List of Enemies: Difference between revisions

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Note that metroids, in order to give two drops, are technically two enemies, with the second one dying at the same time and in the same location as the first one. So the only thing different between the two drops is the enemy index.
Note that metroids, in order to give two drops, are technically two enemies, with the second one dying at the same time and in the same location as the first one. So the only thing different between the two drops is the enemy index.
=Weapon Information=
Beam damage is based strictly on how many non-Charge beams you have active, i.e. Long+Ice will do as much damage as Ice+Wave.
Plasma Beam deals damage every frame it is inside an enemy.
{| class="wikitable" style="text-align:left" cellpadding="10"
|-
! Weapon !! Base Damage !! Charged !! Pseudo-Screw !! Cooldown (frames)
|-
|0 Beams || 2 || 8 || 8 || 6
|-
|1 Beam || 3 || 12 || 12 || 6
|-
|2 Beams || 4 || 16 || 16 || 6
|-
|3 Beams || 5 || 20 || 20 || 6
|-
|4 Beams || 6 || 24 || 24 || 6
|-
|Missile || 20 || - || - || 8
|-
|Super Missile || 100 || - || - || 10
|-
|Bomb || 8 || - || - || 6
|}

Revision as of 02:45, 7 February 2022

Enemies do 2x damage in Hard mode, and 0.5x (rounded down) on Easy mode.

Varia Suit reduces damage by 20% (rounded down) and Gravity Suit reduces damage by 50% (rounded down).

Enemy Name Damage (P/V/G) Health Power Bombs Supers Missiles Large Health Small Health Nothing Notes
Acid Worm 10/8/5 600 4.88% 4.88% 21.88% 1.95% 29.30% 37.11%
Acid Worm Spit 10/8/5 1 0.00% 0.00% 29.30% 21.88% 39.06% 9.77%
Atomic 30/24/15 40 0.00% 0.00% 0.00% 100% 0.00% 0.00% Lightning does 50/40/25 damage on direct hit, 10/8/5 if you touch the surface where it hit.
Baristute 58/46/29 200 9.77% 36.13% 44.34% 9.77% 0.00% 0.00% Also called big sidehoppers
Charlie 50/40/25 100 0.00% 0.00% 0.00% 0.00% 0.00% 100% Lightning does 50/40/25 damage.
Charge Worm 12/9/6 60 0.00% 0.00% 68.36% 0.00% 29.30% 2.34%
Charge Worm Spike 4/3/2 1 0.00% 0.00% 48.83% 39.06% 9.77% 2.34%
Desgeega 30/24/15 40 0.00% 0.00% 48.83% 39.06% 9.77% 2.34% Also called sidehoppers
Dragon 18/14/9 18 2.93% 3.91% 9.77% 9.77% 48.83% 24.80%
Dragon Fireball 8/6/4 1 0.00% 0.00% 19.53% 9.77% 29.30% 41.41%
Gadora 25/20/12 60 0.00% 0.00% 50.00% 50.00% 0.00% 0.00% Projectile does 30/24/15 damage.
Gamet 8/6/4 4 2.93% 2.93% 19.53% 14.65% 39.06% 20.90%
Gamet 16/12/8 13 5.86% 6.25% 24.41% 39.06% 24.41% 0.00%
Geega 8/6/4 4 0.00% 0.00% 29.30% 9.77% 48.33% 12.11% These geegas appear ONLY in the long zipline room above Acid Worm.
Geega 8/6/4 4 4.88% 9.77% 39.06% 43.95% 2.34% 0.00%
Geruda 30/24/15 40 9.77% 27.34% 43.36% 19.53% 0.00% 0.00%
Geruda 16/12/8 10 2.93% 9.77% 19.53% 0.00% 19.53% 48.24%
Hive 14/11/7 64 0.00% 0.00% 0.00% 100% 0.00% 0.00% Only drops health if frozen
Holtz 40/32/20 30 4.88% 75.59% 19.53% 0.00% 0.00% 0.00% Also called owls
Imago Cocoon 30/24/15 0 0.00% 0.00% 0.00% 0.00% 0.00% 0.00%
Imago Spore 20/16/10 1 0.00% 0.00% 39.06% 9.77% 0.00% 51.17%
Imago 10/8/5 750 0.00% 0.00% 75.59% 24.41% 0.00% 0.00%
Imago Spike 20/16/10 1 0.00% 0.00% 80.47% 0.00% 19.53% 0.00%
Imago Worm 20/16/10 30 0.00% 0.00% 0.00% 58.59% 41.41% 0.00%
Kraid 20/16/10 300 0.00% 0.00% 0.00% 50.00% 50.00% 0.00%
Kraid's Claws 4/3/2 1 0.00% 0.00% 48.83% 19.53% 19.53% 12.11%
Mecha Missile 80/64/40 4 1.95% 1.95% 4.88% 3.91% 9.77% 77.54%
Mecha Ridley 150/120/75 360 0.00% 0.00% 0.00% 100% 0.00% 0.00% Laser does 50/40/25 damage, fireball does 60/48/30 damage.
Mella 6/4/3 3 0.49% 0.98% 7.81% 0.00% 19.53% 71.19%
Mellow 5/4/3 3 0.00% 0.00% 0.00% 0.00% 0.00% 100%
Metroid 1/0.25/0.125 100 0.00% 12.11% 48.83% 39.06% 0.00% 0.00% Damage is per frame, and it is the same on Easy/Normal mode.
Mother Brain 20/16/10 700 0.00% 0.00% 0.00% 0.00% 0.00% 0.00% Laser does 50/40/25 damage.
Multiviola 18/14/9 12 2.93% 4.88% 9.77% 4.88% 29.30% 48.24%
Nova 12/9/6 4 2.93% 2.93% 9.77% 0.00% 19.53% 64.84%
Nova 22/17/11 12 4.88% 5.86% 19.53% 4.88% 39.06% 25.78%
Polyp 0 20 0.00% 0.00% 100% 0.00% 0.00% 0.00%
Polyp Projectile 8/6/4 1 0.49% 0.49% 1.95% 0.49% 9.77% 86.82%
Ridley 30/24/15 1000 0.00% 19.53% 31.64% 48.83% 0.00% 0.00% Body damage.
Ridley's Tail 50/40/25 1 0.00% 0.00% 0.00% 0.00% 0.00% 100%
Ridley Fireball 15/12/7 1 0.00% 0.00% 0.00% 0.00% 0.00% 100% Fireballs shot at the start of the fight
Ridley Fireball 30/24/15 1 0.00% 3.32% 82.03% 9.77% 4.88% 0.00%
Rinka 20/16/10 7 0.00% 9.77% 56.05% 34.18% 0.00% 0.00%
Rinka 10/8/5 7 0.00% 0.98% 34.18% 4.88% 0.98% 58.98%
Rinka 10/8/5 7 0.00% 0.98% 58.59% 4.88% 0.00% 35.55% These rinkas look identical to the red ones but have different drop rates. They are found by Mother Brain.
Rio 12/9/6 16 4.88% 4.88% 9.77% 9.77% 19.53% 51.17%
Rio 12/9/6 20 4.88% 4.88% 24.41% 24.41% 4.88% 36.52% Only appear in the long Rio room seen during the escape from Kraid's lair.
Ripper 10/8/5 20 3.91% 7.81% 39.06% 7.81% 4.88% 36.52%
Ripper 20/16/10 40 3.91% 29.30% 29.30% 19.53% 4.88% 13.09%
Ripper 2/1/1 1 0.00% 0.00% 0.00% 50.00% 50.00% 0.00% Only appears in Imago Cocoon's room. Can only be killed by cocoon falling on it.
Ripper II 30/24/15 30 4.88% 29.30% 36.52% 19.53% 9.77% 0.00%
Sidehopper 20/16/10 30 0.00% 4.88% 9.77% 19.53% 9.77% 56.05%
Skree 10/8/5 3 2.93% 2.93% 9.77% 4.88% 9.77% 69.73%
Skree 20/16/10 8 9.77% 9.77% 14.65% 14.65% 29.30% 21.88%
Skultera 30/24/15 20 0.00% 0.00% 50.00% 40.23% 9.77% 0.00% Fish
Space Pirate 100/80/50 30 0.00% 0.00% 0.00% 0.00% 0.00% 100% Shot does 100/80/50 damage.
Space Pirate 50/40/25 72 0.00% 0.00% 0.00% 0.00% 0.00% 100% Shot does 100/80/50 damage. Only vulnerable to Plasma Beam, which doesn't travel through it i.e. uncharged full beam combo only does 6 damage.
Squeept 16/12/8 8 4.88% 4.88% 90.23% 0.00% 0.00% 0.00%
Turret 10/8/5 1 0.00% 0.00% 0.00% 0.00% 0.00% 100%
Vine 6/4/3 3 0.00% 0.00% 19.53% 4.88% 29.30% 46.29%
Vine 10/8/5 6 0.00% 0.00% 29.30% 4.88% 24.41% 41.41%
Vine 15/12/7 12 0.00% 0.00% 39.06% 4.88% 19.53% 36.52%
Vine 20/16/10 18 0.00% 0.00% 58.59% 9.77% 19.53% 12.11%
Vine 25/20/12 24 0.00% 0.00% 100% 0.00% 0.00% 0.00%
Viola 16/12/8 12 2.93% 4.88% 19.53% 1.95% 19.53% 51.17%
Viola 30/24/15 20 4.88% 9.77% 19.53% 9.77% 29.30% 26.76%
Waver 12/9/6 8 1.95% 1.95% 4.88% 3.91% 9.77% 77.54%
Zeb 6/4/3 2 4.88% 7.81% 24.41% 7.81% 48.83% 6.25%
Zebbo 10/8/5 6 2.93% 9.77% 19.53% 19.53% 39.06% 9.18%
Zebbo 18/14/9 14 5.86% 14.65% 30.66% 39.06% 9.77% 0.00%
Zebetite 0 140 0.00% 0.00% 0.00% 0.00% 0.00% 100%
Zeela 20/16/10 12 1.95% 1.95% 7.81% 11.72% 1.95% 74.61%
Zeela 10/8/5 6 1.95% 1.95% 7.81% 2.93% 11.72% 73.63%
Zoomer 10/8/5 3 4.88% 4.88% 21.88% 1.95% 29.30% 37.11%
Zoomer 8/6/4 8 4.88% 4.88% 9.77% 14.65% 2.93% 62.89% Also called Geemers

Drop Rates

Adapted from Dragonfangs' guide on SRC: https://www.speedrun.com/mzm/guide/dir80

Practical stuff

The game does a couple of calculations based on the enemy's position, its index in RAM and multiple RNG values to get a number between 1 and 1024 (the calculation is explained in the "Technical Mumbo Jumbo" part if you're actually interested). Controlling this number in any meaningful way is not reasonable in real time, for all practical reasons it is truly random.

This number is then tested against the raw drop rates derived from the table above. To get the raw value, multiply the number in the table by 1024.

If it's bigger than 1024-(rate for power bombs) you get a power bomb drop, otherwise if it's bigger than 1024-(pb rate)-(super rate) you get a super and so on, continuing with Missiles, Large health and Small health. After your drop is decided however, it can transform into something else based on your current resources.

For health(big and small) it does the following checks:

If health is not full: drop normally otherwise, if missiles are not full: drop a missile if both health and missiles are full: drop normally anyway

For everything else, it does the following:

Is the resources in question not full: drop normally otherwise, if health is not full: drop a large health otherwise, as long as you have the item unlocked: drop normally anyway or finally, failing everything else: drop a small health

So when looking at the drop tables, you can (in cases that matter) add both health drop rates to missile drop rate if you're full on health. And if anything else is maxed out, add it to large health drop rate.

Technical Mumbo Jumbo

The game uses two RAM values for the RNG calculation: 0x3000C77 and 0x3000002. I will refer to them as "frame1" and "frame2" respectively in the formula. These change every frame but can also change by invoking random elements (like checking for drops).

The formula starts as follows (% denotes a modulo operation):

((frame1 + 1) % 256 + ((frame2 + 1)/16) + (enemy's index in the list of enemies) + (enemy x position) + (enemy y position)) % 32

the result will then be used as an index to fetch a number from this list, I'll refer to the fetched number as "listRNG": {13, 2, 6, 8, 7, 9, 14, 10, 2, 4, 14, 4, 12, 15, 13, 12, 11, 1, 3, 15, 0, 6, 7, 8, 11, 5, 0, 3, 5, 1, 9, 10}

the calculation continues:

((frame1 + 1) % 256 + (frame2 + 1) + listRNG¤256) % 1024

and the resulting number is compared against the drop rates.

Note that metroids, in order to give two drops, are technically two enemies, with the second one dying at the same time and in the same location as the first one. So the only thing different between the two drops is the enemy index.

Weapon Information

Beam damage is based strictly on how many non-Charge beams you have active, i.e. Long+Ice will do as much damage as Ice+Wave.

Plasma Beam deals damage every frame it is inside an enemy.

Weapon Base Damage Charged Pseudo-Screw Cooldown (frames)
0 Beams 2 8 8 6
1 Beam 3 12 12 6
2 Beams 4 16 16 6
3 Beams 5 20 20 6
4 Beams 6 24 24 6
Missile 20 - - 8
Super Missile 100 - - 10
Bomb 8 - - 6