diff options
Diffstat (limited to 'WitnessRandomizer')
-rw-r--r-- | WitnessRandomizer/WitnessRandomizer.cpp | 457 |
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; |