about summary refs log tree commit diff stats
path: root/Manifold Garden.asl
blob: 1a6c6c495f4aabd3d7c52fa89f3d5af9e16a47ac (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
// 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 cutsence)");
    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<int>();
    vars.firstRoom = false;
    vars.fall = new List<int>{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<int>{106, 17, 110, 115, 111, 36, 44};
        } else if (settings["allGodCubes"]) {
            vars.waypoints = new List<int>{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;
}