diff --git a/OoTClient.py b/OoTClient.py
new file mode 100644
index 000000000000..700098ec9f78
--- /dev/null
+++ b/OoTClient.py
@@ -0,0 +1,287 @@
+import asyncio
+import json
+import os
+import multiprocessing
+import subprocess
+from asyncio import StreamReader, StreamWriter
+
+from CommonClient import CommonContext, server_loop, gui_enabled, console_loop, \
+ ClientCommandProcessor, logger, get_base_parser
+import Utils
+from worlds import network_data_package
+from worlds.oot.Rom import Rom, compress_rom_file
+from worlds.oot.N64Patch import apply_patch_file
+from worlds.oot.Utils import data_path
+
+
+CONNECTION_TIMING_OUT_STATUS = "Connection timing out. Please restart your emulator, then restart oot_connector.lua"
+CONNECTION_REFUSED_STATUS = "Connection refused. Please start your emulator and make sure oot_connector.lua is running"
+CONNECTION_RESET_STATUS = "Connection was reset. Please restart your emulator, then restart oot_connector.lua"
+CONNECTION_TENTATIVE_STATUS = "Initial Connection Made"
+CONNECTION_CONNECTED_STATUS = "Connected"
+CONNECTION_INITIAL_STATUS = "Connection has not been initiated"
+
+"""
+Payload: lua -> client
+{
+ playerName: string,
+ locations: dict,
+ deathlinkActive: bool,
+ isDead: bool,
+ gameComplete: bool
+}
+
+Payload: client -> lua
+{
+ items: list,
+ playerNames: list,
+ triggerDeath: bool
+}
+
+Deathlink logic:
+"Dead" is true <-> Link is at 0 hp.
+
+deathlink_pending: we need to kill the player
+deathlink_sent_this_death: we interacted with the multiworld on this death, waiting to reset with living link
+
+"""
+
+oot_loc_name_to_id = network_data_package["games"]["Ocarina of Time"]["location_name_to_id"]
+
+def get_item_value(ap_id):
+ return ap_id - 66000
+
+class OoTCommandProcessor(ClientCommandProcessor):
+ def __init__(self, ctx):
+ super().__init__(ctx)
+
+ def _cmd_n64(self):
+ """Check N64 Connection State"""
+ if isinstance(self.ctx, OoTContext):
+ logger.info(f"N64 Status: {self.ctx.n64_status}")
+
+
+class OoTContext(CommonContext):
+ command_processor = OoTCommandProcessor
+ items_handling = 0b001 # full local
+
+ def __init__(self, server_address, password):
+ super().__init__(server_address, password)
+ self.game = 'Ocarina of Time'
+ self.n64_streams: (StreamReader, StreamWriter) = None
+ self.n64_sync_task = None
+ self.n64_status = CONNECTION_INITIAL_STATUS
+ self.awaiting_rom = False
+ self.location_table = {}
+ self.deathlink_enabled = False
+ self.deathlink_pending = False
+ self.deathlink_sent_this_death = False
+
+ async def server_auth(self, password_requested: bool = False):
+ if password_requested and not self.password:
+ await super(OoTContext, self).server_auth(password_requested)
+ if not self.auth:
+ self.awaiting_rom = True
+ logger.info('Awaiting connection to Bizhawk to get player information')
+ return
+
+ await self.send_connect()
+
+ def on_deathlink(self, data: dict):
+ self.deathlink_pending = True
+ super().on_deathlink(data)
+
+
+def get_payload(ctx: OoTContext):
+ if ctx.deathlink_enabled and ctx.deathlink_pending:
+ trigger_death = True
+ ctx.deathlink_sent_this_death = True
+ else:
+ trigger_death = False
+
+ return json.dumps({
+ "items": [get_item_value(item.item) for item in ctx.items_received],
+ "playerNames": [name for (i, name) in ctx.player_names.items() if i != 0],
+ "triggerDeath": trigger_death
+ })
+
+
+async def parse_payload(payload: dict, ctx: OoTContext, force: bool):
+
+ # Turn on deathlink if it is on
+ if payload['deathlinkActive'] and not ctx.deathlink_enabled:
+ await ctx.update_death_link(True)
+ ctx.deathlink_enabled = True
+
+ # Game completion handling
+ if payload['gameComplete'] and not ctx.finished_game:
+ await ctx.send_msgs([{
+ "cmd": "StatusUpdate",
+ "status": 30
+ }])
+ ctx.finished_game = True
+
+ # Locations handling
+ if ctx.location_table != payload['locations']:
+ ctx.location_table = payload['locations']
+ await ctx.send_msgs([{
+ "cmd": "LocationChecks",
+ "locations": [oot_loc_name_to_id[loc] for loc in ctx.location_table if ctx.location_table[loc]]
+ }])
+
+ # Deathlink handling
+ if ctx.deathlink_enabled:
+ if payload['isDead']: # link is dead
+ ctx.deathlink_pending = False
+ if not ctx.deathlink_sent_this_death:
+ ctx.deathlink_sent_this_death = True
+ await ctx.send_death()
+ else: # link is alive
+ ctx.deathlink_sent_this_death = False
+
+
+async def n64_sync_task(ctx: OoTContext):
+ logger.info("Starting n64 connector. Use /n64 for status information.")
+ while not ctx.exit_event.is_set():
+ error_status = None
+ if ctx.n64_streams:
+ (reader, writer) = ctx.n64_streams
+ msg = get_payload(ctx).encode()
+ writer.write(msg)
+ writer.write(b'\n')
+ try:
+ await asyncio.wait_for(writer.drain(), timeout=1.5)
+ try:
+ # Data will return a dict with up to five fields:
+ # 1. str: player name (always)
+ # 2. bool: deathlink active (always)
+ # 3. dict[str, bool]: checked locations
+ # 4. bool: whether Link is currently at 0 HP
+ # 5. bool: whether the game currently registers as complete
+ data = await asyncio.wait_for(reader.readline(), timeout=10)
+ data_decoded = json.loads(data.decode())
+ if ctx.game is not None and 'locations' in data_decoded:
+ # Not just a keep alive ping, parse
+ asyncio.create_task(parse_payload(data_decoded, ctx, False))
+ if not ctx.auth:
+ ctx.auth = data_decoded['playerName']
+ if ctx.awaiting_rom:
+ await ctx.server_auth(False)
+ except asyncio.TimeoutError:
+ logger.debug("Read Timed Out, Reconnecting")
+ error_status = CONNECTION_TIMING_OUT_STATUS
+ writer.close()
+ ctx.n64_streams = None
+ except ConnectionResetError as e:
+ logger.debug("Read failed due to Connection Lost, Reconnecting")
+ error_status = CONNECTION_RESET_STATUS
+ writer.close()
+ ctx.n64_streams = None
+ except TimeoutError:
+ logger.debug("Connection Timed Out, Reconnecting")
+ error_status = CONNECTION_TIMING_OUT_STATUS
+ writer.close()
+ ctx.n64_streams = None
+ except ConnectionResetError:
+ logger.debug("Connection Lost, Reconnecting")
+ error_status = CONNECTION_RESET_STATUS
+ writer.close()
+ ctx.n64_streams = None
+ if ctx.n64_status == CONNECTION_TENTATIVE_STATUS:
+ if not error_status:
+ logger.info("Successfully Connected to N64")
+ ctx.n64_status = CONNECTION_CONNECTED_STATUS
+ else:
+ ctx.n64_status = f"Was tentatively connected but error occured: {error_status}"
+ elif error_status:
+ ctx.n64_status = error_status
+ logger.info("Lost connection to N64 and attempting to reconnect. Use /n64 for status updates")
+ else:
+ try:
+ logger.debug("Attempting to connect to N64")
+ ctx.n64_streams = await asyncio.wait_for(asyncio.open_connection("localhost", 28921), timeout=10)
+ ctx.n64_status = CONNECTION_TENTATIVE_STATUS
+ except TimeoutError:
+ logger.debug("Connection Timed Out, Trying Again")
+ ctx.n64_status = CONNECTION_TIMING_OUT_STATUS
+ continue
+ except ConnectionRefusedError:
+ logger.debug("Connection Refused, Trying Again")
+ ctx.n64_status = CONNECTION_REFUSED_STATUS
+ continue
+
+
+async def run_game(romfile):
+ auto_start = Utils.get_options()["oot_options"].get("rom_start", True)
+ if auto_start is True:
+ import webbrowser
+ webbrowser.open(romfile)
+ elif os.path.isfile(auto_start):
+ subprocess.Popen([auto_start, romfile],
+ stdin=subprocess.DEVNULL, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
+
+
+async def patch_and_run_game(apz5_file):
+ base_name = os.path.splitext(apz5_file)[0]
+ decomp_path = base_name + '-decomp.z64'
+ comp_path = base_name + '.z64'
+ # Load vanilla ROM, patch file, compress ROM
+ rom = Rom(Utils.get_options()["oot_options"]["rom_file"])
+ apply_patch_file(rom, apz5_file)
+ rom.write_to_file(decomp_path)
+ os.chdir(data_path("Compress"))
+ compress_rom_file(decomp_path, comp_path)
+ os.remove(decomp_path)
+ asyncio.create_task(run_game(comp_path))
+
+
+if __name__ == '__main__':
+
+ Utils.init_logging("OoTClient")
+
+ async def main():
+ multiprocessing.freeze_support()
+ parser = get_base_parser()
+ parser.add_argument('apz5_file', default="", type=str, nargs="?",
+ help='Path to an APZ5 file')
+ args = parser.parse_args()
+
+ if args.apz5_file:
+ logger.info("APZ5 file supplied, beginning patching process...")
+ asyncio.create_task(patch_and_run_game(args.apz5_file))
+
+ ctx = OoTContext(args.connect, args.password)
+ ctx.server_task = asyncio.create_task(server_loop(ctx), name="Server Loop")
+ if gui_enabled:
+ input_task = None
+ from kvui import OoTManager
+ ctx.ui = OoTManager(ctx)
+ ui_task = asyncio.create_task(ctx.ui.async_run(), name="UI")
+ else:
+ input_task = asyncio.create_task(console_loop(ctx), name="Input")
+ ui_task = None
+
+ ctx.n64_sync_task = asyncio.create_task(n64_sync_task(ctx), name="N64 Sync")
+
+ await ctx.exit_event.wait()
+ ctx.server_address = None
+
+ await ctx.shutdown()
+
+ if ctx.n64_sync_task:
+ await ctx.n64_sync_task
+
+ if ui_task:
+ await ui_task
+
+ if input_task:
+ input_task.cancel()
+
+ import colorama
+
+ colorama.init()
+
+ loop = asyncio.get_event_loop()
+ loop.run_until_complete(main())
+ loop.close()
+ colorama.deinit()
diff --git a/WebHostLib/static/assets/tutorial/zelda5/setup_en.md b/WebHostLib/static/assets/tutorial/zelda5/setup_en.md
index ccbdab2a1081..a62a78ed5e28 100644
--- a/WebHostLib/static/assets/tutorial/zelda5/setup_en.md
+++ b/WebHostLib/static/assets/tutorial/zelda5/setup_en.md
@@ -1,27 +1,40 @@
-# Setup Guide for Ocarina of time Archipelago
+# Setup Guide for Ocarina of Time Archipelago
## Important
-As we are using Z5Client and BizHawk, this guide is only applicable to Windows.
+As we are using Bizhawk, this guide is only applicable to Windows and Linux systems.
## Required Software
-- BizHawk and Z5Client from: [Z5Client Releases Page](https://github.com/ArchipelagoMW/Z5Client/releases)
- - We recommend download Z5Client-setup as it makes some steps automatic.
+- Bizhawk: [Bizhawk Releases from TASVideos](https://tasvideos.org/BizHawk/ReleaseHistory)
+ - Version 2.3.1 and later are supported. Version 2.7 is recommended for stability.
+ - Detailed installation instructions for Bizhawk can be found at the above link.
+ - Windows users must run the prereq installer first, which can also be found at the above link.
+- An Archipelago client for Ocarina of Time. There are two options available:
+ - The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases)
+ (select `Ocarina of Time Client` during installation). This client is kept up-to-date with the latest Archipelago version
+ and will always be supported.
+ - Z5Client, which can be installed [here](https://github.com/ArchipelagoMW/Z5Client/releases), and its associated Lua script `ootMulti.lua`.
+- An Ocarina of Time v1.0 ROM.
-## Install Emulator and client
+## Configuring Bizhawk
-Download getBizhawk.ps1 from previous link. Place it on the folder where you want your emulator to be installed, right
-click on it and select "Run with PowerShell". This will download all the needed dependencies used by the emulator. This
-can take a while.
+Once Bizhawk has been installed, open Bizhawk and change the following settings:
-It is strongly recommended to associate N64 rom extension (\*.n64) to the BizHawk we've just installed. To do so, we
-simply have to search any N64 rom we happened to own, right click and select "Open with...", we unfold the list that
-appears and select the bottom option "Look for another application", we browse to BizHawk folder and select EmuHawk.exe
+- Go to Config > Customize. Switch to the Advanced tab, then switch the Lua Core from "NLua+KopiLua" to "Lua+LuaInterface".
+ This is required for the Lua script to function correctly.
+- Under Config > Customize > Advanced, make sure the box for AutoSaveRAM is checked, and click the 5s button. This reduces
+ the possibility of losing save data in emulator crashes.
+- Under Config > Customize, check the "Run in background" and "Accept background input" boxes. This will allow you to continue
+ playing in the background, even if another window is selected.
+- Under Config > Hotkeys, many hotkeys are listed, with many bound to common keys on the keyboard. You will likely want
+ to disable most of these, which you can do quickly using `Esc`.
+- If playing with a controller, when you bind controls, disable "P1 A Up", "P1 A Down", "P1 A Left", and "P1 A Right" as these interfere
+ with aiming if bound. Set directional input using the Analog tab instead.
-Place the ootMulti.lua file from the previous link inside the "lua" folder from the just installed emulator.
-
-Install the Z5Client using its setup.
+It is strongly recommended to associate N64 rom extensions (\*.n64, \*.z64) to the Bizhawk we've just installed. To do so, we
+simply have to search any N64 rom we happened to own, right click and select "Open with...", unfold the list that
+appears and select the bottom option "Look for another application", then browse to the Bizhawk folder and select EmuHawk.exe.
## Configuring your YAML file
@@ -33,7 +46,7 @@ an experience customized for their taste, and different players in the same mult
### Where do I get a YAML file?
-A basic OOT yaml will look like this. There are lots of cosmetic options that have been removed for the sake of this
+A basic OoT yaml will look like this. There are lots of cosmetic options that have been removed for the sake of this
tutorial, if you want to see a complete list, download Archipelago from
the [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases) and look for the sample file in
the "Players" folder.
@@ -382,20 +395,23 @@ Ocarina of Time:
When you join a multiworld game, you will be asked to provide your YAML file to whoever is hosting. Once that is done,
the host will provide you with either a link to download your data file, or with a zip file containing everyone's data
-files. Your data file should have a `.z5ap` extension.
+files. Your data file should have a `.apz5` extension.
-Double-click on your `.z5ap` file to start Z5Client and start the ROM patch process. Once the process is finished (this
-can take a while), the emulator will be started automatically (If we associated the extension to the emulator as
-recommended)
+Double-click on your `.apz5` file to start your client and start the ROM patch process. Once the process is finished (this
+can take a while), the client and the emulator will be started automatically (if you associated the extension to the emulator as
+recommended).
### Connect to the Multiserver
-Once both the Z5Client and the emulator are started we must connect them. Within the emulator we click on the "Tools"
-menu and select "Lua console". In the new window click on the folder icon and look for the ootMulti.lua file. Once the
-file is loaded it will connect automatically to Z5Client.
+Once both the client and the emulator are started, you must connect them. Within the emulator click on the "Tools"
+menu and select "Lua Console". Click the folder button or press Ctrl+O to open a Lua script.
+
+If you are using the Archipelago OoTClient, navigate to your Archipelago install folder and open `data/lua/OOT/oot_connector.lua`.
+
+If you are using Z5Client, find the `ootMulti.lua` file and open it.
-Note: We strongly advise you don't open any emulator menu while it and Z5client are connected, as the script will halt
-and disconnects can happen. If you get disconnected just double-click on the script again.
+Note: If using Z5Client, we strongly advise you don't open any menus in Bizhawk while the emulator and Z5Client are connected, as the script will halt
+and force-disconnect from the server. If you get disconnected just double-click on the script again.
To connect the client to the multiserver simply put `
:` on the textfield on top and press enter (if the
server uses password, type in the bottom textfield `/connect : [password]`)
diff --git a/data/lua/OOT/core.dll b/data/lua/OOT/core.dll
new file mode 100644
index 000000000000..3e9569571ab0
Binary files /dev/null and b/data/lua/OOT/core.dll differ
diff --git a/data/lua/OOT/json.lua b/data/lua/OOT/json.lua
new file mode 100644
index 000000000000..0833bf6fb4eb
--- /dev/null
+++ b/data/lua/OOT/json.lua
@@ -0,0 +1,380 @@
+--
+-- json.lua
+--
+-- Copyright (c) 2015 rxi
+--
+-- This library is free software; you can redistribute it and/or modify it
+-- under the terms of the MIT license. See LICENSE for details.
+--
+
+local json = { _version = "0.1.0" }
+
+-------------------------------------------------------------------------------
+-- Encode
+-------------------------------------------------------------------------------
+
+local encode
+
+local escape_char_map = {
+ [ "\\" ] = "\\\\",
+ [ "\"" ] = "\\\"",
+ [ "\b" ] = "\\b",
+ [ "\f" ] = "\\f",
+ [ "\n" ] = "\\n",
+ [ "\r" ] = "\\r",
+ [ "\t" ] = "\\t",
+}
+
+local escape_char_map_inv = { [ "\\/" ] = "/" }
+for k, v in pairs(escape_char_map) do
+ escape_char_map_inv[v] = k
+end
+
+
+local function escape_char(c)
+ return escape_char_map[c] or string.format("\\u%04x", c:byte())
+end
+
+
+local function encode_nil(val)
+ return "null"
+end
+
+
+local function encode_table(val, stack)
+ local res = {}
+ stack = stack or {}
+
+ -- Circular reference?
+ if stack[val] then error("circular reference") end
+
+ stack[val] = true
+
+ if val[1] ~= nil or next(val) == nil then
+ -- Treat as array -- check keys are valid and it is not sparse
+ local n = 0
+ for k in pairs(val) do
+ if type(k) ~= "number" then
+ error("invalid table: mixed or invalid key types")
+ end
+ n = n + 1
+ end
+ if n ~= #val then
+ error("invalid table: sparse array")
+ end
+ -- Encode
+ for i, v in ipairs(val) do
+ table.insert(res, encode(v, stack))
+ end
+ stack[val] = nil
+ return "[" .. table.concat(res, ",") .. "]"
+
+ else
+ -- Treat as an object
+ for k, v in pairs(val) do
+ if type(k) ~= "string" then
+ error("invalid table: mixed or invalid key types")
+ end
+ table.insert(res, encode(k, stack) .. ":" .. encode(v, stack))
+ end
+ stack[val] = nil
+ return "{" .. table.concat(res, ",") .. "}"
+ end
+end
+
+
+local function encode_string(val)
+ return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"'
+end
+
+
+local function encode_number(val)
+ -- Check for NaN, -inf and inf
+ if val ~= val or val <= -math.huge or val >= math.huge then
+ error("unexpected number value '" .. tostring(val) .. "'")
+ end
+ return string.format("%.14g", val)
+end
+
+
+local type_func_map = {
+ [ "nil" ] = encode_nil,
+ [ "table" ] = encode_table,
+ [ "string" ] = encode_string,
+ [ "number" ] = encode_number,
+ [ "boolean" ] = tostring,
+}
+
+
+encode = function(val, stack)
+ local t = type(val)
+ local f = type_func_map[t]
+ if f then
+ return f(val, stack)
+ end
+ error("unexpected type '" .. t .. "'")
+end
+
+
+function json.encode(val)
+ return ( encode(val) )
+end
+
+
+-------------------------------------------------------------------------------
+-- Decode
+-------------------------------------------------------------------------------
+
+local parse
+
+local function create_set(...)
+ local res = {}
+ for i = 1, select("#", ...) do
+ res[ select(i, ...) ] = true
+ end
+ return res
+end
+
+local space_chars = create_set(" ", "\t", "\r", "\n")
+local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",")
+local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u")
+local literals = create_set("true", "false", "null")
+
+local literal_map = {
+ [ "true" ] = true,
+ [ "false" ] = false,
+ [ "null" ] = nil,
+}
+
+
+local function next_char(str, idx, set, negate)
+ for i = idx, #str do
+ if set[str:sub(i, i)] ~= negate then
+ return i
+ end
+ end
+ return #str + 1
+end
+
+
+local function decode_error(str, idx, msg)
+ --local line_count = 1
+ --local col_count = 1
+ --for i = 1, idx - 1 do
+ -- col_count = col_count + 1
+ -- if str:sub(i, i) == "\n" then
+ -- line_count = line_count + 1
+ -- col_count = 1
+ -- end
+ -- end
+ -- emu.message( string.format("%s at line %d col %d", msg, line_count, col_count) )
+end
+
+
+local function codepoint_to_utf8(n)
+ -- http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=iws-appendixa
+ local f = math.floor
+ if n <= 0x7f then
+ return string.char(n)
+ elseif n <= 0x7ff then
+ return string.char(f(n / 64) + 192, n % 64 + 128)
+ elseif n <= 0xffff then
+ return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128, n % 64 + 128)
+ elseif n <= 0x10ffff then
+ return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128,
+ f(n % 4096 / 64) + 128, n % 64 + 128)
+ end
+ error( string.format("invalid unicode codepoint '%x'", n) )
+end
+
+
+local function parse_unicode_escape(s)
+ local n1 = tonumber( s:sub(3, 6), 16 )
+ local n2 = tonumber( s:sub(9, 12), 16 )
+ -- Surrogate pair?
+ if n2 then
+ return codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000)
+ else
+ return codepoint_to_utf8(n1)
+ end
+end
+
+
+local function parse_string(str, i)
+ local has_unicode_escape = false
+ local has_surrogate_escape = false
+ local has_escape = false
+ local last
+ for j = i + 1, #str do
+ local x = str:byte(j)
+
+ if x < 32 then
+ decode_error(str, j, "control character in string")
+ end
+
+ if last == 92 then -- "\\" (escape char)
+ if x == 117 then -- "u" (unicode escape sequence)
+ local hex = str:sub(j + 1, j + 5)
+ if not hex:find("%x%x%x%x") then
+ decode_error(str, j, "invalid unicode escape in string")
+ end
+ if hex:find("^[dD][89aAbB]") then
+ has_surrogate_escape = true
+ else
+ has_unicode_escape = true
+ end
+ else
+ local c = string.char(x)
+ if not escape_chars[c] then
+ decode_error(str, j, "invalid escape char '" .. c .. "' in string")
+ end
+ has_escape = true
+ end
+ last = nil
+
+ elseif x == 34 then -- '"' (end of string)
+ local s = str:sub(i + 1, j - 1)
+ if has_surrogate_escape then
+ s = s:gsub("\\u[dD][89aAbB]..\\u....", parse_unicode_escape)
+ end
+ if has_unicode_escape then
+ s = s:gsub("\\u....", parse_unicode_escape)
+ end
+ if has_escape then
+ s = s:gsub("\\.", escape_char_map_inv)
+ end
+ return s, j + 1
+
+ else
+ last = x
+ end
+ end
+ decode_error(str, i, "expected closing quote for string")
+end
+
+
+local function parse_number(str, i)
+ local x = next_char(str, i, delim_chars)
+ local s = str:sub(i, x - 1)
+ local n = tonumber(s)
+ if not n then
+ decode_error(str, i, "invalid number '" .. s .. "'")
+ end
+ return n, x
+end
+
+
+local function parse_literal(str, i)
+ local x = next_char(str, i, delim_chars)
+ local word = str:sub(i, x - 1)
+ if not literals[word] then
+ decode_error(str, i, "invalid literal '" .. word .. "'")
+ end
+ return literal_map[word], x
+end
+
+
+local function parse_array(str, i)
+ local res = {}
+ local n = 1
+ i = i + 1
+ while 1 do
+ local x
+ i = next_char(str, i, space_chars, true)
+ -- Empty / end of array?
+ if str:sub(i, i) == "]" then
+ i = i + 1
+ break
+ end
+ -- Read token
+ x, i = parse(str, i)
+ res[n] = x
+ n = n + 1
+ -- Next token
+ i = next_char(str, i, space_chars, true)
+ local chr = str:sub(i, i)
+ i = i + 1
+ if chr == "]" then break end
+ if chr ~= "," then decode_error(str, i, "expected ']' or ','") end
+ end
+ return res, i
+end
+
+
+local function parse_object(str, i)
+ local res = {}
+ i = i + 1
+ while 1 do
+ local key, val
+ i = next_char(str, i, space_chars, true)
+ -- Empty / end of object?
+ if str:sub(i, i) == "}" then
+ i = i + 1
+ break
+ end
+ -- Read key
+ if str:sub(i, i) ~= '"' then
+ decode_error(str, i, "expected string for key")
+ end
+ key, i = parse(str, i)
+ -- Read ':' delimiter
+ i = next_char(str, i, space_chars, true)
+ if str:sub(i, i) ~= ":" then
+ decode_error(str, i, "expected ':' after key")
+ end
+ i = next_char(str, i + 1, space_chars, true)
+ -- Read value
+ val, i = parse(str, i)
+ -- Set
+ res[key] = val
+ -- Next token
+ i = next_char(str, i, space_chars, true)
+ local chr = str:sub(i, i)
+ i = i + 1
+ if chr == "}" then break end
+ if chr ~= "," then decode_error(str, i, "expected '}' or ','") end
+ end
+ return res, i
+end
+
+
+local char_func_map = {
+ [ '"' ] = parse_string,
+ [ "0" ] = parse_number,
+ [ "1" ] = parse_number,
+ [ "2" ] = parse_number,
+ [ "3" ] = parse_number,
+ [ "4" ] = parse_number,
+ [ "5" ] = parse_number,
+ [ "6" ] = parse_number,
+ [ "7" ] = parse_number,
+ [ "8" ] = parse_number,
+ [ "9" ] = parse_number,
+ [ "-" ] = parse_number,
+ [ "t" ] = parse_literal,
+ [ "f" ] = parse_literal,
+ [ "n" ] = parse_literal,
+ [ "[" ] = parse_array,
+ [ "{" ] = parse_object,
+}
+
+
+parse = function(str, idx)
+ local chr = str:sub(idx, idx)
+ local f = char_func_map[chr]
+ if f then
+ return f(str, idx)
+ end
+ decode_error(str, idx, "unexpected character '" .. chr .. "'")
+end
+
+
+function json.decode(str)
+ if type(str) ~= "string" then
+ error("expected argument of type string, got " .. type(str))
+ end
+ return ( parse(str, next_char(str, 1, space_chars, true)) )
+end
+
+
+return json
\ No newline at end of file
diff --git a/data/lua/OOT/oot_connector.lua b/data/lua/OOT/oot_connector.lua
new file mode 100644
index 000000000000..0d42e626591f
--- /dev/null
+++ b/data/lua/OOT/oot_connector.lua
@@ -0,0 +1,1838 @@
+local socket = require("socket")
+local json = require('json')
+local math = require('math')
+
+local script_version = '2022-03-22' -- Should be the last modified date
+
+--------------------------------------------------
+-- Heavily modified form of RiptideSage's tracker
+--------------------------------------------------
+
+-- TODO: read this from the ROM
+local NUM_BIG_POES_REQUIRED = 1
+
+-- The offset constants are all from N64 RAM start. Offsets in the check statements are relative.
+local save_context_offset = 0x11A5D0
+local equipment_offset = save_context_offset + 0x70 -- 0x11A640
+local scene_flags_offset = save_context_offset + 0xD4 --0x11A6A4
+local shop_context_offset = save_context_offset + 0x5B4 --0x11AB84
+local skulltula_flags_offset = save_context_offset + 0xE9C --0x11B46C
+local event_context_offset = save_context_offset + 0xED4 --0x11B4A4
+local big_poe_points_offset = save_context_offset + 0xEBC -- 0x11B48C
+local fishing_context_offset = save_context_offset + 0xEC0 --0x11B490
+local item_get_inf_offset = save_context_offset + 0xEF0 --0x11B4C0
+local inf_table_offset = save_context_offset + 0xEF8 -- 0x11B4C8
+
+local temp_context = nil
+
+-- Offsets for scenes can be found here
+-- https://wiki.cloudmodding.com/oot/Scene_Table/NTSC_1.0
+-- Each scene is 0x1c bits long, chests at 0x0, switches at 0x4, collectibles at 0xc
+local scene_check = function(scene_offset, bit_to_check, scene_data_offset)
+ local local_scene_offset = scene_flags_offset + (0x1c * scene_offset) + scene_data_offset
+ local nearby_memory = mainmemory.read_u32_be(local_scene_offset)
+ return bit.check(nearby_memory,bit_to_check)
+end
+
+-- Whenever a check is opened, values are written to 0x40002C.
+-- We can use this to send checks before they are written to the main save context.
+-- [0] should always be 0x00 when a non-local multiworld item is checked
+-- [1] is the scene id
+-- [2] is the location type, which varies as input to the function
+-- [3] is the location id within the scene, and represents the bit which was checked
+-- Note that temp_context is 0-indexed and expected_values is 1-indexed, because consistency.
+local check_temp_context = function(expected_values)
+ if temp_context[0] ~= 0x00 then return false end
+ for i=1,3 do
+ if temp_context[i] ~= expected_values[i] then return false end
+ end
+ return true
+end
+
+-- When checking locations, we check two spots:
+-- First, we check the main save context. This is "permanent" memory.
+-- If the main save context doesn't have the check recorded, we check the temporary context instead,
+-- which holds the value of the last location checked.
+-- The main save context is written on loading zone or save,
+-- but we can get checks sent faster using the temporary context.
+
+local chest_check = function(scene_offset, bit_to_check)
+ return scene_check(scene_offset, bit_to_check, 0x0)
+ or check_temp_context({scene_offset, 0x01, bit_to_check})
+end
+
+local on_the_ground_check = function(scene_offset, bit_to_check)
+ return scene_check(scene_offset, bit_to_check, 0xC)
+ or check_temp_context({scene_offset, 0x02, bit_to_check})
+end
+
+local boss_item_check = function(scene_offset)
+ return chest_check(scene_offset, 0x1F)
+ or check_temp_context({scene_offset, 0x00, 0x4F})
+end
+
+-- NOTE: Scrubs are stored in the "unused" block of scene memory
+-- These always write instantly to save context, so no need to check temp context
+local scrub_sanity_check = function(scene_offset, bit_to_check)
+ return scene_check(scene_offset, bit_to_check, 0x10)
+end
+
+local cow_check = function(scene_offset, bit_to_check)
+ return scene_check(scene_offset, bit_to_check, 0xC)
+ or check_temp_context({scene_offset, 0x00, bit_to_check})
+end
+
+-- Haven't been able to get DMT and DMC fairy to send instantly
+local great_fairy_magic_check = function(scene_offset, bit_to_check)
+ return scene_check(scene_offset, bit_to_check, 0x4)
+ or check_temp_context({scene_offset, 0x05, bit_to_check})
+end
+
+-- Fire arrow location reports 0x00570058 to 0x40002C
+local fire_arrows_check = function(scene_offset, bit_to_check)
+ return scene_check(scene_offset, bit_to_check, 0x0)
+ or check_temp_context({scene_offset, 0x00, 0x58})
+end
+
+-- Bean salesman reports 0x00540016 to 0x40002C
+local bean_sale_check = function(scene_offset, bit_to_check)
+ return scene_check(scene_offset, bit_to_check, 0xC)
+ or check_temp_context({scene_offset, 0x00, 0x16})
+end
+
+--Helper method to resolve skulltula lookup location
+local function skulltula_scene_to_array_index(i)
+ return (i + 3) - 2 * (i % 4)
+end
+
+-- NOTE: The Rando LocationList offsets are bit masks not locations, so
+-- 0x1 -> 0 offset, 0x2 -> 1 offset, 0x4 -> 2 offset, 0x8 -> 3 offset, etc.
+-- NOTE: 8-bit array, scene_offsets are filled on [0x00,0x15] but use a lookup array above
+local skulltula_check = function(scene_offset, bit_to_check)
+ --For some reason the skulltula array isn't a straight mapping from the scene ID
+ scene_offset = skulltula_scene_to_array_index(scene_offset)
+ local local_skulltula_offset = skulltula_flags_offset + (scene_offset)
+ local nearby_memory = mainmemory.read_u8(local_skulltula_offset)
+ return bit.check(nearby_memory,bit_to_check)
+end
+
+-- Left shelf bit masks are:
+-- 0x8 0x2
+-- 0x4 0x1
+local shop_check = function(shop_offset, item_offset)
+ local local_shop_offset = shop_context_offset
+ local nearby_memory = mainmemory.read_u32_be(local_shop_offset)
+ local bitToCheck = shop_offset*4 + item_offset
+ return bit.check(nearby_memory,bitToCheck)
+end
+
+-- NOTE: Getting the bit poe bottle isn't flagged directly, instead only the points on the card are saved and
+-- checked on each big poe turn in.
+local big_poe_bottle_check = function()
+ local nearby_memory = mainmemory.read_u32_be(big_poe_points_offset)
+ local points_required = 100*NUM_BIG_POES_REQUIRED
+ return (nearby_memory >= points_required)
+end
+
+-- Offsets can be found at the OOT save context layout here:
+-- https://wiki.cloudmodding.com/oot/Save_Format#event_chk_inf
+local event_check = function(major_offset,bit_to_check)
+ -- shifting over to the next 4 hex digits
+ local event_address = event_context_offset + 0x2 * major_offset
+ local u_16_event_row = mainmemory.read_u16_be(event_address)
+ return bit.check(u_16_event_row,bit_to_check)
+end
+
+-- Used by the game to track some non-quest item event flags
+local item_get_info_check = function(check_offset,bit_to_check)
+ local local_offset = item_get_inf_offset + (check_offset)
+ local nearby_memory = mainmemory.read_u8(local_offset)
+ return bit.check(nearby_memory,bit_to_check)
+end
+
+-- Used by the game to track lots of misc information (Talking to people, getting items, etc.)
+local info_table_check = function(check_offset,bit_to_check)
+ local local_offset = inf_table_offset + (check_offset)
+ local nearby_memory = mainmemory.read_u8(local_offset)
+ return bit.check(nearby_memory,bit_to_check)
+end
+
+local membership_card_check = function(scene_offset,bit_to_check)
+ -- These checks used to be part of Gerudo Fortress, but they are better used as an approximation for the
+ -- membership card check. You will always have obtained the membership card if you have rescued all four carpenters.
+ -- checks["Gerudo Fortress - Free North F1 Carpenter"] = event_check(0x9, 0x0)
+ -- checks["Gerudo Fortress - Free North F2 Carpenter"] = event_check(0x9, 0x3)
+ -- checks["Gerudo Fortress - Free South F1 Carpenter"] = event_check(0x9, 0x1)
+ -- checks["Gerudo Fortress - Free South F2 Carpenter"] = event_check(0x9, 0x2)
+
+ -- No need to save these checks in a table as they combine to create a conditional
+ return event_check(0x9, 0x0) and event_check(0x9, 0x1) and event_check(0x9, 0x2) and event_check(0x9, 0x3)
+
+ -- This is the old version of the membership card check, which is inaccurate and always returns true
+ -- so long as a save context is loaded
+ -- return scene_check(scene_offset, bit_to_check, 0x4)
+end
+
+-- The fishing records are intricate and in their own memory area
+-- NOTE: Fishing in rando is patched and getting the adult reward first doesn't result in the "Golden scale glitch"
+local fishing_check = function(isAdult)
+ local bitToCheck = 10 --for child
+ if(isAdult) then
+ bitToCheck = 11 --for adult
+ end
+
+ local nearby_memory = mainmemory.read_u32_be(fishing_context_offset)
+ return bit.check(nearby_memory,bitToCheck)
+end
+
+local big_goron_sword_check = function ()
+ local nearby_memory = mainmemory.read_u32_be(equipment_offset)
+ local bitToCheck = 0x8
+ return bit.check(nearby_memory,bitToCheck)
+end
+
+local is_master_quest_dungeon = function(mq_table_address, dungeon_id)
+ return mainmemory.readbyte(mq_table_address + dungeon_id) == 1
+end
+
+local read_kokiri_forest_checks = function()
+ local checks = {}
+ checks["KF Midos Top Left Chest"] = chest_check(0x28, 0x00)
+ checks["KF Midos Top Right Chest"] = chest_check(0x28, 0x01)
+ checks["KF Midos Bottom Left Chest"] = chest_check(0x28, 0x02)
+ checks["KF Midos Bottom Right Chest"] = chest_check(0x28, 0x03)
+ checks["KF Kokiri Sword Chest"] = chest_check(0x55, 0x00)
+ checks["KF Storms Grotto Chest"] = chest_check(0x3E, 0x0C)
+ checks["KF Links House Cow"] = cow_check(0x34, 0x18)
+
+ checks["KF GS Know It All House"] = skulltula_check(0x0C, 0x1)
+ checks["KF GS Bean Patch"] = skulltula_check(0x0C, 0x0)
+ checks["KF GS House of Twins"] = skulltula_check(0x0C, 0x2)
+
+ checks["KF Shop Item 5"] = shop_check(0x6, 0x0)
+ checks["KF Shop Item 6"] = shop_check(0x6, 0x1)
+ checks["KF Shop Item 7"] = shop_check(0x6, 0x2)
+ checks["KF Shop Item 8"] = shop_check(0x6, 0x3)
+ return checks
+end
+
+local read_lost_woods_checks = function()
+ local checks = {}
+ checks["LW Gift from Saria"] = event_check(0xC, 0x1)
+ checks["LW Ocarina Memory Game"] = item_get_info_check(0x3, 0x7)
+ checks["LW Target in Woods"] = item_get_info_check(0x2, 0x5)
+ checks["LW Near Shortcuts Grotto Chest"] = chest_check(0x3E, 0x14)
+ checks["Deku Theater Skull Mask"] = item_get_info_check(0x2, 0x6)
+ checks["Deku Theater Mask of Truth"] = item_get_info_check(0x2, 0x7)
+ checks["LW Skull Kid"] = item_get_info_check(0x3, 0x6)
+
+ -- This is the first of three deku scrubs which are always included in the item pool, not just in scrub-sanity
+ checks["LW Deku Scrub Near Bridge"] = info_table_check(0x33, 0x2)
+ if not checks["LW Deku Scrub Near Bridge"] then
+ checks["LW Deku Scrub Near Bridge"] = scrub_sanity_check(0x5B, 0xA)
+ end
+
+ -- This is the second of three deku scrubs which are always included in the item pool, not just in scrub-sanity
+ checks["LW Deku Scrub Grotto Front"] = info_table_check(0x33, 0x3)
+ if not checks["LW Deku Scrub Grotto Front"] then
+ checks["LW Deku Scrub Grotto Front"] = scrub_sanity_check(0x1F, 0xB)
+ end
+
+ checks["LW Deku Scrub Near Deku Theater Left"] = scrub_sanity_check(0x5B, 0x2)
+ checks["LW Deku Scrub Near Deku Theater Right"] = scrub_sanity_check(0x5B, 0x1)
+ checks["LW Deku Scrub Grotto Rear"] = scrub_sanity_check(0x1F, 0x4)
+
+ checks["LW GS Bean Patch Near Bridge"] = skulltula_check(0x0D, 0x0)
+ checks["LW GS Bean Patch Near Theater"] = skulltula_check(0x0D, 0x1)
+ checks["LW GS Above Theater"] = skulltula_check(0x0D, 0x2)
+ return checks
+end
+
+local read_sacred_forest_meadow_checks = function()
+ local checks = {}
+ checks["SFM Wolfos Grotto Chest"] = chest_check(0x3E, 0x11)
+ checks["SFM Deku Scrub Grotto Front"] = scrub_sanity_check(0x18, 0x9)
+ checks["SFM Deku Scrub Grotto Rear"] = scrub_sanity_check(0x18, 0x8)
+ checks["SFM GS"] = skulltula_check(0x0D, 0x3)
+ return checks
+end
+
+local read_deku_tree_checks = function(mq_table_address)
+ local checks = {}
+ if not is_master_quest_dungeon(mq_table_address, 0x0) then
+ checks["Deku Tree Map Chest"] = chest_check(0x00, 0x3)
+ checks["Deku Tree Slingshot Room Side Chest"] = chest_check(0x00, 0x5)
+ checks["Deku Tree Slingshot Chest"] = chest_check(0x00, 0x1)
+ checks["Deku Tree Compass Chest"] = chest_check(0x00, 0x2)
+ checks["Deku Tree Compass Room Side Chest"] = chest_check(0x00, 0x6)
+ checks["Deku Tree Basement Chest"] = chest_check(0x00, 0x4)
+
+ checks["Deku Tree GS Compass Room"] = skulltula_check(0x0, 0x3)
+ checks["Deku Tree GS Basement Vines"] = skulltula_check(0x0, 0x2)
+ checks["Deku Tree GS Basement Gate"] = skulltula_check(0x0, 0x1)
+ checks["Deku Tree GS Basement Back Room"] = skulltula_check(0x0, 0x0)
+ else
+ checks["Deku Tree MQ Map Chest"] = chest_check(0x00, 0x3)
+ checks["Deku Tree MQ Slingshot Chest"] = chest_check(0x00, 0x6)
+ checks["Deku Tree MQ Slingshot Room Back Chest"] = chest_check(0x00, 0x2)
+ checks["Deku Tree MQ Compass Chest"] = chest_check(0x00, 0x1)
+ checks["Deku Tree MQ Basement Chest"] = chest_check(0x00, 0x4)
+ checks["Deku Tree MQ Before Spinning Log Chest"] = chest_check(0x00, 0x5)
+ checks["Deku Tree MQ After Spinning Log Chest"] = chest_check(0x00, 0x0)
+
+ checks["Deku Tree MQ Deku Scrub"] = scrub_sanity_check(0x00, 0x5)
+
+ checks["Deku Tree MQ GS Lobby"] = skulltula_check(0x0, 0x1)
+ checks["Deku Tree MQ GS Compass Room"] = skulltula_check(0x0, 0x3)
+ checks["Deku Tree MQ GS Basement Graves Room"] = skulltula_check(0x0, 0x2)
+ checks["Deku Tree MQ GS Basement Back Room"] = skulltula_check(0x0, 0x0)
+ end
+
+ checks["Deku Tree Queen Gohma Heart"] = boss_item_check(0x11)
+ return checks
+end
+
+local read_forest_temple_checks = function(mq_table_address)
+ local checks = {}
+ if not is_master_quest_dungeon(mq_table_address, 0x3) then
+ checks["Forest Temple First Room Chest"] = chest_check(0x3, 0x3)
+ checks["Forest Temple First Stalfos Chest"] = chest_check(0x3, 0x0)
+ checks["Forest Temple Raised Island Courtyard Chest"] = chest_check(0x3, 0x5)
+ checks["Forest Temple Map Chest"] = chest_check(0x3, 0x1)
+ checks["Forest Temple Well Chest"] = chest_check(0x3, 0x9)
+ checks["Forest Temple Eye Switch Chest"] = chest_check(0x3, 0x4)
+ checks["Forest Temple Boss Key Chest"] = chest_check(0x3, 0xE)
+ checks["Forest Temple Floormaster Chest"] = chest_check(0x3, 0x2)
+ checks["Forest Temple Red Poe Chest"] = chest_check(0x3, 0xD)
+ checks["Forest Temple Bow Chest"] = chest_check(0x3, 0xC)
+ checks["Forest Temple Blue Poe Chest"] = chest_check(0x3, 0xF)
+ checks["Forest Temple Falling Ceiling Room Chest"] = chest_check(0x3, 0x7)
+ checks["Forest Temple Basement Chest"] = chest_check(0x3, 0xB)
+
+ checks["Forest Temple GS First Room"] = skulltula_check(0x03, 0x1)
+ checks["Forest Temple GS Lobby"] = skulltula_check(0x03, 0x3)
+ checks["Forest Temple GS Raised Island Courtyard"] = skulltula_check(0x03, 0x0)
+ checks["Forest Temple GS Level Island Courtyard"] = skulltula_check(0x03, 0x2)
+ checks["Forest Temple GS Basement"] = skulltula_check(0x03, 0x4)
+ else
+ checks["Forest Temple MQ First Room Chest"] = chest_check(0x3, 0x3)
+ checks["Forest Temple MQ Wolfos Chest"] = chest_check(0x3, 0x0)
+ checks["Forest Temple MQ Well Chest"] = chest_check(0x3, 0x9)
+ checks["Forest Temple MQ Raised Island Courtyard Lower Chest"] = chest_check(0x3, 0x1)
+ checks["Forest Temple MQ Raised Island Courtyard Upper Chest"] = chest_check(0x3, 0x5)
+ checks["Forest Temple MQ Boss Key Chest"] = chest_check(0x3, 0xE)
+ checks["Forest Temple MQ Redead Chest"] = chest_check(0x3, 0x2)
+ checks["Forest Temple MQ Map Chest"] = chest_check(0x3, 0xD)
+ checks["Forest Temple MQ Bow Chest"] = chest_check(0x3, 0xC)
+ checks["Forest Temple MQ Compass Chest"] = chest_check(0x3, 0xF)
+ checks["Forest Temple MQ Falling Ceiling Room Chest"] = chest_check(0x3, 0x6)
+ checks["Forest Temple MQ Basement Chest"] = chest_check(0x3, 0xB)
+
+ checks["Forest Temple MQ GS First Hallway"] = skulltula_check(0x3, 0x1)
+ checks["Forest Temple MQ GS Raised Island Courtyard"] = skulltula_check(0x3, 0x0)
+ checks["Forest Temple MQ GS Level Island Courtyard"] = skulltula_check(0x3, 0x2)
+ checks["Forest Temple MQ GS Well"] = skulltula_check(0x3, 0x3)
+ checks["Forest Temple MQ GS Block Push Room"] = skulltula_check(0x3, 0x4)
+ end
+
+ checks["Forest Temple Phantom Ganon Heart"] = boss_item_check(0x14)
+ 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)
+
+ -- 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 Composers Grave 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["GF North F1 Carpenter"] = on_the_ground_check(0xC, 0xC)
+ checks["GF North F2 Carpenter"] = on_the_ground_check(0xC, 0xA)
+ checks["GF South F1 Carpenter"] = on_the_ground_check(0xC, 0xE)
+ checks["GF South F2 Carpenter"] = on_the_ground_check(0xC, 0xF)
+ checks["GF 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 Grounds Lobby Left Chest"] = chest_check(0x0B, 0x13)
+ checks["Gerudo Training Grounds Lobby Right Chest"] = chest_check(0x0B, 0x07)
+ checks["Gerudo Training Grounds Stalfos Chest"] = chest_check(0x0B, 0x00)
+ checks["Gerudo Training Grounds Before Heavy Block Chest"] = chest_check(0x0B, 0x11)
+ checks["Gerudo Training Grounds Heavy Block First Chest"] = chest_check(0x0B, 0x0F)
+ checks["Gerudo Training Grounds Heavy Block Second Chest"] = chest_check(0x0B, 0x0E)
+ checks["Gerudo Training Grounds Heavy Block Third Chest"] = chest_check(0x0B, 0x14)
+ checks["Gerudo Training Grounds Heavy Block Fourth Chest"] = chest_check(0x0B, 0x02)
+ checks["Gerudo Training Grounds Eye Statue Chest"] = chest_check(0x0B, 0x03)
+ checks["Gerudo Training Grounds Near Scarecrow Chest"] = chest_check(0x0B, 0x04)
+ checks["Gerudo Training Grounds Hammer Room Clear Chest"] = chest_check(0x0B, 0x12)
+ checks["Gerudo Training Grounds Hammer Room Switch Chest"] = chest_check(0x0B, 0x10)
+ checks["Gerudo Training Grounds Freestanding Key"] = on_the_ground_check(0x0B, 0x1)
+ checks["Gerudo Training Grounds Maze Right Central Chest"] = chest_check(0x0B, 0x05)
+ checks["Gerudo Training Grounds Maze Right Side Chest"] = chest_check(0x0B, 0x08)
+ checks["Gerudo Training Grounds Underwater Silver Rupee Chest"] = chest_check(0x0B, 0x0D)
+ checks["Gerudo Training Grounds Beamos Chest"] = chest_check(0x0B, 0x01)
+ checks["Gerudo Training Grounds Hidden Ceiling Chest"] = chest_check(0x0B, 0x0B)
+ checks["Gerudo Training Grounds Maze Path First Chest"] = chest_check(0x0B, 0x06)
+ checks["Gerudo Training Grounds Maze Path Second Chest"] = chest_check(0x0B, 0x0A)
+ checks["Gerudo Training Grounds Maze Path Third Chest"] = chest_check(0x0B, 0x09)
+ checks["Gerudo Training Grounds Maze Path Final Chest"] = chest_check(0x0B, 0x0C)
+ else
+ checks["Gerudo Training Grounds MQ Lobby Left Chest"] = chest_check(0xB, 0x13)
+ checks["Gerudo Training Grounds MQ Lobby Right Chest"] = chest_check(0xB, 0x7)
+ checks["Gerudo Training Grounds MQ First Iron Knuckle Chest"] = chest_check(0xB, 0x0)
+ checks["Gerudo Training Grounds MQ Before Heavy Block Chest"] = chest_check(0xB, 0x11)
+ checks["Gerudo Training Grounds MQ Heavy Block Chest"] = chest_check(0xB, 0x2)
+ checks["Gerudo Training Grounds MQ Eye Statue Chest"] = chest_check(0xB, 0x3)
+ checks["Gerudo Training Grounds MQ Ice Arrows Chest"] = chest_check(0xB, 0x4)
+ checks["Gerudo Training Grounds MQ Second Iron Knuckle Chest"] = chest_check(0xB, 0x12)
+ checks["Gerudo Training Grounds MQ Flame Circle Chest"] = chest_check(0xB, 0xE)
+ checks["Gerudo Training Grounds MQ Maze Right Central Chest"] = chest_check(0xB, 0x5)
+ checks["Gerudo Training Grounds MQ Maze Right Side Chest"] = chest_check(0xB, 0x8)
+ checks["Gerudo Training Grounds MQ Underwater Silver Rupee Chest"] = chest_check(0xB, 0xD)
+ checks["Gerudo Training Grounds MQ Dinolfos Chest"] = chest_check(0xB, 0x1)
+ checks["Gerudo Training Grounds MQ Hidden Ceiling Chest"] = chest_check(0xB, 0xB)
+ checks["Gerudo Training Grounds MQ Maze Path First Chest"] = chest_check(0xB, 0x6)
+ checks["Gerudo Training Grounds MQ Maze Path Third Chest"] = chest_check(0xB, 0x9)
+ checks["Gerudo Training Grounds 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 Composers Grave"] = 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 + 0xB220
+
+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()
\ No newline at end of file
diff --git a/data/lua/OOT/socket.lua b/data/lua/OOT/socket.lua
new file mode 100644
index 000000000000..a98e95211544
--- /dev/null
+++ b/data/lua/OOT/socket.lua
@@ -0,0 +1,132 @@
+-----------------------------------------------------------------------------
+-- LuaSocket helper module
+-- Author: Diego Nehab
+-- RCS ID: $Id: socket.lua,v 1.22 2005/11/22 08:33:29 diego Exp $
+-----------------------------------------------------------------------------
+
+-----------------------------------------------------------------------------
+-- Declare module and import dependencies
+-----------------------------------------------------------------------------
+local base = _G
+local string = require("string")
+local math = require("math")
+local socket = require("socket.core")
+module("socket")
+
+-----------------------------------------------------------------------------
+-- Exported auxiliar functions
+-----------------------------------------------------------------------------
+function connect(address, port, laddress, lport)
+ local sock, err = socket.tcp()
+ if not sock then return nil, err end
+ if laddress then
+ local res, err = sock:bind(laddress, lport, -1)
+ if not res then return nil, err end
+ end
+ local res, err = sock:connect(address, port)
+ if not res then return nil, err end
+ return sock
+end
+
+function bind(host, port, backlog)
+ local sock, err = socket.tcp()
+ if not sock then return nil, err end
+ sock:setoption("reuseaddr", true)
+ local res, err = sock:bind(host, port)
+ if not res then return nil, err end
+ res, err = sock:listen(backlog)
+ if not res then return nil, err end
+ return sock
+end
+
+try = newtry()
+
+function choose(table)
+ return function(name, opt1, opt2)
+ if base.type(name) ~= "string" then
+ name, opt1, opt2 = "default", name, opt1
+ end
+ local f = table[name or "nil"]
+ if not f then base.error("unknown key (".. base.tostring(name) ..")", 3)
+ else return f(opt1, opt2) end
+ end
+end
+
+-----------------------------------------------------------------------------
+-- Socket sources and sinks, conforming to LTN12
+-----------------------------------------------------------------------------
+-- create namespaces inside LuaSocket namespace
+sourcet = {}
+sinkt = {}
+
+BLOCKSIZE = 2048
+
+sinkt["close-when-done"] = function(sock)
+ return base.setmetatable({
+ getfd = function() return sock:getfd() end,
+ dirty = function() return sock:dirty() end
+ }, {
+ __call = function(self, chunk, err)
+ if not chunk then
+ sock:close()
+ return 1
+ else return sock:send(chunk) end
+ end
+ })
+end
+
+sinkt["keep-open"] = function(sock)
+ return base.setmetatable({
+ getfd = function() return sock:getfd() end,
+ dirty = function() return sock:dirty() end
+ }, {
+ __call = function(self, chunk, err)
+ if chunk then return sock:send(chunk)
+ else return 1 end
+ end
+ })
+end
+
+sinkt["default"] = sinkt["keep-open"]
+
+sink = choose(sinkt)
+
+sourcet["by-length"] = function(sock, length)
+ return base.setmetatable({
+ getfd = function() return sock:getfd() end,
+ dirty = function() return sock:dirty() end
+ }, {
+ __call = function()
+ if length <= 0 then return nil end
+ local size = math.min(socket.BLOCKSIZE, length)
+ local chunk, err = sock:receive(size)
+ if err then return nil, err end
+ length = length - string.len(chunk)
+ return chunk
+ end
+ })
+end
+
+sourcet["until-closed"] = function(sock)
+ local done
+ return base.setmetatable({
+ getfd = function() return sock:getfd() end,
+ dirty = function() return sock:dirty() end
+ }, {
+ __call = function()
+ if done then return nil end
+ local chunk, err, partial = sock:receive(socket.BLOCKSIZE)
+ if not err then return chunk
+ elseif err == "closed" then
+ sock:close()
+ done = 1
+ return partial
+ else return nil, err end
+ end
+ })
+end
+
+
+sourcet["default"] = sourcet["until-closed"]
+
+source = choose(sourcet)
diff --git a/host.yaml b/host.yaml
index 9b80b0b611b6..a96d7f1b9a17 100644
--- a/host.yaml
+++ b/host.yaml
@@ -108,6 +108,10 @@ minecraft_options:
oot_options:
# File name of the OoT v1.0 ROM
rom_file: "The Legend of Zelda - Ocarina of Time.z64"
+ # Set this to false to never autostart a rom (such as after patching)
+ # true for operating system default program
+ # Alternatively, a path to a program to open the .z64 file with
+ rom_start: true
soe_options:
# File name of the SoE US ROM
rom_file: "Secret of Evermore (USA).sfc"
diff --git a/inno_setup.iss b/inno_setup.iss
index 1e4e3cf3594a..08ff7c2a5054 100644
--- a/inno_setup.iss
+++ b/inno_setup.iss
@@ -64,7 +64,7 @@ Name: "client/sni/lttp"; Description: "SNI Client - A Link to the Past Patch Se
Name: "client/sni/sm"; Description: "SNI Client - Super Metroid Patch Setup"; Types: full playing; Flags: disablenouninstallwarning
Name: "client/factorio"; Description: "Factorio"; Types: full playing
Name: "client/minecraft"; Description: "Minecraft"; Types: full playing; ExtraDiskSpaceRequired: 226894278
-Name: "client/oot"; Description: "Ocarina of Time Adjuster"; Types: full playing
+Name: "client/oot"; Description: "Ocarina of Time"; Types: full playing
Name: "client/ff1"; Description: "Final Fantasy 1"; Types: full playing
Name: "client/text"; Description: "Text, to !command and chat"; Types: full playing
@@ -75,7 +75,7 @@ NAME: "{app}"; Flags: setntfscompression; Permissions: everyone-modify users-mod
Source: "{code:GetROMPath}"; DestDir: "{app}"; DestName: "Zelda no Densetsu - Kamigami no Triforce (Japan).sfc"; Flags: external; Components: client/sni/lttp or generator/lttp
Source: "{code:GetSMROMPath}"; DestDir: "{app}"; DestName: "Super Metroid (JU).sfc"; Flags: external; Components: client/sni/sm or generator/sm
Source: "{code:GetSoEROMPath}"; DestDir: "{app}"; DestName: "Secret of Evermore (USA).sfc"; Flags: external; Components: generator/soe
-Source: "{code:GetOoTROMPath}"; DestDir: "{app}"; DestName: "The Legend of Zelda - Ocarina of Time.z64"; Flags: external; Components: generator/oot
+Source: "{code:GetOoTROMPath}"; DestDir: "{app}"; DestName: "The Legend of Zelda - Ocarina of Time.z64"; Flags: external; Components: client/oot or generator/oot
Source: "{#source_path}\*"; Excludes: "*.sfc, *.log, data\sprites\alttpr, SNI, EnemizerCLI, Archipelago*.exe"; DestDir: "{app}"; Flags: ignoreversion recursesubdirs createallsubdirs
Source: "{#source_path}\SNI\*"; Excludes: "*.sfc, *.log"; DestDir: "{app}\SNI"; Flags: ignoreversion recursesubdirs createallsubdirs; Components: client/sni
Source: "{#source_path}\EnemizerCLI\*"; Excludes: "*.sfc, *.log"; DestDir: "{app}\EnemizerCLI"; Flags: ignoreversion recursesubdirs createallsubdirs; Components: generator/lttp
@@ -87,6 +87,7 @@ Source: "{#source_path}\ArchipelagoTextClient.exe"; DestDir: "{app}"; Flags: ign
Source: "{#source_path}\ArchipelagoSNIClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/sni
Source: "{#source_path}\ArchipelagoLttPAdjuster.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/sni/lttp or generator/lttp
Source: "{#source_path}\ArchipelagoMinecraftClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/minecraft
+Source: "{#source_path}\ArchipelagoOoTClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/oot
Source: "{#source_path}\ArchipelagoOoTAdjuster.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/oot
Source: "{#source_path}\ArchipelagoFF1Client.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/ff1
Source: "vc_redist.x64.exe"; DestDir: {tmp}; Flags: deleteafterinstall
@@ -98,13 +99,16 @@ Name: "{group}\{#MyAppName} Text Client"; Filename: "{app}\ArchipelagoTextClient
Name: "{group}\{#MyAppName} SNI Client"; Filename: "{app}\ArchipelagoSNIClient.exe"; Components: client/sni
Name: "{group}\{#MyAppName} Factorio Client"; Filename: "{app}\ArchipelagoFactorioClient.exe"; Components: client/factorio
Name: "{group}\{#MyAppName} Minecraft Client"; Filename: "{app}\ArchipelagoMinecraftClient.exe"; Components: client/minecraft
+Name: "{group}\{#MyAppName} Ocarina of Time Client"; Filename: "{app}\ArchipelagoOoTClient.exe"; Components: client/oot
Name: "{group}\{#MyAppName} Final Fantasy 1 Client"; Filename: "{app}\ArchipelagoFF1Client.exe"; Components: client/ff1
Name: "{commondesktop}\{#MyAppName} Folder"; Filename: "{app}"; Tasks: desktopicon
Name: "{commondesktop}\{#MyAppName} Server"; Filename: "{app}\{#MyAppExeName}"; Tasks: desktopicon; Components: server
Name: "{commondesktop}\{#MyAppName} SNI Client"; Filename: "{app}\ArchipelagoSNIClient.exe"; Tasks: desktopicon; Components: client/sni
Name: "{commondesktop}\{#MyAppName} Factorio Client"; Filename: "{app}\ArchipelagoFactorioClient.exe"; Tasks: desktopicon; Components: client/factorio
-Name: "{commondesktop}\{#MyAppName} Final Fantasy 1 Client"; Filename: "{app}\ArchipelagoFF1Client.exe"; Tasks: desktopicon; Components: client/factorio
+Name: "{commondesktop}\{#MyAppName} Minecraft Client"; Filename: "{app}\ArchipelagoMinecraftClient.exe"; Tasks: desktopicon; Components: client/minecraft
+Name: "{commondesktop}\{#MyAppName} Ocarina of Time Client"; Filename: "{app}\ArchipelagoOoTClient.exe"; Tasks: desktopicon; Components: client/oot
+Name: "{commondesktop}\{#MyAppName} Final Fantasy 1 Client"; Filename: "{app}\ArchipelagoFF1Client.exe"; Tasks: desktopicon; Components: client/ff1
[Run]
@@ -140,6 +144,11 @@ Root: HKCR; Subkey: "{#MyAppName}mcdata"; ValueData: "Archip
Root: HKCR; Subkey: "{#MyAppName}mcdata\DefaultIcon"; ValueData: "{app}\ArchipelagoMinecraftClient.exe,0"; ValueType: string; ValueName: ""; Components: client/minecraft
Root: HKCR; Subkey: "{#MyAppName}mcdata\shell\open\command"; ValueData: """{app}\ArchipelagoMinecraftClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/minecraft
+Root: HKCR; Subkey: ".apz5"; ValueData: "{#MyAppName}n64zpf"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/oot
+Root: HKCR; Subkey: "{#MyAppName}n64zpf"; ValueData: "Archipelago Ocarina of Time Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/oot
+Root: HKCR; Subkey: "{#MyAppName}n64zpf\DefaultIcon"; ValueData: "{app}\ArchipelagoOoTClient.exe,0"; ValueType: string; ValueName: ""; Components: client/oot
+Root: HKCR; Subkey: "{#MyAppName}n64zpf\shell\open\command"; ValueData: """{app}\ArchipelagoOoTClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/oot
+
Root: HKCR; Subkey: ".archipelago"; ValueData: "{#MyAppName}multidata"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: server
Root: HKCR; Subkey: "{#MyAppName}multidata"; ValueData: "Archipelago Server Data"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: server
Root: HKCR; Subkey: "{#MyAppName}multidata\DefaultIcon"; ValueData: "{app}\ArchipelagoServer.exe,0"; ValueType: string; ValueName: ""; Components: server
diff --git a/kvui.py b/kvui.py
index 00d1e3f2fa89..9e619305dcc9 100644
--- a/kvui.py
+++ b/kvui.py
@@ -406,6 +406,12 @@ class FF1Manager(GameManager):
]
base_title = "Archipelago Final Fantasy 1 Client"
+class OoTManager(GameManager):
+ logging_pairs = [
+ ("Client", "Archipelago")
+ ]
+ base_title = "Archipelago Ocarina of Time Client"
+
class LogtoUI(logging.Handler):
def __init__(self, on_log):
diff --git a/setup.py b/setup.py
index a5831c49ef26..84afb5edee74 100644
--- a/setup.py
+++ b/setup.py
@@ -91,6 +91,7 @@ def remove_sprites_from_folder(folder):
# Minecraft
"MinecraftClient.py": ("ArchipelagoMinecraftClient", False, mcicon),
# Ocarina of Time
+ "OoTClient.py": ("ArchipelagoOoTClient", True, icon),
"OoTAdjuster.py": ("ArchipelagoOoTAdjuster", True, icon),
# FF1
"FF1Client.py": ("ArchipelagoFF1Client", True, icon),