Gargoyle's Quest II:ROM map
Runs AI scripts for all occupied object slots.
Pointer table 06:8A83 / 06:8AF3
Addresses for all AI scripts.
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)
AI script for the beetle enemy spawner.
AI script for the beetle enemy.
8FCB: Phase 0 (Appearing on screen) 8FF3: Phase 1 (Moving towards player)
AI script for walking NPCs in town.
Sets the sprite for object X to face the player (without changing its direction of movement).
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)
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.
Moves object X to the right a distance equal to its horizontal speed.
Moves object X to the left a distance equal to its horizontal speed.
Moves object X down a distance equal to its horizontal speed.
Moves object X up a distance equal to its horizontal speed.
Moves object X horizontally.
Set object X to animation A.
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.
Sets the direction of movement for object X to move toward the player.
Sets the sprite for object X to match its direction of horizontal movement.
Checks for an empty object slot. If successful, Carry is cleared & Y is set to the first available slot; otherwise, Carry is set.