# Gargoyle's Quest II:ROM map

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## 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.

### 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: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.