I decided to tweak some variables in my Castlevania engine and remembered that Trevor's HP isn't really 16. He has 16 health bars, so logically he has 16 HP, right? Wrong! He actually has 64 HP. Now, the whip deals more damage when it's upgraded. Based on that, I calculated the HP of all the enemies in CV3 (except the bosses, whom I assumed had 16 HP and took reduced damage from some weapons, possibly using some bit or a whole byte to keep track of resistances). Then it occurred to me: if Trevor actually has 64 HP and an enemy taking off 2 bars is really dealing 8 damage to Trevor, then in all likelihood the bosses have 64 HP as well, so it would make sense if the enemies had more HP than I had calculated.
So I opened reVamp, placed an Axe Knight in the first stage, then ran the emulator. After a quick hash, I located the Axe Knight's HP location ($0000067X). Turns out the Axe Knight has 16 HP. Previously I had calculated it had 8 HP. How did I come up with that number originally? I assumed the whip did 1 damage per hit at level 1, assumed no change at level 2 (just a longer range), and did 2 damage per hit at level 3. The measurements I got at the time seemed to confirm that. Well, going back, I see now that the whip does 2 damage per hit at level 1, 3 damage per hit at level 2, and 4 damage per hit at level 3 (which makes a lot more sense but I guess at the time I wanted to keep numbers small).
So that's all fine and dandy, but what's so interesting about that? Nothing, really. But the point of this post is what I discovered after the Axe Knight. Hunchbacks (or gremlins or hell bunnies or whatever you wanna call them in the Jap version), Fishmen, Owls, and some other enemies have 2 HP, so they die in one hit. You're thinking, "So what? You already said they have double the HP you would think." Here's the thing: Crows and Zombies have 1 HP! What the hell, Konami?!
... I'm a little tired and my brain is moving slowly. The reason for this is obvious if you think about the game's mechanics. But it blew me away when I first saw it so I posted about it here.
If you are slow like me and still haven't figured out why Crows have 1 HP and Fishmen have 2 HP, I'll clear things up for you: Crows and Zombies can be defeated by any weapon (whip, cross, knife, etc.) in one hit, whereas Fishmen and Owls have resistances.
In case you're interested, resistances are pretty lame in CV3. Subweapons have fixed damage. The Holy Water and Cross have the highest damage potential (the trick will be to see if I can program the Holy Water to actually hit the right number of times). The cross deals 3 damage both ways, so it can potentially deal 6 damage. The Holy Water deals 1 damage when the bottle hits an enemy and an additional 1 damage for every quarter of a second or so that the enemy is in contact with the flame. So far I've counted 7 damage total (including the bottle hitting the enemy). The Axe deals 3 damage per hit like the Cross, but obviously it's harder to hit twice with the axe. The Dagger deals 2 damage per hit. Sypha's Fire deals 6 damage in one hit. Sypha's Ice deals no damage but frozen enemies shatter in one hit, so I guess that makes it the strongest attack. Sypha's Lightning is arguably the strongest attack in the game, though, dealing 6 damage per hit with potential for 18 damage to each enemy it passes through!!!! The only non-boss enemies with that kind of HP are the Axe Knight and Bone Dragon. I think the Bone Dragon might be able to survive it, though.
Also, the Bone Dragon (that sticks out of walls) is actually 8 units. Each rib counts as a separate entity, so with 7 ribs and the head, that's 8 total. Each part has 32 HP. Destroying any of the parts will destroy the Bone Dragon itself.
Also, those little fuzzy things that zip around ledges that you can't kill CAN BE KILLED. It's just that they have 127 HP, so it takes a while.