local socket = require("socket") local json = require('json') local math = require('math') require('common') local last_modified_date = '2022-4-15' -- Should be the last modified date local script_version = 3 -------------------------------------------------- -- Heavily modified form of RiptideSage's tracker -------------------------------------------------- local NUM_BIG_POES_REQUIRED = 10 -- 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 local collectibles_overrides = nil local collectible_offsets = 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 -- REORDERED IN 7.0 TO scene id - location type - 0x00 - location id -- 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 if temp_context[0] ~= expected_values[1] then return false end if temp_context[1] ~= expected_values[2] then return false end if temp_context[3] ~= expected_values[3] then return false 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 on_the_ground_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 -- Why is there an extra offset of 3 for temp context checks? Who knows. 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 - 0x03}) end -- DMT and DMC fairies are weird, their temp context check is special-coded for them 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 -- Medigoron reports 0x00620028 to 0x40002C local medigoron_check = function(scene_offset, bit_to_check) return scene_check(scene_offset, bit_to_check, 0xC) or check_temp_context({scene_offset, 0x00, 0x28}) end -- Bombchu salesman reports 0x005E0003 to 0x40002C local salesman_check = function(scene_offset, bit_to_check) return scene_check(scene_offset, bit_to_check, 0xC) or check_temp_context({scene_offset, 0x00, 0x03}) 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) checks["KF Shop Blue Rupee"] = on_the_ground_check(0x2D, 0x1) 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 Near Gate Guard"] = skulltula_check(0x10, 0x1) checks["Kak GS Watchtower"] = skulltula_check(0x10, 0x2) checks["Kak GS Skulltula House"] = skulltula_check(0x10, 0x4) checks["Kak GS House Under Construction"] = skulltula_check(0x10, 0x3) checks["Kak GS Above Impas House"] = skulltula_check(0x10, 0x6) --In rando these shops contain different items from market bazaar/potion checks["Kak Bazaar Item 5"] = shop_check(0x7, 0x0) checks["Kak Bazaar Item 6"] = shop_check(0x7, 0x1) checks["Kak Bazaar Item 7"] = shop_check(0x7, 0x2) checks["Kak Bazaar Item 8"] = shop_check(0x7, 0x3) checks["Kak Potion Shop Item 5"] = shop_check(0x3, 0x0) checks["Kak Potion Shop Item 6"] = shop_check(0x3, 0x1) checks["Kak Potion Shop Item 7"] = shop_check(0x3, 0x2) checks["Kak Potion Shop Item 8"] = shop_check(0x3, 0x3) return checks end local read_graveyard_checks = function() local checks = {} checks["Graveyard Shield Grave Chest"] = chest_check(0x40, 0x00) checks["Graveyard Heart Piece Grave Chest"] = chest_check(0x3F, 0x00) checks["Graveyard Royal Familys Tomb Chest"] = chest_check(0x41, 0x00) checks["Graveyard Freestanding PoH"] = on_the_ground_check(0x53, 0x4) checks["Graveyard Dampe Gravedigging Tour"] = on_the_ground_check(0x53, 0x8) checks["Graveyard Dampe Race 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 Invisible Blades 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) or check_temp_context({0xFF, 0x05, 0x13}) 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"] = medigoron_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) or check_temp_context({0xFF, 0x05, 0x14}) 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 Flame Maze Center"] = skulltula_check(0x4, 0x3) checks["Fire Temple MQ GS Flame Maze Side Room"] = skulltula_check(0x4, 0x4) checks["Fire Temple MQ GS Above Flame 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 Frogs Zeldas Lullaby"] = event_check(0xD, 0x1) checks["ZR Frogs Eponas Song"] = event_check(0xD, 0x2) checks["ZR Frogs Suns Song"] = event_check(0xD, 0x3) checks["ZR Frogs Sarias Song"] = event_check(0xD, 0x4) checks["ZR Frogs Song of Time"] = event_check(0xD, 0x5) checks["ZR GS Tree"] = skulltula_check(0x11, 0x1) --NOTE: There is no GS in the soft soil. It's the only one that doesn't have one. checks["ZR GS Ladder"] = skulltula_check(0x11, 0x0) checks["ZR GS Near Raised Grottos"] = skulltula_check(0x11, 0x4) checks["ZR GS Above Bridge"] = skulltula_check(0x11, 0x3) return checks end local read_zoras_domain_checks = function() local checks = {} checks["ZD Diving Minigame"] = event_check(0x3, 0x8) checks["ZD Chest"] = chest_check(0x58, 0x00) checks["ZD King Zora Thawed"] = info_table_check(0x26, 0x1) checks["ZD GS Frozen Waterfall"] = skulltula_check(0x11, 0x6) checks["ZD Shop Item 5"] = shop_check(0x2, 0x0) checks["ZD Shop Item 6"] = shop_check(0x2, 0x1) checks["ZD Shop Item 7"] = shop_check(0x2, 0x2) checks["ZD Shop Item 8"] = shop_check(0x2, 0x3) return checks end local read_zoras_fountain_checks = function() local checks = {} checks["ZF Great Fairy Reward"] = item_get_info_check(0x2, 0x0) checks["ZF Iceberg Freestanding PoH"] = on_the_ground_check(0x59, 0x01) checks["ZF Bottom Freestanding PoH"] = on_the_ground_check(0x59, 0x14) checks["ZF GS Above the Log"] = skulltula_check(0x11, 0x2) checks["ZF GS Tree"] = skulltula_check(0x11, 0x7) checks["ZF GS Hidden Cave"] = skulltula_check(0x11, 0x5) return checks end local read_jabu_checks = function(mq_table_address) local checks = {} if not is_master_quest_dungeon(mq_table_address, 0x2) then checks["Jabu Jabus Belly Boomerang Chest"] = chest_check(0x02, 0x01) checks["Jabu Jabus Belly Map Chest"] = chest_check(0x02, 0x02) checks["Jabu Jabus Belly Compass Chest"] = chest_check(0x02, 0x04) checks["Jabu Jabus Belly Deku Scrub"] = scrub_sanity_check(0x02, 0x1) checks["Jabu Jabus Belly GS Water Switch Room"] = skulltula_check(0x02, 0x3) checks["Jabu Jabus Belly GS Lobby Basement Lower"] = skulltula_check(0x02, 0x0) checks["Jabu Jabus Belly GS Lobby Basement Upper"] = skulltula_check(0x02, 0x1) checks["Jabu Jabus Belly GS Near Boss"] = skulltula_check(0x02, 0x2) else checks["Jabu Jabus Belly MQ Map Chest"] = chest_check(0x2, 0x3) checks["Jabu Jabus Belly MQ First Room Side Chest"] = chest_check(0x2, 0x5) checks["Jabu Jabus Belly MQ Second Room Lower Chest"] = chest_check(0x2, 0x2) checks["Jabu Jabus Belly MQ Compass Chest"] = chest_check(0x2, 0x0) checks["Jabu Jabus Belly MQ Basement Near Switches Chest"] = chest_check(0x2, 0x8) checks["Jabu Jabus Belly MQ Basement Near Vines Chest"] = chest_check(0x2, 0x4) checks["Jabu Jabus Belly MQ Boomerang Room Small Chest"] = chest_check(0x2, 0x1) checks["Jabu Jabus Belly MQ Boomerang Chest"] = chest_check(0x2, 0x6) checks["Jabu Jabus Belly MQ Falling Like Like Room Chest"] = chest_check(0x2, 0x9) checks["Jabu Jabus Belly MQ Second Room Upper Chest"] = chest_check(0x2, 0x7) checks["Jabu Jabus Belly MQ Near Boss Chest"] = chest_check(0x2, 0xA) checks["Jabu Jabus Belly MQ Cow"] = cow_check(0x2, 0x18) checks["Jabu Jabus Belly MQ GS Boomerang Chest Room"] = skulltula_check(0x2, 0x0) checks["Jabu Jabus Belly MQ GS Tailpasaran Room"] = skulltula_check(0x2, 0x2) checks["Jabu Jabus Belly MQ GS Invisible Enemies Room"] = skulltula_check(0x2, 0x3) checks["Jabu Jabus Belly MQ GS Near Boss"] = skulltula_check(0x2, 0x1) end checks["Jabu Jabus Belly Barinade Heart"] = boss_item_check(0x13) return checks end local read_ice_cavern_checks = function(mq_table_address) local checks = {} if not is_master_quest_dungeon(mq_table_address, 0x9) then checks["Ice Cavern Map Chest"] = chest_check(0x09, 0x00) checks["Ice Cavern Compass Chest"] = chest_check(0x09, 0x01) checks["Ice Cavern Freestanding PoH"] = on_the_ground_check(0x09, 0x01) checks["Ice Cavern Iron Boots Chest"] = chest_check(0x09, 0x02) checks["Ice Cavern GS Spinning Scythe Room"] = skulltula_check(0x09, 0x1) checks["Ice Cavern GS Heart Piece Room"] = skulltula_check(0x09, 0x2) checks["Ice Cavern GS Push Block Room"] = skulltula_check(0x09, 0x0) else checks["Ice Cavern MQ Map Chest"] = chest_check(0x09, 0x01) checks["Ice Cavern MQ Compass Chest"] = chest_check(0x09, 0x00) checks["Ice Cavern MQ Freestanding PoH"] = on_the_ground_check(0x09, 0x01) checks["Ice Cavern MQ Iron Boots Chest"] = chest_check(0x09, 0x02) checks["Ice Cavern MQ GS Red Ice"] = skulltula_check(0x09, 0x1) checks["Ice Cavern MQ GS Ice Block"] = skulltula_check(0x09, 0x2) checks["Ice Cavern MQ GS Scarecrow"] = skulltula_check(0x09, 0x0) end return checks end local read_lake_hylia_checks = function() local checks = {} checks["LH Underwater Item"] = event_check(0x3, 0x1) checks["LH Child Fishing"] = fishing_check(false) checks["LH Adult Fishing"] = fishing_check(true) checks["LH Lab Dive"] = item_get_info_check(0x3, 0x0) checks["LH Freestanding PoH"] = on_the_ground_check(0x57, 0x1E) --It's not actually a chest, but it is marked in the chest section checks["LH Sun"] = fire_arrows_check(0x57, 0x0) checks["LH Deku Scrub Grotto Left"] = scrub_sanity_check(0x19, 0x1) checks["LH Deku Scrub Grotto Center"] = scrub_sanity_check(0x19, 0x4) checks["LH Deku Scrub Grotto Right"] = scrub_sanity_check(0x19, 0x6) checks["LH GS Lab Wall"] = skulltula_check(0x12, 0x2) checks["LH GS Bean Patch"] = skulltula_check(0x12, 0x0) checks["LH GS Small Island"] = skulltula_check(0x12, 0x1) checks["LH GS Lab Crate"] = skulltula_check(0x12, 0x3) checks["LH GS Tree"] = skulltula_check(0x12, 0x4) return checks end local read_water_temple_checks = function(mq_table_address) local checks = {} if not is_master_quest_dungeon(mq_table_address, 0x5) then checks["Water Temple Compass Chest"] = chest_check(0x05, 0x09) checks["Water Temple Map Chest"] = chest_check(0x05, 0x02) checks["Water Temple Cracked Wall Chest"] = chest_check(0x05, 0x00) checks["Water Temple Torches Chest"] = chest_check(0x05, 0x01) checks["Water Temple Boss Key Chest"] = chest_check(0x05, 0x05) checks["Water Temple Central Pillar Chest"] = chest_check(0x05, 0x06) checks["Water Temple Central Bow Target Chest"] = chest_check(0x05, 0x08) checks["Water Temple Longshot Chest"] = chest_check(0x05, 0x07) checks["Water Temple River Chest"] = chest_check(0x05, 0x03) checks["Water Temple Dragon Chest"] = chest_check(0x05, 0x0A) checks["Water Temple GS Behind Gate"] = skulltula_check(0x05, 0x0) checks["Water Temple GS Near Boss Key Chest"] = skulltula_check(0x05, 0x3) checks["Water Temple GS Central Pillar"] = skulltula_check(0x05, 0x2) checks["Water Temple GS Falling Platform Room"] = skulltula_check(0x05, 0x1) checks["Water Temple GS River"] = skulltula_check(0x05, 0x4) else checks["Water Temple MQ Longshot Chest"] = chest_check(0x5, 0x0) checks["Water Temple MQ Map Chest"] = chest_check(0x5, 0x2) checks["Water Temple MQ Compass Chest"] = chest_check(0x5, 0x1) checks["Water Temple MQ Central Pillar Chest"] = chest_check(0x5, 0x6) checks["Water Temple MQ Boss Key Chest"] = chest_check(0x5, 0x5) checks["Water Temple MQ Freestanding Key"] = on_the_ground_check(0x5, 0x1) checks["Water Temple MQ GS Lizalfos Hallway"] = skulltula_check(0x5, 0x0) checks["Water Temple MQ GS Before Upper Water Switch"] = skulltula_check(0x5, 0x2) checks["Water Temple MQ GS River"] = skulltula_check(0x5, 0x1) checks["Water Temple MQ GS Freestanding Key Area"] = skulltula_check(0x5, 0x3) checks["Water Temple MQ GS Triple Wall Torch"] = skulltula_check(0x5, 0x4) end checks["Water Temple Morpha Heart"] = boss_item_check(0x16) return checks end local read_gerudo_valley_checks = function() local checks = {} checks["GV Crate Freestanding PoH"] = on_the_ground_check(0x5A, 0x2) checks["GV Waterfall Freestanding PoH"] = on_the_ground_check(0x5A, 0x1) checks["GV Chest"] = chest_check(0x5A, 0x00) checks["GV Deku Scrub Grotto Front"] = scrub_sanity_check(0x1A, 0x9) checks["GV Deku Scrub Grotto Rear"] = scrub_sanity_check(0x1A, 0x8) checks["GV Cow"] = cow_check(0x5A, 0x18) checks["GV GS Small Bridge"] = skulltula_check(0x13, 0x1) checks["GV GS Bean Patch"] = skulltula_check(0x13, 0x0) checks["GV GS Behind Tent"] = skulltula_check(0x13, 0x3) checks["GV GS Pillar"] = skulltula_check(0x13, 0x2) return checks end local read_gerudo_fortress_checks = function() local checks = {} checks["Hideout 1 Torch Jail Gerudo Key"] = on_the_ground_check(0xC, 0xC) checks["Hideout 2 Torches Jail Gerudo Key"] = on_the_ground_check(0xC, 0xF) checks["Hideout 3 Torches Jail Gerudo Key"] = on_the_ground_check(0xC, 0xA) checks["Hideout 4 Torches Jail Gerudo Key"] = on_the_ground_check(0xC, 0xE) checks["Hideout Gerudo Membership Card"] = membership_card_check(0xC, 0x2) checks["GF Chest"] = chest_check(0x5D, 0x0) checks["GF HBA 1000 Points"] = info_table_check(0x33, 0x0) checks["GF HBA 1500 Points"] = item_get_info_check(0x0, 0x7) checks["GF GS Top Floor"] = skulltula_check(0x14, 0x1) checks["GF GS Archery Range"] = skulltula_check(0x14, 0x0) return checks end local read_gerudo_training_ground_checks = function(mq_table_address) local checks = {} if not is_master_quest_dungeon(mq_table_address, 0xB) then checks["Gerudo Training Ground Lobby Left Chest"] = chest_check(0x0B, 0x13) checks["Gerudo Training Ground Lobby Right Chest"] = chest_check(0x0B, 0x07) checks["Gerudo Training Ground Stalfos Chest"] = chest_check(0x0B, 0x00) checks["Gerudo Training Ground Before Heavy Block Chest"] = chest_check(0x0B, 0x11) checks["Gerudo Training Ground Heavy Block First Chest"] = chest_check(0x0B, 0x0F) checks["Gerudo Training Ground Heavy Block Second Chest"] = chest_check(0x0B, 0x0E) checks["Gerudo Training Ground Heavy Block Third Chest"] = chest_check(0x0B, 0x14) checks["Gerudo Training Ground Heavy Block Fourth Chest"] = chest_check(0x0B, 0x02) checks["Gerudo Training Ground Eye Statue Chest"] = chest_check(0x0B, 0x03) checks["Gerudo Training Ground Near Scarecrow Chest"] = chest_check(0x0B, 0x04) checks["Gerudo Training Ground Hammer Room Clear Chest"] = chest_check(0x0B, 0x12) checks["Gerudo Training Ground Hammer Room Switch Chest"] = chest_check(0x0B, 0x10) checks["Gerudo Training Ground Freestanding Key"] = on_the_ground_check(0x0B, 0x1) checks["Gerudo Training Ground Maze Right Central Chest"] = chest_check(0x0B, 0x05) checks["Gerudo Training Ground Maze Right Side Chest"] = chest_check(0x0B, 0x08) checks["Gerudo Training Ground Underwater Silver Rupee Chest"] = chest_check(0x0B, 0x0D) checks["Gerudo Training Ground Beamos Chest"] = chest_check(0x0B, 0x01) checks["Gerudo Training Ground Hidden Ceiling Chest"] = chest_check(0x0B, 0x0B) checks["Gerudo Training Ground Maze Path First Chest"] = chest_check(0x0B, 0x06) checks["Gerudo Training Ground Maze Path Second Chest"] = chest_check(0x0B, 0x0A) checks["Gerudo Training Ground Maze Path Third Chest"] = chest_check(0x0B, 0x09) checks["Gerudo Training Ground Maze Path Final Chest"] = chest_check(0x0B, 0x0C) else checks["Gerudo Training Ground MQ Lobby Left Chest"] = chest_check(0xB, 0x13) checks["Gerudo Training Ground MQ Lobby Right Chest"] = chest_check(0xB, 0x7) checks["Gerudo Training Ground MQ First Iron Knuckle Chest"] = chest_check(0xB, 0x0) checks["Gerudo Training Ground MQ Before Heavy Block Chest"] = chest_check(0xB, 0x11) checks["Gerudo Training Ground MQ Heavy Block Chest"] = chest_check(0xB, 0x2) checks["Gerudo Training Ground MQ Eye Statue Chest"] = chest_check(0xB, 0x3) checks["Gerudo Training Ground MQ Ice Arrows Chest"] = chest_check(0xB, 0x4) checks["Gerudo Training Ground MQ Second Iron Knuckle Chest"] = chest_check(0xB, 0x12) checks["Gerudo Training Ground MQ Flame Circle Chest"] = chest_check(0xB, 0xE) checks["Gerudo Training Ground MQ Maze Right Central Chest"] = chest_check(0xB, 0x5) checks["Gerudo Training Ground MQ Maze Right Side Chest"] = chest_check(0xB, 0x8) checks["Gerudo Training Ground MQ Underwater Silver Rupee Chest"] = chest_check(0xB, 0xD) checks["Gerudo Training Ground MQ Dinolfos Chest"] = chest_check(0xB, 0x1) checks["Gerudo Training Ground MQ Hidden Ceiling Chest"] = chest_check(0xB, 0xB) checks["Gerudo Training Ground MQ Maze Path First Chest"] = chest_check(0xB, 0x6) checks["Gerudo Training Ground MQ Maze Path Third Chest"] = chest_check(0xB, 0x9) checks["Gerudo Training Ground MQ Maze Path Second Chest"] = chest_check(0xB, 0xA) end return checks end local read_haunted_wasteland_checks = function() local checks = {} checks["Wasteland Bombchu Salesman"] = salesman_check(0x5E, 0x01) checks["Wasteland Chest"] = chest_check(0x5E, 0x00) checks["Wasteland GS"] = skulltula_check(0x15, 0x1) return checks end local read_desert_colossus_checks = function() local checks = {} checks["Colossus Great Fairy Reward"] = item_get_info_check(0x2, 0x2) checks["Colossus Freestanding PoH"] = on_the_ground_check(0x5C, 0xD) checks["Colossus Deku Scrub Grotto Front"] = scrub_sanity_check(0x27, 0x9) checks["Colossus Deku Scrub Grotto Rear"] = scrub_sanity_check(0x27, 0x8) checks["Colossus GS Bean Patch"] = skulltula_check(0x15, 0x0) checks["Colossus GS Tree"] = skulltula_check(0x15, 0x3) checks["Colossus GS Hill"] = skulltula_check(0x15, 0x2) return checks end local read_spirit_temple_checks = function(mq_table_address) local checks = {} if not is_master_quest_dungeon(mq_table_address, 0x6) then checks["Spirit Temple Child Bridge Chest"] = chest_check(0x06, 0x08) checks["Spirit Temple Child Early Torches Chest"] = chest_check(0x06, 0x00) checks["Spirit Temple Child Climb North Chest"] = chest_check(0x06, 0x06) checks["Spirit Temple Child Climb East Chest"] = chest_check(0x06, 0x0C) checks["Spirit Temple Map Chest"] = chest_check(0x06, 0x03) checks["Spirit Temple Sun Block Room Chest"] = chest_check(0x06, 0x01) checks["Spirit Temple Silver Gauntlets Chest"] = chest_check(0x5C, 0x0B) checks["Spirit Temple Compass Chest"] = chest_check(0x06, 0x04) checks["Spirit Temple Early Adult Right Chest"] = chest_check(0x06, 0x07) checks["Spirit Temple First Mirror Left Chest"] = chest_check(0x06, 0x0D) checks["Spirit Temple First Mirror Right Chest"] = chest_check(0x06, 0x0E) checks["Spirit Temple Statue Room Northeast Chest"] = chest_check(0x06, 0x0F) checks["Spirit Temple Statue Room Hand Chest"] = chest_check(0x06, 0x02) checks["Spirit Temple Near Four Armos Chest"] = chest_check(0x06, 0x05) checks["Spirit Temple Hallway Right Invisible Chest"] = chest_check(0x06, 0x14) checks["Spirit Temple Hallway Left Invisible Chest"] = chest_check(0x06, 0x15) checks["Spirit Temple Mirror Shield Chest"] = chest_check(0x5C, 0x09) checks["Spirit Temple Boss Key Chest"] = chest_check(0x06, 0x0A) checks["Spirit Temple Topmost Chest"] = chest_check(0x06, 0x12) checks["Spirit Temple GS Metal Fence"] = skulltula_check(0x06, 0x4) checks["Spirit Temple GS Sun on Floor Room"] = skulltula_check(0x06, 0x3) checks["Spirit Temple GS Hall After Sun Block Room"] = skulltula_check(0x06, 0x0) checks["Spirit Temple GS Lobby"] = skulltula_check(0x06, 0x2) checks["Spirit Temple GS Boulder Room"] = skulltula_check(0x06, 0x1) else checks["Spirit Temple MQ Entrance Front Left Chest"] = chest_check(0x6, 0x1A) checks["Spirit Temple MQ Entrance Back Right Chest"] = chest_check(0x6, 0x1F) checks["Spirit Temple MQ Entrance Front Right Chest"] = chest_check(0x6, 0x1B) checks["Spirit Temple MQ Entrance Back Left Chest"] = chest_check(0x6, 0x1E) checks["Spirit Temple MQ Map Chest"] = chest_check(0x6, 0x0) checks["Spirit Temple MQ Map Room Enemy Chest"] = chest_check(0x6, 0x8) checks["Spirit Temple MQ Child Climb North Chest"] = chest_check(0x6, 0x6) checks["Spirit Temple MQ Child Climb South Chest"] = chest_check(0x6, 0xC) checks["Spirit Temple MQ Compass Chest"] = chest_check(0x6, 0x3) checks["Spirit Temple MQ Silver Block Hallway Chest"] = chest_check(0x6, 0x1C) checks["Spirit Temple MQ Sun Block Room Chest"] = chest_check(0x6, 0x1) checks["Spirit Temple Silver Gauntlets Chest"] = chest_check(0x5C, 0xB) checks["Spirit Temple MQ Child Hammer Switch Chest"] = chest_check(0x6, 0x1D) checks["Spirit Temple MQ Statue Room Lullaby Chest"] = chest_check(0x6, 0xF) checks["Spirit Temple MQ Statue Room Invisible Chest"] = chest_check(0x6, 0x2) checks["Spirit Temple MQ Leever Room Chest"] = chest_check(0x6, 0x4) checks["Spirit Temple MQ Symphony Room Chest"] = chest_check(0x6, 0x7) checks["Spirit Temple MQ Beamos Room Chest"] = chest_check(0x6, 0x19) checks["Spirit Temple MQ Chest Switch Chest"] = chest_check(0x6, 0x18) checks["Spirit Temple MQ Boss Key Chest"] = chest_check(0x6, 0x5) checks["Spirit Temple Mirror Shield Chest"] = chest_check(0x5C, 0x9) checks["Spirit Temple MQ Mirror Puzzle Invisible Chest"] = chest_check(0x6, 0x12) checks["Spirit Temple MQ GS Sun Block Room"] = skulltula_check(0x6, 0x0) checks["Spirit Temple MQ GS Leever Room"] = skulltula_check(0x6, 0x1) checks["Spirit Temple MQ GS Symphony Room"] = skulltula_check(0x6, 0x3) checks["Spirit Temple MQ GS Nine Thrones Room West"] = skulltula_check(0x6, 0x2) checks["Spirit Temple MQ GS Nine Thrones Room North"] = skulltula_check(0x6, 0x4) end checks["Spirit Temple Twinrova Heart"] = boss_item_check(0x17) return checks end local read_ganons_castle_checks = function(mq_table_address) local checks = {} if not is_master_quest_dungeon(mq_table_address, 0xD) then checks["Ganons Castle Forest Trial Chest"] = chest_check(0x0D, 0x09) checks["Ganons Castle Water Trial Left Chest"] = chest_check(0x0D, 0x07) checks["Ganons Castle Water Trial Right Chest"] = chest_check(0x0D, 0x06) checks["Ganons Castle Shadow Trial Front Chest"] = chest_check(0x0D, 0x08) checks["Ganons Castle Shadow Trial Golden Gauntlets Chest"] = chest_check(0x0D, 0x05) checks["Ganons Castle Light Trial First Left Chest"] = chest_check(0x0D, 0x0C) checks["Ganons Castle Light Trial Second Left Chest"] = chest_check(0x0D, 0x0B) checks["Ganons Castle Light Trial Third Left Chest"] = chest_check(0x0D, 0x0D) checks["Ganons Castle Light Trial First Right Chest"] = chest_check(0x0D, 0x0E) checks["Ganons Castle Light Trial Second Right Chest"] = chest_check(0x0D, 0x0A) checks["Ganons Castle Light Trial Third Right Chest"] = chest_check(0x0D, 0x0F) checks["Ganons Castle Light Trial Invisible Enemies Chest"] = chest_check(0x0D, 0x10) checks["Ganons Castle Light Trial Lullaby Chest"] = chest_check(0x0D, 0x11) checks["Ganons Castle Spirit Trial Crystal Switch Chest"] = chest_check(0x0D, 0x12) checks["Ganons Castle Spirit Trial Invisible Chest"] = chest_check(0x0D, 0x14) checks["Ganons Castle Deku Scrub Left"] = scrub_sanity_check(0xD, 0x9) checks["Ganons Castle Deku Scrub Center-Left"] = scrub_sanity_check(0xD, 0x6) checks["Ganons Castle Deku Scrub Center-Right"] = scrub_sanity_check(0xD, 0x4) checks["Ganons Castle Deku Scrub Right"] = scrub_sanity_check(0xD, 0x8) else checks["Ganons Castle MQ Forest Trial Freestanding Key"] = on_the_ground_check(0xD, 0x1) checks["Ganons Castle MQ Forest Trial Eye Switch Chest"] = chest_check(0xD, 0x2) checks["Ganons Castle MQ Forest Trial Frozen Eye Switch Chest"] = chest_check(0xD, 0x3) checks["Ganons Castle MQ Water Trial Chest"] = chest_check(0xD, 0x1) checks["Ganons Castle MQ Shadow Trial Bomb Flower Chest"] = chest_check(0xD, 0x0) checks["Ganons Castle MQ Shadow Trial Eye Switch Chest"] = chest_check(0xD, 0x5) checks["Ganons Castle MQ Light Trial Lullaby Chest"] = chest_check(0xD, 0x4) checks["Ganons Castle MQ Spirit Trial First Chest"] = chest_check(0xD, 0xA) checks["Ganons Castle MQ Spirit Trial Invisible Chest"] = chest_check(0xD, 0x14) checks["Ganons Castle MQ Spirit Trial Sun Front Left Chest"] = chest_check(0xD, 0x9) checks["Ganons Castle MQ Spirit Trial Sun Back Left Chest"] = chest_check(0xD, 0x8) checks["Ganons Castle MQ Spirit Trial Sun Back Right Chest"] = chest_check(0xD, 0x7) checks["Ganons Castle MQ Spirit Trial Golden Gauntlets Chest"] = chest_check(0xD, 0x6) checks["Ganons Castle MQ Deku Scrub Left"] = scrub_sanity_check(0xD, 0x9) checks["Ganons Castle MQ Deku Scrub Center-Left"] = scrub_sanity_check(0xD, 0x6) checks["Ganons Castle MQ Deku Scrub Center"] = scrub_sanity_check(0xD, 0x4) checks["Ganons Castle MQ Deku Scrub Center-Right"] = scrub_sanity_check(0xD, 0x8) checks["Ganons Castle MQ Deku Scrub Right"] = scrub_sanity_check(0xD, 0x1) end checks["Ganons Tower Boss Key Chest"] = chest_check(0x0A, 0x0B) return checks end local read_outside_ganons_castle_checks = function() local checks = {} checks["OGC Great Fairy Reward"] = great_fairy_magic_check(0x3B, 0x8) checks["OGC GS"] = skulltula_check(0x0E, 0x0) return checks end local read_song_checks = function() local checks = {} checks["Song from Impa"] = event_check(0x5, 0x9) -- Zelda's Lullaby checks["Song from Malon"] = event_check(0x5, 0x8) -- Epona's Song checks["Song from Saria"] = event_check(0x5, 0x7) -- Saria's Song checks["Song from Royal Familys Tomb"] = event_check(0x5, 0xA) -- Sun's Song checks["Song from Ocarina of Time"] = event_check(0xA, 0x9) -- Song of Time checks["Song from Windmill"] = event_check(0x5, 0xB) -- Song of Storms checks["Sheik in Forest"] = event_check(0x5, 0x0) -- Minuet of Forest checks["Sheik in Crater"] = event_check(0x5, 0x1) -- Bolero of Fire checks["Sheik in Ice Cavern"] = event_check(0x5, 0x2) -- Serenade of Water checks["Sheik at Colossus"] = event_check(0xA, 0xC) -- Requiem of Spirit checks["Sheik in Kakariko"] = event_check(0x5, 0x4) -- Nocturne of Shadows checks["Sheik at Temple"] = event_check(0x5, 0x5) -- Prelude of Light return checks end local check_all_locations = function(mq_table_address) -- TODO: make MQ better local location_checks = {} temp_context = mainmemory.readbyterange(0x40002C, 4) for k,v in pairs(read_kokiri_forest_checks()) do location_checks[k] = v end for k,v in pairs(read_lost_woods_checks()) do location_checks[k] = v end for k,v in pairs(read_sacred_forest_meadow_checks()) do location_checks[k] = v end for k,v in pairs(read_deku_tree_checks(mq_table_address)) do location_checks[k] = v end for k,v in pairs(read_forest_temple_checks(mq_table_address)) do location_checks[k] = v end for k,v in pairs(read_hyrule_field_checks()) do location_checks[k] = v end for k,v in pairs(read_lon_lon_ranch_checks()) do location_checks[k] = v end for k,v in pairs(read_market_checks()) do location_checks[k] = v end for k,v in pairs(read_hyrule_castle_checks()) do location_checks[k] = v end for k,v in pairs(read_kakariko_village_checks()) do location_checks[k] = v end for k,v in pairs(read_graveyard_checks()) do location_checks[k] = v end for k,v in pairs(read_bottom_of_the_well_checks(mq_table_address)) do location_checks[k] = v end for k,v in pairs(read_shadow_temple_checks(mq_table_address)) do location_checks[k] = v end for k,v in pairs(read_death_mountain_trail_checks()) do location_checks[k] = v end for k,v in pairs(read_goron_city_checks()) do location_checks[k] = v end for k,v in pairs(read_death_mountain_crater_checks()) do location_checks[k] = v end for k,v in pairs(read_dodongos_cavern_checks(mq_table_address)) do location_checks[k] = v end for k,v in pairs(read_fire_temple_checks(mq_table_address)) do location_checks[k] = v end for k,v in pairs(read_zoras_river_checks()) do location_checks[k] = v end for k,v in pairs(read_zoras_domain_checks()) do location_checks[k] = v end for k,v in pairs(read_zoras_fountain_checks()) do location_checks[k] = v end for k,v in pairs(read_jabu_checks(mq_table_address)) do location_checks[k] = v end for k,v in pairs(read_ice_cavern_checks(mq_table_address)) do location_checks[k] = v end for k,v in pairs(read_lake_hylia_checks()) do location_checks[k] = v end for k,v in pairs(read_water_temple_checks(mq_table_address)) do location_checks[k] = v end for k,v in pairs(read_gerudo_valley_checks()) do location_checks[k] = v end for k,v in pairs(read_gerudo_fortress_checks()) do location_checks[k] = v end for k,v in pairs(read_gerudo_training_ground_checks(mq_table_address)) do location_checks[k] = v end for k,v in pairs(read_haunted_wasteland_checks()) do location_checks[k] = v end for k,v in pairs(read_desert_colossus_checks()) do location_checks[k] = v end for k,v in pairs(read_spirit_temple_checks(mq_table_address)) do location_checks[k] = v end for k,v in pairs(read_ganons_castle_checks(mq_table_address)) do location_checks[k] = v end for k,v in pairs(read_outside_ganons_castle_checks()) do location_checks[k] = v end for k,v in pairs(read_song_checks()) do location_checks[k] = v end -- write 0 to temp context values mainmemory.write_u32_be(0x40002C, 0) mainmemory.write_u32_be(0x400030, 0) return location_checks end local check_collectibles = function() local retval = {} if collectible_offsets ~= nil then for id, data in pairs(collectible_offsets) do local mem = mainmemory.readbyte(collectible_overrides + data[1] + bit.rshift(data[2], 3)) retval[id] = bit.check(mem, data[2] % 8) end end return retval 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 + 0x5 -- 0x800 player names, 0x5 CFG_FILE_SELECT_HASH -- TODO: load dynamically from slot data local master_quest_table_address = rando_context + (mainmemory.read_u32_be(rando_context + 0x0E9F) - 0x03480000) local save_context_addr = 0x11A5D0 local internal_count_addr = save_context_addr + 0x90 local item_queue = {} local first_connect = true local game_complete = false NUM_BIG_POES_REQUIRED = mainmemory.read_u8(rando_context + 0x0EAD) 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.readbyte(coop_context + 0xB) 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() -- market entrance: 27/28/29 -- outside ToT: 35/36/37. -- if killed on these scenes the game crashes, so we wait until not on this screen. local scene = global_context:rawget('cur_scene'):rawget() if scene == 27 or scene == 28 or scene == 29 or scene == 35 or scene == 36 or scene == 37 then return end 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 -- Record collectible data if necessary if collectible_overrides == nil and block['collectibleOverrides'] ~= 0 then collectible_overrides = mainmemory.read_u32_be(rando_context + block['collectibleOverrides']) - 0x80000000 end if collectible_offsets ~= block['collectibleOffsets'] then collectible_offsets = block['collectibleOffsets'] 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["scriptVersion"] = script_version retTable["deathlinkActive"] = deathlink_enabled() if InSafeState() then retTable["locations"] = check_all_locations(master_quest_table_address) retTable["collectibles"] = check_collectibles() 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 not checkBizHawkVersion() then 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) local client, timeout = server:accept() if timeout == nil then print('Initial Connection Made') curstate = STATE_INITIAL_CONNECTION_MADE ootSocket = client ootSocket:settimeout(0) else print('Connection failed, ensure OoTClient is running and rerun connector_oot.lua') return end end end emu.frameadvance() end end main()