|
830 | 830 | {"nodeId": 2, "types": ["super", "missiles"], "requires": []}, |
831 | 831 | {"nodeId": 2, "types": ["powerbomb"], "requires": ["never"]} |
832 | 832 | ], |
833 | | - "endsWithShineCharge": true |
| 833 | + "endsWithShineCharge": true, |
| 834 | + "note": [ |
| 835 | + "If only 2 tiles of runway are available and it is not possible to unlock the opposite door, then this requires a double frame-perfect stutter:", |
| 836 | + "run toward the door, release forward for exactly 3 frames, pressing forward again on the last possible frame before the transition." |
| 837 | + ], |
| 838 | + "devNote": [ |
| 839 | + "FIXME: canInsaneJump is for difficulty placement; replace with a more appropriate tech since no jump is involved." |
| 840 | + ] |
| 841 | + }, |
| 842 | + { |
| 843 | + "link": [1, 8], |
| 844 | + "name": "Precise Stutter Water Shinecharge (Very Short Runway)", |
| 845 | + "entranceCondition": { |
| 846 | + "comeInRunning": { |
| 847 | + "speedBooster": true, |
| 848 | + "minTiles": 1 |
| 849 | + } |
| 850 | + }, |
| 851 | + "requires": [ |
| 852 | + "canPreciseStutterWaterShineCharge", |
| 853 | + "canInsaneJump", |
| 854 | + "canBeVeryPatient", |
| 855 | + {"doorUnlockedAtNode": 2}, |
| 856 | + {"shineChargeFrames": 0} |
| 857 | + ], |
| 858 | + "unlocksDoors": [ |
| 859 | + {"nodeId": 2, "types": ["super", "missiles"], "requires": []}, |
| 860 | + {"nodeId": 2, "types": ["powerbomb"], "requires": ["never"]} |
| 861 | + ], |
| 862 | + "endsWithShineCharge": true, |
| 863 | + "note": [ |
| 864 | + "With only 1 tile of runway in the other room, this requires subpixel-precise positioning and a double frame-perfect stutter:", |
| 865 | + "At the start of the run, Samus must be on the last pixel of runway with X subpixels of $3FFF or less.", |
| 866 | + "Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition.", |
| 867 | + "After the transition, shoot open the opposite door while running, to extend the runway by a tile." |
| 868 | + ], |
| 869 | + "detailNote": [ |
| 870 | + "Correct subpixels can be achieved using one of several methods:", |
| 871 | + "1) press against the door ledge (or a wall aligned with it);", |
| 872 | + "jump, and while mid-air, tap forward for exactly 1 frame to land with subpixels $BFFF,", |
| 873 | + "moonwalk back for exactly 1 frame to end with subpixels $3FFF.", |
| 874 | + "2) press against the door ledge (from a platform below, assuming one exists)", |
| 875 | + "turn around (while on the ground), and moonwalk back two pixels,", |
| 876 | + "then jump and mid-air turnaround onto the ledge;", |
| 877 | + "if Samus jumped from the correct pixel but does not land on the ledge, then it was needed to moonwalk back 1 more frame;", |
| 878 | + "in this case it is possible to retry by doing a mid-air turnaround back onto the platform, and moonwalking back for 1 frame.", |
| 879 | + "3) if X-Ray is available, press against the door ledge (from a platform below, assuming one exists)", |
| 880 | + "turn around (while on the ground), then jump and mid-air turnaround toward the door,", |
| 881 | + "and use X-Ray to turnaround in place away from the door;", |
| 882 | + "repeat this sequence 3 more times: jump, mid-air turnaround, X-Ray turnaround;", |
| 883 | + "then do one more jump and mid-air turnaround, high enough to land on the door ledge,", |
| 884 | + "and Samus should be in the correct position with subpixels $3FFF." |
| 885 | + ] |
834 | 886 | }, |
835 | 887 | { |
836 | 888 | "link": [2, 1], |
|
1499 | 1551 | {"nodeId": 2, "types": ["super", "missiles"], "requires": []}, |
1500 | 1552 | {"nodeId": 2, "types": ["powerbomb"], "requires": ["never"]} |
1501 | 1553 | ], |
1502 | | - "endsWithShineCharge": true |
| 1554 | + "endsWithShineCharge": true, |
| 1555 | + "note": [ |
| 1556 | + "If only 2 tiles of runway are available and it is not possible to unlock the opposite door, then this requires a double frame-perfect stutter:", |
| 1557 | + "run toward the door, release forward for exactly 3 frames, pressing forward again on the last possible frame before the transition." |
| 1558 | + ], |
| 1559 | + "devNote": [ |
| 1560 | + "FIXME: canInsaneJump is for difficulty placement; replace with a more appropriate tech since no jump is involved." |
| 1561 | + ] |
| 1562 | + }, |
| 1563 | + { |
| 1564 | + "link": [2, 7], |
| 1565 | + "name": "Precise Stutter Water Shinecharge (Very Short Runway)", |
| 1566 | + "entranceCondition": { |
| 1567 | + "comeInRunning": { |
| 1568 | + "speedBooster": true, |
| 1569 | + "minTiles": 1 |
| 1570 | + } |
| 1571 | + }, |
| 1572 | + "requires": [ |
| 1573 | + "canPreciseStutterWaterShineCharge", |
| 1574 | + "canInsaneJump", |
| 1575 | + "canBeVeryPatient", |
| 1576 | + {"doorUnlockedAtNode": 1}, |
| 1577 | + {"shineChargeFrames": 0} |
| 1578 | + ], |
| 1579 | + "unlocksDoors": [ |
| 1580 | + {"nodeId": 2, "types": ["super", "missiles"], "requires": []}, |
| 1581 | + {"nodeId": 2, "types": ["powerbomb"], "requires": ["never"]} |
| 1582 | + ], |
| 1583 | + "endsWithShineCharge": true, |
| 1584 | + "note": [ |
| 1585 | + "With only 1 tile of runway in the other room, this requires subpixel-precise positioning and a double frame-perfect stutter:", |
| 1586 | + "At the start of the run, Samus must be on the last pixel of runway with X subpixels of $C000 or greater.", |
| 1587 | + "Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition.", |
| 1588 | + "After the transition, shoot open the opposite door while running, to extend the runway by a tile." |
| 1589 | + ], |
| 1590 | + "detailNote": [ |
| 1591 | + "Correct subpixels can be achieved using one of several methods:", |
| 1592 | + "1) press against the door ledge (or a wall aligned with it);", |
| 1593 | + "jump, and while mid-air, tap forward for exactly 1 frame to land with subpixels $4000,", |
| 1594 | + "moonwalk back for exactly 1 frame to end with subpixels $C000.", |
| 1595 | + "2) press against the door ledge (from a platform below, assuming one exists)", |
| 1596 | + "turn around (while on the ground), and moonwalk back two pixels,", |
| 1597 | + "then jump and mid-air turnaround onto the ledge;", |
| 1598 | + "if Samus jumped from the correct pixel but does not land on the ledge, then it was needed to moonwalk back 1 more frame;", |
| 1599 | + "in this case it is possible to retry by doing a mid-air turnaround back onto the platform, and moonwalking back for 1 frame.", |
| 1600 | + "3) if X-Ray is available, press against the door ledge (from a platform below, assuming one exists)", |
| 1601 | + "turn around (while on the ground), then jump and mid-air turnaround toward the door,", |
| 1602 | + "and use X-Ray to turnaround in place away from the door;", |
| 1603 | + "repeat this sequence 3 more times: jump, mid-air turnaround, X-Ray turnaround;", |
| 1604 | + "then do one more jump and mid-air turnaround, high enough to land on the door ledge,", |
| 1605 | + "and Samus should be in the correct position with subpixels $C000." |
| 1606 | + ] |
1503 | 1607 | }, |
1504 | 1608 | { |
1505 | 1609 | "id": 68, |
|
0 commit comments