Overworld enemizer work

This commit is contained in:
aerinon
2022-10-25 09:14:19 -06:00
parent 1529ec9473
commit 57c479e1c2
11 changed files with 1494 additions and 61 deletions

View File

@@ -124,6 +124,7 @@ def boss_writes(world, player, rom):
eye_number = random.randint(0, 8) # randomize moldorm eyes (var + 1)
rom.write_byte(snes_to_pc(0x368102), eye_number) # enemizer flag
rom.write_byte(snes_to_pc(0x1DDBB3), eye_number) # loop variable
# todo: flag vitreous key fix (prize on the eyes)
data_tables = world.data_tables[player]
arrghus_can_swim = True
water_tiles_on = True

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@@ -1,7 +1,11 @@
import RaceRandom as random
from Utils import snes_to_pc
from source.dungeon.EnemyList import SpriteType
from source.enemizer.SpriteSheets import uw_sub_group_choices, setup_required_dungeon_groups
from source.dungeon.RoomList import Room010C
from source.enemizer.SpriteSheets import sub_group_choices, setup_required_dungeon_groups
from source.enemizer.SpriteSheets import randomize_underworld_sprite_sheets, randomize_overworld_sprite_sheets
from source.enemizer.TilePattern import tile_patterns
water_rooms = {
0x16, 0x28, 0x34, 0x36, 0x38, 0x46, 0x66
@@ -52,7 +56,7 @@ def setup_specific_requirements(data_tables):
if requirement.good_for_uw_water():
water_groups.update(requirement.groups)
for i in range(0, 4):
limited = [x for x in requirement.sub_groups[i] if x in uw_sub_group_choices[i]]
limited = [x for x in requirement.sub_groups[i] if x in sub_group_choices[i]]
water_sub_groups[i].update(limited)
if requirement.good_for_shutter():
killable_groups.update(requirement.groups)
@@ -76,7 +80,7 @@ def get_possible_sheets(room_id, data_tables, specific, uw_sheets):
killable_needed = room_id in shutter_sprites
water_needed = room_id in water_rooms
for sheet in data_tables.sprite_sheets.values():
for sheet in uw_sheets:
if room_id in sheet.room_set:
return [sheet]
@@ -156,7 +160,18 @@ def get_possible_sheets(room_id, data_tables, specific, uw_sheets):
return possible_sheets
def uw_candidate_sprites(data_tables):
def get_possible_ow_sheets(area_id, ow_sheets):
# requirements = data_tables.sprite_requirements
for sheet in ow_sheets:
if area_id in sheet.room_set:
return [sheet]
# not sure I need to match anything else at this point
return ow_sheets
def find_candidate_sprites(data_tables, sheet_range):
requirements = data_tables.sprite_requirements
uw_sprite_candidates = []
uw_sheet_candidates = []
@@ -173,7 +188,7 @@ def uw_candidate_sprites(data_tables):
candidate_sub_groups[i].update(r.sub_groups[i])
uw_sprite_candidates.append(k)
for num in range(65, 124):
for num in sheet_range:
sheet = data_tables.sprite_sheets[num]
if candidate_groups and sheet not in candidate_groups:
continue
@@ -196,6 +211,17 @@ def get_possible_enemy_sprites(room_id, sheet, uw_sprites, data_tables):
return ret
def get_possible_enemy_sprites_ow(sheet, sprites, data_tables):
ret = []
for sprite in sprites:
requirement = data_tables.sprite_requirements[sprite]
if isinstance(requirement, dict):
continue
if sheet.valid_sprite(requirement):
ret.append(requirement)
return ret
def get_randomize_able_sprites(room_id, data_tables):
sprite_table = {}
for idx, sprite in enumerate(data_tables.uw_enemy_table.room_map[room_id]):
@@ -211,13 +237,28 @@ def get_randomize_able_sprites(room_id, data_tables):
return sprite_table
def get_randomize_able_sprites_ow(area_id, data_tables):
sprite_table = {}
for idx, sprite in enumerate(data_tables.ow_enemy_table[area_id]):
sprite_secondary = 0 if sprite.sub_type != SpriteType.Overlord else sprite.sub_type
key = (sprite.kind, sprite_secondary)
if key not in data_tables.sprite_requirements:
continue
req = data_tables.sprite_requirements[key]
if isinstance(req, dict):
continue
if not req.static and req.can_randomize:
sprite_table[idx] = sprite
return sprite_table
# RandomizeRooms(optionFlags);
def randomize_underworld_rooms(data_tables):
# RoomCollection.RandomizeRoomSpriteGroups
# randomize room sprite sheets
specific = setup_specific_requirements(data_tables)
uw_candidates, uw_sheets = uw_candidate_sprites(data_tables)
uw_candidates, uw_sheets = find_candidate_sprites(data_tables, range(65, 124))
for room_id in range(0, 0x128):
if room_id in {0, 1, 3, 6, 7, 0xd, 0x14, 0x1c, 0x20, 0x29, 0x30, 0x33,
0x4d, 0x5a, 0x7F, 0x90, 0xa4, 0xac, 0xc8, 0xde}:
@@ -228,26 +269,93 @@ def randomize_underworld_rooms(data_tables):
randomizeable_sprites = get_randomize_able_sprites(room_id, data_tables)
if randomizeable_sprites:
candidate_sheets = get_possible_sheets(room_id, data_tables, specific, uw_sheets)
chosen_sheet = random.choice(candidate_sheets)
data_tables.room_headers[room_id].sprite_sheet = chosen_sheet.id - 0x40
candidate_sprites = get_possible_enemy_sprites(room_id, chosen_sheet, uw_candidates, data_tables)
if room_id in water_rooms:
water_sprites = [x for x in candidate_sprites if x.water_only]
for i, sprite in randomizeable_sprites.items():
chosen = random.choice(water_sprites)
sprite.kind = chosen.sprite
else:
# todo: stal sprites
for i, sprite in randomizeable_sprites.items():
if sprite.drops_item:
key_sprites = [x for x in candidate_sprites if x.good_for_key_drop() and not x.water_only]
chosen = random.choice(key_sprites)
elif room_id in shutter_sprites and i in shutter_sprites[room_id]:
killable_sprite = [x for x in candidate_sprites if x.good_for_shutter() and not x.water_only]
chosen = random.choice(killable_sprite)
done = False
while not done:
chosen_sheet = random.choice(candidate_sheets)
data_tables.room_headers[room_id].sprite_sheet = chosen_sheet.id - 0x40
candidate_sprites = get_possible_enemy_sprites(room_id, chosen_sheet, uw_candidates, data_tables)
randomized = True
if room_id in water_rooms:
water_sprites = [x for x in candidate_sprites if x.water_only]
if len(water_sprites) == 0:
randomized = False
else:
non_water = [x for x in candidate_sprites if not x.water_only]
chosen = random.choice(non_water)
sprite.kind = chosen.sprite
for i, sprite in randomizeable_sprites.items():
chosen = random.choice(water_sprites)
sprite.kind = chosen.sprite
else:
# todo: stal sprites
for i, sprite in randomizeable_sprites.items():
if sprite.drops_item:
choice_list = [x for x in candidate_sprites if x.good_for_key_drop() and not x.water_only]
elif room_id in shutter_sprites and i in shutter_sprites[room_id]:
choice_list = [x for x in candidate_sprites if x.good_for_shutter() and not x.water_only]
else:
choice_list = [x for x in candidate_sprites if not x.water_only]
if len(choice_list) == 0:
randomized = False
break
chosen = random.choice(choice_list)
sprite.kind = chosen.sprite
done = randomized
# done with sprites
# done with rooms
# done with rooms
def randomize_overworld_enemies(data_tables, randomize_bush_sprites):
# todo: decision on stump/bird
# original kodongo discovery?
# rom.write_byte(snes_to_pc(0x09CF4F), 0x10) //move bird from tree stump in lost woods
ow_candidates, ow_sheets = find_candidate_sprites(data_tables, range(1, 64))
areas_to_randomize = [0, 2, 3, 5, 7, 0xA, 0xF, 0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18,
0x1a, 0x1b, 0x1d, 0x1e, 0x22, 0x25, 0x28, 0x29, 0x2A, 0x2b, 0x2c, 0x2d, 0x2e, 0x2f,
0x30, 0x32, 0x33, 0x34, 0x35, 0x37, 0x3a, 0x3b, 0x3c, 0x3f]
area_list = areas_to_randomize + [x + 0x40 for x in areas_to_randomize] # light world + dark world
area_list += [0x80, 0x81] + [x + 0x90 for x in areas_to_randomize] # specials + post aga LW
for area_id in area_list:
randomizeable_sprites = get_randomize_able_sprites_ow(area_id, data_tables)
if randomizeable_sprites:
candidate_sheets = get_possible_ow_sheets(area_id, ow_sheets)
chosen_sheet = random.choice(candidate_sheets)
data_tables.overworld_sprite_sheets[area_id] = chosen_sheet
candidate_sprites = get_possible_enemy_sprites_ow(chosen_sheet, ow_candidates, data_tables)
for i, sprite in randomizeable_sprites.items():
chosen = random.choice(candidate_sprites)
sprite.kind = chosen
if randomize_bush_sprites:
pass
# todo: randomize the bush sprite
def randomize_enemies(world, player):
if world.enemy_shuffle[player] != 'none':
data_tables = world.data_tables[player]
randomize_underworld_sprite_sheets(data_tables.sprite_sheets)
randomize_underworld_rooms(data_tables)
randomize_overworld_sprite_sheets(data_tables.sprite_sheets)
randomize_overworld_enemies(data_tables, world.enemy_shuffle[player] == 'random')
# todo: health shuffle
# todo: damage shuffle
def write_enemy_shuffle_settings(world, player, rom):
if world.enemy_shuffle[player] != 'none':
# killable thief
rom.write_byte(snes_to_pc(0x368108), 0xc4)
rom.write_byte(snes_to_pc(0x0DB237), 4) # health value: # todo: thief health value
# mimic room barriers
data_tables = world.data_tables[player]
mimic_room = data_tables.room_list[0x10c] = Room010C
mimic_room.layer1[40].data[0] = 0x54 # rail adjust
mimic_room.layer1[40].data[1] = 0x9C
mimic_room.layer1[45].data[1] = 0xB0 # block adjust 1
mimic_room.layer1[47].data[1] = 0xD0 # block adjust 2
if world.enemy_shuffle[player] == 'random':
rom.write_byte(snes_to_pc(0x368100), 1) # randomize bushes
# random tile pattern
pattern_name, tile_pattern = random.choice(tile_patterns)
rom.write_byte(snes_to_pc(0x9BA1D), len(tile_pattern))
for idx, pair in enumerate(tile_pattern):
rom.write_byte(snes_to_pc(0x09BA2A + idx), (pair[0] + 3) * 16)
rom.write_byte(snes_to_pc(0x09BA40 + idx), (pair[1] + 4) * 16)

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@@ -1,4 +1,5 @@
from types import SimpleNamespace
from collections import Counter, defaultdict
from source.dungeon.EnemyList import enemy_names, SpriteType
from source.enemizer.Enemizer import randomize_underworld_rooms
@@ -8,15 +9,35 @@ import RaceRandom as random
if __name__ == '__main__':
random.seed(42)
world = SimpleNamespace(pottery={1: 'none'})
data_tables = init_data_tables(world, 1)
randomize_underworld_sprite_sheets(data_tables.sprite_sheets)
randomize_underworld_rooms(data_tables)
for room_id, enemy_list in data_tables.uw_enemy_table.room_map.items():
print(f'Room {hex(room_id)}:')
for i, sprite in enumerate(enemy_list):
if sprite.sub_type == SpriteType.Overlord:
print(f' Overlord #{i+1} {hex(sprite.kind)}:')
else:
print(f' Enemy #{i+1} {enemy_names[sprite.kind]}:')
stats = defaultdict(Counter)
column_headers = {}
for trial in range(0, 100):
world = SimpleNamespace(pottery={1: 'none'})
data_tables = init_data_tables(world, 1)
randomize_underworld_sprite_sheets(data_tables.sprite_sheets)
randomize_underworld_rooms(data_tables)
for room_id, enemy_list in data_tables.uw_enemy_table.room_map.items():
# print(f'Room {hex(room_id)}:')
for i, sprite in enumerate(enemy_list):
if sprite.sub_type == SpriteType.Overlord:
result = f'O{hex(sprite.kind)}'
else:
result = enemy_names[sprite.kind]
if result not in column_headers:
column_headers[result] = None
stats[(room_id, i)][result] += 1
with open('result.csv', 'w') as result_file:
result_file.write('room_id,slot,')
result_file.write(','.join(column_headers.keys()))
result_file.write('\n')
for key, counter in stats.items():
rid, slot = key
result_file.write(f'{rid},{slot}')
for result_item in column_headers.keys():
result_file.write(f',{counter[result_item]}')
result_file.write('\n')

File diff suppressed because it is too large Load Diff

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@@ -554,7 +554,7 @@ def setup_required_dungeon_groups(sheets):
# non-optional
([None, None, None, 82], [0x2, 0x58, 0x64, 0x8c, 0x10b]), # pull switches
([None, None, None, 82], [0x1a, 0x3d, 0x44, 0x56, 0x5e, 0x7c, 0x95, 0xc3]), # collasping bridges
([None, None, None, 82], [0x1a, 0x3d, 0x44, 0x56, 0x5e, 0x7c, 0x95, 0xc3]), # collapsing bridges
([None, None, None, 83], [0x4, 0x3f, 0xce]), # pull tongue
([None, None, None, 83], [0x35, 0x37, 0x76]), # swamp drains
([None, None, 34, None], [0x28]), # tektike forced? - spawn chest
@@ -593,7 +593,7 @@ def setup_required_dungeon_groups(sheets):
# roomCollection.LoadRooms()
# roomCollection.RandomizeRoomSpriteGroups(spriteGroupCollection, optionFlags);
# more stuff
uw_sub_group_choices = {
sub_group_choices = {
0: [22, 31, 47, 14], # 70, 72 for guards
1: [44, 30, 32], # 73, 13
2: [12, 18, 23, 24, 28, 46, 34, 35, 39, 40, 38, 41, 36, 37, 42],
@@ -611,7 +611,41 @@ def randomize_underworld_sprite_sheets(sheets):
sheet.sub_groups[1] = random.choice([13, 73])
for idx in range(0, 4):
if not sheet.locked[idx]:
sheet.sub_groups[idx] = random.choice(uw_sub_group_choices[idx])
sheet.sub_groups[idx] = random.choice(sub_group_choices[idx])
# lock the group?
def setup_required_overworld_groups(sheets):
sheets[7].add_sprite_to_sheet([None, None, 74, None], {0x2}) # lumberjacks
sheets[16].add_sprite_to_sheet([None, None, 18, 16], {0x3, 0x93}) # WDM (pre/post-Aga)
sheets[7].add_sprite_to_sheet([None, None, None, 17], {0xA, 0x9A}) # DM Foothills? (pre/post-Aga)
sheets[4].add_sprite_to_sheet([None, None, None, None], {0xF, 0x9F}) # Waterfall of wishing (pre/post-Aga)
sheets[3].add_sprite_to_sheet([None, None, None, 14], {0x14, 0xA4}) # Graveyard (pre/post-Aga)
sheets[1].add_sprite_to_sheet([None, None, 76, 63], {0x1B, 0xAB}) # Hyrule Castle (pre/post-Aga)
sheets[6].add_sprite_to_sheet([None, None, None, None], {0x22, 0x28, 0xB2, 0xB8}) # Smithy/Race (pre/post-Aga)
sheets[8].add_sprite_to_sheet([None, None, 18, None], {0x30, 0xC0}) # Desert (pre/post-Aga)
sheets[10].add_sprite_to_sheet([None, None, None, None], {0x3A, 0xCA}) # M-rock (pre/post-Aga)
sheets[22].add_sprite_to_sheet([None, None, 24, None], {0x4F, 0xDF}) # Catfish (pre/post-Aga)
sheets[21].add_sprite_to_sheet([21, None, None, 21], {0x62, 0xF2}) # Smith DW (pre/post-Aga)
sheets[27].add_sprite_to_sheet([None, 42, None, None], {0x68, 0xF8}) # Dig Game (pre/post-Aga)
sheets[13].add_sprite_to_sheet([None, None, 76, None], {0x16, 0xA6}) # Witch hut (pre/post-Aga)
sheets[29].add_sprite_to_sheet([None, 77, None, 21], {0x69, 0xF9}) # VoO South (pre/post-Aga)
sheets[15].add_sprite_to_sheet([None, None, 78, None], {0x2A, 0xBA}) # Haunted Grove (pre/post-Aga)
sheets[17].add_sprite_to_sheet([None, None, None, 76], {0x6A, 0xFA}) # Stumpy (pre/post-Aga)
sheets[12].add_sprite_to_sheet([None, None, 55, 54], {0x80, 0x110}) # Specials (pre/post-Aga)
sheets[14].add_sprite_to_sheet([None, None, 12, 68], {0x81, 0x111}) # Zora's Domain (pre/post-Aga)
sheets[26].add_sprite_to_sheet([15, None, None, None], {0x92}) # Lumberjacks post-Aga
sheets[23].add_sprite_to_sheet([None, None, None, 25], {0x5E, 0xEE}) # PoD pre/post-Aga
def randomize_overworld_sprite_sheets(sheets):
setup_required_overworld_groups(sheets)
for num in range(1, 64): # sheets 0x1 to 0x3F inclusive
sheet = sheets[num]
for idx in range(0, 4):
if not sheet.locked[idx]:
sheet.sub_groups[idx] = random.choice(sub_group_choices[idx])
# lock the group?
@@ -627,4 +661,3 @@ def randomize_underworld_sprite_sheets(sheets):

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@@ -0,0 +1,93 @@
import os
import json
import codecs
if __name__ == '__main__':
directory = './EnemizerCLI.Core/tiles'
for filename in os.listdir(directory):
with codecs.open(directory+'/'+filename, 'r', 'utf-8-sig') as fin:
pattern = json.load(fin)
pairs = [f'({x["x"]}, {x["y"]})' for x in pattern["Items"]]
print(f'(\'{filename}\', [{", ".join(pairs)}]),')
tile_patterns = [
('heart soft', [(3, 1), (5, 2), (4, 7), (2, 5), (7, 1), (7, 5), (8, 4), (1, 2), (2, 1), (1, 4), (5, 7), (6, 1),
(6, 6), (4, 2), (8, 3), (1, 3), (3, 6), (8, 2)]),
('metroid', [(2, 7), (7, 7), (1, 3), (3, 1), (8, 3), (1, 6), (4, 5), (5, 3), (1, 4), (6, 1), (6, 4), (8, 6), (3, 4),
(7, 5), (4, 1), (5, 5), (2, 2), (2, 5), (7, 2), (5, 1), (4, 3), (8, 4)]),
('moldorm vertical', [(5, 1), (6, 0), (7, 2), (5, 4), (4, 4), (4, 1), (3, 5), (5, 6), (3, 2), (6, 6), (7, 5),
(6, 1), (4, 8), (3, 3), (5, 7), (3, 8), (2, 7), (6, 4), (4, 0), (3, 6), (7, 3), (4, 6)]),
('scream emoji', [(2, 2), (7, 2), (2, 3), (7, 3), (1, 7), (8, 7), (3, 2), (6, 2), (2, 6), (7, 6), (3, 3), (6, 3),
(2, 7), (7, 7), (4, 5), (5, 7), (5, 5), (4, 7), (4, 6), (5, 6), (2, 5), (7, 5)]),
('mario mushroom', [(3, 7), (4, 7), (5, 7), (3, 4), (4, 4), (5, 4), (3, 1), (4, 1), (5, 1), (2, 2), (6, 6), (6, 2),
(2, 6), (1, 3), (7, 5), (7, 3), (1, 5), (1, 4), (6, 5), (7, 4), (2, 5)]),
('moldorm', [(1, 3), (2, 5), (3, 6), (5, 5), (7, 5), (7, 2), (5, 3), (3, 2), (2, 4), (1, 5), (5, 4), (6, 2), (7, 4),
(8, 1), (8, 4), (4, 2), (9, 2), (2, 3), (4, 6), (9, 3), (7, 3), (6, 6)]),
('thinking emoji', [(5, 6), (6, 4), (4, 3), (3, 1), (2, 6), (5, 3), (6, 6), (6, 1), (3, 0), (4, 7), (2, 4), (3, 8),
(6, 0), (3, 7), (3, 3)]),
('triangle', [(1, 5), (7, 5), (4, 2), (3, 5), (5, 5), (4, 3), (2, 4), (6, 4), (5, 3), (2, 5), (6, 5), (3, 3),
(4, 5), (5, 4), (3, 4), (4, 4)]),
('heart', [(8, 3), (2, 3), (5, 7), (2, 4), (8, 4), (4, 6), (6, 6), (8, 2), (2, 2), (5, 2), (7, 1), (3, 1), (3, 5),
(6, 1), (7, 5), (4, 1)]),
('arrghus', [(4, 1), (6, 2), (2, 3), (4, 3), (3, 4), (4, 5), (5, 6), (3, 7), (1, 4), (2, 5), (5, 1), (6, 3), (2, 2),
(7, 4), (5, 4), (4, 4), (6, 5), (3, 6), (5, 7), (3, 1), (3, 5), (5, 5)]),
('cowboy smile', [(1, 2), (3, 3), (4, 1), (3, 5), (5, 8), (6, 7), (5, 2), (7, 2), (1, 3), (2, 7), (5, 5), (5, 3),
(3, 2), (4, 3), (7, 3), (2, 3), (4, 2), (3, 8), (4, 8), (6, 3)]),
('clown face happy', [(2, 2), (7, 6), (7, 2), (2, 6), (3, 3), (6, 7), (6, 3), (3, 7), (2, 3), (5, 6), (7, 3),
(4, 6), (2, 5), (6, 6), (7, 5), (3, 6), (4, 5), (5, 7), (5, 5), (4, 7), (3, 2), (6, 2)]),
('generic happy face', [(2, 1), (6, 3), (6, 5), (4, 6), (2, 2), (6, 6), (2, 3), (3, 5), (3, 2), (3, 3), (6, 2),
(5, 5), (1, 2), (3, 6), (7, 5), (7, 1), (4, 5), (8, 2), (5, 6), (2, 5), (7, 3), (7, 2)]),
('YMCA', [(1, 2), (2, 3), (5, 2), (7, 2), (6, 3), (7, 4), (2, 4), (5, 4), (6, 2), (3, 2), (5, 3), (7, 3), (7, 6),
(4, 8), (2, 7), (6, 7), (4, 6), (8, 8), (8, 7), (3, 8), (3, 6), (6, 8)]),
('ze', [(5, 7), (6, 7), (7, 7), (1, 3), (2, 3), (3, 3), (5, 5), (6, 5), (7, 5), (1, 7), (2, 7), (3, 7), (5, 3),
(6, 3), (7, 3), (3, 4), (2, 5), (1, 6), (5, 4), (5, 6)]),
('space invader metroid', [(4, 1), (2, 3), (3, 5), (5, 6), (7, 6), (7, 3), (2, 8), (3, 2), (1, 7), (1, 4), (6, 2),
(8, 5), (7, 8), (4, 6), (8, 7), (5, 1), (2, 6), (8, 4), (1, 5), (6, 5)]),
('screw attack', [(2, 7), (7, 4), (6, 1), (3, 7), (2, 4), (5, 6), (4, 2), (5, 4), (3, 6), (7, 1), (3, 3), (6, 4),
(4, 6), (4, 3), (6, 2), (3, 4), (6, 5), (5, 2), (4, 5), (4, 4), (5, 3), (5, 5)]),
('vanilla wrong order', [(7, 2), (7, 4), (7, 5), (7, 7), (6, 3), (6, 5), (5, 2), (5, 3), (5, 4), (5, 5), (5, 6),
(4, 2), (4, 3), (4, 4), (4, 5), (4, 6), (3, 3), (3, 5), (2, 2), (2, 4), (2, 5), (2, 7)]),
('tile shaped tiles', [(2, 7), (2, 6), (2, 5), (2, 4), (2, 3), (2, 2), (3, 2), (4, 2), (5, 2), (6, 2), (7, 2),
(7, 3), (7, 4), (7, 5), (7, 6), (7, 7), (6, 7), (5, 7), (4, 7), (3, 7), (4, 5), (5, 4)]),
('panda shocked emoji', [(7, 3), (7, 4), (3, 3), (3, 4), (5, 5), (5, 6), (5, 7), (4, 6), (4, 7), (6, 7), (6, 6),
(8, 6), (8, 7), (8, 8), (2, 8), (2, 7), (2, 6), (2, 1), (3, 1), (7, 1), (8, 1), (5, 8)]),
('JK', [(1, 5), (3, 4), (5, 3), (7, 3), (3, 2), (7, 5), (6, 4), (2, 6), (5, 6), (5, 5), (8, 2), (3, 5), (8, 6),
(5, 2), (3, 3), (5, 4)]),
('dollar sign', [(6, 2), (5, 1), (4, 1), (3, 1), (2, 2), (2, 6), (3, 7), (4, 7), (5, 7), (6, 6), (2, 3), (6, 5),
(3, 4), (5, 4), (4, 4), (4, 0), (4, 2), (4, 3), (4, 5), (4, 6), (4, 8)]),
('rupee diagonal', [(1, 4), (1, 5), (1, 6), (1, 7), (2, 7), (3, 7), (4, 7), (5, 6), (6, 5), (7, 4), (7, 3), (7, 2),
(7, 1), (6, 1), (5, 1), (4, 1), (3, 2), (2, 3), (3, 5), (4, 4), (5, 3)]),
('sword', [(1, 8), (8, 1), (8, 2), (1, 4), (7, 1), (5, 8), (7, 3), (2, 4), (6, 2), (5, 7), (6, 4), (2, 5), (5, 3),
(4, 7), (5, 5), (3, 6), (4, 4), (2, 7), (4, 6), (3, 5)]),
('z1 dungeon1', [(4, 6), (6, 4), (2, 4), (3, 7), (4, 3), (5, 7), (3, 2), (5, 4), (3, 5), (5, 5), (4, 2), (6, 3),
(4, 7), (3, 4), (7, 3), (4, 5), (4, 4)]),
('z1 dungeon 4', [(4, 8), (3, 6), (4, 4), (5, 2), (3, 1), (4, 3), (6, 2), (4, 1), (3, 3), (5, 4), (3, 5), (4, 7),
(6, 1), (3, 8), (5, 7), (3, 2), (4, 6), (3, 4), (5, 1)]),
('LTTP', [(3, 4), (2, 3), (6, 2), (6, 4), (2, 2), (5, 2), (6, 3), (2, 4), (7, 2), (3, 6), (4, 8), (8, 7), (7, 6),
(7, 8), (5, 6), (7, 7), (4, 6), (4, 7), (8, 6)]),
('triple triforce', [(4, 2), (3, 3), (4, 3), (5, 3), (6, 5), (5, 6), (6, 6), (7, 6), (3, 6), (2, 6), (2, 5),
(1, 6)]),
('TILE', [(2, 2), (5, 4), (3, 2), (2, 4), (5, 2), (2, 3), (1, 2), (5, 3), (3, 6), (6, 6), (7, 8), (8, 6), (6, 7),
(3, 8), (4, 8), (3, 7), (6, 8), (7, 6), (7, 7), (8, 8)]),
('panda thinking emoji', [(2, 1), (3, 1), (6, 2), (7, 2), (6, 3), (3, 2), (3, 3), (3, 5), (4, 5), (5, 5), (2, 6),
(2, 7), (1, 7), (2, 8), (1, 8), (3, 7), (4, 7), (3, 8)]),
('pokata key', [(3, 1), (4, 2), (5, 3), (4, 4), (4, 6), (5, 7), (6, 8), (4, 8), (6, 6), (3, 3), (5, 1), (4, 5),
(3, 2), (4, 3), (5, 4), (5, 6), (4, 7), (5, 8), (3, 4), (5, 2), (4, 1)]),
('tile shaped tiles randomish', [(4, 2), (2, 2), (7, 5), (5, 4), (3, 2), (4, 5), (4, 7), (7, 7), (2, 7), (2, 4),
(7, 2), (2, 5), (5, 7), (7, 4), (5, 2), (6, 2), (3, 7), (2, 3), (7, 6), (6, 7),
(7, 3), (2, 6)]),
('NO', [(1, 5), (4, 4), (3, 4), (6, 2), (8, 4), (1, 2), (8, 5), (7, 5), (1, 3), (6, 5), (6, 4), (1, 4), (4, 5),
(4, 2), (2, 3), (7, 2), (8, 2), (8, 3), (4, 3), (6, 3)]),
('bomb', [(3, 3), (5, 7), (6, 4), (2, 6), (5, 3), (3, 7), (6, 6), (2, 4), (7, 2), (2, 5), (4, 7), (5, 1), (4, 2),
(6, 5), (6, 1), (4, 3), (8, 2)]),
('boot', [(6, 7), (8, 6), (5, 5), (5, 3), (8, 2), (3, 6), (4, 8), (7, 8), (8, 4), (6, 2), (2, 7), (3, 8), (4, 5),
(5, 4), (7, 2), (8, 7), (8, 8), (8, 3), (5, 8), (2, 8), (5, 2), (8, 5)]),
('javalogo', [(5, 8), (4, 8), (3, 8), (2, 8), (1, 7), (5, 6), (4, 6), (3, 6), (2, 6), (1, 5), (7, 7), (8, 6),
(7, 5), (3, 4), (3, 3), (2, 2), (3, 1), (5, 4), (5, 3), (6, 2)]),
('pokata and ender key', [(3, 1), (5, 3), (4, 4), (4, 6), (5, 7), (6, 8), (4, 8), (6, 6), (3, 3), (5, 1), (4, 5),
(3, 2), (4, 7), (4, 1), (5, 8), (5, 2), (3, 4), (5, 6), (5, 4)]),
('kitty', [(3, 1), (6, 4), (7, 6), (8, 3), (1, 4), (3, 7), (3, 4), (2, 2), (5, 2), (6, 1), (6, 5), (6, 7), (2, 6),
(7, 2), (8, 5), (1, 3), (1, 5), (4, 2), (3, 5), (4, 6), (8, 4), (5, 6)]),
('creeper face', [(3, 7), (4, 5), (5, 4), (5, 6), (3, 3), (2, 2), (3, 2), (7, 3), (6, 7), (4, 6), (6, 3), (7, 2),
(2, 3), (4, 4), (3, 6), (6, 2), (6, 6), (5, 5)])
]