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Copy file name to clipboardExpand all lines: web/data/help.mdx
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@@ -120,10 +120,10 @@ If you experience crashes or severe glitches when using savestates, your platfor
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| **InfoHUD** | Configure the HUD
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| - Infohud Mode | Select the value from RAM to be displayed in the bottom-left of the HUD.
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| | [Click the link for more details.](/infohudmode)
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| - Strat Reward SFX | Toggle a sound effect that plays when achieving certain HUD mode and room strats.
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| - Room Strat | Select which Room Strat to be displayed in the bottom-left of the HUD.
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| | This only works if "Room Strat" is selected as the above Infohud Mode.
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| - Configure Super HUD | Options to replace the item% and status icons and reserves area with other infohud modes, while still having a primary infohud mode or room strat. Compatible with most but not all other infohud modes and room strats.
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| - Strat Reward SFX | Toggle a sound effect that plays when achieving certain HUD mode and room strats.
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| - Door HUD Mode | Configure the HUD mode that runs when touching a door transition.
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| | Only works when the normal HUD mode is set to Enemy HP.
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| - Minimap | Restores the game minimap, which also allows the pause menu map to be updated. When enabled, a map tile counter will also be displayed.
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| | - Phan Flame Pattern: Choose one of four patterns for Phantoon's flames
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| | - Next Flame Pattern: Swaps with Phan Flame Pattern each time Phantoon chooses a pattern
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| | - Always Visible: Allows you to see how Phantoon moves after despawning and before raining down flames
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| - Botwoon First | Choose the movement pattern for Botwoon's first cycle. The pattern names represent the hole Botwoon will the cycle at.
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| - Botwoon Hidden | Choose the movement pattern for Botwoon's hidden cycle behind the background. Each pair of letters respresets the start and end position of the pattern.
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| - Botwoon Second | Choose the movement pattern for Botwoon's second and subsequent cycles. Each pair of letters respresets the start and end position of the pattern.
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| - Botwoon Spit | Choose whether Botwoon will spit projectiles or not, when possible
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| - Draygon from Right | Choose Draygon's attack type from the right side of the room. Draygon will always 'swoop' after a 'goop'.
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| - Draygon from Left | Choose Draygon's attack type from the left side of the room. Draygon will always 'swoop' after a 'goop'.
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| - Draygon Turret | Choose which turret or turrets are allowed to fire, which may cause more or fewer projectiles to be fired depending on the setting and which turrets are destroyed.
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| - Crocomire RNG | Set Crocomire to always step forward, or always swipe and shoot projectiles.
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| - Ridley | Configure certain aspects of Ridley's behavior
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| - Botwoon | Choose movemen patterns fro Botwoon's first cycle, hidden cycles, and second/subsequent cycles.
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| | Each pair of letters respresets the start and end position of the pattern.
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| - Mother Brain | Configure certain aspects of Mother Brain's behavior
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| - Kraid Claw RNG | Set Kraid's claws to spawn above or below. Kraid is laggier when coming out of the ground if both claws spawn below.
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| | **Note**: It is not possible for both claws to spawn above Kraid, so there will always be some lag generated by a claw below.
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| - Kraid Wait RNG | Set amount of frames Kraid waits before opening mouth at start of second phase, or between attacks during the first phase.
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| - Crocomire RNG | Set Crocomire to always step forward, or always swipe and shoot projectiles.
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| - Draygon from Right | Choose Draygon's attack type from the right side of the room. Draygon will always 'swoop' after a 'goop'.
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| - Draygon from Left | Choose Draygon's attack type from the left side of the room. Draygon will always 'swoop' after a 'goop'.
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| - Draygon Turret | Choose which turret or turrets are allowed to fire, which may cause more or fewer projectiles to be fired depending on the setting and which turrets are destroyed.
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| - Baby Skip RNG | Set the baby into a lunge state or force it to not lunge.
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| - All Drops | Override the vanilla drop chance tables with one of six possible drops.
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| | This can produce non-vanilla behavior, including enemies spawning drops that normally do not.
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| |
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| **Savestate Settings** | Features relating to the practice hack's built-in savestates. Not available on some platforms.
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| - Rerandomize | Toggles rerandomizing of RNG values upon loading a savestate. Automatically disabled in rooms with "seeded" RNG, but some of these situations may not be accounted for yet.
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| |
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| **Slowdown Mode** | Set if practice hack is in slowdown mode and the number of lag frames it is set for.
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| |
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| **Controller Shortcuts** | Set or change button combinations for activating features. Press X to unbind a shortcut. Press A to edit the shortcut and then hold the desired button combination until it turns pink.
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| - Main Menu | Open the InfoHUD menu
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| **Controller Shortcuts** | Set or change button combinations for activating features. Shortcuts may appear multiple times allowing different button combinations to trigger the same action.
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| - Add Shortcut | Allows a new shortcut to be set. This option might be found on page 2 or 3 if prior pages are full.
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| - Main Menu | Open the practice hack menu.
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| - Soft Reset | Performs the soft reset (previously hard-coded Start+Select+L+R, but can now be modified).
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| - Save State | Sets the savestate. Not available on some platforms.
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| - Load State | Loads the savestate. Not available on some platforms.
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| - Auto Save State | Sets a flag to trigger a savestate in the middle of the next door transition. Not available on some platforms.
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| - Toggle Boss Dmg | Toggle the damage counter infohud mode to be shown or hidden.
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| - Update Timers | Updates the HUD timers immediately.
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| - Force Stand | Force Samus into a standing position.
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| - Toggle Spin Lock | Toggles Spin Lock.
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| - Clear Shortcuts | Resets Main Menu shortcut to default and removes button combos for all others.
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@@ -152,6 +152,7 @@ Displays the Y position in hexadecimal pixels. Also Samus HP is replaced by the
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## Shot Timer
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Displays the number of frames between pressing the shoot button.
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Also the segment timer is overwritten by a set of four numbers representing the previous four shot timer values.
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Additionally if fighting Phantoon, the number of frames can be replaced by feedback on hitting Phantoon with a super missile on the magic frame that does not enrage Phantoon.
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Feedback is only given if Phantoon is hit with a super missile relatively near the time of eye open and when the super missile does not kill Phantoon.
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