;;; General ;;; { Squeept, Norfair lava-jumping enemy. Regularly jumps out the lava, flips and falls back in Enemy ID: $D2BF Bank: $A2 Enemy projectiles: None Parameter 0: Unused Parameter 1: Part 0: Main part 8000h: Flame. Used for graphics only Parameter 2: Unused Properties must have process instructions bit set Main part should be placed followed by flame part, but main part can be used without flame part too Squeept flame part assumes previous enemy is squeept main part, but can attach to any enemy that uses $0FAC for Y velocity } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FAC: Y velocity. Unit 1/100h px/frame $0FAE: Spawn X position $0FB0: Spawn Y position $0FB2: Function { $BEDC: Flame $BF1A: Jump $BF3E: Rising $BF7C: Flipping $BFBC: Falling } $7E:7800: Animation finished flag $7E:7802: Instruction list { $BE3C: Rising $BE42: Flipping / falling $BE62: Flame } } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions, 400h = intangible | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug D2BF, 0060,00D8, 0000, 2000,0000, 0000,0000 D2BF, 0060,00D8, 0002, 2400,0000, 8000,0000 ; Room $AFA3. Norfair long lavaquake hall D2BF, 00E8,00F0, 0000, 2000,0000, 0000,0000 D2BF, 00E8,00F0, 0002, 2400,0000, 8000,0000 D2BF, 0168,00F0, 0000, 2000,0000, 0000,0000 D2BF, 0168,00F0, 0002, 2400,0000, 8000,0000 } ;;; Enemy header ;;; { 0400 ; 0: Tile data size BE1C ; 2: Palette 012C ; 4: Health 0032 ; 6: Damage 0008 ; 8: Width 000C ; Ah: Height A2 ; Ch: Bank 00 ; Dh: Hurt AI time 0036 ; Eh: Cry 0000 ; 10h: Boss ID BE99 ; 12h: Initialisation AI 0002 ; 14h: Number of parts BED2 ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0002 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch 802D ; 32h: Enemy shot AEBD20 ; 36h: Tile data 05 ; 39h: Layer F35C ; 3Ah: Drop chances ($B4) EDEA ; 3Ch: Vulnerabilities ($B4) E141 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Vulnerability format: ; v = fddddddd ; If v = FFh: ; Freeze, no damage ; Else: ; d: Damage multiplier * 2 ; f: Does not freeze 00 ; Power 00 ; Wave FF ; Ice FF ; Ice + wave 00 ; Spazer 00 ; Spazer + wave FF ; Spazer + ice FF ; Spazer + ice + wave 00 ; Plasma 00 ; Plasma + wave FF ; Plasma + ice FF ; Plasma + ice + wave } ;;; Enemy drop chances ;;; { 32 ; 19.6% Small health 32 ; 19.6% Big health 32 ; 19.6% Missiles 05 ; 2.0% Nothing 32 ; 19.6% Super missiles 32 ; 19.6% Power bombs }