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- <true> final boss is probably base.asm, looking
- <true> yeah it looks like a pattern
- <true> simple state machine
- <true> grenade and lasers is dependent on idle time, and this value is decremented to determine what to do
- <true> grenade first, lasers second
- <true> if the boss walks then it increses this value, so it can throw grenades
- <true> otherwise if the boss doesn't walk it will only laser
- <true> I haven't seen the boss so hopefully this makes sense / is helpful to you?
- <xy2_> that's huge, thanks
- <xy2_> the laser is the important one, since it's unavoidable (you are stuck out of bounds)
- <true> it increments once per pass which is probably once per frame, so starting from end of laser which sets 30, it needs to move 20 frames before it can grenade again
- <true> it takes 30 frames from grenade before it lasers
- <true> of standing still
- <true> er, sorry, I might be wrong about that
- <true> let me look at the code a bit more
- <true> yeah sorry, it works differently for the state transitions
- <true> for timings I mean, the timers are set when states are changed
- <true> the boss spawms other enemies?
- <xy2_> y
- <xy2_> spiders
- <true> yeah I see that. looks like it does that first
- <true> looks like it can spawn fatzombie too
- <xy2_> yeah
- <xy2_> that's an important spawn, spiders are irrelevant
- <true> ok there is probably a way to manipulate it
- <true> let me find out
- <true> it might be determined on distance between player and boss though
- <true> can't find the label that is being jumped to
- <true> ah it is random, 1 in 8 it looks like
- <xy2_> how is it decided?
- <true> during spawn phase, it will spawn an enemy
- <true> if rand mod 8 is 0 I think it will spawn a fatzombie
- <true> haven't analyzed rand function yet
- <true> the random value returned by the function is not actually very random; whenever it is called it will return a deterministic value
- <true> there actually might be two parts - a random and a generator value
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