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Support for Combining Direct + Indirect G-Mode #2621

@aquanight

Description

@aquanight

This is a particularly unusual state of G-Mode but has a few logical applications. Supporting it in logic will be a whole thing.

What is it:

"Combined" G-Mode is a combination of Direct and Indirect G-Mode. It combines many of the effects of Direct G-Mode (namely, R-Mode effects and the ability to enter Artificial Morph) with those of Indirect G-Mode (namely, the effect on room objects).

How to do it:

While already in G-Mode (Direct or Indirect), enter the next room with a normal (Direct) G-Mode setup: i.e. have energy in reserves (which requires a Crystal Flash or a Ship Refill), drain regular energy as needed, arm X-Ray, and be hit by an enemy while crossing the room transition, buffering X-Ray to activate in the next room at the same time auto-reserve activates.

A more complete breakdown works like this:

You have three (or more) "Rooms" involved in the setup:

  • The Initial Room, from which Direct G-Mode is first entered.
  • Zero or More Intermediate Rooms.
  • The Setup Room
  • The Target Room

Any one or more of these rooms can all be the same room, provided all necessary elements are available. For example, a common configuration is that Initial Room and Target Room are the same room, and the Setup Room takes advantage of the open door left by Direct G-Mode.

In longer chains (possible with uncapped doors, shell-skips, and/or elevators), the first Intermediate Room will be in Direct G-Mode - all after it will naturally be in Indirect G-Mode. Setup Room itself will be in Indirect G-Mode, if there are any Intermediate Rooms, otherwise it will be Direct.

Having entered in Combined G-Mode, it is of course possible to perform another G-Mode Setup to continue into another room in Combined G-Mode. Logically, however, it is likely to be the case that a room using Combined G-Mode will be the end of the G-Mode Chain - see applications of Combined G-Mode below.

Comparison of Direct, Indirect, and Combined G-Mode

This table will show a comparison of the effects of Direct, Indirect, and Combined G-Mode.

Effects common to G-Mode (PLM, enemy projectiles, palette FX/heat damage) apply to Combined G-Mode as well.

Moving to another room in Combined G-Mode results in Indirect G-Mode (without a G-Mode setup) or Combined G-Mode (with a G-Mode setup).

Effect Direct Indirect Combined
Entry Method G-Mode Setup Carry G-Mode Carry PLUS Setup (Both)
Gates and Uncollected Items Present Absent Absent (like Indirect)
Remote Acquire Possible Not possible Not possible (like Indirect)
Locked Doors Locked Blue Blue (like Indirect)
PLM Overload Using Locked Door Only if still locked Any time Any time (like Indirect)
Entry Door Open Closed Closed (like Indirect)
Graphical Effects R-Mode Normal R-Mode (like Direct)
R-Mode Standup Available Not available Available (like Direct)
Mobility Immobile until knockback Always mobile¹ Immobile until knockback (like Direct)
Artificial Morph Can Enter Carry from previous room Can Enter (like Direct)
Using X-Ray Convert to R-Mode Ends G-Mode, Spawns Gates, Items, and Door Locks Convert to R-Mode (like Direct), Spawns Gates, Items, and Door Locks (like Indirect)
After Crystal Flash R-Mode Restrictions on Power Bomb/X-Ray No Restriction R-Mode Restrictions on Power Bomb/X-Ray (like Direct)
Reserve Auto-Trigger Ends G-Mode and R-Mode, Standup effect No special effect Ends G-Mode and R-Mode, Standup effect (like Direct), Spawns Gates, Items, and Door Locks (related to Indirect, but doesn't normally happen at this time)

(¹ It is theoretically possible to be Immobile in Indirect G-Mode - it would require Samus, while Immobile, having been carried through a door transition without incurring knockback frames. In such a situation, Samus would be Immobile in Indirect G-Mode, but would regain Mobility (and enter Artificial Morph) the same way as in Direct.)

Applications

The primary application of Combined G-Mode is for when you need the R-Mode properties of Direct G-Mode, but also need the room-state changes resulting from Indirect G-Mode. For example:

  • Caterpillar Room: Enter Combined G-Mode from any left-side door. Navigate to where the green gate would be and use X-Ray to Convert to R-Mode - the gate will open due to Samus being on top of it. Exit and re-enter the Morph Tunnel to fix the camera and the runway is usable for an R-Mode Spark Interrupt.
  • An Indirect strat that required carrying Artificial Morph could be satisfied by Combined G-Mode, provided the Indirect strat does not run afoul of R-Mode restrictions on Crystal Flash/Power Bomb/X-Ray combinations.
  • From an up-facing door, enter with a downward G-Mode Setup. Then, in the room below, perform an upward G-Mode Setup: the door will now be closed and Samus won't fall back down.

Some Technical Notes

I'm thinking it will likely need either its own dedicated exitCondition, or perhaps a property of leaveWithGModeSetup (combined = true). However, I expect it will need to be treated as its own state, distinct from direct or indirect strats. Where it is possible to leave with Combined G-Mode it is usually possible to convert to a normal Direct or Indirect leave condition. Using Combined to satisfy direct or indirect modes would require vetting these strats to ensure there isn't a conflict. For example:

  • direct Remote Acquire strats would not work with Combined.
  • direct Spark/CF Interrupt strats do work with Combined
  • indirect strats are mostly compatible with Combined, but would need to be checked to ensure they aren't doing things that R-Mode doesn't like.

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