;;; General ;;; { Grey ninja space pirate. Unused. Throws its claws, spin jumps, turns gold and divekicks Green ninja space pirate. Unused. More health and damage Red ninja space pirate. Unused. More health and damage Magenta ninja space pirate. Unused. More health and damage Silver ninja space pirate. Low damage. More health, but doubly weak to every weapon... Gold ninja space pirate. Less health and damage than magenta. Can only be damaged whilst gold. Immune to weak beams, power bombs and contact damage. Weak to super missiles Enemy ID: $F4D3: Grey ninja space pirate $F513: Green ninja space pirate $F553: Red ninja space pirate $F593: Gold ninja space pirate $F5D3: Magenta ninja space pirate $F613: Silver ninja space pirate Bank: $B2 Enemy projectiles: $A189: Space pirate claw Parameter 0: Unused Parameter 1: Facing direction 0: Left 1: Right Parameter 2: Post X offset. Unit px Properties must have process instructions bit set Extra properties must have enable extended spritemap format bit set Overwrites sprite palette 7 } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Function { $F6A9: Initial $F6E4: Active $F817: Spin jump left - rising $F84C: Spin jump left - falling $F890: Spin jump right - rising $F8C5: Spin jump right - falling $F909: Ready to divekick $F985: Divekick left - jump $F9C1: Divekick left - divekick $FA15: Divekick left - walk to left post $FA59: Divekick right - jump $FA95: Divekick right - divekick $FAE9: Divekick right - walk to right post } $0FAE: Posts midpoint X position $0FB0: Left post X position $0FB2: Right post X position $7E:7800: Speed $7E:7810: Spawn Y position } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions, 800h = process whilst off-screen | | | | | ____________ Extra properties. 4 = enable extended spritemap format | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug F4D3, 0270,00A0, 0000, 2800,0004, 0001,0030 ; Grey ninja space pirate F513, 0100,0100, 0000, 2800,0004, 0001,0030 ; Green ninja space pirate F553, 0100,0100, 0000, 2800,0004, 0001,0030 ; Red ninja space pirate F593, 0100,0100, 0000, 2800,0004, 0001,0030 ; Gold ninja space pirate F5D3, 0100,0100, 0000, 2800,0004, 0001,0030 ; Magenta ninja space pirate F613, 0100,0100, 0000, 2800,0004, 0001,0030 ; Silver ninja space pirate ; Room $96BA, state $9705. Old Tourian escape shaft - event "Zebes timebomb set" is set F613, 0080,0880, 0000, 2800,0004, 0000,0000 ; Silver ninja space pirate F613, 00C0,0880, 0000, 2800,0004, 0000,0000 ; Silver ninja space pirate ; Room $B62B. Ninja space pirate hall F593, 00E8,00B0, 0000, 2800,0004, 0001,00C0 ; Gold ninja space pirate F593, 0218,00B0, 0000, 2800,0004, 0000,00C0 ; Gold ninja space pirate } ;;; Enemy header ;;; { ______________________________________ Grey ninja space pirate | _______________________________ Green ninja space pirate | | ________________________ Red ninja space pirate | | | _________________ Gold ninja space pirate | | | | __________ Magenta ninja space pirate | | | | | ___ Silver ninja space pirate | | | | | | 1800 1800 1800 1800 1800 1800 ; 0: Tile data size 8687 86A7 86E7 8707 86C7 8707 ; 2: Palette 0014 005A 00C8 0708 012C 01F4 ; 4: Health 000F 0014 0050 0064 00A0 000F ; 6: Damage 0010 0010 0010 0010 0010 0010 ; 8: Width 0020 0020 0020 0020 0020 0020 ; Ah: Height B2 B2 B2 B2 B2 B2 ; Ch: Bank 00 00 00 00 00 00 ; Dh: Hurt AI time 0021 0021 0021 0021 0021 0021 ; Eh: Cry 0000 0000 0000 0000 0000 0000 ; 10h: Boss ID F5DE F5DE F5DE F5DE F5DE F5DE ; 12h: Initialisation AI 0001 0001 0001 0001 0001 0001 ; 14h: Number of parts F6A2 F6A2 F6A2 F6A2 F6A2 F6A2 ; 18h: Main AI 800F 800F 800F 800F 800F 800F ; 1Ah: Grapple AI 804C 804C 804C 804C 804C 804C ; 1Ch: Hurt AI 8041 8041 8041 8041 8041 8041 ; 1Eh: Frozen AI 0000 0000 0000 0000 0000 0000 ; 20h: Time is frozen AI 0004 0004 0004 0004 0004 0004 ; 22h: Death animation 8767 8767 8767 8767 8767 8767 ; 28h: Power bomb reaction 0000 0000 0000 0000 0000 0000 ; 2Ah: Sidehopper variant index 876C 876C 876C 876C 876C 876C ; 30h: Enemy touch 8779 8779 8779 8779 8779 8779 ; 32h: Enemy shot ADC600 ADC600 ADC600 ADC600 ADC600 ADC600 ; 36h: Tile data 05 05 05 05 05 05 ; 39h: Layer F386 F392 F296 F284 F3AA F4AC ; 3Ah: Drop chances ($B4) EC5E EC5E EC5E EC74 EC5E ECA0 ; 3Ch: Vulnerabilities ($B4) DDC1 E22F E23D E24B E259 E267 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Vulnerability format: ; v = fddddddd ; If v = FFh: ; Freeze, no damage ; Else: ; d: Damage multiplier * 2 ; f: Does not freeze _______ Grey/green/red/magenta ninja space pirate | ____ Gold ninja space pirate | | _ Silver ninja space pirate | | | 82 80 84 ; Power 82 80 84 ; Wave 82 80 84 ; Ice 82 80 84 ; Ice + wave 82 81 84 ; Spazer 82 81 84 ; Spazer + wave 82 81 84 ; Spazer + ice 82 81 84 ; Spazer + ice + wave 82 82 84 ; Plasma 82 82 84 ; Plasma + wave 82 82 84 ; Plasma + ice 82 82 84 ; Plasma + ice + wave 02 02 84 ; Missile 02 04 84 ; Super missile 00 00 84 ; Bomb 02 00 84 ; Power bomb 02 00 84 ; Speed booster 02 00 84 ; Shinespark 02 00 84 ; Screw attack 02 02 04 ; Charged beam 80 80 84 ; Pseudo screw attack 00 00 84 ; Unused } ;;; Enemy drop chances ;;; { ________________ Grey ninja space pirate | _____________ Green ninja space pirate | | __________ Red ninja space pirate | | | _______ Gold ninja space pirate | | | | ____ Magenta ninja space pirate | | | | | _ Silver ninja space pirate | | | | | | 32 32 0A 00 32 00 ; 19.6% 19.6% 3.9% 19.6% Small health 78 19 14 96 78 00 ; 47.1% 9.8% 7.8% 58.8% 47.1% Big health 50 00 14 05 50 00 ; 31.4% 7.8% 2.0% 31.4% Missiles 00 19 C3 00 00 FF ; 9.8% 76.5% 100.0% Nothing 05 9B 05 64 05 00 ; 2.0% 60.8% 2.0% 39.2% 2.0% Super missiles 00 00 05 00 00 00 ; 2.0% Power bombs }