Gargoyle's Quest II/ROM map: Difference between revisions

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===Function 06:9135===
===Function 06:9135===
AI script for the hooded enemy.
AI script for the hooded enemy (Shado F).
  9135: Phase 0 (Hidden)
  9135: Phase 0 (Hidden)
   Is randomly assigned one of five possible horizontal distances that the player must come within for the enemy to reveal itself.
   Is randomly assigned one of five possible horizontal distances that the player must come within for the enemy to reveal itself.
Line 51: Line 51:


===Function 06:A484===
===Function 06:A484===
AI script for the Stage 1 Boss.
AI script for the Stage 1 Boss (Nagus).
  A484: Phase 0 (Initialization)
  A484: Phase 0 (Initialization)
   Waits for 2 seconds or until player presses B to jump to the first platform.
   Waits for 2 seconds or until player presses B to jump to the first platform.

Latest revision as of 02:41, 24 January 2024

Chip tiny.png The following article is a ROM map for Gargoyle's Quest II.

Page 06

Function 06:87E0

Runs AI scripts for all occupied object slots.

Pointer table 06:8A83 / 06:8AF3

Addresses for all AI scripts.

Function 06:8E5E

AI script for the eyeball bird enemy.

8E5E: Phase 0 (Perched)
 When the player comes near, enter one of three random flight patterns.
8EB6: Phase 1 (Flying)

Function 06:8F80

AI script for the beetle enemy spawner.

If a beetle enemy is not currently on screen, spawn one relative to the player's position in a random diagonal direction.

Function 06:8FCB

AI script for the beetle enemy.

8FCB: Phase 0 (Appearing on screen)
8FF3: Phase 1 (Moving towards player)

Function 06:8FCB

AI script for walking NPCs in town.

Function 06:9135

AI script for the hooded enemy (Shado F).

9135: Phase 0 (Hidden)
 Is randomly assigned one of five possible horizontal distances that the player must come within for the enemy to reveal itself.
916E: Phase 1 (Appearing)
9195: Phase 2 (Walking)

Function 06:945A

AI script for ramp flower enemy.

945A: Phase 0 (Initialization)
9467: Phase 1 (Waiting to attack)
9493: Phase 2 (Attacking)

Function 06:963B

AI script for green platform enemy.

963B: Phase 0 (Initialization)
9662: Phase 1 (Moving/attacking)
 Attack counter ticks down every frame the player is not standing on the platform. When it reaches zero, there is a 1/2 chance to spawn a projectile.

Function 06:A475

Sets the sprite for object X to face the player (without changing its direction of movement).

Function 06:A484

AI script for the Stage 1 Boss (Nagus).

A484: Phase 0 (Initialization)
 Waits for 2 seconds or until player presses B to jump to the first platform.
A49C: Phase 1 (Deciding action)
A4D9: Phase 2 (Attacking)
A5B4: Phase 3 (Jumping)

Page 07

Function 07:ED1B

Checks if the tile beneath object X has attribute flag Y? (e.g. if it is solid). Carry is set if true; else, Carry is cleared.

Function 07:EDD9

Moves object X to the right a distance equal to its horizontal speed.

Function 07:EDF7

Moves object X to the left a distance equal to its horizontal speed.

Function 07:EE15

Moves object X down a distance equal to its horizontal speed.

Function 07:EE35

Moves object X up a distance equal to its horizontal speed.

Function 07:EF26

Moves object X horizontally.

Function 07:EF59

Set object X to animation A.

Function 07:EFB3

Set the x/y position of object Y relative to the position of object X, using signed offset values $10 from the tables 07:F020/07:F060, then sets its animation to A.

Table 07:F020 / 07:F060

Relative offset position values used by Function 07:EFB3.

Function 07:F0A0

Sets the direction of movement for object X to move toward the player.

Function 07:F0BA

Sets the sprite for object X to match its direction of horizontal movement.

Function 07:F531

Checks for an empty object slot. If successful, Carry is cleared & Y is set to the first available slot; otherwise, Carry is set.