;;; General ;;; { Grey wall space pirate. Climbs up and down wall, fires laser, wall-jumps to opposing wall Green wall space pirate. Unused. More health and damage Red wall space pirate. Unused. More health and damage. Invulnerable to power beam, vulnerable to bombs, weak to ice Magenta wall space pirate. More health and damage. Vulnerabilities reset to grey's Silver wall space pirate. More health, low damage Gold wall space pirate. More health and damage. Invulnerable to beams, neutral to (super) missiles and bombs Enemy ID: $F353: Grey wall space pirate $F393: Green wall space pirate $F3D3: Red wall space pirate $F413: Gold wall space pirate $F453: Magenta wall space pirate $F493: Silver wall space pirate Bank: $B2 Enemy projectiles: $A17B: Laser Parameter 0: Unused Parameter 1 low: Wall side 0: Left wall 1: Right wall Parameter 1 high: Slow jump flag 0: Fast jump 80h: Slow jump Parameter 2: Wall-jump X distance Properties must have process instructions bit set Extra properties must have enable extended spritemap format bit set X position is block aligned in initialisation AI } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Function { $F034: Climbing left wall $F04F: RTS $F050: Wall-jumping right $F0C8: Climbing right wall $F0E3: RTS $F0E4: Wall-jumping left } $0FAC: Direction { 0: Down 1: Up } $0FAE: Wall-jump arc centre X position $0FB0: Wall-jump arc centre Y position $0FB2: Wall-jump arc angle $7E:8000: Wall-jump arc right target angle $7E:8002: Wall-jump arc left target angle $7E:8004: Wall-jump arc angle delta } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions | | | | | ____________ Extra properties. 4 = enable extended spritemap format | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug F353, 002D,01B8, 0000, 2000,0004, 0000,00A0 ; Grey wall space pirate F393, 0100,0100, 0000, 2000,0004, 0001,0030 ; Green wall space pirate F3D3, 0100,0100, 0000, 2000,0004, 0001,0030 ; Red wall space pirate F413, 0100,0100, 0000, 2000,0004, 0001,0030 ; Gold wall space pirate F453, 0100,0100, 0000, 2000,0004, 0001,0030 ; Magenta wall space pirate F493, 0100,0100, 0000, 2000,0004, 0001,0030 ; Silver wall space pirate ; Room $975C, state $9787. Old Mother Brain room - morph ball and missiles have been collected F353, 02CD,003F, 0000, 2000,0004, 0001,0020 ; Grey wall space pirate ; Room $96BA, state $96EB. Old Tourian escape shaft - event "Zebes is awake" is set F353, 0130,00D8, 0000, 2000,0004, 8000,00A0 ; Grey wall space pirate F353, 01D0,0128, 0000, 2000,0004, 8001,00A0 ; Grey wall space pirate F353, 0130,01D8, 0000, 2000,0004, 8000,00A0 ; Grey wall space pirate F353, 0130,0338, 0000, 2000,0004, 8000,00A0 ; Grey wall space pirate F353, 01D0,03D8, 0000, 2000,0004, 8001,00A0 ; Grey wall space pirate F353, 0130,04B8, 0000, 2000,0004, 8000,00A0 ; Grey wall space pirate F353, 01D0,05A8, 0000, 2000,0004, 8001,00A0 ; Grey wall space pirate F353, 012D,0698, 0000, 2000,0004, 8000,00A0 ; Grey wall space pirate F353, 01D0,0278, 0000, 2000,0004, 8001,00A0 ; Grey wall space pirate F353, 01D0,0708, 0000, 2000,0004, 8001,00A0 ; Grey wall space pirate F353, 0130,07C8, 0000, 2000,0004, 8000,00A0 ; Grey wall space pirate ; Room $B3A5. Pre pillars hall F413, 00D1,0138, 0000, 2000,0004, 0001,00A0 ; Gold wall space pirate F413, 002D,00B8, 0000, 2000,0004, 0000,00A0 ; Gold wall space pirate ; Room $B4AD. Lower Norfair wall space pirates shaft F413, 00D0,04F8, 0000, 2000,0004, 0001,00A0 ; Gold wall space pirate F413, 0030,0490, 0000, 2000,0004, 0000,00A0 ; Gold wall space pirate F413, 00D0,0440, 0000, 2000,0004, 0001,00A0 ; Gold wall space pirate ; Room $D2AA. Plasma beam room F453, 0030,0180, 0000, 2000,0004, 0000,01A0 ; Magenta wall space pirate F453, 01D0,0130, 0000, 2000,0004, 0001,01A0 ; Magenta wall space pirate ; Room $DEDE. Escape room 4 F493, 002B,04D0, 0000, 2000,0004, 0000,0084 ; Silver wall space pirate F493, 00B2,0428, 0000, 2000,0004, 0001,0084 ; Silver wall space pirate F493, 002B,0308, 0000, 2000,0004, 0000,0084 ; Silver wall space pirate F493, 00B2,0278, 0000, 2000,0004, 0001,0084 ; Silver wall space pirate F493, 002B,01E8, 0000, 2000,0004, 0000,0084 ; Silver wall space pirate F493, 00B2,0158, 0000, 2000,0004, 0001,0084 ; Silver wall space pirate ; Room $DE7A. Escape room 2 F493, 002B,00D8, 0000, 2000,0004, 0000,00A0 ; Silver wall space pirate F493, 00D0,0128, 0000, 2000,0004, 0001,00A0 ; Silver wall space pirate } ;;; Enemy header ;;; { ______________________________________ Grey wall space pirate | _______________________________ Green wall space pirate | | ________________________ Red wall space pirate | | | _________________ Gold wall space pirate | | | | __________ Magenta wall space pirate | | | | | ___ Silver wall space pirate | | | | | | 0C00 0C00 0C00 0C00 0C00 0C00 ; 0: Tile data size 8687 86A7 86E7 8727 86C7 8707 ; 2: Palette 0014 005A 00C8 0384 012C 01F4 ; 4: Health 000F 0014 0050 00C8 00A0 000F ; 6: Damage 0010 0010 0010 0010 0010 0010 ; 8: Width 0018 0018 0018 0018 0018 0018 ; Ah: Height B2 B2 B2 B2 B2 B2 ; Ch: Bank 00 00 00 00 00 00 ; Dh: Hurt AI time 0021 0021 0021 0021 0021 0021 ; Eh: Cry 0000 0000 0000 0000 0000 0000 ; 10h: Boss ID EF9F EF9F EF9F EF9F EF9F EF9F ; 12h: Initialisation AI 0001 0001 0001 0001 0001 0001 ; 14h: Number of parts F02D F02D F02D F02D F02D F02D ; 18h: Main AI 800F 800F 800F 800F 800F 800F ; 1Ah: Grapple AI 804C 804C 804C 804C 804C 804C ; 1Ch: Hurt AI 8041 8041 8041 8041 8041 8041 ; 1Eh: Frozen AI 0000 0000 0000 0000 0000 0000 ; 20h: Time is frozen AI 0004 0004 0004 0004 0004 0004 ; 22h: Death animation 8767 0000 0000 0000 0000 0000 ; 28h: Power bomb reaction 0000 0000 0000 0000 0000 0000 ; 2Ah: Sidehopper variant index 876C 876C 876C 876C 876C 876C ; 30h: Enemy touch 8779 8779 8779 8779 8779 8779 ; 32h: Enemy shot ADC600 ADC600 ADC600 ADC600 ADC600 ADC600 ; 36h: Tile data 05 05 05 05 05 05 ; 39h: Layer F2A8 F2AE F290 F2A2 F3A4 F4A6 ; 3Ah: Drop chances ($B4) ECCC ECCC ECB6 ED50 ECE2 EC8A ; 3Ch: Vulnerabilities ($B4) DDB3 E1E9 E1F7 E205 E213 E221 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Vulnerability format: ; v = fddddddd ; If v = FFh: ; Freeze, no damage ; Else: ; d: Damage multiplier * 2 ; f: Does not freeze _____________ Grey/green wall space pirate | __________ Red wall space pirate | | _______ Gold wall space pirate | | | ____ Magenta wall space pirate | | | | _ Silver wall space pirate | | | | | 02 00 00 02 02 ; Power 02 02 00 02 02 ; Wave 02 04 00 02 02 ; Ice 02 04 00 02 02 ; Ice + wave 02 02 00 02 02 ; Spazer 02 02 00 02 02 ; Spazer + wave 02 04 00 02 02 ; Spazer + ice 02 04 00 02 02 ; Spazer + ice + wave 02 02 00 02 02 ; Plasma 02 02 00 02 02 ; Plasma + wave 02 04 00 02 02 ; Plasma + ice 02 04 00 02 02 ; Plasma + ice + wave 04 04 02 04 04 ; Missile 04 04 02 04 04 ; Super missile 00 02 02 00 00 ; Bomb 02 02 02 02 02 ; Power bomb 02 02 02 02 02 ; Speed booster 02 02 02 02 02 ; Shinespark 02 02 02 02 02 ; Screw attack 02 02 02 02 02 ; Charged beam 02 02 02 02 02 ; Pseudo screw attack 02 02 02 02 02 ; Unused } ;;; Enemy drop chances ;;; { ________________ Grey wall space pirate | _____________ Green wall space pirate | | __________ Red wall space pirate | | | _______ Gold wall space pirate | | | | ____ Magenta wall space pirate | | | | | _ Silver wall space pirate | | | | | | 0A 05 0A 0A 1E 00 ; 3.9% 2.0% 3.9% 3.9% 11.8% Small health 2D 1E 14 14 46 00 ; 17.6% 11.8% 7.8% 7.8% 27.5% Big health C5 78 14 14 50 00 ; 77.3% 47.1% 7.8% 7.8% 31.4% Missiles 01 00 C3 C3 46 FF ; 0.4% 76.5% 76.5% 27.5% 100.0% Nothing 01 64 05 05 05 00 ; 0.4% 39.2% 2.0% 2.0% 2.0% Super missiles 01 00 05 05 00 00 ; 0.4% 2.0% 2.0% Power bombs }