;;; General ;;; { Fune. Shoots fireballs horizontally Namihe, fune with eyes. Invulnerable to super missiles and power bombs, can only be frozen by uncharged plasma ice beam Enemy ID: $E6FF: Fune $E73F: Namihe Bank: $A8 Enemy projectiles: $DFBC: Namihe fireball $DFCA: Fune fireball Parameter 0: Unused Parameter 1 low: Variant 0: Facing left - fune 1: Facing left - namihe 10h: Facing right - fune 11h: Facing right - namihe Parameter 1 high: Cooldown time Parameter 2 low: Unused. Given as a parameter to a fireball enemy projectile Parameter 2 high: Y proximity Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Instruction list pointers pointer { $9399: Fune - facing left - idle $939F: Fune - facing left - active $93C9: Fune - facing right - idle $93CF: Fune - facing right - active $95BD: Namihe - facing left - idle $95C3: Namihe - facing left - active $95F1: Namihe - facing right - idle $95F7: Namihe - facing right - active } $0FAA: Function { $9737: Wait for timer $975C: Wait for Samus to get near $978E: RTS $978F: RTS } $0FAC: Y proximity $0FAE: Variant index { 0: Fune 1: Namihe } $0FB0: Cooldown timer $0FB2: Cooldown time } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 8000h = solid enemy, 2000h = process instructions | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug E6FF, 00F0,04E0, 0000, A000,0000, 0110,0F05 ; Fune E73F, 00F0,04E0, 0000, A000,0000, 0111,0F05 ; Namihe ; Room $B4AD. Lower Norfair wall space pirates shaft E73F, 00DA,0577, 0000, A000,0000, 1001,4007 ; Namihe E73F, 0027,0320, 0000, A000,0000, 1011,4007 ; Namihe E73F, 00DA,0388, 0000, A000,0000, 1001,4007 ; Namihe E73F, 00DA,0240, 0000, A000,0000, 1001,4007 ; Namihe E73F, 0027,01E0, 0000, A000,0000, 1011,4007 ; Namihe ; Room $ADAD. Pre wave beam room E6FF, 0030,00D0, 0000, A000,0000, 5010,F007 ; Fune E6FF, 01C0,00D8, 0000, A000,0000, 5000,F007 ; Fune ; Room $B6EE. Norfair rolling boulder shaft E6FF, 01F0,02D0, 0000, A000,0000, 0100,0F07 ; Fune E6FF, 0110,01E8, 0000, A000,0000, 0110,0F07 ; Fune E6FF, 01F0,01B0, 0000, A000,0000, 0100,0F07 ; Fune E6FF, 01D0,00D8, 0000, A000,0000, 0100,0F07 ; Fune E6FF, 01F0,0380, 0000, A000,0000, 0100,0F07 ; Fune ; Room $AF14. Lava dive room E73F, 01F0,0108, 0000, A000,0000, 1001,8005 ; Namihe E73F, 0120,01D0, 0000, A000,0000, 1011,8005 ; Namihe E73F, 0120,0248, 0000, A000,0000, 1011,8005 ; Namihe E73F, 027F,0238, 0000, A000,0000, 1001,8005 ; Namihe E73F, 0390,0118, 0000, A000,0000, 1001,8005 ; Namihe E73F, 0340,0198, 0000, A000,0000, 1001,8005 ; Namihe ; Room $ABD2. Grapple practice shaft E6FF, 00F0,0290, 0000, A000,0000, 2000,A007 ; Fune E6FF, 0010,01B0, 0000, A000,0000, 2010,A007 ; Fune E6FF, 00F0,0210, 0000, A000,0000, 2000,A007 ; Fune ; Room $A8B9. Pre ice beam shaft E6FF, 00B0,01C4, 0000, A000,0000, 5000,5007 ; Fune E6FF, 0020,0100, 0000, A000,0000, 5010,5007 ; Fune E6FF, 00B0,0144, 0000, A000,0000, 5000,5007 ; Fune E6FF, 0020,0290, 0000, A000,0000, 5010,5007 ; Fune ; Room $AE32. Volcano room E6FF, 01D0,0280, 0000, A000,0000, 8000,8005 ; Fune E6FF, 02E0,0210, 0000, A000,0000, 8000,0007 ; Fune E6FF, 0220,01C8, 0000, A000,0000, 8010,0007 ; Fune E6FF, 02E0,0178, 0000, A000,0000, 8000,0007 ; Fune E6FF, 0220,0128, 0000, A000,0000, 8010,0007 ; Fune E6FF, 02E0,00D8, 0000, A000,0000, 8000,0007 ; Fune ; Room $AF72. Norfair wave gate room E6FF, 01F0,0190, 0000, A000,0000, 2000,2007 ; Fune } ;;; Enemy header ;;; { __________ Fune | ___ Namihe | | 0800 0800 ; 0: Tile data size 9379 959D ; 2: Palette 0014 0014 ; 4: Health 000A 000A ; 6: Damage 0010 0010 ; 8: Width 0010 0010 ; Ah: Height A8 A8 ; Ch: Bank 00 00 ; Dh: Hurt AI time 0000 0000 ; Eh: Cry 0000 0000 ; 10h: Boss ID 96E3 96E3 ; 12h: Initialisation AI 0001 0003 ; 14h: Number of parts 9730 9730 ; 18h: Main AI 800F 800F ; 1Ah: Grapple AI 804C 804C ; 1Ch: Hurt AI 8041 8041 ; 1Eh: Frozen AI 0000 0000 ; 20h: Time is frozen AI 0002 0002 ; 22h: Death animation 0000 0000 ; 28h: Power bomb reaction 0000 0000 ; 2Ah: Sidehopper variant index 8023 8023 ; 30h: Enemy touch 802D 802D ; 32h: Enemy shot B19E00 B19E00 ; 36h: Tile data 05 05 ; 39h: Layer F3D4 F3DA ; 3Ah: Drop chances ($B4) EEB0 EEF2 ; 3Ch: Vulnerabilities ($B4) E2BB DE3F ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Vulnerability format: ; v = fddddddd ; If v = FFh: ; Freeze, no damage ; Else: ; d: Damage multiplier * 2 ; f: Does not freeze Fune: 00 ; Power 00 ; Wave FF ; Ice FF ; Ice + wave 00 ; Spazer 00 ; Spazer + wave FF ; Spazer + ice FF ; Spazer + ice + wave 00 ; Plasma 00 ; Plasma + wave FF ; Plasma + ice FF ; Plasma + ice + wave 00 ; Missile 02 ; Super missile 00 ; Bomb 02 ; Power bomb 02 ; Speed booster 02 ; Shinespark 00 ; Screw attack 00 ; Charged beam 00 ; Pseudo screw attack 02 ; Unused Namihe: 00 ; Power 00 ; Wave 00 ; Ice 00 ; Ice + wave 00 ; Spazer 00 ; Spazer + wave 00 ; Spazer + ice 00 ; Spazer + ice + wave 00 ; Plasma 00 ; Plasma + wave FF ; Plasma + ice FF ; Plasma + ice + wave 00 ; Missile 00 ; Super missile 00 ; Bomb 00 ; Power bomb 00 ; Speed booster 00 ; Shinespark 02 ; Screw attack 00 ; Charged beam 02 ; Pseudo screw attack 02 ; Unused } ;;; Enemy drop chances ;;; { ____ Fune | _ Namihe | | 50 50 ; 31.4% 31.4% Small health 50 50 ; 31.4% 31.4% Big health 50 50 ; 31.4% 31.4% Missiles 05 05 ; 2.0% 2.0% Nothing 05 05 ; 2.0% 2.0% Super missiles 05 05 ; 2.0% 2.0% Power bombs }