;;; General ;;; { Beetom. Crawls and hops around, latches onto Samus and drains her health Enemy ID: $E87F Bank: $A8 Enemy projectiles: None Parameter 0: Unused Parameter 1: Unused Parameter 2: Unused Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FAA: Y speed table index $0FAC: Function { $B814: Decide action $B82F: Decide action - Samus not in proximity $B84F: Start idling $B85F: Start crawling left $B873: Start crawling right $B887: Start short hop left $B8A9: Start short hop right $B8CB: Start long hop left $B8ED: Start long hop right $B90F: Decide action - Samus in proximity $B952: Start draining Samus - facing left $B966: Start draining Samus - facing right $B97A: Start dropping $B9A2: Start being flung $B9B2: Idling $B9C1: Crawling left $BA24: Crawling right $BA84: Short hop left $BAB7: Short hop right $BB55: Long hop left $BB88: Long hop right $BC26: Lunge left $BC5A: Lunge right $BCF8: Draining Samus - facing left $BD42: Draining Samus - facing right $BD9D: Dropping $BDC5: Being flung } $0FAE: Function timer $0FB0: Button counter $0FB2: Previous controller 1 input $7E:7800: Instruction list { $B696: Crawling - facing left $B6AC: Hop - facing left $B6CC: Draining Samus - facing left $B6F2: Crawling - facing right $B708: Hop - facing right $B728: Draining Samus - facing right } $7E:7804: Initial short leap Y speed table index $7E:7806: Initial long leap Y speed table index $7E:7808: Initial lunge Y speed table index $7E:780A: Falling flag $7E:7810: Attached to Samus flag $7E:7812: Direction { 0: Left 1: Right } } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug E87F, 0100,0100, 0000, 2000,0000, 0000,0000 ; Room $99BD. Crateria space pirate shaft E87F, 00B8,03D8, 0000, 2000,0000, 0000,0000 E87F, 0048,03D8, 0000, 2000,0000, 0000,0000 ; Room $A253. Red Brinstar mainstreet E87F, 00CF,0658, 0000, 2000,0000, 0000,0000 ; Room $9FE5. Etecoon area beetom room E87F, 0050,00B8, 0000, 2000,0000, 0000,0000 E87F, 0070,00B8, 0000, 2000,0000, 0000,0000 E87F, 0090,00B8, 0000, 2000,0000, 0000,0000 E87F, 00B0,00B8, 0000, 2000,0000, 0000,0000 ; Room $A011. Etecoon area spike hall E87F, 01D8,0198, 0000, 2000,0000, 0000,0000 E87F, 0278,0198, 0000, 2000,0000, 0000,0000 E87F, 0360,01A8, 0000, 2000,0000, 0000,0000 E87F, 03D8,01A8, 0000, 2000,0000, 0000,0000 E87F, 0458,01A8, 0000, 2000,0000, 0000,0000 ; Room $A4B1. Kraid's lair beetom room E87F, 002D,0098, 0000, 2000,0000, 0000,0000 E87F, 0047,0098, 0000, 2000,0000, 0000,0000 E87F, 008B,00A8, 0000, 2000,0000, 0000,0000 E87F, 0060,0098, 0000, 2000,0000, 0000,0000 ; Room $B106. Norfair speed blockade hall E87F, 02B8,0098, 0000, 2000,0000, 0000,0000 E87F, 02E8,0098, 0000, 2000,0000, 0000,0000 E87F, 0310,0098, 0000, 2000,0000, 0000,0000 E87F, 0390,0098, 0000, 2000,0000, 0000,0000 E87F, 0400,0098, 0000, 2000,0000, 0000,0000 E87F, 0460,0098, 0000, 2000,0000, 0000,0000 } ;;; Enemy header ;;; { 0600 ; 0: Tile data size B65E ; 2: Palette 003C ; 4: Health 000A ; 6: Damage 0008 ; 8: Width 0008 ; Ah: Height A8 ; Ch: Bank 00 ; Dh: Hurt AI time 0055 ; Eh: Cry 0000 ; 10h: Boss ID B776 ; 12h: Initialisation AI 0001 ; 14h: Number of parts B80D ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index BE2E ; 30h: Enemy touch BEAC ; 32h: Enemy shot B1C200 ; 36h: Tile data 05 ; 39h: Layer F2F6 ; 3Ah: Drop chances ($B4) EF8C ; 3Ch: Vulnerabilities ($B4) DFE3 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Vulnerability format: ; v = fddddddd ; If v = FFh: ; Freeze, no damage ; Else: ; d: Damage multiplier * 2 ; f: Does not freeze 00 ; Power 00 ; Wave FF ; Ice FF ; Ice + wave 00 ; Spazer 00 ; Spazer + wave FF ; Spazer + ice FF ; Spazer + ice + wave 00 ; Plasma 00 ; Plasma + wave FF ; Plasma + ice FF ; Plasma + ice + wave 02 ; Missile 02 ; Super missile 04 ; Bomb 04 ; Power bomb 02 ; Speed booster 02 ; Shinespark 02 ; Screw attack 00 ; Charged beam 00 ; Pseudo screw attack 02 ; Unused } ;;; Enemy drop chances ;;; { 01 ; 0.4% Small health 00 ; Big health 00 ; Missiles 00 ; Nothing 00 ; Super missiles FE ; 99.6% Power bombs }