================ AN.T.I Changelog ================ (like anyone reads these) Update 04/12/2015: Version list is reversed. You'll see the most recent changes first. Version 0.5.1: -Added Scyzer's morph lock patch -More layout tweaks -Fixed issues with prevent IBJ code -Homing Zoomers are now just regular Zoomers -Minor fixes in general -Temporary: Changed liquid bit to 18 from 0A (As much as I don't want to do this...'less someone knows how to have liquids drawn behind layer 1 only. RIP liquids behind layer 1 :c ) Version 0.5: -Nerfed enemy health/damage again -Changed item drop rates -Increased energy drop values -Removed leaps of faith in the basement -No matter how far you fall, you can still space jump -Delay to space jump again has been removed -The platforming to get the basement missile is slightly easier -Ninja Pirates' door stays unlocked after you've beaten both -Ninja Pirates are now vulnerable to the power beam -The door to the right of super missiles can now be opened -Added 4 items -Missile expansion value reduced to 2 (to make up for the extra items) -The missile before torizo is connected to another missile in the facility (to prevent unwanted 99%) -Fixed perma-stuck in the core -Updated accel charge graphics -Tweaked layout to prevent some inconvenient stucks -Updated intro text -Buffed beam damage (Super Metroid really doesn't like working with small numbers. Apparently 0005 damage is read as 4 damage instead...what the serious fuck, deer force) -Lowered super missile damage (barely noticable) -Added Scyzer's rom warning patch (keep hacks free, yo) -Minor: Changed ending suit palette -Minor: Fixed fade in palette for title screen Version 0.4.1.1: -Fixed Bomb text -Fixed a layout issue in the underground basement -Fixed background inconsistency in torizo's room -Other minor tweaks/fixes -First public release Version 0.4.1: -Nerfed Botwoon's spit damage -Space jump been renamed -Minor fixes to the attic -Moved charge beam so the player will pick it up (it used to be skippable, leading to a miserable botwoon fight) Version 0.4: -Fixed a pointer issue where 2 rooms would look very funky if loaded (my fault for not spacing the pointers properly) -Changed 1 byte that shouldn't crash the game anymore (Found by Black Falcon) -It's no longer possible to get perma-stuck in super missile's room -It's no longer possible to semi-perma-stuck in the room before ninja pirates Version 0.3.1: -Repointed all enemy data (might have been the cause of crashing) -Repointed PLM data (just in case) -Added Accel Charges -Nerfed enemy health/vulnerabilities -Increased missile/super missile values -The grey door at base entry has been unlocked -Fixed clipping through the foreground (this was due to the foreground only being 1 tile thick, making it possible to clip through slopes, leading to out of bounds) Version 0.3: -First beta release -Broke as all things hell Version 0.2: -First actual build -Still broke during patching Version 0.1: -Playground build, solely for testing asm/tweaks -Broke somewhere in the process of patching