;;; General ;;; { Mochtroid, Maridia fake metroids. Fly towards Samus and drain her health Enemy ID: $D8FF Bank: $A3 Enemy projectiles: None Parameter 0: Unused Parameter 1: Unused Parameter 2: Unused Properties must have process instructions bit set Can not be set to respawn, see $A3:A93C } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: X subvelocity $0FAA: X velocity $0FAC: Y subvelocity $0FAE: Y velocity $0FB0: Shake timer $0FB2: Function index { 0: Not touching Samus 1: Touching Samus 2: Shaking } $7E:7802: Instruction list $7E:8000: Damage timer } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug D8FF, 0100,0100, 0000, 2000,0000, 0000,0000 ; Room $D913. Maridia grapple wall shaft D8FF, 00A0,0238, 0000, 2000,0000, 0000,0000 D8FF, 0050,0190, 0000, 2000,0000, 0000,0000 D8FF, 0060,0080, 0000, 2000,0000, 0000,0000 ; Room $D72A. Maridia grapple room D8FF, 0080,0078, 0000, 2000,0000, 0000,0000 D8FF, 0290,0068, 0000, 2000,0000, 0000,0000 D8FF, 0450,00B0, 0000, 2000,0000, 0000,0000 D8FF, 0490,0060, 0000, 2000,0000, 0000,0000 D8FF, 0660,0088, 0000, 2000,0000, 0000,0000 D8FF, 00A8,01A0, 0000, 2000,0000, 0000,0000 D8FF, 0168,0158, 0000, 2000,0000, 0000,0000 D8FF, 0630,01A0, 0000, 2000,0000, 0000,0000 ; Room $D408. Maridia elevatube D8FF, 00A0,0388, 0000, 2000,0000, 0000,0000 ; Room $D617. Mochtroid room D8FF, 0030,0048, 0000, 2000,0000, 0000,0000 D8FF, 00C0,0090, 0000, 2000,0000, 0000,0000 D8FF, 0170,0048, 0000, 2000,0000, 0000,0000 D8FF, 0298,0098, 0000, 2000,0000, 0000,0000 D8FF, 02F0,0780, 0000, 2000,0000, 0000,0000 } ;;; Enemy header ;;; { 0400 ; 0: Tile data size A725 ; 2: Palette 0064 ; 4: Health 005A ; 6: Damage 000A ; 8: Width 000C ; Ah: Height A3 ; Ch: Bank 00 ; Dh: Hurt AI time 0058 ; Eh: Cry 0000 ; 10h: Boss ID A77D ; 12h: Initialisation AI 0001 ; 14h: Number of parts A790 ; 18h: Main AI 800A ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0002 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index A953 ; 30h: Enemy touch A9A8 ; 32h: Enemy shot AC9400 ; 36h: Tile data 05 ; 39h: Layer F218 ; 3Ah: Drop chances ($B4) EC1C ; 3Ch: Vulnerabilities ($B4) DF9D ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { 3C ; 23.5% Small health 3C ; 23.5% Big health 3C ; 23.5% Missiles 05 ; 2.0% Nothing 3C ; 23.5% Super missiles 0A ; 3.9% Power bombs }