Presented for your consideration: a collection of particles, projectiles, and other assorted effects.

ammobanana.c doesn't define its own color palette, so it's presented here in grayscale. Its
associated header file is included in enemymonkey.c, but its contents aren't referenced anywhere in
that file. Instead, the monkey (and all the other large land enemies) throw what the code calls "coconuts", which
are the bottom sprite in the various Particle2 spritesheets.
A recolored version of AmmoBanana serves as this site's favicon.

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The darker of the two Onu-Wahi overlays, used when the player doesn't have a torch (lightstone?) following them.



Presented in grayscale. I don't think this is used in the final game. The associated header is included in
particles.c, but the HandleFlash() function therein (the Turaga charged attack) uses
graphics from powerupfx.c instead.

The way I've sorted things, there's not really a good place to put the HUD, lol. Here it is, mixed in with particles and effects.
Here's the other HUD element, the arrow-shaped boss life bar.
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These dance around the player's feet when they're sinking into the Le-Koro swamp. See spikes.c for
more info (and for my favorite comment in the code, time to suck mightily :).)
These are the effects for the Turaga charged attack. Ripped from the ROM, since their source file is missing.


Both presented in grayscale. The color of the rain/snow (along with its behavior) is handled on a level-by-level
basis in particles.c.

The Makedepend indicates this was referenced by main.c, which is unfortunately one of the missing
files.

Presented in grayscale. Used as the shadow for various objects; see player.c and
rocksandstuff.c, neither of which I've read closely.


Included in menu.c but not used, so far as I can tell.

The lighter of the two Onu-Wahi overlays, used when the player has a torch (lightstone?) following them.