;;; General ;;; { Powamp, Maridia floater. Inflates and deflates, rises when grappled Enemy ID: $E8BF Bank: $A8 Enemy projectiles: $D298: Powamp spike Parameter 0: Unused Parameter 1: Part 0: Body 1: Balloon Parameter 2: Grapple travel distance. Balloon only Balloon and body enemies must be placed together in that order } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Y velocity / balloon spawn X position $0FAA: Y subvelocity / balloon spawn Y position $0FAC: Wiggle index $0FAE: Wiggle timer / balloon grapple travel distance $0FB0: Function timer $0FB2: Function { $C283: Body - deflated - resting $C2A6: Body - inflating $C2CF: Body - inflated - rise to target height $C36B: Body - inflated - finish wiggle $C3E1: Body - grappled - rise to target height $C469: Body - grappled - finish wiggle $C4DC: Body - grappled - resting $C500: Body - deflating $C51D: Body - deflated - sinking $C568: RTL $C569: Body - fatal damage $C59F: Body - death sequence } } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions, 800h = process whilst off-screen, 400h = intangible | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug E8BF, 0100,0100, 0000, 2C00,0000, 0001,0000 E8BF, 0100,0100, 0000, 2800,0000, 0000,0000 ; Room $D0B9. Mt. Doom E8BF, 0200,0180, 0000, 2C00,0000, 0001,0070 E8BF, 0200,0180, 0000, 2800,0000, 0000,0000 E8BF, 0308,0200, 0000, 2C00,0000, 0001,0120 E8BF, 0308,0200, 0000, 2800,0000, 0000,0000 E8BF, 0400,0230, 0000, 2C00,0000, 0001,0030 E8BF, 0400,0230, 0000, 2800,0000, 0000,0000 } ;;; Enemy header ;;; { 0400 ; 0: Tile data size C143 ; 2: Palette 000A ; 4: Health 0064 ; 6: Damage 0008 ; 8: Width 0010 ; Ah: Height A8 ; Ch: Bank 00 ; Dh: Hurt AI time 006A ; Eh: Cry 0000 ; 10h: Boss ID C1C9 ; 12h: Initialisation AI 0002 ; 14h: Number of parts C21C ; 18h: Main AI 8014 ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0002 ; 22h: Death animation C63F ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index C5BE ; 30h: Enemy touch C5EF ; 32h: Enemy shot B1CC00 ; 36h: Tile data 05 ; 39h: Layer F2B4 ; 3Ah: Drop chances ($B4) EF34 ; 3Ch: Vulnerabilities ($B4) E045 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Vulnerability format: ; v = fddddddd ; If v = FFh: ; Freeze, no damage ; Else: ; d: Damage multiplier * 2 ; f: Does not freeze 82 ; Power 82 ; Wave 82 ; Ice 82 ; Ice + wave 82 ; Spazer 82 ; Spazer + wave 82 ; Spazer + ice 82 ; Spazer + ice + wave 82 ; Plasma 82 ; Plasma + wave 82 ; Plasma + ice 82 ; Plasma + ice + wave 82 ; Missile 82 ; Super missile 82 ; Bomb 82 ; Power bomb 82 ; Speed booster 82 ; Shinespark 82 ; Screw attack 02 ; Charged beam 82 ; Pseudo screw attack 82 ; Unused } ;;; Enemy drop chances ;;; { 01 ; 0.4% Small health 00 ; Big health 00 ; Missiles 00 ; Nothing FE ; 99.6% Super missiles 00 ; Power bombs }