diff --git a/region/maridia/inner-pink/Colosseum.json b/region/maridia/inner-pink/Colosseum.json index b63f7e9f8..c15387138 100644 --- a/region/maridia/inner-pink/Colosseum.json +++ b/region/maridia/inner-pink/Colosseum.json @@ -1259,6 +1259,41 @@ "flashSuitChecked": true, "note": "Requires a runway of one tile in the adjacent room." }, + { + "link": [2, 3], + "name": "Cross Room Jump with HiJump and Speedbooster", + "entranceCondition": { + "comeInJumping": { + "speedBooster": true, + "minTiles": 1.4375 + } + }, + "requires": [ + "HiJump", + "canCrossRoomJumpIntoWater", + "canBufferedMomentumConservingTurnaround" + ], + "flashSuitChecked": true, + "note": "Requires a runway of two tiles in the adjacent room." + }, + { + "link": [2, 3], + "name": "Cross Room Jump with HiJump (Lenient)", + "entranceCondition": { + "comeInJumping": { + "speedBooster": "any", + "minTiles": 5 + } + }, + "requires": [ + "HiJump", + "canCrossRoomJumpIntoWater", + "canBufferedMomentumConservingTurnaround", + "canDownGrab" + ], + "flashSuitChecked": true, + "note": "Requires a runway of five tiles in the adjacent room." + }, { "id": 48, "link": [2, 3], @@ -1272,7 +1307,7 @@ "requires": [ "canTrickyDashJump", "canCrossRoomJumpIntoWater", - "canMomentumConservingTurnaround", + "canBufferedMomentumConservingTurnaround", "canDownGrab" ], "flashSuitChecked": true, @@ -1291,7 +1326,7 @@ "requires": [ "canPreciseSpaceJump", "canCrossRoomJumpIntoWater", - "canMomentumConservingTurnaround" + "canBufferedMomentumConservingTurnaround" ], "flashSuitChecked": true, "note": [ @@ -1313,7 +1348,7 @@ "canPreciseSpaceJump", "canInsaneJump", "canCrossRoomJumpIntoWater", - "canMomentumConservingTurnaround", + "canBufferedMomentumConservingTurnaround", "canDownGrab" ], "flashSuitChecked": false, @@ -1360,7 +1395,8 @@ "canMomentumConservingTurnaround" ], "flashSuitChecked": true, - "note": "Uses a runway of two tiles in the adjacent room." + "note": "Uses a runway of two tiles in the adjacent room.", + "devNote": "FIXME: Can be lowered to canBufferedMomentumConservingTurnaround." }, { "id": 107, diff --git a/region/maridia/inner-pink/Crab Shaft.json b/region/maridia/inner-pink/Crab Shaft.json index 03d1885bf..e34184be9 100644 --- a/region/maridia/inner-pink/Crab Shaft.json +++ b/region/maridia/inner-pink/Crab Shaft.json @@ -816,6 +816,23 @@ ], "flashSuitChecked": true }, + { + "link": [1, 4], + "name": "Cross Room Jump with HiJump (Lenient)", + "entranceCondition": { + "comeInJumping": { + "speedBooster": "any", + "minTiles": 2 + } + }, + "requires": [ + "HiJump", + "canCrossRoomJumpIntoWater", + "canBufferedMomentumConservingTurnaround" + ], + "flashSuitChecked": true, + "note": "Only requires a runway of approximately 2 tile in the adjacent room." + }, { "id": 20, "link": [1, 4], @@ -848,7 +865,7 @@ }, "requires": [ "canCrossRoomJumpIntoWater", - "canMomentumConservingTurnaround", + "canBufferedMomentumConservingTurnaround", "canTrickyDashJump", "canDownGrab" ], @@ -871,7 +888,7 @@ }, "requires": [ "canCrossRoomJumpIntoWater", - "canMomentumConservingTurnaround" + "canBufferedMomentumConservingTurnaround" ], "flashSuitChecked": true, "note": "Requires around 19 tiles in the adjacent room.", @@ -894,7 +911,7 @@ "canTrickyDashJump", "canSpringBallJumpMidAir", "canCrossRoomJumpIntoWater", - "canMomentumConservingTurnaround" + "canBufferedMomentumConservingTurnaround" ], "flashSuitChecked": true, "note": [ @@ -960,7 +977,7 @@ }, "requires": [ "canCrossRoomJumpIntoWater", - "canMomentumConservingTurnaround" + "canBufferedMomentumConservingTurnaround" ], "flashSuitChecked": true, "devNote": [ diff --git a/region/maridia/inner-pink/Halfie Climb Room.json b/region/maridia/inner-pink/Halfie Climb Room.json index c5b4f7e09..3898642d7 100644 --- a/region/maridia/inner-pink/Halfie Climb Room.json +++ b/region/maridia/inner-pink/Halfie Climb Room.json @@ -1116,10 +1116,11 @@ {"and": [ "canDoubleBombJump", {"enemyDamage": {"enemy": "Mochtroid", "type": "contact", "hits": 2}} - ]} + ]}, + {"enemyDamage": {"enemy": "Mochtroid", "type": "contact", "hits": 3}} ]}, "canCrossRoomJumpIntoWater", - "canMomentumConservingTurnaround", + "canBufferedMomentumConservingTurnaround", "canTrickyJump" ], "flashSuitChecked": true, @@ -1127,7 +1128,10 @@ "Only requires a runway of approximately 1 tile in the adjacent room.", "Take two Mochtroid hits or kill it using a Power Bomb or 5 Bombs." ], - "devNote": "The rhythm for placing 4 Bombs quickly is the main component of ceiling bomb jumps." + "devNote": [ + "The rhythm for placing 4 Bombs quickly is the main component of ceiling bomb jumps.", + "canTrickyJump for the IBJ more than the through-door jump." + ] }, { "id": 190, @@ -2551,7 +2555,7 @@ }, "requires": [ "HiJump", - "canMomentumConservingTurnaround", + "canBufferedMomentumConservingTurnaround", "canTrickySpringBallJump", "canCrossRoomJumpIntoWater" ], diff --git a/region/maridia/inner-pink/The Precious Room.json b/region/maridia/inner-pink/The Precious Room.json index 7ff7b0568..184507e57 100644 --- a/region/maridia/inner-pink/The Precious Room.json +++ b/region/maridia/inner-pink/The Precious Room.json @@ -320,6 +320,25 @@ "SpringBall jump once on the way up, then use a Bomb to buy just enough time for a second SpringBall jump." ] }, + { + "link": [2, 1], + "name": "Cross Room Jump with HiJump (Lenient)", + "entranceCondition": { + "comeInJumping": { + "speedBooster": "any", + "minTiles": 2 + } + }, + "requires": [ + "HiJump", + "canCrossRoomJumpIntoWater", + "canBufferedMomentumConservingTurnaround" + ], + "flashSuitChecked": true, + "note": [ + "Requires a runway of 2 tiles in the adjacent room." + ] + }, { "id": 18, "link": [2, 1], diff --git a/region/maridia/inner-yellow/Yoink Room.json b/region/maridia/inner-yellow/Yoink Room.json index b924532e4..73776a575 100644 --- a/region/maridia/inner-yellow/Yoink Room.json +++ b/region/maridia/inner-yellow/Yoink Room.json @@ -347,7 +347,7 @@ }, "requires": [ "canShinechargeMovementTricky", - "canMomentumConservingTurnaround", + "canQuickDrop", {"or": [ {"and": [ "Gravity", @@ -378,7 +378,7 @@ }, "requires": [ "canShinechargeMovementTricky", - "canMomentumConservingTurnaround", + "canQuickDrop", {"shineChargeFrames": 40} ], "exitCondition": { @@ -1108,7 +1108,7 @@ }, "requires": [ "canShinechargeMovementTricky", - "canMomentumConservingTurnaround", + "canQuickDrop", {"or": [ {"and": [ "Gravity", @@ -1139,7 +1139,7 @@ }, "requires": [ "canShinechargeMovementTricky", - "canMomentumConservingTurnaround", + "canQuickDrop", {"shineChargeFrames": 40} ], "exitCondition": { diff --git a/region/maridia/outer/Fish Tank.json b/region/maridia/outer/Fish Tank.json index 0a7ad166b..eeff620e0 100644 --- a/region/maridia/outer/Fish Tank.json +++ b/region/maridia/outer/Fish Tank.json @@ -607,6 +607,38 @@ ], "flashSuitChecked": true }, + { + "link": [1, 4], + "name": "Cross Room Jump with HiJump and Speedbooster (Lenient)", + "entranceCondition": { + "comeInJumping": { + "speedBooster": true, + "minTiles": 6 + } + }, + "requires": [ + "HiJump", + "canCrossRoomJumpIntoWater", + "canBufferedMomentumConservingTurnaround", + "h_midAirShootUp" + ], + "exitCondition": { + "leaveNormally": {} + }, + "unlocksDoors": [ + {"types": ["super"], "requires": []}, + {"types": ["missiles", "powerbomb"], "requires": ["never"]} + ], + "flashSuitChecked": true, + "note": [ + "Requires a runway of at least 6 tiles in the adjacent room." + ], + "detailNote": [ + "Using too much run speed can make it harder to avoid bonking the door:", + "in this case, it can help to fire a hero shot to open the door early, while still facing left,", + "and/or use a momentum-conserving turnaround just before touching the door." + ] + }, { "id": 10, "link": [1, 4], @@ -1073,6 +1105,23 @@ "flashSuitChecked": true, "note": "Requires 3 tiles of run speed (with no open end) to make it past the overhang above the door." }, + { + "link": [1, 5], + "name": "Cross Room Jump with HiJump and Speedbooster (Lenient)", + "entranceCondition": { + "comeInJumping": { + "speedBooster": true, + "minTiles": 6 + } + }, + "requires": [ + "HiJump", + "canCrossRoomJumpIntoWater", + "canBufferedMomentumConservingTurnaround" + ], + "flashSuitChecked": true, + "note": "Requires a runway of at least 6 tiles in the adjacent room." + }, { "id": 19, "link": [1, 5], diff --git a/tech.json b/tech.json index d3f0cf69b..7ce8b60af 100644 --- a/tech.json +++ b/tech.json @@ -719,26 +719,42 @@ ] }, { - "id": 180, - "name": "canMomentumConservingTurnaround", + "name": "canBufferedMomentumConservingTurnaround", "techRequires": [], "otherRequires": [], "note": [ "Uses the uninteruptable frames of turning around in order to continue moving after hitting a solid object.", - "Can be used to make it through an opening door, or barely just past a ledge.", - "It is often beneficial to be in a downward pose when hitting the ceiling, in order to shrink Samus' hitbox to delay contact." + "This is easiest to see following a Gravity jump through a door transition.", + "During the transition, hold down and backwards to begin the turnaround action.", + "Water physics will delay the turnaround for long enough to continue past overhead ledges with upwards momentum intact." ], "extensionTechs": [ { - "id": 47, - "name": "canQuickDrop", + "id": 180, + "name": "canMomentumConservingTurnaround", "techRequires": [ - "canMomentumConservingTurnaround" + "canBufferedMomentumConservingTurnaround" ], "otherRequires": [], "note": [ - "Using a momentum conserving turnaround on a crumble block, an opening doorshell, or any other breaking block, to preserve Samus' momentum.", - "This is often used when traversing with a shinecharge, or to quickly fall through a crumble block and jump back through it before it re-forms." + "Uses the uninteruptable frames of turning around in order to continue moving after hitting a solid object.", + "Can be used to make it through an opening door, or barely just past a ledge.", + "It is often beneficial to be in a downward pose when hitting the ceiling, in order to shrink Samus' hitbox to delay contact.", + "The difficulty is in judging the timing of the turnaround, predicting the ending position, and adjusting to movement speed." + ], + "extensionTechs": [ + { + "id": 47, + "name": "canQuickDrop", + "techRequires": [ + "canMomentumConservingTurnaround" + ], + "otherRequires": [], + "note": [ + "Using a momentum conserving turnaround on a crumble block, an opening doorshell, or any other breaking block, to preserve Samus' momentum.", + "This is often used when traversing with a shinecharge, or to quickly fall through a crumble block and jump back through it before it re-forms." + ] + } ] } ]