I have been poking around the memory and decided to mess with the enemies, and I found a few things interesting things with certain enemies.
This topic may be updated from time to time with anything else I may come across.
First: The enemies that are currently on screen are temporarily stored starting at RAM address $D000.
Each enemy is 32 bytes long, so the first enemy ranges from $D000-$D01F, then the next enemy starts at $D020, and so on. I will be referring to the first enemy in these notes.
I have been messing around with these values for a bit, and found some stuff:
$D00F is the current frame of the enemy.
$D012 seems to effect animations.
So I decided to mess around with the urchin enemies from N4 Bank of the Wild River.
By changing the byte of $D012 to 13, 15 or 19 (It worked best while it was cooling down with it's spikes retracted), I could make it look like he was stunned.
This was the first frame. The frame number is 04.
This is what it changes to after a couple seconds. The frame number is 03.
He alternates like this until you touch it. This could have been used if you throw an enemy at it but nothing happens if you do that. Another thing I did was changed $D000 to 03 and I could throw stuff at it.
However it only acts as if I touched it. It is also possible that this frame could have been seen by bumping in to it while it's spikes were retracted to delay it's cool down frame.
I am working on more stuff, so check back for more posts.
This topic may be updated from time to time with anything else I may come across.
First: The enemies that are currently on screen are temporarily stored starting at RAM address $D000.
Each enemy is 32 bytes long, so the first enemy ranges from $D000-$D01F, then the next enemy starts at $D020, and so on. I will be referring to the first enemy in these notes.
I have been messing around with these values for a bit, and found some stuff:
$D00F is the current frame of the enemy.
$D012 seems to effect animations.
So I decided to mess around with the urchin enemies from N4 Bank of the Wild River.
By changing the byte of $D012 to 13, 15 or 19 (It worked best while it was cooling down with it's spikes retracted), I could make it look like he was stunned.
This was the first frame. The frame number is 04.
This is what it changes to after a couple seconds. The frame number is 03.
He alternates like this until you touch it. This could have been used if you throw an enemy at it but nothing happens if you do that. Another thing I did was changed $D000 to 03 and I could throw stuff at it.
However it only acts as if I touched it. It is also possible that this frame could have been seen by bumping in to it while it's spikes were retracted to delay it's cool down frame.
I am working on more stuff, so check back for more posts.
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