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Update help and changelog
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web/data/changelog.mdx

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- Fix second robot indicator in robot flush room strat (2.7.1.3)
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- Fix ridley AI to initially show 0 HP when ridley's health drops to zero (2.7.1.4)
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- Adjust PRKD presets to have full missiles entering ridley fight (2.7.1.5)
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- Presets overhaul, including new categories and several preset fixes (2.7.2)
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- Re-randomize RNG now covers enemy main loop counter (2.7.2)
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- Add dash speed InfoHUD mode and new phantoon RNG flame options (2.7.2)
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- Modified ZSNES detection and ported in new splash screen (2.7.2)
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- Fix periodic damage >= 256 edge case with non-vanilla suit properties (2.7.2)
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# Version 2.6.x
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- Optimize kraid rock projectiles to reduce lag when Kraid rises (2.6.0)

web/data/help.mdx

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| | 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).
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| | Note that for round 2+ patterns, the "No Fast/Mid/Slow" and "Left/Right" options will also remove the rare patterns (Right Fast and Left Mid) in order to make those options more useful.
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| | - Phan Eye Close: Choose how long Phantoon's eye will remain open after a ring of flames
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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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| | - Phan Flame Pattern: Choose one of four patterns for Phantoon's flames. Note that in vanilla, the first flame pattern is highly correlated with the first left/right Phantoon movement, so you can also pick First Left or First Right to have the flame patterns that align with that movement.
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| | - Next Flame Pattern: Choose one of four patterns for the next round of Phantoon's flames
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| | - Always Visible: Allows you to see how Phantoon moves after despawning and before raining down flames
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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.

web/data/infohudmode.mdx

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Counts down the number of scanlines that were drawn during processing of the next frame. The screen has a resolution of 256x224, so at 60 fps, 224 scanlines must be drawn every 1/60th of a second. This count is converted to a percentage to get a sense of the lag. The higher the percentage, the closer we were to not finishing processing in time. If processing does not finish in time, then the game must draw the current frame again and this is a lag frame. If the percentage is a low number, then it is likely the game lagged with most of the work done during the previous frame and a small amount of work left over for the next frame.
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## Horizontal Speed
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Displays the horizontal speed combined with momentum in pixels. Also Samus HP is replaced by the subpixels in hexadecimal.
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Displays the horizontal speed combined with momentum in pixels and 1/16th pixels (subpixels).
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## Dash Speed
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Displays the horizontal speed (without momentum) in pixels and 1/16th pixels (subpixels).
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## Vertical Speed
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Displays the vertical speed in pixels. Initial jump speed will displayed as a three digit hex value, overwriting the item collection percentage. Samus HP will be overwritten with space jump feedback:

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