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New Enemy Tiles


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#1 Exate

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Posted 27 June 2005 - 03:50 PM

New Enemy Tiles
By PolygonX8



The new enemy tiles... many people get confused on how to use these, but I have a very detailed list of all of them. The PDF that comes with ZC lacks information, but I'll fully-clear this up. Even ZC veterans may learn a thing or two from this.

This guide applies to 1.92's latest beta, but I think 2.10 is the same (meaning, no enemies were changed or fixed with certain things).

The new enemy tiles are way mroe advanced than the standard enemy tiles on page 1. For one, the enemy tiles are from pages 6-32 in the tile pages, and these can be used by checking the rule "New Enemy Tiles". There are sprites for each and every enemy in the game, so you can have many different enemies that could take place of others. For example, you could use the fast red octoroks for something, and slow red octorks for something different entirely... they'll just operate the same way.

There are rows for each enemy and their sprites. Some enemies contain several rows. All rows consist of 16 tiles, 4 for each direction. But if I recall... the Gleeok was beyond that and fully extended across the page. Each row can be either for:
- Main movements
- Waiting to attack
- Attacking
- Jumping
- Moving diagonal
- No effect

Below is a key that will fully explain everything.

KEY:
Main - Always the first row, this one is the one for the enemy's moving tiles (up, down, left, right - in that order)
Waiting - This row is the set of tiles enemies will use when they stop moving, and are about to attack.
Attacking - The row used when enemies fire a projectile.
Jumping - Some enemies such as the Pols Voice, have a row for jumping tiles. These are used when the enemy becomes airborn.
Diagonal - The row of tiles used for enemies that can move diagonal (Peahat for example. They go: upleft, upright, downleft, downright - in that order)
NONE - Row does nothing, for some odd reason. It'd be best not to tamper with this row, but to have the row above it a copy (incase later ZC versions use this, when people play your quest, they don't see glitches).
CSet # - The color set in your palette the enemy uses. IF it's CSet 9, the enemy can have a different palette for each area if you assign a diferent CSet 9 palette to it. If it has a "si" next to the number, that means Sprite Sheet 1. The Patra BS has sii meaning Sprite Sheet 2.
#### or ####/#### - The tile # this enemy's tiles begin on.
TEXT - If red, these enemies have not yet been implemented.

Take note that some enemies are unspaced (bunched together). This is ONE enemy, but the names of each row (as seen in the PDF file).

Keese Blue - CSet 7 - 1580/1600
ROW 1: Main
ROW 2: NONE

Keese Red - CSet 8 - 1620/1640
ROW 1: Main
ROW 2: NONE

Keese Level Color - CSet 9 - 1660/1680
ROW 1: Main
ROW 2: NONE

Keese Tribble - CSet 9 - 1700/1720
ROW 1: Main
ROW 2: NONE

Vire Tribble - CSet 9 - 1740
ROW 1: Main

Vire - CSet 7 - 1760
ROW 1: Main

Gel - CSet 8 - 1780
ROW 1: Main

Zol - CSet 8 - 1800
ROW 1: Main

Gel Tribble - CSet 9 - 1820
ROW 1: Main

Zol Tribble - CSet 9 - 1840
ROW 1: Main

Like Like - CSet 8 - 1860
ROW 1: Main

Bubble - CSet 9 - 1880
ROW 1: Main

Red Bubble - CSet 8 - 1900
ROW 1: Main

Blue Bubble - CSet 7 - 1920
ROW 1: Main

Item Bubble - CSet 9 - 1940
ROW 1: Main

Item Red Bubble - CSet 8 - 1960
ROW 1: Main

Item Blue Bubble - CSet 7 - 1980
ROW 1: Main

Corner Trap - CSet 7 - 2000
ROW 1: Main

Center Trap - CSet 7 - 2020
ROW 1: Main

4-Way Trap - CSet 7 - 2040
ROW 1: Main

Vertical Trap - CSet 7 - 2060
ROW 1: Main

Horizontal Trap - CSet 7 - 2080
ROW 1: Main

Up/Down Trap - CSet 7 - 2100
ROW 1: Main

Left/Right Trap - CSet 7 - 2120
ROW 1: Main

Gibdo - CSet 7 - 2140
ROW 1: Main

Pols Voice - CSet 6 - 2160/2180
ROW 1: Main
ROW 2: Jumping

Ghini - CSet 7 - 2200
ROW 1: Main

Ghini 2 - CSet 7 - 2220
ROW 1: Main
ROW 2: Diagonal

Armos Slow - CSet 8 - 2260
ROW 1: Main

Armos Fast - CSet 8 - 2280
ROW 1: Main

Peahat - CSet 8 - 2300/2320
ROW 1: Main
ROW 2: Diagonal

Tektite Red - CSet 8 - 2340/2360
ROW 1: Main
ROW 2: Diagonal

Tektite Blue - CSet 7 - 2380/2400
ROW 1: Main
ROW 2: Diagonal

Rope - CSet 8 - 2420
ROW 1: Main

Rope 2 - CSet 8 - 2440
ROW 1: Main

Zora Submerged - CSet 9 - 2460/2480
ROW 1: Main
ROW 2: Diagonal
Zora Surfaced - CSet 9 - 2500/2520
ROW 1: Main
ROW 2: Diagonal
Zora Firing - CSet 9 - 2540/2560
ROW 1: Main
ROW 2: Diagonal

Wall Master - CSet 7 - 2580
ROW 1: Main

Rising Floor Master - CSet ? - 2600
ROW 1: Main
Walking Floor Master - CSet ? - 2620
ROW 1: Main

Floor Master Kid - CSet ? - 2640
ROW 1: Main

Ceiling Master - CSet ? - 2660
ROW 1: Main


Lanmola Red (Head) - CSet 8 - 2680
ROW 1: Main
Lanmola Red (Body) - CSet 8 - 2700
ROW 1: Main
Lanmola Red (Tail) - CSet 8 - 2720
ROW 1: Main

Lanmola Blue (Head) - CSet 7 - 2740
ROW 1: Main
Lanmola Blue (Body) - CSet 7 - 2760
ROW 1: Main
Lanmola Blue (Tail) - CSet 7 - 2780
ROW 1: Main

Moldorm (Head) - CSet 8 - 2800/2820
ROW 1: Main
ROW 2: Diagonal
Moldorm (Body) - CSet 8 - 2840/2860
ROW 1: Main
ROW 2: Diagonal
Moldorm (Tail) - CSet 8 - 2880/2900
ROW 1: Main
ROW 2: Diagonal

Z3 Moldorm (Head) - CSet ? - 2920/2940
ROW 1: Main
ROW 2: Diagonal
Z3 Moldorm (Body) - CSet ? - 2960/2980
ROW 1: Main
ROW 2: Diagonal
Z3 Moldorm (Tail) - CSet ? - 3000/3020
ROW 1: Main
ROW 2: Diagonal


Leever Red Submerged - CSet 8 - 3040
ROW 1: Main
Leever Red Emerging - CSet 8 - 3060
ROW 1: Main
Leever Red Moving - CSet 8 - 3080
ROW 1: Main

Leever Blue Submerged - CSet 7 - 3100
ROW 1: Main
Leever Blue Emerging - CSet 7 - 3120
ROW 1: Main
Leever Blue Moving - CSet 7 - 3140
ROW 1: Main

Fire - CSet 8 - 3160/3180
ROW 1: Main
ROW 2: Diagonal

Fairy - CSet 8 - 3200
ROW 1: Main


Rock - CSet 8 - 3220/3240
ROW 1: Main
ROW 2: Diagonal

Boulder - CSet ? - 3260/3280/3300/3320/3340/3360/3380/3400
ROW 1/2: Main (First 8 (2-wide) - Up, Last 8 (2-wide) - Down)
ROW 3/4: Main (First 8 (2-wide) - Left, Last 8 - Right)
ROW 5/6: Diagonal (First 8 (2-wide) - Upleft, Last 8 - Upright)
ROW 7/8: Diagonal (First 8 (2-wide) - Downleft, Last 8 - Downright)


Octorok Red Slow Moving - CSet 8 - 3420
ROW 1: Main
Octorok Red Slow Waiting - CSet 8 - 3440
ROW 1: Waiting
Octorok Red Slow Firing - CSet 8 - 3460
ROW 1: Attacking

Octorok Red Fast Moving - CSet 8 - 3480
ROW 1: Main
Octorok Red Fast Waiting - CSet 8 - 3500
ROW 1: Waiting
Octorok Red Fast Firing - CSet 8 - 3520
ROW 1: Attacking

Octorok Blue Slow Moving - CSet 7 - 3540
ROW 1: Main
Octorok Blue Slow Waiting - CSet 7 - 3560
ROW 1: Waiting
Octorok Blue Slow Firing - CSet 7 - 3580
ROW 1: Attacking

Octorok Blue Fast Moving - CSet 7 - 3600
ROW 1: Main
Octorok Blue Fast Waiting - CSet 7 - 3620
ROW 1: Waiting
Octorok Blue Fast Firing - CSet 7 - 3640
ROW 1: Attacking

Octorok On Crack Moving - CSet 9 - 3660
ROW 1: Main
Octorok On Crack Waiting - CSet 9 - 3690
ROW 1: Waiting
Octorok On Crack Firing - CSet 9 - 3700
ROW 1: Attacking

Goriya Red Moving - CSet 8 - 3720
ROW 1: Main
Goriya Red Waiting - CSet 8 - 3740
ROW 1: Waiting
Goriya Red Firing - CSet 8 - 3760
ROW 1: Attacking

Goriya Blue Moving - CSet 7 - 3780
ROW 1: Main
Goriya Blue Waiting - CSet 7 - 3800
ROW 1: Waiting
Goriya Blue Firing - CSet 7 - 3820
ROW 1: Attacking

Moblin Red Moving - CSet 8 - 3840
ROW 1: Main
Moblin Red Waiting - CSet 8 - 3860
ROW 1: Waiting
Moblin Red Firing - CSet 8 - 3880
ROW 1: Attacking

Moblin Black Moving - CSet 9 - 3900
ROW 1: Main
Moblin Black Waiting - CSet 9 - 3920
ROW 1: Waiting
Moblin Black Firing - CSet 9 - 3940
ROW 1: Attacking

Stalfos - CSet 8 - 3960
ROW 1: Main

Stalfos 2 Moving - CSet 8 - 3980
ROW 1: Main
Stalfos 2 Waiting - CSet 8 - 4000
ROW 1: Waiting
Stalfos 2 Firing - CSet 8 - 4020
ROW 1: Attacking

Stalfos 3 Moving - CSet 9 - 4040
ROW 1: Main
Stalfos 3 Waiting - CSet 9 - 4060
ROW 1: Waiting
Stalfos 3 Firing - CSet 9 - 4080
ROW 1: Attacking

Lynel Red Moving - CSet 8 - 4100
ROW 1: Main
Lynel Red Waiting - CSet 8 - 4120
ROW 1: Waiting
Lynel Red Firing - CSet 8 - 4140
ROW 1: Attacking

Lynel Blue Moving - CSet 7 - 4160
ROW 1: Main
Lynel Blue Waiting - CSet 7 - 4180
ROW 1: Waiting
Lynel Blue Firing - CSet 7 - 4200
ROW 1: Attacking

Darknut Red - CSet 8 - 4220
ROW 1: Main

Darknut Blue - CSet 7 - 4240
ROW 1: Main

Darknut Super - CSet 9 - 4260
ROW 1: Main

Darknut Death Knight Moving - CSet 9 - 4280
ROW 1: Main
Darknut Death Knight Waiting - CSet 9 - 4300
ROW 1: NONE
Darknut Death Knight Firing - CSet 9 - 4320
ROW 1: Attacking

Shieldless Darknut Red - CSet 8 - 4340
ROW 1: Main

Shieldless Darknut Blue - CSet 7 - 4360
ROW 1: Main

Shieldless Darknut Super - CSet 9 - 4380
ROW 1: Main

Shieldless Darknut Death Knight Moving - CSet 9 - 4400
ROW 1: Main
Shieldless Darknut Death Knight Waiting - CSet 9 - 4420
ROW 1: NONE
Shieldless Darknut Death Knight Firing - CSet 9 - 4440
ROW 1: Attacking

#2 Exate

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Posted 27 June 2005 - 03:51 PM

Wizzrobe Blue Moving - CSet 7 - 4460/4480
ROW 1: Main
ROW 2: Diagonal
Wizzrobe Blue Firing - CSet 7 - 4500/4520
ROW 1: Attacking
ROW 2: NONE

Wizzrobe Flame Moving - CSet 8 - 4540/4560
ROW 1: Main
ROW 2: Diagonal
Wizzrobe Flame Firing - CSet 8 - 4580/4600
ROW 1: Attacking
ROW 2: NONE

Wizzrobe Mirror Moving - CSet 9 - 4620/4640
ROW 1: Main
ROW 2: Diagonal
Wizzrobe Mirror Firing - CSet 9 - 4660/4680
ROW 1: Attacking
ROW 2: NONE

Wizzrobe Red Moving - CSet 8 - 4700
ROW 1: Main
Wizzrobe Red Waiting - CSet 8 - 4720
ROW 1: Waiting
Wizzrobe Red Firing - CSet 8 - 4740
ROW 1: Attacking

Wizzrobe Wind Moving - CSet 7 - 4760
ROW 1: Main
Wizzrobe Wind Waiting - CSet 7 - 4780
ROW 1: Waiting
Wizzrobe Wind Firing - CSet 7 - 4800
ROW 1: Attacking

Wizzrobe Bat Moving - CSet 9 - 4820
ROW 1: Main
Wizzrobe Bat Waiting - CSet 9 - 4840
ROW 1: Waiting
Wizzrobe Bat Firing - CSet 9 - 4860
ROW 1: Attacking

Bat - CSet 9 - 4880/4900
ROW 1: Main
ROW 2: Diagonal

Wizzrobe Bat 2 (Batform) - CSet ? - 4920/4940
ROW 1: Main
ROW 2: Diagonal
Wizzrobe Bat 2 Moving - CSet ? - 4960
ROW 1: Main
Wizzrobe Bat 2 Waiting - CSet ? - 4980
ROW 1: Waiting
Wizzrobe Bat 2 Firing - CSet ? - 5000
ROW 1: Attacking


Patra Circle Leader - CSet 7 - 5020/5040
ROW 1: Main
ROW 2: Diagonal
Patra Circle Kid - CSet 8 - 5060/5080
ROW 1: Main
ROW 2: Diagonal

Patra Oval Leader - CSet 7 - 5100/5120
ROW 1: Main
ROW 2: Diagonal
Patra Oval Kid - CSet 8 - 5140/5160
ROW 1: Main
ROW 2: Diagonal

Patra 2 Leader Moving - CSet 7 - 5180/5200
ROW 1: Main
ROW 2: Diagonal
Patra 2 Leader Waiting - CSet 7 - 5220/5240
ROW 1: NONE
ROW 2: NONE
Patra 2 Leader Firing - CSet 7 - 5260/5280
ROW 1: NONE
ROW 2: NONE
Patra 2 Inner Kid - CSet 8 - 5300/5320
ROW 1: Main
ROW 2: Diagonal
Patra 2 Outer Kid - CSet 8 - 5340/5360
ROW 1: Main
ROW 2: Diagonal

Patra 3 Leader - CSet 7 - 5380/5400
ROW 1: Main
ROW 2: Diagonal
Patra 3 Inner Kid Moving - CSet 8 - 5420/5440
ROW 1: Main
ROW 2: Diagonal
Patra 3 Inner Kid Waiting - CSet 8 - 5460/5480
ROW 1: NONE
ROW 2: NONE
Patra 3 Inner Kid Firing - CSet 8 - 5500/5520
ROW 1: NONE
ROW 2: NONE
Patra 3 Outer Kid - CSet 8 - 5540/5560
ROW 1: Main
ROW 2: Diagonal

Digdogger (1 Kid) - CSet 2si - 5580/5600/5620/5640/5660/5680/5700/5720
ROW 1/2: Main (First 8 (2-wide) - Up, Last 8 (2-wide) - Down)
ROW 3/4: Main (First 8 (2-wide) - Left, Last 8 - Right)
ROW 5/6: Diagonal (First 8 (2-wide) - Upleft, Last 8 - Upright)
ROW 7/8: Diagonal (First 8 (2-wide) - Downleft, Last 8 - Downright)

Digdogger Kid 1 - CSet 2si - 5740/5760
ROW 1: Main
ROW 2: Diagonal

Digdogger (3 Kids) - CSet 2si - 5780/5800/5820/5840/5860/5880/5900/5920
ROW 1/2: Main (First 8 (2-wide) - Up, Last 8 (2-wide) - Down)
ROW 3/4: Main (First 8 (2-wide) - Left, Last 8 - Right)
ROW 5/6: Diagonal (First 8 (2-wide) - Upleft, Last 8 - Upright)
ROW 7/8: Diagonal (First 8 (2-wide) - Downleft, Last 8 - Downright)

Digdogger Kid 2 - CSet 2si - 5940/5960
ROW 1: Main
ROW 2: Diagonal

Digdogger Kid 3 - CSet 2si - 5980/6000
ROW 1: Main
ROW 2: Diagonal

Digdogger Kid 4 - CSet 2si - 6020/6040
ROW 1: Main
ROW 2: Diagonal

Patra BS Leader - CSet 15sii - 6060/6080/6100/6120/6140/6160/6180/6200
ROW 1/2: Main (First 8 (2-wide) - Up, Last 8 (2-wide) - Down)
ROW 3/4: Main (First 8 (2-wide) - Left, Last 8 - Right)
ROW 5/6: Diagonal (First 8 (2-wide) - Upleft, Last 8 - Upright)
ROW 7/8: Diagonal (First 8 (2-wide) - Downleft, Last 8 - Downright)
Patra BS Kid - CSet 15sii - 6220/6240
ROW 1: Main
ROW 2: Diagonal

Manhandla Body - CSet 7 - 6260/6280
ROW 1: Main
ROW 2: Diagonal
Manhandla Arm Moving - CSet 7 - 6300/6320
ROW 1: Main
ROW 2: Diagonal
Manhandla Arm Waiting - CSet 7 - 6340/6360
ROW 1: NONE
ROW 2: NONE
Manhandla Arm Firing - CSet 7 - 6380/6400
ROW 1: NONE
ROW 2: NONE

Manhandla 2 Body - CSet 8 - 6420/6440/6460/6480/6500/6520/6540/6560
ROW 1/2: Main (First 8 (2-wide) - Up, Last 4 (2-wide) - Down)
ROW 3/4: Main (First 8 (2-wide) - Left, Last 4 - Right)
ROW 5/6: Diagonal (First 8 (2-wide) - Upleft, Last 4 - Upright)
ROW 7/8: Diagonal (First 8 (2-wide) - Downleft, Last 4 - Downright)
Manhandla 2 Arm Moving - CSet 8 - 6580/6600
ROW 1: Main
ROW 2: Diagonal
Manhandla 2 Arm Waiting - CSet 8 - 6620/6640
ROW 1: NONE
ROW 2: NONE
Manhandla 2 Arm Firing - CSet 8 - 6660/6680
ROW 1: NONE
ROW 2: NONE

Dodongo - CSet 8 - 6700/6720/6740
ROW 1: Main/Bombed (Up, Down, Up-hurt, Down-hurt)
ROW 2: Main/Bombed (First 8 (2-wide) - Left, Last 8 (2-wide) - Left-hurt)
ROW 3: Main/Bombed (First 8 (2-wide) - Right, Last 8 (2-wide) - Right-hurt)
Other Dodongo CSet: CSet 2si (With "Dodongo Color Fix" rule)

Dodongo BS - CSet 2si - 6760/6780/6800/6820
ROW 1/2: Main/Bombed (Up, Down, Up-hurt, Down-hurt)
ROW 3: Main/Bombed (First 8 (2-wide) - Left, Last 8 (2-wide) - Left-hurt)
ROW 4: Main/Bombed (First 8 (2-wide) - Right, Last 8 (2-wide) - Right-hurt)

Dodongo Fire - CSet ? - 6840/6860/6880/6900
ROW 1/2: Main/Bombed (Up, Down, Up-hurt, Down-hurt)
ROW 3: Main/Bombed (First 8 (2-wide) - Left, Last 8 (2-wide) - Left-hurt)
ROW 4: Main/Bombed (First 8 (2-wide) - Right, Last 8 (2-wide) - Right-hurt)


Gohma Red - CSet 8 - 6920
ROW 1: Moving/Opening (First 6 (3-wide) - Moving, Last 6 (3-wide) - Eye Opening

Gohma Blue - CSet 7 - 6940
ROW 1: Moving/Opening (First 6 (3-wide) - Moving, Last 6 (3-wide) - Eye Opening

Gohma Silver - CSet 7 - 6960
ROW 1: Moving/Opening (First 6 (3-wide) - Moving, Last 6 (3-wide) - Eye Opening

Gohma Gold - CSet 8 - 6980
ROW 1: Moving/Opening (First 6 (3-wide) - Moving, Last 6 (3-wide) - Eye Opening

Gleeok and Gleeok 2 Body and Neck
Gleeok - CSet 2si - 7000/7020/7040/7060/7080/7100/7120/7140
ROW 1: Main (All 8 (2-wide) - Upper Body)
ROW 2: Main (All 8 (2-wide) - Lower Body)
ROW 3/4: NONE
Gleeok Neck - CSet 2si - 7008/7048/7088/7128
ROW 1: Main (All 4 - Up)
ROW 2: Main (All 4 - Down)
ROW 3: Main (All 4 - Left)
ROW 4: Main (All 4 - Right)

Gleeok 2 - CSet 13si - 7012/7032/7052/7072/7092/7112/7132/7152
ROW 1: Main (All 8 (2-wide) - Upper Body)
ROW 2: Main (All 8 (2-wide) - Lower Body)
ROW 3/4: NONE
Gleeok 2 Neck - CSet 13si - 7028/7068/7108/7148
ROW 1: Main (All 4 - Up)
ROW 2: Main (All 4 - Down)
ROW 3: Main (All 4 - Left)
ROW 4: Main (All 4 - Right)

Gleeok Head Attached - CSet 2si - 7160/7180/7200
ROW 1: Main
ROW 2: NONE
ROW 3: NONE
Gleeok Flying Head Moving - CSet 2si - 7220/7240
ROW 1: Main
ROW 2: NONE
Gleeok Flying Head Waiting - CSet 2si - 7260/7280
ROW 1: NONE
ROW 2: NONE
Gleeok Flying Head Firing - CSet 2si - 7300/7320
ROW 1: NONE
ROW 2: NONE

Gleeok 2 Head Attached - CSet 13si - 7340/7360/7380
ROW 1: Main
ROW 2: NONE
ROW 3: NONE
Gleeok 2 Flying Head Moving - CSet 13si - 7400/7420
ROW 1: Main
ROW 2: NONE
Gleeok 2 Flying Head Waiting - CSet 13si - 7440/7460
ROW 1: NONE
ROW 2: NONE
Gleeok 2 Flying Head Firing - CSet 13si - 7480/7500
ROW 1: NONE
ROW 2: NONE

Aquamentus L&R - CSet 0si
Aquamentus L Moving - 7520/7540
ROW 1: Main (All 8 (2-wide) - Upper Body)
ROW 2: Main (All 8 (2-wide) - Lower Body)
Aquamentus L Waiting - 7560/7580
ROW 1: Waiting (All 8 (2-wide) - Upper Body)
ROW 2: Waiting (All 8 (2-wide) - Lower Body)
Aquamentus L Firing - 7600/7620
ROW 1: Attacking (All 8 (2-wide) - Upper Body)
ROW 2: Attacking (All 8 (2-wide) - Lower Body)

Aquamentus R Moving - 7528/7548
ROW 1: Main (All 8 (2-wide) - Upper Body)
ROW 2: Main (All 8 (2-wide) - Lower Body)
Aquamentus R Waiting - 7568/7588
ROW 1: Waiting (All 8 (2-wide) - Upper Body)
ROW 2: Waiting (All 8 (2-wide) - Lower Body)
Aquamentus R Firing - 7608/7628
ROW 1: Attacking (All 8 (2-wide) - Upper Body)
ROW 2: Attacking (All 8 (2-wide) - Lower Body)
  • Cukeman likes this

#3 Exate

Exate

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Posted 27 June 2005 - 03:51 PM

Aquamentus BS (Level 1) L&R - CSet ?
Aquamentus BS (Level 1) L Moving - 7640/7660
ROW 1: Main (All 8 (2-wide) - Upper Body)
ROW 2: Main (All 8 (2-wide) - Lower Body)
Aquamentus BS (Level 1) L Waiting - 7680/7700
ROW 1: Waiting (All 8 (2-wide) - Upper Body)
ROW 2: Waiting (All 8 (2-wide) - Lower Body)
Aquamentus BS (Level 1) L Firing - 7720/7740
ROW 1: Attacking (All 8 (2-wide) - Upper Body)
ROW 2: Attacking (All 8 (2-wide) - Lower Body)

Aquamentus BS (Level 1) R Moving - 7648/7668
ROW 1: Main (All 8 (2-wide) - Upper Body)
ROW 2: Main (All 8 (2-wide) - Lower Body)
Aquamentus BS (Level 1) R Waiting - 7688/7708
ROW 1: Waiting (All 8 (2-wide) - Upper Body)
ROW 2: Waiting (All 8 (2-wide) - Lower Body)
Aquamentus BS (Level 1) R Firing - 7728/7748
ROW 1: Attacking (All 8 (2-wide) - Upper Body)
ROW 2: Attacking (All 8 (2-wide) - Lower Body)

Aquamentus BS (Level 2) L&R - CSet ?
Aquamentus BS (Level 2) L Moving - 7760/7780
ROW 1: Main (All 8 (2-wide) - Upper Body)
ROW 2: Main (All 8 (2-wide) - Lower Body)
Aquamentus BS (Level 2) L Waiting - 7800/7820
ROW 1: Waiting (All 8 (2-wide) - Upper Body)
ROW 2: Waiting (All 8 (2-wide) - Lower Body)
Aquamentus BS (Level 2) L Firing - 7840/7860
ROW 1: Attacking (All 8 (2-wide) - Upper Body)
ROW 2: Attacking (All 8 (2-wide) - Lower Body)

Aquamentus BS (Level 2) R Moving - 7768/7788
ROW 1: Main (All 8 (2-wide) - Upper Body)
ROW 2: Main (All 8 (2-wide) - Lower Body)
Aquamentus BS (Level 2) R Waiting - 7808/7828
ROW 1: Waiting (All 8 (2-wide) - Upper Body)
ROW 2: Waiting (All 8 (2-wide) - Lower Body)
Aquamentus BS (Level 2) R Firing - 7848/7868
ROW 1: Attacking (All 8 (2-wide) - Upper Body)
ROW 2: Attacking (All 8 (2-wide) - Lower Body)

Aquamentus BS (Level 3) L&R - CSet ?
Aquamentus BS (Level 3) L Moving - 7880/7900
ROW 1: Main (All 8 (2-wide) - Upper Body)
ROW 2: Main (All 8 (2-wide) - Lower Body)
Aquamentus BS (Level 3) L Waiting - 7920/7940
ROW 1: Waiting (All 8 (2-wide) - Upper Body)
ROW 2: Waiting (All 8 (2-wide) - Lower Body)
Aquamentus BS (Level 3) L Firing - 7960/7980
ROW 1: Attacking (All 8 (2-wide) - Upper Body)
ROW 2: Attacking (All 8 (2-wide) - Lower Body)

Aquamentus BS (Level 3) R Moving - 7888/7908
ROW 1: Main (All 8 (2-wide) - Upper Body)
ROW 2: Main (All 8 (2-wide) - Lower Body)
Aquamentus BS (Level 3) R Waiting - 7928/7948
ROW 1: Waiting (All 8 (2-wide) - Upper Body)
ROW 2: Waiting (All 8 (2-wide) - Lower Body)
Aquamentus BS (Level 3) R Firing - 7968/7988
ROW 1: Attacking (All 8 (2-wide) - Upper Body)
ROW 2: Attacking (All 8 (2-wide) - Lower Body)

Aquamentus BS 2 (Level 1) L&R - CSet ?
Aquamentus BS 2 (Level 1) L Moving - 8000/8020
ROW 1: Main (All 8 (2-wide) - Upper Body)
ROW 2: Main (All 8 (2-wide) - Lower Body)
Aquamentus BS 2 (Level 1) L Waiting - 8040/8060
ROW 1: Waiting (All 8 (2-wide) - Upper Body)
ROW 2: Waiting (All 8 (2-wide) - Lower Body)
Aquamentus BS 2 (Level 1) L Firing - 8080/8100
ROW 1: Attacking (All 8 (2-wide) - Upper Body)
ROW 2: Attacking (All 8 (2-wide) - Lower Body)

Aquamentus BS 2 (Level 1) R Moving - 8008/8028
ROW 1: Main (All 8 (2-wide) - Upper Body)
ROW 2: Main (All 8 (2-wide) - Lower Body)
Aquamentus BS 2 (Level 1) R Waiting - 8048/8068
ROW 1: Waiting (All 8 (2-wide) - Upper Body)
ROW 2: Waiting (All 8 (2-wide) - Lower Body)
Aquamentus BS 2 (Level 1) R Firing - 8088/8108
ROW 1: Attacking (All 8 (2-wide) - Upper Body)
ROW 2: Attacking (All 8 (2-wide) - Lower Body)

Aquamentus BS 2 (Level 2) L&R - CSet ?
Aquamentus BS 2 (Level 2) L Moving - 8120/8140
ROW 1: Main (All 8 (2-wide) - Upper Body)
ROW 2: Main (All 8 (2-wide) - Lower Body)
Aquamentus BS 2 (Level 2) L Waiting - 8160/8180
ROW 1: Waiting (All 8 (2-wide) - Upper Body)
ROW 2: Waiting (All 8 (2-wide) - Lower Body)
Aquamentus BS 2 (Level 2) L Firing - 8200/8220
ROW 1: Attacking (All 8 (2-wide) - Upper Body)
ROW 2: Attacking (All 8 (2-wide) - Lower Body)

Aquamentus BS 2 (Level 2) R Moving - 8128/8148
ROW 1: Main (All 8 (2-wide) - Upper Body)
ROW 2: Main (All 8 (2-wide) - Lower Body)
Aquamentus BS 2 (Level 2) R Waiting - 8168/8188
ROW 1: Waiting (All 8 (2-wide) - Upper Body)
ROW 2: Waiting (All 8 (2-wide) - Lower Body)
Aquamentus BS 2 (Level 2) R Firing - 8208/8228
ROW 1: Attacking (All 8 (2-wide) - Upper Body)
ROW 2: Attacking (All 8 (2-wide) - Lower Body)

Aquamentus BS 2 (Level 3) L&R - CSet ?
Aquamentus BS 2 (Level 3) L Moving - 8240/8260
ROW 1: Main (All 8 (2-wide) - Upper Body)
ROW 2: Main (All 8 (2-wide) - Lower Body)
Aquamentus BS 2 (Level 3) L Waiting - 8280/8300
ROW 1: Waiting (All 8 (2-wide) - Upper Body)
ROW 2: Waiting (All 8 (2-wide) - Lower Body)
Aquamentus BS 2 (Level 3) L Firing - 8320/8340
ROW 1: Attacking (All 8 (2-wide) - Upper Body)
ROW 2: Attacking (All 8 (2-wide) - Lower Body)

Aquamentus BS 2 (Level 3) R Moving - 8248/8268
ROW 1: Main (All 8 (2-wide) - Upper Body)
ROW 2: Main (All 8 (2-wide) - Lower Body)
Aquamentus BS 2 (Level 3) R Waiting - 8288/8308
ROW 1: Waiting (All 8 (2-wide) - Upper Body)
ROW 2: Waiting (All 8 (2-wide) - Lower Body)
Aquamentus BS 2 (Level 3) R Firing - 8328/8348
ROW 1: Attacking (All 8 (2-wide) - Upper Body)
ROW 2: Attacking (All 8 (2-wide) - Lower Body)


Ganon Intro - CSet 3si - 8360/8380
ROW 1: Main (2-wide - Upper Body)
ROW 2: Main (2-wide - Lower Body)
Ganon Attacking - CSet 3si - 8400/8420/8440/8460
ROW 1/2/3/4: NONE
Other Ganon CSets:
- Stunned: 4si
- Dying: 5si

Now, here's some cool things to do or know.

Wizzrobe Appearing - Wizzrobes Red, Wind, and Bat have a "Moving" row, and that's used for appearing. Basically, make that an appearing row, make the waiting of them moving (or the real body), then the last one as firing. They appear in, reveal, attack, go back to reveal row, then appear row and disappear. Really gives the effect of teleporting. icon_thumbsup.gif

Manhandla/Manhandla 2 - Both of these have a diagonal movement. The thing is... it'd be weird to change the direction as the manhandla arms do not move. So, here's an example for them. Make it an eye that changes looking directions. This way, the manhandla always looks in the player's direction.

Traps - Did you know that the traps use every animation as well (including the ones that move one direction)? For example, horizontal traps. Say you're above them, so they won't attack. Though, their tiles will switch to the up tiles if you're above (or down if you're below). Basically, a trap can look at where the player is. Another example is the eye thing again. For the horizontal trap, you can make the up and down tiles looking, and the left and right tiles a squinting eye (as if it's trying hard to move forward).

Remember... the default classic set has all the tiles set up, so you can look in there for examples of how enemies are set up.

If you have any questions, you can PM me, or e-mail me at polygonx8@yahoo.com.
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