;;; General ;;; { Fireflea, light-providing flies. Flies in a circle or vertical line, dims BG2 when killed Enemy ID: $D6BF Bank: $A3 Enemy projectiles: None Parameter 0: Unused Parameter 1 low: Movement pattern 0: Vertical line - initially moving up 1: Vertical line - initially moving down 2: Circle - clockwise 3: Circle - anti-clockwise Parameter 1 high: Initial angle. Unit pi/80h radians. 0 = right, positive = anti-clockwise Parameter 2 low: Speed table index. Range 0..40h Vertical line movement: speed = v * 0.1000h px/frame Circle movement: angle delta = v * pi/800h radians/frame Parameter 2 high: Radius. Unit px Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Subangle delta $0FAA: Angle delta. Unit pi/80h radians/frame $0FAC: Radius $0FAE: Angle. Unit pi/8000h radians $0FB0: X centre $0FB2: Y centre $7E:7800: Minimum Y position $7E:7802: Maximum Y position $7E:7804: Speed table index } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug D6BF, 0600,0060, 0000, 2000,0000, 0001,0108 ; Room $9C5E. Fireflea room D6BF, 0180,005F, 0000, 2000,0000, 0002,0210 D6BF, 00E1,006A, 0000, 2000,0000, 0003,0210 D6BF, 0045,005B, 0000, 2000,0000, 0002,0210 D6BF, 0070,0118, 0000, 2000,0000, 0000,0308 D6BF, 00A0,0138, 0000, 2000,0000, 0000,0408 ; Room $A293. Pre x-ray spike hall D6BF, 06D0,0090, 0000, 2000,0000, 0000,0306 D6BF, 0710,0070, 0000, 2000,0000, 0002,0518 D6BF, 0688,0060, 0000, 2000,0000, 0003,0418 D6BF, 04E0,00A8, 0000, 2000,0000, 0002,0210 D6BF, 0630,0080, 0000, 2000,0000, 0003,0220 ; Room $B6EE. Norfair rolling boulder shaft D6BF, 0156,0558, 0000, 2000,0000, 0002,0520 D6BF, 01C8,0538, 0000, 2000,0000, 0003,0518 D6BF, 0238,0558, 0000, 2000,0000, 0002,0520 D6BF, 02A8,0538, 0000, 2000,0000, 0003,0518 D6BF, 0170,0476, 0000, 2000,0000, 0002,0720 } ;;; Enemy header ;;; { 0600 ; 0: Tile data size 8C0F ; 2: Palette 0014 ; 4: Health 0004 ; 6: Damage 0008 ; 8: Width 0008 ; Ah: Height A3 ; Ch: Bank 00 ; Dh: Hurt AI time 0020 ; Eh: Cry 0000 ; 10h: Boss ID 8D2D ; 12h: Initialisation AI 0001 ; 14h: Number of parts 8DEE ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 8E83 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8E6B ; 30h: Enemy touch 8E89 ; 32h: Enemy shot AFA800 ; 36h: Tile data 05 ; 39h: Layer F2E4 ; 3Ah: Drop chances ($B4) EC1C ; 3Ch: Vulnerabilities ($B4) DEE7 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { 00 ; Small health 01 ; 0.4% Big health 00 ; Missiles 00 ; Nothing 00 ; Super missiles FE ; 99.6% Power bombs }