/* * BUGS: * Something is wrong with bunker * FEATURES: * Randomize audio logs * Compile panel lists in a more reasonable way * Separate panels out by "square", which can probably be anywhere * List of panels which can be valid "Burn" (aka desert) substitutes: Prevent (or limit) panel counting */ #include "Memory.h" #include "WitnessRandomizer.h" #include #include int main(int argc, char** argv) { WitnessRandomizer randomizer = WitnessRandomizer(); //* std::vector lasers = { 0x0360D, // Symmetry 0x03615, // Swamp 0x09DE0, // Bunker 0x17CA4, // Monastery 0x032F5, // Town 0x03613, // Treehouse // 0x03608, // Desert 0x03612, // Quarry 0x03616, // Jungle }; randomizer.Randomize(lasers, SWAP_TARGETS); if (argc == 2) { srand(atoi(argv[1])); // Seed with RNG from command line } std::vector tutorialPanels = { // 0x0A3B5, // Back Left 0x0A3B2, // Back Right 0x00295, // Center Left 0x00293, // Front Center 0x002C2, // Front Left 0x0C335, // Pillar 0x0C373, // Patio floor }; randomizer.Randomize(tutorialPanels, SWAP_TARGETS); std::vector outsidetutorialPanels = { 0x0005D, //Outside Tutorial Dots Tutorial 1 0x0005E, //Outside Tutorial Dots Tutorial 2 0x0005F, //Outside Tutorial Dots Tutorial 3 0x00060, //Outside Tutorial Dots Tutorial 4 0x00061, //Outside Tutorial Dots Tutorial 5 0x018AF, //Outside Tutorial Stones Tutorial 1 0x0001B, //Outside Tutorial Stones Tutorial 2 0x012C9, //Outside Tutorial Stones Tutorial 3 0x0001C, //Outside Tutorial Stones Tutorial 4 0x0001D, //Outside Tutorial Stones Tutorial 5 0x0001E, //Outside Tutorial Stones Tutorial 6 0x0001F, //Outside Tutorial Stones Tutorial 7 0x00020, //Outside Tutorial Stones Tutorial 8 0x00021, //Outside Tutorial Stones Tutorial 9 0x033D4, //Outside Tutorial Vault // 0x03481, //Outside Tutorial Vault Box 0x0A171, //Tutorial Optional Door 1 0x04CA4, //Tutorial Optional Door 2 0x17CFB, //Outside Tutorial Discard // 0x00143. //Orchard Apple Tree 1 // 0x0003B. //Orchard Apple Tree 2 // 0x00055. //Orchard Apple Tree 3 // 0x032F7. //Orchard Apple Tree 4 // 0x032FF. //Orchard Apple Tree 5 }; randomizer.Randomize(outsidetutorialPanels, SWAP_LINES | SWAP_COLORS); std::vector symmetryPanels = { // 0x3C12B, // Glass Factory Discard 0x01A54, // Glass Factory Entry 0x00086, // Glass Factory Vertical Symmetry 1 0x00087, // Glass Factory Vertical Symmetry 2 0x00059, // Glass Factory Vertical Symmetry 3 0x00062, // Glass Factory Vertical Symmetry 4 0x0005C, // Glass Factory Vertical Symmetry 5 // 0x17CC8, // Glass Factory Summon Boat 0x0008D, // Glass Factory Rotational Symmetry 1 0x00081, // Glass Factory Rotational Symmetry 2 0x00083, // Glass Factory Rotational Symmetry 3 0x00084, // Glass Factory Melting 1 0x00082, // Glass Factory Melting 2 0x0343A, // Glass Factory Melting 3 0x000B0, // Symmetry Island Door 1 0x00022, // Symmetry Island Black Dots 1 0x00023, // Symmetry Island Black Dots 2 0x00024, // Symmetry Island Black Dots 3 0x00025, // Symmetry Island Black Dots 4 0x00026, // Symmetry Island Black Dots 5 0x0007C, // Symmetry Island Colored Dots 1 0x0007E, // Symmetry Island Colored Dots 2 0x00075, // Symmetry Island Colored Dots 3 0x00073, // Symmetry Island Colored Dots 4 0x00077, // Symmetry Island Colored Dots 5 0x00079, // Symmetry Island Colored Dots 6 0x00065, // Symmetry Island Fading Lines 1 0x0006D, // Symmetry Island Fading Lines 2 0x00072, // Symmetry Island Fading Lines 3 0x0006F, // Symmetry Island Fading Lines 4 0x00070, // Symmetry Island Fading Lines 5 0x00071, // Symmetry Island Fading Lines 6 0x00076, // Symmetry Island Fading Lines 7 // 0x009B8, // Symmetry Island Transparent 1 // Too mean for right now // 0x003E8, // Symmetry Island Transparent 2 // Too mean for right now // 0x00A15, // Symmetry Island Transparent 3 // Too mean for right now // 0x00B53, // Symmetry Island Transparent 4 // Too mean for right now // 0x00B8D, // Symmetry Island Transparent 5 // Too mean for right now // 0x1C349, // Symmetry Island Door 2 - Collision fails here, sadly 0x00A52, // Symmetry Island Laser Yellow 1 0x00A57, // Symmetry Island Laser Yellow 2 0x00A5B, // Symmetry Island Laser Yellow 3 0x00A61, // Symmetry Island Laser Blue 1 0x00A64, // Symmetry Island Laser Blue 2 0x00A68, // Symmetry Island Laser Blue 3 }; randomizer.Randomize(symmetryPanels, SWAP_LINES | SWAP_COLORS); std::vector desertPanels = { // 0x17CE7, // Desert Discard // 0x0CC7B, // Desert Vault // 0x0339E, // Desert Vault Box 0x00698, // Desert Surface 1 0x0048F, // Desert Surface 2 0x09F92, // Desert Surface 3 // 0x09FA0, // Desert Surface 3 Control 0x0A036, // Desert Surface 4 0x09DA6, // Desert Surface 5 0x0A049, // Desert Surface 6 0x0A053, // Desert Surface 7 0x09F94, // Desert Surface 8 // 0x09F86, // Desert Surface 8 Control // 0x0C339, // Desert Surface Door // 0x09FAA, // Desert Lightswitch 0x00422, // Desert Light 1 0x006E3, // Desert Light 2 // 0x0A02D, // Desert Light 3 0x00C72, // Desert Pond 1 0x0129D, // Desert Pond 2 0x008BB, // Desert Pond 3 0x0078D, // Desert Pond 4 0x18313, // Desert Pond 5 // 0x0A249, // Desert Pond Exit Door // 0x1C2DF, // Desert Flood Control Lower Far Left // 0x1831E, // Desert Flood Control Lower Far Right // 0x1C260, // Desert Flood Control Lower Near Left // 0x1831C, // Desert Flood Control Lower Near Right // 0x1C2F3, // Desert Flood Control Raise Far Left // 0x1831D, // Desert Flood Control Raise Far Right // 0x1C2B1, // Desert Flood Control Raise Near Left // 0x1831B, // Desert Flood Control Raise Near Right 0x04D18, // Desert Flood 1 0x01205, // Desert Flood 2 0x181AB, // Desert Flood 3 0x0117A, // Desert Flood 4 0x17ECA, // Desert Flood 5 // 0x18076, // Desert Flood Exit // 0x0A15C, // Desert Final Left Convex // 0x09FFF, // Desert Final Left Concave // 0x0A15F, // Desert Final Near // 0x17C31, // Desert Final Transparent 0x012D7, // Desert Final Far // 0x0A015, // Desert Final Far Control }; randomizer.Randomize(desertPanels, SWAP_LINES); std::vector quarryPanels = { 0x01E5A, // Mill Entry Door Left 0x01E59, // Mill Entry Door Right // 0x03678, // Mill Lower Ramp Contol 0x00E0C, // Mill Lower Row 1 0x01489, // Mill Lower Row 2 0x0148A, // Mill Lower Row 3 0x014D9, // Mill Lower Row 4 0x014E7, // Mill Lower Row 5 0x014E8, // Mill Lower Row 6 // 0x03679, // Mill Lower Lift Control 0x00557, // Mill Upper Row 1 0x005F1, // Mill Upper Row 2 0x00620, // Mill Upper Row 3 0x009F5, // Mill Upper Row 4 0x0146C, // Mill Upper Row 5 0x3C12D, // Mill Upper Row 6 0x03686, // Mill Upper Row 7 0x014E9, // Mill Upper Row 8 0x0367C, // Mill Control Room 1 // 0x03675, // Mill Upper Lift Control // 0x03676, // Mill Upper Ramp Control 0x3C125, // Mill Control Room 2 // 0x275ED, // Mill EP Door // 0x17CAC, // Mill Stairs Shortcut Door 0x03677, // Mill Stairs Control // 0x17CF0, // Mill Discard // 0x17CC4, // Mill Elevator Control 0x021D5, // Boathouse Ramp Activation Shapers 0x034D4, // Boathouse Ramp Activation Stars // 0x03852, // Boathouse Ramp Angle Control 0x021B3, // Boathouse Erasers and Shapers 1 0x021B4, // Boathouse Erasers and Shapers 2 0x021B0, // Boathouse Erasers and Shapers 3 0x021AF, // Boathouse Erasers and Shapers 4 0x021AE, // Boathouse Erasers and Shapers 5 // 0x17CA6, // Boathouse Summon Boat // 0x03858, // Boathouse Ramp Position Control // 0x38663, // Boathouse Shortcut 0x021B5, // Boathouse Erasers and Stars 1 0x021B6, // Boathouse Erasers and Stars 2 0x021B7, // Boathouse Erasers and Stars 3 0x021BB, // Boathouse Erasers and Stars 4 0x09DB5, // Boathouse Erasers and Stars 5 0x09DB1, // Boathouse Erasers and Stars 6 0x3C124, // Boathouse Erasers and Stars 7 0x09DB3, // Boathouse Erasers Shapers and Stars 1 0x09DB4, // Boathouse Erasers Shapers and Stars 2 0x0A3CB, // Boathouse Erasers Shapers and Stars 3 0x0A3CC, // Boathouse Erasers Shapers and Stars 4 0x0A3D0, // Boathouse Erasers Shapers and Stars 5 // 0x275FA, // Boathouse Hook Control 0x09E57, // Quarry Entry Gate 1 0x17C09, // Quarry Entry Gate 2 }; randomizer.Randomize(quarryPanels, SWAP_LINES | SWAP_COLORS); std::vector 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 // 0x17C95, // Treehouse Summon Boat 0x0288C, // Treehouse Door 1 0x02886, // Treehouse Door 2 0x17D72, // Treehouse Yellow 1 0x17D8F, // Treehouse Yellow 2 0x17D74, // Treehouse Yellow 3 0x17DAC, // Treehouse Yellow 4 0x17D9E, // Treehouse Yellow 5 0x17DB9, // Treehouse Yellow 6 0x17D9C, // Treehouse Yellow 7 0x17DC2, // Treehouse Yellow 8 0x17DC4, // Treehouse Yellow 9 0x0A182, // Treehouse Door 3 0x17DC8, // Treehouse First Purple 1 0x17DC7, // Treehouse First Purple 2 0x17CE4, // Treehouse First Purple 3 0x17D2D, // Treehouse First Purple 4 0x17D6C, // Treehouse First Purple 5 0x17D9B, // Treehouse Second Purple 1 0x17D99, // Treehouse Second Purple 2 0x17DAA, // Treehouse Second Purple 3 0x17D97, // Treehouse Second Purple 4 0x17BDF, // Treehouse Second Purple 5 0x17D91, // Treehouse Second Purple 6 0x17DC6, // Treehouse Second Purple 7 0x17DB3, // Treehouse Left Orange 1 0x17DB5, // Treehouse Left Orange 2 0x17DB6, // Treehouse Left Orange 3 0x17DC0, // Treehouse Left Orange 4 0x17DD7, // Treehouse Left Orange 5 0x17DD9, // Treehouse Left Orange 6 0x17DB8, // Treehouse Left Orange 7 0x17DDC, // Treehouse Left Orange 8 // 0x17DD1, // Treehouse Left Orange 9 has to pivot 0x17DDE, // Treehouse Left Orange 10 0x17DE3, // Treehouse Left Orange 11 0x17DEC, // Treehouse Left Orange 12 0x17DAE, // Treehouse Left Orange 13 0x17DB0, // Treehouse Left Orange 14 0x17DDB, // Treehouse Left Orange 15 0x17D88, // Treehouse Right Orange 1 0x17DB4, // Treehouse Right Orange 2 0x17D8C, // Treehouse Right Orange 3 0x17CE3, // Treehouse Right Orange 4 // 0x17DCD, // Treehouse Right Orange 5 has to pivot 0x17DB2, // Treehouse Right Orange 6 0x17DCC, // Treehouse Right Orange 7 0x17DCA, // Treehouse Right Orange 8 0x17D8E, // Treehouse Right Orange 9 // 0x17DB7, // Treehouse Right Orange 10 has to pivot 0x17DB1, // Treehouse Right Orange 11 0x17DA2, // Treehouse Right Orange 12 0x17E3C, // Treehouse Green 1 0x17E4D, // Treehouse Green 2 0x17E4F, // Treehouse Green 3 0x17E52, // Treehouse Green 4 0x17E5B, // Treehouse Green 5 0x17E5F, // Treehouse Green 6 0x17E61, // Treehouse Green 7 0x17FA9, // Treehouse Green Bridge Discard 0x17FA0, // Treehouse Laser Discard // 0x2700B, // Treehouse Exterior Door Control // 0x17CBC, // Treehouse Interior Door Control // 0x037FF, // Treehouse Drawbridge Control }; randomizer.Randomize(treehousePanels, SWAP_LINES | SWAP_COLORS); std::vector keepPanels = { 0x00139, // Keep Hedges 1 0x019DC, // Keep Hedges 2 0x019E7, // Keep Hedges 3 0x01A0F, // Keep Hedges 4 // 0x033EA, // Keep Yellow Pressure Plates // 0x0A3A8, // Keep Yellow Reset // 0x01BE9, // Keep Purple Pressure Plates // 0x0A3B9, // Keep Purple Reset // 0x01CD3, // Keep Green Pressure Plates // 0x0A3BB, // Keep Green Reset // 0x01D3F, // Keep Blue Pressure Plates // 0x0A3AD, // Keep Blue Reset 0x0360E, // Keep Front Laser 0x03317, // Keep Back Laser // 0x09E49, // Keep Shadows Shortcut // 0x0361B, // Keep Tower Shortcut 0x17D27, // Keep Discard 0x17D28, // Shipwreck Discard 0x00AFB, // Shipwreck Vault // 0x03535, // Shipwreck Vault Box }; randomizer.Randomize(keepPanels, SWAP_LINES | SWAP_COLORS); std::vector shadowsPanels = { //works beautifully, can solve based on panel color and where start/end points are if your memory is good 0x386FA, //Shadows Avoid 1 0x1C33F, //Shadows Avoid 2 0x196E2, //Shadows Avoid 3 0x1972A, //Shadows Avoid 4 0x19809, //Shadows Avoid 5 0x19806, //Shadows Avoid 6 0x196F8, //Shadows Avoid 7 0x1972F, //Shadows Avoid 8 0x19797, //Shadows Follow 1 0x1979A, //Shadows Follow 2 0x197E0, //Shadows Follow 3 0x197E8, //Shadows Follow 4 0x197E5, //Shadows Follow 5 // 0x334DC, //Shadows Inner Door Control 0x19650, //Shadows Laser // 0x334DB, //Shadows Outer Door Control 0x198B5, //Shadows Tutorial 1 0x198BD, //Shadows Tutorial 2 0x198BF, //Shadows Tutorial 3 0x19771, //Shadows Tutorial 4 0x0A8DC, //Shadows Tutorial 5 0x0AC74, //Shadows Tutorial 6 0x0AC7A, //Shadows Tutorial 7 0x0A8E0, //Shadows Tutorial 8 }; randomizer.Randomize(shadowsPanels, SWAP_LINES | SWAP_COLORS); std::vector townPanels = { //appears to be ok but keeps crashing game? 0x2899C, //Town 25 Dots 1 0x28A33, //Town 25 Dots 2 0x28ABF, //Town 25 Dots 3 0x28AC0, //Town 25 Dots 4 0x28AC1, //Town 25 Dots 5 0x28938, //Town Apple Tree 0x28AC7, //Town Blue 1 0x28AC8, //Town Blue 2 0x28ACA, //Town Blue 3 0x28ACB, //Town Blue 4 0x28ACC, //Town Blue 5 // 0x0A054, //Town Summon Boat // 0x2896A, //Town Bridge 0x28A0D, //Town Church Stars 0x28AD9, //Town Eraser 0x28998, //Town Green Door // 0x09F98, //Town Laser Redirect Control // 0x1C344, //Town Laser Redirect Panel 1 // 0x1C343, //Town Laser Redirect Panel 2 // 0x28A69, //Town Lattice 0x28A79, //Town Maze 0x0A0C8, //Town Orange Crate 0x17D01, //Town Orange Crate Discard // 0x28B39, //Town Red Hexagonal // 0x334D8, //Town RGB Light Control 0x03C08, //Town RGB Stars 0x03C0C, //Town RGB Stones 0x17C71, //Town Rooftop Discard // 0x034E3, //Town Soundproof Dots panels in their locations must match so can't swap unless that is fixed // 0x034E4, //Town Soundproof Waves 0x18590, //Town Transparent // 0x079DF, //Town Triple 0x17D02, //Town Windmill Control 0x17F5F, //Town Windmill Door 0x28AE3, //Town Wire 0x17F89, //Theater Entrance // 0x00815, //Theater Video Input // 0x03553, //Theater Tutorial Video // 0x03552, //Theater Desert Video // 0x0354E, //Theater Jungle Video // 0x03549, //Theater Challenge Video // 0x0354F, //Theater Shipwreck Video // 0x03545, //Theater Mountain Video 0x17CF7, //Theater Discard 0x33AB2, //Theater Corona Exit 0x0A168, //Theater Sun Exit }; randomizer.Randomize(townPanels, SWAP_LINES | SWAP_COLORS); std::vector monasteryPanels = { // 0x00B10, //Monastery Left Door // 0x00C92, //Monastery Right Door 0x00290, //Monastery Exterior 1 0x00038, //Monastery Exterior 2 0x00037, //Monastery Exterior 3 // 0x09D9B, //Monastery Bonsai 0x193A7, //Monastery Interior 1 0x193AA, //Monastery Interior 2 0x193AB, //Monastery Interior 3 0x193A6, //Monastery Interior 4 0x03713, //Monastery Shortcut }; randomizer.Randomize(monasteryPanels, SWAP_TARGETS); std::vector junglePanels = { // 0x17CDF, //Jungle Summon Boat 0x17F9B, //Jungle Discard 0x002C4, //Jungle Waves 1 0x00767, //Jungle Waves 2 0x002C6, //Jungle Waves 3 0x0070E, //Jungle Waves 4 0x0070F, //Jungle Waves 5 0x0087D, //Jungle Waves 6 0x002C7, //Jungle Waves 7 // 0x15ADD, //Jungle Vault // 0x03702, //Jungle Vault Box // 0x17CAA, //Jungle Courtyard Gate 0x0026D, //Jungle Dots 1 0x0026E, //Jungle Dots 2 0x0026F, //Jungle Dots 3 0x00C3F, //Jungle Dots 4 0x00C41, //Jungle Dots 5 0x014B2, //Jungle Dots 6 // 0x17CAB, //Jungle Pop - up Wall // 0x337FA, //Jungle Shortcut }; randomizer.Randomize(junglePanels, SWAP_LINES | SWAP_COLORS); // std::vector bunkerPanels = { this doesn't want to behave, I have no idea // 0x17C2E, //Bunker Entry Door // 0x09F7D, //Bunker Tutorial 1 // 0x09FDC, //Bunker Tutorial 2 // 0x09FF7, //Bunker Tutorial 3 // 0x09F82, //Bunker Tutorial 4 // 0x09FF8, //Bunker Tutorial 5 // 0x09D9F, //Bunker Advanced 1 // 0x09DA1, //Bunker Advanced 2 // 0x09DA2, //Bunker Advanced 3 // 0x09DAF, //Bunker Advanced 4 // // 0x0A099, //Bunker Glass Door // // 0x0A010, //Bunker Glass 1 // // 0x0A01B, //Bunker Glass 2 // // 0x0A01F, //Bunker Glass 3 // 0x34BC5, //Bunker Open Ultraviolet // 0x34BC6, //Bunker Close Ultraviolet // 0x17E63, //Bunker Ultraviolet 1 // 0x17E67, //Bunker Ultraviolet 2 // 0x0A079, //Bunker Elevator // }; // randomizer.Randomize(bunkerPanels, SWAP_LINES | SWAP_COLORS); std::vector swampPanels = { //appears to work ok swapping panels but keeps crashing game? 0x0056E, //Swamp Entry 0x00469, //Swamp Tutorial 1 0x00472, //Swamp Tutorial 2 0x00262, //Swamp Tutorial 3 0x00474, //Swamp Tutorial 4 0x00553, //Swamp Tutorial 5 0x0056F, //Swamp Tutorial 6 0x00390, //Swamp Tutorial 7 0x010CA, //Swamp Tutorial 8 0x00983, //Swamp Tutorial 9 0x00984, //Swamp Tutorial 10 0x00986, //Swamp Tutorial 11 0x00985, //Swamp Tutorial 12 0x00987, //Swamp Tutorial 13 0x181A9, //Swamp Tutorial 14 // 0x00609, //Swamp Surface Sliding Bridge Control 0x00982, //Swamp Red 1 0x0097F, //Swamp Red 2 0x0098F, //Swamp Red 3 0x00990, //Swamp Red 4 0x17C0D, //Swamp Red Shortcut 1 0x17C0E, //Swamp Red Shortcut 2 0x00999, //Swamp Discontinuous 1 0x0099D, //Swamp Discontinuous 2 0x009A0, //Swamp Discontinuous 3 0x009A1, //Swamp Discontinuous 4 0x00007, //Swamp Rotation Tutorial 1 0x00008, //Swamp Rotation Tutorial 2 0x00009, //Swamp Rotation Tutorial 3 0x0000A, //Swamp Rotation Tutorial 4 0x181F5, //Swamp Rotating Bridge Control 0x009AB, //Swamp Blue Underwater 1 0x009AD, //Swamp Blue Underwater 2 0x009AE, //Swamp Blue Underwater 3 0x009AF, //Swamp Blue Underwater 4 0x00006, //Swamp Blue Underwater 5 0x003B2, //Swamp Rotation Advanced 1 0x00A1E, //Swamp Rotation Advanced 2 0x00C2E, //Swamp Rotation Advanced 3 0x00E3A, //Swamp Rotation Advanced 4 // 0x17E2B, //Swamp Flood Gate Control // 0x09DB8, //Swamp Summon Boat 0x009A6, //Swamp Purple Tetris // 0x18488, //Swamp Underwater Sliding Bridge Control 0x00002, //Swamp Teal Underwater 1 0x00004, //Swamp Teal Underwater 2 0x00005, //Swamp Teal Underwater 3 0x013E6, //Swamp Teal Underwater 4 0x00596, //Swamp Teal Underwater 5 0x00001, //Swamp Red Underwater 1 0x014D2, //Swamp Red Underwater 2 0x014D4, //Swamp Red Underwater 3 0x014D1, //Swamp Red Underwater 4 0x17C0A, //Swamp Island Control 1 0x17E07, //Swamp Island Control 2 0x17C05, //Swamp Laser Shortcut 1 0x17C02, //Swamp Laser Shortcut 2 }; randomizer.Randomize(swampPanels, SWAP_LINES | SWAP_COLORS); std::vector mountainPanels = { // 0x09E39, //Mountain 1 Purple Pathway 0x09E73, //Mountain 1 Orange 1 0x09E75, //Mountain 1 Orange 2 0x09E78, //Mountain 1 Orange 3 0x09E79, //Mountain 1 Orange 4 0x09E6C, //Mountain 1 Orange 5 0x09E6F, //Mountain 1 Orange 6 0x09E6B, //Mountain 1 Orange 7 // 0x33AF5, //Mountain 1 Blue 1 // 0x33AF7, //Mountain 1 Blue 2 // 0x09F6E, //Mountain 1 Blue 3 0x09EAD, //Mountain 1 Purple 1 0x09EAF, //Mountain 1 Purple 2 0x09E7A, //Mountain 1 Green 1 0x09E71, //Mountain 1 Green 2 0x09E72, //Mountain 1 Green 3 0x09E69, //Mountain 1 Green 4 0x09E7B, //Mountain 1 Green 5 0x09FD3, //Mountain 2 Rainbow 1 0x09FD4, //Mountain 2 Rainbow 2 0x09FD6, //Mountain 2 Rainbow 3 0x09FD7, //Mountain 2 Rainbow 4 0x09FD8, //Mountain 2 Rainbow 5 // 0x09E86, //Mountain 2 Blue Pathway // 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 // 0x09FCE, //Mountain 2 Multipanel 2 // 0x09FCF, //Mountain 2 Multipanel 3 // 0x09FD0, //Mountain 2 Multipanel 4 // 0x09FD1, //Mountain 2 Multipanel 5 // 0x09FD2, //Mountain 2 Multipanel 6 // 0x09ED8, //Mountain 2 Orange Pathway // 0x09EEB, //Mountain 2 Elevator 0x17F93, //Mountain 2 Discard 0x09F8E, //Mountain 3 Near Right Floor 0x09FC1, //Mountain 3 Near Left Floor 0x09F01, //Mountain 3 Far Right Floor 0x09EFF, //Mountain 3 Far Left Floor 0x09FDA, //Mountain 3 Giant Floor 0x17FA2, //Mountain 3 Secret Door // 0x01983, //Mountain 3 Left Peekaboo // 0x01987, //Mountain 3 Right Peekaboo // 0x0383D, //Mountain 3 Left Pillar 1 // 0x0383F, //Mountain 3 Left Pillar 2 // 0x03859, //Mountain 3 Left Pillar 3 // 0x339BB, //Mountain 3 Left Pillar 4 // 0x0383A, //Mountain 3 Right Pillar 1 // 0x09E56, //Mountain 3 Right Pillar 2 // 0x09E5A, //Mountain 3 Right Pillar 3 // 0x33961, //Mountain 3 Right Pillar 4 // 0x3D9A6, //Mountain 3 Left Close Door // 0x3D9A7, //Mountain 3 Right Close Door // 0x3D9AA, //Mountain 3 Left Activate Elevator // 0x3D9A8, //Mountain 3 Right Activate Elevator // 0x3D9A9, //Mountain 3 Launch Elevator // 0x3C113, //Mountain 3 Left Open Door // 0x3C114, //Mountain 3 Right Open Door 0x17C42, //Mountainside Discard 0x002A6, //Mountainside Vault // 0x03542, //Mountainside Vault Box // 0x09F7F, //Mountaintop Laser Box // 0x17C34, //Mountaintop Perspective 0x0042D, //Mountaintop River }; randomizer.Randomize(mountainPanels, SWAP_LINES | SWAP_COLORS); // std::vector utmPanels = { this looks like it swaps ok but crashes to much to tell, not sure why it's not happy // 0x0A16E, //UTM Challenge Entrance // // 0x09DD5, //UTM Challenge Pillar // 0x00FF8, //UTM Entrance Door // 0x0A16B, //UTM Green Dots 1 // 0x0A2CE, //UTM Green Dots 2 // 0x0A2D7, //UTM Green Dots 3 // 0x0A2DD, //UTM Green Dots 4 // 0x0A2EA, //UTM Green Dots 5 // 0x17FB9, //UTM Green Dots 6 // 0x335AB, //UTM In Elevator Control // 0x0008F, //UTM Invisible Dots 1 // 0x0006B, //UTM Invisible Dots 2 // 0x0008B, //UTM Invisible Dots 3 // 0x0008C, //UTM Invisible Dots 4 // 0x0008A, //UTM Invisible Dots 5 // 0x00089, //UTM Invisible Dots 6 // 0x0006A, //UTM Invisible Dots 7 // 0x0006C, //UTM Invisible Dots 8 // 0x00027, //UTM Invisible Dots Symmetry 1 // 0x00028, //UTM Invisible Dots Symmetry 2 // 0x00029, //UTM Invisible Dots Symmetry 3 // 0x3369D, //UTM Lower Elevator Control // 0x021D7, //UTM Mountainside Shortcut // // 0x288EA, //UTM Perspective 1 // // 0x288FC, //UTM Perspective 2 // // 0x289E7, //UTM Perspective 3 // // 0x288AA, //UTM Perspective 4 // 0x00B71, //UTM Quarry // 0x01A31, //UTM Rainbow // // 0x334E1, //UTM Secret Door Control // 0x32962, //UTM Swamp // 0x32966, //UTM Treehouse // 0x335AC, //UTM Upper Elevator Control // 0x17CF2, //UTM Waterfall Shortcut // 0x00A72, //UTM Blue Cave In // 0x009A4, //UTM Blue Discontinuous // 0x018A0, //UTM Blue Easy Symmetry // 0x01A0D, //UTM Blue Hard Symmetry // 0x008B8, //UTM Blue Left 1 // 0x00973, //UTM Blue Left 2 // 0x0097B, //UTM Blue Left 3 // 0x0097D, //UTM Blue Left 4 // 0x0097E, //UTM Blue Left 5 // 0x00994, //UTM Blue Right Far 1 // 0x334D5, //UTM Blue Right Far 2 // 0x00995, //UTM Blue Right Far 3 // 0x00996, //UTM Blue Right Far 4 // 0x00998, //UTM Blue Right Far 5 // 0x00190, //UTM Blue Right Near 1 // 0x00558, //UTM Blue Right Near 2 // 0x00567, //UTM Blue Right Near 3 // 0x006FE, //UTM Blue Right Near 4 // // 0x2773D, //Tunnels Desert Shortcut // 0x039B4, //Tunnels Theater Catwalk // // 0x27732, //Tunnels Theater Shortcut // // 0x2FAF6, //Tunnels Vault Box // 0x09E85, //Tunnels Town Shortcut // }; // randomizer.Randomize(utmPanels, SWAP_LINES | SWAP_COLORS); /*/ int BOATH_3_1 = 0x21B5; int MILL_L_1 = 0xE0C; int MILL_U_1 = 0x557; int QUARRY_E_1 = 0x9E57; int QUARRY_E_2 = 0x17C09; int MILL_E_1 = 0x1E5A; randomizer.SwapPanels(BOATH_3_1, QUARRY_E_1, SWAP_LINES | SWAP_COLORS); //*/ } WitnessRandomizer::WitnessRandomizer() : _memory(Memory("witness64_d3d11.exe")) { // Turn off desert flood final _memory.WriteData({0x5B28C0, 0x18, 0x18076*8, 0x2A8}, {0.0f, 0.0f}); // Change desert floating target to desert flood final _memory.WriteData({0x5B28C0, 0x18, 0x17ECA*8, 0x2BC}, {0x18077}); } void WitnessRandomizer::Randomize(std::vector panels, int flags) { for (size_t i=panels.size() - 1; i > 1; i--) { int target = rand() % i; if (i != target) { // std::cout << "Swapping panels " << std::hex << panels[i] << " and " << std::hex << panels[target] << std::endl; SwapPanels(panels[i], panels[target], flags); std::swap(panels[i], panels[target]); // Panel indices in the array } } } void WitnessRandomizer::SwapPanels(int panel1, int panel2, int flags) { std::map offsets; if (flags & SWAP_TARGETS) { offsets[0x2BC] = sizeof(int); } if (flags & SWAP_LINES) { offsets[0x3B8] = sizeof(int); // num_dots offsets[0x3BC] = sizeof(int); // num_connections offsets[0x3C8] = sizeof(void*); // *dot_positions offsets[0x3D0] = sizeof(void*); // *dot_flags offsets[0x3D8] = sizeof(void*); // *dot_connection_a offsets[0x3E0] = sizeof(void*); // *dot_connection_b offsets[0x440] = sizeof(void*); // *reflection_data offsets[0x448] = sizeof(int); // grid_size_x offsets[0x44C] = sizeof(int); // grid_size_y offsets[0x450] = sizeof(int); // style_flags // This is required to not ignore dots offsets[0x4B0] = sizeof(void*); // *panel_target offsets[0x4D8] = sizeof(void*); // *specular_texture offsets[0x420] = sizeof(void*); // *decorations offsets[0x428] = sizeof(void*); // *decoration_flags offsets[0x438] = sizeof(int); // num_decorations offsets[0x45C] = sizeof(int); // sequence_len offsets[0x460] = sizeof(void*); // *sequence offsets[0x468] = sizeof(int); // dot_sequence_len offsets[0x470] = sizeof(void*); // *dot_sequence offsets[0x478] = sizeof(int); // dot_sequence_len_reflection offsets[0x480] = sizeof(void*); // *dot_sequence_reflection offsets[0x3A4] = sizeof(float); // path_width_scale offsets[0x3A8] = sizeof(float); // startpoint_scale offsets[0x230] = 16; // traced_edges // TODO: Try using is_cylinder to swap into tutorial pillar. If it fails, discard. // Probably not: Extra back distance // SwapPanelData(panels[i], panels[target], 0x2FC, 125); // is_cylinder through max_connections } /* if (flags & SWAP_STYLE) { // 340 - pattern_scale // 288 - flash_mode } */ if (flags & SWAP_COLORS) { offsets[0xC8] = 16; // path_color offsets[0xD8] = 16; // reflection_path_color // offsets[0xE8] = 16; // deprecated_finished_path_color offsets[0xF8] = 16; // dot_color offsets[0x108] = 16; // active_color offsets[0x118] = 16; // background_region_color offsets[0x128] = 16; // success_color_a offsets[0x138] = 16; // success_color_b offsets[0x148] = 16; // strobe_color_a offsets[0x158] = 16; // strobe_color_b offsets[0x168] = 16; // error_color // offsets[0x178] = 16; // video_status_color offsets[0x188] = 16; // pattern_point_color offsets[0x198] = 16; // pattern_point_color_a offsets[0x1A8] = 16; // pattern_point_color_b offsets[0x1B8] = 16; // symbol_a offsets[0x1C8] = 16; // symbol_b offsets[0x1D8] = 16; // symbol_c offsets[0x1E8] = 16; // symbol_d offsets[0x1F8] = 16; // symbol_e offsets[0x208] = sizeof(int); // push_symbol_colors offsets[0x20C] = 16; // outer_background offsets[0x21C] = sizeof(int); // outer_background_mode offsets[0x430] = sizeof(void*); // *decoration_colors offsets[0x4A0] = sizeof(int); // num_colored_regions offsets[0x4A8] = sizeof(void*); // *colored_regions // offsets[0x4B8] = sizeof(void*); // *backing_texture } for (auto const& [offset, size] : offsets) { SwapPanelData(panel1, panel2, offset, size); } } void WitnessRandomizer::SwapPanelData(int panel1, int panel2, int finalOffset, int dataSize) { // Currently wired for old version std::vector panel1Offset = {0x5B28C0, 0x18, panel1*8, finalOffset}; std::vector panel2Offset = {0x5B28C0, 0x18, panel2*8, finalOffset}; std::vector panel1Data = _memory.ReadData(panel1Offset, dataSize); std::vector panel2Data = _memory.ReadData(panel2Offset, dataSize); bool failed = _memory.WriteData(panel2Offset, panel1Data); if (failed) { _memory.WriteData(panel2Offset, panel1Data); } failed = _memory.WriteData(panel1Offset, panel2Data); if (failed) { _memory.WriteData(panel1Offset, panel2Data); } }