;;; General ;;; { Work robot. If deactivated or area boss is not dead, does nothing, otherwise walks around and shoots lasers Enemy ID: $E8FF: Work robot $E93F: Work robot deactivated Bank: $A8 Enemy projectiles: $D2A6: Work robot laser - up-left $D2B4: Work robot laser - horizontal $D2C2: Work robot laser - down-left $D2D0: Work robot laser - up-right $D2DE: Work robot laser - down-right Parameter 0: Unused Parameter 1: Deactivated pose 0: Neutral 1: Leaning left 2: Leaning right Parameter 2: Unused Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Laser X velocity $0FAA: Laser cooldown $0FAC: X position backup $0FAE: Y position backup $0FB0: Y subvelocity $0FB2: Y velocity } ;;; 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 E8FF, 0050,00B0, 0000, 2800,0000, 0001,0000 ; Work robot E93F, 0050,00B0, 0000, A800,0000, 0001,0000 ; Work robot deactivated ; Room $CC6F, state $CC9B. Pre Phantoon hall - main area boss is dead E8FF, 004D,00B0, 0000, 2800,0000, 0000,0000 ; Work robot E8FF, 0370,00B0, 0000, 2800,0000, 0000,0000 ; Work robot ; Room $C98E, state $C9BA. Wrecked Ship chozo room - main area boss is dead E8FF, 02F0,0270, 0000, 2800,0000, 0000,0000 ; Work robot E8FF, 0370,0270, 0000, 2800,0000, 0000,0000 ; Work robot ; Room $CC6F, state $CC81. Pre Phantoon hall - default E93F, 004D,00C0, 0000, A800,0000, 0001,0000 ; Work robot deactivated E93F, 0370,00C0, 0000, A800,0000, 0000,0000 ; Work robot deactivated ; Room $CAAE, state $CADA. Wrecked Ship attic missile tank room - main area boss is dead E8FF, 0250,0080, 0000, 2800,0000, 0000,0000 ; Work robot E8FF, 0110,0080, 0000, 2800,0000, 0000,0000 ; Work robot E8FF, 01B0,0080, 0000, 2800,0000, 0000,0000 ; Work robot ; Room $CDF1, state $CE03. Wrecked Ship east super missile hall - default E93F, 0178,0090, 0000, A800,0000, 0000,0000 ; Work robot deactivated E93F, 02C4,0090, 0000, A800,0000, 0002,0000 ; Work robot deactivated ; Room $CDF1, state $CE1D. Wrecked Ship east super missile hall - main area boss is dead E8FF, 0178,0080, 0000, 2800,0000, 0000,0000 ; Work robot E8FF, 02C0,0080, 0000, 2800,0000, 0000,0000 ; Work robot } ;;; Enemy header ;;; { __________ Work robot | ___ Work robot deactivated | | 0C00 0C00 ; 0: Tile data size C6B3 C6B3 ; 2: Palette 0320 01C2 ; 4: Health 0050 0050 ; 6: Damage 000C 000C ; 8: Width 0020 0020 ; Ah: Height A8 A8 ; Ch: Bank 00 00 ; Dh: Hurt AI time 0068 0068 ; Eh: Cry 0000 0000 ; 10h: Boss ID CB77 CBCC ; 12h: Initialisation AI 0001 0001 ; 14h: Number of parts CC36 CC66 ; 18h: Main AI 800F 800F ; 1Ah: Grapple AI 804C 804C ; 1Ch: Hurt AI 8041 8041 ; 1Eh: Frozen AI 0000 0000 ; 20h: Time is frozen AI 0002 0000 ; 22h: Death animation 0000 0000 ; 28h: Power bomb reaction 0000 0000 ; 2Ah: Sidehopper variant index D174 D174 ; 30h: Enemy touch D192 D18D ; 32h: Enemy shot B1D000 B1D000 ; 36h: Tile data 05 05 ; 39h: Layer F3EC F3F2 ; 3Ah: Drop chances ($B4) EEC6 EEC6 ; 3Ch: Vulnerabilities ($B4) E0A7 E2E5 ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Indestructible } ;;; Enemy drop chances ;;; { ____ Work robot | _ Work robot deactivated | | 50 50 ; 31.4% 31.4% Small health 50 50 ; 31.4% 31.4% Big health 50 50 ; 31.4% 31.4% Missiles 05 05 ; 2.0% 2.0% Nothing 05 05 ; 2.0% 2.0% Super missiles 05 05 ; 2.0% 2.0% Power bombs }