hide results

    Pro Action Replay Codes by Guard Master

    Version: 2.1 | Updated: 08/31/15 | Printable Version | Search Guide | Bookmark Guide

    
    
                          ###### ###  ### #####   #####  ######
                         #    #   #    #  #    #  #   #   #    #
                        #        #    #   #    #   #       #    #
                       ######    #    #   #####    ###      ####
                           #    #    #    #         #        #   #
                     #    #     #    #    #         #   #     #   #
                    ######     ######    ###         #####    ###  ##
    
             ###  ####  ######  #########  #####    #####    #####  #######
            #  ###  #   #   #   #   #   #  #    #  #     #     #      #     #
           #   #   #   #            #      #    #   #     #     #      #     #
          #       #    ####         #      #####    #     #     #       #     #
         #       #    #             #      #    #    #     #     #       #     #
        #       #     #             #      #    #    #     #     #        #     #
       #       #     #    #         #      #    #     #     #     #         #     #
     ###     ###    ######         ###    ###   ##     #####     #####     #######
    
    
          P r o          A c t i o n          R e p l a y          C o d e s
    
    -------------------------------------------------------------------------------
    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.
    -------------------------------------------------------------------------------
    
    
    
    
    ===============================================================================
    -------------------------------------------------------------------------------
    -----------------------------      T A B L E      -----------------------------
    -----------------------------         O F         -----------------------------
    -----------------------------   C O N T E N T S   -----------------------------
    -------------------------------------------------------------------------------
    ===============================================================================
    
    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
    
    
    
    
    
    ===============================================================================
    :::::::::::::::               :::::::::::::::::::::             :::::::::::::::
         ::::::::::::::::::::                             ::::::::::::::::::::
    ::::::::::::::::::::::    1.  I n t r o d u c t i o n    ::::::::::::::::::::::
         ::::::::::::::::::::                             ::::::::::::::::::::
    :::::::::::::::               :::::::::::::::::::::             :::::::::::::::
    ===============================================================================
    
    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.
    
    
    
    
    ===============================================================================
    :::::::::::::::               :::::::::::::::::::::             :::::::::::::::
         :::::::::::::::::::::::::                   :::::::::::::::::::::::::
    :::::::::::::::::::::::::::    2.  U p d a t e s    :::::::::::::::::::::::::::
         :::::::::::::::::::::::::                   :::::::::::::::::::::::::
    :::::::::::::::               :::::::::::::::::::::             :::::::::::::::
    ===============================================================================
    
    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
    
    
    
    
    ===============================================================================
    :::::::::::::::               :::::::::::::::::::::             :::::::::::::::
         :::::::::                                                   :::::::::
    ::::::::::::   3.  C o d e   L a y o u t   E x p l a n a t i o n   ::::::::::::
         :::::::::                                                   :::::::::
    :::::::::::::::               :::::::::::::::::::::             :::::::::::::::
    ===============================================================================
    
    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.
    
    
      .-------------------------------------------------------------------------.
      |/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
     \|                                                                         |/
    +>   A. Code Examples [3A]                                                   <+
     /|                                                                         |\
      |\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
      '-------------------------------------------------------------------------'
    
    -------------------------------------------------------------------------------
    a. Example Group Head       PAR Code       Max Code       Range
    -------------------------------------------------------------------------------
    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.
    
    
    
      .-------------------------------------------------------------------------.
      |/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
     \|                                                                         |/
    +>   B. Decimal to Hexadecimal Conversion [3B]                               <+
     /|                                                                         |\
      |/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
      '-------------------------------------------------------------------------'
    
    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.
    
    
    
    
    
    ===============================================================================
    :::::::::::::::               :::::::::::::::::::::             :::::::::::::::
         :::::::::                                                   :::::::::
    ::::::::::::   4.  P r o   A c t i o n   R e p l a y   C o d e s   ::::::::::::
         :::::::::                                                   :::::::::
    :::::::::::::::               :::::::::::::::::::::             :::::::::::::::
    ===============================================================================
    
    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.
    
    
    
    
      .-------------------------------------------------------------------------.
      |/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
     \|                                                                         |/
    +>   A. Samus [4A]                                                           <+
     /|                                                                         |\
      |\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
      '-------------------------------------------------------------------------'
    
    -------------------------------------------------------------------------------
                                PAR Code   Max Code   Max Norm    Range
    -------------------------------------------------------------------------------
    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).
    
    D) Invincibility (Timer)    7E18A8??   7E18A8FF               0 - 65535
                                7E18A9??   7E18A9FF               (00 00 - FF FF)
    
    E) Invincibility (Debug)    7E0DE007
    
    F) Invincibility (#3)       91DF71FF
    
    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.
    
    
                          ___________________________________
                         /                                   \
             ============           1. Items [4A1]            ============
                         \___________________________________/
    
    -------------------------------------------------------------------------------
    a. Inventory     Have PAR  Max Code   Equip PAR  Max Code   Range
    -------------------------------------------------------------------------------
    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
    
    4) Charge Beam   7E09A9??  7E09A910   7E09A7??   7E09A710   00 - Disabled
                                                                10 - Enabled
    
    5) Hyper Beam    7E0A76??  7E0A7601      Automatically      00 - Disabled
    The Hyper Beam overrules all other beams.                   01 - Enabled
    
    
    -------------------------------------------------------------------------------
    b. Collected           01  02  04  08  10  20  40  80   Location
    -------------------------------------------------------------------------------
    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
    
                    GB: Grappling Beam      MB: Morphing Ball
                     X: X-Ray Scope          B: Bomb
                                            SB: Spring Ball
                     C: Charge              SA: Screw Attack
                     I: Ice Beam
                     W: Wave Beam            H: Hi-Jump Boots
                    SZ: Spazer              SJ: Space Jump
                    PL: Plasma              SP: Speed Booster
    
    
                          ___________________________________
                         /                                   \
             ============          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
    
    -------------------------------------------------------------------------------
                                                PAR Code     Range
    -------------------------------------------------------------------------------
    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.
    
    -------------------------------------------------------------------------------
    a. Position                                 PAR Code     Range
    -------------------------------------------------------------------------------
    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
    
    -------------------------------------------------------------------------------
    b. Speed                                    PAR Code     Range
    -------------------------------------------------------------------------------
    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.
    
    -------------------------------------------------------------------------------
    c. Super Jump/Shinespark                    PAR Code     Range
    -------------------------------------------------------------------------------
    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
    
    -------------------------------------------------------------------------------
    d. Elevator                                 PAR Code     Range
    -------------------------------------------------------------------------------
    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
     
    -------------------------------------------------------------------------------
    e. Jumping                                      PAR Code
    -------------------------------------------------------------------------------
    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
    
    -------------------------------------------------------------------------------
    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.
    
    -------------------------------------------------------------------------------
    g. Damage                PAR Code             Max Code             Default
    -------------------------------------------------------------------------------
    1) Speed Running         A0A4B0?? & A0A4B1??  A0A4B1FF & A0A4B07F   500 (F4 01)
    2) Pseudo Screw Attack   A0A4CD?? & A0A4CE??  A0A4CDFF & A0A4CE7F   200 (C8 00)
    3) Screw Attack          A0A4C3?? & A0A4C4??  A0A4C3FF & A0A4C47F  2000 (D0 07)
    4) Speed Echoes          9386C1?? & 9386C2??  9386C2FF & 9386C17F  4096 (00 10)
    5) Shinespark            A0A4BB?? & A0A4BC??  A0A4BBFF & A0A4BC7F   300 (2C 01)
    
    Range: 0 - 32767 (00 00 - FF 7F)
    
    
                          ___________________________________
                         /                                   \
             ============        3. Projectiles [4A3]         ============
                         \___________________________________/
    
    -------------------------------------------------------------------------------
                                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.
    
    -------------------------------------------------------------------------------
    a. In Air        Projectile #: 1          2          3          4          5
    -------------------------------------------------------------------------------
    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??
    
    3) X Radius                7E0BB4??   7E0BB6??   7E0BB8??   7E0BBA??   7E0BBC??
                               7E0BB5??   7E0BB7??   7E0BB9??   7E0BBB??   7E0BBD??
    
    4) Y Radius                7E0BC8??   7E0BCA??   7E0BCC??   7E0BCE??   7E0BD0??
                               7E0BC9??   7E0BCB??   7E0BCD??   7E0BCF??   7E0BD1??
    
    5) X Speed                 7E0BDC??   7E0BDE??   7E0BE0??   7E0BE2??   7E0BE4??
                               7E0BDD??   7E0BDF??   7E0BE1??   7E0BE3??   7E0BE5??
    
    6) Y Speed                 7E0BF0??   7E0BF2??   7E0BF4??   7E0BF6??   7E0BF8??
                               7E0BF1??   7E0BF3??   7E0BF5??   7E0BF7??   7E0BF9??
    
    7) Acceleration Direction  7E0C04??   7E0C06??   7E0C08??   7E0C0A??   7E0C0C??
    
    8) Does Damage             7E0C2C??   7E0C2E??   7E0C30??   7E0C32??   7E0C34??
    
    9) Type                    7E0C18??   7E0C1A??   7E0C1C??   7E0C1E??   7E0C20??
                               7E0C19??   7E0C1B??   7E0C1D??   7E0C1F??   7E0C21??
    
    -------------------------------------------------------------------------------
    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
    
    -------------------------------------------------------------------------------
    b. Damage                  PAR Code             Max Code             Default
    -------------------------------------------------------------------------------
    1) Power Beam              938431?? & 938432??  938431FF & 9384327F   20 (1400)
    2) Wave Beam               9384B5?? & 9384B6??  9384B5FF & 9384B67F   50 (3200)
    3) Ice Beam                93849F?? & 9384A0??  93849FFF & 9384A07F   30 (1E00)
    4) Wave & Ice              9384E1?? & 9384E2??  9384E1FF & 9384E27F   60 (3C00)
    5) Spazer Beam             938447?? & 938448??  938447FF & 9384487F   40 (2800)
    6) Spazer & Wave           9384F7?? & 9384F8??  9384F7FF & 9384F97F   70 (4600)
    7) Spazer & Ice            93845D?? & 93845D??  93845DFF & 93845D7F   60 (3C00)
    8) Spazer & Wave & Ice     938473?? & 938474??  938473FF & 9384747F  100 (6400)
    9) Plasma Beam             9384CB?? & 9384CC??  9384CBFF & 9384CC7F  150 (9600)
    0) Plasma & Wave           93850D?? & 93850E??  93850DFF & 93850E7F  250 (FA00)
    A) Plasma & Ice            938523?? & 938524??  938523FF & 9385247F  200 (C800)
    B) Plasma & Wave & Ice     938489?? & 93848A??  938489FF & 93848A7F  300 (2C01)
    C) Plasma & Spazer         938539?? & 93853A??  938539FF & 93853A7F   60 (3C00)
    D) Plasma & Spazer & Wave  9385D3?? & 9385D4??  9385D3FF & 9385D47F  150 (9600)
    E) Plasma & Spazer & Ice   9385A7?? & 9385A8??  9385A7FF & 9385A87F   90 (5A00)
    F) Pl & Sp & Wave & Ice    9385E9?? & 9385EA??  9385E9FF & 9385EA7F  180 (B400)
    
    G) Charged Power Beam      938539?? & 93853A??  938539FF & 93853A7F   60 (3C00)
    H) Charged Wave            9385D3?? & 9385D4??  9385D3FF & 9385D47F  150 (9600)
    I) Charged Ice             9385A7?? & 9385A8??  9385A7FF & 9385A87F   90 (5A00)
    J) Charged Wave & Ice      9385E9?? & 9385EA??  9385E9FF & 9385EA7F  180 (B400)
    K) Charged Spazer          93854F?? & 938550??  93854FFF & 9385507F  120 (7800)
    L) Charged Spazer & Wave   9385FF?? & 938600??  9385FFFF & 9386007F  210 (D200)
    M) Charged Spazer & Ice    938565?? & 938566??  938565FF & 9385667F  180 (B400)
    N) Charged Sp & Wa & Ice   93857B?? & 93857C??  93857BFF & 93857C7F  300 (2C01)
    O) Charged Plasma          9385BD?? & 9385BE??  9385BDFF & 9385BE7F  450 (C201)
    P) Charged Plasma & Wave   93862B?? & 93862C??  93862BFF & 93862C7F  750 (EE02)
    Q) Charged Plasma & Ice    938615?? & 938616??  938615FF & 9386167F  600 (5802)
    R) Charged Pl & Wa & Ice   938591?? & 938592??  938591FF & 9385927F  900 (8403)
    S) Charged Pl & Sp         938641?? & 938642??  938641FF & 9386427F  100 (6400)
    T) Charged Pl & Sp & Ice   938657?? & 938658??  938657FF & 9386587F  300 (2C01)
    U) Chgd Pl & Sp & Wa & Ic  938671?? & 938672??  938671FF & 9386727F  200 (C800)
    
    V) Hyper Beam              9385BD?? & 9385BE??  9385BDFF & 9385BE7F  450 (C201)
    
    W) Wave SBA                938689?? & 93868A??  938689FF & 93868A7F  300 (2C01)
    X) Ice SBA                 9385A7?? & 9385A8??  9385A7FF & 9385A87F   90 (5A00)
    Y) Spazer SBA              9386AB?? & 9386AC??  9386ABFF & 9386AC7F  300 (2C01)
    Z) Plasma SBA              938685?? & 938686??  938685FF & 9386867F  300 (2C01)
    
    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).
    
    -------------------------------------------------------------------------------
    c. SBA Time           PAR Code                   Max Code 
    -------------------------------------------------------------------------------
    1) SBA 1 Timer        7E0BF0?? & 7E0BF1??        7E0BF0FF & 7E0BF1FF
    2) SBA 2 Timer        7E0BF2?? & 7E0BF3??        7E0BF2FF & 7E0BF3FF
    3) SBA 3 Timer        7E0BF4?? & 7E0BF5??        7E0BF4FF & 7E0BF5FF
    4) SBA 4 Timer        7E0BF6?? & 7E0BF7??        7E0BF6FF & 7E0BF7FF
    
    Range: 0 - 65535 (00 00 - FF FF)
    
    Each SBA uses subsection In Air (a) #6 as the timer. When the SBA is 0 and
    flies out then subsection In Air (a) #5 is used.
    
    
                          ___________________________________
                         /                                   \
             ============           4. Bombs [4A4]            ============
                         \___________________________________/
    
    -------------------------------------------------------------------------------
                                         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??
    
    3) X Radius            7E0BBE??   7E0BC0??   7E0BC2??   7E0BC4??   7E0BC6??
                           7E0BBF??   7E0BC1??   7E0BC3??   7E0BC5??   7E0BC7??
    
    4) Y Radius            7E0BD2??   7E0BD4??   7E0BD6??   7E0BD8??   7E0BDA??
                           7E0BD3??   7E0BD5??   7E0BD7??   7E0BD9??   7E0BDB??
    
    5) X Moving Speed      7E0BE6??   7E0BE8??   7E0BEA??   7E0BEC??   7E0BEE??
                           7E0BE7??   7E0BE9??   7E0BEB??   7E0BED??   7E0BEF??
    
    6) Y Moving Speed      7E0BFA??   7E0BFC??   7E0BFE??   7E0C00??   7E0C02??
                           7E0BFB??   7E0BFD??   7E0BFF??   7E0C01??   7E0C03??
    
    7) Timer               7E0C86??   7E0C88??   7E0C8A??   7E0C8C??   7E0C8E??
                           7E0C87??   7E0C89??   7E0C8B??   7E0C8D??   7E0C8F??
    
    8) Type                7E0C72??   7E0C74??   7E0C76??   7E0C78??   7E0C7A??
                           7E0C73??   7E0C75??   7E0C77??   7E0C79??   7E0C7B??
    
    9) Damage              7E0C36??   7E0C38??   7E0C3A??   7E0C3C??   7E0C3E??
                           7E0C37??   7E0C39??   7E0C3B??   7E0C3D??   7E0C3F??
    
    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
    
    9) Damage            7E0C3XFF & 7E0C3XFF    0 - 65535 (0000 - FF FF)
                   
    -------------------------------------------------------------------------------
    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)
    
    4) Explosion Radius                    7E0CEA??    7E0CEAFF    0 - 65535
                                           7E0CEB??    7E0CEBFF    (00 00 - FF FF)
    
    5) Explosion Radius Speed              7E0CF0??    7E0CF0FF    0 - 65535
                                           7E0CF1??    7E0CF1FF    (00 00 - FF FF)
    Setting too high value makes the bomb not do any damage.
    
    
    
    
      .-------------------------------------------------------------------------.
      |/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
     \|                                                                         |/
    +>   B. Enemies & Bosses [4B]                                                <+
     /|                                                                         |\
      |\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
      '-------------------------------------------------------------------------'
    
    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.
    
    -------------------------------------------------------------------------------
    Enemies 1-6          Enemy 01  Enemy 02  Enemy 03  Enemy 04  Enemy 05  Enemy 06
    -------------------------------------------------------------------------------
    1) Health            7E0F8C??  7E0FCC??  7E100C??  7E104C??  7E108C??  7E10CC??
                         7E0F8D??  7E0FCD??  7E100D??  7E104D??  7E108D??  7E10CD??
    
    2) X Position        7E0F7A??  7E0FBA??  7E0FFA??  7E103A??  7E107A??  7E10BA??
                         7E0F7B??  7E0FBB??  7E0FFB??  7E103B??  7E107B??  7E10BB??
    
    3) Y Position        7E0F7E??  7E0FBE??  7E0FFE??  7E103E??  7E107E??  7E10BE??
                         7E0F7F??  7E0FBF??  7E0FFF??  7E103F??  7E107F??  7E10BF??
    
    4) Collision Width   7E0F82??  7E0FC2??  7E1002??  7E1042??  7E1082??  7E10C2??
                         7E0F83??  7E0FC3??  7E1003??  7E1043??  7E1083??  7E10C3??
    
    5) Collision Height  7E0F84??  7E0FC4??  7E1004??  7E1044??  7E1084??  7E10C4??
                         7E0F85??  7E0FC5??  7E1005??  7E1045??  7E1085??  7E10C5??
    
    6) Hurt Flash Timer  7E0F9C??  7E0FDC??  7E101C??  7E105C??  7E109C??  7E10DC??
                         7E0F9D??  7E0FDD??  7E101D??  7E105D??  7E109D??  7E10DD??
    
    7) Frozen Timer      7E0F9E??  7E0FDE??  7E101E??  7E105E??  7E109E??  7E10DE??
                         7E0F9F??  7E0FDF??  7E101F??  7E105F??  7E109F??  7E10DF??
    
    8) Properties        7E0F87??  7E0FC7??  7E1007??  7E1047??  7E1087??  7E10C7??
    
    9) Speed             7E0FB4??  7E0FF4??  7E1034??  7E1074??  7E10B4??  7E10F4??
                         7E0FB5??  7E0FF5??  7E1035??  7E1075??  7E10B5??  7E10F5??
    
    0) Speed 2           7E0FB6??  7E0FF6??  7E1036??  7E1076??  7E10B6??  7E10F6??
                         7E0FB7??  7E0FF7??  7E1037??  7E1077??  7E10B7??  7E10F7??
    
    -------------------------------------------------------------------------------
    Enemies 7-12         Enemy 07  Enemy 08  Enemy 09  Enemy 10  Enemy 11  Enemy 12
    -------------------------------------------------------------------------------
    1) Health            7E110C??  7E114C??  7E118C??  7E11CC??  7E120C??  7E124C??
                         7E110D??  7E114D??  7E118D??  7E11CD??  7E120D??  7E124D??
    
    2) X Position        7E10FA??  7E113A??  7E117A??  7E11BA??  7E11FA??  7E123A??
                         7E10FB??  7E113B??  7E117B??  7E11BB??  7E11FB??  7E123B??
    
    3) Y Position        7E10FE??  7E113E??  7E117E??  7E11BE??  7E11FE??  7E123E??
                         7E10FF??  7E113F??  7E117F??  7E11BF??  7E11FF??  7E123F??
    
    4) Collision Width   7E1102??  7E1142??  7E1182??  7E11C2??  7E1202??  7E1242??
                         7E1103??  7E1143??  7E1183??  7E11C3??  7E1203??  7E1243??
    
    5) Collision Height  7E1104??  7E1144??  7E1184??  7E11C4??  7E1204??  7E1244??
                         7E1105??  7E1145??  7E1185??  7E11C5??  7E1205??  7E1245??
    
    6) Hurt Flash Timer  7E111C??  7E115C??  7E119C??  7E11DC??  7E121C??  7E125C??
                         7E111D??  7E115D??  7E119D??  7E11DD??  7E121D??  7E125D??
    
    7) Frozen Timer      7E111E??  7E115E??  7E119E??  7E11DE??  7E121E??  7E125E??
                         7E111F??  7E115F??  7E119F??  7E11DF??  7E121F??  7E125F??
    
    8) Properties        7E1107??  7E1147??  7E1187??  7E11C7??  7E1207??  7E1247??
    
    9) Speed             7E1134??  7E1174??  7E11B4??  7E11F4??  7E1234??  7E1274??
                         7E1135??  7E1175??  7E11B5??  7E11F5??  7E1235??  7E1275??
    
    0) Speed 2           7E1136??  7E1176??  7E11B6??  7E11F6??  7E1236??  7E1276??
                         7E1137??  7E1177??  7E11B7??  7E11F7??  7E1237??  7E1277??
    
    -------------------------------------------------------------------------------
    Enemies 13-18        Enemy 13  Enemy 14  Enemy 15  Enemy 16  Enemy 17  Enemy 18
    -------------------------------------------------------------------------------
    1) Health            7E128C??  7E12CC??  7E130C??  7E134C??  7E138C??  7E13CC??
                         7E128D??  7E12CD??  7E130D??  7E134D??  7E138D??  7E13CD??
    
    2) X Position        7E127A??  7E12BA??  7E12FA??  7E133A??  7E137A??  7E13BA??
                         7E127B??  7E12BB??  7E12FB??  7E133B??  7E137B??  7E13BB??
    
    3) Y Position        7E127E??  7E12BE??  7E12FE??  7E133E??  7E137E??  7E13BE??
                         7E127F??  7E12BF??  7E12FF??  7E133F??  7E137F??  7E13BF??
    
    4) Collision Width   7E1282??  7E12C2??  7E1302??  7E1342??  7E1382??  7E13C2??
                         7E1283??  7E12C3??  7E1303??  7E1343??  7E1383??  7E13C3??
    
    5) Collision Height  7E1284??  7E12C4??  7E1304??  7E1344??  7E1384??  7E13C4??
                         7E1285??  7E12C5??  7E1305??  7E1345??  7E1385??  7E13C5??
    
    6) Hurt Flash Timer  7E129C??  7E12DC??  7E131C??  7E135C??  7E139C??  7E13DC??
                         7E129D??  7E12DD??  7E131D??  7E135D??  7E139D??  7E13DD??
    
    7) Frozen Timer      7E129E??  7E12DE??  7E131E??  7E135E??  7E139E??  7E13DE??
                         7E129F??  7E12DF??  7E131F??  7E135F??  7E139F??  7E13DF??
    
    8) Properties        7E1287??  7E12C7??  7E1307??  7E1347??  7E1387??  7E13C7??
    
    9) Speed             7E12B4??  7E12F4??  7E1334??  7E1374??  7E13B4??  7E13F4??
                         7E12B5??  7E12F5??  7E1335??  7E1375??  7E13B5??  7E13F5??
    
    0) Speed 2           7E12B6??  7E12F6??  7E1336??  7E1376??  7E13B6??  7E13F6??
                         7E12B7??  7E12F7??  7E1337??  7E1377??  7E13B7??  7E13F7??
    
    -------------------------------------------------------------------------------
    Enemies 19-24        Enemy 19  Enemy 20  Enemy 21  Enemy 22  Enemy 23  Enemy 24
    -------------------------------------------------------------------------------
    1) Health            7E140C??  7E144C??  7E148C??  7E14CC??  7E150C??  7E154C??
                         7E140D??  7E144D??  7E148D??  7E14CD??  7E150D??  7E154D??
    
    2) X Position        7E13FA??  7E143A??  7E147A??  7E14BA??  7E14FA??  7E153A??
                         7E13FB??  7E143B??  7E147B??  7E14BB??  7E14FB??  7E153B??
    
    3) Y Position        7E13FE??  7E143E??  7E147E??  7E14BE??  7E14FE??  7E153E??
                         7E13FF??  7E143F??  7E147F??  7E14BF??  7E14FF??  7E153F??
    
    4) Collision Width   7E1402??  7E1442??  7E1482??  7E14C2??  7E1502??  7E1542??
                         7E1403??  7E1443??  7E1483??  7E14C3??  7E1503??  7E1543??
    
    5) Collision Height  7E1404??  7E1444??  7E1484??  7E14C4??  7E1504??  7E1544??
                         7E1405??  7E1445??  7E1485??  7E14C5??  7E1505??  7E1545??
    
    6) Hurt Flash Timer  7E141C??  7E145C??  7E149C??  7E14DC??  7E151C??  7E155C??
                         7E141D??  7E145D??  7E149D??  7E14DD??  7E151D??  7E155D??
    
    7) Frozen Timer      7E141E??  7E145E??  7E149E??  7E14DE??  7E151E??  7E155E??
                         7E141F??  7E145F??  7E149F??  7E14DF??  7E151F??  7E155F??
    
    8) Properties        7E1407??  7E1447??  7E1487??  7E14C7??  7E1507??  7E1547??
    
    9) Speed             7E1434??  7E1474??  7E14B4??  7E14F4??  7E1534??  7E1574??
                         7E1435??  7E1475??  7E14B5??  7E14F5??  7E1535??  7E1575??
    
    0) Speed 2           7E1436??  7E1476??  7E14B6??  7E14F6??  7E1536??  7E1576??
                         7E1437??  7E1477??  7E14B7??  7E14F7??  7E1537??  7E1577??
    
    -------------------------------------------------------------------------------
    Enemies 25-30        Enemy 25  Enemy 26  Enemy 27  Enemy 28  Enemy 29  Enemy 30
    -------------------------------------------------------------------------------
    1) Health            7E158C??  7E15CC??  7E160C??  7E164C??  7E168C??  7E16CC??
                         7E158D??  7E15CD??  7E160D??  7E164D??  7E168D??  7E16CD??
    
    2) X Position        7E157A??  7E15BA??  7E15FA??  7E163A??  7E167A??  7E16BA??
                         7E157B??  7E15BB??  7E15FB??  7E163B??  7E167B??  7E16BB??
    
    3) Y Position        7E157E??  7E15BE??  7E15FE??  7E163E??  7E167E??  7E16BE??
                         7E157F??  7E15BF??  7E15FF??  7E163F??  7E167F??  7E16BF??
    
    4) Collision Width   7E1582??  7E15C2??  7E1602??  7E1642??  7E1682??  7E16C2??
                         7E1583??  7E15C3??  7E1603??  7E1643??  7E1683??  7E16C3??
    
    5) Collision Height  7E1584??  7E15C4??  7E1604??  7E1644??  7E1684??  7E16C4??
                         7E1585??  7E15C5??  7E1605??  7E1645??  7E1685??  7E16C5??
    
    6) Hurt Flash Timer  7E159C??  7E15DC??  7E161C??  7E165C??  7E169C??  7E16DC??
                         7E159D??  7E15DD??  7E161D??  7E165D??  7E169D??  7E16DD??
    
    7) Frozen Timer      7E159E??  7E15DE??  7E161E??  7E165E??  7E169E??  7E16DE??
                         7E159F??  7E15DF??  7E161F??  7E165F??  7E169F??  7E16DF??
    
    8) Properties        7E1587??  7E15C7??  7E1607??  7E1647??  7E1687??  7E16C7??
    
    9) Speed             7E15B4??  7E15F4??  7E1634??  7E1674??  7E16B4??  7E16F4??
                         7E15B5??  7E15F5??  7E1635??  7E1675??  7E16B5??  7E16F5??
    
    0) Speed 2           7E15B6??  7E15F6??  7E1636??  7E1676??  7E16B6??  7E16F6??
                         7E15B7??  7E15F7??  7E1637??  7E1677??  7E16B7??  7E16F7??
    
    -------------------------------------------------------------------------------
    Enemies 31-32        Enemy 31  Enemy 32    Max Code   Range
    -------------------------------------------------------------------------------
    1) Health            7E170C??  7E174C??    7EXXXCFF   0 - 65535 (00 00 - FF FF)
                         7E170D??  7E174D??    7EXXXDFF
    
    2) X Position        7E16FA??  7E173A??    7EXXXAFF   0 - 65535 (00 00 - FF FF)
                         7E16FB??  7E173B??    7EXXXBFF
    
    3) Y Position        7E16FE??  7E173E??    7EXXXEFF   0 - 65535 (00 00 - FF FF)
                         7E16FF??  7E173F??    7EXXXFFF
    
    4) Collision Width   7E1702??  7E1742??    7EXXX2FF   0 - 65535 (00 00 - FF FF)
                         7E1703??  7E1743??    7EXXX3FF
    
    5) Collision Height  7E1704??  7E1744??    7EXXX4FF   0 - 65535 (00 00 - FF FF)
                         7E1705??  7E1745??    7EXXX5FF
    
    6) Hurt Flash Timer  7E171C??  7E175C??    7EXXXCFF   0 - 65535 (00 00 - FF FF)
                         7E171D??  7E175D??    7EXXXDFF
    
    7) Frozen Timer      7E171E??  7E175E??    7EXXXEFF   0 - 65535 (00 00 - FF FF)
                         7E171F??  7E175F??    7EXXXFFF   When timer>0,enemy frozen
    
    8) Properties        7E1707??  7E1747??               20 - None/Default
                                                          01 - Invisible (can hurt
                                                                          Samus)
                                                          02 - Deleted (cannot
                                                                        hurt Samus)
                                                          04 - Non-responsive
                                                                (ignore
                                                                 Samus/projectiles)
                                                          08 - Move offscreen
                                                                 (process even when
                                                                  offscreen)
                                                          10 - Stop plasma (blocks
                                                                      plasma shots)
                                                          40 - Respawn
                                                          80 - Platform (makes
                                                             hitbox solid to Samus)
    
    9) Speed             7E1734??  7E1774??
                         7E1735??  7E1775??
    
    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) # Needed to Kill     7E0E52?? & 7E0E53??      7E0E52FF & 7E0E53FF
    
    -------------------------------------------------------------------------------
    a. Drop Timer           PAR Code                 Max Code
    -------------------------------------------------------------------------------
    1) 1st                  7E1B45?? & 7E1B46??      7E1B45FF & 7E1B46FF
    2) 2nd                  7E1B43?? & 7E1B44??      7E1B43FF & 7E1B44FF
    3) 3rd                  7E1B41?? & 7E1B42??      7E1B41FF & 7E1B42FF
    4) 4th                  7E1B3F?? & 7E1B40??      7E1B3FFF & 7E1B40FF
    5) 5th                  7E1B3D?? & 7E1B3E??      7E1B3DFF & 7E1B3EFF
    6) 6th                  7E1B3B?? & 7E1B3C??      7E1B3BFF & 7E1B3CFF
    7) 7th                  7E1B39?? & 7E1B3A??      7E1B39FF & 7E1B3AFF
    8) 8th                  7E1B37?? & 7E1B38??      7E1B37FF & 7E1B38FF
    9) 9th                  7E1B35?? & 7E1B36??      7E1B35FF & 7E1B36FF
    0) 10th                 7E1B33?? & 7E1B34??      7E1B33FF & 7E1B34FF
    A) 11th                 7E1B31?? & 7E1B32??      7E1B31FF & 7E1B32FF
    B) 12th                 7E1B2F?? & 7E1B30??      7E1B2FFF & 7E1B30FF
    C) 13th                 7E1B2D?? & 7E1B2E??      7E1B2DFF & 7E1B2EFF
    D) 14th                 7E1B2B?? & 7E1B2C??      7E1B2BFF & 7E1B2CFF
    E) 15th                 7E1B29?? & 7E1B2A??      7E1B29FF & 7E1B2AFF
    F) 16th                 7E1B27?? & 7E1B28??      7E1B27FF & 7E1B28FF
    G) 17th                 7E1B25?? & 7E1B26??      7E1B25FF & 7E1B26FF
    H) 18th                 7E1B23?? & 7E1B24??      7E1B23FF & 7E1B24FF
    
    Drops are in sequential order as they appear.
    
    
                          ___________________________________
                         /                                   \
             ============         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.
    
    
                          ___________________________________
                         /                                   \
             ============       3. Bosses Defeated [4B3]      ============
                         \___________________________________/
    
    -------------------------------------------------------------------------------
                          PAR Code     Max Code      Range
    -------------------------------------------------------------------------------
    1) Crateria           7ED828??     7ED82804      04 - Silver Torizo (Miniboss)
    
    2) Brinstar           7ED829??     7ED82903      01 - Kraid (Boss)
                                                     02 - Spore Spawn (Miniboss)
    
    3) Norfair            7ED82A??     7ED82A07      01 - Ridley (Boss)
                                                     02 - Crocomire (Miniboss)
                                                     04 - Golden Torizo (Miniboss)
    
    4) Wrecked Ship       7ED82B??     7ED82B01      01 - Phantoon (Boss)
    
    5) Maridia            7ED82C??     7ED82C03      01 - Draygon (Boss)
                                                     02 - Botwoon (Miniboss)
    
    6) Tourian            7ED82D??     7ED82D02      02 - Mother Brain (Boss)
    
    7) Space Colony       7ED82E??     7ED82E01      01 - Ridley
    
    
    
    
      .-------------------------------------------------------------------------.
      |/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
     \|                                                                         |/
    +>   C. Events [4C]                                                          <+
     /|                                                                         |\
      |\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
      '-------------------------------------------------------------------------'
    
    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
    
    
    
    
      .-------------------------------------------------------------------------.
      |/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
     \|                                                                         |/
    +>   D. Doors [4D]                                                           <+
     /|                                                                         |\
      |\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
      '-------------------------------------------------------------------------'
    
                          ___________________________________
                         /                                   \
             ============           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
    
    KEY:
    P: Pink
    G: Green
    Y: Yellow
    M: Metal/Grey
    E: Eye
    
    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
    
    Tourian (8) - 2P, 0G, 0Y, 5M, 1E
    7ED8C401 (M) - Metroid 1st Room Exit
    7ED8C402 (M) - Metroid 2nd Room Exit
    7ED8C404 (M) - Metroid 3rd Room Exit
    7ED8C408 (M) - Metroid 4th Room Exit
    7ED8C420 (M) - Dust Torizo Left Entrance
    7ED8C480 (P) - After Big Metroid Entrance
    7ED8C501 (E) - Eye Door to Mother Brain
    7ED8C502 (P) - Mother Brain Entrance
    
    
                          ___________________________________
                         /                                   \
             ============      2. Missile Hit Count [4D2]     ============
                         \___________________________________/
    
                  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
    
    
    
    
      .-------------------------------------------------------------------------.
      |/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
     \|                                                                         |/
    +>   E. Map [4E]                                                             <+
     /|                                                                         |\
      |\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
      '-------------------------------------------------------------------------'
    
                          ___________________________________
                         /                                   \
             ============           1. Mapped [4E1]           ============
                         \___________________________________/
    
    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.
    
    Range: 00 - Not Collected
           01 - Collected
    
    -------------------------------------------------------------------------------
                              PAR Code
    -------------------------------------------------------------------------------
    1) Crateria               7ED908??
    2) Brinstar               7ED909??
    3) Norfair                7ED90A??
    4) Wrecked Ship           7ED90B??
    5) Maridia                7ED90C??
    6) Tourian                7ED90D??     <- Mapped by default.
    7) Space Colony           7ED90E??
      
    
                          ___________________________________
                         /                                   \
             ============        2. Explored Map [4E2]        ============
                         \___________________________________/
    
    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
    
    
                          ___________________________________
                         /                                   \
             ============    3. Pause Map Scrolling [4E3]     ============
                         \___________________________________/
    
    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
    
    
                          ___________________________________
                         /                                   \
             ============          4. Minimap [4E4]           ============
                         \___________________________________/
    
    -------------------------------------------------------------------------------
                                        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.
    
    
                          ___________________________________
                         /                                   \
             ============           6. Saves [4E6]            ============
                         \___________________________________/
    
    -------------------------------------------------------------------------------
                                            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]         ============
                         \___________________________________/
    
    Range: 0 - 65535 (00 00 - FF FF)
    
    -------------------------------------------------------------------------------
                      PAR Code             Max Code             Max Norm
    -------------------------------------------------------------------------------
    1) Jiffies/Frames 7E09DA?? & 7E09DB??  7E09DAFF & 7E09DBFF  7E09DA3B & 7E09DB00
    2) Seconds        7E09DC?? & 7E09DD??  7E09DCFF & 7E09DDFF  7E09DC3B & 7E09DD00
    3) Minutes        7E09DE?? & 7E09DF??  7E09DEFF & 7E09DFFF  7E09DE3B & 7E09DF00
    4) Hours          7E09E0?? & 7E09E0??  7E09E0FF & 7E09E0FF  7E09E063 & 7E09E000
    
    
                          ___________________________________
                         /                                   \
             ============         2. Countdown [4F2]          ============
                         \___________________________________/
    
    Range: 0 - 255 (00 - FF)
    
    -------------------------------------------------------------------------------
                                 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]                                                 <+
     /|                                                                         |\
      |\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
      '-------------------------------------------------------------------------'
    
                          ___________________________________
                         /                                   \
             ============            1. Demo [4H1]            ============
                         \___________________________________/
    
    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
    
    
    
    
      .-------------------------------------------------------------------------.
      |/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
     \|                                                                         |/
    +>   I. Screen [4I]                                                          <+
     /|                                                                         |\
      |\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
      '-------------------------------------------------------------------------'
    
    -------------------------------------------------------------------------------
                           PAR Code              Range
    -------------------------------------------------------------------------------
    1) X Position          7E0911?? & 7E0912??    0 - 65535 (00 00 - FF FF)
    2) Y Position          7E0915?? & 7E0916??    0 - 65535 (00 00 - FF FF)
    3) Message Box Type    7E1C1F??               01 - "Energy Tank"
                                                  02 - "Missile"
    The message to display when the message       03 - "Super Missile"
    box appears. Save questions only saves        04 - "Power Bomb"
    when you are at a save point.                 05 - "Grappling Beam"
                                                  06 - "X-Ray Scope"
                                                  07 - "Varia Suit"
                                                  08 - "Spring Ball"
                                                  09 - "Morphing Ball"
                                                  0A - "Screw Attack"
                                                  0B - "Hi-Jump Boots"
                                                  0C - "Space Jump"
                                                  0D - "Speed Booster"
                                                  0E - "Charge Beam"
                                                  0F - "Ice Beam"
                                                  10 - "Wave Beam"
                                                  11 - "Spazer Beam"
                                                  12 - "Plasma Beam"
                                                  13 - "Bomb"
                                                  14 - "Map data access completed."
                                                  15 - "Energy recharge completed."
                                                  16 - "Missile reload completed."
                                                  17 - "Would you like to save?"
                                                  18 - "Save completed."
                                                  19 - "Reserve Tank"
                                                  1A - "Gravity Suit"
                                                  1B - Glitchy Text (May do game)
                                                  1C - "Would you like to save?"
                                                  1D - Glitchy Text (May do game)
    
    
    
    
      .-------------------------------------------------------------------------.
      |/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
     \|                                                                         |/
    +>   J. Audio [4J]                                                           <+
     /|                                                                         |\
      |\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
      '-------------------------------------------------------------------------'
    
    -------------------------------------------------------------------------------
                                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.
    
    
    
    
      .-------------------------------------------------------------------------.
      |/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
     \|                                                                         |/
    +>   K. Debug [4K]                                                           <+
     /|                                                                         |\
      |\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
      '-------------------------------------------------------------------------'
    
    This section provides the debug mode and codes that are part of the debug mode
    in the game.
    
    
    1) Debug Mode: Game Load Method - 808004FF | Instant Method - 7E05D1FF
    
    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
    
    
    
    
      .-------------------------------------------------------------------------.
      |/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/|
     \|                                                                         |/
    +>   L. Miscellaneous [4L]                                                  <+
     /|                                                                         |\
      |\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
      '-------------------------------------------------------------------------'
    
    -------------------------------------------------------------------------------
                                       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   ::::::::::::::::::::::::::
         :::::::::::::::::::::::                       :::::::::::::::::::::::
    :::::::::::::::               :::::::::::::::::::::             :::::::::::::::
    ===============================================================================
    
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this document on any other
    website or as a part of any public display is strictly prohibited, and a
    violation of copyright.
    
    
    Copyright 2006-2015 David Morris