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package.path = package.path .. ';luasocket/lua/?.lua;luasocket/lua/socket/?.lua' | |
package.cpath = package.cpath .. ';luasocket/?.dll;luasocket/mime/?.dll;luasocket/socket/?.dll' | |
local socket = require 'socket' | |
local socClient | |
local server | |
local onExitEvent = event.onexit( | |
function() | |
socClient:close() |
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// See RFC 3533 for ogg header format (https://tools.ietf.org/html/rfc3533#section-6) | |
// See RFC 7845 for opus header format (https://tools.ietf.org/html/rfc7845#section-5) | |
#include <stdio.h> | |
#include <string.h> | |
#include "osample.h" | |
static word32 crc_table[256]; // Table of 8-bit remainders for crc | |
int main(int argc, char* argv[]) { |
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--[[ | |
Harvest Moon RNG Prediction Script for BizHawk | |
By Zinfidel | |
For Harvest Moon [SNES] [NTSC] | |
Harvest Moon's RNG Function: | |
The game's program uses a 24-bit, overlapped linear-feedback XORshift register for RNG values. It is | |
updated at least once per game engine loop. It is also updated an extra 1 time if there are any | |
actors on the screen, and once per vblank of the screen. The RNG assembler is presented at the bottom | |
of this script. The full RNG value is 24-bits long, but only the top 8 bits are returned and used. The |
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--[[ | |
Armored Core Common Script for BizHawk | |
By Zinfidel | |
For Armored Core 1.1 [SLUS-01323] [NTSC] | |
This is a common library for various other scripts for Armored Core. It does not need to be "run" by Bizhawk | |
but is instead referenced by other scripts. There are some constants that the user should set below, and if | |
they are changed while other scripts are running, the core script should be loaded into the lua console and | |
refreshed to updates the values. | |
--]] |