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Update version to 2.6.4
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idlechild committed Nov 18, 2024
1 parent eb396b8 commit 0886c04
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2 changes: 1 addition & 1 deletion src/main.asm
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Expand Up @@ -13,7 +13,7 @@ lorom

!VERSION_MAJOR = 2
!VERSION_MINOR = 6
!VERSION_BUILD = 3
!VERSION_BUILD = 4
!VERSION_REV = 0

table ../resources/normal.tbl
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2 changes: 2 additions & 0 deletions web/data/changelog.mdx
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Expand Up @@ -14,6 +14,8 @@
- Hotfix a freeze in the customize menu (2.6.2.1)
- Fixed a crash when activating reserves in the pause menu (2.6.2.2)
- Many fixes and improvements for category presets (2.6.3)
- Added Ceres entry and elevator entry options for presets (2.6.4)
- Added a health alarm option and shot timer learned about magic super (2.6.4)

# Version 2.5.x
- Added a separate version of savestates for MiSTer, Everdrives, and most modern emulators (not SNES Classic/VC) (2.5.0)
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2 changes: 1 addition & 1 deletion web/data/config.json
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@@ -1,6 +1,6 @@
{
"name": "Super Metroid Practice Hack",
"version": "2.6.3",
"version": "2.6.4",
"variants": ["NTSC", "PAL"],
"base": {
"NTSC": {
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6 changes: 4 additions & 2 deletions web/data/help.mdx
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Expand Up @@ -71,6 +71,7 @@ If you experience crashes or severe glitches when using savestates, your platfor
| - Reload Last Preset | Reload the last used category or custom preset
| - Load Random Preset | Randomly chooses a preset from your selected preset category
| - Randomize Equipment | Toggle equipment randomization when loading a preset. Set maximum values and available equipment.
| - Elevator Entry | When Samus is in default pose in a room with an elevator, option to have Samus riding the elevator. Enemies are loaded if Samus enters the room riding the elevator.
| - Auto-Open Blue Doors | Open all blue doors, except when Samus is in default pose or when door is in a hidden area.
| - Load with Enemies | Skips clearing enemies when loading presets. NOTE: Enemy data is not saved with presets. Therefore, enemies will always be loaded in their starting positions for the room
| - Clear Map Tiles | Clears all explored map tiles when loading a preset
Expand Down Expand Up @@ -199,7 +200,7 @@ If you experience crashes or severe glitches when using savestates, your platfor
| | - Phan Flame Pattern: Choose one of four patterns for Phantoon's flames
| | - Next Flame Pattern: Swaps with Phan Flame Pattern each time Phantoon chooses a pattern
| - Botwoon First | Choose the movement pattern for Botwoon's first cycle. The pattern names represent the hole Botwoon will the cycle at.
| - Bot Hidden | Choose the movement pattern for Botwoon's hidden cycle behind the background. Each pair of letters respresets the start and end position of the pattern.
| - Botwoon Hidden | Choose the movement pattern for Botwoon's hidden cycle behind the background. Each pair of letters respresets the start and end position of the pattern.
| - Botwoon Second | Choose the movement pattern for Botwoon's second and subsequent cycles. Each pair of letters respresets the start and end position of the pattern.
| - Botwoon Spit | Choose whether Botwoon will spit projectiles or not, when possible
| - Draygon from Right | Choose Draygon's attack type from the right side of the room. Draygon will always 'swoop' after a 'goop'.
Expand Down Expand Up @@ -243,8 +244,9 @@ If you experience crashes or severe glitches when using savestates, your platfor
| | Vanilla = No change (triggers on when <=30 health, off when >30 health, ignoring reserves, breaks if power bomb explosion is active)
| | PB Fix = Defers trigger during power bomb explosions, which fixes issue where the alarm may not turn on or turn off
| | Improved = PB Fix + only triggers on with health+reserves is less than 30 (same requirements as initiating health bomb)
| | Always On = Self-explanatory
| - Music Selection | Play any music track from a list
| - Library # Sound | Choose a sound effect to play from one of the three collections. Sounds from Libraries two and three usually depend on a partiular music track.
| - Library One/Two/Three Sound | Choose a sound effect to play from one of the three collections. Sounds from Libraries two and three usually depend on a partiular music track.
| | Press Y to play the selected sound effect
| - Silence Sound FX | Stops all sound effects. This is useful for certain sound effects that loop, such as Mother Brain's rainbow beam.
|&nbsp;|
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23 changes: 22 additions & 1 deletion web/data/infohudmode.mdx
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Expand Up @@ -145,6 +145,21 @@ Note that the specific pose is not actually checked, so other actions performed

## Shot Timer
Displays the number of frames between pressing the shoot button.
&nbsp;
Additionally if fighting Phantoon, the number of frames can be replaced by feedback on hitting Phantoon with a super missile on the magic frame that does not enrage Phantoon.
Feedback is only given if Phantoon is hit with a super missile relatively near the time of eye open and when the super missile does not kill Phantoon.
- E# indicates you were early where the number tells you how many frames you were early.
- YY indicates you hit Phantoon on the correct frame.
- L# indicates you were late where the number tells you how many frames you were late.
- Leading F indicates Phantoon went for a fast eye close (25% chance).
Normally on slow and mid eye close and if you are reasonably prompt at hitting Phantoon with a missile,
then Phantoon will reduce a timer to 16 frames, delay the timer for 8 frames, and then count it down.
The frame where the timer expires is the magic frame. Thus you want the super missile to hit Phantoon 24 frames after the first missile.
However a fast eye close causes the timer to be initialized to 15 frames, which effectively means the timer starts when Phantoon appears instead of when the first missile hits.
There is no way to tell ahead of time and thus the magic super frame trick has only a 75% chance of success even with perfect execution.
It is still possible to avoid an enrage though, if you cam stand close to Phantoon and are able to tank a hit.
Phantoon's hitbox expands upon moving around, so standing close to Phantoon can cause Samus to take damage and knockback if Phantoon starts moving early due to the fast eye close,
which can prevent the super missile from firing and hitting Phantoon.

## RAM Watch
Displays the value of two configurable memory addresses in bank $7E, $7F, or the first bank of SRAM. Values can also be "locked" or rewritten each frame while the RAM Watch HUD mode is enabled. These addresses and values can be configured in the 'Customize RAM Watch' submenu.
Expand Down Expand Up @@ -357,12 +372,18 @@ First two characters = Feedback on the first jump (this will overwrite the first
- X# indicates you jumped on one of the six good frames but without springball, so the manip will not work.
- Y# indicates you jumped on one of the six good frames (although Y2 is not ideal with springball).
- L# indicates you jumped late where the number tells you how many frames you were late.

&nbsp;
Last two characters = Feedback on the unmorph (only given if first jump was YE or Y#):
- E# indicates you unmorphed early where the number tells you how many frames you were early.
- YE indicates you unmorphed one or two frames early, but because the first jump happened on a specific frame, the manip should work.
- X# indicates you unmorphed on one of the six good frames, but because your first jump happened on YE or Y2 or because you don't have springball, the manip will not work.
- Y# indicates you unmorphed on one of the six good frames and were not scammed by YE or Y2 or lack of springball.
- YL indicates you unmorphed one frame late, but because the first jump happened on a specific frame, the manip should work.
- L# indicates you unmorphed late where the number tells you how many frames you were late.
&nbsp;
Experimental: Without springball equipped, the last two characters can instead show hangtime or the number of frames Samus remains close to the ceiling (specifically Y position < 60) while the game counts her as moving upward.
On an angle-crouch jump in the aim down pose then hangtime is four, and if not aiming down then Samus' hitbox is taller and hangtime is zero.
However hangtime can be created and extended with an uninterruptible animation such as turning back and forth. It is possible to get up to 23 frames of hangtime (as defined by this strat).
Increased hangtime has been shown to have some effect on Mother Brain, potentially allowing for simpler Two Cries setups.
The possibilities are still being explored, so for now this hangtime number is just being provided in case it helps the investigation.
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