;;; General ;;; { Dragon, lava seahorse. Basic description Enemy ID: $D4BF Bank: $A2 Enemy projectiles: $B5CB: Dragon fireball Parameter 0: Unused Parameter 1: Part 0: Main part 1: Wings. Used for graphics only Parameter 2: Unused Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FAE: Function timer / attack counter $0FB2: Function { $E654: Wait to rise $E6AD: Rising $E6F1: Attacking $E734: Wait to sink $E749: Sinking $E781: RTL } $7E:7800: New instruction list index { 0: Idle - facing left 1: Idle - facing right 2: Wings - facing left 3: Wings - facing right 4: Attacking - facing left 5: Attacking - facing right } $7E:7802: Instruction list index { 0: Idle - facing left 1: Idle - facing right 2: Wings - facing left 3: Wings - facing right 4: Attacking - facing left 5: Attacking - facing right } $7E:7804: Animation finished flag } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions, 400h = intangible | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug D4BF, 0100,0100, 0000, 2000,0000, 0000,0000 D4BF, 0100,0100, 0002, 2400,0000, 0001,0000 ; Room $AFA3. Norfair long lavaquake hall D4BF, 0238,00F0, 0000, 2000,0000, 0000,0000 D4BF, 0238,00F0, 0002, 2400,0000, 0001,0000 D4BF, 0338,00F0, 0000, 2000,0000, 0000,0000 D4BF, 0338,00F0, 0002, 2400,0000, 0001,0000 D4BF, 0468,00F0, 0000, 2000,0000, 0000,0000 D4BF, 0468,00F0, 0002, 2400,0000, 0001,0000 D4BF, 03B8,00F0, 0000, 2000,0000, 0000,0000 D4BF, 03B8,00F0, 0002, 2400,0000, 0001,0000 ; Room $AA0E. Norfair grapple ceiling room D4BF, 0380,01E8, 0000, 2000,0000, 0000,0000 D4BF, 0380,01E8, 0002, 2400,0000, 0001,0000 D4BF, 02C0,01E8, 0000, 2000,0000, 0000,0000 D4BF, 02C0,01E8, 0002, 2400,0000, 0001,0000 D4BF, 0200,01E8, 0000, 2000,0000, 0000,0000 D4BF, 0200,01E8, 0002, 2400,0000, 0001,0000 D4BF, 0140,01E8, 0000, 2000,0000, 0000,0000 D4BF, 0140,01E8, 0002, 2400,0000, 0001,0000 D4BF, 0080,01E8, 0000, 2000,0000, 0000,0000 D4BF, 0080,01E8, 0002, 2400,0000, 0001,0000 ; Room $B236. Lower Norfair mainstreet D4BF, 02D0,02F8, 0000, 2000,0000, 0000,0000 D4BF, 02D0,02F8, 0002, 2400,0000, 0001,0000 D4BF, 0330,02F8, 0000, 2000,0000, 0000,0000 D4BF, 0330,02F8, 0002, 2400,0000, 0001,0000 D4BF, 0238,02F8, 0000, 2000,0000, 0000,0000 D4BF, 0238,02F8, 0002, 2400,0000, 0001,0000 D4BF, 0138,02F8, 0000, 2000,0000, 0000,0000 D4BF, 0138,02F8, 0002, 2400,0000, 0001,0000 D4BF, 01B8,02F8, 0000, 2000,0000, 0000,0000 D4BF, 01B8,02F8, 0002, 2400,0000, 0001,0000 ; Room $AFCE. Norfair metal floor hall D4BF, 0200,00F0, 0000, 2000,0000, 0000,0000 D4BF, 0200,00F0, 0002, 2400,0000, 0001,0000 D4BF, 02F0,00F0, 0000, 2000,0000, 0000,0000 D4BF, 02F0,00F0, 0002, 2400,0000, 0001,0000 ; Room $AC5A. Bubble Norfair reserve tank room D4BF, 0158,00F8, 0000, 2000,0000, 0000,0000 D4BF, 0158,00F8, 0002, 2400,0000, 0001,0000 D4BF, 00D8,00F8, 0000, 2000,0000, 0000,0000 D4BF, 00D8,00F8, 0002, 2400,0000, 0001,0000 D4BF, 0098,00F8, 0000, 2000,0000, 0000,0000 D4BF, 0098,00F8, 0002, 2400,0000, 0001,0000 } ;;; Enemy header ;;; { 0600 ; 0: Tile data size E57B ; 2: Palette 012C ; 4: Health 0018 ; 6: Damage 0008 ; 8: Width 001C ; Ah: Height A2 ; Ch: Bank 00 ; Dh: Hurt AI time 0036 ; Eh: Cry 0000 ; 10h: Boss ID E606 ; 12h: Initialisation AI 0002 ; 14h: Number of parts E64E ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0004 ; 22h: Death animation E7D4 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index E7C8 ; 30h: Enemy touch E7CE ; 32h: Enemy shot AEA000 ; 36h: Tile data 05 ; 39h: Layer F368 ; 3Ah: Drop chances ($B4) EE16 ; 3Ch: Vulnerabilities ($B4) DE15 ; 3Eh: Enemy name ($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 02 ; Plasma 02 ; Plasma + wave 02 ; Plasma + ice 02 ; 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 ;;; { 32 ; 19.6% Small health 32 ; 19.6% Big health 46 ; 27.5% Missiles 4B ; 29.4% Nothing 05 ; 2.0% Super missiles 05 ; 2.0% Power bombs }