;;; General ;;; { Wrecked Ship spark. Stationary, can disappear and reappear or can emit falling sparks Enemy ID: $EA3F Bank: $A8 Enemy projectiles: $F498: Falling spark Parameter 0: Unused Parameter 1: Behaviour 0: Always active 1: Intermittent 2: Emit falling sparks Parameter 2: Base function time Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FAA: Function { $E694: RTL $E695: Intermittent - inactive $E6B7: Intermittent - active $E6DC: Emit falling sparks } $0FB0: Base function time $0FB2: Function timer } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug EA3F, 0100,0100, 0000, 2000,0000, 0000,0000 ; Room $CA52, state $CA7E. Wrecked Ship attic - main area boss is dead EA3F, 00E0,0058, 0000, 2000,0000, 0002,0090 EA3F, 0130,00B8, 0000, 2000,0000, 0001,0050 EA3F, 0290,00B8, 0000, 2000,0000, 0001,0020 EA3F, 02F0,0068, 0000, 2000,0000, 0002,0080 EA3F, 0370,00D8, 0000, 2000,0000, 0001,0030 EA3F, 0430,0088, 0000, 2000,0000, 0002,0080 EA3F, 04D0,0088, 0000, 2000,0000, 0002,0070 EA3F, 05D0,00B8, 0000, 2000,0000, 0001,0010 EA3F, 0630,0078, 0000, 2000,0000, 0002,0060 ; Room $CC6F, state $CC9B. Pre Phantoon hall - main area boss is dead EA3F, 0479,006A, 0000, 2000,0000, 0001,0020 ; Room $CAAE, state $CADA. Wrecked Ship attic missile tank room - main area boss is dead EA3F, 01D0,005D, 0000, 2000,0000, 0002,0098 EA3F, 0270,005B, 0000, 2000,0000, 0001,0040 EA3F, 0090,0058, 0000, 2000,0000, 0002,00A0 EA3F, 00F0,0058, 0000, 2000,0000, 0001,0030 EA3F, 012D,0058, 0000, 2000,0000, 0001,0010 EA3F, 0190,0058, 0000, 2000,0000, 0002,0080 EA3F, 0230,0058, 0000, 2000,0000, 0001,0028 EA3F, 02D8,0048, 0000, 2000,0000, 0001,0020 ; Room $CDA8, state $CDD4. Wrecked Ship west super missile room - main area boss is dead EA3F, 009A,003A, 0000, 2000,0000, 0001,0030 EA3F, 0034,003B, 0000, 2000,0000, 0001,0020 EA3F, 0097,00B8, 0000, 2000,0000, 0001,0028 EA3F, 0067,00C8, 0000, 2000,0000, 0001,0030 EA3F, 00B2,00C8, 0000, 2000,0000, 0001,0018 ; Room $CBD5, state $CC01. Wrecked Ship east exit - main area boss is dead EA3F, 0068,0258, 0000, 2000,0000, 0002,0080 EA3F, 002A,0227, 0000, 2000,0000, 0001,0080 EA3F, 00C8,01DD, 0000, 2000,0000, 0001,0010 EA3F, 0086,018A, 0000, 2000,0000, 0002,0090 EA3F, 004F,0033, 0000, 2000,0000, 0002,0090 EA3F, 0035,00DA, 0000, 2000,0000, 0001,0010 EA3F, 005C,0098, 0000, 2000,0000, 0002,00A0 ; Room $CDF1, state $CE1D. Wrecked Ship east super missile hall - main area boss is dead EA3F, 00A0,0050, 0000, 2000,0000, 0001,0080 EA3F, 0120,0050, 0000, 2000,0000, 0001,0010 EA3F, 01D0,0050, 0000, 2000,0000, 0001,00A0 EA3F, 0250,0050, 0000, 2000,0000, 0001,0080 ; Room $CAF6, state $CB22. Wrecked Ship mainstreet - main area boss is dead EA3F, 0498,02A8, 0000, 2000,0000, 0001,0030 EA3F, 0470,0359, 0000, 2000,0000, 0001,0028 EA3F, 0420,048C, 0000, 2000,0000, 0001,0020 EA3F, 04C8,0508, 0000, 2000,0000, 0001,0020 EA3F, 0488,05BC, 0000, 2000,0000, 0001,0018 EA3F, 0469,071A, 0000, 2000,0000, 0000,0000 EA3F, 0418,0788, 0000, 2000,0000, 0002,0030 EA3F, 04D0,07C8, 0000, 2000,0000, 0001,0030 EA3F, 0430,07C8, 0000, 2000,0000, 0001,0020 } ;;; Enemy header ;;; { 0200 ; 0: Tile data size E587 ; 2: Palette 0050 ; 4: Health 001E ; 6: Damage 0008 ; 8: Width 0008 ; Ah: Height A8 ; Ch: Bank 00 ; Dh: Hurt AI time 0000 ; Eh: Cry 0000 ; 10h: Boss ID E637 ; 12h: Initialisation AI 0001 ; 14h: Number of parts E68E ; 18h: Main AI 801E ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch E70E ; 32h: Enemy shot B1EA00 ; 36h: Tile data 05 ; 39h: Layer F458 ; 3Ah: Drop chances ($B4) EEC6 ; 3Ch: Vulnerabilities ($B4) E133 ; 3Eh: Enemy name ($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 }