula_check(0x0, 0x2)
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|         checks["Deku Tree GS Basement Gate"] = skulltula_check(0x0, 0x1)
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|         checks["Deku Tree GS Basement Back Room"] = skulltula_check(0x0, 0x0)
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|     else
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|         checks["Deku Tree MQ Map Chest"] = chest_check(0x00, 0x3)
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|         checks["Deku Tree MQ Slingshot Chest"] = chest_check(0x00, 0x6)
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|         checks["Deku Tree MQ Slingshot Room Back Chest"] = chest_check(0x00, 0x2)
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|         checks["Deku Tree MQ Compass Chest"] = chest_check(0x00, 0x1)
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|         checks["Deku Tree MQ Basement Chest"] = chest_check(0x00, 0x4)
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|         checks["Deku Tree MQ Before Spinning Log Chest"] = chest_check(0x00, 0x5)
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|         checks["Deku Tree MQ After Spinning Log Chest"] = chest_check(0x00, 0x0)
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| 
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|         checks["Deku Tree MQ Deku Scrub"] = scrub_sanity_check(0x00, 0x5)
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| 
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|         checks["Deku Tree MQ GS Lobby"] = skulltula_check(0x0, 0x1)
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|         checks["Deku Tree MQ GS Compass Room"] = skulltula_check(0x0, 0x3)
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|         checks["Deku Tree MQ GS Basement Graves Room"] = skulltula_check(0x0, 0x2)
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|         checks["Deku Tree MQ GS Basement Back Room"] = skulltula_check(0x0, 0x0)
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|     end
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| 
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|     checks["Deku Tree Queen Gohma Heart"] = boss_item_check(0x11)
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|     return checks
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| end
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| 
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| local read_forest_temple_checks = function(mq_table_address)
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|     local checks = {}
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|     if not is_master_quest_dungeon(mq_table_address, 0x3) then
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|         checks["Forest Temple First Room Chest"] = chest_check(0x3, 0x3)
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|         checks["Forest Temple First Stalfos Chest"] = chest_check(0x3, 0x0)
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|         checks["Forest Temple Raised Island Courtyard Chest"] = chest_check(0x3, 0x5)
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|         checks["Forest Temple Map Chest"] = chest_check(0x3, 0x1)
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|         checks["Forest Temple Well Chest"] = chest_check(0x3, 0x9)
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|         checks["Forest Temple Eye Switch Chest"] = chest_check(0x3, 0x4)
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|         checks["Forest Temple Boss Key Chest"] = chest_check(0x3, 0xE)
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|         checks["Forest Temple Floormaster Chest"] = chest_check(0x3, 0x2)
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|         checks["Forest Temple Red Poe Chest"] = chest_check(0x3, 0xD)
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|         checks["Forest Temple Bow Chest"] = chest_check(0x3, 0xC)
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|         checks["Forest Temple Blue Poe Chest"] = chest_check(0x3, 0xF)
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|         checks["Forest Temple Falling Ceiling Room Chest"] = chest_check(0x3, 0x7)
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|         checks["Forest Temple Basement Chest"] = chest_check(0x3, 0xB)
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| 
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|         checks["Forest Temple GS First Room"] = skulltula_check(0x03, 0x1)
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|         checks["Forest Temple GS Lobby"] = skulltula_check(0x03, 0x3)
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|         checks["Forest Temple GS Raised Island Courtyard"] = skulltula_check(0x03, 0x0)
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|         checks["Forest Temple GS Level Island Courtyard"] = skulltula_check(0x03, 0x2)
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|         checks["Forest Temple GS Basement"] = skulltula_check(0x03, 0x4)
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|     else
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|         checks["Forest Temple MQ First Room Chest"] = chest_check(0x3, 0x3)
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|         checks["Forest Temple MQ Wolfos Chest"] = chest_check(0x3, 0x0)
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|         checks["Forest Temple MQ Well Chest"] = chest_check(0x3, 0x9)
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|         checks["Forest Temple MQ Raised Island Courtyard Lower Chest"] = chest_check(0x3, 0x1)
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|         checks["Forest Temple MQ Raised Island Courtyard Upper Chest"] = chest_check(0x3, 0x5)
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|         checks["Forest Temple MQ Boss Key Chest"] = chest_check(0x3, 0xE)
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|         checks["Forest Temple MQ Redead Chest"] = chest_check(0x3, 0x2)
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|         checks["Forest Temple MQ Map Chest"] = chest_check(0x3, 0xD)
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|         checks["Forest Temple MQ Bow Chest"] = chest_check(0x3, 0xC)
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|         checks["Forest Temple MQ Compass Chest"] = chest_check(0x3, 0xF)
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|         checks["Forest Temple MQ Falling Ceiling Room Chest"] = chest_check(0x3, 0x6)
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|         checks["Forest Temple MQ Basement Chest"] = chest_check(0x3, 0xB)
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| 
 | |
|         checks["Forest Temple MQ GS First Hallway"] = skulltula_check(0x3, 0x1)
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|         checks["Forest Temple MQ GS Raised Island Courtyard"] = skulltula_check(0x3, 0x0)
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|         checks["Forest Temple MQ GS Level Island Courtyard"] = skulltula_check(0x3, 0x2)
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|         checks["Forest Temple MQ GS Well"] = skulltula_check(0x3, 0x3)
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|         checks["Forest Temple MQ GS Block Push Room"] = skulltula_check(0x3, 0x4)
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|     end
 | |
| 
 | |
|     checks["Forest Temple Phantom Ganon Heart"] = boss_item_check(0x14)
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|     return checks
 | |
| end
 | |
| 
 | |
| local read_hyrule_field_checks = function()
 | |
|     local checks = {}
 | |
|     checks["HF Ocarina of Time Item"] = event_check(0x4, 0x3)
 | |
|     checks["HF Near Market Grotto Chest"] = chest_check(0x3E, 0x00)
 | |
|     checks["HF Tektite Grotto Freestanding PoH"] = on_the_ground_check(0x3E, 0x01)
 | |
|     checks["HF Southeast Grotto Chest"] = chest_check(0x3E, 0x02)
 | |
|     checks["HF Open Grotto Chest"] = chest_check(0x3E, 0x03)
 | |
|     checks["HF Cow Grotto Cow"] = cow_check(0x3E, 0x19)
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| 
 | |
|     -- This is the third of three deku scrubs which are always included in the item pool, not just in scrub-sanity
 | |
|     checks["HF Deku Scrub Grotto"] = item_get_info_check(0x0, 0x3)
 | |
|     if not checks["HF Deku Scrub Grotto"] then
 | |
|         checks["HF Deku Scrub Grotto"] = scrub_sanity_check(0x10, 0x3)
 | |
|     end
 | |
| 
 | |
|     checks["HF GS Cow Grotto"] = skulltula_check(0x0A, 0x0)
 | |
|     checks["HF GS Near Kak Grotto"] = skulltula_check(0x0A, 0x1)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_lon_lon_ranch_checks = function()
 | |
|     local checks = {}
 | |
|     checks["LLR Talons Chickens"] = item_get_info_check(0x1, 0x2)
 | |
|     checks["LLR Freestanding PoH"] = on_the_ground_check(0x4C, 0x01)
 | |
|     checks["LLR Tower Left Cow"] = cow_check(0x4C, 0x19)
 | |
|     checks["LLR Tower Right Cow"] = cow_check(0x4C, 0x18)
 | |
| 
 | |
|     -- checks["Lon Lon Ranch - Epona"] = event_check(0x1, 0x8)
 | |
| 
 | |
|     checks["LLR Deku Scrub Grotto Left"] = scrub_sanity_check(0x26, 0x1)
 | |
|     checks["LLR Deku Scrub Grotto Center"] = scrub_sanity_check(0x26, 0x4)
 | |
|     checks["LLR Deku Scrub Grotto Right"] = scrub_sanity_check(0x26, 0x6)
 | |
| 
 | |
|     checks["LLR Stables Left Cow"] = cow_check(0x36, 0x18)
 | |
|     checks["LLR Stables Right Cow"] = cow_check(0x36, 0x19)
 | |
| 
 | |
|     checks["LLR GS House Window"] = skulltula_check(0x0B, 0x2)
 | |
|     checks["LLR GS Tree"] = skulltula_check(0x0B, 0x3)
 | |
|     checks["LLR GS Rain Shed"] = skulltula_check(0x0B, 0x1)
 | |
|     checks["LLR GS Back Wall"] = skulltula_check(0x0B, 0x0)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| --NOTE Logic has bombchus from bomchu bowling here, but it's an endless drop so it is not printed
 | |
| local read_market_checks = function()
 | |
|     local checks = {}
 | |
|     checks["Market Shooting Gallery Reward"] = item_get_info_check(0x0, 0x5)
 | |
|     checks["Market Bombchu Bowling First Prize"] = item_get_info_check(0x3, 0x1)
 | |
|     checks["Market Bombchu Bowling Second Prize"] = item_get_info_check(0x3, 0x2)
 | |
|     checks["Market Treasure Chest Game Reward"] = item_get_info_check(0x2, 0x3)
 | |
|     checks["Market Lost Dog"] = info_table_check(0x33, 0x1)
 | |
|     checks["Market 10 Big Poes"] = big_poe_bottle_check()
 | |
|     checks["ToT Light Arrows Cutscene"] = event_check(0xC, 0x4)
 | |
| 
 | |
|     checks["Market GS Guard House"] = skulltula_check(0x0E, 0x3)
 | |
| 
 | |
|     checks["Market Bazaar Item 5"] = shop_check(0x4, 0x0)
 | |
|     checks["Market Bazaar Item 6"] = shop_check(0x4, 0x1)
 | |
|     checks["Market Bazaar Item 7"] = shop_check(0x4, 0x2)
 | |
|     checks["Market Bazaar Item 8"] = shop_check(0x4, 0x3)
 | |
| 
 | |
|     checks["Market Potion Shop Item 5"] = shop_check(0x8, 0x0)
 | |
|     checks["Market Potion Shop Item 6"] = shop_check(0x8, 0x1)
 | |
|     checks["Market Potion Shop Item 7"] = shop_check(0x8, 0x2)
 | |
|     checks["Market Potion Shop Item 8"] = shop_check(0x8, 0x3)
 | |
| 
 | |
|     checks["Market Bombchu Shop Item 5"] = shop_check(0x1, 0x0)
 | |
|     checks["Market Bombchu Shop Item 6"] = shop_check(0x1, 0x1)
 | |
|     checks["Market Bombchu Shop Item 7"] = shop_check(0x1, 0x2)
 | |
|     checks["Market Bombchu Shop Item 8"] = shop_check(0x1, 0x3)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_hyrule_castle_checks = function()
 | |
|     local checks = {}
 | |
|     checks["HC Malon Egg"] = event_check(0x1, 0x2)
 | |
|     checks["HC Zeldas Letter"] = event_check(0x4, 0x0)
 | |
|     checks["HC Great Fairy Reward"] = item_get_info_check(0x2, 0x1)
 | |
|     checks["HC GS Tree"] = skulltula_check(0xE, 0x2)
 | |
|     checks["HC GS Storms Grotto"] = skulltula_check(0xE, 0x1)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_kakariko_village_checks = function()
 | |
|     local checks = {}
 | |
|     checks["Kak Anju as Child"] = item_get_info_check(0x0, 0x4)
 | |
|     checks["Kak Anju as Adult"] = item_get_info_check(0x4, 0x4)
 | |
|     checks["Kak Impas House Freestanding PoH"] = on_the_ground_check(0x37, 0x1)
 | |
|     checks["Kak Windmill Freestanding PoH"] = on_the_ground_check(0x48, 0x1)
 | |
| 
 | |
|     checks["Kak Man on Roof"] = item_get_info_check(0x3, 0x5)
 | |
|     checks["Kak Open Grotto Chest"] = chest_check(0x3E, 0x08)
 | |
|     checks["Kak Redead Grotto Chest"] = chest_check(0x3E, 0x0A)
 | |
|     checks["Kak Shooting Gallery Reward"] = item_get_info_check(0x0, 0x6)
 | |
|     checks["Kak 10 Gold Skulltula Reward"] = event_check(0xD, 0xA)
 | |
|     checks["Kak 20 Gold Skulltula Reward"] = event_check(0xD, 0xB)
 | |
|     checks["Kak 30 Gold Skulltula Reward"] = event_check(0xD, 0xC)
 | |
|     checks["Kak 40 Gold Skulltula Reward"] = event_check(0xD, 0xD)
 | |
|     checks["Kak 50 Gold Skulltula Reward"] = event_check(0xD, 0xE)
 | |
|     checks["Kak Impas House Cow"] = cow_check(0x37, 0x18)
 | |
| 
 | |
|     checks["Kak GS Tree"] = skulltula_check(0x10, 0x5)
 | |
|     checks["Kak GS Guards House"] = skulltula_check(0x10, 0x1)
 | |
|     checks["Kak GS Watchtower"] = skulltula_check(0x10, 0x2)
 | |
|     checks["Kak GS Skulltula House"] = skulltula_check(0x10, 0x4)
 | |
|     checks["Kak GS House Under Construction"] = skulltula_check(0x10, 0x3)
 | |
|     checks["Kak GS Above Impas House"] = skulltula_check(0x10, 0x6)
 | |
| 
 | |
|     --In rando these shops contain different items from market bazaar/potion
 | |
|     checks["Kak Bazaar Item 5"] = shop_check(0x7, 0x0)
 | |
|     checks["Kak Bazaar Item 6"] = shop_check(0x7, 0x1)
 | |
|     checks["Kak Bazaar Item 7"] = shop_check(0x7, 0x2)
 | |
|     checks["Kak Bazaar Item 8"] = shop_check(0x7, 0x3)
 | |
| 
 | |
|     checks["Kak Potion Shop Item 5"] = shop_check(0x3, 0x0)
 | |
|     checks["Kak Potion Shop Item 6"] = shop_check(0x3, 0x1)
 | |
|     checks["Kak Potion Shop Item 7"] = shop_check(0x3, 0x2)
 | |
|     checks["Kak Potion Shop Item 8"] = shop_check(0x3, 0x3)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_graveyard_checks = function()
 | |
|     local checks = {}
 | |
|     checks["Graveyard Shield Grave Chest"] = chest_check(0x40, 0x00)
 | |
|     checks["Graveyard Heart Piece Grave Chest"] = chest_check(0x3F, 0x00)
 | |
|     checks["Graveyard Royal Familys Tomb Chest"] = chest_check(0x41, 0x00)
 | |
|     checks["Graveyard Freestanding PoH"] = on_the_ground_check(0x53, 0x4)
 | |
|     checks["Graveyard Dampe Gravedigging Tour"] = on_the_ground_check(0x53, 0x8)
 | |
|     checks["Graveyard Hookshot Chest"] = chest_check(0x48, 0x00)
 | |
|     checks["Graveyard Dampe Race Freestanding PoH"] = on_the_ground_check(0x48, 0x7)
 | |
| 
 | |
|     checks["Graveyard GS Bean Patch"] = skulltula_check(0x10, 0x0)
 | |
|     checks["Graveyard GS Wall"] = skulltula_check(0x10, 0x7)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_bottom_of_the_well_checks = function(mq_table_address)
 | |
|     local checks = {}
 | |
|     if not is_master_quest_dungeon(mq_table_address, 0x8) then
 | |
|         checks["Bottom of the Well Front Left Fake Wall Chest"] = chest_check(0x08, 0x08)
 | |
|         checks["Bottom of the Well Front Center Bombable Chest"] = chest_check(0x08, 0x02)
 | |
|         checks["Bottom of the Well Back Left Bombable Chest"] = chest_check(0x08, 0x04)
 | |
|         checks["Bottom of the Well Underwater Left Chest"] = chest_check(0x08, 0x09)
 | |
|         checks["Bottom of the Well Freestanding Key"] = on_the_ground_check(0x08, 0x01)
 | |
|         checks["Bottom of the Well Compass Chest"] = chest_check(0x08, 0x01)
 | |
|         checks["Bottom of the Well Center Skulltula Chest"] = chest_check(0x08, 0x0E)
 | |
|         checks["Bottom of the Well Right Bottom Fake Wall Chest"] = chest_check(0x08, 0x05)
 | |
|         checks["Bottom of the Well Fire Keese Chest"] = chest_check(0x08, 0x0A)
 | |
|         checks["Bottom of the Well Like Like Chest"] = chest_check(0x08, 0x0C)
 | |
|         checks["Bottom of the Well Map Chest"] = chest_check(0x08, 0x07)
 | |
|         checks["Bottom of the Well Underwater Front Chest"] = chest_check(0x08, 0x10)
 | |
|         checks["Bottom of the Well Invisible Chest"] = chest_check(0x08, 0x14)
 | |
|         checks["Bottom of the Well Lens of Truth Chest"] = chest_check(0x08, 0x03)
 | |
| 
 | |
|         checks["Bottom of the Well GS West Inner Room"] = skulltula_check(0x08, 0x2)
 | |
|         checks["Bottom of the Well GS East Inner Room"] = skulltula_check(0x08, 0x1)
 | |
|         checks["Bottom of the Well GS Like Like Cage"] = skulltula_check(0x08, 0x0)
 | |
|     else
 | |
|         checks["Bottom of the Well MQ Map Chest"] = chest_check(0x8, 0x3)
 | |
|         checks["Bottom of the Well MQ East Inner Room Freestanding Key"] = on_the_ground_check(0x8, 0x1)
 | |
|         checks["Bottom of the Well MQ Compass Chest"] = chest_check(0x8, 0x2)
 | |
|         checks["Bottom of the Well MQ Dead Hand Freestanding Key"] = on_the_ground_check(0x8, 0x2)
 | |
|         checks["Bottom of the Well MQ Lens of Truth Chest"] = chest_check(0x8, 0x1)
 | |
| 
 | |
|         checks["Bottom of the Well MQ GS Coffin Room"] = skulltula_check(0x08, 0x2)
 | |
|         checks["Bottom of the Well MQ GS West Inner Room"] = skulltula_check(0x08, 0x1)
 | |
|         checks["Bottom of the Well MQ GS Basement"] = skulltula_check(0x08, 0x0)
 | |
|     end
 | |
| 
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_shadow_temple_checks = function(mq_table_address)
 | |
|     local checks = {}
 | |
|     if not is_master_quest_dungeon(mq_table_address, 0x7) then
 | |
|         checks["Shadow Temple Map Chest"] = chest_check(0x07, 0x01)
 | |
|         checks["Shadow Temple Hover Boots Chest"] = chest_check(0x07, 0x07)
 | |
|         checks["Shadow Temple Compass Chest"] = chest_check(0x07, 0x03)
 | |
|         checks["Shadow Temple Early Silver Rupee Chest"] = chest_check(0x07, 0x02)
 | |
|         checks["Shadow Temple Invisible Blades Visible Chest"] = chest_check(0x07, 0x0C)
 | |
|         checks["Shadow Temple Invisible Blades Invisible Chest"] = chest_check(0x07, 0x16)
 | |
|         checks["Shadow Temple Falling Spikes Lower Chest"] = chest_check(0x07, 0x05)
 | |
|         checks["Shadow Temple Falling Spikes Upper Chest"] = chest_check(0x07, 0x06)
 | |
|         checks["Shadow Temple Falling Spikes Switch Chest"] = chest_check(0x07, 0x04)
 | |
|         checks["Shadow Temple Invisible Spikes Chest"] = chest_check(0x07, 0x09)
 | |
|         checks["Shadow Temple Freestanding Key"] = on_the_ground_check(0x07, 0x01)
 | |
|         checks["Shadow Temple Wind Hint Chest"] = chest_check(0x07, 0x15)
 | |
|         checks["Shadow Temple After Wind Enemy Chest"] = chest_check(0x07, 0x08)
 | |
|         checks["Shadow Temple After Wind Hidden Chest"] = chest_check(0x07, 0x14)
 | |
|         checks["Shadow Temple Spike Walls Left Chest"] = chest_check(0x07, 0x0A)
 | |
|         checks["Shadow Temple Boss Key Chest"] = chest_check(0x07, 0x0B)
 | |
|         checks["Shadow Temple Invisible Floormaster Chest"] = chest_check(0x07, 0x0D)
 | |
| 
 | |
|         checks["Shadow Temple GS Like Like Room"] = skulltula_check(0x07, 0x3)
 | |
|         checks["Shadow Temple GS Falling Spikes Room"] = skulltula_check(0x07, 0x1)
 | |
|         checks["Shadow Temple GS Single Giant Pot"] = skulltula_check(0x07, 0x0)
 | |
|         checks["Shadow Temple GS Near Ship"] = skulltula_check(0x07, 0x4)
 | |
|         checks["Shadow Temple GS Triple Giant Pot"] = skulltula_check(0x07, 0x2)
 | |
|     else
 | |
|         checks["Shadow Temple MQ Early Gibdos Chest"] = chest_check(0x7, 0x3)
 | |
|         checks["Shadow Temple MQ Map Chest"] = chest_check(0x7, 0x2)
 | |
|         checks["Shadow Temple MQ Near Ship Invisible Chest"] = chest_check(0x7, 0xE)
 | |
|         checks["Shadow Temple MQ Compass Chest"] = chest_check(0x7, 0x1)
 | |
|         checks["Shadow Temple MQ Hover Boots Chest"] = chest_check(0x7, 0x7)
 | |
|         checks["Shadow Temple MQ Invisible Blades Invisible Chest"] = chest_check(0x7, 0x16)
 | |
|         checks["Shadow Temple MQ Invisible Blades Visible Chest"] = chest_check(0x7, 0xC)
 | |
|         checks["Shadow Temple MQ Beamos Silver Rupees Chest"] = chest_check(0x7, 0xF)
 | |
|         checks["Shadow Temple MQ Falling Spikes Lower Chest"] = chest_check(0x7, 0x5)
 | |
|         checks["Shadow Temple MQ Falling Spikes Upper Chest"] = chest_check(0x7, 0x6)
 | |
|         checks["Shadow Temple MQ Falling Spikes Switch Chest"] = chest_check(0x7, 0x4)
 | |
|         checks["Shadow Temple MQ Invisible Spikes Chest"] = chest_check(0x7, 0x9)
 | |
|         checks["Shadow Temple MQ Stalfos Room Chest"] = chest_check(0x7, 0x10)
 | |
|         checks["Shadow Temple MQ Wind Hint Chest"] = chest_check(0x7, 0x15)
 | |
|         checks["Shadow Temple MQ After Wind Hidden Chest"] = chest_check(0x7, 0x14)
 | |
|         checks["Shadow Temple MQ After Wind Enemy Chest"] = chest_check(0x7, 0x8)
 | |
|         checks["Shadow Temple MQ Boss Key Chest"] = chest_check(0x7, 0xB)
 | |
|         checks["Shadow Temple MQ Spike Walls Left Chest"] = chest_check(0x7, 0xA)
 | |
|         checks["Shadow Temple MQ Freestanding Key"] = on_the_ground_check(0x7, 0x6)
 | |
|         checks["Shadow Temple MQ Bomb Flower Chest"] = chest_check(0x7, 0xD)
 | |
| 
 | |
|         checks["Shadow Temple MQ GS Falling Spikes Room"] = skulltula_check(0x7, 0x1)
 | |
|         checks["Shadow Temple MQ GS Wind Hint Room"] = skulltula_check(0x7, 0x0)
 | |
|         checks["Shadow Temple MQ GS After Wind"] = skulltula_check(0x7, 0x3)
 | |
|         checks["Shadow Temple MQ GS After Ship"] = skulltula_check(0x7, 0x4)
 | |
|         checks["Shadow Temple MQ GS Near Boss"] = skulltula_check(0x7, 0x2)
 | |
|     end
 | |
| 
 | |
|     checks["Shadow Temple Bongo Bongo Heart"] = boss_item_check(0x18)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_death_mountain_trail_checks = function()
 | |
|     local checks = {}
 | |
|     checks["DMT Freestanding PoH"] = on_the_ground_check(0x60, 0x1E)
 | |
|     checks["DMT Chest"] = chest_check(0x60, 0x01)
 | |
|     checks["DMT Storms Grotto Chest"] = chest_check(0x3E, 0x17)
 | |
|     checks["DMT Great Fairy Reward"] = great_fairy_magic_check(0x3B, 0x18)
 | |
|     checks["DMT Biggoron"] = big_goron_sword_check()
 | |
|     checks["DMT Cow Grotto Cow"] = cow_check(0x3E, 0x18)
 | |
| 
 | |
|     checks["DMT GS Near Kak"] = skulltula_check(0x0F, 0x2)
 | |
|     checks["DMT GS Bean Patch"] = skulltula_check(0x0F, 0x1)
 | |
|     checks["DMT GS Above Dodongos Cavern"] = skulltula_check(0x0F, 0x3)
 | |
|     checks["DMT GS Falling Rocks Path"] = skulltula_check(0x0F, 0x4)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_goron_city_checks = function()
 | |
|     local checks = {}
 | |
|     checks["GC Darunias Joy"] = event_check(0x3, 0x6)
 | |
|     checks["GC Pot Freestanding PoH"] = on_the_ground_check(0x62, 0x1F)
 | |
|     checks["GC Rolling Goron as Child"] = info_table_check(0x22, 0x6)
 | |
|     checks["GC Rolling Goron as Adult"] = info_table_check(0x20, 0x1)
 | |
|     checks["GC Medigoron"] = on_the_ground_check(0x62, 0x1)
 | |
|     checks["GC Maze Left Chest"] = chest_check(0x62, 0x00)
 | |
|     checks["GC Maze Right Chest"] = chest_check(0x62, 0x01)
 | |
|     checks["GC Maze Center Chest"] = chest_check(0x62, 0x02)
 | |
|     checks["GC Deku Scrub Grotto Left"] = scrub_sanity_check(0x25, 0x1)
 | |
|     checks["GC Deku Scrub Grotto Center"] = scrub_sanity_check(0x25, 0x4)
 | |
|     checks["GC Deku Scrub Grotto Right"] = scrub_sanity_check(0x25, 0x6)
 | |
|     checks["GC GS Center Platform"] = skulltula_check(0x0F, 0x5)
 | |
|     checks["GC GS Boulder Maze"] = skulltula_check(0x0F, 0x6)
 | |
| 
 | |
|     checks["GC Shop Item 5"] = shop_check(0x5, 0x0)
 | |
|     checks["GC Shop Item 6"] = shop_check(0x5, 0x1)
 | |
|     checks["GC Shop Item 7"] = shop_check(0x5, 0x2)
 | |
|     checks["GC Shop Item 8"] = shop_check(0x5, 0x3)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_death_mountain_crater_checks = function()
 | |
|     local checks = {}
 | |
|     checks["DMC Volcano Freestanding PoH"] = on_the_ground_check(0x61, 0x08)
 | |
|     checks["DMC Wall Freestanding PoH"] = on_the_ground_check(0x61, 0x02)
 | |
|     checks["DMC Upper Grotto Chest"] = chest_check(0x3E, 0x1A)
 | |
|     checks["DMC Great Fairy Reward"] = great_fairy_magic_check(0x3B, 0x10)
 | |
| 
 | |
|     checks["DMC Deku Scrub"] = scrub_sanity_check(0x61, 0x6)
 | |
|     checks["DMC Deku Scrub Grotto Left"] = scrub_sanity_check(0x23, 0x1)
 | |
|     checks["DMC Deku Scrub Grotto Center"] = scrub_sanity_check(0x23, 0x4)
 | |
|     checks["DMC Deku Scrub Grotto Right"] = scrub_sanity_check(0x23, 0x6)
 | |
| 
 | |
|     checks["DMC GS Crate"] = skulltula_check(0x0F, 0x7)
 | |
|     checks["DMC GS Bean Patch"] = skulltula_check(0x0F, 0x0)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_dodongos_cavern_checks = function(mq_table_address)
 | |
|     local checks = {}
 | |
|     if not is_master_quest_dungeon(mq_table_address, 0x1) then
 | |
|         checks["Dodongos Cavern Map Chest"] = chest_check(0x01, 0x8)
 | |
|         checks["Dodongos Cavern Compass Chest"] = chest_check(0x01, 0x5)
 | |
|         checks["Dodongos Cavern Bomb Flower Platform Chest"] = chest_check(0x01, 0x6)
 | |
|         checks["Dodongos Cavern Bomb Bag Chest"] = chest_check(0x01, 0x4)
 | |
|         checks["Dodongos Cavern End of Bridge Chest"] = chest_check(0x01, 0xA)
 | |
| 
 | |
|         checks["Dodongos Cavern Deku Scrub Lobby"] = scrub_sanity_check(0x1, 0x5)
 | |
|         checks["Dodongos Cavern Deku Scrub Side Room Near Dodongos"] = scrub_sanity_check(0x1, 0x2)
 | |
|         checks["Dodongos Cavern Deku Scrub Near Bomb Bag Left"] = scrub_sanity_check(0x1, 0x1)
 | |
|         checks["Dodongos Cavern Deku Scrub Near Bomb Bag Right"] = scrub_sanity_check(0x1, 0x4)
 | |
| 
 | |
|         checks["Dodongos Cavern GS Side Room Near Lower Lizalfos"] = skulltula_check(0x01, 0x4)
 | |
|         checks["Dodongos Cavern GS Scarecrow"] = skulltula_check(0x01, 0x1)
 | |
|         checks["Dodongos Cavern GS Alcove Above Stairs"] = skulltula_check(0x01, 0x2)
 | |
|         checks["Dodongos Cavern GS Vines Above Stairs"] = skulltula_check(0x01, 0x0)
 | |
|         checks["Dodongos Cavern GS Back Room"] = skulltula_check(0x01, 0x3)
 | |
|     else
 | |
|         checks["Dodongos Cavern MQ Map Chest"] = chest_check(0x1, 0x0)
 | |
|         checks["Dodongos Cavern MQ Bomb Bag Chest"] = chest_check(0x1, 0x4)
 | |
|         checks["Dodongos Cavern MQ Torch Puzzle Room Chest"] = chest_check(0x1, 0x3)
 | |
|         checks["Dodongos Cavern MQ Larvae Room Chest"] = chest_check(0x1, 0x2)
 | |
|         checks["Dodongos Cavern MQ Compass Chest"] = chest_check(0x1, 0x5)
 | |
|         checks["Dodongos Cavern MQ Under Grave Chest"] = chest_check(0x1, 0x1)
 | |
| 
 | |
|         checks["Dodongos Cavern MQ Deku Scrub Lobby Front"] = scrub_sanity_check(0x1, 0x4)
 | |
|         checks["Dodongos Cavern MQ Deku Scrub Lobby Rear"] = scrub_sanity_check(0x1, 0x2)
 | |
|         checks["Dodongos Cavern MQ Deku Scrub Side Room Near Lower Lizalfos"] = scrub_sanity_check(0x1, 0x8)
 | |
|         checks["Dodongos Cavern MQ Deku Scrub Staircase"] = scrub_sanity_check(0x1, 0x5)
 | |
| 
 | |
|         checks["Dodongos Cavern MQ GS Scrub Room"] = skulltula_check(0x1, 0x1)
 | |
|         checks["Dodongos Cavern MQ GS Larvae Room"] = skulltula_check(0x1, 0x4)
 | |
|         checks["Dodongos Cavern MQ GS Lizalfos Room"] = skulltula_check(0x1, 0x2)
 | |
|         checks["Dodongos Cavern MQ GS Song of Time Block Room"] = skulltula_check(0x1, 0x3)
 | |
|         checks["Dodongos Cavern MQ GS Back Area"] = skulltula_check(0x1, 0x0)
 | |
|     end
 | |
| 
 | |
|     -- Both of these are shared between vanilla and MQ
 | |
|     checks["Dodongos Cavern Boss Room Chest"] = chest_check(0x12, 0x0)
 | |
|     checks["Dodongos Cavern King Dodongo Heart"] = boss_item_check(0x12)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_fire_temple_checks = function(mq_table_address)
 | |
|     local checks = {}
 | |
|     if not is_master_quest_dungeon(mq_table_address, 0x4) then
 | |
|         checks["Fire Temple Near Boss Chest"] = chest_check(0x04, 0x01)
 | |
|         checks["Fire Temple Flare Dancer Chest"] = chest_check(0x04, 0x00)
 | |
|         checks["Fire Temple Boss Key Chest"] = chest_check(0x04, 0x0C)
 | |
|         checks["Fire Temple Big Lava Room Lower Open Door Chest"] = chest_check(0x04, 0x04)
 | |
|         checks["Fire Temple Big Lava Room Blocked Door Chest"] = chest_check(0x04, 0x02)
 | |
|         checks["Fire Temple Boulder Maze Lower Chest"] = chest_check(0x04, 0x03)
 | |
|         checks["Fire Temple Boulder Maze Side Room Chest"] = chest_check(0x04, 0x08)
 | |
|         checks["Fire Temple Map Chest"] = chest_check(0x04, 0x0A)
 | |
|         checks["Fire Temple Boulder Maze Shortcut Chest"] = chest_check(0x04, 0x0B)
 | |
|         checks["Fire Temple Boulder Maze Upper Chest"] = chest_check(0x04, 0x06)
 | |
|         checks["Fire Temple Scarecrow Chest"] = chest_check(0x04, 0x0D)
 | |
|         checks["Fire Temple Compass Chest"] = chest_check(0x04, 0x07)
 | |
|         checks["Fire Temple Megaton Hammer Chest"] = chest_check(0x04, 0x05)
 | |
|         checks["Fire Temple Highest Goron Chest"] = chest_check(0x04, 0x09)
 | |
| 
 | |
|         checks["Fire Temple GS Boss Key Loop"] = skulltula_check(0x04, 0x1)
 | |
|         checks["Fire Temple GS Song of Time Room"] = skulltula_check(0x04, 0x0)
 | |
|         checks["Fire Temple GS Boulder Maze"] = skulltula_check(0x04, 0x2)
 | |
|         checks["Fire Temple GS Scarecrow Climb"] = skulltula_check(0x04, 0x4)
 | |
|         checks["Fire Temple GS Scarecrow Top"] = skulltula_check(0x04, 0x3)
 | |
|     else
 | |
|         checks["Fire Temple MQ Map Room Side Chest"] = chest_check(0x4, 0x2)
 | |
|         checks["Fire Temple MQ Megaton Hammer Chest"] = chest_check(0x4, 0x0)
 | |
|         checks["Fire Temple MQ Map Chest"] = chest_check(0x4, 0xC)
 | |
|         checks["Fire Temple MQ Near Boss Chest"] = chest_check(0x4, 0x7)
 | |
|         checks["Fire Temple MQ Big Lava Room Blocked Door Chest"] = chest_check(0x4, 0x1)
 | |
|         checks["Fire Temple MQ Boss Key Chest"] = chest_check(0x4, 0x4)
 | |
|         checks["Fire Temple MQ Lizalfos Maze Side Room Chest"] = chest_check(0x4, 0x8)
 | |
|         checks["Fire Temple MQ Compass Chest"] = chest_check(0x4, 0xB)
 | |
|         checks["Fire Temple MQ Lizalfos Maze Upper Chest"] = chest_check(0x4, 0x6)
 | |
|         checks["Fire Temple MQ Lizalfos Maze Lower Chest"] = chest_check(0x4, 0x3)
 | |
|         checks["Fire Temple MQ Freestanding Key"] = on_the_ground_check(0x4, 0x1C)
 | |
|         checks["Fire Temple MQ Chest On Fire"] = chest_check(0x4, 0x5)
 | |
| 
 | |
|         checks["Fire Temple MQ GS Big Lava Room Open Door"] = skulltula_check(0x4, 0x0)
 | |
|         checks["Fire Temple MQ GS Skull On Fire"] = skulltula_check(0x4, 0x2)
 | |
|         checks["Fire Temple MQ GS Fire Wall Maze Center"] = skulltula_check(0x4, 0x3)
 | |
|         checks["Fire Temple MQ GS Fire Wall Maze Side Room"] = skulltula_check(0x4, 0x4)
 | |
|         checks["Fire Temple MQ GS Above Fire Wall Maze"] = skulltula_check(0x4, 0x1)
 | |
|     end
 | |
| 
 | |
|     checks["Fire Temple Volvagia Heart"] = boss_item_check(0x15)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_zoras_river_checks = function()
 | |
|     local checks = {}
 | |
|     checks["ZR Magic Bean Salesman"] = bean_sale_check(0x54, 0x1)
 | |
|     checks["ZR Open Grotto Chest"] = chest_check(0x3E, 0x09)
 | |
|     checks["ZR Frogs in the Rain"] = event_check(0xD, 0x6)
 | |
|     checks["ZR Frogs Ocarina Game"] = event_check(0xD, 0x0)
 | |
|     checks["ZR Near Open Grotto Freestanding PoH"] = on_the_ground_check(0x54, 0x04)
 | |
|     checks["ZR Near Domain Freestanding PoH"] = on_the_ground_check(0x54, 0x0B)
 | |
|     checks["ZR Deku Scrub Grotto Front"] = scrub_sanity_check(0x15, 0x9)
 | |
|     checks["ZR Deku Scrub Grotto Rear"] = scrub_sanity_check(0x15, 0x8)
 | |
| 
 | |
|     checks["ZR GS Tree"] = skulltula_check(0x11, 0x1)
 | |
|     --NOTE: There is no GS in the soft soil. It's the only one that doesn't have one.
 | |
|     checks["ZR GS Ladder"] = skulltula_check(0x11, 0x0)
 | |
|     checks["ZR GS Near Raised Grottos"] = skulltula_check(0x11, 0x4)
 | |
|     checks["ZR GS Above Bridge"] = skulltula_check(0x11, 0x3)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_zoras_domain_checks = function()
 | |
|     local checks = {}
 | |
|     checks["ZD Diving Minigame"] = event_check(0x3, 0x8)
 | |
|     checks["ZD Chest"] = chest_check(0x58, 0x00)
 | |
|     checks["ZD King Zora Thawed"] = info_table_check(0x26, 0x1)
 | |
|     checks["ZD GS Frozen Waterfall"] = skulltula_check(0x11, 0x6)
 | |
| 
 | |
|     checks["ZD Shop Item 5"] = shop_check(0x2, 0x0)
 | |
|     checks["ZD Shop Item 6"] = shop_check(0x2, 0x1)
 | |
|     checks["ZD Shop Item 7"] = shop_check(0x2, 0x2)
 | |
|     checks["ZD Shop Item 8"] = shop_check(0x2, 0x3)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_zoras_fountain_checks = function()
 | |
|     local checks = {}
 | |
|     checks["ZF Great Fairy Reward"] = item_get_info_check(0x2, 0x0)
 | |
|     checks["ZF Iceberg Freestanding PoH"] = on_the_ground_check(0x59, 0x01)
 | |
|     checks["ZF Bottom Freestanding PoH"] = on_the_ground_check(0x59, 0x14)
 | |
|     checks["ZF GS Above the Log"] = skulltula_check(0x11, 0x2)
 | |
|     checks["ZF GS Tree"] = skulltula_check(0x11, 0x7)
 | |
|     checks["ZF GS Hidden Cave"] = skulltula_check(0x11, 0x5)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_jabu_checks = function(mq_table_address)
 | |
|     local checks = {}
 | |
|     if not is_master_quest_dungeon(mq_table_address, 0x2) then
 | |
|         checks["Jabu Jabus Belly Boomerang Chest"] = chest_check(0x02, 0x01)
 | |
|         checks["Jabu Jabus Belly Map Chest"] = chest_check(0x02, 0x02)
 | |
|         checks["Jabu Jabus Belly Compass Chest"] = chest_check(0x02, 0x04)
 | |
|         checks["Jabu Jabus Belly Deku Scrub"] = scrub_sanity_check(0x02, 0x1)
 | |
|         checks["Jabu Jabus Belly GS Water Switch Room"] = skulltula_check(0x02, 0x3)
 | |
|         checks["Jabu Jabus Belly GS Lobby Basement Lower"] = skulltula_check(0x02, 0x0)
 | |
|         checks["Jabu Jabus Belly GS Lobby Basement Upper"] = skulltula_check(0x02, 0x1)
 | |
|         checks["Jabu Jabus Belly GS Near Boss"] = skulltula_check(0x02, 0x2)
 | |
|     else
 | |
|         checks["Jabu Jabus Belly MQ Map Chest"] = chest_check(0x2, 0x3)
 | |
|         checks["Jabu Jabus Belly MQ First Room Side Chest"] = chest_check(0x2, 0x5)
 | |
|         checks["Jabu Jabus Belly MQ Second Room Lower Chest"] = chest_check(0x2, 0x2)
 | |
|         checks["Jabu Jabus Belly MQ Compass Chest"] = chest_check(0x2, 0x0)
 | |
|         checks["Jabu Jabus Belly MQ Basement Near Switches Chest"] = chest_check(0x2, 0x8)
 | |
|         checks["Jabu Jabus Belly MQ Basement Near Vines Chest"] = chest_check(0x2, 0x4)
 | |
|         checks["Jabu Jabus Belly MQ Boomerang Room Small Chest"] = chest_check(0x2, 0x1)
 | |
|         checks["Jabu Jabus Belly MQ Boomerang Chest"] = chest_check(0x2, 0x6)
 | |
|         checks["Jabu Jabus Belly MQ Falling Like Like Room Chest"] = chest_check(0x2, 0x9)
 | |
|         checks["Jabu Jabus Belly MQ Second Room Upper Chest"] = chest_check(0x2, 0x7)
 | |
|         checks["Jabu Jabus Belly MQ Near Boss Chest"] = chest_check(0x2, 0xA)
 | |
| 
 | |
|         checks["Jabu Jabus Belly MQ Cow"] = cow_check(0x2, 0x18)
 | |
| 
 | |
|         checks["Jabu Jabus Belly MQ GS Boomerang Chest Room"] = skulltula_check(0x2, 0x0)
 | |
|         checks["Jabu Jabus Belly MQ GS Tailpasaran Room"] = skulltula_check(0x2, 0x2)
 | |
|         checks["Jabu Jabus Belly MQ GS Invisible Enemies Room"] = skulltula_check(0x2, 0x3)
 | |
|         checks["Jabu Jabus Belly MQ GS Near Boss"] = skulltula_check(0x2, 0x1)
 | |
|     end
 | |
| 
 | |
|     checks["Jabu Jabus Belly Barinade Heart"] = boss_item_check(0x13)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_ice_cavern_checks = function(mq_table_address)
 | |
|     local checks = {}
 | |
|     if not is_master_quest_dungeon(mq_table_address, 0x9) then
 | |
|         checks["Ice Cavern Map Chest"] = chest_check(0x09, 0x00)
 | |
|         checks["Ice Cavern Compass Chest"] = chest_check(0x09, 0x01)
 | |
|         checks["Ice Cavern Freestanding PoH"] = on_the_ground_check(0x09, 0x01)
 | |
|         checks["Ice Cavern Iron Boots Chest"] = chest_check(0x09, 0x02)
 | |
|         checks["Ice Cavern GS Spinning Scythe Room"] = skulltula_check(0x09, 0x1)
 | |
|         checks["Ice Cavern GS Heart Piece Room"] = skulltula_check(0x09, 0x2)
 | |
|         checks["Ice Cavern GS Push Block Room"] = skulltula_check(0x09, 0x0)
 | |
|     else
 | |
|         checks["Ice Cavern MQ Map Chest"] = chest_check(0x09, 0x01)
 | |
|         checks["Ice Cavern MQ Compass Chest"] = chest_check(0x09, 0x00)
 | |
|         checks["Ice Cavern MQ Freestanding PoH"] = on_the_ground_check(0x09, 0x01)
 | |
|         checks["Ice Cavern MQ Iron Boots Chest"] = chest_check(0x09, 0x02)
 | |
| 
 | |
|         checks["Ice Cavern MQ GS Red Ice"] = skulltula_check(0x09, 0x1)
 | |
|         checks["Ice Cavern MQ GS Ice Block"] = skulltula_check(0x09, 0x2)
 | |
|         checks["Ice Cavern MQ GS Scarecrow"] = skulltula_check(0x09, 0x0)
 | |
|     end
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_lake_hylia_checks = function()
 | |
|     local checks = {}
 | |
|     checks["LH Underwater Item"] = event_check(0x3, 0x1)
 | |
|     checks["LH Child Fishing"] = fishing_check(false)
 | |
|     checks["LH Adult Fishing"] = fishing_check(true)
 | |
|     checks["LH Lab Dive"] = item_get_info_check(0x3, 0x0)
 | |
|     checks["LH Freestanding PoH"] = on_the_ground_check(0x57, 0x1E)
 | |
|     --It's not actually a chest, but it is marked in the chest section
 | |
|     checks["LH Sun"] = fire_arrows_check(0x57, 0x0)
 | |
|     checks["LH Deku Scrub Grotto Left"] = scrub_sanity_check(0x19, 0x1)
 | |
|     checks["LH Deku Scrub Grotto Center"] = scrub_sanity_check(0x19, 0x4)
 | |
|     checks["LH Deku Scrub Grotto Right"] = scrub_sanity_check(0x19, 0x6)
 | |
| 
 | |
|     checks["LH GS Lab Wall"] = skulltula_check(0x12, 0x2)
 | |
|     checks["LH GS Bean Patch"] = skulltula_check(0x12, 0x0)
 | |
|     checks["LH GS Small Island"] = skulltula_check(0x12, 0x1)
 | |
|     checks["LH GS Lab Crate"] = skulltula_check(0x12, 0x3)
 | |
|     checks["LH GS Tree"] = skulltula_check(0x12, 0x4)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_water_temple_checks = function(mq_table_address)
 | |
|     local checks = {}
 | |
|     if not is_master_quest_dungeon(mq_table_address, 0x5) then
 | |
|         checks["Water Temple Compass Chest"] = chest_check(0x05, 0x09)
 | |
|         checks["Water Temple Map Chest"] = chest_check(0x05, 0x02)
 | |
|         checks["Water Temple Cracked Wall Chest"] = chest_check(0x05, 0x00)
 | |
|         checks["Water Temple Torches Chest"] = chest_check(0x05, 0x01)
 | |
|         checks["Water Temple Boss Key Chest"] = chest_check(0x05, 0x05)
 | |
|         checks["Water Temple Central Pillar Chest"] = chest_check(0x05, 0x06)
 | |
|         checks["Water Temple Central Bow Target Chest"] = chest_check(0x05, 0x08)
 | |
|         checks["Water Temple Longshot Chest"] = chest_check(0x05, 0x07)
 | |
|         checks["Water Temple River Chest"] = chest_check(0x05, 0x03)
 | |
|         checks["Water Temple Dragon Chest"] = chest_check(0x05, 0x0A)
 | |
| 
 | |
|         checks["Water Temple GS Behind Gate"] = skulltula_check(0x05, 0x0)
 | |
|         checks["Water Temple GS Near Boss Key Chest"] = skulltula_check(0x05, 0x3)
 | |
|         checks["Water Temple GS Central Pillar"] = skulltula_check(0x05, 0x2)
 | |
|         checks["Water Temple GS Falling Platform Room"] = skulltula_check(0x05, 0x1)
 | |
|         checks["Water Temple GS River"] = skulltula_check(0x05, 0x4)
 | |
|     else
 | |
|         checks["Water Temple MQ Longshot Chest"] = chest_check(0x5, 0x0)
 | |
|         checks["Water Temple MQ Map Chest"] = chest_check(0x5, 0x2)
 | |
|         checks["Water Temple MQ Compass Chest"] = chest_check(0x5, 0x1)
 | |
|         checks["Water Temple MQ Central Pillar Chest"] = chest_check(0x5, 0x6)
 | |
|         checks["Water Temple MQ Boss Key Chest"] = chest_check(0x5, 0x5)
 | |
|         checks["Water Temple MQ Freestanding Key"] = on_the_ground_check(0x5, 0x1)
 | |
| 
 | |
|         checks["Water Temple MQ GS Lizalfos Hallway"] = skulltula_check(0x5, 0x0)
 | |
|         checks["Water Temple MQ GS Before Upper Water Switch"] = skulltula_check(0x5, 0x2)
 | |
|         checks["Water Temple MQ GS River"] = skulltula_check(0x5, 0x1)
 | |
|         checks["Water Temple MQ GS Freestanding Key Area"] = skulltula_check(0x5, 0x3)
 | |
|         checks["Water Temple MQ GS Triple Wall Torch"] = skulltula_check(0x5, 0x4)
 | |
|     end
 | |
| 
 | |
|     checks["Water Temple Morpha Heart"] = boss_item_check(0x16)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_gerudo_valley_checks = function()
 | |
|     local checks = {}
 | |
|     checks["GV Crate Freestanding PoH"] = on_the_ground_check(0x5A, 0x2)
 | |
|     checks["GV Waterfall Freestanding PoH"] = on_the_ground_check(0x5A, 0x1)
 | |
|     checks["GV Chest"] = chest_check(0x5A, 0x00)
 | |
|     checks["GV Deku Scrub Grotto Front"] = scrub_sanity_check(0x1A, 0x9)
 | |
|     checks["GV Deku Scrub Grotto Rear"] = scrub_sanity_check(0x1A, 0x8)
 | |
|     checks["GV Cow"] = cow_check(0x5A, 0x18)
 | |
| 
 | |
|     checks["GV GS Small Bridge"] = skulltula_check(0x13, 0x1)
 | |
|     checks["GV GS Bean Patch"] = skulltula_check(0x13, 0x0)
 | |
|     checks["GV GS Behind Tent"] = skulltula_check(0x13, 0x3)
 | |
|     checks["GV GS Pillar"] = skulltula_check(0x13, 0x2)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_gerudo_fortress_checks = function()
 | |
|     local checks = {}
 | |
|     checks["Hideout Jail Guard (1 Torch)"] = on_the_ground_check(0xC, 0xC)
 | |
|     checks["Hideout Jail Guard (2 Torches)"] = on_the_ground_check(0xC, 0xF)
 | |
|     checks["Hideout Jail Guard (3 Torches)"] = on_the_ground_check(0xC, 0xA)
 | |
|     checks["Hideout Jail Guard (4 Torches)"] = on_the_ground_check(0xC, 0xE)
 | |
|     checks["Hideout Gerudo Membership Card"] = membership_card_check(0xC, 0x2)
 | |
|     checks["GF Chest"] = chest_check(0x5D, 0x0)
 | |
|     checks["GF HBA 1000 Points"] = info_table_check(0x33, 0x0)
 | |
|     checks["GF HBA 1500 Points"] = item_get_info_check(0x0, 0x7)
 | |
|     checks["GF GS Top Floor"] = skulltula_check(0x14, 0x1)
 | |
|     checks["GF GS Archery Range"] = skulltula_check(0x14, 0x0)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_gerudo_training_ground_checks = function(mq_table_address)
 | |
|     local checks = {}
 | |
|     if not is_master_quest_dungeon(mq_table_address, 0xB) then
 | |
|         checks["Gerudo Training Ground Lobby Left Chest"] = chest_check(0x0B, 0x13)
 | |
|         checks["Gerudo Training Ground Lobby Right Chest"] = chest_check(0x0B, 0x07)
 | |
|         checks["Gerudo Training Ground Stalfos Chest"] = chest_check(0x0B, 0x00)
 | |
|         checks["Gerudo Training Ground Before Heavy Block Chest"] = chest_check(0x0B, 0x11)
 | |
|         checks["Gerudo Training Ground Heavy Block First Chest"] = chest_check(0x0B, 0x0F)
 | |
|         checks["Gerudo Training Ground Heavy Block Second Chest"] = chest_check(0x0B, 0x0E)
 | |
|         checks["Gerudo Training Ground Heavy Block Third Chest"] = chest_check(0x0B, 0x14)
 | |
|         checks["Gerudo Training Ground Heavy Block Fourth Chest"] = chest_check(0x0B, 0x02)
 | |
|         checks["Gerudo Training Ground Eye Statue Chest"] = chest_check(0x0B, 0x03)
 | |
|         checks["Gerudo Training Ground Near Scarecrow Chest"] = chest_check(0x0B, 0x04)
 | |
|         checks["Gerudo Training Ground Hammer Room Clear Chest"] = chest_check(0x0B, 0x12)
 | |
|         checks["Gerudo Training Ground Hammer Room Switch Chest"] = chest_check(0x0B, 0x10)
 | |
|         checks["Gerudo Training Ground Freestanding Key"] = on_the_ground_check(0x0B, 0x1)
 | |
|         checks["Gerudo Training Ground Maze Right Central Chest"] = chest_check(0x0B, 0x05)
 | |
|         checks["Gerudo Training Ground Maze Right Side Chest"] = chest_check(0x0B, 0x08)
 | |
|         checks["Gerudo Training Ground Underwater Silver Rupee Chest"] = chest_check(0x0B, 0x0D)
 | |
|         checks["Gerudo Training Ground Beamos Chest"] = chest_check(0x0B, 0x01)
 | |
|         checks["Gerudo Training Ground Hidden Ceiling Chest"] = chest_check(0x0B, 0x0B)
 | |
|         checks["Gerudo Training Ground Maze Path First Chest"] = chest_check(0x0B, 0x06)
 | |
|         checks["Gerudo Training Ground Maze Path Second Chest"] = chest_check(0x0B, 0x0A)
 | |
|         checks["Gerudo Training Ground Maze Path Third Chest"] = chest_check(0x0B, 0x09)
 | |
|         checks["Gerudo Training Ground Maze Path Final Chest"] = chest_check(0x0B, 0x0C)
 | |
|     else
 | |
|         checks["Gerudo Training Ground MQ Lobby Left Chest"] = chest_check(0xB, 0x13)
 | |
|         checks["Gerudo Training Ground MQ Lobby Right Chest"] = chest_check(0xB, 0x7)
 | |
|         checks["Gerudo Training Ground MQ First Iron Knuckle Chest"] = chest_check(0xB, 0x0)
 | |
|         checks["Gerudo Training Ground MQ Before Heavy Block Chest"] = chest_check(0xB, 0x11)
 | |
|         checks["Gerudo Training Ground MQ Heavy Block Chest"] = chest_check(0xB, 0x2)
 | |
|         checks["Gerudo Training Ground MQ Eye Statue Chest"] = chest_check(0xB, 0x3)
 | |
|         checks["Gerudo Training Ground MQ Ice Arrows Chest"] = chest_check(0xB, 0x4)
 | |
|         checks["Gerudo Training Ground MQ Second Iron Knuckle Chest"] = chest_check(0xB, 0x12)
 | |
|         checks["Gerudo Training Ground MQ Flame Circle Chest"] = chest_check(0xB, 0xE)
 | |
|         checks["Gerudo Training Ground MQ Maze Right Central Chest"] = chest_check(0xB, 0x5)
 | |
|         checks["Gerudo Training Ground MQ Maze Right Side Chest"] = chest_check(0xB, 0x8)
 | |
|         checks["Gerudo Training Ground MQ Underwater Silver Rupee Chest"] = chest_check(0xB, 0xD)
 | |
|         checks["Gerudo Training Ground MQ Dinolfos Chest"] = chest_check(0xB, 0x1)
 | |
|         checks["Gerudo Training Ground MQ Hidden Ceiling Chest"] = chest_check(0xB, 0xB)
 | |
|         checks["Gerudo Training Ground MQ Maze Path First Chest"] = chest_check(0xB, 0x6)
 | |
|         checks["Gerudo Training Ground MQ Maze Path Third Chest"] = chest_check(0xB, 0x9)
 | |
|         checks["Gerudo Training Ground MQ Maze Path Second Chest"] = chest_check(0xB, 0xA)
 | |
|     end
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_haunted_wasteland_checks = function()
 | |
|     local checks = {}
 | |
|     checks["Wasteland Bombchu Salesman"] = on_the_ground_check(0x5E, 0x01)
 | |
|     checks["Wasteland Chest"] = chest_check(0x5E, 0x00)
 | |
|     checks["Wasteland GS"] = skulltula_check(0x15, 0x1)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_desert_colossus_checks = function()
 | |
|     local checks = {}
 | |
|     checks["Colossus Great Fairy Reward"] = item_get_info_check(0x2, 0x2)
 | |
|     checks["Colossus Freestanding PoH"] = on_the_ground_check(0x5C, 0xD)
 | |
|     checks["Colossus Deku Scrub Grotto Front"] = scrub_sanity_check(0x27, 0x9)
 | |
|     checks["Colossus Deku Scrub Grotto Rear"] = scrub_sanity_check(0x27, 0x8)
 | |
| 
 | |
|     checks["Colossus GS Bean Patch"] = skulltula_check(0x15, 0x0)
 | |
|     checks["Colossus GS Tree"] = skulltula_check(0x15, 0x3)
 | |
|     checks["Colossus GS Hill"] = skulltula_check(0x15, 0x2)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_spirit_temple_checks = function(mq_table_address)
 | |
|     local checks = {}
 | |
|     if not is_master_quest_dungeon(mq_table_address, 0x6) then
 | |
|         checks["Spirit Temple Child Bridge Chest"] = chest_check(0x06, 0x08)
 | |
|         checks["Spirit Temple Child Early Torches Chest"] = chest_check(0x06, 0x00)
 | |
|         checks["Spirit Temple Child Climb North Chest"] = chest_check(0x06, 0x06)
 | |
|         checks["Spirit Temple Child Climb East Chest"] = chest_check(0x06, 0x0C)
 | |
|         checks["Spirit Temple Map Chest"] = chest_check(0x06, 0x03)
 | |
|         checks["Spirit Temple Sun Block Room Chest"] = chest_check(0x06, 0x01)
 | |
|         checks["Spirit Temple Silver Gauntlets Chest"] = chest_check(0x5C, 0x0B)
 | |
| 
 | |
|         checks["Spirit Temple Compass Chest"] = chest_check(0x06, 0x04)
 | |
|         checks["Spirit Temple Early Adult Right Chest"] = chest_check(0x06, 0x07)
 | |
|         checks["Spirit Temple First Mirror Left Chest"] = chest_check(0x06, 0x0D)
 | |
|         checks["Spirit Temple First Mirror Right Chest"] = chest_check(0x06, 0x0E)
 | |
|         checks["Spirit Temple Statue Room Northeast Chest"] = chest_check(0x06, 0x0F)
 | |
|         checks["Spirit Temple Statue Room Hand Chest"] = chest_check(0x06, 0x02)
 | |
|         checks["Spirit Temple Near Four Armos Chest"] = chest_check(0x06, 0x05)
 | |
|         checks["Spirit Temple Hallway Right Invisible Chest"] = chest_check(0x06, 0x14)
 | |
|         checks["Spirit Temple Hallway Left Invisible Chest"] = chest_check(0x06, 0x15)
 | |
|         checks["Spirit Temple Mirror Shield Chest"] = chest_check(0x5C, 0x09)
 | |
| 
 | |
|         checks["Spirit Temple Boss Key Chest"] = chest_check(0x06, 0x0A)
 | |
|         checks["Spirit Temple Topmost Chest"] = chest_check(0x06, 0x12)
 | |
| 
 | |
|         checks["Spirit Temple GS Metal Fence"] = skulltula_check(0x06, 0x4)
 | |
|         checks["Spirit Temple GS Sun on Floor Room"] = skulltula_check(0x06, 0x3)
 | |
|         checks["Spirit Temple GS Hall After Sun Block Room"] = skulltula_check(0x06, 0x0)
 | |
|         checks["Spirit Temple GS Lobby"] = skulltula_check(0x06, 0x2)
 | |
|         checks["Spirit Temple GS Boulder Room"] = skulltula_check(0x06, 0x1)
 | |
|     else
 | |
|         checks["Spirit Temple MQ Entrance Front Left Chest"] = chest_check(0x6, 0x1A)
 | |
|         checks["Spirit Temple MQ Entrance Back Right Chest"] = chest_check(0x6, 0x1F)
 | |
|         checks["Spirit Temple MQ Entrance Front Right Chest"] = chest_check(0x6, 0x1B)
 | |
|         checks["Spirit Temple MQ Entrance Back Left Chest"] = chest_check(0x6, 0x1E)
 | |
|         checks["Spirit Temple MQ Map Chest"] = chest_check(0x6, 0x0)
 | |
|         checks["Spirit Temple MQ Map Room Enemy Chest"] = chest_check(0x6, 0x8)
 | |
|         checks["Spirit Temple MQ Child Climb North Chest"] = chest_check(0x6, 0x6)
 | |
|         checks["Spirit Temple MQ Child Climb South Chest"] = chest_check(0x6, 0xC)
 | |
|         checks["Spirit Temple MQ Compass Chest"] = chest_check(0x6, 0x3)
 | |
|         checks["Spirit Temple MQ Silver Block Hallway Chest"] = chest_check(0x6, 0x1C)
 | |
|         checks["Spirit Temple MQ Sun Block Room Chest"] = chest_check(0x6, 0x1)
 | |
|         checks["Spirit Temple Silver Gauntlets Chest"] = chest_check(0x5C, 0xB)
 | |
| 
 | |
|         checks["Spirit Temple MQ Child Hammer Switch Chest"] = chest_check(0x6, 0x1D)
 | |
|         checks["Spirit Temple MQ Statue Room Lullaby Chest"] = chest_check(0x6, 0xF)
 | |
|         checks["Spirit Temple MQ Statue Room Invisible Chest"] = chest_check(0x6, 0x2)
 | |
|         checks["Spirit Temple MQ Leever Room Chest"] = chest_check(0x6, 0x4)
 | |
|         checks["Spirit Temple MQ Symphony Room Chest"] = chest_check(0x6, 0x7)
 | |
|         checks["Spirit Temple MQ Beamos Room Chest"] = chest_check(0x6, 0x19)
 | |
|         checks["Spirit Temple MQ Chest Switch Chest"] = chest_check(0x6, 0x18)
 | |
|         checks["Spirit Temple MQ Boss Key Chest"] = chest_check(0x6, 0x5)
 | |
|         checks["Spirit Temple Mirror Shield Chest"] = chest_check(0x5C, 0x9)
 | |
|         checks["Spirit Temple MQ Mirror Puzzle Invisible Chest"] = chest_check(0x6, 0x12)
 | |
| 
 | |
|         checks["Spirit Temple MQ GS Sun Block Room"] = skulltula_check(0x6, 0x0)
 | |
|         checks["Spirit Temple MQ GS Leever Room"] = skulltula_check(0x6, 0x1)
 | |
|         checks["Spirit Temple MQ GS Symphony Room"] = skulltula_check(0x6, 0x3)
 | |
|         checks["Spirit Temple MQ GS Nine Thrones Room West"] = skulltula_check(0x6, 0x2)
 | |
|         checks["Spirit Temple MQ GS Nine Thrones Room North"] = skulltula_check(0x6, 0x4)
 | |
|     end
 | |
| 
 | |
|     checks["Spirit Temple Twinrova Heart"] = boss_item_check(0x17)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_ganons_castle_checks = function(mq_table_address)
 | |
|     local checks = {}
 | |
|     if not is_master_quest_dungeon(mq_table_address, 0xD) then
 | |
|         checks["Ganons Castle Forest Trial Chest"] = chest_check(0x0D, 0x09)
 | |
|         checks["Ganons Castle Water Trial Left Chest"] = chest_check(0x0D, 0x07)
 | |
|         checks["Ganons Castle Water Trial Right Chest"] = chest_check(0x0D, 0x06)
 | |
|         checks["Ganons Castle Shadow Trial Front Chest"] = chest_check(0x0D, 0x08)
 | |
|         checks["Ganons Castle Shadow Trial Golden Gauntlets Chest"] = chest_check(0x0D, 0x05)
 | |
|         checks["Ganons Castle Light Trial First Left Chest"] = chest_check(0x0D, 0x0C)
 | |
|         checks["Ganons Castle Light Trial Second Left Chest"] = chest_check(0x0D, 0x0B)
 | |
|         checks["Ganons Castle Light Trial Third Left Chest"] = chest_check(0x0D, 0x0D)
 | |
|         checks["Ganons Castle Light Trial First Right Chest"] = chest_check(0x0D, 0x0E)
 | |
|         checks["Ganons Castle Light Trial Second Right Chest"] = chest_check(0x0D, 0x0A)
 | |
|         checks["Ganons Castle Light Trial Third Right Chest"] = chest_check(0x0D, 0x0F)
 | |
|         checks["Ganons Castle Light Trial Invisible Enemies Chest"] = chest_check(0x0D, 0x10)
 | |
|         checks["Ganons Castle Light Trial Lullaby Chest"] = chest_check(0x0D, 0x11)
 | |
|         checks["Ganons Castle Spirit Trial Crystal Switch Chest"] = chest_check(0x0D, 0x12)
 | |
|         checks["Ganons Castle Spirit Trial Invisible Chest"] = chest_check(0x0D, 0x14)
 | |
| 
 | |
|         checks["Ganons Castle Deku Scrub Left"] = scrub_sanity_check(0xD, 0x9)
 | |
|         checks["Ganons Castle Deku Scrub Center-Left"] = scrub_sanity_check(0xD, 0x6)
 | |
|         checks["Ganons Castle Deku Scrub Center-Right"] = scrub_sanity_check(0xD, 0x4)
 | |
|         checks["Ganons Castle Deku Scrub Right"] = scrub_sanity_check(0xD, 0x8)
 | |
|     else
 | |
|         checks["Ganons Castle MQ Forest Trial Freestanding Key"] = on_the_ground_check(0xD, 0x1)
 | |
|         checks["Ganons Castle MQ Forest Trial Eye Switch Chest"] = chest_check(0xD, 0x2)
 | |
|         checks["Ganons Castle MQ Forest Trial Frozen Eye Switch Chest"] = chest_check(0xD, 0x3)
 | |
|         checks["Ganons Castle MQ Water Trial Chest"] = chest_check(0xD, 0x1)
 | |
|         checks["Ganons Castle MQ Shadow Trial Bomb Flower Chest"] = chest_check(0xD, 0x0)
 | |
|         checks["Ganons Castle MQ Shadow Trial Eye Switch Chest"] = chest_check(0xD, 0x5)
 | |
|         checks["Ganons Castle MQ Light Trial Lullaby Chest"] = chest_check(0xD, 0x4)
 | |
|         checks["Ganons Castle MQ Spirit Trial First Chest"] = chest_check(0xD, 0xA)
 | |
|         checks["Ganons Castle MQ Spirit Trial Invisible Chest"] = chest_check(0xD, 0x14)
 | |
|         checks["Ganons Castle MQ Spirit Trial Sun Front Left Chest"] = chest_check(0xD, 0x9)
 | |
|         checks["Ganons Castle MQ Spirit Trial Sun Back Left Chest"] = chest_check(0xD, 0x8)
 | |
|         checks["Ganons Castle MQ Spirit Trial Sun Back Right Chest"] = chest_check(0xD, 0x7)
 | |
|         checks["Ganons Castle MQ Spirit Trial Golden Gauntlets Chest"] = chest_check(0xD, 0x6)
 | |
| 
 | |
|         checks["Ganons Castle MQ Deku Scrub Left"] = scrub_sanity_check(0xD, 0x9)
 | |
|         checks["Ganons Castle MQ Deku Scrub Center-Left"] = scrub_sanity_check(0xD, 0x6)
 | |
|         checks["Ganons Castle MQ Deku Scrub Center"] = scrub_sanity_check(0xD, 0x4)
 | |
|         checks["Ganons Castle MQ Deku Scrub Center-Right"] = scrub_sanity_check(0xD, 0x8)
 | |
|         checks["Ganons Castle MQ Deku Scrub Right"] = scrub_sanity_check(0xD, 0x1)
 | |
|     end
 | |
| 
 | |
|     checks["Ganons Tower Boss Key Chest"] = chest_check(0x0A, 0x0B)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_outside_ganons_castle_checks = function()
 | |
|     local checks = {}
 | |
|     checks["OGC Great Fairy Reward"] = great_fairy_magic_check(0x3B, 0x8)
 | |
|     checks["OGC GS"] = skulltula_check(0x0E, 0x0)
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local read_song_checks = function()
 | |
|     local checks = {}
 | |
|     checks["Song from Impa"] = event_check(0x5, 0x9) -- Zelda's Lullaby
 | |
|     checks["Song from Malon"] = event_check(0x5, 0x8) -- Epona's Song
 | |
|     checks["Song from Saria"] = event_check(0x5, 0x7) -- Saria's Song
 | |
|     checks["Song from Royal Familys Tomb"] = event_check(0x5, 0xA) -- Sun's Song
 | |
|     checks["Song from Ocarina of Time"] = event_check(0xA, 0x9) -- Song of Time
 | |
|     checks["Song from Windmill"] = event_check(0x5, 0xB) -- Song of Storms
 | |
|     checks["Sheik in Forest"] = event_check(0x5, 0x0) -- Minuet of Forest
 | |
|     checks["Sheik in Crater"] = event_check(0x5, 0x1) -- Bolero of Fire
 | |
|     checks["Sheik in Ice Cavern"] = event_check(0x5, 0x2) -- Serenade of Water
 | |
|     checks["Sheik at Colossus"] = event_check(0xA, 0xC) -- Requiem of Spirit
 | |
|     checks["Sheik in Kakariko"] = event_check(0x5, 0x4) -- Nocturne of Shadows
 | |
|     checks["Sheik at Temple"] = event_check(0x5, 0x5) -- Prelude of Light
 | |
|     return checks
 | |
| end
 | |
| 
 | |
| local check_all_locations = function(mq_table_address)
 | |
| -- TODO: make MQ better
 | |
|     local location_checks = {}
 | |
|     temp_context = mainmemory.readbyterange(0x40002C, 4)
 | |
|     for k,v in pairs(read_kokiri_forest_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_lost_woods_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_sacred_forest_meadow_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_deku_tree_checks(mq_table_address)) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_forest_temple_checks(mq_table_address)) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_hyrule_field_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_lon_lon_ranch_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_market_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_hyrule_castle_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_kakariko_village_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_graveyard_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_bottom_of_the_well_checks(mq_table_address)) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_shadow_temple_checks(mq_table_address)) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_death_mountain_trail_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_goron_city_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_death_mountain_crater_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_dodongos_cavern_checks(mq_table_address)) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_fire_temple_checks(mq_table_address)) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_zoras_river_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_zoras_domain_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_zoras_fountain_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_jabu_checks(mq_table_address)) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_ice_cavern_checks(mq_table_address)) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_lake_hylia_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_water_temple_checks(mq_table_address)) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_gerudo_valley_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_gerudo_fortress_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_gerudo_training_ground_checks(mq_table_address)) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_haunted_wasteland_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_desert_colossus_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_spirit_temple_checks(mq_table_address)) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_ganons_castle_checks(mq_table_address)) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_outside_ganons_castle_checks()) do location_checks[k] = v end
 | |
|     for k,v in pairs(read_song_checks()) do location_checks[k] = v end
 | |
|     return location_checks
 | |
| end
 | |
| 
 | |
| 
 | |
| -- convenience functions
 | |
| 
 | |
| -- invert a table (assumes values are unique)
 | |
| local function invert_table(t)
 | |
|     local inverted = {}
 | |
|     for key,val in pairs(t) do
 | |
|         inverted[val] = key
 | |
|     end
 | |
|     return inverted
 | |
| end
 | |
| 
 | |
| -- a Layout describes how a section of memory is laid out
 | |
| -- getting a specific data type should return its value,
 | |
| -- getting a rescursive structure will return the structure with the layout (this is the default behavior)
 | |
| local Layout = {
 | |
|     rawget = function(pointer) return pointer.get(pointer) end,
 | |
|     get = function(pointer) return pointer end,
 | |
|     set = function(pointer, value) end
 | |
| }
 | |
| function Layout:create (l)
 | |
|     setmetatable(l, self)
 | |
|     self.__index = self
 | |
|     return l
 | |
| end
 | |
| 
 | |
| -- a Layout_Entry gives an offset within the Layout and, recursively, a Layout of memory at that offset
 | |
| local function Layout_Entry(offset, layout)
 | |
|     return { offset = offset, layout = layout }
 | |
| end
 | |
| 
 | |
| local e = Layout_Entry
 | |
| 
 | |
| -- Pointer holds an absolute offset, and has a Layout as its type
 | |
| local Pointer = {}
 | |
| function Pointer:new (offset, layout)
 | |
|     local p = { offset = offset, layout = layout }
 | |
|     setmetatable(p, Pointer)
 | |
|     return p
 | |
| end
 | |
| function Pointer:cast(layout)
 | |
|     return Pointer:new(self.offset, layout)
 | |
| end
 | |
| function Pointer:rawget(key)
 | |
|     if not self.layout[key] then
 | |
|         return self.layout.rawget(self)
 | |
|     end
 | |
|     -- get the struct at this entry
 | |
|     local inner = self.layout[key]
 | |
|     -- update get the new offset and layout
 | |
|     local offset = self.offset + inner.offset
 | |
|     local layout = inner.layout
 | |
|     -- create a new pointer
 | |
|     return Pointer:new(offset, layout)
 | |
| end
 | |
| function Pointer:get() return self.layout.get(self) end
 | |
| function Pointer:set(value) return self.layout.set(self, value) end
 | |
| function Pointer.__index(pointer, key)
 | |
|     if Pointer[key] then
 | |
|         return Pointer[key]
 | |
|     end
 | |
|     -- get the pointer
 | |
|     local p = pointer:rawget(key)
 | |
|     -- resolve the pointer (if the layout is not concrete, it resolves to itself)
 | |
|     return p:get()
 | |
| end
 | |
| function Pointer.__newindex(pointer, key, value)
 | |
|     -- get the pointer
 | |
|     local p = pointer:rawget(key)
 | |
|     -- resolve the pointer (if the layout is not concrete, it resolves to itself)
 | |
|     p:set(value)
 | |
| end
 | |
| 
 | |
| -- CONCRETE TYPES
 | |
| 
 | |
| -- Int has a width in bytes to read
 | |
| local function Int(width)
 | |
|     local obj = Layout:create {}
 | |
| 
 | |
|     local gets = {
 | |
|         [1] = function(p)return mainmemory.read_u8(p.offset) end,
 | |
|         [2] = function(p) return mainmemory.read_u16_be(p.offset) end,
 | |
|         [3] = function(p) return mainmemory.read_u24_be(p.offset) end,
 | |
|         [4] = function(p) return mainmemory.read_u32_be(p.offset) end,
 | |
|     }
 | |
|     obj.get = gets[width]
 | |
| 
 | |
|     local sets = {
 | |
|         [1] = function(p, value) mainmemory.write_u8(p.offset, value) end,
 | |
|         [2] = function(p, value) mainmemory.write_u16_be(p.offset, value) end,
 | |
|         [3] = function(p, value) mainmemory.write_u24_be(p.offset, value) end,
 | |
|         [4] = function(p, value) mainmemory.write_u32_be(p.offset, value) end,
 | |
|     }
 | |
|     obj.set = sets[width]
 | |
| 
 | |
|     return obj
 | |
| end
 | |
| 
 | |
| -- alias for types to save space by not creating them multiple times
 | |
| local Int_8 = Int(1)
 | |
| local Int_16 = Int(2)
 | |
| local Int_24 = Int(3)
 | |
| local Int_32 = Int(4)
 | |
| 
 | |
| -- Bit is a single flag at an address
 | |
| -- values passed in and returned are booleans
 | |
| local function Bit(pos)
 | |
|     local obj = Layout:create {}
 | |
| 
 | |
|     function obj.get(p)
 | |
|         return bit.check(mainmemory.read_u8(p.offset), pos)
 | |
|     end
 | |
| 
 | |
|     function obj.set(p, value)
 | |
|         local orig = mainmemory.readbyte(p.offset)
 | |
|         local changed
 | |
|         if value then
 | |
|             changed = bit.set(orig, pos)
 | |
|         else
 | |
|             changed = bit.clear(orig, pos)
 | |
|         end
 | |
|         mainmemory.writebyte(p.offset, changed)
 | |
|     end
 | |
| 
 | |
|     return obj
 | |
| end
 | |
| 
 | |
| -- Bits is an int that is some mask of bits at the address
 | |
| -- the range of bit positions is inclusive
 | |
| local function Bits(start, ending)
 | |
|     local obj = Layout:create {}
 | |
| 
 | |
|     local mask = 0x00
 | |
|     for b = start, ending do
 | |
|         mask = bit.set(mask, b)
 | |
|     end
 | |
| 
 | |
|     function obj.get(p)
 | |
|         return bit.rshift( bit.band(mainmemory.read_u8(p.offset), mask), start )
 | |
|     end
 | |
| 
 | |
|     function obj.set(p, value)
 | |
|         local orig = mainmemory.readbyte(p.offset)
 | |
|         orig = bit.band( orig, bit.bnot(mask) )
 | |
|         mainmemory.writebyte(p.offset, bit.bor(bit.lshift(value, start), orig) )
 | |
|     end
 | |
| 
 | |
|     return obj
 | |
| end
 | |
| 
 | |
| local function Value_Named_Layout(layout, lookup)
 | |
|     local obj = Layout:create {}
 | |
| 
 | |
|     obj.lookup = lookup
 | |
| 
 | |
|     function obj.get(p)
 | |
|         local value = layout.get(p)
 | |
|         if lookup[value] then
 | |
|             value = lookup[value]
 | |
|         end
 | |
|         return value
 | |
|     end
 | |
| 
 | |
|     function obj.rawget(p)
 | |
|         return layout.get(p)
 | |
|     end
 | |
| 
 | |
|     local inverse_lookup = invert_table(lookup)
 | |
| 
 | |
|     function obj.set(p, value)
 | |
|         if type(value) == "string" then
 | |
|             if inverse_lookup[value] then
 | |
|                 value = inverse_lookup[value]
 | |
|             else
 | |
|                 return
 | |
|             end
 | |
|         end
 | |
|         layout.set(p, value)
 | |
|     end
 | |
| 
 | |
|     return obj
 | |
| end
 | |
| 
 | |
| -- RECURSIVE TYPES
 | |
| 
 | |
| -- holds a list of layouts of a given type, that can be indexed into
 | |
| -- the Array can be given a list of names for each key to be used as an alternative lookup
 | |
| local function Array(width, layout, keys)
 | |
|     local obj = Layout:create {}
 | |
| 
 | |
|     obj.keys = keys
 | |
| 
 | |
|     setmetatable(obj, {
 | |
|         __index = function(array, key)
 | |
|             -- allows us to still call get and set
 | |
|             if Layout[key] then
 | |
|                 return Layout[key]
 | |
|             end
 | |
|             -- compute the offset from the start of the array
 | |
|             if type(key) == "string" then
 | |
|                 if keys[key] then
 | |
|                     key = keys[key]
 | |
|                 else
 | |
|                     key = 0
 | |
|                 end
 | |
|             end
 | |
|             local offset = key * width
 | |
|             -- since this is a layout, we are expected to return a layout entry
 | |
|             return Layout_Entry( offset, layout )
 | |
|         end
 | |
|     })
 | |
| 
 | |
|     return obj
 | |
| end
 | |
| 
 | |
| -- holds a list of bit flags
 | |
| -- the Bit_Array can be given a list of names for each key to be used as an alternative lookup
 | |
| local function Bit_Array(bytes, keys)
 | |
|     local obj = Layout:create {}
 | |
| 
 | |
|     obj.keys = keys
 | |
| 
 | |
|     setmetatable(obj, {
 | |
|         __index = function(array, key)
 | |
|             -- allows us to still call get and set
 | |
|             if Layout[key] then
 | |
|                 return Layout[key]
 | |
|             end
 | |
|             -- compute the offset from the start of the array
 | |
|             if type(key) == "string" then
 | |
|                 if keys[key] then
 | |
|                     key = keys[key]
 | |
|                 else
 | |
|                     key = 0
 | |
|                 end
 | |
|             end
 | |
|             local byte = bytes - math.floor(key / 8) - 1
 | |
|             local bit = key % 8
 | |
|             -- since this is a layout, we are expected to return a layout entry
 | |
|             return Layout_Entry( byte, Bit(bit) )
 | |
|         end
 | |
|     })
 | |
| 
 | |
|     return obj
 | |
| end
 | |
| 
 | |
| -- a pointer to a specific location in memory
 | |
| local function Address(layout)
 | |
|     local obj = Layout:create {}
 | |
| 
 | |
|     function obj.get(p)
 | |
|         -- get the address
 | |
|         local address = Int_32.get(p)
 | |
|         address = bit.band(address, 0x00FFFFFF)
 | |
|         -- return "Null" for address 0
 | |
|         if address == 0 then
 | |
|             return "Null"
 | |
|         end
 | |
|         -- create a pointer to it
 | |
|         return Pointer:new( address, layout )
 | |
|     end
 | |
| 
 | |
|     function obj.set(p, value)
 | |
|         -- Null a pointer
 | |
|         if value == "Null" then
 | |
|             Int_32.set(p, 0)
 | |
|             return
 | |
|         end
 | |
|         -- assume this is a Pointer
 | |
|         if type(value) == "table" then
 | |
|             value = value.offset
 | |
|         end
 | |
|         -- create address
 | |
|         local address =  bit.bor(value, 0x80000000)
 | |
|         Int_32.set(p, address)
 | |
|     end
 | |
| 
 | |
|     return obj
 | |
| end
 | |
| 
 | |
| -- OOT Structs
 | |
| 
 | |
| local scene_names = {
 | |
|     deku_tree = 0x00,
 | |
|     dodongos_cavern = 0x01,
 | |
|     jabu_jabus_belly = 0x02,
 | |
|     forest_temple = 0x03,
 | |
|     fire_temple = 0x04,
 | |
|     water_temple = 0x05,
 | |
|     spirit_temple = 0x06,
 | |
|     shadow_temple = 0x07,
 | |
|     bottom_of_the_well = 0x08,
 | |
|     ice_cavern = 0x09,
 | |
|     ganons_tower = 0x0A,
 | |
|     gerudo_training_ground = 0x0B,
 | |
|     thieves_hideout = 0x0C,
 | |
|     inside_ganons_castle = 0x0D,
 | |
|     treasure_box_shop = 0x10,
 | |
| }
 | |
| 
 | |
| local Global_Context = Layout:create {
 | |
|     cur_scene =   Layout_Entry( 0x00A4, Value_Named_Layout(Int_16, invert_table(scene_names)) ),
 | |
| 
 | |
|     actor_table = Layout_Entry( 0x1C30, Array( 0x8, Actor_Table_Entry, actor_category ) ),
 | |
| 
 | |
|     switch_flags =      Layout_Entry( 0x1D28, Bit_Array( 0x4 ) ),
 | |
|     temp_switch_flags = Layout_Entry( 0x1D2C, Bit_Array( 0x4 ) ),
 | |
|     chest_flags =       Layout_Entry( 0x1D38, Bit_Array( 0x4 ) ),
 | |
|     room_clear_flags =  Layout_Entry( 0x1D3C, Bit_Array( 0x4 ) ),
 | |
| }
 | |
| 
 | |
| local Save_Context = Layout:create {
 | |
|     time =                   Layout_Entry( 0x000C, Int_16 ),
 | |
|     max_health =             Layout_Entry( 0x002E, Int_16 ),
 | |
|     cur_health =             Layout_Entry( 0x0030, Int_16 ),
 | |
|     magic_meter_level =      Layout_Entry( 0x0032, Int_8 ),
 | |
|     cur_magic =              Layout_Entry( 0x0033, Int_8 ),
 | |
|     rupees =                 Layout_Entry( 0x0034, Int_16 ),
 | |
|     have_magic =             Layout_Entry( 0x003A, Bit(0) ),
 | |
|     have_double_magic =      Layout_Entry( 0x003C, Bit(0) ),
 | |
|     double_defense =         Layout_Entry( 0x003D, Bit(0) ),
 | |
|     biggoron_sword_durable = Layout_Entry( 0x003E, Bit(0) ),
 | |
| 
 | |
|     stored_child_equips = Layout_Entry( 0x0040, Equips ),
 | |
|     stored_adult_equips = Layout_Entry( 0x004A, Equips ),
 | |
|     current_equips =      Layout_Entry( 0x0068, Equips ),
 | |
| 
 | |
|     inventory = Layout_Entry( 0x0074, Array( 1, Item, item_slot_names ) ),
 | |
|     ammo =      Layout_Entry( 0x008C, Array( 1, Int_8, item_slot_names ) ),
 | |
| 
 | |
|     beans_purchased = Layout_Entry( 0x009B, Int_8 ),
 | |
| 
 | |
|     equipment =    Layout_Entry( 0x009C, Equipment ),
 | |
|     heart_pieces = Layout_Entry( 0x00A4, Bits(4,5) ),
 | |
|     quest_status = Layout_Entry( 0x00A5, Bit_Array( 0x3, quest_status_names ) ),
 | |
| 
 | |
|     dungeon_items = Layout_Entry( 0x00A8, Array( 0x1, Dungeon_Item, scene_names ) ),
 | |
|     small_keys =    Layout_Entry( 0x00BC, Array( 0x1, Int_8, scene_names ) ),
 | |
| 
 | |
|     double_defense_hearts = Layout_Entry( 0x00CF, Int_8 ),
 | |
|     gold_skulltulas =       Layout_Entry( 0x00D0, Int_16 ),
 | |
| 
 | |
|     scene_flags = Layout_Entry( 0x00D4, Array( 0x1C, Scene_Flags_Type, scene_names ) ),
 | |
| 
 | |
|     skulltula_flags = Layout_Entry( 0xE9C, Array( 0x1, Bit_Array( 0x1 ) ) ),
 | |
| 
 | |
|     events = Layout_Entry( 0xED4, Array( 0x2, Bit_Array( 0x2 ) ) ),
 | |
| 
 | |
|     magic_meter_size = Layout_Entry( 0x13F4, Int_16 ),
 | |
| 
 | |
|     -- ex: oot.sav.triforce_pieces = 0x01 - doesn't seem to work with decimal vals
 | |
|     triforce_pieces = Layout_Entry( 0xD4 + 0x1C * 0x48 + 0x10, Int_32)
 | |
| 
 | |
| }
 | |
| 
 | |
| local save_context = Pointer:new( 0x11A5D0, Save_Context )
 | |
| local global_context = Pointer:new( 0x1C84A0, Global_Context )
 | |
| 
 | |
| 
 | |
| local STATE_OK = "Ok"
 | |
| local STATE_TENTATIVELY_CONNECTED = "Tentatively Connected"
 | |
| local STATE_INITIAL_CONNECTION_MADE = "Initial Connection Made"
 | |
| local STATE_UNINITIALIZED = "Uninitialized"
 | |
| 
 | |
| local prevstate = ""
 | |
| local curstate =  STATE_UNINITIALIZED
 | |
| local ootSocket = nil
 | |
| local frame = 0
 | |
| 
 | |
| -- Various useful values
 | |
| local rando_context = mainmemory.read_u32_be(0x1C6E90 + 0x15D4) - 0x80000000
 | |
| local coop_context = mainmemory.read_u32_be(rando_context + 0x0000) - 0x80000000
 | |
| 
 | |
| local player_id_addr        = coop_context + 4
 | |
| 
 | |
| local incoming_player_addr  = coop_context + 6
 | |
| local incoming_item_addr    = coop_context + 8
 | |
| 
 | |
| local outgoing_key_addr     = coop_context + 12
 | |
| local outgoing_item_addr    = coop_context + 16
 | |
| local outgoing_player_addr  = coop_context + 18
 | |
| 
 | |
| local player_names_address  = coop_context + 20
 | |
| local player_name_length    = 8 -- 8 bytes
 | |
| local rom_name_location     = player_names_address + 0x800
 | |
| 
 | |
| local master_quest_table_address = rando_context + 0xB5A8
 | |
| 
 | |
| local save_context_addr = 0x11A5D0
 | |
| local internal_count_addr = save_context_addr + 0x90
 | |
| local item_queue = {}
 | |
| 
 | |
| local first_connect = true
 | |
| local game_complete = false
 | |
| 
 | |
| local bytes_to_string = function(bytes)
 | |
|     local string = ''
 | |
|     for i=0,#(bytes) do
 | |
|         if bytes[i] == 0 then return string end
 | |
|         string = string .. string.char(bytes[i])
 | |
|     end
 | |
|     return string
 | |
| end
 | |
| 
 | |
| -- ROM reading and writing functions
 | |
| 
 | |
| -- Reading game state
 | |
| local state_main = Pointer:new( 0x11B92F, Int(1) )
 | |
| local state_sub = Pointer:new( 0x11B933, Int(1) )
 | |
| local state_menu = Pointer:new( 0x1D8DD5, Int(1) )
 | |
| local state_logo = Pointer:new( 0x11F200, Int(4) )
 | |
| local state_link = Pointer:new( 0x1DB09C, Bit_Array( 0x8, {dying=0x27} ) )
 | |
| local state_fairy_queued = Pointer:new( 0x1DB26F, Bit(0) )
 | |
| 
 | |
| 
 | |
| local game_modes = {
 | |
|     [-1]={name="Unknown", loaded=false},
 | |
|     [0]={name="N64 Logo", loaded=false},
 | |
|     [1]={name="Title Screen", loaded=false},
 | |
|     [2]={name="File Select", loaded=false},
 | |
|     [3]={name="Normal Gameplay", loaded=true},
 | |
|     [4]={name="Cutscene", loaded=true},
 | |
|     [5]={name="Paused", loaded=true},
 | |
|     [6]={name="Dying", loaded=true},
 | |
|     [7]={name="Dying Menu Start", loaded=false},
 | |
|     [8]={name="Dead", loaded=false},
 | |
| }
 | |
| 
 | |
| local function get_current_game_mode()
 | |
|     local mode = -1
 | |
|     local logo_state = state_logo:get()
 | |
|     if logo_state == 0x802C5880 or logo_state == 0x00000000 then
 | |
|         mode = 0
 | |
|     else
 | |
|         if state_main:get() == 1 then
 | |
|             mode = 1
 | |
|         elseif state_main:get() == 2 then
 | |
|             mode = 2
 | |
|         else
 | |
|             local menu_state = state_menu:get()
 | |
|             if menu_state == 0 then
 | |
|                 if state_link.dying or save_context.cur_health <= 0 then
 | |
|                     mode = 6
 | |
|                 else
 | |
|                     if state_sub:get() == 4 then
 | |
|                         mode = 4
 | |
|                     else
 | |
|                         mode = 3
 | |
|                     end
 | |
|                 end
 | |
|             elseif (0 < menu_state and menu_state < 9) or menu_state == 13 then
 | |
|                 mode = 5
 | |
|             elseif menu_state == 9 or menu_state == 0xB then
 | |
|                 mode = 7
 | |
|             else
 | |
|                 mode = 8
 | |
|             end
 | |
|         end
 | |
|     end
 | |
|     return mode, game_modes[mode]
 | |
| end
 | |
| 
 | |
| function InSafeState()
 | |
|     return game_modes[get_current_game_mode()].loaded
 | |
| end
 | |
| 
 | |
| function item_receivable()
 | |
|     local shop_scenes = {[0x2C]=1, [0x2D]=1, [0x2E]=1, [0x2F]=1, [0x30]=1, [0x31]=1, [0x32]=1, [0x33]=1,
 | |
|                          [0x42]=1, [0x4B]=1}
 | |
|     local details
 | |
|     local scene
 | |
|     _, details = get_current_game_mode()
 | |
|     scene = global_context:rawget('cur_scene'):rawget()
 | |
| 
 | |
|     local playerQueued = mainmemory.read_u16_be(incoming_player_addr)
 | |
|     local itemQueued = mainmemory.read_u16_be(incoming_item_addr)
 | |
| 
 | |
|     -- Safe to receive an item if the scene is normal, player is not in a shop, and no item is already queued
 | |
|     return details.name == "Normal Gameplay" and shop_scenes[scene] == nil and playerQueued == 0 and itemQueued == 0
 | |
| end
 | |
| 
 | |
| function get_player_name()
 | |
|     local rom_name_bytes = mainmemory.readbyterange(rom_name_location, 16)
 | |
|     return bytes_to_string(rom_name_bytes)
 | |
| end
 | |
| 
 | |
| function setPlayerName(id, name)
 | |
|     local name_address = player_names_address + (id * player_name_length)
 | |
|     local name_index = 0
 | |
| 
 | |
|     for _,c in pairs({string.byte(name, 1, 100)}) do
 | |
|         if c >= string.byte('0') and c <= string.byte('9') then
 | |
|             c = c - string.byte('0')
 | |
|         elseif c >= string.byte('A') and c <= string.byte('Z') then
 | |
|             c = c + 0x6A
 | |
|         elseif c >= string.byte('a') and c <= string.byte('z') then
 | |
|             c = c + 0x64
 | |
|         elseif c == string.byte('.') then
 | |
|             c = 0xEA
 | |
|         elseif c == string.byte('-') then
 | |
|             c = 0xE4
 | |
|         elseif c == string.byte(' ') then
 | |
|             c = 0xDF
 | |
|         else
 | |
|             c = nil
 | |
|         end
 | |
| 
 | |
|         if c ~= nil then
 | |
|             mainmemory.write_u8(name_address + name_index, c)
 | |
| 
 | |
|             name_index = name_index + 1
 | |
|             if name_index >= 8 then
 | |
|                 break
 | |
|             end
 | |
|         end
 | |
|     end
 | |
| 
 | |
|     for i = name_index, player_name_length - 1 do
 | |
|         mainmemory.write_u8(name_address + i, 0xDF)
 | |
|     end
 | |
| end
 | |
| 
 | |
| function is_game_complete()
 | |
|     -- If the game is complete, do not read memory
 | |
|     if game_complete then return true end
 | |
| 
 | |
|     -- contains a pointer to the current scene
 | |
|     local scene_pointer = mainmemory.read_u32_be(0x1CA208)
 | |
| 
 | |
|     local triforce_hunt_complete = 0x80383C10 -- pointer credits location set by completed triforce hunt
 | |
|     local ganon_defeated = 0x80382720 -- pointer to cutscene when ganon is defeated
 | |
| 
 | |
|     -- If the game is complete, set the lib variable and report the game as completed
 | |
|     if (scene_pointer == triforce_hunt_complete) or (scene_pointer == ganon_defeated) then
 | |
|         game_complete = true
 | |
|         return true
 | |
|     end
 | |
| 
 | |
|     -- Game is still ongoing
 | |
|     return false
 | |
| end
 | |
| 
 | |
| function deathlink_enabled()
 | |
|     local death_link_flag = mainmemory.read_u16_be(coop_context + 0xA)
 | |
|     return death_link_flag > 0
 | |
| end
 | |
| 
 | |
| function get_death_state()
 | |
|     -- Load the current game mode
 | |
|     local game_mode = get_current_game_mode()
 | |
| 
 | |
|     -- If the N64 Logo is loaded, Link isn't dead, he just doesn't exist
 | |
|     if (game_mode == "N64 Logo" or game_mode == "File Select") then return false end
 | |
| 
 | |
|     -- Read Link's current HP value
 | |
|     local hp_counter = mainmemory.read_u16_be(0x11A600)
 | |
| 
 | |
|     return (hp_counter == 0)
 | |
| end
 | |
| 
 | |
| function kill_link()
 | |
|     mainmemory.write_u16_be(0x11A600, 0)
 | |
| end
 | |
| 
 | |
| function process_block(block)
 | |
|     -- Sometimes the block is nothing, if this is the case then quietly stop processing
 | |
|     if block == nil then
 | |
|         return
 | |
|     end
 | |
|     -- Write player names on first connect or after reset (N64 logo, title screen, file select)
 | |
|     cur_mode = get_current_game_mode()
 | |
|     if (first_connect or cur_mode == 0 or cur_mode == 1 or cur_mode == 2) and (#block['playerNames'] > 0) then
 | |
|         first_connect = false
 | |
|         local index = 1
 | |
|         while (index <= #block['playerNames']) and (index < 255) do
 | |
|             setPlayerName(index, block['playerNames'][index])
 | |
|             index = index + 1
 | |
|         end
 | |
|         setPlayerName(255, 'APPlayer')
 | |
|     end
 | |
|     -- Kill Link if needed
 | |
|     if block['triggerDeath'] then
 | |
|         kill_link()
 | |
|     end
 | |
|     -- Queue item for receiving, if one exists
 | |
|     item_queue = block['items']
 | |
|     received_items_count = mainmemory.read_u16_be(internal_count_addr)
 | |
|     if received_items_count < #item_queue then
 | |
|         -- There are items to send: remember lua tables are 1-indexed!
 | |
|         if item_receivable() then
 | |
|             mainmemory.write_u16_be(incoming_player_addr, 0x00)
 | |
|             mainmemory.write_u16_be(incoming_item_addr, item_queue[received_items_count+1])
 | |
|         end
 | |
|     end
 | |
|     return
 | |
| end
 | |
| 
 | |
| -- Main control handling: main loop and socket receive
 | |
| 
 | |
| function receive()
 | |
|     l, e = ootSocket:receive()
 | |
|     -- Handle incoming message
 | |
|     if e == 'closed' then
 | |
|         if curstate == STATE_OK then
 | |
|             print("Connection closed")
 | |
|         end
 | |
|         curstate = STATE_UNINITIALIZED
 | |
|         return
 | |
|     elseif e == 'timeout' then
 | |
|         print("timeout")
 | |
|         return
 | |
|     elseif e ~= nil then
 | |
|         print(e)
 | |
|         curstate = STATE_UNINITIALIZED
 | |
|         return
 | |
|     end
 | |
|     process_block(json.decode(l))
 | |
| 
 | |
|     -- Determine message to send back
 | |
|     local retTable = {}
 | |
|     retTable["playerName"] = get_player_name()
 | |
|     retTable["deathlinkActive"] = deathlink_enabled()
 | |
|     if InSafeState() then
 | |
|         retTable["locations"] = check_all_locations(master_quest_table_address)
 | |
|         retTable["isDead"] = get_death_state()
 | |
|         retTable["gameComplete"] = is_game_complete()
 | |
|     end
 | |
| 
 | |
|     -- Send the message
 | |
|     msg = json.encode(retTable).."\n"
 | |
|     local ret, error = ootSocket:send(msg)
 | |
|     if ret == nil then
 | |
|         print(error)
 | |
|     elseif curstate == STATE_INITIAL_CONNECTION_MADE then
 | |
|         curstate = STATE_TENTATIVELY_CONNECTED
 | |
|     elseif curstate == STATE_TENTATIVELY_CONNECTED then
 | |
|         print("Connected!")
 | |
|         curstate = STATE_OK
 | |
|     end
 | |
| 
 | |
| end
 | |
| 
 | |
| function main()
 | |
|     if (is23Or24Or25 or is26To27) == false then
 | |
|         print("Must use a version of bizhawk 2.3.1 or higher")
 | |
|         return
 | |
|     end
 | |
|     server, error = socket.bind('localhost', 28921)
 | |
| 
 | |
|     while true do
 | |
|         frame = frame + 1
 | |
|         if not (curstate == prevstate) then
 | |
|             prevstate = curstate
 | |
|         end
 | |
|         if (curstate == STATE_OK) or (curstate == STATE_INITIAL_CONNECTION_MADE) or (curstate == STATE_TENTATIVELY_CONNECTED) then
 | |
|             if (frame % 30 == 0) then
 | |
|                 receive()
 | |
|             end
 | |
|         elseif (curstate == STATE_UNINITIALIZED) then
 | |
|             if  (frame % 60 == 0) then
 | |
|                 server:settimeout(2)
 | |
|                 print("Attempting to connect")
 | |
|                 local client, timeout = server:accept()
 | |
|                 if timeout == nil then
 | |
|                     print('Initial Connection Made')
 | |
|                     curstate = STATE_INITIAL_CONNECTION_MADE
 | |
|                     ootSocket = client
 | |
|                     ootSocket:settimeout(0)
 | |
|                 end
 | |
|             end
 | |
|         end
 | |
|         emu.frameadvance()
 | |
|     end
 | |
| end
 | |
| 
 | |
| main() | 
