;;; General ;;; { Tourian entrance statue. Used only to loads palette, tiles, and spawn the enemy projectiles Tourian entrance statue ghost. Used only to load more tiles Enemy ID: $EFFF: Tourian entrance statue $F03F: Tourian entrance statue ghost Bank: $AA Enemy projectiles: $BABE: Tourian statue - base decoration $BAA2: Tourian statue - Ridley $BAB0: Tourian statue - Phantoon Parameter 0: Unused Parameter 1: Part 0: Base decoration 2: Ridley 4: Phantoon Parameter 2: Unused The base decoration part spawns the enemy projectiles, the other two parts have no effect and don't need to be placed Tourian entrance statue must use sprite palette 1 in enemy set Tourian entrance statue overwrites sprite palettes 2/7 Tourian entrance statue ghost must be placed last in enemy set, with high palette value nybble Dh, e.g. D003h, to load tiles to VRAM $6D00 } ;;; Behaviour ;;; { } ;;; CGRAM ;;; { Sprite palette 1: Ridley Sprite palette 2: Phantoon Sprite palette 7: Base decoration / eye glow / soul / unlocking particle } ;;; WRAM ;;; { ; Unused } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Room $A66A. Tourian entrance EFFF, 0078,00B8, 0000, 2000,0000, 0000,0000 ; Tourian entrance statue EFFF, 008E,0055, 0000, 2000,0000, 0002,0000 ; Tourian entrance statue EFFF, 0084,0088, 0000, 2000,0000, 0004,0000 ; Tourian entrance statue } ;;; Enemy header ;;; { __________ Tourian entrance statue | ___ Tourian entrance statue ghost | | 1600 8600 ; 0: Tile data size D745 D745 ; 2: Palette 0BB8 0BB8 ; 4: Health 0BB8 0BB8 ; 6: Damage 0000 0000 ; 8: Width 0000 0000 ; Ah: Height AA AA ; Ch: Bank 00 00 ; Dh: Hurt AI time 0000 0000 ; Eh: Cry 0000 0000 ; 10h: Boss ID D7C8 804C ; 12h: Initialisation AI 0001 0001 ; 14h: Number of parts D7C7 804C ; 18h: Main AI 800F 800F ; 1Ah: Grapple AI 804C 804C ; 1Ch: Hurt AI 8041 8041 ; 1Eh: Frozen AI 0000 0000 ; 20h: Time is frozen AI 0000 0000 ; 22h: Death animation 804C 804C ; 28h: Power bomb reaction 0000 0000 ; 2Ah: Sidehopper variant index 804C 804C ; 30h: Enemy touch 804C 804C ; 32h: Enemy shot 87B364 87AD64 ; 36h: Tile data 06 06 ; 39h: Layer 0000 0000 ; 3Ah: Drop chances ($B4) EC1C EC1C ; 3Ch: Vulnerabilities ($B4) 0000 0000 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { ; Nothing }