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authorjbzdarkid <jbzdarkid@gmail.com>2018-10-23 22:12:38 -0700
committerjbzdarkid <jbzdarkid@gmail.com>2018-10-23 22:12:38 -0700
commit922dbb03a50a54f3e5ae9efaec3b4759cd701c3e (patch)
tree08c0053b92b1e32e3c74b074815411f71e497eb5 /WitnessRandomizer/Panels.h
parentfac6378cf7370b93099ff73851cc9a0b68497335 (diff)
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move panels to new file, additional filtering, additional swapping.
Diffstat (limited to 'WitnessRandomizer/Panels.h')
-rw-r--r--WitnessRandomizer/Panels.h619
1 files changed, 619 insertions, 0 deletions
diff --git a/WitnessRandomizer/Panels.h b/WitnessRandomizer/Panels.h new file mode 100644 index 0000000..3a54ac1 --- /dev/null +++ b/WitnessRandomizer/Panels.h
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1#pragma once
2#include <vector>
3
4std::vector<int> lasers = {
5 0x0360D, // Symmetry
6 0x03615, // Swamp
7 0x09DE0, // Bunker
8 0x17CA4, // Monastery
9 0x032F5, // Town
10 0x03613, // Treehouse
11// 0x03608, // Desert
12 0x03612, // Quarry
13 0x03616, // Jungle
14};
15
16std::vector<int> tutorialPanels = {
17// 0x0A3B5, // Back Left
18 0x0A3B2, // Back Right
19 0x00295, // Center Left
20 0x00293, // Front Center
21 0x002C2, // Front Left
22 0x0C335, // Pillar
23 0x0C373, // Patio floor
24};
25
26std::vector<int> outsideTutorialPanels = {
27 0x0005D, // Outside Tutorial Dots Tutorial 1
28 0x0005E, // Outside Tutorial Dots Tutorial 2
29 0x0005F, // Outside Tutorial Dots Tutorial 3
30 0x00060, // Outside Tutorial Dots Tutorial 4
31 0x00061, // Outside Tutorial Dots Tutorial 5
32 0x018AF, // Outside Tutorial Stones Tutorial 1
33 0x0001B, // Outside Tutorial Stones Tutorial 2
34 0x012C9, // Outside Tutorial Stones Tutorial 3
35 0x0001C, // Outside Tutorial Stones Tutorial 4
36 0x0001D, // Outside Tutorial Stones Tutorial 5
37 0x0001E, // Outside Tutorial Stones Tutorial 6
38 0x0001F, // Outside Tutorial Stones Tutorial 7
39 0x00020, // Outside Tutorial Stones Tutorial 8
40 0x00021, // Outside Tutorial Stones Tutorial 9
41 0x033D4, // Outside Tutorial Vault
42// 0x03481, // Outside Tutorial Vault Box
43 0x0A171, // Tutorial Optional Door 1
44 0x04CA4, // Tutorial Optional Door 2
45 0x17CFB, // Outside Tutorial Discard
46// 0x00143, // Orchard Apple Tree 1
47// 0x0003B, // Orchard Apple Tree 2
48// 0x00055, // Orchard Apple Tree 3
49// 0x032F7, // Orchard Apple Tree 4
50// 0x032FF, // Orchard Apple Tree 5
51};
52
53std::vector<int> symmetryPanels = {
54// 0x3C12B, // Glass Factory Discard
55 0x01A54, // Glass Factory Entry
56 0x00086, // Glass Factory Vertical Symmetry 1
57 0x00087, // Glass Factory Vertical Symmetry 2
58 0x00059, // Glass Factory Vertical Symmetry 3
59 0x00062, // Glass Factory Vertical Symmetry 4
60 0x0005C, // Glass Factory Vertical Symmetry 5
61// 0x17CC8, // Glass Factory Summon Boat
62 0x0008D, // Glass Factory Rotational Symmetry 1
63 0x00081, // Glass Factory Rotational Symmetry 2
64 0x00083, // Glass Factory Rotational Symmetry 3
65 0x00084, // Glass Factory Melting 1
66 0x00082, // Glass Factory Melting 2
67 0x0343A, // Glass Factory Melting 3
68
69 0x000B0, // Symmetry Island Door 1
70 0x00022, // Symmetry Island Black Dots 1
71 0x00023, // Symmetry Island Black Dots 2
72 0x00024, // Symmetry Island Black Dots 3
73 0x00025, // Symmetry Island Black Dots 4
74 0x00026, // Symmetry Island Black Dots 5
75 0x0007C, // Symmetry Island Colored Dots 1
76 0x0007E, // Symmetry Island Colored Dots 2
77 0x00075, // Symmetry Island Colored Dots 3
78 0x00073, // Symmetry Island Colored Dots 4
79 0x00077, // Symmetry Island Colored Dots 5
80 0x00079, // Symmetry Island Colored Dots 6
81 0x00065, // Symmetry Island Fading Lines 1
82 0x0006D, // Symmetry Island Fading Lines 2
83 0x00072, // Symmetry Island Fading Lines 3
84 0x0006F, // Symmetry Island Fading Lines 4
85 0x00070, // Symmetry Island Fading Lines 5
86 0x00071, // Symmetry Island Fading Lines 6
87 0x00076, // Symmetry Island Fading Lines 7
88// 0x009B8, // Symmetry Island Transparent 1 // Too mean for right now
89// 0x003E8, // Symmetry Island Transparent 2 // Too mean for right now
90// 0x00A15, // Symmetry Island Transparent 3 // Too mean for right now
91// 0x00B53, // Symmetry Island Transparent 4 // Too mean for right now
92// 0x00B8D, // Symmetry Island Transparent 5 // Too mean for right now
93// 0x1C349, // Symmetry Island Door 2 - Collision fails here, sadly
94 0x00A52, // Symmetry Island Laser Yellow 1
95 0x00A57, // Symmetry Island Laser Yellow 2
96 0x00A5B, // Symmetry Island Laser Yellow 3
97 0x00A61, // Symmetry Island Laser Blue 1
98 0x00A64, // Symmetry Island Laser Blue 2
99 0x00A68, // Symmetry Island Laser Blue 3
100};
101
102std::vector<int> desertPanels = {
103// 0x17CE7, // Desert Discard
104// 0x0CC7B, // Desert Vault
105// 0x0339E, // Desert Vault Box
106 0x00698, // Desert Surface 1
107 0x0048F, // Desert Surface 2
108 0x09F92, // Desert Surface 3
109// 0x09FA0, // Desert Surface 3 Control
110 0x0A036, // Desert Surface 4
111 0x09DA6, // Desert Surface 5
112 0x0A049, // Desert Surface 6
113 0x0A053, // Desert Surface 7
114 0x09F94, // Desert Surface 8
115// 0x09F86, // Desert Surface 8 Control
116// 0x0C339, // Desert Surface Door
117// 0x09FAA, // Desert Lightswitch
118 0x00422, // Desert Light 1
119 0x006E3, // Desert Light 2
120// 0x0A02D, // Desert Light 3
121 0x00C72, // Desert Pond 1
122 0x0129D, // Desert Pond 2
123 0x008BB, // Desert Pond 3
124 0x0078D, // Desert Pond 4
125 0x18313, // Desert Pond 5
126// 0x0A249, // Desert Pond Exit Door
127// 0x1C2DF, // Desert Flood Control Lower Far Left
128// 0x1831E, // Desert Flood Control Lower Far Right
129// 0x1C260, // Desert Flood Control Lower Near Left
130// 0x1831C, // Desert Flood Control Lower Near Right
131// 0x1C2F3, // Desert Flood Control Raise Far Left
132// 0x1831D, // Desert Flood Control Raise Far Right
133// 0x1C2B1, // Desert Flood Control Raise Near Left
134// 0x1831B, // Desert Flood Control Raise Near Right
135 0x04D18, // Desert Flood 1
136 0x01205, // Desert Flood 2
137 0x181AB, // Desert Flood 3
138 0x0117A, // Desert Flood 4
139 0x17ECA, // Desert Flood 5
140// 0x18076, // Desert Flood Exit
141// 0x0A15C, // Desert Final Left Convex
142// 0x09FFF, // Desert Final Left Concave
143// 0x0A15F, // Desert Final Near
144// 0x17C31, // Desert Final Transparent
145 0x012D7, // Desert Final Far
146// 0x0A015, // Desert Final Far Control
147};
148
149std::vector<int> quarryPanels = {
150 0x01E5A, // Mill Entry Door Left
151 0x01E59, // Mill Entry Door Right
152// 0x03678, // Mill Lower Ramp Contol
153 0x00E0C, // Mill Lower Row 1
154 0x01489, // Mill Lower Row 2
155 0x0148A, // Mill Lower Row 3
156 0x014D9, // Mill Lower Row 4
157 0x014E7, // Mill Lower Row 5
158 0x014E8, // Mill Lower Row 6
159// 0x03679, // Mill Lower Lift Control
160 0x00557, // Mill Upper Row 1
161 0x005F1, // Mill Upper Row 2
162 0x00620, // Mill Upper Row 3
163 0x009F5, // Mill Upper Row 4
164 0x0146C, // Mill Upper Row 5
165 0x3C12D, // Mill Upper Row 6
166 0x03686, // Mill Upper Row 7
167 0x014E9, // Mill Upper Row 8
168 0x0367C, // Mill Control Room 1
169// 0x03675, // Mill Upper Lift Control
170// 0x03676, // Mill Upper Ramp Control
171 0x3C125, // Mill Control Room 2
172// 0x275ED, // Mill EP Door
173// 0x17CAC, // Mill Stairs Shortcut Door
174 0x03677, // Mill Stairs Control
175// 0x17CF0, // Mill Discard
176// 0x17CC4, // Mill Elevator Control
177 0x021D5, // Boathouse Ramp Activation Shapers
178 0x034D4, // Boathouse Ramp Activation Stars
179// 0x03852, // Boathouse Ramp Angle Control
180 0x021B3, // Boathouse Erasers and Shapers 1
181 0x021B4, // Boathouse Erasers and Shapers 2
182 0x021B0, // Boathouse Erasers and Shapers 3
183 0x021AF, // Boathouse Erasers and Shapers 4
184 0x021AE, // Boathouse Erasers and Shapers 5
185// 0x17CA6, // Boathouse Summon Boat
186// 0x03858, // Boathouse Ramp Position Control
187// 0x38663, // Boathouse Shortcut
188 0x021B5, // Boathouse Erasers and Stars 1
189 0x021B6, // Boathouse Erasers and Stars 2
190 0x021B7, // Boathouse Erasers and Stars 3
191 0x021BB, // Boathouse Erasers and Stars 4
192 0x09DB5, // Boathouse Erasers and Stars 5
193 0x09DB1, // Boathouse Erasers and Stars 6
194 0x3C124, // Boathouse Erasers and Stars 7
195 0x09DB3, // Boathouse Erasers Shapers and Stars 1
196 0x09DB4, // Boathouse Erasers Shapers and Stars 2
197 0x0A3CB, // Boathouse Erasers Shapers and Stars 3
198 0x0A3CC, // Boathouse Erasers Shapers and Stars 4
199 0x0A3D0, // Boathouse Erasers Shapers and Stars 5
200// 0x275FA, // Boathouse Hook Control
201 0x09E57, // Quarry Entry Gate 1
202 0x17C09, // Quarry Entry Gate 2
203};
204
205std::vector<int> treehousePanels = { //worked fine until I commented out pivoting panels, puzzles solve fine if you know solution but star and dot colors are all messed up
206// 0x17C95, // Treehouse Summon Boat
207 0x0288C, // Treehouse Door 1
208 0x02886, // Treehouse Door 2
209 0x17D72, // Treehouse Yellow 1
210 0x17D8F, // Treehouse Yellow 2
211 0x17D74, // Treehouse Yellow 3
212 0x17DAC, // Treehouse Yellow 4
213 0x17D9E, // Treehouse Yellow 5
214 0x17DB9, // Treehouse Yellow 6
215 0x17D9C, // Treehouse Yellow 7
216 0x17DC2, // Treehouse Yellow 8
217 0x17DC4, // Treehouse Yellow 9
218 0x0A182, // Treehouse Door 3
219 0x17DC8, // Treehouse First Purple 1
220 0x17DC7, // Treehouse First Purple 2
221 0x17CE4, // Treehouse First Purple 3
222 0x17D2D, // Treehouse First Purple 4
223 0x17D6C, // Treehouse First Purple 5
224 0x17D9B, // Treehouse Second Purple 1
225 0x17D99, // Treehouse Second Purple 2
226 0x17DAA, // Treehouse Second Purple 3
227 0x17D97, // Treehouse Second Purple 4
228 0x17BDF, // Treehouse Second Purple 5
229 0x17D91, // Treehouse Second Purple 6
230 0x17DC6, // Treehouse Second Purple 7
231 0x17DB3, // Treehouse Left Orange 1
232 0x17DB5, // Treehouse Left Orange 2
233 0x17DB6, // Treehouse Left Orange 3
234 0x17DC0, // Treehouse Left Orange 4
235 0x17DD7, // Treehouse Left Orange 5
236 0x17DD9, // Treehouse Left Orange 6
237 0x17DB8, // Treehouse Left Orange 7
238 0x17DDC, // Treehouse Left Orange 8
239// 0x17DD1, // Treehouse Left Orange 9 has to pivot
240 0x17DDE, // Treehouse Left Orange 10
241 0x17DE3, // Treehouse Left Orange 11
242 0x17DEC, // Treehouse Left Orange 12
243 0x17DAE, // Treehouse Left Orange 13
244 0x17DB0, // Treehouse Left Orange 14
245 0x17DDB, // Treehouse Left Orange 15
246 0x17D88, // Treehouse Right Orange 1
247 0x17DB4, // Treehouse Right Orange 2
248 0x17D8C, // Treehouse Right Orange 3
249 0x17CE3, // Treehouse Right Orange 4
250// 0x17DCD, // Treehouse Right Orange 5 has to pivot
251 0x17DB2, // Treehouse Right Orange 6
252 0x17DCC, // Treehouse Right Orange 7
253 0x17DCA, // Treehouse Right Orange 8
254 0x17D8E, // Treehouse Right Orange 9
255// 0x17DB7, // Treehouse Right Orange 10 has to pivot
256 0x17DB1, // Treehouse Right Orange 11
257 0x17DA2, // Treehouse Right Orange 12
258 0x17E3C, // Treehouse Green 1
259 0x17E4D, // Treehouse Green 2
260 0x17E4F, // Treehouse Green 3
261// 0x17E52, // Treehouse Green 4
262 0x17E5B, // Treehouse Green 5
263 0x17E5F, // Treehouse Green 6
264 0x17E61, // Treehouse Green 7
265 0x17FA9, // Treehouse Green Bridge Discard
266 0x17FA0, // Treehouse Laser Discard
267// 0x2700B, // Treehouse Exterior Door Control
268// 0x17CBC, // Treehouse Interior Door Control
269// 0x037FF, // Treehouse Drawbridge Control
270};
271
272std::vector<int> keepPanels = {
273 0x00139, // Keep Hedges 1
274 0x019DC, // Keep Hedges 2
275 0x019E7, // Keep Hedges 3
276 0x01A0F, // Keep Hedges 4
277// 0x033EA, // Keep Yellow Pressure Plates
278// 0x0A3A8, // Keep Yellow Reset
279// 0x01BE9, // Keep Purple Pressure Plates
280// 0x0A3B9, // Keep Purple Reset
281// 0x01CD3, // Keep Green Pressure Plates
282// 0x0A3BB, // Keep Green Reset
283// 0x01D3F, // Keep Blue Pressure Plates
284// 0x0A3AD, // Keep Blue Reset
285 0x0360E, // Keep Front Laser
286 0x03317, // Keep Back Laser
287// 0x09E49, // Keep Shadows Shortcut
288// 0x0361B, // Keep Tower Shortcut
289 0x17D27, // Keep Discard
290 0x17D28, // Shipwreck Discard
291 0x00AFB, // Shipwreck Vault
292// 0x03535, // Shipwreck Vault Box
293};
294
295std::vector<int> shadowsPanels = { // works beautifully, can solve based on panel color and where start/end points are if your memory is good
296 0x386FA, // Shadows Avoid 1
297 0x1C33F, // Shadows Avoid 2
298 0x196E2, // Shadows Avoid 3
299 0x1972A, // Shadows Avoid 4
300 0x19809, // Shadows Avoid 5
301 0x19806, // Shadows Avoid 6
302 0x196F8, // Shadows Avoid 7
303 0x1972F, // Shadows Avoid 8
304 0x19797, // Shadows Follow 1
305 0x1979A, // Shadows Follow 2
306 0x197E0, // Shadows Follow 3
307 0x197E8, // Shadows Follow 4
308 0x197E5, // Shadows Follow 5
309// 0x334DC, // Shadows Inner Door Control
310 0x19650, // Shadows Laser
311// 0x334DB, // Shadows Outer Door Control
312 0x198B5, // Shadows Tutorial 1
313 0x198BD, // Shadows Tutorial 2
314 0x198BF, // Shadows Tutorial 3
315 0x19771, // Shadows Tutorial 4
316 0x0A8DC, // Shadows Tutorial 5
317 0x0AC74, // Shadows Tutorial 6
318 0x0AC7A, // Shadows Tutorial 7
319 0x0A8E0, // Shadows Tutorial 8
320};
321
322std::vector<int> townPanels = { // appears to be ok but keeps crashing game?
323 0x2899C, // Town 25 Dots 1
324 0x28A33, // Town 25 Dots 2
325 0x28ABF, // Town 25 Dots 3
326 0x28AC0, // Town 25 Dots 4
327 0x28AC1, // Town 25 Dots 5
328 0x28938, // Town Apple Tree
329 0x28AC7, // Town Blue 1
330 0x28AC8, // Town Blue 2
331 0x28ACA, // Town Blue 3
332 0x28ACB, // Town Blue 4
333 0x28ACC, // Town Blue 5
334// 0x0A054, // Town Summon Boat
335// 0x2896A, // Town Bridge
336 0x28A0D, // Town Church Stars
337 0x28AD9, // Town Eraser
338 0x28998, // Town Green Door
339// 0x09F98, // Town Laser Redirect Control
340// 0x1C344, // Town Laser Redirect Panel 1
341// 0x1C343, // Town Laser Redirect Panel 2
342// 0x28A69, // Town Lattice
343// 0x28A79, // Town Maze
344 0x0A0C8, // Town Orange Crate
345 0x17D01, // Town Orange Crate Discard
346// 0x28B39, // Town Red Hexagonal
347// 0x334D8, // Town RGB Light Control
348 0x03C08, // Town RGB Stars
349 0x03C0C, // Town RGB Stones
350 0x17C71, // Town Rooftop Discard
351// 0x034E3, // Town Soundproof Dots panels in their locations must match so can't swap unless that is fixed
352// 0x034E4, // Town Soundproof Waves
353 0x18590, // Town Transparent
354// 0x079DF, // Town Triple
355 0x17D02, // Town Windmill Control
356 0x17F5F, // Town Windmill Door
357 0x28AE3, // Town Wire
358 0x17F89, // Theater Entrance
359// 0x00815, // Theater Video Input
360// 0x03553, // Theater Tutorial Video
361// 0x03552, // Theater Desert Video
362// 0x0354E, // Theater Jungle Video
363// 0x03549, // Theater Challenge Video
364// 0x0354F, // Theater Shipwreck Video
365// 0x03545, // Theater Mountain Video
366 0x17CF7, // Theater Discard
367 0x33AB2, // Theater Corona Exit
368 0x0A168, // Theater Sun Exit
369};
370
371std::vector<int> monasteryPanels = {
372// 0x00B10, // Monastery Left Door
373// 0x00C92, // Monastery Right Door
374 0x00290, // Monastery Exterior 1
375 0x00038, // Monastery Exterior 2
376 0x00037, // Monastery Exterior 3
377// 0x09D9B, // Monastery Bonsai
378 0x193A7, // Monastery Interior 1
379 0x193AA, // Monastery Interior 2
380 0x193AB, // Monastery Interior 3
381 0x193A6, // Monastery Interior 4
382// 0x03713, // Monastery Shortcut
383};
384
385std::vector<int> junglePanels = {
386// 0x17CDF, // Jungle Summon Boat
387 0x17F9B, // Jungle Discard
388 0x002C4, // Jungle Waves 1
389 0x00767, // Jungle Waves 2
390 0x002C6, // Jungle Waves 3
391 0x0070E, // Jungle Waves 4
392 0x0070F, // Jungle Waves 5
393 0x0087D, // Jungle Waves 6
394 0x002C7, // Jungle Waves 7
395// 0x15ADD, // Jungle Vault
396// 0x03702, // Jungle Vault Box
397// 0x17CAA, // Jungle Courtyard Gate
398 0x0026D, // Jungle Dots 1
399 0x0026E, // Jungle Dots 2
400 0x0026F, // Jungle Dots 3
401 0x00C3F, // Jungle Dots 4
402 0x00C41, // Jungle Dots 5
403 0x014B2, // Jungle Dots 6
404// 0x17CAB, // Jungle Pop - up Wall
405// 0x337FA, // Jungle Shortcut
406};
407
408std::vector<int> bunkerPanels = { // this doesn't want to behave, I have no idea
409 0x17C2E, // Bunker Entry Door
410 0x09F7D, // Bunker Tutorial 1
411 0x09FDC, // Bunker Tutorial 2
412 0x09FF7, // Bunker Tutorial 3
413 0x09F82, // Bunker Tutorial 4
414 0x09FF8, // Bunker Tutorial 5
415 0x09D9F, // Bunker Advanced 1
416 0x09DA1, // Bunker Advanced 2
417 0x09DA2, // Bunker Advanced 3
418 0x09DAF, // Bunker Advanced 4
419// 0x0A099, // Bunker Glass Door
420 0x0A010, // Bunker Glass 1
421 0x0A01B, // Bunker Glass 2
422 0x0A01F, // Bunker Glass 3
423 0x34BC5, // Bunker Open Ultraviolet
424 0x34BC6, // Bunker Close Ultraviolet
425 0x17E63, // Bunker Ultraviolet 1
426 0x17E67, // Bunker Ultraviolet 2
427 0x0A079, // Bunker Elevator
428};
429
430std::vector<int> swampPanels = { // appears to work ok swapping panels but keeps crashing game?
431 0x0056E, // Swamp Entry
432 0x00469, // Swamp Tutorial 1
433 0x00472, // Swamp Tutorial 2
434 0x00262, // Swamp Tutorial 3
435 0x00474, // Swamp Tutorial 4
436 0x00553, // Swamp Tutorial 5
437 0x0056F, // Swamp Tutorial 6
438 0x00390, // Swamp Tutorial 7
439 0x010CA, // Swamp Tutorial 8
440 0x00983, // Swamp Tutorial 9
441 0x00984, // Swamp Tutorial 10
442 0x00986, // Swamp Tutorial 11
443 0x00985, // Swamp Tutorial 12
444 0x00987, // Swamp Tutorial 13
445 0x181A9, // Swamp Tutorial 14
446// 0x00609, // Swamp Surface Sliding Bridge Control
447 0x00982, // Swamp Red 1
448 0x0097F, // Swamp Red 2
449 0x0098F, // Swamp Red 3
450 0x00990, // Swamp Red 4
451 0x17C0D, // Swamp Red Shortcut 1
452 0x17C0E, // Swamp Red Shortcut 2
453 0x00999, // Swamp Discontinuous 1
454 0x0099D, // Swamp Discontinuous 2
455 0x009A0, // Swamp Discontinuous 3
456 0x009A1, // Swamp Discontinuous 4
457 0x00007, // Swamp Rotation Tutorial 1
458 0x00008, // Swamp Rotation Tutorial 2
459 0x00009, // Swamp Rotation Tutorial 3
460 0x0000A, // Swamp Rotation Tutorial 4
461// 0x181F5, // Swamp Rotating Bridge Control
462 0x009AB, // Swamp Blue Underwater 1
463 0x009AD, // Swamp Blue Underwater 2
464 0x009AE, // Swamp Blue Underwater 3
465 0x009AF, // Swamp Blue Underwater 4
466 0x00006, // Swamp Blue Underwater 5
467 0x003B2, // Swamp Rotation Advanced 1
468 0x00A1E, // Swamp Rotation Advanced 2
469 0x00C2E, // Swamp Rotation Advanced 3
470 0x00E3A, // Swamp Rotation Advanced 4
471// 0x17E2B, // Swamp Flood Gate Control
472// 0x09DB8, // Swamp Summon Boat
473 0x009A6, // Swamp Purple Tetris
474// 0x18488, // Swamp Underwater Sliding Bridge Control
475 0x00002, // Swamp Teal Underwater 1
476 0x00004, // Swamp Teal Underwater 2
477 0x00005, // Swamp Teal Underwater 3
478 0x013E6, // Swamp Teal Underwater 4
479 0x00596, // Swamp Teal Underwater 5
480 0x00001, // Swamp Red Underwater 1
481 0x014D2, // Swamp Red Underwater 2
482 0x014D4, // Swamp Red Underwater 3
483 0x014D1, // Swamp Red Underwater 4
484// 0x17C0A, // Swamp Island Control 1
485// 0x17E07, // Swamp Island Control 2
486 0x17C05, // Swamp Laser Shortcut 1
487 0x17C02, // Swamp Laser Shortcut 2
488};
489
490std::vector<int> mountainPanels = {
491// 0x09E39, // Mountain 1 Purple Pathway
492 0x09E73, // Mountain 1 Orange 1
493 0x09E75, // Mountain 1 Orange 2
494 0x09E78, // Mountain 1 Orange 3
495 0x09E79, // Mountain 1 Orange 4
496 0x09E6C, // Mountain 1 Orange 5
497 0x09E6F, // Mountain 1 Orange 6
498 0x09E6B, // Mountain 1 Orange 7
499// 0x33AF5, // Mountain 1 Blue 1
500// 0x33AF7, // Mountain 1 Blue 2
501// 0x09F6E, // Mountain 1 Blue 3
502 0x09EAD, // Mountain 1 Purple 1
503 0x09EAF, // Mountain 1 Purple 2
504 0x09E7A, // Mountain 1 Green 1
505 0x09E71, // Mountain 1 Green 2
506 0x09E72, // Mountain 1 Green 3
507 0x09E69, // Mountain 1 Green 4
508 0x09E7B, // Mountain 1 Green 5
509 0x09FD3, // Mountain 2 Rainbow 1
510 0x09FD4, // Mountain 2 Rainbow 2
511 0x09FD6, // Mountain 2 Rainbow 3
512 0x09FD7, // Mountain 2 Rainbow 4
513// 0x09FD8, // Mountain 2 Rainbow 5
514// 0x09E86, // Mountain 2 Blue Pathway
515// 0x09ED8, // Mountain 2 Orange Pathway
516// 0x09EEB, // Mountain 2 Elevator
517 0x17F93, // Mountain 2 Discard
518 0x09F8E, // Mountain 3 Near Right Floor
519 0x09FC1, // Mountain 3 Near Left Floor
520 0x09F01, // Mountain 3 Far Right Floor
521 0x09EFF, // Mountain 3 Far Left Floor
522 0x09FDA, // Mountain 3 Giant Floor
523 0x17FA2, // Mountain 3 Secret Door
524// 0x01983, // Mountain 3 Left Peekaboo
525// 0x01987, // Mountain 3 Right Peekaboo
526// 0x3D9A6, // Mountain 3 Left Close Door
527// 0x3D9A7, // Mountain 3 Right Close Door
528// 0x3D9AA, // Mountain 3 Left Activate Elevator
529// 0x3D9A8, // Mountain 3 Right Activate Elevator
530// 0x3D9A9, // Mountain 3 Launch Elevator
531// 0x3C113, // Mountain 3 Left Open Door
532// 0x3C114, // Mountain 3 Right Open Door
533 0x17C42, // Mountainside Discard
534 0x002A6, // Mountainside Vault
535// 0x03542, // Mountainside Vault Box
536// 0x09F7F, // Mountaintop Laser Box
537// 0x17C34, // Mountaintop Perspective
538// 0x0042D, // Mountaintop River
539};
540
541std::vector<int> pillars = {
542 0x0383D, // Mountain 3 Left Pillar 1
543 0x0383F, // Mountain 3 Left Pillar 2
544 0x03859, // Mountain 3 Left Pillar 3
545 0x339BB, // Mountain 3 Left Pillar 4
546 0x0383A, // Mountain 3 Right Pillar 1
547 0x09E56, // Mountain 3 Right Pillar 2
548 0x09E5A, // Mountain 3 Right Pillar 3
549 0x33961, // Mountain 3 Right Pillar 4
550 0x09DD5, // UTM Challenge Pillar
551};
552
553std::vector<int> mountainMultipanel = {
554 0x09FCC, // Mountain 2 Multipanel 1
555 0x09FCE, // Mountain 2 Multipanel 2
556 0x09FCF, // Mountain 2 Multipanel 3
557 0x09FD0, // Mountain 2 Multipanel 4
558 0x09FD1, // Mountain 2 Multipanel 5
559 0x09FD2, // Mountain 2 Multipanel 6
560};
561
562std::vector<int> utmPanels = { // this looks like it swaps ok but crashes to much to tell, not sure why it's not happy
563// 0x0A16E, // UTM Challenge Entrance
564// 0x00FF8, // UTM Entrance Door
565// 0x0A16B, // UTM Green Dots 1
566// 0x0A2CE, // UTM Green Dots 2
567// 0x0A2D7, // UTM Green Dots 3
568// 0x0A2DD, // UTM Green Dots 4
569// 0x0A2EA, // UTM Green Dots 5
570// 0x17FB9, // UTM Green Dots 6
571// 0x335AB, // UTM In Elevator Control
572// 0x0008F, // UTM Invisible Dots 1
573// 0x0006B, // UTM Invisible Dots 2
574// 0x0008B, // UTM Invisible Dots 3
575// 0x0008C, // UTM Invisible Dots 4
576// 0x0008A, // UTM Invisible Dots 5
577// 0x00089, // UTM Invisible Dots 6
578// 0x0006A, // UTM Invisible Dots 7
579// 0x0006C, // UTM Invisible Dots 8
580// 0x00027, // UTM Invisible Dots Symmetry 1
581// 0x00028, // UTM Invisible Dots Symmetry 2
582// 0x00029, // UTM Invisible Dots Symmetry 3
583// 0x3369D, // UTM Lower Elevator Control
584// 0x021D7, // UTM Mountainside Shortcut
585// // 0x288EA, // UTM Perspective 1
586// // 0x288FC, // UTM Perspective 2
587// // 0x289E7, // UTM Perspective 3
588// // 0x288AA, // UTM Perspective 4
589// 0x00B71, // UTM Quarry
590// 0x01A31, // UTM Rainbow
591// // 0x334E1, // UTM Secret Door Control
592// 0x32962, // UTM Swamp
593// 0x32966, // UTM Treehouse
594// 0x335AC, // UTM Upper Elevator Control
595// 0x17CF2, // UTM Waterfall Shortcut
596// 0x00A72, // UTM Blue Cave In
597// 0x009A4, // UTM Blue Discontinuous
598// 0x018A0, // UTM Blue Easy Symmetry
599// 0x01A0D, // UTM Blue Hard Symmetry
600// 0x008B8, // UTM Blue Left 1
601// 0x00973, // UTM Blue Left 2
602// 0x0097B, // UTM Blue Left 3
603// 0x0097D, // UTM Blue Left 4
604// 0x0097E, // UTM Blue Left 5
605// 0x00994, // UTM Blue Right Far 1
606// 0x334D5, // UTM Blue Right Far 2
607// 0x00995, // UTM Blue Right Far 3
608// 0x00996, // UTM Blue Right Far 4
609// 0x00998, // UTM Blue Right Far 5
610// 0x00190, // UTM Blue Right Near 1
611// 0x00558, // UTM Blue Right Near 2
612// 0x00567, // UTM Blue Right Near 3
613// 0x006FE, // UTM Blue Right Near 4
614// // 0x2773D, // Tunnels Desert Shortcut
615// 0x039B4, // Tunnels Theater Catwalk
616// // 0x27732, // Tunnels Theater Shortcut
617// // 0x2FAF6, // Tunnels Vault Box
618// 0x09E85, // Tunnels Town Shortcut
619}; \ No newline at end of file