Normally enemies are categorized into three types in PSII:
- biomonster
- robot
- both (Dezo enemies)
Here's few enemies and their type bits:
- 00100000 - Buzzer
- 00100000 - Fanbite
- 00100000 - Neifirst
- 01000000 - Mazgamma
- 01000000 - Sonomech
- 01000000 - Cooley61
- 01000000 - Army Eye
- 01100000 - Sakoff
- 01100000 - Shadow
- 01100000 - Capeone
- 01100000 - Dark Force
- 01000000 - Mother Brain
Also all the non-existent enemies from the missing group are biomonsters.
Vanleader is a robot as expected.
Anyway, If you ask me, there's a lot of space left. Most interestingly (to me at least) the two needed bits are 2nd and 3rd significat bits. Why the shift?
I wonder if flipping the other bits one could give monsters weakness or immunity to something.
A set bit in this list always means wekness (or rather non-immunity).
Also Dark Force being weak to Hugh and Kain techs was quite a surprise. I would have thought the opposite.
Motherbrain on the other hand makes sense.
Army Eye is quite a normal enemy. It has reasonable stats. Defence of 104. So it shouldn't be impossible to beat as a normal enemy. Although 3000HP makes it quite a tough one.
I'll leave you with stats of Army Eye and friends.
- Code: Select all
Enemy_ArmyEye:
dc.w $0000, $0000, $0246, $0468, $068A, $08AC, $0ACE, $0CEE, $0EEE, $0CCC, $0888, $0666, $0444, $0060, $000E
dc.l Battle_ArmyEyeArt
dc.w 2 ; EXP
dc.w 0 ; MES
dc.w 35 ; ATTACK
dc.w 104 ; DEFENCE
dc.b $40 ; TYPE
dc.b 38 ; AGILITY
dc.w 3000 ; HITPOINTS
dc.b $07 ; TECH/ABILITY
dc.b 255 ; TECH/ABILITY FREQ (0-255)
dc.b $00 ; EnemyTechSuccessRate table index id/number
dc.b 0 ; Chances to run (0-255)
dc.b $0F ; Init obj prop
dc.b 3 ; Animation frame delay (0-255)
dc.b $60, $00, $68, $14 ; Unknown data - Two words?
dc.b SFXID_ArmyEyeAttack, SFXID_BeeAttack
dc.l Battle_ArmyEyeMap
dc.b $55, $55 ; Enemy ID twice?
Enemy_Trcrbase:
dc.w $0000, $0020, $0242, $0464, $0686, $08A8, $0ACA, $0CEC, $0EEE, $0CCC, $0AAA, $0888, $0666, $00CE, $008E
dc.l Battle_ArmyEyeArt
dc.w 1773 ; EXP
dc.w 864 ; MES
dc.w 127 ; ATTACK
dc.w 104 ; DEFENCE
dc.b $40 ; TYPE
dc.b 40 ; AGILITY
dc.w 201 ; HITPOINTS
dc.b $DD ; TECH/ABILITY
dc.b 178 ; TECH/ABILITY FREQ (0-255)
dc.b $08 ; EnemyTechSuccessRate table index id/number
dc.b 25 ; Chances to run (0-255)
dc.b $0F ; Init obj prop
dc.b 3 ; Animation frame delay (0-255)
dc.b $60, $00, $68, $00 ; Unknown data - Two words?
dc.b SFXID_ArmyEyeAttack, SFXID_VanAttack
dc.l Battle_ArmyEyeMap
dc.b $56, $56 ; Enemy ID twice?
Enemy_Specter:
dc.w $0000, $0022, $0044, $0066, $0288, $04AA, $06CC, $08EE, $0CEE, $0CCC, $0888, $0666, $0444, $00CE, $008E
dc.l Battle_ArmyEyeArt
dc.w 2395 ; EXP
dc.w 124 ; MES
dc.w 157 ; ATTACK
dc.w 122 ; DEFENCE
dc.b $40 ; TYPE
dc.b 51 ; AGILITY
dc.w 268 ; HITPOINTS
dc.b $00 ; TECH/ABILITY
dc.b 0 ; TECH/ABILITY FREQ (0-255)
dc.b $00 ; EnemyTechSuccessRate table index id/number
dc.b 51 ; Chances to run (0-255)
dc.b $0F ; Init obj prop
dc.b 3 ; Animation frame delay (0-255)
dc.b $60, $00, $60, $14 ; Unknown data - Two words?
dc.b SFXID_ArmyEyeAttack, SFXID_VanAttack
dc.l Battle_ArmyEyeMap
dc.b $57, $57 ; Enemy ID twice?
The unknown data is probably a bitfield like TYPE is. That field might, for example, remove the legs from Army Eye. All these robots use the same base graphics. So something is controlling the leg visibility.
The topmost line on each enemy is color palette information.