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add Zeb Ice Clip SBA to Big Pink#2092

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osse101 merged 3 commits intovg-json-data:masterfrom
internet-account2:zeb-iceclip-sba
Jun 23, 2025
Merged

add Zeb Ice Clip SBA to Big Pink#2092
osse101 merged 3 commits intovg-json-data:masterfrom
internet-account2:zeb-iceclip-sba

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@internet-account2
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Not 100% sure if this is all satisfactory.

@internet-account2
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The other Zeb Ice Clip strat has

"flashSuitChecked": true,

Probably OK here too?, but I didn't check anything.

Un- and re-equipping Ice would need another requirement I think. Didn't include that one either, maybe I should have...
Although that requirement is kind of like an "optional" requirement I think

Comment thread region/brinstar/pink/Big Pink.json Outdated
"devNote": "If the item is not there, then another strat will be used to overload PLMs another way."
},
{
"id": 177,
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This will get auto added and incremented when we run the scripts

Suggested change
"id": 177,

Comment thread region/brinstar/pink/Big Pink.json Outdated
}
],
"nextStratId": 177,
"nextStratId": 178,
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Suggested change
"nextStratId": 178,
"nextStratId": 177,

Comment thread region/brinstar/pink/Big Pink.json Outdated
Comment on lines +4072 to +4081
"Freeze the Zebbo low in the pipe. Crouch and shoot works for that, or shooting as Samus is approaching it.",
"Jump on the left side of the pipe and walk right until you get blocked by the frozen Zebbo.",
"Start the ice SBA facing right. The bottom particle will instantly kill the Zebbo. Turn around towards the left.",
"At the right moment, jump to prevent the tail particle of the clockwise rotation to freeze the Zebbo inside the pipe.",
"As Samus starts falling down again, push left to freeze the rising Zebbo with the leading particle of the rotation.",
"While preserving the remaining 2 particles, spinjump over the frozen Zebbo to quickly get to the floor above Samus.",
"Run left until Samus hits the wall. While in the standing pose and holding jump, press right to do a buffered turnaround spinjump. Holding L+R during the jump can help to stop at the correct position after landing.",
"Wait until one of the remaining particles flies off and freezes the Zebbo at the correct height.",
"Move towards the right side of the floor below the Zebbo pipe. While running left, un- and then re-equip ice to synchronize with the Zebbo. At the left side, jump up and shoot up to freeze the Zebbo one last time, then walljump up and do the clip.",
"Note: If the Zebbo drops something, the frozen position at the end will be 1 pixel lower. This doesn't matter, both pixels work."
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Zebbo are the green ones

Suggested change
"Freeze the Zebbo low in the pipe. Crouch and shoot works for that, or shooting as Samus is approaching it.",
"Jump on the left side of the pipe and walk right until you get blocked by the frozen Zebbo.",
"Start the ice SBA facing right. The bottom particle will instantly kill the Zebbo. Turn around towards the left.",
"At the right moment, jump to prevent the tail particle of the clockwise rotation to freeze the Zebbo inside the pipe.",
"As Samus starts falling down again, push left to freeze the rising Zebbo with the leading particle of the rotation.",
"While preserving the remaining 2 particles, spinjump over the frozen Zebbo to quickly get to the floor above Samus.",
"Run left until Samus hits the wall. While in the standing pose and holding jump, press right to do a buffered turnaround spinjump. Holding L+R during the jump can help to stop at the correct position after landing.",
"Wait until one of the remaining particles flies off and freezes the Zebbo at the correct height.",
"Move towards the right side of the floor below the Zebbo pipe. While running left, un- and then re-equip ice to synchronize with the Zebbo. At the left side, jump up and shoot up to freeze the Zebbo one last time, then walljump up and do the clip.",
"Note: If the Zebbo drops something, the frozen position at the end will be 1 pixel lower. This doesn't matter, both pixels work."
"Freeze the Zeb low in the pipe. Crouch and shoot works for that, or shooting as Samus is approaching it.",
"Jump on the left side of the pipe and walk right until you get blocked by the frozen Zeb.",
"Start the ice SBA facing right. The bottom particle will instantly kill the Zeb. Turn around towards the left.",
"At the right moment, jump to prevent the tail particle of the clockwise rotation to freeze the Zeb inside the pipe.",
"As Samus starts falling down again, push left to freeze the rising Zeb with the leading particle of the rotation.",
"While preserving the remaining 2 particles, spinjump over the frozen Zeb to quickly get to the floor above Samus.",
"Run left until Samus hits the wall. While in the standing pose and holding jump, press right to do a buffered turnaround spinjump. Holding L+R during the jump can help to stop at the correct position after landing.",
"Wait until one of the remaining particles flies off and freezes the Zeb at the correct height.",
"Move towards the right side of the floor below the Zeb pipe. While running left, un- and then re-equip ice to synchronize with the Zeb. At the left side, jump up and shoot up to freeze the Zeb one last time, then walljump up and do the clip.",
"Note: If the Zeb drops something, the frozen position at the end will be 1 pixel lower. This doesn't matter, both pixels work."

Comment thread region/brinstar/pink/Big Pink.json Outdated
Comment on lines +4072 to +4081
"Freeze the Zebbo low in the pipe. Crouch and shoot works for that, or shooting as Samus is approaching it.",
"Jump on the left side of the pipe and walk right until you get blocked by the frozen Zebbo.",
"Start the ice SBA facing right. The bottom particle will instantly kill the Zebbo. Turn around towards the left.",
"At the right moment, jump to prevent the tail particle of the clockwise rotation to freeze the Zebbo inside the pipe.",
"As Samus starts falling down again, push left to freeze the rising Zebbo with the leading particle of the rotation.",
"While preserving the remaining 2 particles, spinjump over the frozen Zebbo to quickly get to the floor above Samus.",
"Run left until Samus hits the wall. While in the standing pose and holding jump, press right to do a buffered turnaround spinjump. Holding L+R during the jump can help to stop at the correct position after landing.",
"Wait until one of the remaining particles flies off and freezes the Zebbo at the correct height.",
"Move towards the right side of the floor below the Zebbo pipe. While running left, un- and then re-equip ice to synchronize with the Zebbo. At the left side, jump up and shoot up to freeze the Zebbo one last time, then walljump up and do the clip.",
"Note: If the Zebbo drops something, the frozen position at the end will be 1 pixel lower. This doesn't matter, both pixels work."
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Did you test both pixels without HiJump? HiJump adds a third pixel.

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No HiJump used

Comment thread region/brinstar/pink/Big Pink.json Outdated
Comment on lines +4066 to +4067
"canUseFrozenEnemies",
"Charge",
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Suggested change
"canUseFrozenEnemies",
"Charge",
"canSpecialBeamAttack",
"canInsaneJump",

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canInsaneJump seems like too much for me, the movement is kind of easy

Comment thread region/brinstar/pink/Big Pink.json Outdated
"canUseFrozenEnemies",
"Charge",
{"ammo": {"type": "PowerBomb", "count": 1}},
"canStaggeredWalljump"
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Suggested change
"canStaggeredWalljump"
"canStaggeredWalljump",
"h_preciseIceClip"

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I thought this might be similar to e.g. the ice clip in botwoon hallway in the sense that it's always (at least I think so?) guaranteed to freeze at the correct height and that strat doesn't use h_preciseIceClip. Is that line of thinking not correct?

@kjbranch
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I havent tested the strat, but here is some quick feedback.

"flashSuitChecked": true is for if the logic is checked for a flash suit. This could be added now because h_preciseIceClip requires canPreciseCeilingClip which requires canCrouchJump which prevents traversing with a flash suit. In general, including "flashSuitChecked": true is helpful but isn't required to include, as we are needing to go through all the strats without it still.

Un- and re-equipping Ice could include {"disableEquipment": "Ice"} ... We havent ever included that for a beam yet, but eventually we will need to to account for blue suit logic.

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The strat block needs to be moved next to the other "link": [13, 5], ones.

It should be the same difficulty as the wave/spazer versions, but many little things matter and I'm going through them.

Comment thread region/brinstar/pink/Big Pink.json Outdated
@osse101
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osse101 commented Jun 11, 2025

https://videos.maprando.com/video/6636
The instructions are good and reliable.
The only confusion was when trying to follow the clip you posted as that does not follow these instructions, and the block of text was long enough to want a visual guide.

@internet-account2
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@kjbranch:
So "flashSuitChecked": true means either "confirmed not possible to keep flashsuit" or "confirmed possible to keep flashsuit" and the second case has some kind of mark that signifies that it's possible?

@osse101:
Yeah after I posted that clip I refined it a bit. The improvement that drop or no drop doesn't matter now is pretty nice I think. Also no guessing for the right position to stand for the freeze.

I'll modify the pr as soon as I figure out how ^^°

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So "flashSuitChecked": true means either "confirmed not possible to keep flashsuit" or "confirmed possible to keep flashsuit" and the second case has some kind of mark that signifies that it's possible?

Basically it means: the strat was written in a way to account for if it is possible to maintain/prevent using a flash suit. And since the h_preciseIceClip prevents it, that takes care of it by saying it is not possible.

canInsaneJump seems like too much for me, the movement is kind of easy

I'm surprised it's not harder than it is. I figured that would be required but hadn't tried it. Looks like osse is suggesting using {"notable": "Zeb Ice Clip"} for the difficulty placement, putting it in Expert

I thought this might be similar to e.g. the ice clip in botwoon hallway in the sense that it's always (at least I think so?) guaranteed to freeze at the correct height and that strat doesn't use h_preciseIceClip. Is that line of thinking not correct?

It would still require the precise ice clip, even though there is a reliable setup. It only wouldnt be if the strat was significantly easier than canPreciseCeilingClip, which is in Expert

I'll modify the pr as soon as I figure out how ^^°

Reach out if you need help!

@internet-account2
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Thanks! I'm not sure but I think just pushing the changes to the branch also update the pr.
I didn't include canInsaneJump but of course If you insist I can add it anyway :-)
I added {"disableEquipment": "Ice"} plus a dev note mentioning that it's not strictly required.

I think the thing that confuses me a little bit about canPreciseCeilingClip is that in botwoon hallway the mochtroid also has to be frozen at a precise vertical position, it's just really easy to hit that position so it doesn't have the h_preciseIceClip requirement? Of course, I'm also just not very used to reading the logic, so.

About flashSuitChecked: So if a strat doesn't have "flashSuitChecked": true but does have h_preciseIceClip, that would mean someone has to check if that h_preciseIceClip really is necessary for the strat or if there's a way to remove that requirement, for example?

@kjbranch
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The PR looks good to me.

I think the thing that confuses me a little bit about canPreciseCeilingClip is that in botwoon hallway the mochtroid also has to be frozen at a precise vertical position, it's just really easy to hit that position so it doesn't have the h_preciseIceClip requirement? Of course, I'm also just not very used to reading the logic, so.

There are three types of ice clips (x-ray, precise, high), and Botwoons is actually a high pixel clip, but it's so easy and well known that we made a notable for it and moved it down to Medium. But the precise clip tech is mostly defined as getting the enemy into the correct position and crouching on it and jumping through, all of which are exactly what's included in this strat. There's a more complex setup than most, giving a reliable positioning, but it still seems like a canPreciseCeilingClip to me.

About flashSuitChecked: So if a strat doesn't have "flashSuitChecked": true but does have h_preciseIceClip, that would mean someone has to check if that h_preciseIceClip really is necessary for the strat or if there's a way to remove that requirement, for example?

"flashSuitChecked": true is just a tag that we have made to indicate that a strat has been verified that it is written accurately when thinking about flash suits. So, yes, if someone is trying to work on the flash suit logic, they would do that. I went through all the ice clip strats already, so they should mostly all have "flashSuitChecked": true on them already.

@blkerby
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blkerby commented Jun 11, 2025

Yeah, the plan is that eventually every strat will have "flashSuitChecked": true. It's a marker indicating that someone has looked at the strat requirements and made sure that the possibility of carrying a flash suit is correctly accounted for in the logical requirements. That mainly means making sure that if a flash suit cannot be carried with the strat then the strat must have a "noFlashSuit" logical requirement somewhere, usually indirectly through a tech or helper (e.g. canCrouchJump, h_preciseIceClip).

Once we begin supporting flash suit logic in the randomizer, it will conservatively assume that any strats without "flashSuitChecked": true cannot be used while carrying flash suit. So having this annotation gives us a way to begin testing out flash suit logic before all strats have been checked for it (which is a large project) and it also helps with tracking the progress of that project.

@osse101
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osse101 commented Jun 12, 2025

Looks good to me.

I find it equivalently hard to Eddie's Spazer setup.

@osse101 osse101 merged commit ea32a05 into vg-json-data:master Jun 23, 2025
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@internet-account2 internet-account2 deleted the zeb-iceclip-sba branch September 16, 2025 19:05
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4 participants