diff options
| -rw-r--r-- | WitnessRandomizer/Memory.h | 19 | ||||
| -rw-r--r-- | WitnessRandomizer/Panels.h | 619 | ||||
| -rw-r--r-- | WitnessRandomizer/WitnessRandomizer.cpp | 710 | ||||
| -rw-r--r-- | WitnessRandomizer/WitnessRandomizer.vcxproj | 1 | ||||
| -rw-r--r-- | WitnessRandomizer/WitnessRandomizer.vcxproj.filters | 3 |
5 files changed, 687 insertions, 665 deletions
| diff --git a/WitnessRandomizer/Memory.h b/WitnessRandomizer/Memory.h index 6b50948..6882c9c 100644 --- a/WitnessRandomizer/Memory.h +++ b/WitnessRandomizer/Memory.h | |||
| @@ -17,18 +17,23 @@ public: | |||
| 17 | std::vector<T> ReadData(const std::vector<int>& offsets, int numItems) { | 17 | std::vector<T> ReadData(const std::vector<int>& offsets, int numItems) { |
| 18 | std::vector<T> data; | 18 | std::vector<T> data; |
| 19 | data.resize(numItems); | 19 | data.resize(numItems); |
| 20 | if (!ReadProcessMemory(_handle, (LPVOID)ComputeOffset(offsets), &data[0], sizeof(T) * numItems, NULL)) { | 20 | for (int i=0; i<5; i++) { |
| 21 | ThrowError(); | 21 | if (ReadProcessMemory(_handle, (LPVOID)ComputeOffset(offsets), &data[0], sizeof(T) * numItems, NULL)) |
| 22 | { | ||
| 23 | return data; | ||
| 24 | } | ||
| 22 | } | 25 | } |
| 23 | return data; | 26 | ThrowError(); |
| 24 | } | 27 | } |
| 25 | 28 | ||
| 26 | template <class T> | 29 | template <class T> |
| 27 | bool WriteData(const std::vector<int>& offsets, const std::vector<T>& data) { | 30 | void WriteData(const std::vector<int>& offsets, const std::vector<T>& data) { |
| 28 | if (!WriteProcessMemory(_handle, (LPVOID)ComputeOffset(offsets), &data[0], sizeof(T) * data.size(), NULL)) { | 31 | for (int i=0; i<5; i++) { |
| 29 | return false; | 32 | if (WriteProcessMemory(_handle, (LPVOID)ComputeOffset(offsets), &data[0], sizeof(T) * data.size(), NULL)) { |
| 33 | return; | ||
| 34 | } | ||
| 30 | } | 35 | } |
| 31 | return true; | 36 | ThrowError(); |
| 32 | } | 37 | } |
| 33 | 38 | ||
| 34 | private: | 39 | private: |
| diff --git a/WitnessRandomizer/Panels.h b/WitnessRandomizer/Panels.h new file mode 100644 index 0000000..3a54ac1 --- /dev/null +++ b/WitnessRandomizer/Panels.h | |||
| @@ -0,0 +1,619 @@ | |||
| 1 | #pragma once | ||
| 2 | #include <vector> | ||
| 3 | |||
| 4 | std::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 | |||
| 16 | std::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 | |||
| 26 | std::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 | |||
| 53 | std::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 | |||
| 102 | std::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 | |||
| 149 | std::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 | |||
| 205 | 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 | ||
| 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 | |||
| 272 | std::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 | |||
| 295 | std::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 | |||
| 322 | std::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 | |||
| 371 | std::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 | |||
| 385 | std::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 | |||
| 408 | std::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 | |||
| 430 | std::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 | |||
| 490 | std::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 | |||
| 541 | std::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 | |||
| 553 | std::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 | |||
| 562 | std::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 | ||
| diff --git a/WitnessRandomizer/WitnessRandomizer.cpp b/WitnessRandomizer/WitnessRandomizer.cpp index 9178888..4b91dac 100644 --- a/WitnessRandomizer/WitnessRandomizer.cpp +++ b/WitnessRandomizer/WitnessRandomizer.cpp | |||
| @@ -1,14 +1,23 @@ | |||
| 1 | /* | 1 | /* |
| 2 | * BUGS: | 2 | * BUGS: |
| 3 | * Something is wrong with bunker | 3 | * Something is wrong with bunker |
| 4 | * Shipwreck vault does not copy well | ||
| 5 | * Pillars can be swapped but they don't zoom you out enough. Maybe SWAP_DISTANCE? | ||
| 4 | * FEATURES: | 6 | * FEATURES: |
| 7 | * SWAP_TARGETS should still require the full panel sequence (and have ways to prevent softlocks?) | ||
| 5 | * Randomize audio logs | 8 | * Randomize audio logs |
| 6 | * Compile panel lists in a more reasonable way | ||
| 7 | * Separate panels out by "square", which can probably be anywhere | 9 | * Separate panels out by "square", which can probably be anywhere |
| 8 | * List of panels which can be valid "Burn" (aka desert) substitutes: Prevent (or limit) panel counting | 10 | * List of panels which can be valid "Burn" (aka desert) substitutes: Prevent (or limit) panel counting |
| 11 | * List of panels which split left/right (for left/right controls) | ||
| 12 | * List of panels which split up/down (for up/down controls) | ||
| 13 | * Swap sounds in jungle (along with panels) -- maybe impossible | ||
| 14 | * Make orange 7 (all of oranges?) hard. Like big = hard. | ||
| 15 | * TRY: | ||
| 16 | * Swap treehouse pivots | ||
| 9 | */ | 17 | */ |
| 10 | #include "Memory.h" | 18 | #include "Memory.h" |
| 11 | #include "WitnessRandomizer.h" | 19 | #include "WitnessRandomizer.h" |
| 20 | #include "Panels.h" | ||
| 12 | #include <string> | 21 | #include <string> |
| 13 | #include <iostream> | 22 | #include <iostream> |
| 14 | 23 | ||
| @@ -16,657 +25,42 @@ int main(int argc, char** argv) | |||
| 16 | { | 25 | { |
| 17 | WitnessRandomizer randomizer = WitnessRandomizer(); | 26 | WitnessRandomizer randomizer = WitnessRandomizer(); |
| 18 | 27 | ||
| 19 | //* | ||
| 20 | |||
| 21 | std::vector<int> lasers = { | ||
| 22 | 0x0360D, // Symmetry | ||
| 23 | 0x03615, // Swamp | ||
| 24 | 0x09DE0, // Bunker | ||
| 25 | 0x17CA4, // Monastery | ||
| 26 | 0x032F5, // Town | ||
| 27 | 0x03613, // Treehouse | ||
| 28 | // 0x03608, // Desert | ||
| 29 | 0x03612, // Quarry | ||
| 30 | 0x03616, // Jungle | ||
| 31 | }; | ||
| 32 | randomizer.Randomize(lasers, SWAP_TARGETS); | ||
| 33 | |||
| 34 | |||
| 35 | if (argc == 2) { | 28 | if (argc == 2) { |
| 36 | srand(atoi(argv[1])); // Seed with RNG from command line | 29 | srand(atoi(argv[1])); // Seed with RNG from command line |
| 37 | } | 30 | } |
| 38 | 31 | ||
| 39 | std::vector<int> tutorialPanels = { | 32 | // randomizer.Randomize(bunkerPanels, SWAP_LINES | SWAP_COLORS); |
| 40 | // 0x0A3B5, // Back Left | 33 | //* |
| 41 | 0x0A3B2, // Back Right | 34 | randomizer.Randomize(lasers, SWAP_TARGETS); |
| 42 | 0x00295, // Center Left | 35 | randomizer.Randomize(tutorialPanels, SWAP_TARGETS); |
| 43 | 0x00293, // Front Center | 36 | randomizer.Randomize(monasteryPanels, SWAP_TARGETS); |
| 44 | 0x002C2, // Front Left | 37 | randomizer.Randomize(shadowsPanels, SWAP_TARGETS); |
| 45 | 0x0C335, // Pillar | ||
| 46 | 0x0C373, // Patio floor | ||
| 47 | }; | ||
| 48 | |||
| 49 | randomizer.Randomize(tutorialPanels, SWAP_TARGETS); | ||
| 50 | |||
| 51 | std::vector<int> outsidetutorialPanels = { | ||
| 52 | 0x0005D, //Outside Tutorial Dots Tutorial 1 | ||
| 53 | 0x0005E, //Outside Tutorial Dots Tutorial 2 | ||
| 54 | 0x0005F, //Outside Tutorial Dots Tutorial 3 | ||
| 55 | 0x00060, //Outside Tutorial Dots Tutorial 4 | ||
| 56 | 0x00061, //Outside Tutorial Dots Tutorial 5 | ||
| 57 | 0x018AF, //Outside Tutorial Stones Tutorial 1 | ||
| 58 | 0x0001B, //Outside Tutorial Stones Tutorial 2 | ||
| 59 | 0x012C9, //Outside Tutorial Stones Tutorial 3 | ||
| 60 | 0x0001C, //Outside Tutorial Stones Tutorial 4 | ||
| 61 | 0x0001D, //Outside Tutorial Stones Tutorial 5 | ||
| 62 | 0x0001E, //Outside Tutorial Stones Tutorial 6 | ||
| 63 | 0x0001F, //Outside Tutorial Stones Tutorial 7 | ||
| 64 | 0x00020, //Outside Tutorial Stones Tutorial 8 | ||
| 65 | 0x00021, //Outside Tutorial Stones Tutorial 9 | ||
| 66 | 0x033D4, //Outside Tutorial Vault | ||
| 67 | // 0x03481, //Outside Tutorial Vault Box | ||
| 68 | 0x0A171, //Tutorial Optional Door 1 | ||
| 69 | 0x04CA4, //Tutorial Optional Door 2 | ||
| 70 | 0x17CFB, //Outside Tutorial Discard | ||
| 71 | // 0x00143. //Orchard Apple Tree 1 | ||
| 72 | // 0x0003B. //Orchard Apple Tree 2 | ||
| 73 | // 0x00055. //Orchard Apple Tree 3 | ||
| 74 | // 0x032F7. //Orchard Apple Tree 4 | ||
| 75 | // 0x032FF. //Orchard Apple Tree 5 | ||
| 76 | }; | ||
| 77 | randomizer.Randomize(outsidetutorialPanels, SWAP_LINES | SWAP_COLORS); | ||
| 78 | |||
| 79 | |||
| 80 | std::vector<int> symmetryPanels = { | ||
| 81 | // 0x3C12B, // Glass Factory Discard | ||
| 82 | 0x01A54, // Glass Factory Entry | ||
| 83 | 0x00086, // Glass Factory Vertical Symmetry 1 | ||
| 84 | 0x00087, // Glass Factory Vertical Symmetry 2 | ||
| 85 | 0x00059, // Glass Factory Vertical Symmetry 3 | ||
| 86 | 0x00062, // Glass Factory Vertical Symmetry 4 | ||
| 87 | 0x0005C, // Glass Factory Vertical Symmetry 5 | ||
| 88 | // 0x17CC8, // Glass Factory Summon Boat | ||
| 89 | 0x0008D, // Glass Factory Rotational Symmetry 1 | ||
| 90 | 0x00081, // Glass Factory Rotational Symmetry 2 | ||
| 91 | 0x00083, // Glass Factory Rotational Symmetry 3 | ||
| 92 | 0x00084, // Glass Factory Melting 1 | ||
| 93 | 0x00082, // Glass Factory Melting 2 | ||
| 94 | 0x0343A, // Glass Factory Melting 3 | ||
| 95 | |||
| 96 | 0x000B0, // Symmetry Island Door 1 | ||
| 97 | 0x00022, // Symmetry Island Black Dots 1 | ||
| 98 | 0x00023, // Symmetry Island Black Dots 2 | ||
| 99 | 0x00024, // Symmetry Island Black Dots 3 | ||
| 100 | 0x00025, // Symmetry Island Black Dots 4 | ||
| 101 | 0x00026, // Symmetry Island Black Dots 5 | ||
| 102 | 0x0007C, // Symmetry Island Colored Dots 1 | ||
| 103 | 0x0007E, // Symmetry Island Colored Dots 2 | ||
| 104 | 0x00075, // Symmetry Island Colored Dots 3 | ||
| 105 | 0x00073, // Symmetry Island Colored Dots 4 | ||
| 106 | 0x00077, // Symmetry Island Colored Dots 5 | ||
| 107 | 0x00079, // Symmetry Island Colored Dots 6 | ||
| 108 | 0x00065, // Symmetry Island Fading Lines 1 | ||
| 109 | 0x0006D, // Symmetry Island Fading Lines 2 | ||
| 110 | 0x00072, // Symmetry Island Fading Lines 3 | ||
| 111 | 0x0006F, // Symmetry Island Fading Lines 4 | ||
| 112 | 0x00070, // Symmetry Island Fading Lines 5 | ||
| 113 | 0x00071, // Symmetry Island Fading Lines 6 | ||
| 114 | 0x00076, // Symmetry Island Fading Lines 7 | ||
| 115 | // 0x009B8, // Symmetry Island Transparent 1 // Too mean for right now | ||
| 116 | // 0x003E8, // Symmetry Island Transparent 2 // Too mean for right now | ||
| 117 | // 0x00A15, // Symmetry Island Transparent 3 // Too mean for right now | ||
| 118 | // 0x00B53, // Symmetry Island Transparent 4 // Too mean for right now | ||
| 119 | // 0x00B8D, // Symmetry Island Transparent 5 // Too mean for right now | ||
| 120 | // 0x1C349, // Symmetry Island Door 2 - Collision fails here, sadly | ||
| 121 | 0x00A52, // Symmetry Island Laser Yellow 1 | ||
| 122 | 0x00A57, // Symmetry Island Laser Yellow 2 | ||
| 123 | 0x00A5B, // Symmetry Island Laser Yellow 3 | ||
| 124 | 0x00A61, // Symmetry Island Laser Blue 1 | ||
| 125 | 0x00A64, // Symmetry Island Laser Blue 2 | ||
| 126 | 0x00A68, // Symmetry Island Laser Blue 3 | ||
| 127 | }; | ||
| 128 | randomizer.Randomize(symmetryPanels, SWAP_LINES | SWAP_COLORS); | ||
| 129 | |||
| 130 | |||
| 131 | |||
| 132 | std::vector<int> desertPanels = { | ||
| 133 | // 0x17CE7, // Desert Discard | ||
| 134 | // 0x0CC7B, // Desert Vault | ||
| 135 | // 0x0339E, // Desert Vault Box | ||
| 136 | 0x00698, // Desert Surface 1 | ||
| 137 | 0x0048F, // Desert Surface 2 | ||
| 138 | 0x09F92, // Desert Surface 3 | ||
| 139 | // 0x09FA0, // Desert Surface 3 Control | ||
| 140 | 0x0A036, // Desert Surface 4 | ||
| 141 | 0x09DA6, // Desert Surface 5 | ||
| 142 | 0x0A049, // Desert Surface 6 | ||
| 143 | 0x0A053, // Desert Surface 7 | ||
| 144 | 0x09F94, // Desert Surface 8 | ||
| 145 | // 0x09F86, // Desert Surface 8 Control | ||
| 146 | // 0x0C339, // Desert Surface Door | ||
| 147 | // 0x09FAA, // Desert Lightswitch | ||
| 148 | 0x00422, // Desert Light 1 | ||
| 149 | 0x006E3, // Desert Light 2 | ||
| 150 | // 0x0A02D, // Desert Light 3 | ||
| 151 | 0x00C72, // Desert Pond 1 | ||
| 152 | 0x0129D, // Desert Pond 2 | ||
| 153 | 0x008BB, // Desert Pond 3 | ||
| 154 | 0x0078D, // Desert Pond 4 | ||
| 155 | 0x18313, // Desert Pond 5 | ||
| 156 | // 0x0A249, // Desert Pond Exit Door | ||
| 157 | // 0x1C2DF, // Desert Flood Control Lower Far Left | ||
| 158 | // 0x1831E, // Desert Flood Control Lower Far Right | ||
| 159 | // 0x1C260, // Desert Flood Control Lower Near Left | ||
| 160 | // 0x1831C, // Desert Flood Control Lower Near Right | ||
| 161 | // 0x1C2F3, // Desert Flood Control Raise Far Left | ||
| 162 | // 0x1831D, // Desert Flood Control Raise Far Right | ||
| 163 | // 0x1C2B1, // Desert Flood Control Raise Near Left | ||
| 164 | // 0x1831B, // Desert Flood Control Raise Near Right | ||
| 165 | 0x04D18, // Desert Flood 1 | ||
| 166 | 0x01205, // Desert Flood 2 | ||
| 167 | 0x181AB, // Desert Flood 3 | ||
| 168 | 0x0117A, // Desert Flood 4 | ||
| 169 | 0x17ECA, // Desert Flood 5 | ||
| 170 | // 0x18076, // Desert Flood Exit | ||
| 171 | // 0x0A15C, // Desert Final Left Convex | ||
| 172 | // 0x09FFF, // Desert Final Left Concave | ||
| 173 | // 0x0A15F, // Desert Final Near | ||
| 174 | // 0x17C31, // Desert Final Transparent | ||
| 175 | 0x012D7, // Desert Final Far | ||
| 176 | // 0x0A015, // Desert Final Far Control | ||
| 177 | }; | ||
| 178 | |||
| 179 | randomizer.Randomize(desertPanels, SWAP_LINES); | ||
| 180 | |||
| 181 | std::vector<int> quarryPanels = { | ||
| 182 | 0x01E5A, // Mill Entry Door Left | ||
| 183 | 0x01E59, // Mill Entry Door Right | ||
| 184 | // 0x03678, // Mill Lower Ramp Contol | ||
| 185 | 0x00E0C, // Mill Lower Row 1 | ||
| 186 | 0x01489, // Mill Lower Row 2 | ||
| 187 | 0x0148A, // Mill Lower Row 3 | ||
| 188 | 0x014D9, // Mill Lower Row 4 | ||
| 189 | 0x014E7, // Mill Lower Row 5 | ||
| 190 | 0x014E8, // Mill Lower Row 6 | ||
| 191 | // 0x03679, // Mill Lower Lift Control | ||
| 192 | 0x00557, // Mill Upper Row 1 | ||
| 193 | 0x005F1, // Mill Upper Row 2 | ||
| 194 | 0x00620, // Mill Upper Row 3 | ||
| 195 | 0x009F5, // Mill Upper Row 4 | ||
| 196 | 0x0146C, // Mill Upper Row 5 | ||
| 197 | 0x3C12D, // Mill Upper Row 6 | ||
| 198 | 0x03686, // Mill Upper Row 7 | ||
| 199 | 0x014E9, // Mill Upper Row 8 | ||
| 200 | 0x0367C, // Mill Control Room 1 | ||
| 201 | // 0x03675, // Mill Upper Lift Control | ||
| 202 | // 0x03676, // Mill Upper Ramp Control | ||
| 203 | 0x3C125, // Mill Control Room 2 | ||
| 204 | // 0x275ED, // Mill EP Door | ||
| 205 | // 0x17CAC, // Mill Stairs Shortcut Door | ||
| 206 | 0x03677, // Mill Stairs Control | ||
| 207 | // 0x17CF0, // Mill Discard | ||
| 208 | // 0x17CC4, // Mill Elevator Control | ||
| 209 | 0x021D5, // Boathouse Ramp Activation Shapers | ||
| 210 | 0x034D4, // Boathouse Ramp Activation Stars | ||
| 211 | // 0x03852, // Boathouse Ramp Angle Control | ||
| 212 | 0x021B3, // Boathouse Erasers and Shapers 1 | ||
| 213 | 0x021B4, // Boathouse Erasers and Shapers 2 | ||
| 214 | 0x021B0, // Boathouse Erasers and Shapers 3 | ||
| 215 | 0x021AF, // Boathouse Erasers and Shapers 4 | ||
| 216 | 0x021AE, // Boathouse Erasers and Shapers 5 | ||
| 217 | // 0x17CA6, // Boathouse Summon Boat | ||
| 218 | // 0x03858, // Boathouse Ramp Position Control | ||
| 219 | // 0x38663, // Boathouse Shortcut | ||
| 220 | 0x021B5, // Boathouse Erasers and Stars 1 | ||
| 221 | 0x021B6, // Boathouse Erasers and Stars 2 | ||
| 222 | 0x021B7, // Boathouse Erasers and Stars 3 | ||
| 223 | 0x021BB, // Boathouse Erasers and Stars 4 | ||
| 224 | 0x09DB5, // Boathouse Erasers and Stars 5 | ||
| 225 | 0x09DB1, // Boathouse Erasers and Stars 6 | ||
| 226 | 0x3C124, // Boathouse Erasers and Stars 7 | ||
| 227 | 0x09DB3, // Boathouse Erasers Shapers and Stars 1 | ||
| 228 | 0x09DB4, // Boathouse Erasers Shapers and Stars 2 | ||
| 229 | 0x0A3CB, // Boathouse Erasers Shapers and Stars 3 | ||
| 230 | 0x0A3CC, // Boathouse Erasers Shapers and Stars 4 | ||
| 231 | 0x0A3D0, // Boathouse Erasers Shapers and Stars 5 | ||
| 232 | // 0x275FA, // Boathouse Hook Control | ||
| 233 | 0x09E57, // Quarry Entry Gate 1 | ||
| 234 | 0x17C09, // Quarry Entry Gate 2 | ||
| 235 | }; | ||
| 236 | randomizer.Randomize(quarryPanels, SWAP_LINES | SWAP_COLORS); | ||
| 237 | |||
| 238 | 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 | ||
| 239 | // 0x17C95, // Treehouse Summon Boat | ||
| 240 | 0x0288C, // Treehouse Door 1 | ||
| 241 | 0x02886, // Treehouse Door 2 | ||
| 242 | 0x17D72, // Treehouse Yellow 1 | ||
| 243 | 0x17D8F, // Treehouse Yellow 2 | ||
| 244 | 0x17D74, // Treehouse Yellow 3 | ||
| 245 | 0x17DAC, // Treehouse Yellow 4 | ||
| 246 | 0x17D9E, // Treehouse Yellow 5 | ||
| 247 | 0x17DB9, // Treehouse Yellow 6 | ||
| 248 | 0x17D9C, // Treehouse Yellow 7 | ||
| 249 | 0x17DC2, // Treehouse Yellow 8 | ||
| 250 | 0x17DC4, // Treehouse Yellow 9 | ||
| 251 | 0x0A182, // Treehouse Door 3 | ||
| 252 | 0x17DC8, // Treehouse First Purple 1 | ||
| 253 | 0x17DC7, // Treehouse First Purple 2 | ||
| 254 | 0x17CE4, // Treehouse First Purple 3 | ||
| 255 | 0x17D2D, // Treehouse First Purple 4 | ||
| 256 | 0x17D6C, // Treehouse First Purple 5 | ||
| 257 | 0x17D9B, // Treehouse Second Purple 1 | ||
| 258 | 0x17D99, // Treehouse Second Purple 2 | ||
| 259 | 0x17DAA, // Treehouse Second Purple 3 | ||
| 260 | 0x17D97, // Treehouse Second Purple 4 | ||
| 261 | 0x17BDF, // Treehouse Second Purple 5 | ||
| 262 | 0x17D91, // Treehouse Second Purple 6 | ||
| 263 | 0x17DC6, // Treehouse Second Purple 7 | ||
| 264 | 0x17DB3, // Treehouse Left Orange 1 | ||
| 265 | 0x17DB5, // Treehouse Left Orange 2 | ||
| 266 | 0x17DB6, // Treehouse Left Orange 3 | ||
| 267 | 0x17DC0, // Treehouse Left Orange 4 | ||
| 268 | 0x17DD7, // Treehouse Left Orange 5 | ||
| 269 | 0x17DD9, // Treehouse Left Orange 6 | ||
| 270 | 0x17DB8, // Treehouse Left Orange 7 | ||
| 271 | 0x17DDC, // Treehouse Left Orange 8 | ||
| 272 | // 0x17DD1, // Treehouse Left Orange 9 has to pivot | ||
| 273 | 0x17DDE, // Treehouse Left Orange 10 | ||
| 274 | 0x17DE3, // Treehouse Left Orange 11 | ||
| 275 | 0x17DEC, // Treehouse Left Orange 12 | ||
| 276 | 0x17DAE, // Treehouse Left Orange 13 | ||
| 277 | 0x17DB0, // Treehouse Left Orange 14 | ||
| 278 | 0x17DDB, // Treehouse Left Orange 15 | ||
| 279 | 0x17D88, // Treehouse Right Orange 1 | ||
| 280 | 0x17DB4, // Treehouse Right Orange 2 | ||
| 281 | 0x17D8C, // Treehouse Right Orange 3 | ||
| 282 | 0x17CE3, // Treehouse Right Orange 4 | ||
| 283 | // 0x17DCD, // Treehouse Right Orange 5 has to pivot | ||
| 284 | 0x17DB2, // Treehouse Right Orange 6 | ||
| 285 | 0x17DCC, // Treehouse Right Orange 7 | ||
| 286 | 0x17DCA, // Treehouse Right Orange 8 | ||
| 287 | 0x17D8E, // Treehouse Right Orange 9 | ||
| 288 | // 0x17DB7, // Treehouse Right Orange 10 has to pivot | ||
| 289 | 0x17DB1, // Treehouse Right Orange 11 | ||
| 290 | 0x17DA2, // Treehouse Right Orange 12 | ||
| 291 | 0x17E3C, // Treehouse Green 1 | ||
| 292 | 0x17E4D, // Treehouse Green 2 | ||
| 293 | 0x17E4F, // Treehouse Green 3 | ||
| 294 | 0x17E52, // Treehouse Green 4 | ||
| 295 | 0x17E5B, // Treehouse Green 5 | ||
| 296 | 0x17E5F, // Treehouse Green 6 | ||
| 297 | 0x17E61, // Treehouse Green 7 | ||
| 298 | 0x17FA9, // Treehouse Green Bridge Discard | ||
| 299 | 0x17FA0, // Treehouse Laser Discard | ||
| 300 | // 0x2700B, // Treehouse Exterior Door Control | ||
| 301 | // 0x17CBC, // Treehouse Interior Door Control | ||
| 302 | // 0x037FF, // Treehouse Drawbridge Control | ||
| 303 | }; | ||
| 304 | randomizer.Randomize(treehousePanels, SWAP_LINES | SWAP_COLORS); | ||
| 305 | |||
| 306 | std::vector<int> keepPanels = { | ||
| 307 | 0x00139, // Keep Hedges 1 | ||
| 308 | 0x019DC, // Keep Hedges 2 | ||
| 309 | 0x019E7, // Keep Hedges 3 | ||
| 310 | 0x01A0F, // Keep Hedges 4 | ||
| 311 | // 0x033EA, // Keep Yellow Pressure Plates | ||
| 312 | // 0x0A3A8, // Keep Yellow Reset | ||
| 313 | // 0x01BE9, // Keep Purple Pressure Plates | ||
| 314 | // 0x0A3B9, // Keep Purple Reset | ||
| 315 | // 0x01CD3, // Keep Green Pressure Plates | ||
| 316 | // 0x0A3BB, // Keep Green Reset | ||
| 317 | // 0x01D3F, // Keep Blue Pressure Plates | ||
| 318 | // 0x0A3AD, // Keep Blue Reset | ||
| 319 | 0x0360E, // Keep Front Laser | ||
| 320 | 0x03317, // Keep Back Laser | ||
| 321 | // 0x09E49, // Keep Shadows Shortcut | ||
| 322 | // 0x0361B, // Keep Tower Shortcut | ||
| 323 | 0x17D27, // Keep Discard | ||
| 324 | 0x17D28, // Shipwreck Discard | ||
| 325 | 0x00AFB, // Shipwreck Vault | ||
| 326 | // 0x03535, // Shipwreck Vault Box | ||
| 327 | }; | ||
| 328 | randomizer.Randomize(keepPanels, SWAP_LINES | SWAP_COLORS); | ||
| 329 | |||
| 330 | std::vector<int> shadowsPanels = { //works beautifully, can solve based on panel color and where start/end points are if your memory is good | ||
| 331 | 0x386FA, //Shadows Avoid 1 | ||
| 332 | 0x1C33F, //Shadows Avoid 2 | ||
| 333 | 0x196E2, //Shadows Avoid 3 | ||
| 334 | 0x1972A, //Shadows Avoid 4 | ||
| 335 | 0x19809, //Shadows Avoid 5 | ||
| 336 | 0x19806, //Shadows Avoid 6 | ||
| 337 | 0x196F8, //Shadows Avoid 7 | ||
| 338 | 0x1972F, //Shadows Avoid 8 | ||
| 339 | 0x19797, //Shadows Follow 1 | ||
| 340 | 0x1979A, //Shadows Follow 2 | ||
| 341 | 0x197E0, //Shadows Follow 3 | ||
| 342 | 0x197E8, //Shadows Follow 4 | ||
| 343 | 0x197E5, //Shadows Follow 5 | ||
| 344 | // 0x334DC, //Shadows Inner Door Control | ||
| 345 | 0x19650, //Shadows Laser | ||
| 346 | // 0x334DB, //Shadows Outer Door Control | ||
| 347 | 0x198B5, //Shadows Tutorial 1 | ||
| 348 | 0x198BD, //Shadows Tutorial 2 | ||
| 349 | 0x198BF, //Shadows Tutorial 3 | ||
| 350 | 0x19771, //Shadows Tutorial 4 | ||
| 351 | 0x0A8DC, //Shadows Tutorial 5 | ||
| 352 | 0x0AC74, //Shadows Tutorial 6 | ||
| 353 | 0x0AC7A, //Shadows Tutorial 7 | ||
| 354 | 0x0A8E0, //Shadows Tutorial 8 | ||
| 355 | }; | ||
| 356 | randomizer.Randomize(shadowsPanels, SWAP_LINES | SWAP_COLORS); | ||
| 357 | |||
| 358 | std::vector<int> townPanels = { //appears to be ok but keeps crashing game? | ||
| 359 | 0x2899C, //Town 25 Dots 1 | ||
| 360 | 0x28A33, //Town 25 Dots 2 | ||
| 361 | 0x28ABF, //Town 25 Dots 3 | ||
| 362 | 0x28AC0, //Town 25 Dots 4 | ||
| 363 | 0x28AC1, //Town 25 Dots 5 | ||
| 364 | 0x28938, //Town Apple Tree | ||
| 365 | 0x28AC7, //Town Blue 1 | ||
| 366 | 0x28AC8, //Town Blue 2 | ||
| 367 | 0x28ACA, //Town Blue 3 | ||
| 368 | 0x28ACB, //Town Blue 4 | ||
| 369 | 0x28ACC, //Town Blue 5 | ||
| 370 | // 0x0A054, //Town Summon Boat | ||
| 371 | // 0x2896A, //Town Bridge | ||
| 372 | 0x28A0D, //Town Church Stars | ||
| 373 | 0x28AD9, //Town Eraser | ||
| 374 | 0x28998, //Town Green Door | ||
| 375 | // 0x09F98, //Town Laser Redirect Control | ||
| 376 | // 0x1C344, //Town Laser Redirect Panel 1 | ||
| 377 | // 0x1C343, //Town Laser Redirect Panel 2 | ||
| 378 | // 0x28A69, //Town Lattice | ||
| 379 | 0x28A79, //Town Maze | ||
| 380 | 0x0A0C8, //Town Orange Crate | ||
| 381 | 0x17D01, //Town Orange Crate Discard | ||
| 382 | // 0x28B39, //Town Red Hexagonal | ||
| 383 | // 0x334D8, //Town RGB Light Control | ||
| 384 | 0x03C08, //Town RGB Stars | ||
| 385 | 0x03C0C, //Town RGB Stones | ||
| 386 | 0x17C71, //Town Rooftop Discard | ||
| 387 | // 0x034E3, //Town Soundproof Dots panels in their locations must match so can't swap unless that is fixed | ||
| 388 | // 0x034E4, //Town Soundproof Waves | ||
| 389 | 0x18590, //Town Transparent | ||
| 390 | // 0x079DF, //Town Triple | ||
| 391 | 0x17D02, //Town Windmill Control | ||
| 392 | 0x17F5F, //Town Windmill Door | ||
| 393 | 0x28AE3, //Town Wire | ||
| 394 | 0x17F89, //Theater Entrance | ||
| 395 | // 0x00815, //Theater Video Input | ||
| 396 | // 0x03553, //Theater Tutorial Video | ||
| 397 | // 0x03552, //Theater Desert Video | ||
| 398 | // 0x0354E, //Theater Jungle Video | ||
| 399 | // 0x03549, //Theater Challenge Video | ||
| 400 | // 0x0354F, //Theater Shipwreck Video | ||
| 401 | // 0x03545, //Theater Mountain Video | ||
| 402 | 0x17CF7, //Theater Discard | ||
| 403 | 0x33AB2, //Theater Corona Exit | ||
| 404 | 0x0A168, //Theater Sun Exit | ||
| 405 | }; | ||
| 406 | randomizer.Randomize(townPanels, SWAP_LINES | SWAP_COLORS); | ||
| 407 | |||
| 408 | std::vector<int> monasteryPanels = { | ||
| 409 | // 0x00B10, //Monastery Left Door | ||
| 410 | // 0x00C92, //Monastery Right Door | ||
| 411 | 0x00290, //Monastery Exterior 1 | ||
| 412 | 0x00038, //Monastery Exterior 2 | ||
| 413 | 0x00037, //Monastery Exterior 3 | ||
| 414 | // 0x09D9B, //Monastery Bonsai | ||
| 415 | 0x193A7, //Monastery Interior 1 | ||
| 416 | 0x193AA, //Monastery Interior 2 | ||
| 417 | 0x193AB, //Monastery Interior 3 | ||
| 418 | 0x193A6, //Monastery Interior 4 | ||
| 419 | 0x03713, //Monastery Shortcut | ||
| 420 | }; | ||
| 421 | randomizer.Randomize(monasteryPanels, SWAP_TARGETS); | ||
| 422 | |||
| 423 | std::vector<int> junglePanels = { | ||
| 424 | // 0x17CDF, //Jungle Summon Boat | ||
| 425 | 0x17F9B, //Jungle Discard | ||
| 426 | 0x002C4, //Jungle Waves 1 | ||
| 427 | 0x00767, //Jungle Waves 2 | ||
| 428 | 0x002C6, //Jungle Waves 3 | ||
| 429 | 0x0070E, //Jungle Waves 4 | ||
| 430 | 0x0070F, //Jungle Waves 5 | ||
| 431 | 0x0087D, //Jungle Waves 6 | ||
| 432 | 0x002C7, //Jungle Waves 7 | ||
| 433 | // 0x15ADD, //Jungle Vault | ||
| 434 | // 0x03702, //Jungle Vault Box | ||
| 435 | // 0x17CAA, //Jungle Courtyard Gate | ||
| 436 | 0x0026D, //Jungle Dots 1 | ||
| 437 | 0x0026E, //Jungle Dots 2 | ||
| 438 | 0x0026F, //Jungle Dots 3 | ||
| 439 | 0x00C3F, //Jungle Dots 4 | ||
| 440 | 0x00C41, //Jungle Dots 5 | ||
| 441 | 0x014B2, //Jungle Dots 6 | ||
| 442 | // 0x17CAB, //Jungle Pop - up Wall | ||
| 443 | // 0x337FA, //Jungle Shortcut | ||
| 444 | }; | ||
| 445 | randomizer.Randomize(junglePanels, SWAP_LINES | SWAP_COLORS); | ||
| 446 | |||
| 447 | // std::vector<int> bunkerPanels = { this doesn't want to behave, I have no idea | ||
| 448 | // 0x17C2E, //Bunker Entry Door | ||
| 449 | // 0x09F7D, //Bunker Tutorial 1 | ||
| 450 | // 0x09FDC, //Bunker Tutorial 2 | ||
| 451 | // 0x09FF7, //Bunker Tutorial 3 | ||
| 452 | // 0x09F82, //Bunker Tutorial 4 | ||
| 453 | // 0x09FF8, //Bunker Tutorial 5 | ||
| 454 | // 0x09D9F, //Bunker Advanced 1 | ||
| 455 | // 0x09DA1, //Bunker Advanced 2 | ||
| 456 | // 0x09DA2, //Bunker Advanced 3 | ||
| 457 | // 0x09DAF, //Bunker Advanced 4 | ||
| 458 | // // 0x0A099, //Bunker Glass Door | ||
| 459 | // // 0x0A010, //Bunker Glass 1 | ||
| 460 | // // 0x0A01B, //Bunker Glass 2 | ||
| 461 | // // 0x0A01F, //Bunker Glass 3 | ||
| 462 | // 0x34BC5, //Bunker Open Ultraviolet | ||
| 463 | // 0x34BC6, //Bunker Close Ultraviolet | ||
| 464 | // 0x17E63, //Bunker Ultraviolet 1 | ||
| 465 | // 0x17E67, //Bunker Ultraviolet 2 | ||
| 466 | // 0x0A079, //Bunker Elevator | ||
| 467 | // }; | ||
| 468 | // randomizer.Randomize(bunkerPanels, SWAP_LINES | SWAP_COLORS); | ||
| 469 | |||
| 470 | std::vector<int> swampPanels = { //appears to work ok swapping panels but keeps crashing game? | ||
| 471 | 0x0056E, //Swamp Entry | ||
| 472 | 0x00469, //Swamp Tutorial 1 | ||
| 473 | 0x00472, //Swamp Tutorial 2 | ||
| 474 | 0x00262, //Swamp Tutorial 3 | ||
| 475 | 0x00474, //Swamp Tutorial 4 | ||
| 476 | 0x00553, //Swamp Tutorial 5 | ||
| 477 | 0x0056F, //Swamp Tutorial 6 | ||
| 478 | 0x00390, //Swamp Tutorial 7 | ||
| 479 | 0x010CA, //Swamp Tutorial 8 | ||
| 480 | 0x00983, //Swamp Tutorial 9 | ||
| 481 | 0x00984, //Swamp Tutorial 10 | ||
| 482 | 0x00986, //Swamp Tutorial 11 | ||
| 483 | 0x00985, //Swamp Tutorial 12 | ||
| 484 | 0x00987, //Swamp Tutorial 13 | ||
| 485 | 0x181A9, //Swamp Tutorial 14 | ||
| 486 | // 0x00609, //Swamp Surface Sliding Bridge Control | ||
| 487 | 0x00982, //Swamp Red 1 | ||
| 488 | 0x0097F, //Swamp Red 2 | ||
| 489 | 0x0098F, //Swamp Red 3 | ||
| 490 | 0x00990, //Swamp Red 4 | ||
| 491 | 0x17C0D, //Swamp Red Shortcut 1 | ||
| 492 | 0x17C0E, //Swamp Red Shortcut 2 | ||
| 493 | 0x00999, //Swamp Discontinuous 1 | ||
| 494 | 0x0099D, //Swamp Discontinuous 2 | ||
| 495 | 0x009A0, //Swamp Discontinuous 3 | ||
| 496 | 0x009A1, //Swamp Discontinuous 4 | ||
| 497 | 0x00007, //Swamp Rotation Tutorial 1 | ||
| 498 | 0x00008, //Swamp Rotation Tutorial 2 | ||
| 499 | 0x00009, //Swamp Rotation Tutorial 3 | ||
| 500 | 0x0000A, //Swamp Rotation Tutorial 4 | ||
| 501 | 0x181F5, //Swamp Rotating Bridge Control | ||
| 502 | 0x009AB, //Swamp Blue Underwater 1 | ||
| 503 | 0x009AD, //Swamp Blue Underwater 2 | ||
| 504 | 0x009AE, //Swamp Blue Underwater 3 | ||
| 505 | 0x009AF, //Swamp Blue Underwater 4 | ||
| 506 | 0x00006, //Swamp Blue Underwater 5 | ||
| 507 | 0x003B2, //Swamp Rotation Advanced 1 | ||
| 508 | 0x00A1E, //Swamp Rotation Advanced 2 | ||
| 509 | 0x00C2E, //Swamp Rotation Advanced 3 | ||
| 510 | 0x00E3A, //Swamp Rotation Advanced 4 | ||
| 511 | // 0x17E2B, //Swamp Flood Gate Control | ||
| 512 | // 0x09DB8, //Swamp Summon Boat | ||
| 513 | 0x009A6, //Swamp Purple Tetris | ||
| 514 | // 0x18488, //Swamp Underwater Sliding Bridge Control | ||
| 515 | 0x00002, //Swamp Teal Underwater 1 | ||
| 516 | 0x00004, //Swamp Teal Underwater 2 | ||
| 517 | 0x00005, //Swamp Teal Underwater 3 | ||
| 518 | 0x013E6, //Swamp Teal Underwater 4 | ||
| 519 | 0x00596, //Swamp Teal Underwater 5 | ||
| 520 | 0x00001, //Swamp Red Underwater 1 | ||
| 521 | 0x014D2, //Swamp Red Underwater 2 | ||
| 522 | 0x014D4, //Swamp Red Underwater 3 | ||
| 523 | 0x014D1, //Swamp Red Underwater 4 | ||
| 524 | 0x17C0A, //Swamp Island Control 1 | ||
| 525 | 0x17E07, //Swamp Island Control 2 | ||
| 526 | 0x17C05, //Swamp Laser Shortcut 1 | ||
| 527 | 0x17C02, //Swamp Laser Shortcut 2 | ||
| 528 | }; | ||
| 529 | randomizer.Randomize(swampPanels, SWAP_LINES | SWAP_COLORS); | ||
| 530 | |||
| 531 | std::vector<int> mountainPanels = { | ||
| 532 | // 0x09E39, //Mountain 1 Purple Pathway | ||
| 533 | 0x09E73, //Mountain 1 Orange 1 | ||
| 534 | 0x09E75, //Mountain 1 Orange 2 | ||
| 535 | 0x09E78, //Mountain 1 Orange 3 | ||
| 536 | 0x09E79, //Mountain 1 Orange 4 | ||
| 537 | 0x09E6C, //Mountain 1 Orange 5 | ||
| 538 | 0x09E6F, //Mountain 1 Orange 6 | ||
| 539 | 0x09E6B, //Mountain 1 Orange 7 | ||
| 540 | // 0x33AF5, //Mountain 1 Blue 1 | ||
| 541 | // 0x33AF7, //Mountain 1 Blue 2 | ||
| 542 | // 0x09F6E, //Mountain 1 Blue 3 | ||
| 543 | 0x09EAD, //Mountain 1 Purple 1 | ||
| 544 | 0x09EAF, //Mountain 1 Purple 2 | ||
| 545 | 0x09E7A, //Mountain 1 Green 1 | ||
| 546 | 0x09E71, //Mountain 1 Green 2 | ||
| 547 | 0x09E72, //Mountain 1 Green 3 | ||
| 548 | 0x09E69, //Mountain 1 Green 4 | ||
| 549 | 0x09E7B, //Mountain 1 Green 5 | ||
| 550 | 0x09FD3, //Mountain 2 Rainbow 1 | ||
| 551 | 0x09FD4, //Mountain 2 Rainbow 2 | ||
| 552 | 0x09FD6, //Mountain 2 Rainbow 3 | ||
| 553 | 0x09FD7, //Mountain 2 Rainbow 4 | ||
| 554 | 0x09FD8, //Mountain 2 Rainbow 5 | ||
| 555 | // 0x09E86, //Mountain 2 Blue Pathway | ||
| 556 | // 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 | ||
| 557 | // 0x09FCE, //Mountain 2 Multipanel 2 | ||
| 558 | // 0x09FCF, //Mountain 2 Multipanel 3 | ||
| 559 | // 0x09FD0, //Mountain 2 Multipanel 4 | ||
| 560 | // 0x09FD1, //Mountain 2 Multipanel 5 | ||
| 561 | // 0x09FD2, //Mountain 2 Multipanel 6 | ||
| 562 | // 0x09ED8, //Mountain 2 Orange Pathway | ||
| 563 | // 0x09EEB, //Mountain 2 Elevator | ||
| 564 | 0x17F93, //Mountain 2 Discard | ||
| 565 | 0x09F8E, //Mountain 3 Near Right Floor | ||
| 566 | 0x09FC1, //Mountain 3 Near Left Floor | ||
| 567 | 0x09F01, //Mountain 3 Far Right Floor | ||
| 568 | 0x09EFF, //Mountain 3 Far Left Floor | ||
| 569 | 0x09FDA, //Mountain 3 Giant Floor | ||
| 570 | 0x17FA2, //Mountain 3 Secret Door | ||
| 571 | // 0x01983, //Mountain 3 Left Peekaboo | ||
| 572 | // 0x01987, //Mountain 3 Right Peekaboo | ||
| 573 | // 0x0383D, //Mountain 3 Left Pillar 1 | ||
| 574 | // 0x0383F, //Mountain 3 Left Pillar 2 | ||
| 575 | // 0x03859, //Mountain 3 Left Pillar 3 | ||
| 576 | // 0x339BB, //Mountain 3 Left Pillar 4 | ||
| 577 | // 0x0383A, //Mountain 3 Right Pillar 1 | ||
| 578 | // 0x09E56, //Mountain 3 Right Pillar 2 | ||
| 579 | // 0x09E5A, //Mountain 3 Right Pillar 3 | ||
| 580 | // 0x33961, //Mountain 3 Right Pillar 4 | ||
| 581 | // 0x3D9A6, //Mountain 3 Left Close Door | ||
| 582 | // 0x3D9A7, //Mountain 3 Right Close Door | ||
| 583 | // 0x3D9AA, //Mountain 3 Left Activate Elevator | ||
| 584 | // 0x3D9A8, //Mountain 3 Right Activate Elevator | ||
| 585 | // 0x3D9A9, //Mountain 3 Launch Elevator | ||
| 586 | // 0x3C113, //Mountain 3 Left Open Door | ||
| 587 | // 0x3C114, //Mountain 3 Right Open Door | ||
| 588 | 0x17C42, //Mountainside Discard | ||
| 589 | 0x002A6, //Mountainside Vault | ||
| 590 | // 0x03542, //Mountainside Vault Box | ||
| 591 | // 0x09F7F, //Mountaintop Laser Box | ||
| 592 | // 0x17C34, //Mountaintop Perspective | ||
| 593 | 0x0042D, //Mountaintop River | ||
| 594 | }; | ||
| 595 | randomizer.Randomize(mountainPanels, SWAP_LINES | SWAP_COLORS); | ||
| 596 | |||
| 597 | // std::vector<int> utmPanels = { this looks like it swaps ok but crashes to much to tell, not sure why it's not happy | ||
| 598 | // 0x0A16E, //UTM Challenge Entrance | ||
| 599 | // // 0x09DD5, //UTM Challenge Pillar | ||
| 600 | // 0x00FF8, //UTM Entrance Door | ||
| 601 | // 0x0A16B, //UTM Green Dots 1 | ||
| 602 | // 0x0A2CE, //UTM Green Dots 2 | ||
| 603 | // 0x0A2D7, //UTM Green Dots 3 | ||
| 604 | // 0x0A2DD, //UTM Green Dots 4 | ||
| 605 | // 0x0A2EA, //UTM Green Dots 5 | ||
| 606 | // 0x17FB9, //UTM Green Dots 6 | ||
| 607 | // 0x335AB, //UTM In Elevator Control | ||
| 608 | // 0x0008F, //UTM Invisible Dots 1 | ||
| 609 | // 0x0006B, //UTM Invisible Dots 2 | ||
| 610 | // 0x0008B, //UTM Invisible Dots 3 | ||
| 611 | // 0x0008C, //UTM Invisible Dots 4 | ||
| 612 | // 0x0008A, //UTM Invisible Dots 5 | ||
| 613 | // 0x00089, //UTM Invisible Dots 6 | ||
| 614 | // 0x0006A, //UTM Invisible Dots 7 | ||
| 615 | // 0x0006C, //UTM Invisible Dots 8 | ||
| 616 | // 0x00027, //UTM Invisible Dots Symmetry 1 | ||
| 617 | // 0x00028, //UTM Invisible Dots Symmetry 2 | ||
| 618 | // 0x00029, //UTM Invisible Dots Symmetry 3 | ||
| 619 | // 0x3369D, //UTM Lower Elevator Control | ||
| 620 | // 0x021D7, //UTM Mountainside Shortcut | ||
| 621 | // // 0x288EA, //UTM Perspective 1 | ||
| 622 | // // 0x288FC, //UTM Perspective 2 | ||
| 623 | // // 0x289E7, //UTM Perspective 3 | ||
| 624 | // // 0x288AA, //UTM Perspective 4 | ||
| 625 | // 0x00B71, //UTM Quarry | ||
| 626 | // 0x01A31, //UTM Rainbow | ||
| 627 | // // 0x334E1, //UTM Secret Door Control | ||
| 628 | // 0x32962, //UTM Swamp | ||
| 629 | // 0x32966, //UTM Treehouse | ||
| 630 | // 0x335AC, //UTM Upper Elevator Control | ||
| 631 | // 0x17CF2, //UTM Waterfall Shortcut | ||
| 632 | // 0x00A72, //UTM Blue Cave In | ||
| 633 | // 0x009A4, //UTM Blue Discontinuous | ||
| 634 | // 0x018A0, //UTM Blue Easy Symmetry | ||
| 635 | // 0x01A0D, //UTM Blue Hard Symmetry | ||
| 636 | // 0x008B8, //UTM Blue Left 1 | ||
| 637 | // 0x00973, //UTM Blue Left 2 | ||
| 638 | // 0x0097B, //UTM Blue Left 3 | ||
| 639 | // 0x0097D, //UTM Blue Left 4 | ||
| 640 | // 0x0097E, //UTM Blue Left 5 | ||
| 641 | // 0x00994, //UTM Blue Right Far 1 | ||
| 642 | // 0x334D5, //UTM Blue Right Far 2 | ||
| 643 | // 0x00995, //UTM Blue Right Far 3 | ||
| 644 | // 0x00996, //UTM Blue Right Far 4 | ||
| 645 | // 0x00998, //UTM Blue Right Far 5 | ||
| 646 | // 0x00190, //UTM Blue Right Near 1 | ||
| 647 | // 0x00558, //UTM Blue Right Near 2 | ||
| 648 | // 0x00567, //UTM Blue Right Near 3 | ||
| 649 | // 0x006FE, //UTM Blue Right Near 4 | ||
| 650 | // // 0x2773D, //Tunnels Desert Shortcut | ||
| 651 | // 0x039B4, //Tunnels Theater Catwalk | ||
| 652 | // // 0x27732, //Tunnels Theater Shortcut | ||
| 653 | // // 0x2FAF6, //Tunnels Vault Box | ||
| 654 | // 0x09E85, //Tunnels Town Shortcut | ||
| 655 | // }; | ||
| 656 | // randomizer.Randomize(utmPanels, SWAP_LINES | SWAP_COLORS); | ||
| 657 | |||
| 658 | 38 | ||
| 659 | /*/ | 39 | randomizer.Randomize(desertPanels, SWAP_LINES); |
| 40 | randomizer.Randomize(treehousePanels, SWAP_LINES); | ||
| 660 | 41 | ||
| 42 | std::vector<int> squarePanels; | ||
| 43 | for (auto panelSet : {outsideTutorialPanels, symmetryPanels, quarryPanels, keepPanels, townPanels, bunkerPanels, swampPanels, mountainPanels, utmPanels}) { | ||
| 44 | squarePanels.insert(squarePanels.end(), panelSet.begin(), panelSet.end()); | ||
| 45 | } | ||
| 46 | randomizer.Randomize(squarePanels, SWAP_LINES | SWAP_COLORS); | ||
| 661 | 47 | ||
| 48 | randomizer.Randomize(junglePanels, SWAP_LINES | SWAP_COLORS); | ||
| 49 | randomizer.Randomize(mountainMultipanel, SWAP_LINES | SWAP_COLORS); | ||
| 50 | randomizer.Randomize(pillars, SWAP_LINES | SWAP_COLORS); | ||
| 51 | /*/ | ||
| 662 | int BOATH_3_1 = 0x21B5; | 52 | int BOATH_3_1 = 0x21B5; |
| 663 | int MILL_L_1 = 0xE0C; | 53 | int MILL_L_1 = 0xE0C; |
| 664 | int MILL_U_1 = 0x557; | 54 | int MILL_U_1 = 0x557; |
| 665 | int QUARRY_E_1 = 0x9E57; | 55 | int QUARRY_E_1 = 0x9E57; |
| 666 | int QUARRY_E_2 = 0x17C09; | 56 | int QUARRY_E_2 = 0x17C09; |
| 667 | int MILL_E_1 = 0x1E5A; | 57 | int MILL_E_1 = 0x1E5A; |
| 58 | int BUNKER_G_1 = 0xA010; | ||
| 59 | int BUNKER_T_1 = 0x9F7D; | ||
| 60 | int TUT_PILLAR = 0xC335; | ||
| 61 | int TUT_F_C = 0x293; | ||
| 668 | 62 | ||
| 669 | randomizer.SwapPanels(BOATH_3_1, QUARRY_E_1, SWAP_LINES | SWAP_COLORS); | 63 | randomizer.SwapPanels(TUT_PILLAR, TUT_F_C, SWAP_LINES | SWAP_COLORS); |
| 670 | //*/ | 64 | //*/ |
| 671 | } | 65 | } |
| 672 | 66 | ||
| @@ -679,6 +73,7 @@ WitnessRandomizer::WitnessRandomizer() : _memory(Memory("witness64_d3d11.exe")) | |||
| 679 | } | 73 | } |
| 680 | 74 | ||
| 681 | void WitnessRandomizer::Randomize(std::vector<int> panels, int flags) { | 75 | void WitnessRandomizer::Randomize(std::vector<int> panels, int flags) { |
| 76 | if (panels.size() == 0) return; | ||
| 682 | for (size_t i=panels.size() - 1; i > 1; i--) { | 77 | for (size_t i=panels.size() - 1; i > 1; i--) { |
| 683 | int target = rand() % i; | 78 | int target = rand() % i; |
| 684 | if (i != target) { | 79 | if (i != target) { |
| @@ -696,34 +91,39 @@ void WitnessRandomizer::SwapPanels(int panel1, int panel2, int flags) { | |||
| 696 | offsets[0x2BC] = sizeof(int); | 91 | offsets[0x2BC] = sizeof(int); |
| 697 | } | 92 | } |
| 698 | if (flags & SWAP_LINES) { | 93 | if (flags & SWAP_LINES) { |
| 94 | offsets[0x230] = 16; // traced_edges | ||
| 95 | // offsets[0x220] = sizeof(void*); // *pattern_name | ||
| 96 | // offsets[0x240] = sizeof(void*); // *mesh_name | ||
| 97 | offsets[0x2FC] = sizeof(int); // is_cylinder | ||
| 98 | offsets[0x300] = sizeof(float); // cylinder_z0 | ||
| 99 | offsets[0x304] = sizeof(float); // cylinder_z1 | ||
| 100 | offsets[0x308] = sizeof(float); // cylinder_radius | ||
| 101 | // offsets[0x35C] = sizeof(int); // solvable_from_behind | ||
| 102 | |||
| 103 | // offsets[0x30C] = sizeof(float); // uv_to_world_scale | ||
| 104 | offsets[0x3A4] = sizeof(float); // path_width_scale | ||
| 105 | offsets[0x3A8] = sizeof(float); // startpoint_scale | ||
| 699 | offsets[0x3B8] = sizeof(int); // num_dots | 106 | offsets[0x3B8] = sizeof(int); // num_dots |
| 700 | offsets[0x3BC] = sizeof(int); // num_connections | 107 | offsets[0x3BC] = sizeof(int); // num_connections |
| 701 | offsets[0x3C8] = sizeof(void*); // *dot_positions | 108 | offsets[0x3C8] = sizeof(void*); // *dot_positions |
| 702 | offsets[0x3D0] = sizeof(void*); // *dot_flags | 109 | offsets[0x3D0] = sizeof(void*); // *dot_flags |
| 703 | offsets[0x3D8] = sizeof(void*); // *dot_connection_a | 110 | offsets[0x3D8] = sizeof(void*); // *dot_connection_a |
| 704 | offsets[0x3E0] = sizeof(void*); // *dot_connection_b | 111 | offsets[0x3E0] = sizeof(void*); // *dot_connection_b |
| 112 | offsets[0x420] = sizeof(void*); // *decorations | ||
| 113 | offsets[0x428] = sizeof(void*); // *decoration_flags | ||
| 114 | offsets[0x438] = sizeof(int); // num_decorations | ||
| 705 | offsets[0x440] = sizeof(void*); // *reflection_data | 115 | offsets[0x440] = sizeof(void*); // *reflection_data |
| 706 | offsets[0x448] = sizeof(int); // grid_size_x | 116 | offsets[0x448] = sizeof(int); // grid_size_x |
| 707 | offsets[0x44C] = sizeof(int); // grid_size_y | 117 | offsets[0x44C] = sizeof(int); // grid_size_y |
| 708 | offsets[0x450] = sizeof(int); // style_flags // This is required to not ignore dots | 118 | offsets[0x450] = sizeof(int); // style_flags // This is required to not ignore dots |
| 709 | offsets[0x4B0] = sizeof(void*); // *panel_target | ||
| 710 | offsets[0x4D8] = sizeof(void*); // *specular_texture | ||
| 711 | |||
| 712 | offsets[0x420] = sizeof(void*); // *decorations | ||
| 713 | offsets[0x428] = sizeof(void*); // *decoration_flags | ||
| 714 | offsets[0x438] = sizeof(int); // num_decorations | ||
| 715 | |||
| 716 | offsets[0x45C] = sizeof(int); // sequence_len | 119 | offsets[0x45C] = sizeof(int); // sequence_len |
| 717 | offsets[0x460] = sizeof(void*); // *sequence | 120 | offsets[0x460] = sizeof(void*); // *sequence |
| 718 | offsets[0x468] = sizeof(int); // dot_sequence_len | 121 | offsets[0x468] = sizeof(int); // dot_sequence_len |
| 719 | offsets[0x470] = sizeof(void*); // *dot_sequence | 122 | offsets[0x470] = sizeof(void*); // *dot_sequence |
| 720 | offsets[0x478] = sizeof(int); // dot_sequence_len_reflection | 123 | offsets[0x478] = sizeof(int); // dot_sequence_len_reflection |
| 721 | offsets[0x480] = sizeof(void*); // *dot_sequence_reflection | 124 | offsets[0x480] = sizeof(void*); // *dot_sequence_reflection |
| 722 | 125 | offsets[0x4B0] = sizeof(void*); // *panel_target | |
| 723 | offsets[0x3A4] = sizeof(float); // path_width_scale | 126 | offsets[0x4D8] = sizeof(void*); // *specular_texture |
| 724 | offsets[0x3A8] = sizeof(float); // startpoint_scale | ||
| 725 | |||
| 726 | offsets[0x230] = 16; // traced_edges | ||
| 727 | 127 | ||
| 728 | // TODO: Try using is_cylinder to swap into tutorial pillar. If it fails, discard. | 128 | // TODO: Try using is_cylinder to swap into tutorial pillar. If it fails, discard. |
| 729 | // Probably not: Extra back distance | 129 | // Probably not: Extra back distance |
| @@ -778,12 +178,6 @@ void WitnessRandomizer::SwapPanelData(int panel1, int panel2, int finalOffset, i | |||
| 778 | std::vector<byte> panel1Data = _memory.ReadData<byte>(panel1Offset, dataSize); | 178 | std::vector<byte> panel1Data = _memory.ReadData<byte>(panel1Offset, dataSize); |
| 779 | std::vector<byte> panel2Data = _memory.ReadData<byte>(panel2Offset, dataSize); | 179 | std::vector<byte> panel2Data = _memory.ReadData<byte>(panel2Offset, dataSize); |
| 780 | 180 | ||
| 781 | bool failed = _memory.WriteData<byte>(panel2Offset, panel1Data); | 181 | _memory.WriteData<byte>(panel2Offset, panel1Data); |
| 782 | if (failed) { | 182 | _memory.WriteData<byte>(panel1Offset, panel2Data); |
| 783 | _memory.WriteData<byte>(panel2Offset, panel1Data); | ||
| 784 | } | ||
| 785 | failed = _memory.WriteData<byte>(panel1Offset, panel2Data); | ||
| 786 | if (failed) { | ||
| 787 | _memory.WriteData<byte>(panel1Offset, panel2Data); | ||
| 788 | } | ||
| 789 | } | 183 | } |
| diff --git a/WitnessRandomizer/WitnessRandomizer.vcxproj b/WitnessRandomizer/WitnessRandomizer.vcxproj index a1c8fc1..49bd186 100644 --- a/WitnessRandomizer/WitnessRandomizer.vcxproj +++ b/WitnessRandomizer/WitnessRandomizer.vcxproj | |||
| @@ -153,6 +153,7 @@ | |||
| 153 | </ItemDefinitionGroup> | 153 | </ItemDefinitionGroup> |
| 154 | <ItemGroup> | 154 | <ItemGroup> |
| 155 | <ClInclude Include="Memory.h" /> | 155 | <ClInclude Include="Memory.h" /> |
| 156 | <ClInclude Include="Panels.h" /> | ||
| 156 | <ClInclude Include="WitnessRandomizer.h" /> | 157 | <ClInclude Include="WitnessRandomizer.h" /> |
| 157 | </ItemGroup> | 158 | </ItemGroup> |
| 158 | <ItemGroup> | 159 | <ItemGroup> |
| diff --git a/WitnessRandomizer/WitnessRandomizer.vcxproj.filters b/WitnessRandomizer/WitnessRandomizer.vcxproj.filters index 6e92973..30ef78f 100644 --- a/WitnessRandomizer/WitnessRandomizer.vcxproj.filters +++ b/WitnessRandomizer/WitnessRandomizer.vcxproj.filters | |||
| @@ -21,6 +21,9 @@ | |||
| 21 | <ClInclude Include="WitnessRandomizer.h"> | 21 | <ClInclude Include="WitnessRandomizer.h"> |
| 22 | <Filter>Header Files</Filter> | 22 | <Filter>Header Files</Filter> |
| 23 | </ClInclude> | 23 | </ClInclude> |
| 24 | <ClInclude Include="Panels.h"> | ||
| 25 | <Filter>Header Files</Filter> | ||
| 26 | </ClInclude> | ||
| 24 | </ItemGroup> | 27 | </ItemGroup> |
| 25 | <ItemGroup> | 28 | <ItemGroup> |
| 26 | <ClCompile Include="WitnessRandomizer.cpp"> | 29 | <ClCompile Include="WitnessRandomizer.cpp"> |
