UltimaWeapon. What you say is, again, theoretically possible, but you are talking about creating something from nothing. You'd have to program everything. Unless you see some common ground between a Zelda II boss and the enemy you want to insert into the game, you start from nothing, except the basic building blocks that the game engine provides. In Banks 1 and 2, which correspond to the 4 Overworld regions, there are enemies type 08 and 09 that are unused. In Bank 1, there's also Enemy 23, and in Bank 2, there's 1E to 23. Take one of these slots and go with it.
Here's a broad picture of what you need to consider (again, from the top of my head):
- Init routine. This one is what happens just as the enemy is spawned into existence. Most of the time, nothing happens here, other than the game's engine doing something that is common to all enemies, like setting the X/Y coordinates according to enemy data.
- Main routine. That's where you have to code everything your enemy does. Move there, accelerate, disappear, attack, wait, generate projectile, react to Link's movements, apply gravity (or not), collide with ground, ceiling and walls, etc.
- Display routine. This one sets how the enemy appears on screen, i.e., how the various sprites that compose the enemy are configured.
These 3 pieces are the main part of your puzzle. After that, you setup other details, like HP, enemy size, vulnerability, collision parameters, damage code, etc. For the sprites, you also need tile mappings offsets, and tile mapping codes, that must be inserted in specific tables along with other enemies' codes. And, that's it.
Some time ago, I tried to take the Fokka and make it Enemy 08 in West Hyrule. It almost works. I had to sacrifice some tiles, and I still need to copy the code for the Flying Blade projectile. But it's feasible. What you could do is to start with something very basic, like an enemy made of two sprites (2x2 tiles) that simply moves left at the rate of 1 pixel/frame.