;;; General ;;; { Mini-Crocomire. Unused enemy (except for palette stealing). Moves horizontally, turning around at walls, fires projectiles at random Enemy ID: $CEFF Bank: $A2 Enemy projectiles: $DBF2: Mini-Crocomire projectile (5 damage) Parameter 0: Unused Parameter 1: Initial direction 0: Left 1: Right Parameter 2: Speed table index. Range 0..40h. Speed = v * 0.1000h px/frame Properties must have process instructions bit set Doesn't have the signature red palette like Crocomire, that will require changing the enemy header or palette stealing } ;;; Behaviour ;;; { Moves left/right at a constant speed, turns around if collided with wall or not grounded Attacks with a 1/80h chance each frame of movement, attack has 10h frame start-up and 10h frame cooldown Projectile moves horizontally at constant speed 1 px/frame until off-screen } ;;; WRAM ;;; { $0FA8: Right subvelocity $0FAA: Right velocity $0FAC: Left subvelocity $0FAE: Left velocity $0FB0: Direction { 0: Left 1: Right } $0FB2: Function { $8A43: Moving left $8A5C: Moving right $8A75: RTS } } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug CEFF, 0C30,01F8, 0000, 2000,0000, 0000,0001 } ;;; Enemy header ;;; { 0400 ; 0: Tile data size 8912 ; 2: Palette 0014 ; 4: Health 0028 ; 6: Damage 0008 ; 8: Width 0008 ; Ah: Height A2 ; Ch: Bank 00 ; Dh: Hurt AI time 0053 ; Eh: Cry 0000 ; 10h: Boss ID 89AD ; 12h: Initialisation AI 0001 ; 14h: Number of parts 89F0 ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch 802D ; 32h: Enemy shot ACD000 ; 36h: Tile data 05 ; 39h: Layer F3B6 ; 3Ah: Drop chances ($B4) EC1C ; 3Ch: Vulnerabilities ($B4) E15D ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { 50 ; 31.4% Small health 50 ; 31.4% Big health 50 ; 31.4% Missiles 05 ; 2.0% Nothing 05 ; 2.0% Super missiles 05 ; 2.0% Power bombs }