;;; General ;;; { Spore Spawn Spore dummy. This enemy's drop chances are used when a spore is shot, it is otherwise unused Enemy ID: $DF3F: Spore Spawn $DF7F: Spore dummy Bank: $A5 Enemy projectiles: $DE6C: Spore Spawn's stalk $DE88: Spore spawner Parameter 0: Unused Parameter 1: Unused Parameter 2: Unused Properties must have process instructions bit set Spore Spawn must be first enemy in room } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Function { $EB1B: Descent $EB52: Moving $EB9B: Set up death $EBEE: Dying } $0FAC: X origin $0FAE: Y origin $7E:7808: Stalk X origin $7E:780A: Stalk Y origin $7E:7814: Angle $7E:7816: Max X radius $7E:7818: Angle delta $7E:8000: Stalk segment 2 X position $7E:8002: Stalk segment 1 X position $7E:8004: Stalk segment 0 X position $7E:8006: Stalk segment 2 Y position $7E:8008: Stalk segment 1 Y position $7E:800A: Stalk segment 0 Y position $7E:8010: Death drift X speed $7E:8012: Death drift X subspeed $7E:8014: Death drift Y speed $7E:8016: Death drift Y subspeed $7E:801E: Damaged flag $7E:8800: Previous health $7E:8806: Death drift angle $7E:9000: Spore generation flag } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions, 800h = process whilst off-screen | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Room $9DC7. Spore Spawn DF3F, 0080,0270, 0000, 2800,0004, 0000,0000 ; Spore Spawn } ;;; Enemy header ;;; { __________ Spore Spawn | ___ Spore dummy | | 0E00 0E00 ; 0: Tile data size E359 E359 ; 2: Palette 03C0 03C0 ; 4: Health 000C 000C ; 6: Damage 0030 0013 ; 8: Width 0020 0013 ; Ah: Height A5 A5 ; Ch: Bank 04 08 ; Dh: Hurt AI time 002C 0000 ; Eh: Cry 0004 0004 ; 10h: Boss ID EA2A EA2A ; 12h: Initialisation AI 0001 0001 ; 14h: Number of parts EB13 EB13 ; 18h: Main AI 800F 800F ; 1Ah: Grapple AI 804C 804C ; 1Ch: Hurt AI 8041 8041 ; 1Eh: Frozen AI 0000 0000 ; 20h: Time is frozen AI 0000 0000 ; 22h: Death animation EDF2 0000 ; 28h: Power bomb reaction 0000 0000 ; 2Ah: Sidehopper variant index EDEC EDEC ; 30h: Enemy touch ED5A ED5A ; 32h: Enemy shot AC9C00 AC9C00 ; 36h: Tile data 02 05 ; 39h: Layer F410 F416 ; 3Ah: Drop chances ($B4) F094 F094 ; 3Ch: Vulnerabilities ($B4) 0000 0000 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Vulnerability format: ; v = fddddddd ; If v = FFh: ; Freeze, no damage ; Else: ; d: Damage multiplier * 2 ; f: Does not freeze 80 ; Power 82 ; Wave 82 ; Ice 82 ; Ice + wave 80 ; Spazer 82 ; Spazer + wave 82 ; Spazer + ice 82 ; Spazer + ice + wave 82 ; Plasma 82 ; Plasma + wave 82 ; Plasma + ice 82 ; Plasma + ice + wave 82 ; Missile 82 ; Super missile 80 ; Bomb 80 ; Power bomb 80 ; Speed booster 80 ; Shinespark 80 ; Screw attack 04 ; Charged beam 80 ; Pseudo screw attack 80 ; Unused } ;;; Enemy drop chances ;;; { ____ Spore Spawn | _ Spore dummy | | 32 0A ; 19.6% 3.9% Small health 32 14 ; 19.6% 7.8% Big health 32 C8 ; 19.6% 78.4% Missiles 00 19 ; 9.8% Nothing 32 00 ; 19.6% Super missiles 37 00 ; 21.6% Power bombs }