;;; General ;;; { Waver. Flies around with wavy movement Enemy ID: $D63F Bank: $A3 Enemy projectiles: None Parameter 0: Unused Parameter 1: Initial direction 0: Left 1: Right Parameter 2: Unused Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: X subvelocity $0FAA: X velocity $0FAC: Instruction list index { 0: Steady - facing left 1: Steady - facing right 2: Spinning - facing left 3: Spinning - facing right } $0FAE: Angle $0FB0: Spin finished flag $0FB2: New instruction list index { 0: Steady - facing left 1: Steady - facing right 2: Spinning - facing left 3: Spinning - facing right } } ;;; 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 D63F, 00C9,005C, 0000, 2000,0000, 0001,0000 ; Room $990D. Crateria slope D63F, 0316,015C, 0000, 2800,0000, 0001,0000 D63F, 0213,01E0, 0000, 2800,0000, 0000,0000 D63F, 0102,0262, 0000, 2800,0000, 0001,0000 ; Room $92B3. Gauntlet east D63F, 0371,0065, 0000, 2000,0000, 0000,0000 D63F, 023A,007D, 0000, 2800,0000, 0001,0000 D63F, 0166,0077, 0000, 2000,0000, 0000,0000 ; Room $9461. Pre orange zoomer hall D63F, 00AA,005D, 0000, 2800,0000, 0000,0000 D63F, 00E9,0075, 0000, 2800,0000, 0001,0000 D63F, 0136,0063, 0000, 2800,0000, 0000,0000 ; Room $9BC8. Early supers room D63F, 00AB,004B, 0000, 2000,0000, 0000,0000 D63F, 0108,006B, 0000, 2800,0000, 0001,0000 D63F, 0211,0065, 0000, 2000,0000, 0001,0000 D63F, 0141,0056, 0000, 2800,0000, 0001,0000 ; Room $A293. Pre x-ray spike hall D63F, 0745,0050, 0000, 2800,0000, 0000,0000 D63F, 0690,0060, 0000, 2800,0000, 0000,0000 D63F, 0600,0060, 0000, 2800,0000, 0001,0000 ; Room $ACB3. Bubble Norfair mainstreet D63F, 00B9,01B8, 0000, 2800,0000, 0000,0000 D63F, 01C0,0220, 0000, 2000,0000, 0001,0000 D63F, 0093,00DE, 0000, 2800,0000, 0000,0000 } ;;; Enemy header ;;; { 0600 ; 0: Tile data size 8687 ; 2: Palette 001E ; 4: Health 000A ; 6: Damage 0008 ; 8: Width 0008 ; Ah: Height A3 ; Ch: Bank 00 ; Dh: Hurt AI time 0047 ; Eh: Cry 0000 ; 10h: Boss ID 86ED ; 12h: Initialisation AI 0001 ; 14h: Number of parts 874C ; 18h: Main AI 800A ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch 802D ; 32h: Enemy shot AE8600 ; 36h: Tile data 05 ; 39h: Layer F200 ; 3Ah: Drop chances ($B4) EC1C ; 3Ch: Vulnerabilities ($B4) E187 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { 3C ; 23.5% Small health 3C ; 23.5% Big health 3C ; 23.5% Missiles 05 ; 2.0% Nothing 3C ; 23.5% Super missiles 0A ; 3.9% Power bombs }