----------------METROID: OIL SPILL-------------------

Hey, thanks for downloading this hack! I'm including this short txt file
to hopefully solve any issues regarding Oil Spill's gameplay.

Here's a few techniques you should know before heading into this hack...
 - R Shots 						(Not required, but useful)
 - Double missiling core-xs 	(Not required, but useful)
 - Extending jumps via shooting (Used more for puzzles)
 - Know single wall jump angles (Important for getting around)
 
Here's a few things you should know for certain in-game events...
 - When Adam says "significant event," just know he's referring
	to any major ability upgrade, a.k.a, not missile/energy tanks.
 - Whenever you see an interactable computer / data pad,
	interact with it. It helps the game not break.
	There's only one data download in the hack, and avoiding it
	may make it unobtainable in the file. So, skip it at your own risk.
 - You can drop down through pipes and wire meshes in the "Cargo Hold"(Sector 5)
	by using  down + b.
 - Nettori's(Plasma Plant) room is not a softlock when you re-enter it.
 - The water in BOX-2's fight is electrified the entire time, as well as after the ability is collected
	it just doesn't show up
	
- Max item percent: 48%

Enjoy the hack!


Changelogs: (Ignore if you haven't played 1.0)

(1.3)
Areas
	- Caves / Outside (Main Deck)
		- Removed the oil on top of the water in Main Deck 1, confusing and inconsistent
		- Added blocks in Main Deck 7 and 16 to prevent awkward enemy placement
		- Moved enemy placement and removed a hornoad in room C
		- Modified Main Deck 12 ladder(buggy)
		- Removed Halzyn-x(Floating enemy) in Main Deck 12
		- Removed Shriekbats in Main Deck 14
		- Fixed stupid enemy placement in 16
		- Modified & removed enemies in Main Deck 16 to be less annoying
		- Added missile blocks in Main Deck 2A to make traversal easier
		- Changed floor to screw attack blocks in Main Deck 29 to make late
			game traversal easier(Thanks MetroidNerd#9001!)
		- Removed Gadora before Charge core (Let's be honest, that one was annoying, even though most are)
		- Removed crumble block in Main Deck 29
		
	- Oil Freighter Main Floor (Sector 1)
		- Changed some blocks in room F to screw attack blocks
		- Made the floating orbs killable with a missile upgrade
		- Added crumble blocks and a shot block for elevator missile tank to leave more easily
		- Fixed tiling errors in room 11
		- Added speedbooster blocks to room 20
		- Lowered Wide beam core-x health from 96 to 76
		- Added cracked block to room 32
		- Made employee cabins accessible without Level 4 hatches unlocked, meaning wave beam
			can be accessed earlier
		
	- Engines (Sector 3)
		- Extended platforms in Spazer Core-x room
		- Removed red hatch from room 7, no longer locked in room with SA-X form 2
		- Minor adjustment to room 8
		- Removed red hatch from room 15, doesn't serve any purpose
		- Removed red hatch from save room after Varia-X
		
	- Ocean (Sector 4)
		- Modified entrance so it's possible to enter and exit both ways
		- Removed very annoying underwater WJ segments
		- Made room 12 easier to leave
		- Added a scroll to room 13
		- Made Sector 4, room 23's platforms into screw attack blocks for easier traversal
		- Added Gadora-X before Serris
		
	- Cargo Hold (Sector 5)
		- Changed recharge room before Nightmare to save room
		- Fixed shot block issue in sub zero containment (Thanks caauyjdp!)
		
	- Ventilation (Sector 6)
		- Made speedbooster path more obvious
		
Map
	- Modified map so areas are labeled
	- Fixed tile errors from 1.2
	
Enemies
	- Reduced HP of Zebesians to hopefully be less damage spongey
	- Reduced HP of Spazer core-x
	- Slightly increased red-x drop rate on aquatic zebesians
	- Made aquatic zebesians vulnerable to normal shots & freezable
	- Made normal zebesians freezable
	- Sidehoppers made unfreezable for easier travelling & to make diffusion missile's 
		damage upgrade more noticeable
	
Zazabi
	- No longer softlocks, hurray!
	- Zazabi will only be stuck in an eating state when Samus is eaten out of morph
	- Removed 1 segment from start of Zazabi fight
	- Extended platforms in boss room
	
Other
	- Minor adjustment to screw attack palette
	- Removed many hatch lock events
	- Updated navigation room text
	- Modified credits
	
--Known issues I may or may not fix in the future--
	- Zazabi still gets stuck when Samus is eaten when standing, 
		morphed or crouching has no issues (It's pretty inconsistent)
	- Ship 'beam' at the ending is still invisible
	

(1.5)
	-Added some demos
	-Zazabi spits samus out immediately (Kinda buggy)
	-Added title screen
	-Removed NO WARNING AHHHHHH
	-Varia-X fix ( Mostly )
	-Changed map tiles
	
	Rooms:
	
		Outside:
			Fixed some tiles in Arachnus' room
		
		Engines:
			-Fixed the dumb blinding animation in sector 3 rooms
			-Changed some tiles and clipdata in various spots
			
		Ocean:
			-Fixed small tile error before Serris
			
		Cargo:
			-Made it a bit more purple
	
	Bosses:
		Varia-X
			-Little core-x's around Varia-X are now weak to missiles
			-Changed doors to morphball doors
		
		Nightmare
			-Changed doors in boss room to morph doors
			-Lowered Core-X health

		Serris
			-Adjusted room so it's harder to be knocked out
