// AutoSplit script for Manifold Garden 1.0.30.14704 // // Written by hatkirby, with help from preshing and Gelly. // // Automatically starts the timer when a new game is started. You must still reset the timer // manually between runs. // // 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") { // These pointer paths seem to work with Manifold Garden 1.1.0.14704 (2020-11-09): int level: "UnityPlayer.dll", 0x01800AB8, 0x10, 0xB8, 0x10, 0x28, 0x18, 0x60, 0x7CC; bool transitionFadeHeld: "UnityPlayer.dll", 0x017945A8, 0x80, 0x10, 0x48, 0xA0, 0x10, 0xE40; bool isLoadingGameFromUI: "UnityPlayer.dll", 0x017945A8, 0x90, 0x100, 0xC0, 0xC0, 0xC0, 0xC0, 0xDC1; bool startScreenActive: "UnityPlayer.dll", 0x0178BBC0, 0x3B8, 0x38, 0x18, 0x8, 0x198, 0x0, 0x8ab; // Older pointer paths: //int level: "UnityPlayer.dll", 0x014BE300, 0x60, 0xA8, 0x38, 0x30, 0xB0, 0x118, 0x5C; // 1.0.30.13294 (2020-02-25) //int level: "UnityPlayer.dll", 0x01552858, 0x8, 0x0, 0xB8, 0x80, 0x80, 0x28, 0x5C; // 13294 //int level: "UnityPlayer.dll", 0x01552858, 0x28, 0x8, 0xB8, 0x80, 0x80, 0x28, 0x5C; // 13294 //int level: "UnityPlayer.dll", 0x01507BE0, 0x0, 0x928, 0x38, 0x30, 0xB0, 0x118, 0x5C; // 1.0.29.12904 (2020-02-??), 1.0.29.12830 (2019-12-18), 1.0.29.12781 (2019-12-11) //int level: "UnityPlayer.dll", 0x01507C68, 0x8, 0x38, 0xA8, 0x58, 0x118, 0x5C; } startup { settings.Add("every",true,"Split on every level change"); settings.Add("fall",false,"Including all ending falling scenes","every"); settings.Add("allGodCubes", false, "All God Cubes waypoints"); settings.Add("zero", false, "Zero% waypoints"); settings.Add("raymarchitecture", true, "Split on Raymarchitecture (ending cutscene)"); settings.Add("norepeats",false,"Split only on the first encounter of each level"); vars.waypoints = null; vars.prevLevel = 0; vars.stopwatch = null; // Used for the final split vars.prev = new List(); vars.firstRoom = false; vars.fall = new List{97, 98, 99, 101, 102, 103, 104}; } 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 { // Start the timer as soon as a game is being loaded (specifically the moment you click // a save slot to start a new game in, although it will also start if you just load a file). // This boolean is set to true during the studio logo when the game starts up, so we check // for that as well. if (current.transitionFadeHeld && current.isLoadingGameFromUI) { 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 if (settings["allGodCubes"]) { vars.waypoints = new List{82, 83, 84, 85, 86, 87, 88}; } else { vars.waypoints = null; } vars.prevLevel = current.level; vars.stopwatch = Stopwatch.StartNew(); vars.prev.Clear(); vars.firstRoom = false; return true; } } split { // Split when level index changes. We don't split for the first room change in a run, // because that is always going to be changing from -1 to 9, and it happens a couple of // seconds after the timer starts. if (vars.firstRoom && 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 (settings["every"]) { if (settings["fall"] || !vars.fall.Contains(current.level)) { action = "SPLIT"; } } else if (vars.waypoints != null) { if (vars.waypoints.Contains(current.level)) { action = "SPLIT"; } } if (settings["norepeats"]) { if (vars.prev.Contains(current.level)) { action = "NO SPLIT"; } vars.prev.Add(current.level); } print(String.Format("Level changed from {0} to {1}: {2}", vars.prevLevel, current.level, action)); } vars.prevLevel = current.level; vars.stopwatch = Stopwatch.StartNew(); return action.StartsWith("SPLIT"); } else if (!vars.firstRoom && current.level == 9) { vars.firstRoom = true; vars.prevLevel = current.level; vars.prev.Add(9); } // Final split of the game: // Split after being in one of the ending cutscenes for 1.1 seconds. if (settings["raymarchitecture"] && (current.level == 99 || current.level == 103 || current.level == 104) && vars.stopwatch != null && vars.stopwatch.ElapsedMilliseconds >= 1100) { print("SPLIT on Raymarchitecture"); vars.stopwatch = null; return true; } } reset { return current.startScreenActive; }