;;; General ;;; { Tripper. Suspensor platform. Platform that can move horizontally and can fall with Samus' weight Enemy ID: $D7FF: Tripper $D83F: Suspensor platform Bank: $A3 Enemy projectiles: None Parameter 0: Unused Parameter 1: Initial direction 0: Left 1: Right Parameter 2 low: X speed table index. Range 0..40h. Speed = v * 0.1000h px/frame Parameter 2 high: Maximum Y speed table index { 0: 0.0000h px/frame 1: 0.0109h 2: 0.031Bh 3: 0.0636h 4: 0.0A5Ah 5: 0.0F87h 6: 0.15BDh 7: 0.1CFCh 8: 0.2544h 9: 0.2E95h Ah: 0.38EFh Bh: 0.4452h Ch: 0.50BEh Dh: 0.5E33h Eh: 0.6CB1h Fh: 0.7C38h 10h: 0.8CC8h 11h: 0.9E61h 12h: 0.B103h 13h: 0.C4AEh 14h: 0.D962h 15h: 0.EF1Fh 16h: 0.05E5h 17h: 1.14B4h 18h: 1.2D8Ch 19h: 1.476Dh 1Ah: 1.6257h 1Bh: 1.7E4Ah 1Ch: 1.9B46h 1Dh: 1.B94Bh 1Eh: 1.D859h 1Fh: 1.F870h 20h: 2.1090h 21h: 2.32B9h 22h: 2.55EBh 23h: 2.7A26h 24h: 2.9F6Ah 25h: 2.C5B7h 26h: 2.ED0Dh 27h: 3.0C6Ch 28h: 3.35D4h 29h: 3.6045h 2Ah: 3.8BBFh 2Bh: 3.B842h 2Ch: 3.E5CEh 2Dh: 4.0B63h 2Eh: 4.3B01h 2Fh: 4.6BA8h 30h: 4.9D58h 31h: 4.D011h 32h: 4.03D3h 33h: 5.2F9Eh 34h: 5.6572h 35h: 5.9C4Fh 36h: 5.D435h 37h: 6.0424h 38h: 6.3E1Ch 39h: 6.791Dh 3Ah: 6.B527h 3Bh: 6.F23Ah 3Ch: 7.2756h 3Dh: 7.667Bh 3Eh: 7.A6A9h 3Fh: 7.E7E0h 40h: 8.2120h 41h: 8.6469h 42h: 8.A8BBh 43h: 8.EE16h 44h: 9.2B7Ah 45h: 9.72E7h 46h: 9.BB5Dh 47h: 9.04DCh 48h: A.4664h 49h: A.91F5h 4Ah: A.DE8Fh 4Bh: B.2332h 4Ch: B.71DEh 4Dh: B.C193h 4Eh: C.0951h 4Fh: C.5B18h 50h: C.ADE8h 51h: C.01C1h 52h: D.4DA3h 53h: D.A38Eh 54h: D.FA82h 55h: E.497Fh 56h: E.A285h 57h: E.FC94h 58h: F.4EACh 59h: F.AACDh 5Ah: F.07F7h 5Bh: 10.5D2Ah 5Ch: 10.BC66h 5Dh: 11.13ABh 5Eh: 11.74F9h } Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Target Y position $0FAA: Right subvelocity $0FAC: Right velocity $0FAE: Left subvelocity $0FB0: Left velocity $0FB2: Y speed table index $7E:7800: Y movement function index { 0: Rising 1: Sinking } $7E:7802: Previous position $7E:7804: X movement function index { 0: Moving left 1: Moving right } $7E:7806: Vertically moving flag $7E:7808: Vertically still flag $7E:780A: Maximum Y speed table index $7E:780C: Previous Y movement function index { 0: Rising 1: Sinking } $7E:783E: Suspensor platform flag } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 8000h = solid enemy, 2000h = process instructions, 800h = process whilst off-screen | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug D7FF, 0868,00C8, 0000, A000,0000, 0000,2020 ; Tripper ; Room $94FD. Wrecked Ship back door D83F, 04C0,04F0, 0000, A000,0000, 0000,2800 ; Suspensor platform D83F, 03C0,04F0, 0000, A000,0000, 0000,2800 ; Suspensor platform D83F, 02C8,04F0, 0000, A000,0000, 0000,2800 ; Suspensor platform ; Room $93FE. Wrecked Ship entrance D7FF, 0150,00D8, 0000, A000,0000, 0000,0010 ; Tripper D7FF, 0388,0058, 0000, A000,0000, 0000,0010 ; Tripper D7FF, 0370,0160, 0000, A000,0000, 0001,0010 ; Tripper ; Room $AA82. Post Crocomire room D83F, 0158,0148, 0000, A800,0000, 0000,2800 ; Suspensor platform ; Room $AB8F. Huge jump room D83F, 00B0,0298, 0000, A000,0000, 0000,2800 ; Suspensor platform D83F, 0110,0298, 0000, A000,0000, 0000,2800 ; Suspensor platform D83F, 0170,0298, 0000, A000,0000, 0000,2800 ; Suspensor platform D83F, 01D0,0298, 0000, A000,0000, 0000,2800 ; Suspensor platform ; Room $A75D. Ice beam tripper hall D7FF, 0190,00A8, 0000, A000,0000, 0000,1010 ; Tripper D7FF, 0100,00A8, 0000, A000,0000, 0000,1010 ; Tripper D7FF, 0070,00A8, 0000, A000,0000, 0000,1010 ; Tripper ; Room $AE07. Norfair sinking tripper hall D7FF, 0280,00A8, 0000, A800,0000, 0001,0018 ; Tripper D7FF, 0180,00A8, 0000, A800,0000, 0000,0718 ; Tripper ; Room $CC27, state $CC53. Wrecked Ship chozo energy tank room - main area boss is dead D83F, 0118,00A8, 0000, A800,0000, 0000,2000 ; Suspensor platform D83F, 0180,00A8, 0000, A800,0000, 0000,2000 ; Suspensor platform D83F, 01F0,00A8, 0000, A800,0000, 0000,2000 ; Suspensor platform } ;;; Enemy header ;;; { __________ Tripper | ___ Suspensor platform | | 0400 0400 ; 0: Tile data size 9B7B 9B9B ; 2: Palette 0014 0014 ; 4: Health 0028 0028 ; 6: Damage 0010 0010 ; 8: Width 0008 0008 ; Ah: Height A3 A3 ; Ch: Bank 00 00 ; Dh: Hurt AI time 003E 003E ; Eh: Cry 0000 0000 ; 10h: Boss ID 9CBA 9C9F ; 12h: Initialisation AI 0001 0001 ; 14h: Number of parts 9D16 9D16 ; 18h: Main AI 800F 800F ; 1Ah: Grapple AI 804C 804C ; 1Ch: Hurt AI 8041 8041 ; 1Eh: Frozen AI 0000 0000 ; 20h: Time is frozen AI 0000 0000 ; 22h: Death animation 0000 0000 ; 28h: Power bomb reaction 0000 0000 ; 2Ah: Sidehopper variant index 9F07 9F07 ; 30h: Enemy touch 9F08 802D ; 32h: Enemy shot AC9800 B18000 ; 36h: Tile data 05 05 ; 39h: Layer F30E F30E ; 3Ah: Drop chances ($B4) EDEA EEC6 ; 3Ch: Vulnerabilities ($B4) DF1F DF1F ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Vulnerability format: ; v = fddddddd ; If v = FFh: ; Freeze, no damage ; Else: ; d: Damage multiplier * 2 ; f: Does not freeze Suspensor platform: indestructible Tripper: 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 00 ; Missile 02 ; Super missile 00 ; Bomb 02 ; Power bomb 00 ; Speed booster 00 ; Shinespark 02 ; Screw attack 00 ; Charged beam 00 ; Pseudo screw attack 02 ; Unused } ;;; Enemy drop chances ;;; { 50 ; 31.4% Small health 50 ; 31.4% Big health 50 ; 31.4% Missiles 05 ; 2.0% Nothing 05 ; 2.0% Super missiles 05 ; 2.0% Power bombs }