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sm:data_maps:ram_map
7E:0019              Misc. Direct Page Temporary Values	
7E:0013              Commmon horizontal subpixel value or X coordinate	
7E:0015              Commmon vertical subpixel value or Y coordinate	
7E:0017              Commmon type or index value	
7E:0019              Commmon palette value (sometimes unused)	
7E:0027              16 bit multiplier	
7E:0029              16 bit multiplier		
7E:002D              32 bit product	
7E:002F              Misc. Direct Page Temporary Value	
7E:003D              Direct Page version of 7E:071F	
7E:0051              Value for $2100 with $80:91EE (referred to as 'A') Screen Display Register  a000bbbb a: 0=screen on 1=screen off, b = brightness	
7E:0052              Value for $2101 with 'A'(in-game = 03, paused = 01) OAM Size and Data Area Designation  aaabbccc a = Size, b = Name Selection, c = Base Selection	
7E:0055              Value for $2105 with 'A'  BG Mode and Tile Size Setting  abcdefff abcd = BG tile size (4321): 0 = 8x8 1 = 16x16, e = BG 3 High Priority, f = BG Mode	
7E:0056              Value for $07EC with 'A'	
7E:0057              Value for $2106 with 'A'  Mosaic Size and BG Enable           aaaabbbb a = Mosaic Size b = Mosaic BG Enable	
7E:0058              Value for $2107 with 'A'  BG 1 Address and Size            aaaaaabb a = Screen Base Address (Upper 6-bit), b = Screen Size	
7E:0059              Value for $2108 with 'A'  BG 2 Address and Size            aaaaaabb a = Screen Base Address (Upper 6-bit), b = Screen Size	
7E:005A              Value for $2109 with 'A'  BG 3 Address and Size            aaaaaabb a = Screen Base Address (Upper 6-bit), b = Screen Size	
7E:005B              Value for $2109 during interrupt 0006 (VRAM Address of tiles and size for BG3)	
7E:005C              Value for $210A with 'A'  BG 4 Address and Size            aaaaaabb a = Screen Base Address (Upper 6-bit), b = Screen Size unused	
7E:005D              Value for $210B with 'A'  BG 1 & 2 Tile Data Designation   aaaabbbb a = BG 2 Tile Base Address, b = BG 1 Tile Base Address	
7E:005E              Value for $210C with 'A'  BG 3 & 4 Tile Data Designation   aaaabbbb a = BG 4 Tile Base Address, b = BG 3 Tile Base Address	
7E:005F              Value for $211A with 'A' Initial Setting for Mode 7           aa0000bc a = Screen Over b = Vertical Flip c = Horizontal Flip	
7E:0060              Value for $2123 with 'A'  BG 1 and 2 Window Mask Settings	
7E:0061              Value for $2124 with 'A'  BG 3 and 4 Window Mask Settings   aaaabbbb a = BG 4 Window Settings b = BG 3 Window Settings	
7E:0062              Value for $2125 with 'A'  OBJ and Color Window Settings   aaaabbbb a = Color Window Settings b = OBJ Window Settings	
7E:0063              Value for $2126 with 'A'  Window 1 Left Position Designation	
7E:0064              Value for $2127 with 'A'  Window 1 Right Position Designation	
7E:0065              Value for $2128 with 'A'  Window 2 left Position Designation	
7E:0066              Value for $2129 with 'A'  Window 2 Right Position Designation	
7E:0067              Value for $212A with 'A'  BG 1, 2, 3 and 4 Window Logic Settings           aabbccdd a = BG 4 b = BG 3 c = BG 2 d = BG 1	
7E:0068              Value for $212B with 'A'  Color and OBJ Window Logic Settings           0000aabb a = Color Window b = OBJ Window	
7E:0069              Value for $6A and $212C with 'A' Background and Object Enable (Main Screen)  000abcde a = Object b = BG 4 c = BG 3 d = BG 2 e = BG 1	
7E:006A              Value for $212C (when?)  Background and Object Enable (Main Screen)   000abcde a = Object b = BG 4 c = BG 3 d = BG 2 e = BG 1	
7E:006B              Value for $212D with 'A'  Background and Object Enable (Sub Screen)   000abcde a = Object b = BG 4 c = BG 3 d = BG 2 e = BG 1	
7E:006C              Value for $212E with 'A'  Window Mask Designation for Main Screen   000abcde a = Object b = BG 4 c = BG 3 d = BG 2 e = BG 1	
7E:006D              Value for $212F with 'A'  Window Mask Designation for Sub Screen           000abcde a = Object b = BG 4 c = BG 3 d = BG 2 e = BG 1	
7E:006E              Value for $70 with 'A'	
7E:006F              Value for $2130 with 'A'   Initial Settings for Color Addition   aabb00cd a = Main Color Window On/Off, b = Sub Color Window On/Off, c = Fixed Color Add/Subtract Enable, d = Direct Select	
7E:0070              Value for $2130 during interrupt 0006 (Which windows to add/subtract from)	
7E:0071              Value for $73 with 'A'	
7E:0072              Value for $2131 with 'A'   Add/Subtract Select and Enable           abcdefgh a = 0 for Addition, 1 for Subtraction, b = 1/2 Enable c = Back Enable, d = Object Enable, efgh = Enable BG 4, 3, 2, 1	
7E:0073              Value for $2131 during interrupt 0006 (Which layers to modify, and whether to add or to subtract)	
7E:0074              Value 1 for $2132 with 'A'  Fixed Color Data                      abcddddd a = Blue b = Green c = Red ddddd = Color Data	
7E:0075              Value 2 for $2132 with 'A'  Fixed Color Data                      abcddddd a = Blue b = Green c = Red ddddd = Color Data	
7E:0076              Value 3 for $2132 with 'A'  Fixed Color Data                      abcddddd a = Blue b = Green c = Red ddddd = Color Data	
7E:0077              Value for $2133 with 'A'  Screen Initial Settings                    ab00cdef a = External Sync, b = ExtBG Mode, c = Pseudo 512 Mode, d = Vertical Size, e = Object-V Select, f = Interlace	
7E:0078              First value for $211B with 'A' Mode 7 Matrix Parameter A always changed while zooming and while rotating	
7E:0079              Second value for $211B with 'A' Mode 7 Matrix Parameter A	
7E:007A              First value for $211C with 'A' Mode 7 Matrix Parameter B	
7E:007B              Second value for $211C with 'A' Mode 7 Matrix Parameter B	
7E:007C              First value for $211D with 'A' Mode 7 Matrix Parameter C	
7E:007D              Second value for $211D with 'A' Mode 7 Matrix Parameter C	
7E:007E              First value for $211E with 'A' Mode 7 Matrix Parameter D always seems to be the same like $78	
7E:007F              Second value for $211E with 'A' Mode 7 Matrix Parameter D	
7E:0080              First value for $211F with 'A' Mode 7 Center Position X	
7E:0081              Second value for $211F with 'A' Mode 7 Center Position X	
7E:0082              First value for $2120 with 'A' Mode 7 Center Position Y	
7E:0083              Second value for $2120 with 'A' Mode 7 Center Position Y	
7E:0084              Value for $4200 - NMI, V/H Count, and Joypad Enable  a0bc000d a = NMI b = V-Count c = H-Count d = Joypad	
7E:0085              HDMA channels to turn on? Not sure for what, looks like for Layer 3 blending for something.	
7E:0086              ROM Access Speed. Probably never changed.	
7E:0087 - 7E:0088    Never seems to be written to except by RAM-clearing routines.	
7E:0089 - 7E:008A    Never seems to be written to except by RAM-clearing routines.	
7E:008B - 7E:008C    Controller 1 Input	
7E:008D - 7E:008E    Controller 2 Input. ALL Controller 2 Unused (Debug mode)	
7E:008F - 7E:0090    Controller 1 Buttons newly pressed this frame	
7E:0091 - 7E:0092    Controller 2 Buttons newly pressed this frame	
7E:0093 - 7E:0094    Mirror of $8F (common) or $8B (Input, no new buttons held, $A3 was 1/is now 0)	
7E:0095 - 7E:0096    Mirror of $91 (common) or $8D (Input, no new buttons held, $A5 was 1/is now 0)	
7E:0097 - 7E:0098    Controller 1 Input from previous frame (updated at end of button-updating routine - this will always mirror $8B except during the button-updating routine)	
7E:0099 - 7E:009A    Controller 2 Input from previous frame (updated at end of button-updating routine - this will always mirror $8D except during the button-updating routine)	
7E:00A3 - 7E:00A4    Controller 1: If (Input, no new buttons held) $A3 is decremented. If it now = #$0000, then $A3 = $89. If no Input or no new buttons, $A3 = $87.	
7E:00A5 - 7E:00A6    Controller 2: If (Input, no new buttons held) $A5 is decremented. If it now = #$0000, then $A5 = $89. If no Input or no new buttons, $A5 = $87.	
7E:00A7 - 7E:00A8    Optional Next Interrupt Jump Index (must be a multiple of 2)(0 = unused)	
7E:00A9 - 7E:00AA    Optional Next 'Optional Next' Interrupt Jump Index (must be a multiple of 2)(0 = unused)	
7E:00AB - 7E:00AC    Interrupt Jump Index (must be a multiple of 2)	
7E:00B1 - 7E:00B2    Value for $210D (X scroll of BG 1)	
7E:00B3 - 7E:00B4    Value for $210E (Y scroll of BG 1)	
7E:00B5 - 7E:00B6    Value for $210F (X scroll of BG 2)	
7E:00B7 - 7E:00B8    Value for $2110 (Y scroll of BG 2)	
7E:00B9 - 7E:00BA    Value for $2111 (X scroll of BG 3)	
7E:00BB - 7E:00BC    Value for $2112 (Y scroll of BG 3)	
7E:00BD - 7E:00BE    Value for $2113 (X scroll of BG 4)	
7E:00BF - 7E:00C0    Value for $2114 (Y scroll of BG 4)	
7E:00D0 - 7E:02AF    Table of entries to update graphics, 7 bytes: Size (2 bytes), source address (3 bytes), VRAM target (2 bytes) (Unsure of size)	
7E:02D0 - 7E:02D1    Something for Mode 7?	
7E:0330 - 7E:0331    'Stack' pointer for 00D0 table	
7E:0334 - 7E:0335    Something for Mode 7?	
7E:0340 - 7E:035B    Table of entries to read from graphics, 9 bytes: VRAM target(cannot be 0, 2 bytes), and all other DMA data (7 bytes) (Unsure of size)	
7E:035C - 7E:035D    0000; garbage write for end of table.	
7E:0360 - 7E:0361    'Stack' pointer for 0340 table	
7E:0370 - 7E:058F    *ALL* OAM data (according to routine at 80:933A)	
7E:0590 - 7E:0591    Index for 0370	
7E:0592 - 7E:0593    Read during X-Ray setup	
7E:05A2 - 7E:05A3    Percent of message box is open? Or something like that. Max of #$1800	
7E:05A4 - 7E:05A5    Something for message boxes. Seems to be related to graphics and tilemaps	
7E:05A6 - 7E:05A7    Something for message boxes. Seems to be related to graphics and tilemaps	
7E:05AC - 7E:05AD    Minimum X scroll on minimap	
7E:05AE - 7E:05AF    Maximum X scroll on minimap	
7E:05B0 - 7E:05B1    Minimum y scroll on minimap	
7E:05B2 - 7E:05B3    Maximum Y scroll on minimap	
7E:05B4              1 = Game is waiting for an NMI, 0 = Game is processing current frame	
7E:05B5              Something for animating minimap cursor (used as a general purpose... animation index, I guess)	
7E:05B6 - 7E:05B7    Frame counter. Incremented EVERY NMI when processing has been completed (05B4 has been set)	
7E:05B8 - 7E:05B9    I'm guessing this is some sort of HBlank check. Used by message boxes for smooth opening/closing	
7E:05BA              How many NMI's elapsed while this frame has been processing. Never used, only for statistics.	
7E:05BB              The most NMI's elapsed while waiting for a frame to process. Caps at FF.	
7E:05BC - 7E:05BD    High bit is a flag to write to VRAM (for BG3?). Cleared during 80:9632, when you enter a door, set in 82:E4A9	
7E:05BE - 7E:05BF    Offset for VRAM. Used by 80:9632, when you enter a door	
7E:05C0 - 7E:05C2    Source for VRAM update, including bank byte. Used by 80:9632, when you enter a door	
7E:05C3 - 7E:05C4    Size of VRAM update. Used by 80:9632, when you enter a door	
7E:05C5 - 7E:05C6    Mirror of $8F, only enabled with debug mode. Used for debug functions.	
7E:05C7 - 7E:05C8    Also mirrors $8F sometimes with debug mode. Not sure when.	
7E:05C9 - 7E:05CA    'Swap' of missiles for debug mode. Select + R + B	
7E:05CB - 7E:05CC    'Swap' of super missiles for debug mode. Select + R + B	
7E:05CD - 7E:05CE    'Swap' of power bombs for debug mode. Select + R + B	
7E:05CF - 7E:05D0    Top bit is set if weaponry is 'swapped' at the moment.	
7E:05D1 - 7E:05D2    Debug mode. Set to 80:8004 at game start, unused in the normal rom.	
7E:05D3 - 7E:05D4    Save/Load Scroll position toggle. Requires 80:8006 to be set	
7E:05D5 - 7E:05D6    Saved X-Scroll position ($0911). Unused (Debug mode)	
7E:05D7 - 7E:05D8    Saved Y-Scroll position ($0915). Unused (Debug mode)	
7E:05D9 - 7E:05DA    Previous frame's 008B during the pause screen? (as is up to 05E4)	
7E:05DB - 7E:05DC    Frames left to wait for this same set of buttons being held down till significant	
7E:05DD - 7E:05DE    Potential value for 05DB?	
7E:05DF - 7E:05E0    Buttons held down for 05DD frames	
7E:05E1 - 7E:05E2    Buttons newly held down for 05DD frames	
7E:05E3 - 7E:05E4    Buttons previously held down for 05DD frames	
7E:05E5 - 7E:05E6    Random Number	
7E:05E7 - 7E:05E8    Often used to check bits for completed tasks/picked up items	
7E:05E9 - 7E:05EA    16-bit multiplier A. Used by 80:82D6	
7E:05EB - 7E:05EC    16-bit multiplier B. Used by 80:82D6	
7E:05F1 - 7E:05F4    16-bit * 16-bit result registers. Used by routine 80:82D6	
7E:05F5 - 7E:05F6    Disable sounds	
7E:05F7 - 7E:05F8    Disable automap	
7E:05F9 - 7E:05FA    used during message boxes, has index for selected choice for save message	
7E:05FB - 7E:05FC    Delay for scrolling when holding a direction in the pause screen. 00 = free scrolling (hold) 01+ = number of 'scrolls' until free scrolling	
7E:05FD - 7E:05FE    Which direction the map scrolls in the pause screen	
7E:05FF - 7E:0601    Related to above, seems to be a timer for how long between 'scrolls', and also an index for which value to load to change the map position	
7E:0607 - 7E:0608    Sound index used during earthquakes after collecting SpeedBooster and at the statues	
7E:0609 - 7E:060A    Delay between sounds during earthquakes. Used with $7E:0607	
7E:060B - 7E:060C    First byte at enemy's graphic pointer address (used during enemy detecting collisions with projectiles or Samus). Possibly number of tilemaps in multi-tilemap enemies.	
7E:060D - 7E:060E    First byte at enemy's ?special hitbox? pointer address	
7E:060F - 7E:0610    Number of projectiles to check for by enemy collision detection? (mirror of $0CCE)	
7E:0617 - 7E:0618    0 = allow Soft Reset via Start+Select+L+R. Unused (Debug mode)	
7E:0619 - 7E:0628    List of words: If negative, low-byte is index to new music/instruments. If positive, use as new track number (*2 = SPC 581E index)	
7E:0629 - 7E:0638    List of words: Timer till current command should process. Minimum of 8.	
7E:0639 - 7E:063A    'Next Available' Index for 0619 and 0629. Increments of 2, loops from E to 0	
7E:063B - 7E:063C    'Next to process' Index for 0619 and 0629. Increments of 2, loops from E to 0	
7E:063D - 7E:063E    Currently processing value of 0619,x. (Current new music/instrument or new track)	
7E:063F - 7E:0640    Currently processing value of 0629,x. (Time left to process current command)	
7E:0641 - 7E:0642    Unused? Never seems to be written to except by ram clearing routines	
7E:0643              Currently playing index of queued sound clips? For most of Samus?	
7E:0644              Currently playing index of queued sound clips? For most of enemies?	
7E:0645              Currently playing index of queued sound clips? Miscellaneous?	
7E:0646              Current index of queued sound clips? For most of Samus?	
7E:0647              Current index of queued sound clips? For most of enemies?	
7E:0648              Current index of queued sound clips? Miscellaneous?	
7E:0649              Current 'state' of sound clip: 0 = waiting, 1 = sent, waiting for confirmation from SPC, 2 = pause before clearing it, 3 = cleared, waiting for confirmation from SPC, 4 = unused code. For most of Samus?	
7E:064A              Current 'state' of sound clip. For most of enemies?	
7E:064B              Current 'state' of sound clip. Miscellaneous?	
7E:064C              Current track index (SPC ram: 581E,x index, 0-7)	
7E:064D              Sound clip currently playing? For most of Samus?	
7E:064E              Sound clip currently playing? For most of enemies?	
7E:064F              Sound clip currently playing? Miscellaneous?	
7E:0650              Delay before clearing soundclip	
7E:0651              Delay before clearing soundclip	
7E:0652              Delay before clearing soundclip	
7E:0653              Maximum allowed queue number for new sound trying to play	
7E:0654              Maximum allowed queue number for new sound trying to play	
7E:0655              Maximum allowed queue number for new sound trying to play	
7E:0656 - 7E:0665    Queue of sound clips? For most of Samus?	
7E:0666 - 7E:0675    Queue of sound clips? For most of enemies?	
7E:0676 - 7E:0685    Queue of sound clips? Miscellaneous?	
7E:0686              Timer for next	
7E:071D              Flag - Samus's top sprites need to be loaded to VRAM.	
7E:071E              Flag - Samus's bottom sprites need to be loaded to VRAM.	
7E:071F - 7E:0720    Pointer to DMA data (bank 92) for Samus's top sprites (3 byte address, 2 byte part 1 size, 2 byte part 2 size)	
7E:0721 - 7E:0722    Pointer to DMA data (bank 92) for Samus's bottom sprites (3 byte address, 2 byte part 1 size, 2 byte part 2 size)	
7E:0723 - 7E:0724    Frames between changes in screen brightness while pausing the game.	
7E:0725 - 7E:0726    Counter for frames between changes in screen brightness.	
7E:0727              Used by pause screen (map/items/transitions - main index to look up code) and Game Over screen (not sure)	
7E:0729 - 7E:072A    Frames to flash L/R/Start button on pause screen	
7E:072D - 7E:072E    Used as a timer in the pause screen for selection flashing	
7E:072F - 7E:0730    Used as a timer in the pause screen for reserve tank flashing	
7E:073B - 7E:073C    Timer/counter for L and R button backgrounds' color animation (Top byte initialized to 00 but unused (8bit) during routine)	
7E:0741 - 7E:0742    Used as an animation index in the pause screen for selection flashing	
7E:0743 - 7E:0744    Used as an animation index in the pause screen for reserve tank flashing	
7E:074F - 7E:0750    Index for animation and color for L and R button backgrounds' color animation (Top byte initialized to 00 but unused (8bit) during routine)	
7E:0751 - 7E:0752    Which button lights up for 0729 frames when changing screens from pause screen (00 = none, 01 = L, 02 = R)	
7E:0753 - 7E:0754    Which buttons show on the pause screen ('SAMUS' R = 00, neither (unpausing) = 01, 'MAP' L = 02). Often used to check active screen.	
7E:0755              Which list is selected on the equipment pause screen	
7E:0756              Which item of the list is selected on the equipment pause screen	
7E:0757              Delay counter for reserve tank sound	
7E:0765              Backup value for 58 during pause screen	
7E:0766              Backup value for 59 during pause screen	
7E:0767              Backup value for 5A during pause screen	
7E:0768              Backup value for 5D during pause screen	
7E:0769              Backup value for 5E during pause screen	
7E:076A              Backup value for 52 during pause screen	
7E:076B              Backup value for B1 during pause screen	
7E:076C              Backup value for B5 during pause screen	
7E:076D              Backup value for B9 during pause screen	
7E:076E              Backup value for B3 during pause screen	
7E:076F              Backup value for B7 during pause screen	
7E:0770              Backup value for BB during pause screen	
7E:0771              Backup value for 55 during pause screen	
7E:0772              Backup value for 091B during pause screen	
7E:0773              Backup value for 091C during pause screen	
7E:0774              Backup value for 57 during pause screen	
7E:0775              Backup value for 71 during pause screen	
7E:077A - 7E:077B    Bit 1 controls flashing for Samus's helmet icon while loading	
7E:077C - 7E:077D    Pallete value for status bar. Sharable.	
7E:0789 - 7E:078A    Flag. Current area's map has been collected, display boss and blue rooms. (Blue rooms will not be marked on pause map until Samus leaves the area)	
7E:078B - 7E:078C    Which save in the current area to load from? Might alternatively be X/Y of save station on map	
7E:078D - 7E:078E    DDB pointer for current room transition	
7E:078F - 7E:0790    BTS of the door that lead to this room. Never read.	
7E:0791 - 7E:0792    Current room transition direction. 0 = right, 1 = left, 2 = down, 3 = up. +4 = Close a door on next screen	
7E:0793 - 7E:0794    Door bitflags(low byte) and room transition direction (high byte)	
7E:0795 - 7E:0796    If set, not an elevator?	
7E:0797 - 7E:0798    Currently transitioning the room	
7E:0799 - 7E:079A    Direction of current elevator (0000 = down, 8000 = up)	
7E:079B - 7E:079C    Current room mdb (Room ID in SMILE)	
7E:079D - 7E:079E    First byte of room mdb, unknown (Apparently room # for this region)	
7E:079F - 7E:07A0    Region Number	
7E:07A1 - 7E:07A2    Room's Automap X coordinate	
7E:07A3 - 7E:07A4    Room's Automap Y coordinate	
7E:07A5 - 7E:07A6    Current room's width in blocks	
7E:07A7 - 7E:07A8    Current room's height in blocks	
7E:07A9 - 7E:07AA    Number of screens wide current room is. Used only by scrolling? (and beams)	
7E:07AB - 7E:07AC    Number of screens tall current room is, used by beams at the least.	
7E:07AD - 7E:07AE    7th byte of room mdb. Target screen Y position for Samus while moving down (used by scrolling)	
7E:07AF - 7E:07B0    8th byte of room mdb. Target screen Y position for Samus while moving up (used by scrolling)	
7E:07B1 - 7E:07B2    9th byte of previous room's mdb	
7E:07B3 - 7E:07B4    9th byte of this room's mdb (GFX Bitflag)	
7E:07B5 - 7E:07B6    Room's doorout pointer	
7E:07B7 - 7E:07B8    Roomstate test pointer (used when testing roomstate conditions)	
7E:07B9 - 7E:07BA    Area of current room, in blocks	
7E:07BB - 7E:07BC    Current roomstate pointer	
7E:07BD - 7E:07BF    3 byte pointer to current room tilemap (Level Data Pointer)	
7E:07C0 - 7E:07C2    3 byte pointer. Something for the tiles. 8F0000,[8FE7A7,[graphics set * 2]]. Decompressed to 7E:A800	
7E:07C3 - 7E:07C5    Another 3 byte pointer. Something for the tiles. 8F0003,[8FE7A7,[graphics set * 2]]. Room tiles. Decompressed to 7E:2000, 5000 bytes?	
7E:07C6 - 7E:07C8    Another 3 byte pointer. Colors? 8F0006,[8FE7A7,[graphics set * 2]]. Decompressed to 7E:C200	
7E:07C9 - 7E:07CA    Music track index (0 = off, 1-4 = fixed, 5-7 = song/instrument dependant)	
7E:07CB - 7E:07CC    Music song/instrument index	
7E:07CD - 7E:07CE    Pointer to room FX1	
7E:07CF - 7E:07D0    Room's enemy population pointer	
7E:07D1 - 7E:07D2    Room's enemies allowed pointer (gets names and palletes, also gets list name for 7E:D552)	
7E:07DF - 7E:07E0    Pointer to room FX2	
7E:07E9 - 7E:07EA    Pointer to routine (or unused; 0000). Used in scroll routines.	
7E:07EC              Some sort of very special-case write during DMA or HDMA, probably (see 88:8435 and related RAM - if not with that still almost surely bank 88 related). Noted use when leaving Ridley's room in Ceres.	
7E:07F3 - 7E:07F4    Currently loaded song/instrument index	
7E:07F5 - 7E:07F6    Currently loaded track index	
7E:07F7 - 7E:08F6    Map tiles explored for current area (1 tile = 1 bit).	
7E:08F7 - 7E:08F8    How many blocks X the screen is scrolled?	
7E:08F9 - 7E:08FA    How many blocks Y the screen is scrolled? (up = positive)	
7E:08FB - 7E:08FC    How many blocks X Layer 2 is scrolled?	
7E:08FD - 7E:08FE    How many blocks Y Layer 2 is scrolled? (up = positive)	
7E:08FF - 7E:0900    How many blocks X the screen was scrolled previously (Checked to know when to update blocks)	
7E:0901 - 7E:0902    How many blocks Y the screen was scrolled previously (Checked to know when to update blocks) (up = positive)	
7E:0903 - 7E:0904    How many blocks X Layer 2 was scrolled previously (Checked to know when to update blocks)	
7E:0905 - 7E:0906    How many blocks Y Layer 2 was scrolled previously (Checked to know when to update blocks) (up = positive)	
7E:0907 - 7E:0908    How many blocks X BG1 is scrolled?	
7E:0909 - 7E:090A    How many blocks Y BG1 is scrolled? (up = positive)	
7E:090B - 7E:090C    How many blocks X BG2 is scrolled?	
7E:090D - 7E:090E    How many blocks Y BG2 is scrolled? (up = positive)	
7E:090F - 7E:0910    Screen's subpixel X position.	
7E:0911 - 7E:0912    Screen's X position in pixels	
7E:0913 - 7E:0914    Screen's subpixel Y position	
7E:0915 - 7E:0916    Screen's Y position in pixels	
7E:0917 - 7E:0918    Layer 2's X scroll in room in pixels?	
7E:0919 - 7E:091A    Layer 2's Y scroll in room in pixels? (up = positive)	
7E:091B - 7E:091C    BG2 scroll percent to screen scroll (0 = 100, 1 = ?) (1 byte for X, 1 byte for Y)	
7E:091D - 7E:091E    BG1 X scroll offset due to room transitions (Translates between screen scroll and BG1 scroll)	
7E:091F - 7E:0920    BG1 Y scroll offset due to room transitions (Translates between screen scroll and BG1 scroll)	
7E:0921 - 7E:0922    BG2 X scroll offset due to room transitions (Translates between Layer 2 scroll and BG2 scroll)	
7E:0923 - 7E:0924    BG2 Y scroll offset due to room transitions (Translates between Layer 2 scroll and BG2 scroll)	
7E:0925 - 7E:0926    How many times the screen has scrolled? Stops at 40.	
7E:0927 - 7E:0928    X offset of room entrance for room transition (multiple of 100, screens)	
7E:0929 - 7E:092A    Y offset of room entrance for room transition (multiple of 100, screens. Adjusted by 20 when moving up)	
7E:092B - 7E:092C    Movement speed for room transitions (subpixels per frame of room transition movement)	
7E:092D - 7E:092E    Movement speed for room transitions (pixels per frame of room transition movement)	
7E:0932              Flag? If negative, screen is done scrolling for room transition?	
7E:0933 - 7E:0934    Some sort of variable limit of Screen's X scrolling (= high byte of 091B * 0911, unless 091B = 0 or 1?) (Seems to be used by vram updating as well... lots of different uses)	
7E:0939 - 7E:093A    Screen's X position in pixels, before checking legality. Seems to have different uses at other times.	
7E:093F - 7E:0940    Unknown. Initialized to 0 by Ceres(?) Ridley	
7E:0943              Timer type/setup (00 = inactive, 01 = Ceres start, 02 = MB start, 03 = pause a moment, go to 4, 04 = timer running, wait a moment, then go to 5, 5 = timer moving, 6 = timer in place and running)	
7E:0945              Timer, centiseconds (in decimal)	
7E:0946              Timer, seconds (in decimal)	
7E:0947              Timer, minutes (in decimal)	
7E:0948              Timer mode counter, or lower byte of X position	
7E:0949              Timer's X position (pixels)	
7E:094A              Timer's Y position (1/100 pixels)	
7E:094B              Timer's Y position (pixels)	
7E:0950 - 7E:0951    Area selected in the polygon map screen	
7E:0952 - 7E:0953    Save slot selected, 0 - 2 (or menu item on save slot screen, 0 - 5)	
7E:0956 - 7E:0957    Size for VRAM update of BG1 Tilemap. Used by horizontal scrolling routine.	
7E:095A - 7E:095B    Offset for VRAM update of BG1 Tilemap. Used by horizontal scrolling routine.	
7E:0962 - 7E:0963    Flag to update VRAM BG1 tilemap during NMI because of horizontal scroll	
7E:0964 - 7E:0965    Size for VRAM update onto screen 1 BG1 tilemap. Used by vertical scrolling routine.	
7E:0966 - 7E:0967    Size for VRAM update onto screen 2 (X >= 100) BG1 tilemap. Sometimes used by vertical scrolling routine.	
7E:0968 - 7E:0969    Offset for VRAM, screen 1 BG1 tilemap. Used by vertical scrolling routine.	
7E:096A - 7E:096B    Offset for VRAM, screen 2 BG1 tilemap. Sometimes used by vertical scrolling routine.	
7E:096C - 7E:096D    Source address for top half of VRAM update, screen 2 BG1 tilemap, in bank 7E. Sometimes used by vertical scrolling routine.	
7E:096E - 7E:096F    Source address for bottom half of VRAM update, screen 2 BG1 tilemap, in bank 7E. Sometimes used by vertical scrolling routine.	
7E:0970 - 7E:0971    Flag to update VRAM BG1 tilemap because of vertical scroll	
7E:0972 - 7E:0973    Size for VRAM update. Used by elevator background loading routine (80:8D49)	
7E:0974 - 7E:0975    Size for VRAM update. Sometimes used by elevator background loading (80:8D49)	
7E:0976 - 7E:0977    Offset for VRAM. Used by elevator background loading (80:8D49)	
7E:0978 - 7E:0979    Offset for VRAM. Sometimes used by elevator background loading (80:8D49)	
7E:097A - 7E:097B    Source address for VRAM, bank 7E. Sometimes used by elevator background loading (80:8D49)	
7E:097C - 7E:097D    Source address for VRAM, bank 7E. Sometimtes used by elevator background load (80:8D49)	
7E:097E              Unknown. Zeroed by elevator background loading routine (80:8D49)	
7E:0980 - 7E:0981    Size for VRAM update. Used by ???? routine (80:8E2B)	
7E:0982 - 7E:0983    Size for VARM update. Sometimes used by ???? routine (80:8E2B)	
7E:0984 - 7E:0985    Offset for VRAM. Used by ???? routine (80:8E2B)	
7E:0986 - 7E:0987    Offset for VRAM. Sometimes used by ???? routine (80:8E2B)	
7E:0988 - 7E:0989    Source address for VRAM, bank 7E. Used by ???? routine (80:8E2B)	
7E:098A - 7E:098B    Source address for VRAM, bank 7E. Sometimes used by ???? routine (80:8E2B)	
7E:098C              Unknown. Zeroed by ???? routine (80:8E2B)	
7E:0990 - 7E:0991    Current X position of block(s) on screen Layer 1 or 2 to update?	
7E:0992 - 7E:0993    Current Y position of block(s) on screen Layer 1 or 2 to update?	
7E:0994 - 7E:0995    Current X position of block(s) in VRAM BG1 or 2 tilemap to update?	
7E:0996 - 7E:0997    Current Y position of block(s) in VRAM BG1 or 2 tilemap to update?	
7E:0998 - 7E:0999    Game state.
                     01 = Title screen
                     04 = menus
                     05 = Load area
                     06 = Loading game
                     07 = Samus being electrified in save capsule
                     08 = normal gameplay
                     0C = pausing
                     0F = paused
                     12 = unpausing
                     15, 17, 18, 19, 1A = Dead or dying
                     22 = Landing on Zebes
                     23 = Timer up
                     24 = blackout and gameover (Ceres explodes if not escaping Zebes)
                     2A = intro demos	
7E:099C - 7E:099D    Pointer to next frame of code in bank 82 for room transitions	
7E:099E - 7E:099F    Which option in the title screen menus Samus has selected	
7E:09A2 - 7E:09A3    Equipped items	
7E:09A4 - 7E:09A5    Collected items	
7E:09A6              Equipped beams	
7E:09A7              Equipped Charge beam	
7E:09A8              Collected beams	
7E:09A9              Collected Charge beam	
7E:09AA - 7E:09AB    Up           See ControllerInput.txt	
7E:09AC - 7E:09AD    Down	
7E:09AE - 7E:09AF    Left	
7E:09B0 - 7E:09B1    Right	
7E:09B2 - 7E:09B3    Shoot	
7E:09B4 - 7E:09B5    Jump	
7E:09B6 - 7E:09B7    Run	
7E:09B8 - 7E:09B9    Item Cancel	
7E:09BA - 7E:09BB    Switch Item	
7E:09BC - 7E:09BD    Aim Down	
7E:09BE - 7E:09BF    Aim Up	
7E:09C0 - 7E:09C1    1 = Auto Reserve tanks, 2 = manual	
7E:09C2 - 7E:09C3    Samus's health	
7E:09C4 - 7E:09C5    Samus's max health	
7E:09C6 - 7E:09C7    Samus's missiles	
7E:09C8 - 7E:09C9    Samus's max missiles	
7E:09CA - 7E:09CB    Samus's super missiles	
7E:09CC - 7E:09CD    Samus's max super missiles	
7E:09CE - 7E:09CF    Samus's power bombs	
7E:09D0 - 7E:09D1    Samus's max power bombs	
7E:09D2 - 7E:09D3    Currently selected status bar item	
7E:09D4 - 7E:09D5    Samus's max reserve tanks	
7E:09D6 - 7E:09D7    Samus's reserve tanks	
7E:09D8 - 7E:09D9    Samus's reserve missiles. Only used by missile pickup routine(91:DF80)	
7E:09DA - 7E:09DB    Game time, frames	
7E:09DC - 7E:09DD    Game time, seconds	
7E:09DE - 7E:09DF    Game time, minutes	
7E:09E0 - 7E:09E1    Game time, hours	
7E:09E2 - 7E:09E3    Japanese Text (1 = on)	
7E:09E4 - 7E:09E5    Moonwalk flag (1 = on)	
7E:09EA - 7E:09EB    Icon Cancel flag (1 = on)	
7E:0A04 - 7E:0A05    Item selected for auto-cancel	
7E:0A06 - 7E:0A07    Mirror's Samus's health. Used to check to update health display	
7E:0A08 - 7E:0A09    Mirror's Samus's missiles. Used to check to update missile count	
7E:0A0A - 7E:0A0B    Mirror's Samus's supers. Used to check to update super count	
7E:0A0C - 7E:0A0D    Mirror's Samus's power bombs. Used to check to update power bomb count	
7E:0A0E - 7E:0A0F    Mirror's 09D2. Used to check to update select display	
7E:0A10 - 7E:0A11    Mirrors 0A1E. Used to check to update sound.	
7E:0A12 - 7E:0A13    Mirror's Samus's health. Used to check to make hurt sound and flash.	
7E:0A14 - 7E:0A15    $8B from previous frame. Used when $0A42 = #$E6C9	
7E:0A16 - 7E:0A17    $8F from previous frame. Used when $0A42 = #$E6C9	
7E:0A1C - 7E:0A1D    Samus's current position/state	
7E:0A1E              X-Direction Samus is moving? 8 = right, 4 = left	
7E:0A1F              Samus's movement type	
7E:0A20 - 7E:0A21    Samus's position/state from the previous frame?	
7E:0A22              X-Direction Samus was moving last frame?	
7E:0A23              Samus's movement type last frame?	
7E:0A24 - 7E:0A25    Previous *different* position/state?	
7E:0A26              X-Direction during the previous *different* position/state?	
7E:0A27              Movement type during the previous *different* position/state?	
7E:0A28 - 7E:0A29    Potential new value for Samus's current position/state. Controller-attempted move, taking Samus's previous pose, buttons, and momentum into account in that order.	
7E:0A2A - 7E:0A2B    Potential new value for Samus's current position/state? Interruption via 90:DDE9; enemy damage or bomb jump, also grapple connection.	
7E:0A2C - 7E:0A2D    Potential new value for Samus's current position/state. Natural following of previous pose (generally used by transitional poses).	
7E:0A2E - 7E:0A2F    Momentum routine index? JSR index for EC16,X, bank 91 (Cause of Yapping Maw Super Jump crash. I think. (91:8304 --> 91:EBEE --> ...) \\ 00: RTS, \\ 01: $91:EBF5 spinjump?, \\ 02: STZ $0B4A \\ 03: RTS \\  04: Jump related (90:98BC) \\ 05: collision detection? \\ 06: Stop all   movement 07: todo with moving and aiming \\ 08: clears speed \\ not momentum?	
7E:0A30 - 7E:0A31    JSR index for EC28,X, bank 91. Related to 0A2A. 01 = hurt(18AA)? and DE82,X routine(X = 0A1F) does SEC (todo), 03 = hurt(0A52, !0A56)? and DFB5,X (X = 0A1F) does SEC (todo), 04 = unused code?, 05 = possibly set by 91:E16D (unknown use), 09 and 0A = grapple related (also death   related?)	
7E:0A32 - 7E:0A33    JSR index for EC3E,X, bank 91. Related to 0A2C, source? 01 = hurt($0A2C = 29/2A if hurt movement, else $0A1C), 03 = animation loop transition, 02 = , 06 and 07 = death related, 08 = hurt during animation loop transition	
7E:0A34 - 7E:0A35    Bitflag? 1 = Samus collided with an enemy below because of new vertical radius? 2 = collided with an enemy above same reason. Jump index for FE8A.	
7E:0A36 - 7E:0A37    Bitflag? Bits set if 94:96AB SECs. Jump index for FE92.	
7E:0A38 - 7E:0A39    $12 after 94:96AB, $12 was -$0A3A	
7E:0A3A - 7E:0A3B    Difference between old vertical radius and new vertical radius	
7E:0A3C - 7E:0A3D    $12 after 94:96AB, $12 was $0A3A	
7E:0A3E - 7E:0A3F    $12 after A0:A8F0, $12 was $0A3A and $0B02 was 2	
7E:0A40 - 7E:0A41    $12 after A0:A8F0, $12 was $0A3A and $0B02 was 3	
7E:0A42 - 7E:0A43    Pointer to code to run every frame, normally E695. Very high level. Handles Samus's size, controller input, elevator status, button transitions, pallete, gravity, overlapping blocks, weapon selecting/firing/cooldown, and sound management(?).	
7E:0A44 - 7E:0A45    Pointer to code to run every frame, normally E725. Seems to change for different game modes (7E:0998). Very high level. Handles Samus's contact damage, movement, animation, hurt, block collision reaction, automatic transitions, pausing, and minimap	
7E:0A46 - 7E:0A47    Bit 0002 enables horizontal slope detection	
7E:0A48 - 7E:0A49    Something to do with Samus's pallete.	
7E:0A4A - 7E:0A4B    Almost always 0. Occassionally used to mess with Samus's pallete (flashing blue from Metroids, rainbow from acquiring hyper beam)	
7E:0A4C - 7E:0A4D    Samus's subunit health? Only affected by environmental damage (0A4E)	
7E:0A4E - 7E:0A4F    Deal damage to Samus (1/65536th)	
7E:0A50              Deal damage to Samus (1) Will be adjusted by suit divisors	
7E:0A52 - 7E:0A53    Something for Samus getting hurt (direction?)	
7E:0A54 - 7E:0A55    Direction Samus moves when she gets hurt. 0 = left, 1 = right	
7E:0A56 - 7E:0A57    Bomb jump direction?	
7E:0A58 - 7E:0A59    Pointer to code to run (JMP from 90:E94B) (Once every frame, depending on 7E:0A44) Seems to affect Samus's movement type.	
7E:0A5A - 7E:0A5B    Pointer to code to run (JMP from 90:E097) (Once every frame, depending on 7E:0A44). Special instructions for things like when Ridley runs away from Ceres. (E0E6 = handle timer code)	
7E:0A5C - 7E:0A5D    Pointer to code to run (JMP from 90:EB4E) (Once every frame?) Displays Samus and certain graphics (e.g. grapple)?	
7E:0A60 - 7E:0A61    Pointer to code to run (JMP from 90:E90F) (Once every frame, depending on 7E:0A42) Looks like it handles controller input for Samus's poses.	
7E:0A64 - 7E:0A65    Flag, Samus is currently grappled onto something	
7E:0A66 - 7E:0A67    Divisor for Samus's horizontal speed(2^n). Can range from 2^0 to 2^4. Also slows down animations linearly, no limit.	
7E:0A68 - 7E:0A69    Samus's super jump timer. Also used by crystal flash.	
7E:0A6A - 7E:0A6B    Samus's health warning is on	
7E:0A6C - 7E:0A6D    Pointer to momentum related table for 0A1F: momentum increase in pixels (2 bytes), momentum increase in subpixels (2 bytes), momentum max in pixels (2 bytes), momentum max in subpixels (2 bytes), momentum decrease in pixels (2 bytes), momentum decrease in subpixels (2 bytes)	
7E:0A6E - 7E:0A6F    Samus's contact damage index	
7E:0A72              Samus's visor pallete timer	
7E:0A73              Samus's visor pallete index	
7E:0A74 - 7E:0A75    Samus's pallete index or something?	
7E:0A76 - 7E:0A77    Hyper Beam	
7E:0A78 - 7E:0A79    Pause time, ala energy tank and x-ray scope.	
7E:0A7A - 7E:0A7B    Pointer to routine for use when game is controlling controller input. Not sure what the routine is for.	
7E:0A7C - 7E:0A7D    Timer for how long to use current game-controlling input	
7E:0A7E - 7E:0A7F    Pointer (Y value) to entry for game-controlling input. Entry may be a pointer to asm, if so Y will be used again after the asm as a pointer to an entry for game-controlling input. Otherwise the entries start with the frames to run (2 bytes), current input (2 bytes), then   current new input (2 bytes).	
7E:0A82 - 7E:0A83    Angle from X-Ray to Samus.	
7E:0A84 - 7E:0A85    Intro Samus controls. Calculated controls to use (put into 8B and 0A8C)	
7E:0A86 - 7E:0A87    Intro Samus controls. Calculated controls to use (put into 8F and 0A8E)	
7E:0A88 - 7E:0A89    Flag for if game is using game-input instead of player input (8000+ = game input)	
7E:0A8A - 7E:0A8B    How many frames of input have been saved to bank B8. Yeeeaah. Enabled with 808002, otherwise never used	
7E:0A8C - 7E:0A8D    Intro Samus controls. Mirror of 8B when game is controlling Samus.	
7E:0A8E - 7E:0A8F    Intro Samus controls. Mirror of 8F when game is controlling Samus.	
7E:0A90 - 7E:0A91    Controller input (8B) from game from 2 frames ago. Used when $0A42 = #$E6C9	
7E:0A92 - 7E:0A93    Controller input (8F) from game from 2 frames ago. Used when $0A42 = #$E6C9	
7E:0A94 - 7E:0A95    Frames till next Samus Animation Frame	
7E:0A96 - 7E:0A97    Samus Animation Frame	
7E:0A9A - 7E:0A9B    Animation frame skip. 8000 means don't reset 0A96? (when changing poses?)	
7E:0A9E - 7E:0AA1    Cleared by jumping routine. Unknown uses.	
7E:0AA6              Flag; Arm cannon is open / opening (else arm cannon is closed / closing)	
7E:0AA7              Flag; Arm cannon is transitioning between open and closed	
7E:0AA8 - 7E:0AA9    Frame number of Arm cannon graphic (0 = closed/none, 3 = fully open)	
7E:0AAA - 7E:0AAB    1 if arm cannon selection has changed this frame, else 2	
7E:0AAC - 7E:0AAD    0 if arm cannon graphic isn't shown, 1 if drawn in front of Samus, 2 if drawn behind(?) Samus	
7E:0AAE - 7E:0AAF    Index value for Samus's echoes (00, 02)	
7E:0AAF              Index value to find routine for Samus's echoes? Only when she ends a Super Jump?	
7E:0AB0 - 7E:0AB1    X position of echo 0 (pixels)	
7E:0AB2 - 7E:0AB3    X position of echo 2 (pixels)	
7E:0AB8 - 7E:0AB9    Y position of echo 0 (pixels)	
7E:0ABA - 7E:0ABB    Y position of echo 2 (pixels)	
7E:0AC0 - 7E:0AC1    Horizontal speed for echo 0	
7E:0AC2 - 7E:0AC3    Horizontal speed for echo 2	
7E:0AC8 - 7E:0AC9    Which tileset for Samus's top half to save to VRAM? Written to, but virtually never used.	
7E:0ACA - 7E:0ACB    Which tileset for Samus's bottom half to save to VRAM? Written to, but virtually never used.	
7E:0ACC - 7E:0ACD    What kind of timer to use for 0A68? 2*this = JSL index for 91:D72D.	
7E:0ACE - 7E:0ACF    Increments up by two's when samus is speedboosting. Some sort of counter	
7E:0AD0 - 7E:0AD1    Counter until blue-suit is given (also cycles from 1-4 when speed boosting)	
7E:0AD4 - 7E:0ADB    Atmospheric graphics animation timers (1-4). 8000+ means 'don't run related code during timer'	
7E:0ADC - 7E:0AE3    Atmospheric graphics X position (1-4)	
7E:0AE4 - 7E:0AEB    Atmospheric graphics Y position (1-4)	
7E:0AEC - 7E:0AF3    Atmospheric graphics type/animation frame number (1-4)	
7E:0AF6 - 7E:0AF7    Samus's X position in pixels	
7E:0AF8 - 7E:0AF9    Samus's sub-pixel X position	
7E:0AFA - 7E:0AFB    Samus's Y position in pixels	
7E:0AFC - 7E:0AFD    Samus's sub-pixel Y position	
7E:0AFE - 7E:0AFF    Samus's X radius	
7E:0B00 - 7E:0B01    Samus's Y radius	
7E:0B02 - 7E:0B03    What kind of collision detection to use for Samus. 03 = below, 02 = above, 01 = right, 00 = left	
7E:0B04 - 7E:0B05    Samus's X position on screen (0AF6 - 0911)	
7E:0B06 - 7E:0B07    Samus's Y position on screen (0AFA - 0915)	
7E:0B0A - 7E:0B0B    'Ideal' placement for $0911.	
7E:0B0C - 7E:0B0D    Unused? Never seems to be written to except by ram clearing routines	
7E:0B0E - 7E:0B0F    'Ideal' placement for $0915.	
7E:0B10 - 7E:0B11    Samus's previous X position in pixels. (Used for scrolling only?)	
7E:0B12 - 7E:0B13    Samus's previous sub-pixel X position. (Used for scrolling only?)	
7E:0B14 - 7E:0B15    Samus's previous Y position in pixels. (Used for scrolling only?)	
7E:0B16 - 7E:0B17    Samus's previous sub-pixel Y position. (Used for scrolling only?)	
7E:0B18 - 7E:0B19    Frames of yellow from firing charge beam left	
7E:0B1A - 7E:0B1B    STZ'd when Samus lands, hits her head on the cieling, or she hits a block while shinesparking. Never seems to be read	
7E:0B1C - 7E:0B1D    Unused? Never seems to be written to except by ram clearing routines	
7E:0B1E - 7E:0B1F    Unused? Never seems to be written to except by ram clearing routines	
7E:0B20 - 7E:0B21    Used for bouncing as a ball when you land. Set to 0601 on the first bounch, and 0602 on the second bounce. STZ'd when changing poses or direction	
7E:0B22 - 7E:0B23    Flag. Samus is falling after crashing into something from a shinespark	
7E:0B24 - 7E:0B25    Temp value, used during Samus's graphics calculations. Sharable.	
7E:0B26 - 7E:0B27    Temp value, used during Samus's graphics calculations. Sharable (even with the above byte).	
7E:0B2C - 7E:0B2D    Samus's vertical speed (1/65536ths pixel/frame). Unsigned	
7E:0B2E - 7E:0B2F    Samus's vertical speed (pixels/frame). Unsigned	
7E:0B32 - 7E:0B33    Vertical acceleration in sub-pixels. (Vertical rate of acceleration for super jumps)	
7E:0B34 - 7E:0B35    Vertical acceleration in pixels. Not recommended for use. (Vertical rate of acceleration for super jumps)	
7E:0B36 - 7E:0B37    00 = Samus is on the ground (?) 01 = Samus is moving up, 02 = Samus is moving down	
7E:0B38 - 7E:0B39    Cleared when Samus lands after jumping or falling. If Samus is morphed and bounces, it only clears on the last bounce.	
7E:0B3A - 7E:0B3B    Unused? Never seems written to except by ram clearing routines	
7E:0B3C - 7E:0B3D    Flag to check Samus's speed counter. Reason why temporary blue suit cannot become permanent.	
7E:0B3E - 7E:0B3F    Upper byte is Samus's 'speed' counter. Lower byte is used for some weird animation counter thing for incrementing upper byte.	
7E:0B40 - 7E:0B41    Flag, Samus's echoes sound is playing.	
7E:0B42 - 7E:0B43    Samus's horizontal speed forward. (pixels/frame)	
7E:0B44 - 7E:0B45    Samus's horizontal speed forward (1/65536ths pixel/frame)	
7E:0B46 - 7E:0B47    Samus's horizontal 'momentum' forward (pixels/frame)	
7E:0B48 - 7E:0B49    Samus's horizontal 'momentum' forward (1/65536ths pixel/frame)	
7E:0B4A - 7E:0B4B    Something to do with momentum and speed. Cause of mockball. (0 = increasing momentum, !0(always 1?) = decreasing momentum)	
7E:0B4C              1/256 Multiplier for momentum subtraction (0 = normal momentum subtraction)	
7E:0B4D - 7E:0B55    Unused in the normal game
7E:0B56 - 7E:0B57    Moves Samus this distance horizontally, in subpixels.	
7E:0B58 - 7E:0B59    Moves Samus this distance horizontally, in pixels.	
7E:0B5A - 7E:0B5B    Moves Samus this distance vertically, in subpixels.	
7E:0B5C - 7E:0B5D    Moves Samus this distance vertically, in pixels.	
7E:0B5E - 7E:0B5F    Samus is currently firing in this direction (will fire beams even if you aren't pressing fire)	
7E:0B60 - 7E:0B61    Used for the SBA attacks. Cleared by Spazer. Set to 0004 by Wave, but unused. Used as a rotation speed with Ice and Plasma	
7E:0B62 - 7E:0B63    Pallete index for Samus's charge.	
7E:0B64 - 7E:0B6D    Projectile X position in pixels	
7E:0B6E - 7E:0B77    Bomb X position in pixels	
7E:0B78 - 7E:0B81    Projectile Y position in pixels	
7E:0B82 - 7E:0B8B    Bomb Y position in pixels	
7E:0B8C - 7E:0B95    Projectile X position in sub-pixels	
7E:0B96 - 7E:0B9F    Bomb X position in sub-pixels	
7E:0BA0 - 7E:0BA9    Projectile Y position in sub-pixels	
7E:0BAA - 7E:0BB3    Bomb Y position in sub-pixels	
7E:0BB4 - 7E:0BBD    Projectile X radius (radius or width?). Pixels	
7E:0BBE - 7E:0BC7    Bomb X radius, pixels	
7E:0BC8 - 7E:0BD1    Projectile Y radius (radius or height?). Pixels	
7E:0BD2 - 7E:0BDB    Bomb Y radius, pixels	
7E:0BDC - 7E:0BE5    Projectile X speed (1/256th pixel/frame?).	
7E:0BE6 - 7E:0BEF    Bomb X speed	
7E:0BF0 - 7E:0BF9    Projectile Y speed	
7E:0BFA - 7E:0C03    Bomb Y speed	
7E:0C04 - 7E:0C0D    Projectile accelerating direction. Starting at 0: Ur, UR, R, DR, Dr, Dl, DL, L, UL, Ul. A - F = glitchy, 10+ = kill beam, including plasma (hit an enemy)	
7E:0C0E - 7E:0C17    Bomb accelerating direction. Cleared on bomb drop, but pretty much unused	
7E:0C18 - 7E:0C21    Projectile type array. 8000+ = live, X0YY = beam, YY = beamtype, X1XX = missile, X2XX = super missile, X7XX = dead beam, X8XX = dead missile/super	
7E:0C22 - 7E:0C2B    Bomb type array. 8000+ = live, X3XX = power bomb, X5XX = bomb	
7E:0C2C - 7E:0C35    Projectile damage array.	
7E:0C36 - 7E:0C3F    Bomb damage array	
7E:0C40 - 7E:0C53    Projectile PLM-like instruction array?  (projectiles, then bombs)	
7E:0C54 - 7E:0C67    Projectile PLM-like delay array?	
7E:0C68 - 7E:0C69    Pointer to code for projectile #1	
7E:0C6A - 7E:0C71    Pointer to code for projectiles #2-5	
7E:0C72 - 7E:0C73    Pointer to code for bomb #1	
7E:0C74 - 7E:0C7B    Pointer to code for bombs #2-5	
7E:0C7C - 7E:0C85    Links super missile halves together (top byte is a flag, linked if set. Bottom byte tells linked index)	
7E:0C86 - 7E:0C8F    Bomb timer array	
7E:0C90 - 7E:0C9B    Timer for projectile trails	
7E:0CB8 - 7E:0CD7    Projectile Sprite data pointer	
7E:0CCC - 7E:0CCD    Cooldown counter	
7E:0CCE - 7E:0CCF    Projectile counter?	
7E:0CD0 - 7E:0CD1    Current charge for Samus's beams	
7E:0CD2 - 7E:0CD3    Bomb counter	
7E:0CD6 - 7E:0CD7    Charge beam animation frame (main spark on cannon)	
7E:0CD8 - 7E:0CD9    Charge beam animation frame (3 outer sparks)	
7E:0CDA - 7E:0CDB    Charge beam animation frame (other 3 outer sparks)	
7E:0CDC - 7E:0CDD    Charge beam animation delay (main spark on cannon)	
7E:0CDE - 7E:0CDF    Charge beam animation delay (3 outer sparks)	
7E:0CE0 - 7E:0CE1    Charge beam animation delay (other 3 outer sparks)	
7E:0CE2 - 7E:0CE3    X position of powerbomb explosion	
7E:0CE4 - 7E:0CE5    Y position of powerbomb explosion	
7E:0CE6 - 7E:0CE7    0100 + Screen X position of powerbomb explosion	
7E:0CE8 - 7E:0CE9    01FF - Screen Y position of powerbomb explosion	
7E:0CEA - 7E:0CEB    Power bomb 'radius'	
7E:0CEC - 7E:0CED    Power bomb pre-explosion flash radius	
7E:0CEE - 7E:0CEF    Special powerbomb timer	
7E:0CF0 - 7E:0CF1    Power bomb radius speed (88:8DE7 is radius acceleration)	
7E:0CF2 - 7E:0CF3    Some kind of pointer. Seemed to change with the PowerBomb flash palette.	
7E:0CF4 - 7E:0CF5    Flags. First bit set if Samus is in liquid, last bit cleared when grapple beam hits grapple block.	
7E:0CF6 - 7E:0CF7    Unknown, set to A when grapple is fired	
7E:0CF8 - 7E:0CF9    Force slow/stupid-scrolling? Screen scrolls at 3 pixels per frame. Enabled during grappling, disabled when grapple beam is newly shot.	
7E:0CFA - 7E:0CFB    Something for grapple beam graphics (Angle from grapple beam to Samus)	
7E:0CFC - 7E:0CFD    Same as above; angle from grapple beam to Samus). This is write-only memory. >_>	
7E:0CFE - 7E:0CFF    Cleared when starting grapple beam. Length of grapple beam? Stops at #$0080, I think	
7E:0D00 - 7E:0D01    Set to C when starting grapple beam. Speed of grapple beam? Added to 0CFE every frame	
7E:0D02 - 7E:0D03    X offset of grapple point relative to Samus	
7E:0D04 - 7E:0D05    Y offset of grapple point relative to Samus	
7E:0D06 - 7E:0D07    Sub-pixel X position of Grapple point?	
7E:0D08 - 7E:0D09    X position of Grapple point	
7E:0D0A - 7E:0D0B    Sub-pixel Y position of Grapple point?	
7E:0D0C - 7E:0D0D    Y position of Grapple point	
7E:0D0E - 7E:0D0F    32-bit running sum of X speed * 64	
7E:0D10 - 7E:0D11    32-bit running sum of X speed * 64	
7E:0D12 - 7E:0D13    32-bit running sum of Y speed * 64	
7E:0D14 - 7E:0D15    32-bit running sum of Y speed * 64	
7E:0D16 - 7E:0D17    X position of start of grapple beam	
7E:0D18 - 7E:0D19    Y position of start of grapple beam	
7E:0D1A - 7E:0D1B    X position of start of grapple beam previous frame	
7E:0D1C - 7E:0D1D    Y position of start of grapple beam previous frame	
7E:0D1E - 7E:0D1F    Unknown. Cleared when starting grapple beam	
7E:0D20 - 7E:0D21    Unknown. Cleared when starting grapple beam	
7E:0D22 - 7E:0D23    X Speed of grapple point	
7E:0D24 - 7E:0D25    Y Speed of grapple point	
7E:0D26 - 7E:0D27    Unknown. Cleared when starting grapple beam	
7E:0D28 - 7E:0D29    Unknown. Cleared when starting grapple beam	
7E:0D2A - 7E:0D2B    Unknown. Cleared when starting grapple beam	
7E:0D2C - 7E:0D2D    Unknown. Cleared when starting grapple beam	
7E:0D2E - 7E:0D2F    Unknown. Cleared when starting grapple beam	
7E:0D30 - 7E:0D31    Unknown. Cleared when starting grapple beam	
7E:0D32 - 7E:0D33    Pointer to code for grapple beam. Usually C4F0 (start beam, not active), C703 is firing beam (not hitting anything), C856 is force-cancel beam?	
7E:0D34 - 7E:0D35    Direction to fire (grapple beam specific?)	
7E:0D36 - 7E:0D37    Unknown. Cleared when starting grapple beam	
7E:0D38 - 7E:0D39    Unknown. Cleared when starting grapple beam	
7E:0D3A - 7E:0D3B    Unknown. Set to 2 when starting grapple beam	
7E:0D3C - 7E:0D3D    Unknown. Cleared when starting grapple beam	
7E:0D3E - 7E:0D3F    Grapple point animation timer. Set to 5 when starting grapple beam	
7E:0D40 - 7E:0D41    Grapple point animation pointer. Set to 8200 when starting grapple beam	
7E:0D42 - 7E:0D61    Grapple segment animation instruction timers. Similar to PLM setup	
7E:0D62 - 7E:0D81    Grapple segment animation instruction pointers. Similar to PLM setup	
7E:0D82 - 7E:0D83    Variable, cleared when starting grapple beam. 32-bit Signed X speed * 64 during grapple collision detection. Used also as a temporary JMP target	
7E:0D84 - 7E:0D85    Variable, cleared when starting grapple beam. 32-bit Signed X speed * 64	
7E:0D86 - 7E:0D87    Variable, cleared when starting grapple beam. 32-bit Signed Y speed * 64	
7E:0D88 - 7E:0D89    Variable, cleared when starting grapple beam. 32-bit Signed Y speed * 64	
7E:0D8A - 7E:0D8B    Variable, cleared when starting grapple beam. Counter during grapple collision detection	
7E:0D8C - 7E:0D8D    Unknown. Cleared when starting grapple beam	
7E:0D8E - 7E:0D8F    Unknown. Cleared when starting grapple beam	
7E:0D90 - 7E:0D91    Unknown. Cleared when starting grapple beam. X Position of grapple start, calculated from grapple point and grapple length (94:A957)	
7E:0D92 - 7E:0D93    Y position of grapple start, calculated from grapple point and grapple length	
7E:0D94 - 7E:0D95    Grapple start's block X position, calculated from above	
7E:0D96 - 7E:0D97    Grapple start's block X position, calculated from above	
7E:0DA2 - 7E:0DA3    Absolute distance Samus moved last frame horizontally + 1, pixels.	
7E:0DA4 - 7E:0DA5    Absolute distance Samus moved last frame horizontally, subpixels.	
7E:0DA6 - 7E:0DA7    Absolute distance Samus moved last frame vertically + 1, pixels.	
7E:0DA8 - 7E:0DA9    Absolute distance Samus moved last frame vertically, subpixels.	
7E:0DAA - 7E:0DAB    How far Samus moved left, in pixels (negative)	
7E:0DAC - 7E:0DAD    How far Samus moved left, in subpixels (negative)	
7E:0DAE - 7E:0DAF    How far Samus moved right, in pixels	
7E:0DB0 - 7E:0DB1    How far Samus moved right, in subpixels	
7E:0DB2 - 7E:0DB3    How far Samus moved up, in pixels (negative)	
7E:0DB4 - 7E:0DB5    How far Samus moved up, in subpixels (negative)	
7E:0DB6 - 7E:0DB7    How far Samus moved down, in pixels	
7E:0DB8 - 7E:0DB9    How far Samus moved down, in subpixels	
7E:0DBA - 7E:0DBB    Flag: Samus's position was adjusted by a slope	
7E:0DBC - 7E:0DBD    Mirror of distance to move Samus horizontally, in pixels?	
7E:0DBE - 7E:0DBF    Mirror of distance to move Samus horizontally, in subpixels?	
7E:0DC0 - 7E:0DC1    Unknown. Cleared when starting grapple beam	
7E:0DC2 - 7E:0DC3    Mirror of 0CD0?	
7E:0DC4 - 7E:0DC5    Current block index (nth block of the room)	
7E:0DC6 - 7E:0DC7    Unknown, something to do with collisions (direction?) 0 = jumping up?, 1 = ground, 2 = moving down, 4 = hit head, 5 = walljump. Top byte is related but used seperately	
7E:0DCE - 7E:0DCF    Set if Samus collides with a solid enemy(Only read as a flag, written as a direction?)	
7E:0DD0 - 7E:0DD1    0000 = Samus did not collide with anything. 0001 = Collision with block. FFFF = Collision with enemy?	
7E:0DD4 - 7E:0DD5    Current block's X position? Used for calculating 0DC4. Used as Samus's lower boundary in 94:87F4. Used as Slope BTS * 4 in horizontal slope collision routine.	
7E:0DD6 - 7E:0DD7    Slope BTS * #$10, according to 94:87F4. Used as Slope X/Y flip in horizontal slope collision routine.	
7E:0DDE - 7E:0DDF    Current projectile index? (FFFE for grapple)	
7E:0DE0 - 7E:0DE1    Only debug use, I think. 07 = uber invincibility.	
7E:0DE2 - 7E:0DE3    Main menu screen index	
7E:0DEC - 7E:0DED    Vertical acceleration during super jumps (sub-pixels). Used as Draygon-escape button counter	
7E:0DEE - 7E:0DEF    Vertical acceleration during super jumps (pixels)	
7E:0DF4 - 7E:0DF5    Debug only. Some sort of flag for messing with graphics, only used in 82:8AB0	
7E:0DF8 - 7E:0DF9    Unknown. STZ at start, read when Samus changes to a running pose, otherwise unused.	
7E:0DFA - 7E:0DFB    Unknown. Something to do with beams or sound?	
7E:0DFE - 7E:0DFF    Controller input (8B) from game from previous frame. (any other use?)	
7E:0E00 - 7E:0E01    Controller input (8F) from game from previous frame. (any other use?)	
7E:0E02 - 7E:0E03    Samus's lower boundary's Y position	
7E:0E12 - 7E:0E13    Only enabled with debug. Forgot it's exact use, skips certain routines.	
7E:0E16 - 7E:0E17    Flag, 80 = elevator room transition. 0001 = Standing on elevator	
7E:0E18 - 7E:0E19    Used by elevators. Direction to move in (00 = Sitting, 01 = leaving the room, 02 = once when entering, 03 = entering the room)	
7E:0E1A - 7E:0E1B    Triggers more energy drops if Samus is low on health. On if drop at health below 30, off if health at least 50.	
7E:0E1C - 7E:0E1D    If #$FFFF, ignored. Else, used as a pointer to an enemy for setting 0FA2,X to #$0040.	
7E:0E2E - 7E:0E2F    Flag for when enemies are hit; display hit flash if damaged.	
7E:0E32 - 7E:0E33    Position of a boundary. Variable use, Samus or enemy. Used as real damage multiplier (AND #$007F) for enemy damage (Max #$000F for charge beams). Also used in some calculations (absolute, sin/cos) 'Sharable' RAM for immediate uses.	
7E:0E36 - 7E:0E37    Whole number value from sin/cos multiplier function	
7E:0E38 - 7E:0E39    Fractional value from sin/cos multiplier function	
7E:0E40 - 7E:0E41    Damage multiplier for enemies	
7E:0E44 - 7E:0E45    Not sure exactly. Used to determine enemy hurt flashing frames	
7E:0E4C - 7E:0E4D    Index value of the last enemy in the room + 1((n+1)*40). If 0, disable enemy processing (powerbombs still kill)	
7E:0E4E - 7E:0E4F    Number of enemies in the room	
7E:0E50 - 7E:0E51    Number of enemies killed in the current room.	
7E:0E52 - 7E:0E53    Number of enemies needed to clear current room.	
7E:0E54 - 7E:0E55    Current Enemy Index	
7E:0E58 - 7E:0E59    Pointer to start of current enemy data ($0F78,X)	
7E:0F78 - 7E:0F79    Enemy 00 ID	
7E:0F7A - 7E:0F7B    Enemy 00 X position	
7E:0F7C - 7E:0F7D    Enemy 00 X subpixel position	
7E:0F7E - 7E:0F7F    Enemy 00 Y position	
7E:0F80 - 7E:0F81    Enemy 00 Y subpixel position	
7E:0F82 - 7E:0F83    Enemy 00 Hitbox radius width	
7E:0F84 - 7E:0F85    Enemy 00 Hitbox radius height	
7E:0F86 - 7E:0F87    Enemy 00 Property bits (Special from SMILE)	
7E:0F88 - 7E:0F89    Enemy 00 Extra property bits	
7E:0F8A - 7E:0F8B    Enemy 00 AI handler	
7E:0F8C - 7E:0F8D    Enemy 00 HP	
7E:0F8E - 7E:0F8F    Enemy 00 Main graphics/hitbox pointer	
7E:0F90 - 7E:0F91    Enemy 00 ??? (Chozo uses as loop counter)	
7E:0F92 - 7E:0F93    Enemy 00 Pointer to PLM-esque instructions	
7E:0F94 - 7E:0F95    Enemy 00 Instruction delay timer	
7E:0F96 - 7E:0F97    Enemy 00 Palette slot	
7E:0F98 - 7E:0F99    Enemy 00 VRAM index	
7E:0F9A - 7E:0F9B    Enemy 00 Layer control	
7E:0F9C - 7E:0F9D    Enemy 00 Invincibility flash timer	
7E:0F9E - 7E:0F9F    Enemy 00 Frozen timer	
7E:0FA0 - 7E:0FA1    Enemy 00 AI variable	
7E:0FA2 - 7E:0FA3    Enemy 00 AI shake timer	
7E:0FA4 - 7E:0FA5    Enemy 00 AI variable, seems to count up the longer the enemy's onscreen	
7E:0FA6              Enemy 00 bank	
7E:0FA7              Enemy 00 ???	
7E:0FA8 - 7E:0FA9    Enemy 00 AI variable	
7E:0FAA - 7E:0FAB    Enemy 00 AI variable	
7E:0FAC - 7E:0FBD    Enemy 00 AI variable	
7E:0FAE - 7E:0FAF    Enemy 00 AI variable	
7E:0FB0 - 7E:0FB1    Enemy 00 AI variable	
7E:0FB2 - 7E:0FB3    Enemy 00 AI variable	
7E:0FB4 - 7E:0FB5    Enemy 00 AI variable (Speed from SMILE)	
7E:0FB6 - 7E:0FB7    Enemy 00 AI variable (Speed2 from SMILE)	
7E:0FB8 - 7E:0FB9    Enemy 01 ID	
7E:0FBA - 7E:0FBB    Enemy 01 X position	
7E:0FBC - 7E:0FBD    Enemy 01 X subpixel position	
7E:0FBE - 7E:0FBF    Enemy 01 Y position	
7E:0FC0 - 7E:0FC1    Enemy 01 Y subpixel position	
7E:0FC2 - 7E:0FC3    Enemy 01 Hitbox radius width	
7E:0FC4 - 7E:0FC5    Enemy 01 Hitbox radius height	
7E:0FC6 - 7E:0FC7    Enemy 01 Property bits (Special from SMILE)	
7E:0FC8 - 7E:0FC9    Enemy 01 Extra property bits	
7E:0FCA - 7E:0FCB    Enemy 01 AI handler	
7E:0FCC - 7E:0FCD    Enemy 01 HP	
7E:0FCE - 7E:0FCF    Enemy 01 Main graphics/hitbox pointer	
7E:0FD0 - 7E:0FD1    Enemy 01 ??? (Chozo uses as loop counter)	
7E:0FD2 - 7E:0FD3    Enemy 01 Pointer to PLM-esque instructions	
7E:0FD4 - 7E:0FD5    Enemy 01 Instruction delay timer	
7E:0FD6 - 7E:0FD7    Enemy 01 Palette slot	
7E:0FD8 - 7E:0FD9    Enemy 01 VRAM index	
7E:0FDA - 7E:0FDB    Enemy 01 Layer control	
7E:0FDC - 7E:0FDD    Enemy 01 Invincibility flash timer	
7E:0FDE - 7E:0FDF    Enemy 01 Frozen timer	
7E:0FE0 - 7E:0FE1    Enemy 01 AI variable	
7E:0FE2 - 7E:0FE3    Enemy 01 AI variable	
7E:0FE4 - 7E:0FE5    Enemy 01 AI variable	
7E:0FE6              Enemy 01 bank	
7E:0FE7              Enemy 01 ???	
7E:0FE8 - 7E:0FF3    Enemy 01 AI variable	
7E:0FF4 - 7E:0FF5    Enemy 01 AI variable (Speed from SMILE)	
7E:0FF6 - 7E:0FF7    Enemy 01 AI variable (Speed2 from SMILE)	
7E:0FF8 - 7E:0FF9    Enemy 02 ID	
7E:0FFA - 7E:0FFB    Enemy 02 X position	
7E:0FFC - 7E:0FFD    Enemy 02 X subpixel position	
7E:0FFE - 7E:0FFF    Enemy 02 Y position	
7E:1000 - 7E:1001    Enemy 02 Y subpixel position	
7E:1002 - 7E:1003    Enemy 02 Hitbox radius width	
7E:1004 - 7E:1005    Enemy 02 Hitbox radius height	
7E:1006 - 7E:1007    Enemy 02 Property bits (Special from SMILE)	
7E:1008 - 7E:1009    Enemy 02 Extra property bits	
7E:100A - 7E:100B    Enemy 02 AI handler	
7E:100C - 7E:100D    Enemy 02 HP	
7E:100E - 7E:100F    Enemy 02 Main graphics/hitbox pointer	
7E:1010 - 7E:1011    Enemy 02 ??? (Chozo uses as loop counter)	
7E:1012 - 7E:1013    Enemy 02 Pointer to PLM-esque instructions	
7E:1014 - 7E:1015    Enemy 02 Instruction delay timer	
7E:1016 - 7E:1017    Enemy 02 Palette slot	
7E:1018 - 7E:1019    Enemy 02 VRAM index	
7E:101A - 7E:101B    Enemy 02 Layer control	
7E:101C - 7E:101D    Enemy 02 Invincibility flash timer	
7E:101E - 7E:101F    Enemy 02 Frozen timer	
7E:1020 - 7E:1021    Enemy 02 AI variable	
7E:1022 - 7E:1023    Enemy 02 AI variable	
7E:1024 - 7E:1025    Enemy 02 AI variable	
7E:1026              Enemy 02 bank	
7E:1027              Enemy 02 ???	
7E:1028 - 7E:1033    Enemy 02 AI variable	
7E:1034 - 7E:1035    Enemy 02 AI variable (Speed from SMILE)	
7E:1036 - 7E:1037    Enemy 02 AI variable (Speed2 from SMILE)	
                      	
7E:1038 - 7E:1039    Enemy 03 ID	
7E:103A - 7E:103B    Enemy 03 X position	
7E:103C - 7E:103D    Enemy 03 X subpixel position	
7E:103E - 7E:103F    Enemy 03 Y position	
7E:1040 - 7E:1041    Enemy 03 Y subpixel position	
7E:1042 - 7E:1043    Enemy 03 Hitbox radius width	
7E:1044 - 7E:1045    Enemy 03 Hitbox radius height	
7E:1046 - 7E:1047    Enemy 03 Property bits (Special from SMILE)	
7E:1048 - 7E:1049    Enemy 03 Extra property bits	
7E:104A - 7E:104B    Enemy 03 AI handler	
7E:104C - 7E:104D    Enemy 03 HP	
7E:104E - 7E:104F    Enemy 03 Main graphics/hitbox pointer	
7E:1050 - 7E:1051    Enemy 03 ??? (Chozo uses as loop counter)	
7E:1052 - 7E:1053    Enemy 03 Pointer to PLM-esque instructions	
7E:1054 - 7E:1055    Enemy 03 Instruction delay timer	
7E:1056 - 7E:1057    Enemy 03 Palette slot	
7E:1058 - 7E:1059    Enemy 03 VRAM index	
7E:105A - 7E:105B    Enemy 03 Layer control	
7E:105C - 7E:105D    Enemy 03 Invincibility flash timer	
7E:105E - 7E:105F    Enemy 03 Frozen timer	
7E:1060 - 7E:1061    Enemy 03 AI variable	
7E:1062 - 7E:1063    Enemy 03 AI variable	
7E:1064 - 7E:1065    Enemy 03 AI variable	
7E:1066              Enemy 03 bank	
7E:1067              Enemy 03 ???	
7E:1068 - 7E:1073    Enemy 03 AI variable	
7E:1074 - 7E:1075    Enemy 03 AI variable (Speed from SMILE)	
7E:1076 - 7E:1077    Enemy 03 AI variable (Speed2 from SMILE)	
                      	
7E:1078 - 7E:1079    Enemy 04 ID	
7E:107A - 7E:107B    Enemy 04 X position	
7E:107C - 7E:107D    Enemy 04 X subpixel position	
7E:107E - 7E:107F    Enemy 04 Y position	
7E:1080 - 7E:1081    Enemy 04 Y subpixel position	
7E:1082 - 7E:1083    Enemy 04 Hitbox radius width	
7E:1084 - 7E:1085    Enemy 04 Hitbox radius height	
7E:1086 - 7E:1087    Enemy 04 Property bits (Special from SMILE)	
7E:1088 - 7E:1089    Enemy 04 Extra property bits	
7E:108A - 7E:108B    Enemy 04 AI handler	
7E:108C - 7E:108D    Enemy 04 HP	
7E:108E - 7E:108F    Enemy 04 Main graphics/hitbox pointer	
7E:1090 - 7E:1091    Enemy 04 ??? (Chozo uses as loop counter)	
7E:1092 - 7E:1093    Enemy 04 Pointer to PLM-esque instructions	
7E:1094 - 7E:1095    Enemy 04 Instruction delay timer	
7E:1096 - 7E:1097    Enemy 04 Palette slot	
7E:1098 - 7E:1099    Enemy 04 VRAM index	
7E:109A - 7E:109B    Enemy 04 Layer control	
7E:109C - 7E:109D    Enemy 04 Invincibility flash timer	
7E:109E - 7E:109F    Enemy 04 Frozen timer	
7E:10A0 - 7E:10A1    Enemy 04 AI variable	
7E:10A2 - 7E:10A3    Enemy 04 AI variable	
7E:10A4 - 7E:10A5    Enemy 04 AI variable	
7E:10A6              Enemy 04 bank	
7E:10A7              Enemy 04 ???	
7E:10A8 - 7E:10B3    Enemy 04 AI variable	
7E:10B4 - 7E:10B5    Enemy 04 AI variable (Speed from SMILE)	
7E:10B6 - 7E:10B7    Enemy 04 AI variable (Speed2 from SMILE)	
                      	
7E:10B8 - 7E:10B9    Enemy 05 ID	
7E:10BA - 7E:10BB    Enemy 05 X position	
7E:10BC - 7E:10BD    Enemy 05 X subpixel position	
7E:10BE - 7E:10BF    Enemy 05 Y position	
7E:10C0 - 7E:10C1    Enemy 05 Y subpixel position	
7E:10C2 - 7E:10C3    Enemy 05 Hitbox radius width	
7E:10C4 - 7E:10C5    Enemy 05 Hitbox radius height	
7E:10C6 - 7E:10C7    Enemy 05 Property bits (Special from SMILE)	
7E:10C8 - 7E:10C9    Enemy 05 Extra property bits	
7E:10CA - 7E:10CB    Enemy 05 AI handler	
7E:10CC - 7E:10CD    Enemy 05 HP	
7E:10CE - 7E:10CF    Enemy 05 Main graphics/hitbox pointer	
7E:10D0 - 7E:10D1    Enemy 05 ??? (Chozo uses as loop counter)	
7E:10D2 - 7E:10D3    Enemy 05 Pointer to PLM-esque instructions	
7E:10D4 - 7E:10D5    Enemy 05 Instruction delay timer	
7E:10D6 - 7E:10D7    Enemy 05 Palette slot	
7E:10D8 - 7E:10D9    Enemy 05 VRAM index	
7E:10DA - 7E:10DB    Enemy 05 Layer control	
7E:10DC - 7E:10DD    Enemy 05 Invincibility flash timer	
7E:10DE - 7E:10DF    Enemy 05 Frozen timer	
7E:10E0 - 7E:10E1    Enemy 05 AI variable	
7E:10E2 - 7E:10E3    Enemy 05 AI variable	
7E:10E4 - 7E:10E5    Enemy 05 AI variable	
7E:10E6              Enemy 05 bank	
7E:10E7              Enemy 05 ???	
7E:10E8 - 7E:10F3    Enemy 05 AI variable	
7E:10F4 - 7E:10F5    Enemy 05 AI variable (Speed from SMILE)	
7E:10F6 - 7E:10F7    Enemy 05 AI variable (Speed2 from SMILE)	
                      	
7E:10F8 - 7E:10F9    Enemy 06 ID	
7E:10FA - 7E:10FB    Enemy 06 X position	
7E:10FC - 7E:10FD    Enemy 06 X subpixel position	
7E:10FE - 7E:10FF    Enemy 06 Y position	
7E:1100 - 7E:1101    Enemy 06 Y subpixel position	
7E:1102 - 7E:1103    Enemy 06 Hitbox radius width	
7E:1104 - 7E:1105    Enemy 06 Hitbox radius height	
7E:1106 - 7E:1107    Enemy 06 Property bits (Special from SMILE)	
7E:1108 - 7E:1109    Enemy 06 Extra property bits	
7E:110A - 7E:110B    Enemy 06 AI handler	
7E:110C - 7E:110D    Enemy 06 HP	
7E:110E - 7E:110F    Enemy 06 Main graphics/hitbox pointer	
7E:1110 - 7E:1111    Enemy 06 ??? (Chozo uses as loop counter)	
7E:1112 - 7E:1113    Enemy 06 Pointer to PLM-esque instructions	
7E:1114 - 7E:1115    Enemy 06 Instruction delay timer	
7E:1116 - 7E:1117    Enemy 06 Palette slot	
7E:1118 - 7E:1119    Enemy 06 VRAM index	
7E:111A - 7E:111B    Enemy 06 Layer control	
7E:111C - 7E:111D    Enemy 06 Invincibility flash timer	
7E:111E - 7E:111F    Enemy 06 Frozen timer	
7E:1120 - 7E:1121    Enemy 06 AI variable	
7E:1122 - 7E:1123    Enemy 06 AI variable	
7E:1124 - 7E:1125    Enemy 06 AI variable	
7E:1126              Enemy 06 bank	
7E:1127              Enemy 06 ???	
7E:1128 - 7E:1133    Enemy 06 AI variable	
7E:1134 - 7E:1135    Enemy 06 AI variable (Speed from SMILE)	
7E:1136 - 7E:1137    Enemy 06 AI variable (Speed2 from SMILE)	
                      	
                      	
7E:1138 - 7E:1139    Enemy 07 ID	
7E:113A - 7E:113B    Enemy 07 X position	
7E:113C - 7E:113D    Enemy 07 X subpixel position	
7E:113E - 7E:113F    Enemy 07 Y position	
7E:1140 - 7E:1141    Enemy 07 Y subpixel position	
7E:1142 - 7E:1143    Enemy 07 Hitbox radius width	
7E:1144 - 7E:1145    Enemy 07 Hitbox radius height	
7E:1146 - 7E:1147    Enemy 07 Property bits (Special from SMILE)	
7E:1148 - 7E:1149    Enemy 07 Extra property bits	
7E:114A - 7E:114B    Enemy 07 AI handler	
7E:114C - 7E:114D    Enemy 07 HP	
7E:114E - 7E:114F    Enemy 07 Main graphics/hitbox pointer	
7E:1150 - 7E:1151    Enemy 07 ??? (Chozo uses as loop counter)	
7E:1152 - 7E:1153    Enemy 07 Pointer to PLM-esque instructions	
7E:1154 - 7E:1155    Enemy 07 Instruction delay timer	
7E:1156 - 7E:1157    Enemy 07 Palette slot	
7E:1158 - 7E:1159    Enemy 07 VRAM index	
7E:115A - 7E:115B    Enemy 07 Layer control	
7E:115C - 7E:115D    Enemy 07 Invincibility flash timer	
7E:115E - 7E:115F    Enemy 07 Frozen timer	
7E:1160 - 7E:1161    Enemy 07 AI variable	
7E:1162 - 7E:1163    Enemy 07 AI variable	
7E:1164 - 7E:1165    Enemy 07 AI variable	
7E:1166              Enemy 07 bank	
7E:1167              Enemy 07 ???	
7E:1168 - 7E:1173    Enemy 07 AI variable	
7E:1174 - 7E:1175    Enemy 07 AI variable (Speed from SMILE)	
7E:1176 - 7E:1177    Enemy 07 AI variable (Speed2 from SMILE)	
                      	
7E:1178 - 7E:1179    Enemy 08 ID	
7E:117A - 7E:117B    Enemy 08 X position	
7E:117C - 7E:117D    Enemy 08 X subpixel position	
7E:117E - 7E:117F    Enemy 08 Y position	
7E:1180 - 7E:1181    Enemy 08 Y subpixel position	
7E:1182 - 7E:1183    Enemy 08 Hitbox radius width	
7E:1184 - 7E:1185    Enemy 08 Hitbox radius height	
7E:1186 - 7E:1187    Enemy 08 Property bits (Special from SMILE)	
7E:1188 - 7E:1189    Enemy 08 Extra property bits	
7E:118A - 7E:118B    Enemy 08 AI handler	
7E:118C - 7E:118D    Enemy 08 HP	
7E:118E - 7E:118F    Enemy 08 Main graphics/hitbox pointer	
7E:1190 - 7E:1191    Enemy 08 ??? (Chozo uses as loop counter)	
7E:1192 - 7E:1193    Enemy 08 Pointer to PLM-esque instructions	
7E:1194 - 7E:1195    Enemy 08 Instruction delay timer	
7E:1196 - 7E:1197    Enemy 08 Palette slot	
7E:1198 - 7E:1199    Enemy 08 VRAM index	
7E:119A - 7E:119B    Enemy 08 Layer control	
7E:119C - 7E:119D    Enemy 08 Invincibility flash timer	
7E:119E - 7E:119F    Enemy 08 Frozen timer	
7E:11A0 - 7E:11A1    Enemy 08 AI variable	
7E:11A2 - 7E:11A3    Enemy 08 AI variable	
7E:11A4 - 7E:11A5    Enemy 08 AI variable	
7E:11A6              Enemy 08 bank	
7E:11A7              Enemy 08 ???	
7E:11A8 - 7E:11B3    Enemy 08 AI variable	
7E:11B4 - 7E:11B5    Enemy 08 AI variable (Speed from SMILE)	
7E:11B6 - 7E:11B7    Enemy 08 AI variable (Speed2 from SMILE)	
7E:11B8 - 7E:11B9    Enemy 09 ID	
7E:11BA - 7E:11BB    Enemy 09 X position	
7E:11BC - 7E:11BD    Enemy 09 X subpixel position	
7E:11BE - 7E:11BF    Enemy 09 Y position	
7E:11C0 - 7E:11C1    Enemy 09 Y subpixel position	
7E:11C2 - 7E:11C3    Enemy 09 Hitbox radius width	
7E:11C4 - 7E:11C5    Enemy 09 Hitbox radius height	
7E:11C6 - 7E:11C7    Enemy 09 Property bits (Special from SMILE)	
7E:11C8 - 7E:11C9    Enemy 09 Extra property bits	
7E:11CA - 7E:11CB    Enemy 09 AI handler	
7E:11CC - 7E:11CD    Enemy 09 HP	
7E:11CE - 7E:11CF    Enemy 09 Main graphics/hitbox pointer	
7E:11D0 - 7E:11D1    Enemy 09 ??? (Chozo uses as loop counter)	
7E:11D2 - 7E:11D3    Enemy 09 Pointer to PLM-esque instructions	
7E:11D4 - 7E:11D5    Enemy 09 Instruction delay timer	
7E:11D6 - 7E:11D7    Enemy 09 Palette slot	
7E:11D8 - 7E:11D9    Enemy 09 VRAM index	
7E:11DA - 7E:11DB    Enemy 09 Layer control	
7E:11DC - 7E:11DD    Enemy 09 Invincibility flash timer	
7E:11DE - 7E:11DF    Enemy 09 Frozen timer	
7E:11E0 - 7E:11E1    Enemy 09 AI variable	
7E:11E2 - 7E:11E3    Enemy 09 AI variable	
7E:11E4 - 7E:11E5    Enemy 09 AI variable	
7E:11E6              Enemy 09 bank	
7E:11E7              Enemy 09 ???	
7E:11E8 - 7E:11F3    Enemy 09 AI variable	
7E:11F4 - 7E:11F5    Enemy 09 AI variable (Speed from SMILE)	
7E:11F6 - 7E:11F7    Enemy 09 AI variable (Speed2 from SMILE)	
7E:11F8 - 7E:11F9    Enemy 0A ID	
7E:11FA - 7E:11FB    Enemy 0A X position	
7E:11FC - 7E:11FD    Enemy 0A X subpixel position	
7E:11FE - 7E:11FF    Enemy 0A Y position	
7E:1200 - 7E:1201    Enemy 0A Y subpixel position	
7E:1202 - 7E:1203    Enemy 0A Hitbox radius width	
7E:1204 - 7E:1205    Enemy 0A Hitbox radius height	
7E:1206 - 7E:1207    Enemy 0A Property bits (Special from SMILE)	
7E:1208 - 7E:1209    Enemy 0A Extra property bits	
7E:120A - 7E:120B    Enemy 0A AI handler	
7E:120C - 7E:120D    Enemy 0A HP	
7E:120E - 7E:120F    Enemy 0A Main graphics/hitbox pointer	
7E:1210 - 7E:1211    Enemy 0A ??? (Chozo uses as loop counter)	
7E:1212 - 7E:1213    Enemy 0A Pointer to PLM-esque instructions	
7E:1214 - 7E:1215    Enemy 0A Instruction delay timer	
7E:1216 - 7E:1217    Enemy 0A Palette slot	
7E:1218 - 7E:1219    Enemy 0A VRAM index	
7E:121A - 7E:121B    Enemy 0A Layer control	
7E:121C - 7E:121D    Enemy 0A Invincibility flash timer	
7E:121E - 7E:121F    Enemy 0A Frozen timer	
7E:1220 - 7E:1221    Enemy 0A AI variable	
7E:1222 - 7E:1223    Enemy 0A AI variable	
7E:1224 - 7E:1225    Enemy 0A AI variable	
7E:1226              Enemy 0A bank	
7E:1227              Enemy 0A ???	
7E:1228 - 7E:1233    Enemy 0A AI variable	
7E:1234 - 7E:1235    Enemy 0A AI variable (Speed from SMILE)	
7E:1236 - 7E:1237    Enemy 0A AI variable (Speed2 from SMILE)	
7E:1238 - 7E:1239    Enemy 0B ID	
7E:123A - 7E:123B    Enemy 0B X position	
7E:123C - 7E:123D    Enemy 0B X subpixel position	
7E:123E - 7E:123F    Enemy 0B Y position	
7E:1240 - 7E:1241    Enemy 0B Y subpixel position	
7E:1242 - 7E:1243    Enemy 0B Hitbox radius width	
7E:1244 - 7E:1245    Enemy 0B Hitbox radius height	
7E:1246 - 7E:1247    Enemy 0B Property bits (Special from SMILE)	
7E:1248 - 7E:1249    Enemy 0B Extra property bits	
7E:124A - 7E:124B    Enemy 0B AI handler	
7E:124C - 7E:124D    Enemy 0B HP	
7E:124E - 7E:124F    Enemy 0B Main graphics/hitbox pointer	
7E:1250 - 7E:1251    Enemy 0B ??? (Chozo uses as loop counter)	
7E:1252 - 7E:1253    Enemy 0B Pointer to PLM-esque instructions	
7E:1254 - 7E:1255    Enemy 0B Instruction delay timer	
7E:1256 - 7E:1257    Enemy 0B Palette slot	
7E:1258 - 7E:1259    Enemy 0B VRAM index	
7E:125A - 7E:125B    Enemy 0B Layer control	
7E:125C - 7E:125D    Enemy 0B Invincibility flash timer	
7E:125E - 7E:125F    Enemy 0B Frozen timer	
7E:1260 - 7E:1261    Enemy 0B AI variable	
7E:1262 - 7E:1263    Enemy 0B AI variable	
7E:1264 - 7E:1265    Enemy 0B AI variable	
7E:1266              Enemy 0B bank	
7E:1267              Enemy 0B ???	
7E:1268 - 7E:1273    Enemy 0B AI variable	
7E:1274 - 7E:1275    Enemy 0B AI variable (Speed from SMILE)	
7E:1276 - 7E:1277    Enemy 0B AI variable (Speed2 from SMILE)	
7E:1278 - 7E:1279    Enemy 0C ID	
7E:127A - 7E:127B    Enemy 0C X position	
7E:127C - 7E:127D    Enemy 0C X subpixel position	
7E:127E - 7E:127F    Enemy 0C Y position	
7E:1280 - 7E:1281    Enemy 0C Y subpixel position	
7E:1282 - 7E:1283    Enemy 0C Hitbox radius width	
7E:1284 - 7E:1285    Enemy 0C Hitbox radius height	
7E:1286 - 7E:1287    Enemy 0C Property bits (Special from SMILE)	
7E:1288 - 7E:1289    Enemy 0C Extra property bits	
7E:128A - 7E:128B    Enemy 0C AI handler	
7E:128C - 7E:128D    Enemy 0C HP	
7E:128E - 7E:128F    Enemy 0C Main graphics/hitbox pointer	
7E:1290 - 7E:1291    Enemy 0C ??? (Chozo uses as loop counter)	
7E:1292 - 7E:1293    Enemy 0C Pointer to PLM-esque instructions	
7E:1294 - 7E:1295    Enemy 0C Instruction delay timer	
7E:1296 - 7E:1297    Enemy 0C Palette slot	
7E:1298 - 7E:1299    Enemy 0C VRAM index	
7E:129A - 7E:129B    Enemy 0C Layer control	
7E:129C - 7E:129D    Enemy 0C Invincibility flash timer	
7E:129E - 7E:129F    Enemy 0C Frozen timer	
7E:12A0 - 7E:12A1    Enemy 0C AI variable	
7E:12A2 - 7E:12A3    Enemy 0C AI variable	
7E:12A4 - 7E:12A5    Enemy 0C AI variable	
7E:12A6              Enemy 0C bank	
7E:12A7              Enemy 0C ???	
7E:12A8 - 7E:12B3    Enemy 0C AI variable	
7E:12B4 - 7E:12B5    Enemy 0C AI variable (Speed from SMILE)	
7E:12B6 - 7E:12B7    Enemy 0C AI variable (Speed2 from SMILE)	
7E:12B8 - 7E:12B9    Enemy 0D ID	
7E:12BA - 7E:12BB    Enemy 0D X position	
7E:12BC - 7E:12BD    Enemy 0D X subpixel position	
7E:12BE - 7E:12BF    Enemy 0D Y position	
7E:12C0 - 7E:12C1    Enemy 0D Y subpixel position	
7E:12C2 - 7E:12C3    Enemy 0D Hitbox radius width	
7E:12C4 - 7E:12C5    Enemy 0D Hitbox radius height	
7E:12C6 - 7E:12C7    Enemy 0D Property bits (Special from SMILE)	
7E:12C8 - 7E:12C9    Enemy 0D Extra property bits	
7E:12CA - 7E:12CB    Enemy 0D AI handler	
7E:12CC - 7E:12CD    Enemy 0D HP	
7E:12CE - 7E:12CF    Enemy 0D Main graphics/hitbox pointer	
7E:12D0 - 7E:12D1    Enemy 0D ??? (Chozo uses as loop counter)	
7E:12D2 - 7E:12D3    Enemy 0D Pointer to PLM-esque instructions	
7E:12D4 - 7E:12D5    Enemy 0D Instruction delay timer	
7E:12D6 - 7E:12D7    Enemy 0D Palette slot	
7E:12D8 - 7E:12D9    Enemy 0D VRAM index	
7E:12DA - 7E:12DB    Enemy 0D Layer control	
7E:12DC - 7E:12DD    Enemy 0D Invincibility flash timer	
7E:12DE - 7E:12DF    Enemy 0D Frozen timer	
7E:12E0 - 7E:12E1    Enemy 0D AI variable	
7E:12E2 - 7E:12E3    Enemy 0D AI variable	
7E:12E4 - 7E:12E5    Enemy 0D AI variable	
7E:12E6              Enemy 0D bank	
7E:12E7              Enemy 0D ???	
7E:12E8 - 7E:12F3    Enemy 0D AI variable	
7E:12F4 - 7E:12F5    Enemy 0D AI variable (Speed from SMILE)	
7E:12F6 - 7E:12F7    Enemy 0D AI variable (Speed2 from SMILE)	
7E:12F8 - 7E:12F9    Enemy 0E ID	
7E:12FA - 7E:12FB    Enemy 0E X position	
7E:12FC - 7E:12FD    Enemy 0E X subpixel position	
7E:12FE - 7E:12FF    Enemy 0E Y position	
7E:1300 - 7E:1301    Enemy 0E Y subpixel position	
7E:1302 - 7E:1303    Enemy 0E Hitbox radius width	
7E:1304 - 7E:1305    Enemy 0E Hitbox radius height	
7E:1306 - 7E:1307    Enemy 0E Property bits (Special from SMILE)	
7E:1308 - 7E:1309    Enemy 0E Extra property bits	
7E:130A - 7E:130B    Enemy 0E AI handler	
7E:130C - 7E:130D    Enemy 0E HP	
7E:130E - 7E:130F    Enemy 0E Main graphics/hitbox pointer	
7E:1310 - 7E:1311    Enemy 0E ??? (Chozo uses as loop counter)	
7E:1312 - 7E:1313    Enemy 0E Pointer to PLM-esque instructions	
7E:1314 - 7E:1315    Enemy 0E Instruction delay timer	
7E:1316 - 7E:1317    Enemy 0E Palette slot	
7E:1318 - 7E:1319    Enemy 0E VRAM index	
7E:131A - 7E:131B    Enemy 0E Layer control	
7E:131C - 7E:131D    Enemy 0E Invincibility flash timer	
7E:131E - 7E:131F    Enemy 0E Frozen timer	
7E:1320 - 7E:1321    Enemy 0E AI variable	
7E:1322 - 7E:1323    Enemy 0E AI variable	
7E:1324 - 7E:1325    Enemy 0E AI variable	
7E:1326              Enemy 0E bank	
7E:1327              Enemy 0E ???	
7E:1328 - 7E:1333    Enemy 0E AI variable	
7E:1334 - 7E:1335    Enemy 0E AI variable (Speed from SMILE)	
7E:1336 - 7E:1337    Enemy 0E AI variable (Speed2 from SMILE)	
7E:1338 - 7E:1339    Enemy 0F ID	
7E:133A - 7E:133B    Enemy 0F X position	
7E:133C - 7E:133D    Enemy 0F X subpixel position	
7E:133E - 7E:133F    Enemy 0F Y position	
7E:1340 - 7E:1341    Enemy 0F Y subpixel position	
7E:1342 - 7E:1343    Enemy 0F Hitbox radius width	
7E:1344 - 7E:1345    Enemy 0F Hitbox radius height	
7E:1346 - 7E:1347    Enemy 0F Property bits (Special from SMILE)	
7E:1348 - 7E:1349    Enemy 0F Extra property bits	
7E:134A - 7E:134B    Enemy 0F AI handler	
7E:134C - 7E:134D    Enemy 0F HP	
7E:134E - 7E:134F    Enemy 0F Main graphics/hitbox pointer	
7E:1350 - 7E:1351    Enemy 0F ??? (Chozo uses as loop counter)	
7E:1352 - 7E:1353    Enemy 0F Pointer to PLM-esque instructions	
7E:1354 - 7E:1355    Enemy 0F Instruction delay timer	
7E:1356 - 7E:1357    Enemy 0F Palette slot	
7E:1358 - 7E:1359    Enemy 0F VRAM index	
7E:135A - 7E:135B    Enemy 0F Layer control	
7E:135C - 7E:135D    Enemy 0F Invincibility flash timer	
7E:135E - 7E:135F    Enemy 0F Frozen timer	
7E:1360 - 7E:1361    Enemy 0F AI variable	
7E:1362 - 7E:1363    Enemy 0F AI variable	
7E:1364 - 7E:1365    Enemy 0F AI variable	
7E:1366              Enemy 0F bank	
7E:1367              Enemy 0F ???	
7E:1368 - 7E:1373    Enemy 0F AI variable	
7E:1374 - 7E:1375    Enemy 0F AI variable (Speed from SMILE)	
7E:1376 - 7E:1377    Enemy 0F AI variable (Speed2 from SMILE)	
7E:1378 - 7E:1379    Enemy 10 ID	
7E:137A - 7E:137B    Enemy 10 X position	
7E:137C - 7E:137D    Enemy 10 X subpixel position	
7E:137E - 7E:137F    Enemy 10 Y position	
7E:1380 - 7E:1381    Enemy 10 Y subpixel position	
7E:1382 - 7E:1383    Enemy 10 Hitbox radius width	
7E:1384 - 7E:1385    Enemy 10 Hitbox radius height	
7E:1386 - 7E:1387    Enemy 10 Property bits (Special from SMILE)	
7E:1388 - 7E:1389    Enemy 10 Extra property bits	
7E:138A - 7E:138B    Enemy 10 AI handler	
7E:138C - 7E:138D    Enemy 10 HP	
7E:138E - 7E:138F    Enemy 10 Main graphics/hitbox pointer	
7E:1390 - 7E:1391    Enemy 10 ??? (Chozo uses as loop counter)	
7E:1392 - 7E:1393    Enemy 10 Pointer to PLM-esque instructions	
7E:1394 - 7E:1395    Enemy 10 Instruction delay timer	
7E:1396 - 7E:1397    Enemy 10 Palette slot	
7E:1398 - 7E:1399    Enemy 10 VRAM index	
7E:139A - 7E:139B    Enemy 10 Layer control	
7E:139C - 7E:139D    Enemy 10 Invincibility flash timer	
7E:139E - 7E:139F    Enemy 10 Frozen timer	
7E:13A0 - 7E:13A1    Enemy 10 AI variable	
7E:13A2 - 7E:13A3    Enemy 10 AI variable	
7E:13A4 - 7E:13A5    Enemy 10 AI variable	
7E:13A6              Enemy 10 bank	
7E:13A7              Enemy 10 ???	
7E:13A8 - 7E:13B3    Enemy 10 AI variable	
7E:13B4 - 7E:13B5    Enemy 10 AI variable (Speed from SMILE)	
7E:13B6 - 7E:13B7    Enemy 10 AI variable (Speed2 from SMILE)	
7E:13B8 - 7E:13B9    Enemy 11 ID	
7E:13BA - 7E:13BB    Enemy 11 X position	
7E:13BC - 7E:13BD    Enemy 11 X subpixel position	
7E:13BE - 7E:13BF    Enemy 11 Y position	
7E:13C0 - 7E:13C1    Enemy 11 Y subpixel position	
7E:13C2 - 7E:13C3    Enemy 11 Hitbox radius width	
7E:13C4 - 7E:13C5    Enemy 11 Hitbox radius height	
7E:13C6 - 7E:13C7    Enemy 11 Property bits (Special from SMILE)	
7E:13C8 - 7E:13C9    Enemy 11 Extra property bits	
7E:13CA - 7E:13CB    Enemy 11 AI handler	
7E:13CC - 7E:13CD    Enemy 11 HP	
7E:13CE - 7E:13CF    Enemy 11 Main graphics/hitbox pointer	
7E:13D0 - 7E:13D1    Enemy 11 ??? (Chozo uses as loop counter)	
7E:13D2 - 7E:13D3    Enemy 11 Pointer to PLM-esque instructions	
7E:13D4 - 7E:13D5    Enemy 11 Instruction delay timer	
7E:13D6 - 7E:13D7    Enemy 11 Palette slot	
7E:13D8 - 7E:13D9    Enemy 11 VRAM index	
7E:13DA - 7E:13DB    Enemy 11 Layer control	
7E:13DC - 7E:13DD    Enemy 11 Invincibility flash timer	
7E:13DE - 7E:13DF    Enemy 11 Frozen timer	
7E:13E0 - 7E:13E1    Enemy 11 AI variable	
7E:13E2 - 7E:13E3    Enemy 11 AI variable	
7E:13E4 - 7E:13E5    Enemy 11 AI variable	
7E:13E6              Enemy 11 bank	
7E:13E7              Enemy 11 ???	
7E:13E8 - 7E:13F3    Enemy 11 AI variable	
7E:13F4 - 7E:13F5    Enemy 11 AI variable (Speed from SMILE)	
7E:13F6 - 7E:13F7    Enemy 11 AI variable (Speed2 from SMILE)	
7E:13F8 - 7E:13F9    Enemy 12 ID	
7E:13FA - 7E:13FB    Enemy 12 X position	
7E:13FC - 7E:13FD    Enemy 12 X subpixel position	
7E:13FE - 7E:13FF    Enemy 12 Y position	
7E:1400 - 7E:1401    Enemy 12 Y subpixel position	
7E:1402 - 7E:1403    Enemy 12 Hitbox radius width	
7E:1404 - 7E:1405    Enemy 12 Hitbox radius height	
7E:1406 - 7E:1407    Enemy 12 Property bits (Special from SMILE)	
7E:1408 - 7E:1409    Enemy 12 Extra property bits	
7E:140A - 7E:140B    Enemy 12 AI handler	
7E:140C - 7E:140D    Enemy 12 HP	
7E:140E - 7E:140F    Enemy 12 Main graphics/hitbox pointer	
7E:1410 - 7E:1411    Enemy 12 ??? (Chozo uses as loop counter)	
7E:1412 - 7E:1413    Enemy 12 Pointer to PLM-esque instructions	
7E:1414 - 7E:1415    Enemy 12 Instruction delay timer	
7E:1416 - 7E:1417    Enemy 12 Palette slot	
7E:1418 - 7E:1419    Enemy 12 VRAM index	
7E:141A - 7E:141B    Enemy 12 Layer control	
7E:141C - 7E:141D    Enemy 12 Invincibility flash timer	
7E:141E - 7E:141F    Enemy 12 Frozen timer	
7E:1420 - 7E:1421    Enemy 12 AI variable	
7E:1422 - 7E:1423    Enemy 12 AI variable	
7E:1424 - 7E:1425    Enemy 12 AI variable	
7E:1426              Enemy 12 bank	
7E:1427              Enemy 12 ???	
7E:1428 - 7E:1433    Enemy 12 AI variable	
7E:1434 - 7E:1435    Enemy 12 AI variable (Speed from SMILE)	
7E:1436 - 7E:1437    Enemy 12 AI variable (Speed2 from SMILE)	
7E:1438 - 7E:1439    Enemy 13 ID	
7E:143A - 7E:143B    Enemy 13 X position	
7E:143C - 7E:143D    Enemy 13 X subpixel position	
7E:143E - 7E:143F    Enemy 13 Y position	
7E:1440 - 7E:1441    Enemy 13 Y subpixel position	
7E:1442 - 7E:1443    Enemy 13 Hitbox radius width	
7E:1444 - 7E:1445    Enemy 13 Hitbox radius height	
7E:1446 - 7E:1447    Enemy 13 Property bits (Special from SMILE)	
7E:1448 - 7E:1449    Enemy 13 Extra property bits	
7E:144A - 7E:144B    Enemy 13 AI handler	
7E:144C - 7E:144D    Enemy 13 HP	
7E:144E - 7E:144F    Enemy 13 Main graphics/hitbox pointer	
7E:1450 - 7E:1451    Enemy 13 ??? (Chozo uses as loop counter)	
7E:1452 - 7E:1453    Enemy 13 Pointer to PLM-esque instructions	
7E:1454 - 7E:1455    Enemy 13 Instruction delay timer	
7E:1456 - 7E:1457    Enemy 13 Palette slot	
7E:1458 - 7E:1459    Enemy 13 VRAM index	
7E:145A - 7E:145B    Enemy 13 Layer control	
7E:145C - 7E:145D    Enemy 13 Invincibility flash timer	
7E:145E - 7E:145F    Enemy 13 Frozen timer	
7E:1460 - 7E:1461    Enemy 13 AI variable	
7E:1462 - 7E:1463    Enemy 13 AI variable	
7E:1464 - 7E:1465    Enemy 13 AI variable	
7E:1466              Enemy 13 bank	
7E:1467              Enemy 13 ???	
7E:1468 - 7E:1473    Enemy 13 AI variable	
7E:1474 - 7E:1475    Enemy 13 AI variable (Speed from SMILE)	
7E:1476 - 7E:1477    Enemy 13 AI variable (Speed2 from SMILE)	
7E:1478 - 7E:1479    Enemy 14 ID	
7E:147A - 7E:147B    Enemy 14 X position	
7E:147C - 7E:147D    Enemy 14 X subpixel position	
7E:147E - 7E:147F    Enemy 14 Y position	
7E:1480 - 7E:1481    Enemy 14 Y subpixel position	
7E:1482 - 7E:1483    Enemy 14 Hitbox radius width	
7E:1484 - 7E:1485    Enemy 14 Hitbox radius height	
7E:1486 - 7E:1487    Enemy 14 Property bits (Special from SMILE)	
7E:1488 - 7E:1489    Enemy 14 Extra property bits	
7E:148A - 7E:148B    Enemy 14 AI handler	
7E:148C - 7E:148D    Enemy 14 HP	
7E:148E - 7E:148F    Enemy 14 Main graphics/hitbox pointer	
7E:1490 - 7E:1491    Enemy 14 ??? (Chozo uses as loop counter)	
7E:1492 - 7E:1493    Enemy 14 Pointer to PLM-esque instructions	
7E:1494 - 7E:1495    Enemy 14 Instruction delay timer	
7E:1496 - 7E:1497    Enemy 14 Palette slot	
7E:1498 - 7E:1499    Enemy 14 VRAM index	
7E:149A - 7E:149B    Enemy 14 Layer control	
7E:149C - 7E:149D    Enemy 14 Invincibility flash timer	
7E:149E - 7E:149F    Enemy 14 Frozen timer	
7E:14A0 - 7E:14A1    Enemy 14 AI variable	
7E:14A2 - 7E:14A3    Enemy 14 AI variable	
7E:14A4 - 7E:14A5    Enemy 14 AI variable	
7E:14A6              Enemy 14 bank	
7E:14A7              Enemy 14 ???	
7E:14A8 - 7E:14B3    Enemy 14 AI variable	
7E:14B4 - 7E:14B5    Enemy 14 AI variable (Speed from SMILE)	
7E:14B6 - 7E:14B7    Enemy 14 AI variable (Speed2 from SMILE)	
7E:14B8 - 7E:14B9    Enemy 15 ID	
7E:14BA - 7E:14BB    Enemy 15 X position	
7E:14BC - 7E:14BD    Enemy 15 X subpixel position	
7E:14BE - 7E:14BF    Enemy 15 Y position	
7E:14C0 - 7E:14C1    Enemy 15 Y subpixel position	
7E:14C2 - 7E:14C3    Enemy 15 Hitbox radius width	
7E:14C4 - 7E:14C5    Enemy 15 Hitbox radius height	
7E:14C6 - 7E:14C7    Enemy 15 Property bits (Special from SMILE)	
7E:14C8 - 7E:14C9    Enemy 15 Extra property bits	
7E:14CA - 7E:14CB    Enemy 15 AI handler	
7E:14CC - 7E:14CD    Enemy 15 HP	
7E:14CE - 7E:14CF    Enemy 15 Main graphics/hitbox pointer	
7E:14D0 - 7E:14D1    Enemy 15 ??? (Chozo uses as loop counter)	
7E:14D2 - 7E:14D3    Enemy 15 Pointer to PLM-esque instructions	
7E:14D4 - 7E:14D5    Enemy 15 Instruction delay timer	
7E:14D6 - 7E:14D7    Enemy 15 Palette slot	
7E:14D8 - 7E:14D9    Enemy 15 VRAM index	
7E:14DA - 7E:14DB    Enemy 15 Layer control	
7E:14DC - 7E:14DD    Enemy 15 Invincibility flash timer	
7E:14DE - 7E:14DF    Enemy 15 Frozen timer	
7E:14E0 - 7E:14E1    Enemy 15 AI variable	
7E:14E2 - 7E:14E3    Enemy 15 AI variable	
7E:14E4 - 7E:14E5    Enemy 15 AI variable	
7E:14E6              Enemy 15 bank	
7E:14E7              Enemy 15 ???	
7E:14E8 - 7E:14F3    Enemy 15 AI variable	
7E:14F4 - 7E:14F5    Enemy 15 AI variable (Speed from SMILE)	
7E:14F6 - 7E:14F7    Enemy 15 AI variable (Speed2 from SMILE)	
7E:14F8 - 7E:14F9    Enemy 16 ID	
7E:14FA - 7E:14FB    Enemy 16 X position	
7E:14FC - 7E:14FD    Enemy 16 X subpixel position	
7E:14FE - 7E:14FF    Enemy 16 Y position	
7E:1500 - 7E:1501    Enemy 16 Y subpixel position	
7E:1502 - 7E:1503    Enemy 16 Hitbox radius width	
7E:1504 - 7E:1505    Enemy 16 Hitbox radius height	
7E:1506 - 7E:1507    Enemy 16 Property bits (Special from SMILE)	
7E:1508 - 7E:1509    Enemy 16 Extra property bits	
7E:150A - 7E:150B    Enemy 16 AI handler	
7E:150C - 7E:150D    Enemy 16 HP	
7E:150E - 7E:150F    Enemy 16 Main graphics/hitbox pointer	
7E:1510 - 7E:1511    Enemy 16 ??? (Chozo uses as loop counter)	
7E:1512 - 7E:1513    Enemy 16 Pointer to PLM-esque instructions	
7E:1514 - 7E:1515    Enemy 16 Instruction delay timer	
7E:1516 - 7E:1517    Enemy 16 Palette slot	
7E:1518 - 7E:1519    Enemy 16 VRAM index	
7E:151A - 7E:151B    Enemy 16 Layer control	
7E:151C - 7E:151D    Enemy 16 Invincibility flash timer	
7E:151E - 7E:151F    Enemy 16 Frozen timer	
7E:1520 - 7E:1521    Enemy 16 AI variable	
7E:1522 - 7E:1523    Enemy 16 AI variable	
7E:1524 - 7E:1525    Enemy 16 AI variable	
7E:1526              Enemy 16 bank	
7E:1527              Enemy 16 ???	
7E:1528 - 7E:1533    Enemy 16 AI variable	
7E:1534 - 7E:1535    Enemy 16 AI variable (Speed from SMILE)	
7E:1536 - 7E:1537    Enemy 16 AI variable (Speed2 from SMILE)	
7E:1538 - 7E:1539    Enemy 17 ID	
7E:153A - 7E:153B    Enemy 17 X position	
7E:153C - 7E:153D    Enemy 17 X subpixel position	
7E:153E - 7E:153F    Enemy 17 Y position	
7E:1540 - 7E:1541    Enemy 17 Y subpixel position	
7E:1542 - 7E:1543    Enemy 17 Hitbox radius width	
7E:1544 - 7E:1545    Enemy 17 Hitbox radius height	
7E:1546 - 7E:1547    Enemy 17 Property bits (Special from SMILE)	
7E:1548 - 7E:1549    Enemy 17 Extra property bits	
7E:154A - 7E:154B    Enemy 17 AI handler	
7E:154C - 7E:154D    Enemy 17 HP	
7E:154E - 7E:154F    Enemy 17 Main graphics/hitbox pointer	
7E:1550 - 7E:1551    Enemy 17 ??? (Chozo uses as loop counter)	
7E:1552 - 7E:1553    Enemy 17 Pointer to PLM-esque instructions	
7E:1554 - 7E:1555    Enemy 17 Instruction delay timer	
7E:1556 - 7E:1557    Enemy 17 Palette slot	
7E:1558 - 7E:1559    Enemy 17 VRAM index	
7E:155A - 7E:155B    Enemy 17 Layer control	
7E:155C - 7E:155D    Enemy 17 Invincibility flash timer	
7E:155E - 7E:155F    Enemy 17 Frozen timer	
7E:1560 - 7E:1561    Enemy 17 AI variable	
7E:1562 - 7E:1563    Enemy 17 AI variable	
7E:1564 - 7E:1565    Enemy 17 AI variable	
7E:1566              Enemy 17 bank	
7E:1567              Enemy 17 ???	
7E:1568 - 7E:1573    Enemy 17 AI variable	
7E:1574 - 7E:1575    Enemy 17 AI variable (Speed from SMILE)	
7E:1576 - 7E:1577    Enemy 17 AI variable (Speed2 from SMILE)	
7E:1578 - 7E:1579    Enemy 18 ID	
7E:157A - 7E:157B    Enemy 18 X position	
7E:157C - 7E:157D    Enemy 18 X subpixel position	
7E:157E - 7E:157F    Enemy 18 Y position	
7E:1580 - 7E:1581    Enemy 18 Y subpixel position	
7E:1582 - 7E:1583    Enemy 18 Hitbox radius width	
7E:1584 - 7E:1585    Enemy 18 Hitbox radius height	
7E:1586 - 7E:1587    Enemy 18 Property bits (Special from SMILE)	
7E:1588 - 7E:1589    Enemy 18 Extra property bits	
7E:158A - 7E:158B    Enemy 18 AI handler	
7E:158C - 7E:158D    Enemy 18 HP	
7E:158E - 7E:158F    Enemy 18 Main graphics/hitbox pointer	
7E:1590 - 7E:1591    Enemy 18 ??? (Chozo uses as loop counter)	
7E:1592 - 7E:1593    Enemy 18 Pointer to PLM-esque instructions	
7E:1594 - 7E:1595    Enemy 18 Instruction delay timer	
7E:1596 - 7E:1597    Enemy 18 Palette slot	
7E:1598 - 7E:1599    Enemy 18 VRAM index	
7E:159A - 7E:159B    Enemy 18 Layer control	
7E:159C - 7E:159D    Enemy 18 Invincibility flash timer	
7E:159E - 7E:159F    Enemy 18 Frozen timer	
7E:15A0 - 7E:15A1    Enemy 18 AI variable	
7E:15A2 - 7E:15A3    Enemy 18 AI variable	
7E:15A4 - 7E:15A5    Enemy 18 AI variable	
7E:15A6              Enemy 18 bank	
7E:15A7              Enemy 18 ???	
7E:15A8 - 7E:15B3    Enemy 18 AI variable	
7E:15B4 - 7E:15B5    Enemy 18 AI variable (Speed from SMILE)	
7E:15B6 - 7E:15B7    Enemy 18 AI variable (Speed2 from SMILE)	
7E:15B8 - 7E:15B9    Enemy 19 ID	
7E:15BA - 7E:15BB    Enemy 19 X position	
7E:15BC - 7E:15BD    Enemy 19 X subpixel position	
7E:15BE - 7E:15BF    Enemy 19 Y position	
7E:15C0 - 7E:15C1    Enemy 19 Y subpixel position	
7E:15C2 - 7E:15C3    Enemy 19 Hitbox radius width	
7E:15C4 - 7E:15C5    Enemy 19 Hitbox radius height	
7E:15C6 - 7E:15C7    Enemy 19 Property bits (Special from SMILE)	
7E:15C8 - 7E:15C9    Enemy 19 Extra property bits	
7E:15CA - 7E:15CB    Enemy 19 AI handler	
7E:15CC - 7E:15CD    Enemy 19 HP	
7E:15CE - 7E:15CF    Enemy 19 Main graphics/hitbox pointer	
7E:15D0 - 7E:15D1    Enemy 19 ??? (Chozo uses as loop counter)	
7E:15D2 - 7E:15D3    Enemy 19 Pointer to PLM-esque instructions	
7E:15D4 - 7E:15D5    Enemy 19 Instruction delay timer	
7E:15D6 - 7E:15D7    Enemy 19 Palette slot	
7E:15D8 - 7E:15D9    Enemy 19 VRAM index	
7E:15DA - 7E:15DB    Enemy 19 Layer control	
7E:15DC - 7E:15DD    Enemy 19 Invincibility flash timer	
7E:15DE - 7E:15DF    Enemy 19 Frozen timer	
7E:15E0 - 7E:15E1    Enemy 19 AI variable	
7E:15E2 - 7E:15E3    Enemy 19 AI variable	
7E:15E4 - 7E:15E5    Enemy 19 AI variable	
7E:15E6              Enemy 19 bank	
7E:15E7              Enemy 19 ???	
7E:15E8 - 7E:15F3    Enemy 19 AI variable	
7E:15F4 - 7E:15F5    Enemy 19 AI variable (Speed from SMILE)	
7E:15F6 - 7E:15F7    Enemy 19 AI variable (Speed2 from SMILE)	
7E:15F8 - 7E:15F9    Enemy 1A ID	
7E:15FA - 7E:15FB    Enemy 1A X position	
7E:15FC - 7E:15FD    Enemy 1A X subpixel position	
7E:15FE - 7E:15FF    Enemy 1A Y position	
7E:1600 - 7E:1601    Enemy 1A Y subpixel position	
7E:1602 - 7E:1603    Enemy 1A Hitbox radius width	
7E:1604 - 7E:1605    Enemy 1A Hitbox radius height	
7E:1606 - 7E:1607    Enemy 1A Property bits (Special from SMILE)	
7E:1608 - 7E:1609    Enemy 1A Extra property bits	
7E:160A - 7E:160B    Enemy 1A AI handler	
7E:160C - 7E:160D    Enemy 1A HP	
7E:160E - 7E:160F    Enemy 1A Main graphics/hitbox pointer	
7E:1610 - 7E:1611    Enemy 1A ??? (Chozo uses as loop counter)	
7E:1612 - 7E:1613    Enemy 1A Pointer to PLM-esque instructions	
7E:1614 - 7E:1615    Enemy 1A Instruction delay timer	
7E:1616 - 7E:1617    Enemy 1A Palette slot	
7E:1618 - 7E:1619    Enemy 1A VRAM index	
7E:161A - 7E:161B    Enemy 1A Layer control	
7E:161C - 7E:161D    Enemy 1A Invincibility flash timer	
7E:161E - 7E:161F    Enemy 1A Frozen timer	
7E:1620 - 7E:1621    Enemy 1A AI variable	
7E:1622 - 7E:1623    Enemy 1A AI variable	
7E:1624 - 7E:1625    Enemy 1A AI variable	
7E:1626              Enemy 1A bank	
7E:1627              Enemy 1A ???	
7E:1628 - 7E:1633    Enemy 1A AI variable	
7E:1634 - 7E:1635    Enemy 1A AI variable (Speed from SMILE)	
7E:1636 - 7E:1637    Enemy 1A AI variable (Speed2 from SMILE)	
7E:1638 - 7E:1639    Enemy 1B ID	
7E:163A - 7E:163B    Enemy 1B X position	
7E:163C - 7E:163D    Enemy 1B X subpixel position	
7E:163E - 7E:163F    Enemy 1B Y position	
7E:1640 - 7E:1641    Enemy 1B Y subpixel position	
7E:1642 - 7E:1643    Enemy 1B Hitbox radius width	
7E:1644 - 7E:1645    Enemy 1B Hitbox radius height	
7E:1646 - 7E:1647    Enemy 1B Property bits (Special from SMILE)	
7E:1648 - 7E:1649    Enemy 1B Extra property bits	
7E:164A - 7E:164B    Enemy 1B AI handler	
7E:164C - 7E:164D    Enemy 1B HP	
7E:164E - 7E:164F    Enemy 1B Main graphics/hitbox pointer	
7E:1650 - 7E:1651    Enemy 1B ??? (Chozo uses as loop counter)	
7E:1652 - 7E:1653    Enemy 1B Pointer to PLM-esque instructions	
7E:1654 - 7E:1655    Enemy 1B Instruction delay timer	
7E:1656 - 7E:1657    Enemy 1B Palette slot	
7E:1658 - 7E:1659    Enemy 1B VRAM index	
7E:165A - 7E:165B    Enemy 1B Layer control	
7E:165C - 7E:165D    Enemy 1B Invincibility flash timer	
7E:165E - 7E:165F    Enemy 1B Frozen timer	
7E:1660 - 7E:1661    Enemy 1B AI variable	
7E:1662 - 7E:1663    Enemy 1B AI variable	
7E:1664 - 7E:1665    Enemy 1B AI variable	
7E:1666              Enemy 1B bank	
7E:1667              Enemy 1B ???	
7E:1668 - 7E:1673    Enemy 1B AI variable	
7E:1674 - 7E:1675    Enemy 1B AI variable (Speed from SMILE)	
7E:1676 - 7E:1677    Enemy 1B AI variable (Speed2 from SMILE)	
7E:1678 - 7E:1679    Enemy 1C ID	
7E:167A - 7E:167B    Enemy 1C X position	
7E:167C - 7E:167D    Enemy 1C X subpixel position	
7E:167E - 7E:167F    Enemy 1C Y position	
7E:1680 - 7E:1681    Enemy 1C Y subpixel position	
7E:1682 - 7E:1683    Enemy 1C Hitbox radius width	
7E:1684 - 7E:1685    Enemy 1C Hitbox radius height	
7E:1686 - 7E:1687    Enemy 1C Property bits (Special from SMILE)	
7E:1688 - 7E:1689    Enemy 1C Extra property bits	
7E:168A - 7E:168B    Enemy 1C AI handler	
7E:168C - 7E:168D    Enemy 1C HP	
7E:168E - 7E:168F    Enemy 1C Main graphics/hitbox pointer	
7E:1690 - 7E:1691    Enemy 1C ??? (Chozo uses as loop counter)	
7E:1692 - 7E:1693    Enemy 1C Pointer to PLM-esque instructions	
7E:1694 - 7E:1695    Enemy 1C Instruction delay timer	
7E:1696 - 7E:1697    Enemy 1C Palette slot	
7E:1698 - 7E:1699    Enemy 1C VRAM index	
7E:169A - 7E:169B    Enemy 1C Layer control	
7E:169C - 7E:169D    Enemy 1C Invincibility flash timer	
7E:169E - 7E:169F    Enemy 1C Frozen timer	
7E:16A0 - 7E:16A1    Enemy 1C AI variable	
7E:16A2 - 7E:16A3    Enemy 1C AI variable	
7E:16A4 - 7E:16A5    Enemy 1C AI variable	
7E:16A6              Enemy 1C bank	
7E:16A7              Enemy 1C ???	
7E:16A8 - 7E:16B3    Enemy 1C AI variable	
7E:16B4 - 7E:16B5    Enemy 1C AI variable (Speed from SMILE)	
7E:16B6 - 7E:16B7    Enemy 1C AI variable (Speed2 from SMILE)	
7E:16B8 - 7E:16B9    Enemy 1D ID	
7E:16BA - 7E:16BB    Enemy 1D X position	
7E:16BC - 7E:16BD    Enemy 1D X subpixel position	
7E:16BE - 7E:16BF    Enemy 1D Y position	
7E:16C0 - 7E:16C1    Enemy 1D Y subpixel position	
7E:16C2 - 7E:16C3    Enemy 1D Hitbox radius width	
7E:16C4 - 7E:16C5    Enemy 1D Hitbox radius height	
7E:16C6 - 7E:16C7    Enemy 1D Property bits (Special from SMILE)	
7E:16C8 - 7E:16C9    Enemy 1D Extra property bits	
7E:16CA - 7E:16CB    Enemy 1D AI handler	
7E:16CC - 7E:16CD    Enemy 1D HP	
7E:16CE - 7E:16CF    Enemy 1D Main graphics/hitbox pointer	
7E:16D0 - 7E:16D1    Enemy 1D ??? (Chozo uses as loop counter)	
7E:16D2 - 7E:16D3    Enemy 1D Pointer to PLM-esque instructions	
7E:16D4 - 7E:16D5    Enemy 1D Instruction delay timer	
7E:16D6 - 7E:16D7    Enemy 1D Palette slot	
7E:16D8 - 7E:16D9    Enemy 1D VRAM index	
7E:16DA - 7E:16DB    Enemy 1D Layer control	
7E:16DC - 7E:16DD    Enemy 1D Invincibility flash timer	
7E:16DE - 7E:16DF    Enemy 1D Frozen timer	
7E:16E0 - 7E:16E1    Enemy 1D AI variable	
7E:16E2 - 7E:16E3    Enemy 1D AI variable	
7E:16E4 - 7E:16E5    Enemy 1D AI variable	
7E:16E6              Enemy 1D bank	
7E:16E7              Enemy 1D ???	
7E:16E8 - 7E:16F3    Enemy 1D AI variable	
7E:16F4 - 7E:16F5    Enemy 1D AI variable (Speed from SMILE)	
7E:16F6 - 7E:16F7      Enemy 1D AI variable (Speed2 from SMILE)	
7E:16F8 - 7E:16F9    Enemy 1E ID	
7E:16FA - 7E:16FB    Enemy 1E X position	
7E:16FC - 7E:16FD    Enemy 1E X subpixel position	
7E:16FE - 7E:16FF    Enemy 1E Y position	
7E:1700 - 7E:1701    Enemy 1E Y subpixel position	
7E:1702 - 7E:1703    Enemy 1E Hitbox radius width	
7E:1704 - 7E:1705    Enemy 1E Hitbox radius height	
7E:1706 - 7E:1707    Enemy 1E Property bits (Special from SMILE)	
7E:1708 - 7E:1709    Enemy 1E Extra property bits	
7E:170A - 7E:170B    Enemy 1E AI handler	
7E:170C - 7E:170D    Enemy 1E HP	
7E:170E - 7E:170F    Enemy 1E Main graphics/hitbox pointer	
7E:1710 - 7E:1711    Enemy 1E ??? (Chozo uses as loop counter)	
7E:1712 - 7E:1713    Enemy 1E Pointer to PLM-esque instructions	
7E:1714 - 7E:1715    Enemy 1E Instruction delay timer	
7E:1716 - 7E:1717    Enemy 1E Palette slot	
7E:1718 - 7E:1719    Enemy 1E VRAM index	
7E:171A - 7E:171B    Enemy 1E Layer control	
7E:171C - 7E:171D    Enemy 1E Invincibility flash timer	
7E:171E - 7E:171F    Enemy 1E Frozen timer	
7E:1720 - 7E:1721    Enemy 1E AI variable	
7E:1722 - 7E:1723    Enemy 1E AI variable	
7E:1724 - 7E:1725    Enemy 1E AI variable	
7E:1726              Enemy 1E bank	
7E:1727              Enemy 1E ???	
7E:1728 - 7E:1733    Enemy 1E AI variable	
7E:1734 - 7E:1735    Enemy 1E AI variable (Speed from SMILE)	
7E:1736 - 7E:1737    Enemy 1E AI variable (Speed2 from SMILE)	
7E:1738 - 7E:1739    Enemy 1F ID	
7E:173A - 7E:173B    Enemy 1F X position	
7E:173C - 7E:173D    Enemy 1F X subpixel position	
7E:173E - 7E:173F    Enemy 1F Y position	
7E:1740 - 7E:1741    Enemy 1F Y subpixel position	
7E:1742 - 7E:1743    Enemy 1F Hitbox radius width	
7E:1744 - 7E:1745    Enemy 1F Hitbox radius height	
7E:1746 - 7E:1747    Enemy 1F Property bits (Special from SMILE)	
7E:1748 - 7E:1749    Enemy 1F Extra property bits	
7E:174A - 7E:174B    Enemy 1F AI handler	
7E:174C - 7E:174D    Enemy 1F HP	
7E:174E - 7E:174F    Enemy 1F Main graphics/hitbox pointer	
7E:1750 - 7E:1751    Enemy 1F ??? (Chozo uses as loop counter)	
7E:1752 - 7E:1753    Enemy 1F Pointer to PLM-esque instructions	
7E:1754 - 7E:1755    Enemy 1F Instruction delay timer	
7E:1756 - 7E:1757    Enemy 1F Palette slot	
7E:1758 - 7E:1759    Enemy 1F VRAM index	
7E:175A - 7E:175B    Enemy 1F Layer control	
7E:175C - 7E:175D    Enemy 1F Invincibility flash timer	
7E:175E - 7E:175F    Enemy 1F Frozen timer	
7E:1760 - 7E:1761    Enemy 1F AI variable	
7E:1762 - 7E:1763    Enemy 1F AI variable	
7E:1764 - 7E:1765    Enemy 1F AI variable	
7E:1766              Enemy 1F bank	
7E:1767              Enemy 1F ???	
7E:1768 - 7E:1773    Enemy 1F AI variable	
7E:1774 - 7E:1775    Enemy 1F AI variable (Speed from SMILE)	
7E:1776 - 7E:1777    Enemy 1F AI variable (Speed2 from SMILE)	
7E:1778 - 7E:1779    Brightness loop counter for firefly rooms. 6 frames per index increment.	
7E:177A - 7E:177B    Brightness loop index for firefly rooms. Indexes 88:B058,X	
7E:177E - 7E:177F    Brightness base index for firefly rooms. Indexes 88:B070,X. Intended as increments of 2.	
7E:1784 - 7E:1787    Used as a long pointer to enemy AI, ran when the enemy is placed in the room. Top byte is $0FA7,X, probably unused.	
7E:179C - 7E:179D    Special fight number used for bosses.	
7E:17A4 - 7E:17A5    'Stack' pointer for 7E:17AC	
7E:17A6 - 7E:17A7    'Stack' pointer for 7E:17EC	
7E:17A8 - 7E:17A9    Current index for 17AC,X	
7E:17AA - 7E:17AB    Current index for 17EC,X	
7E:17AC - 7E:17EB    List of enemy indexes of enemies that are to be run this frame. Ends at a #$FFFF	
7E:17EC - 7E:182B    List of enemy indexes of enemies that might interact with Samus. Ends at a #$FFFF	
7E:182C - 7E:1833    Table for an enemy index value (this table indexed by 7E:0B02). Unknown use.	
7E:1834 - 7E:183B    Table for distance between Samus and above enemy? Same index.	
7E:183C - 7E:183D    Process all enemies regardless of on-screen or not.	
7E:183E - 7E:183F    Type of screen-shaking?	
7E:1840 - 7E:1841    Duration of screen-shaking?	
7E:1842 - 7E:1843    Frame counter (*Every* frame)	
7E:184A - 7E:184B    Mirror of Samus's X position (pixels)	
7E:184C - 7E:184D    Mirror of Samus's X position (subpixels)	
7E:184E - 7E:184F    Mirror of enemy's X position (pixels)	
7E:1850 - 7E:1851    Mirror of enemy's X position (subpixels)	
7E:1852 - 7E:1853    Mirror of Samus's target Y(?) position (pixels)	
7E:1854 - 7E:1855    Mirror of Samus's target Y(?) position (subpixels)	
7E:1856 - 7E:1857    Mirror of Samus's Y position (pixels)	
7E:1858 - 7E:1859    Mirror of Samus's Y position (subpixels)	
7E:185A - 7E:185B    Unknown. Type of collision between Samus and solid enemy?	
7E:185C - 7E:185D    Debug mode routine index. Used for JSR ($981F,X) in bank B4. #$00 - #$10, above will crash. Upper byte ignored.	
7E:185E - 7E:185F    Debug mode... for skipping enemy processing, I think. Still die to PBs.	
7E:186E - 7E:186F    Enemy graphic pointer + 2 when detecting collisions between enemies and projectiles or Samus	
7E:1870 - 7E:1871    Enemy left collision border for enemy/projectile collisions	
7E:1872 - 7E:1873    Enemy bottom collision border for enemy/projectile collisions	
7E:1874 - 7E:1875    Enemy right collision border for enemy/projectile collisions	
7E:1876 - 7E:1877    Enemy top collision border for enemy/projectile collisions	
7E:1878 - 7E:1879    Enemy; pointer at (graphic pointer + 8) + 2	
7E:187A - 7E:187B    X position of current enemy graphic during enemy collision detection with projectiles or Samus. Also used as a mirror of projectile damage if they do collide, then later total damage.	
7E:187C - 7E:187D    Y position of current enemy graphic during enemy collision detection with projectiles or Samus.	
7E:187E - 7E:187F    Right border of Samus when enemy is checking for collisions with Samus	
7E:1880 - 7E:1881    Left border of Samus when enemy is checking for collisions with Samus	
7E:1882 - 7E:1883    Bottom border of Samus when enemy is checking for collisions with Samus	
7E:1884 - 7E:1885    Top border of Samus when enemy is checking for collisions with Samus	
7E:189A - 7E:189B    Samus's target X position for next frame, in pixels	
7E:189C - 7E:189D    Samus's target X position for next frame, in subpixels	
7E:189E - 7E:189F    Samus's target Y position for next frame, in pixels	
7E:18A0 - 7E:18A1    Samus's target Y position for next frame, in subpixels	
7E:18A2 - 7E:18A3    Mirror of Samus's X radius (7E:0AFE)	
7E:18A4 - 7E:18A5    Mirror of Samus's Y radius (7E:0B00)	
7E:18A6 - 7E:18A7    Various use collision detection index (Samus/Enemy is an enemy index, Enemy/Projectile is a projectile index)	
7E:18A8 - 7E:18A9    Samus's invincibility timer when hurt	
7E:18AA - 7E:18AB    Samus's hurt-timer (pushed back, unable to move)	
7E:18B0 - 7E:18B1    HDMA flag. $8000 = HDMA	
7E:18B2 - 7E:18B3    Index value for RAM placement of HDMA (max of $0A)	
7E:18B4 - 7E:18BF    List of DMA things? This entry is the value to write to 420b to start a DMA (top byte always 00)	
7E:18C0 - 7E:18CB    Index for channel to use for DMA effect (00, 10, 20, 30, etc). High byte is bank to use for 18CC.	
7E:18CC - 7E:18D7    PLM instruction-esque pointer for above list.	
7E:18D8 - 7E:18E3    Pointer to HDMA table for HDMA effect. (Probably just a general DMA source; put into 43X2)	
7E:18E4 - 7E:18EF    Delay to go to PLM instruction-esque pointer. Also, the 2-byte argument for a delay goes into 18D8.	
7E:18F0 - 7E:18FB    First 2 bytes of a pointer. Pre PLM-esque code to run every frame.	
7E:18FC - 7E:1907    Seperated by bytes - low byte is a bank byte for 18F0 pointer. High byte is unknown, unused?	
7E:195E - 7E:195F    Actual FX3 height	
7E:1962 - 7E:1963    Something to do with FX3 height. Referred to if 195E is negative. Used by lava?	
7E:1964 - 7E:1965    Pointer to something for VRAM in bank 8A. I'm guessing FX3 tilemap.	
7E:1966 - 7E:1967    Direct pointer to room's FX1 entry	
7E:1968 - 7E:1969    Index into room's FX1 entry (added to 07CD to get 1966)	
7E:196A - 7E:196B    Pallete 'animation', LSRed out immediately, then animated tiles, LSRed out again.	
7E:196C - 7E:196D    FX3 something. Need to look into. (Causes rumbling)	
7E:196E - 7E:196F    FX3 type (none, lava, acid, water, spores, rain, fog...) JSR index for 8067,X, in bank 90.	
7E:1972 - 7E:1973    FX3 height variance?	
7E:1978 - 7E:1979    FX3 height (average?) (measured from top of room down)	
7E:197A - 7E:197B    FX3 height to go to	
7E:197C - 7E:197D    FX3 height adjustment speed (signed)	
7E:197E - 7E:197F    FX3 'C'. Bitflags: 0 = FX3 flows left, 1 = bg heat effect, 2 = 'line shift'? (Water does not affect Samus), 3 = unknown, 6 = Big FX3 tide, 7 = Small FX3 tide (priority over 6)	
7E:1980 - 7E:1981    FX3, frames to wait till beginning movement. (0 means 10000)	
7E:1982 - 7E:1983    FX3 'A'.	
7E:1984 - 7E:1985    FX3 'B'.	
7E:198D - 7E:198E    Flag, - enables e/r projectiles	
7E:1991 - 7E:1992    Current e/r projectile	
7E:1995 - 7E:1996    Unknown, something for projectiles?	
7E:1997 - 7E:19BA    Header / ID for projectiles ($12 / 18 max)	
7E:19BB - 7E:19DE    Add low byte to sprite character indices, set pallete to high byte	
7E:19DF - 7E:1A02    Table for something for enemy/room projectiles?	
7E:19F7?- 7E:1A48    ? Used for tile animations during new game intro text.	
7E:1A03 - 7E:1A26    Run-This-First-Every-Frame for enemy/room projectiles	
7E:1A27 - 7E:1A4A    Table for something for enemy/room projectiles?	
7E:1A4B - 7E:1A6E    X position of projectile, in pixels	
7E:1A6F - 7E:1A92    X subpixel position? (guessing)	
7E:1A93 - 7E:1AB6    Y position of projectile, in pixels	
7E:1AB7 - 7E:1ADA    Y subpixel position? (guessing)	
7E:1ADB - 7E:1AFE    Some sort of speed value?	
7E:1AFF - 7E:1B22    Table for something for enemy/room projectiles? (Custom?)	
7E:1B23 - 7E:1B46    Table for something for enemy/room projectiles? (Used by item drops as countdown to disappear)	
7E:1B3D - 7E:1B4A    Control icons during controller setting menu screen (Fire, Jump, Run, Select, Cancel, AimUp, AimDown. 0-6 = X, A, B, Select, Y, R, L)	
7E:1B47 - 7E:1B6A    Instruction address / Graphic AI for e/r projectiles	
7E:1B6B - 7E:1B8E    e/r projectile graphic pointer. Points to data entry: #sprites, (2-byte X, 1-byte Y, sprite bytes 3-4, 5 total bytes per sprite) (7E:1B7D - MB's intro hit counter?)	
7E:1B8F - 7E:1BB2    Frames Delay for 1B47	
7E:1BB3 - 7E:1BD6    X and Y radii. If either one is 0, intangible.	
7E:1BD7 - 7E:1BFA    Often: bits 0-11 = damage value, bit 12 = invisibility, bit 13 = disable collisions with Samus's projectiles, bit 14 = don't die on contact, bit 15 = detect collisions with projectiles (all not really tested)	
7E:1BFB - 7E:1C1E    Table for something for enemy/room projectiles? What kind of projectile hit this?	
7E:1C1F - 7E:1C20    Current message box type	
7E:1C23 - 7E:1C24    PLM flag. Set to negative to enable PLMs.	
7E:1C27 - 7E:1C28    Current PLM's Index. See PLM_Details.txt for PLM data	
7E:1C29 - 7E:1C2A    Calculated PLM's X position	
7E:1C2B - 7E:1C2C    Calculated PLM's Y position	
7E:1C2D - 7E:1C2E    Current PLM's Index (used during unpausing graphics refresh)	
7E:1C2F - 7E:1C36    Pointer to graphics for special PLMs (beams, equipment, etc.) in bank 89	
7E:1C37 - 7E:1C86    PLM header table	
7E:1C87 - 7E:1CD6    PLM's location in the room (nth block * 2)	
7E:1CD7 - 7E:1D26    Pre-PLM instruction	
7E:1D27 - 7E:1D76    Next PLM instruction	
7E:1D77 - 7E:1DC6    Variable use PLM value	
7E:1DC7 - 7E:1E16    PLM Room argument	
7E:1E17 - 7E:1E66    Variable use PLM value	
7E:1E67 - 7E:1E68    Used as draw instruction to custom-draw PLM blocks. Usually #$0001 (1 block)	
7E:1E69 - 7E:1E6A    Used as draw instruction to custom-draw PLM blocks. Custom block value	
7E:1E6B - 7E:1E6C    Used as draw instruction to custom-draw PLM blocks. Usually #$0000, end value.	
7E:1E71 - 7E:1E72    Flag, set Samus is in quicksand. Forces Samus into a ground position, fakes collision with ground.	
7E:1E73 - 7E:1E74    Which part of Samus is inside the block? Bottom(0), middle(1), top(2)	
7E:1E75 - 7E:1E76    Flag. Samus has used a save station in this room. Cleared when leaving the room.	
7E:1E77 - 7E:1E78    BTS of current block (used by sloped blocks, at least)	
7E:1E79 - 7E:1E7A    Flag. Minus = Whatevers present (below structure). Known uses: heat damage, making parts of the background glow. (e.g. Brinstar blue plants or lightning at Samus's ship. Not dark firefly rooms, or waving backgrounds like in Norfair). Very rarely used.	
7E:1E7B - 7E:1E7C    Current X for 7E:1E7D,X	
7E:1E7D - 7E:1E8C    Pointer to code to run. F761 is heat check + damage	
7E:1E8D - 7E:1E9C    Used for glow color indexing. Which colors are affected	
7E:1E9D - 7E:1EAC    Used for glow colors.	
7E:1EAD - 7E:1EBC    Pointer to code. Like pre-PLM code, I guess.	
7E:1EBD - 7E:1ECC    Pointer to current PLM-like instruction. If positive, store in delay and put 1E8D,X into X.
	                 If the argument is also positive, put it into 7E:C000,X and INC X and Y twice.
                     Repeat until the next argument is negative, put a value onto the stack to loop at RTS, and JMP to the argument.
                     Similar to the normal instruction loop, except Y is not incremented, and points to 2 bytes *before* the current instruction, not just after it.	
7E:1ECD - 7E:1EDC    Delay counter.	
7E:1EF1 - 7E:1EF2    Flag, disables misc. animations if positive (spikes, FX1)	
7E:1EF3 - 7E:1EF4    Index value for following table	
7E:1EF5 - 7E:1F00    Pointer to animation table pointer, # bytes to transfer, VRAM placement.	
7E:1F0D - 7E:1F18    Pointer to current instruction to run	
7E:1F19 - 7E:1F24    Delay counter for something?	
7E:1F25 - 7E:1F30    Graphic pointer (in $87)	
7E:1F31 - 7E:1F3C    Graphic size	
7E:1F3D - 7E:1F48    VRAM address	
7E:1F49 - 7E:1F4A    Specific instruction being run by above stuff	
7E:1F51 - 7E:1F52    Used during intro scenes and pic of baby Metroid at Ceres (pointer to code?)	
7E:1F53 - 7E:1F54    Timer for demo scenes?	
7E:1F55 - 7E:1F56    Which set of demo scenes is playing?	
7E:1F57 - 7E:1F58    Which demo scene of this set is playing?	
7E:1F59 - 7E:1F5A    The last set of demo scenes unlocked? written to by SRAM check routines? unknown purpose	
7E:1F5B - 7E:1FFF    Stack (Lowest observed ATM is 1FC5, 1FB5 by Jathys. No known used RAM above 1F5B)	
7E:2000 - 7E:5FFF    Room Tiles, decompressed here temporarily then copied to VRAM 0000.	
7E:2000 - 7E:2???    Extra RAM usable during rooms (Used by bosses especially, up to 20A7)	
7E:3000 - 7E:3???    Written to during message box display, HDMA related, middle of scrollbox is at 7e:30F7, BG3 scroll lookup table for opening message boxes	
7E:3300 - 7E:34FF    Temporary CGRAM backup, used for multiple hdma related things: message boxes, FX1, heat, etc	
7E:3800 - 7E:3EFF    Tilemap for part of layer 3? Cleared during message boxes.	
7E:3900 - 7E:6980    Used for tilemaps/graphics during equipment screen	
7E:5000 - 7E:5800    Page 1 of BG2 tilemap for main screen gameplay is stored here temporarily some time? Kraid (or possibly Phantoon?) copies some unknown stuff from VRAM here too some time?	
7E:5800 - 7E:5FFF    Page 2 of BG2 tilemap for main screen gameplay is stored here temporarily some time?	
7E:6000 - 7E:67FF    Page 1 of BG3 tilemap for main screen gameplay is stored here temporarily some time?	
7E:6800 - 7E:6FFF    Page 2 of BG3 tilemap for main screen gameplay is stored here temporarily some time?	
7E:7000 - 7E:????    CRE is decompressed to here during room load, if unknown 4 bit 1 is set for the new room.	
7E:7000 - 7E:9800    Cleared before gameplay begins in new room	
7E:7000?- 7E:77FF?    Table of some sort for enemies. Related to graphics, I think.	
7E:7006              is where in vram the tiles are (I think)	
7E:7008              is which color pallete it uses.	
7E:701E              mirrors 7E:0F78, X	
7E:7020              mirrors 7E:0F7A, X	
7E:7022              mirrors 7E:0F7E, X	
7E:7024              mirrors 7E:0F92, X (Used by Chozo statues for orientation?)	
7E:7026              mirrors 7E:0F86, X	
7E:7028              mirrors 7E:0F88, X	
7E:702A              mirrors 7E:0FB4, X	
7E:702C              mirrors 7E:0FB6, X	
7E:702E - 7E:7038    is the enemy's name, if it has one. Else #$0000	
7E:7800 - 7E:7FFF    Extra RAM for enemy use ($40 bytes each)	
7E:7802 - 7E:7803    Unknown, initialized to 0 by Ridley	
7E:7804 - 7E:7805    Unknown, initialized to 1 by Norfair Ridley, 0 by Ceres Ridley	
7E:7806 - 7E:7807    Unknown, initialized to BF31 by Ceres Ridley	
7E:7808 - 7E:7809    Unknown, initialized to 1 by Ceres Ridley	
7E:780E - 7E:780F    Unknown, initialized to 5 by Ceres Ridley	
7E:7818 - 7E:7819    Pallete for Ridley?	
7E:781A - 7E:781B    Unknown, initialized to 0 by Ridley	
7E:7820 - 7E:7821    Unknown. Initialized to 2 by Norfair Ridley, 0 by Ceres Ridley	
7E:7824              General use 'speed' byte set aside for Ridley?	
7E:7838 - 7E:7839    Unknown. Initialized to 78 by Norfair Ridley, F by Ceres Ridley	
7E:8000 - 7E:8001    Used for Draygon's direction when grabbing Samus; 0 = left, 1 = right. Initialized to 40 by Norfair Ridley, FFE0 by Ceres Ridley	
7E:8002 - 7E:8003    Initialized to 1A0 by Norfair Ridley, B0 by Ceres Ridley	
7E:8004 - 7E:8005    Initialized to 40 by Norfair Ridley, 28 by Ceres Ridley	
7E:8006 - 7E:8007    Initialized to E0 by both Ridleys	
7E:800A              Ridley's final attack swoop counter?	
7E:8800 - 7E:8801    Unknown, initialized to BE9C by Ceres Ridley	
7E:8802 - 7E:8803    Unused byte for topleft turret in Draygon's room	
7E:8804 - 7E:8805    Death byte for bottomleft turret in Draygon's room (1 = no more turret fire)	
7E:8806 - 7E:8807    Death byte for topright turret in Draygon's room (1 = no more turret fire)	
7E:8808 - 7E:8809    Death byte for bottomright turret in Draygon's room (1 = no more turret fire)	
7E:9100 - 7E:91FF    Something to do with HDMA, used when Phantoon makes his swirl animation when he dies	
7E:9C00              Something for Layer 3 Horizontal Scroll HDMA (scroll value for air?)	
7E:9C04 - 7E:9C22    Layer 3 horizontal scroll HDMA data (at least for water)	
7E:9F80 - 7E:9FFF    Layer 2? HDMA for scrolling sky? seems to be how much each 'section' has scrolled	
7E:A000 - 7E:BFFF    Stuff for tiles (A000 to A7FF is CRE). 8 bytes per tile, unknown format. I *think* it's the '7F:0002 03FF character --> 4 subtiles from VRAM' table. TODO	
7E:C000 - 7E:C01F    Area color palette line 0	
7E:C020 - 7E:C03F    Area color palette line 1	
7E:C040 - 7E:C05F    Area color palette line 2	
7E:C060 - 7E:C07F    Area color palette line 3	
7E:C080 - 7E:C0AF    Area color palette line 4	
7E:C0A0 - 7E:C0BF    Area color palette line 5	
7E:C0C0 - 7E:C0DF    Area color palette line 6	
7E:C0E0 - 7E:C0FF    Area color palette line 7	
7E:C100 - 7E:C11F    White palette for flashing enemies and pickups	
7E:C120 - 7E:C13F    Enemy color palette line 0001	
7E:C140 - 7E:C15F    Enemy color palette line 0002	
7E:C160 - 7E:C17F    Enemy color palette line 0003	
7E:C180 - 7E:C1AF    Samus' palette	
7E:C1A0 - 7E:C1BF    Most common sprites (item drops, smoke, explosions, bombs, power bombs, missiles, gates(wall part), water splashes, grapple beam)	
7E:C1C0 - 7E:C1DF    Beam Color palette line	
7E:C1E0 - 7E:C1FF    Enemy color palette line 0007	
7E:C200 - 7E:C21F    Target color palette line 0	
7E:C220 - 7E:C23F    Target color palette line 1	
7E:C240 - 7E:C25F    Target color palette line 2	
7E:C260 - 7E:C27F    Target color palette line 3	
7E:C280 - 7E:C2AF    Target color palette line 4	
7E:C2A0 - 7E:C2BF    Target color palette line 5	
7E:C2C0 - 7E:C2DF    Target color palette line 6	
7E:C2E0 - 7E:C2FF    Target color palette line 7	
7E:C300 - 7E:C31F    Target palette for flashing enemies and pickups	
7E:C320 - 7E:C33F    Target enemy color palette line 0001	
7E:C340 - 7E:C35F    Target enemy color palette line 0002	
7E:C360 - 7E:C37F    Target enemy color palette line 0003	
7E:C380 - 7E:C3AF    Target Samus' palette	
7E:C3A0 - 7E:C3BF    Target colors for most common sprites (item drops, smoke, explosions, bombs, power bombs, missiles, gates(wall part), water splashes, grapple beam)	
7E:C3C0 - 7E:C3DF    Target Beam Color palette line	
7E:C3E0 - 7E:C3FF    Target enemy color palette line 0007	
7E:C400 - 7E:C401    Color pallete change fraction, numerator	
7E:C402 - 7E:C403    Color pallete change fraction, denominator (C000,X = (C200,X * C400 / C402) + (original C000,X * (C402 - C400) / C402))	
7E:C404 - 7E:C405    Current index for C000/C200	
7E:C2E2 - 7E:C2FF    Unknown, initialized to 0 by Norfair Ridley	
7E:C320 - 7E:C35F    Unknown (Enemy 1 pallete?)	
7E:C340 - 7E:C37F    Unknown, initialized differently by both Ridleys	
7E:C380 - 7E:C39E    Samus' target colors for room transitions. Set by 91/DDD7, from bank 9B, depending on X.	
7E:C3E2 - 7E:C3FF    Unknown, initialized to 0 by both Ridleys	
7E:C400 - 7E:C607    Powerbomb HDMA tilemap? Also used by gradual color change routine (probably targed colors for Powerbombs?)	
7E:C608 - 7E:C6C7    Status bar tilemap	
7E:C8C8 - 7E:C907    Copied to VRAM by horizontal scroll routine (left half of new tilemap). Size is 7E:0956, VRAM address 7E:095A	
7E:C908 - 7E:C947    Copied to VRAM by horizontal scroll routine (right half of new tilemap). Size is 7E:0956, VRAM address 7E:095A + 1	
7E:C948 - 7E:C98B    Copied to VRAM by vertical scroll routine(top half of new tilemap?). Size is 7E:0964 (screen 1) + 7E:0966 (screen 2)	
7E:C98C - 7E:C9CF    copied to VRAM by vertical scroll routine(bottom half of new tilemap?). Size is 7E:0964	
7E:C9D0 - 7E:C???    Copied to VRAM. Size is 7E:0972. Used by elevator background loading (80:8D49)	
7E:CA10 - 7E:C???    Copied to VRAM. Size is 7E:0972. Used by elevator background loading (80:8D49)	
7E:CA50 - 7E:C???    Copied to VRAM. Size is 7E:0980. Used by ???? routine (80:8E2B)	
7E:CA94 - 7E:C???    Copied to VRAM. Size is 7E:0980. Used by ???? routine (80:8E2B)	
7E:CAD8 - 7E:CADB    Scroll offsets for BG3 during tilebar. (2 bytes horizontal, 2 bytes vertical). Copied via HDMA during tilebar	
7E:CADC - 7E:CADF    Scroll offsets for BG3 during main display. (2 bytes horizontal, 2 bytes vertical). Copied via HDMA once at end of tilebar.	
7E:CD20 - 7E:CD51    Scrollmap for current room	
7E:CD52 - 7E:CE51    Explored map for Area 0 (Crateria)	
7E:CE52 - 7E:CF51    Explored map for Area 1 (Brinstar)	
7E:CF52 - 7E:D051    Explored map for Area 2 (Norfair)	
7E:D052 - 7E:D151    Explored map for Area 3 (Wrecked Ship)	
7E:D152 - 7E:D251    Explored map for Area 4 (Maridia)	
7E:D252 - 7E:D351    Explored map for Area 5 (Tourian)	
7E:D352 - 7E:D451    Explored map for Area 6 (Ceres)	
7E:D452 - 7E:D551    Explored map for Area 7 (Debug Unused)	
7E:D552 - 7E:D558    Name of current enemy list	
7E:D559 - 7E:D???    Name of allowed enemies in the room. C bytes alloted for each enemy.	
7E:D7C0 - 7E:DE1B    RAM that is saved to SRAM	
7E:D7C0 - 7E:D81F    SRAM copy of 7E:09A2 - 7E:0A01	
7E:D820 - 7E:D86F    Event bit array. 30-6F are never used	
7E:D828 - 7E:D82F    Boss bits. 1 byte per area (C-B-N-W-M-T-C-D)	
7E:D870 - 7E:D8AF    Item bit array. 90-AF are never used	
7E:D8B0 - 7E:D8EF    Opened door bit array. D0-EF are never used	
7E:D8F8 - 7E:D907    Used elevator(Odd bytes) and save point(Even bytes) array, indexed by area.	
7E:D908 - 7E:D90F    Map Station byte array	
7E:D914              Value to use in 0998. Kinda used to keep track of what part of the game we're at. 5 = main, 22 = escaping Ceres / landing on Zebes, 1F = starting at Ceres	
7E:D91C - 7E:DE1B    ? Loaded 'compressed' map data from SRAM. Only first 160 bytes or so are actually used by original game.	
7E:DE1C - 7E:DE6B    PLM frame delay	
7E:DE6C - 7E:DEBB    PLM Block Edit pointer	
7E:DEBC - 7E:DF0B    PLM Goto Instruction Pointer	
7E:DF0C - 7E:DF5B    Unknown PLM value. Initialized to #$0000	
7E:DF5C - 7E:EF5B    Backup of VRAM word 3980 - 417F (bytes 7300 - 82FF). Technically, word 3980 is not backed up, but that doesn't seem too important.	
7E:EF78 - 7E:EFB7    Tilemap pointer for misc enemy GFX. Pulled from table at 86:BDA8: (BE5A, BE6C, BE86, BEA4, BEBE, BED4, BEEA...)	
7E:EFF8 - 7E:F037    Delay timer for above table, or instruction pointer if $8000+	
7E:F0F8 - 7E:F137    X position of misc enemy GFX	
7E:F1F8 - 7E:F237    Y position of misc enemy GFX	
7E:F378 - 7E:F379    Unknown, set to #$0002 by processing enemies before JSRing to A0:C26A, set to #$0003 by enemies when detecting collisions with projectiles, set to #$0006 by enemies when detecting Samus	
7E:F380 - 7E:F49F    Enemy/room projectile data 'cleared' every time on room load	
7E:F380 - 7E:F3A3    Use different response when hit by projectile (0000 = normal?, 0001 = Samus's projectile?, 0002 = Ignore collision?)	
7F:0000 - 7F:0001    Size of room tilemap in bytes (and size of background tilemap, and 2x size of bts map)	
7F:0002 - 7F:6401    Room Tilemap	
7F:6402 - 7F:9601    Room BTS map	
7F:9602 - 7F:FA01    Room Background Tilemap	
7F:FA02 - 7F:FFFF    Unused
sm/data_maps/ram_map.txt · Last modified: 2024/11/14 21:22 by felixwright