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Shadow Dancer/ListOfObjects: Difference between revisions
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Line 49: | Line 49: | ||
| 13 || nothing || || || | | 13 || nothing || || || | ||
|- | |- | ||
| 14 || Lizard Man || | | 14 || Lizard Man || 0xE || || 0x7028C | ||
|- | |- | ||
| 15 || Ninja || 0xC || || 0x6E102 | | 15 || Ninja || 0xC || || 0x6E102 | ||
Line 63: | Line 63: | ||
| 33 || Gun Bullet || || 0x3B74A(2) || 0x6D54A | | 33 || Gun Bullet || || 0x3B74A(2) || 0x6D54A | ||
|} | |} | ||
Revision as of 16:13, 23 June 2014
Shadow Dancer's Objects List
This list is far from complete.
patterns_set refers to basic ennemies, whose pattern_loading_tables address are located at 0x8774.
If there's no patterns_set, then patterns are loaded from the ROMat the beginninng of the current stage (most of the time). Between parenthesis, there's the number of patterns loaded. If there's an asterisk, patterns are Nemesis-compressed, in which case the number of patterns can be computed as :
len(decompressed_buffer) / 32
object_id | description | patterns_set | patterns_addr | multisprite_table |
00 | nothing | |||
01 | Green Soldier | 1 | 0x6A358 | |
02 | Blue Soldier | 2 | 0x6A654 | |
03 | Blue Soldier with Knife | 3 | 0x6A37A | |
04 et 05 | Red Soldier with Staff | 4 | 0x6A676 | |
06 | Shield Man | 5 | 0x6D0BC | |
07 | Rolling Clawed Ninja | 6 | 0x6D2F6 | |
08 | Gunman | 7 | 0x6D524 | |
09 | Rolling Clawed Ninja | 6 | 0x6D2F6 | |
0A | Ninja | 0xC | 0x6E102 | |
0B | Ninja | 0xC | 0x6E102 | |
0C | Ninja | 0xC | 0x6E102 | |
0D | Shield Man | 5 | 0x6D0BC | |
0E | Shield Man | 5 | 0x6D0BC | |
0F | Shield Man | 5 | 0x6D0BC | |
10 | Shield Man | 5 | 0x6D0BC | |
11 | Gunman | 7 | 0x6D524 | |
12 | Gunman | 7 | 6D524 | |
13 | nothing | |||
14 | Lizard Man | 0xE | 0x7028C | |
15 | Ninja | 0xC | 0x6E102 | |
16 | Ninja | 0xC | 0x6E102 | |
17 | Ninja | 0xC | 0x6E102 | |
18 | Ninja | 0xC | 0x6E102 | |
19 - 28 | ? | 0x71596 | ||
33 | Gun Bullet | 0x3B74A(2) | 0x6D54A |