;;; General ;;; { Yapping maw. Basic description Enemy ID: $E7BF Bank: $A8 Enemy projectiles: $EC95: Yapping maw's body Parameter 0: Unused Parameter 1: Proximity Parameter 2: Direction 0: Facing down 1: Facing up Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FA8: Function { $A235: Neutral $A28C: Attack $A445: Attacking $A68A: Cooldown } $0FAA: Angle $0FAC: Subangle $0FAE: Angular speed table index $0FB2: Proximity $7E:7800: Body segment 1 X offset $7E:7802: Body segment 1 Y offset $7E:7804: Body segment 2 X offset $7E:7806: Body segment 2 Y offset $7E:7808: Body segment 3 X offset $7E:780A: Body segment 3 Y offset $7E:780C: Head segment X offset $7E:780E: Head segment Y offset $7E:7810: Target length $7E:7812: Length $7E:7814: Target angle (SM convention) $7E:7816: Target angle (maths convention) $7E:7818: Body segment base X position $7E:781A: Body segment base Y position $7E:781C: Origin X position $7E:781E: Origin Y position $7E:8002: Body segment 1 angle $7E:8004: Body segment 2 angle $7E:8006: Body segment 3 angle $7E:8008: Head segment angle $7E:800E: Body segment 1 X velocity $7E:8010: Body segment 1 Y velocity $7E:8012: Body segment 2 X velocity $7E:8014: Body segment 2 Y velocity $7E:8016: Body segment 3 X velocity $7E:8018: Body segment 3 Y velocity $7E:801A: Head segment X velocity $7E:801C: Head segment Y velocity $7E:801E: Aiming down flag $7E:8020: Grabbing Samus flag $7E:8024: Samus X offset $7E:8026: Samus Y offset $7E:8028: Instruction list table index { 0: Up 2: Up-right 4: Right 6: Down-right 8: Down Ah: Down-left Ch: Left Eh: Up-left } $7E:802A: Intangibility timer $7E:8800: Body segment 0 enemy projectile index $7E:8802: Body segment 1 enemy projectile index $7E:8804: Body segment 2 enemy projectile index $7E:8806: Body segment 3 enemy projectile index $7E:8808: Body segment index $7E:880A: Initial palette index $7E:880C: Base sprite object index } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 2000h = process instructions | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug E7BF, 0100,0100, 0000, 2000,0000, 0010,0001 ; Room $92B3. Gauntlet east E7BF, 0408,0038, 0000, 2000,0000, 0070,0000 E7BF, 02F8,00C8, 0000, 2000,0000, 0070,0001 E7BF, 01F8,0038, 0000, 2000,0000, 0070,0000 E7BF, 0108,00C8, 0000, 2000,0000, 0070,0001 ; Room $965B. Gauntlet west E7BF, 0088,0038, 0000, 2000,0000, 0070,0000 ; Room $A37C. Red Brinstar power bomb floor room E7BF, 0170,00D0, 0000, 2000,0000, 0036,0001 E7BF, 00F0,00D0, 0000, 2000,0000, 0036,0001 ; Room $A408. Pre spazer room E7BF, 0190,01C8, 0000, 2000,0000, 0030,0001 E7BF, 0080,01C8, 0000, 2000,0000, 0030,0001 ; Room $A293. Pre x-ray spike hall E7BF, 0198,00C8, 0000, 2000,0000, 0050,0001 E7BF, 0258,00C0, 0000, 2000,0000, 0050,0001 E7BF, 03A8,00C0, 0000, 2000,0000, 0050,0001 ; Room $AFFB. Norfair lava-spike hall E7BF, 0188,00D8, 0000, 2000,0000, 0080,0001 E7BF, 0219,00D7, 0000, 2000,0000, 0080,0001 E7BF, 02F8,00D8, 0000, 2000,0000, 0080,0001 ; Room $D433. Sandy Maridia quicksand top E7BF, 00B0,00F0, 0000, 2000,0000, 0040,0001 E7BF, 004D,00F0, 0000, 2000,0000, 0040,0001 } ;;; Enemy header ;;; { 0400 ; 0: Tile data size 9F4F ; 2: Palette 0014 ; 4: Health 001E ; 6: Damage 0008 ; 8: Width 0008 ; Ah: Height A8 ; Ch: Bank 00 ; Dh: Hurt AI time 003E ; Eh: Cry 0000 ; 10h: Boss ID A148 ; 12h: Initialisation AI 0001 ; 14h: Number of parts A211 ; 18h: Main AI 800F ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI A835 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0004 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index A799 ; 30h: Enemy touch A7BD ; 32h: Enemy shot B1AA00 ; 36h: Tile data 05 ; 39h: Layer F3E0 ; 3Ah: Drop chances ($B4) EE9A ; 3Ch: Vulnerabilities ($B4) DEAF ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Vulnerability format: ; v = fddddddd ; If v = FFh: ; Freeze, no damage ; Else: ; d: Damage multiplier * 2 ; f: Does not freeze 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 00 ; Power bomb 02 ; Speed booster 02 ; Shinespark 00 ; 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 }