;;; General ;;; { Blue Brinstar face block. Stationary, turns if Samus has morph ball, but only in one direction Enemy ID: $EA7F Bank: $A8 Enemy projectiles: None Parameter 0: Unused Parameter 1: X/Y proximity. Unit px Parameter 2: Direction to turn 0: Left 1: Right Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Activated flag $0FAA: Direction to Samus. Negative = left, positive = right $0FB6: Direction to not turn { 0: Right 8000h: Left } } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 8000h = solid enemy, 2000h = process instructions | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug EA7F, 0100,0100, 0000, A000,0000, 0025,0000 ; Room $9A44, state $9A70. Crateria bomb block hall - event "Zebes is awake" is set EA7F, 0100,0048, 0000, A000,0000, 0000,0000 EA7F, 0080,0048, 0000, A000,0000, 0000,0000 EA7F, 0180,0048, 0000, A000,0000, 0000,0000 EA7F, 0080,00B8, 0000, A000,0000, 0000,0000 EA7F, 0100,00B8, 0000, A000,0000, 0000,0000 EA7F, 0180,00B8, 0000, A000,0000, 0000,0000 ; Room $9A44, state $9A56. Crateria bomb block hall - default EA7F, 0100,0048, 0000, A000,0000, 0000,0000 EA7F, 0080,0048, 0000, A000,0000, 0000,0000 EA7F, 0180,0048, 0000, A000,0000, 0000,0000 EA7F, 0080,00B8, 0000, A000,0000, 0000,0000 EA7F, 0100,00B8, 0000, A000,0000, 0000,0000 EA7F, 0180,00B8, 0000, A000,0000, 0000,0000 ; Room $9F11, state $9F3D. Old Kraid entrance - event "Zebes is awake" is set EA7F, 0048,0088, 0000, A000,0000, 0000,0000 EA7F, 00B8,0088, 0000, A000,0000, 0000,0000 EA7F, 00E8,0116, 0000, A000,0000, 0000,0000 EA7F, 00E8,0166, 0000, A000,0000, 0000,0000 EA7F, 0018,0116, 0000, A000,0000, 0000,0000 ; Room $9F64, state $9F90. Blue Brinstar ceiling e-tank hall - event "Zebes is awake" is set EA7F, 0038,0228, 0000, A000,0000, 0000,0000 EA7F, 0038,02A8, 0000, A000,0000, 0000,0000 EA7F, 02E8,02B8, 0000, A000,0000, 0000,0000 EA7F, 0268,0088, 0000, A000,0000, 0000,0000 EA7F, 0288,0088, 0000, A000,0000, 0000,0000 ; Room $9E9F, state $9ECB. Morph ball room - event "Zebes is awake" is set EA7F, 0548,0240, 0000, A000,0000, 0000,0000 EA7F, 05B8,0240, 0000, A000,0000, 0000,0000 EA7F, 0488,02B8, 0000, A000,0000, 0000,0000 EA7F, 0428,02B8, 0000, A000,0000, 0000,0000 ; Room $9E9F, state $9EB1. Morph ball room - default EA7F, 0548,0240, 0000, A000,0000, 0040,0001 EA7F, 05B8,0240, 0000, A000,0000, 0040,0000 EA7F, 0488,02B8, 0000, A000,0000, 0040,0000 EA7F, 0428,02B8, 0000, A000,0000, 0040,0001 ; Room $9F64, state $9F76. Blue Brinstar ceiling e-tank hall - default EA7F, 0038,0228, 0000, A000,0000, 0000,0000 EA7F, 0038,02A8, 0000, A000,0000, 0000,0000 EA7F, 02E8,02B8, 0000, A000,0000, 0000,0000 EA7F, 0268,0088, 0000, A000,0000, 0000,0000 EA7F, 0288,0088, 0000, A000,0000, 0000,0000 ; Room $9F11, state $9F23. Old Kraid entrance - default EA7F, 0048,0088, 0000, A000,0000, 0000,0000 EA7F, 00B8,0088, 0000, A000,0000, 0000,0001 EA7F, 00E8,0116, 0000, A000,0000, 0000,0000 EA7F, 00E8,0166, 0000, A000,0000, 0000,0000 EA7F, 0018,0116, 0000, A000,0000, 0000,0000 } ;;; Enemy header ;;; { 0200 ; 0: Tile data size E7AC ; 2: Palette 0014 ; 4: Health 0000 ; 6: Damage 0008 ; 8: Width 0008 ; Ah: Height A8 ; Ch: Bank 00 ; Dh: Hurt AI time 0000 ; Eh: Cry 0000 ; 10h: Boss ID E82E ; 12h: Initialisation AI 0001 ; 14h: Number of parts E8AE ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 804C ; 30h: Enemy touch E91D ; 32h: Enemy shot B1BA00 ; 36h: Tile data 02 ; 39h: Layer F45E ; 3Ah: Drop chances ($B4) EEC6 ; 3Ch: Vulnerabilities ($B4) DF3B ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Indestructible } ;;; Enemy drop chances ;;; { 00 ; Small health 00 ; Big health 00 ; Missiles FF ; 100.0% Nothing 00 ; Super missiles 00 ; Power bombs }