Metroid Construction
Dear Kejardon: where the hell are you? :(

-> Hex tweaks. Changing bytes to alter game behavior.

READ THIS if you don't know how to edit hex. These addresses are all for unheadered Super Metroid ROMs. Most of them have been tested for unwanted side-effects, but there's always a possibility of something bad popping up later that we missed. For this reason, it's highly advised that you write down each and every change that you make if you're working on a serious hack. This way you can go back and undo the changes you've made one by one until you discover that's causing a problem. If this happens, talk to Grime or Zhs2.

Jumping, physics and controls
Bombs, power bombs, morph ball and spring ball
Beams and missiles
Speed booster
Space jump
Samus' ship
Damage to Samus
Enemies
Elevators and doors
HUD, pause screen and menus
FX1, graphics and other visual effects
Miscellaneous



Jumping, physics and controls

81D87 - 22 7F 96 94 to EA EA EA EA
81DAC - 22 7F 96 94 to EA EA EA EA

Disables walljumping.

81DF8 - 22 F0 A8 A0 to EA EA EA EA
81E1B - 22 F0 A8 A0 to EA EA EA EA

Disables walljumping, but Samus still enters the "about to walljump" pose when it is attempted.

81006 - FF 00 to 00 00
Walljumping no longer forces Samus away from the wall.

8F625 - 23 to 22
Prevents Samus from losing speed by turning left/right during a spinning jump.

81F7D - 01 to ??
Speed at which Samus moves left/right through the air during a spinning jump. 00 = very slow, 01 = standard, 02 = slightly faster, 08 = very fast, etc.

81F71 - 01 to ??
Speed at which Samus moves left/right through the air during a non-spinning jump and while falling. 00 = very slow, 01 = standard, 02 = slightly faster, 08 = very fast, etc.

81FA1 - 01 to ??
Speed at which Samus moves left/right through the air after running off of a ledge, falling after doing a super jump, and de-morphing. 00 = very slow, 01 = standard, 02 = slightly faster, 08 = very fast, etc.

82049 - 01 to ??
Speed at which Samus moves left/right through the air after performing a walljump. 00 = slower, 01 = standard, 02 = slightly faster, etc. (found by Black_Falcon)

8267F - 20 64 8E to EA EA EA
Disables the "skid" sequence when turning left/right; allows instant stopping.

81EA2 - 1C to ??
The planet's gravity. Affects jump speed, jump height and fall speed whether Samus has high-jump boots equipped or not, except while underwater/lava/acid without Gravity suit. Combine with the jump-height values below for interesting effects. 0C = lower gravity, 1C = standard gravity, 2C = higher gravity, etc.

81110 - 05 to ??
Maximum fall speed. By itself, this change isn't really noticable until Samus has fallen for awhile, but combined with the gravity change and jump heights, it works well for creating faster-paced gameplay. 04 = slower fall, 05 = standard, 06 = faster fall, etc. Anything above 07 occasionally produces small background graphical errors.

81F64 - 30 02 to ?? ??
Running acceleration and default running speed; 30 = acceleration, 02 = max speed. These values are ADDED to what speed booster gives. Anything higher than 07 for max speed will cause errors when running at full speed with booster equipped

81EB9 - 04 to ??
Jump/springball height. 03 = lower, 04 = standard, 05 = higher, etc.

81EC5 - 06 to ??
Jump/springball height (with high-jump boots). 05 = lower, 06 = standard, 07 = higher, etc.

81ED1 - 04 to ??
Walljump height. 03 = lower, 04 = standard, 05 = higher, etc.

81EDD - 05 to ??
Walljump height (with high-jump boots). 04 = lower, 05 = standard, 06 = higher, etc.

81EBB - 01 to ??
Jump/springball height underwater without Gravity suit. 00 = lower, 01 = standard, 03 = higher, etc.

81EC7 - 02 to ??
Jump/springball height underwater without Gravity suit (with high-jump boots). 01 = lower, 02 = standard, 03 = higher, etc.

81ED3 - 00 to ??
Walljump height underwater without Gravity suit. 00 = standard, 01 = higher, 02 = even higher, etc.

81EDF - 00 to ??
Walljump height underwater without Gravity suit (with high-jump boots). 00 = standard, 01 = higher, 02 = even higher, etc.

81EBD - 02 to ??
Jump/springball height in lava/acid without Gravity suit. 01 = lower, 02 = standard, 03 = higher, etc.

81EC9 - 03 to ??
Jump/springball height in lava/acid without Gravity suit (with high-jump boots). 02 = lower, 03 = standard, 04 = higher, etc.

81ED5 - 02 to ??
Walljump height in lava/acid without Gravity suit. 01 = lower, 02 = standard, 03 = higher, etc.

81EE1 - 03 to ??
Walljump height in lava/acid without Gravity suit (with high-jump boots). 02 = lower, 03 = standard, 04 = higher, etc.

822D1 - 01 00 to ?? ??
Horizontal speed after walljumping in lava/acid without gravity suit; speed resets to default after releasing jump button.

8209C - 04 02 to ?? ??
Underwater running speed, without gravity suit. 04 = Samus' acceleration and slow-down rate when starting to run underwater, and 02 = the maximum speed she can run (found by Cardweaver).

820A9 - C0 01 to ?? ??
Speed at which Samus moves left/right underwater without gravity suit during a non-spinning jump and while falling. C0 = seems to affect jumps while standing still, 01 = seems to affect running jumps when Samus leaves the spinning animation (found by Cardweaver).

821F9 - 01 00 to ?? ??
Speed at which Samus moves left/right in lava/acid without gravity suit during a non-spinning jump and while falling.

820B4 - C0 01 to ?? ??
Speed at which Samus moves left/right through the water during a spinning jump, without gravity suit (found by Cardweaver).

82205 - 01 00 to ?? ??
Speed at which Samus moves left/right through lava/acid during a spinning jump, without gravity suit.

820D8 - C0 01 to ?? ??
Speed at which Samus moves left/right underwater without gravity suit after running off of a ledge, falling after doing a super jump, and de-morphing (found by Cardweaver).

82229 - 01 00 to ?? ??
Speed at which Samus moves left/right in lava/acid without gravity suit after running off of a ledge, falling after doing a super jump, and de-morphing.

82168 - 04 01 to ?? ??
Speed at which Samus moves left/right underwater without gravity suit in ball form during a springball jump. 04 = acceleration and slow-down rate, 01 = maximum speed (found by Cardweaver).

822B8 - 04 01 to ?? ??
Speed at which Samus moves left/right in lava/acid without gravity suit in ball form during a springball jump. 04 = acceleration and slow-down rate, 01 = maximum speed

820C0 - 04 02 to ?? ?? [without spring ball equipped]
8215C - 04 02 to ?? ?? [with spring ball equipped]

Speed at which Samus rolls left/right while in ball form underwater, without gravity suit. 04 = acceleration and slow-down rate, 02 = maximum roll speed (found by Cardweaver).

822A9 - 00 00 to ?? ??
Morph ball acceleration in lava/acid without gravity suit? Both bytes seem to do the same thing; didn't check if it was with or without spring ball.

820F0 - 04 01 to ?? ?? [without spring ball equipped]
82174 - 04 01 to ?? ?? [with spring ball equipped]

Speed at which Samus moves underwater without gravity suit after mid-air morphing. 04 = acceleration and slow-down rate, 01 = maximum speed (found by Cardweaver).

821BC - 00 00 to ?? ??
Horizontal damage boost speed in water without gravity suit equipped.

8230D - 00 00 to ?? ??
Horizontal damage boost speed in lava/acid without gravity suit equipped.

822C9 - 00 00 to ?? ??
Adjusts how quickly Samus can turn around and begin moving in the opposite direction in ball form after doing a mid-air morph in acid/lava without gravity suit.




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Bombs, power bombs, morph ball and spring ball

81EF5 - 02 to ?? [in air]
81EF7 - 00 to ?? [in water, without gravity suit]

Bomb jump and diagonal bomb jump height; also affects the jumps from power bombs. 01 = lower, 02 = standard, 03 = higher, etc. For gravityless underwater bomb jumps, 01 = higher, 02 = even higher, 08 = stupidly high, etc. (found by Black_Falcon)

81F28 - 30 03 to ?? ??
Diagonal bomb jump X/Y or something to that effect; 30 = vertical rise, 03 = horizontal distance/speed? Play around with these.

10B61 - 22 85 97 A0 to EA EA EA EA
Disables bomb jumping (found by DSO).

84023 - 20 E7 C0 to EA EA EA
Disables bomb jumping for power bombs only.

101849 - 02 to 00
Enables only diagonal bomb jumping for bombs and power bombs.

83FAC - 00 to EA
Power bombs no longer work; Samus drops a normal bomb instead, but power bombs can still be used for the beam-specific SBAs.

8604F - 20 1B 8F to EA EA EA
Samus no longer stops moving horizontally at the peak of a diagonal bomb jump; gives them an interesting 'bunny hop' effect.

8604F - 20 1B 8F to 20 DF 8E
Similiar to the change above, except diagonal bomb jumps send Samus flying a considerable distance. Very cool.

86061 - 03 to 01
Diagonal bomb jumps move at a sharper upward angle and don't cover as much horizontal distance.

8604C - 20 DF 8E to EA EA EA
Diagonal bomb jumps no longer work; bombs and power bombs always make Samus hop straight up.

8605A - 20 E2 90 to EA EA EA
Diagonal bomb jumps move straight horizontally forever; player loses control of Samus and can only use bombs until hitting a wall, at which point Samus falls to the ground normally. Could be useful for hacks that involve crossing large gaps with low ceilings; doesn't affect normal bomb jumps.
* Changing 20 E2 90 to "20 DF 8E" instead of EA EA EA has the same effect, but the horizontal movement is much faster.

82648 - 9C 2C 0B to EA EA EA
Disables mockball/speedball completely. If springball is equipped, Samus bounces into the air; unequipped, Samus' speed resets after morph-landing.

82638 - 20 C7 92 to EA EA EA
Disables mockball/speedball in the same way as above, but with an interesting side-effect. Mid-air morphing behaves almost the same way as mid-air de-morping.

81F89 - 03 to ?? [without spring ball equipped]
82025 - 03 to ?? [with spring ball equipped]

Speed at which Samus rolls left/right while in ball form. 01 = slower, 03 = standard, 05 = faster, etc.

82031 - 01 to ??
Speed at which Samus moves left/right through the air in ball form during a springball jump. 00 = very slow, 01 = standard, 02 = slightly faster, 08 = very fast, etc. (found by Black_Falcon)

81FB9 - 01 to ?? [without spring ball equipped]
8203D - 01 to ?? [with spring ball equipped]

Speed at which Samus moves left/right through the air in ball form after mid-air morphing. 00 = slower, 01 = standard, 02 = slightly faster, etc.

81EB5 - 01 to ??
Bounce height when landing on the ground in ball form. 00 = no bounce, 01 = standard bounce height, 02 = slightly higher bounce, etc. (found by Black_Falcon)

858E3 - 00 to ?? [left bomb]
858E5 - 01 to ?? [middle-left bomb]
858E7 - 02 to ?? [middle bomb]
858E9 - 01 to ?? [right-middle bomb]
858EB - 00 to ?? [right bomb]

Adjusts the vertical speed of the 5 bombs that Samus drops when charging a beam and entering ball form. 04 is probably the highest you'd wanna make any of them go.

858D9 - 00 81 to ?? ?? [left bomb]
858DB - 80 80 to ?? ?? [middle-left bomb]
858DD - 00 00 to ?? ?? [middle bomb]
858DF - 80 00 to ?? ?? [right-middle bomb]
858E1 - 00 01 to ?? ?? [right bomb]

Adjusts the horizontal speed of the 5 bombs that Samus drops when charging a beam and entering ball form. These 2-byte pairs are odd, and it's not worth trying to explain how they work exactly. Just know that for each pair, ## ##, the left byte affects them slightly, while the right byte affects them heavily. If the bomb(s) disappear or fly down from the top of the screen, you probably set the right byte too high. Play around with them on a back-up ROM to get a feel for how they work if that explanation didn't make sense.

858D1 - 6E 00 to ?? ?? [left bomb]
858CF - 78 00 to ?? ?? [middle-left bomb]
858D3 - 64 00 to ?? ?? [middle bomb]
858D7 - 78 00 to ?? ?? [right-middle bomb]
858D5 - 6E 00 to ?? ?? [right bomb]

Timer for each of the 5 bombs that Samus drops when charging a beam and entering ball form. Again, the right bytes (all 00 in this case) heavily affect how long the bombs take to explode. Changing 00 to 01 will add several seconds. Changing the left bytes (6E, 78 or 64) to 10 or lower will crash the game if the right byte isn't 01 or higher.

9815C - 01 to ??
Timer for how long bombs take to explode after the timer runs out (found by Black Falcon).




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Beams and missiles

83860 - 3C to ??
Timer for how quickly charged shots can be fired. 1C = more rapid charged shots, 3C = standard, 5C = longer delay between firing charged shots, etc. (found by Flamestar666)

83A37 - 04 to ??
Number of frames that the flash from firing a charged shot lasts. 01 = no flash at all, 08 = flash lasts twice as long, etc.

838CB - 04 to ??
Adjusts how far shots travel before their beam trail starts. 00 = no beam trails at all, 04 = standard, 1F = shots travel roughly halfway across the screen before their beam trail starts (found by Flamestar666).

839C2 - 04 to ??
Adjusts how far charged shots travel before their beam trail starts. 00 = no beam trails at all, 04 = default, 1F = charged shots travel roughly halfway across the screen before their beam trail starts (found by Flamestar666).

82F80 - 22 57 B6 90 to EA EA EA EA
Removes the smoke trails from missiles.

82FFE - 22 57 B6 90 to EA EA EA EA
Removes the smoke trails from super missiles.

982F7 - 22 A9 B6 90 to EA EA EA EA
Removes ALL trails; this includes charged/uncharged shots for every beam, missiles/super missiles, and SBAs.
* To only remove trails from specific beam combinations, see this reference.

84CC0 - AD D2 09 to EA EA EA
Disables the use of SBAs that activate when charging ice, spazer, wave or plasma by themselves while power bombs are selected.

84F34 - 20 to ??
Adjusts how far away the ice beam SBA circles around Samus. 10 = smaller radius; closer to Samus, 20 = standard radius, 40 = larger radius, etc. (found by Flamestar666)

84F71 - 02 to 01
Allows Samus to fire beams while the ice beam SBA is in effect (found by Flamestar666).

83847 - 78 00 to ?? ??
Adjusts how long Samus' beam must be charging before SBAs activate. 40 00 = almost instantly, 78 00 = standard; about 2 seconds, FF 01 = about 8 seconds, etc. (found by Black Falcon)

8D755 - 3C to 3D-77
Adjusts how long until Samus' body starts to flash while a beam is charging. 3C = standard, 77 = about 2 seconds, 78 or higher = Samus never flashes at all. Any value lower than 3C will sometimes make the flash colors stick, so avoid that for now (found by Flamestar666).

83B56 - 9D to 9E
Increases the speed of the beam charging animation (found by ProjectXVIII).

83B99 - 9D to 9E
Increases the speed of the beam charging animation even more.

83B56 - 9D to 80
Removes only the beam charging animation, but Samus still flashes and everything else works normally.

83BA2 - D0 to 80
Removes only the dots/particles from the beam charging animation.

83B90 - 9D to 9E
The large spark at the tip of Samus' gun while charging cycles through its animation frames slower than usual. Looks a lot cooler than it sounds.

83968 - 22 97 B1 90 to EA EA EA EA
Slows down the acceleration of all beams (doesn't affect missiles/super missiles).

83A32 - 22 97 B1 90 to EA EA EA EA
Slows down the acceleration of charged shots for all beams (doesn't affect missiles/super missiles).

A253C - 22 06 AE 90 to EA EA EA EA
A24D2 - 22 06 AE 90 to EA EA EA EA

Missiles and super missiles pass through walls like wave beam, as well as travel along certain slopes and surfaces.

82F96 - 9D to 9E
82FA0 - 9D to 9E

Missiles move very slowly through the air, almost like a torpedo. Doesn't affect super missiles.

98114 - 02 to 01
Swaps the projectile behavior of missiles and super missiles (found by Flamestar666).

98140 - 01 to ??
Timer for how long missiles, super missiles and beams take to explode after striking a solid surface (found by Black Falcon).

9826B - D0 to 80
Removes the 'flicker' effect from all beam shots. This makes them appear to move much more smoothly through the air, similiar to the GameBoy Advance games (found by Black Falcon).

838D4 - 00 to 10
Samus always fires charged shots (found by Black Falcon).

83857 - 4C 87 B8 to EA EA EA
Samus never fires charged shots; instead fires normal shots very quickly while the button is held (found by Flamestar666).

24F3E - 03 to ??
Alters which projectile type is needed to destroy power bomb blocks. 01 = missile, 02 = super missile, 03 = power bomb, 04 = unused, 05 = bomb (found by Black Falcon).

24F77 - 02 to ??
Alters which projectile type is needed to destroy super missile blocks. 01 = missile, 02 = super missile, 03 = power bomb, 04 = unused, 05 = bomb (found by Black Falcon).

824F5 - AD D0 0C to EA EA EA
Disables the pseudo screw attack, which happens if Samus does a spinning jump during a beam charge (found by Crashtour99).

260DD - 05 to ?? (Regular)
264A6 - 05 to ?? (Chozo-Ball)
26977 - 05 to ?? (Shot-Block)
Expansion Pickups: Missiles


26102 - 05 to ?? (Regular)
264D8 - 05 to ?? (Chozo-Ball)
269AF - 05 to ?? (Shot-Block)
Expansion Pickups: Super Missiles


26127 - 05 to ?? (Regular)
2650A - 05 to ?? (Chozo-Ball)
269E7 - 05 to ?? (Shot-Block)
Expansion Pickups: Power Bombs




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Speed booster

8178C - 89 to A9
Samus runs faster even if speed booster isn't collected or equipped. No sound/blue echoes/breaking speed blocks until Samus has the item equipped.

8192B - 6D 44 0B to EA EA EA
Spinning jumps no longer lose a little bit of height if run button is held with speed booster equipped.

81935 - 65 12 to EA EA
Jumps no longer gain any extra height if Samus is running with speed booster.

8E9E4 - A6 to 09
8E9EC - A7 to 0A

Samus' running speed no longer resets after landing from a jump (found by DSO).

8E9F7 - A4 to 09
8EA01 - A5 to 0A

Samus' running speed no longer resets after landing from a fall, such as from running off of a ledge (found by Rakki).

805A6 - 22 4D 91 80 to EA EA EA EA
Mutes the sound of Samus running at full speed with blue echoes.

80594 - 01 to 00
Renders the speed booster harmless. Samus only runs faster; no blue echoes, damage to enemies, breaking through speed blocks or super jumping. Running animation plays at default speed.

81797 - 01 00 to ?? ??
Delay in frames until Samus' colors change to blue during speed booster.

81796 - A9 01 00 to EA EA EA
Renders the speed booster harmless. Samus only runs faster; no blue echoes, damage to enemies, breaking through speed blocks or super jumping. Running animation plays at default speed. Running speed is no longer carried over to jumps, but the increased jump height remains.

80594 - 01 to D0
Renders the speed booster harmless. Samus only runs faster; no blue echoes, damage to enemies, breaking through speed blocks or super jumping. Running animation plays faster after Samus travels a short distance.

80594 - 01 to 02
Blue speed booster echoes and sound begin earlier than usual (roughly 1 screen's distance).

80594 - 01 to 04
Blue speed booster echoes and sound begin much earlier than usual (roughly a half screen's distance).

8F66F - 22 53 DE 91 to EA EA EA EA
Allows Samus to move left/right in the air during a spinning jump without losing the blue speed booster effect, and walljump if it's done on the first frames of the pose change.

81808 - AD 3C 0B to EA EA EA
Allows Samus to keep the blue speed booster effect even after the run button is released; running speed returns to default, and holding the run button again will increase running speed normally.

8DAD3 - 22 2F 91 80 to EA EA EA EA
Mutes the sound of Samus flashing white after running full-speed and pressing down.

8DAD8 - 3A to EA
Same as above, except the white flashing lasts forever until a super jump is used.

8F790 - B0 to EA
8F792 - B0 to EA

Disables the use of super jumps.

8054E - FF to 0F
81775 - FF to 0F

Enables the use of speed booster while in morph ball form by holding the run button if Samus has the spring ball equipped (found by Flamestar666 and Kejardon).

850CE - CE to AD [vertical]
850FD - CE to AD [diagonal]
85129 - CE to AD [horizontal]

Super jumps no longer drain Samus' energy.

8514C - 0F to ?? [horizontal]
85151 - 0F to ?? [horizontal]
85230 - 0E to ?? [vertical]
85235 - 0E to ?? [vertical]

Adjusts the maximum speed of shinesparks. Anything higher than 0F will most likely cause graphical errors of some sort; note that changing both will also affect diagonal shinesparks (found by squishy_ichigo).

85125 - 1E 00 to ?? ?? [horizontal]
850CA - 1E 00 to ?? ?? [vertical]

Checks for Samus' energy to drop to 30 and stops the shinespark. Change 1E to 1F to allow Samus to continue shinesparking at 30 energy. Values higher than 1F raise the stopping point of shinespark energy drain; note that changing both will also affect diagonal shinesparks (found by Black Falcon).

85396 - AD C0 to 80 27
Greatly reduces the waiting time until player has control of Samus again after shinesparking into a solid surface (found by SadiztykFish).

850CD - 08 to 00
85128 - 08 to 00
852C1 - 08 to 00
850FC - 08 to 00
Changes the minimum shinespark health requirement to 0 (found by SadiztykFish).

81935 - 65 12 to EA EA
Jumps no longer gain any extra height if Samus is running with speed booster. 8191F - F0 to 80 works too.




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Space jump

824BE - 8F 2D B4 09 to EA EA EA EA
Spinning jumps descend slower than usual with space jump equipped. Space jumping can be done by simply holding jump button. In water or lava, space jump sinks very slow; leaving the spinning animation makes Samus fall normally.

8249E - 9D 9E 10 26 to EA EA EA EA
Space jumping in the air behaves normally. Underwater, space jumps can be done quicker and at any time, even after falling long distances.

82493 - F0 0F AD to EA EA EA
Space jumps can be done quicker and at any time in air, water or lava, even after falling long distances.

82445 - AD 5E 19 to EA EA EA
Space jump works underwater/lava/acid without Gravity suit.

82493 - F0 0F AD to EA EA EA
824BE - 8F 2D B4 09 to EA EA EA EA

Space jumps remain in-place at the peak of the jump or when the jump button is released, can be done quicker and also by holding the jump button. Fire Samus' weapon or otherwise leave the spinning jump animation to fall normally.

81E98 - 02 to ?? [air]
81E9C - 00 to ?? [water]

Adjusts how quickly you can repeatedly use space jump. 00 = more frequently, 02 = standard, 04 = less frequently, etc. (found by Black Falcon)

81E9A - 05 to ?? [air]
81E9E - 05 to ?? [water]

Adjusts how long Samus must fall before space jump no longer works. The value differences are pretty radical, though. 04 = barely have to fall before you can no longer jump, 05 = standard, 06 = seemingly no limit to how long you can fall and still use space jump again, etc. (found by Black Falcon)




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Samus' ship

112AAE - 22 12 DF 91 to EA EA EA EA
112AC7 - AD D6 09 CD D4 09 30 4F AD C2 09 CD C4 09 30 47 to EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA EA

Samus' ship does not refill energy or reserve tanks.

112AB5 - 22 80 DF 91 to EA EA EA EA
112AD7 - AD C6 09 CD C8 09 30 3F to EA EA EA EA EA EA EA EA

Samus' ship does not refill missiles.

112ABC - 22 D3 DF 91 to EA EA EA EA
112ADF - AD CA 09 CD CC 09 30 37 to EA EA EA EA EA EA EA EA

Samus' ship does not refill super missiles.

112AC3 - 22 F0 DF 91 to EA EA EA EA
112AE7 - AD CE 09 CD D0 09 30 2F to EA EA EA EA EA EA EA EA

Samus' ship does not refill power bombs.
* Kudos to Rakki for making the above 4 changes work properly.

112A89 - 8D A8 0F to EA EA EA
Samus' energy and ammo begin refilling the moment she's inside the ship.

11277D - 20 84 A7 to EA EA EA
Samus' ship no longer hovers up and down, but remains perfectly still in the air.




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Damage to Samus

805FF - 01 to ??
Rate that Samus' sprite flickers after taking damage from enemies, spikes, or enemy projectiles. 00 = no flicker at all (invulnerability still remains), 02+ slower flicker, etc.

6E387 - 40 to ??
Adjusts how quickly Samus loses health in heated rooms without Varia suit. 10 = slower, 40 = standard, 80 = faster, etc. (found by Black Falcon)

81E8B - 00 80 00 00 to ?? ?? ?? ??
Speed at which Samus loses health while in lava. 00 80 00 00 = 0000.8000 (0.5 in decimal) damage per frame (found by Black Falcon).

81E8F - 00 80 01 00 to ?? ?? ?? ??
Speed at which Samus loses health while in acid. If 01 00 is changed to 00 00, acid behaves like lava. 00 80 01 00 = 0001.8000 (1.5 in decimal) damage per frame (found by Black Falcon).

8023D - 6D 8F 9E to EA EA EA
80246 - 6D 91 9E to EA EA EA

Acid no longer damages Samus, but the sound effects and steam graphics remain (found by Black Falcon).

A0EB3 - 3C to ??
Adjusts how much damage Samus takes from touching spikes. 2C = lower, 3C = standard, 4C = higher, etc. Only affects spikes with the "spike block" attribute (found by PJBoy).

101924 - 60 00 to ?? ?? [enemy projectiles]
102576 - 60 00 to ?? ?? [enemy contact]

Adjusts how long Samus flickers and has invincibility after taking damage from an enemy projectile or touching an enemy. 60 is the number of frames in 1s, 00 is the number of frames in 100s (found by Daltone).

10192A - 05 00 to ?? ?? [enemy projectiles]
10257C - 05 00 to ?? ?? [enemy contact]

Timer for how long Samus is in "knockback" or the hurt post after taking damage from enemy projectile or touching an enemy.

A0E9A - 3C 00 to ?? ?? [spike BTS 00]
A0ED5 - 3C 00 to ?? ?? [spike BTS 01]
A0F10 - 3C 00 to ?? ?? [spike BTS 03]
A1871 - 3C 00 to ?? ?? [air fool X-ray BTS 02]

Adjusts how long Samus flickers and has invincibility after taking damage from spike blocks with a certain BTS. 3C is the number of frames in 1s, 00 is the number of frames in 100s (found by Daltone).

A0EA0 - 0A 00 to ?? ?? [spike BTS 00]
A0EDB - 0A 00 to ?? ?? [spike BTS 01]
A0F16 - 0A 00 to ?? ?? [spike BTS 03]
A1877 - 0A 00 to ?? ?? [air fool X-ray BTS 02]

Timer for how long Samus is in "knockback" or the hurt pose after taking spike BTS damage.

A0EEE - 10 00 to ?? ??
Damage of Spike block with BTS 01 (Found By JAM)

A188A - 10 00 to ?? ??
Damage of Spike block with BTS 02 (Found By JAM)

A0F29 - 10 00 to ?? ??
Damage of Spike block with BTS 03 (Found By JAM)

8034A - 1E 00 to ?? ??
When player have health lower than this value, make Samus breathing heavily (with arm shaking) (Found By JAM)

86A83 - 1F 00 to ?? ??
When player have health lower than this value, health alarm sound is on. (Found By JAM)

87335 - 1F 00 to ?? ??
When player have health greater than this value or equal it, health alarm sound is off. (Found By JAM)

8E6D3 - 1F 00 to ?? ??
When player have health lower than this value when returning from pause screen, turn health alarm on. (Found By JAM)

37147 - 1E 00 to ?? ??
When player have sum of energy and reserve energy lower than this value or equal it, turn on subroutine that spawns more energy pickups. (Found By JAM)

3714C - 32 00 to ?? ??
When player have at least this energy and reserve energy, turn off subroutine that spawns more energy pickups. (Found By JAM)

37142 - 18 6D D6 09 to EA EA EA EA
Disable checking for reserve energy when triggers subroutine that spawns more energy pickups. (Found By JAM)




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Enemies

10288B - 90 01 to ?? ??
Timer for how long enemies stay frozen in every area except Norfair. The "90 01" means they stay frozen for 190 frames. 90 00 = about 3 seconds, 90 01 = about 7 seconds, 90 02 = about 11 seconds, etc. (found by DSO)

102896 - 2C 01 to ?? ??
Timer for how long enemies stay frozen in Norfair. The "2C 01" means they stay frozen frozen for 12C frames, which is a slightly shorter time than in other areas. 2C 00 = about 2 seconds, 2C 01 = about 6 seconds, 2C 02 = about 10 seconds, etc. (found by DSO)

1326F5 - 1E 00 to ?? ??
Adjusts how much energy Samus must have before Ridley takes the metroid flies away from Ceres. 1E 00 = default (30 energy), 00 00 = Ridley only flies away after Samus shoots him enough times, etc. (found by JAM)

100FF0 - 9D A2 0F to 80 01 0F
Removes Shaking while walljumping enemies (Found By: Scyzer)

RINKA (enemy ID: D23F)
----------

11382A - 20 01 to ?? ?? [vertical]
113837 - 20 01 to ?? ?? [horizontal]

Rinka's movement speed. 60 00 = slower Rinkas, 01 02 = faster Rinkas, etc. Both sets of values should be changed to the same thing, of they won't fly towards Samus' position accurately.

11365B - 1A 00 to ?? ??
Frame delay until Rinkas begin flying towards Samus after they appear. 00 00 = Rinkas never move, 01 00 = Rinkas start moving immediately once they appear, 3A 00 = Rinkas wait longer until they start moving, etc.

SKREE (enemy ID: DB7F)
----------

11C6E6 - 30 to ??
Distance that Samus has to be within of Skrees before they dive down from the ceiling. 00 = Skrees never dive, 01 = Must be directly underneath Skrees before they dive, 60 = Skrees dive while Samus is further away, etc.

11C754 - FF to ??
Skree's horizontal travelling speed while Samus is to the LEFT of them. FE would be noticable; FB is probably as low as you'd want to go.

11C746 - 01 to ??
Skree's horizontal travelling speed while Samus is to the RIGHT of them. 02 would be noticable; 05 is probably as high as you'd want to go.

11C795 - 22 27 80 86 [right]
11C79C - 22 27 80 86 [mid-right]
11C7A3 - 22 27 80 86 [left]
11C7AA - 22 27 80 86 [mid-left]

JSLs for each of the 4 small projectiles that Skrees throw outward as they burrow into the ground. Replacing 22 27 80 86 with EA EA EA EA will remove that specific one, so you could have them only throw certain ones or none at all.

11C80D - 22 27 80 86 [right]
11C814 - 22 27 80 86 [mid-right]
11C81B - 22 27 80 86 [left]
11C822 - 22 27 80 86 [mid-left]

JSLs for each of the 4 small projectiles that Skrees throw outward if they're shot and killed by Samus. Same as above; 22 27 80 86 to EA EA EA EA to disable some or all of them.

30BCA - 04 [outer right]
30BD8 - 04 [inner right]
30BE6 - 04 [outer left]
30BF4 - 04 [inner left]

Damage for each rock that Skrees produce (found by Person701)

METALEE (enemy ID: D67F)
----------

118998 - 48 to ??
Distance that Samus has to be within of Metalees before they dive down from the ceiling. 00 = Metalees never dive, 01 = Must be directly underneath Metalees before they dive, 90 = Metalees dive while Samus is further away, etc.

118A31 - FE to ??
Metalee's horizontal travelling speed while Samus is to the LEFT of them. FD is noticable; FB is probably as low as you'd want to go.

118A23 - 02 to ??
Metalee's horizontal travelling speed while Samus is to the RIGHT of them. 03 is noticable; 05 is probably as high as you'd want to go.

118A72 - 22 27 80 86 [right]
118A79 - 22 27 80 60 [mid-right]
118A80 - 22 27 80 86 [left]
118A87 - 22 27 80 86 [mid-left]
JSLs for each of the 4 small projectiles that Metalees throw outward as they burrow into the ground. 22 27 80 86 to EA EA EA EA will remove a specific one, so you could have them only throw certain ones or none at all.

30C02 - 04 [outer right]
30C10 - 04 [inner right]
30C1E - 04 [outer left]
30C2C - 04 [inner left]

Damage for each rock that Metarees produce (found by person701)

GAMET (enemy ID: F213)
----------

198CB2 80 00 to ?? ??
Speed that all 5 Gamets move while floating upwards, before they spread apart in formation. 40 00 = slower, F0 00 = faster; any values above F0 for the first byte won't work properly. If you should happen to want them to go faster than that, use ?? 01, with the ?? being 00 up to F0.

198D55 - 80 00 to ?? ?? [#1]
198D13 - 80 00 to ?? ?? [#2]
198D97 - 80 00 to ?? ?? [#4]
198DD9 - 80 00 to ?? ?? [#5]

Speed that Gamets move while spreading apart in formation. 40 00 = slower, F0 00 = faster, 80 01 = even faster, etc. Gamet #3 is centered and has no spread movement speed.

198D73 - 20 00 to ?? ?? [#1]
198D81 - 20 00 to ?? ?? [#1]
198D31 - 10 00 to ?? ?? [#2]
198D3F - 10 00 to ?? ?? [#2]
198DB5 - 10 00 to ?? ?? [#4]
198DC3 - 10 00 to ?? ?? [#4]
198DF7 - 20 00 to ?? ?? [#5]
198E05 - 20 00 to ?? ?? [#5]

Distance for each Gamet to move during spread formation. 00 00 = no distance at all, 40 00 = more distance, etc. Both values for each Gamet need to be changed to the same thing or their movement will be glitchy. Gamet #3 is centered and has no spread movement distance.

198C73 - 58 00 to ?? ?? [#1]
198C6C - 60 00 to ?? ?? [#2]
198C65 - 68 00 to ?? ?? [#3]
198C7A - 70 00 to ?? ?? [#4]
198C81 - 78 00 to ?? ?? [#5]

Frame delay for each of the 5 Gamets before they fly towards Samus, after they finish spreading apart in formation.

NOMI (enemy ID: E87F)
----------

14379F - 00 30 to ?? ?? [leap #1]
1437A2 - 04 00 to ?? ?? [leap #1]
1437B0 - 00 40 to ?? ?? [leap #2]
1437B5 - 05 00 to ?? ?? [leap #2]

Jump height for Nomi when it's leaping around aimlessly (not chasing Samus). Both sets of values do basically the same thing.

1437C1 - 00 30 to ?? ??
1327C6 - 03 00 to ?? ??

Jump height for Nomi as it's chasing Samus. Both values do basically the same thing.

143818 - 60 00 to ?? ??
Distance that Samus must be within of Nomi before it starts to pursue. C0 00 = much more distance, 20 00 = less distance, etc.

KAGO (enemy ID: E7FF)
----------

142B8A - 02 to ??
Type of screenshake when Samus damages Kago. 01 = slight up/down shake, 15 = left/right shake, 17 = angled left/right shake, 1E = background shake left/right, 1D = background shake angled left/right, 1C = background shake up/down. Other values will probably have different effects, so play around with them.

142B90 - 10 00 to ?? ??
Duration of Kago's screenshake. 02 00 = very short, 20 00 = longer, etc.

35036 - 14 to ??
How much damage the small bugs from Kago do (found by Person701)

SABOTEN (enemy ID: CFFF)
----------

11202E - 03 00
Frequency that Saboten fires its needles outward. 03 to 00 and it never fires; 03 to 30+ and it fires almost constantly.

35B06 - 05 to ??
How much damage Cacatac spikes do (found by person701)

112066 - 01 00 to ?? ??
Delay after Saboten stops walking, but before it puffs up to fire needles.

ZEB (enemy ID: F193)
----------

1988B5 - 40 00 to ?? ??
Distance that Samus must be within of Zeb before it emerges. 90 = further away, 20 = closer, etc.

1988EE - FE FF
Speed that Zeb moves as it's rising, but before it flies at Samus. FE to FD = faster, FE to FA = even faster, etc. Changing 'FF' will probably glitch their movement up.

19892F - 02 00 to ?? ?? [going left]
198941 - 02 00 to ?? ?? [going right]

Speed that Zeb flies at Samus. 01 00 = slower, 04 00 = faster, etc.

WALKING SPACE PIRATES - (enemy IDs: F593, F653, F693, F6D3, F713, F753, F793)
----------

197E2B - 00 to 01
Space pirates walk faster (going right). Anything higher than 01 will probably be too fast for your liking.

197DAF - FF to FE
Space pirates walk faster (going left). Anything lower than FE will probably be too fast for your liking.

KZAN (enemy ID: DFFF)
----------

130C06 - 40 00 to ?? ??
Delay until Kzan starts floating back up. 10 00 = shorter delay, 90 00 = longer delay, etc.

MINI KRAID (enemy ID: E0FF)
----------

131A64 - 02 00 to ?? ??
Distance that mini Kraid must walk before he starts firing his projectiles?

131A6D - 40 00 to ?? ??
Delay before mini Kraid starts firing his belly spikes after he's loaded in the room or on-screen.

131AB3 - 04 00 to ?? ??
Distance that mini Kraid's steps move him when he walks. Changing 04 to anything higher than like 06 might look a bit jumpy.

31DC6 - 06 to ?? [belly spikes]
31DB8 - 14 to ?? [spit attack]

Damage mini-Kraid's attacks do (found by person701)

MOCHTROID (enemy ID: DF9D)
----------

A3A98F - 50 00 to ?? ??

50 00: Amount of frames it takes for a mochtroid to damage you. Low numbers = deadly, high numbers = harmless. Making mochtroids suck more makes them suck less. Suck less, and they suck more. :P (Found by DSO)

METROID (enemy ID: DFAB)
----------

11EEE4 - 00 60 to ?? ??
Damage of Metroid per frame in subhealth units when in Varia Suit. (Found By JAM)

11EEE9 - 00 30 to ?? ??
Damage of Metroid per frame in subhealth units when in Varia Suit. (Might be a typo, maybe Gravity Suit???) (Found By JAM)

11EEEE - 00 C0 to ?? ??
Damage of Metroid per frame in subhealth units when in Power Suit. (Found By JAM)
Notes: Don't know, how to explain this shortly. The above 3 values are used for internal counter that doesn't do damage. When counter is underflowed, samus takes damage.

11EF00 - 01 00 to ?? ??
How many energy to substract when Metroid damage counter is underflowed. (Found By JAM)

11EEAC - B0 to 80
Removes the changing palette to blue when Metroid suckles you. Player also can run away from Metroid like Mochtroid. (Found By JAM)

BLUE EYE (enemy ID: DE31)
----------

1410E9 - 04 00
Item that will turn blue eye enemy on. Bytes are reversed. Default is 04 00 (Morphing Ball) (Found by JAM)

1410E6 - A4 to A8
Type of item that will turn blue eye enemy on. Change A4 to A8 to get activation from beam. Value is still at 1410E9. 04 00 will be Spazer.(Found by JAM)

POLYP (enemy ID: D1FF)
----------

33D62 - 10 to ??
How much damage POLYP deals (found by person701)

DRAGON (enemy ID: D4BF)
----------

335D3 - 0A to ??
How much damage DRAGON's spit attack does (found by person701)

FUNE (enemy ID: E6FF)
----------

35FD2 - 3C to ??
How much damage Fune fireballs do (found by person701)

NAMI (enemy ID: E73F)
----------

35FC4 - C8 to ??
How much damage Namihe fireballs do (found by person701)

LAVAMAN (enemy ID: E834)
----------

360E8 - 28 to ??
How much damage Magdollite's fireballs do (found by person701)

PUU (enemy ID: E8BF)
----------

352A0 - 14 to ??
Damage that Powamp does when it explodes (found by person701)

ROBO (enemy ID: E8FF)
----------

352CA - 04 [facing left]
352E6 - 04 [facing right]

Damage Work Robots does when it shoots (found person701)

NDRA (enemy ID: E9BF)
----------

31E98 - 14 to ??
Damage Alcoon's spit attack does (found by person701)

SPA (enemy ID: EA3F)
----------

374A0 - 05 to ??
Damage falling sparks do (person701)

HACHI1/HACHI2 (enemy ID: EABF/EB3F)
----------

34F20 - 14 to ??
34F2E - 14 to ??

Damage that the Ki Hunter's spit attack does (found by person701)

BATTA2Na (enemy ID: F593)
----------

32191 - 14 to ??
Damage that ninja pirates claw throw attack does (person701)




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Elevators and doors

86C18 - 01 to ??
Speed that Samus' sprite flickers while riding elevators. 00 = no flickering at all, 02 = slower flickering, etc.

1195B0 - 01 to 02-08
Makes elevators move faster (going up; before room transition). Changing the value to anything higher than 08 causes graphical errors.

1195EC - 01 to 02-08
Makes elevators move faster (going up; after room transition). Changing the value to anything higher than 08 causes graphical errors.

119581 = 9C 99 07 A9 08 00 CD 98 09 D0 0A BD 7E 0F 18 69 03 00 9D 7E 0F FE 7E 0F EA
Makes elevators move faster (going down; before room transition). Copy this row of bytes starting exactly at offset 119581 (found by DSO).

1195D2 - 01 to 02-08
Makes elevators move faster (going down; after room transition). Changing the value to anything higher than 08 causes graphical errors.

119601 - 22 4D 91 80 to EA EA EA EA
After using an elevator, the humming sound continues until Samus steps off.

119558 - 22 4D 91 80 to EA EA EA EA
Mutes the humming sound of elevators going up and down.

15962 - 0C to ??
Adjusts how quickly the screen fades to/from black when going through doors. 04 = faster, 0C = standard, 1C = slower, etc. (found by DSO)

23D58 - C9 00 02 F0 22 to EA EA EA EA EA
Prevents super missiles from opening red missile doors (found by JAM).

23D58 - 06 00 33 A8 to 24 87 B1 C4 (Green Right)
24231 - 06 00 63 A8 to 24 87 E2 C4 (Green Left)
24290 - 06 00 93 A8 to 24 87 13 C5 (Green Down)
242EF - 06 00 C3 A8 to 24 87 44 C5 (Green Up)
24351 - 06 00 F3 A8 to 24 87 B1 C4 (Red Right)
243B3 - 06 00 23 A9 to 24 87 E2 C4 (Red Left)
24415 - 06 00 53 A9 to 24 87 13 C5 (Red Down)
24477 - 06 00 83 A9 to 24 87 44 C5 (Red Up)

Above changes make missile doors change to standard blue doors after being unlocked. They require an extra hit to open (as a standard blue door)




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HUD, pause screen and menus

82B4E - 08 00 to ?? ??
Blinking speed of square on mini-map that Samus is currently on. 00 = no longer blinks, 04 = blinks twice as fast, 09+ = looks kinda buggy (found by Flamestar666).

1C5F - 10 to 20
HUD icons use yellow/power bomb door colors instead of green/super missile door colors when selected (found by Black Falcon).

01C60 - 20 EA 9C to EA EA EA
HUD icons no longer change to green when cycling through items.

01C92 - 22 49 90 80 to EA EA EA EA
HUD icons no longer make a "click" sound when cycling through items.

84669 - F0 to 80
Alternate arm canon graphics no longer trigger when selecting missile or super missile HUD icons.

01C13 - 20 78 9D to EA EA EA
Removes the number below missiles.

01C34 - 20 98 9D to EA EA EA
Removes the number below super missiles.

01C52 - 20 98 9D to EA EA EA
Removes the number below power bombs.
* If the above 3 changes are tested in QuickMet with Samus already having the items, the numbers will be there, but they won't count down when missiles/super missiles/power bombs are used; playing the game and collecting the items normally fixes this.

125BD - 80 00 10 to EA EA EA
Pressing any button will unpause the game; disables equipment screen use and map scrolling.

12FF6 - 00 to 01
Pressing right on the equipment screen while in the "beam" frame leads to "boots" instead of "misc." (found by JAM).

DBDAA - 01 to 00
Disables the 'slow scrolling camera' effect when Samus is swinging back and forth with grapple beam (found by Flamestar666).

85DD3 - 22 D6 CA 91 to EA EA EA EA
X-ray scope no longer works when its HUD icon is selected (found by DSO).

4079A - 0A to 01
Gives the X-ray scope a much thinner "beam" than usual. 4078A = how long the X-ray's beam takes to widen before you can move it around. 4079A = the width of the X-ray beam itself. This goes up to 40, which covers the entire screen in front of Samus; going higher than 40 causes errors (found by Flamestar666).

112A7 - A9 36 00 to ?? ?? ??
Sound that's used when scrolling the pause screen map. See "Library 1" that's near the middle of this document for a list of sounds you can use (found by DSO).

11297 - 85 to C6
112C6 - 85 to E6
112D3 - 85 to C6
112E0 - 85 to E6

The pause screen map scrolls much more smoothly (found by DSO).

110CF - 22 4D 89 80 to EA EA EA EA
110DA - 0B to 00
11110 - 20 91 42 91 56 91 AB to 56 91 AB 91 31 92 42
11251 - AD 53 07 F0 to A9 03 00 80
12505 - 20 to 60

Disables the Map screen, goes directly to Status screen (Found by Scyzer)




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FX1, graphics and other visual effects

10BAF - 22 87 86 A0 to EA EA EA EA
Removes all "screen shake" effects that activate when super missiles explode, lava is rising, Kraid is emerging, Zebes is exploding, etc.

10BAF - 22 87 86 A0 to EA EA EA EA
Removes the "screen shake" effect that activates in the room after Mother Brain (found by squishy_ichigo).

98126  - 14 to ?? [all solid surfaces]
1021EA - 12 to ?? [every enemy except space pirates]
101CB8 - 12 to ?? [space pirates]

Type of screenshake when super missiles hit certain things. 01 = slight up/down shake, 15 = left/right shake, 17 = angled left/right shake, 1E = background shake left/right, 1D = background shake angled left/right, 1C = background shake up/down. Other values will probably have different effects, so play around with them.

9812C  - 1E 00 to ?? ?? [all solid surfaces]
1021E4 - 1E 00 to ?? ?? [every enemy except space pirates]
101CB2 - 1E 00 to ?? ?? [space pirates]

Duration of screenshake when super missiles hit certain things. 00 = no shake at all, 0E = quicker shake, 2E = longer shake, 1E 01 = VERY long shake, etc.

43059 - 00 00 01 00 02 00 03 00 04 00 05 00 06 00 05 00 04 00 03 00 02 00 01 00 00 00
Pattern for the dimming/lighting FX1 "Fireflea FX" - notice it goes from 00, to 06, back to 00. Modifying the values will affect how the glow behaves. The lower the value, the brighter the color for that frame; can be used for flickering effects.

430D6 - 06 00 to ?? ??
Timer for how quickly the "Fireflea FX" glow cycles through its dim/light phase. 02 00 = faster glow, 0A 00 = slower glow, 06 01 = extremely slow glow, etc. Could possibly be used for day/night cycles.

45E54 - 0F to ??
Adjusts how far the "haze" FX1 extends from the bottom of the screen, as well as transparency? 00 = entire screen is covered with transparent haze color, 0F = standard, 1A = slightly noticable haze along the lower portion of the screen, etc. (found by Black Falcon)

59C98 - 88 to 93
Removes the greenish haze from the title screen (found by DChronos).

924D - 88 to 93
Removes the greenish haze from the game over screen (found by DChronos).

15490F - 22 to 6B
Removes the gray haze from the bomb Torizo's room, and allows you to use any other FX1 in place of it. Easiest way to do this is to use another Crateria room's FX1 pointer after you change 22 to 6B (found by Sadiztyk Fish).

80264 - 04 to 05
80269 - FF to 0F

Changes the graphic animation when Samus touches the surface of acid from steam(?) to bubbles (found by Black Falcon).

51080 - 0C to 38
510BF - 0C to 38

Removes ugly line that appears above the surface of water when you certain FX1 palette blends, letting you vary the appearence of water more.
Go to 51080. You'll see that there's a bunch of 4E 0C 4E 0C ... Change every 0C to 38 between 51080 and 510BF. (found by Black Falcon).




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Miscellaneous

6E37D - 21 to 01
Removes Gravity suit's protection against heated rooms, meaning that Gravity suit can be collected first without making Varia useless (found by Jathys).

20717 - 22 21 87 84 to EA EA EA EA
Varia suit and Gravity suit behave like regular items when collected (bypasses the sound, flash, and moving Samus to the center of the screen).

2096C - 79 00 00 to EA EA EA
Energy tanks no longer add +1 energy tank, but instead just refill energy. Useful if you start Samus out with a higher number of energy tanks.

1410E9 - 04 00 to ?? ??
Changes which item will cause the blue "EYE" enemy to shine its yellow light at Samus. 04 00 = morph ball (found by JAM).

1410E6 - A4 to ??
Changes which type of item will cause the blue "EYE" enemy to shine its yellow light at Samus. Changing A4 to A8 makes it activate from beams, meaning the 04 00 would become Spazer (found by JAM).

25193 - 00 02 to ?? ??
Changes which item is needed to activate the lower Norfair Chozo statue (the one that lowers the room's acid). 00 02 = space jump (default), 04 00 = morph ball, etc. (found by JAM)

40B5F - 22 A2 D5 90 to EA EA EA EA
Disables the use of Crystal Flash (found by JAM).

16EDA - 1E to 1F
When starting a brand new save file ("no data"), Samus immediately begins at the Crateria landing site after "start game" is selected, instead of displaying the area and map screens. For this to work, the "hide intro" box must be UNchecked in SMILE (found by Black Falcon).

2533B - AD A4 09 to ?? ?? ??
Crumbling Chozo statue check for equipped items. Could be changed to beams, or health, or whatever (found by DSO).

2533E - 29 00 10 to ?? ?? ??
Crumbling Chozo statue check for bombs in equipped items. Change to whatever item you want (found by DSO).

58674 = A9 38 85 74 A9 58 to A9 20 85 74 A9 40
Stops the blue palette swaps during the zoomed-in title intro. Only useful if you're changing the title screen's colors.

2846 - 02 00 to ?? ?? [left]
27D7 - 02 00 to ?? ?? [right]
25F4 - 02 00 to ?? ?? [up]
2593 - 02 00 to ?? ?? [down]

Camera scrolling speed while panning away red scroll blocks.

855C9 = 33 00 to ?? ??
(Crystal Flash) You can perform Crystal Flash when your energy is below this value. (Found by JAM)

855D0 = D0 18 to EA EA
(Crystal Flash) Disable reserve energy checking. Now you can use Crystal Flash even with full reserve tanks. (Found by JAM)

855D6 - 0A 00 to ?? ??
(Crystal Flash) You can perform Crystal Flash when you have this amount of missiles or greater. (Found by JAM)

855DE - 0A 00 to ?? ??
(Crystal Flash) You can perform Crystal Flash when you have this amount of super missiles or greater. (Found by JAM)

855E6 - 0A 00 to ?? ??
(Crystal Flash) You can perform Crystal Flash when you have this amount of missiles or greater. (Found by JAM)

856EF - 32 00 to ?? ??
(Crystal Flash) How many health to add when burning missile. (Found by JAM)

85712 - 32 00 to ?? ??
(Crystal Flash) How many health to add when burning super missile. (Found by JAM)

85735 - 32 00 to ?? ??
(Crystal Flash) How many health to add when burning power bomb. (Found by JAM)

8564C - 0A 00 to ?? ??
(Crystal Flash) How many missiles to burn. (Found by JAM)

85720 - 0A 00 to ?? ??
(Crystal Flash) How many power bombs to burn. (Found by JAM)

5E00E - 03 to ??
5E1E4 - 03 to ??
5E27A - 03 to ??
5E2E8 - 03 to ??
5E329 - 03 to ??
5E370 - 03 to ??

If player have ending time in hours lower this value, show the best ending. (Found by JAM)

5E1E9 - 0A to ??
5E2ED - 0A to ??
5E375 - 0A to ??
5F559 - 0A to ??
5F59B - 0A to ??
5F5BE - 0A to ??

If player have ending time in hours greater or equal this value, show the worst ending. (Found by JAM)

5E00B - E0 to DE
5E1E1 - E0 to DE
5E277 - E0 to DE
5E2E5 - E0 to DE
5E326 - E0 to DE
5E36D - E0 to DE
5F3D6 - E0 to DE
5F556 - E0 to DE
5F598 - E0 to DE
5F5BB - E0 to DE

Change checking for hours to checking for minutes when showing ending. Should be useful for mini-hacks. (Found by JAM)

156777 - 4A 17 to ?? ??
(Wrecked Ship Chozo Statue) Change 4A 17 to ?? ?? to change position of Silver Chozo "hand" in Wrecked Ship. X coordinate is the first byte, Y coordinate is the second byte. (Found by JAM)

25160 - 08 to ??
(Norfair Chozo Statue) Change 08 to ?? to change Y position of Golden Chozo "hand" in Norfair. (Found by JAM)

2516B - 04 to ??
(Norfair Chozo Statue) Change 04 to ?? to change X position of Golden Chozo "hand" in Norfair. (Found by JAM)

15679D - 0C 1D to ?? ??
251DA - 0C 1D to ?? ??

(Norfair Chozo Statue) Change 0C 1D to ?? ?? to change position of plug that will be removed when the acid is lowered. (Found by JAM)

7B1F8 - 6A to 7A
(Norfair Chozo Statue) Change 6A to 7A to be able to change liquid level, it's lowering speed etc. and SMILE. When done, change it back. (Found by JAM)

25156 - D2 02 to ?? ??
(Norfair Chozo Statue) Change D2 02 to ?? ?? to change liquid level in Golden Chozo room after re-entering it. (Found by JAM)

25181 - 83 to 08
A1149 - 2F 86 to DA D6

(Norfair Chozo Statue) To make Golden Chozo works in every area. (Found by JAM & Kej)

25193 - 00 02 to ?? ??
(Norfair Chozo Statue) Item needed to activate lower Norfair Chozo.
00 02 is default (Space Jump). Change it to 04 00 to activate in any way. Well, actually, 04 00 is a Morphing Ball's value, but you can't activate it if you can't morph anyway. (Found by JAM)

137779 - 90 to 80
No screen shake at all when escaping Ceres. (Found by Grime)

13764C - 30 to ??
13765E - 30 to ??

Distance from Samus that Ceres doors open/close. (Found by Grime)

8EF07 - 8D to 01
Can't turn around while xraying, EA also disables sounds. (Found by Flamestar666)

4078A - 0A to 00
Disable xray startup animation. (Found by Flamestar666)

8D2D6 - 00 00 to FF FF
Prevents x-ray from revealing any blocks. (Found by Kejardon/Black_Falcon)

28491 - 68 01 to ?? ??
Time for how long the message box stays open. (Found by Black_Falcon)
NOTE: The ROM value is reversed so 68 01 is actually 0168 which means the box stays open for 168 frames in hex (time for the 'aquired item' fanfare).

4078A - 0A to ??
This is how long the X-ray's beam takes to widen before you can move it around. Obviously 00 is very helpful, as the beam appears instantly. (Found by Quietus)

4079A - 0A to ??
This is the width of the beam itself. This goes up to 40, which effectively X-ray's the entire screen in front of Samus, but going higher glitches. (Found by Quietus)

16EDA - 1E to 1F
When starting a brand new save file ("no data"), Samus immediately begins at the Crateria landing site after "start game" is selected, instead of displaying the area and map screens. For this to work, the "hide intro" box must be UNchecked in SMILE. (Found by Webber)
NOTE: Only works when "No Data" is selected, loading saved files will still display maps)

43446 - 22 CB 90 80 to EA EA EA EA
Disable Lava sound effects. (Found by DSO)

020CBC - 22 80 80 85 to EA EA EA EA
Disables message box after recharging health at refilling station. (found by gomuatama)

20CDD - 22 80 80 85 to EA EA EA EA
Disables message box after recharging missiles at refilling station. (found by Cloud14)

7E644 - 04 00 to ?? ??
Item bit that changes when the "Morph" event in SMILE is triggered (04 00 = Morph Ball, 20 00 = Gravity Suit, etc) (found by person701)

7E656 - 04 00 to ?? ??
7E65B - C8 09 to ?? ??

This checks for which two items the player has in order to change the "Morph & Missiles" event in SMILE. The first changes which item bit is checked (04 00 = Morph Ball, 20 00 = Gravity Suit, etc) and the second checks for Missiles/Supers/Powers (C8 09 = Missiles, CC 09 = Super Missiles, D0 09 = Power Bombs). (found by person701)

7E66A - D0 09 to ?? ??
Changes what triggers the "Power Bombs" event in SMILE. C8 09 = Missiles, CC 09 = Super Missiles, D0 09 = Power Bombs. (found by person701)

7E67C - 00 20 to ?? ??
Item bit that changes when the "Speed Booster" event in SMILE is triggered (00 20 = Speed Booster, 01 00 = Varia Suit, etc) (found by person701)




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