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Logic 2026-08 - #201

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daid merged 11 commits into
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kbranch:logic-2026-08
Aug 27, 2026
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Logic 2026-08#201
daid merged 11 commits into
daid:masterfrom
kbranch:logic-2026-08

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@kbranch

@kbranch kbranch commented Aug 24, 2026

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This does a few logic tweaks that I've been collecting:

  • Allow doing the hell logic damage buffer under Richard's house via a boots bonk over the pit, for modes where damage boosts aren't allowed
  • Allow boots bonking and jesus buffering your way across the water along the bottom wall to get to the D3 entrance
  • Access Marin from animal village
  • Instead of removing SWORD from some requirements in good boy mode, change it to COUNT(SWORD, 2) so you can use a real found sword
  • Remove a switch hit in D7 that should be hard logic (per https://discord.com/channels/448691892415234048/714908026557169664/1514103052485787669)
  • Add a D7 switch hit to normal logic that was excluded for messing with the theoretical future stairs shuffle (also discussed above)

I'm going to get feedback on discord before taking this out of draft, in case I missed something. I did my best to validate the changes with the logic tester.

Comment thread logic/overworld.py Outdated
prairie_cave_secret_exit.connect(prairie_cave, AND(BOMB, OR(r.boots_bonk_pit, r.hookshot_spam_pit))) # hookshot spam or boots bonk across pits can go from left to right by pit buffering on top of the bottom wall then boots bonk across
richard_cave_chest.connect(richard_cave, r.damage_boost) # use the zol on the other side of the pit to damage boost across (requires damage from pit + zol)
richard_cave_chest.connect(richard_cave, r.boots_bonk) # bonk over the pit instead of damage boosting
ukuku_prairie.connect(dungeon3_entrance, AND(r.pit_buffer_boots, r.jesus_buffer), back=False) # boots bonk from the right into a jesus buffer down to the bottom wall, then bonk all the way across

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This needs hookshot to restart the jesus buffer after the transition to my knowledge. If you are on the bottom wall while transitioning to avoid drowning that is out of bounds

@dragonc0 dragonc0 Aug 25, 2026

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I guess it's both jesus_buffer and jesus_buffer_hookshot:

  • jesus_buffer to jump off the land on the right side and buffer down and across the wall
  • jesus_buffer_hookshot to restart the water buffer after the transition because you have to transition on the water tile.

Not sure what pit_buffer_boots adds here

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My thought with pit_buffer_boots was that the bonking along the wall portion is essentially the same trick. No pits involved, though. I don't have a strong opinion on it, so I just changed it to AND(r.jesus_buffer, r.jesus_buffer_hookshot)

Comment thread logic/dungeon7.py
after_d_stairs.connect(sw_pillar_toak_clear, r.enemy_requirements["THREE_OF_A_KIND"], back=False) #NOTE: add bracelet method if rom patched
after_d_stairs.connect((se_pillar_switch_midrange, se_pillar_switch_range), OR(BOOMERANG, BOW, BOMB, MAGIC_ROD), back=False)
after_d_stairs.connect(se_pillar_switch_midrange, OR(BOOMERANG, BOW, BOMB, MAGIC_ROD), back=False)
after_d_stairs.connect(pegs_before_ball, "SWITCH7C_RANGE", back=None)

@dragonc0 dragonc0 Aug 25, 2026

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Does it make sense to have the SWITCH7C_RANGE path defined here now that SWITCH7C_RANGE is no longer accessible outside of hard logic or higher? It is easier on the code to not have to separate the back path from the front path, I just wonder if it looks weird

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hmmm I'd also say that BOMB should be normal logic still, throwing a bomb over the ledge and walking to the pegs seems normal enough

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I changed it to only magic rod being hard difficulty like I think you were suggesting on Discord - makes sense to me.

@kbranch
kbranch marked this pull request as ready for review August 26, 2026 22:38
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kbranch commented Aug 26, 2026

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I think this is good too go now

@daid
daid merged commit 0225696 into daid:master Aug 27, 2026
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3 participants