New Enemy Tiles
By PolygonX8
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