;;; General ;;; { Multiviola, Norfair erratic fireball. Bounces off blocks at quarter circle angle Enemy ID: $D1BF Bank: $A2 Enemy projectiles: None Parameter 0: Unused Parameter 1: Initial angle. Unit pi/80h radians. 0 = left, positive = clockwise Parameter 2: Speed. Unit px/frame Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FAC: X velocity $0FAE: X subvelocity $0FB0: Y velocity $0FB2: Y subvelocity $0FB4: Angle } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions, 800h = process whilst off-screen | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug D1BF, 0078,0058, 0000, 2000,0000, 0060,0001 ; Room $B40A. Lower Norfair multi-level one-way shaft D1BF, 0095,0377, 0000, 2000,0000, 000E,0006 D1BF, 0161,0390, 0000, 2000,0000, 00A8,0006 D1BF, 0396,0316, 0000, 2000,0000, 0000,0007 D1BF, 0349,02FB, 0000, 2000,0000, 0050,0007 D1BF, 0373,02A9, 0000, 2000,0000, 00C8,0006 D1BF, 0358,0238, 0000, 2000,0000, 00F0,0006 D1BF, 03CB,0214, 0000, 2000,0000, 0048,0005 ; Room $A923. Norfair slope D1BF, 0413,00CC, 0000, 2000,0000, 00F0,0003 D1BF, 048D,0116, 0000, 2000,0000, 0030,0003 D1BF, 050C,0158, 0000, 2000,0000, 0068,0003 D1BF, 05AF,01C8, 0000, 2000,0000, 00D0,0003 ; Room $AEB4. Magdollite multiviola hall D1BF, 0078,0058, 0000, 2000,0000, 0060,0002 D1BF, 023C,005D, 0000, 2000,0000, 0030,0002 ; Room $AD5E. Alcoon shaft D1BF, 003C,0356, 0000, 2800,0000, 00D0,0002 D1BF, 0099,01E3, 0000, 2000,0000, 0058,0002 D1BF, 00CF,00D2, 0000, 2800,0000, 0088,0002 } ;;; Enemy header ;;; { 0400 ; 0: Tile data size B2BC ; 2: Palette 005A ; 4: Health 0032 ; 6: Damage 0008 ; 8: Width 0008 ; Ah: Height A2 ; Ch: Bank 00 ; Dh: Hurt AI time 003E ; Eh: Cry 0000 ; 10h: Boss ID B3E0 ; 12h: Initialisation AI 0001 ; 14h: Number of parts B40F ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 0000 ; 28h: Power bomb reaction B2DC ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch 802D ; 32h: Enemy shot AEB400 ; 36h: Tile data 05 ; 39h: Layer F362 ; 3Ah: Drop chances ($B4) EE6E ; 3Ch: Vulnerabilities ($B4) DFB9 ; 3Eh: Enemy name ($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 02 ; Missile 02 ; Super missile 02 ; Bomb 02 ; Power bomb 02 ; Speed booster 02 ; Shinespark 02 ; Screw attack 02 ; Charged beam 02 ; Pseudo screw attack 02 ; Unused } ;;; Enemy drop chances ;;; { 46 ; 27.5% Small health 1E ; 11.8% Big health 4B ; 29.4% Missiles 46 ; 27.5% Nothing 05 ; 2.0% Super missiles 05 ; 2.0% Power bombs }