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authorjbzdarkid <jbzdarkid@gmail.com>2018-10-28 15:44:50 -0700
committerjbzdarkid <jbzdarkid@gmail.com>2018-10-28 15:44:50 -0700
commitd99313f4e4fdf5103c5f149e2d54dbf6e4fcc3f2 (patch)
tree6700a1094c3d42812f1bdca64d7df3dbc07fce37 /Source/Panels.h
parent5fb764e4b5cd603c63e638f912a4c39772db8480 (diff)
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Fix treehouse pivots, jungle + monastery randomization, add final pillars randomization
Diffstat (limited to 'Source/Panels.h')
-rw-r--r--Source/Panels.h87
1 files changed, 34 insertions, 53 deletions
diff --git a/Source/Panels.h b/Source/Panels.h index e070005..b3a7791 100644 --- a/Source/Panels.h +++ b/Source/Panels.h
@@ -17,50 +17,6 @@ std::vector<int> lasers = {
17 0x19650, // Shadows 17 0x19650, // Shadows
18}; 18};
19 19
20// Note: Some of these (non-desert) are duplicated elsewhere
21std::vector<int> burnablePanels = {
22 0x17D9C, // Treehouse Yellow 7
23 0x17DC2, // Treehouse Yellow 8
24 0x17DC4, // Treehouse Yellow 9
25 0x00999, // Swamp Discontinuous 1
26 0x0099D, // Swamp Discontinuous 2
27 0x009A0, // Swamp Discontinuous 3
28 0x009A1, // Swamp Discontinuous 4
29 0x00007, // Swamp Rotation Tutorial 1
30 0x00008, // Swamp Rotation Tutorial 2
31 0x00009, // Swamp Rotation Tutorial 3
32 0x0000A, // Swamp Rotation Tutorial 4
33 0x28AC7, // Town Blue 1
34 0x28AC8, // Town Blue 2
35 0x28ACA, // Town Blue 3
36 0x28ACB, // Town Blue 4
37 0x28ACC, // Town Blue 5
38 0x17CF0, // Mill Discard
39
40 0x00698, // Desert Surface 1
41 0x0048F, // Desert Surface 2
42 0x09F92, // Desert Surface 3
43 0x0A036, // Desert Surface 4
44 0x09DA6, // Desert Surface 5
45 0x0A049, // Desert Surface 6
46 0x0A053, // Desert Surface 7
47 0x09F94, // Desert Surface 8
48 0x00422, // Desert Light 1
49 0x006E3, // Desert Light 2
50 0x0A02D, // Desert Light 3
51 0x00C72, // Desert Pond 1
52 0x0129D, // Desert Pond 2
53 0x008BB, // Desert Pond 3
54 0x0078D, // Desert Pond 4
55 0x18313, // Desert Pond 5
56 0x04D18, // Desert Flood 1
57 0x01205, // Desert Flood 2
58 0x181AB, // Desert Flood 3
59 0x0117A, // Desert Flood 4
60 0x17ECA, // Desert Flood 5
61 0x012D7, // Desert Final Far
62};
63
64// Note: Some of these (non-controls) are duplicated elsewhere 20// Note: Some of these (non-controls) are duplicated elsewhere
65// TODO: Gave up 21// TODO: Gave up
66std::vector<int> leftRightPanels = { 22std::vector<int> leftRightPanels = {
@@ -105,10 +61,10 @@ std::vector<int> upDownPanels = {
105 61
106// Note: Some of these (non-controls) are duplicated elsewhere 62// Note: Some of these (non-controls) are duplicated elsewhere
107std::vector<int> leftForwardRightPanels = { 63std::vector<int> leftForwardRightPanels = {
108// 0x00075, // Symmetry Island Colored Dots 3 64 0x00075, // Symmetry Island Colored Dots 3
109// 0x288EA, // UTM Perspective 1 65 0x288EA, // UTM Perspective 1
110// 0x288FC, // UTM Perspective 2 66 0x288FC, // UTM Perspective 2
111// 0x289E7, // UTM Perspective 3 67 0x289E7, // UTM Perspective 3
112 68
113 0x17DD1, // Treehouse Left Orange 9 69 0x17DD1, // Treehouse Left Orange 9
114 0x17CE3, // Treehouse Right Orange 4 70 0x17CE3, // Treehouse Right Orange 4
@@ -458,6 +414,35 @@ std::vector<int> squarePanels = {
458 0x09E85, // Tunnels Town Shortcut 414 0x09E85, // Tunnels Town Shortcut
459}; 415};
460 416
417std::vector<int> desertPanels = {
418 0x00698, // Desert Surface 1
419 0x0048F, // Desert Surface 2
420 0x09F92, // Desert Surface 3
421 0x0A036, // Desert Surface 4
422 0x09DA6, // Desert Surface 5
423 0x0A049, // Desert Surface 6
424 0x0A053, // Desert Surface 7
425 0x09F94, // Desert Surface 8
426 0x00422, // Desert Light 1
427 0x006E3, // Desert Light 2
428 0x0A02D, // Desert Light 3
429 0x00C72, // Desert Pond 1
430 0x0129D, // Desert Pond 2
431 0x008BB, // Desert Pond 3
432 0x0078D, // Desert Pond 4
433 0x18313, // Desert Pond 5
434 0x04D18, // Desert Flood 1
435 0x01205, // Desert Flood 2
436 0x181AB, // Desert Flood 3
437 0x0117A, // Desert Flood 4
438 0x17ECA, // Desert Flood 5
439// 0x18076, // Desert Flood Exit
440// 0x0A15C, // Desert Final Left Convex
441// 0x09FFF, // Desert Final Left Concave
442// 0x0A15F, // Desert Final Near
443 0x012D7, // Desert Final Far
444};
445
461std::vector<int> shadowsPanels = { 446std::vector<int> shadowsPanels = {
462 0x198B5, // Shadows Tutorial 1 447 0x198B5, // Shadows Tutorial 1
463 0x198BD, // Shadows Tutorial 2 448 0x198BD, // Shadows Tutorial 2
@@ -485,8 +470,8 @@ std::vector<int> shadowsPanels = {
485 470
486std::vector<int> monasteryPanels = { 471std::vector<int> monasteryPanels = {
487 0x00B10, // Monastery Left Door 472 0x00B10, // Monastery Left Door
488 0x00290, // Monastery Exterior 1
489 0x00C92, // Monastery Right Door 473 0x00C92, // Monastery Right Door
474 0x00290, // Monastery Exterior 1
490 0x00038, // Monastery Exterior 2 475 0x00038, // Monastery Exterior 2
491 0x00037, // Monastery Exterior 3 476 0x00037, // Monastery Exterior 3
492// 0x09D9B, // Monastery Bonsai 477// 0x09D9B, // Monastery Bonsai
@@ -616,10 +601,6 @@ std::vector<int> nothingPanels = {
616 0x0C335, // Tutorial Pillar 601 0x0C335, // Tutorial Pillar
617 0x0C373, // Tutorial Patio floor 602 0x0C373, // Tutorial Patio floor
618 0x1C349, // Symmetry Island Door 2 - Collision fails here, sadly 603 0x1C349, // Symmetry Island Door 2 - Collision fails here, sadly
619 0x18076, // Desert Flood Exit - I am doing something with this -- but it's a very unique panel.
620 0x0A15C, // Desert Final Left Convex
621 0x09FFF, // Desert Final Left Concave
622 0x0A15F, // Desert Final Near
623 0x033EA, // Keep Yellow Pressure Plates 604 0x033EA, // Keep Yellow Pressure Plates
624 0x0A3A8, // Keep Yellow Reset 605 0x0A3A8, // Keep Yellow Reset
625 0x01BE9, // Keep Purple Pressure Plates 606 0x01BE9, // Keep Purple Pressure Plates