Norfair East check flash suits pt. 6 (Single Chamber)#2305
Merged
blkerby merged 1 commit intovg-json-data:masterfrom Oct 10, 2025
Merged
Norfair East check flash suits pt. 6 (Single Chamber)#2305blkerby merged 1 commit intovg-json-data:masterfrom
blkerby merged 1 commit intovg-json-data:masterfrom
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osse101
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Oct 9, 2025
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The sums of heatFrames work in Single Chamber.
Individual junctions can be done faster or are particularly hard, but then its balanced with the next strat. Same for viola positions -- the camera changes when they move when you come from a door vs junction node, but it doesn't matter in the end.
The heat frame counts are all appropriately tight, and slow dodging enemies looks inline with scaling. Where you can be expected to run under an alcoon until the difficulty placement would expect you to jump over it.
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This is a fairly major overhaul of the left side of Single Chamber. Many of the heat frames were loose; a lot of the issue was the logic expected you to make a stop at each door while going up or down the shaft. To avoid this, the PR adds two new nodes 7 and 8, positioned like node 6, except one and two screens down, respectively. Also the logic didn't take into account differences between various movement options (e.g. wall jump vs. Space Jump vs. HiJump for going up) but it makes a big difference.
Even with the new nodes, there's some duplication but I don't know how to further improve it right now. The only thing I can think of is that we may eventually be able to combine the "leaveWithRunway" variants with the regular Base strats, if we rework the schema to allow treating exit conditions (and entrance conditions) like logical requirements, e.g. to be able to put them inside of an
or. It's something that I've been thinking more about recently, because it could help with consolidating strats in many places.I also added Spring Ball jump strats for going up, which can matter in case of carrying a flash suit. I didn't touch the IBJ strats; these need to be looked at later to tighten heat frames (or to represent jump-into-IBJ and double bomb jump options). I also didn't touch frozen enemy strats but they also probably need another look; e.g., using a Power Bomb to Crystal Flash is going to kill the enemies but this isn't represented.