;;; General ;;; { Bull, Maridia puffer. Flies at Samus, repelled by shots Enemy ID: $E97F Bank: $A8 Enemy projectiles: None Parameter 0: Unused Parameter 1: Acceleration interval timer index ; _____ Acceleration interval timer ; | _ Deceleration interval timer ; | | 0: 3, 1 1: 4, 1 2: 5, 2 3: 6, 2 4: 7, 2 5: 8, 3 6: 9, 3 7: Ah, 4 8: Bh, 4 9: Ch, 5 Ah: Dh, 5 Bh: Eh, 6 Ch: Fh, 6 Parameter 2: Max speed table index. Range 0..7. Max speed = 3FFh + v * 100h. Unit 0.80h px/frame Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Function { $D92B: Movement delay $D940: Target Samus $D963: Accelerating $D97C: Decelerating } $0FAA: Acceleration $0FAC: Acceleration delta $0FAE: Speed $0FB0: Activation timer $0FB2: Acceleration interval timer $7E:7800: Max speed $7E:7802: Angle to Samus $7E:7804: Angle $7E:7806: Shot reaction disable flag $7E:780A: Acceleration interval timer reset value $7E:780C: Deceleration interval timer reset value $7E:780E: Shot reaction disable timer $7E:8800: Previous health } ;;; 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 | | | | | | | | ; Debug E97F, 0200,0060, 0000, 2800,0000, 0008,0000 ; Room $CD5C, state $CD88. Wrecked Ship first flooded room - main area boss is dead E97F, 00F0,0088, 0000, 2800,0000, 0003,0003 ; Room $CDF1, state $CE1D. Wrecked Ship east super missile hall - main area boss is dead E97F, 00E0,0078, 0000, 2800,0000, 0003,0003 E97F, 0210,0075, 0000, 2800,0000, 0003,0003 ; Room $D86E. Sandy Maridia quicksand fall E97F, 0020,0038, 0000, 2800,0000, 0001,0000 E97F, 00E0,0078, 0000, 2800,0000, 0001,0001 E97F, 0058,00C8, 0000, 2800,0000, 0005,0007 ; Room $D898. Maridia speed blockade quicksand fall E97F, 0048,0020, 0000, 2800,0000, 0001,0001 E97F, 0048,0068, 0000, 2800,0000, 0003,0002 E97F, 00F0,0090, 0000, 2800,0000, 0005,0006 E97F, 0048,00D0, 0000, 2800,0000, 0001,0007 E97F, 0100,0038, 0000, 2800,0000, 0002,0002 E97F, 01B8,0028, 0000, 2800,0000, 0001,0001 E97F, 01C8,0068, 0000, 2800,0000, 0003,0002 E97F, 01E0,00C0, 0000, 2800,0000, 0001,0007 E97F, 0100,00E0, 0000, 2800,0000, 0002,0007 ; Room $D54D. Snail room quicksand fall west E97F, 0028,00B8, 0000, 2800,0000, 0008,0001 E97F, 0048,0138, 0000, 2800,0000, 0008,0001 E97F, 00B8,0118, 0000, 2800,0000, 0006,0000 E97F, 00A8,0178, 0000, 2800,0000, 0007,0002 E97F, 00D8,0068, 0000, 2800,0000, 000A,0000 E97F, 0028,0038, 0000, 2800,0000, 000A,0000 E97F, 0070,01B8, 0000, 2800,0000, 0007,0002 ; Room $D57A. Snail room quicksand fall east E97F, 0038,00D8, 0000, 2800,0000, 0009,0001 E97F, 00D8,0098, 0000, 2800,0000, 000A,0001 E97F, 0058,0178, 0000, 2800,0000, 0007,0002 E97F, 00B8,0138, 0000, 2800,0000, 0008,0002 E97F, 0028,0028, 0000, 2800,0000, 000A,0000 E97F, 0098,01C8, 0000, 2800,0000, 0007,0002 } ;;; Enemy header ;;; { 0600 ; 0: Tile data size D821 ; 2: Palette 0064 ; 4: Health 000A ; 6: Damage 0008 ; 8: Width 0008 ; Ah: Height A8 ; Ch: Bank 00 ; Dh: Hurt AI time 0000 ; Eh: Cry 0000 ; 10h: Boss ID D8C9 ; 12h: Initialisation AI 0001 ; 14h: Number of parts D90B ; 18h: Main AI 800A ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0002 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch DB14 ; 32h: Enemy shot B1DC00 ; 36h: Tile data 05 ; 39h: Layer F2D2 ; 3Ah: Drop chances ($B4) EFA2 ; 3Ch: Vulnerabilities ($B4) E01B ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Vulnerability format: ; v = fddddddd ; If v = FFh: ; Freeze, no damage ; Else: ; d: Damage multiplier * 2 ; f: Does not freeze 80 ; Power 80 ; Wave 80 ; Ice 80 ; Ice + wave 80 ; Spazer 80 ; Spazer + wave 80 ; Spazer + ice 80 ; Spazer + ice + wave 02 ; Plasma 02 ; Plasma + wave 82 ; Plasma + ice 82 ; Plasma + ice + wave 02 ; Missile 02 ; Super missile 02 ; Bomb 02 ; Power bomb 02 ; Speed booster 02 ; Shinespark 02 ; Screw attack 02 ; Charged beam 02 ; Pseudo screw attack 02 ; Unused } ;;; Enemy drop chances ;;; { 00 ; Small health 05 ; 2.0% Big health 00 ; Missiles 00 ; Nothing 00 ; Super missiles FA ; 98.0% Power bombs }