;;; General ;;; { Polyp, lavaquake rocks. Shoots rocks randomly Enemy ID: $D1FF Bank: $A2 Enemy projectiles: $BD5A: Polyp rock Parameter 0: Unused Parameter 1: Unused Parameter 2: Unused Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Function { $B596: Wait for Samus to get near $B5B2: Shoot rock $B5EA: Cooldown } $0FAA: Cooldown timer } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions, 400h = intangible, 100h = invisible | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug D1FF, 0100,0100, 0000, 2500,0000, 0000,0000 ; Room $AE32. Volcano room D1FF, 00F8,02C8, 0000, 2500,0000, 0000,0000 D1FF, 0080,02C8, 0000, 2500,0000, 0000,0000 D1FF, 0088,02C8, 0000, 2500,0000, 0000,0000 D1FF, 0108,02C8, 0000, 2500,0000, 0000,0000 } ;;; Enemy header ;;; { 0600 ; 0: Tile data size BA5B ; 2: Palette 0001 ; 4: Health 0004 ; 6: Damage 0004 ; 8: Width 0004 ; Ah: Height A2 ; Ch: Bank 00 ; Dh: Hurt AI time 0000 ; Eh: Cry 0000 ; 10h: Boss ID B570 ; 12h: Initialisation AI 0001 ; 14h: Number of parts B58F ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch 802D ; 32h: Enemy shot AEB800 ; 36h: Tile data 05 ; 39h: Layer F48E ; 3Ah: Drop chances ($B4) EEC6 ; 3Ch: Vulnerabilities ($B4) E029 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Indestructible } ;;; Enemy drop chances ;;; { 00 ; Small health 00 ; Big health 00 ; Missiles FF ; 100.0% Nothing 00 ; Super missiles 00 ; Power bombs }