;;; General ;;; { Zeb, Brinstar red pipe bug. Rises and shoots forward Zebbo, Brinstar green pipe bug. More health and damage Gamet, Norfair pipe bug. Rises in a formation and shoots forward Geega, Brinstar yellow pipe bug. Shoots forward and dips down and up Enemy ID: $F193: Zeb $F1D3: Zebbo $F213: Gamet $F253: Geega Bank: $B3 Enemy projectiles: None ; Zeb/zebbo Parameter 0: Unused Parameter 1: Variant index 0: Zeb 2: Zebbo Parameter 2: Unused ; Gamet Parameter 0: Unused Parameter 1: Unused Parameter 2 low: X proximity for leader gamet. 0 for follower gamet Parameter 2 high: X speed table index. Range 0..40h. Speed = v * 0.1000h px/frame ; Geega Parameter 0: Unused Parameter 1: Direction 0: Rightwards 1: Leftwards Parameter 2: X speed table index. Range 0..40h. Speed = v * 0.1000h px/frame Properties must have process instructions bit set Gamet leader and 4 gamet followers must be placed together in that order } ;;; Behaviour ;;; { } ;;; WRAM ;;; { ; Zeb/zebbo { $0FA8: Direction { 0: Right 8000h: Left } $0FAA: Spawn X position $0FAC: Spawn Y position $0FAE: Spawn delay timer $0FB0: Instruction list table index { 0: Facing left - rising 1: Facing left - shooting 2: Facing right - rising 3: Facing right - shooting } $0FB2: Function { $8880: Wait until on screen $8890: Wait for Samus to get near $88E3: Rising $891C: Shooting $897E: Spawn delay } $7E:7800: Target Y position $7E:7802: Previous instruction list table index } ; Gamet { $0FA8: Function { $8BCD: Wait until everyone's ready $8BFF: Wait for Samus to get near $8CA6: Rising $8CFF: Move to formation - centre $8D0C: Move to formation - upper middle $8D4E: Move to formation - top $8D90: Move to formation - lower middle $8DD2: Move to formation - bottom $8E14: Shooting left $8E35: Shooting right $8E5A: Shoot delay } $0FAA: X speed table index $0FAC: Shoot delay timer $0FAE: Spawn X position $0FB0: Spawn Y position $0FB2: Formation function { $8CFF: Centre $8D0C: Upper middle $8D4E: Top $8D90: Lower middle $8DD2: Bottom } $7E:7802: Formation centre Y position $7E:7804: Shoot delay } ; Geega { $0FA8: Function { $8FB5: Wait for Samus to get near $8FF5: Shoot delay $9028: Shooting left $90BD: Shooting right $915A: Dipping left $91D8: Dipping right } $0FAC: X subposition $0FAE: Y subposition $0FB0: Y speed table index $0FB2: Dip direction { 0: Up 1: Down } $7E:7800: Right subvelocity $7E:7802: Right velocity $7E:7804: Left subvelocity $7E:7806: Left velocity $7E:780C: Dip disable flag $7E:780E: Spawn X position $7E:7810: Spawn Y position $7E:8000: Shoot delay timer } } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 4000h = respawns if killed, 2000h = process instructions, 800h = process whilst off-screen, 100h = invisible | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug F193, 0100,0100, 0000, 6900,0000, 0000,0000 ; Zeb F1D3, 0100,0100, 0000, 6900,0000, 0002,0000 ; Zebbo F213, 0100,00E0, 0000, 6800,0000, 0000,4030 ; Gamet F213, 0100,00E0, 0000, 6800,0000, 0000,4000 ; Gamet F213, 0100,00E0, 0000, 6800,0000, 0000,4000 ; Gamet F213, 0100,00E0, 0000, 6800,0000, 0000,4000 ; Gamet F213, 0100,00E0, 0000, 6800,0000, 0000,4000 ; Gamet F253, 0100,0100, 0000, 6100,0000, 0001,0010 ; Geega ; Room $93FE. Wrecked Ship entrance F193, 0278,02C0, 0000, 6900,0000, 0000,0000 ; Zeb ; Room $965B. Gauntlet west F1D3, 0088,00B8, 0000, 6900,0000, 0002,0000 ; Zebbo ; Room $A0A4. Post Spore Spawn supers hall F193, 0180,00B8, 0000, 6900,0000, 0000,0000 ; Zeb F193, 0110,00B8, 0000, 6900,0000, 0000,0000 ; Zeb F193, 00E0,00B8, 0000, 6900,0000, 0000,0000 ; Zeb ; Room $A253. Red Brinstar mainstreet F253, 0018,0530, 0000, 6100,0000, 0000,0020 ; Geega F253, 00C8,0550, 0000, 6100,0000, 0001,0020 ; Geega ; Room $9D19. Charge beam room F193, 02C0,0098, 0000, 6900,0000, 0000,0000 ; Zeb F193, 02B0,0228, 0000, 6900,0000, 0000,0000 ; Zeb F193, 0320,0549, 0000, 6900,0000, 0000,0000 ; Zeb ; Room $A011. Etecoon area spike hall F1D3, 0250,01D8, 0000, 6900,0000, 0002,0000 ; Zebbo F1D3, 02F0,01D8, 0000, 6900,0000, 0002,0000 ; Zebbo F1D3, 0430,01D8, 0000, 6900,0000, 0002,0000 ; Zebbo ; Room $9B5B. Spore Spawn's super missile shaft F193, 00C0,00B8, 0000, 6900,0000, 0000,0000 ; Zeb ; Room $9BC8. Early supers room F193, 0090,01B8, 0000, 6900,0000, 0000,0000 ; Zeb ; Room $9E52. Brinstar diagonal room F253, 0170,0120, 0000, 6100,0000, 0001,0024 ; Geega F253, 0230,01E0, 0000, 6100,0000, 0000,0024 ; Geega F253, 0380,0220, 0000, 6100,0000, 0001,0024 ; Geega F253, 0560,02E0, 0000, 6100,0000, 0001,0024 ; Geega F253, 0500,0340, 0000, 6100,0000, 0000,0024 ; Geega ; Room $A2F7. Red Brinstar damage boost hall F1D3, 01A0,00D8, 0000, 6900,0000, 0002,0000 ; Zebbo F1D3, 0100,00D8, 0000, 6900,0000, 0002,0000 ; Zebbo F1D3, 01E0,00D8, 0000, 6900,0000, 0002,0000 ; Zebbo F1D3, 0080,00D8, 0000, 6900,0000, 0002,0000 ; Zebbo ; Room $A56B. Pre Kraid room F193, 0090,01C8, 0000, 6900,0000, 0000,0000 ; Zeb ; Room $AB64. Double lake grapple practice room F213, 00D0,0168, 0000, 6800,0000, 0000,3030 ; Gamet F213, 00D0,0168, 0000, 6800,0000, 0000,3000 ; Gamet F213, 00D0,0168, 0000, 6800,0000, 0000,3000 ; Gamet F213, 00D0,0168, 0000, 6800,0000, 0000,3000 ; Gamet F213, 00D0,0168, 0000, 6800,0000, 0000,3000 ; Gamet ; Room $B051. Purple farming room F213, 0080,00B8, 0000, 6800,0000, 0000,3030 ; Gamet F213, 0080,00B8, 0000, 6800,0000, 0000,3000 ; Gamet F213, 0080,00B8, 0000, 6800,0000, 0000,3000 ; Gamet F213, 0080,00B8, 0000, 6800,0000, 0000,3000 ; Gamet F213, 0080,00B8, 0000, 6800,0000, 0000,3000 ; Gamet ; Room $AA82. Post Crocomire room F213, 0130,01C8, 0000, 6800,0000, 0000,3030 ; Gamet F213, 0130,01C8, 0000, 6800,0000, 0000,3000 ; Gamet F213, 0130,01C8, 0000, 6800,0000, 0000,3000 ; Gamet F213, 0130,01C8, 0000, 6800,0000, 0000,3000 ; Gamet F213, 0130,01C8, 0000, 6800,0000, 0000,3000 ; Gamet ; Room $B482. Lower Norfair holtz room F1D3, 00C0,00B8, 0000, 6900,0000, 0002,0000 ; Zebbo F1D3, 0180,00B8, 0000, 6900,0000, 0002,0000 ; Zebbo F1D3, 0240,00B8, 0000, 6900,0000, 0002,0000 ; Zebbo ; Room $AFCE. Norfair metal floor hall F213, 0110,00E8, 0000, 6800,0000, 0000,3030 ; Gamet F213, 0110,00E8, 0000, 6800,0000, 0000,3000 ; Gamet F213, 0110,00E8, 0000, 6800,0000, 0000,3000 ; Gamet F213, 0110,00E8, 0000, 6800,0000, 0000,3000 ; Gamet F213, 0110,00E8, 0000, 6800,0000, 0000,3000 ; Gamet ; Room $AB3B. Post Crocomire tidal acid cave F213, 02B0,00E0, 0000, 6800,0000, 0000,3030 ; Gamet F213, 02B0,00E0, 0000, 6800,0000, 0000,3000 ; Gamet F213, 02B0,00E0, 0000, 6800,0000, 0000,3000 ; Gamet F213, 02B0,00E0, 0000, 6800,0000, 0000,3000 ; Gamet F213, 02B0,00E0, 0000, 6800,0000, 0000,3000 ; Gamet ; Room $B37A. Pre Ridley hall F1D3, 0298,00F0, 0000, 6900,0000, 0002,0000 ; Zebbo F1D3, 0258,00F0, 0000, 6900,0000, 0002,0000 ; Zebbo F1D3, 0208,00F0, 0000, 6900,0000, 0002,0000 ; Zebbo F1D3, 01C8,00F0, 0000, 6900,0000, 0002,0000 ; Zebbo F1D3, 0148,00F0, 0000, 6900,0000, 0002,0000 ; Zebbo F1D3, 00F8,00F0, 0000, 6900,0000, 0002,0000 ; Zebbo ; Room $B07A. Speed booster lavaquake farming room F213, 0060,00B0, 0000, 6800,0000, 0000,2020 ; Gamet F213, 0060,00B0, 0000, 6800,0000, 0000,2000 ; Gamet F213, 0060,00B0, 0000, 6800,0000, 0000,2000 ; Gamet F213, 0060,00B0, 0000, 6800,0000, 0000,2000 ; Gamet F213, 0060,00B0, 0000, 6800,0000, 0000,2000 ; Gamet ; Room $AF72. Norfair wave gate room F213, 0130,01C0, 0000, 6800,0000, 0000,4050 ; Gamet F213, 0130,01C0, 0000, 6800,0000, 0000,4000 ; Gamet F213, 0130,01C0, 0000, 6800,0000, 0000,4000 ; Gamet F213, 0130,01C0, 0000, 6800,0000, 0000,4000 ; Gamet F213, 0130,01C0, 0000, 6800,0000, 0000,4000 ; Gamet ; Room $D13B. Sandy Maridia missile and super missile room F193, 0110,00CC, 0000, 6900,0000, 0000,0000 ; Zeb F193, 0190,00CC, 0000, 6900,0000, 0000,0000 ; Zeb ; Room $D104. Maridia -> Red Brinstar room F1D3, 0088,00CC, 0000, 6900,0000, 0002,0000 ; Zebbo F1D3, 0088,00D4, 0000, 6900,0000, 0002,0000 ; Zebbo F1D3, 0088,00DC, 0000, 6900,0000, 0002,0000 ; Zebbo ; Room $CF80. n00b tube east F1D3, 00B8,00C8, 0000, 6900,0000, 0002,0000 ; Zebbo F1D3, 02A8,00C8, 0000, 6900,0000, 0002,0000 ; Zebbo F1D3, 0248,00C8, 0000, 6900,0000, 0002,0000 ; Zebbo } ;;; Enemy header ;;; { 0400 0400 0400 0400 ; 0: Tile data size 878B 89FD 8AC1 8EDC ; 2: Palette 0009 001E 0014 000A ; 4: Health 0006 0014 0010 000A ; 6: Damage 0008 0008 0008 0008 ; 8: Width 0008 0008 0008 0008 ; Ah: Height B3 B3 B3 B3 ; Ch: Bank 00 00 00 00 ; Dh: Hurt AI time 0022 0022 0022 0022 ; Eh: Cry 0000 0000 0000 0000 ; 10h: Boss ID 883B 883B 8B61 8F4C ; 12h: Initialisation AI 0001 0001 0005 0001 ; 14h: Number of parts 887A 887A 8B9E 8FAE ; 18h: Main AI 800A 800A 800A 800A ; 1Ah: Grapple AI 804C 804C 804C 804C ; 1Ch: Hurt AI 8041 8041 8041 8041 ; 1Eh: Frozen AI 0000 0000 0000 0000 ; 20h: Time is frozen AI 0000 0000 0000 0000 ; 22h: Death animation 0000 0000 0000 0000 ; 28h: Power bomb reaction 0000 0000 0000 0000 ; 2Ah: Sidehopper variant index 8023 8023 8023 8023 ; 30h: Enemy touch 802D 802D 802D 802D ; 32h: Enemy shot AEC120 AEE520 AEE920 AEE120 ; 36h: Tile data 05 05 05 05 ; 39h: Layer F248 F254 F25A F24E ; 3Ah: Drop chances ($B4) EC1C EC1C EC1C EC1C ; 3Ch: Vulnerabilities ($B4) E1A3 E1B1 DE69 DE77 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { 3C 00 3C 3C ; 23.5% 23.5% 23.5% Small health 3C 8C 3C 3C ; 23.5% 54.9% 23.5% 23.5% Big health 3C 0A 3C 3C ; 23.5% 3.9% 23.5% 23.5% Missiles 05 00 05 05 ; 2.0% 2.0% 2.0% Nothing 3C 64 3C 3C ; 23.5% 39.2% 23.5% 23.5% Super missiles 0A 05 0A 0A ; 3.9% 2.0% 3.9% 3.9% Power bombs }