;;; General ;;; { Steam. Appears and disappears regularly. Initial activation is randomly delayed by up to 20h frames Enemy ID: $E1FF Bank: $A6 Enemy projectiles: None Parameter 0: Unused Parameter 1: Direction 0: Up 1: Left 2: Down 3: Right 4: Rotating elevator room - left 5: Rotating elevator room - right Parameter 2: Unused Do not include in enemy set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Function { $EFF4: RTL $F019: Calculate graphical offset in rotating elevator room } $0FAE: Activation timer } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Room $91F8, state $9261. Landing site - event "Zebes timebomb set" is set E1FF, 0051,04AA, 0000, 2000,0000, 0000,0000 E1FF, 0080,04BC, 0000, 2000,0000, 0000,0000 E1FF, 00A1,04D0, 0000, 2000,0000, 0000,0000 E1FF, 00E5,04D7, 0000, 2000,0000, 0000,0000 E1FF, 015B,04D7, 0000, 2000,0000, 0000,0000 E1FF, 019D,04D5, 0000, 2000,0000, 0000,0000 E1FF, 01C0,04C9, 0000, 2000,0000, 0000,0000 E1FF, 0222,04C8, 0000, 2000,0000, 0000,0000 E1FF, 0243,04C4, 0000, 2000,0000, 0000,0000 E1FF, 027C,04CE, 0000, 2000,0000, 0000,0000 E1FF, 0317,04D7, 0000, 2000,0000, 0000,0000 E1FF, 033F,04C9, 0000, 2000,0000, 0000,0000 E1FF, 036C,04B6, 0000, 2000,0000, 0000,0000 E1FF, 0390,04A9, 0000, 2000,0000, 0000,0000 E1FF, 03D9,04B7, 0000, 2000,0000, 0000,0000 E1FF, 041A,04D9, 0000, 2000,0000, 0000,0000 E1FF, 049C,04D8, 0000, 2000,0000, 0000,0000 E1FF, 04F9,04CA, 0000, 2000,0000, 0000,0000 E1FF, 0525,04BB, 0000, 2000,0000, 0000,0000 E1FF, 0557,04C9, 0000, 2000,0000, 0000,0000 E1FF, 05C6,04D4, 0000, 2000,0000, 0000,0000 E1FF, 0624,04D4, 0000, 2000,0000, 0000,0000 ; Room $92FD, state $9348. Crateria mainstreet - event "Zebes timebomb set" is set E1FF, 0145,00B5, 0000, 2000,0000, 0000,0000 E1FF, 01B9,00BA, 0000, 2000,0000, 0000,0000 E1FF, 01DE,00A9, 0000, 2000,0000, 0000,0000 E1FF, 0227,00B1, 0000, 2000,0000, 0000,0000 E1FF, 023D,00B9, 0000, 2000,0000, 0000,0000 E1FF, 026F,00C0, 0000, 2000,0000, 0000,0000 E1FF, 02B1,00D0, 0000, 2000,0000, 0000,0000 E1FF, 02D1,00C8, 0000, 2000,0000, 0000,0000 E1FF, 030B,00C0, 0000, 2000,0000, 0000,0000 E1FF, 032F,00A0, 0000, 2000,0000, 0000,0000 E1FF, 035E,0088, 0000, 2000,0000, 0000,0000 E1FF, 0384,0077, 0000, 2000,0000, 0000,0000 E1FF, 03DC,0079, 0000, 2000,0000, 0000,0000 E1FF, 03FE,008E, 0000, 2000,0000, 0000,0000 E1FF, 041F,00A1, 0000, 2000,0000, 0000,0000 E1FF, 045C,00C4, 0000, 2000,0000, 0000,0000 E1FF, 047F,00B3, 0000, 2000,0000, 0000,0000 E1FF, 04AA,00AE, 0000, 2000,0000, 0000,0000 E1FF, 04CC,00A6, 0000, 2000,0000, 0000,0000 ; Room $DF45, state $DF71. Ceres elevator shaft - main area boss is dead E1FF, 005E,006C, 0000, 2000,0000, 0004,0000 E1FF, 00A2,006C, 0000, 2000,0000, 0005,0000 E1FF, 009E,00C8, 0000, 2000,0000, 0004,0000 E1FF, 0062,00C8, 0000, 2000,0000, 0005,0000 E1FF, 005E,0128, 0000, 2000,0000, 0004,0000 E1FF, 00A2,0128, 0000, 2000,0000, 0005,0000 E1FF, 009E,0188, 0000, 2000,0000, 0004,0000 E1FF, 0062,0198, 0000, 2000,0000, 0005,0000 E1FF, 005E,01F8, 0000, 2000,0000, 0004,0000 E1FF, 00A2,01F8, 0000, 2000,0000, 0005,0000 E1FF, 0072,0258, 0000, 2000,0000, 0005,0000 ; Room $DF8D, state $DFB9. Ceres pre elevator hall - main area boss is dead E1FF, 00A0,00CC, 0000, 2000,0000, 0000,0000 E1FF, 00E0,00BC, 0000, 2000,0000, 0000,0000 E1FF, 0120,00BC, 0000, 2000,0000, 0000,0000 E1FF, 0160,00CC, 0000, 2000,0000, 0000,0000 E1FF, 01B8,00A8, 0000, 2000,0000, 0001,0000 E1FF, 0080,0042, 0000, 2000,0000, 0002,0000 E1FF, 00C0,0042, 0000, 2000,0000, 0002,0000 E1FF, 0100,0042, 0000, 2000,0000, 0002,0000 E1FF, 0140,0042, 0000, 2000,0000, 0002,0000 E1FF, 0180,0042, 0000, 2000,0000, 0002,0000 E1FF, 0048,00A8, 0000, 2000,0000, 0003,0000 ; Room $DFD7, state $E003. Ceres stairs - main area boss is dead E1FF, 0070,009C, 0000, 2000,0000, 0000,0000 E1FF, 00C2,00B0, 0000, 2000,0000, 0003,0000 E1FF, 0078,0116, 0000, 2000,0000, 0000,0000 E1FF, 003E,0130, 0000, 2000,0000, 0001,0000 E1FF, 0088,0194, 0000, 2000,0000, 0000,0000 } ;;; Enemy header ;;; { 0000 ; 0: Tile data size E23F ; 2: Palette 7FFF ; 4: Health 0000 ; 6: Damage 0008 ; 8: Width 0008 ; Ah: Height A6 ; Ch: Bank 00 ; Dh: Hurt AI time 0000 ; Eh: Cry 0000 ; 10h: Boss ID EFB1 ; 12h: Initialisation AI 0001 ; 14h: Number of parts F00D ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index F03F ; 30h: Enemy touch 804C ; 32h: Enemy shot A0E23F ; 36h: Tile data 05 ; 39h: Layer F488 ; 3Ah: Drop chances ($B4) EEC6 ; 3Ch: Vulnerabilities ($B4) 0000 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Indestructible } ;;; Enemy drop chances ;;; { 00 ; Small health 00 ; Big health 00 ; Missiles FF ; 100.0% Nothing 00 ; Super missiles 00 ; Power bombs }