;;; General ;;; { Skultera, Maridia fish. Swims around with wavy movement Enemy ID: $D6FF Bank: $A3 Enemy projectiles: None Parameter 0: Unused Parameter 1 low: X speed table index. Range 0..40h. Speed = v * 0.1000h px/frame Parameter 1 high: Initial direction 0: Right 1: Left Parameter 2 low: Radius. Used for Y component of movement only Parameter 2 high: Initial angle delta. Unit pi/80h radians/frame. Positive = upwards, negative = downwards. Used for Y component of movement only Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Function { $9132: Swimming left $91AB: Swimming right $9224: Turning right $9256: Turning left } $0FAA: Right subvelocity $0FAC: Right velocity. Unit px/frame $0FAE: Left subvelocity $0FB0: Left velocity. Unit px/frame $0FB2: Angle. Unit pi/80h radians. Used for Y component of movement only $7E:7800: Radius. Used for Y component of movement only $7E:7802: Turn finished flag $7E:7804: Angle delta. Unit pi/80h radians/frame $7E:7806: Previous Y offset $7E:7808: Y offset } ;;; 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 D6FF, 0090,00A0, 0000, 2000,0000, 0102,0420 ; Room $94FD. Wrecked Ship back door D6FF, 00FC,0563, 0000, 2000,0000, 0110,0210 D6FF, 01D5,0571, 0000, 2000,0000, 0010,0210 D6FF, 0314,0587, 0000, 2000,0000, 0110,0210 D6FF, 03C4,056B, 0000, 2800,0000, 0010,0210 D6FF, 04D5,0577, 0000, 2800,0000, 0010,0210 ; Room $93FE. Wrecked Ship entrance D6FF, 04A4,0570, 0000, 2000,0000, 0010,0210 D6FF, 03CB,057A, 0000, 2000,0000, 0110,0210 ; Room $A0D2. Pink Brinstar flooded hall D6FF, 0140,00AE, 0000, 2800,0000, 0010,1001 D6FF, 024B,00AE, 0000, 2000,0000, 0010,1001 ; Room $CC27, state $CC53. Wrecked Ship chozo energy tank room - main area boss is dead D6FF, 00AD,0176, 0000, 2000,0000, 0010,0210 D6FF, 0240,012C, 0000, 2000,0000, 0110,0210 ; Room $D104. Maridia -> Red Brinstar room D6FF, 02C0,01B0, 0000, 2000,0000, 0008,1001 ; Room $D1DD. Beach D6FF, 0070,0258, 0000, 2800,0000, 0010,0210 D6FF, 01C0,0280, 0000, 2800,0000, 0110,0210 ; Room $D340. Sandy Maridia mainstreet D6FF, 0300,0420, 0000, 2800,0000, 0010,0210 D6FF, 0270,0488, 0000, 2800,0000, 0110,0210 ; Room $CFC9. Maridia mainstreet D6FF, 0100,01A0, 0000, 2000,0000, 0010,0210 D6FF, 00F0,03D8, 0000, 2800,0000, 0010,0210 D6FF, 0120,04F0, 0000, 2000,0000, 0010,0210 D6FF, 00D0,05A0, 0000, 2000,0000, 0010,0210 D6FF, 0100,0724, 0000, 2000,0000, 0010,0210 ; Room $D017. Maridia space pirate room D6FF, 0070,0098, 0000, 2800,0000, 0110,0210 D6FF, 00B8,02A8, 0000, 2000,0000, 0010,0210 D6FF, 0190,00F0, 0000, 2800,0000, 0010,0210 D6FF, 0368,00B8, 0000, 2000,0000, 0010,0210 } ;;; Enemy header ;;; { 0600 ; 0: Tile data size 900A ; 2: Palette 012C ; 4: Health 0050 ; 6: Damage 000D ; 8: Width 000B ; Ah: Height A3 ; Ch: Bank 00 ; Dh: Hurt AI time 0049 ; Eh: Cry 0000 ; 10h: Boss ID 90B5 ; 12h: Initialisation AI 0001 ; 14h: Number of parts 912B ; 18h: Main AI 8000 ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0002 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch 802D ; 32h: Enemy shot AFBC00 ; 36h: Tile data 05 ; 39h: Layer F332 ; 3Ah: Drop chances ($B4) EC1C ; 3Ch: Vulnerabilities ($B4) DE4D ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { 50 ; 31.4% Small health 1E ; 11.8% Big health 46 ; 27.5% Missiles 46 ; 27.5% Nothing 05 ; 2.0% Super missiles 00 ; Power bombs }