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authorjbzdarkid <jbzdarkid@gmail.com>2018-10-23 19:35:35 -0700
committerjbzdarkid <jbzdarkid@gmail.com>2018-10-23 19:35:35 -0700
commit3af3ceaa7480f64ae5ccd9ee2c16fcf5e46bae3b (patch)
tree41124c1823214c7d4fe6a4f3e623c1fc6d2f1262 /WitnessRandomizer
parentb69a8fd77d27b17153ed676f1caed18488beaf2f (diff)
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Updates from williamsem
Diffstat (limited to 'WitnessRandomizer')
-rw-r--r--WitnessRandomizer/WitnessRandomizer.cpp457
1 files changed, 456 insertions, 1 deletions
diff --git a/WitnessRandomizer/WitnessRandomizer.cpp b/WitnessRandomizer/WitnessRandomizer.cpp index 7f1ad6c..586731f 100644 --- a/WitnessRandomizer/WitnessRandomizer.cpp +++ b/WitnessRandomizer/WitnessRandomizer.cpp
@@ -35,6 +35,35 @@ int main(int argc, char** argv)
35 35
36 randomizer.Randomize(tutorialPanels, SWAP_TARGETS); 36 randomizer.Randomize(tutorialPanels, SWAP_TARGETS);
37 37
38 std::vector<int> outsidetutorialPanels = {
39 0x0005D, //Outside Tutorial Dots Tutorial 1
40 0x0005E, //Outside Tutorial Dots Tutorial 2
41 0x0005F, //Outside Tutorial Dots Tutorial 3
42 0x00060, //Outside Tutorial Dots Tutorial 4
43 0x00061, //Outside Tutorial Dots Tutorial 5
44 0x018AF, //Outside Tutorial Stones Tutorial 1
45 0x0001B, //Outside Tutorial Stones Tutorial 2
46 0x012C9, //Outside Tutorial Stones Tutorial 3
47 0x0001C, //Outside Tutorial Stones Tutorial 4
48 0x0001D, //Outside Tutorial Stones Tutorial 5
49 0x0001E, //Outside Tutorial Stones Tutorial 6
50 0x0001F, //Outside Tutorial Stones Tutorial 7
51 0x00020, //Outside Tutorial Stones Tutorial 8
52 0x00021, //Outside Tutorial Stones Tutorial 9
53 0x033D4, //Outside Tutorial Vault
54// 0x03481, //Outside Tutorial Vault Box
55 0x0A171, //Tutorial Optional Door 1
56 0x04CA4, //Tutorial Optional Door 2
57 0x17CFB, //Outside Tutorial Discard
58// 0x00143. //Orchard Apple Tree 1
59// 0x0003B. //Orchard Apple Tree 2
60// 0x00055. //Orchard Apple Tree 3
61// 0x032F7. //Orchard Apple Tree 4
62// 0x032FF. //Orchard Apple Tree 5
63 };
64 randomizer.Randomize(outsidetutorialPanels, SWAP_PATHWAYS | SWAP_COLORS);
65
66
38 std::vector<int> symmetryPanels = { 67 std::vector<int> symmetryPanels = {
39// 0x3C12B, // Glass Factory Discard 68// 0x3C12B, // Glass Factory Discard
40 0x01A54, // Glass Factory Entry 69 0x01A54, // Glass Factory Entry
@@ -196,8 +225,434 @@ int main(int argc, char** argv)
196 }; 225 };
197 randomizer.Randomize(quarryPanels, SWAP_PATHWAYS | SWAP_COLORS); 226 randomizer.Randomize(quarryPanels, SWAP_PATHWAYS | SWAP_COLORS);
198 227
228 std::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
229// 0x17C95, // Treehouse Summon Boat
230 0x0288C, // Treehouse Door 1
231 0x02886, // Treehouse Door 2
232 0x17D72, // Treehouse Yellow 1
233 0x17D8F, // Treehouse Yellow 2
234 0x17D74, // Treehouse Yellow 3
235 0x17DAC, // Treehouse Yellow 4
236 0x17D9E, // Treehouse Yellow 5
237 0x17DB9, // Treehouse Yellow 6
238 0x17D9C, // Treehouse Yellow 7
239 0x17DC2, // Treehouse Yellow 8
240 0x17DC4, // Treehouse Yellow 9
241 0x0A182, // Treehouse Door 3
242 0x17DC8, // Treehouse First Purple 1
243 0x17DC7, // Treehouse First Purple 2
244 0x17CE4, // Treehouse First Purple 3
245 0x17D2D, // Treehouse First Purple 4
246 0x17D6C, // Treehouse First Purple 5
247 0x17D9B, // Treehouse Second Purple 1
248 0x17D99, // Treehouse Second Purple 2
249 0x17DAA, // Treehouse Second Purple 3
250 0x17D97, // Treehouse Second Purple 4
251 0x17BDF, // Treehouse Second Purple 5
252 0x17D91, // Treehouse Second Purple 6
253 0x17DC6, // Treehouse Second Purple 7
254 0x17DB3, // Treehouse Left Orange 1
255 0x17DB5, // Treehouse Left Orange 2
256 0x17DB6, // Treehouse Left Orange 3
257 0x17DC0, // Treehouse Left Orange 4
258 0x17DD7, // Treehouse Left Orange 5
259 0x17DD9, // Treehouse Left Orange 6
260 0x17DB8, // Treehouse Left Orange 7
261 0x17DDC, // Treehouse Left Orange 8
262// 0x17DD1, // Treehouse Left Orange 9 has to pivot
263 0x17DDE, // Treehouse Left Orange 10
264 0x17DE3, // Treehouse Left Orange 11
265 0x17DEC, // Treehouse Left Orange 12
266 0x17DAE, // Treehouse Left Orange 13
267 0x17DB0, // Treehouse Left Orange 14
268 0x17DDB, // Treehouse Left Orange 15
269 0x17D88, // Treehouse Right Orange 1
270 0x17DB4, // Treehouse Right Orange 2
271 0x17D8C, // Treehouse Right Orange 3
272 0x17CE3, // Treehouse Right Orange 4
273// 0x17DCD, // Treehouse Right Orange 5 has to pivot
274 0x17DB2, // Treehouse Right Orange 6
275 0x17DCC, // Treehouse Right Orange 7
276 0x17DCA, // Treehouse Right Orange 8
277 0x17D8E, // Treehouse Right Orange 9
278// 0x17DB7, // Treehouse Right Orange 10 has to pivot
279 0x17DB1, // Treehouse Right Orange 11
280 0x17DA2, // Treehouse Right Orange 12
281 0x17E3C, // Treehouse Green 1
282 0x17E4D, // Treehouse Green 2
283 0x17E4F, // Treehouse Green 3
284 0x17E52, // Treehouse Green 4
285 0x17E5B, // Treehouse Green 5
286 0x17E5F, // Treehouse Green 6
287 0x17E61, // Treehouse Green 7
288 0x17FA9, // Treehouse Green Bridge Discard
289 0x17FA0, // Treehouse Laser Discard
290// 0x2700B, // Treehouse Exterior Door Control
291// 0x17CBC, // Treehouse Interior Door Control
292// 0x03613, // Treehouse Laser
293// 0x037FF, // Treehouse Drawbridge Control
294 };
295 randomizer.Randomize(treehousePanels, SWAP_PATHWAYS | SWAP_COLORS);
296
297 std::vector<int> keepPanels = {
298 0x00139, // Keep Hedges 1
299 0x019DC, // Keep Hedges 2
300 0x019E7, // Keep Hedges 3
301 0x01A0F, // Keep Hedges 4
302// 0x033EA, // Keep Yellow Pressure Plates
303// 0x0A3A8, // Keep Yellow Reset
304// 0x01BE9, // Keep Purple Pressure Plates
305// 0x0A3B9, // Keep Purple Reset
306// 0x01CD3, // Keep Green Pressure Plates
307// 0x0A3BB, // Keep Green Reset
308// 0x01D3F, // Keep Blue Pressure Plates
309// 0x0A3AD, // Keep Blue Reset
310 0x0360E, // Keep Front Laser
311 0x03317, // Keep Back Laser
312// 0x09E49, // Keep Shadows Shortcut
313// 0x0361B, // Keep Tower Shortcut
314 0x17D27, // Keep Discard
315 0x17D28, // Shipwreck Discard
316 0x00AFB, // Shipwreck Vault
317// 0x03535, // Shipwreck Vault Box
318 };
319 randomizer.Randomize(keepPanels, SWAP_PATHWAYS | SWAP_COLORS);
320
321 std::vector<int> shadowsPanels = { //works beautifully, can solve based on panel color and where start/end points are if your memory is good
322 0x386FA, //Shadows Avoid 1
323 0x1C33F, //Shadows Avoid 2
324 0x196E2, //Shadows Avoid 3
325 0x1972A, //Shadows Avoid 4
326 0x19809, //Shadows Avoid 5
327 0x19806, //Shadows Avoid 6
328 0x196F8, //Shadows Avoid 7
329 0x1972F, //Shadows Avoid 8
330 0x19797, //Shadows Follow 1
331 0x1979A, //Shadows Follow 2
332 0x197E0, //Shadows Follow 3
333 0x197E8, //Shadows Follow 4
334 0x197E5, //Shadows Follow 5
335// 0x334DC, //Shadows Inner Door Control
336 0x19650, //Shadows Laser
337// 0x334DB, //Shadows Outer Door Control
338 0x198B5, //Shadows Tutorial 1
339 0x198BD, //Shadows Tutorial 2
340 0x198BF, //Shadows Tutorial 3
341 0x19771, //Shadows Tutorial 4
342 0x0A8DC, //Shadows Tutorial 5
343 0x0AC74, //Shadows Tutorial 6
344 0x0AC7A, //Shadows Tutorial 7
345 0x0A8E0, //Shadows Tutorial 8
346 };
347 randomizer.Randomize(shadowsPanels, SWAP_PATHWAYS | SWAP_COLORS);
348
349 std::vector<int> townPanels = { //appears to be ok but keeps crashing game?
350 0x2899C, //Town 25 Dots 1
351 0x28A33, //Town 25 Dots 2
352 0x28ABF, //Town 25 Dots 3
353 0x28AC0, //Town 25 Dots 4
354 0x28AC1, //Town 25 Dots 5
355 0x28938, //Town Apple Tree
356 0x28AC7, //Town Blue 1
357 0x28AC8, //Town Blue 2
358 0x28ACA, //Town Blue 3
359 0x28ACB, //Town Blue 4
360 0x28ACC, //Town Blue 5
361// 0x0A054, //Town Summon Boat
362// 0x2896A, //Town Bridge
363 0x28A0D, //Town Church Stars
364 0x28AD9, //Town Eraser
365 0x28998, //Town Green Door
366// 0x032F5, //Town Laser
367// 0x09F98, //Town Laser Redirect Control
368// 0x1C344, //Town Laser Redirect Panel 1
369// 0x1C343, //Town Laser Redirect Panel 2
370// 0x28A69, //Town Lattice
371 0x28A79, //Town Maze
372 0x0A0C8, //Town Orange Crate
373 0x17D01, //Town Orange Crate Discard
374// 0x28B39, //Town Red Hexagonal
375// 0x334D8, //Town RGB Light Control
376 0x03C08, //Town RGB Stars
377 0x03C0C, //Town RGB Stones
378 0x17C71, //Town Rooftop Discard
379// 0x034E3, //Town Soundproof Dots panels in their locations must match so can't swap unless that is fixed
380// 0x034E4, //Town Soundproof Waves
381 0x18590, //Town Transparent
382// 0x079DF, //Town Triple
383 0x17D02, //Town Windmill Control
384 0x17F5F, //Town Windmill Door
385 0x28AE3, //Town Wire
386 0x17F89, //Theater Entrance
387// 0x00815, //Theater Video Input
388// 0x03553, //Theater Tutorial Video
389// 0x03552, //Theater Desert Video
390// 0x0354E, //Theater Jungle Video
391// 0x03549, //Theater Challenge Video
392// 0x0354F, //Theater Shipwreck Video
393// 0x03545, //Theater Mountain Video
394 0x17CF7, //Theater Discard
395 0x33AB2, //Theater Corona Exit
396 0x0A168, //Theater Sun Exit
397 };
398 randomizer.Randomize(townPanels, SWAP_PATHWAYS | SWAP_COLORS);
399
400 std::vector<int> monasteryPanels = {
401// 0x00B10, //Monastery Left Door
402// 0x00C92, //Monastery Right Door
403 0x00290, //Monastery Exterior 1
404 0x00038, //Monastery Exterior 2
405 0x00037, //Monastery Exterior 3
406// 0x09D9B, //Monastery Bonsai
407 0x193A7, //Monastery Interior 1
408 0x193AA, //Monastery Interior 2
409 0x193AB, //Monastery Interior 3
410 0x193A6, //Monastery Interior 4
411// 0x17CA4, //Monastery Laser if something else activates laser then you can't turn on any more panels as the activation string breaks
412 0x03713, //Monastery Shortcut
413 };
414 randomizer.Randomize(monasteryPanels, SWAP_TARGETS);
415
416 std::vector<int> junglePanels = {
417// 0x17CDF, //Jungle Summon Boat
418 0x17F9B, //Jungle Discard
419 0x002C4, //Jungle Waves 1
420 0x00767, //Jungle Waves 2
421 0x002C6, //Jungle Waves 3
422 0x0070E, //Jungle Waves 4
423 0x0070F, //Jungle Waves 5
424 0x0087D, //Jungle Waves 6
425 0x002C7, //Jungle Waves 7
426// 0x15ADD, //Jungle Vault
427// 0x03702, //Jungle Vault Box
428// 0x17CAA, //Jungle Courtyard Gate
429 0x0026D, //Jungle Dots 1
430 0x0026E, //Jungle Dots 2
431 0x0026F, //Jungle Dots 3
432 0x00C3F, //Jungle Dots 4
433 0x00C41, //Jungle Dots 5
434 0x014B2, //Jungle Dots 6
435// 0x17CAB, //Jungle Pop - up Wall
436// 0x337FA, //Jungle Shortcut
437// 0x03616, //Jungle Laser
438 };
439 randomizer.Randomize(junglePanels, SWAP_PATHWAYS | SWAP_COLORS);
440
441// std::vector<int> bunkerPanels = { this doesn't want to behave, I have no idea
442// 0x17C2E, //Bunker Entry Door
443// 0x09F7D, //Bunker Tutorial 1
444// 0x09FDC, //Bunker Tutorial 2
445// 0x09FF7, //Bunker Tutorial 3
446// 0x09F82, //Bunker Tutorial 4
447// 0x09FF8, //Bunker Tutorial 5
448// 0x09D9F, //Bunker Advanced 1
449// 0x09DA1, //Bunker Advanced 2
450// 0x09DA2, //Bunker Advanced 3
451// 0x09DAF, //Bunker Advanced 4
452// // 0x0A099, //Bunker Glass Door
453// // 0x0A010, //Bunker Glass 1
454// // 0x0A01B, //Bunker Glass 2
455// // 0x0A01F, //Bunker Glass 3
456// 0x34BC5, //Bunker Open Ultraviolet
457// 0x34BC6, //Bunker Close Ultraviolet
458// 0x17E63, //Bunker Ultraviolet 1
459// 0x17E67, //Bunker Ultraviolet 2
460// 0x0A079, //Bunker Elevator
461// // 0x09DE0, //Bunker Laser
462// };
463// randomizer.Randomize(bunkerPanels, SWAP_PATHWAYS | SWAP_COLORS);
464
465 std::vector<int> swampPanels = { //appears to work ok swapping panels but keeps crashing game?
466 0x0056E, //Swamp Entry
467 0x00469, //Swamp Tutorial 1
468 0x00472, //Swamp Tutorial 2
469 0x00262, //Swamp Tutorial 3
470 0x00474, //Swamp Tutorial 4
471 0x00553, //Swamp Tutorial 5
472 0x0056F, //Swamp Tutorial 6
473 0x00390, //Swamp Tutorial 7
474 0x010CA, //Swamp Tutorial 8
475 0x00983, //Swamp Tutorial 9
476 0x00984, //Swamp Tutorial 10
477 0x00986, //Swamp Tutorial 11
478 0x00985, //Swamp Tutorial 12
479 0x00987, //Swamp Tutorial 13
480 0x181A9, //Swamp Tutorial 14
481// 0x00609, //Swamp Surface Sliding Bridge Control
482 0x00982, //Swamp Red 1
483 0x0097F, //Swamp Red 2
484 0x0098F, //Swamp Red 3
485 0x00990, //Swamp Red 4
486 0x17C0D, //Swamp Red Shortcut 1
487 0x17C0E, //Swamp Red Shortcut 2
488 0x00999, //Swamp Discontinuous 1
489 0x0099D, //Swamp Discontinuous 2
490 0x009A0, //Swamp Discontinuous 3
491 0x009A1, //Swamp Discontinuous 4
492 0x00007, //Swamp Rotation Tutorial 1
493 0x00008, //Swamp Rotation Tutorial 2
494 0x00009, //Swamp Rotation Tutorial 3
495 0x0000A, //Swamp Rotation Tutorial 4
496 0x181F5, //Swamp Rotating Bridge Control
497 0x009AB, //Swamp Blue Underwater 1
498 0x009AD, //Swamp Blue Underwater 2
499 0x009AE, //Swamp Blue Underwater 3
500 0x009AF, //Swamp Blue Underwater 4
501 0x00006, //Swamp Blue Underwater 5
502 0x003B2, //Swamp Rotation Advanced 1
503 0x00A1E, //Swamp Rotation Advanced 2
504 0x00C2E, //Swamp Rotation Advanced 3
505 0x00E3A, //Swamp Rotation Advanced 4
506// 0x17E2B, //Swamp Flood Gate Control
507// 0x09DB8, //Swamp Summon Boat
508 0x009A6, //Swamp Purple Tetris
509// 0x18488, //Swamp Underwater Sliding Bridge Control
510 0x00002, //Swamp Teal Underwater 1
511 0x00004, //Swamp Teal Underwater 2
512 0x00005, //Swamp Teal Underwater 3
513 0x013E6, //Swamp Teal Underwater 4
514 0x00596, //Swamp Teal Underwater 5
515 0x00001, //Swamp Red Underwater 1
516 0x014D2, //Swamp Red Underwater 2
517 0x014D4, //Swamp Red Underwater 3
518 0x014D1, //Swamp Red Underwater 4
519 0x17C0A, //Swamp Island Control 1
520 0x17E07, //Swamp Island Control 2
521 0x17C05, //Swamp Laser Shortcut 1
522 0x17C02, //Swamp Laser Shortcut 2
523// 0x03615, //Swamp Laser
524 };
525 randomizer.Randomize(swampPanels, SWAP_PATHWAYS | SWAP_COLORS);
526
527 std::vector<int> mountainPanels = {
528// 0x09E39, //Mountain 1 Purple Pathway
529 0x09E73, //Mountain 1 Orange 1
530 0x09E75, //Mountain 1 Orange 2
531 0x09E78, //Mountain 1 Orange 3
532 0x09E79, //Mountain 1 Orange 4
533 0x09E6C, //Mountain 1 Orange 5
534 0x09E6F, //Mountain 1 Orange 6
535 0x09E6B, //Mountain 1 Orange 7
536// 0x33AF5, //Mountain 1 Blue 1
537// 0x33AF7, //Mountain 1 Blue 2
538// 0x09F6E, //Mountain 1 Blue 3
539 0x09EAD, //Mountain 1 Purple 1
540 0x09EAF, //Mountain 1 Purple 2
541 0x09E7A, //Mountain 1 Green 1
542 0x09E71, //Mountain 1 Green 2
543 0x09E72, //Mountain 1 Green 3
544 0x09E69, //Mountain 1 Green 4
545 0x09E7B, //Mountain 1 Green 5
546 0x09FD3, //Mountain 2 Rainbow 1
547 0x09FD4, //Mountain 2 Rainbow 2
548 0x09FD6, //Mountain 2 Rainbow 3
549 0x09FD7, //Mountain 2 Rainbow 4
550 0x09FD8, //Mountain 2 Rainbow 5
551// 0x09E86, //Mountain 2 Blue Pathway
552// 0x09FCC, //Mountain 2 Multipanel 1 panels work fine other places but the actual location isn't on - I think maybe it needs all the panels the same
553// 0x09FCE, //Mountain 2 Multipanel 2
554// 0x09FCF, //Mountain 2 Multipanel 3
555// 0x09FD0, //Mountain 2 Multipanel 4
556// 0x09FD1, //Mountain 2 Multipanel 5
557// 0x09FD2, //Mountain 2 Multipanel 6
558// 0x09ED8, //Mountain 2 Orange Pathway
559// 0x09EEB, //Mountain 2 Elevator
560 0x17F93, //Mountain 2 Discard
561 0x09F8E, //Mountain 3 Near Right Floor
562 0x09FC1, //Mountain 3 Near Left Floor
563 0x09F01, //Mountain 3 Far Right Floor
564 0x09EFF, //Mountain 3 Far Left Floor
565 0x09FDA, //Mountain 3 Giant Floor
566 0x17FA2, //Mountain 3 Secret Door
567// 0x01983, //Mountain 3 Left Peekaboo
568// 0x01987, //Mountain 3 Right Peekaboo
569// 0x0383D, //Mountain 3 Left Pillar 1
570// 0x0383F, //Mountain 3 Left Pillar 2
571// 0x03859, //Mountain 3 Left Pillar 3
572// 0x339BB, //Mountain 3 Left Pillar 4
573// 0x0383A, //Mountain 3 Right Pillar 1
574// 0x09E56, //Mountain 3 Right Pillar 2
575// 0x09E5A, //Mountain 3 Right Pillar 3
576// 0x33961, //Mountain 3 Right Pillar 4
577// 0x3D9A6, //Mountain 3 Left Close Door
578// 0x3D9A7, //Mountain 3 Right Close Door
579// 0x3D9AA, //Mountain 3 Left Activate Elevator
580// 0x3D9A8, //Mountain 3 Right Activate Elevator
581// 0x3D9A9, //Mountain 3 Launch Elevator
582// 0x3C113, //Mountain 3 Left Open Door
583// 0x3C114, //Mountain 3 Right Open Door
584 0x17C42, //Mountainside Discard
585 0x002A6, //Mountainside Vault
586// 0x03542, //Mountainside Vault Box
587// 0x09F7F, //Mountaintop Laser Box
588// 0x17C34, //Mountaintop Perspective
589 0x0042D, //Mountaintop River
590 };
591 randomizer.Randomize(mountainPanels, SWAP_PATHWAYS | SWAP_COLORS);
592
593// std::vector<int> utmPanels = { this looks like it swaps ok but crashes to much to tell, not sure why it's not happy
594// 0x0A16E, //UTM Challenge Entrance
595// // 0x09DD5, //UTM Challenge Pillar
596// 0x00FF8, //UTM Entrance Door
597// 0x0A16B, //UTM Green Dots 1
598// 0x0A2CE, //UTM Green Dots 2
599// 0x0A2D7, //UTM Green Dots 3
600// 0x0A2DD, //UTM Green Dots 4
601// 0x0A2EA, //UTM Green Dots 5
602// 0x17FB9, //UTM Green Dots 6
603// 0x335AB, //UTM In Elevator Control
604// 0x0008F, //UTM Invisible Dots 1
605// 0x0006B, //UTM Invisible Dots 2
606// 0x0008B, //UTM Invisible Dots 3
607// 0x0008C, //UTM Invisible Dots 4
608// 0x0008A, //UTM Invisible Dots 5
609// 0x00089, //UTM Invisible Dots 6
610// 0x0006A, //UTM Invisible Dots 7
611// 0x0006C, //UTM Invisible Dots 8
612// 0x00027, //UTM Invisible Dots Symmetry 1
613// 0x00028, //UTM Invisible Dots Symmetry 2
614// 0x00029, //UTM Invisible Dots Symmetry 3
615// 0x3369D, //UTM Lower Elevator Control
616// 0x021D7, //UTM Mountainside Shortcut
617// // 0x288EA, //UTM Perspective 1
618// // 0x288FC, //UTM Perspective 2
619// // 0x289E7, //UTM Perspective 3
620// // 0x288AA, //UTM Perspective 4
621// 0x00B71, //UTM Quarry
622// 0x01A31, //UTM Rainbow
623// // 0x334E1, //UTM Secret Door Control
624// 0x32962, //UTM Swamp
625// 0x32966, //UTM Treehouse
626// 0x335AC, //UTM Upper Elevator Control
627// 0x17CF2, //UTM Waterfall Shortcut
628// 0x00A72, //UTM Blue Cave In
629// 0x009A4, //UTM Blue Discontinuous
630// 0x018A0, //UTM Blue Easy Symmetry
631// 0x01A0D, //UTM Blue Hard Symmetry
632// 0x008B8, //UTM Blue Left 1
633// 0x00973, //UTM Blue Left 2
634// 0x0097B, //UTM Blue Left 3
635// 0x0097D, //UTM Blue Left 4
636// 0x0097E, //UTM Blue Left 5
637// 0x00994, //UTM Blue Right Far 1
638// 0x334D5, //UTM Blue Right Far 2
639// 0x00995, //UTM Blue Right Far 3
640// 0x00996, //UTM Blue Right Far 4
641// 0x00998, //UTM Blue Right Far 5
642// 0x00190, //UTM Blue Right Near 1
643// 0x00558, //UTM Blue Right Near 2
644// 0x00567, //UTM Blue Right Near 3
645// 0x006FE, //UTM Blue Right Near 4
646// // 0x2773D, //Tunnels Desert Shortcut
647// 0x039B4, //Tunnels Theater Catwalk
648// // 0x27732, //Tunnels Theater Shortcut
649// // 0x2FAF6, //Tunnels Vault Box
650// 0x09E85, //Tunnels Town Shortcut
651// };
652// randomizer.Randomize(utmPanels, SWAP_PATHWAYS | SWAP_COLORS);
653
199 654
200 /*/ 655 /*/
201 656
202 657
203 int MILL_L_1 = 0xE0C; 658 int MILL_L_1 = 0xE0C;