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super:data_maps:ram_map

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 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
				Value for $2100 with $80:91EE (referred to as 'A') Screen Display Register 	a000bbbb a: 0=screen on 1=screen off, b = brightness
				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
				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
				Value for $07EC with 'A'
				Value for $2106 with 'A'		Mosaic Size and BG Enable 			aaaabbbb a = Mosaic Size b = Mosaic BG Enable
				Value for $2107 with 'A'		BG 1 Address and Size 				aaaaaabb a = Screen Base Address (Upper 6-bit), b = Screen Size
				Value for $2108 with 'A'		BG 2 Address and Size 				aaaaaabb a = Screen Base Address (Upper 6-bit), b = Screen Size
				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		aaaabbbb a = BG 2 Window Settings b = BG 1 Window 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. (Seraphim HUD Input counter)
7E:0089 - 7E:008A	Never seems to be written to except by RAM-clearing routines. (Seraphim HUD Slowdown counter)
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	Some unknown related to running (0 if running with speed boots)
7E:0AD0 - 7E:0AD1	Some unknown related to running (1 if running with speed boots)
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: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,X is where in vram the tiles are (I think)
	7E:7008,X is which color pallete it uses.
	7E:701E,X mirrors 7E:0F78, X
	7E:7020,X mirrors 7E:0F7A, X
	7E:7022,X mirrors 7E:0F7E, X
	7E:7024,X mirrors 7E:0F92, X (Used by Chozo statues for orientation?)
	7E:7026,X mirrors 7E:0F86, X
	7E:7028,X mirrors 7E:0F88, X
	7E:702A,X mirrors 7E:0FB4, X
	7E:702C,X mirrors 7E:0FB6, X
	7E:702E,X-7E:7038,X  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
super/data_maps/ram_map.1473188381.txt.gz · Last modified: 2016/09/06 19:17 (external edit)