;;; General ;;; { Chozo statue Enemy ID: $F0FF Bank: $AA Enemy projectiles: $AF68: Wrecked Ship chozo spike clearing footsteps Parameter 0: Unused Parameter 1: Unused Parameter 2: Area 0: Wrecked Ship 2: Lower Norfair Overwrites sprite palettes 1/2 Must be first enemy in room } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FAC: Movement index $0FB2: Function { $E445: Lower Norfair - inactive $E7A6: RTS $E7AE: Wrecked Ship - inactive } $0FB4: Activation flag } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Room $B1E5. Lower Norfair chozo room F0FF, 002C,009A, 0000, 2000,0000, 0000,0002 ; Room $C98E, state $C9A0. Wrecked Ship chozo room - default F0FF, 04C8,018A, 0000, 2000,0000, 0000,0000 ; Room $C98E, state $C9BA. Wrecked Ship chozo room - main area boss is dead F0FF, 04C8,018A, 0000, 2000,0000, 0000,0000 } ;;; Enemy header ;;; { 1200 ; 0: Tile data size E31D ; 2: Palette 0014 ; 4: Health 0028 ; 6: Damage 0010 ; 8: Width 0024 ; Ah: Height AA ; Ch: Bank 00 ; Dh: Hurt AI time 0000 ; Eh: Cry 0000 ; 10h: Boss ID E725 ; 12h: Initialisation AI 0001 ; 14h: Number of parts E7A7 ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index E7DB ; 30h: Enemy touch E7DC ; 32h: Enemy shot ACBE00 ; 36h: Tile data 05 ; 39h: Layer F452 ; 3Ah: Drop chances ($B4) EEC6 ; 3Ch: Vulnerabilities ($B4) 0000 ; 3Eh: Enemy name ($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 }