Red Brinstar Fireflea Room: low energy spark to block - #2972
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🟢 Approval recommended
The changes are self-contained data additions with consistent schema usage (new strats without IDs, notable added with updated nextNotableId) and no detected structural issues.
Pull request overview
Adds a new “Low Energy Spark to Block” technique/strat option for Red Brinstar Fireflea Room, expanding the room’s shinespark routing logic to account for intentionally low-energy horizontal midair sparks.
Changes:
- Added two new strats for reaching the block via a low-energy midair horizontal shinespark when entering shinecharged or shinecharging.
- Added a corresponding notable (“Low Energy Spark to Block”) and advanced
nextNotableId.
File summaries
| File | Description |
|---|---|
| region/brinstar/red/Red Brinstar Fireflea Room.json | Adds new low-energy shinespark strats and a notable to document/enable the technique. |
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kjbranch
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This needs a much more detailed description.
- where to spark from
- mention that being higher gives more wiggle room when falling
| {"shineChargeFrames": 42}, | ||
| "canHorizontalMidairShinespark", | ||
| {"resourceAtMost": [{"type": "RegularEnergy", "count": 99}]}, | ||
| {"shinespark": {"frames": 70, "excessFrames": 4}} |
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I think with these excess frames, you would need to start in a different position, which is then canControllShinesparkEnd.
| {"shinespark": {"frames": 70, "excessFrames": 4}} | |
| {"shinespark": {"frames": 70, "excessFrames": 0}} |
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When I was testing this out, I was normalizing the start position to be close to the ceiling, and 2-3 tiles right of the end of the platform. So then from that start, with 95-99 hp I was close enough to the block to fall into it by holding left or right. So this line was me trying to reflect what I tested, but I'm not dogmatic about it, we could just say you need exactly 99.
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Re-testing, at 95 you need a pretty big jump forward. So I think your inclination to just normalize at 99 is probably right. With 99 energy, the startup position is incredibly lenient, anywhere from directly over the last platform tile, up to 6 tiles out, works as long as you're close to the ceiling.
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Basically there's a 7-tile window that works, because ending the spark anywhere from -3 to +3 allows you to fall onto to the block.
True, in my head I was imagining that it's paired with a video; but I'll call this out in more detail. |
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Updated the description, removed the excess frames. |
| }, | ||
| "requires": [ | ||
| {"notable": "Low Energy Spark to Block"}, | ||
| {"shineChargeFrames": 42}, |
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| {"shineChargeFrames": 42}, | |
| {"shineChargeFrames": 30}, |
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How'd you get a number that low? @kjbranch told me I should come in with 0 momentum.
https://videos.maprando.com/video/10995 I measured 174 - 131 - 1 = 42
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If it makes a difference, I had Spark Booster no Blue.
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You can spark from closer to the door. Updated the suggestion to 30 frames after messing with it a bit more. The randomizer has leniency on shinecharge frames so it won't end up being expected to be done this tight except on the highest difficulties.
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Okay true. I was shooting my video to show the optimal positioning more than the minimum frames. So you'd only have to get it that tight on insane; on "normal" settings the shinespark leniency will be fine.
Updated all comeInShinecharging strats from 1 to be 5, 0, and all the ones from 2 to be 4, 0.
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FWIW, I didn't realize openEnd: 1 on the end of the charge meant falling off the block, I assumed it just meant you had like half a block more because there wasn't an immediate wall.
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Whoops, fixed.
Done.
Fixed, but I should note that in this room, all of the |
Right, I think the node 2 ones should all be length 4, openEnd 0. At best, sliding off would make you take an extra spike hit which isn't modeled. The way it works in general:
But yeah, looks like node 1 also has other strats done inconsistently. We could probably use another pass through the whole game's logic to see if there are more inconsistencies like this (there probably are). |
https://discord.com/channels/1053421401354285129/1053436236628496454/1546988210985631864
Similar to #2963 - add a strat to allow 99 energy spark.