;;; General ;;; { Reflec. Unused enemy. Doesn't move, can only be damaged by a shot to its sides, other shots are reflected back Enemy ID: $DBFF Bank: $A3 Enemy projectiles: None Parameter 0: Unused Parameter 1: Direction 0: Facing left 1: Facing up-left 2: Facing up 3: Facing up-right 4: Facing right 5: Facing down-right 6: Facing down 7: Facing down-left Parameter 2: Unused Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FB6: Reflection axis { 0: Vertical 1: Up-right diagonal 2: Horizontal 3: Down-right diagonal } } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug DBFF, 0168,0048, 0000, 2000,0000, 0000,0000 } ;;; Enemy header ;;; { 0600 ; 0: Tile data size DA9C ; 2: Palette 00C8 ; 4: Health 001E ; 6: Damage 0010 ; 8: Width 0010 ; Ah: Height A3 ; Ch: Bank 00 ; Dh: Hurt AI time 0057 ; Eh: Cry 0000 ; 10h: Boss ID DBD3 ; 12h: Initialisation AI 0001 ; 14h: Number of parts DC1B ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0002 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 804C ; 30h: Enemy touch DC1C ; 32h: Enemy shot AFAE00 ; 36h: Tile data 05 ; 39h: Layer F31A ; 3Ah: Drop chances ($B4) EEC6 ; 3Ch: Vulnerabilities ($B4) E061 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Indestructible } ;;; Enemy drop chances ;;; { 3C ; 23.5% Small health 3C ; 23.5% Big health 3C ; 23.5% Missiles 3C ; 23.5% Nothing 0F ; 5.9% Super missiles 00 ; Power bombs }