;;; General ;;; { Rinka. Respawning rings that drift towards Samus Enemy ID: $D23F Bank: $A2 Enemy projectiles: None Parameter 0: Unused Parameter 1: Mother Brain's room flag. 0 = not Mother Brain's room. Used also by unused routine $A2:B89C Parameter 2: Unused Always uses palette 2 } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Function { $B7DF: Fire $B844: Killed $B852: Waiting to fire $B85B: Moving } $0FAA: X velocity $0FAC: Y velocity $0FAE: Spawn point availability table index $0FB2: Function timer ; In Mother Brain's room $7E:8800..15: Rinka spawn point availability table. 0 = available } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 4000h = respawns if killed, 2000h = process instructions | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug D23F, 0100,0100, 0000, 6000,0000, 0000,0000 ; Room $DAE1, state $DAF3. Metroid room 1 - default D23F, 0028,0048, 0000, 6000,0000, 0000,0000 D23F, 0218,00D8, 0000, 6000,0000, 0000,0000 D23F, 0498,0048, 0000, 6000,0000, 0000,0000 D23F, 0468,00D8, 0000, 6000,0000, 0000,0000 ; Room $DD58, state $DD6E. Mother Brain - default ; Room $DD58, state $DD88. Mother Brain - event "Mother Brain's glass is broken" is set D23F, 0337,0036, 0000, 6000,0000, 0001,0000 D23F, 0337,00A6, 0000, 6000,0000, 0002,0000 D23F, 0277,001C, 0000, 6000,0000, 0003,0000 ; Room $DB31, state $DB43. Metroid room 2 - default D23F, 0098,0048, 0000, 6000,0000, 0000,0000 D23F, 00D8,00B8, 0000, 6000,0000, 0000,0000 D23F, 00D8,01B8, 0000, 6000,0000, 0000,0000 D23F, 0008,0148, 0000, 6000,0000, 0000,0000 ; Room $DBCD, state $DBDF. Metroid room 4 - default D23F, 0098,00B8, 0000, 6000,0000, 0000,0000 D23F, 0098,0188, 0000, 6000,0000, 0000,0000 D23F, 0068,0128, 0000, 6000,0000, 0000,0000 D23F, 00F8,00B8, 0000, 6000,0000, 0000,0000 ; Room $DAE1, state $DB0D. Metroid room 1 - event "1st metroid hall cleared" is set D23F, 0028,0048, 0000, 6000,0000, 0000,0000 D23F, 0218,00D8, 0000, 6000,0000, 0000,0000 D23F, 0498,0048, 0000, 6000,0000, 0000,0000 D23F, 0468,00D8, 0000, 6000,0000, 0000,0000 ; Room $DB31, state $DB5D. Metroid room 2 - event "1st metroid shaft cleared" is set D23F, 0098,0048, 0000, 6000,0000, 0000,0000 D23F, 00D8,00B8, 0000, 6000,0000, 0000,0000 D23F, 00D8,01B8, 0000, 6000,0000, 0000,0000 D23F, 0008,0148, 0000, 6000,0000, 0000,0000 ; Room $DB7D, state $DBA9. Metroid room 3 - event "2nd metroid hall cleared" is set D23F, 0108,0048, 0000, 6000,0000, 0000,0000 D23F, 0018,0048, 0000, 6000,0000, 0000,0000 D23F, 0028,00B8, 0000, 6000,0000, 0000,0000 D23F, 00E8,00B8, 0000, 6000,0000, 0000,0000 D23F, 01B8,0048, 0000, 6000,0000, 0000,0000 D23F, 0268,0048, 0000, 6000,0000, 0000,0000 D23F, 0268,00B8, 0000, 6000,0000, 0000,0000 D23F, 05D8,0048, 0000, 6000,0000, 0000,0000 D23F, 05B8,00B8, 0000, 6000,0000, 0000,0000 ; Room $DBCD, state $DBF9. Metroid room 4 - event "2nd metroid shaft cleared" is set D23F, 0098,00B8, 0000, 6000,0000, 0000,0000 D23F, 0098,0188, 0000, 6000,0000, 0000,0000 D23F, 0068,0128, 0000, 6000,0000, 0000,0000 D23F, 00F8,00B8, 0000, 6000,0000, 0000,0000 ; Room $DB7D, state $DB8F. Metroid room 3 - default D23F, 0108,0048, 0000, 6000,0000, 0000,0000 D23F, 0018,0048, 0000, 6000,0000, 0000,0000 D23F, 0028,00B8, 0000, 6000,0000, 0000,0000 D23F, 00E8,00B8, 0000, 6000,0000, 0000,0000 D23F, 01B8,0048, 0000, 6000,0000, 0000,0000 D23F, 0268,0048, 0000, 6000,0000, 0000,0000 D23F, 0268,00B8, 0000, 6000,0000, 0000,0000 D23F, 05D8,0048, 0000, 6000,0000, 0000,0000 D23F, 05B8,00B8, 0000, 6000,0000, 0000,0000 ; Room $DDF3. Pre Mother Brain shaft D23F, 00E8,01B8, 0000, 6000,0000, 0000,0000 D23F, 00E8,0208, 0000, 6000,0000, 0000,0000 D23F, 0008,0248, 0000, 6000,0000, 0000,0000 } ;;; Enemy header ;;; { 0600 ; 0: Tile data size BA5B ; 2: Palette 000A ; 4: Health 0028 ; 6: Damage 0008 ; 8: Width 0008 ; Ah: Height A2 ; Ch: Bank 00 ; Dh: Hurt AI time 0000 ; Eh: Cry 0000 ; 10h: Boss ID B602 ; 12h: Initialisation AI 0001 ; 14h: Number of parts B7C4 ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI B929 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation B953 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index B947 ; 30h: Enemy touch B94D ; 32h: Enemy shot AEB800 ; 36h: Tile data 02 ; 39h: Layer F374 ; 3Ah: Drop chances ($B4) EC1C ; 3Ch: Vulnerabilities ($B4) E06F ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { 00 ; Small health 00 ; Big health 00 ; Missiles FF ; 100.0% Nothing 00 ; Super missiles 00 ; Power bombs }