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Gargoyle's Quest II/ROM map: Difference between revisions
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===Function 06:8F80=== | ===Function 06:8F80=== | ||
AI script for the beetle enemy spawner. | 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=== | ===Function 06:8FCB=== | ||
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===Function 06:8FCB=== | ===Function 06:8FCB=== | ||
AI script for walking NPCs in town. | AI script for walking NPCs in town. | ||
===Function 06:9135=== | |||
AI script for the hooded enemy. | |||
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=== | ===Function 06:A475=== |
Revision as of 17:11, 27 June 2019
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.
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.
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.