;;; General ;;; { Fire pillar. Fire that shoots upwards Enemy ID: $E07F Bank: $A6 Enemy projectiles: None Parameter 0: Unused Parameter 1: Inactive timer Parameter 2: Part 0: Graphics 1: Hitbox Properties must have process instructions bit set Hitbox part should be placed followed by graphics part } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Function { $902F: Inactive $9062: Active } $0FAA: Inactive timer $0FAC: Finished activity flag $0FAE: Spawn Y position $0FB4: Inactive timer reset value $0FB6: Part { 0: Graphics 1: Hitbox } } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions, 400h = intangible, 100h = invisible | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug E07F, 0100,0100, 0000, 2500,0000, 0025,0000 E07F, 0100,0100, 0000, 2100,0000, 0000,0001 ; Room $B236. Lower Norfair mainstreet E07F, 0197,02B8, 0000, 2500,0000, 0050,0000 E07F, 0197,02B8, 0000, 2100,0000, 0000,0001 E07F, 0117,02A8, 0000, 2500,0000, 0060,0000 E07F, 0117,02A8, 0000, 2100,0000, 0000,0001 E07F, 0097,0288, 0000, 2500,0000, 0060,0000 E07F, 0097,0288, 0000, 2100,0000, 0000,0001 E07F, 0217,02B8, 0000, 2500,0000, 0050,0000 E07F, 0217,02B8, 0000, 2100,0000, 0000,0001 ; Room $B5D5. Lower Norfair spike platform room E07F, 05C0,00E0, 0000, 2500,0000, 0008,0000 E07F, 05C0,00E0, 0000, 2100,0000, 0000,0001 E07F, 0540,00E0, 0000, 2500,0000, 0000,0000 E07F, 0540,00E0, 0000, 2100,0000, 0000,0001 ; Room $B656. Lower Norfair north kihunter shaft E07F, 0297,0280, 0000, 2500,0000, 0030,0000 E07F, 0297,0280, 0000, 2100,0000, 0000,0001 E07F, 0337,0280, 0000, 2500,0000, 0030,0000 E07F, 0337,0280, 0000, 2100,0000, 0000,0001 } ;;; Enemy header ;;; { 0800 ; 0: Tile data size 8CFB ; 2: Palette 0014 ; 4: Health 001E ; 6: Damage 0008 ; 8: Width 0008 ; Ah: Height A6 ; Ch: Bank 00 ; Dh: Hurt AI time 0000 ; Eh: Cry 0000 ; 10h: Boss ID 8FFC ; 12h: Initialisation AI 0002 ; 14h: Number of parts 9023 ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch 804C ; 32h: Enemy shot AB9000 ; 36h: Tile data 05 ; 39h: Layer F476 ; 3Ah: Drop chances ($B4) EEC6 ; 3Ch: Vulnerabilities ($B4) DEBD ; 3Eh: Enemy name ($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 }