;;; General ;;; { Puyo, thin hopping blobs. Hops at regular intervals in various ways Enemy ID: $CFBF Bank: $A2 Enemy projectiles: None Parameter 0: Unused Parameter 1: Hop cooldown Parameter 2: X proximity Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FAA: Y speed table index $0FAC: Hop cooldown timer $0FAE: Function { $9B65: Grounded $9B81: Airborne } $0FB0: Airborne function { $9D0B: Normal - short hop $9D2B: Normal - big hop $9D4B: Normal - long hop $9D6B: Giant hop $9D98: Dropping $9DCD: Dropped } $0FB2: Hop table index { 0: Normal - small hop 1: Normal - big hop 2: Normal - long hop 3: Giant hop 4: Dropping 5: Dropped - small hop 6: Dropped - big hop } $7E:7800: Hop type { 0: Normal - Samus not in proximity 1: Normal - Samus in proximity 2: Cannot be used 3: Giant hop 4: Dropping 5: Dropped - small hop 6: Dropped - big hop } $7E:7802: Hopping animation flag $7E:7804: Direction { 0: Right 1: Left } $7E:7806: Falling flag $7E:7808: Invert direction flag $7E:780A: Inverted direction $7E:780C: Initial Y speed table index * 3/4 $7E:780E: Initial Y speed table index * 1/2 } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug CFBF, 033D,00CC, 0000, 2000,0000, 0003,000A ; Room $A0D2. Pink Brinstar flooded hall CFBF, 0169,00B3, 0000, 2000,0000, 0002,0001 CFBF, 01F7,00B3, 0000, 2000,0000, 0002,0001 CFBF, 0224,00B5, 0000, 2000,0000, 0002,0001 ; Room $AB64. Double lake grapple practice room CFBF, 01CD,014C, 0000, 2000,0000, 0000,0000 CFBF, 01BA,0114, 0000, 2000,0000, 0000,0000 CFBF, 0208,01A2, 0000, 2000,0000, 0000,0000 CFBF, 023C,01A7, 0000, 2000,0000, 0000,0000 CFBF, 0270,01A1, 0000, 2000,0000, 0000,0000 ; Room $D7E4. Maridia speed blockade hall CFBF, 0120,0080, 0000, 2000,0000, 0000,0016 CFBF, 0190,0070, 0000, 2000,0000, 0000,0016 CFBF, 01F0,0080, 0000, 2000,0000, 0000,0016 CFBF, 0250,0080, 0000, 2000,0000, 0000,0016 CFBF, 03F0,00AC, 0000, 2000,0000, 0010,0016 ; Room $D646. Pants room CFBF, 0170,029C, 0000, 2000,0000, 0080,0016 CFBF, 0160,01FC, 0000, 2000,0000, 0080,0016 CFBF, 01C0,02DC, 0000, 2000,0000, 0020,0016 CFBF, 0180,032C, 0000, 2000,0000, 0030,0016 CFBF, 01A0,019C, 0000, 2000,0000, 0040,0016 CFBF, 0150,03F0, 0000, 2000,0000, 0010,0008 CFBF, 01B0,03F0, 0000, 2000,0000, 0008,0008 ; Room $D27E. Plasma beam puyo room CFBF, 0057,009C, 0000, 2000,0000, 0F00,0000 CFBF, 0062,009C, 0000, 2000,0000, 0F00,0000 CFBF, 0069,009C, 0000, 2000,0000, 0F00,0000 CFBF, 005B,0098, 0000, 2000,0000, 0E00,0000 CFBF, 0065,0098, 0000, 2000,0000, 0E00,0000 CFBF, 0061,0094, 0000, 2000,0000, 0D00,0000 ; Room $D2D9. Sandy Maridia choot-puyo hall CFBF, 0118,008C, 0000, 2000,0000, 0020,0016 CFBF, 0144,00AC, 0000, 2000,0000, 0020,0016 CFBF, 02C4,008C, 0000, 2000,0000, 0040,0016 CFBF, 05F8,006C, 0000, 2000,0000, 0030,0016 CFBF, 0410,006C, 0000, 2000,0000, 0020,0016 CFBF, 0470,008C, 0000, 2000,0000, 0040,0016 CFBF, 0440,005C, 0000, 2000,0000, 0010,0016 ; Room $D408. Maridia elevatube CFBF, 0064,0358, 0000, 2000,0000, 0010,0004 ; Room $D617. Mochtroid room CFBF, 0260,0058, 0000, 2000,0000, 0020,0008 CFBF, 0360,0058, 0000, 2000,0000, 0020,0008 ; Room $D69A. Pants room section CFBF, 0080,022C, 0000, 2000,0000, 0030,0016 CFBF, 00C0,01DC, 0000, 2000,0000, 0020,0016 CFBF, 0070,019C, 0000, 2000,0000, 0080,0016 CFBF, 0050,02F0, 0000, 2000,0000, 0010,0008 CFBF, 00B0,02F0, 0000, 2000,0000, 0008,0008 ; Room $D387. Pre plasma beam shaft CFBF, 00D8,02BC, 0000, 2000,0000, 0040,0008 CFBF, 0038,01CC, 0000, 2000,0000, 0040,0008 CFBF, 00D4,037C, 0000, 2000,0000, 0040,0008 CFBF, 00A8,03AC, 0000, 2000,0000, 0040,0008 } ;;; Enemy header ;;; { 0200 ; 0: Tile data size 998D ; 2: Palette 0064 ; 4: Health 003C ; 6: Damage 0008 ; 8: Width 0004 ; Ah: Height A2 ; Ch: Bank 00 ; Dh: Hurt AI time 0000 ; Eh: Cry 0000 ; 10h: Boss ID 9A3F ; 12h: Initialisation AI 0001 ; 14h: Number of parts 9A7D ; 18h: Main AI 800A ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch 802D ; 32h: Enemy shot ACE400 ; 36h: Tile data 05 ; 39h: Layer F20C ; 3Ah: Drop chances ($B4) EC1C ; 3Ch: Vulnerabilities ($B4) E053 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { 3C ; 23.5% Small health 3C ; 23.5% Big health 3C ; 23.5% Missiles 05 ; 2.0% Nothing 0A ; 3.9% Super missiles 3C ; 23.5% Power bombs }