/* Bloodstained: Ritual of the Night - ASL primarily by CptBrian with help from: DarkTechnomancer & hitachihex ASL Version 3.8 (PC Only) This ASL is compatible with RotN versions: Steam 1.02,3,4,10,16,17,19,21,30,40,50,60 GOG 1.03,4,5,9,10,21 & Cracked Steam 1.02 [LiveSplit] Run as administrator, or this can't read RotN's memory. This can be done by default through Properties -> Compatibility. [LiveSplit] Edit Layout: Add -> Control -> Scriptable Auto Splitter (don't need to do this if you're using this file through split editor) [LiveSplit] Layout Settings: Scriptable AutoSplitter -> Browse for this .asl file (^^^) [LiveSplit] Remember to save your Layout/Splits and compare against Game Time if necessary! */ state("BloodstainedRotN-Win64-Shipping", "Unknown-Using Latest"){ //Copy of addresses from whichever the most common version is (Steam 1.60) uint FileCreateLoad : 0xAE54FF0, 0x188; byte Saving : 0xAE54FF0, 0x280, 0x150, 0x2B5; uint Cutscene : 0xAE54FF0, 0x3D0; uint BossHP : 0xAE54FF0, 0x408, 0xD30, 0x240; uint Gold : 0xAE54FF0, 0x430; float IGT : 0xAE54FF0, 0x444; byte Difficulty : 0xAE54FF0, 0x448; byte GameMode : 0xAE54FF0, 0x449; byte Character : 0xAE54FF0, 0x44A; uint IntroEvents : 0xAE54FF0, 0x4E8; byte BossDoors : 0xAE54FF0, 0x930; byte GalleonBannerSeen : 0xAE54FF0, 0x940; uint PauseMenu : 0xAE54FF0, 0xA28; uint PressAnyKey : 0xAE54FF0, 0xA38; uint Loading : 0xAE54FF0, 0xA50; uint LoadingFile : 0xAE54FF0, 0xA60; uint RoomData : 0xAE54FF0, 0x2F8B0; uint PreviousRoom : 0xAE54FF0, 0x2F8B0, 0x188; uint Room : 0xAE54FF0, 0x2F8B0, 0x190; byte RDLoading : 0xAE54FF0, 0x2F8B0, 0x1B8; byte IntroChest : 0xAE54FF0, 0x2E8B5; uint DialogueShop : 0xAE54FF0, 0x2F988, 0x4E8; float PlayerRotation : 0xAE54FF0, 0x2FA38, 0x0, 0x900, 0x23C; float PlayerX : 0xAE54FF0, 0x2FA38, 0x0, 0x900, 0x260; float PlayerY : 0xAE54FF0, 0x2FA38, 0x0, 0x900, 0x268; float PlayerZ : 0xAE54FF0, 0x2FA38, 0x0, 0x900, 0x264; uint PlayerHP : 0xAE54FF0, 0x2FA38, 0x0, 0xD30, 0x240; uint PlayerMP : 0xAE54FF0, 0x2FA38, 0x0, 0xD30, 0x244; uint PlayerEXP : 0xAE54FF0, 0x2FA38, 0x0, 0xD30, 0x248; uint Classic1Score : 0xAE47308, 0xC4; float Classic1HP : 0xAE47308, 0xB8; float Classic1Time : 0xAE47308, 0xD0, 0x548; bool Classic1TimeRunning : 0xAE47308, 0xD0, 0x540; float Classic1PlayerX : 0xAE47308, 0xD0, 0x7E8, 0x4A0, 0x548, 0x2D0; float Classic1PlayerY : 0xAE47308, 0xD0, 0x7E8, 0x4A0, 0x548, 0x2D8; float Classic1PlayerZ : 0xAE47308, 0xD0, 0x7E8, 0x4A0, 0x548, 0x2D4; float Classic1Stage5Time : 0xAE54FF0, 0x468, 0x58; } state("BloodstainedRotN-Win64-Shipping", "Steam 1.02 Cracked"){ uint Loading : 0x6C31250, 0x848; //uworld ptr is +1000 hex from official Steam 1.02/1.03 uint LoadingFile : 0x6C31250, 0x858; byte Saving : 0x6C31250, 0x140, 0xF0, 0x285; uint PauseMenu : 0x6C31250, 0x820; uint PressAnyKey : 0x6C31250, 0x830; uint ShardGet : 0x6C31250, 0x84C; uint NewAreaBanner : 0x6C31250, 0x85C; uint LevelUp : 0x6C31250, 0x864; uint UpgradeGet : 0x6C31250, 0x868; uint Gold : 0x6C31250, 0x254; uint Cutscene : 0x6C31250, 0x208; uint RoomData : 0x6C31250, 0x2F688; uint Room : 0x6C31250, 0x2F688, 0x188; uint PreviousRoom : 0x6C31250, 0x2F688, 0x180; byte Difficulty : 0x6C31250, 0x26C; byte GameMode : 0x6C31250, 0x26D; byte Character : 0x6C31250, 0x26E; float IGT : 0x6C31250, 0x268; uint NGPlusCount : 0x6C31250, 0x264; uint GameClear : 0x6C31250, 0x258; uint FileCreateLoad : 0x6C31250, 0xE8; uint DialogueShop : 0x6C31250, 0x2F760, 0x510; uint IntroEvents : 0x6C31250, 0x2E0; byte IntroChest : 0x6C31250, 0x2E68D; byte RDLoading : 0x6C31250, 0x2F688, 0x1B4; float PlayerX : 0x6C31250, 0x2F818, 0x0, 0x928, 0x244; float PlayerY : 0x6C31250, 0x2F818, 0x0, 0x928, 0x24C; float PlayerZ : 0x6C31250, 0x2F818, 0x0, 0x928, 0x25C; float PlayerRotation : 0x6C31250, 0x2F818, 0x0, 0x928, 0x238; byte BossDoors : 0x6C31250, 0x728; byte GalleonBannerSeen : 0x6C31250, 0x738; uint BossHP : 0x6C31250, 0x240, 0xD30, 0x38; uint PlayerHP : 0x6C31250, 0x2F818, 0x0, 0xD30, 0x38; uint PlayerMP : 0x6C31250, 0x2F818, 0x0, 0xD30, 0x3C; uint PlayerEXP : 0x6C31250, 0x2F818, 0x0, 0xD30, 0x40; } state("BloodstainedRotN-Win64-Shipping", "GOG 1.04"){ //Exactly the same as GOG 1.03 uint Loading : 0x6BFF860, 0x848; uint LoadingFile : 0x6BFF860, 0x858; byte Saving : 0x6BFF860, 0x140, 0xF0, 0x285; uint PauseMenu : 0x6BFF860, 0x820; uint PressAnyKey : 0x6BFF860, 0x830; uint ShardGet : 0x6BFF860, 0x84C; uint NewAreaBanner : 0x6BFF860, 0x85C; uint LevelUp : 0x6BFF860, 0x864; uint UpgradeGet : 0x6BFF860, 0x868; uint Gold : 0x6BFF860, 0x254; uint Cutscene : 0x6BFF860, 0x208; uint RoomData : 0x6BFF860, 0x2F688; uint Room : 0x6BFF860, 0x2F688, 0x188; uint PreviousRoom : 0x6BFF860, 0x2F688, 0x180; byte Difficulty : 0x6BFF860, 0x26C; byte GameMode : 0x6BFF860, 0x26D; byte Character : 0x6BFF860, 0x26E; float IGT : 0x6BFF860, 0x268; uint NGPlusCount : 0x6BFF860, 0x264; uint GameClear : 0x6BFF860, 0x258; uint FileCreateLoad : 0x6BFF860, 0xE8; uint DialogueShop : 0x6BFF860, 0x2F760, 0x510; uint IntroEvents : 0x6BFF860, 0x2E0; byte IntroChest : 0x6BFF860, 0x2E68D; byte RDLoading : 0x6BFF860, 0x2F688, 0x1B4; float PlayerX : 0x6BFF860, 0x2F818, 0x0, 0x928, 0x244; float PlayerY : 0x6BFF860, 0x2F818, 0x0, 0x928, 0x24C; float PlayerZ : 0x6BFF860, 0x2F818, 0x0, 0x928, 0x25C; float PlayerRotation : 0x6BFF860, 0x2F818, 0x0, 0x928, 0x238; byte BossDoors : 0x6BFF860, 0x728; byte GalleonBannerSeen : 0x6BFF860, 0x738; uint BossHP : 0x6BFF860, 0x240, 0xD30, 0x38; uint PlayerHP : 0x6BFF860, 0x2F818, 0x0, 0xD30, 0x38; uint PlayerMP : 0x6BFF860, 0x2F818, 0x0, 0xD30, 0x3C; uint PlayerEXP : 0x6BFF860, 0x2F818, 0x0, 0xD30, 0x40; } state("BloodstainedRotN-Win64-Shipping", "GOG 1.05"){ uint Loading : 0x6C088E0, 0x848; uint LoadingFile : 0x6C088E0, 0x858; byte Saving : 0x6C088E0, 0x140, 0xF0, 0x285; uint PauseMenu : 0x6C088E0, 0x820; uint PressAnyKey : 0x6C088E0, 0x830; uint ShardGet : 0x6C088E0, 0x84C; uint NewAreaBanner : 0x6C088E0, 0x85C; uint LevelUp : 0x6C088E0, 0x864; uint UpgradeGet : 0x6C088E0, 0x868; uint Gold : 0x6C088E0, 0x254; uint Cutscene : 0x6C088E0, 0x208; uint RoomData : 0x6C088E0, 0x2F688; uint Room : 0x6C088E0, 0x2F688, 0x188; uint PreviousRoom : 0x6C088E0, 0x2F688, 0x180; byte Difficulty : 0x6C088E0, 0x26C; byte GameMode : 0x6C088E0, 0x26D; byte Character : 0x6C088E0, 0x26E; float IGT : 0x6C088E0, 0x268; uint NGPlusCount : 0x6C088E0, 0x264; uint GameClear : 0x6C088E0, 0x258; uint FileCreateLoad : 0x6C088E0, 0xE8; uint DialogueShop : 0x6C088E0, 0x2F760, 0x510; uint IntroEvents : 0x6C088E0, 0x2E0; byte IntroChest : 0x6C088E0, 0x2E68D; byte RDLoading : 0x6C088E0, 0x2F688, 0x1B4; float PlayerX : 0x6C088E0, 0x2F818, 0x0, 0x928, 0x244; float PlayerY : 0x6C088E0, 0x2F818, 0x0, 0x928, 0x24C; float PlayerZ : 0x6C088E0, 0x2F818, 0x0, 0x928, 0x25C; float PlayerRotation : 0x6C088E0, 0x2F818, 0x0, 0x928, 0x238; byte BossDoors : 0x6C088E0, 0x728; byte GalleonBannerSeen : 0x6C088E0, 0x738; uint BossHP : 0x6C088E0, 0x240, 0xD30, 0x38; uint PlayerHP : 0x6C088E0, 0x2F818, 0x0, 0xD30, 0x38; uint PlayerMP : 0x6C088E0, 0x2F818, 0x0, 0xD30, 0x3C; uint PlayerEXP : 0x6C088E0, 0x2F818, 0x0, 0xD30, 0x40; } state("BloodstainedRotN-Win64-Shipping", "Steam 1.03"){ //Exactly the same as Steam 1.02(official/uncracked) uint Loading : 0x6C30250, 0x848; uint LoadingFile : 0x6C30250, 0x858; byte Saving : 0x6C30250, 0x140, 0xF0, 0x285; uint PauseMenu : 0x6C30250, 0x820; uint PressAnyKey : 0x6C30250, 0x830; uint ShardGet : 0x6C30250, 0x84C; uint NewAreaBanner : 0x6C30250, 0x85C; uint LevelUp : 0x6C30250, 0x864; uint UpgradeGet : 0x6C30250, 0x868; uint Gold : 0x6C30250, 0x254; uint Cutscene : 0x6C30250, 0x208; uint RoomData : 0x6C30250, 0x2F688; uint Room : 0x6C30250, 0x2F688, 0x188; uint PreviousRoom : 0x6C30250, 0x2F688, 0x180; byte Difficulty : 0x6C30250, 0x26C; byte GameMode : 0x6C30250, 0x26D; byte Character : 0x6C30250, 0x26E; float IGT : 0x6C30250, 0x268; uint NGPlusCount : 0x6C30250, 0x264; uint GameClear : 0x6C30250, 0x258; uint FileCreateLoad : 0x6C30250, 0xE8; uint DialogueShop : 0x6C30250, 0x2F760, 0x510; uint IntroEvents : 0x6C30250, 0x2E0; byte IntroChest : 0x6C30250, 0x2E68D; byte RDLoading : 0x6C30250, 0x2F688, 0x1B4; float PlayerX : 0x6C30250, 0x2F818, 0x0, 0x928, 0x244; float PlayerY : 0x6C30250, 0x2F818, 0x0, 0x928, 0x24C; float PlayerZ : 0x6C30250, 0x2F818, 0x0, 0x928, 0x25C; float PlayerRotation : 0x6C30250, 0x2F818, 0x0, 0x928, 0x238; byte BossDoors : 0x6C30250, 0x728; byte GalleonBannerSeen : 0x6C30250, 0x738; uint BossHP : 0x6C30250, 0x240, 0xD30, 0x38; uint PlayerHP : 0x6C30250, 0x2F818, 0x0, 0xD30, 0x38; uint PlayerMP : 0x6C30250, 0x2F818, 0x0, 0xD30, 0x3C; uint PlayerEXP : 0x6C30250, 0x2F818, 0x0, 0xD30, 0x40; } state("BloodstainedRotN-Win64-Shipping", "Steam 1.04"){ uint Loading : 0x6C48760, 0x848; uint LoadingFile : 0x6C48760, 0x858; byte Saving : 0x6C48760, 0x140, 0xF0, 0x285; uint PauseMenu : 0x6C48760, 0x820; uint PressAnyKey : 0x6C48760, 0x830; uint ShardGet : 0x6C48760, 0x84C; uint NewAreaBanner : 0x6C48760, 0x85C; uint LevelUp : 0x6C48760, 0x864; uint UpgradeGet : 0x6C48760, 0x868; uint Gold : 0x6C48760, 0x254; uint Cutscene : 0x6C48760, 0x208; uint RoomData : 0x6C48760, 0x2F688; uint Room : 0x6C48760, 0x2F688, 0x188; uint PreviousRoom : 0x6C48760, 0x2F688, 0x180; byte Difficulty : 0x6C48760, 0x26C; byte GameMode : 0x6C48760, 0x26D; byte Character : 0x6C48760, 0x26E; float IGT : 0x6C48760, 0x268; uint NGPlusCount : 0x6C48760, 0x264; uint GameClear : 0x6C48760, 0x258; uint FileCreateLoad : 0x6C48760, 0xE8; uint DialogueShop : 0x6C48760, 0x2F760, 0x510; uint IntroEvents : 0x6C48760, 0x2E0; byte IntroChest : 0x6C48760, 0x2E68D; byte RDLoading : 0x6C48760, 0x2F688, 0x1B4; float PlayerX : 0x6C48760, 0x2F818, 0x0, 0x928, 0x244; float PlayerY : 0x6C48760, 0x2F818, 0x0, 0x928, 0x24C; float PlayerZ : 0x6C48760, 0x2F818, 0x0, 0x928, 0x25C; float PlayerRotation : 0x6C48760, 0x2F818, 0x0, 0x928, 0x238; byte BossDoors : 0x6C48760, 0x728; byte GalleonBannerSeen : 0x6C48760, 0x738; uint BossHP : 0x6C48760, 0x240, 0xD30, 0x38; uint PlayerHP : 0x6C48760, 0x2F818, 0x0, 0xD30, 0x38; uint PlayerMP : 0x6C48760, 0x2F818, 0x0, 0xD30, 0x3C; uint PlayerEXP : 0x6C48760, 0x2F818, 0x0, 0xD30, 0x40; } state("BloodstainedRotN-Win64-Shipping", "GOG 1.09"){ uint Loading : 0x6C15D60, 0x848; uint LoadingFile : 0x6C15D60, 0x858; byte Saving : 0x6C15D60, 0x140, 0xF0, 0x285; uint PauseMenu : 0x6C15D60, 0x820; uint PressAnyKey : 0x6C15D60, 0x830; uint ShardGet : 0x6C15D60, 0x84C; uint NewAreaBanner : 0x6C15D60, 0x85C; uint LevelUp : 0x6C15D60, 0x864; uint UpgradeGet : 0x6C15D60, 0x868; uint Gold : 0x6C15D60, 0x254; uint Cutscene : 0x6C15D60, 0x208; uint RoomData : 0x6C15D60, 0x2F688; uint Room : 0x6C15D60, 0x2F688, 0x188; uint PreviousRoom : 0x6C15D60, 0x2F688, 0x180; byte Difficulty : 0x6C15D60, 0x26C; byte GameMode : 0x6C15D60, 0x26D; byte Character : 0x6C15D60, 0x26E; float IGT : 0x6C15D60, 0x268; uint NGPlusCount : 0x6C15D60, 0x264; uint GameClear : 0x6C15D60, 0x258; uint FileCreateLoad : 0x6C15D60, 0xE8; uint DialogueShop : 0x6C15D60, 0x2F760, 0x510; uint IntroEvents : 0x6C15D60, 0x2E0; byte IntroChest : 0x6C15D60, 0x2E68D; byte RDLoading : 0x6C15D60, 0x2F688, 0x1B4; float PlayerX : 0x6C15D60, 0x2F818, 0x0, 0x928, 0x244; float PlayerY : 0x6C15D60, 0x2F818, 0x0, 0x928, 0x24C; float PlayerZ : 0x6C15D60, 0x2F818, 0x0, 0x928, 0x25C; float PlayerRotation : 0x6C15D60, 0x2F818, 0x0, 0x928, 0x238; byte BossDoors : 0x6C15D60, 0x728; byte GalleonBannerSeen : 0x6C15D60, 0x738; uint BossHP : 0x6C15D60, 0x240, 0xD30, 0x38; uint PlayerHP : 0x6C15D60, 0x2F818, 0x0, 0xD30, 0x38; uint PlayerMP : 0x6C15D60, 0x2F818, 0x0, 0xD30, 0x3C; uint PlayerEXP : 0x6C15D60, 0x2F818, 0x0, 0xD30, 0x40; } state("BloodstainedRotN-Win64-Shipping", "Steam 1.10"){ //Pointers match GOG 1.10 uint Loading : 0x72B3060, 0x878; uint LoadingFile : 0x72B3060, 0x888; byte Saving : 0x72B3060, 0x140, 0xF0, 0x285; uint PauseMenu : 0x72B3060, 0x850; uint PressAnyKey : 0x72B3060, 0x860; uint ShardGet : 0x72B3060, 0x87C; uint NewAreaBanner : 0x72B3060, 0x88C; uint LevelUp : 0x72B3060, 0x894; uint UpgradeGet : 0x72B3060, 0x898; uint Gold : 0x72B3060, 0x278; //+24 hex prev uint Cutscene : 0x72B3060, 0x218; //+10 hex prev uint RoomData : 0x72B3060, 0x2F6B8; //+30 hex prev uint Room : 0x72B3060, 0x2F6B8, 0x188; uint PreviousRoom : 0x72B3060, 0x2F6B8, 0x180; byte Difficulty : 0x72B3060, 0x290; byte GameMode : 0x72B3060, 0x291; byte Character : 0x72B3060, 0x292; float IGT : 0x72B3060, 0x28C; //+24 hex prev uint NGPlusCount : 0x72B3060, 0x288; uint GameClear : 0x72B3060, 0x27C; uint FileCreateLoad : 0x72B3060, 0xE8; //+0 hex prev uint DialogueShop : 0x72B3060, 0x2F790, 0x510; uint IntroEvents : 0x72B3060, 0x310; //+30 hex prev byte IntroChest : 0x72B3060, 0x2E6BD; byte RDLoading : 0x72B3060, 0x2F6B8, 0x1B4; float PlayerX : 0x72B3060, 0x2F848, 0x0, 0x928, 0x244; float PlayerY : 0x72B3060, 0x2F848, 0x0, 0x928, 0x24C; float PlayerZ : 0x72B3060, 0x2F848, 0x0, 0x928, 0x25C; float PlayerRotation : 0x72B3060, 0x2F848, 0x0, 0x928, 0x238; byte BossDoors : 0x72B3060, 0x758; byte GalleonBannerSeen : 0x72B3060, 0x768; uint BossHP : 0x72B3060, 0x250, 0xD30, 0x38; uint PlayerHP : 0x72B3060, 0x2F848, 0x0, 0xD30, 0x38; uint PlayerMP : 0x72B3060, 0x2F848, 0x0, 0xD30, 0x3C; uint PlayerEXP : 0x72B3060, 0x2F848, 0x0, 0xD30, 0x40; } state("BloodstainedRotN-Win64-Shipping", "GOG 1.10"){ //Pointers match Steam 1.10 uint Loading : 0x72B3060, 0x878; uint LoadingFile : 0x72B3060, 0x888; byte Saving : 0x72B3060, 0x140, 0xF0, 0x285; uint PauseMenu : 0x72B3060, 0x850; uint PressAnyKey : 0x72B3060, 0x860; uint ShardGet : 0x72B3060, 0x87C; uint NewAreaBanner : 0x72B3060, 0x88C; uint LevelUp : 0x72B3060, 0x894; uint UpgradeGet : 0x72B3060, 0x898; uint Gold : 0x72B3060, 0x278; uint Cutscene : 0x72B3060, 0x218; uint RoomData : 0x72B3060, 0x2F6B8; uint Room : 0x72B3060, 0x2F6B8, 0x188; uint PreviousRoom : 0x72B3060, 0x2F6B8, 0x180; byte Difficulty : 0x72B3060, 0x290; byte GameMode : 0x72B3060, 0x291; byte Character : 0x72B3060, 0x292; float IGT : 0x72B3060, 0x28C; uint NGPlusCount : 0x72B3060, 0x288; uint GameClear : 0x72B3060, 0x27C; uint FileCreateLoad : 0x72B3060, 0xE8; uint DialogueShop : 0x72B3060, 0x2F790, 0x510; uint IntroEvents : 0x72B3060, 0x310; byte IntroChest : 0x72B3060, 0x2E6BD; byte RDLoading : 0x72B3060, 0x2F6B8, 0x1B4; float PlayerX : 0x72B3060, 0x2F848, 0x0, 0x928, 0x244; float PlayerY : 0x72B3060, 0x2F848, 0x0, 0x928, 0x24C; float PlayerZ : 0x72B3060, 0x2F848, 0x0, 0x928, 0x25C; float PlayerRotation : 0x72B3060, 0x2F848, 0x0, 0x928, 0x238; byte BossDoors : 0x72B3060, 0x758; byte GalleonBannerSeen : 0x72B3060, 0x768; uint BossHP : 0x72B3060, 0x250, 0xD30, 0x38; uint PlayerHP : 0x72B3060, 0x2F848, 0x0, 0xD30, 0x38; uint PlayerMP : 0x72B3060, 0x2F848, 0x0, 0xD30, 0x3C; uint PlayerEXP : 0x72B3060, 0x2F848, 0x0, 0xD30, 0x40; } state("BloodstainedRotN-Win64-Shipping", "Steam 1.16"){ uint Loading : 0x7402720, 0x8A8; uint LoadingFile : 0x7402720, 0x8B8; byte Saving : 0x7402720, 0x140, 0xF0, 0x285; //+0 hex prev uint PauseMenu : 0x7402720, 0x880; uint PressAnyKey : 0x7402720, 0x890; uint ShardGet : 0x7402720, 0x8AC; uint NewAreaBanner : 0x7402720, 0x8BC; uint LevelUp : 0x7402720, 0x8C4; uint UpgradeGet : 0x7402720, 0x8C8; uint Gold : 0x7402720, 0x2A8; //+30 hex prev uint Cutscene : 0x7402720, 0x248; //+30 hex prev uint RoomData : 0x7402720, 0x2F6E8; //+30 hex prev uint Room : 0x7402720, 0x2F6E8, 0x188; uint PreviousRoom : 0x7402720, 0x2F6E8, 0x180; byte Difficulty : 0x7402720, 0x2C0; byte GameMode : 0x7402720, 0x2C1; byte Character : 0x7402720, 0x2C2; float IGT : 0x7402720, 0x2BC; //+30 hex prev uint NGPlusCount : 0x7402720, 0x2B8; uint GameClear : 0x7402720, 0x2AC; uint FileCreateLoad : 0x7402720, 0xE8; //+0 hex prev uint DialogueShop : 0x7402720, 0x2F7C0, 0x510; uint IntroEvents : 0x7402720, 0x340; //+30 hex prev byte IntroChest : 0x7402720, 0x2E6ED; byte RDLoading : 0x7402720, 0x2F6E8, 0x1B4; float PlayerX : 0x7402720, 0x2F878, 0x0, 0x928, 0x244; float PlayerY : 0x7402720, 0x2F878, 0x0, 0x928, 0x24C; float PlayerZ : 0x7402720, 0x2F878, 0x0, 0x928, 0x25C; float PlayerRotation : 0x7402720, 0x2F878, 0x0, 0x928, 0x238; byte BossDoors : 0x7402720, 0x788; byte GalleonBannerSeen : 0x7402720, 0x798; uint BossHP : 0x7402720, 0x280, 0xD30, 0x38; uint PlayerHP : 0x7402720, 0x2F878, 0x0, 0xD30, 0x38; uint PlayerMP : 0x7402720, 0x2F878, 0x0, 0xD30, 0x3C; uint PlayerEXP : 0x7402720, 0x2F878, 0x0, 0xD30, 0x40; } state("BloodstainedRotN-Win64-Shipping", "Steam 1.17"){ uint Loading : 0x7402820, 0x8A8; uint LoadingFile : 0x7402820, 0x8B8; byte Saving : 0x7402820, 0x140, 0xF0, 0x285; //+0 hex prev uint PauseMenu : 0x7402820, 0x880; uint PressAnyKey : 0x7402820, 0x890; uint ShardGet : 0x7402820, 0x8AC; uint NewAreaBanner : 0x7402820, 0x8BC; uint LevelUp : 0x7402820, 0x8C4; uint UpgradeGet : 0x7402820, 0x8C8; uint Gold : 0x7402820, 0x2A8; //+0 hex prev uint Cutscene : 0x7402820, 0x248; //+0 hex prev uint RoomData : 0x7402820, 0x2F6E8; //+0 hex prev uint Room : 0x7402820, 0x2F6E8, 0x188; uint PreviousRoom : 0x7402820, 0x2F6E8, 0x180; byte Difficulty : 0x7402820, 0x2C0; byte GameMode : 0x7402820, 0x2C1; byte Character : 0x7402820, 0x2C2; float IGT : 0x7402820, 0x2BC; //+0 hex prev uint NGPlusCount : 0x7402820, 0x2B8; uint GameClear : 0x7402820, 0x2AC; uint FileCreateLoad : 0x7402820, 0xE8; //+0 hex prev uint DialogueShop : 0x7402820, 0x2F7C0, 0x510; uint IntroEvents : 0x7402820, 0x340; //+0 hex prev byte IntroChest : 0x7402820, 0x2E6ED; byte RDLoading : 0x7402820, 0x2F6E8, 0x1B4; float PlayerX : 0x7402820, 0x2F878, 0x0, 0x928, 0x244; float PlayerY : 0x7402820, 0x2F878, 0x0, 0x928, 0x24C; float PlayerZ : 0x7402820, 0x2F878, 0x0, 0x928, 0x25C; float PlayerRotation : 0x7402820, 0x2F878, 0x0, 0x928, 0x238; byte BossDoors : 0x7402820, 0x788; byte GalleonBannerSeen : 0x7402820, 0x798; uint BossHP : 0x7402820, 0x280, 0xD30, 0x38; uint PlayerHP : 0x7402820, 0x2F878, 0x0, 0xD30, 0x38; uint PlayerMP : 0x7402820, 0x2F878, 0x0, 0xD30, 0x3C; uint PlayerEXP : 0x7402820, 0x2F878, 0x0, 0xD30, 0x40; } state("BloodstainedRotN-Win64-Shipping", "Steam 1.19"){ uint FileCreateLoad : 0x6F2C990, 0xE8; //+0 hex previous version (Final offset) byte Saving : 0x6F2C990, 0x140, 0x120, 0x285; //+0 hex prev, and +30 hex prev on 2nd offset uint Cutscene : 0x6F2C990, 0x248; //+0 hex prev uint BossHP : 0x6F2C990, 0x280, 0xD50, 0x38; //+0 hex prev, and +20 hex prev on 2nd offset uint Gold : 0x6F2C990, 0x2A8; //+0 hex prev uint GameClear : 0x6F2C990, 0x2AC; //+0 hex prev uint NGPlusCount : 0x6F2C990, 0x2B8; //+0 hex prev float IGT : 0x6F2C990, 0x2BC; //+0 hex prev byte Difficulty : 0x6F2C990, 0x2C0; //+0 hex prev byte GameMode : 0x6F2C990, 0x2C1; //+0 hex prev byte Character : 0x6F2C990, 0x2C2; //+0 hex prev uint IntroEvents : 0x6F2C990, 0x348; //+8 hex prev byte BossDoors : 0x6F2C990, 0x790; //+8 hex prev byte GalleonBannerSeen : 0x6F2C990, 0x7A0; //+8 hex prev uint PauseMenu : 0x6F2C990, 0x888; //+8 hex prev uint PressAnyKey : 0x6F2C990, 0x898; //+8 hex prev uint Loading : 0x6F2C990, 0x8B0; //-18 hex prev uint ShardGet : 0x6F2C990, 0x8B4; //+8 hex prev uint LoadingFile : 0x6F2C990, 0x8C0; //+8 hex prev uint NewAreaBanner : 0x6F2C990, 0x8C4; //+8 hex prev uint LevelUp : 0x6F2C990, 0x8CC; //+8 hex prev uint UpgradeGet : 0x6F2C990, 0x8D0; //+8 hex prev uint RoomData : 0x6F2C990, 0x2F700; //+18 hex prev uint PreviousRoom : 0x6F2C990, 0x2F700, 0x180; //+18 hex prev uint Room : 0x6F2C990, 0x2F700, 0x188; //+18 hex prev byte RDLoading : 0x6F2C990, 0x2F700, 0x1B4; //+18 hex prev byte IntroChest : 0x6F2C990, 0x2E705; //+18 hex prev uint DialogueShop : 0x6F2C990, 0x2F7D8, 0x510; //+18 hex prev float PlayerRotation : 0x6F2C990, 0x2F890, 0x0, 0x928, 0x238; //+18 hex prev float PlayerX : 0x6F2C990, 0x2F890, 0x0, 0x928, 0x244; //+18 hex prev float PlayerY : 0x6F2C990, 0x2F890, 0x0, 0x928, 0x24C; //+18 hex prev float PlayerZ : 0x6F2C990, 0x2F890, 0x0, 0x928, 0x25C; //+18 hex prev uint PlayerHP : 0x6F2C990, 0x2F890, 0x0, 0xD50, 0x38; //+18 hex prev, and +20 hex prev on 3rd offset uint PlayerMP : 0x6F2C990, 0x2F890, 0x0, 0xD50, 0x3C; //+18 hex prev, and +20 hex prev on 3rd offset uint PlayerEXP : 0x6F2C990, 0x2F890, 0x0, 0xD50, 0x40; //+18 hex prev, and +20 hex prev on 3rd offset } state("BloodstainedRotN-Win64-Shipping", "Steam 1.21"){ uint FileCreateLoad : 0x6F891E0, 0xE8; //+0 hex previous version (Final offset) byte Saving : 0x6F891E0, 0x148, 0x120, 0x285; //+0 hex prev, +0 hex prev on 2nd offset, +8 hex prev on 1st offset uint Cutscene : 0x6F891E0, 0x250; //+8 hex prev uint BossHP : 0x6F891E0, 0x288, 0xD50, 0x38; //+0 hex prev, +0 hex on 2nd offset, +8 hex prev on 1st offset uint Gold : 0x6F891E0, 0x2B0; //+8 hex prev uint GameClear : 0x6F891E0, 0x2B4; //+8 hex prev uint NGPlusCount : 0x6F891E0, 0x2C0; //+8 hex prev float IGT : 0x6F891E0, 0x2C4; //+8 hex prev byte Difficulty : 0x6F891E0, 0x2C8; //+8 hex prev byte GameMode : 0x6F891E0, 0x2C9; //+8 hex prev byte Character : 0x6F891E0, 0x2CA; //+8 hex prev uint IntroEvents : 0x6F891E0, 0x358; //+10 hex prev byte BossDoors : 0x6F891E0, 0x7A0; //+10 hex prev byte GalleonBannerSeen : 0x6F891E0, 0x7B0; //+10 hex prev uint PauseMenu : 0x6F891E0, 0x898; //+10 hex prev uint PressAnyKey : 0x6F891E0, 0x8A8; //+10 hex prev uint Loading : 0x6F891E0, 0x8C0; //+10 hex prev uint ShardGet : 0x6F891E0, 0x8C4; //+10 hex prev uint LoadingFile : 0x6F891E0, 0x8D0; //+10 hex prev uint NewAreaBanner : 0x6F891E0, 0x8D4; //+10 hex prev uint LevelUp : 0x6F891E0, 0x8DC; //+10 hex prev uint UpgradeGet : 0x6F891E0, 0x8E0; //+10 hex prev uint RoomData : 0x6F891E0, 0x2F710; //+10 hex prev uint PreviousRoom : 0x6F891E0, 0x2F710, 0x180; //+0 hex prev, +10 hex prev on 1st offset uint Room : 0x6F891E0, 0x2F710, 0x188; //+0 hex prev, +10 hex prev on 1st offset byte RDLoading : 0x6F891E0, 0x2F710, 0x1B4; //+0 hex prev, +10 hex prev on 1st offset byte IntroChest : 0x6F891E0, 0x2E715; //+10 hex prev uint DialogueShop : 0x6F891E0, 0x2F7E8, 0x510; //+0 hex prev, +10 hex prev on 1st offset float PlayerRotation : 0x6F891E0, 0x2F8A0, 0x0, 0x930, 0x238; //+0 hex prev, +8 hex prev on 3rd offset, +10 hex prev on 1st offset float PlayerX : 0x6F891E0, 0x2F8A0, 0x0, 0x930, 0x244; //+0 hex prev, +8 hex prev on 3rd offset, +10 hex prev on 1st offset float PlayerY : 0x6F891E0, 0x2F8A0, 0x0, 0x930, 0x24C; //+0 hex prev, +8 hex prev on 3rd offset, +10 hex prev on 1st offset float PlayerZ : 0x6F891E0, 0x2F8A0, 0x0, 0x930, 0x25C; //+0 hex prev, +8 hex prev on 3rd offset, +10 hex prev on 1st offset uint PlayerHP : 0x6F891E0, 0x2F8A0, 0x0, 0xD50, 0x38; //+0 hex prev, +0 hex prev on 3rd offset, +10 hex prev on 1st offset uint PlayerMP : 0x6F891E0, 0x2F8A0, 0x0, 0xD50, 0x3C; //+0 hex prev, +0 hex prev on 3rd offset, +10 hex prev on 1st offset uint PlayerEXP : 0x6F891E0, 0x2F8A0, 0x0, 0xD50, 0x40; //+0 hex prev, +0 hex prev on 3rd offset, +10 hex prev on 1st offset } state("BloodstainedRotN-Win64-Shipping", "GOG 1.21"){ //Matches Steam's, except the base address uint FileCreateLoad : 0x6F881E0, 0xE8; byte Saving : 0x6F881E0, 0x148, 0x120, 0x285; uint Cutscene : 0x6F881E0, 0x250; uint BossHP : 0x6F881E0, 0x288, 0xD50, 0x38; uint Gold : 0x6F881E0, 0x2B0; uint GameClear : 0x6F881E0, 0x2B4; uint NGPlusCount : 0x6F881E0, 0x2C0; float IGT : 0x6F881E0, 0x2C4; byte Difficulty : 0x6F881E0, 0x2C8; byte GameMode : 0x6F881E0, 0x2C9; byte Character : 0x6F881E0, 0x2CA; uint IntroEvents : 0x6F881E0, 0x358; byte BossDoors : 0x6F881E0, 0x7A0; byte GalleonBannerSeen : 0x6F881E0, 0x7B0; uint PauseMenu : 0x6F881E0, 0x898; uint PressAnyKey : 0x6F881E0, 0x8A8; uint Loading : 0x6F881E0, 0x8C0; uint ShardGet : 0x6F881E0, 0x8C4; uint LoadingFile : 0x6F881E0, 0x8D0; uint NewAreaBanner : 0x6F881E0, 0x8D4; uint LevelUp : 0x6F881E0, 0x8DC; uint UpgradeGet : 0x6F881E0, 0x8E0; uint RoomData : 0x6F881E0, 0x2F710; uint PreviousRoom : 0x6F881E0, 0x2F710, 0x180; uint Room : 0x6F881E0, 0x2F710, 0x188; byte RDLoading : 0x6F881E0, 0x2F710, 0x1B4; byte IntroChest : 0x6F881E0, 0x2E715; uint DialogueShop : 0x6F881E0, 0x2F7E8, 0x510; float PlayerRotation : 0x6F881E0, 0x2F8A0, 0x0, 0x930, 0x238; float PlayerX : 0x6F881E0, 0x2F8A0, 0x0, 0x930, 0x244; float PlayerY : 0x6F881E0, 0x2F8A0, 0x0, 0x930, 0x24C; float PlayerZ : 0x6F881E0, 0x2F8A0, 0x0, 0x930, 0x25C; uint PlayerHP : 0x6F881E0, 0x2F8A0, 0x0, 0xD50, 0x38; uint PlayerMP : 0x6F881E0, 0x2F8A0, 0x0, 0xD50, 0x3C; uint PlayerEXP : 0x6F881E0, 0x2F8A0, 0x0, 0xD50, 0x40; } state("BloodstainedRotN-Win64-Shipping", "Steam 1.30"){ uint FileCreateLoad : 0xA84D8E0, 0x188; //+A0 hex previous version (Final offset) byte Saving : 0xA84D8E0, 0x280, 0x150, 0x2B5; //+30 hex prev, +30 hex prev on 2nd offset, +138 hex prev on 1st offset uint Cutscene : 0xA84D8E0, 0x3D0; //+180 hex prev uint BossHP : 0xA84D8E0, 0x408, 0xD18, 0x240; //+208 hex prev, -38 hex on 2nd offset, +180 hex prev on 1st offset uint Gold : 0xA84D8E0, 0x430; //+180 hex prev —— Always start with Gold when updating pointers for a new game version to easily find accurate base addresses (1 result) & this memory region uint GameClear : 0xA84D8E0, 0x434; //+180 hex prev uint NGPlusCount : 0xA84D8E0, 0x440; //+180 hex prev float IGT : 0xA84D8E0, 0x444; //+180 hex prev byte Difficulty : 0xA84D8E0, 0x448; //+180 hex prev byte GameMode : 0xA84D8E0, 0x449; //+180 hex prev byte Character : 0xA84D8E0, 0x44A; //+180 hex prev uint IntroEvents : 0xA84D8E0, 0x4E8; //+190 hex prev byte BossDoors : 0xA84D8E0, 0x930; //+190 hex prev byte GalleonBannerSeen : 0xA84D8E0, 0x940; //+190 hex prev uint PauseMenu : 0xA84D8E0, 0xA28; //+190 hex prev uint PressAnyKey : 0xA84D8E0, 0xA38; //+190 hex prev uint Loading : 0xA84D8E0, 0xA50; //+190 hex prev uint ShardGet : 0xA84D8E0, 0xA54; //+190 hex prev uint LoadingFile : 0xA84D8E0, 0xA60; //+190 hex prev uint NewAreaBanner : 0xA84D8E0, 0xA64; //+190 hex prev uint LevelUp : 0xA84D8E0, 0xA6C; //+190 hex prev uint UpgradeGet : 0xA84D8E0, 0xA70; //+190 hex prev uint RoomData : 0xA84D8E0, 0x2F8A0; //+190 hex prev uint PreviousRoom : 0xA84D8E0, 0x2F8A0, 0x180; //+0 hex prev, +190 hex prev on 1st offset uint Room : 0xA84D8E0, 0x2F8A0, 0x188; //+0 hex prev, +190 hex prev on 1st offset byte RDLoading : 0xA84D8E0, 0x2F8A0, 0x1B0; //-4 hex prev, +190 hex prev on 1st offset byte IntroChest : 0xA84D8E0, 0x2E8A5; //+190 hex prev uint DialogueShop : 0xA84D8E0, 0x2F978, 0x4E8; //-28 hex prev, +190 hex prev on 1st offset float PlayerRotation : 0xA84D8E0, 0x2FA30, 0x0, 0x8F8, 0x23C; //+4 hex prev, -38 hex prev on 3rd offset, +190 hex prev on 1st offset —— Order of these changed within region float PlayerX : 0xA84D8E0, 0x2FA30, 0x0, 0x8F8, 0x260; //+1C hex prev, -38 hex prev on 3rd offset, +190 hex prev on 1st offset float PlayerY : 0xA84D8E0, 0x2FA30, 0x0, 0x8F8, 0x268; //+1C hex prev, -38 hex prev on 3rd offset, +190 hex prev on 1st offset float PlayerZ : 0xA84D8E0, 0x2FA30, 0x0, 0x8F8, 0x264; //+8 hex prev, -38 hex prev on 3rd offset, +190 hex prev on 1st offset uint PlayerHP : 0xA84D8E0, 0x2FA30, 0x0, 0xD18, 0x240; //+208 hex prev, -38 hex prev on 3rd offset, +190 hex prev on 1st offset —— Pointer scanning for this & checking specific base address helped find correct offsets for other pointers (1 result) uint PlayerMP : 0xA84D8E0, 0x2FA30, 0x0, 0xD18, 0x244; //+208 hex prev, -38 hex prev on 3rd offset, +190 hex prev on 1st offset uint PlayerEXP : 0xA84D8E0, 0x2FA30, 0x0, 0xD18, 0x248; //+208 hex prev, -38 hex prev on 3rd offset, +190 hex prev on 1st offset } state("BloodstainedRotN-Win64-Shipping", "Steam 1.40"){ uint FileCreateLoad : 0xA81CEE0, 0x188; //+0 hex previous version (Final offset) byte Saving : 0xA81CEE0, 0x280, 0x150, 0x2B5; //+0 hex prev uint Cutscene : 0xA81CEE0, 0x3D0; //+0 hex prev uint BossHP : 0xA81CEE0, 0x408, 0xD18, 0x240; //+0 hex prev uint Gold : 0xA81CEE0, 0x430; //+0 hex prev uint GameClear : 0xA81CEE0, 0x434; //+0 hex prev uint NGPlusCount : 0xA81CEE0, 0x440; //+0 hex prev float IGT : 0xA81CEE0, 0x444; //+0 hex prev byte Difficulty : 0xA81CEE0, 0x448; //+0 hex prev byte GameMode : 0xA81CEE0, 0x449; //+0 hex prev byte Character : 0xA81CEE0, 0x44A; //+0 hex prev uint IntroEvents : 0xA81CEE0, 0x4E8; //+0 hex prev byte BossDoors : 0xA81CEE0, 0x930; //+0 hex prev byte GalleonBannerSeen : 0xA81CEE0, 0x940; //+0 hex prev uint PauseMenu : 0xA81CEE0, 0xA28; //+0 hex prev uint PressAnyKey : 0xA81CEE0, 0xA38; //+0 hex prev uint Loading : 0xA81CEE0, 0xA50; //+0 hex prev uint ShardGet : 0xA81CEE0, 0xA54; //+0 hex prev uint LoadingFile : 0xA81CEE0, 0xA60; //+0 hex prev uint NewAreaBanner : 0xA81CEE0, 0xA64; //+0 hex prev uint LevelUp : 0xA81CEE0, 0xA6C; //+0 hex prev uint UpgradeGet : 0xA81CEE0, 0xA70; //+0 hex prev uint RoomData : 0xA81CEE0, 0x2F8A0; //+0 hex prev uint PreviousRoom : 0xA81CEE0, 0x2F8A0, 0x180; //+0 hex prev uint Room : 0xA81CEE0, 0x2F8A0, 0x188; //+0 hex prev byte RDLoading : 0xA81CEE0, 0x2F8A0, 0x1B0; //+0 hex prev byte IntroChest : 0xA81CEE0, 0x2E8A5; //+0 hex prev uint DialogueShop : 0xA81CEE0, 0x2F978, 0x4E8; //+0 hex prev float PlayerRotation : 0xA81CEE0, 0x2FA30, 0x0, 0x8F8, 0x23C; //+0 hex prev float PlayerX : 0xA81CEE0, 0x2FA30, 0x0, 0x8F8, 0x260; //+0 hex prev float PlayerY : 0xA81CEE0, 0x2FA30, 0x0, 0x8F8, 0x268; //+0 hex prev float PlayerZ : 0xA81CEE0, 0x2FA30, 0x0, 0x8F8, 0x264; //+0 hex prev uint PlayerHP : 0xA81CEE0, 0x2FA30, 0x0, 0xD18, 0x240; //+0 hex prev uint PlayerMP : 0xA81CEE0, 0x2FA30, 0x0, 0xD18, 0x244; //+0 hex prev uint PlayerEXP : 0xA81CEE0, 0x2FA30, 0x0, 0xD18, 0x248; //+0 hex prev } state("BloodstainedRotN-Win64-Shipping", "Steam 1.50"){ uint FileCreateLoad : 0xAE3BFD0, 0x188; //+0 hex previous version (Final offset) byte Saving : 0xAE3BFD0, 0x280, 0x150, 0x2B5; //+0 hex prev uint Cutscene : 0xAE3BFD0, 0x3D0; //+0 hex prev uint BossHP : 0xAE3BFD0, 0x408, 0xD30, 0x240; //+18 hex prev 2nd offset uint Gold : 0xAE3BFD0, 0x430; //+0 hex prev —— Always start with Gold when updating pointers to easily find accurate base addresses (1 result) & this memory region float IGT : 0xAE3BFD0, 0x444; //+0 hex prev byte Difficulty : 0xAE3BFD0, 0x448; //+0 hex prev byte GameMode : 0xAE3BFD0, 0x449; //+0 hex prev byte Character : 0xAE3BFD0, 0x44A; //+0 hex prev uint IntroEvents : 0xAE3BFD0, 0x4E8; //+0 hex prev byte BossDoors : 0xAE3BFD0, 0x930; //+0 hex prev byte GalleonBannerSeen : 0xAE3BFD0, 0x940; //+0 hex prev uint PauseMenu : 0xAE3BFD0, 0xA28; //+0 hex prev uint PressAnyKey : 0xAE3BFD0, 0xA38; //+0 hex prev uint Loading : 0xAE3BFD0, 0xA50; //+0 hex prev uint LoadingFile : 0xAE3BFD0, 0xA60; //+0 hex prev uint RoomData : 0xAE3BFD0, 0x2F8B0; //+10 hex prev uint PreviousRoom : 0xAE3BFD0, 0x2F8B0, 0x188; //+8 hex prev 2nd offset, +10 hex 1st offset uint Room : 0xAE3BFD0, 0x2F8B0, 0x190; //+8 hex prev 2nd offset, +10 hex 1st offset byte RDLoading : 0xAE3BFD0, 0x2F8B0, 0x1B8; //+8 hex prev 2nd offset, +10 hex 1st offset byte IntroChest : 0xAE3BFD0, 0x2E8B5; //+10 hex prev uint DialogueShop : 0xAE3BFD0, 0x2F988, 0x4E8; //+10 hex prev 1st offset float PlayerRotation : 0xAE3BFD0, 0x2FA38, 0x0, 0x900, 0x23C; //+0 hex prev, +8 hex 3rd & 1st offset float PlayerX : 0xAE3BFD0, 0x2FA38, 0x0, 0x900, 0x260; //+0 hex prev, +8 hex 3rd & 1st offset float PlayerY : 0xAE3BFD0, 0x2FA38, 0x0, 0x900, 0x268; //+0 hex prev, +8 hex 3rd & 1st offset float PlayerZ : 0xAE3BFD0, 0x2FA38, 0x0, 0x900, 0x264; //+0 hex prev, +8 hex 3rd & 1st offset uint PlayerHP : 0xAE3BFD0, 0x2FA38, 0x0, 0xD30, 0x240; //+0 hex prev, +18 hex 3rd offset, +8 hex 1st offset uint PlayerMP : 0xAE3BFD0, 0x2FA38, 0x0, 0xD30, 0x244; //+0 hex prev, +18 hex 3rd offset, +8 hex 1st offset uint PlayerEXP : 0xAE3BFD0, 0x2FA38, 0x0, 0xD30, 0x248; //+0 hex prev, +18 hex 3rd offset, +8 hex 1st offset uint Classic1Score : 0xAE2E2E8, 0xC4; //Always start with Score when updating Classic pointers to easily find the base address unique to Classic Mode float Classic1HP : 0xAE2E2E8, 0xB8; //Read-Only version float Classic1Time : 0xAE2E2E8, 0xD0, 0x548; bool Classic1TimeRunning : 0xAE2E2E8, 0xD0, 0x540; float Classic1PlayerX : 0xAE2E2E8, 0xD0, 0x7E8, 0x4A0, 0x548, 0x2D0; //An alternative exists at 4 offsets, but different base, also 548 2D0 float Classic1PlayerY : 0xAE2E2E8, 0xD0, 0x7E8, 0x4A0, 0x548, 0x2D8; float Classic1PlayerZ : 0xAE2E2E8, 0xD0, 0x7E8, 0x4A0, 0x548, 0x2D4; float Classic1Stage5Time : 0xAE3BFD0, 0x468, 0x58; //Same region as Classic Difficulty [+28] (easy find 0,1,2 & never moves) //bool Classic1Load : 0x, 0x, 0x; //This isn't real. It doesn't exist. Fuck this shit game. } state("BloodstainedRotN-Win64-Shipping", "Steam 1.60"){ uint FileCreateLoad : 0xAE54FF0, 0x188; //+0 hex previous version (Final offset) byte Saving : 0xAE54FF0, 0x280, 0x150, 0x2B5; //+0 hex prev uint Cutscene : 0xAE54FF0, 0x3D0; //+0 hex prev uint BossHP : 0xAE54FF0, 0x408, 0xD30, 0x240; //+0 hex prev uint Gold : 0xAE54FF0, 0x430; //+0 hex prev —— Always start with Gold when updating pointers to easily find accurate base addresses (1 result) & this memory region float IGT : 0xAE54FF0, 0x444; //+0 hex prev byte Difficulty : 0xAE54FF0, 0x448; //+0 hex prev byte GameMode : 0xAE54FF0, 0x449; //+0 hex prev byte Character : 0xAE54FF0, 0x44A; //+0 hex prev uint IntroEvents : 0xAE54FF0, 0x4E8; //+0 hex prev byte BossDoors : 0xAE54FF0, 0x930; //+0 hex prev byte GalleonBannerSeen : 0xAE54FF0, 0x940; //+0 hex prev uint PauseMenu : 0xAE54FF0, 0xA28; //+0 hex prev uint PressAnyKey : 0xAE54FF0, 0xA38; //+0 hex prev uint Loading : 0xAE54FF0, 0xA50; //+0 hex prev uint LoadingFile : 0xAE54FF0, 0xA60; //+0 hex prev uint RoomData : 0xAE54FF0, 0x2F8B0; //+0 hex prev uint PreviousRoom : 0xAE54FF0, 0x2F8B0, 0x188; //+0 hex prev uint Room : 0xAE54FF0, 0x2F8B0, 0x190; ///+0 hex prev byte RDLoading : 0xAE54FF0, 0x2F8B0, 0x1B8; //+0 hex prev byte IntroChest : 0xAE54FF0, 0x2E8B5; //+0 hex prev uint DialogueShop : 0xAE54FF0, 0x2F988, 0x4E8; //+0 hex prev float PlayerRotation : 0xAE54FF0, 0x2FA38, 0x0, 0x900, 0x23C; //+0 hex prev float PlayerX : 0xAE54FF0, 0x2FA38, 0x0, 0x900, 0x260; //+0 hex prev float PlayerY : 0xAE54FF0, 0x2FA38, 0x0, 0x900, 0x268; //+0 hex prev float PlayerZ : 0xAE54FF0, 0x2FA38, 0x0, 0x900, 0x264; //+0 hex prev uint PlayerHP : 0xAE54FF0, 0x2FA38, 0x0, 0xD30, 0x240; //+0 hex prev uint PlayerMP : 0xAE54FF0, 0x2FA38, 0x0, 0xD30, 0x244; //+0 hex prev uint PlayerEXP : 0xAE54FF0, 0x2FA38, 0x0, 0xD30, 0x248; //+0 hex prev uint Classic1Score : 0xAE47308, 0xC4; //Always start with Score when updating Classic pointers to easily find the base address unique to Classic Mode float Classic1HP : 0xAE47308, 0xB8; //Read-Only version float Classic1Time : 0xAE47308, 0xD0, 0x548; bool Classic1TimeRunning : 0xAE47308, 0xD0, 0x540; float Classic1PlayerX : 0xAE47308, 0xD0, 0x7E8, 0x4A0, 0x548, 0x2D0; //An alternative exists at 4 offsets, but different base, also 548 2D0 float Classic1PlayerY : 0xAE47308, 0xD0, 0x7E8, 0x4A0, 0x548, 0x2D8; float Classic1PlayerZ : 0xAE47308, 0xD0, 0x7E8, 0x4A0, 0x548, 0x2D4; float Classic1Stage5Time : 0xAE54FF0, 0x468, 0x58; //Same region as Classic Difficulty [+28] (easy find 0,1,2 & never moves) //bool Classic1Load : 0x, 0x, 0x; //This isn't real. It doesn't exist. Fuck this shit game. } startup{ vars.ASLVersion = "ASL Version 3.8 — Oct 23, 2024"; settings.Add(vars.ASLVersion, false); settings.Add("WebsiteTip", false, "Click 'Website' button for more info!", vars.ASLVersion); settings.Add("Pause during general gameplay loading - Default: ON", true); settings.Add("Pause during Save File Loading - Default: ON", true); settings.Add("Pause while Saving - Default: ON", true); settings.Add("Pause during RotN Circle Logo screen - Default: ON", true); //New implementation from DarkTechnomancer settings.Add("Pause on Press-Any-Key events (BANNED in runs)", false); settings.Add("Basic data logging(if there's issues) .log in LS dir.", false); vars.logFilePath = Directory.GetCurrentDirectory() + "\\RotN-Autosplitter.log"; //same folder as LiveSplit.exe vars.log = (Action)((string logLine) => { string time = System.DateTime.Now.ToString("dd/MM/yy hh:mm:ss:fff"); System.IO.File.AppendAllText(vars.logFilePath, time + ": " + logLine + "\r\n"); }); try{ vars.log("ASL file loaded(" + vars.ASLVersion + ")"); } catch (System.IO.FileNotFoundException e){ System.IO.File.Create(vars.logFilePath); vars.log("Autosplitter loaded, log file created"); } } init{ var LogoIgnoreFlag = false; var Logging = false; print("ModuleMemorySize: " + modules.First().ModuleMemorySize.ToString()); //Lets DebugView show me the ModuleMemorySize of the game executable byte[] exeMD5HashBytes = new byte[0]; using (var md5 = System.Security.Cryptography.MD5.Create()) { using (var s = File.Open(modules.First().FileName, FileMode.Open, FileAccess.Read, FileShare.ReadWrite)) { exeMD5HashBytes = md5.ComputeHash(s); } } var MD5Hash = exeMD5HashBytes.Select(x => x.ToString("X2")).Aggregate((a, b) => a + b); print("MD5Hash: " + MD5Hash.ToString()); //Lets DebugView show me the MD5Hash of the game executable if(MD5Hash == "EC7E5B6FD907C3BC7BA3B5257F30B32E"){ version = "Steam 1.03"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else if(MD5Hash == "E9C3AB688872DE80DBA91934AED9EC7F"){ version = "Steam 1.02 Cracked"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else if(MD5Hash == "0B9685B2C8056D9E841C254AAB94212E"){ version = "GOG 1.05"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else if(MD5Hash == "F4500E29DB5AE2964D2009CE766D7603"){ version = "GOG 1.04"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else if(MD5Hash == "A8A64C6A4C0682F7C486C29EBB56F77E"){ version = "Steam 1.04"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else if(MD5Hash == "B057A5C2CF9EDA9156767EC687F03B57"){ version = "GOG 1.09"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else if(MD5Hash == "3993A9330EE6F985F190DF38788C9196"){ version = "Steam 1.10"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else if(MD5Hash == "446C47126FF4A483E547064E2A06337E"){ version = "GOG 1.10"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else if(MD5Hash == "AAF598E8FFDEAF85D461A5E33F1785DF"){ version = "Steam 1.16"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else if(MD5Hash == "7A08E5B90E34D50A1645FBFE1117EDA2"){ version = "Steam 1.17"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else if(MD5Hash == "2F765A9F7D05F9B812859578CEE5B261"){ version = "Steam 1.19"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else if(MD5Hash == "22ED1244BE67360036FB6EE318BD5E79"){ version = "Steam 1.21"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else if(MD5Hash == "1408DADA2F05DBC603573F55DA0CAE8E"){ version = "GOG 1.21"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else if(MD5Hash == "0B9F93A255CD4172CE20976A496E5FD5"){ version = "Steam 1.30"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else if(MD5Hash == "6FAF2CF582CCD64A627F9C6D61FD68F9"){ version = "Steam 1.40"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else if(MD5Hash == "93286E5FD6A7F1E93FDC9EDE6E06FE5D"){ version = "Steam 1.50"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else if(MD5Hash == "ABE0ADAEAC1A030254381369D6858656"){ version = "Steam 1.60"; vars.log("Detected game version: " + version + " - MD5Hash: " + MD5Hash); } else{ version = "Unknown-Using Latest"; vars.log("UNDETECTED GAME VERSION - MD5Hash: " + MD5Hash); } } update{ if(old.GameMode == 0 && current.GameMode != 0){ vars.LogoIgnoreFlag = true; } else if(current.RoomData != 0){ vars.LogoIgnoreFlag = false; } if(settings["Basic data logging(if there's issues) .log in LS dir."]){ vars.Logging = true; } else if(!settings["Basic data logging(if there's issues) .log in LS dir."]){ vars.Logging = false; } if(vars.Logging){ if(old.FileCreateLoad == 1 && current.FileCreateLoad == 0){ vars.log("File loaded. Some values: Loading=" + current.Loading + ", LoadingFile=" + current.LoadingFile + ", Saving=" + current.Saving + ", PauseMenu=" + current.PauseMenu + ", PressAnyKey=" + current.PressAnyKey + ", Gold=" + current.Gold + ", Cutscene=" + current.Cutscene + ", RoomData=" + current.RoomData + ", Room=" + current.Room + ", PreviousRoom=" + current.PreviousRoom + ", Difficulty=" + current.Difficulty + ", GameMode=" + current.GameMode + ", Character=" + current.Character + ", IGT=" + current.IGT + ", NGPlusCount=" + current.NGPlusCount + ", GameClear=" + current.GameClear + ", DialogueShop=" + current.DialogueShop + ", IntroEvents=" + current.IntroEvents + ", IntroChest=" + current.IntroChest + ", RDLoading=" + current.RDLoading + ", PlayerX=" + current.PlayerX + ", PlayerY=" + current.PlayerY + ", PlayerZ=" + current.PlayerZ + ", PlayerRotation=" + current.PlayerRotation); vars.log("Reminder: Invalid addresses also return a value of 0"); } else if(old.DialogueShop == 0 && current.DialogueShop == 1){ vars.log("Dialogue opened"); } else if(old.DialogueShop == 1 && current.DialogueShop == 2){ vars.log("Shop opened"); } else if(old.Cutscene == 0 && current.Cutscene == 1){ vars.log("Cutscene started"); } else if(old.Saving == 0 && current.Saving == 1){ vars.log("Saving game"); } else if(old.RDLoading == 1 && current.RDLoading == 0){ vars.log("General Loading"); } else if(old.PressAnyKey == 1 && current.PressAnyKey == 0){ vars.log("Progressed a 'Press Any Key' state"); } else if(old.Room != 708 && current.Room == 708){ vars.log("Entered starting room"); } else if(old.Room != 0 && current.Room == 0){ vars.log("RoomData wiped"); } else if(old.Room == 0 && current.Room != 0){ vars.log("RoomData generated"); } else if(old.IntroChest == 0 && current.IntroChest == 1){ vars.log("IntroChest was opened"); } } /*Quick DebugView Test: Also, if load removal isn't working, make damn sure you're comparing against GAME time...*/ //print("FileCreateLoad=="+current.FileCreateLoad+", LoadingFile=="+current.LoadingFile+", Saving=="+current.Saving); } isLoading{ //Make sure to compare against GAME time, or this won't work! //Some flags just count up/down by 1, which is why the (old)Loading flag(and potentially others) can very rarely go up to 2 or 3 during oddly stacked triggers, but they'll return to 0. if(settings["Pause during general gameplay loading - Default: ON"] && current.RDLoading == 0 && current.RoomData != 0 && current.GameMode != 8){ return true; } else if(settings["Pause during Save File Loading - Default: ON"] && (current.LoadingFile == 1 || current.FileCreateLoad == 1)){ return true; } else if(settings["Pause while Saving - Default: ON"] && current.Saving == 1){ return true; } else if(settings["Pause during RotN Circle Logo screen - Default: ON"] && current.RoomData == 0 && current.GameMode != 0 && !vars.LogoIgnoreFlag){ return true; } else if(settings["Pause on Press-Any-Key events (BANNED in runs)"] && current.PressAnyKey == 1){ return true; } else if(current.GameMode == 69 && !current.Classic1TimeRunning){ return true; //This isn't reliable. Need real load address(es). } else{ return false; } } start{ if(current.GameMode == 6 && (current.PlayerX > 2700 && current.PlayerX < 4900 && current.PlayerZ == 0) && old.PressAnyKey == 1 && current.PressAnyKey == 0 && current.Character == 0 && current.IntroEvents == 128 && current.IntroChest == 0){ if(vars.Logging){ vars.log("Splits started for SpeedRun mode (Miriam)"); } return true; } else if(current.GameMode == 1 && (current.PlayerX > 2700 && current.PlayerX < 4900 && current.PlayerZ == 0) && old.DialogueShop == 1 && current.DialogueShop == 0 && current.Character == 0 && current.IntroEvents == 128 && current.IntroChest == 0){ if(vars.Logging){ vars.log("Splits started for Standard mode (Miriam)"); } return true; } else if(current.GameMode == 6 && (current.PlayerX > 2700 && current.PlayerX < 4900 && current.PlayerZ == 0) && old.PressAnyKey == 1 && current.PressAnyKey == 0 && current.Character == 1 && current.IntroEvents == 0 && current.GalleonBannerSeen == 0){ if(vars.Logging){ vars.log("Splits started for SpeedRun mode (Zangetsu)"); } return true; } else if(current.GameMode == 1 && (current.PlayerX > 2700 && current.PlayerX < 4900 && current.PlayerZ == 0) && old.IGT == 0.000000000 && current.IGT != 0.000000000 && current.Character == 1 && current.IntroEvents == 0 && current.GalleonBannerSeen == 0){ if(vars.Logging){ vars.log("Splits started for Standard mode (Zangetsu)"); } return true; } else if(current.GameMode == 6 && (current.PlayerX > 2700 && current.PlayerX < 4900 && current.PlayerZ == 0) && old.PressAnyKey == 1 && current.PressAnyKey == 0 && current.Character == 3 && current.IntroEvents == 0 && current.GalleonBannerSeen == 0){ if(vars.Logging){ vars.log("Splits started for SpeedRun mode (Aurora)"); } return true; } else if(current.GameMode == 1 && (current.PlayerX > 2700 && current.PlayerX < 4900 && current.PlayerZ == 0) && old.IGT == 0.000000000 && current.IGT != 0.000000000 && current.Character == 3 && current.IntroEvents == 0 && current.GalleonBannerSeen == 0){ if(vars.Logging){ vars.log("Splits started for Standard mode (Aurora)"); } return true; } else if(current.GameMode == 6 && (current.PlayerX > 74500 && current.PlayerX < 76700 && current.PlayerZ == 0) && old.PressAnyKey == 1 && current.PressAnyKey == 0 && current.Character == 6 && current.IntroEvents == 1075838976 && current.GalleonBannerSeen == 0){ if(vars.Logging){ vars.log("Splits started for SpeedRun mode (Bloodless)"); } return true; } else if(current.GameMode == 1 && (current.PlayerX > 74500 && current.PlayerX < 76700 && current.PlayerZ == 0) && old.IGT == 0.000000000 && current.IGT != 0.000000000 && current.Character == 6 && current.IntroEvents == 1075838976 && current.GalleonBannerSeen == 0){ if(vars.Logging){ vars.log("Splits started for Standard mode (Bloodless)"); } return true; } else if(current.GameMode == 9 && (current.PlayerX > 2700 && current.PlayerX < 4900 && current.PlayerZ == 0) && old.PressAnyKey == 1 && current.PressAnyKey == 0 && current.Character == 0 && current.IntroEvents == 192 && current.IntroChest == 0){ if(vars.Logging){ vars.log("Splits started for Randomizer mode"); } return true; } else if(current.GameMode == 2 && current.RoomData != 0 && old.FileCreateLoad == 1 && current.FileCreateLoad == 0 && current.Character < 3){ if(vars.Logging){ vars.log("Splits started for Boss Rush"); } return true; } else if(current.GameMode == 8 && current.Classic1TimeRunning && !old.Classic1TimeRunning && current.Classic1Score == 0 && current.Classic1PlayerX > -100 && current.Classic1PlayerX < 500 && current.Classic1PlayerY > 50 && current.Classic1PlayerY < 700 && current.Classic1PlayerZ == 0){ if(vars.Logging){ vars.log("Splits started for Classic 1"); } return true; } else{ return false; } } reset{ if((current.GameMode == 1 || current.GameMode == 6) && (current.PlayerX > 2700 && current.PlayerX < 4900 && current.PlayerZ == 0) && current.DialogueShop == 1 && current.IntroEvents == 0 && current.Character == 0){ if(vars.Logging){ vars.log("Splits reset for either Standard or SpeedRun mode (Miriam)"); } return true; } else if(current.GameMode == 6 && (current.PlayerX > 2700 && current.PlayerX < 4900 && current.PlayerZ == 0) && current.PressAnyKey == 1 && current.IntroEvents == 0 && current.Character == 1 && current.GalleonBannerSeen == 0){ if(vars.Logging){ vars.log("Splits reset for SpeedRun mode (Zangetsu)"); } return true; } else if(current.GameMode == 1 && (current.PlayerX > 2700 && current.PlayerX < 4900 && current.PlayerZ == 0) && current.IGT == 0.000000000 && current.IntroEvents == 0 && current.Character == 1 && current.GalleonBannerSeen == 0){ if(vars.Logging){ vars.log("Splits reset for Standard mode (Zangetsu)"); } return true; } else if(current.GameMode == 6 && (current.PlayerX > 2700 && current.PlayerX < 4900 && current.PlayerZ == 0) && current.PressAnyKey == 1 && current.IntroEvents == 0 && current.Character == 3 && current.GalleonBannerSeen == 0){ if(vars.Logging){ vars.log("Splits reset for SpeedRun mode (Aurora)"); } return true; } else if(current.GameMode == 1 && (current.PlayerX > 2700 && current.PlayerX < 4900 && current.PlayerZ == 0) && current.IGT == 0.000000000 && current.IntroEvents == 0 && current.Character == 3 && current.GalleonBannerSeen == 0){ if(vars.Logging){ vars.log("Splits reset for Standard mode (Aurora)"); } return true; } else if(current.GameMode == 6 && (current.PlayerX > 74500 && current.PlayerX < 76700 && current.PlayerZ == 0) && current.PreviousRoom == 0 && current.IntroEvents == 1075838976 && current.GalleonBannerSeen == 0 && current.Character == 6 && current.RDLoading == 1 && old.RDLoading == 0){ if(vars.Logging){ vars.log("Splits reset for SpeedRun mode (Bloodless)"); } return true; } else if(current.GameMode == 1 && (current.PlayerX > 74500 && current.PlayerX < 76700 && current.PlayerZ == 0) && current.PreviousRoom == 0 && current.IGT == 0.000000000 && current.IntroEvents == 1075838976 && current.GalleonBannerSeen == 0 && current.Character == 6 && current.RDLoading == 1 && old.RDLoading == 0){ if(vars.Logging){ vars.log("Splits reset for Standard mode (Bloodless)"); } return true; } else if(current.GameMode == 9 && (current.PlayerX > 2700 && current.PlayerX < 4900 && current.PlayerZ == 0) && current.PressAnyKey == 1 && current.IntroEvents == 192 && current.Character == 0){ if(vars.Logging){ vars.log("Splits reset for Randomizer mode"); } return true; } else if(current.GameMode == 2 && old.RoomData == 0 && current.RoomData != 0 && current.FileCreateLoad == 1 && current.Character < 3){ if(vars.Logging){ vars.log("Splits reset for Boss Rush"); } return true; } else if(current.GameMode == 8 && !current.Classic1TimeRunning && current.Classic1Score == 0 && current.Classic1PlayerX > -100 && current.Classic1PlayerX < 500 && current.Classic1PlayerY > 50 && current.Classic1PlayerY < 700 && current.Classic1PlayerZ == 0){ if(vars.Logging){ vars.log("Splits reset for Classic 1"); } return true; } else{ return false; } } split{ if(current.BossDoors > old.BossDoors && (current.GameMode == 1 || current.GameMode == 6 || current.GameMode == 9 || current.GameMode == 5) && current.RoomData != 0 && current.FileCreateLoad == 0 && current.LoadingFile == 0 && current.PressAnyKey == 0 && !(current.PlayerX > 79350 && current.PlayerX < 80650 && current.PlayerY > 19400 && current.PlayerY < 20150 && current.PlayerZ == 0)){ //Excluding Gebel/Miriam Fight room for this method if(vars.Logging){ vars.log("Auto-split for killing a boss - Value: " + current.BossDoors); } return true; } else if((current.PlayerX > 79350 && current.PlayerX < 80650 && current.PlayerY > 19400 && current.PlayerY < 20150 && current.PlayerZ == 0) && (current.GameMode == 1 || current.GameMode == 6 || current.GameMode == 9) && current.RoomData != 0 && current.FileCreateLoad == 0 && current.LoadingFile == 0 && current.PressAnyKey == 0 && current.PlayerHP > 0 && current.BossHP == 0 && old.BossHP > 0){ if(vars.Logging){ vars.log("Auto-split on the final hit for fights in the Gebel/Miriam ending room"); } return true; } else if(current.GameMode == 8 && !current.Classic1TimeRunning && old.Classic1TimeRunning && current.Classic1PlayerX > 15600 && current.Classic1PlayerX < 17400 && current.Classic1PlayerY > 3000 && current.Classic1PlayerY < 4000 && current.Classic1PlayerZ == 0){ if(vars.Logging){ vars.log("Auto-split for Classic 1 - Stage 1 Bat"); } return true; } else if(current.GameMode == 8 && !current.Classic1TimeRunning && old.Classic1TimeRunning && current.Classic1PlayerX > -7700 && current.Classic1PlayerX < -6000 && current.Classic1PlayerY > 9200 && current.Classic1PlayerY < 9700 && current.Classic1PlayerZ == 0){ if(vars.Logging){ vars.log("Auto-split for Classic 1 - Stage 2 Dullahammer"); } return true; } else if(current.GameMode == 8 && !current.Classic1TimeRunning && old.Classic1TimeRunning && current.Classic1PlayerX > 20300 && current.Classic1PlayerX < 22200 && current.Classic1PlayerY > 4900 && current.Classic1PlayerY < 6000 && current.Classic1PlayerZ == 0){ if(vars.Logging){ vars.log("Auto-split for Classic 1 - Stage 3 Doppelgangers"); } return true; } else if(current.GameMode == 8 && !current.Classic1TimeRunning && old.Classic1TimeRunning && current.Classic1PlayerX > 15200 && current.Classic1PlayerX < 17000 && current.Classic1PlayerY > 3900 && current.Classic1PlayerY < 4700 && current.Classic1PlayerZ == 0){ if(vars.Logging){ vars.log("Auto-split for Classic 1 - Stage 4 Werewolf"); } return true; } else if(current.GameMode == 8 && !current.Classic1TimeRunning && old.Classic1TimeRunning && current.Classic1PlayerX > -5500 && current.Classic1PlayerX < -3300 && current.Classic1PlayerY > 10300 && current.Classic1PlayerY < 11000 && current.Classic1PlayerZ == 0){ if(vars.Logging){ vars.log("Auto-split for Classic 1 - Stage 5 Gremory"); } return true; } else if(current.GameMode == 8 && current.Classic1Stage5Time > old.Classic1Stage5Time && current.Classic1HP > 0 && current.Classic1Time > 0 && current.Classic1PlayerX > -24300 && current.Classic1PlayerX < -22500 && current.Classic1PlayerY > 11700 && current.Classic1PlayerY < 13000 && current.Classic1PlayerZ == 0){ if(vars.Logging){ vars.log("Auto-split for Classic 1 - Stage 6(5-2) Gebel & Dominique (1 split, same room, only get Gebel on Easy)"); } return true; } else{ return false; } } /* Zangetsu Mode Miriam Fight(Gebel's Arena): X: 79350 - 80650 Y: 19400 - 20150 Z: 0 - 0 12000 HP on all difficulties. Final offset=38 Room ID(1.10): 191973 ------------------------------------- Boss HP Pointer appears to work for pretty much all(?) bosses. Gebel Fight(same arena as above): X: 79350 - 80650 Y: 19400 - 20150 Z: 0 - 0 2800 HP on Normal. Final offset=38 Room ID(1.10): 191973 */