;;; General ;;; { n00b tube cracks. Used only to loads palette and tiles Enemy ID: $F0BF Bank: $AA Enemy projectiles: None Parameter 0: Unused Parameter 1: Unused Parameter 2: Unused Overwrites sprite palettes 1/2, only sprite palette 1 is used Doesn't necessarily need to be placed in room, just needs to be the first enemy in the enemy set (though enemy population must be non-empty for enemy set to be processed) } ;;; Behaviour ;;; { } ;;; WRAM ;;; { ; Unused } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions, 200h = delete | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Room $CEFB. n00b tube F0BF, 0080,0100, 0000, 2200,0000, 0000,0000 } ;;; Enemy header ;;; { 1800 ; 0: Tile data size E2BD ; 2: Palette 0014 ; 4: Health 0028 ; 6: Damage 0000 ; 8: Width 0000 ; Ah: Height AA ; Ch: Bank 00 ; Dh: Hurt AI time 0000 ; Eh: Cry 0000 ; 10h: Boss ID E716 ; 12h: Initialisation AI 0001 ; 14h: Number of parts 804C ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 804C ; 30h: Enemy touch 804C ; 32h: Enemy shot ABB400 ; 36h: Tile data 05 ; 39h: Layer F452 ; 3Ah: Drop chances ($B4) EC1C ; 3Ch: Vulnerabilities ($B4) 0000 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { 00 ; Small health 00 ; Big health 00 ; Missiles FF ; 100.0% Nothing 00 ; Super missiles 00 ; Power bombs }