;;; General ;;; { Holtz, Lower Norfair rio. Swoops at Samus if she gets nearby Enemy ID: $D33F Bank: $A2 Enemy projectiles: None Parameter 0: Unused Parameter 1: Part 0: Main part 8000h: Flames. Used for graphics only Parameter 2: Unused Properties must have process instructions bit set Main part should be placed followed by flame part, but main part can be used without flame part too } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FAC: Y velocity. Unit 1/100h px/frame $0FAE: X velocity. Unit 1/100h px/frame $0FB2: Function { $C72E: Flames $C771: Idle $C7BB: Prepare to swoop $C7D6: Swoop - descending $C82D: Swoop - ascending $C888: Swoop cooldown } $7E:7800: Instruction list { $C61A: Idle $C630: Prepare to swoop $C65A: Swoop - descending $C662: Swoop - ascending - part 1 $C674: Swoop - ascending - part 2 $C686: Swoop cooldown $C6B0: Flames } $7E:7802: Animation finished flag $7E:7804: Flames visible flag } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions, 400h = intangible | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug D33F, 0100,0100, 0000, 2000,0000, 0000,0000 D33F, 0100,0100, 0006, 2400,0000, 8000,0000 ; Room $B1E5. Lower Norfair chozo room D33F, 0200,0268, 0000, 2000,0000, 0000,0000 D33F, 0200,0268, 0006, 2400,0000, 8000,0000 D33F, 01B0,0250, 0000, 2000,0000, 0000,0000 D33F, 01B0,0250, 0006, 2400,0000, 8000,0000 D33F, 0254,024D, 0000, 2000,0000, 0000,0000 D33F, 0254,024D, 0006, 2400,0000, 8000,0000 ; Room $B482. Lower Norfair holtz room D33F, 0258,0058, 0000, 2000,0000, 0000,0000 D33F, 0258,0058, 0006, 2400,0000, 8000,0000 D33F, 0288,0058, 0000, 2000,0000, 0000,0000 D33F, 0288,0058, 0006, 2400,0000, 8000,0000 D33F, 0118,0058, 0000, 2000,0000, 0000,0000 D33F, 0118,0058, 0006, 2400,0000, 8000,0000 D33F, 01C8,0058, 0000, 2000,0000, 0000,0000 D33F, 01C8,0058, 0006, 2400,0000, 8000,0000 D33F, 0068,0058, 0000, 2000,0000, 0000,0000 D33F, 0068,0058, 0006, 2400,0000, 8000,0000 D33F, 0098,0058, 0000, 2000,0000, 0000,0000 D33F, 0098,0058, 0006, 2400,0000, 8000,0000 } ;;; Enemy header ;;; { 0800 ; 0: Tile data size C5FA ; 2: Palette 0384 ; 4: Health 0078 ; 6: Damage 0010 ; 8: Width 000A ; Ah: Height A2 ; Ch: Bank 00 ; Dh: Hurt AI time 005F ; Eh: Cry 0000 ; 10h: Boss ID C6F3 ; 12h: Initialisation AI 0002 ; 14h: Number of parts C724 ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0002 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch 802D ; 32h: Enemy shot AED920 ; 36h: Tile data 05 ; 39h: Layer F356 ; 3Ah: Drop chances ($B4) EE58 ; 3Ch: Vulnerabilities ($B4) DED9 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Vulnerability format: ; v = fddddddd ; If v = FFh: ; Freeze, no damage ; Else: ; d: Damage multiplier * 2 ; f: Does not freeze 02 ; Power 02 ; Wave 04 ; Ice 04 ; Ice + wave 02 ; Spazer 02 ; Spazer + wave 04 ; Spazer + ice 04 ; Spazer + ice + wave 02 ; Plasma 02 ; Plasma + wave 04 ; Plasma + ice 04 ; Plasma + ice + wave 00 ; Missile 02 ; Super missile 00 ; Bomb 02 ; Power bomb 02 ; Speed booster 02 ; Shinespark 02 ; Screw attack 02 ; Charged beam 02 ; Pseudo screw attack 02 ; Unused } ;;; Enemy drop chances ;;; { 00 ; Small health 78 ; 47.1% Big health 32 ; 19.6% Missiles 00 ; Nothing 32 ; 19.6% Super missiles 23 ; 13.7% Power bombs }