231 lines
8.5 KiB
Python
231 lines
8.5 KiB
Python
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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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