state("LegoStarwars") { byte status : 0x39C58D; byte start : 0x39B0D0; byte title : 0x37B618; byte cutscene : 0x38D04C; string16 door : 0x39B0E0; } startup { settings.Add("newgame", true, "Start on New Game"); settings.Add("freeplay", false, "Start on Level Entry (Free Play)"); settings.Add("maul", true, "End on Darth Maul Outro (Any%)"); settings.Add("vader", false, "End on Darth Vader Outro (All Minikits)"); settings.Add("anh", false, "End on A New Hope Outro (100% NSR)"); settings.Add("room", false, "Split on every room in Any%"); refreshRate = 60; } split { if (current.status == 18 && old.status == 0) return true; if (settings["room"] && current.door == "door_to_hangar" && old.door != current.door) return true; // negotiations if (settings["room"] && current.door == "door_into_ruins1" && old.door != current.door) return true; // invasion if (settings["room"] && current.door == "door_into_ruins2" && old.door != current.door) return true; if (settings["room"] && old.door == "door_into_ruins2" && current.door != old.door) return true; if (settings["room"] && current.door == "RescueA_RescueB" && old.door != current.door) return true; // escape if (settings["room"] && current.door == "RescueB_RescueC" && old.door != current.door) return true; if (settings["room"] && current.door == "RescueC_RescueE" && old.door != current.door) return true; if (settings["room"] && current.door == "retakeA_retakeB" && old.door != current.door) return true; // theed if (settings["room"] && current.door == "retakeB_retakeD" && old.door != current.door) return true; if (settings["room"] && current.door == "retakeD_retakeE" && old.door != current.door) return true; if (settings["room"] && current.door == "retakeE_retakeF" && old.door != current.door) return true; if (settings["room"] && current.door == "Palace_Hangar" && old.door != current.door) return true; if (settings["room"] && current.door == "door1in" && old.door != current.door) return true; // kamino if (settings["room"] && current.door == "door10out" && old.door != current.door) return true; if (settings["room"] && old.door == "door10out" && current.door != old.door) return true; if (settings["room"] && current.door == "door2corr" && old.door != current.door) return true; if (settings["room"] && current.door == "door_bossout" && old.door != current.door) return true; if (settings["room"] && current.door == "door_4" && old.door != current.door) return true; // factory if (settings["room"] && current.door == "door_3in" && old.door != current.door) return true; if (settings["room"] && current.door == "door_5in" && old.door != current.door) return true; if (settings["room"] && current.door == "door_6in" && old.door != current.door) return true; if (settings["room"] && current.door == "door_8out" && old.door != current.door) return true; if (settings["room"] && current.door == "GunshipA_B" && old.door != current.door) return true; // gunship if (settings["room"] && current.door == "door_main_in" && old.door != current.door) return true; // dooku if (settings["room"] && current.door == "door_grev" && old.door != current.door) return true; // chancellor if (settings["room"] && old.door == "door_vent2" && current.door != old.door) return true; if (settings["room"] && current.door == "door_lobby_out2" && old.door != current.door) return true; if (settings["room"] && old.door == "door_shaft_out3" && current.door != old.door) return true; if (settings["room"] && current.door == "door_to_beach" && old.door != current.door) return true; // kashyyyk if (settings["room"] && current.door == "door_to_swamp" && old.door != current.door) return true; if (settings["room"] && current.door == "door_to_forest" && old.door != current.door) return true; if (settings["room"] && current.door == "door_to_inside" && old.door != current.door) return true; // ruin if (settings["room"] && current.door == "door_to_archive" && old.door != current.door) return true; if (settings["room"] && current.door == "door_to_control" && old.door != current.door) return true; if (settings["room"] && current.vader == "oor_ledge1" && old.vader != current.vader) return true; // vader if (settings["room"] && current.door == "door_fight" && old.door != current.door) return true; if (settings["room"] && current.door == "door_2" && old.door != current.door) return true; // maul if (settings["room"] && current.door == "door_3" && old.door != current.door) return true; if (settings["room"] && old.door == "door_3" && current.door != old.door) return true; if (settings["room"] && current.door == "door_8" && old.door != current.door) return true; if (settings["maul"] && current.door == "door_8" && current.cutscene == 1) return true; if (settings["vader"] && current.door == "door_fight" && current.cutscene == 1) return true; if (settings["anh"] && current.door == "door_from_room2" && current.cutscene == 1) return true; } start { if (settings["newgame"] && current.start > old.start && current.title == 1) return true; if (settings["freeplay"] && current.door == "") return true; }