;;; General ;;; { Etecoon. Shows Samus how to wall jump Enemy ID: $E5BF Bank: $A7 Enemy projectiles: None Parameter 0: Unused Parameter 1 high: Initial hop counter Parameter 2 low: Etecoon ID 0: Makes failed morph tunnel jump from left run-up point. Plays etecoon's theme if spawned near Samus 1: Makes failed morph tunnel jump from right run-up point 2: Makes successful morph tunnel jump from centre run-up point Parameter 2 high: Initial freeze timer } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Y velocity $0FAA: Y subvelocity $0FAC: X velocity $0FAE: X subvelocity $0FB0: Function timer $0FB2: Function { $E9AF: Initial $EA00: Start hop - bottom of room $EA37: Hopping - bottom of room $EAB5: Look at Samus $EB02: Running left $EB2C: Running right $EB50: Jumping $EBCD: Wall jump $EC1B: Landed from jump $EC97: Run to left run-up point $ECBB: Run to right run-up point $ECDF: Running for successful morph tunnel jump $ED09: Successful morph tunnel jump $ED2A: Running through morph tunnel $ED54: Falling from morph tunnel ledge $ED75: Hopping - top of room $EDC7: Start hop - top of room $EE3E: Hop until Samus is near $EE9A: Running for failed morph tunnel jump $EEB8: Failed tunnel jump } $0FB4: Direction { 0: Left 1: Right } $0FB5: Hop counter $0FB6: Etecoon ID $0FB7: Freeze timer } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 800h = process whilst off-screen, 400h = intangible | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Room $9AD9. Green Brinstar mainstreet E5BF, 025F,0B98, 0000, 0C00,0000, 0000,0000 E5BF, 026F,0B98, 0000, 0C00,0000, 0000,0001 E5BF, 027F,0B98, 0000, 0C00,0000, 0000,0002 } ;;; Enemy header ;;; { 0600 ; 0: Tile data size E7FE ; 2: Palette 7FFF ; 4: Health 0000 ; 6: Damage 0006 ; 8: Width 0007 ; Ah: Height A7 ; Ch: Bank 00 ; Dh: Hurt AI time 0000 ; Eh: Cry 0000 ; 10h: Boss ID E912 ; 12h: Initialisation AI 0001 ; 14h: Number of parts E940 ; 18h: Main AI 8000 ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 804C ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 804C ; 30h: Enemy touch 804C ; 32h: Enemy shot AC8200 ; 36h: Tile data 05 ; 39h: Layer F482 ; 3Ah: Drop chances ($B4) 0000 ; 3Ch: Vulnerabilities ($B4) 0000 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { 00 ; Small health 00 ; Big health 00 ; Missiles FF ; 100.0% Nothing 00 ; Super missiles 00 ; Power bombs }