# Controller script of native/tools/gen_pipeline_cache.sh, tier 7 items (syntax in
# native/src/pc/harness/pc_input.cpp): <frame> <buttons> <stickX> <stickY>, each line holding until the next.
# Run with COS_BOOT_ITEMS=<item>,38 (the item on X, the sword) and --stage sea:44:0 (the Outset
# pier, the player free from about frame 400), --frames 2400 --uncapped, once per item (boomerang 2D,
# grappling hook 25, deku leaf 34, skull hammer 33, hookshot 2F, bow 27). Five rounds: X twice
# (ready, then use: throw, fire, swing, shoot), X held 60 frames and released (aim and let go), A,
# B, then the stick turns the player a quarter; on the pier's end he may fall into the sea and swim,
# which is fine (water effects). What the item hits is not checked.
400 X 0 0
402 - 0 0
440 X 0 0
442 - 0 0
500 X 0 0
560 - 0 0
620 A 0 0
622 - 0 0
660 B 0 0
662 - 0 0
700 - 0 -127
730 - 0 0
780 X 0 0
782 - 0 0
820 X 0 0
822 - 0 0
880 X 0 0
940 - 0 0
1000 A 0 0
1002 - 0 0
1040 B 0 0
1042 - 0 0
1080 - 127 0
1110 - 0 0
1160 X 0 0
1162 - 0 0
1200 X 0 0
1202 - 0 0
1260 X 0 0
1320 - 0 0
1380 A 0 0
1382 - 0 0
1420 B 0 0
1422 - 0 0
1460 - 0 127
1490 - 0 0
1540 X 0 0
1542 - 0 0
1580 X 0 0
1582 - 0 0
1640 X 0 0
1700 - 0 0
1760 A 0 0
1762 - 0 0
1800 B 0 0
1802 - 0 0
1840 - -127 0
1870 - 0 0
1920 X 0 0
1922 - 0 0
1960 X 0 0
1962 - 0 0
2020 X 0 0
2080 - 0 0
2140 A 0 0
2142 - 0 0
2180 B 0 0
2182 - 0 0
2220 - 0 -127
2250 - 0 0
