- Support showing text on title screen
TitleScreenInitin title_screen.c
- Display seed hash on file select
- Make room for text in place of "SAMUS DATA"
sFileSelectCharactersGfxandsFileSelectMenuTileTablein file_select_data.c
- Draw text at top of screen
FileSelectInitin file_select.c
- Make room for text in place of "SAMUS DATA"
- Disable title screen demos (to avoid spoilers)
TitleScreenCheckPlayEffectsin title_screen.c
- Allow getting unknown items as normal items
sEnglishText_Message_UnknownItem*andsEnglishTextPointers_Messagein text_data.cStatusScreenSuitlessItemsin status_screen.c
- Get any item from anywhere
MessageBannerPopUp,MessageBannerStatic, andMessageBannerRemovalAnimationin message_banner.cTextProcessMessageBannerin text.c
- Get any item from a minor location (tanks)
BgClipCheckTouchingTransitionOrTankin bg_clip.cBlockCheckCcaain block.cRoomLoadTilesetin room.cAnimatedGraphicsLoadin animated_graphics.c
- Get any item from a major location (ability)
- Fix morph ball
MorphBallInitandMorphBallGetin morph_ball.c
- Fix power grip
PowerGripin power_grip.c
- Fix charge beam
ChargeBeamInitandChargeBeamIdlein charge_beam.cDeoremInitin deorem.c
- Fix item chozo statues
ChozoStatueRegisterItemandChozoStatueGetBehaviorin chozo_statue.cChozoBallRegisterItemin chozo_ball.c
- Make unknown item chozo statues look like normal ones (since they don't have enough space in their graphics)
- Replace unknown item chozo statue graphics with normal statue graphics
sChozoStatueSpaceJumpGfx,sChozoStatueGravitySuitGfx, andsChozoStatuePlasmaBeamGfxin unknown_item_chozo_statue.c
- Use normal statue OAM for unknown item statue
UnknownItemChozoStatueSyncSubSpritesin unknown_item_chozo_statue.c
- Use normal statue parts for unknown item statue parts
UnknownItemChozoStatueInitin unknown_item_chozo_statue.c
- Use normal ball OAM for unknown item ball
ChozoBallInit,ChozoBallRevealingInit, andChozoBallCheckRevealingAnimEndedin chozo_ball.c
- Replace unknown item chozo statue graphics with normal statue graphics
- Fix morph ball
- Get any item from zipline generator
ZiplineGeneratorInitandZiplineGeneratorActivatingin zipline_generator.c
- Get any item from Ruins Test
RuinsTestDespawnandRuinsTestSamusReflectionEndin ruins_test.cFallingChozoPillarin falling_chozo_pillar.cMessageBannerRemovalInitandMessageBannerRemovalAnimationin message_banner.c
- Main missiles, super missiles, and power bombs
- Equipment struct has additional bytes for main item flags
MainItemFlagsin constants/samus.hEquipmentin structs/samus.hInGameCutsceneCheckPlayOnTransitionin in_game_cutscene.csDemo*_Ramin demo_data.cSaveFileandSaveDemoin save_file.h
- Fix checks related to current/max ammo amounts
SamusSetHighlightedWeaponin samus.cHudUpdateOamin hud.cSpriteUtilDetermineEnemyDropin sprite_util.cChozoStatuePartArmRefillin chozo_statue.cUnknownItemChozoStatuePartArmRefillin unknown_item_chozo_statue.cGunshipRefillin gunship.cDeoremWaitingForFightin deorem.cStatusScreenSetBombsVisibilityandStatusScreenSetMissilesVisibilityin status_screen.c
- Allow toggling items on pause debug screen
PauseDebugGroupin status_screen.hsPauseDebugGroupsPositionsin status_screen_data.cPauseDebugActivateAbilities,PauseDebugStatusScreen,PauseDebugDrawAffectedGroups,PauseDebugEquipTank, andUpdateSuitTypein status_screen.c
- Equipment struct has additional bytes for main item flags
- Custom text on items
TextProcessMessageBannerin text.c
- Chozo statue hints
- Add new messages for hints
MessageIdin text.hsEnglishTextPointers_Messagein text_data.c
- Make statues already sitting
ChozoStatueInitin chozo_statue.c
- Display hint instead of going to map
ChozoStatueRegisterHint,ChozoStatueHintFlashing, andChozoStatueDelayBeforeRefillAfterHintin chozo_statue.c
- Allow viewing hint every time
ChozoStatuePartInitin chozo_statue.c
- Add new messages for hints
- Starting location and items
CutsceneEndin cutscene_utils.cInGameCutsceneTryQueue,InGameCutsceneCheckPlayOnTransition, andInGameCutsceneSamusCloseUpin in_game_cutscene.c- Allow starting on a save platform
InGameCutsceneInitin in_game_cutscene.cSavePlatformInitin save_platform.cSavePlatformChozodiaInitin save_platform_chozodia.c
- Room names
- Change graphics and tilemap of world map to show "room name"
sPauseScreenHudGfxandsMapScreenOverlayTilemapin pause_screen_data.c
- Don't draw highlighted area when changing areas
PauseScreenUpdateWorldMapHighlightandPauseScreenLoadAreaNamesAndIconsin pause_screen.cMapScreenChangeMapin pause_screen_map.c
- Change world map sub-menu to show room name
MapScreenToggleWorldMapin pause_screen_map.c
- Prevent changing area when room name is shown
MapScreenHandlerin pause_screen_map.c
- Change graphics and tilemap of world map to show "room name"
- Credits
- Include all ASCII characters
sCreditsCharactersGfxin ending_and_gallery_data.cCreditsDisplayLinein ending_and_gallery.c
- Include all ASCII characters
- Allow laying power bombs without bombs
SamusCheckNewProjectilein samus.cStatusScreenSetBombsVisibilityandStatusScreenToggleItemin status_screen.c
- Disable varia animation
RoomLoadin room.c
- Don't give varia automatically when getting fully powered suit
ColorFadingProcess_GettingFullyPoweredin room.cPauseScreenGetMinimapDatain pause_screen.c
- Change charge beam OAM to work with any item (and don't spawn glow)
ChargeBeamSpawnGlow,ChargeBeamVisibleInit, andChargeBeamIdlein charge_beam.c
- Imago cocoon room fixes
- Only use version of room with tunnel
- Remove event connections from doors
sNorfairDoorsin rooms_data.c
- Fix BG0, BG1, and clipdata
sNorfair_43_Clipdata,sNorfair_43_Bg1, andsNorfair_43_Bg0in norfair_43.c
- Remove BG0 for room 51, since the BG0 blocks were removed from the tunnel
sNorfairRoomEntriesin rooms_data.c
- Fix transparency for water
sNorfairRoomEntriesin rooms_data.c
- Remove the floor if imago has been defeated
ImagoCocoonInitin imago_cocoon.c
- Use room 34's scrolls (if entering from top right door) and extend bounds down
ImagoCocoonInitin imago_cocoon.csNorfair_12_Scrollsin norfair_34.c
- Remove event connections from doors
- Set "tunnel discovered" event when imago is defeated
- Set event when imago is defeated
ImagoCocoonIdlein imago_cocoon.c
- Remove event trigger sprite
sNorfair_43_Spriteset0in norfair_43.c
- Set event when imago is defeated
- Only use version of room with tunnel
- Imago room fixes
- Unlock Imago door when it dies (instead of waiting to collect super missiles)
ImagoSetEventin imago.c
- Only use original version of room so item is always there
sRidleyDoorsin rooms_data.cImagoInitin imago.c
- Unlock Imago door when it dies (instead of waiting to collect super missiles)
- Allow both escape timers to work in any order
EscapeDetermineTimerin escape.c
- Make Chozo pillar near power grip always extended
RisingChozoPillarandChozoPillarPlatformin rising_chozo_pillar.c
- Allow glass tube to be broken any time
GlassTubeCheckPowerBombCollisionin glass_tube.c
- Using any beam on Ruins Test can hurt Samus
RuinsTestProjectileCollisionin ruins_test.c
- Defeating Ruins Test sets Mother Brain killed event and Zebes escaped event
RuinsTestDespawnin ruins_test.c
- Fix space pirate alarm music
DisableChozodiaAlarmandDecrementChozodiaAlarmin space_pirate.c
- Fix space pirate power bomb OAM (flip horizontally)
sSpacePirateCarryingPowerBombOam_Frame*in space_pirate.c
- Fix searchlight eye vulnerability condition
SearchlightEyeInitin searchlight_eye.c
- Fix ending percent calculation and rescale to 100%
ChozodiaEscapeGetItemCountAndEndingNumberandChozodiaEscapeGetItemCountAndEndingNumberin chozodia_escape.cEndingImageInitin ending_and_gallery.cCheckUnlockTimeAttackandTimeAttackCheckSetNewRecordin time_attack.cSpriteUtilGetFinalCompletionPercentagein sprite_util.c
- Prevent Deorem from leaving, and only spawn at first location
DeoremInit,DeoremHandler,DeoremRetracting,DeoremEyeInit, andDeoremEyeIdlein deorem.c
- Only use fully powered suit graphics with gravity suit
- Check for gravity when loading graphics/palette
SamusUpdateGraphicsOamandSamusUpdatePalettein samus.c
- Use correct wireframe on status screen
PauseScreenUpdateWireframeSamusin pause_screen.c
- Check for gravity when loading graphics/palette
- Ammo drop fixes
- Drop power bombs if empty on power bombs and full on everything else
SpriteUtilDetermineEnemyDropin sprite_util.c
- Change missile drops to super missile drops if missiles aren't obtained and super missiles are empty
SpriteUtilDetermineEnemyDropin sprite_util.c
- Drop power bombs if empty on power bombs and full on everything else
- Remove vines in Norfair and near varia
sNorfair_4_Spriteset0,sNorfair_4_Spriteset1, andsNorfair_4_Spriteset2in norfair_4.csBrinstar_28_Spriteset1andsBrinstar_28_Spriteset2in brinstar_28.c
- Use Crateria room 0 instead of room 5 (landing site)
sCrateriaRoomEntriesandsCrateriaDoorsin rooms_data.csHatchLockEventsCrateriain hatch_data.cGunshipInitin gunship.c
- Fix Crateria rooms 1 and 0x15 (large room left of landing site)
sHatchLockEventsCrateriain hatch_data.csCrateriaDoorsin rooms_data.c
- Fix Crateria rooms near power grip (8, 0x10, and 0x11)
sCrateria_17_Bg1andsCrateria_17_Clipdatain crateria_17.csCrateriaDoorsin rooms_data.c
- Fix Chozodia rooms near glass tube
sChozodiaDoorsin rooms_data.c
- Fix miscolored super missile tank near varia (is this necessary?)
sTileset_37_Tilemapin tilesets_set1.c
- Ensure tile value 0 is only used to mark the end of tilemap data
sTileset_65_TilemapandsTileset_20_Tilemapin tilesets_set1.csTileset_9_Tilemapin tilesets_set2.csTileset_38_TilemapandsTileset_48_Tilemapin tilesets_set7.c
- Add blank row to tileset 0x47 palette
sTileset_71_Palin tilesets_set7.c
- Don't lock door in ziplines generator room
sHatchLockEventsKraidin hatch_data.c
- Enable toggling items on status screen
StatusScreenToggleItemin status_screen.c
- Always show in-game timer on pause screen (but don't show items)
PauseScreenDrawCompletionInfoin pause_screen.c
- Allow black space pirates to be hit by any beam
BlackSpacePirateProjectileCollisionin black_space_pirate.c
- Skip door transitions
ConnectionProcessDoorTypein connection.c
- New file difficulty options
FileSelectInit,FileSelectUpdateSubMenu, andFileSelectProcessFileSelectionfile_select.csFileScreenMessagesInfoin file_select_data.csEnglishText_FileScreen_DifficultyHardOnlyandsEnglishTextPointers_FileScreenin text_data.c
- Use ball launchers without bombs
MorphBallLauncherDetectBombin morph_ball_launcher.c
- Disable infinite bomb jumping
SamusSetMidAirin samus.c
- Disable wall jumping
SamusSpinningin samus.c
- Skip suitless sequence
TourianEscapeSubroutinein cutscene_utils.cUpdateMusicAfterPausein room_music.cGunshipFlyingin gunship.c
- Skip cutscenes
ConnectionCheckPlayCutsceneDuringTransitionin connection.cCheckPlayRoomMusicTrackin room_music.cGunshipFlyingin gunship.cKraidInitandKraidDyingin kraid.cRidleyCheckPlayCutsceneandRidleyDyingin ridley.cRuinsTestDespawnin ruins_test.c
- Chozo hints for any item
sChozoStatueTargetConditionsin pause_screen_sub_menus_data.c
- Allow Chozo hint targets in all areas
sElevatorRoomPairsin clipdata_data.csMapScreenChozoStatueAreaNamesEnglishGfxin pause_screen_data.csChozoStatueTargetPathBrinstarandsChozoStatueTargetPathNorfairin pause_screen_sub_menus_data.c