Embarrasing Fact: Power suit made by lowest bidder
You have to follow a bunch of pointers and read stuff, then decide exactly where you want the hook. Spike has two pointers next to it, one for horizontal collisions (905D) and one for vertical collisions (904B). You can scroll down and find those two pointers. The text there explains them: They both jump to a subroutine depending on the BTS, and then return solid.
There are, though, 3 different spike block settings. You can put the gravity suit hook in the main spike routines (94:904B and 94:905D) so the gravity suit makes Samus immune to all spikes, you can put it in the BTS 0 setting (94:8E83) so Samus is immune to the common spikes you usually run into, you can put it in a new BTS setting (change a 8F45 in the table to point to the end of the bank) entirely so there's only certain Spikes Samus is immune to, or some entirely different idea.
The block collision document isn't meant to explain everything a new person would need to know to use it. For assembly, you'll want to learn how to use branches, JSR, RTS, LDA, CMP, BIT/AND, and probably a few other basic operations; you'll want to know how to find free space: Data is organized in groups of 0x8000 (32768 decimal) bytes, and free space is identifiable by a lot of FF's in a row at the end of these groups. There's also probably a few other things you'll need to learn as well - whenever you get stuck on something feel free to ask.
It'll take a bit of work to get this done, but when you're done it'll open up the doors to doing a lot more.
There are, though, 3 different spike block settings. You can put the gravity suit hook in the main spike routines (94:904B and 94:905D) so the gravity suit makes Samus immune to all spikes, you can put it in the BTS 0 setting (94:8E83) so Samus is immune to the common spikes you usually run into, you can put it in a new BTS setting (change a 8F45 in the table to point to the end of the bank) entirely so there's only certain Spikes Samus is immune to, or some entirely different idea.
The block collision document isn't meant to explain everything a new person would need to know to use it. For assembly, you'll want to learn how to use branches, JSR, RTS, LDA, CMP, BIT/AND, and probably a few other basic operations; you'll want to know how to find free space: Data is organized in groups of 0x8000 (32768 decimal) bytes, and free space is identifiable by a lot of FF's in a row at the end of these groups. There's also probably a few other things you'll need to learn as well - whenever you get stuck on something feel free to ask.
It'll take a bit of work to get this done, but when you're done it'll open up the doors to doing a lot more.