;;; General ;;; { Zoa, Maridia refill candy. Rises from ground and shoots toward Samus Enemy ID: $DA7F Bank: $A3 Enemy projectiles: None Parameter 0: Unused Parameter 1: Unused Parameter 2: Unused Properties must have process instructions bit set } ;;; Behaviour ;;; { } ;;; WRAM ;;; { $0FAA: Spawn X position $0FAC: Spawn Y position $0FAE: Instruction list table index { 0: Facing left - shooting 1: Facing left - rising 2: Facing right - shooting 3: Facing right - rising } $0FB0: Previous instruction list table index { 0: Facing left - shooting 1: Facing left - rising 2: Facing right - shooting 3: Facing right - rising } $0FB4: Function { $B482: Wait for Samus to get near $B4A8: Rising $B4D6: Shooting } $7E:7800: X speed table index } ;;; Enemy population ;;; { ________________________________________ Enemy ID | __________________________________ X position | | _____________________________ Y position | | | _______________________ Initialisation parameter | | | | _________________ Properties. 4000h = respawns if killed, 2000h = process instructions, 100h = invisible | | | | | ____________ Extra properties | | | | | | ______ Parameter 1 | | | | | | | _ Parameter 2 | | | | | | | | ; Debug DA7F, 0100,0100, 0000, 6100,0000, 0000,0000 ; Room $D7E4. Maridia speed blockade hall DA7F, 0560,00D8, 0000, 6100,0000, 0000,0000 DA7F, 0560,00E0, 0000, 6100,0000, 0000,0000 DA7F, 0560,00E8, 0000, 6100,0000, 0000,0000 DA7F, 0560,00F0, 0000, 6100,0000, 0000,0000 DA7F, 0560,00F8, 0000, 6100,0000, 0000,0000 ; Room $D5EC. Sandy Maridia quicksand bottom DA7F, 0098,00D8, 0000, 6100,0000, 0000,0000 DA7F, 0068,00D8, 0000, 6100,0000, 0000,0000 DA7F, 0098,00E0, 0000, 6100,0000, 0000,0000 ; Room $D6FD. Maridia speed blockade quicksand bottom DA7F, 02B8,00C8, 0000, 6100,0000, 0000,0000 DA7F, 01C8,00D0, 0000, 6100,0000, 0000,0000 DA7F, 01C8,00D8, 0000, 6100,0000, 0000,0000 DA7F, 03B8,00D8, 0000, 6100,0000, 0000,0000 DA7F, 01C8,00E0, 0000, 6100,0000, 0000,0000 ; Room $D433. Sandy Maridia quicksand top DA7F, 0080,00DC, 0000, 6100,0000, 0000,0000 } ;;; Enemy header ;;; { 0400 ; 0: Tile data size B3A1 ; 2: Palette 0028 ; 4: Health 000F ; 6: Damage 0008 ; 8: Width 0008 ; Ah: Height A3 ; Ch: Bank 00 ; Dh: Hurt AI time 0049 ; Eh: Cry 0000 ; 10h: Boss ID B44A ; 12h: Initialisation AI 0001 ; 14h: Number of parts B47C ; 18h: Main AI 800A ; 1Ah: Grapple AI 804C ; 1Ch: Hurt AI 8041 ; 1Eh: Frozen AI 0000 ; 20h: Time is frozen AI 0000 ; 22h: Death animation 0000 ; 28h: Power bomb reaction 0000 ; 2Ah: Sidehopper variant index 8023 ; 30h: Enemy touch 802D ; 32h: Enemy shot AFE800 ; 36h: Tile data 05 ; 39h: Layer F260 ; 3Ah: Drop chances ($B4) EC1C ; 3Ch: Vulnerabilities ($B4) E1CD ; 3Eh: Enemy name ($B4) } ;;; Enemy vulnerabilities ;;; { ; Default } ;;; Enemy drop chances ;;; { 00 ; Small health 64 ; 39.2% Big health 46 ; 27.5% Missiles 05 ; 2.0% Nothing 46 ; 27.5% Super missiles 0A ; 3.9% Power bombs }