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Cross-room grapple jumps #1922
Cross-room grapple jumps #1922
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I only tested a few and did not check the block numbers.
- Red Brin Firefleas was very hard to exit with the obstruction. Wasn't able to do it.
- Pants room might not let you get up to full fling speed. But you noted that where it came up.
- Screw may be able to help in a few cases. Or using other kill enemy weapons.
- The note saying which room has the block arrangement is very helpful.
@@ -4246,6 +4306,23 @@ | |||
"In the model, that'll be represented by going 2 -> 9 -> 5 via two shinespark strats." | |||
] | |||
}, | |||
{ | |||
"link": [9, 5], | |||
"name": "Leave With Grapple Swing", |
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Is there a leaveWithGrappleJump missing?
I use the blocks below the door to align with the sides, if that matters.
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It would be possible to leave with that condition but currently I don't think it would add anything new. Aside from Everest itself, the two rooms with comeInWithGrappleJump
entrance condition are Main Street and Red Fish Room, and those also have entrance conditions for comeInWithGrappleSwing
from the Everest location. Added a devNote now to explain.
Co-authored-by: Michael McKenzie <[email protected]>
Yeah, it's tricky but once you get the feel for it I think it's not the worst. For me the main thing was to get used to the pattern of swinging back and forth while extending Grapple when moving right, and retracting it when moving left, to avoid the obstruction, like in this video: https://videos.maprando.com/video/4382.
Gave it a try just now in Kassiuz Room, and it looks like when in the grapple jumping state, Screw Attack does not kill the enemy nor protect you. There were other possible ways to kill the Choot though (Missile, Super, Plasma) so I added those. In Main Street I didn't find a way yet to kill the Skultera while continuing grapple jumping (from either the right or bottom door), though it wouldn't surprise me if there's something that can be done. I saw that it's technically possible to dodge it when entering from the bottom with HiJump but it seems very precise; added a devNote about it. Power Bombs is something I didn't try yet so maybe that could work. |
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Weird that screw doesn't work in grapple state 🤷
This addresses #1006. It adds
canPreciseGrappleJump
, intended for Extreme difficulty, to fit in betweencanGrappleJump
(Expert) andcanTrickyGrappleJump
(Insane).leaveWithGrappleSwing
andleaveWithGrappleJump
, and corresponding entrance conditionscomeInWithGrappleSwing
andcomeInWithGrappleJump
.Some things left out for now:
h_heatProof
because it generally didn't seem very reasonable to expect getting it on a small number of attempts. It could be refined later.h_heatProof
for these strats, it would serve no purpose. With grapple jumping here, it is particularly tricky to avoid the crumble blocks and Sovas.The main difference between the two sets of exit/entrance conditions is that
leaveWithGrappleSwing
encodes information about the location of the block, to be able to account for Samus' momentum through the transition; whereasleaveWithGrappleJump
assumes you are going up through a vertical door with no horizontal momentum, so only Samus' position in the doorway matters while the location of the Grapple block is irrelevant and potentially unknown (e.g. in case of grapple jumping up through the door of Fish Tank or Glass Tunnel, where the block would be in a previous room).Compared to what we did with grapple teleports and Samus Eater teleports, the exit/entrance conditions are using a more verbose format to list information about the usable Grapple blocks. This was necessary because there are some cases where blocks in the same position can behave differently due to other features of the room. This format created the opportunity to include a
note
field where we can specify the relevant room names, which I think makes the strats a lot more readable. If we wanted, we could convert grapple teleports and Samus Eater teleports to use a similar format later.In the strats, I'm not listing every Grapple block that could be used, only a minimal set needed to cover all applications. Similarly, the
obstructions
field on theblocks
is not used comprehensively, only where needed to disambiguate cases where the setup behaves differently in spite of the block being in the same position as another room; it was only needed in Red Brinstar Firefleas Room. In principle, we could also add a field to describe the fast-crumbling block in Pants Room, but it wasn't needed since this combination of block location and environment (water) was already unique. If the data is ever applied to larger sets of room (e.g. mirrored or with randomized environments) then this would all need to be looked at closely again.