;;; General ;;; { Coven, Wrecked Ship ghost. Appears near Samus and disappears Enemy ID: $E77F Bank: $A8 Enemy projectiles: None Parameter 0: Unused Parameter 1: Unused Parameter 2: Unused Must be first enemy in room due to bug in $A8:9D36 } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Function { $9B42: Materialising - fade to white $9BAD: Materialising - fade from white $9C69: Dematerialising $9C8A: Materialised $9D13: Dematerialised - asleep $9D36: Dematerialised - awake } $0FAA: Function timer $0FAC: Palette transition delay index $7E:7800: Hover centre Y position $7E:7802: Y subvelocity $7E:7804: Y velocity $7E:780A: Previous Samus X movement direction { 0: Left 4: None 8: Right } $7E:780C: Previous Samus X position $7E:780E: Zone left position $7E:7810: Zone right position $7E:7812: Previous Samus Y movement direction { 0: Up Ch: None 18h: Down } $7E:7814: Previous Samus Y position $7E:7816: Zone top position $7E:7818: Zone bottom position $7E:781A: Lock-on timer $7E:781C: Directed movement timer } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 4000h = respawns if killed, 2000h = process instructions, 800h = process whilst off-screen | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug E77F, 0100,0100, 0000, 6800,0000, 0000,0000 ; Room $CAF6, state $CB08. Wrecked Ship mainstreet - default E77F, 0038,03D8, 0000, 6800,0000, 0000,0000 ; Room $CCCB, state $CCDD. Wrecked Ship map station - default E77F, 0088,0088, 0000, 6800,0000, 0000,0000 ; Room $CA52, state $CA64. Wrecked Ship attic - default E77F, 02D7,0098, 0000, 6800,0000, 0000,0000 ; Room $CDF1, state $CE03. Wrecked Ship east super missile hall - default E77F, 0088,0088, 0000, 6800,0000, 0000,0000 ; Room $CE8A, state $CE9C. Wrecked Ship save station - default E77F, 0088,0088, 0000, 6800,0000, 0000,0000 } ;;; Enemy header ;;; { 0400 ; 0: Tile data size 99AC ; 2: Palette 012C ; 4: Health 003C ; 6: Damage 0010 ; 8: Width 0010 ; Ah: Height A8 ; Ch: Bank 00 ; Dh: Hurt AI time 0051 ; Eh: Cry 0000 ; 10h: Boss ID 9AEE ; 12h: Initialisation AI 0001 ; 14h: Number of parts 9B3C ; 18h: Main AI 8000 ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0002 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch 802D ; 32h: Enemy shot B1A600 ; 36h: Tile data 05 ; 39h: Layer F266 ; 3Ah: Drop chances ($B4) EC1C ; 3Ch: Vulnerabilities ($B4) DE5B ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { 32 ; 19.6% Small health 5F ; 37.3% Big health 46 ; 27.5% Missiles 00 ; Nothing 14 ; 7.8% Super missiles 14 ; 7.8% Power bombs }