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Mega Man 5/Enemy ID: Difference between revisions
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Revision as of 09:49, 7 November 2005
Enemy ID is the root value of the constellation of data used to set up Object Memory for a level's enemies and their sprites. Enemy ID is used in Enemy Data in Level Data to determine the kind of enemy or item.
However, Enemy Data is not just used to set up enemies and other Objects. If the Enemy ID is in the range $C0 to $FF, it has quite other purposes. Its then refered to as an Effect Enemy. In Mega Man 5, effect enemies can switch to a different set of background CHR Banks, load a 4-color-long palette to the background palette, activate a CHR Animation or a Palette Animation.
When an Object is initialized (when an enemy or item becomes visible on the side of the screen), the Enemy ID is used as index to load from tables and write to Object Memory. Examples of these tables are the Object ID Table, telling what Object ID to load for each Enemy ID, and the Sprite ID Table, telling what Sprite ID to load for each Enemy ID. (See Bank 1B: Enemy Data Bank in ROM map)
List of Enemy ID's
(list of ID's between $00 - $FF to be added)