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imbuedl

Oceanside Chest SRM Solution Improved

Dec 28th, 2019
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  1. Load Scene: Room 3
  2. Deallocate: Stalchild (Oceanside Spider House) (Priority 0)
  3. Deallocate: Stalchild (Oceanside Spider House) (Priority 3)
  4. Deallocate: Pot (Priority 0)
  5. Deallocate: Pot (Priority 1)
  6. Deallocate: Bonk Actor (01E7) (Priority 0, 1, and 2) [Bonk Oceanside Table]
  7. Allocate: Arrow
  8. Allocate: Arrow
  9. Allocate: Bomb
  10. Allocate: Bomb
  11. Load Room: Room 4 with Loading Plane 0
  12. Allocate: Smoke
  13. Allocate: Arrow
  14. Allocate: Arrow
  15. Allocate: Arrow
  16. Allocate: Bomb
  17. Allocate: Bomb
  18. Allocate: Charged Spin Attack
  19. Load Room: Room 3 with Loading Plane 0
  20. Deallocate: Stalchild (Oceanside Spider House) (Priority 0)
  21. Deallocate: Stalchild (Oceanside Spider House) (Priority 2)
  22. Deallocate: Bonk Actor (01E7) (Priority 0, 1, and 2) [Bonk Oceanside Table]
  23. Deallocate: Bonk Actor (01E7) (Priority 3)
  24. Allocate: Smoke
  25. Allocate: Arrow
  26. Allocate: Arrow
  27. Load Room: Room 4 with Loading Plane 0
  28. Allocate: Smoke
  29. Allocate: Hookshot
  30. Load Room: Room 3 with Loading Plane 0
  31. Superslide with Smoke still allocated
  32. Load Room: Room 4 with Loading Plane 0
  33. Load Room: Room 3 with Loading Plane 0
  34. Load Room: Room 4 with Loading Plane 0
  35. SOLUTION: Pot (Priority 0) from Room 3 lines up with Chest (Priority 0) from Room 4 with offset: 0x160
  36.  
  37. --------
  38.  
  39. This is a simplified version of the solution I found (I just removed an arrow from a step)
  40.  
  41. But we can do better in terms of making this rta viable
  42.  
  43.  
  44. There are 4 Allocation Steps...
  45.  
  46. Allocation Step 1:
  47. Allocate: Arrow
  48. Allocate: Arrow
  49. Allocate: Bomb
  50. Allocate: Bomb
  51.  
  52. Allocation Step 2:
  53. Allocate: Smoke
  54. Allocate: Arrow
  55. Allocate: Arrow
  56. Allocate: Arrow
  57. Allocate: Bomb
  58. Allocate: Bomb
  59. Allocate: Charged Spin Attack
  60.  
  61. Allocation Step 3:
  62. Allocate: Smoke
  63. Allocate: Arrow
  64. Allocate: Arrow
  65.  
  66. Allocation Step 4:
  67. Allocate: Smoke
  68. Allocate: Hookshot
  69.  
  70.  
  71. Allocation Step 1 is free, the ones with Smoke are what we are concerned about because as written "Allocate: Smoke" means: Allocate Bomb, let the bomb explode to allocate Smoke (now there are about 11 frames where both bomb and smoke are allocated at the same time, then about 59 frames where smoke is allocated without bomb being allocated), then finally wait for the bomb to deallocate before doing anything.
  72.  
  73. This means that in Allocation Step 2, for example, we're expected to wait for the bomb from the explosion to deallocate before shooting the first arrow
  74.  
  75. However, we can get around timing this (likely doesn't have a great visual cue) at the cost of an extra bomb ALSO, being able to shoot arrows sooner makes the rest lenient because we'll have more time to do stuff before the smoke disappears; this is really the big advantage of doing this
  76.  
  77. so for Allocation Step 2, do:
  78. - Drop Bomb, as soon as it explodes shoot 3 arrows, shield drop 3 bombs, hold charged spin attack through loading plane
  79.  
  80. For Allocation Step 3, we can shoot arrows immediately after the bomb explodes as well, so do:
  81. - Drop Bomb, as soon as it explodes shoot 2 arrows and pass through the loading plane
  82.  
  83. For Allocation Step 4, you need to wait for the bomb to deallocate before pulling hookshot (note: you can pull a bomb instead of hookshot since these are the same size up to multiples of 16 which is all that matters). However, you have so much time before the smoke disappears that this really isn't difficult to time at all provided you just wait a little bit
  84.  
  85. Also, fyi, you can deallocate stuff in any order you want so long as you do all of the deallocations before you do any allocations of course
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