shithub: cstory

Download patch

ref: 1b09256c40aad4e19dcb820c43c43b34459e8fbf
parent: 28fed460effbfa0310d2bd63fa994f9a3b7db275
parent: 8650af1d9e5d3dac61b0efff23a31465884843fc
author: Cucky <44537737+cuckydev@users.noreply.github.com>
date: Thu Feb 7 15:23:19 EST 2019

Merge pull request #44 from Clownacy/master

Plantation NPCs and the ZAM TSC command

--- a/src/Bullet.cpp
+++ b/src/Bullet.cpp
@@ -2331,3 +2331,35 @@
 		}
 	}
 }
+
+bool IsActiveSomeBullet(void)
+{
+	for (int i = 0; i < 0x40; ++i)
+	{
+		if (gBul[i].cond & 0x80)
+		{
+			switch (gBul[i].code_bullet)
+			{
+				case 0xD:
+				case 0xE:
+				case 0xF:
+				case 0x10:
+				case 0x11:
+				case 0x12:
+				case 0x17:
+				case 0x19:
+				case 0x1A:
+				case 0x1B:
+				case 0x1C:
+				case 0x1D:
+				case 0x1E:
+				case 0x1F:
+				case 0x20:
+				case 0x21:
+					return true;
+			}
+		}
+	}
+
+	return false;
+}
\ No newline at end of file
--- a/src/Bullet.h
+++ b/src/Bullet.h
@@ -56,3 +56,4 @@
 void PutBullet(int fx, int fy);
 void SetBullet(int no, int x, int y, int dir);
 void ActBullet();
+bool IsActiveSomeBullet(void);
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -231,11 +231,26 @@
 void ActNpc226(NPCHAR *npc);
 void ActNpc227(NPCHAR *npc);
 void ActNpc228(NPCHAR *npc);
+void ActNpc229(NPCHAR *npc);
+void ActNpc230(NPCHAR *npc);
+void ActNpc231(NPCHAR *npc);
+void ActNpc232(NPCHAR *npc);
+void ActNpc233(NPCHAR *npc);
+void ActNpc234(NPCHAR *npc);
+void ActNpc235(NPCHAR *npc);
+void ActNpc236(NPCHAR *npc);
+void ActNpc237(NPCHAR *npc);
+void ActNpc238(NPCHAR *npc);
+void ActNpc239(NPCHAR *npc);
+void ActNpc240(NPCHAR *npc);
 
 void ActNpc259(NPCHAR *npc);
 
 void ActNpc271(NPCHAR *npc);
 void ActNpc272(NPCHAR *npc);
+void ActNpc273(NPCHAR *npc);
+void ActNpc274(NPCHAR *npc);
+void ActNpc275(NPCHAR *npc);
 
 void ActNpc278(NPCHAR *npc);
 
@@ -247,13 +262,22 @@
 
 void ActNpc302(NPCHAR *npc);
 
+void ActNpc308(NPCHAR *npc);
+
+void ActNpc313(NPCHAR *npc);
+void ActNpc314(NPCHAR *npc);
+void ActNpc315(NPCHAR *npc);
+
 void ActNpc334(NPCHAR *npc);
 void ActNpc335(NPCHAR *npc);
 void ActNpc336(NPCHAR *npc);
+void ActNpc337(NPCHAR *npc);
 
 void ActNpc347(NPCHAR *npc);
 
 void ActNpc349(NPCHAR *npc);
+
+void ActNpc351(NPCHAR *npc);
 
 void ActNpc355(NPCHAR *npc);
 
--- a/src/NpcAct220.cpp
+++ b/src/NpcAct220.cpp
@@ -510,3 +510,763 @@
 	else
 		npc->rect = rcRight[npc->ani_no];
 }
+
+//Red Flowers (sprouts)
+void ActNpc229(NPCHAR *npc)
+{
+	RECT rc[2];
+
+	rc[0] = {0, 96, 48, 112};
+	rc[1] = {0, 112, 48, 128};
+
+	if (npc->act_no == 0)
+	{
+		npc->act_no = 1;
+		npc->y -= 0x2000;
+	}
+
+	if (npc->direct == 0)
+		npc->rect = rc[0];
+	else
+		npc->rect = rc[1];
+}
+
+//Red Flowers (blooming)
+void ActNpc230(NPCHAR *npc)
+{
+	RECT rc[2];
+
+	rc[0] = {48, 96, 96, 128};
+	rc[1] = {96, 96, 144, 128};
+
+	if (npc->act_no == 0)
+	{
+		npc->act_no = 1;
+		npc->x -= 0x2000;
+		npc->y -= 0x2000;
+	}
+
+	if (npc->direct == 0)
+		npc->rect = rc[0];
+	else
+		npc->rect = rc[1];
+}
+
+//Rocket
+void ActNpc231(NPCHAR *npc)
+{
+	RECT rc[2];
+
+	rc[0] = {176, 32, 208, 48};
+	rc[1] = {176, 48, 208, 64};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			// Fallthrough
+		case 1:
+			npc->ani_no = 0;
+			break;
+
+		case 10:
+			npc->act_no = 11;
+			npc->act_wait = 0;
+			// Fallthrough
+		case 11:
+			++npc->act_wait;
+			npc->ym += 8;
+
+			if (npc->flag & 8)
+			{
+				if (npc->act_wait < 10)
+					npc->act_no = 12;
+				else
+					npc->act_no = 1;
+			}
+
+			break;
+
+		case 12:
+			npc->bits &= ~0x2000;
+			npc->act_no = 13;
+			npc->act_wait = 0;
+			npc->ani_no = 1;
+
+			for (int i = 0; i < 10; ++i)
+			{
+				SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100);
+				PlaySoundObject(12, 1);	// Wait, it does this in a loop?
+			}
+			// Fallthrough
+		case 13:
+			npc->ym -= 8;
+
+			++npc->act_wait;
+
+			if (npc->act_wait % 2 == 0)
+				SetCaret(npc->x - 0x1400, npc->y + 0x1000, 7, 3);
+			if (npc->act_wait % 2 == 1)
+				SetCaret(npc->x + 0x1400, npc->y + 0x1000, 7, 3);
+
+			if (npc->act_wait % 4 == 1)
+				PlaySoundObject(34, 1);
+
+			if (npc->flag & 2 || gMC.flag & 2 || npc->act_wait > 450)
+			{
+				if (npc->flag & 2 || gMC.flag & 2)
+					npc->ym = 0;
+
+				npc->act_no = 15;
+
+				for (int i = 0; i < 6; ++i)
+				{
+					SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100);
+					PlaySoundObject(12, 1);
+				}
+			}
+
+			break;
+
+		case 15:
+			npc->ym += 8;
+			++npc->act_wait;
+
+			if (npc->ym < 0)
+			{
+				if (npc->act_wait % 8 == 0)
+					SetCaret(npc->x - 5120, npc->y + 0x1000, 7, 3);
+				if (npc->act_wait % 8 == 4)
+					SetCaret(npc->x + 5120, npc->y + 0x1000, 7, 3);
+				if (npc->act_wait % 16 == 1)
+					PlaySoundObject(34, 1);
+			}
+
+			if (npc->flag & 8)
+			{
+				npc->bits |= 0x2000;
+				npc->act_no = 1;
+				npc->ani_no = 0;
+			}
+
+			break;
+	}
+
+	if (npc->ym < -0x5FF)
+		npc->ym = -0x5FF;
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->y += npc->ym;
+
+	npc->rect = rc[npc->ani_no];
+}
+
+//Orangebell
+void ActNpc232(NPCHAR *npc)
+{
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->tgt_x = npc->x;
+			npc->tgt_y = npc->y;
+			npc->ym = 0x200;
+
+			for (int i = 0; i < 8; ++i)
+				SetNpChar(233, npc->x, npc->y, 0, 0, npc->direct, npc, 0x100);
+			// Fallthrough
+		case 1:
+			if (npc->xm < 0 && npc->flag & 1)
+				npc->direct = 2;
+			if (npc->xm > 0 && npc->flag & 4)
+				npc->direct = 0;
+
+			if (npc->direct == 0)
+				npc->xm = -0x100;
+			else
+				npc->xm = 0x100;
+
+			if (npc->tgt_y > npc->y)
+				npc->ym += 8;
+			else
+				npc->ym -= 8;
+
+			if (npc->ym > 0x200)
+				npc->ym = 0x200;
+			if (npc->ym < -0x200)
+				npc->ym = -0x200;
+
+			if (++npc->ani_wait > 5)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 2)
+				npc->ani_no = 0;
+
+			break;
+	}
+
+	npc->y += npc->ym;
+	npc->x += npc->xm;
+
+	RECT rcLeft[3];
+	RECT rcRight[3];
+
+	rcLeft[0] = {128, 0, 160, 32};
+	rcLeft[1] = {160, 0, 192, 32};
+	rcLeft[2] = {192, 0, 224, 32};
+
+	rcRight[0] = {128, 32, 160, 64};
+	rcRight[1] = {160, 32, 192, 64};
+	rcRight[2] = {192, 32, 224, 64};
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//Orangebell bat
+void ActNpc233(NPCHAR *npc)
+{
+	unsigned char deg;
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			deg = Random(0, 0xFF);
+			npc->xm = GetCos(deg);
+			deg = Random(0, 0xFF);
+			npc->ym = GetSin(deg);
+			npc->count1 = 120;
+			npc->count2 = Random(-0x20, 0x20) * 0x200;
+			// Fallthrough
+		case 1:
+			if (npc->pNpc->code_char == 232)
+			{
+				npc->tgt_x = npc->pNpc->x;
+				npc->tgt_y = npc->pNpc->y;
+				npc->direct = npc->pNpc->direct;
+			}
+
+			if (npc->tgt_x < npc->x)
+				npc->xm -= 8;
+			if (npc->tgt_x > npc->x)
+				npc->xm += 8;
+
+			if (npc->count2 + npc->tgt_y < npc->y)
+				npc->ym -= 0x20;
+			if (npc->count2 + npc->tgt_y > npc->y)
+				npc->ym += 0x20;
+
+			if (npc->xm > 0x400)
+				npc->xm = 0x400;
+			if (npc->xm < -0x400)
+				npc->xm = -0x400;
+
+			if (npc->ym > 0x400)
+				npc->ym = 0x400;
+			if (npc->ym < -0x400)
+				npc->ym = -0x400;
+
+			if (npc->count1 < 120)
+			{
+				++npc->count1;
+			}
+			else
+			{
+				if (gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000 && gMC.y > npc->y && gMC.y < npc->y + 0x16000)
+				{
+					npc->xm /= 4;
+					npc->ym = 0;
+					npc->act_no = 3;
+					npc->bits &= ~8;
+				}
+			}
+
+			break;
+
+		case 3:
+			npc->ym += 0x40;
+			if (npc->ym > 0x5FF)
+				npc->ym = 0x5FF;
+
+			if (npc->flag & 8)
+			{
+				npc->ym = 0;
+				npc->xm *= 2;
+				npc->count1 = 0;
+				npc->act_no = 1;
+				npc->bits |= 8;
+			}
+
+			break;
+	}
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	RECT rcLeft[4];
+	RECT rcRight[4];
+
+	rcLeft[0] = {256, 0, 272, 16};
+	rcLeft[1] = {272, 0, 288, 16};
+	rcLeft[2] = {288, 0, 304, 16};
+	rcLeft[3] = {304, 0, 320, 16};
+
+	rcRight[0] = {256, 16, 272, 32};
+	rcRight[1] = {272, 16, 288, 32};
+	rcRight[2] = {288, 16, 304, 32};
+	rcRight[3] = {304, 16, 320, 32};
+
+	if (npc->act_no == 3)
+	{
+		npc->ani_no = 3;
+	}
+	else
+	{
+		if (++npc->ani_wait > 1)
+		{
+			npc->ani_wait = 0;
+			++npc->ani_no;
+		}
+
+		if (npc->ani_no > 2)
+			npc->ani_no = 0;
+	}
+
+	if ( npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//Red Flowers (picked)
+void ActNpc234(NPCHAR *npc)
+{
+	RECT rc[2];
+
+	rc[0] = {144, 96, 192, 112};
+	rc[1] = {144, 112, 192, 128};
+
+	if (npc->act_no == 0)
+	{
+		npc->act_no = 1;
+		npc->y += 0x2000;
+	}
+
+	if (npc->direct == 0)
+		npc->rect = rc[0];
+	else
+		npc->rect = rc[1];
+}
+
+//Midorin
+void ActNpc235(NPCHAR *npc)
+{
+	RECT rcLeft[4];
+	RECT rcRight[4];
+
+	rcLeft[0] = {192, 96, 208, 112};
+	rcLeft[1] = {208, 96, 224, 112};
+	rcLeft[2] = {224, 96, 240, 112};
+	rcLeft[3] = {192, 96, 208, 112};
+
+	rcRight[0] = {192, 112, 208, 128};
+	rcRight[1] = {208, 112, 224, 128};
+	rcRight[2] = {224, 112, 240, 128};
+	rcRight[3] = {192, 112, 208, 128};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = 0;
+			npc->ani_wait = 0;
+			npc->xm = 0;
+			// Fallthrough
+		case 1:
+			if (Random(0, 30) == 1)
+			{
+				npc->act_no = 2;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			if (Random(0, 30) == 1)
+			{
+				npc->act_no = 10;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 8)
+			{
+				npc->act_no = 1;
+				npc->ani_no = 0;
+			}
+
+			break;
+
+		case 10:
+			npc->act_no = 11;
+			npc->act_wait = Random(0, 16);
+			npc->ani_no = 2;
+			npc->ani_wait = 0;
+
+			if (Random(0, 9) % 2)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+			// Fallthrough
+		case 11:
+			if (npc->direct == 0 && npc->flag & 1)
+				npc->direct = 2;
+			else if (npc->direct == 2 && npc->flag & 4)
+				npc->direct = 0;
+
+			if (npc->direct == 0)
+				npc->xm = -0x400u;
+			else
+				npc->xm = 0x400;
+
+			if (++npc->ani_wait > 1)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 3)
+				npc->ani_no = 2;
+
+			if (++npc->act_wait > 64)
+				npc->act_no = 0;
+
+			break;
+	}
+
+	npc->ym += 0x20;
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	if (npc->ani_no == 2)
+		npc->hit.top = 0xA00;
+	else
+		npc->hit.top = 0x800;
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//Gunfish
+void ActNpc236(NPCHAR *npc)
+{
+	RECT rcLeft[6];
+	RECT rcRight[6];
+
+	rcLeft[0] = {128, 64, 152, 88};
+	rcLeft[1] = {152, 64, 176, 88};
+	rcLeft[2] = {176, 64, 200, 88};
+	rcLeft[3] = {200, 64, 224, 88};
+	rcLeft[4] = {224, 64, 248, 88};
+	rcLeft[5] = {248, 64, 272, 88};
+
+	rcRight[0] = {128, 88, 152, 112};
+	rcRight[1] = {152, 88, 176, 112};
+	rcRight[2] = {176, 88, 200, 112};
+	rcRight[3] = {200, 88, 224, 112};
+	rcRight[4] = {224, 88, 248, 112};
+	rcRight[5] = {248, 88, 272, 112};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->act_wait = Random(0, 50);
+			npc->tgt_x = npc->x;
+			npc->tgt_y = npc->y;
+			npc->ym = 0;
+			// Fallthrough
+		case 1:
+			if (npc->act_wait)
+			{
+				--npc->act_wait;
+			}
+			else
+			{
+				npc->ym = 0x200;
+				npc->act_no = 2;
+			}
+
+			break;
+
+		case 2:
+			if (gMC.x > npc->x)
+				npc->direct = 2;
+			else
+				npc->direct = 0;
+
+			if (gMC.x < npc->x + 0x10000 && gMC.x > npc->x - 0x10000 && gMC.y < npc->y + 0x4000 && gMC.y > npc->y - 0x14000)
+				++npc->act_wait;
+
+			if (npc->act_wait > 80)
+			{
+				npc->act_no = 10;
+				npc->act_wait = 0;
+			}
+
+			if (++npc->ani_wait > 1)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 1)
+				npc->ani_no = 0;
+
+			break;
+
+		case 10:
+			if (++npc->act_wait > 20)
+			{
+				npc->act_wait = 0;
+				npc->act_no = 20;
+			}
+
+			if (++npc->ani_wait > 1)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 3)
+				npc->ani_no = 2;
+
+			break;
+
+		case 20:
+			if (++npc->act_wait > 60)
+			{
+				npc->act_wait = 0;
+				npc->act_no = 2;
+			}
+
+			if (npc->act_wait % 10 == 3)
+			{
+				PlaySoundObject(39, 1);
+
+				if (npc->direct == 0)
+					SetNpChar(237, npc->x - 0x1000, npc->y - 0x1000, -0x400, -0x400, 0, 0, 0x100);
+				else
+					SetNpChar(237, npc->x + 0x1000, npc->y - 0x1000, 0x400, -0x400, 0, 0, 0x100);
+			}
+
+			if (++npc->ani_wait > 1)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 5)
+				npc->ani_no = 4;
+
+			break;
+	}
+
+	if (npc->tgt_y > npc->y)
+		npc->ym += 0x10;
+	else
+		npc->ym -= 0x10;
+
+	if (npc->ym > 0x100)
+		npc->ym = 0x100;
+	if (npc->ym < -0x100)
+		npc->ym = -0x100;
+
+	npc->y += npc->ym;
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//Gunfish projectile
+void ActNpc237(NPCHAR *npc)
+{
+	RECT rc = {312, 32, 320, 40};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			// Fallthrough
+		case 1:
+			bool bHit = false;
+			++npc->act_wait;
+
+			if (npc->flag & 0xFF)
+				bHit = true;
+			if (npc->act_wait > 10 && npc->flag & 0x100)
+				bHit = true;
+
+			if (bHit)
+			{
+				for (int i = 0; i < 5; ++i)
+					SetCaret(npc->x, npc->y, 1, 0);
+
+				PlaySoundObject(21, 1);
+				npc->cond = 0;
+			}
+
+			break;
+	}
+
+	npc->ym += 0x20;
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	npc->rect = rc;
+}
+
+// Press (sideways)
+void ActNpc238(NPCHAR *npc)
+{
+	RECT rc[3];
+
+	rc[0] = {184, 200, 208, 216};
+	rc[1] = {208, 200, 232, 216};
+	rc[2] = {232, 200, 256, 216};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->tgt_x = npc->x;
+			npc->tgt_y = npc->y;
+			npc->view.front = 0x2000;
+			npc->view.back = 0x1000;
+			// Fallthrough
+		case 1:
+			if (npc->direct == 0 && gMC.x < npc->x && gMC.x > npc->x - 0x18000 && gMC.y > npc->y - 0x800 && gMC.y < npc->y + 0x1000)
+			{
+				npc->act_no = 10;
+				npc->act_wait = 0;
+				npc->ani_no = 2;
+			}
+
+			if (npc->direct == 2 && gMC.x > npc->x && gMC.x < npc->x + 0x18000 && gMC.y > npc->y - 0x800 && gMC.y < npc->y + 0x1000)
+			{
+				npc->act_no = 10;
+				npc->act_wait = 0;
+				npc->ani_no = 2;
+			}
+
+			break;
+
+		case 10:
+			npc->damage = 0x7F;
+
+			if (npc->direct == 0)
+				npc->x -= 0xC00;
+			else
+				npc->x += 0xC00;
+
+			if (++npc->act_wait == 8)
+			{
+				npc->act_no = 20;
+				npc->act_wait = 0;
+
+				for (int i = 0; i < 4; ++i)
+				{
+					SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100);
+					PlaySoundObject(12, 1);
+				}
+			}
+
+			break;
+
+		case 20:
+			npc->damage = 0;
+
+			if (++npc->act_wait > 50)
+			{
+				npc->act_wait = 0;
+				npc->act_no = 30;
+			}
+
+			break;
+
+		case 30:
+			npc->damage = 0;
+			npc->ani_no = 1;
+
+			if (++npc->act_wait == 12)
+			{
+				npc->act_no = 1;
+				npc->act_wait = 0;
+				npc->ani_no = 0;
+			}
+
+			if (npc->direct == 0)
+				npc->x += 0x800;
+			else
+				npc->x -= 0x800;
+
+			break;
+	}
+
+	if (npc->direct == 0 && gMC.x < npc->x)
+		npc->hit.back = 0x2000;
+	else if (npc->direct == 2 && gMC.x > npc->x)
+		npc->hit.back = 0x2000;
+	else
+		npc->hit.back = 0x1000;
+
+	npc->rect = rc[npc->ani_no];
+}
+
+//Cage bars
+void ActNpc239(NPCHAR *npc)
+{
+	RECT rcLeft = {192, 48, 256, 80};
+	RECT rcRight = {96, 112, 144, 144};
+
+	if (npc->act_no == 0)
+	{
+		npc->act_no = 1;
+
+		if (npc->direct == 0)
+		{
+			npc->x += 0x1000;
+			npc->y += 0x2000;
+		}
+		else
+		{
+			npc->view.front = 0x3000;
+			npc->view.back = 0x3000;
+			npc->view.top = 0x1000;
+			npc->view.back = 0x3000;
+		}
+	}
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft;
+	else
+		npc->rect = rcRight;
+}
--- a/src/NpcAct240.cpp
+++ b/src/NpcAct240.cpp
@@ -9,6 +9,110 @@
 #include "Back.h"
 #include "Triangle.h"
 
+//Mimiga (jailed)
+void ActNpc240(NPCHAR *npc)
+{
+	RECT rcLeft[6];
+	RECT rcRight[6];
+
+	rcLeft[0] = {160, 64, 176, 80};
+	rcLeft[1] = {176, 64, 192, 80};
+	rcLeft[2] = {192, 64, 208, 80};
+	rcLeft[3] = {160, 64, 176, 80};
+	rcLeft[4] = {208, 64, 224, 80};
+	rcLeft[5] = {160, 64, 176, 80};
+
+	rcRight[0] = {160, 80, 176, 96};
+	rcRight[1] = {176, 80, 192, 96};
+	rcRight[2] = {192, 80, 208, 96};
+	rcRight[3] = {160, 80, 176, 96};
+	rcRight[4] = {208, 80, 224, 96};
+	rcRight[5] = {160, 80, 176, 96};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = 0;
+			npc->ani_wait = 0;
+			npc->xm = 0;
+			// Fallthrough
+		case 1:
+			if (Random(0, 60) == 1)
+			{
+				npc->act_no = 2;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			if (Random(0, 60) == 1)
+			{
+				npc->act_no = 10;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 8)
+			{
+				npc->act_no = 1;
+				npc->ani_no = 0;
+			}
+
+			break;
+
+		case 10:
+			npc->act_no = 11;
+			npc->act_wait = Random(0, 16);
+			npc->ani_no = 2;
+			npc->ani_wait = 0;
+
+			if (Random(0, 9) % 2)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+			// Fallthrough
+		case 11:
+			if (npc->direct == 0 && npc->flag & 1)
+				npc->direct = 2;
+			else if (npc->direct == 2 && npc->flag & 4)
+				npc->direct = 0;
+
+			if (npc->direct == 0)
+				npc->xm = -0x200u;
+			else
+				npc->xm = 0x200;
+
+			if (++npc->ani_wait > 4)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 5)
+				npc->ani_no = 2;
+
+			if (++npc->act_wait > 32)
+				npc->act_no = 0;
+
+			break;
+	}
+
+	npc->ym += 0x20;
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
 //Curly (carried and unconcious)
 void ActNpc259(NPCHAR *npc)
 {
--- a/src/NpcAct260.cpp
+++ b/src/NpcAct260.cpp
@@ -106,6 +106,228 @@
 	}
 }
 
+//Droll projectile
+void ActNpc273(NPCHAR *npc)
+{
+	RECT rc[3];
+
+	rc[0] = {248, 40, 272, 64};
+	rc[1] = {272, 40, 296, 64};
+	rc[2] = {296, 40, 320, 64};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			// Fallthrough
+		case 1:
+			npc->x += npc->xm;
+			npc->y += npc->ym;
+
+			if (npc->flag & 0xFF)
+			{
+				SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
+				SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
+				SetNpChar(4, npc->x, npc->y, 0, 0, 0, 0, 0x100);
+				VanishNpChar(npc);
+				return;
+			}
+
+			if (++npc->act_wait % 5 == 0)
+				PlaySoundObject(110, 1);
+
+			if (++npc->ani_no > 2)
+				npc->ani_no = 0;
+
+			break;
+	}
+
+	npc->rect = rc[npc->ani_no];
+}
+
+//Droll
+void ActNpc274(NPCHAR *npc)
+{
+	RECT rcLeft[6];
+	RECT rcRight[6];
+
+	rcLeft[0] = {0, 0, 32, 40};
+	rcLeft[1] = {32, 0, 64, 40};
+	rcLeft[2] = {64, 0, 96, 40};
+	rcLeft[3] = {64, 80, 96, 120};
+	rcLeft[4] = {96, 80, 128, 120};
+	rcLeft[5] = {96, 0, 128, 40};
+
+	rcRight[0] = {0, 40, 32, 80};
+	rcRight[1] = {32, 40, 64, 80};
+	rcRight[2] = {64, 40, 96, 80};
+	rcRight[3] = {64, 120, 96, 160};
+	rcRight[4] = {96, 120, 128, 160};
+	rcRight[5] = {96, 40, 128, 80};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->y -= 0x1000;
+			npc->tgt_x = npc->x;
+			// Fallthrough
+		case 1:
+			npc->xm = 0;
+			npc->act_no = 2;
+			npc->ani_no = 0;
+			// Fallthrough
+		case 2:
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			if (++npc->ani_wait > 40)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 1)
+				npc->ani_no = 0;
+
+			if (npc->shock)
+				npc->act_no = 10;
+
+			break;
+
+		case 10:
+			npc->act_no = 11;
+			npc->ani_no = 2;
+			npc->act_wait = 0;
+			// Fallthrough
+		case 11:
+			if (++npc->act_wait > 10)
+			{
+				npc->act_no = 12;
+				npc->ani_no = 3;
+				npc->ym = -0x600u;
+				npc->count1 = 0;
+
+				if (npc->tgt_x > npc->x)
+					npc->xm = 0x200;
+				else
+					npc->xm = -0x200;
+			}
+
+			break;
+
+		case 12:
+			if (npc->ym > 0)
+			{
+				npc->ani_no = 4;
+
+				if (npc->count1 == 0)
+				{
+					++npc->count1;
+					const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - 0x1400 - gMC.y);
+					const int ym = 4 * GetSin(deg);
+					const int xm = 4 * GetCos(deg);
+					SetNpChar(273, npc->x, npc->y - 0x1400, xm, ym, 0, 0, 0x100);
+					PlaySoundObject(39, 1);
+				}
+			}
+
+			if (npc->ym > 0x200)
+				npc->ani_no = 5;
+
+			if (npc->flag & 8)
+			{
+				npc->ani_no = 2;
+				npc->act_no = 13;
+				npc->act_wait = 0;
+				npc->xm = 0;
+			}
+
+			break;
+
+		case 13:
+			npc->xm /= 2;
+
+			if (++npc->act_wait > 10)
+				npc->act_no = 1;
+
+			break;
+	}
+
+	npc->ym += 0x55;
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//Puppy (plantation)
+void ActNpc275(NPCHAR *npc)
+{
+	RECT rcRight[4];
+
+	rcRight[0] = {272, 80, 288, 96};
+	rcRight[1] = {288, 80, 304, 96};
+	rcRight[2] = {272, 80, 288, 96};
+	rcRight[3] = {304, 80, 320, 96};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = 0;
+			npc->ani_wait = 0;
+			// Fallthrough
+		case 1:
+			if (Random(0, 120) == 10)
+			{
+				npc->act_no = 2;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			if (gMC.x > npc->x - 0x8000 && gMC.x < npc->x + 0x8000 && gMC.y > npc->y - 0x4000 && gMC.y < npc->y + 0x2000)
+			{
+				if (++npc->ani_wait > 3)
+				{
+					npc->ani_wait = 0;
+					++npc->ani_no;
+				}
+
+				if (npc->ani_no > 3)
+					npc->ani_no = 2;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 8)
+			{
+				npc->act_no = 1;
+				npc->ani_no = 0;
+			}
+
+			break;
+	}
+
+	npc->ym += 0x40;
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	npc->rect = rcRight[npc->ani_no];
+}
+
 //Little family
 void ActNpc278(NPCHAR *npc)
 {
--- a/src/NpcAct300.cpp
+++ b/src/NpcAct300.cpp
@@ -10,6 +10,9 @@
 #include "Triangle.h"
 #include "Caret.h"
 #include "Boss.h"
+#include "Frame.h"
+#include "Map.h"
+#include "Bullet.h"
 
 //Demon crown (opening)
 void ActNpc300(NPCHAR *npc)
@@ -97,5 +100,673 @@
 			npc->x = (npc->pNpc->x + gMC.x) / 2;
 			npc->y = (npc->pNpc->y + gMC.y) / 2;
 			break;
+	}
+}
+
+//Stumpy
+void ActNpc308(NPCHAR *npc)
+{
+	RECT rcLeft[2];
+	RECT rcRight[2];
+
+	rcLeft[0] = {128, 112, 144, 128};
+	rcLeft[1] = {144, 112, 160, 128};
+
+	rcRight[0] = {128, 128, 144, 144};
+	rcRight[1] = {144, 128, 160, 144};
+
+	unsigned char deg;
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			// Fallthrough
+		case 1:
+			if (gMC.x < npc->x + 0x1E000 && gMC.x > npc->x - 0x1E000 && gMC.y < npc->y + 0x18000 && gMC.y > npc->y - 0x18000)
+				npc->act_no = 10;
+
+			break;
+
+		case 10:
+			npc->act_no = 11;
+			npc->act_wait = 0;
+			npc->xm2 = 0;
+			npc->ym2 = 0;
+
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+			// Fallthrough
+		case 11:
+			if (++npc->act_wait > 50)
+				npc->act_no = 20;
+
+			++npc->ani_wait;
+
+			if (npc->act_wait > 1)
+			{
+				npc->ani_wait = 0;
+
+				if (++npc->ani_no > 1)
+					npc->ani_no = 0;
+			}
+
+			if (gMC.x > npc->x + 0x28000 || gMC.x < npc->x - 0x28000 || gMC.y > npc->y + 0x1E000 || gMC.y < npc->y - 0x1E000)
+				npc->act_no = 0;
+
+			break;
+
+		case 20:
+			npc->act_no = 21;
+			npc->act_wait = 0;
+
+			deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-3, 3);
+			npc->ym2 = 2 * GetSin(deg);
+			npc->xm2 = 2 * GetCos(deg);
+
+			if (npc->xm2 < 0)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+			// Fallthrough
+		case 21:
+			if (npc->xm2 < 0 && npc->flag & 1)
+			{
+				npc->direct = 2;
+				npc->xm2 = -npc->xm2;
+			}
+
+			if (npc->xm2 > 0 && npc->flag & 4)
+			{
+				npc->direct = 0;
+				npc->xm2 = -npc->xm2;
+			}
+
+			if (npc->ym2 < 0 && npc->flag & 2)
+				npc->ym2 = -npc->ym2;
+			if (npc->ym2 > 0 && npc->flag & 8)
+				npc->ym2 = -npc->ym2;
+
+			if (npc->flag & 0x100)
+				npc->ym2 = -0x200;
+
+			npc->x += npc->xm2;
+			npc->y += npc->ym2;
+
+			if (++npc->act_wait > 50)
+				npc->act_no = 10;
+
+			if (++npc->ani_no > 1)
+				npc->ani_no = 0;
+
+			break;
+	}
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//Ma Pignon
+void ActNpc313(NPCHAR *npc)
+{
+	RECT rcLeft[14];
+	RECT rcRight[14];
+
+	rcLeft[0] = {128, 0, 144, 16};
+	rcLeft[1] = {144, 0, 160, 16};
+	rcLeft[2] = {160, 0, 176, 16};
+	rcLeft[3] = {176, 0, 192, 16};
+	rcLeft[4] = {192, 0, 208, 16};
+	rcLeft[5] = {208, 0, 224, 16};
+	rcLeft[6] = {224, 0, 240, 16};
+	rcLeft[7] = {240, 0, 256, 16};
+	rcLeft[8] = {256, 0, 272, 16};
+	rcLeft[9] = {272, 0, 288, 16};
+	rcLeft[10] = {288, 0, 304, 16};
+	rcLeft[11] = {128, 0, 144, 16};
+	rcLeft[12] = {176, 0, 192, 16};
+	rcLeft[13] = {304, 0, 320, 16};
+
+	rcRight[0] = {128, 16, 144, 32};
+	rcRight[1] = {144, 16, 160, 32};
+	rcRight[2] = {160, 16, 176, 32};
+	rcRight[3] = {176, 16, 192, 32};
+	rcRight[4] = {192, 16, 208, 32};
+	rcRight[5] = {208, 16, 224, 32};
+	rcRight[6] = {224, 16, 240, 32};
+	rcRight[7] = {240, 16, 256, 32};
+	rcRight[8] = {256, 16, 272, 32};
+	rcRight[9] = {272, 16, 288, 32};
+	rcRight[10] = {288, 16, 304, 32};
+	rcRight[11] = {128, 16, 144, 32};
+	rcRight[12] = {176, 16, 192, 32};
+	rcRight[13] = {304, 16, 320, 32};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = 0;
+			npc->ani_wait = 0;
+			npc->y += 0x800;
+			// Fallthrough
+		case 1:
+			npc->ym += 0x40;
+
+			if (Random(0, 120) == 10)
+			{
+				npc->act_no = 2;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			if (gMC.x > npc->x - 0x4000 && gMC.x < npc->x + 0x4000)
+			{
+				if (gMC.x < npc->x)
+					npc->direct = 0;
+				else
+					npc->direct = 2;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 8)
+			{
+				npc->act_no = 1;
+				npc->ani_no = 0;
+			}
+
+			break;
+
+		case 100:
+			npc->act_no = 110;
+			npc->act_wait = 0;
+			npc->count1 = 0;
+			npc->bits |= 0x20;
+			// Fallthrough
+		case 110:
+			npc->damage = 1;
+
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			npc->ani_no = 0;
+
+			if (++npc->act_wait > 4)
+			{
+				npc->act_wait = 0;
+				npc->act_no = 120;
+
+				if (++npc->count2 > 12)
+				{
+					npc->count2 = 0;
+					npc->act_no = 300;
+				}
+			}
+
+			break;
+
+		case 120:
+			npc->ani_no = 2;
+
+			if (++npc->act_wait > 4)
+			{
+				npc->act_no = 130;
+				npc->ani_no = 3;
+				npc->xm = 2 * Random(-0x200, 0x200);
+				npc->ym = -0x800;
+				PlaySoundObject(30, 1);
+				++npc->count1;
+			}
+
+			break;
+
+		case 130:
+			npc->ym += 0x80;
+
+			if (npc->y > 0x10000)
+				npc->bits &= ~8;
+
+			if (npc->xm < 0 && npc->flag & 1)
+				npc->xm = -npc->xm;
+			if (npc->xm > 0 && npc->flag & 4)
+				npc->xm = -npc->xm;
+
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			if (npc->ym < -0x200)
+				npc->ani_no = 3;
+			else if (npc->ym > 0x200)
+				npc->ani_no = 4;
+			else
+				npc->ani_no = 0;
+
+			if (npc->flag & 8)
+			{
+				npc->act_no = 140;
+				npc->act_wait = 0;
+				npc->ani_no = 2;
+				npc->xm = 0;
+			}
+
+			if (npc->count1 > 4 && gMC.y < npc->y + 0x800)
+			{
+				npc->act_no = 200;
+				npc->act_wait = 0;
+				npc->xm = 0;
+				npc->ym = 0;
+			}
+
+			break;
+
+		case 140:
+			npc->ani_no = 2;
+
+			if (++npc->act_wait > 4)
+				npc->act_no = 110;
+
+			break;
+
+		case 200:
+			npc->ani_no = 5;
+
+			if (++npc->act_wait > 10)
+			{
+				npc->act_no = 210;
+				npc->ani_no = 6;
+
+				if (npc->direct == 0)
+					npc->xm = -0x5FF;
+				else
+					npc->xm = 0x5FF;
+
+				PlaySoundObject(25, 1);
+				npc->bits &= ~0x20;
+				npc->bits |= 4;
+				npc->damage = 10;
+			}
+
+			break;
+
+		case 210:
+			if (++npc->ani_no > 7)
+				npc->ani_no = 6;
+
+			if (npc->xm < 0 && npc->flag & 1)
+				npc->act_no = 220;
+			if (npc->xm > 0 && npc->flag & 4)
+				npc->act_no = 220;
+
+			break;
+
+		case 220:
+			npc->act_no = 221;
+			npc->act_wait = 0;
+			SetQuake(16);
+			PlaySoundObject(26, 1);
+			npc->damage = 4;
+			// Fallthrough
+		case 221:
+			if (++npc->ani_no > 7)
+				npc->ani_no = 6;
+
+			if (++npc->act_wait % 6 == 0)
+				SetNpChar(314, Random(4, 16) * 0x2000, 0x2000, 0, 0, 0, 0, 0x100);
+
+			if (npc->act_wait > 30)
+			{
+				npc->count1 = 0;
+				npc->act_no = 130;
+				npc->bits |= 0x20;
+				npc->bits &= ~4;
+				npc->damage = 3;
+			}
+
+			break;
+
+		case 300:
+			npc->act_no = 301;
+			npc->ani_no = 9;
+
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+			// Fallthrough
+		case 301:
+			if (++npc->ani_no > 11)
+				npc->ani_no = 9;
+
+			if (npc->direct == 0)
+				npc->xm = -0x400;
+			else
+				npc->xm = 0x400;
+
+			if (gMC.x > npc->x - 0x800 && gMC.x < npc->x + 0x800)
+			{
+				npc->act_no = 310;
+				npc->act_wait = 0;
+				npc->ani_no = 2;
+				npc->xm = 0;
+			}
+
+			break;
+
+		case 310:
+			npc->ani_no = 2;
+
+			if (++npc->act_wait > 4)
+			{
+				npc->act_no = 320;
+				npc->ani_no = 12;
+				npc->ym = -0x800;
+				PlaySoundObject(25, 1);
+				npc->bits |= 8;
+				npc->bits &= ~0x20;
+				npc->bits |= 4;
+				npc->damage = 10;
+			}
+
+			break;
+
+		case 320:
+			if (++npc->ani_no > 13)
+				npc->ani_no = 12;
+
+			if (npc->y < 0x2000)
+				npc->act_no = 330;
+
+			break;
+
+		case 330:
+			npc->ym = 0;
+			npc->act_no = 331;
+			npc->act_wait = 0;
+			SetQuake(16);
+			PlaySoundObject(26, 1);
+			// Fallthrough
+		case 331:
+			if (++npc->ani_no > 13)
+				npc->ani_no = 12;
+
+			if (++npc->act_wait % 6 == 0)
+				SetNpChar(315, Random(4, 16) * 0x2000, 0, 0, 0, 0, 0, 0x100);
+
+			if (npc->act_wait > 30)
+			{
+				npc->count1 = 0;
+				npc->act_no = 130;
+				npc->bits |= 0x20;
+				npc->bits &= ~4;
+				npc->damage = 3;
+			}
+
+			break;
+
+		case 500:
+			npc->bits &= ~0x20;
+			npc->act_no = 501;
+			npc->act_wait = 0;
+			npc->ani_no = 8;
+			npc->tgt_x = npc->x;
+			npc->damage = 0;
+			DeleteNpCharCode(315, 1);
+			// Fallthrough
+		case 501:
+			npc->ym += 0x20;
+
+			if (++npc->act_wait % 2)
+				npc->x = npc->tgt_x;
+			else
+				npc->x = npc->tgt_x + 0x200;
+
+			break;
+	}
+
+	if (npc->act_no > 100 && npc->act_no < 500 && npc->act_no != 210 && npc->act_no != 320)
+	{
+		if (IsActiveSomeBullet())
+		{
+			npc->bits &= ~0x20;
+			npc->bits |= 4;
+		}
+		else
+		{
+			npc->bits |= 0x20;
+			npc->bits &= ~4;
+		}
+	}
+
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//Ma Pignon rock
+void ActNpc314(NPCHAR *npc)
+{
+	RECT rc[3];
+
+	rc[0] = {64, 64, 80, 80};
+	rc[1] = {80, 64, 96, 80};
+	rc[2] = {96, 64, 112, 80};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->count2 = 0;
+			npc->act_no = 100;
+			npc->bits |= 4;
+			npc->ani_no = Random(0, 2);
+			// Fallthrough
+		case 100:
+			npc->ym += 0x40;
+
+			if (npc->ym > 0x700)
+				npc->ym = 0x700;
+
+			if (npc->y > 0x10000)
+				npc->bits &= ~8;
+
+			if (npc->flag & 8)
+			{
+				npc->ym = -0x200;
+				npc->act_no = 110;
+				npc->bits |= 8;
+				PlaySoundObject(12, 1);
+				SetQuake(10);
+
+				for (int i = 0; i < 2; ++i)
+					SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + 0x2000, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+			}
+
+			break;
+
+		case 110:
+			npc->ym += 0x40;
+
+			if (npc->y > (gMap.length * 0x2000) + 0x4000)
+			{
+				npc->cond = 0;
+				return;
+			}
+
+			break;
+	}
+
+	if (++npc->ani_wait > 6)
+	{
+		++npc->ani_wait;
+		++npc->ani_no;
+	}
+
+	if (npc->ani_no > 2)
+		npc->ani_no = 0;
+
+	if (gMC.y > npc->y)
+		npc->damage = 10;
+	else
+		npc->damage = 0;
+
+	npc->y += npc->ym;
+
+	npc->rect = rc[npc->ani_no];
+}
+
+//Ma Pignon clone
+void ActNpc315(NPCHAR *npc)
+{
+	RECT rcLeft[4];
+	RECT rcRight[4];
+
+	rcLeft[0] = {128, 0, 144, 16};
+	rcLeft[1] = {160, 0, 176, 16};
+	rcLeft[2] = {176, 0, 192, 16};
+	rcLeft[3] = {192, 0, 208, 16};
+
+	rcRight[0] = {128, 16, 144, 32};
+	rcRight[1] = {160, 16, 176, 32};
+	rcRight[2] = {176, 16, 192, 32};
+	rcRight[3] = {192, 16, 208, 32};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->ani_no = 3;
+			npc->ym += 0x80;
+
+			if (npc->y > 0x10000)
+			{
+				npc->act_no = 130;
+				npc->bits &= ~8;
+			}
+
+			break;
+
+		case 100:
+			npc->act_no = 110;
+			npc->act_wait = 0;
+			npc->count1 = 0;
+			npc->bits |= 0x20;
+			// Fallthrough
+		case 110:
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			npc->ani_no = 0;
+
+			if (++npc->act_wait > 4)
+			{
+				npc->act_wait = 0;
+				npc->act_no = 120;
+			}
+
+			break;
+
+		case 120:
+			npc->ani_no = 1;
+
+			if (++npc->act_wait > 4)
+			{
+				npc->act_no = 130;
+				npc->ani_no = 3;
+				npc->xm = 2 * Random(-0x200, 0x200);
+				npc->ym = -0x800;
+				PlaySoundObject(30, 1);
+			}
+
+			break;
+
+		case 130:
+			npc->ym += 0x80;
+
+			if (npc->xm < 0 && npc->flag & 1)
+				npc->xm = -npc->xm;
+			if (npc->xm > 0 && npc->flag & 4)
+				npc->xm = -npc->xm;
+
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			if (npc->ym < -0x200)
+				npc->ani_no = 2;
+			else if (npc->ym > 0x200)
+				npc->ani_no = 0;
+			else
+				npc->ani_no = 3;
+
+			if (npc->flag & 8)
+			{
+				npc->act_no = 140;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+				npc->xm = 0;
+			}
+
+			break;
+
+		case 140:
+			npc->ani_no = 1;
+
+			if (++npc->act_wait > 4)
+			{
+				npc->act_no = 110;
+				npc->bits |= 0x20;
+			}
+
+			break;
+	}
+
+	if (npc->act_no > 100)
+	{
+		if (IsActiveSomeBullet())
+		{
+			npc->bits &= ~0x20;
+			npc->bits |= 4;
+		}
+		else
+		{
+			npc->bits |= 0x20;
+			npc->bits &= ~4;
+		}
+	}
+
+	if (++npc->count2 > 300)
+	{
+		VanishNpChar(npc);
+	}
+	else
+	{
+		if (npc->ym > 0x5FF)
+			npc->ym = 0x5FF;
+
+		npc->x += npc->xm;
+		npc->y += npc->ym;
+
+		if (npc->direct == 0)
+			npc->rect = rcLeft[npc->ani_no];
+		else
+			npc->rect = rcRight[npc->ani_no];
 	}
 }
--- a/src/NpcAct320.cpp
+++ b/src/NpcAct320.cpp
@@ -129,3 +129,45 @@
 			break;
 	}
 }
+
+//Numhachi
+void ActNpc337(NPCHAR *npc)
+{
+	RECT rcLeft[2];
+
+	rcLeft[0] = {256, 112, 288, 152};
+	rcLeft[1] = {288, 112, 320, 152};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->y -= 0x1000;
+			// Fallthrough
+		case 1:
+			npc->xm = 0;
+			npc->act_no = 2;
+			npc->ani_no = 0;
+			// Fallthrough
+		case 2:
+			if (++npc->ani_wait > 50)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 1)
+				npc->ani_no = 0;
+
+			break;
+	}
+
+	npc->ym += 0x40;
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	npc->rect = rcLeft[npc->ani_no];
+}
--- a/src/NpcAct340.cpp
+++ b/src/NpcAct340.cpp
@@ -9,6 +9,7 @@
 #include "Sound.h"
 #include "Back.h"
 #include "Triangle.h"
+#include "Flags.h"
 
 //Hoppy
 void ActNpc347(NPCHAR *npc)
@@ -112,6 +113,59 @@
 	}
 
 	npc->rect = rect;
+}
+
+//Statue (shootable)
+void ActNpc351(NPCHAR *npc)
+{
+	RECT rc[9];
+
+	rc[0] = {0, 96, 32, 136};
+	rc[1] = {32, 96, 64, 136};
+	rc[2] = {64, 96, 96, 136};
+	rc[3] = {96, 96, 128, 136};
+	rc[4] = {128, 96, 160, 136};
+	rc[5] = {0, 176, 32, 216};
+	rc[6] = {32, 176, 64, 216};
+	rc[7] = {64, 176, 96, 216};
+	rc[8] = {96, 176, 128, 216};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = npc->direct / 10;
+			npc->x += 0x1000;
+			npc->y += 0x1800;
+			break;
+
+		case 10:
+			if (GetNPCFlag(npc->code_flag))
+			{
+				npc->act_no = 20;
+			}
+			else
+			{
+				npc->act_no = 11;
+				npc->bits |= 0x20;
+			}
+			// Fallthrough
+		case 11:
+			if (npc->life <= 900)
+			{
+				SetNpChar(351, npc->x - 0x1000, npc->y - 0x1800, 0, 0, 10 * (npc->ani_no + 4), 0, 0);
+				npc->cond |= 8;
+			}
+
+			break;
+
+		case 20:
+			npc->ani_no += 4;
+			npc->act_no = 1;
+			break;
+	}
+
+	npc->rect = rc[npc->ani_no];
 }
 
 //Quote and Curly on Balrog's back
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -285,6 +285,18 @@
 	ActNpc226,
 	ActNpc227,
 	ActNpc228,
+	ActNpc229,
+	ActNpc230,
+	ActNpc231,
+	ActNpc232,
+	ActNpc233,
+	ActNpc234,
+	ActNpc235,
+	ActNpc236,
+	ActNpc237,
+	ActNpc238,
+	ActNpc239,
+	ActNpc240,
 	nullptr,
 	nullptr,
 	nullptr,
@@ -303,18 +315,6 @@
 	nullptr,
 	nullptr,
 	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
 	ActNpc259,
 	nullptr,
 	nullptr,
@@ -327,13 +327,13 @@
 	nullptr,
 	nullptr,
 	nullptr,
+	ActNpc271,
+	ActNpc272,
+	ActNpc273,
+	ActNpc274,
+	ActNpc275,
 	nullptr,
 	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
 	ActNpc278,
 	nullptr,
 	nullptr,
@@ -364,10 +364,14 @@
 	nullptr,
 	nullptr,
 	nullptr,
+	ActNpc308,
 	nullptr,
 	nullptr,
 	nullptr,
 	nullptr,
+	ActNpc313,
+	ActNpc314,
+	ActNpc315,
 	nullptr,
 	nullptr,
 	nullptr,
@@ -386,13 +390,10 @@
 	nullptr,
 	nullptr,
 	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
 	ActNpc334,
 	ActNpc335,
 	ActNpc336,
+	ActNpc337,
 	nullptr,
 	nullptr,
 	nullptr,
@@ -402,12 +403,11 @@
 	nullptr,
 	nullptr,
 	nullptr,
-	nullptr,
 	ActNpc347,
 	nullptr,
 	ActNpc349,
 	nullptr,
-	nullptr,
+	ActNpc351,
 	nullptr,
 	nullptr,
 	nullptr,
--- a/src/TextScr.cpp
+++ b/src/TextScr.cpp
@@ -674,6 +674,11 @@
 						SubArmsData(z);
 						gTS.p_read += 8;
 					}
+					else if (IS_COMMAND('Z','A','M'))
+					{
+						ZeroArmsEnergy_All();
+						gTS.p_read += 4;
+					}
 					else if (IS_COMMAND('T','A','M'))
 					{
 						x = GetTextScriptNo(gTS.p_read + 4);