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View Code? Open in Web Editor NEWMajora's Mask scripts, with some Ocarina of Time on the side.
Majora's Mask scripts, with some Ocarina of Time on the side.
Hey there. I would really like to get the actor spawn assembly inject to work on OoT NTSC 1.0, but I'm running into various issues. Using the scripts as is, I'm getting a:
NLua.Exceptions.LuaScriptException: ./lib/lips\Expression.lua:229: cannot assign undeclared global 'err'
while trying to load the inject.lua on the newest BizHawk release. I fixed that one by declaring the err variable locally instead. In the newest BizHawk release you can choose between 2 Lua cores, Lua and NLua. The NLua one produces an additional error, complaining about this pattern in line 158 in the Expression.lua file:
'$[0-9A-Fa-f]+'
I had to use the Lua core to get around it. Afterwards I hit an error from the Preproc.lua file complaining about the comment in line 28 in the spawn oot.asm. After removing that one it will finally execute. However in every BizHawk release post 1.13.1 (so starting with 2.0) this either only produces a garbled display where it normally shows the actor id or an immediate crash, which leads me to assume that the injection goes very wrong. On 1.13.1 and prior it works as expected.
I would love to use your actor spawn functionality in one of my projects where I don't wanna patch the ROM itself and using the newest BizHawk release for it would come in handy. I should note that the cheat menu.lua seems to work everywhere.
Thanks in advance if you look into it and have a good week :D
this probably would've been an easy fix if it weren't for Bizhawk's useless stack traces (or lack thereof). i'm guessing, though, that the API for either text-rendering or input-polling has changed recently. or perhaps it just never worked with NLua.
i'm leaving this here so that people know that it isn't working, although these days, i'd instead recommend using something much more thorough and portable like the kz trainer.
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