;;; General ;;; { Choot, high-rising slow-falling enemy. Basic description Enemy ID: $D3BF Bank: $A2 Enemy projectiles: None Parameter 0: Unused Parameter 1 low: Number of falling pattern loops Parameter 1 high: Falling pattern 0: Normal. X radius 11h, Y distance 1Eh, 73 frames 1: Wide. X radius 20h, Y distance 1Ch, 73 frames 2: Very wide. X radius 2Dh, Y distance 20h, 73 frames 3: Slow. X radius 11h, Y distance 1Eh, 93 frames 4: Very slow. X radius 11h, Y distance 1Eh, 133 frames Parameter 2: Jump delay timer Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Function { $E035: Wait for Samus to get near $E04F: Prepare to jump $E06A: Jumping $E0CD: Falling } $0FAA: Y speed table index $0FAC: Falling pattern index $0FAE: Falling pattern loop counter $0FB0: Falling pattern pointer $0FB2: Falling pattern Y distance $7E:7800: Spawn X position $7E:7802: Spawn Y position $7E:7804: Initial falling X position $7E:7806: Initial falling Y position $7E:7808: Falling X origin $7E:780A: Falling Y origin $7E:780C: Initial Y speed table index $7E:780E: Jump delay timer } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug D3BF, 0100,0100, 0000, 2000,0000, 0204,0030 ; Room $94FD. Wrecked Ship back door D3BF, 0150,054C, 0000, 2000,0000, 0203,0010 D3BF, 0190,050C, 0000, 2000,0000, 0203,0010 D3BF, 0214,053C, 0000, 2000,0000, 0203,0010 D3BF, 05C8,05BE, 0000, 2000,0000, 0203,0010 D3BF, 00B0,051C, 0000, 2000,0000, 0203,0010 ; Room $9461. Pre orange zoomer hall D3BF, 0070,00CC, 0000, 2000,0000, 0204,0000 D3BF, 00E0,00CC, 0000, 2000,0000, 0204,0000 D3BF, 0150,00CC, 0000, 2000,0000, 0204,0000 ; Room $D13B. Sandy Maridia missile and super missile room D3BF, 0078,01E0, 0000, 2000,0000, 0005,0008 ; Room $D1DD. Beach D3BF, 00F0,01A4, 0000, 2000,0000, 0203,0002 D3BF, 0210,017C, 0000, 2000,0000, 0004,0004 D3BF, 02A8,013C, 0000, 2000,0000, 0102,0010 D3BF, 0310,00DC, 0000, 2000,0000, 0002,0008 D3BF, 0368,009C, 0000, 2000,0000, 0002,0004 D3BF, 03B8,01E0, 0000, 2000,0000, 0005,0008 ; Room $D2D9. Sandy Maridia choot-puyo hall D3BF, 00D8,008C, 0000, 2000,0000, 0201,0000 D3BF, 01B0,00AC, 0000, 2000,0000, 0202,0000 D3BF, 0318,006C, 0000, 2000,0000, 0201,0000 D3BF, 0518,00AC, 0000, 2000,0000, 0202,0000 D3BF, 05A8,008C, 0000, 2000,0000, 0102,0000 D3BF, 0278,00AC, 0000, 2000,0000, 0003,0000 D3BF, 03A8,00AC, 0000, 2000,0000, 0003,0000 D3BF, 065C,00AC, 0000, 2000,0000, 0202,0000 ; Room $D340. Sandy Maridia mainstreet D3BF, 0100,029C, 0000, 2000,0000, 0001,0010 D3BF, 0230,039C, 0000, 2000,0000, 0005,0000 D3BF, 0300,03A4, 0000, 2000,0000, 0207,0000 D3BF, 01E0,00AC, 0000, 2000,0000, 0001,0010 D3BF, 0270,00EC, 0000, 2000,0000, 0001,0010 ; Room $D387. Pre plasma beam shaft D3BF, 0070,00BC, 0000, 2000,0000, 0203,0010 D3BF, 0090,01DC, 0000, 2000,0000, 0202,0010 D3BF, 0060,02CC, 0000, 2000,0000, 0104,0010 } ;;; Enemy header ;;; { 0400 ; 0: Tile data size D80C ; 2: Palette 0064 ; 4: Health 0050 ; 6: Damage 0010 ; 8: Width 0005 ; Ah: Height A2 ; Ch: Bank 00 ; Dh: Hurt AI time 0022 ; Eh: Cry 0000 ; 10h: Boss ID DF76 ; 12h: Initialisation AI 0001 ; 14h: Number of parts E02E ; 18h: Main AI 800A ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0002 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch 802D ; 32h: Enemy shot ACE000 ; 36h: Tile data 05 ; 39h: Layer F21E ; 3Ah: Drop chances ($B4) EC1C ; 3Ch: Vulnerabilities ($B4) DECB ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { 3C ; 23.5% Small health 3C ; 23.5% Big health 3C ; 23.5% Missiles 05 ; 2.0% Nothing 3C ; 23.5% Super missiles 0A ; 3.9% Power bombs }