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Super Metroid Pro Action Replay Codes
Version: 2.1
Created By: David Morris (aka Guard Master)
E-mail: guardmaster (@t) gmail
Date Created with First Release: 2006-07-31
Date Last Updated as Official Release: 2015-08-31
Best viewed with a fixed-width font.
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----------------------------- T A B L E -----------------------------
----------------------------- O F -----------------------------
----------------------------- C O N T E N T S -----------------------------
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1. Introduction
2. Updates
3. Code Layout Explanation
A. Code Examples [3A]
B. Decimal to Hexadecimal Conversion [3B]
4. Pro Action Replay Codes
A. Samus [4A]
1. Items [4A1]
a. Inventory
b. Collected
2. Movement [4A2]
a. Position
b. Speed
c. Super Jump/Shinespark
d. Elevator
e. Jumping
f. Through Walls
g. Damage
3. Projectiles [4A3]
a. In Air
b. Damage
c. SBA Time
4. Bombs [4A4]
a. Laid
b. Damage
c. Power Bomb
B. Enemies & Bosses [4B]
1. Current Room [4B1]
2. Boss Fight [4B2]
3. Bosses Defeated [4B3]
C. Events [4C]
D. Doors [4D]
E. Map [4E]
1. Mapped [4E1]
2. Explored Map [4E2]
3. Pause Map Scrolling [4E3]
4. Minimap [4E4]
5. Regions [4E5]
6. Saves [4E6]
F. Time [4F]
1. Time Played [4F1]
2. Countdown [4F2]
G. Game Start [4G]
H. Before Gameplay [4H]
1. Demo [4H1]
2. Control Icons [4H2]
3. Game Controls [4H3]
4. Menu [4H4]
I. Screen [4I]
J. Audio [4J]
K. Debug [4K]
L. Miscellaneous [4L]
5. Copyright
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:::::::::::::::::::::: 1. I n t r o d u c t i o n ::::::::::::::::::::::
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Welcome to the Pro Action Replay (PAR) Codes list with descriptions and
explanations for the game Super Metroid on the Super Nintendo Entertainment
System (known as Super Famicom in Japan). In total there are 699 PAR codes
(380 if excluding the 32 enemies and their attributes), ranging from going
through walls to the debug mode. Each code contains the name of the code, the
address of the code, and either a list of possible values or a range of values
for the code. Every code has been thoroughly tried and tested, but no
guarantees are given for anyone who tries them out, especially given the many
situations possibly faced in the game and the differences each screen within
the game offers. Subsections are divided for an easy search-and-find through
the find function within the document reader.
Not all material within this document is absolutely accurate, and if you find
any bugs with either the codes, values, explanations, descriptions, or anything
else contained in this document, or have a complaint, comment, or compliment,
feel free to send an e-mail. If you do not understand the layout of the codes
and/or sections of codes, make sure to refer to section 3.
Much thanks goes to Kejardon, Jathys, Grime and everyone who helped to dissect
Super Metroid at its finest and have documentation of findings publicly
available. This document would not nearly have as many codes without their hard
work.
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::::::::::::::::::::::::::: 2. U p d a t e s :::::::::::::::::::::::::::
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Version 2.1 (2015-08-31) - CURRENT
-Added many, many new codes
-Reformatted throughout, creating detailed sections
-Modified some existing codes
Version 1.0 (2006-07-31)
-Initial release
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Although different portions of the document contain different formatting
styles, there is a general format used throughout. We are going to analyze the
general layout as an example to ensure that we understand it, as serves purpose
of this section.
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a. Example Group Head PAR Code Max Code Range
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1) First PAR Code 7E1000?? 7E1000FF 0 - 255 (00 - FF)
Some description for the above code.
2) Second PAR Code 7E0000?? 7E0000FF 0 - 65535
7E0001?? 7E0001FF (00 00 - FF FF)
3) Third PAR Code 7E2000?? 00 - Select One
Descriptions for specific PAR codes will always be 01 - Select Two
below the name unless otherwise specified. 02 - Select Three
03 - Select Four
4) Fourth PAR Code 7E3000?? 7E3000FF 01 - Add One
02 - Add Two
04 - Add Four
08 - Add Eight
10 - Add Ten
20 - Add Twenty
40 - Add Forty
80 - Add Eighty
Just to keep in mind: When the word "value" is used it refers to a number. When
the words "PAR code" is used that refers can refer to either the whole row or
just the PAR code itself. Whenever there is "00" or a zero before the number
then the number is in hexadecimal form.
For each PAR code above, starting from left to right there is: the name given,
the PAR code(s) to use, the PAR code(s) filling in the "??" with the maximum
amount to enter, and the range of possible values you can enter for the code.
Below all of that per one is the description for the code, if there is one. The
"??" in the PAR code must be filled in with the value of you want. The value
must be in hexadecimal format. The minimum value is always 0 unless indicated
by the code's description. For some codes the "??" may already be filled in and
no range is given, which means you just need to enter that code to get it
working. There may be additional columns for certain subsections, which should
be self-explanatory.
To explain the PAR codes in the examples above:
For the first PAR code type you need to choose a value to enter for the code
and replace the "??" with the value in hexadecimal form. Let us say if I want
to enter "99" for the code then I would convert the value to hexadecimal, which
is "63" and enter 7E100063 as the code.
For the second PAR code type you do the same as the first but you will be
handling a larger number, possibly. Let us say if I want to enter "300" for the
code. I would then convert the value to hexadecimal, which is "12C". Subsection
b explains how to convert. Hexadecimal is always in groups of two, so include
the 0 before the 1 to get "012C". Then we split the value up to get "01 2C" and
reverse the numbers to finally get "2C 01". I then would enter both 7E00002C
and 7E000101 as the code.
For the third PAR code type you must select one of the values from the range
and replace the "??" with the value. If I want "Select Three" from that range
then I would enter 7E200002 as the code. To know if you have to select a value
for the code you can see by with the range being in numerical order and no max
code is provided.
For the fourth PAR code type you must add the values in the range for what you
want and replace the "??" with the added value. If I want to select "Add Two",
"Add Twenty" and "Add Eighty" then I will add all the values up and get A2 and
then enter the code as 7E3000A2. The values are in hexadecimal so they need to
be added in that way also. To know it is a code where you must add the values
you will often only see some or all of the values: 01, 02, 04, 08, 10, 20, 40,
80 in the range.
Note that some PAR codes in this document only can work on emulation due to the
way PAR codes are handled on the console versus emulation. These are NOT
pointed out throughout, so you will need to explore and see if and what
works if you are entering these codes on the console.
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+> B. Decimal to Hexadecimal Conversion [3B] <+
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|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
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If you want to know how to change a certain number into hexadecimal, first
choose a method and follow the instructions:
Method 1 - When using Microsoft Windows:
1. Open the program "Calculator". For all versions of Windows with a GUI
interface, you can either: 1) Click start and click Run (also holding down
the Windows symbol key and pressing R does the same). Type down "calc"
(without the quotations) and press enter. 2) Use the search feature on
Windows and type "calculator".
2. Now the calculator needs to be on the correct format. Depending on which
version of windows you have requires certain actions:
-If the operating system is Windows 7 or Windows 8 (and possibly includes
later versions), set the calculator to programmer, if it is not already
set. To do this, click View at the top menu and click Programmer (or hold
alt and press 3).
-If the operating system is Windows XP or earlier, set the calculator to
scientific, if it is not already set. To do this, click View at the top
menu and click Scientific.
3. Make sure decimal mode is selected and enter the number you want to convert.
4. Set it to hex mode, which will convert the number.
5. Replace the question marks with the number(s)/letter(s) you see.
Method 2 - Using Google's search engine:
You can also access Google's search engine and type into the search box:
"[insert decimal number here] to hex". For example, by entering "78 to hex" the
result will be 0x4E. Just ignore the 0x part as it does not pertain to the
actual code and the final answer will be 4E.
Method 3 - Do it yourself:
There are also many other websites that can covert from decimal to hexadecimal.
You can also calculate by hand if you are not able to do it in your head...
that is, if you are that daring.
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Keep in mind whenever you use cheats in games, especially PAR codes, you run
the risk of losing your saves, whether through deletion or being overwritten
unintentionally. For some of these codes there is always the potential for all
saves to automatically be overridden if a save is loaded with a code on.
While I try my best to forewarn you of potential data loss, I cannot guarantee
that a code having no warning will actually do nothing to the saves.
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PAR Code Max Code Max Norm Range
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1) Current Energy 7E09C2?? 7E09C2FF 7E09C2DB 0 - 32767
7E09C3?? 7E09C37F 7E09C305 (00 00 - FF 7F)
Setting it to more than 32767 results in instant death when Samus gets hurt.
In a normal playthrough with all tanks collected the max amount is 1499.
2) Energy Max 7E09C4?? 7E09C4FF 7E09C4DB 0 - 32767
7E09C5?? 7E09C57F 7E09C505 (00 00 - FF 7F)
In a normal playthrough with all tanks collected the max amount is 1499.
3) Current Reserve Tank 7E09D6?? 7E09D6FF 7E09D690 0 - 32767
7E09D7?? 7E09D77F 7E09D701 (00 00 - FF 7F)
In a normal playthrough with all tanks collected the max amount is 400. Also,
by setting the value too high there can be graphical glitches in the menu and
even some slowing.
4) Reserve Tank Max 7E09D4?? 7E09D4FF 7E09D490 0 - 32767
7E09D5?? 7E09D57F 7E09D501 (00 00 - FF 7F)
In a normal playthrough with all tanks collected the max amount is 400. Also,
by setting the value too high there can be graphical glitches in the menu and
even some slowing.
5) Current Missiles 7E09C6?? 7E09C6FF 7E09C6E6 0 - 65535
7E09C7?? 7E09C7FF 7E09C700 (00 00 - FF FF)
Max displayed amount is 999. In a normal playthrough with all missiles
collected the max amount is 230.
6) Missiles Max 7E09C8?? 7E09C8FF 7E09C8E6 0 - 65535
7E09C9?? 7E09C9FF 7E09C900 (00 00 - FF FF)
Max displayed amount is 999. In a normal playthrough with all missiles
collected the max amount is 230.
7) Current Super Missiles 7E09CA?? 7E09CAFF 7E09CA32 0 - 65535
7E09CB?? 7E09CBFF 7E09CB00 (00 00 - FF FF)
The item still can be selected and used even if the item icon does not display
on the top and the quantity is set above 1.
Max displayed amount is 99. In a normal playthrough with all super missiles
collected the max amount is 50.
8) Super Missiles Max 7E09CC?? 7E09CCFF 7E09CB32 0 - 65535
7E09CD?? 7E09CDFF 7E09CD00 (00 00 - FF FF)
Max displayed amount is 99. In a normal playthrough with all super missiles
collected the max amount is 50.
9) Current Power Bombs 7E09CE?? 7E09CEFF 7E09CC32 0 - 65535
7E09CF?? 7E09CFFF 7E09CF00 (00 00 - FF FF)
The item still can be selected and used even if the item icon does not display
on the top and the quantity is set above 1.
Max displayed amount is 99. In a normal playthrough with all power bombs
collected the max amount is 50.
0) Power Bombs Max 7E09D0?? 7E09D0FF 7E09CD32 0 - 65535
7E09D1?? 7E09D1FF 7E09D100 (00 00 - FF FF)
Max displayed amount is 99. In a normal playthrough with all power bombs
collected the max amount is 50.
A) Item Selected 7E09D2?? 00 - None
Both the Grappling Beam and X-Ray scope can still 01 - Missiles
be used even if any of the items have not been acquired. 02 - S. Missiles
03 - Power Bomb
04 - Grappling
05 - X-Ray Scope
B) Supply Mode (Reserves) 7E09C0?? 01 - Auto
02 - Manual
C) Subunit Energy 7E0A4D?? 7E0A4DFF 0 - 255 (00-FF)
This health is only affected by environmental damage (such as lava).
G) Contact Damage 7E0A6E?? 7E0A6E01 00 - Normal
This is similar to the blue suit and screw attack. There 01 - Less
is no invincibility time, projectiles do hurt, and Samus Vulenerable
cannot do bomb jumping.
H) Reserve Missiles 7E09D8?? 7E09D8FF 7E09D863 0 - 65535
7E09D9?? 7E09D9FF 7E09D900 (00 00 - FF FF)
This was not put in the game despite the developers' original intentions, so
the code will not do anything in the original version of the game. The max
amount normally in the game is 99 or if Samus can already carry more missiles
than that then the max is equal to the max missiles can be carried.
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a. Inventory Have PAR Max Code Equip PAR Max Code Range
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1) Suit/Misc. 7E09A4?? 7E09A41F 7E09A2?? 7E09A21F 01 - Varia Suit
02 - Spring Ball
04 - Morphing Ball
08 - Screw Attack
10 - Gravity Suit
2) Boots/Rest 7E09A5?? 7E09A5F3 7E09A3?? 7E09A3F3 01 - Hi-Jump Boots
In order to be able to switch to the Grappling Beam 02 - Space Jump
and X-Ray Scope you must enter the Equip PAR code 10 - Bomb
for them. 20 - Speed Booster
40 - Grappling Beam
80 - X-Ray Scope
3) Beams 7E09A8?? 7E09A80F 7E09A6?? 7E09A60F 01 - Wave
Normally you are not allowed to equip both the Spazer 02 - Ice
Beam and Plasma Beam. Special attention is required when 04 - Spazer
handling the dangerous, but deadly, combination of beams. 08 - Plasma
5) Hyper Beam 7E0A76?? 7E0A7601 Automatically 00 - Disabled
The Hyper Beam overrules all other beams. 01 - Enabled
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b. Collected 01 02 04 08 10 20 40 80 Location
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1) 7ED870?? (Max: FF) P M M M M E M B Crateria
2) 7ED871?? (Max: FF) E M M S M P S M Crateria<-6,Brinstar->3
3) 7ED872?? (Max: EF) S R M M - M M C Brinstar
4) 7ED873?? (Max: FF) P M MB P M E E S Brinstar
5) 7ED874?? (Max: FE) - E M E M M X P Brinstar
6) 7ED875?? (Max: 1F) P M SZ E M - - - Brinstar
7) 7ED876?? (Max: FF) V M I M E H M M Brinstar<-1, Norfair->7
8) 7ED877?? (Max: FF) E P M M GB R M M Norfair
9) 7ED878?? (Max: DF) M M SP M W - M S Norfair
0) 7ED879?? (Max: FE) - M M P P M E SA Norfair
A) 7ED87A?? (Max: 01) E - - - - - - - Norfair
B) 7ED880?? (Max: FF) M R M M E S S G Wrecked Ship
C) 7ED881?? (Max: FF) M S E M S M M PL Maridia
D) 7ED882?? (Max: FF) M R M P M S SB M Maridia
E) 7ED883?? (Max: 05) E - SJ - - - - - Maridia
KEY:
M: Missile Tank S: Super Missile Tank P: Power Bomb Tank
E: Energy Tank V: Varia Suit
R: Reserve Tank G: Gravity Suit
___________________________________
/ \
============ 2. Movement [4A2] ============
\___________________________________/
There are many conditions to be into perspective for the full description of
effects of some movement PAR codes. I only provide with broad descriptions,
so feel free to have fun and experiment with them! Just keep in mind the risks
of getting stuck and the game possibly glitching or freezing
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PAR Code Range
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1) Hurt Timer 7E18AA?? 0 - 65535
7E18AB?? (00 00 - FF FF)
00: Samus will not get knocked back.
01+: If you input and enable the code while not already hit then Samus
will get knocked back.
- While not in ball form you can escape from the hurt stuck position with
doing the enemy knockback glitch.
- While in ball form you can escape by using the X-Ray Scope while
crouching. You cannot bomb jump with this on. There are some movement
abnormalities you can abuse with this on, such as when landing in ball
form, Samus can float in air by rolling off the platform she is on.
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a. Position PAR Code Range
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1) X Position 7E0AF6?? 0 - 65535
7E0AF7?? (00 00 - FF FF)
2) Y Position 7E0AF8?? 0 - 65535
7E0AF9?? (00 00 - FF FF)
3) Distance from Door from Exiting 7E092D?? 0 - 65535
7E092E?? (00 00 - FF FF)
Based on the direction Samus is exiting from the door. Only a small number is
needed to even go a great direction. This is calculated on pixels per frame of
room transition movement.
4) Quicker Door Transition 7EC4000E
You may need to disable this when you are not in the main game. This may cause
some graphical glitching with enemies or the background.
5) On Ground 7E0B36?? 00 - On Ground
This is used for the game's checking if Samus is on 01 - Moving Up
the ground or in the air. With 01 Samus can float. 02 - Moving Down
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b. Speed PAR Code Range
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1) Quicksand-Like Horizontal Speed 7E0A66?? 00 - 04
This has an effect like quicksand, water without the Gravity Suit, and lava
without the Varia Suit. This slows movement and the distance for Speed Booster
does not decrease as much as movement speed. The greater the amount the slower
the movement speed
2) Horizontal 'Momentum' Forward 7E0B46?? 0 - 255 (00 - FF)
This is the speed Samus moves when left or right is released from the
directional pad when on ground. The value normally decreases. 00 is the slowest
movement forward. Setting it too high will result in Samus falling into the
ground. Setting to less than 0F seems to be the safe zone when having normal
movement speed.
3) Horizontal 'Momentum' & Speed 7E0B4A?? 00 - 02
00 - This has somewhat a similar effect as #2.
01 - Samus cannot move without running. Running is slower, which allows to get
the blue suit in a shorter distance. In the game this value is normally set
when Samus is turning to face the opposing direction.
02 - This has the same effect as 01 when on the ground but in air Samus will
continually move forward in the direction she is facing. In the game this
value is set as soon as Samus slows in horizontal movement with releasing the
directional pad until she has fully stopped movement.
4) Horizontal Speed Forward 7E0B42?? 0 - 255 (00 - FF)
This is normally used when Samus gains movement speed (often by the Speed
Booster). Setting the value to more than 00 gives Samus a horizontal
escalator effect when not moving horizontally. Setting it too high will result
in Samus possibly getting stuck into the wall or ground. Setting to less than
10 seems to be the safe zone.
5) Vertical Speed (aka Moon Jump) 7E0B2E?? 0 - 255 (00 - FF)
This affects both vertical directions. Subsection Position (a) #5 affects the
direction Samus is going vertically. Increasing the value increases the speed.
Setting the value about 04 will not allow Samus to perform space jumping.
Setting it too high will result in Samus possibly getting stuck into the wall
or ground. Setting to less than 11 seems to be the safe zone.
6) Run Faster 9097AD45
Samus must be on the ground and running to affect her running speed. The
increased speed also increases the jump height. This however does not
increase the distance to be able to get blue suit, meaning running distance
is greatly increased to get the blue suit. There is the risk of Samus going
in the ground after having stopped running.
7) Keep Speed Turning while Spin Jumping 91F62522
It is much more noticeable if Samus is moving faster while spin jumping.
8) Keep Speed After Landing from Jump 91E9EC09
91E9EC0A
Does not include falling without jump.
9) Keep Speed After Landing from Fall 91E9F709
91EA010A
Samus may get stuck in inclines. If you use #8 with this code then getting
stuck seems much less likely to happen.
0) Morph Ball Acceleration Rate 90A025?? 0 - 255 (00 - FF)
This only applies when Samus is on the ground with the morph ball. Setting
too high will cause Samus to go through the ground. Setting to less than 0C
seems to be the safe zone.
A) Spring Ball in Air Acceleration Rate 90A031?? 0 - 255 (00 - FF)
This only applies when the Spring Ball is used and when in the air.
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c. Super Jump/Shinespark PAR Code Range
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1) Super Jump Delay Timer 7E0A68?? 0 - 65535
7E0A69?? (00 00 - FF FF)
The timer is also used by the crystal flash. Setting the value to more than 00
enables super jumping. You just have to press down on the directional pad to
be able to do a shinespark.
2) Have Blue Suit 7E0B3F04
Setting the value to anything above 04 will have Samus with no blue suit but
you still can do shinespark.
3) Shortened Blue Suit Distance 7E0A9400
This is normally the countdown for Samus's next frame. By setting this to 0
are freezing it the distance needed to get the blue suit is decreased. You will
also see Samus's animation go very quickly.
4) Shinespark Timer 7E0AA2?? 0 - 65535
7E0AA3?? (00 00 - FF FF)
The timer is used in both launch countdown and recovery (after crashing).
The value cannot be frozen above 00 for recovery or Samus will be stuck.
5) Vertical Shinespark no Damage 90D0CEAD
6) Diagonal Shinespark no Damage 90D0FDAD
7) Diagonal Shinespark Does Horizontal 90D0EFAD
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d. Elevator PAR Code Range
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1) Position on Elevator 7E0E16?? 00 - Not Standing On
01 - Standing On
- When Samus is standing on an idle elevator that can be moved and Samus is not
moving the value is set to 01.
- Going into a room with the code on will have Samus automatically ride the
elevator. If the room does not have an elevator then Samus will just be
stuck.
- When already in a room with an elevator, jumping then pressing down for a
down elevator might get Samus stuck - set #2 to 03 then to 00 after landing
to get unstuck.
2) Elevator Direction 7E0E18?? 00 - Not Moving
This only is affected in rooms with elevators. 01 - Leaving Room
The value must be set to 00 for Samus to be able 02 - Entering Room
to leave the elevator. 03 - Elevator to Rest
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e. Jumping PAR Code
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1) Moon Jump 9090F780
9090F82E
2) Mid-air Jumping 9497B680
Samus's descent is slowed. 90E60C80
3) Jump While in Walls 94964400
Useful when having both #2 and subsection Through Walls (f) #2 codes enabled.
4) Easy Space Jumping 90A4BEEA
To do space jumping all you have to is hold the jump button. Falling down with
the space jump is slower also.
5) Space Jump in Liquid without Gravity Suit 90A445EA
It will show Samus still just doing a spin jump in water but Samus is actually
space jumping.
6) Wall Jump in Liquid without Gravity Suit 909ED302
909EDF03
Samus is able to wall jump high in water without the Varia Suit equipped.
7) Super Wall Jump in Liquid 909ED108
The Gravity Suit must be equipped 909EDD0A
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f. Through Walls PAR Code
-------------------------------------------------------------------------------
1) Walk Through Walls 948F4960
2) Walk Through Walls 2 94972680
Samus must be in the air to be able to go through doors. Samus not able to run.
-------------------------------------------------------------------------------
PAR Code Max Code Range
-------------------------------------------------------------------------------
1) Projectile Counter 7E0CCE?? 7E0CCEFF 0 - 255 (00 - FF)
The amount of projectiles in the air, visible within the screen range. The game
normally only allows up to 5 projectiles from Samus to be shot on screen at
once. More than 5 will have the latest projectile override the 5th projectile.
2) Cooldown Timer 7E0CCC?? 7E0CCCFF 0 - 65535
7E0CCD?? 7E0CCDFF (00 00 - FF FF)
The amount of time left to when Samus is able to shoot another shot. This also
applies to bombs.
3) Firing Direction 7E0B5E?? 00 - Up (Facing right)
01 - Upright
Enabling this PAR code will fire beams even 02 - Right
if you are not pressing the shoot button except 03 - Downright
if the value is set to 00. 04 - Down (Facing right)
05 - Down (Facing left)
06 - Downleft
07 - Left
08 - Upleft
09 - Up (Facing left)
4) Charge State 7E0CD0?? 0 - 255 (00 - FF)
Setting the value to 3C and above is when Samus can do a charged shot while
everything below is a regular shot. This will keep firing if the shot button
is not held. Setting the value to 78 and above will allow Samus to be able to
perform a SBA. To do SBAs you are required to press the shoot button.
5) Beam Less Acceleration 90B1C3EA
The initial acceleration of beams are decreased. This does not affect missiles
and super missiles.
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a. In Air Projectile #: 1 2 3 4 5
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1) X Position 7E0B64?? 7E0B66?? 7E0B68?? 7E0B6A?? 7E0B6C??
7E0B65?? 7E0B67?? 7E0B69?? 7E0B6B?? 7E0B6D??
2) Y Position 7E0B78?? 7E0B7A?? 7E0B7C?? 7E0B7E?? 7E0B80??
7E0B79?? 7E0B7B?? 7E0B7D?? 7E0B7F?? 7E0B81??
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a. In Air (Cont.) Max Code Range
-------------------------------------------------------------------------------
1) X Position 7E0BXXFF & 7E0BXXFF 0 - 65535 (00 00 - FF FF)
2) Y Position 7E0BXXFF & 7E0BXXFF 0 - 65535 (00 00 - FF FF)
3) X Radius 7E0BXXFF & 7E0BXXFF 0 - 65535 (00 00 - FF FF)
4) Y Radius 7E0XXXFF & 7E0XXXFF 0 - 65535 (00 00 - FF FF)
A too great of radius will not allow the projectile to open the door unless
Samus is directly in front of the door. Also, it does not apply to charged
beams and the Hyper Beam.
5) X Speed 7E0XXXFF & 7E0XXXFF 00 00 - FF 7F - Right (^ is Faster)
00 80 - Stuck/No Speed
01 80 - FF FF - Left (v is Faster)
Below depicts the speed for values. The arrows show the direction of the shot.
Slowest(0000) -> Fastest(FF7F), No speed(0080), Fastest(0180) <- Slowest(FFFF)
6) Y Speed 7E0FXXFF & 7E0FXXFF 00 00 - FF 7F - Down (^ is Faster)
00 80 - Stuck/No Speed
01 80 - FF FF - Up (v is Faster)
Below depicts the speed for values. The arrows show the direction of the shot.
Slowest(0000) vv Fastest(FF7F), No speed(0080), Fastest(0180) ^^ Slowest(FFFF)
7) Accelerating 7E0C0X?? 00 - Up (Facing right)
Direction 01 - Upright
02 - Right
03 - Downright
04 - Down
05 - Downleft
06 - Left
07 - Upleft
08 - Up (Facing left)
8) Does Damage 7E0CXX?? 00 - No
01 - Yes
This does not affect shooting a target directly in front of Samus. Also,
setting it to 00 risks the game freezing.
9) Type 7E0CXX?? & 7E0CXX?? 00 80 - Power Beam
01 80 - Wave Beam
For power bombs the projectile 02 80 - Ice Beam
is invisible and it does not hurt 04 80 - Spazer Beam
enemies. It can be used to destroy 08 80 - Plasma Beam
blocks and open yellow doors.
For bombs/screw attack it destroys 10 80 - Charged Power
blocks but does not hurt enemies. 11 80 - Charged Wave/SBA
12 80 - Charged Ice/SBA
14 80 - Charged Spazer/SBA
18 80 - Charged Plasma/SBA & Hyper
00 81 - Missile
00 82 - Super Missile
00 83 - Power Bomb
00 85 - Bomb/Screw Attack
a) Missile 938641?? & 938642?? 938641FF & 9386427F 100 (6400)
b) Super Missile 938657?? & 938658?? 938657FF & 9386587F 300 (2C01)
Range: 0 - 32767 (00 00 - FF 7F)
*EIX, CG, FJ, Sa, Tb, Uc, OV, DH: For these ones that are grouped, they share
the same PAR code, meaning modifying for one will also modify for the the rest.
For example: If you wanted to modify the Hyper Beam damage (V) then you will
also be modifying the charged Plasma Beam damage (O).
-------------------------------------------------------------------------------
PAR Code Max Code Range
-------------------------------------------------------------------------------
1) Bomb Placed Counter 7E0CD2?? 7E0CD205 00 - 05
- The maximum amount of bombs allowed to be set is 5 (though this code is only
a counter to see how many have been placed). Placing more than 5 on screen
results in the newest placed bomb overwriting the 5th one.
- When the value is set to 0 then bomb jumping is not possible. In turn, in
order to do the multi-bomb drop the value has to be 0.
- Only 1 power bomb can ever exist (but is not affected by this PAR code).
2) Bomb Placement Cooldown Timer 7E0CCC?? 7E0CCCFF 0 - 65535
7E0CCD?? 7E0CCDFF (00 00 - FF FF)
The amount of time left to when you can lay another bomb. This also applies
to projectiles. This does not apply to power bombs.
3) Bomb Jump Strength 909EF5?? 909EF5FF 0 - 255 (00 - FF)
Normal bomb jump strength is 2. Setting to too high will cause Samus to go
through walls. Setting the value to 10 seems safest for the strength.
4) Bomb Jump Strength in Liquid 909EF7?? 909EF7FF 0 - 255 (00 - FF)
This only applies when Samus is not equipped with the Gravity Suit. Normal bomb
jump strength is 0. Setting to too high will cause Samus to go through walls.
Setting the value to 10 seems safest for the strength.
-------------------------------------------------------------------------------
a. Laid Bomb #: 1 2 3 4 5
-------------------------------------------------------------------------------
1) X Position 7E0B6E?? 7E0B70?? 7E0B72?? 7E0B74?? 7E0B76??
7E0B6F?? 7E0B71?? 7E0B73?? 7E0B75?? 7E0B77??
2) Y Position 7E0B82?? 7E0B84?? 7E0B86?? 7E0B88?? 7E0B8A??
7E0B83?? 7E0B85?? 7E0B87?? 7E0B89?? 7E0B8B??
Bomb # depends on what order they were placed on the field. Multi-bomb spread
bomb order is (as normally appeared in the game): #1 - center left, #2 - left,
#3 - center, #4 - right, #5 - center right.
-------------------------------------------------------------------------------
a. Laid (Cont.) Max Code Range
-------------------------------------------------------------------------------
1) X Position 7E0BXXFF & 7E0BXXFF 0 - 65535 (00 00 - FF FF)
2) Y Position 7E0B8XFF & 7E0B8XFF 0 - 65535 (00 00 - FF FF)
3) X Radius 7E0BXXFF & 7E0BXXFF 0 - 65535 (00 00 - FF FF)
4) Y Radius 7E0BDXFF & 7E0BDXFF 0 - 65535 (00 00 - FF FF)
The value will change if regular bombs explode. It is best to freeze the code,
if possible. This just affects enemies.
5) X Moving Speed 7E0BEX?? & 7E0BEX?? 00 00 - FF 7F - Right (^ is Faster)
00 80 - Stuck/No Speed
01 80 - FF FF - Left (^ is Faster)
This only applies to when bombs are moving. Below depicts the speed for values.
The arrows show the direction of the bomb.
Slowest(0000) -> Fastest(FF7F), No speed(0080), Slowest(0180) <- Fastest(FFFF)
6) Y Moving Speed 7E0XXX?? & 7E0XXX?? 00 00 - FF 7F - Down (^ is Faster)
00 80 - Stuck/No Speed
01 80 - FF FF - Up (v is Faster)
This only applies to when bombs are moving. Below depicts the speed for values.
The arrows show the direction of the bomb.
Slowest(0000) vv Fastest(FF7F), No speed(0080), Fastest(0180) ^^ Slowest(FFFF)
It is recommended to not go far from the slowest speed since it goes much
faster after a few numbers higher/lower.
7) Timer 7E0C8XFF & 7E0C8XFF 0 - 65535 (0000 - FF FF)
Countdown time until when the bomb explodes.
8) Type 7E0C7X?? & 7E0C7X?? 69 B1 - Still Bomb
99 B0 - Active Bomb
AE B0 - Power Bomb
F7 D8 - Moving Bomb
-------------------------------------------------------------------------------
b. Damage PAR Code Max Code Default
-------------------------------------------------------------------------------
1) Bomb 938675?? & 938676?? 938675FF & 9386767F 30 (1E 00)
2) Power Bomb 938671?? & 938672?? 938671FF & 9386727F 200 (C8 00)
Range: 0 - 32767 (00 00 - FF 7F)
-------------------------------------------------------------------------------
c. Power Bomb PAR Code Max Code Range
-------------------------------------------------------------------------------
1) Power Bomb Laid 7E0CEE?? 00 00 - No
7E0CEF?? FF FF - Yes
The graphics will glitch if you place power bombs too quickly. Nevertheless,
this gives you the opportunity you forever wanted to do the power bomb jump!
2) Explosion Origin X Position 7E0CE2?? 7E0CE2FF 0 - 65535
7E0CE3?? 7E0CE3FF (00 00 - FF FF)
3) Explosion Origin Y Position 7E0CE4?? 7E0CE4FF 0 - 65535
7E0CE5?? 7E0CE5FF (00 00 - FF FF)
Minibosses and bosses (except for Mother Brain) are usually allocated to
Enemy 1, as they are the first (and commonly only) enemy to be loaded into
memory for the room.
0) Speed 2 7E1736?? 7E1776??
7E1737?? 7E1777??
For both speeds the exact effect varies on the type of enemy. It may be for
which direction the enemy is moving, distance it covers, number of hits it
takes to kill/destroy, movement delay, or even the actual constant movement
speed. No more information is provided within this document, so use at your own
risk.
___________________________________
/ \
============ 1. Current Room [4B1] ============
\___________________________________/
-------------------------------------------------------------------------------
PAR Code Max Code
-------------------------------------------------------------------------------
1) # Killed 7E0E50?? & 7E0E51?? 7E0E50FF & 7E0E51FF
___________________________________
/ \
============ 2. Boss Fight [4B2] ============
\___________________________________/
-------------------------------------------------------------------------------
PAR Code Max Code Range
-------------------------------------------------------------------------------
1) Space Colony Ridley Shots Taken 7E781A?? 7E781A64 0 - 100 (00 - 64)
As Ridley cannot be killed in the beginning sequence, a separate code is
used to track the amount of times Ridley was hit. Ridley takes 100 shots before
flying off.
2) Drops after Boss Defeat 7E0E1A01 00 - Various
01 - All Energy
Triggers more energy drops if Samus is low on health. This normally turns on if
Samus's health drops below 30 and turns off if at least 50. Also, it normally
turns on or off when an item drop appears on screen.
7ED820?? (Max: 7ED820FC)
01 - Zebes is Awake - The event after you collect the first missile pack.
04 - Mother Brain's Container Destroyed
08 - Zebetite Rightmost Visible
10 - Zebetite 2nd from Rightmost Visible
18 - Zebetite 2nd from Leftmost Visible
20 - Zebetite Leftmost Visible
38 - All Zebetites Destroyed
Only one Zebetite can exist at a time, either the rightmost or the one to
left of what was destroyed. A Zebetite is what's located only in Mother
Brain's room.
40 - Phantoon Statue Stone Destroyed
80 - Ridley Statue Stone Destroyed
7ED821?? (Max: 7ED821FF)
01 - Draygon Statue Stone Destroyed
02 - Kraid Statue Stone Destroyed
04 - Statues Sunken - Tourian accessible
The stones do not have to be destroyed for them all to be sunken.
08 - Glass Tube Broken
10 - Lower Norfair Chozo's Lava Lowered
20 - Shaktool Cleared Path
Shaktool is located in Maridia, what goes through the sand horizontally.
40 - Zebes Bomb Set
80 - Dachola and the Etecoons Rescued
These are the trapped animals in the ending sequence.
7ED822?? (Max: 7ED82228)
01 - 1st Metroids Room
02 - 2nd Metroids Room
04 - 3rd Metroids Room
08 - 4th Metroids Room
The rooms numbers are in sequence you normally take through Tourian.
20 - Outran Speed Booster Lavaquake
___________________________________
/ \
============ 1. Opened [4D1] ============
\___________________________________/
These codes are for doors that need to originally be opened by either missiles,
a super missile, or a power bomb or are just flashing. The code will change
them to blue.
01 02 04 08 10 20 40 80
1) 7ED8B0?? (Max: 23) G Y - - - P - - Crateria
2) 7ED8B1?? (Max: F0) - - - - G Y Y Y Crateria
3) 7ED8B2?? (Max: 09) Y - - Y - - - - Crateria
4) 7ED8B3?? (Max: EE) - M M M - P P P Crate <- 5, Brin -> 1
5) 7ED8B4?? (Max: 6F) P P P P - M P - Brinstar
6) 7ED8B5?? (Max: FF) Y G P P M M G M Brinstar
7) 7ED8B6?? (Max: 7F) Y M P G G G M - Brinstar
8) 7ED8B7?? (Max: FF) G Y P G Y G M G Brinstar
9) 7ED8B8?? (Max: FF) M M M M G E M M Brinstar
0) 7ED8B9?? (Max: FE) - G P G Y P G M Norfair
A) 7ED8BA?? (Max: FF) M P P G G P P P Norfair
B) 7ED8BB?? (Max: FF) Y M M M E M Y G Norfair
C) 7ED8BC?? (Max: 01) M - - - - - - - Norfair
D) 7ED8C0?? (Max: 7C) - - M M G E M - Wrecked Ship
E) 7ED8C1?? (Max: FF) M M M P P P P G WS <- 4, Maridia -> 4
F) 7ED8C2?? (Max: FF) P M P M G G P M Maridia
G) 7ED8C3?? (Max: FC) P - G E M M M M Maridia
H) 7ED8C4?? (Max: AF) M M M M - M - P Tourian
I) 7ED8C5?? (Max: 03) E P - - - - - - Tourian
Since rooms do not have names, I have only provided a brief location name for
each PAR code below. I included approximate room colors in the location
description in parenthesis to provide a little more help. Being familiar with
the game helps very much to know the location.
Crateria (14) - 3P, 2G, 6Y, 3M
7ED8B001 (G) - Right of Samus's Ship
7ED8B002 (Y) - Topright of Samus's Ship
7ED8B020 (P) - Crateria Map Station Entrance
7ED8B110 (G) - Wrecked Ship Entrance
7ED8B120 (Y) - Missile on Pedal Entrance
7ED8B140 (Y) - Center Brinstar Elevator Entrance
7ED8B180 (Y) - Maridia Elevator Entrance
7ED8B201 (Y) - Center Brinstar Elevator Exit
7ED8B208 (Y) - Above Old Tourian (in the long vertical room)
7ED8B302 (M) - Old Tourian Right Exit
7ED8B304 (M) - Old Tourian Left Exit
7ED8B308 (M) - Bomb/Silver Torizo Exit
7ED8B320 (P) - Bomb/Silver Torizo Entrance
7ED8B340 (P) - Outside of Statues/Tourian Elevator Entrance
Brinstar (38) - 10P, 10G, 4Y, 13M, 1E
7ED8B380 (P) - Left Elevator Room with Save Station Entrance (green)
7ED8B401 (P) - Outside of Map Station Entrance (Left Elevator Room Topleft)
(green)
7ED8B402 (P) - Left Elevator Room Topright Entrance (green)
7ED8B404 (P) - Left Elevator Room Bottomright Entrance (green)
7ED8B408 (P) - Outside of Missile Refill Entrance (Left Elevator Bottomleft)
(green)
7ED8B420 (M) - Outside of Map Station Exit (pink)
7ED8B440 (P) - Reserve Tank Entrance (green)
7ED8B501 (Y) - Outside of Energy Tank with Blue Gate Entrance (green)
7ED8B502 (G) - Pink area to Green area Entrance
7ED8B504 (P) - Outside of Spore Spawn Entrance (pink)
7ED8B508 (P) - After Charge Beam Entrance (pink)
7ED8B510 (M) - Outside of Spore Spawn Exit (pink)
7ED8B520 (M) - Outside of Spore Spawn Entrance (pink)
7ED8B540 (G) - Spore Spawn Back Exit (pink)
7ED8B580 (M) - Hidden No Door Secret Exit (pink)
7ED8B601 (Y) - Green Area to Blue area Entrance
7ED8B602 (M) - Green Area to Blue area Exit
7ED8B604 (P) - After Middle Elevator Right Entrance (blue)
7ED8B608 (G) - Green Area to Red Area Entrance
7ED8B610 (G) - Super Missile (green)
7ED8B620 (G) - Spore Spawn Forward Exit (after super missiles) (pink)
7ED8B640 (M) - Outside of Energy Tank with Blue Gate Exit (pink)
7ED8B701 (G) - Energy Refill Entrance (red)
7ED8B702 (Y) - Outside of X-Ray Scope Entrance (red)
7ED8B704 (P) - X-Ray Scope Entrance (red)
7ED8B708 (G) - Top Elevator Room Top Entrance (red)
7ED8B710 (Y) - Top Elevator Room Middle Entrance (red)
7ED8B720 (G) - Top Elevator Room Bottom Entrance (red)
7ED8B740 (M) - Top Elevator Room Top Exit (red)
7ED8B780 (G) - Spazer Entrance (red)
7ED8B801 (M) - Unlocked after defeating Kraid Entrance
7ED8B802 (M) - Unlocked after defeating Kraid Exit
7ED8B804 (M) - Mini Kraid Right Exit
7ED8B808 (M) - Mini Kraid Left Exit
7ED8B810 (G) - Energy and Missile Refill Entrance
7ED8B820 (E) - Eye Door to Kraid
7ED8B840 (M) - Varia Suit Entrance/Kraid Right Exit
7ED8B880 (M) - Kraid Left Exit
Norfair (24) - 7P, 6G, 3Y, 7M, 1E
7ED8B902 (G) - Before Bubble Room Entrance (red)
7ED8B904 (P) - Inside Topright Entrance from Top Elevator Entrance (red)
7ED8B908 (G) - Outside of Ice Beam Entrance (pink)
7ED8B910 (Y) - Map Station Entrance (pink)
7ED8B920 (P) - Outside of Hi-Jump Boots Entrance (pink)
7ED8B940 (G) - Crocomire Entrance (red)
7ED8B980 (M) - Crocomire Exit (pink)
7ED8BA01 (M) - Outside of Hi-Jump Boots Exit (pink)
7ED8BA02 (P) - Power Bombs Before Crocomire Left Entrance (red)
7ED8BA04 (P) - Huge Pit After Crocomire Right Exit (pink)
7ED8BA08 (G) - Top left Bubble Room Entrance (green)
7ED8BA10 (G) - Outside of Speed Booster Entrance (green)
7ED8BA20 (P) - Speed Booster Entrance (red)
7ED8BA40 (P) - Outside of Wave Beam Entrance (red)
7ED8BA80 (P) - Wave Beam Entrance (red)
7ED8BB01 (Y) - Outside of Lower Norfair Elevator Entrance (red)
7ED8BB02 (M) - Gold Torizo Exit/Screw Attack Entrance (lower Norfair)
7ED8BB04 (M) - Ridley Right Exit (lower Norfair)
7ED8BB08 (M) - Ridley Left Exit (lower Norfair)
7ED8BB10 (E) - Eye Door to Ridley (lower Norfair)
7ED8BB20 (M) - Room with Secret Mini Room Shaped as Heart Exit
7ED8BB40 (Y) - Before Silver Space Pirates Room Entrance (lower Norfair)
7ED8BB80 (G) - Sliver Space Pirates Room Entrance (lower Norfair)
7ED8BC01 (M) - Sliver Space Pirates Room Exit - Before Ridley (lower Norfair)
Wrecked Ship (9) - 1P, 1G, 0Y, 6M, 1E
7ED8C004 (M) - Left Super Missile Entrance
7ED8C008 (M) - Below Save Station Entrance
7ED8C010 (G) - Outside of Phantoon Entrance
7ED8C020 (E) - Eye Door to Phantoon
7ED8C040 (M) - Phantoon Exit
7ED8C101 (M) - Top Room Left Entrance
7ED8C102 (M) - Top Room Right Entrance
7ED8C104 (M) - Top Room Bottom Entrance
7ED8C108 (P) - Energy Tank Entrance
Maridia (19) - 7P, 4G, 0Y, 7M, 1E
7ED8C110 (P) - Save Station Below Maridian Glass Tube (green)
7ED8C120 (P) - Above Maridian Glass Tube Right Entrance/Green Gate
Entrance (green)
7ED8C140 (P) - Room with Tatori Entrance (green)
7ED8C180 (G) - Small Pipes Room Entrance (green)
7ED8C201 (P) - Map Station Entrance (pink)
7ED8C202 (M) - Plasma Exit (brown)
7ED8C204 (P) - Save Station Near Top Elevator Entrance (brown)
7ED8C208 (M) - Outside of Plasma Entrance (brown)
7ED8C210 (G) - Top of Vertical Pipe Entrance (brown)
7ED8C220 (G) - Bottom of Vertical Pipe Entrance (pink)
7ED8C240 (P) - Small Pipes Room Save Station Entrance (pink)
7ED8C280 (M) - Door Unlock after Defeating Draygon Left Entrance/Room with
Spikes and Waterfalls Left Entrance (brown)
7ED8C301 (P) - Save Station Near Draygon Entrance (pink)
7ED8C304 (G) - Outside of Draygon Entrance
7ED8C308 (E) - Eye Door to Draygon (pink)
7ED8C310 (M) - Door Unlock after Defeating Draygon Right Entrance/Room with
Spikes and Waterfalls Right Entrance (pink)
7ED8C320 (M) - Botwoon Left Exit (pink)
7ED8C340 (M) - Draygon Right Exit
7ED8C380 (M) - Draygon Left Exit/Space Jump Entrance
C B N W M T
1) 7EDF42?? - X - - - - These only apply to pink doors
2) 7EDF44?? - X - - - - and eye doors.
3) 7EDF46?? X X - - - -
4) 7EDF48?? - X - - - - Resets after entering the room.
5) 7EDF4A?? - X - - - - Pink doors take 5 shots while eye
6) 7EDF4C?? - X - - - - doors take 3.
7) 7EDF4E?? - X - - - -
8) 7EDF52?? X X - X X -
9) 7EDF54?? - X 2X - X -
0) 7EDF56?? - - 2X - 2X -
A) 7EDF58?? - X - X 2X X
B) 7EDF5A?? X X 3X - 2X X
I included approximate room colors in the location description to provide a
little more help.
7EDF42??
B - After Charge Beam Entrance (pink)
7EDF44??
B - Outside of Spore Spawn Entrance (pink)
7EDF46??
C - Map Station
B - Outside of Missile Refill Entrance (Left Elevator Bottomleft) (green)
7EDF48??
B - Left Elevator Room Bottomright Entrance (green)
7EDF4A??
B - Left Elevator Room Topright Entrance (green)
7EDF4C??
B - Outside of Map Station Entrance (Left Elevator Room Topleft) (green)
7EDF4E??
B - Left Elevator Room with Save Station Entrance (green)
7EDF52??
C - Outside of Statues/Tourian Elevator Entrance
B - Eye Door
W - Eye Door
M - Save Station Below Maridian Glass Tube (green)
7EDF54??
B - Reserve Tank Entrance (green)
N - Outside of Wave Beam Entrance (red)
Wave Beam Entrance (red)
Outside of Hi-Jump Boots Entrance (pink)
M - Eye Door
7EDF56??
N - Eye Door
Speed Booster Entrance (red)
M - Room with Tatori Entrance (green)
Map Station (pink)
7EDF58??
B - After Middle Elevator Right Entrance (blue)
W - Energy Tank Entrance
M - Above Maridian Glass Tube Right Entrance/Green Gate Entrance (green)
Save Station Near Top Elevator Entrance (brown)
T - Eye Door
7EDF5A??
C - Bomb/Silver Torizo Entrance
B - X-Ray Scope Entrance (red)
N - Inside Topright Entrance from Top Elevator Entrance (red)
Power Bombs Before Crocomire Left Entrance (red)
Huge Pit After Crocomire Right Exit (pink)
M - Save Station Near Draygon Entrance (pink)
Small Pipes Room Save Station Entrance (pink)
T - Mother Brain Entrance
These are for when you would grab the map from the map station. The rooms
normally in blue will not be marked on the pause map until Samus leaves the
area. Current map region is affected by subsection Current Region (4E5) #1.
The amount you are able to scroll when viewing the map is not changed. You need
to enter codes under subsection Pause Map Scrolling (4E3) to adjust.
Usually not all the codes are necessarily needed for an area's map. Each code
affects a small portion of the displayed map. No further explanation on the
effects of the values entered is provided in this document.
Range: 0 - 65535 (00 00 - FF FF)
-------------------------------------------------------------------------------
PAR Code Max Code
-------------------------------------------------------------------------------
1) Crateria 7ECD52?? to 7ECE51?? 7ECD52FF to 7ECE51FF
2) Brinstar 7ECE52?? to 7ECF51?? 7ECE52FF to 7ECF51FF
3) Norfair 7ECF52?? to 7ED051?? 7ECF52FF to 7ED051FF
4) Wrecked Ship 7ED052?? to 7ED151?? 7ED052FF to 7ED151FF
5) Maridia 7ED152?? to 7ED251?? 7ED152FF to 7ED251FF
6) Tourian 7ED252?? to 7ED351?? 7ED252FF to 7ED351FF
7) Space Colony 7ED352?? to 7ED451?? 7ED352FF to 7ED451FF
The number refers to the pixel position on the map.
Range: 0 - 32767 (00 00 - FF 7F)
-------------------------------------------------------------------------------
PAR Code Max Code
-------------------------------------------------------------------------------
1) Minimum X (Width) 7E05AC?? & 7E05AD?? 7E05ACFF & 7E05AD7F
2) Maximum X (Width) 7E05AE?? & 7E05AF?? 7E05AEFF & 7E05AF7F
Setting it a high enough number will allow you to loop through the map.
3) Minimum Y (Height) 7E05B0?? & 7E05B1?? 7E05B0FF & 7E05B17F
4) Maximum Y (Height) 7E05B2?? & 7E05B3?? 7E05B2FF & 7E05B47F
Setting it a high enough number will allow you to loop through the map.
Normal width and height values for regions are below.
Min X Max X Min Y Max Y
Crateria 30 00 C0 01 08 00 A8 00
Brinstar 28 00 C8 01 20 00 B0 00
Norfair 10 00 30 01 20 00 90 00
Wrecked Ship 50 00 A8 00 70 00 A0 00
Maridia 30 00 50 01 20 00 A0 00
Tourian 58 00 A8 00 60 00 98 00
-------------------------------------------------------------------------------
PAR Code Range
-------------------------------------------------------------------------------
1) Current Region's Map Mapped 7E0789?? 00 - Not Mapped
01 - Mapped
2) Minimap View 7E05F7?? 00 - Hidden
01 - Display
___________________________________
/ \
============ 5. Regions [4E5] ============
\___________________________________/
-------------------------------------------------------------------------------
PAR Code Range
-------------------------------------------------------------------------------
1) Current Region 7E079F?? 00 - Crateria
This only works when you load a file. This will override 01 - Brinstar
the Save Region PAR code. 02 - Norfair
03 - Wrecked Ship
2) Saved Region 7ED918?? 04 - Maridia
This works for both saving and loading. This is overtaken 05 - Tourian
by the Current Region PAR code and overrides the Region 06 - Space Colony
Selected on Map PAR code when loading.
3) Region Selected on Map 7E0950?? 00 - Crateria
Either 81A8AF80 or subsection Debug (4K) PAR codes must be 01 - Wrecked Ship
entered for this code to work. This is overtaken by the 02 - Tourian
Saved Region PAR code. 03 - Brinstar
04 - Maridia
05 - Norfair
4) Select Region When Loading a File 81A81A00
81A8AF80
Only the right, down, select buttons allow you to scroll through the selectable
regions. Samus must already be in Zebes for this code to have use.
-------------------------------------------------------------------------------
PAR Code Range
-------------------------------------------------------------------------------
1) Skip Intro and Start on Zebes 82EEBB00
This plays in affect when you select a file that's still on the Space Colony.
2) Save Slot Selected 7E0952?? 00 - 02
This determines which file save is currently in play. Affects which file the
save station saves to. Saving with setting a value outside of the range risks
any or all files to be deleted! This code is also used on the save slot screen
for selecting which save slot, to copy a file, to erase a file, or to exit
(00 - 05).
3) Save Point 7E078B??
This only works when you load a file. Depending on what region you last saved
in (or if you used a cheat to go to a different region), you need to refer
to that region's list below for the value. First, second, third, and so on
refers to save rooms.
Crateria
00 - Samus's Ship
01 - First
08 - At to Maridia Elevator
09 - At to Brinstar Elevator (Right)
0A - At to Brinstar Elevator (Middle)
0B - At to Brinstar Elevator (Left)
0C - At to Tourian Elevator
10 - Samus's Ship
11 - Right Outside from Wrecked Ship
12 - Abovemost of Samus's Ship
Brinstar
00 - First
01 - Second
02 - Third
03 - Fourth
04 - Fifth
08 - At to Crateria Elevator (Left)
09 - At to Crateria Elevator (Middle)
0A - At to Crateria Elevator (Right)
0B - At to Norfair Elevator
10 - At to Crateria Elevator (Left)
11 - At Before Kraid
12 - At Before Spore Spawn
Norfair
00 - First
01 - Second
02 - Third
03 - Fourth
04 - Fifth
05 - Sixth
08 - At to Brinstar Elevator
09 - At To Lower Norfair Elevator
0A - At To Upper Norfair Elevator
10 - At to Brinstar Elevator
11 - At Before Crocomire
12 - At Before Ridley
13 - At Before Grappling
14 - Near To Upper Norfair Elevator
15 - Before Gold Torizo (Room may be glitchy)
16 - In Gold Torizo Room
Wrecked Ship
00 - Save Location
10 - At From Crateria Entrance (Left)
11 - Before Phantoon (Room may be glitchy)
Maridia
00 - First
01 - Second
02 - Third
03 - Fourth
08 - At to Crateria Elevator
10 - Top Left of Area
11 - Before Draygon
12 - Before Botwoon
13 - In Vertical Pipe Bottom Room
14 - Space Colony Elevator - Even though the save is when Samus is in Maridia
this brings to the Space Colony.
Tourian
00 - First
01 - Second
08 - At to Crateria Elevator
10 - Before Mother Brain
11 - Before Big Metroid
.-------------------------------------------------------------------------.
|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
\| |/
+> F. Time [4F] <+
/| |\
|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
'-------------------------------------------------------------------------'
___________________________________
/ \
============ 1. Time Played [4F1] ============
\___________________________________/
-------------------------------------------------------------------------------
PAR Code Max Code Max Norm
-------------------------------------------------------------------------------
1) Jiffies/Centiseconds 7E0945?? 7E0945FF 7E094563
2) Seconds 7E0946?? 7E0946FF 7E094663
3) Minutes 7E0947?? 7E0947FF 7E094763
4) X Position 7E0949?? 7E0949FF
5) Y Position 7E094B?? 7E094BFF
.-------------------------------------------------------------------------.
|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
\| |/
+> G. Game Start [4G] <+
/| |\
|\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
'-------------------------------------------------------------------------'
-------------------------------------------------------------------------------
PAR Code
-------------------------------------------------------------------------------
1) Bypass Country and NTSC/PAL Check 808000FF
2) Piracy Warning 8086C201
This will display the anti-piracy message when the game starts up. You cannot
proceed to the game. Note that this code WILL delete all save files once you
see the warning message!
3) Game Pack Not Supported 808602FF
This will display a message saying the game pack is not designed for the
system when the game starts up. This code does not touch the save files.
.-------------------------------------------------------------------------.
|/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
\| |/
+> H. Before Gameplay [4H] <+
/| |\
|\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
'-------------------------------------------------------------------------'
A set of scenes contains seven individual scenes. A set begins playing once the
title screen switches to playing the demos.
-------------------------------------------------------------------------------
PAR Code Range
-------------------------------------------------------------------------------
1) Current Set of Scenes to Play 7E1F55?? 00 - 03
2) Current Scene Playing 7E1F57?? 00 - 07
3) Timer of Playing Scene 7E1F53?? 0 - 65535
This also includes when on the title screen. 7E1F54?? (00 00 - FF FF)
4) Last Set of Scenes to Play 7E1F59?? 00 - 03
5) Control 7E0A89?? 00 - Have
80 - Do not have
The playing demo still can be escaped if a button is pressed during the scene.
To get full control without escaping the demo you can enter 7E099808, enable,
and then immediately disable the code. If you do not disable then you may get
stuck trying to go through a door. You cannot escape from the demo if you take
control of it. Saving will overwrite Samus A. You can also control Samus during
the two intro scenes.
___________________________________
/ \
============ 2. Control Icons [4H2] ============
\___________________________________/
When in the game, the codes for #1 to #5 are reused. Refer to subsection
Current Room (4B1) #4 in for the reused codes. The range applies to each
individual PAR code.
-------------------------------------------------------------------------------
PAR Code Range
-------------------------------------------------------------------------------
1) Shot 7E1B3D?? \ 00 - X
2) Jump 7E1B3F?? \ 01 - A
3) Dash 7E1B41?? \ 02 - B
4) Item Select 7E1B43?? > 03 - Select
5) Item Cancel 7E1B45?? / 04 - Y
6) Angle Up 7E1B47?? / 05 - L <- Only L & R buttons are allowed to be
7) Angle Down 7E1B49?? / 06 - R <- assigned. Any other button assigned
is assumed as "OFF" assigned.
___________________________________
/ \
============ 3. Game Controls [4H3] ============
\___________________________________/
These are actions and the code is the button you have to press for the action.
The range applies to each individual PAR code.
-------------------------------------------------------------------------------
PAR Code Range
-------------------------------------------------------------------------------
1) Up 7E09AA?? & 7E09AB?? \ 01 00 - Right
2) Down 7E09AC?? & 7E09AD?? \ 02 00 - Left
3) Left 7E09AE?? & 7E09AF?? \ 04 00 - Down
4) Right 7E09B0?? & 7E09B1?? \ 08 00 - Up
5) Shoot 7E09B2?? & 7E09B3?? \ 10 00 - Start
6) Jump 7E09B4?? & 7E09B5?? > 20 00 - Select
7) Run 7E09B6?? & 7E09B7?? / 40 00 - Y
8) Item Cancel 7E09B8?? & 7E09B9?? / 80 00 - B
9) Switch Item 7E09BA?? & 7E09BB?? / 00 10 - R
0) Aim Up 7E09BC?? & 7E09BD?? / 00 20 - L
A) Aim Down 7E09BE?? & 7E09BF?? / 00 40 - X
00 80 - A
___________________________________
/ \
============ 4. Menu [4H4] ============
\___________________________________/
-------------------------------------------------------------------------------
PAR Code Range
-------------------------------------------------------------------------------
1) Moonwalk 7E09E4?? 00 - Off
01 - On
2) Item Cancel 7E09EA?? 00 - Manual
01 - Auto
3) Text Language 7E09E2?? 00 - English / German
01 - Japanese / French
-------------------------------------------------------------------------------
PAR Code Range
-------------------------------------------------------------------------------
1) Sounds 7E05F501 00 - Enabled
01 - Disabled
2) Track 7E07C9?? 00 - No Change
01 - Samus Appearance
02 - Acquire Item
03 - Elevator / Item Room
04 - Hall Before Statues
05 - Song 1 / No Change
06 - Song 2
07 - [Rarely Used]
80 - Mute
A quick reference is: 0 - Off, 1-4 - Fixed, 5-7 - Song/Instrument Dependant
3) Music Song/Instrument 7E07CB?? 00 - None/No Change
03 - Title Screen
06 - Empty Crateria
09 - Space Pirate
0C - Samus Theme
0F - Green Brinstar
12 - Red Brinstar
15 - Upper Norfair
18 - Lower Norfair
1B - Maridia
1E - Tourian
21 - Mother Brain
24 - Boss Fight (04, 05, 06, 80)
27 - Boss Fight 2 (04, 05, 06)
2A - Miniboss Fight
2D - Space Colony
30 - Wrecked Ship
33 - Zebes Boom
36 - Intro
39 - Death
3C - Credits
3F - "The last metroid is in capativity"
42 - "The galaxy is at peace"
45 - Large Metroid
48 - Samus Theme
#2 and #3 are both used to play the music that's heard. Often 05 XX and 06 XX
are used for music played in the region. 07 24 is specially used for the escape
sequence song. You will just have to experiment with combining the two PAR
codes.
INTRO: Just as the name indicates, this PAR code allows you to access the many
features the developers used while debugging the game. While on debug mode,
Controller 2 is now operable for input of special debug commands. There are
also a few special debug commands for Controller 1.
NOTE: There are two ways you can enter this code.
-The game load method requires you to reset the game after entering the code.
-The instant method allows you to use the code anywhere, anytime and debug mode
will be activate instantly.
WARNING: It is possible for the game to freeze when least expected when using
the features that come with this code. It is also possible for save files to
magically disappear (though, for some reason) when using the features that come
with this code.
EXPLANATION: After choosing a save file you are able to choose which region you
want to go on by either using the directional pad or by pressing select on
Controller 1. Even if the file is still normally on Space Colony you will still
be able to choose which region you want to go one, which unfortunately does not
include Space Colony. After selecting the area and while viewing the region's
map you can choose your load location by pressing Select on Controller 2. There
are some special locations predefined just for the debug code. Additionally,
save point locations and elevator locations can be selected but need to be
activated first in the save file. Codes to activate are in #0. All these points
are indicated by a glowing "O" (zero) if on already explored map.
All the inputs except the CPU usage meter can only be entered during gameplay.
This means that they cannot be entered in the pause menu. The in-game reset
(by pressing and holding L + R + Start + Select) is also enabled. These are the
inputs that can be entered during gameplay:
----------------
Controller 1 <
----------------
a) Select + L + A - Palette viewer. There are two sets of palettes, so you will
need to press the combination once more to go to the second set. To exit you
have to press the combination a final time. This may glitch sprite graphics
upon exiting. Pausing and unpausing the game usually cleans up some of the
screen.
b) Select + L + Y - CPU usage meter. A grey bar appears for how much CPU power
is available. In other words, CPU used is what is not part of the grey bar. So,
if there is no grey bar visible then maximum CPU is being used.
c) Select + L + X - Sprite viewer. There are two sets of sprite. For the first
set of sprites you can use the Select + L + A combination to flip through the
different palette colors. Flipping through the sets and exiting is just like
the palette viewer.
d) Select + R + A - Turns on/off Layer 3 (status bar, liquids/fogs, etc.).
Interesting to know is that typically this layer turns off when the game
freezes.
e) Select + R + B - Swaps between 0 and your current missiles, super missiles,
and power bombs. Refer to #2, #3, and #4 for PAR codes to modify the amount
stored. The numbers are only saved when switching to 0.
----------------
Controller 2 <
----------------
a) A - Sets if Samus is invincible. The PAR code for this is also under
subsection Samus (4a) letter E.
b) L - Stops all enemies. You cannot hurt them and they cannot hurt you.
c) R - Displays the enemy controller. The initial list of attributes you see
are:
- enemy's name ([enemy's name];)
- x position (TK_PosX:)
- y position (TK_PosY:)
- HP (TK_HP:)
- pointer (Pointer:) - This is the enemy number in the list, where 0000 is
the first enemy, 0040 is the second, 0080 is the third, 00C0 is the
fourth, and so on up to 07C0 for the 32th enemy in increments of 40.
Existing enemies can be modified or new ones can be created.
- location ([Area][Section #]_[Room #]) - Planet abbreviations are:
SF = Surface Area (Crateria)
BL = Brinstar
NO = Norfair
NP = Wrecked Ship
ML = Maridia
TS = Tourian
CL = Ceres
If the selected enemy is on screen then "<==: Move" text will be displayed to
the right center of the enemy.
On the initial list there are further more buttons that control the menu with
the Controller 2.
1) A - Moves the selected enemy to the right side of Samus
2) Directional Pad - Moves the selected enemy around.
3) Hold X + Direction Pad - Moves the selected enemy around quicker.
4) Select - Selects the next enemy in the list.
5) Hold B + Press Select - Selects the previous enemy in the list. If
Pointer is 0000 and you use this then it will go back to FFC0. You can
continue to go back but note that none of these are for enemies. By
modifying these you are actually modifying something else in the game,
which means there's a good chance of the game freezing and possibly
save files being deleted. Also, if Pointer is 0040 then it will go back
to 07C0 instead of 0000.
Pressing R on Controller 2 again will bring up another list, which is the
attributes for the enemy selected, which you can edit. The attributes are the
enemy's:
- x position (PosX:)
- y position (PosY:)
- Orientation (Pose:) - Used to determine in what position the enemy is
(such as on the walls/ceilings). No more information
is provided within this document, so use it at your
own risk.
- Properties (Swt1:) - Special attributes assigned to the enemy. The numbers
just need to be added (in hexadecimal value), with
including the default value, for what you want. The
max value is FF00. The values are:
2000 - Default
+100 - Invisible (can hurt Samus)
+200 - Deleted (cannot hurt Samus)
+400 - Non-responsive (ignore Samus/projectiles)
+800 - Move off screen (process even when offscreen)
+1000 - Stop plasma (blocks plasma shots)
+4000 - Respawn
+8000 - Platform (makes hitbox solid to Samus)
- Graphic Unknown (Swt2:) - This may have something to do with graphics.
This is used for bosses and possibly other
enemies. No more information is provided within
this document, so use it at your own risk.
- Speed (Opt0:) - The exact effect varies on the type of enemy. It may be
- Speed 2(Opt1:) - for which direction the enemy is moving, distance it
covers, number of hits it takes to kill/destroy, movement
delay, or even the actual constant movement speed. No
more information is provided within this document, so use
it at your own risk.
The controls for Controller 2 for this second menu are:
1) Directional Pad - Moves the circle within the list around.
2) A - Resets the changed coordinates back to the original numbers.
3) B - Decrease the circled number/letter by one.
4) X - Increase the circled number/letter by one.
5) R - Saves changes and exits the list.
6) Select - Saves and applies changes and exits the list.
7) L - Saves and applies changes and goes to the enemy spawner list.
In the enemy spawner list you will see a list of enemies that are
available in the preset list of enemies (of the room). The controls for
Controller 2 for this menu are:
1) Down - Scrolls through the list with the currently selected enemy's
name shown above the list.
2) L - Save the selected enemy. The enemy shown when entering the
list will not be saved so you must scroll through the list of
enemies back to the first one appearing for it to save. Note that
enemies that are legitimately named "NoDebug" will most likely
freeze the game.
3) R - Cancel and exits the list
d) Start - Brings up a debug save prompt. If you choose "End" then the game
will save and reset. Everything like a normal save point is saved except when
loading the save file you will be brought back to the last save point you saved
at.
e) Select - Lists the enemies (name and the palette counter value) in the room
and some value of the room (I do not know what it is). It may not correctly
display unless first accessing the list when pressing R on Controller 2.
To use the codes below it is recommended or required to have debug mode
enabled.
-------------------------------------------------------------------------------
PAR Code Range
-------------------------------------------------------------------------------
2) Missile Swap 7E05C9?? & 7E05CA?? 0 - 65535 (00 00 - FF FF)
3) Super Missile Swap 7E05CB?? & 7E05CC?? 0 - 65535 (00 00 - FF FF)
4) Power Bomb Swap 7E05CD?? & 7E05CE?? 0 - 65535 (00 00 - FF FF)
5) Swap Status 7E05D0?? 20 - Off
A0 - On
6) Toggle Scrolling 808006FF
The screen scrolling can be stopped by pressing X on Controller 2. Note that if
this code is frozen you will not be able to toggle scrolling back on. You would
have to disable this code or set it to 80800600 to reenable scrolling.
7) Display Scrolling Triggers 84B36660
Displays the spots where scrolling code is to execute. This is displayed as an
unopened container holding an item.
8) Display Scrolling Trigger 84B33360
Extensions
Displays the range of the trigger. This displays as part of a yellow door.
9) Leave Zebes by Ship A2AAF000
Hold B on Controller 2 and enter the ship to make Samus's ship lift off and
show the ending scene. Debug mode does not necessarily need to be enabled for
this to work.
0) Activated Elevators and Save Points
Debug mode must be enabled in order for these codes to have any use. Activated
elevators and save points are accumulative. First, second, third, and fifth
refers to save points.
Used Elevator Save Point
-------------------------------------------------------------------------------
Crateria 7ED8F8?? (Max: 7ED8F803) 7ED8F9?? (Max: 7ED8F91F)
01 - Samus's Ship At to Maridia Elevator
02 - First At to Brinstar Elevator (Top)
04 - At to Brinstar Elevator (Mid)
08 - At to Brinstar Elevator (Left)
10 - At to Tourian Elevator
Brinstar 7ED8FA?? (Max: 7ED8FA1F) 7ED8FB?? (Max: 7ED8FB7F)
01 - First At to Crateria Elevator (Left)
02 - Second At to Crateria Elevator (Mid)
04 - Third At to Crateria Elevator (Top)
08 - Fourth At to Norfair Elevator
10 - Fifth At to Crateria Elevator (Left)
20 - At Before Kraid
40 - At Before Spore Spawn
Wrecked Ship 7ED8FC?? (Max: 7ED8FC01) 7ED8FD?? (Max: 7ED8FD03)
01 - Save Location At From Crateria Entrance (Left)
02 - Before Phantoon (Room may be glitchy)
Maridia 7ED8FE?? (Max: 7ED8FE0F) 7ED8FF?? (Max: 7ED8FF3F)
01 - First At to Crateria Elevator
02 - Second Top Left of Area
04 - Third Before Draygon
08 - Fourth Before Botwoon
10 - In Vertical Pipe Bottom Room
20 - Space Colony Elevator
Tourian 7ED900?? (Max: 7ED89003) 7ED901?? (Max: 7ED89107)
01 - First At to Crateria Elevator
02 - Second Before Mother Brain
04 - Before Big Metroid
-------------------------------------------------------------------------------
PAR Code Range
-------------------------------------------------------------------------------
1) Random Number Generator (RNG) 7E05E5?? & 7E05E6?? 0-65535(00 00 - FF FF)
Both codes must be entered and must be frozen to have any use. The number
changes very quickly. Using these codes is a good way to manipulate enemy
drops and certain enemy actions.
===============================================================================
::::::::::::::: ::::::::::::::::::::: :::::::::::::::
::::::::::::::::::::::: :::::::::::::::::::::::
:::::::::::::::::::::::::: 5. C o p y r i g h t ::::::::::::::::::::::::::
::::::::::::::::::::::: :::::::::::::::::::::::
::::::::::::::: ::::::::::::::::::::: :::::::::::::::
===============================================================================
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violation of copyright.