Logic 2026-08 - #201
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…ormal logic switch hit that was excluded for possibly messing with stair shuffle
| 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
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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)
| 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) |
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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.
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I think this is good too go now |
This does a few logic tweaks that I've been collecting:
SWORDfrom some requirements in good boy mode, change it toCOUNT(SWORD, 2)so you can use a real found swordI'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.