;;; General ;;; { Rio. Swoops at Samus if she gets nearby Enemy ID: $D27F Bank: $A2 Enemy projectiles: None Parameter 0: Unused Parameter 1: Unused Parameter 2: Unused Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Swoop X velocity backup $0FAA: Function { $BBED: Wait for Samus to get near $BC32: Swoop cooldown $BC48: Swoop - descending $BCB7: Swoop - ascending $BCFF: Homing } $0FAC: Y velocity. Unit 1/100h px/frame $0FAE: X velocity. Unit 1/100h px/frame $0FB0: Animation finished flag $0FB2: Instruction list { $BB4B: Initial $BB53: Post-swoop idle $BB7F: Swooping - part 1 $BB97: Swooping - part 2 $BBA3: Swoop cooldown } } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions, 800h = process whilst off-screen | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug D27F, 0100,0100, 0000, 2000,0000, 0000,0000 ; Room $98E2. Pre Crateria map station hall D27F, 014B,0045, 0000, 2000,0000, 0000,0000 ; Room $9F64, state $9F90. Blue Brinstar ceiling e-tank hall - event "Zebes is awake" is set D27F, 01F0,0240, 0000, 2000,0000, 0000,0000 ; Room $9D19. Charge beam room D27F, 02E8,0478, 0000, 2000,0000, 0000,0000 D27F, 0328,0478, 0000, 2800,0000, 0000,0000 D27F, 0335,05A9, 0000, 2000,0000, 0000,0000 ; Room $9CB3. Dachora room D27F, 0130,0060, 0000, 2000,0000, 0000,0000 D27F, 01B0,0060, 0000, 2000,0000, 0000,0000 D27F, 02E8,0060, 0000, 2000,0000, 0000,0000 } ;;; Enemy header ;;; { 0400 ; 0: Tile data size BA7B ; 2: Palette 002D ; 4: Health 000F ; 6: Damage 0010 ; 8: Width 0007 ; Ah: Height A2 ; Ch: Bank 00 ; Dh: Hurt AI time 0036 ; Eh: Cry 0000 ; 10h: Boss ID BBCD ; 12h: Initialisation AI 0001 ; 14h: Number of parts BBE3 ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0002 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch 802D ; 32h: Enemy shot AEB000 ; 36h: Tile data 05 ; 39h: Layer F1FA ; 3Ah: Drop chances ($B4) EC1C ; 3Ch: Vulnerabilities ($B4) E07D ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { 1E ; 11.8% Small health 50 ; 31.4% Big health 55 ; 33.3% Missiles 28 ; 15.7% Nothing 0A ; 3.9% Super missiles 0A ; 3.9% Power bombs }