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https://github.com/ArchipelagoMW/Archipelago.git
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* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Implement New Game (#1)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3)
* Jak 1: Update to 0.4.6. Decouple locations from items, support filler items.
* Jak 1: Total revamp of Items. This is where everything broke.
* Jak 1: Decouple 7 scout fly checks from normal checks, update regions/rules for orb counts/traders.
* Jak 1: correct regions/rules, account for sequential oracle/miner locations.
* Jak 1: make nicer strings.
* Jak 1: Add logic for finished game. First full run complete!
* Jak 1: update group names.
* Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update
* Jak 1: Overhaul of regions, rules, and special locations. Updated game info page.
* Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners.
* Alpha Updates (#15)
* Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs.
* Jak 1: Update setup guide.
* Jak 1: Load title screen, save states of in/outboxes.
* Logging Update (#16)
* Jak 1: Separate info and debug logs.
* Jak 1: Update world info to refer to Archipelago Options menu.
* Deathlink (#18)
* Jak 1: Implement Deathlink. TODO: make it optional...
* Jak 1: Issue a proper send-event for deathlink deaths.
* Jak 1: Added cause of death to deathlink, fixed typo.
* Jak 1: Make Deathlink toggleable.
* Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink.
* Jak 1: Fix death text in client logger.
* Move Randomizer (#26)
* Finally remove debug-segment text, update Python imports to relative paths.
* HUGE refactor to Regions/Rules to support move rando, first hub area coded.
* More refactoring.
* Another refactor - may squash.
* Fix some Rules, reuse some code by returning key regions from build_regions.
* More regions added. A couple of TODOs.
* Fixed trade logic, added LPC regions.
* Added Spider, Snowy, Boggy. Fixed Misty's orbs.
* Fix circular import, assert orb counts per level, fix a few naming errors.
* Citadel added, missing locs and connections fixed. First move rando seed generated.
* Add Move Rando to Options class.
* Fixed rules for prerequisite moves.
* Implement client functionality for move rando, add blurbs to game info page.
* Fix wrong address for cache checks.
* Fix byte alignment of offsets, refactor read_memory for better code reuse.
* Refactor memory offsets and add some unit tests.
* Make green eco the filler item, also define a maximum ID. Fix Boggy tether locations.
* Move rando fixes (#29)
* Fix virtual regions in Snowy. Fix some GMC problems.
* Fix Deathlink on sunken slides.
* Removed unncessary code causing build failure.
* Orbsanity (#32)
* My big dumb shortcut: a 2000 item array.
* A better idea: bundle orbs as a numerical option and make array variable size.
* Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic.
* Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option.
* Per-level Orbsanity implemented w/ orb bundle factory.
* Implement Orbsanity for client, fix some things up for regions.
* Fix location name/id mappings.
* Fix client orb collection on connection.
* Fix minor Deathlink bug, add Update instructions.
* Finishing Touches (#36)
* Set up connector level thresholds, completion goal choices.
* Send AP sender/recipient info to game via client.
* Slight refactors.
* Refactor option checking, add DataStorage handling of traded orbs.
* Update instructions to change order of load/connect.
* Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region.
* Need some height move to get LPC sunken chamber cell.
* Rename completion_condition to jak_completion_condition (#41)
* The Afterparty (#42)
* Fixes to Jak client, rules, options, and more.
* Post-rebase fixes.
* Remove orbsanity reset code, optimize game text in client.
* More game text optimization.
* Added more specific troubleshooting/setup instructions.
* Add known issue about large releases taking time. (Dodge 6,666th commit.)
* Remove "Bundle of", Add location name groups, set better default RootDirectory for new players.
* Make orb trade amounts configurable, make orbsanity defaults more reasonable.
* Add HUD info to doc.
* Exempt's Code Review Updates (#43)
* Round 1 of code review updates, the easy stuff.
* Factor options checking away from region/rule creation.
* Code review updates round 2, more complex stuff.
* Code review updates round 3: the mental health annihilator
* Code review updates part 4: redemption.
* More code review feedback, simplifying code, etc.
* Added a host.yaml option to override friendly limits, plus a couple of code review updates.
* Added singleplayer limits, player names to enforcement rules.
* Updated friendly limits to be more strict, optimized recalculate logic.
* Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher
* Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT.
* Fix deathlink reset stalls on a busy client. (#47)
* Jak & Daxter Client : queue game text messages to get items faster during release (#48)
* queue game text messages to write them during the main_tick function and empty the message queue faster during release
* wrap comment for code style character limit
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* remove useless blank line
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* whitespace code style
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Move JsonMessageData dataclass outside of ReplClient class for code clarity
---------
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Item Classifications (and REPL fixes) (#49)
* Changes to item classifications
* Bugfixes to power cell thresholds.
* Fix bugs in item_type_helper.
* Refactor 100 cell door to pass unit tests.
* Quick fix to ReplClient.
* Not so quick fix to ReplClient.
* Display friendly limits in options tooltips.
* Use math.ceil like a normal person.
* Missed a space.
* Fix non-accessibility due to bad orb calculation.
* Updated documentation.
* More Options, More Docs, More Tests (#51)
* Reorder cell counts, require punch for Klaww.
* Friendlier friendly friendlies.
* Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language.
* Increased breadth of unit tests.
* Clean imports of unit tests.
* Create OptionGroups.
* Fix region rule bug with Punch for Klaww.
* Include Punch For Klaww in slot data.
* Update worlds/jakanddaxter/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Temper and Harden Text Client (#52)
* Provide config path so OpenGOAL can use mod-specific saves and settings.
* Add versioning to MemoryReader. Harden the client against user errors.
* Updated comments.
* Add Deathlink as a "statement of intent" to the YAML. Small updates to client.
* Revert deathlink changes.
* Update error message.
* Added color markup to log messages printed in text client.
* Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously.
* Refactor MemoryReader callbacks from main_tick to constructor.
* Make callback names more... informative.
* Give users explicit instructions in error messages.
* Stellar Messaging (#54)
* Use new ap-messenger functions for text writing.
* Remove Powershell requirement, bump memory version to 3.
* Error message update w/ instructions for game crash.
* Create no console window for gk.
* ISO Data Enhancement (#58)
* Add iso-path as argument to GOAL compiler.
# Conflicts:
# worlds/jakanddaxter/Client.py
* More resilient handling of iso_path.
* Fixed scout fly ID mismatches.
* Corrected iso_data subpath.
* Update memory version to 4.
* Docs update for iso_data.
* Auto Detect OpenGOAL Install (#63)
* Auto detect OpenGOAL install path. Also fix Deathlink on server connection.
* Updated docs, add instructions to error messages.
* Slight tweak to error text.
* J&D : add per region location groups (#64)
* add per region power cells location group
* add per region scout flies location group
* add per zone orb bundle groups
(I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication)
* guess who forgot 9 very important characters in each line of the last commit
* Rearrange location group names, quick fix to client error handling.
* Fix pycharm warnings.
* Fix more pycharm warnings.
* Light cleanup: fix icons, add bug report page, remove py 3.8 code.
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Code review updates on comments, tooltips, and type hints.
* Update type hint for lists in regions.
* Missed todo removal.
* More type hint updates.
* Small region updates for location accessibility, small updates to world guide and README.md.
* Add GMC scout fly location group.
* Improved sanitization of game text.
* Traps 2 (#70)
* Add trap items, relevant options, and citadel orb caches.
* Update REPL to send traps to game.
* Fix item counter.
* Allow player to select which traps to use.
* Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5.
* Alter some trap names.
* Update world doc.
* Add health trap.
* Added 3 more trap types.
* Protect against empty trap list.
* Reword traps paragraph in world doc.
* Another update to trap paragraph.
* Concisify trap option docstring.
* Timestamp on game log file.
* Update client to handle waiting on title screen.
* Send slot name and seed to game.
* Use self.random instead.
* Update setup doc for new title screen.
* Quick clarification of orb caches in world doc.
* Sanitize slot info earlier.
* Added to and improved unit tests.
* Light cleanup on world.
* Optimizations to movement rules, docs: known issues update.
* Quick fixes for beta 0.5.0 release: template options and LPC logic.
* Quick fix to spoiler counts.
* Reorganize world guide for faster navigation.
* Fix links.
* Update HUD section.
* Found a way to render apostrophes in item names.
* March Refactors (#77)
* Reorg imports, small fix to Rock Village movement.
* Fix wait-on-title message never going to ready message.
* Colorama init fix.
* Swap trap list for a dictionary of trap weights.
* The more laws, the less justice.
* Quick readability update.
* Have memory reader provide instructions for slow booting games.
* Revert some things.
* Update setup_en.md
* Update HUD mode lingo for combined msgs.
* Remade launcher icon, sized correctly.
* I don't know why I can't be satisfied with things.
* Apply suggestions from Scipio
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Properly use the settings API instead of Utils.
* Newline on requirements.txt.
* Add __init__ files for frozen builds.
* Replace an ap_inform function with a CommonClient built-in.
* Resize icon to match kivymd expected size.
* First round of Treble code reviews.
* Second round of Treble code reviews.
* Third round of Treble code reviews.
* Missed an unncessary if condition.
* Missed unnecessary comments.
* Fourth round of Treble code reviews.
* Switch trap dictionary to OptionCounter.
* Use existing slot name/seed from network protocol.
* Violet code review updates.
* Violet code review updates part 2.
* Refactor to avoid floating imports (Violet part 3).
* Found a few more valid characters for messaging.
* Move tests out of init, add colon to game name (now that it's safe).
* But don't include those chars for file text.
* Implement Vi suggestion on webhost-capable friendly limits.
* Revert "Implement Vi suggestion on webhost-capable friendly limits."
This reverts commit 2d012b7f4a.
* Rename all files for PEP8.
* Refactor how maximums work on webhost.
* Fix rogue UT.
* Don't rush.
* Fix client post-PEP8.
---------
Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com>
Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
231 lines
8.5 KiB
Python
231 lines
8.5 KiB
Python
from ..game_id import jak1_id
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# Scout Flies are given ID's between 0 and 393311 by the game, explanation below.
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# Each fly (or "buzzer") is given a unique 32-bit number broken into two 16-bit numbers.
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# The lower 16 bits are the game-task ID of the power cell the fly corresponds to.
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# The higher 16 bits are the index of the fly itself, from 000 (0) to 110 (6).
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# Ex: The final scout fly on Geyser Rock
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# 0000000000000110 0000000001011111
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# ( Index: 6 ) ( Cell: 95 )
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# Because flies are indexed from 0, each 0th fly's full ID == the power cell's ID.
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# So we need to offset all of their ID's in order for Archipelago to separate them
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# from their power cells. We can use 1024 (2^10) for this purpose, because scout flies
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# only ever need 10 bits to identify themselves (3 for the index, 7 for the cell ID).
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# We're also going to compress the ID by bit-shifting the fly index down to lower bits,
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# keeping the scout fly ID range to a smaller set of numbers (1000 -> 2000, instead of 1 -> 400000).
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fly_offset = 1024
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# These helper functions do all the math required to get information about each
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# scout fly and translate its ID between AP and OpenGOAL.
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def to_ap_id(game_id: int) -> int:
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if game_id >= jak1_id:
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raise ValueError(f"Attempted to convert {game_id} to an AP ID, but it already is one.")
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cell_id = get_cell_id(game_id) # Get the power cell ID from the lowest 7 bits.
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buzzer_index = (game_id - cell_id) >> 9 # Get the index, bit shift it down 9 places.
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compressed_id = fly_offset + buzzer_index + cell_id # Add the offset, the bit-shifted index, and the cell ID.
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return jak1_id + compressed_id # Last thing: add the game's ID.
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def to_game_id(ap_id: int) -> int:
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if ap_id < jak1_id:
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raise ValueError(f"Attempted to convert {ap_id} to a Jak 1 ID, but it already is one.")
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compressed_id = ap_id - jak1_id # Reverse process. First thing: subtract the game's ID.
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cell_id = get_cell_id(compressed_id) # Get the power cell ID from the lowest 7 bits.
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buzzer_index = compressed_id - fly_offset - cell_id # Get the bit-shifted index.
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return (buzzer_index << 9) + cell_id # Return the index to its normal place, re-add the cell ID.
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# Get the power cell ID from the lowest 7 bits.
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# Make sure to use this function ONLY when the input argument does NOT include jak1_id,
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# because that number may flip some of the bottom 7 bits, and that will throw off this bit mask.
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def get_cell_id(buzzer_id: int) -> int:
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if buzzer_id >= jak1_id:
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raise ValueError(f"Attempted to bit mask {buzzer_id}, but it is polluted by the game's ID {jak1_id}.")
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return buzzer_id & 0b1111111
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# The ID's you see below correspond directly to that fly's 32-bit ID in the game.
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# I used the decompiled entity JSON's and Jak's X/Y coordinates in Debug Mode
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# to determine which box ID is which location.
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# Geyser Rock
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locGR_scoutTable = {
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95: "GR: Scout Fly On Ground, Front",
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327775: "GR: Scout Fly On Ground, Back",
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393311: "GR: Scout Fly On Left Ledge",
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65631: "GR: Scout Fly On Right Ledge",
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262239: "GR: Scout Fly On Middle Ledge, Left",
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131167: "GR: Scout Fly On Middle Ledge, Right",
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196703: "GR: Scout Fly On Top Ledge"
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}
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# Sandover Village
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locSV_scoutTable = {
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262219: "SV: Scout Fly In Fisherman's House",
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327755: "SV: Scout Fly In Mayor's House",
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131147: "SV: Scout Fly Under Bridge",
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65611: "SV: Scout Fly Behind Sculptor's House",
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75: "SV: Scout Fly Overlooking Farmer's House",
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393291: "SV: Scout Fly Near Oracle",
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196683: "SV: Scout Fly In Farmer's House"
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}
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# Forbidden Jungle
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locFJ_scoutTable = {
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393223: "FJ: Scout Fly At End Of Path",
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262151: "FJ: Scout Fly On Spiral Of Stumps",
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7: "FJ: Scout Fly Near Dark Eco Boxes",
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196615: "FJ: Scout Fly At End Of River",
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131079: "FJ: Scout Fly Behind Lurker Machine",
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327687: "FJ: Scout Fly Around Temple Spire",
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65543: "FJ: Scout Fly On Top Of Temple"
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}
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# Sentinel Beach
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locSB_scoutTable = {
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327700: "SB: Scout Fly At Entrance",
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20: "SB: Scout Fly Overlooking Locked Boxes",
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65556: "SB: Scout Fly On Path To Flut Flut",
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262164: "SB: Scout Fly Under Wood Pillars",
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196628: "SB: Scout Fly Overlooking Blue Eco Vent",
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131092: "SB: Scout Fly Overlooking Green Eco Vents",
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393236: "SB: Scout Fly On Sentinel"
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}
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# Misty Island
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locMI_scoutTable = {
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327708: "MI: Scout Fly Overlooking Entrance",
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65564: "MI: Scout Fly On Ledge Near Arena Entrance",
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262172: "MI: Scout Fly Near Arena Door",
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28: "MI: Scout Fly On Ledge Near Arena Exit",
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131100: "MI: Scout Fly On Ship",
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196636: "MI: Scout Fly On Barrel Ramps",
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393244: "MI: Scout Fly On Zoomer Ramps"
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}
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# Fire Canyon
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locFC_scoutTable = {
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393284: "FC: Scout Fly 1",
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68: "FC: Scout Fly 2",
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65604: "FC: Scout Fly 3",
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196676: "FC: Scout Fly 4",
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131140: "FC: Scout Fly 5",
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262212: "FC: Scout Fly 6",
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327748: "FC: Scout Fly 7"
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}
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# Rock Village
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locRV_scoutTable = {
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76: "RV: Scout Fly Behind Sage's Hut",
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131148: "RV: Scout Fly Near Waterfall",
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196684: "RV: Scout Fly Behind Geologist",
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262220: "RV: Scout Fly Behind Fiery Boulder",
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65612: "RV: Scout Fly On Dock",
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327756: "RV: Scout Fly At Pontoon Bridge",
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393292: "RV: Scout Fly At Boggy Swamp Entrance"
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}
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# Precursor Basin
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locPB_scoutTable = {
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196665: "PB: Scout Fly Overlooking Entrance",
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393273: "PB: Scout Fly Near Mole Hole",
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131129: "PB: Scout Fly At Purple Ring Start",
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65593: "PB: Scout Fly Near Dark Eco Plant, Above",
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57: "PB: Scout Fly At Blue Ring Start",
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262201: "PB: Scout Fly Before Big Jump",
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327737: "PB: Scout Fly Near Dark Eco Plant, Below"
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}
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# Lost Precursor City
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locLPC_scoutTable = {
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262193: "LPC: Scout Fly First Room",
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131121: "LPC: Scout Fly Before Second Room",
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393265: "LPC: Scout Fly Second Room, Near Orb Vent",
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196657: "LPC: Scout Fly Second Room, On Path To Cell",
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49: "LPC: Scout Fly Second Room, Green Pipe", # Sunken Pipe Game, special cases. See `got-buzzer?`
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65585: "LPC: Scout Fly Second Room, Blue Pipe", # Sunken Pipe Game, special cases. See `got-buzzer?`
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327729: "LPC: Scout Fly Across Steam Vents"
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}
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# Boggy Swamp
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locBS_scoutTable = {
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43: "BS: Scout Fly Near Entrance",
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393259: "BS: Scout Fly Over First Jump Pad",
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65579: "BS: Scout Fly Over Second Jump Pad",
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262187: "BS: Scout Fly Across Black Swamp",
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327723: "BS: Scout Fly Overlooking Flut Flut",
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131115: "BS: Scout Fly On Flut Flut Platforms",
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196651: "BS: Scout Fly In Field Of Boxes"
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}
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# Mountain Pass
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locMP_scoutTable = {
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88: "MP: Scout Fly 1",
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65624: "MP: Scout Fly 2",
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131160: "MP: Scout Fly 3",
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196696: "MP: Scout Fly 4",
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262232: "MP: Scout Fly 5",
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327768: "MP: Scout Fly 6",
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393304: "MP: Scout Fly 7"
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}
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# Volcanic Crater
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locVC_scoutTable = {
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262221: "VC: Scout Fly In Miner's Cave",
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393293: "VC: Scout Fly Near Oracle",
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196685: "VC: Scout Fly On Stone Platforms",
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131149: "VC: Scout Fly Near Lava Tube",
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77: "VC: Scout Fly At Minecart Junction",
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65613: "VC: Scout Fly Near Spider Cave",
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327757: "VC: Scout Fly Near Mountain Pass"
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}
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# Spider Cave
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locSC_scoutTable = {
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327765: "SC: Scout Fly Near Dark Cave Entrance",
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262229: "SC: Scout Fly In Dark Cave",
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393301: "SC: Scout Fly Main Cave, Overlooking Entrance",
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|
196693: "SC: Scout Fly Main Cave, Near Dark Crystal",
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|
131157: "SC: Scout Fly Main Cave, Near Robot Cave Entrance",
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|
85: "SC: Scout Fly Robot Cave, At Bottom Level",
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|
65621: "SC: Scout Fly Robot Cave, At Top Level",
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}
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# Snowy Mountain
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locSM_scoutTable = {
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65: "SM: Scout Fly Near Entrance",
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|
327745: "SM: Scout Fly Near Frozen Box",
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|
65601: "SM: Scout Fly Near Yellow Eco Switch",
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|
131137: "SM: Scout Fly On Cliff near Flut Flut",
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|
393281: "SM: Scout Fly Under Bridge To Fort",
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196673: "SM: Scout Fly On Top Of Fort Tower",
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262209: "SM: Scout Fly On Top Of Fort"
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}
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# Lava Tube
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locLT_scoutTable = {
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90: "LT: Scout Fly 1",
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|
65626: "LT: Scout Fly 2",
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327770: "LT: Scout Fly 3",
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|
262234: "LT: Scout Fly 4",
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|
131162: "LT: Scout Fly 5",
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|
196698: "LT: Scout Fly 6",
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|
393306: "LT: Scout Fly 7"
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}
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# Gol and Maias Citadel
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|
locGMC_scoutTable = {
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91: "GMC: Scout Fly At Entrance",
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65627: "GMC: Scout Fly Main Room, Left of Robot",
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|
196699: "GMC: Scout Fly Main Room, Right of Robot",
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|
262235: "GMC: Scout Fly Before Jumping Lurkers",
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|
393307: "GMC: Scout Fly At Blast Furnace",
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|
131163: "GMC: Scout Fly At Launch Pad Room",
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|
327771: "GMC: Scout Fly Top Of Rotating Tower"
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|
}
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