// AutoSplit script for Manifold Garden 1.0.30.14704 // // Written by hatkirby, with a lot of help from preshing and Gelly. // // Automatically starts the timer ~2.4 seconds after starting a new game, and splits the timer // when transitioning between game levels. You must still reset the timer manually between runs. // If you accidentally backtrack through a portal, causing an unwanted split, you'll have // to undo it manually (default NumPad8 in LiveSplit). // // To compensate for the late start, you should delay your start timer by 2.4 seconds in LiveSplit. // (Right-click -> Edit Splits -> Start timer at:) // // A split is also triggered after being in one of the ending cutscenes for 1.1 seconds, // since this is when the kaleidoscope appears. // // If you check "All God Cubes waypoints" in the script's Advanced settings (below), the script // will only split at mandala scenes. This is useful when running "All God Cubes" categories. // // The pointer path to the current level often changes when a new version of Manifold Garden is // released. When that happens, a new pointer path must be found using CheatEngine. If the // current pointer path stops working (even for a frame or two), a message is logged to the // debug output. // // To view debug output (print statements from this script), use DebugView: // https://technet.microsoft.com/en-us/Library/bb896647.aspx state("ManifoldGarden") { // This pointer path seems to work with Manifold Garden 1.1.0.14704 (2020-11-09): int level: "UnityPlayer.dll", 0x01800AB8, 0x10, 0xB8, 0x10, 0x28, 0x18, 0x60, 0x7CC; // This pointer path seems to work with Manifold Garden 1.0.30.13294 (2020-02-25): //int level: "UnityPlayer.dll", 0x014BE300, 0x60, 0xA8, 0x38, 0x30, 0xB0, 0x118, 0x5C; // These ones also seem to work with version 13294, and can be tried as backups in case // the one above stops working: //int level: "UnityPlayer.dll", 0x01552858, 0x8, 0x0, 0xB8, 0x80, 0x80, 0x28, 0x5C; //int level: "UnityPlayer.dll", 0x01552858, 0x28, 0x8, 0xB8, 0x80, 0x80, 0x28, 0x5C; // This pointer path worked with Manifold Garden 1.0.29.12904 (2020-02-??) // & Manifold Garden 1.0.29.12830 (2019-12-18) // & Manifold Garden 1.0.29.12781 (2019-12-11): //int level: "UnityPlayer.dll", 0x01507BE0, 0x0, 0x928, 0x38, 0x30, 0xB0, 0x118, 0x5C; // This pointer path worked with older versions: //int level: "UnityPlayer.dll", 0x01507C68, 0x8, 0x38, 0xA8, 0x58, 0x118, 0x5C; } startup { settings.Add("allGodCubes", false, "All God Cubes waypoints"); settings.Add("zero", false, "Zero% waypoints"); settings.Add("norepeats",false,"Split only on the first encounter of each level"); vars.waypoints = null; vars.prevLevel = 0; vars.seqIndex = 0; vars.stopwatch = null; // Used for the final split vars.prev = new List(); vars.prev.Add(9); } init { print(String.Format("**** AUTOSPLIT: Game found, pointer path {0} ****", current.level == 0 ? "DOESN'T work (this is normal at startup)" : "works")); } update { // Log a message when the pointer path starts/stops working: if (current.level == 0 && old.level != 0) { print("**** AUTOSPLIT: Pointer path STOPPED working ****"); } else if (current.level != 0 && old.level == 0) { print("**** AUTOSPLIT: Pointer path STARTED working ****"); } } start { if (old.level == -1 && current.level == 9) { print(String.Format("Level changed from {0} to {1}: START", old.level, current.level)); if (settings["zero"]) { vars.waypoints = new List{106, 17, 110, 115, 111, 36, 44}; } else { vars.waypoints = null; } vars.prevLevel = 9; vars.seqIndex = 0; vars.stopwatch = Stopwatch.StartNew(); vars.prev.Clear(); vars.prev.Add(current.level); return true; } } split { // Split when level index changes, but avoid splitting during a loading screen // or when the pointer path stops working: if (current.level != vars.prevLevel && current.level >= 0) { string action = "NO SPLIT"; // Ignore the split rules when script is reloaded mid-game: if (vars.prevLevel != 0) { // Split rules: if (vars.waypoints == null) { if (settings["allGodCubes"]) { if (current.level >= 82 && current.level <= 88) { action = "SPLIT"; } } else { action = "SPLIT"; } } else if (vars.seqIndex < vars.waypoints.Count) { if (current.level == vars.waypoints[vars.seqIndex]) { vars.seqIndex++; action = String.Format("SPLIT (new seqIndex = {0})", vars.seqIndex); } else { action = String.Format("NO SPLIT (seqIndex = {0}, {1} expected)", vars.seqIndex, vars.waypoints[vars.seqIndex]); } } else { action = String.Format("NO SPLIT (seqIndex = {0}, end of waypoint sequence)", vars.seqIndex); } print(String.Format("Level changed from {0} to {1}: {2}", vars.prevLevel, current.level, action)); if (settings["norepeats"]) { if (vars.prev.Contains(current.level)) { action = "NO SPLIT"; } vars.prev.Add(current.level); } } vars.prevLevel = current.level; vars.stopwatch = Stopwatch.StartNew(); return action.StartsWith("SPLIT"); } // Final split of the game: // Split after being in one of the ending cutscenes for 1.1 seconds. if ((current.level == 99 || current.level == 103 || current.level == 104) && vars.stopwatch != null && vars.stopwatch.ElapsedMilliseconds >= 1100) { vars.stopwatch = null; return true; } }