begrimed.com

ENEMY & BOSS HEX EDITS
Animation speeds + other changes

by Grime & others @ metcon

This page mostly has value sets for each animation frame that an enemy will cycle through as it moves or attacks, which you can use to change their animation behavior to an extent. By using this document, you'll be able to make edits that SMILE cannot to just about every enemy in the game. Before you read any further, you should at least know how to find and modify bytes using the "goto" function with a hex editor, and you must be able to comprehend byte reversal for values. Example: 0002 will be seen as 02 00 in a hex editor, so changing the 00 byte is rarely needed.

A little more about speeds: some enemies will only animate at whatever new speeds you give them, but not seem to change in any other way. This is normal in the case of enemies with simpler AI that do little more than move around or throw projectiles. Multiple enemies that share the same speed values will be grouped by ID (but also have separate entries if there are other hex tweaks for them). Below are all of the enemy IDs that can be seen in SMILE, arranged from left to right going down.

* The jump-to links below don't jump to anything yet because I'm lazy. Will add these whenever I update this page again. For right now, it's just a nice blue list of enemy IDs.

CEBF CEFF CF3F CF7F CFBF CFFF D03F D07F
D0BF D0FF D13F D17F D1BF D1FF D23F D27F
D2BF D2FF D33F D37F D3BF D3FF D43F D47F
D4BF D4FF D53F D57F D5BF D5FF D63F D67F
D6BF D6FF D73F D77F D7BF D7FF D83F D87F
D8BF D8FF D93F D97F D9BF D9FF DA3F DA7F
DABF DB3F DB7F DBBF DBFF DC3F DC7F DCBF
DCFF DD3F DD7F DDBF DE3F DE7F DEBF DEFF
DF3F DFBF DFFF 303F E07F E0BF E0FF E13F
E17F E1FF E23F E27F E2FF E43F E4BF E4FF
E53F E57F E5BF E5FF E63F E67F E6BF E6FF
E73F E77F E7BF E7FF E83F E87F E8BF E8FF
E93F E97F E9BF E9FF EA3F EA7F EABF EAFF
EB3F EB7F EBBF EBFF EC3F EC7F ED3F ED7F
EDBF EDFF EE3F EE7F EEBF EEFF EF3F EF7F
EFBF EFFF F07F F0BF F0FF F193 F1D3 F213
F253 F293 F2D3 F313 F353 F413 F453 F493
F593 F613 F653 F693 F6D3 F713 F753 F793

Values this color = enemy animation speeds only   
Values this color = any other kind of enemy change



CRAWLING ENEMIES
ENEMY IDs: DC7F, DCBF, DCFF, DD3F

*These 4 enemies share the animation speeds below.

11E260 - 03 00
11E264 - 03 00
11E268 - 03 00
11E26C - 03 00
11E270 - 03 00
Crawling up/down walls, on left.


11E27C - 03 00
11E280 - 03 00
11E284 - 03 00
11E288 - 03 00
11E28C - 03 00
Crawling up/down walls, on right.


11E298 - 03 00
11E29C - 03 00
11E2A0 - 03 00
11E2A4 - 03 00
11E2A8 - 03 00
Crawling on ceilings/slopes, upside-down.


11E2B4 - 03 00
11E2B8 - 03 00
11E2BC - 03 00
11E2C0 - 03 00
11E2C4 - 03 00
Crawling on floors/slopes, right side-up.



KZAN (DFFF, E03F)

130C06 - 40 00
Delay until Kzan starts floating back up.



HZOOMER (DC3F)

11DFCB-11E034
Hzoomer frame speeds are buried in here somewhere. I got lazy.
Their values are probably all 03 like the other crawlies.



SKREE (DB7F)

11C65E - 0A 00
11C662 - 0A 00
11C666 - 0A 00
11C66A - 0A 00
11C672 - 10 00
11C676 - 08 00
Skree's animations.


11C6E6 - 30 00
Distance from Skree (in pixels) until it flies down at Samus.


11C754 - FF FF
Skree's horizontal 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 00
Skree's horizontal 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.



METALEE (D67F)

118910 - 0A 00
118914 - 0A 00
118918 - 0A 00
11891C - 0A 00
118924 - 10 00
118928 - 08 00
Metalee's animations.


118998 - 48 00
Distance from Metalee (in pixels) until it flies down at Samus.


118A31 - FE FF
Metalee's horizontal 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 00
Metalee's horizontal 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.



WALKING SPACE PIRATES
Enemy IDs: F653, F693, F6D3, F713, F753, F793


197B90 - 18 00
197B94 - 08 00
197B98 - 08 00
197B9C - 08 00 [first beam]
197BA4 - 08 00 [second beam]
197BAC - 18 00 [third beam]
197BB4 - 08 00
197BBB - 08 00
197BBC - 08 00
197BC0 - 08 00
Raising claws and firing 3 beams at Samus, facing left.


197C12 - 18 00
197C16 - 08 00
197C1A - 08 00
197C1E - 08 00 [first beam]
197C26 - 08 00 [second beam]
197C2E - 18 00 [third beam]
197C36 - 08 00
197C3A - 08 00
197C3E - 08 00
197C42 - 08 00
Raising claws and firing 3 beams at Samus, facing right.


197BCE - 0A 00
197BD2 - 20 00
197BD6 - 0A 00
197BDA - 20 00
197BDE - 08 00
Looking around and turning to walk the other way, facing left.


197C50 - 0A 00
197C54 - 20 00
197C58 - 0A 00
197C4C - 20 00
197C50 - 08 00
Looking around and turning to walk the other way, facing right.


197B68 - 0A 00
197B6C - 0A 00
197B70 - 0A 00
197B74 - 0A 00
197B78 - 0A 00
197B7C - 0A 00
197B80 - 0A 00
197B84 - 0A 00
Walking left.


197BEA - 0A 00
197BEE - 0A 00
197BF2 - 0A 00
197BF6 - 0A 00
197BFA - 0A 00
197BFE - 0A 00
197C02 - 0A 00
197C06 - 0A 00
Walking right.


197BAA - 02 00
197BA2 - 08 00
Horizontal/vertical placement of third beam, facing left?


197C24 - 08 00
197C2C - 02 00
Horizontal/vertical placement of third beam, facing right?


197E2B - 00 to 01
Space pirates walk faster (going right). 02+ = probably too fast.


197DAF - FF to FE
Space pirates walk faster (going left). FD- = probably too fast.


* To make space pirate projectiles travel faster:

3205C - replace DE 4B 1A DE 4B 1A with 80 01 1A 20 B0 F4

3207A - replace FE 4B 1A FE 4B 1A with 80 01 1A 20 B4 F4

374B0 - replace the FF bytes here with DE 4B 1A DE 4B 1A DE 4B 1A 60 FE 4B 1A FE 4B 1A FE 4B 1A 60, with DE 4B 1A and FE 4B 1A repeated as necessary to speed up projectiles (the more times they're repeated, the faster that the projectiles will go).




WAVER (D63F)

1186B3 - 08 00
1186B7 - 08 00
1186BB - 08 00
1196BF - 08 00
Opening/closing, flying left.


1186C7 - 08 00
1186CB - 08 00
1186CF - 08 00
1186D3 - 08 00
Opening/closing, flying right.



KAGO (E7FF)

142B1E - 0A 00
142B24 - 0A 00
142B26 - 0A 00
142B2A - 0A 00
Insides pulsing.


142B32 - 03 00
142B36 - 03 00
142B3A - 03 00
142B3E - 03 00
Insides pulsing faster after being shot.


142B8A - 02
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
Duration of Kago's screenshake.


142BCD - A0 2E to 80 09
Stops Kago from spawning bugs when Samus shoots it (found by SadiztykFish).



RIPPER2 (D3FF)

1161AF - 08 00
1161B3 - 07 00
1161B7 - 08 00
1161BB - 07 00
Flames behind enemy and glowing eyes, moving left.


11619B - 08 00
11619F - 07 00
1161A3 - 08 00
1161A7 - 07 00
Flames behind enemy and glowing eyes, moving right.



RIPPER (D47F)

11648B - 08 00
11648F - 07 00
116493 - 08 00
116497 - 07 00
Eyes glowing, moving left.


116477 - 08 00
11647B - 07 00
11647F - 08 00
116483 - 07 00
Eyes glowing, moving right.



RIPPER2 (D43F)

1162F4 - 08 00
1162F8 - 07 00
1162FC - 08 00
116300 - 07 00
Flames behind enemy and glowing eyes, facing left.


1162E0 - 08 00
1162E4 - 07 00
1162E8 - 08 00
1162EC - 07 00
Flames behind enemy and glowing eyes, facing right.



ETECOON (E5BF)

13E8DA - 08 00
13E8DE - 08 00
13E8E2 - 08 00
13E8E6 - 08 00
13E8EA - 08 00
13E8EE - 08 00
Dancing and singing when first seeing Samus.
* Changing these values likes to crash the game for some reason.


13E828 - 05 00
13E82C - 05 00
13E830 - 05 00
13E834 - 05 00
Running left.


13E880 - 05 00
13E884 - 05 00
13E888 - 05 00
13E88C - 05 00
Running right.


13E83C - 08 00
13E840 - 03 00
13E844 - 03 00
13E848 - 03 00
13E84C - 03 00
Walljumping/flipping, going left.


13E894 - 08 00
13E898 - 03 00
13E89C - 03 00
13E8A0 - 03 00
13E8A4 - 03 00
Walljumping/flipping, going right.



RIO (D27F)

* 113A9B-113B44 = Looks like another (larger) set of frame delays for Rio? Not sure if used.

113B4B - 04 00
113B4F - 04 00
113B53 - 04 00
113B57 - 04 00
113B5B - 04 00
113B5F - 04 00
113B63 - 04 00
113B67 - 04 00
113B6B - 04 00
113B6F - 04 00
113B73 - 04 00
Idling against ceiling, not attacking Samus.


113B7F - 03 00
113B83 - 03 00
113B87 - 03 00
113B8B - 03 00
113B8F - 03 00
113B97 - 03 00
113B9B - 03 00
113BA3 - 03 00
113BA7 - 03 00
Flying around and swooping, attacking Samus.


113BF5 - 90 01
Health check? 01 to 02 always runs their "slowly flying down at Samus" routine. Pretty cool. Would work best with a clone of this enemy.



OUMU (D7BF)

11990F - 04 00
119913 - 04 00
119917 - 04 00
11991B - 04 00
11991F - 04 00
119923 - 04 00
Crawling along floors.


1198AF - 04 00
1198B3 - 04 00
1198B7 - 04 00
1198BB - 04 00
1198BF - 04 00
1198C3 - 04 00
Crawling along ceilings.


11984F - 04 00
119853 - 04 00
119857 - 04 00
11985B - 04 00
11985F - 04 00
119863 - 04 00
Crawling along walls, on left.


11988F - 04 00
119893 - 04 00
119897 - 04 00
11989B - 04 00
11989F - 04 00
1198A3 - 04 00
Crawling along walls, on right.



FISH (D6FF)

11902C - 0E 00
119030 - 0E 00
119034 - 0E 00
Swimming left.


119062 - 0E 00
119066 - 0E 00
11906A - 0E 00
Swimming right.


11903C - 0D 00
119040 - 0A 00
119044 - 08 00
119048 - 06 00
11904C - 06 00
119050 - 08 00
119054 - 0A 00
119058 - 0D 00
Turning around after swimming left.


119072 - 0D 00
119076 - 0A 00
11907A - 08 00
11907E - 06 00
119082 - 06 00
119086 - 08 00
11908A - 0A 00
11908E - 0D 00
Turning around after swimming right.



PUYO (CFBF)

* Couldn't find the frames for Puyo actually jumping at Samus.

1119AD - 05 00
1119B1 - 05 00
1119B5 - 05 00
1119B9 - 05 00
Not jumping/idle, before jumping at Samus.


1119C1 - 08 00
1119C5 - 08 00
1119C9 - 08 00
1119CD - 08 00
1119D5 - 0A 00
1119D9 - 0A 00
1119DD - 0A 00
1119E1 - 0A 00
Not jumping/idle, after jumping at Samus.



SABOTEN (CFFF)

111E8C - 08 00
111E90 - 08 00
111E94 - 08 00
111E98 - 08 00
111E9C - 08 00
111EA0 - 08 00
111EA4 - 08 00
111EA8 - 08 00
Walking in either direction.


111EB4 - 05 00
111EB8 - 15 00
111EBC - 05 00
Puffing up, shooting needles and 'deflating.'


112066 - 01 00
Delay after Saboten stops walking, but before it shoots needles.


11202E - 03 00
Frequency of Saboten shooting needles. 03 to 00 = never shoots, 03 to 30+ = shoots almost constantly.



HAND (E7BF)

* Descriptions are probably not completely accurate because there are lots of unnecessary duplicate sets (all used) that seem shared in even more unnecessary ways. Screw these things.

141F6F - 05 00
141F73 - 03 00
141F79 - 50 00
142F7D - 01 00
Opening/clamping jaws idly before trying to grab Samus for the first time.
Shared with opening jaws to grab Samus, reaching up.


142021 - 04 00
142027 - 50 00
14202B - 03 00
14202F - 05 00
142033 - 03 00

14203F - 04 00
142045 - 50 00
142049 - 03 00
14204D - 05 00
142051 - 03 00

14205D - 04 00
142063 - 50 00
142067 - 03 00
14206B - 05 00
14206F - 03 00

14207B - 04 00
142081 - 50 00
142085 - 03 00
142089 - 05 00
14208D - 03 00
Opening/clamping jaws idly, not grabbing at Samus.
04s are for re-adjusting head angle after grabbing.


141FF3 - 05 00
141FF7 - 03 00
141FFD - 50 00
142001 - 03 00
Opening jaws to grab Samus, reaching left (from floor or ceiling).


141F9B - 05 00
141F9F - 03 00
152FA5 - 50 00
141FA9 - 03 00
Opening jaws to grab Samus, reaching right (from floor or ceiling).


142009 - 05 00
14200D - 03 00
142013 - 50 00
142017 - 03 00
Opening jaws to grab Samus, reaching up/left (from floor).


141F85 - 05 00
141F89 - 03 00
1418FF - 50 00
141F93 - 03 00
Opening jaws to grab Samus, reaching up/right (from floor).


141FDD - 05 00
141FE1 - 03 00
141FE7 - 50 00
141FEB - 03 00
Opening jaws to grab Samus, reaching down/left (from ceiling).


141FB1 - 05 00
141FB5 - 03 00
141FBB - 50 00
141FBF - 03 00
Opening jaws to grab Samus, reaching down/right (from ceiling).


141FC7 - 05 00
141FCB - 03 00
141FD1 - 50 00
141FD5 - 03 00
Opening jaws to grab Samus, reaching down (from ceiling).



PUYO (CEBF)

1106AB - 0A 00
1106AF - 0A 00
1106B3 - 0A 00
1106B7 - 0A 00
Sitting idle, not jumping.


1106C3 - 05 00
1106C7 - 05 00
1106CB - 05 00
1106CF - 05 00
1106D3 - 05 00
1106D7 - 05 00
Jumping/falling when Samus is near.



SPORE SPAWN (DF3F)

See BOSS HEX TWEAKS document.



SCLAYD/MINI KRAID (E0FF)

1319AE - 10 00
1319B2 - 0C 00
1319B6 - 08 00
1319BA - 0C 00
Walking forward, facing left.


1319C6 - 10 00
1319CC - 0C 00
1319D0 - 08 00
1319D4 - 0C 00
Walking backwards, facing left.


1319DC - 10 00
1319E2 - 08 00
1319E8 - 10 00
1319EC - 08 00
Opening/closing mouth to spit rocks, facing left.


1319FC - 10 00
131A00 - 0C 00
131A04 - 08 00
131A08 - 0C 00
Walking forward, facing right.


131A14 - 10 00
131A1A - 0C 00
131A1E - 08 00
131A22 - 0C 00
Walking backwards, facing right.


131A2A - 10 00
131A30 - 08 00
131A36 - 10 00
131A3A - 08 00
Opening/closing mouth to spit rocks, facing right.


131A6D - 40 00
Delay until mini Kraid starts firing belly spikes after the enemy loads.


131AB3 - 04 00
Distance (in pixels) that mini Kraid's footsteps move him. 07+ looks jumpy.


131A64 - 02 00
Distance that mini Kraid must walk before firing projectiles?


131AC2 - AE 54 to 80 17
Stops mini Kraid from shooting belly spikes.



HACHI (EABF)
* Shared by the Norfair/WreckedShip variations of these enemies.

146A08 - 02 00
146A0C - 06 00
146A10 - 02 00
146A14 - 02 00
146A18 - 02 00
146A1A - 20 00
Raking claws down at Samus (flying), facing left.


146A32 - 02 00
146A36 - 06 00
146A3A - 02 00
146A3E - 02 00
146A42 - 02 00
146A46 - 20 00
Raking claws down at Samus (flying), facing right.


146A4E - 02 00
146A52 - 02 00
146A56 - 01 00
146A5E - 02 00
146A62 - 02 00
146A66 - 01 00
Wings fluttering, facing left/right.


146A8A - 08 00
146A8E - 08 00
146A92 - 0B 00
146A96 - 02 00
146A9A - 02 00
146AC2 - 08 00
146AC6 - 08 00
146ACA - 0B 00
146ACE - 08 00
Hopping around without wings, facing left.


146AA6 - 08 00
146AAA - 08 00
146AAE - 0B 00
146AB2 - 02 00
146AB6 - 02 00
146ADA - 08 00
146ADE - 08 00
146AE2 - 0D 00
146AE6 - 08 00
Hopping around without wings, facing right.


146AF2 - 20 00
1461F6 - 06 00
146AFA - 10 00
146AFE - 02 00
146B04 - 18 00
Spitting acid at Samus, facing left.


146B10 - 20 00
146B14 - 06 00
146B18 - 10 00
146B1C - 02 00
146B22 - 18 00
Spitting acid at Samus, facing right.



NOMI (E87F)

* Didn't find values for Nomi jumping around aimlessly, but they should be close.

143698 - 0A 00
14369C - 0A 00
1436A0 - 0A 00
1436A4 - 0A 00
Moving along the ground, going left.


1436F4 - 0A 00
1436F8 - 0A 00
1436FC - 0A 00
143700 - 0A 00
Moving along the ground, going right.


1436AE - 04 00
1436B2 - 08 00
1436B6 - 04 00
1436BA - 01 00
Jumping after Samus, going left.


14370A - 04 00
14370E - 08 00
143712 - 04 00
143716 - 01 00
Jumping after Samus, going right.


143728 - 05 00
14272C - 05 00
143730 - 05 00
143734 - 30 00
14373A - 05 00
14373E - 05 00
143742 - 05 00
143746 - 05 00
Latched onto Samus, facing left.


1436CC - 05 00
1436D0 - 05 00
1436D4 - 05 00
1436D8 - 30 00
1436DE - 05 00
1436E2 - 05 00
1436E6 - 05 00
1436EA - 05 00
Latched onto Samus, facing right.


14379F - 00 30 [leap #1]
1437A2 - 04 00 [leap #1]
1437B0 - 00 40 [leap #2]
1437B5 - 05 00 [leap #2]
Jump height of Nomi leaping around aimlessly (not chasing Samus). Both value sets do basically the same thing.


1437C1 - 00 30
1327C6 - 03 00
Jump height of Nomi while chasing Samus. Both value sets do basically the same thing.


143818 - 60 00
Distance from Nomi (in pixels) until it starts to chase Samus.



SMALL SIDEHOPPER (D93F)

11AA88 - 02 00
11AA8C - 05 00
11AA90 - 02 00
11AA94 - 03 00
Landing/jumping on floor.


11AAAE - 02 00
11AAB2 - 05 00
11AAB6 - 02 00
11AABA - 03 00
Landing/jumping on ceiling.


11A2CB - 9D AC 0F to EA EA EA
Small sidehoppers only make short jumps.



LARGE SIDEHOPPER (D9BF)
SIDE (D9FF)

11B0D7 - 02 00
11B0DB - 05 00
11B0DF - 02 00
11B0E3 - 03 00
Landing/jumping on floor.


11B0FD - 02 00
11B101 - 05 00
11B105 - 02 00
11B109 - 03 00
Landing/jumping on ceiling.



DESSGEEGA (DA3F)

11B241 - 02 00
11B245 - 05 00
11B249 - 02 00
11B24D - 03 00
Landing/jumping on floor.


11B25F - 02 00
11B263 - 05 00
11B267 - 02 00
11B26B - 03 00
Landing/jumping on ceiling.



SDEATH (D97F)

11AFAF - 02 00
11AFB3 - 05 00
11AFB7 - 02 00
11AFBB - 03 00
Landing/jumping on floor.


11AFCD - 02 00
11AFD1 - 05 00
11AFD5 - 02 00
11AFD9 - 03 00
Landing/jumping on ceiling.



GERUDA (D2FF)

* Didn't feel like looking for the flames under its feet, but I'm sure they're around.

114109 - 01 00
11410F - 01 00
114115 - 01 00
11411B - 01 00
114121 - 01 00
114127 - 01 00
Swooping down at Samus.


114147 - 01 00
11414D - 01 00
114153 - 01 00
114159 - 01 00
11415F - 01 00
114165 - 01 00
11416B - 01 00
114171 - 01 00
Flying up after swooping.



SQUEEWPT (D2BF)

* 113E60-113E7F = Stuff for flickering flame underneath. 01 00 = frames for it I think.

113E42 - 01 00
113E46 - 05 00
113E4A - 09 00
113E4E - 07 00
113E52 - 03 00
113E56 - 0A 00
114E5A - 01 00
Jumping out of lava and falling back down.



DRAGON (D4BF)

1165A1 - 05 00
1165A5 - 05 00
1165B3 - 05 00
1165B7 - 05 00
Small wings flapping, facing left/right.


1165BF - 20 00
1165C3 - 03 00
116C57 - 07 00
1165CB - 03 00
1165CF - 01 00
Shooting 3 fireballs, facing left.


1165D7 - 20 00
1165DB - 03 00
1165DF - 07 00
1165E3 - 03 00
1165E7 - 01 00
Shooting 3 fireballs, facing right.


1166BF - 03 00
How many fireballs to spit when it attacks.


11665B - 30 00
11673A - 30 00
Distance (in pixels) to rise and lower between spitting fireballs.



FUNE (E6FF)

1413CF - 10 00
1413D3 - 08 00
1413D7 - 08 00
1413DB - 08 00
1413E3 - 10 00
1413E7 - 08 00
1413EB - 08 00
1413EF - 08 00
Spitting fireballs, facing left.


14139F - 10 00
1413A3 - 08 00
1413A3 - 08 00
1413AB - 08 00
1413B3 - 10 00
1413B7 - 08 00
1413BB - 08 00
1413BF - 08 00
Spitting fireballs, facing right.



NAMI (E73F)

1415C3 - 08 00
1415C7 - 08 00
1415CB - 08 00
1415CF - 08 00
1415D3 - 08 00
1415DB - 08 00
1415DF - 08 00
1415E3 - 08 00
1415E7 - 08 00
Spitting fireballs, facing left.


1415F7 - 08 00
1415FB - 08 00
1415FF - 08 00
141603 - 08 00
141607 - 08 00
14160F - 08 00
141613 - 08 00
141617 - 08 00
14161B - 08 00
Spitting fireballs, facing right.



KAMER (D7FF)

119C2B - 07 00
119C2F - 08 00
119C33 - 07 00
119C37 - 08 00
Flames underneath enemy, going up (after being used as platform).


119C41 - 07 00
119C45 - 08 00
119C49 - 07 00
119C4D - 08 00
Flames behind enemy, facing left.


119C57 - 07 00
119C5B - 08 00
119C5F - 07 00
119C63 - 08 00
Flames behind enemy, facing right.



MULTI (D1BF)

1132DC - 0A 00
1132E0 - 0A 00
1132E4 - 0A 00
1132E8 - 0A 00
1132EC - 0A 00
1132F0 - 0A 00
1132F4 - 0A 00
1132F8 - 0A 00
1132FC - 0A 00
113300 - 0A 00
113304 - 0A 00
113308 - 0A 00
11330C - 0A 00
113310 - 0A 00
Face fading in and out.



VIOLA (DABF)

11B5EF - 0A 00
11B5F3 - 0A 00
11B5F7 - 0A 00
11B5FB - 0A 00
11B5FF - 0A 00
11B603 - 0A 00
11B607 - 0A 00
11B60B - 0A 00
11B60F - 0A 00
11B613 - 0A 00
11B617 - 0A 00
11B61B - 0A 00
11B61F - 0A 00
11B623 - 0A 00
Face fading in and out. Animation restarts when changing direction.

11B62B-11B660
Unused animation set for Viola? But all 06 instead of 0A.



NDRA (E9BF)

145BE9 - 0A 00
145BEF - 0A 00
145BF5 - 0A 00
145BFB - 0A 00
Walking left.


145C03 - 14 00
145C07 - 09 00
145C0B - 10 00
145C0F - 03 00
145C15 - 0A 00
145C19 - 0A 00
145C1D - 09 00
145C21 - 10 00
145C25 - 03 00
145C2B - 0A 00
145C2F - 0A 00
145C33 - 09 00
145C37 - 10 00
145C3B - 03 00
145C41 - 28 00
Spitting 3 fireballs, facing left.


145C59 - 0A 00
145C5F - 0A 00
145C65 - 0A 00
145C6B - 0A 00
Walking right.


145C73 - 14 00
145C77 - 09 00
145C7B - 10 00
145C7F - 03 00
145C85 - 0A 00
145C89 - 0A 00
145C8D - 09 00
145C91 - 10 00
145C95 - 03 00
145C9B - 0A 00
145C9F - 0A 00
145CA3 - 09 00
145CA7 - 10 00
145CAB - 03 00
145CB1 - 28 00
Spitting 3 fireballs, facing right.



SHUTTER2 (D5FF)

116DE7 - 0A 00
116DEB - 0A 00
116DEF - 0A 00
116DF3 - 0A 00
Sides spinning and light flashing.



KAMER (D83F) -- variation of D5FF

119BE9 - 0A 00
119BED - 0A 00
119BF1 - 0A 00
119BF4 - 0A 00
Sides spinning and light flashing, idle and lowering.


119BBD - 0A 00
119BC1 - 0A 00
119BC5 - 0A 00
119BC9 - 0A 00
Sides spinning and light flashing, rising back up.



SBUG (D87F)
SBUG (D8BF)

11A071 - 05 00
11A075 - 05 00
11A079 - 05 00
11A07D - 05 00

11A085 - 05 00
11A089 - 05 00
11A08D - 05 00
11A091 - 05 00

11A099 - 05 00
11A09D - 05 00
11A0A1 - 05 00
11A0A5 - 05 00

11A0AD - 05 00
11A0B1 - 05 00
11A0B5 - 05 00
11A0B9 - 05 00

11A0C1 - 05 00
11A0C5 - 05 00
11A0C9 - 05 00
11A0CD - 05 00

11A0D5 - 05 00
11A0D9 - 05 00
11A0DD - 05 00
11A0E1 - 05 00

11A0E9 - 05 00
11A0ED - 05 00
11A0F1 - 05 00
11A0F5 - 05 00

11A0FD - 05 00
11A101 - 05 00
11A105 - 05 00
11A109 - 05 00
Wiggling around, all directions.



ELEVATOR (D73F)

86C18 - 01
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, 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 these bytes and paste-insert (Ctrl+B) them 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.

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.



KANI (D77F)

1196C7 - 08 00
1196CB - 08 00
1196CF - 08 00
1196D3 - 08 00
Crawling along floors.


1196AF - 08 00
1196B4 - 08 00
1196B7 - 08 00
1196BB - 08 00
Crawling along ceilings.


119697 - 08 00
11969B - 08 00
11969F - 08 00
1196A3 - 08 00
Crawling along walls, facing left.


11967F - 08 00
119683 - 08 00
119687 - 08 00
11968B - 08 00
Crawling along walls, facing right.



METMOD/MOCKTROIDS (D8FF)

11A745 - 0E 00
11A749 - 0E 00
11A74D - 0E 00
11A751 - 0E 00
Normal animation for floating around/chasing Samus.


11A759 - 05 00
11A75D - 05 00
11A761 - 05 00
11A765 - 05 00
Animation speeding up while draining Samus.


11A98F - 50 00
Speed of Mocktroid energy drain. Low numbers = deadly, high numbers = harmless.



Z0A (DA7F)

11B3C3 - 40 00
11B3C9 - 08 00
11B3CF - 30 00
11B3D7 - 04 00
11B3DB - 04 00
11B3DF - 04 00
Emerging and flying in stop/go pattern, going left.


11B3E9 - 40 00
11B3EF - 08 00
11B3F5 - 30 00
11B3FD - 04 00
11B401 - 04 00
11B405 - 04 00
Emerging and flying in stop/go pattern, going right.



OUM (D37F)

114A51 - 10 00
114A55 - 10 00
114A5B - 10 00
114A5F - 02 00
114A63 - 03 00
114A67 - 04 00
114A6B - 02 00
114A6F - 03 00
114A73 - 01 00
114A77 - 03 00
114A7B - 02 00
114A7F - 01 00
114A83 - 12 00
Attacking with its mouth thing, facing left.


114AE1 - 10 00
114AE5 - 10 00
114AE9 - 10 00
114AEF - 02 00
114AF3 - 03 00
114AF7 - 04 00
114AFB - 02 00
114AFF - 03 00
114B03 - 01 00
114B07 - 03 00
114B0B - 02 00
114B0F - 01 00
114B13 - 12 00
Attacking with its mouth thing, facing right.


114A8B - 07 00
114A91 - 07 00
114A97 - 07 00
114A9B - 07 00
114A9F - 07 00
114AA3 - 07 00
114AA7 - 07 00
114AAB - 07 00
Moving left, rolling forward.


114B43 - 07 00
114B47 - 07 00
114B4B - 07 00
114B4F - 07 00
114B53 - 07 00
114B57 - 07 00
114B5B - 07 00
114B61 - 07 00
Moving left, rolling backwards.


114B1B - 07 00
114B21 - 07 00
114B27 - 07 00
114B2B - 07 00
114B3F - 07 00
114B33 - 07 00
114B37 - 07 00
114B3B - 07 00
Moving right, rolling forward.


114AB3 - 07 00
114AB7 - 07 00
114ABB - 07 00
114ABF - 07 00
114AC3 - 07 00
114AC7 - 07 00
114ACB - 07 00
114AD1 - 07 00
Moving right, rolling backwards.



MERO (D0FF)
MELLA (D13F)
MEMU (D17F)

113013 - 02 00
113017 - 02 00
11301B - 02 00
11301F - 02 00
All of Mero, Mella and Memu's animations.



ZEB (F193)

1987AB - 02 00
1987AF - 02 00
1987B3 - 02 00
1987B7 - 02 00
1987BB - 02 00
1987BF - 02 00
1987C3 - 02 00
1987C7 - 02 00
Wings fluttering while rising, facing left.


1987CF - 01 00
1987D3 - 01 00
1987D7 - 01 00
1987DB - 01 00
1987DF - 01 00
1987E3 - 01 00
Wings fluttering, flying left.


1987EB - 02 00
1987EF - 02 00
1987F3 - 02 00
1987F7 - 02 00
1987FB - 02 00
1987FF - 02 00
198803 - 02 00
198807 - 02 00
Wings fluttering while rising, facing right.


19880F - 01 00
198813 - 01 00
198817 - 01 00
19881B - 01 00
19881F - 01 00
198823 - 01 00
Wings fluttering, flying right.


1988B5 - 40 00
Distance from Zeb (in pixels) until it flies at Samus.


1988EE - FE
Speed of Zeb rising before it flies at Samus. FE to FD = faster, FE to FA = even faster, etc.


19892F - 02 00 [going left]
198941 - 02 00 [going right]
Speed of Zeb flying at Samus. 01 00 = slower, 04 00 = faster, etc.



ZEBBO (F1D3)

198A1D - 02 00
198A21 - 01 00
198A25 - 02 00
198A29 - 01 00
Wings fluttering while rising, facing left.


198A31 - 03 00
198A35 - 03 00
198A39 - 03 00
198A3D - 03 00
Wings fluttering, flying left.


198A45 - 02 00
198A49 - 01 00
198A4D - 02 00
198A51 - 01 00
Wings fluttering while rising, facing right.


198A59 - 03 00
198A5D - 03 00
198A61 - 03 00
198A65 - 03 00
Wings fluttering, flying right.



HOTARY (D6BF)

118C2F - 02 00
118C33 - 01 00
118C37 - 02 00
118C3B - 01 00
118C3F - 02 00
118C43 - 01 00
118C47 - 02 00
118C4B - 01 00
118C4F - 02 00
118C53 - 01 00
118C57 - 02 00
118C5B - 01 00
118C5F - 02 00
118C63 - 01 00
118C67 - 02 00
118C6B - 01 00
118C6F - 02 00
118C73 - 01 00
118C77 - 02 00
118C7B - 01 00
118C7F - 02 00
118C83 - 01 00
118C87 - 02 00
118C8B - 01 00
118C8F - 02 00
118C93 - 01 00
118C97 - 02 00
119C9B - 01 00
118C9F - 02 00
119CA2 - 01 00
118CA7 - 02 00
118CAB - 01 00
118CAF - 02 00
118CB3 - 01 00
118CB7 - 02 00
118CBB - 01 00
118CBF - 02 00
118CC3 - 01 00
118CC7 - 02 00
118CCB - 01 00
118CCF - 02 00
118CD3 - 01 00
118CD7 - 02 00
118CDB - 01 00
118CDF - 02 00
118CE3 - 01 00
118CE7 - 02 00
118CEB - 01 00
118CEF - 02 00
118CF3 - 01 00
118CF7 - 02 00
118CFB - 01 00
Fluttering wings and glowy nose thing.
That's a whole lotta animation frames, man.



RINKA (D23F)

1139E8 - 10 00
1139EC - 08 00
1139F0 - 07 00
1139F4 - 06 00
1139F8 - 05 00
1139FC - 06 00
113A00 - 07 00
113A04 - 08 00
Glowing bright/dim.


113A14 - 10 00
113A18 - 08 00
113A1C - 07 00
113A20 - 06 00
113A24 - 05 00
113A28 - 06 00
113A2C - 07 00
113A30 - 08 00
Glowing bright/dim. Used for Rinkas with a speed of 0001+, I think.


1139E2 - 40 00
113A0E - 40 00 [speed1 = 0001+]
Delay until Rinkas respawn after dying or flying off-screen.


11365B - 1A 00
Delay until Rinkas begin flying at Samus after they appear.


11382A - 20 01 to ?? ?? [vertical]
113837 - 20 01 to ?? ?? [horizontal]
Rinka's movement speed. Both addresses need the same values to target Samus correctly.



METROID (DD7F)

11E9CF - 10 00
11E9D3 - 10 00
11E9D7 - 06 00
11E9DB - 0A 00
11E9DF - 10 00

11E9E3 - 10 00
11E9E7 - 10 00
11E9EB - 06 00
11E9EF - 0A 00
11E9F3 - 10 00

11E9F7 - 10 00
11E9FB - 10 00
11E9FF - 06 00
11EA03 - 0A 00
11EA07 - 10 00

11EA0B - 10 00
11EA0F - 10 00
11EA13 - 06 00
11EA17 - 0A 00
11EA1B - 10 00
Fangs moving. Multiple sets for moving and touching walls or something, I guess.


11EA25 - 10 00
11EA29 - 10 00
11EA2D - 06 00
11EA31 - 0A 00
11EA35 - 10 00
Fangs moving while draining Samus; triggers sound effect.


11EEEE - 00 C0
Damage per frame in subhealth units with in power suit (found by SadiztykFish).


11EEE4 - 00 60
Damage per frame in subhealth units with varia suit (found by SadiztykFish).


11EEE9 - 00 30
Damage per frame in subhealth units with gravity suit (found by SadiztykFish).


11EF00 - 01 00
Energy to substract when Metroid damage counter is underflowed. The above 3 values for suits are used for an internal counter that doesn't do damage. When the counter is underflowed, Samus takes damage (found by SadiztykFish).


11EEAC - B0 to 80
Stops the blue colors for Samus while a metroid is attached and lets the player run away from them like a mocktroid (found by SadiztykFish).


11EF1D - 5B to 00
Metroids can be killed by Missiles or Super Missiles without being frozen (found by SadiztykFish).


11F004 - 02 00
Check for which projectile will freeze Metroids (found by SadiztykFish).



KAME (CF3F)

110C02 - 01 00
110C08 - 04 00
110C0C - 05 00
110C10 - 05 00
110C14 - 05 00
Spinning and flying around in shell.


110C1C - 20 00
110C20 - 05 00
110C24 - 05 00
Going into shell, facing left.


110D00 - 01 00
110D04 - 05 00
110D08 - 05 00
Going into shell, facing right.


110C4A - 10 00
110C4E - 05 00
110C52 - 05 00
110C56 - 60 00
Coming out of shell, facing left.


110D28 - 10 00
110D2C - 05 00
110D30 - 05 00
110D34 - 60 00
Coming out of shell, facing right.



BABY TURTLES (CF7F)

110B82 - 0A 00
110B86 - 0A 00
110B8C - 0A 00
110B90 - 0A 00
110B96 - 0A 00
110B9A - 0A 00
110BA0 - 0A 00
110BA4 - 0A 00
110BAA - 0A 00
110BAE - 0A 00
110BB4 - 0A 00
110BB8 - 0A 00
110BBE - 0A 00
110BC2 - 0A 00
110BC8 - 0A 00
110BCC - 0A 00
Baby turtles walking left.


110C74 - 0A 00
110C78 - 0A 00
110C7E - 0A 00
110C82 - 0A 00
110C88 - 0A 00
110C8C - 0A 00
110C92 - 0A 00
110C96 - 0A 00
110C9C - 0A 00
110CA0 - 0A 00
110CA6 - 0A 00
110CAA - 0A 00
110CB0 - 0A 00
110CB4 - 0A 00
110CBA - 0A 00
110CBE - 0A 00
Baby turtles walking right.


110B82 - 01 00
110BD8 - 04 00
110BDC - 05 00
110BE0 - 05 00
110BE4 - 05 00
Baby turtles spinning (after being jumped on twice).



PUU (E8BF)

144163 - 05 00
144167 - 05 00
14416B - 05 00

144173 - 09 00
144177 - 09 00
14417B - 09 00

144183 - 01 00
144187 - 06 00
14418B - A0 00

144191 - 01 00
144195 - 06 00
144199 - A0 00
All frames for puffing up, deflating and wiggling.



EBI (E63F)

1406A7 - 0A 00
1406AB - 0A 00
1406AF - 0A 00
1406B3 - 0A 00
1406B7 - 0A 00
1406BB - 0A 00
Back moving, facing left.


1406C3 - 0A 00
1406C7 - 0A 00
1406CB - 0A 00
1406CF - 0A 00
1406D3 - 0A 00
1406D7 - 0A 00
1406DB - 0A 00
1406DF - 0A 00
1406E3 - 0A 00
1406E7 - 0A 00
1406EB - 0A 00
1406EF - 0A 00
1406F3 - 0A 00
1406F7 - 0A 00
1406FB - 0A 00
1406FF - 0A 00
140703 - 30 00
Legs moving, facing left.


14070B - 0A 00
14070F - 0A 00
140713 - 0A 00
140717 - 0A 00
14071B - 0A 00
14071F - 0A 00
Back moving, facing right.


140727 - 0A 00
14072B - 0A 00
14072F - 0A 00
140733 - 0A 00
140737 - 0A 00
14073B - 0A 00
14073F - 0A 00
140743 - 0A 00
140747 - 0A 00
14074B - 0A 00
14074F - 0A 00
140753 - 0A 00
140757 - 0A 00
14075B - 0A 00
14075F - 0A 00
140763 - 0A 00
140767 - 30 00
Legs moving, facing right.



TOGE (D03F)

1123AD - 08 00
1123B1 - 08 00
1123B5 - 08 00
1123BF - 08 00
1123C3 - 08 00
1123C7 - 08 00
Underside as it moves along the ground.



HIRU (D3BF)

*Couldn't find them. They probably only have about 4-6 of them somewhere.
The animations for this enemy are pretty boring anyway, so not much point in editing.



HOLTZ (D33F)

11461C - 0B 00
114620 - 0B 00
114624 - 0B 00
114628 - 0B 00
Hovering up and down, idle.


114632 - 03 00
114636 - 03 00
11463A - 03 00
11463E - 03 00
114642 - 02 00
114646 - 01 00
11464A - 02 00
11464E - 03 00
114652 - 03 00
Blinking, raising 'ears' and looking down before swooping.


114688 - 03 00
11468C - 03 00
114690 - 02 00
114694 - 01 00
114698 - 02 00
11469C - 03 00
1146A0 - 01 00
1146A4 - 01 00
1146A8 - 01 00
Blinking and lowering 'ears' before flying back up.


1146B0 - 06 00
1146B4 - 04 00
1146B8 - 03 00
Flames underneath.



ELEVATOR (D73F)

1194D6 - 02 00
1194DA - 02 00
Elevator platforms flickering.



YARD (DBBF)

*Yeah... these things have a lot.

11C8EC - 09 00
11C8F0 - 0D 00
11C8F4 - 09 00
Moving along floor, going left.


11C922 - 09 00
11C926 - 0D 00
11C92A - 09 00
Moving along right wall, going down.


11C958 - 09 00
11C95C - 0D 00
11C960 - 09 00
Moving along ceiling, going right.


11C98E - 09 00
11C992 - 0D 00
11C996 - 09 00
Moving along left wall, going up.


11C9C4 - 09 00
11C9C8 - 0D 00
11C9CC - 09 00
Moving along floor, going right.


11C9FA - 09 00
11C9FE - 0D 00
11CA02 - 09 00
Moving along left wall, going down.


11CA30 - 09 00
11CA34 - 0D 00
11CA38 - 09 00
Moving along ceiling, going left.


11CA66 - 09 00
11CA6A - 0D 00
11CA6E - 09 00
Moving along right wall, going up.


11C8CE - 07 00
11C8D2 - 04 00
11C8D6 - 07 00
Turning corners, going up/left.


11C904 - 07 00
11C908 - 04 00
11C90C - 07 00
Turning corners, going left/down.


11C93A - 07 00
11C93E - 04 00
11C942 - 07 00
Turning corners, going down/right.


11C970 - 07 00
11C974 - 04 00
11C976 - 07 00
Turning corners, going right/up.


11C9A6 - 07 00
11C9AA - 04 00
11C9AE - 07 00
Turning corners, going up/right.


11C9DC - 07 00
11C9E0 - 04 00
11C9E4 - 07 00
Turning corners, going right/down.


11CA12 - 07 00
11CA16 - 04 00
11CA1A - 07 00
Turning corners, going down/left.


11CA48 - 07 00
11CA4C - 04 00
11CA50 - 07 00
Turning corners, going left/up.


11CA7E - 07 00
11CA82 - 04 00
11CA86 - 07 00
Turning corners (inward), going left/up.


11CA96 - 07 00
11CA9A - 04 00
11CA9E - 07 00
Turning corners (inward), going up/right.


11CAAE - 07 00
11CAB2 - 04 00
11CAB6 - 07 00
Turning corners (inward), going right/down.


11CAC6 - 07 00
11CACA - 04 00
11CACE - 07 00
Turning corners (inward), going down/left.


11CADE - 07 00
11CAE2 - 04 00
11CAE6 - 07 00
Turning corners (inward), going right/up.


11CAF6 - 07 00
11CAFA - 04 00
11CAFE - 07 00
Turning corners (inward), going up/left.


11CB0E - 07 00
11CB12 - 04 00
11CB16 - 07 00
Turning corners (inward), going left/down.


11CB26 - 07 00
11CB2A - 04 00
11CB2E - 07 00
Turning corners (inward), going down/right.


11CB3A - 05 00
11CB3E - 01 00
11CB44 - 30 00
11CB48 - 10 00
Going into/coming out of shell, facing left.


11CB54 - 05 00
11CB58 - 01 00
11CB5E - 30 00
11CB62 - 10 00
Going into/coming out of shell, upside-down, facing left.


11CB6E - 05 00
11CB72 - 01 00
11CB78 - 30 00
11CB7C - 10 00
Going into/coming out of shell, upside-down, facing right.


11CB88 - 05 00
11CB8C - 01 00
11CB92 - 30 00
11CB96 - 10 00
Going into/coming out of shell, facing right.


11CBA2 - 05 00
11CBA6 - 01 00
11CBAC - 30 00
11CBB0 - 10 00
Going into/coming out of shell on left wall, facing up.


11CBBC - 05 00
11CBC0 - 01 00
11CBC6 - 30 00
11CBCA - 10 00
Going into/coming out of shell on right wall, facing up.


11CBD6 - 05 00
11CBDA - 01 00
11CBE0 - 30 00
11CBE4 - 10 00
Going into/coming out of shell on right wall, facing down.


11CBF0 - 05 00
11CBF4 - 01 00
11CBFA - 30 00
11CBFE - 10 00
Going into/coming out of shell on left wall, facing down.


11CC0A - 03 00
11CC0E - 03 00
11CC12 - 03 00
11CC16 - 03 00
11CC22 - 03 00
11CC26 - 03 00
11CC2A - 03 00
11CC2E - 03 00
Shells spinning while being knocked around.



RSTONE (DFBF)

1306A7 - 08 00
1306AB - 08 00
1306AF - 08 00
1306B3 - 08 00
1306B7 - 08 00
1306BB - 08 00
1306BF - 08 00
1306C3 - 08 00
Rolling animation for falling.


1306CB - 08 00
1306CF - 08 00
1306D3 - 08 00
1306D7 - 08 00
1306DB - 08 00
1306DF - 08 00
1306E3 - 08 00
1306E7 - 08 00
Rolling animation for... rolling.



HIBASHI (E07F)

130D1D - 02 00
130D23 - 02 00
130D29 - 02 00
130D2F - 02 00
130D35 - 01 00
130D3B - 01 00
130D41 - 01 00
130D47 - 01 00
130D4D - 02 00
130D53 - 02 00
130D59 - 02 00
130D5F - 02 00
130D65 - 02 00
130D6B - 02 00
130D71 - 02 00
130D77 - 02 00
130D7D - 04 00
130D83 - 04 00
130D89 - 04 00
130D8F - 04 00
130D95 - 04 00
130D9B - 04 00
130DA1 - 04 00
Flame pillar shooting upward.



PUROMI (E0BF)

131490 - 03 00
131494 - 03 00
131498 - 03 00
13149C - 03 00
1314A0 - 03 00
1314A4 - 03 00
1314A8 - 03 00
1314AC - 03 00
1314B0 - 03 00
1314B4 - 03 00
1314B8 - 03 00
1314BC - 03 00
Lead fireball. Couldn't find the others, which probably all share one value/set or something.



STEAM PUFF THINGS (E1FF)

13705B - 40 00
137061 - 03 00
137065 - 03 00
137069 - 03 00
13706D - 03 00
137071 - 03 00
137075 - 03 00
137079 - 03 00

13708F - 40 00
137095 - 03 00
137099 - 03 00
13709D - 03 00
1370A1 - 03 00
1370A5 - 03 00
1370A9 - 03 00
1370AD - 03 00

1370C3 - 40 00
1370C9 - 03 00
1370CD - 03 00
1370D1 - 03 00
1370D5 - 03 00
1370D9 - 03 00
1370DD - 03 00
1370E1 - 03 00

1370F7 - 40 00
1370FD - 03 00
137101 - 03 00
137105 - 03 00
137109 - 03 00
13710D - 03 00
137111 - 03 00
137115 - 03 00
Shooting outward, all four directions.



CERES DOORS (E23F)

137588 - 05 00
13758C - 05 00
137590 - 05 00
137594 - 05 00
Closing left.


1375A6 - 05 00
1375AA - 05 00
1375AE - 05 00
1375B2 - 05 00
Opening left.


1375DA - 05 00
1375DE - 05 00
1375E2 - 05 00
1375E6 - 05 00
Closing right.


1375F8 - 05 00
1375FC - 05 00
137600 - 05 00
137604 - 05 00
Opening right.


13764C - 30
13765E - 30
Distance (in pixels) from Samus that Ceres doors open and close, facing left/right.



SAMUS' SHIP (D07F, D0BF)

1125BE - 28 00
1125C2 - 08 00
1125C6 - 08 00
1125CA - 08 00
1125CE - 18 00
1125D2 - 08 00
1125D6 - 07 00
1125DA - 06 00
1125DE - 05 00
1125E2 - 04 00
1125E6 - 04 00
Top of ship opening (Samus entering).


1125EE - 04 00
1125F2 - 05 00
1125F6 - 06 00
1125FA - 07 00
1125FE - 08 00
112602 - 18 00
112606 - 08 00
11260A - 08 00
11260E - 08 00
Top of ship opening (Samus exiting).


112A42 - 90 00
Delay until Samus enters ship after pressing down.


112B53 - 90 00
Delay until Samus exits ship after the save dialogue closes.


112B98 - 90 00
Delay until Samus can move again after exiting ship.


112A6B - 02 00 [down]
112B7C - 02 00 [up]
Speed that Samus moves down and up while entering/exiting the ship.


112A62 - 12 00 [down]
112B73 - 1E 00 [up]
Distance (in pixels) that Samus moves while entering/exiting the ship.

112AAE - 22 12 DF 91 to EA EA EA EA
112AC7 - AD D6 to 80 0E
Samus' ship does not refill energy or reserve tanks.

112AB5 - 22 80 DF 91 to EA EA EA EA
112AD7 - AD C6 to 80 06
Samus' ship does not refill missiles.

112ABC - 22 D3 DF 91 to EA EA EA EA
112ADF - AD CA to 80 06
Samus' ship does not refill super missiles.

112AC3 - 22 F0 DF 91 to EA EA EA EA
112AE7 - AD CE to 80 06
Samus' ship does not refill power bombs.

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 remains perfectly still in the air instead of hovering up and down.

112B1F - A9 1C 00 22 80 80
Tells the ship which message box to load? 0C = Space Jump, 0B = Hi-Jump boots and so on. Probably no reason to ever edit this, but here it is.





GAI (E77F)

141A8C - 10 00
141A90 - 10 00
141A94 - 10 00
141A9C - 10 00
Sprite animations.


141AA6 - 78 00
Duration of Gai staying solid after it appears.


141AA1 - 18 01
Distance that Gai hovers up and down.



LAVAMAN (E83F)

142C9C - 0D 00
142CA0 - 0D 00
142CA4 - 0D 00
142CA8 - 0D 00
Bobbing up and down, facing left.


142CB8 - 1A 00
142CBC - 08 00
142CC2 - 05 00
142CC8 - 05 00
142CCE - 05 00
142CD6 - 05 00
Throwing lava, facing left.


142CE0 - 05 00
142CE6 - 05 00
142CEA - 05 00
142CEE - 05 00
142CF4 - 05 00
Animation before throwing lava, facing left.


142D20 - 05 00
142D26 - 05 00
142D2A - 05 00
142D2E - 05 00
142D34 - 05 00
Animation after throwing lava, facing left.


142D3C - 0D 00
142D40 - 0D 00
142D44 - 0D 00
142D48 - 0D 00
Bobbing up and down, facing right.


142D58 - 1A 00
142D5C - 08 00
142D62 - 05 00
142D68 - 05 00
142D6E - 05 00
142D76 - 05 00
Throwing lava, facing right.


142D80 - 05 00
142D86 - 05 00
142D8A - 05 00
142D8E - 05 00
142D94 - 05 00
Animation before throwing lava, facing right.


142DC0 - 05 00
142DC6 - 05 00
142DCA - 05 00
142DCE - 05 00
142DD4 - 05 00
Animation after throwing lava, facing right.

142CFC - 18 00 [facing left]
142D12 - 18 00 [facing left]
142D9C - 18 00 [facing right]
142DB2 - 18 00 [facing right]
Some sort of distance value for lowering/rising, before/after throwing lava. Not entirely sure.

142D00 - 01 00 [facing left]
142D16 - 01 00 [facing left]
142DA0 - 01 00 [facing right]
142DB6 - 01 00 [facing right]
Some sort of speed value for lowering/rising. Not entirely sure.



ROBO (E8FF)

1446E5 - 20 00
Delay until they start moving after room loads, I think.


1446ED - 0A 00
1446F1 - 01 00
1446F7 - 09 00
1446FB - 01 00
144701 - 09 00
144705 - 0A 00
14470D - 0A 00
144713 - 0A 00
144717 - 0A 00
14471B - 0A 00
14471F - 0A 00
144723 - 0A 00
14472B - 0A 00
144731 - 01 00
144737 - 09 00
Walking forward, facing left.


144743 - 0A 00
14474B - 0A 00
14474F - 0A 00
144753 - 0A 00
144757 - 0A 00
14475B - 0A 00
144763 - 0A 00
144769 - 0A 00
14476D - 0A 00
144771 - 0A 00
144775 - 0A 00
144779 - 0A 00
144781 - 0A 00
144787 - 0A 00
14478B - 0A 00
14478F - 0A 00
144793 - 0A 00
144797 - 0A 00
14479F - 0A 00
1447A5 - 0A 00
1447A9 - 0A 00
1447AD - 0A 00
1447B1 - 0A 00
1447B5 - 0A 00
Walking backwards after bumping into wall, facing left.


1447BB - 05 00
1447C3 - 05 00
1447C7 - 05 00
1447CB - 05 00
1447CF - 05 00
1447D3 - 05 00
1447DB - 05 00
1447E1 - 05 00
1447E5 - 05 00
1447E9 - 05 00
1447ED - 05 00
1447F1 - 05 00
1447F9 - 05 00
1447FF - 05 00
144803 - 05 00
144807 - 05 00
14480B - 05 00
14480F - 05 00
144817 - 05 00
14481D - 05 00
144821 - 05 00
144825 - 05 00
144829 - 05 00
14482D - 05 00
Walking backwards more quickly after being shot, facing left.


144837 - 05 00
14483B - 05 00
14483F - 05 00
144843 - 05 00
14484B - 05 00
144851 - 05 00
144855 - 05 00
144859 - 05 00
14485D - 05 00
144861 - 05 00
144869 - 05 00
14486F - 05 00
144873 - 05 00
144877 - 05 00
14487B - 05 00
14487F - 05 00
144887 - 05 00
14488D - 05 00
144891 - 05 00
144895 - 05 00
144899 - 05 00
14489D - 05 00
1448A5 - 05 00
1448AB - 05 00
Walking forward more quickly after being shot, facing left.


1448B1 - 05 00
1448B5 - 02 00
1448BD - 05 00
1448C1 - 02 00
1448C9 - 0A 00
1448D1 - 05 00
1448D5 - 02 00
1448D9 - 02 00
1448DD - 04 00
1448E5 - 04 00
1448EB - 10 00
1448EF - 05 00
1448F3 - 05 00
1448F7 - 05 00
1448FB - 05 00
144903 - 0A 00
144909 - 0A 00
14490D - 0A 00
144911 - 60 00
Steps backward after shooting eye ring, facing left.


14491B - 80 00
14491F - 0A 00
144923 - 0A 00
144B65 - 80 00
144B69 - 0A 00
144B6D - 0A 00
Don't think these are used, but noting anyway.


144931 - 01 00
144937 - 09 00
14493D - 0A 00
144947 - 09 00
14494B - 01 00
144951 - 09 00
144955 - 0A 00
14495D - 0A 00
144963 - 0A 00
144967 - 0A 00
14496B - 0A 00
14496F - 0A 00
144973 - 0A 00
14497B - 0A 00
Walking forward, facing right.


144989 - 0A 00
144991 - 0A 00
144995 - 0A 00
144999 - 0A 00
14499D - 0A 00
1449A1 - 0A 00
1449A9 - 0A 00
1449AF - 0A 00
1449B3 - 0A 00
1449B7 - 0A 00
1449BB - 0A 00
1449BF - 0A 00
1449C7 - 0A 00
1449CD - 0A 00
1449D1 - 0A 00
1449D5 - 0A 00
1449D9 - 0A 00
1449DD - 0A 00
1449E5 - 0A 00
1449EB - 0A 00
1449EF - 0A 00
1449F3 - 0A 00
1449F7 - 0A 00
1449FB - 0A 00
Walking backwards after bumping into wall, facing right.


144A01 - 01 00
144A05 - 05 00
144A0D - 05 00
144A11 - 05 00
144A15 - 05 00
144A19 - 05 00
144A25 - 05 00
144A2B - 05 00
144A2F - 05 00
144A33 - 05 00
144A37 - 05 00
144A3B - 05 00
144A43 - 05 00
144A49 - 05 00
144A4D - 05 00
144A51 - 05 00
144A55 - 05 00
144A59 - 05 00
144A62 - 0A 00
144A67 - 05 00
144A6B - 05 00
144A6F - 05 00
144A73 - 05 00
144A77 - 05 00
Walking backwards more quickly after being shot, facing right.


144A81 - 05 00
144A85 - 05 00
144A89 - 05 00
144A8D - 05 00
144A91 - 05 00
144A99 - 05 00
144AA1 - 05 00
114AA5 - 05 00
144AA9 - 05 00
155AAD - 05 00
144AB1 - 05 00
144AB9 - 05 00
144ABF - 05 00
144AC3 - 05 00
144AC7 - 05 00
144ACB - 05 00
144ACF - 05 00
144AD7 - 05 00
144ADD - 05 00
144AE1 - 05 00
144AE5 - 05 00
144AE9 - 05 00
144AED - 05 00
144AF5 - 05 00
Walking forward more quickly after being shot, facing right.


144AFD - 05 00
144B01 - 02 00
144B09 - 05 00
144B0D - 02 00
144B15 - 0A 00
144B1D - 05 00
144B21 - 02 00
144B25 - 02 00
144B29 - 04 00
144B31 - 04 00
144B39 - 10 00
144B3B - 05 00
144B3F - 05 00
144B43 - 05 00
144B47 - 05 00
144B4F - 0A 00
144B55 - 0A 00
144B59 - 0A 00
144B5D - 60 00
Steps backward after shooting eye ring, facing right.



EYE (E6BF)

1410E9 - 04 00
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
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).



ATOMIC (E9FF)

146310 - 08 00
146314 - 08 00
146318 - 08 00
14631C - 08 00
146320 - 08 00
146324 - 08 00

14632C - 08 00
146330 - 08 00
146334 - 08 00
146338 - 08 00
14633C - 08 00
146340 - 08 00

146348 - 08 00
14634C - 08 00
146350 - 08 00
146354 - 08 00
146358 - 08 00
14635C - 08 00

146364 - 08 00
146368 - 08 00
14636C - 08 00
146370 - 08 00
146374 - 08 00
146378 - 08 00
Spinning animations. I assume all 4 sets are used.



PIPE (E97F)

145841 - 0A 00
145845 - 0A 00
145849 - 0A 00
14584D - 0A 00
Eye things moving around.


145859 - 03 00
14585D - 03 00
145861 - 03 00
145865 - 03 00
Faster animation after being shot.


145857 - 05 00
Number of times to repeat faster animation.



SPA (EA3F)

* Didn't find the mini sparks that fall down sometimes, but I'm sure they're around.
* Also couldn't find how to turn off the flickering effect.

1465A9 - 01 00
1465AS - 02 00
1465B1 - 01 00
1465B5 - 02 00
1465B9 - 01 00
1465BD - 02 00
1465C1 - 01 00
1465C5 - 01 00
1465C9 - 02 00
1465CD - 02 00
1465D1 - 03 00
1465D5 - 03 00
1465D9 - 03 00
1465DD - 03 00
1465E5 - 01 00
1465E9 - 01 00
1465ED - 01 00
1465F1 - 01 00
1465F5 - 01 00
1465F9 - 01 00
1465FD - 01 00
146601 - 01 00
Flickering sparks.


146609 - 03 00
14660D - 03 00
146611 - 03 00
146615 - 03 00
Flickering sparks that drop smaller ones.



DORI (F07F)

155A06 - 14 00
Delay between 'steps.'


155A0E - 0A 00
155A12 - 0A 00
155A16 - 0A 00
Sawfeet things spinning while touching walls.


155A1E - 03 00
155A22 - 03 00
155A26 - 03 00
Sawfeet things spinning while not touching walls.



WRECKED SHIP CHOZO STATUE (F0FF)

156467 - 20 00
15646F - 08 00
156477 - 50 00
Grabbing onto Samus in morph ball form.


156481 - 80 00
156485 - 06 00
156489 - 08 00
15648D - 0A 00
156491 - 0C 00
156495 - 80 00
Glowing eyes 'opening.'


15649D - 0B 00
1564A1 - 08 00
1564A5 - 06 00
1564A9 - 08 00
1564AD - 06 00
1564B1 - 08 00
Eyes dimming/glowing repeatedly.


15649B - 04 00
Number of times to repeat eyes dimming/glowing.


1564C9 - 08 00
1564D7 - 0B 00
1564E3 - 08 00
1564EF - 06 00
1564FB - 08 00
156509 - 0B 00
156515 - 08 00
156521 - 06 00
Walking left and breaking through spikes.


156531 - 08 00
15653D - 0B 00
156549 - 08 00
156555 - 06 00
Last step in front of gravity suit room's door.


15655F - 80 00
156567 - 50 00
15656F - 08 00
156577 - 20 00
Holding and releasing Samus after stopping.


1564BF - 10 00
Distance for Wrecked Ship Chozo statue to walk before releasing Samus.


1565B8 - D0 to 80
Wrecked Ship Chozo statue walks through spikes instead of destroying them.


156777 - 4A 17
Position of "hand." 4A = X coordinate. 17 = Y coordinate (found by JAM).



LOWER NORFAIR CHOZO STATUE (F0FF)

1563AD - 20 00
1563B5 - 08 00
1563BD - 30 00
Grabbing onto Samus in morph ball form.


1563C7 - 40 00
1563CB - 06 00
1563CF - 08 00
1563D3 - 0A 00
1563D7 - 60 00
Glowing eyes 'opening.'


1563E5 - 0B 00
1563E9 - 08 00
1563ED - 06 00
1563F1 - 08 00
1563F5 - 06 00
1563F9 - 08 00
Eyes dimming/glowing repeatedly.


1563E3 - 05 00
Number of times to repeat eyes dimming/glowing.


156407 - 80 00
15640F - 50 00
156417 - 08 00
15641F - 20 00
Holding and releasing Samus after acid has been lowered.


25160 - 08
2516B - 04
Position of "hand." 08 = Y coordinate. 04 = X coordinate (found by JAM).


15679D - 0C 1D
251DA - 0C 1D
Position of solid block "plug" that disappears after Chozo lowers the acid (found by JAM).


7B1F8 - 6A to 7A (temporary)
Do this to be able to change liquid level, it's lowering speed etc. in SMILE. After you're done, change it back to 6A (found by JAM).


25156 - D2 02
Liquid level in Golden Chozo room after re-entering it (found by JAM).


25181 - 83 to 08
A1149 - 2F 86 to DA D6
Lets Golden Chozo work in every area, not just Norfair (found by Kejardon).

25193 - 00 02
Required item 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)



GEEGA (F253)

198F10 - 01 00
198F14 - 01 00
198F18 - 01 00
198F1C - 01 00
Wings fluttering, moving left.


198F38 - 01 00
198F3C - 01 00
198F40 - 01 00
198F44 - 01 00
Wings fluttering, moving right.



GAMET (F213)

198AE1 - 02 00
198AE5 - 02 00
198AE9 - 02 00
198AED - 02 00
198AF1 - 02 00
198AF5 - 02 00
198AF9 - 02 00
198AFD - 02 00
Floating straight up, facing left.


198B05 - 01 00
198B09 - 01 00
198B0D - 01 00
198B11 - 01 00
198B15 - 01 00
198B19 - 01 00
Flying left.


198B21 - 02 00
198B25 - 02 00
198B29 - 02 00
198B2D - 02 00
198B31 - 02 00
198B35 - 02 00
198B39 - 02 00
198B3D - 02 00
Floating straight up, facing right.


198B45 - 01 00
198B49 - 01 00
198B4D - 01 00
198B51 - 01 00
198B55 - 01 00
198B59 - 01 00
Flying right.


198C73 - 58 00 [#1]
198C6C - 60 00 [#2]
198C65 - 68 00 [#3]
198C7A - 70 00 [#4]
198C81 - 78 00 [#5]
Delay before each Gamet flies at Samus, after separating.


198CB2 - 80 00
Speed that all 5 Gamets move before they separate. Values higher than F0 for the first byte won't work. To go higher, use ?? 01 instead, with ?? being between 00 and F0.


198D55 - 80 00 [#1]
198D13 - 80 00 [#2]
198D97 - 80 00 [#4]
198DD9 - 80 00 [#5]
Speed of Gamets separating. Gamet #3 has none because it's in the center.


198D73 - 20 00 [#1]
198D81 - 20 00 [#1]
198D31 - 10 00 [#2]
198D3F - 10 00 [#2]
198DB5 - 10 00 [#4]
198DC3 - 10 00 [#4]
198DF7 - 20 00 [#5]
198E05 - 20 00 [#5]
Distance for each Gamet to move while separating. Both values for each Gamet must be the same or their movement will be glitchy. Gamet #3 has none because it's in the center.



CROCOMIRE (DDBF)

See BOSS HEX TWEAKS document.



KRAID (E2FF, E43F, E47F)

See BOSS HEX TWEAKS document.



PHANTOON (E4BF, E4FF, E53F, E57F)

See BOSS HEX TWEAKS document.



BOTWOON (F923)

See BOSS HEX TWEAKS document.



DRAYGON (DE3F, DE7F, DEBF, DEFF)

See BOSS HEX TWEAKS document.



EYE DOORS GUARDING BOSS ROOMS

See BOSS HEX TWEAKS document.

EYE DOORS GUARDING BOSS ROOMS

25828 - 06
25870 - 06
Samus' distance from eye door until it becomes active/inactive, facing left.


258EF - 06
25915 - 06
Samus' distance from eye door until its top/bottom parts start moving, facing left.


25822 - 04 00
25838 - 08 00
2586A - 06 00
Eye opening, facing left.


25842 - 40 00
2584A - 20 00
25852 - 20 00
2585A - 40 00
Delay between shooting 3 projectiles, facing left.


2585E - 06 00
25862 - 30 00
25866 - 30 00
Eye closing, facing left. 30 00 = how long to stay closed before opening again.


2588C - 02 00
25890 - 02 00
25896 - 02 00
2589A - 02 00
2589E - 02 00
258A4 - 02 00
258A8 - 04 00
258AC - 08 00
Flashing and closing eye after missile damage, facing left.


258B4 - 38 00
258B8 - 04 00
258BC - 04 00
Eye opening again after missile damage, facing left. 38 00 = delay before opening.


258D2 - 0A 03 00
Flickering after death, facing left. 0A = number of times to flicker, 03 00 = flicker speed.


258D7 - 04 00
Delay until blue door can be opened after the boss eye door is gone, facing left.


258F3 - 08 00
25903 - 08 00
25907 - 08 00
2590B - 08 00
2590F - 08 00
Animated tile over eye door, facing left. Top value = delay before starting.


25929 - 08 00
25939 - 08 00
2593D - 08 00
25941 - 08 00
25945 - 08 00
Animated tile under eye door, facing left. Top value = delay before starting.


2595F - 06
259A7 - 06
Samus' distance from eye door until it becomes active/inactive, facing right.


25A26 - 06
25A5C - 06
Samus' distance from eye door until its top/bottom parts start moving, facing right.


25959 - 04 00
2596F - 08 00
259A1 - 06 00
Eye opening, facing right.


25979 - 40 00
25981 - 20 00
25989 - 20 00
25991 - 40 00
Delay between shooting 3 projectiles, facing right.


25995 - 06 00
25999 - 30 00
2599D - 30 00
Eye closing, facing right. 30 00 = how long to stay closed before opening again.


259C3 - 02 00
259C7 - 02 00
259CD - 02 00
259D1 - 02 00
259D5 - 02 00
259DB - 02 00
259DF - 04 00
259E3 - 08 00
Flashing and closing eye after missile damage, facing right.


259EB - 38 00
259EF - 04 00
259F3 - 04 00
Eye opening again after missile damage, facing right. 38 00 = delay before opening.


25A09 - 0A 03 00
Flickering after death, facing right. 0A = number of times to flicker, 03 00 = flicker speed.


25A0E - 04 00
Delay until blue door can be opened after the boss eye door is gone, facing right.


25A2A - 08 00
25A3A - 06 00
25A3E - 06 00
25A42 - 06 00
25A46 - 06 00
Animated tile over eye door, facing right. Top value = delay before starting.


25A60 - 08 00
25A70 - 06 00
25A74 - 06 00
25A78 - 06 00
25A7C - 06 00
Animated tile under eye door, facing right. Top value = delay before starting.


25889 - 03 [facing left]
259C0 - 03 [facing right]
Number of missiles to kill eye doors.


2596D - 50 [facing right]
25836 - 50 [facing left]
Type of eye door. 88 = only hurt by Super Missiles. 26 = only hurt by power bombs: 01 = any distance, 10 = 1 blast in front of door or 8 from far away), 11 = at least 2 blasts, etc.



RIDLEY (CERES)

1354C0 - 32 [first change]
1354C8 - 46 [second change]
1354D0 - 5A [third change]
Number of hits until Ceres Ridley's palette changes throughout the fight. 32, 46 and 5A = 50, 70 and 100 hits (found by JAM).


13228B - 8D 0C 0F to EA EA EA
135FAA - 80 0A to EA EA
Ceres Ridley is no longer immortal. Reduce "Hurt Flash" time from 08 to 02 or 01 in SMILE (found by JAM).


135F92 - A0 to 80
Ceres Ridley flashes only when you harm him (found by JAM).


1326F2 - C2 09 to 8C 0F
Ridley will fly away after his health is less than 30 by default. Of course, health is still adjustable (found by JAM).


1326F5 - 1E 00
How much energy Samus must have before Ridley takes the metroid flies away. 1E to 00 = Samus must shoot Ridley 100 times or die (found by JAM).


132217 - 0F 00
Damage of Ridley's tail (found by Kejardon).



BOMB TORIZO

25372 - 78 00
Delay until Bomb Torizo starts breaking out of statue shell.


2537F - 01 00
25387 - 03 00
2538F - 0F 00
25397 - 0E 00
2539F - 0D 00
253A7 - 0C 00
253AF - 0B 00
253B7 - 0A 00
Crumbling statue shell/sounds around Bomb Torizo. Doesn't affect disappearing pieces.


15388B - 30 00
1538A5 - 10 00
1538B2 - 08 00
1538BF - 20 00
Bomb Torizo opening his eyes for the first time.


1538C7 - 04 00
1538D4 - 04 00
1538E1 - 04 00
1538EE - 04 00
Bomb Torizo blinking his eyes.


1538C5 - 02 00
Number of times for Bomb Torizo's eyes to blink after statue shell breaks away.


1538FF - 30 00
153907 - 10 00
15390F - 08 00
153917 - 08 00
15391F - 08 00
153927 - 08 00
153935 - 04 00
Bomb Torizo standing up before the fight starts.


153968 - 18 00 [left]
153DDE - 18 00 [right]
Bomb Torizo turning left and right.


15397A - 0A 00
15398A - 06 00
153996 - 06 00
1539A2 - 06 00
1539AE - 06 00
1539C4 - 0A 00
1539D4 - 06 00
1539E0 - 06 00
1539EC - 06 00
1539F8 - 06 00
Bomb Torizo walking left.


153DF0 - 0A 00
153E00 - 06 00
153E0C - 06 00
153E18 - 06 00
153E24 - 06 00
153E3E - 0A 00
153E4E - 06 00
153E5A - 06 00
153E66 - 06 00
153E72 - 06 00
Bomb Torizo walking right.


153A08 - 10 00
153A0C - 08 00
153A10 - 08 00
153A14 - 08 00
153A18 - 08 00
153A1C - 10 00
153A30 - 08 00
153A34 - 08 00
153A38 - 08 00
153A3C - 48 00

153A4A - 10 00
153A4E - 08 00
153A52 - 08 00
153A56 - 08 00
153A5A - 08 00
153A5E - 10 00
153A72 - 08 00
153A76 - 08 00
153A7A - 08 00
153A7E - 48 00
Bomb Torizo opening/closing his mouth to spit orbs, facing left.


153E82 - 10 00
153E86 - 08 00
153E8A - 08 00
153E8E - 08 00
153E92 - 08 00
153E96 - 10 00
153EAA - 08 00
153EAE - 08 00
153EB2 - 08 00
153EB6 - 48 00

153EC4 - 10 00
153EC8 - 08 00
153ECC - 08 00
153ED0 - 08 00
153ED4 - 08 00
153ED8 - 10 00
153EEC - 08 00
153EF0 - 08 00
153EF4 - 08 00
153EF8 - 48 00
Bomb Torizo opening/closing his mouth to spit orbs, facing right.


153A90 - 06 00
153A94 - 06 00
153A98 - 06 00
153A9C - 06 00
153AA0 - 06 00
153AA4 - 06 00
153AA8 - 02 00
153AAC - 02 00
153ABC - 06 00
153AC0 - 06 00
153AC4 - 06 00
153AC8 - 06 00
153ACC - 06 00
153AD0 - 06 00
153AD4 - 02 00
153AD6 - 02 00
153AE0 - 02 00
153AE4 - 38 00

153AFE - 06 00
153B02 - 06 00
153B06 - 06 00
153B0A - 06 00
153B0E - 06 00
153B12 - 02 00
153B16 - 02 00
153B1E - 02 00
153B26 - 06 00
153B2A - 06 00
153B2E - 06 00
153B32 - 06 00
153B36 - 06 00
153B3A - 06 00
153B3E - 02 00
153B42 - 02 00
153B4A - 02 00
153B4E - 38 00
Bomb Torizo throwing crescents, facing left.


153F0E - 06 00
153F12 - 06 00
153F16 - 06 00
153F1A - 06 00
153F1E - 06 00
153F22 - 02 00
153F26 - 02 00
153F2E - 02 00
153F36 - 06 00
153F3A - 06 00
153F3E - 06 00
153F42 - 06 00
153F46 - 06 00
153F4A - 06 00
153F4E - 02 00
153F52 - 02 00
153F5A - 02 00
153F5E - 38 00

153F78 - 06 00
153F7C - 06 00
153F80 - 06 00
153F84 - 06 00
153F88 - 06 00
153F8C - 02 00
153F90 - 02 00
153F98 - 02 00
153FA0 - 06 00
153FA4 - 06 00
153FA8 - 06 00
153FAC - 06 00
153FB0 - 06 00
153FB4 - 06 00
153FB8 - 02 00
153FBC - 02 00
153FC4 - 02 00
153FC8 - 38 00
Bomb Torizo throwing crescents, facing right.


153B60 - 03 00
153B64 - 03 00
153B68 - 03 00
153B6C - 03 00
153B70 - 03 00
153B78 - 03 00
153B80 - 01 00
153B88 - 01 00
153B90 - 01 00
153B98 - 01 00
153BA0 - 03 00
153BA4 - 03 00
153BA8 - 03 00
153BAC - 03 00
153BB0 - 03 00
153BB8 - 03 00
153BC0 - 01 00
153BC8 - 01 00
153BD0 - 01 00
153BD4 - 10 00

153BE2 - 03 00
153BE6 - 03 00
153BEA - 03 00
153BEE - 03 00
153BF2 - 03 00
153BFA - 03 00
153C02 - 01 00
153C0A - 01 00
153C12 - 01 00
153C1A - 01 00
153C22 - 03 00
153C26 - 03 00
153C2A - 03 00
153C2E - 03 00
153C32 - 03 00
153C3A - 03 00
153C42 - 01 00
153C4A - 01 00
153C52 - 01 00
153C56 - 10 00
Bomb Torizo swiping both hands out at Samus, facing left.


153FDA - 03 00
153FDE - 03 00
153FE2 - 03 00
153FE6 - 03 00
153FEA - 03 00
153FF2 - 03 00
153FFA - 01 00
154002 - 01 00
15400A - 01 00
154012 - 01 00
15401A - 03 00
15401E - 03 00
154022 - 03 00
154026 - 03 00
15402A - 03 00
154032 - 03 00
15403A - 01 00
154042 - 01 00
15404A - 01 00
15404E - 10 00

15405C - 03 00
154060 - 03 00
154064 - 03 00
154068 - 03 00
15406C - 03 00
154074 - 03 00
15407C - 01 00
154084 - 01 00
15408C - 01 00
154094 - 01 00
15409C - 03 00
1540A0 - 03 00
1540A4 - 03 00
1540A8 - 03 00
1540AC - 03 00
1540B4 - 03 00
1540BC - 01 00
1540C4 - 01 00
1540CC - 01 00
1540D0 - 10 00
Bomb Torizo swiping both hands out at Samus, facing right.


153D26 - 01 00
153D32 - 05 00
153D3A - 05 00
153D42 - 05 00
153D4A - 05 00
153D60 - 01 00
153D6C - 05 00
153D74 - 05 00
153D7C - 05 00
153D84 - 05 00
Bomb Torizo moving more quickly after his face gets destroyed, walking left.


1541A0 - 01 00
1541AC - 05 00
1541B4 - 05 00
1541BC - 05 00
1541C4 - 05 00
1541DA - 01 00
1541E6 - 05 00
1541EE - 05 00
1541F6 - 05 00
1541FE - 05 00
Bomb Torizo moving more quickly after his face gets destroyed, walking right.


2533B - AD A4 09 [RAM address for collected items]
2533E - 29 00 10 [check if Samus has bombs]
This tells Bomb Torizo to look at Samus' currently equipped items (A4 09), then check for bombs (00 10) before triggering the crumbling statue effect. A4 09 can be modified to instead check Samus' health, beams or other stuff, which would then make 00 10 the value for which beam/amount of health/etc. to use.

23A54 - 28 00
Delay (in frames) until door closes after collecting bombs.


23A73 - 00 10
Check for which item bit closes door (bombs by default).


153A8E - 04 00 06 00
153AF8 - 04 00 06 00
Number of crescents for Bomb Torizo to throw, facing left.


153F08 - 04 00 06 00
153F72 - 04 00 06 00
Number of crescents for Bomb Torizo to throw, facing right.


154568 - 38 00
Distance from Samus that Bomb Torizo stops to use his 'double hand-swipe' attack.


15458C - 20 00
Distance from Samus that Bomb Torizo jumps backwards.


15470B - 5E 01
Health check for when Bomb Torizo's stomach blows open. 5E 01 = 15E, which is 350 health in decimal.


15472C - 64 00
Health check for when Bomb Torizo's face blows off. 64 00 = 64 in hex, which is 100 health in decimal.


1530F3 - 40 00
1530FC - 40 00
Change both to 60 00 for a cool effect. Loads extra GFX (horizontally?) when Bomb Torizo's stomach is blown open.


153105 - 20 00
15310E - 20 00
Loads extra GFX (vertically?) when Bomb Torizo's stomach is blown open? Didn't find any cool values for this one, but I'm including it here anyway.


15486D - 00 01
Something affecting Bomb Torizo's jump? 01 to 08 and he falls quickly after touching the ceiling.


1548ED - 00 01 to 00 02
Produces a brief screenshake when entering Bomb Torizo's room and nothing else.


154680 - 22 97 80 86 to EA EA EA EA
Bomb Torizo's hand swipe attack becomes harmless.


154839 - 22 AB C6 A0 to EA EA EA EA
Bomb Torizo's jumps go straight up, lol.



SPORE SPAWN

12E6EF - 08 00
16E6F3 - 08 00
12E6F7 - 08 00
12E6FB - 07 00
12E6FF - 07 00
12E703 - 06 00
12E707 - 01 00
Spore Spawn's "opening" animation.


12E715 - 08 00
12E719 - 08 00
12E7AD - 08 00
12E721 - 08 00
Spore Spawn's "pulsing core" animation while open.


12E729 - 08 00
12E72D - 08 00
12E731 - 08 00
12E735 - 08 00
12E739 - 08 00
12E73D - 08 00
12E741 - 01 00 [delay until moving again]
Spore Spawn's "closing back up" animation.


12E79B - 08 00
12E79F - 08 00
12E7A3 - 08 00
12E7A7 - 08 00
12E7AB - 08 00
12E7AF - 08 00
12E7B3 - 01 00
Spore Spawn's "closing back up" animation after dying.


12E7CD - 10 00
12E7D7 - 10 00
12E7E1 - 10 00
12E7EB - 10 00
12E7F5 - 10 00
12E7FF - 10 00
Spore Spawn's body and room changing color after dying.


12ED83 - 90 01
Health remaining until Spore Spawn moves faster. 0190 = 400 health.


12EDD4 - 03 02 [first change]
12EDCC - 9A 01 [second change]
12EDC4 - 46 00 [third change]
Health remaining until Spore Spawn's colors change. 203, 19A and 46 = 550, 410 and 70 health.


12E8EE - B9 F9 to 80 05 [after dying]
12E940 - B9 F9 to 80 05 [after re-entering room]
Foreground stays green after Spore Spawn dies.


12E907 - B9 D9 to 80 05 [after dying]
12E959 - B9 D9 to 80 05 [after re-entering room]
Background stays green after Spore Spawn dies.


12E8D5 - B9 F9 to 80 05 [after dying]
12E927 - B9 F9 to 80 05 [after re-entering room]
Spore Spawn's body stays green/brown after it dies.


12E8CA - 5A DA to 80 4D [after dying]
12E91C - 5A DA to 80 4D [after re-entering room]
ALL colors stay green after Spore Spawn dies. 80 FB also works and will create 4B bytes of free space at each of these spots if you need it (found by JAM).


12E809 - 10 00
Delay until item drops appear after Spore Spawn's death.


12E6C7 - 00 01
Delay until Spore Spawn lowers and starts the fight. Change from 00 01 to 01 00 and the fight will start almost instantly when Samus enters the room.


12E6DF - 00 03 [first time only]
12E74F - 00 02 [every time after the first]
Delay between Spore Spawn stopping throughout the fight to open up.


12E707 - 01 00
Delay between Spore Spawn opening and stopping. 01 to 00 and it never stops moving.


12EDB8 - 01 00
How long for Spore Spawn to stay open after taking damage.


12E781 - 01 00
How long Spore Spawn's movement pauses at 0 health before death explosions begin.


12EA43 - A9 00 to 80 26
Spore Spawn's "tail" is made up of those things that normally hang from the ceiling and drop spores. Awesome (found by SadiztykFish).


12E713 - 05 00
Times that Spore Spawn's "pulsing core" animation repeats before closing back up.


12EB26 - 01 00
Speed of Spore Spawn lowering itself after Samus enters its room.


12EBC4 - 01 00
Speed that Spore Spawn moves to the room's center after dying.


12E78B - 0A 00
Number of death explosions to trigger for Spore Spawn dying.


12E78D - 01 00
Delay between each one of Spore Spawn's death explosions


12E7C1 - 08 00
Delay between each "dust puff" that appears after the death explosions stop.


12ED84 - 01 to 71
Spore Spawn's movement speeds up after the first time it takes damage (found by DSO).


12E6D7 - 40 00
Horizontal distance of Spore Spawn's figure-8 movements. 40 to 44 = morphing in the corner is no longer a safe spot for Samus.


12E6D9 - 01 00 [normal speed]
12ED7D - 02 00 [faster speed @ low HP]
Spore spawn's movement speed. 01 to 00 = no movement at all, 01 to 03 = considerably faster, etc.


12E6DD - 52 to A2
Spore Spawn doesn't start moving until after exposing its core for the first time. Nice tension builder, I guess.



KRAID

1396D2 - 0A 00
1396DA - 0A 00
1396E2 - 0A 00
1396EC - 40 00
1396F4 - 0A 00
1396FC - 0A 00
139704 - 0A 00
Opening/closing mouth. 40 00 is also used for how long to spit rocks.


139764 - 19 00
13976C - 19 00
139774 - 19 00
Opening mouth after 0 HP and letting out dying roars.


1388F5 - 14 00
1388F9 - 04 00
138901 - 04 00
138905 - 04 00
138909 - 04 00
13890D - 04 00
138911 - 04 00
138915 - 04 00
138919 - 01 00
13891D - 01 00
138921 - 01 00
138925 - 01 00
138929 - 01 00
13892D - 01 00
138931 - 01 00
138935 - 01 00

13888B - 04 00
138891 - 01 00
138897 - 01 00
13889D - 01 00
1388A3 - 01 00
1388A9 - 01 00
1388AF - 01 00
1388B7 - 01 00
1388BF - 01 00
1388C7 - 01 00
1388CF - 01 00
1388D7 - 01 00
1388DF - 01 00
1388E7 - 01 00
1388EF - 01 00
Walking backwards. Two value sets, one probably used for before he breaks the ceiling.


1386F5 - 04 00
1386F9 - 04 00
1386FD - 04 00
138701 - 04 00
138705 - 04 00
138709 - 04 00
13870D - 04 00
138711 - 04 00
138715 - 04 00
138719 - 04 00
13871D - 04 00
138721 - 03 00
138725 - 01 00
138729 - 01 00
13872D - 01 00
138731 - 01 00
138725 - 01 00
138739 - 10 00

138741 - 01 00
138749 - 01 00
13874F - 03 00
138757 - 01 00
13875D - 03 00
138765 - 01 00
13876B - 03 00
138773 - 01 00
13877B - 01 00
138783 - 01 00
13878D - 01 00
138795 - 01 00
13879B - 01 00
1387A1 - 01 00
1387A7 - 01 00
1387AD - 01 00
1387B3 - 01 00
1387B7 - 01 00
1387BF - 01 00
Walking forward. Two values sets, one probably used for before he breaks the ceiling.


1389F3 - 06 00 [open]
1389F7 - 06 00
1389FB - 06 00
1389FF - 06 00
138A03 - 06 00
138A07 - 06 00
138A0B - 06 00
138A0F - 06 00
138A13 - 06 00
138A17 - 06 00 [closed]
138A1B - 06 00
138A1F - 06 00
138A23 - 06 00
138A27 - 06 00
138A2B - 06 00
138A2F - 06 00
138A33 - 06 00
138A37 - 20 00 [open]

138A41 - 08 00 [open]
138A45 - 08 00
138A49 - 08 00
138A4D - 08 00
138A51 - 08 00
138A55 - 08 00
138A59 - 08 00
138A5D - 08 00
138A61 - 08 00
138A65 - 08 00 [closed]
138A69 - 08 00
138A6D - 08 00
138A71 - 08 00
138A75 - 08 00
138A79 - 08 00
138A7D - 08 00
138A81 - 08 00
138A85 - 30 00 [open]
Opening/closing hand during fight. Both sets are used.


138AA4 - 06 00 [open]
138AA8 - 06 00
138AAC - 06 00
138AB0 - 06 00
138AB4 - 06 00
138AB8 - 06 00
138ABC - 06 00
138AC0 - 06 00
138AC4 - 06 00
138AC8 - 06 00 [closed]
138ACC - 06 00
138AD0 - 06 00
138AD4 - 06 00
138AD8 - 06 00
138ADC - 06 00
138AE0 - 06 00
138AE4 - 06 00
138AE8 - 20 00 [open]
Opening/closing hand when first appearing and while dying.


138B0A - 03 00
138B0E - 03 00
138B12 - 03 00
138BA6 - 03 00
138BA1 - 03 00
138B1E - 03 00
138B22 - 03 00
138B26 - 03 00
Spinning claws that bounce off walls.


13C016 - B4 00
Delay after Kraid takes enough damage to emerge completely and break the ceiling; changing B4 to 01 pretty much fixes the 'Kraid quick-kill' bug.


13AE84 - 01 00
Delay until Kraid starts to walk around after rising from the ground.


13BD27 - 40 00
Delay between Kraid's flying claws respawning after they are destroyed.


13B058 - 06 00
Duration of Kraid and his projectiles flashing when he takes damage.


13B6EC - 00 to 01
Kraid skips his eye flashing animation when shot in the face and roars immediately.


13AC51 - 07 00
Delay between each group of bomb sounds that play when Kraid rises completely from the ground and breaks the ceiling.


13B8D3 - 2C 01
Frequency that Kraid fires his belly spike/platforms. 2C 01 to 0C 00, and suddenly they become a lot more dangerous.


13AE77 - 20 01
Distance that Kraid can walk backwards (#$0120 pixels). Higher values will make him go through the wall, but if his room was made larger, this could be changed to compensate.


13B8BF - 20 00
Distance that Kraid's belly spike/platforms can travel before they're cleared; only would be useful if his room was expanded somehow.


13BE09 - F0 00
Distance from top of screen (in pixels) that claw #1 spawns.


13BE03 - 32 00
Distance from left side of screen (in pixels) that claw #1 spawns.


13BE16 - 01 00
Travelling speed of claw #1. 01 to 00 = claw stays in place, 01 to 04 = claw moves a good bit faster, etc.


13BDE4 - 80 00
Starting trajectory of flying claw #2 (spawns near Kraid's belly)? Or distance from left side of screen that it spawns. Something like that. You probably only need to edit the 80 value.


13BE4E-13BE8D
Speed for flying claw #2 at various trajectories; 64 bytes total (40 if you're counting in hex). 01 can be bumped up to 02+, and FF FF can be lowered to FE FF- for different speeds at different angles, etc. The 00 values affect some things too.


13BDFD - 01 to 00
Stops Kraid's flying claws from spawning during the fight.


13B832-13B867
Changing all of these bytes to EA (54 bytes total; 36 if you're counting in hex) stops Kraid from firing his belly spike/platforms during the fight.


13C00C - 30 to 80
Kraid immediately breaks through the ceiling after rising from the spikes.


13C3F4 - 05 1B
Disappearing spikes in Kraid's room. 05 = number of tiles from left side of room to begin breaking. 1B = number of tiles from top of room to begin breaking. JSL immediately before these values (22 D7 83 84) is related to the breaking spikes/platforms in Kraid's room, but I can't dissect how that works, and I don't know if it's shared with other things in the game.


13C053 - 04
Type of screen shake that triggers when Kraid is about to break through the ceiling. 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.


13ABCA-13AC1C
Changing all of these bytes to EA (83 bytes total; 53 if you're counting in hex) makes Kraid only spit rocks at Samus and never emerge completely from the ground. lol, easy mode.


13AE23-13AEA3
Changing all of these bytes to EA (129 bytes total; 81 if you're counting in hex) makes Kraid's AI no longer change after he rises completely from the ground; stands still and continues spitting rocks at Samus. lol.



CROCOMIRE

* Didn't find the values for his skeleton after death.

123ADE - 01 00
Delay before opening eyes when Samus enters the room.


123B38 - 05 00
123B3C - 05 00
123B42 - 05 00
123B46 - 05 00
123B4A - 05 00
123B52 - 05 00
123B56 - 05 00
123B5C - 05 00
123B50 - 05 00
123B64 - 05 00
123B6C - 05 00
123B70 - 05 00
123B76 - 05 00
123B7A - 05 00
123B7E - 05 00
Raking arm against ground 3 times before spitting fireballs.


123B86 - 05 00
123B8C - 05 00
123B90 - 05 00
Opening mouth to spit fireballs.


123B96 - 08 00
123B9A - 07 00
123B9E - 07 00
123BA2 - 07 00
123BA6 - 07 00
Raking arm against ground and spitting fireballs. Lower values = spits fireballs faster.


123BCA - B4 00
Delay until Crocomire resumes moving after spitting fireballs.


123BD0 - 05 00
123BD6 - 05 00
123BDE - 05 00
123BE4 - 10 00
Opening mouth and roaring before stepping forward.


123BEC - 04 00
123BF4 - 04 00
123BFC - 04 00
123C06 - 04 00
123C0E - 04 00
123C16 - 04 00
123C1E - 04 00
123C26 - 04 00
Stepping forward and closing mouth.


123C34 - 08 00
123C3A - 08 00
123C40 - 08 00
123C46 - 08 00
123C4C - 08 00
Stepping backwards.


123C56 - 22 00
123C5A - 02 00
123C5E - 02 00
123C62 - 02 00
123C66 - 02 00
123C6A - 02 00
123C6E - 02 00
123C72 - 10 00
123C76 - 01 00
123C7A - 01 00
123C7E - 01 00
123C82 - 01 00
123C86 - 01 00
123C8A - 10 00
123C8E - 01 00
123C92 - 01 00
123C96 - 01 00
123C9A - 01 00
123C9E - 01 00
123CA2 - 01 00
123CA6 - 01 00
123CA9 - 01 00
123CAE - 01 00
123CB2 - 01 00
123CB6 - 01 00
123CBA - 01 00
123CBE - 01 00
123CC2 - 01 00
123CC6 - 01 00
123CCA - 01 00
123CCE - 01 00
123CD2 - 01 00
Eyes blinking. Lots of frames for such a short animation.


123CDA - 05 00
123CDE - 05 00
123CE4 - 05 00
123CE8 - 05 00
123CEC - 05 00
123CF4 - 05 00
123CF8 - 05 00
123CFE - 05 00
123D02 - 05 00
123D06 - 05 00
123D0E - 05 00
123D12 - 05 00
123D18 - 05 00
123D1C - 05 00
123D20 - 05 00
Raking arm against ground 3 times.


123D2A - 30 00
Delay until Crocomire roars after raking arm against ground, and delay between roars.


123D9E - 02 00
123DA2 - 01 00
Also used as delay between roars. Don't know why.


123D30 - 05 00
123D82 - 20 00
123D8E - 20 00
123D94 - 05 00
123D9A - 08 00
Opening mouth to roar, holding it open, and closing it (standing still, beginning of fight). The 05 and 08 at the bottom are both used for the same frame. Don't know why.


123D34 - 02 00
123D3A - 02 00
123D40 - 02 00
123D46 - 02 00
123D4C - 02 00
123D52 - 02 00
123D58 - 02 00
123D5E - 02 00
123D64 - 02 00
123D6A - 02 00
123D70 - 02 00
123D76 - 02 00
123D7C - 02 00
123D88 - 01 00
For whatever stupid reason, ALL of these are also used for keeping his mouth open while standing still. Change the 02s to 01 to shorten the open mouth animation by 12 frames if you want. (They aren't even used for his wagging tongue animation...)


123E56 - 05 00
123E5A - 05 00
123E5E - 05 00
123E62 - 05 00
Wagging tongue.


123A06 - 00 00 to 10 00
Charged plasma beam shots no longer insta-kill Crocomire.


120D58 - 00 03
Speed of Crocomire attempting to crawl out of the acid. 03 to 02 = slower, 03 to 04+ = faster, etc.


120DF6 - 30 06
Distance (in pixels?) that Crocomire travels backwards before falling through the floor and triggering his death animation. Only useful if you're making his hallway longer.


120EE5-120F34
This chunk of bytes determine which blocks for Crocomire to break and fall through. The values for each block (from left to right) are: 61, 62, 63, 64, 65, 66, 67, 68, 69, 6A. Only useful if you're making his hallway longer.


1218D0-121901
Spike wall and room shaking as Crocomire prepares to bust it down in skeleton form. There are 7 groups of bytes here, FF FF 08, FF FF 0C, FE FF 10, FE FF 10, FC FF 08, FE FF 03, FF FF. These are what determine the rising intensity of the shake. The lower the first byte, the higher/more intense the shake. FA FF is as low as they can be set; F9 and below cause errors. The second value, which is always FF, shouldn't be edited at all. The values directly after those, 08, 0C and so on are how long that particular portion of the shake cycle lasts. The 5 extra values between each set, which are 00, 01 and 02 don't really need to be edited.


121953 - E0 01
Something to do with positioning Crocomire's skeleton after it breaks down the spike wall. E0 01 to 60 00 looks pretty nice.



PHANTOON

*Couldn't find the animation speeds for the blue eye flames.

13CCD7 - 08 00
13CCDB - 08 00
13CCDF - 08 00
13CCE3 - 08 00
Swaying tentacle things on both sides of his head.


13CE2C - 78 00
Delay until Phantoon's 7 flames begin appearing at the start of the fight.


13D4C2 - 1E 00
Delay between each of 7 flames appearing.


13D4CF - 08 00
Number of pre-fight flames to spawn (normally 7).


13D4E0 - 1E 00
How long the 7 flames stay in place after forming, before moving in circular formation.


13D4F6 - F0 00
Delay until Phantoon appears after the flames start rotating. Changing it to 01 makes him appear in the center, but makes the game slow-mo unless his ripple effect is turned off (see below).


13D535 - 22 87 E4 88 to EA EA EA EA
Stops the rippling effect on Phantoon when he appears for the first time.


13D6BD - 0C 00
13D72E - 0C 00
13D85D - 0C 00
13D892 - 0C 00
13D917 - 0C 00
13D592 - 0C 00
13D59F - 0C 00
Phantoon going transparent/solid throughout the fight. I really don't feel like identifying exactly when each of these happen, but I do know that the last two are for fading out/in as he's dying. It's possible that I missed one or more of these...


13D6CE - 78 00
Delay between Phantoon disappearing and reappearing next 'round.'


13D86E - 78 00
13D8A3 - 04 00
Delay between Phantoon reappearing and starting to shoot 'fireball waves' after being hit with a super missile.


13D928 - 78 00
Delay between Phantoon disappearing after shooting 'fireball waves' and resuming battle.


13D8F5 - 08 00
Number of 'fireball waves' for Phantoon to shoot after taking super missile damage.


13D695 - 01 00
Duration of Phantoon keeping his eye open after finishing his attack, or something.


13D60D-13D61E - all to EA
Phantoon automatically switches to "hit with normal missile, fly around vulnerable" mode any time he throws rings of fire outward. Very cool.


13CFCD - F0 to 80
Stops Phantoon from randomly dropping flames during the fight.


13D654 - 8D B6 0F to EA EA EA
Stops Phantoon from going invisible and dropping rows of flames from the ceiling; only chance to hit him is when he opens his eye and throws them outward.


13D193-13D19C - all to EA
Disables Phantoon's movement at start of fight. Kinda cool.


13D3ED-13D3F8 - all to EA
Phantoon no longer flies around after being hit by missiles.


13D61F-13D62A - all to EA
Phantoon stays still after shooting fireballs outward. lol, easy mode.


13D685-13D6B7 - all to EA
Phantoon never vanishes once made vulnerable and flying around.


13D62B - 80 2B to EA EA
Phantoon can no longer take damage while shooting fireballs outward; only when he drops rows of them from the ceiling.


13D6F2 - D0 00 [horizontal]
13D6F9 - 60 00 [vertical]
Phantoon's positioning to middle of the room after each 'round.'


13D882 - 80 00 [horizontal]
13D888 - 20 00 [vertical]
Phantoon's positioning to use 'fireball waves' after super missile damage.


13D8AF - F0 to D0
Phantoon does some awesome crap after being hit with a super missile. 'Nuff said.


13D8BC - 06 00
Super missile reaction: number of eye flames to fire from the right during a 'fireball wave.' I never did find the value for how many to fire from the left.


13D8B9 - D0 to 80 or F0
Super missile reaction: 'fireball waves' all shoot from one direction. 80 = right, F0 = left.


13D56C - 80 to F0
Phantoon moves left instead of right after the fight starts.


13D1DE - F0 to DO
Phantoon constantly moves in a fast figure-8 pattern.


13D2CC - F0 to DO
Phantoon constantly moves in a slow figure-8 pattern.


13D087 - CD 8D E8 to EA EA EA
Phantoon constantly shoots fireball rings after the first 'round.'


13D95A - D0 to 80
Bypasses the long delay with Phantoon fading in and out before his death explosions trigger.


13DAB2 - 85 57 to EA EA
Stops the pixellating mosaic effect in Phantoon's death animation, which makes it look a lot better (found by SadiztykFish).


13DAB6 - 80 to F0
Shortens Phantoon's death animation dramatically.


13D97F - 0F 00
Delay before death explosions start.


13DD80 - FF 7F
Color that Phantoon flashes to when hit. FF 7F = white, 00 00 = black, etc.


13DD4E - 02 00
Duration of white hurt flash.


13D2D8 - 02 00
13D2DE - 00 01
Changing these bytes will make Phantoon's movement behavior change after he takes damage from anything except super missiles or any beam combined with ice. I don't know what these values do exactly, but figured they were worth mentioning here.



BOTWOON

1995E8 - 01 00
Delay until Botwoon shows himself. 01 00 to 00 01 and the fight starts immediately.



DRAYGON

* Didn't find the animation speed values for Draygon spitting slime at Samus, but I'm pretty sure I got everything else. Lots of what looked like unused animation values were mixed in, which I've excluded from this page after testing them extensively.

1297E7 - 05 00
1297EB - 05 00
1297EF - 05 00
1297F3 - 05 00
1297F7 - 05 00
1297FB - 05 00
Legs wiggling around, facing left.


129BDA - 05 00
129BDE - 05 00
129BE2 - 05 00
129BE6 - 05 00
129BEA - 05 00
129BEE - 05 00
Legs wiggling around, facing right.


129813 - 01 00
129817 - 01 00
12981B - 01 00
Extending legs while 'flying' quickly over Samus, facing left.


129C06 - 01 00
129C0A - 01 00
129C0E - 01 00
Extending legs while 'flying' quickly over Samus, facing right.


129910 - 03 00
129914 - 02 00
129918 - 02 00
12991C - 01 00
Closing mouth after spitting goo, facing left.


129CA2 - 03 00
129CA6 - 02 00
129CAA - 02 00
129CAE - 01 00
Closing mouth after spitting goo, facing right.


129926 - 06 00
12992A - 06 00
12992E - 06 00
129932 - 06 00
129936 - 06 00
12993A - 06 00
12993E - 06 00
Opening and closing mouth to scream after grabbing Samus, facing left.


129CB8 - 06 00
129CBC - 06 00
129CC0 - 06 00
129CC4 - 06 00
129CC8 - 06 00
129CCC - 06 00
129CD0 - 06 00
Opening and closing mouth to scream after grabbing Samus, facing right.


12997E - 04 00
129982 - 04 00
129986 - 04 00
12998A - 04 00
Eyes rolling immediately after HP reaches 0, facing left.


129D20 - 04 00
129D24 - 04 00
129D28 - 04 00
129D2C - 04 00
Eyes rolling immediately after HP reaches 0, facing right.


129992 - 20 00
129996 - 10 00
12999C - 20 00
1299A0 - 20 00
1299A4 - 20 00
Closing eyes after dying and falling into the ground, facing left.


129D34 - 20 00
129D38 - 10 00
129D3E - 20 00
129D42 - 20 00
129D46 - 20 00
Closing eyes after dying and falling into the ground, facing right.


1299C6 - 08 00
1299CA - 07 00
1299CE - 06 00
1299D2 - 06 00
1299D6 - 06 00
1299DA - 06 00
1299DE - 06 00
1299E2 - 06 00
1299E6 - 06 00
1299EA - 06 00
1299EE - 06 00
1299F2 - 07 00
Tail stinger swaying and back shifting, facing left.


129D68 - 08 00
129D6C - 07 00
129D70 - 06 00
129D74 - 06 00
129D78 - 06 00
129D7C - 06 00
129D80 - 06 00
129D84 - 06 00
129D88 - 06 00
129D8C - 06 00
129D90 - 06 00
129D94 - 07 00
Tail stinger swaying and back shifting, facing right.


129A72 - 02 00
129A7C - 06 00
129A86 - 05 00
129A90 - 04 00
129A9A - 03 00
129AA4 - 02 00
129AAE - 01 00
129ABE - 03 00
129AC2 - 01 00
129AC6 - 02 00
129ACA - 03 00
129ACE - 04 00
129AD2 - 05 00
129AD6 - 06 00
Extending tail to sting Samus and retracting it (last 4 stings), facing left.


129E2B - 02 00
129E35 - 06 00
129E3F - 05 00
129E45 - 04 00
129E53 - 03 00
129E5D - 02 00
129E67 - 01 00
129E77 - 03 00
129E7B - 01 00
129E7F - 02 00
129E83 - 03 00
129E87 - 04 00
129E8B - 05 00
129E8F - 06 00
Extending tail to sting Samus and retracting it (last 4 stings), facing right.


129AEE - 02 00
129AF8 - 06 00
129B02 - 05 00
129B0C - 04 00
129B16 - 03 00
129B20 - 02 00
129B2A - 01 00
129B3A - 03 00
129B3E - 01 00
129B42 - 02 00
129B46 - 03 00
129B4A - 04 00
129B4E - 05 00
129B52 - 06 00
Extending tail to sting Samus and retracting it, facing left.


129EA7 - 02 00
129EB1 - 06 00
129EBB - 05 00
129EC1 - 04 00
129ECF - 03 00
129ED9 - 02 00
129EE3 - 01 00
129EF3 - 03 00
129EF7 - 01 00
129EFB - 02 00
129EFF - 03 00
129F03 - 04 00
129F07 - 05 00
129F0B - 06 00
Extending tail to sting Samus and retracting it, facing right.


25D13 - 06 00
25D17 - 06 00
25D1B - 06 00
25D1F - 06 00
Blue electrical things on walls (after being destroyed), facing left.


25DEE - 06 00
25DF2 - 06 00
25DF6 - 06 00
25DFA - 06 00
Blue electrical things on walls (after being destroyed), facing right.


129FA5 - 02 00 [facing left]
129FD7 - 02 00 [facing right]

Speed that Draygon's white slime travels after he spits it at Samus (found by SadiztykFish).


1287D5 - 03 00
Speed that green electricity moves after shooting from a wall cannon at Samus (found by SadiztykFish).


1287AE - 3F 00
Frequency of wall cannons shooting green electricity at Samus (found by SadiztykFish).


25CF2 - 03 [facing left]
25DCD - 03 [facing right]
Number of missiles to destroy wall cannons. Super missiles will still destroy them with 1 shot.


12997C - 04 00 [facing left]
129D1E - 04 00 [facing right]
Number of times to repeat eye rolling animation when Draygon's HP reaches 0.


211AF1 - FF to FE
Fixes a glitchy orange flash that can happen after editing Draygon's room and/or tileset.



GOLDEN TORIZO

1549E6 - 01 00
1549F0 - 03 00
1549F8 - 04 00
154A00 - 05 00
154A0C - 01 00
Golden Torizo entering sitting position after falling from the ceiling.


154A0C - 30 00
Delay before Golden Torizo opens his eyes the first time.


154A40 - 20 00
Delay before Golden Torizo blinks the first time.


154A19 - 20 00
154A26 - 10 00
154A33 - 08 00
153A48 - 04 00
154A55 - 04 00
154A62 - 04 00
154A6F - 04 00
Golden Torizo's eye animations (opening and closing).


154A46 - 02 00
Number of times for Golden Torizo's eyes to blink.


154A88 - 0C 00
154A98 - 08 00
154AA8 - 08 00
154A90 - 08 00
154AA0 - 08 00
Golden Torizo standing up after falling from the ceiling.


154AB6 - 04 00
Golden Torizo's palette transitioning right before the fight starts.


155209 - 08 00 [left]
1552C5 - 08 00 [right]
Golden Torizo turning left/right.


155219 - 08 00
155231 - 04 00
155239 - 04 00
155249 - 04 00
155251 - 04 00
155265 - 08 00
155281 - 04 00
155289 - 04 00
155299 - 04 00
1552A1 - 04 00
Golden Torizo walking left.


1552D5 - 08 00
1552ED - 04 00
1552F5 - 04 00
155301 - 04 00
15530D - 04 00
155321 - 08 00
15533D - 04 00
155345 - 04 00
155355 - 04 00
15535D - 04 00
Golden Torizo walking right.


154B07 - 03 00
154B0B - 03 00
154B0F - 03 00
154B13 - 03 00
154B17 - 06 00
154B2F - 03 00
154B33 - 03 00
154B37 - 03 00
154B45 - 06 00
154B49 - 03 00
154B4D - 03 00
154B51 - 03 00
154B55 - 03 00
154B59 - 06 00
154B71 - 03 00
154B75 - 03 00
154B79 - 03 00
154C87 - 03 00
154C8B - 03 00
154C8F - 03 00
154CA1 - 03 00
154CA5 - 03 00
154CA9 - 03 00
154CAD - 03 00
154CB1 - 06 00
154CC9 - 03 00
154CCD - 03 00
154CD1 - 03 00
Golden Torizo opening/closing his mouth to spit orbs, facing left/right. Kinda jumbled, but I think it's all here.


154B8F - 03 00
154B93 - 03 00
154B97 - 03 00
154B9B - 03 00
154B9F - 03 00
154BA3 - 01 00
154BA7 - 01 00
154BB3 - 04 00
154BB7 - 03 00
154BBB - 03 00
154BBF - 03 00
154BC3 - 03 00
154BC7 - 03 00
154BCB - 03 00
154BCF - 01 00
154BD3 - 01 00
154BDF - 04 00

154BF9 - 03 00
154BFD - 03 00
154C01 - 03 00
154C05 - 03 00
154C09 - 03 00
154C0D - 01 00
154C11 - 01 00
154C1D - 04 00
154C21 - 03 00
154C25 - 03 00
154C29 - 03 00
154C2D - 03 00
154C31 - 03 00
154C35 - 03 00
154C39 - 01 00
154C3D - 01 00
154C49 - 04 00
Golden Torizo throwing crescents, facing left.


154CE7 - 03 00
154CEB - 03 00
154CEF - 03 00
154CF3 - 03 00
154CF7 - 03 00
154CFB - 01 00
154CFF - 01 00
154D0B - 04 00
154D0F - 03 00
154D13 - 03 00
154D17 - 03 00
154D1B - 03 00
154D1F - 03 00
154D23 - 03 00
154D27 - 01 00
154D2B - 01 00
154D37 - 04 00

154D51 - 03 00
154D55 - 03 00
154D59 - 03 00
154D5D - 03 00
154D61 - 03 00
154D65 - 01 00
154D69 - 01 00
154D75 - 04 00
154D79 - 03 00
154D7D - 03 00
154D81 - 03 00
154D85 - 03 00
154D89 - 03 00
154D8D - 03 00
154D91 - 01 00
154D95 - 01 00
154DA1 - 04 00
Golden Torizo throwing crescents, facing right.


154DE7 - 01 00
154DEB - 01 00
154DEF - 01 00
154DF3 - 01 00
154DF7 - 01 00
154DFB - 01 00
154DFF - 01 00
154E03 - 01 00
154E07 - 01 00
154E0B - 01 00
154E0F - 02 00
154E14 - 02 00
154E17 - 02 00
154E1B - 02 00
154E21 - 30 00 [holding super missile]
154E29 - 02 00
154E2D - 02 00
154E31 - 02 00
154E35 - 02 00
154E39 - 10 00

154E49 - 01 00
154E4D - 01 00
154E51 - 01 00
154E55 - 01 00
154E59 - 01 00
154E5D - 01 00
154E61 - 01 00
154E65 - 01 00
154E69 - 01 00
154E6D - 01 00
154E71 - 02 00
154E75 - 02 00
154E79 - 02 00
154E7D - 02 00
154E8D - 30 00 [holding super missile]
154E87 - 02 00
154E8B - 02 00
154E8F - 02 00
154E93 - 02 00
154E97 - 02 00
154E9B - 10 00
Golden Torizo catching and throwing super missiles, facing left. 30-frame missile data is separate, need to find.


154EAB - 01 00
154EAF - 01 00
154EB3 - 01 00
154EB7 - 01 00
154EBB - 01 00
154EBF - 01 00
154EC3 - 01 00
154EC7 - 01 00
154ECB - 01 00
154ECF - 02 00
154ED3 - 02 00
154ED7 - 02 00
154EDD - 30 00 [holding super missile]
154EE1 - 02 00
154EE5 - 02 00
154EE9 - 02 00
154EED - 02 00
154EF1 - 02 00
154EF5 - 10 00

154F05 - 01 00
154F09 - 01 00
154F0D - 01 00
154F11 - 01 00
154F15 - 01 00
154F19 - 01 00
154F1D - 01 00
154F21 - 01 00
154F25 - 01 00
154F29 - 02 00
154F2D - 02 00
154F31 - 02 00
154F37 - 30 00 [holding super missile]
154F3B - 02 00
154F3F - 02 00
154F43 - 02 00
154F47 - 02 00
154F4B - 02 00
154F4F - 10 00
Golden Torizo catching and throwing super missiles, facing right. 30-frame missile data is separate, need to find.


154AD1 - 77 01
Distance for Golden Torizo to fall before he hits the ground and wakes up (found by Scyzer).


154F5A-154FC5 [facing left]
154FC6-155031 [facing right]
Golden Torizo's "sitting attack" when Samus is in morph ball behind him. Didn't feel like noting the frame delays yet (and I still don't), but they're all here if you want them.


154B89 - 04 00 03 00
154BF3 - 04 00 03 00
Number of crescents Golden Torizo throws, facing left.


154CE1 - 04 00 03 00
154D4B - 04 00 03 00
Number of crescents Golden Torizo throws, facing right.


155507 - 20 00
Distance from Samus until Golden Torizo jumps backwards and does his spitting or crescent attacks.


1555C3 - 40 01
1555CB - 70 01
Distance from Samus (horizontally and vertically) until Golden Torizo drops from the ceiling and begins the fight. Lower values = higher range.


155695 - 00 01 to 00 00
Disables dodging missiles. 01 to 02 = dodge super missiles instead.


155699 - 00 02 to 00 00
Disables catching super missiles. 02 to 01 = catch normal missiles (but throws a super missile back).


1556A1 - 00 20
I don't know why, but changing the 20 to 01 or other values will keep Golden Torizo from pausing briefly after being hit by normal, uncharged beam shots.


155526-15554B - all to EA
Stops Golden Torizo from attacking after he jumps away.


GOLDEN TORIZO'S CHEAT CODE

* Yes, he has one. It was made by the original developers, probably for debugging purposes? The code is done by pressing and holding the A, B, X and Y buttons, then entering Golden Torizo's room while in morph ball form with A+B+X+Y still held. Doing this gives you a whole bunch of extra missiles and items and stuff. I can't think of any reason to use this cheat for a hack, but JAM gave me all of this info on it and it would be kind of a shame to see it vanish into obscurity, so here it is:

15491C - D0 to 80
Disables the Golden Torizo cheat code completly.


15491F - BF 02
Amount of energy to set.


154928 - 2C 01
Amount of reserve energy to set.


154931 - 64 00
Amount of missiles to set.


15493A - 14 00
Amount of super missiles to set.


154943 - 14 00
Amount of power bombs to set.


15494C - 37 F3
What items to get. Value is a sum of all item bits. Add 0008 to include screw attack.


154955 - 0F 10
What beams to get. Value is a sum of all beam item bits.


154957 - 8D A6 09 to EA EA EA
Prevents the game from freezing when shooting after entering the room. 154957 - 8D A6 to 80 01 also works. So does 154958 - A6 to A8.



RIDLEY (NORFAIR)

Nothing for this boss yet, boss.



GIANT METROID

Nothing for this boss yet, boss.



MOTHER BRAIN

14BC5A - EB 00
14BC66 - EB 00
Samus' starting screen position when mother brain's rainbow beam hits, I think.

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