;;; General ;;; { Morph ball eye. Shines a light at Samus if nearby if she has morph ball Enemy ID: $E6BF Bank: $A8 Enemy projectiles: None Parameter 0: Unused Parameter 1: Direction. Eye only 0: Right 1: Left Parameter 2 low: Mount side. Mount only 0: Left 1: Right 2: Top 3: Bottom Parameter 2 high: Part 0: Eye 80h: Mount The mount and eye parts are independent and can be used without the other } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FAC: Activated flag $0FAE: Angle. Unit pi/80h radians. 0 = right, positive = clockwise $0FB0: Function timer $0FB2: Function { $90F1: Wait for Samus to get near $912E: Activating $9160: Active $91CE: Deactivating } } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions, 800h = process whilst off-screen, 400h = intangible | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug E6BF, 0228,0048, 0000, 2C00,0000, 0000,8001 E6BF, 0228,0048, 0000, 2C00,0000, 0000,0000 ; Room $9A90, state $9AA2. Crateria chozo missile - default E6BF, 0032,0078, 0000, 2C00,0000, 0000,8000 E6BF, 0032,0078, 0000, 2C00,0000, 0000,0000 ; Room $9E9F, state $9EB1. Morph ball room - default E6BF, 0408,0248, 0000, 2C00,0000, 0000,8000 E6BF, 0408,0248, 0000, 2C00,0000, 0001,0000 ; Room $9F64, state $9F76. Blue Brinstar ceiling e-tank hall - default E6BF, 0228,0268, 0000, 2C00,0000, 0000,8001 E6BF, 0228,0268, 0000, 2C00,0000, 0000,0000 } ;;; Enemy header ;;; { 0400 ; 0: Tile data size 8F8C ; 2: Palette 0014 ; 4: Health 0000 ; 6: Damage 0008 ; 8: Width 0008 ; Ah: Height A8 ; Ch: Bank 00 ; Dh: Hurt AI time 0000 ; Eh: Cry 0000 ; 10h: Boss ID 9058 ; 12h: Initialisation AI 0002 ; 14h: Number of parts 90E2 ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch 804C ; 32h: Enemy shot B19A00 ; 36h: Tile data 05 ; 39h: Layer F3CE ; 3Ah: Drop chances ($B4) EEC6 ; 3Ch: Vulnerabilities ($B4) DE31 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Indestructible } ;;; 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 }