enemy hp documentation
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@ -116,7 +116,7 @@ screen to the other in a wave-like pattern.
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**ENEMY HP**: 1
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* 
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#### Attributes
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@ -159,8 +159,6 @@ Other Names: Running Man
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A soldier that can move to attack
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**ENEMY HP**: 1
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@ -171,6 +169,8 @@ A soldier that can move to attack
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**ENEMY HP**: 1
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#### Attributes
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* `.... ...x` - running direction - 0 is left, 1 is right
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@ -205,8 +205,6 @@ Other Names: Ledder, Rifle Man
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Stand in place and can fire in any direction
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**ENEMY HP**: 1
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@ -216,6 +214,8 @@ Stand in place and can fire in any direction
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**ENEMY HP**: 1
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#### Attributes
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* `.... .xxx` - sniper type/behavior
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@ -288,10 +288,10 @@ screen. These enemies generate a single mortar shot, but once the mortar shot
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reaches its vertical apex, 3 other mortar shots are generated. The original
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mortar shot becomes an explosion.
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**ENEMY HP**: n/a
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**ENEMY HP**: n/a
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#### Attributes
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* `.... ..xx` - mortar shot type [#$00-#$04].
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@ -345,6 +345,10 @@ Other Names: Turret Man, Mounted Soldier
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Other Names: Turret Man Bullet
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**ENEMY HP**: n/a
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## Level 1 - Jungle
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There are 3 enemies that are specific to Level 1 - Jungle.
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@ -356,6 +360,8 @@ Other Names: Blaster Cannon, Repeater Cannon, Destroi, Dikembe turret
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One of 2 cannons on the Jungle level boss defense wall. Shoots projectiles that
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fall in an arching motion.
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**ENEMY HP**: 16
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#### Attributes
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Only least significant bit is used
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@ -375,6 +381,8 @@ The target shot on the Jungle level boss defense wall. When shown it causes
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a quick siren sound to play. It does not fire back and has an initial health of
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0x20 the first time you play the game.
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**ENEMY HP**: 32
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No attributes exist for this enemy.
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### 12 - Exploding Bridge
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@ -382,6 +390,8 @@ No attributes exist for this enemy.
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There are two bridges throughout level 1 that explode as the players cross them.
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The bridge is 4 super-tiles wide and explodes as the players cross it.
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**ENEMY HP**: n/a
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They are no attributes for this enemy type.
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#### Logic
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@ -411,10 +421,33 @@ Other Names: Garmakilma, Boss Fire Eye
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Boss for level 2.
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**ENEMY HP**: 16
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#### Logic
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Uses `ENEMY_VAR_1` to track HP. `ENEMY_HP` is set to 1 so that the enemy
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destroyed routine can play a metal ting sound (`sound_16`) every collision.
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* `ENEMY_VAR_1` - Boss Eye's real HP
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### 11 - Roller
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Other Names: Darr, Rolling Grenade
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**ENEMY HP**: 5
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### 12 - Grenade
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Other Names: Hand Grenade
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@ -422,6 +455,19 @@ Other Names: Hand Grenade
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Grenades are thrown by indoor soldiers (15) and grenade launchers (17) on indoor
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levels.
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**ENEMY HP**: n/a
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No attributes exist for this enemy.
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#### Logic
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@ -438,6 +484,8 @@ No attributes exist for this enemy.
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Similar to #$08 Wall Cannon. Exists only in the indoor (base) levels.
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**ENEMY HP**: 4
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#### Attributes
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* `.... ..xx` - initial wall turret animation delay (offset into
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@ -460,6 +508,8 @@ enemies have an delay before opening. Before opening, they are not able to be
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attacked. Cores can be 'plated', meaning there is a protective wall that must
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be destroyed before you can attack the core directly.
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**ENEMY HP**: 8 or 16 (big core)
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#### Attributes
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* `.... x...` - Big Core
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@ -484,6 +534,12 @@ Other Names: Running Soldier, Running Guy
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Runs from one side of the screen to the other
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**ENEMY HP**: 1
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#### Attributes
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* `... ..xx.` - weapon type (00 = shoot, 01 = grenades, 10 and 11 = drop
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@ -496,6 +552,12 @@ Other Names: Jumping Guy, Jumping Guy
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Travels across the screen while jumping
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**ENEMY HP**: 1
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#### Attributes
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* `...x xx..` - weapon type
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@ -513,6 +575,13 @@ Other Names: Seeking Guy
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Launches bomb grenades at user
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**ENEMY HP**: 1
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#### Attributes
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* `.... ...x` - direction (0 = from right, 1 = from left)
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@ -533,6 +602,13 @@ from one side of the screen, stop in middle to fire at the player, then split up
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into 2 groups going in opposite directions. Then the 2 groups fire again at the
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player, and finally they walk off screen.
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**ENEMY HP**: 1
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#### Attributes
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* `.... ...x` - direction (0 = from right, 1 = from left)
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@ -556,6 +632,8 @@ screen number. Is able to generate #$04 different enemy types.
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* #$17 - Grenade Launcher
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* #$18 - Group of Four Soldiers
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**ENEMY HP**: n/a
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#### Attributes
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* `.... ...x` - level number, 0 = level 2, 1 = level 4
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@ -569,6 +647,8 @@ screen number. Is able to generate #$04 different enemy types.
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Creates roller enemies (#$11).
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**ENEMY HP**: n/a
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#### Attributes
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* `.... .xxx` - offset into `roller_gen_init_tbl`
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@ -581,6 +661,10 @@ Other Names: Sphere Projectile, Eye Projectile, Ring of Fire
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Fire ring emitted from #$10 Boss Eye (Garmakilma).
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**ENEMY HP**: 2
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### 1C - Godomuga
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Other Names: Boss Gemini, Boss Metal Helmet
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@ -2757,14 +2757,18 @@ boss_eye_attack_delay_tbl:
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boss_eye_sprite_code_tbl:
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.byte $5d,$5e,$5f,$5e,$60,$61,$62,$61
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; 'enemy destroyed routine', called every time the boss eye is hit since his
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; ENEMY_HP is 1. Real HP stored in ENEMY_VAR_1. This is used to play a metal
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; ting sound (sound_16) every time the player hits the enemy and reset ENEMY_HP
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; to 1 unless boss eye destroyed. If destroyed, advance to boss_defeated_routine
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boss_eye_routine_03:
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dec ENEMY_VAR_1,x
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beq boss_eye_adv_routine
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lda ENEMY_VAR_1,x
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cmp #$01
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bne @continue
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dec ENEMY_VAR_1,x ; decrement boss eye's actual HP
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beq boss_eye_adv_routine ; advance to boss_defeated_routine if boss destroyed
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lda ENEMY_VAR_1,x ; boss not destroyed, load enemy's actual HP
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cmp #$01 ; see if only 1 HP
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bne @continue ; branch if greater than 1 HP remaining
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lda #$52 ; a = #$52
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sta ENEMY_SCORE_COLLISION,x
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sta ENEMY_SCORE_COLLISION,x ; update score (collision code doesn't change)
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@continue:
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lda #$16 ; a = #$16 (sound_16)
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