Elbow fix Fixes the graphics when Samus is walljumping while facing left. Samus's elbow was not connected to her arm previously. It actually looks like Samus's graphics got redesigned sometime but they forgot to adjust that one tile, as it doesn't fit into the pattern the rest make. Compatibility: Harmless (Modifies Samus's graphics) ---------- Aim anything Allows the aim buttons to be assigned to any button. Compatibility: Harmless (Modifies button assignment code) Download for unheadered ROM ---------- Disappearing blocks Disappearing and Reappearing blocks ala Megaman games. See the included asm file for details. Contains .ips, .asm, and .gif for SMILE. Compatibility: Uses free space in bank 84 (PLM coding) ---------- KejMap 2.0 Smart KejMap. This is a one-time patch-and-forget to handle all auto-map tile saving and loading. This version is slower than the older version of KejMap though - if that works fine for you I recommend sticking to the older one. Compatibility: Harmless to savestates, sram maps will be garbled (Overwrites map Save/Loading) ---------- Reflec fix Reflec Bomb Crash fix. Reflecs do not attempt to flip projectiles stored in bomb RAM now. Bombs seem to disappear (similar to invulnerable enemies) if they hit a Reflec now. Compatibility: Harmless (Modifies Reflec code) ---------- Falling damage Falling Damage patch. It does just what it sounds like, see the assembly file for more details about it. Compatibility: Harmless (Modifies landing code and jumping variables) ---------- Decompression optimization It follows the original compression scheme, it's just smarter and faster (In other words, as long as there are no bugs I missed there is no reason NOT to use this patch). 3 trials showed the following improvements in decompression times (measured in frames): 43 to 28, 29 to 19, and 5 to 3. I can't think of any more ways to speed it up further, so this is it I think. Compatibility: Harmless? (Modifies decompression code, involves questionable hardware quirk)