|
1028 | 1028 | "requires": [ |
1029 | 1029 | "canPreciseStutterWaterShineCharge", |
1030 | 1030 | "canShinechargeMovementTricky", |
| 1031 | + "canInsaneJump", |
1031 | 1032 | {"shineChargeFrames": 130} |
1032 | 1033 | ], |
1033 | 1034 | "exitCondition": { |
|
1056 | 1057 | "requires": [ |
1057 | 1058 | "canPreciseStutterWaterShineCharge", |
1058 | 1059 | "canShinechargeMovementTricky", |
| 1060 | + "canInsaneJump", |
1059 | 1061 | {"shineChargeFrames": 140} |
1060 | 1062 | ], |
1061 | 1063 | "exitCondition": { |
|
1085 | 1087 | "requires": [ |
1086 | 1088 | "canPreciseStutterWaterShineCharge", |
1087 | 1089 | "canShinechargeMovementTricky", |
1088 | | - {"shineChargeFrames": 150} |
| 1090 | + "canInsaneJump", |
| 1091 | + {"shineChargeFrames": 145}, |
| 1092 | + {"or": [ |
| 1093 | + "canBeVeryPatient", |
| 1094 | + {"shineChargeFrames": 5} |
| 1095 | + ]} |
1089 | 1096 | ], |
1090 | 1097 | "exitCondition": { |
1091 | 1098 | "leaveShinecharged": {} |
|
1099 | 1106 | "the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition.", |
1100 | 1107 | "Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining.", |
1101 | 1108 | "After gaining the shinecharge, continue holding forward in order to make Samus stand.", |
1102 | | - "Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge." |
| 1109 | + "Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge.", |
| 1110 | + "Alternatively, with greater difficulty but saving some shinecharge frames,", |
| 1111 | + "after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward", |
| 1112 | + "(switching from pressing backward to pressing forward on the next frame),", |
| 1113 | + "and arm pump to reach the door quickly." |
1103 | 1114 | ], |
1104 | 1115 | "devNote": [ |
1105 | 1116 | "The same shinecharge frames could be achieved with a closed end runway (effective length of 2.4375),", |
|
1117 | 1128 | "requires": [ |
1118 | 1129 | "canPreciseStutterWaterShineCharge", |
1119 | 1130 | "canShinechargeMovementTricky", |
1120 | | - {"shineChargeFrames": 160} |
| 1131 | + "canInsaneJump", |
| 1132 | + {"shineChargeFrames": 150}, |
| 1133 | + {"or": [ |
| 1134 | + "canBeVeryPatient", |
| 1135 | + {"shineChargeFrames": 10} |
| 1136 | + ]} |
1121 | 1137 | ], |
1122 | 1138 | "exitCondition": { |
1123 | 1139 | "leaveShinecharged": {} |
|
1131 | 1147 | "the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition.", |
1132 | 1148 | "Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining.", |
1133 | 1149 | "After gaining the shinecharge, continue holding forward in order to make Samus stand.", |
1134 | | - "Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge." |
| 1150 | + "Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge.", |
| 1151 | + "Alternatively, with greater difficulty but saving some shinecharge frames,", |
| 1152 | + "after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward", |
| 1153 | + "(switching from pressing backward to pressing forward on the next frame),", |
| 1154 | + "and arm pump to reach the door quickly." |
| 1155 | + ], |
| 1156 | + "devNote": [ |
| 1157 | + "FIXME: The canBeVeryPatient requirement is for difficulty placement of the boomerang method;", |
| 1158 | + "but the boomerang (or maybe specifically the moonwalk boomerang) should possibly be its own tech,", |
| 1159 | + "and the same with rapid arm pumping." |
1135 | 1160 | ] |
1136 | 1161 | }, |
1137 | 1162 | { |
|
1147 | 1172 | "canInsaneJump", |
1148 | 1173 | "canBeVeryPatient", |
1149 | 1174 | "canShinechargeMovementTricky", |
1150 | | - {"shineChargeFrames": 175} |
| 1175 | + {"shineChargeFrames": 160} |
1151 | 1176 | ], |
1152 | 1177 | "exitCondition": { |
1153 | 1178 | "leaveShinecharged": {} |
|
1157 | 1182 | {"types": ["missiles", "powerbomb"], "requires": ["never"]} |
1158 | 1183 | ], |
1159 | 1184 | "note": [ |
1160 | | - "With only 1 tile of runway in the other room, this requires subpixel-precise positioning and a double frame-perfect stutter:", |
1161 | | - "At the start of the run, Samus must be on the last pixel of runway with X subpixels of $3FFF or less.", |
| 1185 | + "With only 1 tile of runway in the other room, Samus should ideally start on the last pixel of runway with X subpixels of $3FFF or less.", |
1162 | 1186 | "Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition.", |
| 1187 | + "Starting with X subpixels of $7FFF can also work (e.g., by simply backing against the door ledge, then jumping and turning around mid-air);", |
| 1188 | + "in this case, Samus must advance 1 or 2 pixels with an arm pump before the transition (e.g., firing a shot or pressing and/or releasing an angle button),", |
| 1189 | + "and the shinecharge will be gained slightly further away from the door.", |
1163 | 1190 | "After gaining the shinecharge, continue holding forward in order to make Samus stand.", |
1164 | | - "Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge." |
| 1191 | + "Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge.", |
| 1192 | + "Alternatively, with greater difficulty but saving some shinecharge frames,", |
| 1193 | + "after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward", |
| 1194 | + "(switching from pressing backward to pressing forward on the next frame),", |
| 1195 | + "and arm pump to reach the door quickly." |
1165 | 1196 | ], |
1166 | 1197 | "detailNote": [ |
1167 | | - "Correct subpixels can be achieved using one of several methods:", |
1168 | | - "1) press against the door ledge (or a wall aligned with it);", |
| 1198 | + "Ideal subpixels ($3FFF) can be achieved using one of several methods:", |
| 1199 | + "1) press forward against the door ledge (or a wall aligned with it);", |
1169 | 1200 | "jump, and while mid-air, tap forward for exactly 1 frame to land with subpixels $BFFF,", |
1170 | 1201 | "moonwalk back for exactly 1 frame to end with subpixels $3FFF.", |
1171 | | - "2) press against the door ledge (from a platform below, assuming one exists)", |
| 1202 | + "2) press forward against the door ledge (from a platform below, assuming one exists)", |
1172 | 1203 | "turn around (while on the ground), and moonwalk back two pixels,", |
1173 | 1204 | "then jump and mid-air turnaround onto the ledge;", |
1174 | 1205 | "if Samus jumped from the correct pixel but does not land on the ledge, then it was needed to moonwalk back 1 more frame;", |
|
0 commit comments