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- Dx80 - In use byte
- Dx81 - Main ID
- Dx82 - Sub ID
- Dx84 - Enemy stage (For example, 09 in a stalfos is walk, 0A is prepare jump, 0B is jumping)
- Dx86 - Movement timer (How long to walk in a direction unless hits a collision)
- Dx89 - Movement direction. 00 = up, 08 - right, 10 = down, 18 = left
- Dx8B - Y
- Dx8D - X
- Dx9A - Not sure, but if < 80, enemy disappears
- Dx9B - Palette echo
- Dx9C - Palette
- DxA1 - Sprite index (current step)
- DxA2 - Lower byte of data
- DxA3 - Upper byte of data
- DxA4 - If bit 7 is set, the enemy is vulnerable
- DxA6 - Collision height radius
- DxA7 - Collision width radius
- DxA8 - Damage that gets dealt (FF - [value])
- DxA9 - Health - A level 1 sword deals 2 damage
- DxAE - Frozen timer (boomerang hit)
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