HUD Modifications

HUD Image

  1. Status display defaults to first enemy's HP, but can be configured to show Charge Timer, X-Factor timer, Shinespark timer and more (see InfoHUD Modes)
  2. Item collection percentage
  3. Number of E-tanks
  4. Current total energy (excluding reserves), sometimes overridden by status display contents.
  5. Segment timer in minutes.seconds.frames. Resets when starting a new game, loading a preset, or by controller shortcut.
  6. Timer in seconds.frames, resets when entering a new room and updates on item acquisition and room transitions. Can be set to realtime or gametime.
  7. Lag frames, updates same as above
  8. Frames spent by last door transition
Controller Shortcuts
Controller 1
Start + Select + L + RSoft reset the game
Start + SelectOpens the in-game menu (configurable in shortcuts menu)
BCloses the in-game menu
Start + Y + LReloads the last used preset (configurable in shortcuts menu)
 
Controller 2
L or RToggles the status display options mentioned in 1
UpIncreases game speed
DownDecreases game speed
RightFrame advance
LeftRestore game speed
Menu Features
EquipmentConfigure Samus' current equipment
- RefillRefills your ammo and energy to their current max
- Category LoadoutsSelect a category to set your current equipment
- Toggle ItemsToggle major items
- Toggle BeamsToggle beams or activate glitched beams
- Current EnergySet your current energy with left/right or A to increment
- Energy TanksSelect your max E-tanks with left/right or A to increment
- Current ReservesSet your current reserves with left/right or A to increment
- Reserve TanksSelect your max Reserve Tanks with left/right or A to increment
- MissilesSelect your max Missiles with left/right or A to increment
- Super MissilesSelect your max Super Missiles with left/right or A to increment
- Power BombsSelect your max Power Bombs with left/right or A to increment
 
Category PresetsPresets are pre-configured savestates that are specific to a particular category.
Note: Presets load a room but do not load any enemies for that room.
 
Preset OptionsSelect a category or save/load custom presets
- Select Preset CategorySelect the desired category to be used with Category Presets
- Custom Preset SlotSelect one of 40 slots in memory to save or load custom presets
- Save Custom PresetSave a custom preset to the current slot in SRAM.
A grapple sound effect will play if a preset cannot be saved (for example during room transition).
- Load Custom PresetLoad the custom preset in the current slot in SRAM.
A grapple sound effect will play if a preset cannot be loaded from the current slot.
- Open Blue DoorsOpen all blue doors, except when Samus is in default pose or when door is in a hidden area.
- Compressed GraphicsUse built-in and slower compressed tile graphics when loading presets.
Only enable this if you are applying patches that use banks F5-FE and loading prests crashes the game.
- Compressed PalettesUse built-in compressed palettes when loading presets.
Only enable this if you are applying custom room palettes.
- Compressed TablesUse built-in compressed tile tables when loading presets.
 
TeleportWarp to any save station
 
EventsToggle event flags for doors, bosses, items, and other events
- Reset All EventsClear all event flags
- Reset All DoorsReset all door locks
- Reset All ItemsReplace all items that have already been collected
- BossesToggle boss kills
 
MiscToggle extra features
- Blue SuitGive Samus the Blue Suit
- Flash SuitGive Samus the Flash Suit (aka Spike Suit)
- Hyper BeamToggle Hyper Beam
- InvincibilityPrevents Samus from taking damage or knockback
- Goo SlowdownToggle ultra slow horizontal movement, as if grabbed by the Baby Metroid (2) or Draygon's goo (1-4)
- Suit PropertiesModify the suit properties similar to some randomizers
Vanilla = No change, Varia has full heat protection and 50% enemy/environmental damage reduction, Gravity (with or without Varia) has full heat protection and 75% enemy/environment damage reduction)
Balanced = Varia now has 75% environmental damage reduction, Gravity (without Varia) has no heat protection and no environment damage reduction
Progressive = Varia has no changes, Gravity (without Varia) has half heat protection and 50% enemy/environmental damage reduction
- Magic PantsToggle a flashing animation on Samus to show when dash should be held for short charging
- Space PantsToggle a flashing animation on Samus during a space jump to show when you should jump.
Note: If you have both Magic Pants and Space Pants on, only one of them will be used.
If Space Jump is equipped then Space Pants will be used, otherwise Magic Pants will be used.
- Loud PantsToggle sound effects for Magic Pants and Space Pants. Uses the sound selected in Game->Metronome SFX.
Note: If Magic and Space Pants are both turned off, this option has no effect.
- MetronomeToggles a metronome feature that will play a sound at a periodic rate
- Metronome TickrateThe number of frames between metronome sounds
- Metronome SFXThe sound to play (Beep, Power Beam, Spazer, Missile, Click)
- Kill EnemiesKills all non-solid enemies in the current room
- Force Samus to Stand UpForces Samus into a standing pose
 
InfohudConfigure the HUD
- Infohud ModeSelect the value from RAM to be displayed in the bottom-left of the HUD.
Click the link for more details.
- Room StratSelect which Room Strat to be displayed in the bottom-left of the HUD.
This only works if "Room Strat" is selected as the above Infohud Mode.
- Top-Left DisplayChoose item collection percentage, reserve energy, or vanilla health to be displayed at the top-left of the HUD.
The vanilla option also compresses the viewable area so it is more suitable for practice on an curved CRT monitor or TV.
- Frame CountersToggle the room timer in the top-right of the HUD between realtime and gametime.
- Transition LagToggle the door time to include the full length of the room transition.
- Reset Segment in Next RoomSets the segment timer to reset automatically when exiting the next door transition.
- Freeze on Load StateExperimental feature that causes the game to be frozen until a new controller 1 input is made.
It also resets the segment timer. Beware that since it leverages the existing frame advance feature, toggling this on changes the way frame advance works.
- Status IconsToggle icons to appear when standing on an elevator or when the shine timer is active (e.g. while carrying a spikesuit).
- Artificial LagSelect a value to adjust how much lag occurs during normal gameplay.
This is to compensate for the lack of a minimap on the HUD which would normally consume CPU cycles.
- Customize RAM WatchSetup addresses to be monitored by the RAM Watch HUD mode. Address 1 will appear in the bottom-left corner of the HUD, while Address 2 appears just to the right of Address 1. Memory at these locations can be edited by configuring a Value and selecting 'Write to Address'. Toggle 'Lock Value' to automatically write the value once every frame. RAM Watch must must be the selected HUD mode to continue writing to the address. Only one byte of hex can be configured at a time in the menu. 'Hi' refers to the first byte, while 'Lo' refers to the second. Set the Hi Address to 0D and the Lo Address to EC to monitor the memory address $0DEC, which stores the counter for Samus direction changes while held by Draygon (among other uses). You can find lists of known RAM addresses by selecting 'Select Common Addresses'.
 
Sprite FeaturesFeatures that draw sprites over normal gameplay. Beware of CPU performance impact
- Samus on TopDraw Samus on top of foreground objects/tiles
- Show Samus HitboxToggles an overlay of Samus hitbox that's drawn on top of Samus sprite.
- Show Enemy HitboxesToggles an overlay of enemy hitboxes that are drawn on top of enemy sprite. Some enemies, especially bosses, use the extended spritemap format or are not compatible at this time
- Phan + Dray HitboxesToggles an overlay of enemy hitboxes for enemies that use the extended spritemap format, such as Phantoon, Draygon, and Space Pirates.
- Samus Projectile HitboxToggles an overlay of Samus projectile hitboxes that are drawn on top of Samus projectile sprites.
- Enemy Projectile HitboxToggles an overlay of enemy projectile hitboxes that are drawn on top of enemy projectile sprites.
- OOB Tile ViewerThis enables an overlay that shows the tiles near Samus at all times, disconnected from the camera. This allows you to navigate OOB (Out of Bounds) areas where neither Samus nor the actual tiles are visible in-game. Samus hitbox is drawn at the center of the overlay to show the position relative to the tiles.
- Spacetime HUDOption to preserve the infohud when firing the spacetime beam
 
Room LayoutModify the room layout, usually to help practice rando scenarios
- Remove Magnet StairsAdds slope tiles to prevent the magnet stairs effect
- Area Rando PatchesRoom modifications as you would see in a VARIA area randomizer
- Anti-softlock PatchesRoom modifications as you would see in a typical VARIA randomizer
 
GameToggle game options
- Japanese/French TextStandard game option to toggle between English and Japanese text (NTSC) or between German and French text (PAL).
- Moon WalkStandard game option for Moon Walk.
- Icon CancelStandard game option for Icon Cancel.
- CutscenesTurn off specific cutscenes, or make specific game sequences faster.
- FanfareToggle the fanfare for collecting items
- MusicToggle the music off, on, or fast off which eliminates lag caused by loading music data.
- Low Health AlarmModify the behavior of the low-health alarm
Never = Self-explanatory
Vanilla = No change (triggers on when <=30 health, off when >30 health, ignoring reserves, breaks if power bomb explosion is active)
PB Fix = Defers trigger during power bomb explosions, which fixes issue where the alarm may not turn on or turn off
Improved = PB Fix + only triggers on with health+reserves is less than 30 (same requirements as initiating health bomb)
- Debug ModeToggles the debug mode. Note that debug mode shortcuts and features may not be well supported in the practice rom.
- Debug CPU BrightnessToggles a built-in debug feature to darken the screen after the game is done processing the next frame. Useful for estimating CPU usage.
- PAL Debug MovementPAL-only feature that gives Samus extra movement correlated to the dpad input.
- Pacifist ModeReduces Samus' attack damage to zero, allowing for never-ending boss battles.
- Enable ProjectilesToggles a built-in debug feature to disable enemy projectiles.
- Fix Scroll OffsetsFixes the glitchy state where the camera and scroll offsets are out of sync, typically occurring when using major glitches
- MinimapRestores the game minimap, which also allows the pause menu map to be updated. When enabled, a map tile counter will also be displayed.
- Clear MinimapClears the map tile counter and all minimap data.
 
RNG ControlPre-determine boss patterns
- RerandomizeToggles rerandomizing of RNG values upon loading a savestate. SD2SNES/FXPak versions only.
- PhantoonConfigure possible Phantoon patterns. You can enable or disable individual patterns per-round, allowing you to practice only a subset of possible patterns. The round-1 toggles apply only to the first round, whereas the round-2 toggles apply to all subsequent rounds, including rounds where Phantoon is invisible.
If all patterns are enabled (or disabled) for a round, vanilla RNG is used with all its quirks and biases. However, if you customize the patterns for a round, that round will use a customized RNG that chooses patterns with mostly-balanced probabilities (though slower patterns may still tend to be slightly more common).
- Phan Eye Close: Choose how long Phantoon's eye will remain open after a ring of flames
- Phan Flame Pattern: Choose one of four patterns for Phantoon's flames
- Next Flame Pattern: Swaps with Phan Flame Pattern each time Phantoon chooses a pattern
- Botwoon RNGChoose the opening pattern for Botwoon's first cycle
- Draygon from RightChoose Draygon's attack type from the right side of the room. Draygon will always 'swoop' after a 'goop'.
- Draygon from LeftChoose Draygon's attack type from the left side of the room. Draygon will always 'swoop' after a 'goop'.
- Crocomire RNGSet Crocomire to always step forward, or always swipe and shoot projectiles.
- Kraid Claw RNGSet Kraid's claws to spawn above or below. Kraid is laggier when coming out of the ground if both claws spawn below.
Note: It is not possible for both claws to spawn above Kraid, so there will always be some lag generated by a claw below.
 
Controller ShortcutsSet or change button combinations for activating features. Press A to edit the shortcut and then hold the desired button combination until it turns pink.
- Main MenuOpen the InfoHUD menu
- Save StateSets the savestate. SD2SNES/FXPak versions only.
- Load StateLoads the savestate. SD2SNES/FXPak versions only.
- Reload PresetReload the last selected category preset
- Random PresetRandomly chooses a preset from your selected preset category
- Save Cust PresetSave a custom preset to the current slot in SRAM.
- Load Cust PresetLoad the custom preset in the current slot in SRAM.
- Next Preset SlotIncrements the custom preset slot.
- Prev Preset SlotDecrements the custom preset slot.
- Reset Seg TimerReset the segment timer. Takes effect immediately but only updates the display on certain events/actions.
- Reset Seg LaterReset the segment timer. Takes effect when exiting the next door transition.
- Full EquipmentRefills your energy and ammo to their current max capacities.
- Kill EnemiesInstantly deletes all enemies in the current room.
- Toggle OOB TilesToggles the OOB Tile Viewer.
- Update TimersUpdates the HUD timers immediately.
- Clear ShortcutsResets Main Menu shortcut to default and removes button combos for all others.
Lag Frames

Super Metroid runs at ~60 fps (NTSC) or ~50 fps (PAL). On each frame, the game simultaneously renders the current frame while preparing the next frame. If it fails to prepare the next frame in time, then the previous frame is rendered again. We call this a lag frame. This means that game lag depends on how much work the CPU needs to do to prepare the next frame. It follows that any modification to game code could impact the game lag. Thus we need to balance the desire for practice ROM features with the desire for performance accuracy (matching the actual game lag).  
You might be wondering how we were able to add features at all, since generally adding features means adding work. In fact even if a feature is toggled off, the game may have to check that the feature is toggled off and that is more work. Fortunately it was discovered that the minimap adds a noticeable amount of work to each frame, and by disabling the minimap we freed up CPU for our features. In fact, we even had to add artificial lag in order to more closely match actual game performance. Unfortunately we weren't the only ones to notice this. Deer Force knew, and they also knew boss fights were laggy, so they disabled the minimap for most boss fights. As a result, with default settings the practice ROM will have very similar lag compared to the actual game, except the practice ROM may have more lag during boss fights.  
As we continue to maintain and add features to the practice ROM, this is our strategy for managing lag:

- Normal GameplayWith default settings (enemy HP selected in the infohud), we really try not to change lag. If we do, it will be communicated.
If you select other infohud or room strat options, lag may have a slight variance although it typically won't be noticeable.
- EventsOn events (when drops appear, when an item is collected, etc.), we may add features. It's conceivable this could add a lag frame, although in most circumstances it would be unlikely or impossible.
- Door/Elevator TransitionsSimilar to events, we may add features during this time. Some features require data to be reloaded during this time.
- Practice FeaturesOnce you start turning on practice features, lag may no longer be similar to actual game. Some features like magic pants or the metronome may not have much impact, but others like the OOB tile viewer add a significant amount of work for the CPU.
- Sprite PatchesSprite patches such as SpriteSomething should be supported. These patches sometimes modify the game and theoretically could affect lag on their own, although if you intend to play the vanilla game or randomizer with a sprite patch then you might as well apply it to the practice ROM.