Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Load Scene: Room 3
- Deallocate: Stalchild (Oceanside Spider House) (Priority 0)
- Deallocate: Stalchild (Oceanside Spider House) (Priority 3)
- Deallocate: Pot (Priority 0)
- Deallocate: Pot (Priority 1)
- Deallocate: Bonk Actor (01E7) (Priority 0, 1, and 2) [Bonk Oceanside Table]
- Allocate: Arrow
- Allocate: Arrow
- Allocate: Bomb
- Allocate: Bomb
- Load Room: Room 4 with Loading Plane 0
- Allocate: Smoke
- Allocate: Arrow
- Allocate: Arrow
- Allocate: Arrow
- Allocate: Bomb
- Allocate: Bomb
- Allocate: Charged Spin Attack
- Load Room: Room 3 with Loading Plane 0
- Deallocate: Stalchild (Oceanside Spider House) (Priority 0)
- Deallocate: Stalchild (Oceanside Spider House) (Priority 2)
- Deallocate: Bonk Actor (01E7) (Priority 0, 1, and 2) [Bonk Oceanside Table]
- Deallocate: Bonk Actor (01E7) (Priority 3)
- Allocate: Smoke
- Allocate: Arrow
- Allocate: Arrow
- Load Room: Room 4 with Loading Plane 0
- Allocate: Smoke
- Allocate: Hookshot
- Load Room: Room 3 with Loading Plane 0
- Superslide with Smoke still allocated
- Load Room: Room 4 with Loading Plane 0
- Load Room: Room 3 with Loading Plane 0
- Load Room: Room 4 with Loading Plane 0
- SOLUTION: Pot (Priority 0) from Room 3 lines up with Chest (Priority 0) from Room 4 with offset: 0x160
- --------
- This is a simplified version of the solution I found (I just removed an arrow from a step)
- But we can do better in terms of making this rta viable
- There are 4 Allocation Steps...
- Allocation Step 1:
- Allocate: Arrow
- Allocate: Arrow
- Allocate: Bomb
- Allocate: Bomb
- Allocation Step 2:
- Allocate: Smoke
- Allocate: Arrow
- Allocate: Arrow
- Allocate: Arrow
- Allocate: Bomb
- Allocate: Bomb
- Allocate: Charged Spin Attack
- Allocation Step 3:
- Allocate: Smoke
- Allocate: Arrow
- Allocate: Arrow
- Allocation Step 4:
- Allocate: Smoke
- Allocate: Hookshot
- 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.
- 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
- 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
- so for Allocation Step 2, do:
- - Drop Bomb, as soon as it explodes shoot 3 arrows, shield drop 3 bombs, hold charged spin attack through loading plane
- For Allocation Step 3, we can shoot arrows immediately after the bomb explodes as well, so do:
- - Drop Bomb, as soon as it explodes shoot 2 arrows and pass through the loading plane
- 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
- 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
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement