This is a particularly unusual state of G-Mode but has a few logical applications. Supporting it in logic will be a whole thing.
What is it:
"Combined" G-Mode is a combination of Direct and Indirect G-Mode. It combines many of the effects of Direct G-Mode (namely, R-Mode effects and the ability to enter Artificial Morph) with those of Indirect G-Mode (namely, the effect on room objects).
How to do it:
While already in G-Mode (Direct or Indirect), enter the next room with a normal (Direct) G-Mode setup: i.e. have energy in reserves (which requires a Crystal Flash or a Ship Refill), drain regular energy as needed, arm X-Ray, and be hit by an enemy while crossing the room transition, buffering X-Ray to activate in the next room at the same time auto-reserve activates.
A more complete breakdown works like this:
You have three (or more) "Rooms" involved in the setup:
- The Initial Room, from which Direct G-Mode is first entered.
- Zero or More Intermediate Rooms.
- The Setup Room
- The Target Room
Any one or more of these rooms can all be the same room, provided all necessary elements are available. For example, a common configuration is that Initial Room and Target Room are the same room, and the Setup Room takes advantage of the open door left by Direct G-Mode.
In longer chains (possible with uncapped doors, shell-skips, and/or elevators), the first Intermediate Room will be in Direct G-Mode - all after it will naturally be in Indirect G-Mode. Setup Room itself will be in Indirect G-Mode, if there are any Intermediate Rooms, otherwise it will be Direct.
Having entered in Combined G-Mode, it is of course possible to perform another G-Mode Setup to continue into another room in Combined G-Mode. Logically, however, it is likely to be the case that a room using Combined G-Mode will be the end of the G-Mode Chain - see applications of Combined G-Mode below.
Comparison of Direct, Indirect, and Combined G-Mode
This table will show a comparison of the effects of Direct, Indirect, and Combined G-Mode.
Effects common to G-Mode (PLM, enemy projectiles, palette FX/heat damage) apply to Combined G-Mode as well.
Moving to another room in Combined G-Mode results in Indirect G-Mode (without a G-Mode setup) or Combined G-Mode (with a G-Mode setup).
| Effect |
Direct |
Indirect |
Combined |
| Entry Method |
G-Mode Setup |
Carry G-Mode |
Carry PLUS Setup (Both) |
| Gates and Uncollected Items |
Present |
Absent |
Absent (like Indirect) |
| Remote Acquire |
Possible |
Not possible |
Not possible (like Indirect) |
| Locked Doors |
Locked |
Blue |
Blue (like Indirect) |
| PLM Overload Using Locked Door |
Only if still locked |
Any time |
Any time (like Indirect) |
| Entry Door |
Open |
Closed |
Closed (like Indirect) |
| Graphical Effects |
R-Mode |
Normal |
R-Mode (like Direct) |
| R-Mode Standup |
Available |
Not available |
Available (like Direct) |
| Mobility |
Immobile until knockback |
Always mobile¹ |
Immobile until knockback (like Direct) |
| Artificial Morph |
Can Enter |
Carry from previous room |
Can Enter (like Direct) |
| Using X-Ray |
Convert to R-Mode |
Ends G-Mode, Spawns Gates, Items, and Door Locks |
Convert to R-Mode (like Direct), Spawns Gates, Items, and Door Locks (like Indirect) |
| After Crystal Flash |
R-Mode Restrictions on Power Bomb/X-Ray |
No Restriction |
R-Mode Restrictions on Power Bomb/X-Ray (like Direct) |
| Reserve Auto-Trigger |
Ends G-Mode and R-Mode, Standup effect |
No special effect |
Ends G-Mode and R-Mode, Standup effect (like Direct), Spawns Gates, Items, and Door Locks (related to Indirect, but doesn't normally happen at this time) |
(¹ It is theoretically possible to be Immobile in Indirect G-Mode - it would require Samus, while Immobile, having been carried through a door transition without incurring knockback frames. In such a situation, Samus would be Immobile in Indirect G-Mode, but would regain Mobility (and enter Artificial Morph) the same way as in Direct.)
Applications
The primary application of Combined G-Mode is for when you need the R-Mode properties of Direct G-Mode, but also need the room-state changes resulting from Indirect G-Mode. For example:
- Caterpillar Room: Enter Combined G-Mode from any left-side door. Navigate to where the green gate would be and use X-Ray to Convert to R-Mode - the gate will open due to Samus being on top of it. Exit and re-enter the Morph Tunnel to fix the camera and the runway is usable for an R-Mode Spark Interrupt.
- An Indirect strat that required carrying Artificial Morph could be satisfied by Combined G-Mode, provided the Indirect strat does not run afoul of R-Mode restrictions on Crystal Flash/Power Bomb/X-Ray combinations.
- From an up-facing door, enter with a downward G-Mode Setup. Then, in the room below, perform an upward G-Mode Setup: the door will now be closed and Samus won't fall back down.
Some Technical Notes
I'm thinking it will likely need either its own dedicated exitCondition, or perhaps a property of leaveWithGModeSetup (combined = true). However, I expect it will need to be treated as its own state, distinct from direct or indirect strats. Where it is possible to leave with Combined G-Mode it is usually possible to convert to a normal Direct or Indirect leave condition. Using Combined to satisfy direct or indirect modes would require vetting these strats to ensure there isn't a conflict. For example:
direct Remote Acquire strats would not work with Combined.
direct Spark/CF Interrupt strats do work with Combined
indirect strats are mostly compatible with Combined, but would need to be checked to ensure they aren't doing things that R-Mode doesn't like.
This is a particularly unusual state of G-Mode but has a few logical applications. Supporting it in logic will be a whole thing.
What is it:
"Combined" G-Mode is a combination of Direct and Indirect G-Mode. It combines many of the effects of Direct G-Mode (namely, R-Mode effects and the ability to enter Artificial Morph) with those of Indirect G-Mode (namely, the effect on room objects).
How to do it:
While already in G-Mode (Direct or Indirect), enter the next room with a normal (Direct) G-Mode setup: i.e. have energy in reserves (which requires a Crystal Flash or a Ship Refill), drain regular energy as needed, arm X-Ray, and be hit by an enemy while crossing the room transition, buffering X-Ray to activate in the next room at the same time auto-reserve activates.
A more complete breakdown works like this:
You have three (or more) "Rooms" involved in the setup:
Any one or more of these rooms can all be the same room, provided all necessary elements are available. For example, a common configuration is that Initial Room and Target Room are the same room, and the Setup Room takes advantage of the open door left by Direct G-Mode.
In longer chains (possible with uncapped doors, shell-skips, and/or elevators), the first Intermediate Room will be in Direct G-Mode - all after it will naturally be in Indirect G-Mode. Setup Room itself will be in Indirect G-Mode, if there are any Intermediate Rooms, otherwise it will be Direct.
Having entered in Combined G-Mode, it is of course possible to perform another G-Mode Setup to continue into another room in Combined G-Mode. Logically, however, it is likely to be the case that a room using Combined G-Mode will be the end of the G-Mode Chain - see applications of Combined G-Mode below.
Comparison of Direct, Indirect, and Combined G-Mode
This table will show a comparison of the effects of Direct, Indirect, and Combined G-Mode.
Effects common to G-Mode (PLM, enemy projectiles, palette FX/heat damage) apply to Combined G-Mode as well.
Moving to another room in Combined G-Mode results in Indirect G-Mode (without a G-Mode setup) or Combined G-Mode (with a G-Mode setup).
(¹ It is theoretically possible to be Immobile in Indirect G-Mode - it would require Samus, while Immobile, having been carried through a door transition without incurring knockback frames. In such a situation, Samus would be Immobile in Indirect G-Mode, but would regain Mobility (and enter Artificial Morph) the same way as in Direct.)
Applications
The primary application of Combined G-Mode is for when you need the R-Mode properties of Direct G-Mode, but also need the room-state changes resulting from Indirect G-Mode. For example:
Some Technical Notes
I'm thinking it will likely need either its own dedicated
exitCondition, or perhaps a property ofleaveWithGModeSetup(combined = true). However, I expect it will need to be treated as its own state, distinct fromdirectorindirectstrats. Where it is possible to leave with Combined G-Mode it is usually possible to convert to a normal Direct or Indirect leave condition. Using Combined to satisfydirectorindirectmodes would require vetting these strats to ensure there isn't a conflict. For example:directRemote Acquire strats would not work with Combined.directSpark/CF Interrupt strats do work with Combinedindirectstrats are mostly compatible with Combined, but would need to be checked to ensure they aren't doing things that R-Mode doesn't like.