# Controller script of native/tools/gen_pipeline_cache.sh, tier 5 bombs (syntax in
# native/src/pc/harness/pc_input.cpp): <frame> <buttons> <stickX> <stickY>, each line holding until the next.
# Run with COS_BOOT_ITEMS=31,38 (the bomb bag on X, the sword) and --stage sea:44:0 (the Outset pier,
# the player free from about frame 400, facing the sea) or M_NewD2:0:0 (the first dungeon's
# entrance), --frames 2400 --uncapped. X takes a bomb out, A throws it, R drops it; the bombs
# explode on the pier or the ground (fire, smoke, debris), in the sea (splash) and once in the
# player's hands (he is hurt); then sword slashes and a spin attack. The point is the effects'
# pipelines, not a precise outcome: what the player walks into differs per stage.
400  X  0  0
402  -  0  0
430  R  0  0
432  -  0  -127
520  -  0  0
650  X  0  0
652  -  0  0
690  A  0  0
692  -  0  0
850  X  0  0
852  -  0  0
1100 -  -127 0
1130 -  0  0
1150 X  0  0
1152 -  0  0
1190 A  0  0
1192 -  0  0
1350 X  0  0
1352 -  0  0
1380 R  0  0
1382 -  0  127
1460 -  0  0
1600 B  0  0
1602 -  0  0
1630 B  0  0
1632 -  0  0
1660 B  0  0
1662 -  0  0
1700 B  0  0
1760 B  -127 0
1775 B  0  -127
1790 B  127 0
1805 B  0  127
1820 -  0  0
1900 X  0  0
1902 -  0  0
1940 A  0  0
1942 -  0  0
2100 X  0  0
2102 -  0  0
2130 R  0  0
2132 -  127 0
2200 -  0  0
