;;; General ;;; { Atomic, Wrecked Ship orb. Float towards Samus Enemy ID: $E9FF Bank: $A8 Enemy projectiles: None Parameter 0: Unused Parameter 1: Spin direction 0: Up-right 1: Up-left 2: Down-right 3: Down-left Parameter 2: Speed table index. Range 0..40h. Speed = v * 0.1000h px/frame Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Y movement function { $E405: Move up $E424: Move down } $0FAA: X movement function { $E443: Move left $E462: Move right } $7E:7800: Subspeed $7E:7802: Speed $7E:7804: Negated subspeed $7E:7806: Negated speed } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug E9FF, 0100,0100, 0000, 2000,0000, 0001,0001 ; Room $CAF6, state $CB08. Wrecked Ship mainstreet - default E9FF, 0430,07D0, 0000, 2000,0000, 0000,0000 E9FF, 04D0,07D0, 0000, 2000,0000, 0000,0000 ; Room $CA52, state $CA7E. Wrecked Ship attic - main area boss is dead E9FF, 058F,005A, 0000, 2000,0000, 0001,0008 E9FF, 0352,0061, 0000, 2000,0000, 0001,0008 E9FF, 022C,0060, 0000, 2000,0000, 0001,0008 E9FF, 0093,007C, 0000, 2000,0000, 0000,0008 ; Room $CC6F, state $CC9B. Pre Phantoon hall - main area boss is dead E9FF, 0098,004D, 0000, 2000,0000, 0000,0008 E9FF, 027E,00A8, 0000, 2000,0000, 0002,0008 E9FF, 0354,0049, 0000, 2000,0000, 0002,0008 ; Room $CA52, state $CA64. Wrecked Ship attic - default E9FF, 00E0,004E, 0000, 2000,0000, 0000,0000 E9FF, 02F0,005E, 0000, 2000,0000, 0000,0000 E9FF, 0630,006E, 0000, 2000,0000, 0000,0000 E9FF, 05D0,00BE, 0000, 2000,0000, 0000,0000 E9FF, 0290,00BE, 0000, 2000,0000, 0000,0000 E9FF, 0130,00BE, 0000, 2000,0000, 0000,0000 E9FF, 0370,00DE, 0000, 2000,0000, 0000,0000 E9FF, 04D0,007E, 0000, 2000,0000, 0000,0000 E9FF, 0430,007E, 0000, 2000,0000, 0000,0000 ; Room $CDF1, state $CE03. Wrecked Ship east super missile hall - default E9FF, 00A0,0050, 0000, 2000,0000, 0000,0000 E9FF, 0120,0050, 0000, 2000,0000, 0001,0000 E9FF, 01D0,0050, 0000, 2000,0000, 0002,0000 E9FF, 0250,0050, 0000, 2000,0000, 0003,0000 ; Room $CAF6, state $CB22. Wrecked Ship mainstreet - main area boss is dead E9FF, 0478,0252, 0000, 2000,0000, 0000,0008 E9FF, 04D5,02AB, 0000, 2000,0000, 0001,0008 E9FF, 04C0,0507, 0000, 2000,0000, 0002,0008 E9FF, 0426,05B9, 0000, 2000,0000, 0002,0008 } ;;; Enemy header ;;; { 0400 ; 0: Tile data size E230 ; 2: Palette 00FA ; 4: Health 0028 ; 6: Damage 0008 ; 8: Width 0008 ; Ah: Height A8 ; Ch: Bank 00 ; Dh: Hurt AI time 003E ; Eh: Cry 0000 ; 10h: Boss ID E388 ; 12h: Initialisation AI 0001 ; 14h: Number of parts E3C3 ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0002 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch 802D ; 32h: Enemy shot B1FC00 ; 36h: Tile data 05 ; 39h: Layer F212 ; 3Ah: Drop chances ($B4) EC1C ; 3Ch: Vulnerabilities ($B4) DD97 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { 00 ; Small health A5 ; 64.7% Big health 50 ; 31.4% Missiles 00 ; Nothing 05 ; 2.0% Super missiles 05 ; 2.0% Power bombs }