;;; General ;;; { Ceres door Enemy ID: $E23F Bank: $A6 Enemy projectiles: None Parameter 0: Unused Parameter 1: Variant 0: Normal facing right 1: Normal facing left 2: Rotating elevator room pre-explosion door overlay 3: Ridley's room (facing right) 4: Rotating elevator room invisible wall 5: Ridley escape mode 7 left wall 6: Ridley escape mode 7 right wall Parameter 2: Unused Properties must have process instructions bit set Must be placed last in enemy set, with high palette value nybble Dh, e.g. D002h, to load tiles to VRAM $6D00 Palette in enemy header is ignored Ridley's room variant uses palette 2 and 7, other variants use palette 7 Door overlay variant overwrites VRAM $7000..71FF with sprite tiles used for level design during mode 7 in the elevator room } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Function { $F76B: Handle earthquake during escape $F770: Handle earthquake during escape in Ridley's room $F7A5: Ridley escape mode 7 wall $F7BD: Rotating elevator room - default $F7DC: Rotating elevator room - rumbling and explosions $F850: Rotating elevator room - handle Ceres elevator animations } $0FAA: Drawn by Ridley flag $0FAE: Rumbling timer $0FB0: Ceres door rumble timer $0FB2: Ceres door rumble index } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 8000h = solid enemy, 2000h = process instructions, 800h = process whilst off-screen | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; $A6:AA20: Spawn walls during Ceres Ridley getaway cutscene E23F, 0008,007F, 0000, 2800,0000, 0005,0000 E23F, 00F8,007F, 0000, 2800,0000, 0006,0000 ; Room $DF45, state $DF57. Ceres elevator shaft - default E23F, 00E8,0277, 0002, A800,0000, 0002,0000 E23F, 00E0,027F, 0001, A800,0000, 0001,0000 ; Room $DF8D, state $DF9F. Ceres pre elevator hall - default E23F, 0020,007F, 0000, A800,0000, 0000,0000 E23F, 01E0,007F, 0001, A800,0000, 0001,0000 ; Room $DFD7, state $DFE9. Ceres stairs - default E23F, 0020,007F, 0000, A800,0000, 0000,0000 E23F, 00E0,017F, 0001, A800,0000, 0001,0000 ; Room $E021, state $E033. Ceres baby metroid hall - default E23F, 0020,007F, 0000, A800,0000, 0000,0000 E23F, 01E0,007F, 0001, A800,0000, 0001,0000 ; Room $E06B, state $E07D. Pre Ceres Ridley hall - default E23F, 0020,007F, 0000, A800,0000, 0000,0000 E23F, 01E0,007F, 0001, A800,0000, 0001,0000 ; Room $E0B5, state $E0C7. Ceres Ridley - default E23F, 0010,007F, 0003, A800,0000, 0003,0000 ; Room $DF45, state $DF71. Ceres elevator shaft - main area boss is dead E23F, 00E8,0277, 0002, A800,0000, 0002,0000 E23F, 00E0,027F, 0004, A800,0000, 0004,0000 ; Room $DF8D, state $DFB9. Ceres pre elevator hall - main area boss is dead E23F, 0020,007F, 0000, A800,0000, 0000,0000 E23F, 01E0,007F, 0001, A800,0000, 0001,0000 ; Room $DFD7, state $E003. Ceres stairs - main area boss is dead E23F, 0020,007F, 0000, A800,0000, 0000,0000 E23F, 00E0,017F, 0001, A800,0000, 0001,0000 ; Room $E021, state $E04D. Ceres baby metroid hall - main area boss is dead E23F, 0020,007F, 0000, A800,0000, 0000,0000 E23F, 01E0,007F, 0001, A800,0000, 0001,0000 ; Room $E06B, state $E097. Pre Ceres Ridley hall - main area boss is dead E23F, 0020,007F, 0000, A800,0000, 0000,0000 E23F, 01E0,007F, 0001, A800,0000, 0001,0000 ; Room $E0B5, state $E0E1. Ceres Ridley - main area boss is dead E23F, 0010,007F, 0003, A800,0000, 0003,0000 } ;;; Enemy header ;;; { 8600 ; 0: Tile data size F4EC ; 2: Palette 0028 ; 4: Health 000F ; 6: Damage 0008 ; 8: Width 0020 ; Ah: Height A6 ; Ch: Bank 00 ; Dh: Hurt AI time 0059 ; Eh: Cry 0000 ; 10h: Boss ID F6C5 ; 12h: Initialisation AI 0001 ; 14h: Number of parts F765 ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 0000 ; 28h: Power bomb reaction F52C ; 2Ah: Sidehopper variant index F920 ; 30h: Enemy touch F920 ; 32h: Enemy shot B0BA00 ; 36h: Tile data 02 ; 39h: Layer 0000 ; 3Ah: Drop chances ($B4) 0000 ; 3Ch: Vulnerabilities ($B4) 0000 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { ; Nothing }