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super:data_maps:ram_map [2016/09/06 18:50] black_falconsuper:data_maps:ram_map [2018/04/26 01:55] – 7E:0B4D-0B55 added to RAM addresses kazuto
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- + 7E:0019              Misc. Direct Page Temporary Values  
-^ RAM Adress       ^ Description ^ + 7E:0013              Commmon horizontal subpixel value or X coordinate  
-7E:0019           | Misc. Direct Page Temporary Values  | + 7E:0015              Commmon vertical subpixel value or Y coordinate  
-7E:0013           | Commmon horizontal subpixel value or X coordinate  | + 7E:0017              Commmon type or index value  
-7E:0015           | Commmon vertical subpixel value or Y coordinate  | + 7E:0019              Commmon palette value (sometimes unused)  
-7E:0017           | Commmon type or index value  | + 7E:0027              16 bit multiplier  
-7E:0019           | Commmon palette value (sometimes unused)  | + 7E:0029              16 bit multiplier  
-7E:0027           | 16 bit multiplier  | + 7E:002D              32 bit product  
-7E:0029           | 16 bit multiplier  | + 7E:002F              Misc. Direct Page Temporary Value  
-7E:002D           | 32 bit product  | + 7E:003D              Direct Page version of 7E:071F  
-7E:002F           | Misc. Direct Page Temporary Value  | + 7E:0051              Value for $2100 with $80:91EE (referred to as 'A') Screen Display Register  a000bbbb a: 0=screen on 1=screen off, b = brightness  
-7E:003D           | Direct Page version of 7E:071F  | + 7E:0052              Value for $2101 with 'A'(in-game = 03, paused = 01) OAM Size and Data Area Designation  aaabbccc a = Size, b = Name Selection, c = Base Selection  
-7E:0051           | Value for $2100 with $80:91EE (referred to as 'A') Screen Display Register  a000bbbb a: 0=screen on 1=screen off, b = brightness  | + 7E:0055              Value for $2105 with 'A'  BG Mode and Tile Size Setting  abcdefff abcd = BG tile size (4321): 0 = 8x8 1 = 16x16, e = BG 3 High Priority, f = BG Mode  
-7E:0052           | Value for $2101 with 'A'(in-game = 03, paused = 01) OAM Size and Data Area Designation  aaabbccc a = Size, b = Name Selection, c = Base Selection  | + 7E:0056              Value for $07EC with 'A'  
-7E:0055           | Value for $2105 with 'A'  BG Mode and Tile Size Setting  abcdefff abcd = BG tile size (4321): 0 = 8x8 1 = 16x16, e = BG 3 High Priority, f = BG Mode  | + 7E:0057              Value for $2106 with 'A'  Mosaic Size and BG Enable           aaaabbbb a = Mosaic Size b = Mosaic BG Enable  
-7E:0056           | Value for $07EC with 'A'  | + 7E:0058              Value for $2107 with 'A'  BG 1 Address and Size            aaaaaabb a = Screen Base Address (Upper 6-bit), b = Screen Size  
-7E:0057           | Value for $2106 with 'A'  Mosaic Size and BG Enable           aaaabbbb a = Mosaic Size b = Mosaic BG Enable  | + 7E:0059              Value for $2108 with 'A'  BG 2 Address and Size            aaaaaabb a = Screen Base Address (Upper 6-bit), b = Screen Size  
-7E:0058           | Value for $2107 with 'A'  BG 1 Address and Size            aaaaaabb a = Screen Base Address (Upper 6-bit), b = Screen Size  | + 7E:005A              Value for $2109 with 'A'  BG 3 Address and Size            aaaaaabb a = Screen Base Address (Upper 6-bit), b = Screen Size  
-7E:0059           | Value for $2108 with 'A'  BG 2 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:005A           | Value for $2109 with 'A'  BG 3 Address and Size            aaaaaabb a = Screen Base Address (Upper 6-bit), b = Screen Size  | + 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:005B           | Value for $2109 during interrupt 0006 (VRAM Address of tiles and size for BG3)  | + 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:005C           | Value for $210A with 'A'  BG 4 Address and Size            aaaaaabb a = Screen Base Address (Upper 6-bit), b = Screen Size unused  | + 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: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:005F              Value for $211A with 'A' Initial Setting for Mode 7           aa0000bc a = Screen Over b = Vertical Flip c = Horizontal Flip  
-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:0060              Value for $2123 with 'A'  BG 1 and 2 Window Mask Settings  
-7E:005F           | Value for $211A with 'A' Initial Setting for Mode 7           aa0000bc a = Screen Over b = Vertical Flip c = Horizontal Flip  | + 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: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:0062              Value for $2125 with 'A'  OBJ and Color Window Settings   aaaabbbb a = Color Window Settings b = OBJ 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:0063              Value for $2126 with 'A'  Window 1 Left Position Designation  
-7E:0062           | Value for $2125 with 'A'  OBJ and Color Window Settings   aaaabbbb a = Color Window Settings b = OBJ Window Settings  | + 7E:0064              Value for $2127 with 'A'  Window 1 Right Position Designation  
-7E:0063           | Value for $2126 with 'A'  Window 1 Left Position Designation  | + 7E:0065              Value for $2128 with 'A'  Window 2 left Position Designation  
-7E:0064           | Value for $2127 with 'A'  Window 1 Right Position Designation  | + 7E:0066              Value for $2129 with 'A'  Window 2 Right Position Designation  
-7E:0065           | Value for $2128 with 'A'  Window 2 left 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:0066           | Value for $2129 with 'A'  Window 2 Right Position Designation  | + 7E:0068              Value for $212B with 'A'  Color and OBJ Window Logic Settings           0000aabb a = Color Window b = OBJ Window  
-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: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:0068           | Value for $212B with 'A'  Color and OBJ Window Logic Settings           0000aabb a = Color Window b = OBJ Window  | + 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: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: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: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: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: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: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: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:006E              Value for $70 with 'A'  
-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: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:006E           | Value for $70 with 'A'  | + 7E:0070              Value for $2130 during interrupt 0006 (Which windows to add/subtract from)  
-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:0071              Value for $73 with 'A'  
-7E:0070           | Value for $2130 during interrupt 0006 (Which windows to add/subtract from)  | + 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:0071           | Value for $73 with 'A'  | + 7E:0073              Value for $2131 during interrupt 0006 (Which layers to modify, and whether to add or to subtract)  
-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:0074              Value 1 for $2132 with 'A'  Fixed Color Data                      abcddddd a = Blue b = Green c = Red ddddd = Color Data  
-7E:0073           | Value for $2131 during interrupt 0006 (Which layers to modify, and whether to add or to subtract)  | + 7E:0075              Value 2 for $2132 with 'A'  Fixed Color Data                      abcddddd a = Blue b = Green c = Red ddddd = Color Data  
-7E:0074           | Value 1 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:0075           | Value 2 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:0076           | Value 3 for $2132 with 'A'  Fixed Color Data                      abcddddd a = Blue b = Green c = Red ddddd = Color Data  | + 7E:0078              First value for $211B with 'A' Mode 7 Matrix Parameter A always changed while zooming and while rotating  
-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:0079              Second value for $211B with 'A' Mode 7 Matrix Parameter A  
-7E:0078           | First value for $211B with 'A' Mode 7 Matrix Parameter A always changed while zooming and while rotating  | + 7E:007A              First value for $211C with 'A' Mode 7 Matrix Parameter B  
-7E:0079           | Second value for $211B with 'A' Mode 7 Matrix Parameter A  | + 7E:007B              Second value for $211C with 'A' Mode 7 Matrix Parameter B  
-7E:007A           | First value for $211C with 'A' Mode 7 Matrix Parameter B  | + 7E:007C              First value for $211D with 'A' Mode 7 Matrix Parameter C  
-7E:007B           | Second value for $211C with 'A' Mode 7 Matrix Parameter B  | + 7E:007D              Second value for $211D with 'A' Mode 7 Matrix Parameter C  
-7E:007C           | First 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:007D           | Second value for $211D with 'A' Mode 7 Matrix Parameter C  | + 7E:007F              Second value for $211E with 'A' Mode 7 Matrix Parameter D  
-7E:007E           | First value for $211E with 'A' Mode 7 Matrix Parameter D always seems to be the same like $78  | + 7E:0080              First value for $211F with 'A' Mode 7 Center Position X  
-7E:007F           | Second value for $211E with 'A' Mode 7 Matrix Parameter D  | + 7E:0081              Second value for $211F with 'A' Mode 7 Center Position X  
-7E:0080           | First value for $211F with 'A' Mode 7 Center Position X  | + 7E:0082              First value for $2120 with 'A' Mode 7 Center Position Y  
-7E:0081           | Second value for $211F with 'A' Mode 7 Center Position X  | + 7E:0083              Second value for $2120 with 'A' Mode 7 Center Position Y  
-7E:0082           | First 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:0083           | Second value for $2120 with 'A' Mode 7 Center Position Y  | + 7E:0085              HDMA channels to turn on? Not sure for what, looks like for Layer 3 blending for something.  
-7E:0084           | Value for $4200 - NMI, V/H Count, and Joypad Enable  a0bc000d a = NMI b = V-Count c = H-Count d = Joypad  | + 7E:0086              ROM Access Speed. Probably never changed.  
-7E:0085           | HDMA channels to turn on? Not sure for what, looks like for Layer 3 blending for something.  | + 7E:0087 - 7E:0088    Never seems to be written to except by RAM-clearing routines.  
-7E:0086           | ROM Access Speed. Probably never changed.  | + 7E:0089 - 7E:008A    Never seems to be written to except by RAM-clearing routines.  
-7E:0087 - 7E:0088 Never seems to be written to except by RAM-clearing routines.  | + 7E:008B - 7E:008C    Controller 1 Input  
-7E:0089 - 7E:008A Never seems to be written to except by RAM-clearing routines.  | + 7E:008D - 7E:008E    Controller 2 Input. ALL Controller 2 Unused (Debug mode)  
-7E:008B - 7E:008C Controller 1 Input  | + 7E:008F - 7E:0090    Controller 1 Buttons newly pressed this frame  
-7E:008D - 7E:008E Controller 2 Input. ALL Controller 2 Unused (Debug mode)  | + 7E:0091 - 7E:0092    Controller 2 Buttons newly pressed this frame  
-7E:008F - 7E:0090 Controller 1 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:0091 - 7E:0092 Controller 2 Buttons newly pressed this frame  | + 7E:0095 - 7E:0096    Mirror of $91 (common) or $8D (Input, no new buttons held, $A5 was 1/is now 0)  
-7E:0093 - 7E:0094 Mirror of $8F (common) or $8B (Input, no new buttons held, $A3 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:0095 - 7E:0096 Mirror of $91 (common) or $8D (Input, no new buttons held, $A5 was 1/is now 0)  | + 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: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: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: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: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: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:00A7 - 7E:00A8    Optional Next Interrupt Jump Index (must be a multiple of 2)(0 = unused)  
-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:00A9 - 7E:00AA    Optional Next 'Optional Next' Interrupt Jump Index (must be a multiple of 2)(0 = unused)  
-7E:00A7 - 7E:00A8 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:00A9 - 7E:00AA Optional Next 'Optional Next' Interrupt Jump Index (must be a multiple of 2)(0 = unused)  | + 7E:00B1 - 7E:00B2    Value for $210D (X scroll of BG 1)  
-7E:00AB - 7E:00AC Interrupt Jump Index (must be a multiple of 2)  | + 7E:00B3 - 7E:00B4    Value for $210E (Y scroll of BG 1)  
-7E:00B1 - 7E:00B2 Value for $210D (X scroll of BG 1)  | + 7E:00B5 - 7E:00B6    Value for $210F (X scroll of BG 2)  
-7E:00B3 - 7E:00B4 Value for $210E (Y scroll of BG 1)  | + 7E:00B7 - 7E:00B8    Value for $2110 (Y scroll of BG 2)  
-7E:00B5 - 7E:00B6 Value for $210F (X scroll of BG 2)  | + 7E:00B9 - 7E:00BA    Value for $2111 (X scroll of BG 3)  
-7E:00B7 - 7E:00B8 Value for $2110 (Y scroll of BG 2)  | + 7E:00BB - 7E:00BC    Value for $2112 (Y scroll of BG 3)  
-7E:00B9 - 7E:00BA Value for $2111 (X scroll of BG 3)  | + 7E:00BD - 7E:00BE    Value for $2113 (X scroll of BG 4)  
-7E:00BB - 7E:00BC Value for $2112 (Y scroll of BG 3)  | + 7E:00BF - 7E:00C0    Value for $2114 (Y scroll of BG 4)  
-7E:00BD - 7E:00BE Value for $2113 (X 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:00BF - 7E:00C0 Value for $2114 (Y scroll of BG 4)  | + 7E:02D0 - 7E:02D1    Something for Mode 7?  
-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:0330 - 7E:0331    'Stack' pointer for 00D0 table  
-7E:02D0 - 7E:02D1 Something for Mode 7?  | + 7E:0334 - 7E:0335    Something for Mode 7?  
-7E:0330 - 7E:0331 'Stack' pointer for 00D0 table  | + 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:0334 - 7E:0335 Something for Mode 7?  | + 7E:035C - 7E:035D    0000; garbage write for end of table.  
-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:0360 - 7E:0361    'Stack' pointer for 0340 table  
-7E:035C - 7E:035D 0000; garbage write for end of table.  | + 7E:0370 - 7E:058F    *ALL* OAM data (according to routine at 80:933A)  
-7E:0360 - 7E:0361 'Stack' pointer for 0340 table  | + 7E:0590 - 7E:0591    Index for 0370  
-7E:0370 - 7E:058F *ALL* OAM data (according to routine at 80:933A)  | + 7E:0592 - 7E:0593    Read during X-Ray setup  
-7E:0590 - 7E:0591 Index for 0370  | + 7E:05A2 - 7E:05A3    Percent of message box is open? Or something like that. Max of #$1800  
-7E:0592 - 7E:0593 Read during X-Ray setup  | + 7E:05A4 - 7E:05A5    Something for message boxes. Seems to be related to graphics and tilemaps  
-7E:05A2 - 7E:05A3 Percent of message box is open? Or something like that. Max of #$1800  | + 7E:05A6 - 7E:05A7    Something for message boxes. Seems to be related to graphics and tilemaps  
-7E:05A4 - 7E:05A5 Something for message boxes. Seems to be related to graphics and tilemaps  | + 7E:05AC - 7E:05AD    Minimum X scroll on minimap  
-7E:05A6 - 7E:05A7 Something for message boxes. Seems to be related to graphics and tilemaps  | + 7E:05AE - 7E:05AF    Maximum X scroll on minimap  
-7E:05AC - 7E:05AD Minimum X scroll on minimap  | + 7E:05B0 - 7E:05B1    Minimum y scroll on minimap  
-7E:05AE - 7E:05AF Maximum X scroll on minimap  | + 7E:05B2 - 7E:05B3    Maximum Y scroll on minimap  
-7E:05B0 - 7E:05B1 Minimum y scroll on minimap  | + 7E:05B4              1 = Game is waiting for an NMI, 0 = Game is processing current frame  
-7E:05B2 - 7E:05B3 Maximum Y scroll on minimap  | + 7E:05B5              Something for animating minimap cursor (used as a general purpose... animation index, I guess)  
-7E:05B4           | 1 = Game is waiting for an NMI, 0 = Game is processing current frame  | + 7E:05B6 - 7E:05B7    Frame counter. Incremented EVERY NMI when processing has been completed (05B4 has been set)  
-7E:05B5           | Something for animating minimap cursor (used as a general purpose... animation index, I guess)  | + 7E:05B8 - 7E:05B9    I'm guessing this is some sort of HBlank check. Used by message boxes for smooth opening/closing  
-7E:05B6 - 7E:05B7 Frame counter. Incremented EVERY NMI when processing has been completed (05B4 has been set)  | + 7E:05BA              How many NMI's elapsed while this frame has been processing. Never used, only for statistics.  
-7E:05B8 - 7E:05B9 I'm guessing this is some sort of HBlank check. Used by message boxes for smooth opening/closing  | + 7E:05BB              The most NMI's elapsed while waiting for a frame to process. Caps at FF.  
-7E:05BA           | How many NMI's elapsed while this frame has been processing. Never used, only for statistics.  | + 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:05BB           | The most NMI's elapsed while waiting for a frame to process. Caps at FF.  | + 7E:05BE - 7E:05BF    Offset for VRAM. Used by 80:9632, when you enter a door  
-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:05C0 - 7E:05C2    Source for VRAM update, including bank byte. Used by 80:9632, when you enter a door  
-7E:05BE - 7E:05BF Offset for VRAM. 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:05C0 - 7E:05C2 Source for VRAM update, including bank byte. 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:05C3 - 7E:05C4 Size of VRAM update. Used by 80:9632, when you enter a door  | + 7E:05C7 - 7E:05C8    Also mirrors $8F sometimes with debug mode. Not sure when.  
-7E:05C5 - 7E:05C6 Mirror of $8F, only enabled with debug mode. Used for debug functions.  | + 7E:05C9 - 7E:05CA    'Swap' of missiles for debug mode. Select + R + B  
-7E:05C7 - 7E:05C8 Also mirrors $8F sometimes with debug mode. Not sure when.  | + 7E:05CB - 7E:05CC    'Swap' of super missiles for debug mode. Select + R + B  
-7E:05C9 - 7E:05CA 'Swap' of missiles for debug mode. Select + R + B  | + 7E:05CD - 7E:05CE    'Swap' of power bombs for debug mode. Select + R + B  
-7E:05CB - 7E:05CC 'Swap' of super missiles for debug mode. Select + R + B  | + 7E:05CF - 7E:05D0    Top bit is set if weaponry is 'swapped' at the moment.  
-7E:05CD - 7E:05CE 'Swap' of power bombs for debug mode. Select + R + B  | + 7E:05D1 - 7E:05D2    Debug mode. Set to 80:8004 at game start, unused in the normal rom.  
-7E:05CF - 7E:05D0 Top bit is set if weaponry is 'swapped' at the moment.  | + 7E:05D3 - 7E:05D4    Save/Load Scroll position toggle. Requires 80:8006 to be set  
-7E:05D1 - 7E:05D2 Debug mode. Set to 80:8004 at game start, unused in the normal rom.  | + 7E:05D5 - 7E:05D6    Saved X-Scroll position ($0911). Unused (Debug mode)  
-7E:05D3 - 7E:05D4 Save/Load Scroll position toggle. Requires 80:8006 to be set  | + 7E:05D7 - 7E:05D8    Saved Y-Scroll position ($0915). Unused (Debug mode)  
-7E:05D5 - 7E:05D6 Saved X-Scroll position ($0911). Unused (Debug mode)  | + 7E:05D9 - 7E:05DA    Previous frame's 008B during the pause screen? (as is up to 05E4)  
-7E:05D7 - 7E:05D8 Saved Y-Scroll position ($0915). Unused (Debug mode)  | + 7E:05DB - 7E:05DC    Frames left to wait for this same set of buttons being held down till significant  
-7E:05D9 - 7E:05DA Previous frame's 008B during the pause screen? (as is up to 05E4)  | + 7E:05DD - 7E:05DE    Potential value for 05DB?  
-7E:05DB - 7E:05DC Frames left to wait for this same set of buttons being held down till significant  | + 7E:05DF - 7E:05E0    Buttons held down for 05DD frames  
-7E:05DD - 7E:05DE Potential value for 05DB?  | + 7E:05E1 - 7E:05E2    Buttons newly held down for 05DD frames  
-7E:05DF - 7E:05E0 Buttons held down for 05DD frames  | + 7E:05E3 - 7E:05E4    Buttons previously held down for 05DD frames  
-7E:05E1 - 7E:05E2 Buttons newly held down for 05DD frames  | + 7E:05E5 - 7E:05E6    Random Number  
-7E:05E3 - 7E:05E4 Buttons previously held down for 05DD frames  | + 7E:05E7 - 7E:05E8    Often used to check bits for completed tasks/picked up items  
-7E:05E5 - 7E:05E6 Random Number  | + 7E:05E9 - 7E:05EA    16-bit multiplier A. Used by 80:82D6  
-7E:05E7 - 7E:05E8 Often used to check bits for completed tasks/picked up items  | + 7E:05EB - 7E:05EC    16-bit multiplier B. Used by 80:82D6  
-7E:05E9 - 7E:05EA 16-bit multiplier A. Used by 80:82D6  | + 7E:05F1 - 7E:05F4    16-bit * 16-bit result registers. Used by routine 80:82D6  
-7E:05EB - 7E:05EC 16-bit multiplier B. Used by 80:82D6  | + 7E:05F5 - 7E:05F6    Disable sounds  
-7E:05F1 - 7E:05F4 16-bit * 16-bit result registers. Used by routine 80:82D6  | + 7E:05F7 - 7E:05F8    Disable automap  
-7E:05F5 - 7E:05F6 Disable sounds  | + 7E:05F9 - 7E:05FA    used during message boxes, has index for selected choice for save message  
-7E:05F7 - 7E:05F8 Disable automap  | + 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:05F9 - 7E:05FA used during message boxes, has index for selected choice for save message  | + 7E:05FD - 7E:05FE    Which direction the map scrolls in the pause screen  
-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: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:05FD - 7E:05FE Which direction the map scrolls in the pause screen  | + 7E:0607 - 7E:0608    Sound index used during earthquakes after collecting SpeedBooster and at the statues  
-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:0609 - 7E:060A    Delay between sounds during earthquakes. Used with $7E:0607  
-7E:0607 - 7E:0608 Sound index used during earthquakes after collecting SpeedBooster and at the statues  | + 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:0609 - 7E:060A Delay between sounds during earthquakes. Used with $7E:0607  | + 7E:060D - 7E:060E    First byte at enemy's ?special hitbox? pointer address  
-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:060F - 7E:0610    Number of projectiles to check for by enemy collision detection? (mirror of $0CCE)  
-7E:060D - 7E:060E First byte at enemy's ?special hitbox? pointer address  | + 7E:0617 - 7E:0618    0 = allow Soft Reset via Start+Select+L+R. Unused (Debug mode)  
-7E:060F - 7E:0610 Number of projectiles to check for by enemy collision detection? (mirror of $0CCE)  | + 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:0617 - 7E:0618 0 = allow Soft Reset via Start+Select+L+R. Unused (Debug mode)  | + 7E:0629 - 7E:0638    List of words: Timer till current command should process. Minimum of 8.  
-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:0639 - 7E:063A    'Next Available' Index for 0619 and 0629. Increments of 2, loops from E to 0  
-7E:0629 - 7E:0638 List of words: Timer till current command should process. Minimum of 8.  | + 7E:063B - 7E:063C    'Next to process' Index for 0619 and 0629. Increments of 2, loops from E to 0  
-7E:0639 - 7E:063A 'Next Available' 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:063B - 7E:063C 'Next to process' Index for 0619 and 0629. Increments of 2, loops from E to 0  | + 7E:063F - 7E:0640    Currently processing value of 0629,x. (Time left to process current command)  
-7E:063D - 7E:063E Currently processing value of 0619,x. (Current new music/instrument or new track)  | + 7E:0641 - 7E:0642    Unused? Never seems to be written to except by ram clearing routines  
-7E:063F - 7E:0640 Currently processing value of 0629,x. (Time left to process current command)  | + 7E:0643              Currently playing index of queued sound clips? For most of Samus?  
-7E:0641 - 7E:0642 Unused? Never seems to be written to except by ram clearing routines  | + 7E:0644              Currently playing index of queued sound clips? For most of enemies?  
-7E:0643           | Currently playing index of queued sound clips? For most of Samus?  | + 7E:0645              Currently playing index of queued sound clips? Miscellaneous?  
-7E:0644           | Currently playing index of queued sound clips? For most of enemies?  | + 7E:0646              Current index of queued sound clips? For most of Samus?  
-7E:0645           | Currently playing index of queued sound clips? Miscellaneous?  | + 7E:0647              Current index of queued sound clips? For most of enemies?  
-7E:0646           | Current index of queued sound clips? For most of Samus?  | + 7E:0648              Current index of queued sound clips? Miscellaneous?  
-7E:0647           | Current index of queued sound clips? For most of enemies?  | + 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:0648           | Current index of queued sound clips? Miscellaneous?  | + 7E:064A              Current 'state' of sound clip. For most of enemies?  
-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:064B              Current 'state' of sound clip. Miscellaneous?  
-7E:064A           | Current 'state' of sound clip. For most of enemies?  | + 7E:064C              Current track index (SPC ram: 581E,x index, 0-7)  
-7E:064B           | Current 'state' of sound clip. Miscellaneous?  | + 7E:064D              Sound clip currently playing? For most of Samus?  
-7E:064C           | Current track index (SPC ram: 581E,x index, 0-7)  | + 7E:064E              Sound clip currently playing? For most of enemies?  
-7E:064D           | Sound clip currently playing? For most of Samus?  | + 7E:064F              Sound clip currently playing? Miscellaneous?  
-7E:064E           | Sound clip currently playing? For most of enemies?  | + 7E:0650              Delay before clearing soundclip  
-7E:064F           | Sound clip currently playing? Miscellaneous?  | + 7E:0651              Delay before clearing soundclip  
-7E:0650           | Delay before clearing soundclip  | + 7E:0652              Delay before clearing soundclip  
-7E:0651           | Delay before clearing soundclip  | + 7E:0653              Maximum allowed queue number for new sound trying to play  
-7E:0652           | Delay before clearing soundclip  | + 7E:0654              Maximum allowed queue number for new sound trying to play  
-7E:0653           | Maximum allowed queue number for new sound trying to play  | + 7E:0655              Maximum allowed queue number for new sound trying to play  
-7E:0654           | Maximum allowed queue number for new sound trying to play  | + 7E:0656 - 7E:0665    Queue of sound clips? For most of Samus?  
-7E:0655           | Maximum allowed queue number for new sound trying to play  | + 7E:0666 - 7E:0675    Queue of sound clips? For most of enemies?  
-7E:0656 - 7E:0665 Queue of sound clips? For most of Samus?  | + 7E:0676 - 7E:0685    Queue of sound clips? Miscellaneous?  
-7E:0666 - 7E:0675 Queue of sound clips? For most of enemies?  | + 7E:0686              Timer for next  
-7E:0676 - 7E:0685 Queue of sound clips? Miscellaneous?  | + 7E:071D              Flag - Samus's top sprites need to be loaded to VRAM.  
-7E:0686           | Timer for next  | + 7E:071E              Flag - Samus's bottom sprites need to be loaded to VRAM.  
-7E:071D           | Flag - Samus's top 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:071E           | Flag - Samus's bottom sprites need to be loaded to VRAM.  | + 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: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:0723 - 7E:0724    Frames between changes in screen brightness while pausing the game.  
-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:0725 - 7E:0726    Counter for frames between changes in screen brightness.  
-7E:0723 - 7E:0724 Frames between changes in screen brightness while pausing the game.  | + 7E:0727              Used by pause screen (map/items/transitions - main index to look up code) and Game Over screen (not sure)  
-7E:0725 - 7E:0726 Counter for frames between changes in screen brightness.  | + 7E:0729 - 7E:072A    Frames to flash L/R/Start button on pause screen  
-7E:0727           | Used by pause screen (map/items/transitions - main index to look up code) and Game Over screen (not sure)  | + 7E:072D - 7E:072E    Used as a timer in the pause screen for selection flashing  
-7E:0729 - 7E:072A Frames to flash L/R/Start button on pause screen  | + 7E:072F - 7E:0730    Used as a timer in the pause screen for reserve tank flashing  
-7E:072D - 7E:072E Used as a timer in the pause screen for selection 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:072F - 7E:0730 Used as a timer in the pause screen for reserve tank flashing  | + 7E:0741 - 7E:0742    Used as an animation index in the pause screen for selection 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:0743 - 7E:0744    Used as an animation index in the pause screen for reserve tank flashing  
-7E:0741 - 7E:0742 Used as an animation index in the pause screen for selection 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:0743 - 7E:0744 Used as an animation index in the pause screen for reserve tank flashing  | + 7E:0751 - 7E:0752    Which button lights up for 0729 frames when changing screens from pause screen (00 = none, 01 = L, 02 = R)  
-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: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:0751 - 7E:0752 Which button lights up for 0729 frames when changing screens from pause screen (00 = none, 01 = L, 02 = R)  | + 7E:0755              Which list is selected on the equipment pause screen  
-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:0756              Which item of the list is selected on the equipment pause screen  
-7E:0755           | Which list is selected on the equipment pause screen  | + 7E:0757              Delay counter for reserve tank sound  
-7E:0756           | Which item of the list is selected on the equipment pause screen  | + 7E:0765              Backup value for 58 during pause screen  
-7E:0757           | Delay counter for reserve tank sound  | + 7E:0766              Backup value for 59 during pause screen  
-7E:0765           | Backup value for 58 during pause screen  | + 7E:0767              Backup value for 5A during pause screen  
-7E:0766           | Backup value for 59 during pause screen  | + 7E:0768              Backup value for 5D during pause screen  
-7E:0767           | Backup value for 5A during pause screen  | + 7E:0769              Backup value for 5E during pause screen  
-7E:0768           | Backup value for 5D during pause screen  | + 7E:076A              Backup value for 52 during pause screen  
-7E:0769           | Backup value for 5E during pause screen  | + 7E:076B              Backup value for B1 during pause screen  
-7E:076A           | Backup value for 52 during pause screen  | + 7E:076C              Backup value for B5 during pause screen  
-7E:076B           | Backup value for B1 during pause screen  | + 7E:076D              Backup value for B9 during pause screen  
-7E:076C           | Backup value for B5 during pause screen  | + 7E:076E              Backup value for B3 during pause screen  
-7E:076D           | Backup value for B9 during pause screen  | + 7E:076F              Backup value for B7 during pause screen  
-7E:076E           | Backup value for B3 during pause screen  | + 7E:0770              Backup value for BB during pause screen  
-7E:076F           | Backup value for B7 during pause screen  | + 7E:0771              Backup value for 55 during pause screen  
-7E:0770           | Backup value for BB during pause screen  | + 7E:0772              Backup value for 091B during pause screen  
-7E:0771           | Backup value for 55 during pause screen  | + 7E:0773              Backup value for 091C during pause screen  
-7E:0772           | Backup value for 091B during pause screen  | + 7E:0774              Backup value for 57 during pause screen  
-7E:0773           | Backup value for 091C during pause screen  | + 7E:0775              Backup value for 71 during pause screen  
-7E:0774           | Backup value for 57 during pause screen  | + 7E:077A - 7E:077B    Bit 1 controls flashing for Samus's helmet icon while loading  
-7E:0775           | Backup value for 71 during pause screen  | + 7E:077C - 7E:077D    Pallete value for status bar. Sharable.  
-7E:077A - 7E:077B Bit 1 controls flashing for Samus's helmet icon while loading  | + 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:077C - 7E:077D Pallete value for status bar. Sharable.  | + 7E:078B - 7E:078C    Which save in the current area to load from? Might alternatively be X/Y of save station on map  
-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:078D - 7E:078E    DDB pointer for current room transition  
-7E:078B - 7E:078C Which save in the current area to load from? Might alternatively be X/Y of save station on map  | + 7E:078F - 7E:0790    BTS of the door that lead to this room. Never read.  
-7E:078D - 7E:078E DDB pointer for current room transition  | + 7E:0791 - 7E:0792    Current room transition direction. 0 = right, 1 = left, 2 = down, 3 = up. +4 = Close a door on next screen  
-7E:078F - 7E:0790 BTS of the door that lead to this room. Never read.  | + 7E:0793 - 7E:0794    Door bitflags(low byte) and room transition direction (high byte)  
-7E:0791 - 7E:0792 Current room transition direction. 0 = right, 1 = left, 2 = down, 3 = up. +4 = Close a door on next screen  | + 7E:0795 - 7E:0796    If set, not an elevator?  
-7E:0793 - 7E:0794 Door bitflags(low byte) and room transition direction (high byte)  | + 7E:0797 - 7E:0798    Currently transitioning the room  
-7E:0795 - 7E:0796 If set, not an elevator?  | + 7E:0799 - 7E:079A    Direction of current elevator (0000 = down, 8000 = up)  
-7E:0797 - 7E:0798 Currently transitioning the room  | + 7E:079B - 7E:079C    Current room mdb (Room ID in SMILE)  
-7E:0799 - 7E:079A Direction of current elevator (0000 = down, 8000 = up)  | + 7E:079D - 7E:079E    First byte of room mdb, unknown (Apparently room # for this region)  
-7E:079B - 7E:079C Current room mdb (Room ID in SMILE)  | + 7E:079F - 7E:07A0    Region Number  
-7E:079D - 7E:079E First byte of room mdb, unknown (Apparently room # for this region)  | + 7E:07A1 - 7E:07A2    Room's Automap X coordinate  
-7E:079F - 7E:07A0 Region Number  | + 7E:07A3 - 7E:07A4    Room's Automap Y coordinate  
-7E:07A1 - 7E:07A2 Room's Automap X coordinate  | + 7E:07A5 - 7E:07A6    Current room's width in blocks  
-7E:07A3 - 7E:07A4 Room's Automap Y coordinate  | + 7E:07A7 - 7E:07A8    Current room's height in blocks  
-7E:07A5 - 7E:07A6 Current room's width in blocks  | + 7E:07A9 - 7E:07AA    Number of screens wide current room is. Used only by scrolling? (and beams)  
-7E:07A7 - 7E:07A8 Current room's height in blocks  | + 7E:07AB - 7E:07AC    Number of screens tall current room is, used by beams at the least.  
-7E:07A9 - 7E:07AA Number of screens wide current room is. Used only by scrolling? (and beams)  | + 7E:07AD - 7E:07AE    7th byte of room mdb. Target screen Y position for Samus while moving down (used by scrolling)  
-7E:07AB - 7E:07AC Number of screens tall current room is, used by beams at the least.  | + 7E:07AF - 7E:07B0    8th byte of room mdb. Target screen Y position for Samus while moving up (used by scrolling)  
-7E:07AD - 7E:07AE 7th byte of room mdb. Target screen Y position for Samus while moving down (used by scrolling)  | + 7E:07B1 - 7E:07B2    9th byte of previous room's mdb  
-7E:07AF - 7E:07B0 8th byte of room mdb. Target screen Y position for Samus while moving up (used by scrolling)  | + 7E:07B3 - 7E:07B4    9th byte of this room's mdb (GFX Bitflag)  
-7E:07B1 - 7E:07B2 9th byte of previous room's mdb  | + 7E:07B5 - 7E:07B6    Room's doorout pointer  
-7E:07B3 - 7E:07B4 9th byte of this room's mdb (GFX Bitflag)  | + 7E:07B7 - 7E:07B8    Roomstate test pointer (used when testing roomstate conditions)  
-7E:07B5 - 7E:07B6 Room's doorout pointer  | + 7E:07B9 - 7E:07BA    Area of current room, in blocks  
-7E:07B7 - 7E:07B8 Roomstate test pointer (used when testing roomstate conditions)  | + 7E:07BB - 7E:07BC    Current roomstate pointer  
-7E:07B9 - 7E:07BA Area of current room, in blocks  | + 7E:07BD - 7E:07BF    3 byte pointer to current room tilemap (Level Data Pointer)  
-7E:07BB - 7E:07BC Current roomstate pointer  | + 7E:07C0 - 7E:07C2    3 byte pointer. Something for the tiles. 8F0000,[8FE7A7,[graphics set * 2]]. Decompressed to 7E:A800  
-7E:07BD - 7E:07BF 3 byte pointer to current room tilemap (Level Data Pointer)  | + 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:07C0 - 7E:07C2 3 byte pointer. Something for the tiles. 8F0000,[8FE7A7,[graphics set * 2]]. Decompressed to 7E:A800  | + 7E:07C6 - 7E:07C8    Another 3 byte pointer. Colors? 8F0006,[8FE7A7,[graphics set * 2]]. Decompressed to 7E:C200  
-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:07C9 - 7E:07CA    Music track index (0 = off, 1-4 = fixed, 5-7 = song/instrument dependant)  
-7E:07C6 - 7E:07C8 Another 3 byte pointer. Colors? 8F0006,[8FE7A7,[graphics set * 2]]. Decompressed to 7E:C200  | + 7E:07CB - 7E:07CC    Music song/instrument index  
-7E:07C9 - 7E:07CA Music track index (0 = off, 1-4 = fixed, 5-7 = song/instrument dependant)  | + 7E:07CD - 7E:07CE    Pointer to room FX1  
-7E:07CB - 7E:07CC Music song/instrument index  | + 7E:07CF - 7E:07D0    Room's enemy population pointer  
-7E:07CD - 7E:07CE Pointer to room FX1  | + 7E:07D1 - 7E:07D2    Room's enemies allowed pointer (gets names and palletes, also gets list name for 7E:D552)  
-7E:07CF - 7E:07D0 Room's enemy population pointer  | + 7E:07DF - 7E:07E0    Pointer to room FX2  
-7E:07D1 - 7E:07D2 Room's enemies allowed pointer (gets names and palletes, also gets list name for 7E:D552)  | + 7E:07E9 - 7E:07EA    Pointer to routine (or unused; 0000). Used in scroll routines.  
-7E:07DF - 7E:07E0 Pointer to room FX2  | + 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:07E9 - 7E:07EA Pointer to routine (or unused; 0000). Used in scroll routines.  | + 7E:07F3 - 7E:07F4    Currently loaded song/instrument index  
-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:07F5 - 7E:07F6    Currently loaded track index  
-7E:07F3 - 7E:07F4 Currently loaded song/instrument index  | + 7E:07F7 - 7E:08F6    Map tiles explored for current area (1 tile = 1 bit).  
-7E:07F5 - 7E:07F6 Currently loaded track index  | + 7E:08F7 - 7E:08F8    How many blocks X the screen is scrolled?  
-7E:07F7 - 7E:08F6 Map tiles explored for current area (1 tile = 1 bit).  | + 7E:08F9 - 7E:08FA    How many blocks Y the screen is scrolled? (up = positive)  
-7E:08F7 - 7E:08F8 How many blocks X the screen is scrolled?  | + 7E:08FB - 7E:08FC    How many blocks X Layer 2 is scrolled?  
-7E:08F9 - 7E:08FA How many blocks Y the screen is scrolled? (up = positive)  | + 7E:08FD - 7E:08FE    How many blocks Y Layer 2 is scrolled? (up = positive)  
-7E:08FB - 7E:08FC How many blocks X Layer 2 is scrolled?  | + 7E:08FF - 7E:0900    How many blocks X the screen was scrolled previously (Checked to know when to update blocks)  
-7E:08FD - 7E:08FE How many blocks Y Layer 2 is scrolled? (up = positive)  | + 7E:0901 - 7E:0902    How many blocks Y the screen was scrolled previously (Checked to know when to update blocks) (up = positive)  
-7E:08FF - 7E:0900 How many blocks X the screen was scrolled previously (Checked to know when to update blocks)  | + 7E:0903 - 7E:0904    How many blocks X Layer 2 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:0905 - 7E:0906    How many blocks Y Layer 2 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:0907 - 7E:0908    How many blocks X BG1 is scrolled?  
-7E:0905 - 7E:0906 How many blocks Y Layer 2 was scrolled previously (Checked to know when to update blocks) (up = positive)  | + 7E:0909 - 7E:090A    How many blocks Y BG1 is scrolled? (up = positive)  
-7E:0907 - 7E:0908 How many blocks X BG1 is scrolled?  | + 7E:090B - 7E:090C    How many blocks X BG2 is scrolled?  
-7E:0909 - 7E:090A How many blocks Y BG1 is scrolled? (up = positive)  | + 7E:090D - 7E:090E    How many blocks Y BG2 is scrolled? (up = positive)  
-7E:090B - 7E:090C How many blocks X BG2 is scrolled?  | + 7E:090F - 7E:0910    Screen's subpixel X position.  
-7E:090D - 7E:090E How many blocks Y BG2 is scrolled? (up = positive)  | + 7E:0911 - 7E:0912    Screen's X position in pixels  
-7E:090F - 7E:0910 Screen's subpixel X position.  | + 7E:0913 - 7E:0914    Screen's subpixel Y position  
-7E:0911 - 7E:0912 Screen's X position in pixels  | + 7E:0915 - 7E:0916    Screen's Y position in pixels  
-7E:0913 - 7E:0914 Screen's subpixel Y position  | + 7E:0917 - 7E:0918    Layer 2's X scroll in room in pixels?  
-7E:0915 - 7E:0916 Screen's Y position in pixels  | + 7E:0919 - 7E:091A    Layer 2's Y scroll in room in pixels? (up = positive)  
-7E:0917 - 7E:0918 Layer 2's X scroll in room in pixels?  | + 7E:091B - 7E:091C    BG2 scroll percent to screen scroll (0 = 100, 1 = ?) (1 byte for X, 1 byte for Y)  
-7E:0919 - 7E:091A Layer 2's Y scroll in room in pixels? (up = positive)  | + 7E:091D - 7E:091E    BG1 X scroll offset due to room transitions (Translates between screen scroll and BG1 scroll)  
-7E:091B - 7E:091C BG2 scroll percent to screen scroll (0 = 100, 1 = ?) (1 byte for X, 1 byte for Y)  | + 7E:091F - 7E:0920    BG1 Y scroll offset due to room transitions (Translates between screen scroll and BG1 scroll)  
-7E:091D - 7E:091E BG1 X 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:091F - 7E:0920 BG1 Y scroll offset due to room transitions (Translates between screen scroll and BG1 scroll)  | + 7E:0923 - 7E:0924    BG2 Y scroll offset due to room transitions (Translates between Layer 2 scroll and BG2 scroll)  
-7E:0921 - 7E:0922 BG2 X 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:0923 - 7E:0924 BG2 Y scroll offset due to room transitions (Translates between Layer 2 scroll and BG2 scroll)  | + 7E:0927 - 7E:0928    X offset of room entrance for room transition (multiple of 100, screens)  
-7E:0925 - 7E:0926 How many times the screen has scrolled? Stops at 40.  | + 7E:0929 - 7E:092A    Y offset of room entrance for room transition (multiple of 100, screens. Adjusted by 20 when moving up)  
-7E:0927 - 7E:0928 X offset of room entrance for room transition (multiple of 100, screens)  | + 7E:092B - 7E:092C    Movement speed for room transitions (subpixels per frame of room transition movement)  
-7E:0929 - 7E:092A Y offset of room entrance for room transition (multiple of 100, screens. Adjusted by 20 when moving up)  | + 7E:092D - 7E:092E    Movement speed for room transitions (pixels per frame of room transition movement)  
-7E:092B - 7E:092C Movement speed for room transitions (subpixels per frame of room transition movement)  | + 7E:0932              Flag? If negative, screen is done scrolling for room transition?  
-7E:092D - 7E:092E Movement speed for room transitions (pixels per frame of room transition movement)  | + 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:0932           | Flag? If negative, screen is done scrolling for room transition?  | + 7E:0939 - 7E:093A    Screen's X position in pixels, before checking legality. Seems to have different uses at other times.  
-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:093F - 7E:0940    Unknown. Initialized to 0 by Ceres(?) Ridley  
-7E:0939 - 7E:093A Screen's X position in pixels, before checking legality. Seems to have different uses at other times.  | + 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:093F - 7E:0940 Unknown. Initialized to 0 by Ceres(?) Ridley  | + 7E:0945              Timer, centiseconds (in decimal)  
-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:0946              Timer, seconds (in decimal)  
-7E:0945           | Timer, centiseconds (in decimal)  | + 7E:0947              Timer, minutes (in decimal)  
-7E:0946           | Timer, seconds (in decimal)  | + 7E:0948              Timer mode counter, or lower byte of X position  
-7E:0947           | Timer, minutes (in decimal)  | + 7E:0949              Timer's X position (pixels)  
-7E:0948           | Timer mode counter, or lower byte of X position  | + 7E:094A              Timer's Y position (1/100 pixels)  
-7E:0949           | Timer's X position (pixels)  | + 7E:094B              Timer's Y position (pixels)  
-7E:094A           | Timer's Y position (1/100 pixels)  | + 7E:0950 - 7E:0951    Area selected in the polygon map screen  
-7E:094B           | Timer's Y position (pixels)  | + 7E:0952 - 7E:0953    Save slot selected, 0 - 2 (or menu item on save slot screen, 0 - 5)  
-7E:0950 - 7E:0951 Area selected in the polygon map screen  | + 7E:0956 - 7E:0957    Size for VRAM update of BG1 Tilemap. Used by horizontal scrolling routine.  
-7E:0952 - 7E:0953 Save slot selected, 0 - 2 (or menu item on save slot screen, 0 - 5)  | + 7E:095A - 7E:095B    Offset for VRAM update of BG1 Tilemap. Used by horizontal scrolling routine.  
-7E:0956 - 7E:0957 Size 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:095A - 7E:095B Offset for VRAM update of BG1 Tilemap. Used by horizontal scrolling routine.  | + 7E:0964 - 7E:0965    Size for VRAM update onto screen 1 BG1 tilemap. Used by vertical scrolling routine.  
-7E:0962 - 7E:0963 Flag to update VRAM BG1 tilemap during NMI because of horizontal scroll  | + 7E:0966 - 7E:0967    Size for VRAM update onto screen 2 (X >= 100) BG1 tilemap. Sometimes used by vertical scrolling routine.  
-7E:0964 - 7E:0965 Size for VRAM update onto screen 1 BG1 tilemap. Used by vertical scrolling routine.  | + 7E:0968 - 7E:0969    Offset for VRAM, 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:096A - 7E:096B    Offset for VRAM, screen 2 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: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:096A - 7E:096B Offset for VRAM, screen 2 BG1 tilemap. 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: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:0970 - 7E:0971    Flag to update VRAM BG1 tilemap because of vertical scroll  
-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:0972 - 7E:0973    Size for VRAM update. Used by elevator background loading routine (80:8D49)  
-7E:0970 - 7E:0971 Flag to update VRAM BG1 tilemap because of vertical scroll  | + 7E:0974 - 7E:0975    Size for VRAM update. Sometimes used by elevator background loading (80:8D49)  
-7E:0972 - 7E:0973 Size for VRAM update. Used by elevator background loading routine (80:8D49)  | + 7E:0976 - 7E:0977    Offset for VRAM. Used by elevator background loading (80:8D49)  
-7E:0974 - 7E:0975 Size for VRAM update. Sometimes used by elevator background loading (80:8D49)  | + 7E:0978 - 7E:0979    Offset for VRAM. Sometimes used by elevator background loading (80:8D49)  
-7E:0976 - 7E:0977 Offset for VRAM. 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:0978 - 7E:0979 Offset for VRAM. 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:097A - 7E:097B Source address for VRAM, bank 7E. Sometimes used by elevator background loading (80:8D49)  | + 7E:097E              Unknown. Zeroed by elevator background loading routine (80:8D49)  
-7E:097C - 7E:097D Source address for VRAM, bank 7E. Sometimtes used by elevator background load (80:8D49)  | + 7E:0980 - 7E:0981    Size for VRAM update. Used by ???? routine (80:8E2B)  
-7E:097E           | Unknown. Zeroed by elevator background loading routine (80:8D49)  | + 7E:0982 - 7E:0983    Size for VARM update. Sometimes used by ???? routine (80:8E2B)  
-7E:0980 - 7E:0981 Size for VRAM update. Used by ???? routine (80:8E2B)  | + 7E:0984 - 7E:0985    Offset for VRAM. Used by ???? routine (80:8E2B)  
-7E:0982 - 7E:0983 Size for VARM update. Sometimes used by ???? routine (80:8E2B)  | + 7E:0986 - 7E:0987    Offset for VRAM. Sometimes used by ???? routine (80:8E2B)  
-7E:0984 - 7E:0985 Offset for VRAM. Used by ???? routine (80:8E2B)  | + 7E:0988 - 7E:0989    Source address for VRAM, bank 7E. Used by ???? routine (80:8E2B)  
-7E:0986 - 7E:0987 Offset for VRAM. Sometimes used by ???? routine (80:8E2B)  | + 7E:098A - 7E:098B    Source address for VRAM, bank 7E. Sometimes used by ???? routine (80:8E2B)  
-7E:0988 - 7E:0989 Source address for VRAM, bank 7E. Used by ???? routine (80:8E2B)  | + 7E:098C              Unknown. Zeroed by ???? routine (80:8E2B)  
-7E:098A - 7E:098B Source address for VRAM, bank 7E. Sometimes used by ???? routine (80:8E2B)  | + 7E:0990 - 7E:0991    Current X position of block(s) on screen Layer 1 or 2 to update?  
-7E:098C           | Unknown. Zeroed by ???? routine (80:8E2B)  | + 7E:0992 - 7E:0993    Current Y position of block(s) on screen Layer 1 or 2 to update?  
-7E:0990 - 7E:0991 Current X 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:0992 - 7E:0993 Current Y position of block(s) on screen Layer 1 or 2 to update?  | + 7E:0996 - 7E:0997    Current Y position of block(s) in VRAM BG1 or 2 tilemap to update?  
-7E:0994 - 7E:0995 Current X position of block(s) in VRAM BG1 or 2 tilemap to update?  | + 7E:0998 - 7E:0999    Game state. 
-7E:0996 - 7E:0997 Current Y position of block(s) in VRAM BG1 or 2 tilemap to update?  | +                      01 = Title screen 
-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  | +                      04 = menus 
-7E:099C - 7E:099D Pointer to next frame of code in bank 82 for room transitions  | +                      05 = Load area 
-7E:099E - 7E:099F Which option in the title screen menus Samus has selected  | +                      06 = Loading game 
-7E:09A2 - 7E:09A3 Equipped items  | +                      07 = Samus being electrified in save capsule 
-7E:09A4 - 7E:09A5 Collected items  | +                      08 = normal gameplay 
-7E:09A6           | Equipped beams  | +                      0C = pausing 
-7E:09A7           | Equipped Charge beam  | +                      0F = paused 
-7E:09A8           | Collected beams  | +                      12 = unpausing 
-7E:09A9           | Collected Charge beam  | +                      15, 17, 18, 19, 1A = Dead or dying 
-7E:09AA - 7E:09AB Up           See ControllerInput.txt  | +                      22 = Landing on Zebes 
-7E:09AC - 7E:09AD Down  | +                      23 = Timer up 
-7E:09AE - 7E:09AF Left  | +                      24 = blackout and gameover (Ceres explodes if not escaping Zebes) 
-7E:09B0 - 7E:09B1 Right  | +                      2A = intro demos  
-7E:09B2 - 7E:09B3 Shoot  | + 7E:099C - 7E:099D    Pointer to next frame of code in bank 82 for room transitions  
-7E:09B4 - 7E:09B5 Jump  | + 7E:099E - 7E:099F    Which option in the title screen menus Samus has selected  
-7E:09B6 - 7E:09B7 Run  | + 7E:09A2 - 7E:09A3    Equipped items  
-7E:09B8 - 7E:09B9 Item Cancel  | + 7E:09A4 - 7E:09A5    Collected items  
-7E:09BA - 7E:09BB Switch Item  | + 7E:09A6              Equipped beams  
-7E:09BC - 7E:09BD Aim Down  | + 7E:09A7              Equipped Charge beam  
-7E:09BE - 7E:09BF Aim Up  | + 7E:09A8              Collected beams  
-7E:09C0 - 7E:09C1 1 = Auto Reserve tanks, 2 = manual  | + 7E:09A9              Collected Charge beam  
-7E:09C2 - 7E:09C3 Samus's health  | + 7E:09AA - 7E:09AB    Up           See ControllerInput.txt  
-7E:09C4 - 7E:09C5 Samus's max health  | + 7E:09AC - 7E:09AD    Down  
-7E:09C6 - 7E:09C7 Samus's missiles  | + 7E:09AE - 7E:09AF    Left  
-7E:09C8 - 7E:09C9 Samus's max missiles  | + 7E:09B0 - 7E:09B1    Right  
-7E:09CA - 7E:09CB Samus's super missiles  | + 7E:09B2 - 7E:09B3    Shoot  
-7E:09CC - 7E:09CD Samus's max super missiles  | + 7E:09B4 - 7E:09B5    Jump  
-7E:09CE - 7E:09CF Samus's power bombs  | + 7E:09B6 - 7E:09B7    Run  
-7E:09D0 - 7E:09D1 Samus's max power bombs  | + 7E:09B8 - 7E:09B9    Item Cancel  
-7E:09D2 - 7E:09D3 Currently selected status bar item  | + 7E:09BA - 7E:09BB    Switch Item  
-7E:09D4 - 7E:09D5 Samus's max reserve tanks  | + 7E:09BC - 7E:09BD    Aim Down  
-7E:09D6 - 7E:09D7 Samus's reserve tanks  | + 7E:09BE - 7E:09BF    Aim Up  
-7E:09D8 - 7E:09D9 Samus's reserve missiles. Only used by missile pickup routine(91:DF80)  | + 7E:09C0 - 7E:09C1    1 = Auto Reserve tanks, 2 = manual  
-7E:09DA - 7E:09DB Game time, frames  | + 7E:09C2 - 7E:09C3    Samus's health  
-7E:09DC - 7E:09DD Game time, seconds  | + 7E:09C4 - 7E:09C5    Samus's max health  
-7E:09DE - 7E:09DF Game time, minutes  | + 7E:09C6 - 7E:09C7    Samus's missiles  
-7E:09E0 - 7E:09E1 Game time, hours  | + 7E:09C8 - 7E:09C9    Samus's max missiles  
-7E:09E2 - 7E:09E3 Japanese Text (1 = on)  | + 7E:09CA - 7E:09CB    Samus's super missiles  
-7E:09E4 - 7E:09E5 Moonwalk flag (1 = on)  | + 7E:09CC - 7E:09CD    Samus's max super missiles  
-7E:09EA - 7E:09EB Icon Cancel flag (1 = on)  | + 7E:09CE - 7E:09CF    Samus's power bombs  
-7E:0A04 - 7E:0A05 Item selected for auto-cancel  | + 7E:09D0 - 7E:09D1    Samus's max power bombs  
-7E:0A06 - 7E:0A07 Mirror's Samus's health. Used to check to update health display  | + 7E:09D2 - 7E:09D3    Currently selected status bar item  
-7E:0A08 - 7E:0A09 Mirror's Samus's missiles. Used to check to update missile count  | + 7E:09D4 - 7E:09D5    Samus's max reserve tanks  
-7E:0A0A - 7E:0A0B Mirror's Samus's supers. Used to check to update super count  | + 7E:09D6 - 7E:09D7    Samus's reserve tanks  
-7E:0A0C - 7E:0A0D Mirror's Samus's power bombs. Used to check to update power bomb count  | + 7E:09D8 - 7E:09D9    Samus's reserve missiles. Only used by missile pickup routine(91:DF80)  
-7E:0A0E - 7E:0A0F Mirror's 09D2. Used to check to update select display  | + 7E:09DA - 7E:09DB    Game time, frames  
-7E:0A10 - 7E:0A11 Mirrors 0A1E. Used to check to update sound.  | + 7E:09DC - 7E:09DD    Game time, seconds  
-7E:0A12 - 7E:0A13 Mirror's Samus's health. Used to check to make hurt sound and flash.  | + 7E:09DE - 7E:09DF    Game time, minutes  
-7E:0A14 - 7E:0A15 $8B from previous frame. Used when $0A42 = #$E6C9  | + 7E:09E0 - 7E:09E1    Game time, hours  
-7E:0A16 - 7E:0A17 $8F from previous frame. Used when $0A42 = #$E6C9  | + 7E:09E2 - 7E:09E3    Japanese Text (1 = on)  
-7E:0A1C - 7E:0A1D Samus's current position/state  | + 7E:09E4 - 7E:09E5    Moonwalk flag (1 = on)  
-7E:0A1E           | X-Direction Samus is moving? 8 = right, 4 = left  | + 7E:09EA - 7E:09EB    Icon Cancel flag (1 = on)  
-7E:0A1F           | Samus's movement type  | + 7E:0A04 - 7E:0A05    Item selected for auto-cancel  
-7E:0A20 - 7E:0A21 Samus's position/state from the previous frame?  | + 7E:0A06 - 7E:0A07    Mirror's Samus's health. Used to check to update health display  
-7E:0A22           | X-Direction Samus was moving last frame?  | + 7E:0A08 - 7E:0A09    Mirror's Samus's missiles. Used to check to update missile count  
-7E:0A23           | Samus's movement type last frame?  | + 7E:0A0A - 7E:0A0B    Mirror's Samus's supers. Used to check to update super count  
-7E:0A24 - 7E:0A25 Previous *different* position/state?  | + 7E:0A0C - 7E:0A0D    Mirror's Samus's power bombs. Used to check to update power bomb count  
-7E:0A26           | X-Direction during the previous *different* position/state?  | + 7E:0A0E - 7E:0A0F    Mirror's 09D2. Used to check to update select display  
-7E:0A27           | Movement type during the previous *different* position/state?  | + 7E:0A10 - 7E:0A11    Mirrors 0A1E. Used to check to update sound.  
-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:0A12 - 7E:0A13    Mirror's Samus's health. Used to check to make hurt sound and flash.  
-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:0A14 - 7E:0A15    $8B from previous frame. Used when $0A42 = #$E6C9  
-7E:0A2C - 7E:0A2D Potential new value for Samus's current position/state. Natural following of previous pose (generally used by transitional poses).  | + 7E:0A16 - 7E:0A17    $8F from previous frame. Used when $0A42 = #$E6C9  
-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:0A1C - 7E:0A1D    Samus's current position/state  
-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:0A1E              X-Direction Samus is moving? 8 = right, 4 = left  
-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:0A1F              Samus's movement type  
-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:0A20 - 7E:0A21    Samus's position/state from the previous frame?  
-7E:0A36 - 7E:0A37 Bitflag? Bits set if 94:96AB SECs. Jump index for FE92.  | + 7E:0A22              X-Direction Samus was moving last frame?  
-7E:0A38 - 7E:0A39 $12 after 94:96AB, $12 was -$0A3A  | + 7E:0A23              Samus's movement type last frame?  
-7E:0A3A - 7E:0A3B Difference between old vertical radius and new vertical radius  | + 7E:0A24 - 7E:0A25    Previous *different* position/state?  
-7E:0A3C - 7E:0A3D $12 after 94:96AB, $12 was $0A3A  | + 7E:0A26              X-Direction during the previous *different* position/state?  
-7E:0A3E - 7E:0A3F $12 after A0:A8F0, $12 was $0A3A and $0B02 was 2  | + 7E:0A27              Movement type during the previous *different* position/state?  
-7E:0A40 - 7E:0A41 $12 after A0:A8F0, $12 was $0A3A and $0B02 was 3  | + 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: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: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: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:0A2C - 7E:0A2D    Potential new value for Samus's current position/state. Natural following of previous pose (generally used by transitional poses).  
-7E:0A46 - 7E:0A47 Bit 0002 enables horizontal slope detection  | + 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:0A48 - 7E:0A49 Something to do with Samus's pallete.  | + 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:0A4A - 7E:0A4B Almost always 0. Occassionally used to mess with Samus's pallete (flashing blue from Metroids, rainbow from acquiring hyper beam)  | + 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:0A4C - 7E:0A4D Samus's subunit health? Only affected by environmental damage (0A4E)  | + 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:0A4E - 7E:0A4F Deal damage to Samus (1/65536th)  | + 7E:0A36 - 7E:0A37    Bitflag? Bits set if 94:96AB SECs. Jump index for FE92.  
-7E:0A50           | Deal damage to Samus (1) Will be adjusted by suit divisors  | + 7E:0A38 - 7E:0A39    $12 after 94:96AB, $12 was -$0A3A  
-7E:0A52 - 7E:0A53 Something for Samus getting hurt (direction? | + 7E:0A3A - 7E:0A3B    Difference between old vertical radius and new vertical radius  
-7E:0A54 - 7E:0A55 Direction Samus moves when she gets hurt. 0 = left, 1 = right  | + 7E:0A3C - 7E:0A3D    $12 after 94:96AB, $12 was $0A3A  
-7E:0A56 - 7E:0A57 Bomb jump direction?  | + 7E:0A3E - 7E:0A3F    $12 after A0:A8F0, $12 was $0A3A and $0B02 was 2  
-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:0A40 - 7E:0A41    $12 after A0:A8F0, $12 was $0A3A and $0B02 was 3  
-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: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:0A5C - 7E:0A5D Pointer to code to run (JMP from 90:EB4E) (Once every frame?) Displays Samus and certain graphics (e.g. grapple)?  | + 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: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:0A46 - 7E:0A47    Bit 0002 enables horizontal slope detection  
-7E:0A64 - 7E:0A65 Flag, Samus is currently grappled onto something  | + 7E:0A48 - 7E:0A49    Something to do with Samus's pallete.  
-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:0A4A - 7E:0A4B    Almost always 0. Occassionally used to mess with Samus's pallete (flashing blue from Metroids, rainbow from acquiring hyper beam)  
-7E:0A68 - 7E:0A69 Samus's super jump timer. Also used by crystal flash.  | + 7E:0A4C - 7E:0A4D    Samus's subunit health? Only affected by environmental damage (0A4E)  
-7E:0A6A - 7E:0A6B Samus's health warning is on  | + 7E:0A4E - 7E:0A4F    Deal damage to Samus (1/65536th)  
-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:0A50              Deal damage to Samus (1) Will be adjusted by suit divisors  
-7E:0A6E - 7E:0A6F Samus's contact damage index  | + 7E:0A52 - 7E:0A53    Something for Samus getting hurt (direction?)  
-7E:0A72           | Samus's visor pallete timer  | + 7E:0A54 - 7E:0A55    Direction Samus moves when she gets hurt. 0 = left, 1 = right  
-7E:0A73           | Samus's visor pallete index  | + 7E:0A56 - 7E:0A57    Bomb jump direction?  
-7E:0A74 - 7E:0A75 Samus's pallete index or something?  | + 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:0A76 - 7E:0A77 Hyper Beam  | + 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:0A78 - 7E:0A79 Pause time, ala energy tank and x-ray scope.  | + 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:0A7A - 7E:0A7B Pointer to routine for use when game is controlling controller input. Not sure what the routine is for.  | + 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:0A7C - 7E:0A7D Timer for how long to use current game-controlling input  | + 7E:0A64 - 7E:0A65    Flag, Samus is currently grappled onto something  
-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: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:0A82 - 7E:0A83 Angle from X-Ray to Samus.  | + 7E:0A68 - 7E:0A69    Samus's super jump timer. Also used by crystal flash.  
-7E:0A84 - 7E:0A85 Intro Samus controls. Calculated controls to use (put into 8B and 0A8C)  | + 7E:0A6A - 7E:0A6B    Samus's health warning is on  
-7E:0A86 - 7E:0A87 Intro Samus controls. Calculated controls to use (put into 8F and 0A8E)  | + 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:0A88 - 7E:0A89 Flag for if game is using game-input instead of player input (8000+ = game input)  | + 7E:0A6E - 7E:0A6F    Samus's contact damage index  
-7E:0A8A - 7E:0A8B How many frames of input have been saved to bank B8. Yeeeaah. Enabled with 808002, otherwise never used  | + 7E:0A72              Samus's visor pallete timer  
-7E:0A8C - 7E:0A8D Intro Samus controls. Mirror of 8B when game is controlling Samus.  | + 7E:0A73              Samus's visor pallete index  
-7E:0A8E - 7E:0A8F Intro Samus controls. Mirror of 8F when game is controlling Samus.  | + 7E:0A74 - 7E:0A75    Samus's pallete index or something?  
-7E:0A90 - 7E:0A91 Controller input (8B) from game from 2 frames ago. Used when $0A42 = #$E6C9  | + 7E:0A76 - 7E:0A77    Hyper Beam  
-7E:0A92 - 7E:0A93 Controller input (8F) from game from 2 frames ago. Used when $0A42 = #$E6C9  | + 7E:0A78 - 7E:0A79    Pause time, ala energy tank and x-ray scope.  
-7E:0A94 - 7E:0A95 Frames till next Samus Animation Frame  | + 7E:0A7A - 7E:0A7B    Pointer to routine for use when game is controlling controller input. Not sure what the routine is for.  
-7E:0A96 - 7E:0A97 Samus Animation Frame  | + 7E:0A7C - 7E:0A7D    Timer for how long to use current game-controlling input  
-7E:0A9A - 7E:0A9B Animation frame skip. 8000 means don't reset 0A96? (when changing poses? | + 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:0A9E - 7E:0AA1 Cleared by jumping routine. Unknown uses.  | + 7E:0A82 - 7E:0A83    Angle from X-Ray to Samus.  
-7E:0AA6           | Flag; Arm cannon is open / opening (else arm cannon is closed / closing)  | + 7E:0A84 - 7E:0A85    Intro Samus controls. Calculated controls to use (put into 8B and 0A8C)  
-7E:0AA7           | Flag; Arm cannon is transitioning between open and closed  | + 7E:0A86 - 7E:0A87    Intro Samus controls. Calculated controls to use (put into 8F and 0A8E)  
-7E:0AA8 - 7E:0AA9 Frame number of Arm cannon graphic (0 = closed/none, 3 = fully open)  | + 7E:0A88 - 7E:0A89    Flag for if game is using game-input instead of player input (8000+ = game input)  
-7E:0AAA - 7E:0AAB 1 if arm cannon selection has changed this frame, else 2  | + 7E:0A8A - 7E:0A8B    How many frames of input have been saved to bank B8. Yeeeaah. Enabled with 808002, otherwise never used  
-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:0A8C - 7E:0A8D    Intro Samus controls. Mirror of 8B when game is controlling Samus.  
-7E:0AAE - 7E:0AAF Index value for Samus's echoes (00, 02)  | + 7E:0A8E - 7E:0A8F    Intro Samus controls. Mirror of 8F when game is controlling Samus.  
-7E:0AAF           | Index value to find routine for Samus's echoes? Only when she ends a Super Jump?  | + 7E:0A90 - 7E:0A91    Controller input (8B) from game from 2 frames ago. Used when $0A42 = #$E6C9  
-7E:0AB0 - 7E:0AB1 X position of echo 0 (pixels)  | + 7E:0A92 - 7E:0A93    Controller input (8F) from game from 2 frames ago. Used when $0A42 = #$E6C9  
-7E:0AB2 - 7E:0AB3 X position of echo 2 (pixels)  | + 7E:0A94 - 7E:0A95    Frames till next Samus Animation Frame  
-7E:0AB8 - 7E:0AB9 Y position of echo 0 (pixels)  | + 7E:0A96 - 7E:0A97    Samus Animation Frame  
-7E:0ABA - 7E:0ABB Y position of echo 2 (pixels)  | + 7E:0A9A - 7E:0A9B    Animation frame skip. 8000 means don't reset 0A96? (when changing poses?)  
-7E:0AC0 - 7E:0AC1 Horizontal speed for echo 0  | + 7E:0A9E - 7E:0AA1    Cleared by jumping routine. Unknown uses.  
-7E:0AC2 - 7E:0AC3 Horizontal speed for echo 2  | + 7E:0AA6              Flag; Arm cannon is open / opening (else arm cannon is closed / closing)  
-7E:0AC8 - 7E:0AC9 Which tileset for Samus's top half to save to VRAM? Written to, but virtually never used.  | + 7E:0AA7              Flag; Arm cannon is transitioning between open and closed  
-7E:0ACA - 7E:0ACB Which tileset for Samus's bottom half to save to VRAM? Written to, but virtually never used.  | + 7E:0AA8 - 7E:0AA9    Frame number of Arm cannon graphic (0 = closed/none, 3 = fully open)  
-7E:0ACC - 7E:0ACD What kind of timer to use for 0A68? 2*this = JSL index for 91:D72D.  | + 7E:0AAA - 7E:0AAB    1 if arm cannon selection has changed this frame, else 2  
-7E:0ACE - 7E:0ACF Some unknown related to running (0 if running with speed boots)  | + 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:0AD0 - 7E:0AD1 Some unknown related to running (1 if running with speed boots)  | + 7E:0AAE - 7E:0AAF    Index value for Samus's echoes (00, 02)  
-7E:0AD4 - 7E:0ADB Atmospheric graphics animation timers (1-4). 8000+ means 'don't run related code during timer'  | + 7E:0AAF              Index value to find routine for Samus's echoes? Only when she ends a Super Jump?  
-7E:0ADC - 7E:0AE3 Atmospheric graphics X position (1-4)  | + 7E:0AB0 - 7E:0AB1    X position of echo 0 (pixels)  
-7E:0AE4 - 7E:0AEB Atmospheric graphics Y position (1-4)  | + 7E:0AB2 - 7E:0AB3    X position of echo 2 (pixels)  
-7E:0AEC - 7E:0AF3 Atmospheric graphics type/animation frame number (1-4)  | + 7E:0AB8 - 7E:0AB9    Y position of echo 0 (pixels)  
-7E:0AF6 - 7E:0AF7 Samus's X position in pixels  | + 7E:0ABA - 7E:0ABB    Y position of echo 2 (pixels)  
-7E:0AF8 - 7E:0AF9 Samus's sub-pixel X position  | + 7E:0AC0 - 7E:0AC1    Horizontal speed for echo 0  
-7E:0AFA - 7E:0AFB Samus's Y position in pixels  | + 7E:0AC2 - 7E:0AC3    Horizontal speed for echo 2  
-7E:0AFC - 7E:0AFD Samus's sub-pixel Y position  | + 7E:0AC8 - 7E:0AC9    Which tileset for Samus's top half to save to VRAM? Written to, but virtually never used.  
-7E:0AFE - 7E:0AFF Samus's X radius  | + 7E:0ACA - 7E:0ACB    Which tileset for Samus's bottom half to save to VRAM? Written to, but virtually never used.  
-7E:0B00 - 7E:0B01 Samus's Y radius  | + 7E:0ACC - 7E:0ACD    What kind of timer to use for 0A68? 2*this = JSL index for 91:D72D.  
-7E:0B02 - 7E:0B03 What kind of collision detection to use for Samus. 03 = below, 02 = above, 01 = right, 00 = left  | + 7E:0ACE - 7E:0ACF    Some unknown related to running (0 if running with speed boots)  
-7E:0B04 - 7E:0B05 Samus's X position on screen (0AF6 - 0911)  | + 7E:0AD0 - 7E:0AD1    Some unknown related to running (1 if running with speed boots)  
-7E:0B06 - 7E:0B07 Samus's Y position on screen (0AFA - 0915)  | + 7E:0AD4 - 7E:0ADB    Atmospheric graphics animation timers (1-4). 8000+ means 'don't run related code during timer'  
-7E:0B0A - 7E:0B0B 'Ideal' placement for $0911.  | + 7E:0ADC - 7E:0AE3    Atmospheric graphics X position (1-4)  
-7E:0B0C - 7E:0B0D Unused? Never seems to be written to except by ram clearing routines  | + 7E:0AE4 - 7E:0AEB    Atmospheric graphics Y position (1-4)  
-7E:0B0E - 7E:0B0F 'Ideal' placement for $0915.  | + 7E:0AEC - 7E:0AF3    Atmospheric graphics type/animation frame number (1-4)  
-7E:0B10 - 7E:0B11 Samus's previous X position in pixels. (Used for scrolling only? | + 7E:0AF6 - 7E:0AF7    Samus's X position in pixels  
-7E:0B12 - 7E:0B13 Samus's previous sub-pixel X position. (Used for scrolling only? | + 7E:0AF8 - 7E:0AF9    Samus's sub-pixel X position  
-7E:0B14 - 7E:0B15 Samus's previous Y position in pixels. (Used for scrolling only? | + 7E:0AFA - 7E:0AFB    Samus's Y position in pixels  
-7E:0B16 - 7E:0B17 Samus's previous sub-pixel Y position. (Used for scrolling only? | + 7E:0AFC - 7E:0AFD    Samus's sub-pixel Y position  
-7E:0B18 - 7E:0B19 Frames of yellow from firing charge beam left  | + 7E:0AFE - 7E:0AFF    Samus's X radius  
-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:0B00 - 7E:0B01    Samus's Y radius  
-7E:0B1C - 7E:0B1D Unused? Never seems to be written to except by ram clearing routines  | + 7E:0B02 - 7E:0B03    What kind of collision detection to use for Samus. 03 = below, 02 = above, 01 = right, 00 = left  
-7E:0B1E - 7E:0B1F Unused? Never seems to be written to except by ram clearing routines  | + 7E:0B04 - 7E:0B05    Samus's X position on screen (0AF6 - 0911)  
-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:0B06 - 7E:0B07    Samus's Y position on screen (0AFA - 0915)  
-7E:0B22 - 7E:0B23 Flag. Samus is falling after crashing into something from a shinespark  | + 7E:0B0A - 7E:0B0B    'Ideal' placement for $0911.  
-7E:0B24 - 7E:0B25 Temp value, used during Samus's graphics calculations. Sharable.  | + 7E:0B0C - 7E:0B0D    Unused? Never seems to be written to except by ram clearing routines  
-7E:0B26 - 7E:0B27 Temp value, used during Samus's graphics calculations. Sharable (even with the above byte).  | + 7E:0B0E - 7E:0B0F    'Ideal' placement for $0915.  
-7E:0B2C - 7E:0B2D Samus's vertical speed (1/65536ths pixel/frame). Unsigned  | + 7E:0B10 - 7E:0B11    Samus's previous X position in pixels. (Used for scrolling only?)  
-7E:0B2E - 7E:0B2F Samus's vertical speed (pixels/frame). Unsigned  | + 7E:0B12 - 7E:0B13    Samus's previous sub-pixel X position. (Used for scrolling only?)  
-7E:0B32 - 7E:0B33 Vertical acceleration in sub-pixels. (Vertical rate of acceleration for super jumps)  | + 7E:0B14 - 7E:0B15    Samus's previous Y position in pixels. (Used for scrolling only?)  
-7E:0B34 - 7E:0B35 Vertical acceleration in pixels. Not recommended for use. (Vertical rate of acceleration for super jumps)  | + 7E:0B16 - 7E:0B17    Samus's previous sub-pixel Y position. (Used for scrolling only?)  
-7E:0B36 - 7E:0B37 00 = Samus is on the ground (?) 01 = Samus is moving up, 02 = Samus is moving down  | + 7E:0B18 - 7E:0B19    Frames of yellow from firing charge beam left  
-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: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:0B3A - 7E:0B3B Unused? Never seems written to except by ram clearing routines  | + 7E:0B1C - 7E:0B1D    Unused? Never seems to be 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:0B1E - 7E:0B1F    Unused? Never seems to be written to except by ram clearing routines  
-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: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:0B40 - 7E:0B41 Flag, Samus's echoes sound is playing.  | + 7E:0B22 - 7E:0B23    Flag. Samus is falling after crashing into something from a shinespark  
-7E:0B42 - 7E:0B43 Samus's horizontal speed forward. (pixels/frame)  | + 7E:0B24 - 7E:0B25    Temp value, used during Samus's graphics calculations. Sharable.  
-7E:0B44 - 7E:0B45 Samus's horizontal speed forward (1/65536ths pixel/frame)  | + 7E:0B26 - 7E:0B27    Temp value, used during Samus's graphics calculations. Sharable (even with the above byte).  
-7E:0B46 - 7E:0B47 Samus's horizontal 'momentum' forward (pixels/frame)  | + 7E:0B2C - 7E:0B2D    Samus's vertical speed (1/65536ths pixel/frame). Unsigned  
-7E:0B48 - 7E:0B49 Samus's horizontal 'momentum' forward (1/65536ths pixel/frame)  | + 7E:0B2E - 7E:0B2F    Samus's vertical speed (pixels/frame). Unsigned  
-7E:0B4A - 7E:0B4B Something to do with momentum and speed. Cause of mockball. (0 = increasing momentum, !0(always 1?) = decreasing momentum)  | + 7E:0B32 - 7E:0B33    Vertical acceleration in sub-pixels. (Vertical rate of acceleration for super jumps)  
-7E:0B4C           | 1/256 Multiplier for momentum subtraction (0 = normal momentum subtraction)  | + 7E:0B34 - 7E:0B35    Vertical acceleration in pixels. Not recommended for use. (Vertical rate of acceleration for super jumps)  
-7E:0B56 - 7E:0B57 Moves Samus this distance horizontally, in subpixels.  | + 7E:0B36 - 7E:0B37    00 = Samus is on the ground (?) 01 = Samus is moving up, 02 = Samus is moving down  
-7E:0B58 - 7E:0B59 Moves Samus this distance horizontally, in pixels.  | + 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:0B5A - 7E:0B5B Moves Samus this distance vertically, in subpixels.  | + 7E:0B3A - 7E:0B3B    Unused? Never seems written to except by ram clearing routines  
-7E:0B5C - 7E:0B5D Moves Samus this distance vertically, in pixels.  | + 7E:0B3C - 7E:0B3D    Flag to check Samus's speed counter. Reason why temporary blue suit cannot become permanent.  
-7E:0B5E - 7E:0B5F Samus is currently firing in this direction (will fire beams even if you aren't pressing fire)  | + 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: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:0B40 - 7E:0B41    Flag, Samus's echoes sound is playing.  
-7E:0B62 - 7E:0B63 Pallete index for Samus's charge.  | + 7E:0B42 - 7E:0B43    Samus's horizontal speed forward. (pixels/frame)  
-7E:0B64 - 7E:0B6D Projectile X position in pixels  | + 7E:0B44 - 7E:0B45    Samus's horizontal speed forward (1/65536ths pixel/frame)  
-7E:0B6E - 7E:0B77 Bomb X position in pixels  | + 7E:0B46 - 7E:0B47    Samus's horizontal 'momentum' forward (pixels/frame)  
-7E:0B78 - 7E:0B81 Projectile Y position in pixels  | + 7E:0B48 - 7E:0B49    Samus's horizontal 'momentum' forward (1/65536ths pixel/frame)  
-7E:0B82 - 7E:0B8B Bomb Y position in pixels  | + 7E:0B4A - 7E:0B4B    Something to do with momentum and speed. Cause of mockball. (0 = increasing momentum, !0(always 1?) = decreasing momentum)  
-7E:0B8C - 7E:0B95 Projectile X position in sub-pixels  | + 7E:0B4C              1/256 Multiplier for momentum subtraction (0 = normal momentum subtraction)  
-7E:0B96 - 7E:0B9F Bomb X position in sub-pixels  | + 7E:0B4D - 7E:0B55    Unused in the normal game 
-7E:0BA0 - 7E:0BA9 Projectile Y position in sub-pixels  | + 7E:0B56 - 7E:0B57    Moves Samus this distance horizontally, in subpixels.  
-7E:0BAA - 7E:0BB3 Bomb Y position in sub-pixels  | + 7E:0B58 - 7E:0B59    Moves Samus this distance horizontally, in pixels.  
-7E:0BB4 - 7E:0BBD Projectile X radius (radius or width?). Pixels  | + 7E:0B5A - 7E:0B5B    Moves Samus this distance vertically, in subpixels.  
-7E:0BBE - 7E:0BC7 Bomb X radius, pixels  | + 7E:0B5C - 7E:0B5D    Moves Samus this distance vertically, in pixels.  
-7E:0BC8 - 7E:0BD1 Projectile Y radius (radius or height?). Pixels  | + 7E:0B5E - 7E:0B5F    Samus is currently firing in this direction (will fire beams even if you aren't pressing fire)  
-7E:0BD2 - 7E:0BDB Bomb Y radius, pixels  | + 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:0BDC - 7E:0BE5 Projectile X speed (1/256th pixel/frame?).  | + 7E:0B62 - 7E:0B63    Pallete index for Samus's charge.  
-7E:0BE6 - 7E:0BEF Bomb X speed  | + 7E:0B64 - 7E:0B6D    Projectile X position in pixels  
-7E:0BF0 - 7E:0BF9 Projectile Y speed  | + 7E:0B6E - 7E:0B77    Bomb X position in pixels  
-7E:0BFA - 7E:0C03 Bomb Y speed  | + 7E:0B78 - 7E:0B81    Projectile Y position in pixels  
-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:0B82 - 7E:0B8B    Bomb Y position in pixels  
-7E:0C0E - 7E:0C17 Bomb accelerating direction. Cleared on bomb drop, but pretty much unused  | + 7E:0B8C - 7E:0B95    Projectile X position in sub-pixels  
-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:0B96 - 7E:0B9F    Bomb X position in sub-pixels  
-7E:0C22 - 7E:0C2B Bomb type array. 8000+ = live, X3XX = power bomb, X5XX = bomb  | + 7E:0BA0 - 7E:0BA9    Projectile Y position in sub-pixels  
-7E:0C2C - 7E:0C35 Projectile damage array.  | + 7E:0BAA - 7E:0BB3    Bomb Y position in sub-pixels  
-7E:0C36 - 7E:0C3F Bomb damage array  | + 7E:0BB4 - 7E:0BBD    Projectile X radius (radius or width?). Pixels  
-7E:0C40 - 7E:0C53 Projectile PLM-like instruction array?  (projectiles, then bombs)  | + 7E:0BBE - 7E:0BC7    Bomb X radius, pixels  
-7E:0C54 - 7E:0C67 Projectile PLM-like delay array?  | + 7E:0BC8 - 7E:0BD1    Projectile Y radius (radius or height?). Pixels  
-7E:0C68 - 7E:0C69 Pointer to code for projectile #1  | + 7E:0BD2 - 7E:0BDB    Bomb Y radius, pixels  
-7E:0C6A - 7E:0C71 Pointer to code for projectiles #2-5  | + 7E:0BDC - 7E:0BE5    Projectile X speed (1/256th pixel/frame?).  
-7E:0C72 - 7E:0C73 Pointer to code for bomb #1  | + 7E:0BE6 - 7E:0BEF    Bomb X speed  
-7E:0C74 - 7E:0C7B Pointer to code for bombs #2-5  | + 7E:0BF0 - 7E:0BF9    Projectile Y speed  
-7E:0C7C - 7E:0C85 Links super missile halves together (top byte is a flag, linked if set. Bottom byte tells linked index)  | + 7E:0BFA - 7E:0C03    Bomb Y speed  
-7E:0C86 - 7E:0C8F Bomb timer array  | + 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:0C90 - 7E:0C9B Timer for projectile trails  | + 7E:0C0E - 7E:0C17    Bomb accelerating direction. Cleared on bomb drop, but pretty much unused  
-7E:0CB8 - 7E:0CD7 Projectile Sprite data pointer  | + 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:0CCC - 7E:0CCD Cooldown counter  | + 7E:0C22 - 7E:0C2B    Bomb type array. 8000+ = live, X3XX = power bomb, X5XX = bomb  
-7E:0CCE - 7E:0CCF Projectile counter?  | + 7E:0C2C - 7E:0C35    Projectile damage array.  
-7E:0CD0 - 7E:0CD1 Current charge for Samus's beams  | + 7E:0C36 - 7E:0C3F    Bomb damage array  
-7E:0CD2 - 7E:0CD3 Bomb counter  | + 7E:0C40 - 7E:0C53    Projectile PLM-like instruction array?  (projectiles, then bombs)  
-7E:0CD6 - 7E:0CD7 Charge beam animation frame (main spark on cannon)  | + 7E:0C54 - 7E:0C67    Projectile PLM-like delay array?  
-7E:0CD8 - 7E:0CD9 Charge beam animation frame (3 outer sparks)  | + 7E:0C68 - 7E:0C69    Pointer to code for projectile #1  
-7E:0CDA - 7E:0CDB Charge beam animation frame (other 3 outer sparks)  | + 7E:0C6A - 7E:0C71    Pointer to code for projectiles #2-5  
-7E:0CDC - 7E:0CDD Charge beam animation delay (main spark on cannon)  | + 7E:0C72 - 7E:0C73    Pointer to code for bomb #1  
-7E:0CDE - 7E:0CDF Charge beam animation delay (3 outer sparks)  | + 7E:0C74 - 7E:0C7B    Pointer to code for bombs #2-5  
-7E:0CE0 - 7E:0CE1 Charge beam animation delay (other 3 outer sparks)  | + 7E:0C7C - 7E:0C85    Links super missile halves together (top byte is a flag, linked if set. Bottom byte tells linked index)  
-7E:0CE2 - 7E:0CE3 X position of powerbomb explosion  | + 7E:0C86 - 7E:0C8F    Bomb timer array  
-7E:0CE4 - 7E:0CE5 Y position of powerbomb explosion  | + 7E:0C90 - 7E:0C9B    Timer for projectile trails  
-7E:0CE6 - 7E:0CE7 0100 + Screen X position of powerbomb explosion  | + 7E:0CB8 - 7E:0CD7    Projectile Sprite data pointer  
-7E:0CE8 - 7E:0CE9 01FF - Screen Y position of powerbomb explosion  | + 7E:0CCC - 7E:0CCD    Cooldown counter  
-7E:0CEA - 7E:0CEB Power bomb 'radius'  | + 7E:0CCE - 7E:0CCF    Projectile counter?  
-7E:0CEC - 7E:0CED Power bomb pre-explosion flash radius  | + 7E:0CD0 - 7E:0CD1    Current charge for Samus's beams  
-7E:0CEE - 7E:0CEF Special powerbomb timer  | + 7E:0CD2 - 7E:0CD3    Bomb counter  
-7E:0CF0 - 7E:0CF1 Power bomb radius speed (88:8DE7 is radius acceleration)  | + 7E:0CD6 - 7E:0CD7    Charge beam animation frame (main spark on cannon)  
-7E:0CF2 - 7E:0CF3 Some kind of pointer. Seemed to change with the PowerBomb flash palette.  | + 7E:0CD8 - 7E:0CD9    Charge beam animation frame (3 outer sparks)  
-7E:0CF4 - 7E:0CF5 Flags. First bit set if Samus is in liquid, last bit cleared when grapple beam hits grapple block.  | + 7E:0CDA - 7E:0CDB    Charge beam animation frame (other 3 outer sparks)  
-7E:0CF6 - 7E:0CF7 Unknown, set to A when grapple is fired  | + 7E:0CDC - 7E:0CDD    Charge beam animation delay (main spark on cannon)  
-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:0CDE - 7E:0CDF    Charge beam animation delay (3 outer sparks)  
-7E:0CFA - 7E:0CFB Something for grapple beam graphics (Angle from grapple beam to Samus)  | + 7E:0CE0 - 7E:0CE1    Charge beam animation delay (other 3 outer sparks)  
-7E:0CFC - 7E:0CFD Same as above; angle from grapple beam to Samus). This is write-only memory. >_>  | + 7E:0CE2 - 7E:0CE3    X position of powerbomb explosion  
-7E:0CFE - 7E:0CFF Cleared when starting grapple beam. Length of grapple beam? Stops at #$0080, I think  | + 7E:0CE4 - 7E:0CE5    Y position of powerbomb explosion  
-7E:0D00 - 7E:0D01 Set to C when starting grapple beam. Speed of grapple beam? Added to 0CFE every frame  | + 7E:0CE6 - 7E:0CE7    0100 + Screen X position of powerbomb explosion  
-7E:0D02 - 7E:0D03 X offset of grapple point relative to Samus  | + 7E:0CE8 - 7E:0CE9    01FF - Screen Y position of powerbomb explosion  
-7E:0D04 - 7E:0D05 Y offset of grapple point relative to Samus  | + 7E:0CEA - 7E:0CEB    Power bomb 'radius'  
-7E:0D06 - 7E:0D07 Sub-pixel X position of Grapple point?  | + 7E:0CEC - 7E:0CED    Power bomb pre-explosion flash radius  
-7E:0D08 - 7E:0D09 X position of Grapple point  | + 7E:0CEE - 7E:0CEF    Special powerbomb timer  
-7E:0D0A - 7E:0D0B Sub-pixel Y position of Grapple point?  | + 7E:0CF0 - 7E:0CF1    Power bomb radius speed (88:8DE7 is radius acceleration)  
-7E:0D0C - 7E:0D0D Y position of Grapple point  | + 7E:0CF2 - 7E:0CF3    Some kind of pointer. Seemed to change with the PowerBomb flash palette.  
-7E:0D0E - 7E:0D0F 32-bit running sum of X speed * 64  | + 7E:0CF4 - 7E:0CF5    Flags. First bit set if Samus is in liquid, last bit cleared when grapple beam hits grapple block.  
-7E:0D10 - 7E:0D11 32-bit running sum of X speed * 64  | + 7E:0CF6 - 7E:0CF7    Unknown, set to A when grapple is fired  
-7E:0D12 - 7E:0D13 32-bit running sum of Y speed * 64  | + 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:0D14 - 7E:0D15 32-bit running sum of Y speed * 64  | + 7E:0CFA - 7E:0CFB    Something for grapple beam graphics (Angle from grapple beam to Samus)  
-7E:0D16 - 7E:0D17 X position of start of grapple beam  | + 7E:0CFC - 7E:0CFD    Same as above; angle from grapple beam to Samus). This is write-only memory. >_>  
-7E:0D18 - 7E:0D19 Y position of start of grapple beam  | + 7E:0CFE - 7E:0CFF    Cleared when starting grapple beam. Length of grapple beam? Stops at #$0080, I think  
-7E:0D1A - 7E:0D1B X position of start of grapple beam previous frame  | + 7E:0D00 - 7E:0D01    Set to C when starting grapple beam. Speed of grapple beam? Added to 0CFE every frame  
-7E:0D1C - 7E:0D1D Y position of start of grapple beam previous frame  | + 7E:0D02 - 7E:0D03    X offset of grapple point relative to Samus  
-7E:0D1E - 7E:0D1F Unknown. Cleared when starting grapple beam  | + 7E:0D04 - 7E:0D05    Y offset of grapple point relative to Samus  
-7E:0D20 - 7E:0D21 Unknown. Cleared when starting grapple beam  | + 7E:0D06 - 7E:0D07    Sub-pixel X position of Grapple point?  
-7E:0D22 - 7E:0D23 X Speed of grapple point  | + 7E:0D08 - 7E:0D09    X position of Grapple point  
-7E:0D24 - 7E:0D25 Y Speed of grapple point  | + 7E:0D0A - 7E:0D0B    Sub-pixel Y position of Grapple point?  
-7E:0D26 - 7E:0D27 Unknown. Cleared when starting grapple beam  | + 7E:0D0C - 7E:0D0D    Y position of Grapple point  
-7E:0D28 - 7E:0D29 Unknown. Cleared when starting grapple beam  | + 7E:0D0E - 7E:0D0F    32-bit running sum of X speed * 64  
-7E:0D2A - 7E:0D2B Unknown. Cleared when starting grapple beam  | + 7E:0D10 - 7E:0D11    32-bit running sum of X speed * 64  
-7E:0D2C - 7E:0D2D Unknown. Cleared when starting grapple beam  | + 7E:0D12 - 7E:0D13    32-bit running sum of Y speed * 64  
-7E:0D2E - 7E:0D2F Unknown. Cleared when starting grapple beam  | + 7E:0D14 - 7E:0D15    32-bit running sum of Y speed * 64  
-7E:0D30 - 7E:0D31 Unknown. Cleared when starting grapple beam  | + 7E:0D16 - 7E:0D17    X position of start of 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:0D18 - 7E:0D19    Y position of start of grapple beam  
-7E:0D34 - 7E:0D35 Direction to fire (grapple beam specific? | + 7E:0D1A - 7E:0D1B    X position of start of grapple beam previous frame  
-7E:0D36 - 7E:0D37 Unknown. Cleared when starting grapple beam  | + 7E:0D1C - 7E:0D1D    Y position of start of grapple beam previous frame  
-7E:0D38 - 7E:0D39 Unknown. Cleared when starting grapple beam  | + 7E:0D1E - 7E:0D1F    Unknown. Cleared when starting grapple beam  
-7E:0D3A - 7E:0D3B Unknown. Set to 2 when starting grapple beam  | + 7E:0D20 - 7E:0D21    Unknown. Cleared when starting grapple beam  
-7E:0D3C - 7E:0D3D Unknown. Cleared when starting grapple beam  | + 7E:0D22 - 7E:0D23    X Speed of grapple point  
-7E:0D3E - 7E:0D3F Grapple point animation timer. Set to 5 when starting grapple beam  | + 7E:0D24 - 7E:0D25    Y Speed of grapple point  
-7E:0D40 - 7E:0D41 Grapple point animation pointer. Set to 8200 when starting grapple beam  | + 7E:0D26 - 7E:0D27    Unknown. Cleared when starting grapple beam  
-7E:0D42 - 7E:0D61 Grapple segment animation instruction timers. Similar to PLM setup  | + 7E:0D28 - 7E:0D29    Unknown. Cleared when starting grapple beam  
-7E:0D62 - 7E:0D81 Grapple segment animation instruction pointers. Similar to PLM setup  | + 7E:0D2A - 7E:0D2B    Unknown. Cleared when starting grapple beam  
-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:0D2C - 7E:0D2D    Unknown. Cleared when starting grapple beam  
-7E:0D84 - 7E:0D85 Variable, cleared when starting grapple beam. 32-bit Signed X speed * 64  | + 7E:0D2E - 7E:0D2F    Unknown. Cleared when starting grapple beam  
-7E:0D86 - 7E:0D87 Variable, cleared when starting grapple beam. 32-bit Signed Y speed * 64  | + 7E:0D30 - 7E:0D31    Unknown. Cleared when starting grapple beam  
-7E:0D88 - 7E:0D89 Variable, cleared when starting grapple beam. 32-bit Signed Y speed * 64  | + 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:0D8A - 7E:0D8B Variable, cleared when starting grapple beam. Counter during grapple collision detection  | + 7E:0D34 - 7E:0D35    Direction to fire (grapple beam specific?)  
-7E:0D8C - 7E:0D8D Unknown. Cleared when starting grapple beam  | + 7E:0D36 - 7E:0D37    Unknown. Cleared when starting grapple beam  
-7E:0D8E - 7E:0D8F Unknown. Cleared when starting grapple beam  | + 7E:0D38 - 7E:0D39    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:0D3A - 7E:0D3B    Unknown. Set to 2 when starting grapple beam  
-7E:0D92 - 7E:0D93 Y position of grapple start, calculated from grapple point and grapple length  | + 7E:0D3C - 7E:0D3D    Unknown. Cleared when starting grapple beam  
-7E:0D94 - 7E:0D95 Grapple start's block X position, calculated from above  | + 7E:0D3E - 7E:0D3F    Grapple point animation timer. Set to 5 when starting grapple beam  
-7E:0D96 - 7E:0D97 Grapple start's block X position, calculated from above  | + 7E:0D40 - 7E:0D41    Grapple point animation pointer. Set to 8200 when starting grapple beam  
-7E:0DA2 - 7E:0DA3 Absolute distance Samus moved last frame horizontally + 1, pixels.  | + 7E:0D42 - 7E:0D61    Grapple segment animation instruction timers. Similar to PLM setup  
-7E:0DA4 - 7E:0DA5 Absolute distance Samus moved last frame horizontally, subpixels.  | + 7E:0D62 - 7E:0D81    Grapple segment animation instruction pointers. Similar to PLM setup  
-7E:0DA6 - 7E:0DA7 Absolute distance Samus moved last frame vertically + 1, pixels.  | + 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:0DA8 - 7E:0DA9 Absolute distance Samus moved last frame vertically, subpixels.  | + 7E:0D84 - 7E:0D85    Variable, cleared when starting grapple beam. 32-bit Signed X speed * 64  
-7E:0DAA - 7E:0DAB How far Samus moved left, in pixels (negative)  | + 7E:0D86 - 7E:0D87    Variable, cleared when starting grapple beam. 32-bit Signed Y speed * 64  
-7E:0DAC - 7E:0DAD How far Samus moved left, in subpixels (negative)  | + 7E:0D88 - 7E:0D89    Variable, cleared when starting grapple beam. 32-bit Signed Y speed * 64  
-7E:0DAE - 7E:0DAF How far Samus moved right, in pixels  | + 7E:0D8A - 7E:0D8B    Variable, cleared when starting grapple beam. Counter during grapple collision detection  
-7E:0DB0 - 7E:0DB1 How far Samus moved right, in subpixels  | + 7E:0D8C - 7E:0D8D    Unknown. Cleared when starting grapple beam  
-7E:0DB2 - 7E:0DB3 How far Samus moved up, in pixels (negative)  | + 7E:0D8E - 7E:0D8F    Unknown. Cleared when starting grapple beam  
-7E:0DB4 - 7E:0DB5 How far Samus moved up, in subpixels (negative)  | + 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:0DB6 - 7E:0DB7 How far Samus moved down, in pixels  | + 7E:0D92 - 7E:0D93    Y position of grapple start, calculated from grapple point and grapple length  
-7E:0DB8 - 7E:0DB9 How far Samus moved down, in subpixels  | + 7E:0D94 - 7E:0D95    Grapple start's block X position, calculated from above  
-7E:0DBA - 7E:0DBB Flag: Samus's position was adjusted by a slope  | + 7E:0D96 - 7E:0D97    Grapple start's block X position, calculated from above  
-7E:0DBC - 7E:0DBD Mirror of distance to move Samus horizontally, in pixels?  | + 7E:0DA2 - 7E:0DA3    Absolute distance Samus moved last frame horizontally + 1, pixels.  
-7E:0DBE - 7E:0DBF Mirror of distance to move Samus horizontally, in subpixels?  | + 7E:0DA4 - 7E:0DA5    Absolute distance Samus moved last frame horizontally, subpixels.  
-7E:0DC0 - 7E:0DC1 Unknown. Cleared when starting grapple beam  | + 7E:0DA6 - 7E:0DA7    Absolute distance Samus moved last frame vertically + 1, pixels.  
-7E:0DC2 - 7E:0DC3 Mirror of 0CD0?  | + 7E:0DA8 - 7E:0DA9    Absolute distance Samus moved last frame vertically, subpixels.  
-7E:0DC4 - 7E:0DC5 Current block index (nth block of the room)  | + 7E:0DAA - 7E:0DAB    How far Samus moved left, in pixels (negative)  
-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:0DAC - 7E:0DAD    How far Samus moved left, in subpixels (negative)  
-7E:0DCE - 7E:0DCF Set if Samus collides with a solid enemy(Only read as a flag, written as a direction? | + 7E:0DAE - 7E:0DAF    How far Samus moved right, in pixels  
-7E:0DD0 - 7E:0DD1 0000 = Samus did not collide with anything. 0001 = Collision with block. FFFF = Collision with enemy?  | + 7E:0DB0 - 7E:0DB1    How far Samus moved right, in subpixels  
-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:0DB2 - 7E:0DB3    How far Samus moved up, in pixels (negative)  
-7E:0DD6 - 7E:0DD7 Slope BTS * #$10, according to 94:87F4. Used as Slope X/Y flip in horizontal slope collision routine.  | + 7E:0DB4 - 7E:0DB5    How far Samus moved up, in subpixels (negative)  
-7E:0DDE - 7E:0DDF Current projectile index? (FFFE for grapple)  | + 7E:0DB6 - 7E:0DB7    How far Samus moved down, in pixels  
-7E:0DE0 - 7E:0DE1 Only debug use, I think. 07 = uber invincibility.  | + 7E:0DB8 - 7E:0DB9    How far Samus moved down, in subpixels  
-7E:0DE2 - 7E:0DE3 Main menu screen index  | + 7E:0DBA - 7E:0DBB    Flag: Samus's position was adjusted by a slope  
-7E:0DEC - 7E:0DED Vertical acceleration during super jumps (sub-pixels). Used as Draygon-escape button counter  | + 7E:0DBC - 7E:0DBD    Mirror of distance to move Samus horizontally, in pixels?  
-7E:0DEE - 7E:0DEF Vertical acceleration during super jumps (pixels)  | + 7E:0DBE - 7E:0DBF    Mirror of distance to move Samus horizontally, in subpixels?  
-7E:0DF4 - 7E:0DF5 Debug only. Some sort of flag for messing with graphics, only used in 82:8AB0  | + 7E:0DC0 - 7E:0DC1    Unknown. Cleared when starting grapple beam  
-7E:0DF8 - 7E:0DF9 Unknown. STZ at start, read when Samus changes to a running pose, otherwise unused.  | + 7E:0DC2 - 7E:0DC3    Mirror of 0CD0?  
-7E:0DFA - 7E:0DFB Unknown. Something to do with beams or sound?  | + 7E:0DC4 - 7E:0DC5    Current block index (nth block of the room)  
-7E:0DFE - 7E:0DFF Controller input (8B) from game from previous frame. (any other use?)  | + 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:0E00 - 7E:0E01 Controller input (8F) from game from previous frame. (any other use?)  | + 7E:0DCE - 7E:0DCF    Set if Samus collides with a solid enemy(Only read as a flag, written as a direction?)  
-7E:0E02 - 7E:0E03 Samus's lower boundary's Y position  | + 7E:0DD0 - 7E:0DD1    0000 = Samus did not collide with anything. 0001 = Collision with block. FFFF = Collision with enemy?  
-7E:0E12 - 7E:0E13 Only enabled with debug. Forgot it's exact use, skips certain routines.  | + 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:0E16 - 7E:0E17 Flag, 80 = elevator room transition. 0001 = Standing on elevator  | + 7E:0DD6 - 7E:0DD7    Slope BTS * #$10, according to 94:87F4. Used as Slope X/Y flip in horizontal slope collision routine.  
-7E:0E18 - 7E:0E19 Used by elevators. Direction to move in (00 = Sitting, 01 = leaving the room, 02 = once when entering, 03 = entering the room)  | + 7E:0DDE - 7E:0DDF    Current projectile index? (FFFE for grapple)  
-7E:0E1A - 7E:0E1B Triggers more energy drops if Samus is low on health. On if drop at health below 30, off if health at least 50.  | + 7E:0DE0 - 7E:0DE1    Only debug use, I think. 07 = uber invincibility.  
-7E:0E1C - 7E:0E1D If #$FFFF, ignored. Else, used as a pointer to an enemy for setting 0FA2,X to #$0040.  | + 7E:0DE2 - 7E:0DE3    Main menu screen index  
-7E:0E2E - 7E:0E2F Flag for when enemies are hit; display hit flash if damaged.  | + 7E:0DEC - 7E:0DED    Vertical acceleration during super jumps (sub-pixels). Used as Draygon-escape button counter  
-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:0DEE - 7E:0DEF    Vertical acceleration during super jumps (pixels)  
-7E:0E36 - 7E:0E37 Whole number value from sin/cos multiplier function  | + 7E:0DF4 - 7E:0DF5    Debug only. Some sort of flag for messing with graphics, only used in 82:8AB0  
-7E:0E38 - 7E:0E39 Fractional value from sin/cos multiplier function  | + 7E:0DF8 - 7E:0DF9    Unknown. STZ at start, read when Samus changes to a running pose, otherwise unused.  
-7E:0E40 - 7E:0E41 Damage multiplier for enemies  | + 7E:0DFA - 7E:0DFB    Unknown. Something to do with beams or sound?  
-7E:0E44 - 7E:0E45 Not sure exactly. Used to determine enemy hurt flashing frames  | + 7E:0DFE - 7E:0DFF    Controller input (8B) from game from previous frame. (any other use?)  
-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:0E00 - 7E:0E01    Controller input (8F) from game from previous frame. (any other use?)  
-7E:0E4E - 7E:0E4F Number of enemies in the room  | + 7E:0E02 - 7E:0E03    Samus's lower boundary's Y position  
-7E:0E50 - 7E:0E51 Number of enemies killed in the current room.  | + 7E:0E12 - 7E:0E13    Only enabled with debug. Forgot it's exact use, skips certain routines.  
-7E:0E52 - 7E:0E53 Number of enemies needed to clear current room.  | + 7E:0E16 - 7E:0E17    Flag, 80 = elevator room transition. 0001 = Standing on elevator  
-7E:0E54 - 7E:0E55 Current Enemy Index  | + 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:0E58 - 7E:0E59 Pointer to start of current enemy data ($0F78,X)  | + 7E:0E1A - 7E:0E1B    Triggers more energy drops if Samus is low on health. On if drop at health below 30, off if health at least 50.  
-7E:0F78 - 7E:0F79 Enemy 00 ID  | + 7E:0E1C - 7E:0E1D    If #$FFFF, ignored. Else, used as a pointer to an enemy for setting 0FA2,X to #$0040.  
-7E:0F7A - 7E:0F7B Enemy 00 X position  | + 7E:0E2E - 7E:0E2F    Flag for when enemies are hit; display hit flash if damaged.  
-7E:0F7C - 7E:0F7D Enemy 00 X subpixel position  | + 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:0F7E - 7E:0F7F Enemy 00 Y position  | + 7E:0E36 - 7E:0E37    Whole number value from sin/cos multiplier function  
-7E:0F80 - 7E:0F81 Enemy 00 Y subpixel position  | + 7E:0E38 - 7E:0E39    Fractional value from sin/cos multiplier function  
-7E:0F82 - 7E:0F83 Enemy 00 Hitbox radius width  | + 7E:0E40 - 7E:0E41    Damage multiplier for enemies  
-7E:0F84 - 7E:0F85 Enemy 00 Hitbox radius height  | + 7E:0E44 - 7E:0E45    Not sure exactly. Used to determine enemy hurt flashing frames  
-7E:0F86 - 7E:0F87 Enemy 00 Property bits (Special from SMILE)  | + 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:0F88 - 7E:0F89 Enemy 00 Extra property bits  | + 7E:0E4E - 7E:0E4F    Number of enemies in the room  
-7E:0F8A - 7E:0F8B Enemy 00 AI handler  | + 7E:0E50 - 7E:0E51    Number of enemies killed in the current room.  
-7E:0F8C - 7E:0F8D Enemy 00 HP  | + 7E:0E52 - 7E:0E53    Number of enemies needed to clear current room.  
-7E:0F8E - 7E:0F8F Enemy 00 Main graphics/hitbox pointer  | + 7E:0E54 - 7E:0E55    Current Enemy Index  
-7E:0F90 - 7E:0F91 Enemy 00 ??? (Chozo uses as loop counter)  | + 7E:0E58 - 7E:0E59    Pointer to start of current enemy data ($0F78,X)  
-7E:0F92 - 7E:0F93 Enemy 00 Pointer to PLM-esque instructions  | + 7E:0F78 - 7E:0F79    Enemy 00 ID  
-7E:0F94 - 7E:0F95 Enemy 00 Instruction delay timer  | + 7E:0F7A - 7E:0F7B    Enemy 00 X position  
-7E:0F96 - 7E:0F97 Enemy 00 Palette slot  | + 7E:0F7C - 7E:0F7D    Enemy 00 X subpixel position  
-7E:0F98 - 7E:0F99 Enemy 00 VRAM index  | + 7E:0F7E - 7E:0F7F    Enemy 00 Y position  
-7E:0F9A - 7E:0F9B Enemy 00 Layer control  | + 7E:0F80 - 7E:0F81    Enemy 00 Y subpixel position  
-7E:0F9C - 7E:0F9D Enemy 00 Invincibility flash timer  | + 7E:0F82 - 7E:0F83    Enemy 00 Hitbox radius width  
-7E:0F9E - 7E:0F9F Enemy 00 Frozen timer  | + 7E:0F84 - 7E:0F85    Enemy 00 Hitbox radius height  
-7E:0FA0 - 7E:0FA1 Enemy 00 AI variable  | + 7E:0F86 - 7E:0F87    Enemy 00 Property bits (Special from SMILE)  
-7E:0FA2 - 7E:0FA3 Enemy 00 AI shake timer  | + 7E:0F88 - 7E:0F89    Enemy 00 Extra property bits  
-7E:0FA4 - 7E:0FA5 Enemy 00 AI variable, seems to count up the longer the enemy's onscreen  | + 7E:0F8A - 7E:0F8B    Enemy 00 AI handler  
-7E:0FA6           | Enemy 00 bank  | + 7E:0F8C - 7E:0F8D    Enemy 00 HP  
-7E:0FA7           | Enemy 00 ???  | + 7E:0F8E - 7E:0F8F    Enemy 00 Main graphics/hitbox pointer  
-7E:0FA8 - 7E:0FA9 Enemy 00 AI variable  | + 7E:0F90 - 7E:0F91    Enemy 00 ??? (Chozo uses as loop counter)  
-7E:0FAA - 7E:0FAB Enemy 00 AI variable  | + 7E:0F92 - 7E:0F93    Enemy 00 Pointer to PLM-esque instructions  
-7E:0FAC - 7E:0FBD Enemy 00 AI variable  | + 7E:0F94 - 7E:0F95    Enemy 00 Instruction delay timer  
-7E:0FAE - 7E:0FAF Enemy 00 AI variable  | + 7E:0F96 - 7E:0F97    Enemy 00 Palette slot  
-7E:0FB0 - 7E:0FB1 Enemy 00 AI variable  | + 7E:0F98 - 7E:0F99    Enemy 00 VRAM index  
-7E:0FB2 - 7E:0FB3 Enemy 00 AI variable  | + 7E:0F9A - 7E:0F9B    Enemy 00 Layer control  
-7E:0FB4 - 7E:0FB5 Enemy 00 AI variable (Speed from SMILE)  | + 7E:0F9C - 7E:0F9D    Enemy 00 Invincibility flash timer  
-7E:0FB6 - 7E:0FB7 Enemy 00 AI variable (Speed2 from SMILE)  | + 7E:0F9E - 7E:0F9F    Enemy 00 Frozen timer  
-7E:0FB8 - 7E:0FB9 Enemy 01 ID  | + 7E:0FA0 - 7E:0FA1    Enemy 00 AI variable  
-7E:0FBA - 7E:0FBB Enemy 01 X position  | + 7E:0FA2 - 7E:0FA3    Enemy 00 AI shake timer  
-7E:0FBC - 7E:0FBD Enemy 01 X subpixel position  | + 7E:0FA4 - 7E:0FA5    Enemy 00 AI variable, seems to count up the longer the enemy's onscreen  
-7E:0FBE - 7E:0FBF Enemy 01 Y position  | + 7E:0FA6              Enemy 00 bank  
-7E:0FC0 - 7E:0FC1 Enemy 01 Y subpixel position  | + 7E:0FA7              Enemy 00 ???  
-7E:0FC2 - 7E:0FC3 Enemy 01 Hitbox radius width  | + 7E:0FA8 - 7E:0FA9    Enemy 00 AI variable  
-7E:0FC4 - 7E:0FC5 Enemy 01 Hitbox radius height  | + 7E:0FAA - 7E:0FAB    Enemy 00 AI variable  
-7E:0FC6 - 7E:0FC7 Enemy 01 Property bits (Special from SMILE)  | + 7E:0FAC - 7E:0FBD    Enemy 00 AI variable  
-7E:0FC8 - 7E:0FC9 Enemy 01 Extra property bits  | + 7E:0FAE - 7E:0FAF    Enemy 00 AI variable  
-7E:0FCA - 7E:0FCB Enemy 01 AI handler  | + 7E:0FB0 - 7E:0FB1    Enemy 00 AI variable  
-7E:0FCC - 7E:0FCD Enemy 01 HP  | + 7E:0FB2 - 7E:0FB3    Enemy 00 AI variable  
-7E:0FCE - 7E:0FCF Enemy 01 Main graphics/hitbox pointer  | + 7E:0FB4 - 7E:0FB5    Enemy 00 AI variable (Speed from SMILE)  
-7E:0FD0 - 7E:0FD1 Enemy 01 ??? (Chozo uses as loop counter)  | + 7E:0FB6 - 7E:0FB7    Enemy 00 AI variable (Speed2 from SMILE)  
-7E:0FD2 - 7E:0FD3 Enemy 01 Pointer to PLM-esque instructions  | + 7E:0FB8 - 7E:0FB9    Enemy 01 ID  
-7E:0FD4 - 7E:0FD5 Enemy 01 Instruction delay timer  | + 7E:0FBA - 7E:0FBB    Enemy 01 X position  
-7E:0FD6 - 7E:0FD7 Enemy 01 Palette slot  | + 7E:0FBC - 7E:0FBD    Enemy 01 X subpixel position  
-7E:0FD8 - 7E:0FD9 Enemy 01 VRAM index  | + 7E:0FBE - 7E:0FBF    Enemy 01 Y position  
-7E:0FDA - 7E:0FDB Enemy 01 Layer control  | + 7E:0FC0 - 7E:0FC1    Enemy 01 Y subpixel position  
-7E:0FDC - 7E:0FDD Enemy 01 Invincibility flash timer  | + 7E:0FC2 - 7E:0FC3    Enemy 01 Hitbox radius width  
-7E:0FDE - 7E:0FDF Enemy 01 Frozen timer  | + 7E:0FC4 - 7E:0FC5    Enemy 01 Hitbox radius height  
-7E:0FE0 - 7E:0FE1 Enemy 01 AI variable  | + 7E:0FC6 - 7E:0FC7    Enemy 01 Property bits (Special from SMILE)  
-7E:0FE2 - 7E:0FE3 Enemy 01 AI variable  | + 7E:0FC8 - 7E:0FC9    Enemy 01 Extra property bits  
-7E:0FE4 - 7E:0FE5 Enemy 01 AI variable  | + 7E:0FCA - 7E:0FCB    Enemy 01 AI handler  
-7E:0FE6           | Enemy 01 bank  | + 7E:0FCC - 7E:0FCD    Enemy 01 HP  
-7E:0FE7           | Enemy 01 ???  | + 7E:0FCE - 7E:0FCF    Enemy 01 Main graphics/hitbox pointer  
-7E:0FE8 - 7E:0FF3 Enemy 01 AI variable  | + 7E:0FD0 - 7E:0FD1    Enemy 01 ??? (Chozo uses as loop counter)  
-7E:0FF4 - 7E:0FF5 Enemy 01 AI variable (Speed from SMILE)  | + 7E:0FD2 - 7E:0FD3    Enemy 01 Pointer to PLM-esque instructions  
-7E:0FF6 - 7E:0FF7 Enemy 01 AI variable (Speed2 from SMILE)  | + 7E:0FD4 - 7E:0FD5    Enemy 01 Instruction delay timer  
-7E:0FF8 - 7E:0FF9 Enemy 02 ID  | + 7E:0FD6 - 7E:0FD7    Enemy 01 Palette slot  
-7E:0FFA - 7E:0FFB Enemy 02 X position  | + 7E:0FD8 - 7E:0FD9    Enemy 01 VRAM index  
-7E:0FFC - 7E:0FFD Enemy 02 X subpixel position  | + 7E:0FDA - 7E:0FDB    Enemy 01 Layer control  
-7E:0FFE - 7E:0FFF Enemy 02 Y position  | + 7E:0FDC - 7E:0FDD    Enemy 01 Invincibility flash timer  
-7E:1000 - 7E:1001 Enemy 02 Y subpixel position  | + 7E:0FDE - 7E:0FDF    Enemy 01 Frozen timer  
-7E:1002 - 7E:1003 Enemy 02 Hitbox radius width  | + 7E:0FE0 - 7E:0FE1    Enemy 01 AI variable  
-7E:1004 - 7E:1005 Enemy 02 Hitbox radius height  | + 7E:0FE2 - 7E:0FE3    Enemy 01 AI variable  
-7E:1006 - 7E:1007 Enemy 02 Property bits (Special from SMILE)  | + 7E:0FE4 - 7E:0FE5    Enemy 01 AI variable  
-7E:1008 - 7E:1009 Enemy 02 Extra property bits  | + 7E:0FE6              Enemy 01 bank  
-7E:100A - 7E:100B Enemy 02 AI handler  | + 7E:0FE7              Enemy 01 ???  
-7E:100C - 7E:100D Enemy 02 HP  | + 7E:0FE8 - 7E:0FF3    Enemy 01 AI variable  
-7E:100E - 7E:100F Enemy 02 Main graphics/hitbox pointer  | + 7E:0FF4 - 7E:0FF5    Enemy 01 AI variable (Speed from SMILE)  
-7E:1010 - 7E:1011 Enemy 02 ??? (Chozo uses as loop counter)  | + 7E:0FF6 - 7E:0FF7    Enemy 01 AI variable (Speed2 from SMILE)  
-7E:1012 - 7E:1013 Enemy 02 Pointer to PLM-esque instructions  | + 7E:0FF8 - 7E:0FF9    Enemy 02 ID  
-7E:1014 - 7E:1015 Enemy 02 Instruction delay timer  | + 7E:0FFA - 7E:0FFB    Enemy 02 X position  
-7E:1016 - 7E:1017 Enemy 02 Palette slot  | + 7E:0FFC - 7E:0FFD    Enemy 02 X subpixel position  
-7E:1018 - 7E:1019 Enemy 02 VRAM index  | + 7E:0FFE - 7E:0FFF    Enemy 02 Y position  
-7E:101A - 7E:101B Enemy 02 Layer control  | + 7E:1000 - 7E:1001    Enemy 02 Y subpixel position  
-7E:101C - 7E:101D Enemy 02 Invincibility flash timer  | + 7E:1002 - 7E:1003    Enemy 02 Hitbox radius width  
-7E:101E - 7E:101F Enemy 02 Frozen timer  | + 7E:1004 - 7E:1005    Enemy 02 Hitbox radius height  
-7E:1020 - 7E:1021 Enemy 02 AI variable  | + 7E:1006 - 7E:1007    Enemy 02 Property bits (Special from SMILE)  
-7E:1022 - 7E:1023 Enemy 02 AI variable  | + 7E:1008 - 7E:1009    Enemy 02 Extra property bits  
-7E:1024 - 7E:1025 Enemy 02 AI variable  | + 7E:100A - 7E:100B    Enemy 02 AI handler  
-7E:1026           | Enemy 02 bank  | + 7E:100C - 7E:100D    Enemy 02 HP  
-7E:1027           | Enemy 02 ???  | + 7E:100E - 7E:100F    Enemy 02 Main graphics/hitbox pointer  
-7E:1028 - 7E:1033 Enemy 02 AI variable  | + 7E:1010 - 7E:1011    Enemy 02 ??? (Chozo uses as loop counter)  
-7E:1034 - 7E:1035 Enemy 02 AI variable (Speed from SMILE)  | + 7E:1012 - 7E:1013    Enemy 02 Pointer to PLM-esque instructions  
-7E:1036 - 7E:1037 Enemy 02 AI variable (Speed2 from SMILE)  | + 7E:1014 - 7E:1015    Enemy 02 Instruction delay timer  
-                     |   | + 7E:1016 - 7E:1017    Enemy 02 Palette slot  
-7E:1038 - 7E:1039 Enemy 03 ID  | + 7E:1018 - 7E:1019    Enemy 02 VRAM index  
-7E:103A - 7E:103B Enemy 03 X position  | + 7E:101A - 7E:101B    Enemy 02 Layer control  
-7E:103C - 7E:103D Enemy 03 X subpixel position  | + 7E:101C - 7E:101D    Enemy 02 Invincibility flash timer  
-7E:103E - 7E:103F Enemy 03 Y position  | + 7E:101E - 7E:101F    Enemy 02 Frozen timer  
-7E:1040 - 7E:1041 Enemy 03 Y subpixel position  | + 7E:1020 - 7E:1021    Enemy 02 AI variable  
-7E:1042 - 7E:1043 Enemy 03 Hitbox radius width  | + 7E:1022 - 7E:1023    Enemy 02 AI variable  
-7E:1044 - 7E:1045 Enemy 03 Hitbox radius height  | + 7E:1024 - 7E:1025    Enemy 02 AI variable  
-7E:1046 - 7E:1047 Enemy 03 Property bits (Special from SMILE)  | + 7E:1026              Enemy 02 bank  
-7E:1048 - 7E:1049 Enemy 03 Extra property bits  | + 7E:1027              Enemy 02 ???  
-7E:104A - 7E:104B Enemy 03 AI handler  | + 7E:1028 - 7E:1033    Enemy 02 AI variable  
-7E:104C - 7E:104D Enemy 03 HP  | + 7E:1034 - 7E:1035    Enemy 02 AI variable (Speed from SMILE)  
-7E:104E - 7E:104F Enemy 03 Main graphics/hitbox pointer  | + 7E:1036 - 7E:1037    Enemy 02 AI variable (Speed2 from SMILE)  
-7E:1050 - 7E:1051 Enemy 03 ??? (Chozo uses as loop counter)  | +                          
-7E:1052 - 7E:1053 Enemy 03 Pointer to PLM-esque instructions  | + 7E:1038 - 7E:1039    Enemy 03 ID  
-7E:1054 - 7E:1055 Enemy 03 Instruction delay timer  | + 7E:103A - 7E:103B    Enemy 03 X position  
-7E:1056 - 7E:1057 Enemy 03 Palette slot  | + 7E:103C - 7E:103D    Enemy 03 X subpixel position  
-7E:1058 - 7E:1059 Enemy 03 VRAM index  | + 7E:103E - 7E:103F    Enemy 03 Y position  
-7E:105A - 7E:105B Enemy 03 Layer control  | + 7E:1040 - 7E:1041    Enemy 03 Y subpixel position  
-7E:105C - 7E:105D Enemy 03 Invincibility flash timer  | + 7E:1042 - 7E:1043    Enemy 03 Hitbox radius width  
-7E:105E - 7E:105F Enemy 03 Frozen timer  | + 7E:1044 - 7E:1045    Enemy 03 Hitbox radius height  
-7E:1060 - 7E:1061 Enemy 03 AI variable  | + 7E:1046 - 7E:1047    Enemy 03 Property bits (Special from SMILE)  
-7E:1062 - 7E:1063 Enemy 03 AI variable  | + 7E:1048 - 7E:1049    Enemy 03 Extra property bits  
-7E:1064 - 7E:1065 Enemy 03 AI variable  | + 7E:104A - 7E:104B    Enemy 03 AI handler  
-7E:1066           | Enemy 03 bank  | + 7E:104C - 7E:104D    Enemy 03 HP  
-7E:1067           | Enemy 03 ???  | + 7E:104E - 7E:104F    Enemy 03 Main graphics/hitbox pointer  
-7E:1068 - 7E:1073 Enemy 03 AI variable  | + 7E:1050 - 7E:1051    Enemy 03 ??? (Chozo uses as loop counter)  
-7E:1074 - 7E:1075 Enemy 03 AI variable (Speed from SMILE)  | + 7E:1052 - 7E:1053    Enemy 03 Pointer to PLM-esque instructions  
-7E:1076 - 7E:1077 Enemy 03 AI variable (Speed2 from SMILE)  | + 7E:1054 - 7E:1055    Enemy 03 Instruction delay timer  
-                     |   | + 7E:1056 - 7E:1057    Enemy 03 Palette slot  
-7E:1078 - 7E:1079 Enemy 04 ID  | + 7E:1058 - 7E:1059    Enemy 03 VRAM index  
-7E:107A - 7E:107B Enemy 04 X position  | + 7E:105A - 7E:105B    Enemy 03 Layer control  
-7E:107C - 7E:107D Enemy 04 X subpixel position  | + 7E:105C - 7E:105D    Enemy 03 Invincibility flash timer  
-7E:107E - 7E:107F Enemy 04 Y position  | + 7E:105E - 7E:105F    Enemy 03 Frozen timer  
-7E:1080 - 7E:1081 Enemy 04 Y subpixel position  | + 7E:1060 - 7E:1061    Enemy 03 AI variable  
-7E:1082 - 7E:1083 Enemy 04 Hitbox radius width  | + 7E:1062 - 7E:1063    Enemy 03 AI variable  
-7E:1084 - 7E:1085 Enemy 04 Hitbox radius height  | + 7E:1064 - 7E:1065    Enemy 03 AI variable  
-7E:1086 - 7E:1087 Enemy 04 Property bits (Special from SMILE)  | + 7E:1066              Enemy 03 bank  
-7E:1088 - 7E:1089 Enemy 04 Extra property bits  | + 7E:1067              Enemy 03 ???  
-7E:108A - 7E:108B Enemy 04 AI handler  | + 7E:1068 - 7E:1073    Enemy 03 AI variable  
-7E:108C - 7E:108D Enemy 04 HP  | + 7E:1074 - 7E:1075    Enemy 03 AI variable (Speed from SMILE)  
-7E:108E - 7E:108F Enemy 04 Main graphics/hitbox pointer  | + 7E:1076 - 7E:1077    Enemy 03 AI variable (Speed2 from SMILE)  
-7E:1090 - 7E:1091 Enemy 04 ??? (Chozo uses as loop counter)  | +                          
-7E:1092 - 7E:1093 Enemy 04 Pointer to PLM-esque instructions  | + 7E:1078 - 7E:1079    Enemy 04 ID  
-7E:1094 - 7E:1095 Enemy 04 Instruction delay timer  | + 7E:107A - 7E:107B    Enemy 04 X position  
-7E:1096 - 7E:1097 Enemy 04 Palette slot  | + 7E:107C - 7E:107D    Enemy 04 X subpixel position  
-7E:1098 - 7E:1099 Enemy 04 VRAM index  | + 7E:107E - 7E:107F    Enemy 04 Y position  
-7E:109A - 7E:109B Enemy 04 Layer control  | + 7E:1080 - 7E:1081    Enemy 04 Y subpixel position  
-7E:109C - 7E:109D Enemy 04 Invincibility flash timer  | + 7E:1082 - 7E:1083    Enemy 04 Hitbox radius width  
-7E:109E - 7E:109F Enemy 04 Frozen timer  | + 7E:1084 - 7E:1085    Enemy 04 Hitbox radius height  
-7E:10A0 - 7E:10A1 Enemy 04 AI variable  | + 7E:1086 - 7E:1087    Enemy 04 Property bits (Special from SMILE)  
-7E:10A2 - 7E:10A3 Enemy 04 AI variable  | + 7E:1088 - 7E:1089    Enemy 04 Extra property bits  
-7E:10A4 - 7E:10A5 Enemy 04 AI variable  | + 7E:108A - 7E:108B    Enemy 04 AI handler  
-7E:10A6           | Enemy 04 bank  | + 7E:108C - 7E:108D    Enemy 04 HP  
-7E:10A7           | Enemy 04 ???  | + 7E:108E - 7E:108F    Enemy 04 Main graphics/hitbox pointer  
-7E:10A8 - 7E:10B3 Enemy 04 AI variable  | + 7E:1090 - 7E:1091    Enemy 04 ??? (Chozo uses as loop counter)  
-7E:10B4 - 7E:10B5 Enemy 04 AI variable (Speed from SMILE)  | + 7E:1092 - 7E:1093    Enemy 04 Pointer to PLM-esque instructions  
-7E:10B6 - 7E:10B7 Enemy 04 AI variable (Speed2 from SMILE)  | + 7E:1094 - 7E:1095    Enemy 04 Instruction delay timer  
-                     |   | + 7E:1096 - 7E:1097    Enemy 04 Palette slot  
-7E:10B8 - 7E:10B9 Enemy 05 ID  | + 7E:1098 - 7E:1099    Enemy 04 VRAM index  
-7E:10BA - 7E:10BB Enemy 05 X position  | + 7E:109A - 7E:109B    Enemy 04 Layer control  
-7E:10BC - 7E:10BD Enemy 05 X subpixel position  | + 7E:109C - 7E:109D    Enemy 04 Invincibility flash timer  
-7E:10BE - 7E:10BF Enemy 05 Y position  | + 7E:109E - 7E:109F    Enemy 04 Frozen timer  
-7E:10C0 - 7E:10C1 Enemy 05 Y subpixel position  | + 7E:10A0 - 7E:10A1    Enemy 04 AI variable  
-7E:10C2 - 7E:10C3 Enemy 05 Hitbox radius width  | + 7E:10A2 - 7E:10A3    Enemy 04 AI variable  
-7E:10C4 - 7E:10C5 Enemy 05 Hitbox radius height  | + 7E:10A4 - 7E:10A5    Enemy 04 AI variable  
-7E:10C6 - 7E:10C7 Enemy 05 Property bits (Special from SMILE)  | + 7E:10A6              Enemy 04 bank  
-7E:10C8 - 7E:10C9 Enemy 05 Extra property bits  | + 7E:10A7              Enemy 04 ???  
-7E:10CA - 7E:10CB Enemy 05 AI handler  | + 7E:10A8 - 7E:10B3    Enemy 04 AI variable  
-7E:10CC - 7E:10CD Enemy 05 HP  | + 7E:10B4 - 7E:10B5    Enemy 04 AI variable (Speed from SMILE)  
-7E:10CE - 7E:10CF Enemy 05 Main graphics/hitbox pointer  | + 7E:10B6 - 7E:10B7    Enemy 04 AI variable (Speed2 from SMILE)  
-7E:10D0 - 7E:10D1 Enemy 05 ??? (Chozo uses as loop counter)  | +                          
-7E:10D2 - 7E:10D3 Enemy 05 Pointer to PLM-esque instructions  | + 7E:10B8 - 7E:10B9    Enemy 05 ID  
-7E:10D4 - 7E:10D5 Enemy 05 Instruction delay timer  | + 7E:10BA - 7E:10BB    Enemy 05 X position  
-7E:10D6 - 7E:10D7 Enemy 05 Palette slot  | + 7E:10BC - 7E:10BD    Enemy 05 X subpixel position  
-7E:10D8 - 7E:10D9 Enemy 05 VRAM index  | + 7E:10BE - 7E:10BF    Enemy 05 Y position  
-7E:10DA - 7E:10DB Enemy 05 Layer control  | + 7E:10C0 - 7E:10C1    Enemy 05 Y subpixel position  
-7E:10DC - 7E:10DD Enemy 05 Invincibility flash timer  | + 7E:10C2 - 7E:10C3    Enemy 05 Hitbox radius width  
-7E:10DE - 7E:10DF Enemy 05 Frozen timer  | + 7E:10C4 - 7E:10C5    Enemy 05 Hitbox radius height  
-7E:10E0 - 7E:10E1 Enemy 05 AI variable  | + 7E:10C6 - 7E:10C7    Enemy 05 Property bits (Special from SMILE)  
-7E:10E2 - 7E:10E3 Enemy 05 AI variable  | + 7E:10C8 - 7E:10C9    Enemy 05 Extra property bits  
-7E:10E4 - 7E:10E5 Enemy 05 AI variable  | + 7E:10CA - 7E:10CB    Enemy 05 AI handler  
-7E:10E6           | Enemy 05 bank  | + 7E:10CC - 7E:10CD    Enemy 05 HP  
-7E:10E7           | Enemy 05 ???  | + 7E:10CE - 7E:10CF    Enemy 05 Main graphics/hitbox pointer  
-7E:10E8 - 7E:10F3 Enemy 05 AI variable  | + 7E:10D0 - 7E:10D1    Enemy 05 ??? (Chozo uses as loop counter)  
-7E:10F4 - 7E:10F5 Enemy 05 AI variable (Speed from SMILE)  | + 7E:10D2 - 7E:10D3    Enemy 05 Pointer to PLM-esque instructions  
-7E:10F6 - 7E:10F7 Enemy 05 AI variable (Speed2 from SMILE)  | + 7E:10D4 - 7E:10D5    Enemy 05 Instruction delay timer  
-                     |   | + 7E:10D6 - 7E:10D7    Enemy 05 Palette slot  
-7E:10F8 - 7E:10F9 Enemy 06 ID  | + 7E:10D8 - 7E:10D9    Enemy 05 VRAM index  
-7E:10FA - 7E:10FB Enemy 06 X position  | + 7E:10DA - 7E:10DB    Enemy 05 Layer control  
-7E:10FC - 7E:10FD Enemy 06 X subpixel position  | + 7E:10DC - 7E:10DD    Enemy 05 Invincibility flash timer  
-7E:10FE - 7E:10FF Enemy 06 Y position  | + 7E:10DE - 7E:10DF    Enemy 05 Frozen timer  
-7E:1100 - 7E:1101 Enemy 06 Y subpixel position  | + 7E:10E0 - 7E:10E1    Enemy 05 AI variable  
-7E:1102 - 7E:1103 Enemy 06 Hitbox radius width  | + 7E:10E2 - 7E:10E3    Enemy 05 AI variable  
-7E:1104 - 7E:1105 Enemy 06 Hitbox radius height  | + 7E:10E4 - 7E:10E5    Enemy 05 AI variable  
-7E:1106 - 7E:1107 Enemy 06 Property bits (Special from SMILE)  | + 7E:10E6              Enemy 05 bank  
-7E:1108 - 7E:1109 Enemy 06 Extra property bits  | + 7E:10E7              Enemy 05 ???  
-7E:110A - 7E:110B Enemy 06 AI handler  | + 7E:10E8 - 7E:10F3    Enemy 05 AI variable  
-7E:110C - 7E:110D Enemy 06 HP  | + 7E:10F4 - 7E:10F5    Enemy 05 AI variable (Speed from SMILE)  
-7E:110E - 7E:110F Enemy 06 Main graphics/hitbox pointer  | + 7E:10F6 - 7E:10F7    Enemy 05 AI variable (Speed2 from SMILE)  
-7E:1110 - 7E:1111 Enemy 06 ??? (Chozo uses as loop counter)  | +                          
-7E:1112 - 7E:1113 Enemy 06 Pointer to PLM-esque instructions  | + 7E:10F8 - 7E:10F9    Enemy 06 ID  
-7E:1114 - 7E:1115 Enemy 06 Instruction delay timer  | + 7E:10FA - 7E:10FB    Enemy 06 X position  
-7E:1116 - 7E:1117 Enemy 06 Palette slot  | + 7E:10FC - 7E:10FD    Enemy 06 X subpixel position  
-7E:1118 - 7E:1119 Enemy 06 VRAM index  | + 7E:10FE - 7E:10FF    Enemy 06 Y position  
-7E:111A - 7E:111B Enemy 06 Layer control  | + 7E:1100 - 7E:1101    Enemy 06 Y subpixel position  
-7E:111C - 7E:111D Enemy 06 Invincibility flash timer  | + 7E:1102 - 7E:1103    Enemy 06 Hitbox radius width  
-7E:111E - 7E:111F Enemy 06 Frozen timer  | + 7E:1104 - 7E:1105    Enemy 06 Hitbox radius height  
-7E:1120 - 7E:1121 Enemy 06 AI variable  | + 7E:1106 - 7E:1107    Enemy 06 Property bits (Special from SMILE)  
-7E:1122 - 7E:1123 Enemy 06 AI variable  | + 7E:1108 - 7E:1109    Enemy 06 Extra property bits  
-7E:1124 - 7E:1125 Enemy 06 AI variable  | + 7E:110A - 7E:110B    Enemy 06 AI handler  
-7E:1126           | Enemy 06 bank  | + 7E:110C - 7E:110D    Enemy 06 HP  
-7E:1127           | Enemy 06 ???  | + 7E:110E - 7E:110F    Enemy 06 Main graphics/hitbox pointer  
-7E:1128 - 7E:1133 Enemy 06 AI variable  | + 7E:1110 - 7E:1111    Enemy 06 ??? (Chozo uses as loop counter)  
-7E:1134 - 7E:1135 Enemy 06 AI variable (Speed from SMILE)  | + 7E:1112 - 7E:1113    Enemy 06 Pointer to PLM-esque instructions  
-7E:1136 - 7E:1137 Enemy 06 AI variable (Speed2 from SMILE)  | + 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:1138 - 7E:1139 Enemy 07 ID  | + 7E:111A - 7E:111B    Enemy 06 Layer control  
-7E:113A - 7E:113B Enemy 07 X position  | + 7E:111C - 7E:111D    Enemy 06 Invincibility flash timer  
-7E:113C - 7E:113D Enemy 07 X subpixel position  | + 7E:111E - 7E:111F    Enemy 06 Frozen timer  
-7E:113E - 7E:113F Enemy 07 Y position  | + 7E:1120 - 7E:1121    Enemy 06 AI variable  
-7E:1140 - 7E:1141 Enemy 07 Y subpixel position  | + 7E:1122 - 7E:1123    Enemy 06 AI variable  
-7E:1142 - 7E:1143 Enemy 07 Hitbox radius width  | + 7E:1124 - 7E:1125    Enemy 06 AI variable  
-7E:1144 - 7E:1145 Enemy 07 Hitbox radius height  | + 7E:1126              Enemy 06 bank  
-7E:1146 - 7E:1147 Enemy 07 Property bits (Special from SMILE)  | + 7E:1127              Enemy 06 ???  
-7E:1148 - 7E:1149 Enemy 07 Extra property bits  | + 7E:1128 - 7E:1133    Enemy 06 AI variable  
-7E:114A - 7E:114B Enemy 07 AI handler  | + 7E:1134 - 7E:1135    Enemy 06 AI variable (Speed from SMILE)  
-7E:114C - 7E:114D Enemy 07 HP  | + 7E:1136 - 7E:1137    Enemy 06 AI variable (Speed2 from SMILE)  
-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:1138 - 7E:1139    Enemy 07 ID  
-7E:1154 - 7E:1155 Enemy 07 Instruction delay timer  | + 7E:113A - 7E:113B    Enemy 07 X position  
-7E:1156 - 7E:1157 Enemy 07 Palette slot  | + 7E:113C - 7E:113D    Enemy 07 X subpixel position  
-7E:1158 - 7E:1159 Enemy 07 VRAM index  | + 7E:113E - 7E:113F    Enemy 07 Y position  
-7E:115A - 7E:115B Enemy 07 Layer control  | + 7E:1140 - 7E:1141    Enemy 07 Y subpixel position  
-7E:115C - 7E:115D Enemy 07 Invincibility flash timer  | + 7E:1142 - 7E:1143    Enemy 07 Hitbox radius width  
-7E:115E - 7E:115F Enemy 07 Frozen timer  | + 7E:1144 - 7E:1145    Enemy 07 Hitbox radius height  
-7E:1160 - 7E:1161 Enemy 07 AI variable  | + 7E:1146 - 7E:1147    Enemy 07 Property bits (Special from SMILE)  
-7E:1162 - 7E:1163 Enemy 07 AI variable  | + 7E:1148 - 7E:1149    Enemy 07 Extra property bits  
-7E:1164 - 7E:1165 Enemy 07 AI variable  | + 7E:114A - 7E:114B    Enemy 07 AI handler  
-7E:1166           | Enemy 07 bank  | + 7E:114C - 7E:114D    Enemy 07 HP  
-7E:1167           | Enemy 07 ???  | + 7E:114E - 7E:114F    Enemy 07 Main graphics/hitbox pointer  
-7E:1168 - 7E:1173 Enemy 07 AI variable  | + 7E:1150 - 7E:1151    Enemy 07 ??? (Chozo uses as loop counter)  
-7E:1174 - 7E:1175 Enemy 07 AI variable (Speed from SMILE)  | + 7E:1152 - 7E:1153    Enemy 07 Pointer to PLM-esque instructions  
-7E:1176 - 7E:1177 Enemy 07 AI variable (Speed2 from SMILE)  | + 7E:1154 - 7E:1155    Enemy 07 Instruction delay timer  
-                     |   | + 7E:1156 - 7E:1157    Enemy 07 Palette slot  
-7E:1178 - 7E:1179 Enemy 08 ID  | + 7E:1158 - 7E:1159    Enemy 07 VRAM index  
-7E:117A - 7E:117B Enemy 08 X position  | + 7E:115A - 7E:115B    Enemy 07 Layer control  
-7E:117C - 7E:117D Enemy 08 X subpixel position  | + 7E:115C - 7E:115D    Enemy 07 Invincibility flash timer  
-7E:117E - 7E:117F Enemy 08 Y position  | + 7E:115E - 7E:115F    Enemy 07 Frozen timer  
-7E:1180 - 7E:1181 Enemy 08 Y subpixel position  | + 7E:1160 - 7E:1161    Enemy 07 AI variable  
-7E:1182 - 7E:1183 Enemy 08 Hitbox radius width  | + 7E:1162 - 7E:1163    Enemy 07 AI variable  
-7E:1184 - 7E:1185 Enemy 08 Hitbox radius height  | + 7E:1164 - 7E:1165    Enemy 07 AI variable  
-7E:1186 - 7E:1187 Enemy 08 Property bits (Special from SMILE)  | + 7E:1166              Enemy 07 bank  
-7E:1188 - 7E:1189 Enemy 08 Extra property bits  | + 7E:1167              Enemy 07 ???  
-7E:118A - 7E:118B Enemy 08 AI handler  | + 7E:1168 - 7E:1173    Enemy 07 AI variable  
-7E:118C - 7E:118D Enemy 08 HP  | + 7E:1174 - 7E:1175    Enemy 07 AI variable (Speed from SMILE)  
-7E:118E - 7E:118F Enemy 08 Main graphics/hitbox pointer  | + 7E:1176 - 7E:1177    Enemy 07 AI variable (Speed2 from SMILE)  
-7E:1190 - 7E:1191 Enemy 08 ??? (Chozo uses as loop counter)  | +                          
-7E:1192 - 7E:1193 Enemy 08 Pointer to PLM-esque instructions  | + 7E:1178 - 7E:1179    Enemy 08 ID  
-7E:1194 - 7E:1195 Enemy 08 Instruction delay timer  | + 7E:117A - 7E:117B    Enemy 08 X position  
-7E:1196 - 7E:1197 Enemy 08 Palette slot  | + 7E:117C - 7E:117D    Enemy 08 X subpixel position  
-7E:1198 - 7E:1199 Enemy 08 VRAM index  | + 7E:117E - 7E:117F    Enemy 08 Y position  
-7E:119A - 7E:119B Enemy 08 Layer control  | + 7E:1180 - 7E:1181    Enemy 08 Y subpixel position  
-7E:119C - 7E:119D Enemy 08 Invincibility flash timer  | + 7E:1182 - 7E:1183    Enemy 08 Hitbox radius width  
-7E:119E - 7E:119F Enemy 08 Frozen timer  | + 7E:1184 - 7E:1185    Enemy 08 Hitbox radius height  
-7E:11A0 - 7E:11A1 Enemy 08 AI variable  | + 7E:1186 - 7E:1187    Enemy 08 Property bits (Special from SMILE)  
-7E:11A2 - 7E:11A3 Enemy 08 AI variable  | + 7E:1188 - 7E:1189    Enemy 08 Extra property bits  
-7E:11A4 - 7E:11A5 Enemy 08 AI variable  | + 7E:118A - 7E:118B    Enemy 08 AI handler  
-7E:11A6           | Enemy 08 bank  | + 7E:118C - 7E:118D    Enemy 08 HP  
-7E:11A7           | Enemy 08 ???  | + 7E:118E - 7E:118F    Enemy 08 Main graphics/hitbox pointer  
-7E:11A8 - 7E:11B3 Enemy 08 AI variable  | + 7E:1190 - 7E:1191    Enemy 08 ??? (Chozo uses as loop counter)  
-7E:11B4 - 7E:11B5 Enemy 08 AI variable (Speed from SMILE)  | + 7E:1192 - 7E:1193    Enemy 08 Pointer to PLM-esque instructions  
-7E:11B6 - 7E:11B7 Enemy 08 AI variable (Speed2 from SMILE)  | + 7E:1194 - 7E:1195    Enemy 08 Instruction delay timer  
-7E:11B8 - 7E:11B9 Enemy 09 ID  | + 7E:1196 - 7E:1197    Enemy 08 Palette slot  
-7E:11BA - 7E:11BB Enemy 09 X position  | + 7E:1198 - 7E:1199    Enemy 08 VRAM index  
-7E:11BC - 7E:11BD Enemy 09 X subpixel position  | + 7E:119A - 7E:119B    Enemy 08 Layer control  
-7E:11BE - 7E:11BF Enemy 09 Y position  | + 7E:119C - 7E:119D    Enemy 08 Invincibility flash timer  
-7E:11C0 - 7E:11C1 Enemy 09 Y subpixel position  | + 7E:119E - 7E:119F    Enemy 08 Frozen timer  
-7E:11C2 - 7E:11C3 Enemy 09 Hitbox radius width  | + 7E:11A0 - 7E:11A1    Enemy 08 AI variable  
-7E:11C4 - 7E:11C5 Enemy 09 Hitbox radius height  | + 7E:11A2 - 7E:11A3    Enemy 08 AI variable  
-7E:11C6 - 7E:11C7 Enemy 09 Property bits (Special from SMILE)  | + 7E:11A4 - 7E:11A5    Enemy 08 AI variable  
-7E:11C8 - 7E:11C9 Enemy 09 Extra property bits  | + 7E:11A6              Enemy 08 bank  
-7E:11CA - 7E:11CB Enemy 09 AI handler  | + 7E:11A7              Enemy 08 ???  
-7E:11CC - 7E:11CD Enemy 09 HP  | + 7E:11A8 - 7E:11B3    Enemy 08 AI variable  
-7E:11CE - 7E:11CF Enemy 09 Main graphics/hitbox pointer  | + 7E:11B4 - 7E:11B5    Enemy 08 AI variable (Speed from SMILE)  
-7E:11D0 - 7E:11D1 Enemy 09 ??? (Chozo uses as loop counter)  | + 7E:11B6 - 7E:11B7    Enemy 08 AI variable (Speed2 from SMILE)  
-7E:11D2 - 7E:11D3 Enemy 09 Pointer to PLM-esque instructions  | + 7E:11B8 - 7E:11B9    Enemy 09 ID  
-7E:11D4 - 7E:11D5 Enemy 09 Instruction delay timer  | + 7E:11BA - 7E:11BB    Enemy 09 X position  
-7E:11D6 - 7E:11D7 Enemy 09 Palette slot  | + 7E:11BC - 7E:11BD    Enemy 09 X subpixel position  
-7E:11D8 - 7E:11D9 Enemy 09 VRAM index  | + 7E:11BE - 7E:11BF    Enemy 09 Y position  
-7E:11DA - 7E:11DB Enemy 09 Layer control  | + 7E:11C0 - 7E:11C1    Enemy 09 Y subpixel position  
-7E:11DC - 7E:11DD Enemy 09 Invincibility flash timer  | + 7E:11C2 - 7E:11C3    Enemy 09 Hitbox radius width  
-7E:11DE - 7E:11DF Enemy 09 Frozen timer  | + 7E:11C4 - 7E:11C5    Enemy 09 Hitbox radius height  
-7E:11E0 - 7E:11E1 Enemy 09 AI variable  | + 7E:11C6 - 7E:11C7    Enemy 09 Property bits (Special from SMILE)  
-7E:11E2 - 7E:11E3 Enemy 09 AI variable  | + 7E:11C8 - 7E:11C9    Enemy 09 Extra property bits  
-7E:11E4 - 7E:11E5 Enemy 09 AI variable  | + 7E:11CA - 7E:11CB    Enemy 09 AI handler  
-7E:11E6           | Enemy 09 bank  | + 7E:11CC - 7E:11CD    Enemy 09 HP  
-7E:11E7           | Enemy 09 ???  | + 7E:11CE - 7E:11CF    Enemy 09 Main graphics/hitbox pointer  
-7E:11E8 - 7E:11F3 Enemy 09 AI variable  | + 7E:11D0 - 7E:11D1    Enemy 09 ??? (Chozo uses as loop counter)  
-7E:11F4 - 7E:11F5 Enemy 09 AI variable (Speed from SMILE)  | + 7E:11D2 - 7E:11D3    Enemy 09 Pointer to PLM-esque instructions  
-7E:11F6 - 7E:11F7 Enemy 09 AI variable (Speed2 from SMILE)  | + 7E:11D4 - 7E:11D5    Enemy 09 Instruction delay timer  
-7E:11F8 - 7E:11F9 Enemy 0A ID  | + 7E:11D6 - 7E:11D7    Enemy 09 Palette slot  
-7E:11FA - 7E:11FB Enemy 0A X position  | + 7E:11D8 - 7E:11D9    Enemy 09 VRAM index  
-7E:11FC - 7E:11FD Enemy 0A X subpixel position  | + 7E:11DA - 7E:11DB    Enemy 09 Layer control  
-7E:11FE - 7E:11FF Enemy 0A Y position  | + 7E:11DC - 7E:11DD    Enemy 09 Invincibility flash timer  
-7E:1200 - 7E:1201 Enemy 0A Y subpixel position  | + 7E:11DE - 7E:11DF    Enemy 09 Frozen timer  
-7E:1202 - 7E:1203 Enemy 0A Hitbox radius width  | + 7E:11E0 - 7E:11E1    Enemy 09 AI variable  
-7E:1204 - 7E:1205 Enemy 0A Hitbox radius height  | + 7E:11E2 - 7E:11E3    Enemy 09 AI variable  
-7E:1206 - 7E:1207 Enemy 0A Property bits (Special from SMILE)  | + 7E:11E4 - 7E:11E5    Enemy 09 AI variable  
-7E:1208 - 7E:1209 Enemy 0A Extra property bits  | + 7E:11E6              Enemy 09 bank  
-7E:120A - 7E:120B Enemy 0A AI handler  | + 7E:11E7              Enemy 09 ???  
-7E:120C - 7E:120D Enemy 0A HP  | + 7E:11E8 - 7E:11F3    Enemy 09 AI variable  
-7E:120E - 7E:120F Enemy 0A Main graphics/hitbox pointer  | + 7E:11F4 - 7E:11F5    Enemy 09 AI variable (Speed from SMILE)  
-7E:1210 - 7E:1211 Enemy 0A ??? (Chozo uses as loop counter)  | + 7E:11F6 - 7E:11F7    Enemy 09 AI variable (Speed2 from SMILE)  
-7E:1212 - 7E:1213 Enemy 0A Pointer to PLM-esque instructions  | + 7E:11F8 - 7E:11F9    Enemy 0A ID  
-7E:1214 - 7E:1215 Enemy 0A Instruction delay timer  | + 7E:11FA - 7E:11FB    Enemy 0A X position  
-7E:1216 - 7E:1217 Enemy 0A Palette slot  | + 7E:11FC - 7E:11FD    Enemy 0A X subpixel position  
-7E:1218 - 7E:1219 Enemy 0A VRAM index  | + 7E:11FE - 7E:11FF    Enemy 0A Y position  
-7E:121A - 7E:121B Enemy 0A Layer control  | + 7E:1200 - 7E:1201    Enemy 0A Y subpixel position  
-7E:121C - 7E:121D Enemy 0A Invincibility flash timer  | + 7E:1202 - 7E:1203    Enemy 0A Hitbox radius width  
-7E:121E - 7E:121F Enemy 0A Frozen timer  | + 7E:1204 - 7E:1205    Enemy 0A Hitbox radius height  
-7E:1220 - 7E:1221 Enemy 0A AI variable  | + 7E:1206 - 7E:1207    Enemy 0A Property bits (Special from SMILE)  
-7E:1222 - 7E:1223 Enemy 0A AI variable  | + 7E:1208 - 7E:1209    Enemy 0A Extra property bits  
-7E:1224 - 7E:1225 Enemy 0A AI variable  | + 7E:120A - 7E:120B    Enemy 0A AI handler  
-7E:1226           | Enemy 0A bank  | + 7E:120C - 7E:120D    Enemy 0A HP  
-7E:1227           | Enemy 0A ???  | + 7E:120E - 7E:120F    Enemy 0A Main graphics/hitbox pointer  
-7E:1228 - 7E:1233 Enemy 0A AI variable  | + 7E:1210 - 7E:1211    Enemy 0A ??? (Chozo uses as loop counter)  
-7E:1234 - 7E:1235 Enemy 0A AI variable (Speed from SMILE)  | + 7E:1212 - 7E:1213    Enemy 0A Pointer to PLM-esque instructions  
-7E:1236 - 7E:1237 Enemy 0A AI variable (Speed2 from SMILE)  | + 7E:1214 - 7E:1215    Enemy 0A Instruction delay timer  
-7E:1238 - 7E:1239 Enemy 0B ID  | + 7E:1216 - 7E:1217    Enemy 0A Palette slot  
-7E:123A - 7E:123B Enemy 0B X position  | + 7E:1218 - 7E:1219    Enemy 0A VRAM index  
-7E:123C - 7E:123D Enemy 0B X subpixel position  | + 7E:121A - 7E:121B    Enemy 0A Layer control  
-7E:123E - 7E:123F Enemy 0B Y position  | + 7E:121C - 7E:121D    Enemy 0A Invincibility flash timer  
-7E:1240 - 7E:1241 Enemy 0B Y subpixel position  | + 7E:121E - 7E:121F    Enemy 0A Frozen timer  
-7E:1242 - 7E:1243 Enemy 0B Hitbox radius width  | + 7E:1220 - 7E:1221    Enemy 0A AI variable  
-7E:1244 - 7E:1245 Enemy 0B Hitbox radius height  | + 7E:1222 - 7E:1223    Enemy 0A AI variable  
-7E:1246 - 7E:1247 Enemy 0B Property bits (Special from SMILE)  | + 7E:1224 - 7E:1225    Enemy 0A AI variable  
-7E:1248 - 7E:1249 Enemy 0B Extra property bits  | + 7E:1226              Enemy 0A bank  
-7E:124A - 7E:124B Enemy 0B AI handler  | + 7E:1227              Enemy 0A ???  
-7E:124C - 7E:124D Enemy 0B HP  | + 7E:1228 - 7E:1233    Enemy 0A AI variable  
-7E:124E - 7E:124F Enemy 0B Main graphics/hitbox pointer  | + 7E:1234 - 7E:1235    Enemy 0A AI variable (Speed from SMILE)  
-7E:1250 - 7E:1251 Enemy 0B ??? (Chozo uses as loop counter)  | + 7E:1236 - 7E:1237    Enemy 0A AI variable (Speed2 from SMILE)  
-7E:1252 - 7E:1253 Enemy 0B Pointer to PLM-esque instructions  | + 7E:1238 - 7E:1239    Enemy 0B ID  
-7E:1254 - 7E:1255 Enemy 0B Instruction delay timer  | + 7E:123A - 7E:123B    Enemy 0B X position  
-7E:1256 - 7E:1257 Enemy 0B Palette slot  | + 7E:123C - 7E:123D    Enemy 0B X subpixel position  
-7E:1258 - 7E:1259 Enemy 0B VRAM index  | + 7E:123E - 7E:123F    Enemy 0B Y position  
-7E:125A - 7E:125B Enemy 0B Layer control  | + 7E:1240 - 7E:1241    Enemy 0B Y subpixel position  
-7E:125C - 7E:125D Enemy 0B Invincibility flash timer  | + 7E:1242 - 7E:1243    Enemy 0B Hitbox radius width  
-7E:125E - 7E:125F Enemy 0B Frozen timer  | + 7E:1244 - 7E:1245    Enemy 0B Hitbox radius height  
-7E:1260 - 7E:1261 Enemy 0B AI variable  | + 7E:1246 - 7E:1247    Enemy 0B Property bits (Special from SMILE)  
-7E:1262 - 7E:1263 Enemy 0B AI variable  | + 7E:1248 - 7E:1249    Enemy 0B Extra property bits  
-7E:1264 - 7E:1265 Enemy 0B AI variable  | + 7E:124A - 7E:124B    Enemy 0B AI handler  
-7E:1266           | Enemy 0B bank  | + 7E:124C - 7E:124D    Enemy 0B HP  
-7E:1267           | Enemy 0B ???  | + 7E:124E - 7E:124F    Enemy 0B Main graphics/hitbox pointer  
-7E:1268 - 7E:1273 Enemy 0B AI variable  | + 7E:1250 - 7E:1251    Enemy 0B ??? (Chozo uses as loop counter)  
-7E:1274 - 7E:1275 Enemy 0B AI variable (Speed from SMILE)  | + 7E:1252 - 7E:1253    Enemy 0B Pointer to PLM-esque instructions  
-7E:1276 - 7E:1277 Enemy 0B AI variable (Speed2 from SMILE)  | + 7E:1254 - 7E:1255    Enemy 0B Instruction delay timer  
-7E:1278 - 7E:1279 Enemy 0C ID  | + 7E:1256 - 7E:1257    Enemy 0B Palette slot  
-7E:127A - 7E:127B Enemy 0C X position  | + 7E:1258 - 7E:1259    Enemy 0B VRAM index  
-7E:127C - 7E:127D Enemy 0C X subpixel position  | + 7E:125A - 7E:125B    Enemy 0B Layer control  
-7E:127E - 7E:127F Enemy 0C Y position  | + 7E:125C - 7E:125D    Enemy 0B Invincibility flash timer  
-7E:1280 - 7E:1281 Enemy 0C Y subpixel position  | + 7E:125E - 7E:125F    Enemy 0B Frozen timer  
-7E:1282 - 7E:1283 Enemy 0C Hitbox radius width  | + 7E:1260 - 7E:1261    Enemy 0B AI variable  
-7E:1284 - 7E:1285 Enemy 0C Hitbox radius height  | + 7E:1262 - 7E:1263    Enemy 0B AI variable  
-7E:1286 - 7E:1287 Enemy 0C Property bits (Special from SMILE)  | + 7E:1264 - 7E:1265    Enemy 0B AI variable  
-7E:1288 - 7E:1289 Enemy 0C Extra property bits  | + 7E:1266              Enemy 0B bank  
-7E:128A - 7E:128B Enemy 0C AI handler  | + 7E:1267              Enemy 0B ???  
-7E:128C - 7E:128D Enemy 0C HP  | + 7E:1268 - 7E:1273    Enemy 0B AI variable  
-7E:128E - 7E:128F Enemy 0C Main graphics/hitbox pointer  | + 7E:1274 - 7E:1275    Enemy 0B AI variable (Speed from SMILE)  
-7E:1290 - 7E:1291 Enemy 0C ??? (Chozo uses as loop counter)  | + 7E:1276 - 7E:1277    Enemy 0B AI variable (Speed2 from SMILE)  
-7E:1292 - 7E:1293 Enemy 0C Pointer to PLM-esque instructions  | + 7E:1278 - 7E:1279    Enemy 0C ID  
-7E:1294 - 7E:1295 Enemy 0C Instruction delay timer  | + 7E:127A - 7E:127B    Enemy 0C X position  
-7E:1296 - 7E:1297 Enemy 0C Palette slot  | + 7E:127C - 7E:127D    Enemy 0C X subpixel position  
-7E:1298 - 7E:1299 Enemy 0C VRAM index  | + 7E:127E - 7E:127F    Enemy 0C Y position  
-7E:129A - 7E:129B Enemy 0C Layer control  | + 7E:1280 - 7E:1281    Enemy 0C Y subpixel position  
-7E:129C - 7E:129D Enemy 0C Invincibility flash timer  | + 7E:1282 - 7E:1283    Enemy 0C Hitbox radius width  
-7E:129E - 7E:129F Enemy 0C Frozen timer  | + 7E:1284 - 7E:1285    Enemy 0C Hitbox radius height  
-7E:12A0 - 7E:12A1 Enemy 0C AI variable  | + 7E:1286 - 7E:1287    Enemy 0C Property bits (Special from SMILE)  
-7E:12A2 - 7E:12A3 Enemy 0C AI variable  | + 7E:1288 - 7E:1289    Enemy 0C Extra property bits  
-7E:12A4 - 7E:12A5 Enemy 0C AI variable  | + 7E:128A - 7E:128B    Enemy 0C AI handler  
-7E:12A6           | Enemy 0C bank  | + 7E:128C - 7E:128D    Enemy 0C HP  
-7E:12A7           | Enemy 0C ???  | + 7E:128E - 7E:128F    Enemy 0C Main graphics/hitbox pointer  
-7E:12A8 - 7E:12B3 Enemy 0C AI variable  | + 7E:1290 - 7E:1291    Enemy 0C ??? (Chozo uses as loop counter)  
-7E:12B4 - 7E:12B5 Enemy 0C AI variable (Speed from SMILE)  | + 7E:1292 - 7E:1293    Enemy 0C Pointer to PLM-esque instructions  
-7E:12B6 - 7E:12B7 Enemy 0C AI variable (Speed2 from SMILE)  | + 7E:1294 - 7E:1295    Enemy 0C Instruction delay timer  
-7E:12B8 - 7E:12B9 Enemy 0D ID  | + 7E:1296 - 7E:1297    Enemy 0C Palette slot  
-7E:12BA - 7E:12BB Enemy 0D X position  | + 7E:1298 - 7E:1299    Enemy 0C VRAM index  
-7E:12BC - 7E:12BD Enemy 0D X subpixel position  | + 7E:129A - 7E:129B    Enemy 0C Layer control  
-7E:12BE - 7E:12BF Enemy 0D Y position  | + 7E:129C - 7E:129D    Enemy 0C Invincibility flash timer  
-7E:12C0 - 7E:12C1 Enemy 0D Y subpixel position  | + 7E:129E - 7E:129F    Enemy 0C Frozen timer  
-7E:12C2 - 7E:12C3 Enemy 0D Hitbox radius width  | + 7E:12A0 - 7E:12A1    Enemy 0C AI variable  
-7E:12C4 - 7E:12C5 Enemy 0D Hitbox radius height  | + 7E:12A2 - 7E:12A3    Enemy 0C AI variable  
-7E:12C6 - 7E:12C7 Enemy 0D Property bits (Special from SMILE)  | + 7E:12A4 - 7E:12A5    Enemy 0C AI variable  
-7E:12C8 - 7E:12C9 Enemy 0D Extra property bits  | + 7E:12A6              Enemy 0C bank  
-7E:12CA - 7E:12CB Enemy 0D AI handler  | + 7E:12A7              Enemy 0C ???  
-7E:12CC - 7E:12CD Enemy 0D HP  | + 7E:12A8 - 7E:12B3    Enemy 0C AI variable  
-7E:12CE - 7E:12CF Enemy 0D Main graphics/hitbox pointer  | + 7E:12B4 - 7E:12B5    Enemy 0C AI variable (Speed from SMILE)  
-7E:12D0 - 7E:12D1 Enemy 0D ??? (Chozo uses as loop counter)  | + 7E:12B6 - 7E:12B7    Enemy 0C AI variable (Speed2 from SMILE)  
-7E:12D2 - 7E:12D3 Enemy 0D Pointer to PLM-esque instructions  | + 7E:12B8 - 7E:12B9    Enemy 0D ID  
-7E:12D4 - 7E:12D5 Enemy 0D Instruction delay timer  | + 7E:12BA - 7E:12BB    Enemy 0D X position  
-7E:12D6 - 7E:12D7 Enemy 0D Palette slot  | + 7E:12BC - 7E:12BD    Enemy 0D X subpixel position  
-7E:12D8 - 7E:12D9 Enemy 0D VRAM index  | + 7E:12BE - 7E:12BF    Enemy 0D Y position  
-7E:12DA - 7E:12DB Enemy 0D Layer control  | + 7E:12C0 - 7E:12C1    Enemy 0D Y subpixel position  
-7E:12DC - 7E:12DD Enemy 0D Invincibility flash timer  | + 7E:12C2 - 7E:12C3    Enemy 0D Hitbox radius width  
-7E:12DE - 7E:12DF Enemy 0D Frozen timer  | + 7E:12C4 - 7E:12C5    Enemy 0D Hitbox radius height  
-7E:12E0 - 7E:12E1 Enemy 0D AI variable  | + 7E:12C6 - 7E:12C7    Enemy 0D Property bits (Special from SMILE)  
-7E:12E2 - 7E:12E3 Enemy 0D AI variable  | + 7E:12C8 - 7E:12C9    Enemy 0D Extra property bits  
-7E:12E4 - 7E:12E5 Enemy 0D AI variable  | + 7E:12CA - 7E:12CB    Enemy 0D AI handler  
-7E:12E6           | Enemy 0D bank  | + 7E:12CC - 7E:12CD    Enemy 0D HP  
-7E:12E7           | Enemy 0D ???  | + 7E:12CE - 7E:12CF    Enemy 0D Main graphics/hitbox pointer  
-7E:12E8 - 7E:12F3 Enemy 0D AI variable  | + 7E:12D0 - 7E:12D1    Enemy 0D ??? (Chozo uses as loop counter)  
-7E:12F4 - 7E:12F5 Enemy 0D AI variable (Speed from SMILE)  | + 7E:12D2 - 7E:12D3    Enemy 0D Pointer to PLM-esque instructions  
-7E:12F6 - 7E:12F7 Enemy 0D AI variable (Speed2 from SMILE)  | + 7E:12D4 - 7E:12D5    Enemy 0D Instruction delay timer  
-7E:12F8 - 7E:12F9 Enemy 0E ID  | + 7E:12D6 - 7E:12D7    Enemy 0D Palette slot  
-7E:12FA - 7E:12FB Enemy 0E X position  | + 7E:12D8 - 7E:12D9    Enemy 0D VRAM index  
-7E:12FC - 7E:12FD Enemy 0E X subpixel position  | + 7E:12DA - 7E:12DB    Enemy 0D Layer control  
-7E:12FE - 7E:12FF Enemy 0E Y position  | + 7E:12DC - 7E:12DD    Enemy 0D Invincibility flash timer  
-7E:1300 - 7E:1301 Enemy 0E Y subpixel position  | + 7E:12DE - 7E:12DF    Enemy 0D Frozen timer  
-7E:1302 - 7E:1303 Enemy 0E Hitbox radius width  | + 7E:12E0 - 7E:12E1    Enemy 0D AI variable  
-7E:1304 - 7E:1305 Enemy 0E Hitbox radius height  | + 7E:12E2 - 7E:12E3    Enemy 0D AI variable  
-7E:1306 - 7E:1307 Enemy 0E Property bits (Special from SMILE)  | + 7E:12E4 - 7E:12E5    Enemy 0D AI variable  
-7E:1308 - 7E:1309 Enemy 0E Extra property bits  | + 7E:12E6              Enemy 0D bank  
-7E:130A - 7E:130B Enemy 0E AI handler  | + 7E:12E7              Enemy 0D ???  
-7E:130C - 7E:130D Enemy 0E HP  | + 7E:12E8 - 7E:12F3    Enemy 0D AI variable  
-7E:130E - 7E:130F Enemy 0E Main graphics/hitbox pointer  | + 7E:12F4 - 7E:12F5    Enemy 0D AI variable (Speed from SMILE)  
-7E:1310 - 7E:1311 Enemy 0E ??? (Chozo uses as loop counter)  | + 7E:12F6 - 7E:12F7    Enemy 0D AI variable (Speed2 from SMILE)  
-7E:1312 - 7E:1313 Enemy 0E Pointer to PLM-esque instructions  | + 7E:12F8 - 7E:12F9    Enemy 0E ID  
-7E:1314 - 7E:1315 Enemy 0E Instruction delay timer  | + 7E:12FA - 7E:12FB    Enemy 0E X position  
-7E:1316 - 7E:1317 Enemy 0E Palette slot  | + 7E:12FC - 7E:12FD    Enemy 0E X subpixel position  
-7E:1318 - 7E:1319 Enemy 0E VRAM index  | + 7E:12FE - 7E:12FF    Enemy 0E Y position  
-7E:131A - 7E:131B Enemy 0E Layer control  | + 7E:1300 - 7E:1301    Enemy 0E Y subpixel position  
-7E:131C - 7E:131D Enemy 0E Invincibility flash timer  | + 7E:1302 - 7E:1303    Enemy 0E Hitbox radius width  
-7E:131E - 7E:131F Enemy 0E Frozen timer  | + 7E:1304 - 7E:1305    Enemy 0E Hitbox radius height  
-7E:1320 - 7E:1321 Enemy 0E AI variable  | + 7E:1306 - 7E:1307    Enemy 0E Property bits (Special from SMILE)  
-7E:1322 - 7E:1323 Enemy 0E AI variable  | + 7E:1308 - 7E:1309    Enemy 0E Extra property bits  
-7E:1324 - 7E:1325 Enemy 0E AI variable  | + 7E:130A - 7E:130B    Enemy 0E AI handler  
-7E:1326           | Enemy 0E bank  | + 7E:130C - 7E:130D    Enemy 0E HP  
-7E:1327           | Enemy 0E ???  | + 7E:130E - 7E:130F    Enemy 0E Main graphics/hitbox pointer  
-7E:1328 - 7E:1333 Enemy 0E AI variable  | + 7E:1310 - 7E:1311    Enemy 0E ??? (Chozo uses as loop counter)  
-7E:1334 - 7E:1335 Enemy 0E AI variable (Speed from SMILE)  | + 7E:1312 - 7E:1313    Enemy 0E Pointer to PLM-esque instructions  
-7E:1336 - 7E:1337 Enemy 0E AI variable (Speed2 from SMILE)  | + 7E:1314 - 7E:1315    Enemy 0E Instruction delay timer  
-7E:1338 - 7E:1339 Enemy 0F ID  | + 7E:1316 - 7E:1317    Enemy 0E Palette slot  
-7E:133A - 7E:133B Enemy 0F X position  | + 7E:1318 - 7E:1319    Enemy 0E VRAM index  
-7E:133C - 7E:133D Enemy 0F X subpixel position  | + 7E:131A - 7E:131B    Enemy 0E Layer control  
-7E:133E - 7E:133F Enemy 0F Y position  | + 7E:131C - 7E:131D    Enemy 0E Invincibility flash timer  
-7E:1340 - 7E:1341 Enemy 0F Y subpixel position  | + 7E:131E - 7E:131F    Enemy 0E Frozen timer  
-7E:1342 - 7E:1343 Enemy 0F Hitbox radius width  | + 7E:1320 - 7E:1321    Enemy 0E AI variable  
-7E:1344 - 7E:1345 Enemy 0F Hitbox radius height  | + 7E:1322 - 7E:1323    Enemy 0E AI variable  
-7E:1346 - 7E:1347 Enemy 0F Property bits (Special from SMILE)  | + 7E:1324 - 7E:1325    Enemy 0E AI variable  
-7E:1348 - 7E:1349 Enemy 0F Extra property bits  | + 7E:1326              Enemy 0E bank  
-7E:134A - 7E:134B Enemy 0F AI handler  | + 7E:1327              Enemy 0E ???  
-7E:134C - 7E:134D Enemy 0F HP  | + 7E:1328 - 7E:1333    Enemy 0E AI variable  
-7E:134E - 7E:134F Enemy 0F Main graphics/hitbox pointer  | + 7E:1334 - 7E:1335    Enemy 0E AI variable (Speed from SMILE)  
-7E:1350 - 7E:1351 Enemy 0F ??? (Chozo uses as loop counter)  | + 7E:1336 - 7E:1337    Enemy 0E AI variable (Speed2 from SMILE)  
-7E:1352 - 7E:1353 Enemy 0F Pointer to PLM-esque instructions  | + 7E:1338 - 7E:1339    Enemy 0F ID  
-7E:1354 - 7E:1355 Enemy 0F Instruction delay timer  | + 7E:133A - 7E:133B    Enemy 0F X position  
-7E:1356 - 7E:1357 Enemy 0F Palette slot  | + 7E:133C - 7E:133D    Enemy 0F X subpixel position  
-7E:1358 - 7E:1359 Enemy 0F VRAM index  | + 7E:133E - 7E:133F    Enemy 0F Y position  
-7E:135A - 7E:135B Enemy 0F Layer control  | + 7E:1340 - 7E:1341    Enemy 0F Y subpixel position  
-7E:135C - 7E:135D Enemy 0F Invincibility flash timer  | + 7E:1342 - 7E:1343    Enemy 0F Hitbox radius width  
-7E:135E - 7E:135F Enemy 0F Frozen timer  | + 7E:1344 - 7E:1345    Enemy 0F Hitbox radius height  
-7E:1360 - 7E:1361 Enemy 0F AI variable  | + 7E:1346 - 7E:1347    Enemy 0F Property bits (Special from SMILE)  
-7E:1362 - 7E:1363 Enemy 0F AI variable  | + 7E:1348 - 7E:1349    Enemy 0F Extra property bits  
-7E:1364 - 7E:1365 Enemy 0F AI variable  | + 7E:134A - 7E:134B    Enemy 0F AI handler  
-7E:1366           | Enemy 0F bank  | + 7E:134C - 7E:134D    Enemy 0F HP  
-7E:1367           | Enemy 0F ???  | + 7E:134E - 7E:134F    Enemy 0F Main graphics/hitbox pointer  
-7E:1368 - 7E:1373 Enemy 0F AI variable  | + 7E:1350 - 7E:1351    Enemy 0F ??? (Chozo uses as loop counter)  
-7E:1374 - 7E:1375 Enemy 0F AI variable (Speed from SMILE)  | + 7E:1352 - 7E:1353    Enemy 0F Pointer to PLM-esque instructions  
-7E:1376 - 7E:1377 Enemy 0F AI variable (Speed2 from SMILE)  | + 7E:1354 - 7E:1355    Enemy 0F Instruction delay timer  
-7E:1378 - 7E:1379 Enemy 10 ID  | + 7E:1356 - 7E:1357    Enemy 0F Palette slot  
-7E:137A - 7E:137B Enemy 10 X position  | + 7E:1358 - 7E:1359    Enemy 0F VRAM index  
-7E:137C - 7E:137D Enemy 10 X subpixel position  | + 7E:135A - 7E:135B    Enemy 0F Layer control  
-7E:137E - 7E:137F Enemy 10 Y position  | + 7E:135C - 7E:135D    Enemy 0F Invincibility flash timer  
-7E:1380 - 7E:1381 Enemy 10 Y subpixel position  | + 7E:135E - 7E:135F    Enemy 0F Frozen timer  
-7E:1382 - 7E:1383 Enemy 10 Hitbox radius width  | + 7E:1360 - 7E:1361    Enemy 0F AI variable  
-7E:1384 - 7E:1385 Enemy 10 Hitbox radius height  | + 7E:1362 - 7E:1363    Enemy 0F AI variable  
-7E:1386 - 7E:1387 Enemy 10 Property bits (Special from SMILE)  | + 7E:1364 - 7E:1365    Enemy 0F AI variable  
-7E:1388 - 7E:1389 Enemy 10 Extra property bits  | + 7E:1366              Enemy 0F bank  
-7E:138A - 7E:138B Enemy 10 AI handler  | + 7E:1367              Enemy 0F ???  
-7E:138C - 7E:138D Enemy 10 HP  | + 7E:1368 - 7E:1373    Enemy 0F AI variable  
-7E:138E - 7E:138F Enemy 10 Main graphics/hitbox pointer  | + 7E:1374 - 7E:1375    Enemy 0F AI variable (Speed from SMILE)  
-7E:1390 - 7E:1391 Enemy 10 ??? (Chozo uses as loop counter)  | + 7E:1376 - 7E:1377    Enemy 0F AI variable (Speed2 from SMILE)  
-7E:1392 - 7E:1393 Enemy 10 Pointer to PLM-esque instructions  | + 7E:1378 - 7E:1379    Enemy 10 ID  
-7E:1394 - 7E:1395 Enemy 10 Instruction delay timer  | + 7E:137A - 7E:137B    Enemy 10 X position  
-7E:1396 - 7E:1397 Enemy 10 Palette slot  | + 7E:137C - 7E:137D    Enemy 10 X subpixel position  
-7E:1398 - 7E:1399 Enemy 10 VRAM index  | + 7E:137E - 7E:137F    Enemy 10 Y position  
-7E:139A - 7E:139B Enemy 10 Layer control  | + 7E:1380 - 7E:1381    Enemy 10 Y subpixel position  
-7E:139C - 7E:139D Enemy 10 Invincibility flash timer  | + 7E:1382 - 7E:1383    Enemy 10 Hitbox radius width  
-7E:139E - 7E:139F Enemy 10 Frozen timer  | + 7E:1384 - 7E:1385    Enemy 10 Hitbox radius height  
-7E:13A0 - 7E:13A1 Enemy 10 AI variable  | + 7E:1386 - 7E:1387    Enemy 10 Property bits (Special from SMILE)  
-7E:13A2 - 7E:13A3 Enemy 10 AI variable  | + 7E:1388 - 7E:1389    Enemy 10 Extra property bits  
-7E:13A4 - 7E:13A5 Enemy 10 AI variable  | + 7E:138A - 7E:138B    Enemy 10 AI handler  
-7E:13A6           | Enemy 10 bank  | + 7E:138C - 7E:138D    Enemy 10 HP  
-7E:13A7           | Enemy 10 ???  | + 7E:138E - 7E:138F    Enemy 10 Main graphics/hitbox pointer  
-7E:13A8 - 7E:13B3 Enemy 10 AI variable  | + 7E:1390 - 7E:1391    Enemy 10 ??? (Chozo uses as loop counter)  
-7E:13B4 - 7E:13B5 Enemy 10 AI variable (Speed from SMILE)  | + 7E:1392 - 7E:1393    Enemy 10 Pointer to PLM-esque instructions  
-7E:13B6 - 7E:13B7 Enemy 10 AI variable (Speed2 from SMILE)  | + 7E:1394 - 7E:1395    Enemy 10 Instruction delay timer  
-7E:13B8 - 7E:13B9 Enemy 11 ID  | + 7E:1396 - 7E:1397    Enemy 10 Palette slot  
-7E:13BA - 7E:13BB Enemy 11 X position  | + 7E:1398 - 7E:1399    Enemy 10 VRAM index  
-7E:13BC - 7E:13BD Enemy 11 X subpixel position  | + 7E:139A - 7E:139B    Enemy 10 Layer control  
-7E:13BE - 7E:13BF Enemy 11 Y position  | + 7E:139C - 7E:139D    Enemy 10 Invincibility flash timer  
-7E:13C0 - 7E:13C1 Enemy 11 Y subpixel position  | + 7E:139E - 7E:139F    Enemy 10 Frozen timer  
-7E:13C2 - 7E:13C3 Enemy 11 Hitbox radius width  | + 7E:13A0 - 7E:13A1    Enemy 10 AI variable  
-7E:13C4 - 7E:13C5 Enemy 11 Hitbox radius height  | + 7E:13A2 - 7E:13A3    Enemy 10 AI variable  
-7E:13C6 - 7E:13C7 Enemy 11 Property bits (Special from SMILE)  | + 7E:13A4 - 7E:13A5    Enemy 10 AI variable  
-7E:13C8 - 7E:13C9 Enemy 11 Extra property bits  | + 7E:13A6              Enemy 10 bank  
-7E:13CA - 7E:13CB Enemy 11 AI handler  | + 7E:13A7              Enemy 10 ???  
-7E:13CC - 7E:13CD Enemy 11 HP  | + 7E:13A8 - 7E:13B3    Enemy 10 AI variable  
-7E:13CE - 7E:13CF Enemy 11 Main graphics/hitbox pointer  | + 7E:13B4 - 7E:13B5    Enemy 10 AI variable (Speed from SMILE)  
-7E:13D0 - 7E:13D1 Enemy 11 ??? (Chozo uses as loop counter)  | + 7E:13B6 - 7E:13B7    Enemy 10 AI variable (Speed2 from SMILE)  
-7E:13D2 - 7E:13D3 Enemy 11 Pointer to PLM-esque instructions  | + 7E:13B8 - 7E:13B9    Enemy 11 ID  
-7E:13D4 - 7E:13D5 Enemy 11 Instruction delay timer  | + 7E:13BA - 7E:13BB    Enemy 11 X position  
-7E:13D6 - 7E:13D7 Enemy 11 Palette slot  | + 7E:13BC - 7E:13BD    Enemy 11 X subpixel position  
-7E:13D8 - 7E:13D9 Enemy 11 VRAM index  | + 7E:13BE - 7E:13BF    Enemy 11 Y position  
-7E:13DA - 7E:13DB Enemy 11 Layer control  | + 7E:13C0 - 7E:13C1    Enemy 11 Y subpixel position  
-7E:13DC - 7E:13DD Enemy 11 Invincibility flash timer  | + 7E:13C2 - 7E:13C3    Enemy 11 Hitbox radius width  
-7E:13DE - 7E:13DF Enemy 11 Frozen timer  | + 7E:13C4 - 7E:13C5    Enemy 11 Hitbox radius height  
-7E:13E0 - 7E:13E1 Enemy 11 AI variable  | + 7E:13C6 - 7E:13C7    Enemy 11 Property bits (Special from SMILE)  
-7E:13E2 - 7E:13E3 Enemy 11 AI variable  | + 7E:13C8 - 7E:13C9    Enemy 11 Extra property bits  
-7E:13E4 - 7E:13E5 Enemy 11 AI variable  | + 7E:13CA - 7E:13CB    Enemy 11 AI handler  
-7E:13E6           | Enemy 11 bank  | + 7E:13CC - 7E:13CD    Enemy 11 HP  
-7E:13E7           | Enemy 11 ???  | + 7E:13CE - 7E:13CF    Enemy 11 Main graphics/hitbox pointer  
-7E:13E8 - 7E:13F3 Enemy 11 AI variable  | + 7E:13D0 - 7E:13D1    Enemy 11 ??? (Chozo uses as loop counter)  
-7E:13F4 - 7E:13F5 Enemy 11 AI variable (Speed from SMILE)  | + 7E:13D2 - 7E:13D3    Enemy 11 Pointer to PLM-esque instructions  
-7E:13F6 - 7E:13F7 Enemy 11 AI variable (Speed2 from SMILE)  | + 7E:13D4 - 7E:13D5    Enemy 11 Instruction delay timer  
-7E:13F8 - 7E:13F9 Enemy 12 ID  | + 7E:13D6 - 7E:13D7    Enemy 11 Palette slot  
-7E:13FA - 7E:13FB Enemy 12 X position  | + 7E:13D8 - 7E:13D9    Enemy 11 VRAM index  
-7E:13FC - 7E:13FD Enemy 12 X subpixel position  | + 7E:13DA - 7E:13DB    Enemy 11 Layer control  
-7E:13FE - 7E:13FF Enemy 12 Y position  | + 7E:13DC - 7E:13DD    Enemy 11 Invincibility flash timer  
-7E:1400 - 7E:1401 Enemy 12 Y subpixel position  | + 7E:13DE - 7E:13DF    Enemy 11 Frozen timer  
-7E:1402 - 7E:1403 Enemy 12 Hitbox radius width  | + 7E:13E0 - 7E:13E1    Enemy 11 AI variable  
-7E:1404 - 7E:1405 Enemy 12 Hitbox radius height  | + 7E:13E2 - 7E:13E3    Enemy 11 AI variable  
-7E:1406 - 7E:1407 Enemy 12 Property bits (Special from SMILE)  | + 7E:13E4 - 7E:13E5    Enemy 11 AI variable  
-7E:1408 - 7E:1409 Enemy 12 Extra property bits  | + 7E:13E6              Enemy 11 bank  
-7E:140A - 7E:140B Enemy 12 AI handler  | + 7E:13E7              Enemy 11 ???  
-7E:140C - 7E:140D Enemy 12 HP  | + 7E:13E8 - 7E:13F3    Enemy 11 AI variable  
-7E:140E - 7E:140F Enemy 12 Main graphics/hitbox pointer  | + 7E:13F4 - 7E:13F5    Enemy 11 AI variable (Speed from SMILE)  
-7E:1410 - 7E:1411 Enemy 12 ??? (Chozo uses as loop counter)  | + 7E:13F6 - 7E:13F7    Enemy 11 AI variable (Speed2 from SMILE)  
-7E:1412 - 7E:1413 Enemy 12 Pointer to PLM-esque instructions  | + 7E:13F8 - 7E:13F9    Enemy 12 ID  
-7E:1414 - 7E:1415 Enemy 12 Instruction delay timer  | + 7E:13FA - 7E:13FB    Enemy 12 X position  
-7E:1416 - 7E:1417 Enemy 12 Palette slot  | + 7E:13FC - 7E:13FD    Enemy 12 X subpixel position  
-7E:1418 - 7E:1419 Enemy 12 VRAM index  | + 7E:13FE - 7E:13FF    Enemy 12 Y position  
-7E:141A - 7E:141B Enemy 12 Layer control  | + 7E:1400 - 7E:1401    Enemy 12 Y subpixel position  
-7E:141C - 7E:141D Enemy 12 Invincibility flash timer  | + 7E:1402 - 7E:1403    Enemy 12 Hitbox radius width  
-7E:141E - 7E:141F Enemy 12 Frozen timer  | + 7E:1404 - 7E:1405    Enemy 12 Hitbox radius height  
-7E:1420 - 7E:1421 Enemy 12 AI variable  | + 7E:1406 - 7E:1407    Enemy 12 Property bits (Special from SMILE)  
-7E:1422 - 7E:1423 Enemy 12 AI variable  | + 7E:1408 - 7E:1409    Enemy 12 Extra property bits  
-7E:1424 - 7E:1425 Enemy 12 AI variable  | + 7E:140A - 7E:140B    Enemy 12 AI handler  
-7E:1426           | Enemy 12 bank  | + 7E:140C - 7E:140D    Enemy 12 HP  
-7E:1427           | Enemy 12 ???  | + 7E:140E - 7E:140F    Enemy 12 Main graphics/hitbox pointer  
-7E:1428 - 7E:1433 Enemy 12 AI variable  | + 7E:1410 - 7E:1411    Enemy 12 ??? (Chozo uses as loop counter)  
-7E:1434 - 7E:1435 Enemy 12 AI variable (Speed from SMILE)  | + 7E:1412 - 7E:1413    Enemy 12 Pointer to PLM-esque instructions  
-7E:1436 - 7E:1437 Enemy 12 AI variable (Speed2 from SMILE)  | + 7E:1414 - 7E:1415    Enemy 12 Instruction delay timer  
-7E:1438 - 7E:1439 Enemy 13 ID  | + 7E:1416 - 7E:1417    Enemy 12 Palette slot  
-7E:143A - 7E:143B Enemy 13 X position  | + 7E:1418 - 7E:1419    Enemy 12 VRAM index  
-7E:143C - 7E:143D Enemy 13 X subpixel position  | + 7E:141A - 7E:141B    Enemy 12 Layer control  
-7E:143E - 7E:143F Enemy 13 Y position  | + 7E:141C - 7E:141D    Enemy 12 Invincibility flash timer  
-7E:1440 - 7E:1441 Enemy 13 Y subpixel position  | + 7E:141E - 7E:141F    Enemy 12 Frozen timer  
-7E:1442 - 7E:1443 Enemy 13 Hitbox radius width  | + 7E:1420 - 7E:1421    Enemy 12 AI variable  
-7E:1444 - 7E:1445 Enemy 13 Hitbox radius height  | + 7E:1422 - 7E:1423    Enemy 12 AI variable  
-7E:1446 - 7E:1447 Enemy 13 Property bits (Special from SMILE)  | + 7E:1424 - 7E:1425    Enemy 12 AI variable  
-7E:1448 - 7E:1449 Enemy 13 Extra property bits  | + 7E:1426              Enemy 12 bank  
-7E:144A - 7E:144B Enemy 13 AI handler  | + 7E:1427              Enemy 12 ???  
-7E:144C - 7E:144D Enemy 13 HP  | + 7E:1428 - 7E:1433    Enemy 12 AI variable  
-7E:144E - 7E:144F Enemy 13 Main graphics/hitbox pointer  | + 7E:1434 - 7E:1435    Enemy 12 AI variable (Speed from SMILE)  
-7E:1450 - 7E:1451 Enemy 13 ??? (Chozo uses as loop counter)  | + 7E:1436 - 7E:1437    Enemy 12 AI variable (Speed2 from SMILE)  
-7E:1452 - 7E:1453 Enemy 13 Pointer to PLM-esque instructions  | + 7E:1438 - 7E:1439    Enemy 13 ID  
-7E:1454 - 7E:1455 Enemy 13 Instruction delay timer  | + 7E:143A - 7E:143B    Enemy 13 X position  
-7E:1456 - 7E:1457 Enemy 13 Palette slot  | + 7E:143C - 7E:143D    Enemy 13 X subpixel position  
-7E:1458 - 7E:1459 Enemy 13 VRAM index  | + 7E:143E - 7E:143F    Enemy 13 Y position  
-7E:145A - 7E:145B Enemy 13 Layer control  | + 7E:1440 - 7E:1441    Enemy 13 Y subpixel position  
-7E:145C - 7E:145D Enemy 13 Invincibility flash timer  | + 7E:1442 - 7E:1443    Enemy 13 Hitbox radius width  
-7E:145E - 7E:145F Enemy 13 Frozen timer  | + 7E:1444 - 7E:1445    Enemy 13 Hitbox radius height  
-7E:1460 - 7E:1461 Enemy 13 AI variable  | + 7E:1446 - 7E:1447    Enemy 13 Property bits (Special from SMILE)  
-7E:1462 - 7E:1463 Enemy 13 AI variable  | + 7E:1448 - 7E:1449    Enemy 13 Extra property bits  
-7E:1464 - 7E:1465 Enemy 13 AI variable  | + 7E:144A - 7E:144B    Enemy 13 AI handler  
-7E:1466           | Enemy 13 bank  | + 7E:144C - 7E:144D    Enemy 13 HP  
-7E:1467           | Enemy 13 ???  | + 7E:144E - 7E:144F    Enemy 13 Main graphics/hitbox pointer  
-7E:1468 - 7E:1473 Enemy 13 AI variable  | + 7E:1450 - 7E:1451    Enemy 13 ??? (Chozo uses as loop counter)  
-7E:1474 - 7E:1475 Enemy 13 AI variable (Speed from SMILE)  | + 7E:1452 - 7E:1453    Enemy 13 Pointer to PLM-esque instructions  
-7E:1476 - 7E:1477 Enemy 13 AI variable (Speed2 from SMILE)  | + 7E:1454 - 7E:1455    Enemy 13 Instruction delay timer  
-7E:1478 - 7E:1479 Enemy 14 ID  | + 7E:1456 - 7E:1457    Enemy 13 Palette slot  
-7E:147A - 7E:147B Enemy 14 X position  | + 7E:1458 - 7E:1459    Enemy 13 VRAM index  
-7E:147C - 7E:147D Enemy 14 X subpixel position  | + 7E:145A - 7E:145B    Enemy 13 Layer control  
-7E:147E - 7E:147F Enemy 14 Y position  | + 7E:145C - 7E:145D    Enemy 13 Invincibility flash timer  
-7E:1480 - 7E:1481 Enemy 14 Y subpixel position  | + 7E:145E - 7E:145F    Enemy 13 Frozen timer  
-7E:1482 - 7E:1483 Enemy 14 Hitbox radius width  | + 7E:1460 - 7E:1461    Enemy 13 AI variable  
-7E:1484 - 7E:1485 Enemy 14 Hitbox radius height  | + 7E:1462 - 7E:1463    Enemy 13 AI variable  
-7E:1486 - 7E:1487 Enemy 14 Property bits (Special from SMILE)  | + 7E:1464 - 7E:1465    Enemy 13 AI variable  
-7E:1488 - 7E:1489 Enemy 14 Extra property bits  | + 7E:1466              Enemy 13 bank  
-7E:148A - 7E:148B Enemy 14 AI handler  | + 7E:1467              Enemy 13 ???  
-7E:148C - 7E:148D Enemy 14 HP  | + 7E:1468 - 7E:1473    Enemy 13 AI variable  
-7E:148E - 7E:148F Enemy 14 Main graphics/hitbox pointer  | + 7E:1474 - 7E:1475    Enemy 13 AI variable (Speed from SMILE)  
-7E:1490 - 7E:1491 Enemy 14 ??? (Chozo uses as loop counter)  | + 7E:1476 - 7E:1477    Enemy 13 AI variable (Speed2 from SMILE)  
-7E:1492 - 7E:1493 Enemy 14 Pointer to PLM-esque instructions  | + 7E:1478 - 7E:1479    Enemy 14 ID  
-7E:1494 - 7E:1495 Enemy 14 Instruction delay timer  | + 7E:147A - 7E:147B    Enemy 14 X position  
-7E:1496 - 7E:1497 Enemy 14 Palette slot  | + 7E:147C - 7E:147D    Enemy 14 X subpixel position  
-7E:1498 - 7E:1499 Enemy 14 VRAM index  | + 7E:147E - 7E:147F    Enemy 14 Y position  
-7E:149A - 7E:149B Enemy 14 Layer control  | + 7E:1480 - 7E:1481    Enemy 14 Y subpixel position  
-7E:149C - 7E:149D Enemy 14 Invincibility flash timer  | + 7E:1482 - 7E:1483    Enemy 14 Hitbox radius width  
-7E:149E - 7E:149F Enemy 14 Frozen timer  | + 7E:1484 - 7E:1485    Enemy 14 Hitbox radius height  
-7E:14A0 - 7E:14A1 Enemy 14 AI variable  | + 7E:1486 - 7E:1487    Enemy 14 Property bits (Special from SMILE)  
-7E:14A2 - 7E:14A3 Enemy 14 AI variable  | + 7E:1488 - 7E:1489    Enemy 14 Extra property bits  
-7E:14A4 - 7E:14A5 Enemy 14 AI variable  | + 7E:148A - 7E:148B    Enemy 14 AI handler  
-7E:14A6           | Enemy 14 bank  | + 7E:148C - 7E:148D    Enemy 14 HP  
-7E:14A7           | Enemy 14 ???  | + 7E:148E - 7E:148F    Enemy 14 Main graphics/hitbox pointer  
-7E:14A8 - 7E:14B3 Enemy 14 AI variable  | + 7E:1490 - 7E:1491    Enemy 14 ??? (Chozo uses as loop counter)  
-7E:14B4 - 7E:14B5 Enemy 14 AI variable (Speed from SMILE)  | + 7E:1492 - 7E:1493    Enemy 14 Pointer to PLM-esque instructions  
-7E:14B6 - 7E:14B7 Enemy 14 AI variable (Speed2 from SMILE)  | + 7E:1494 - 7E:1495    Enemy 14 Instruction delay timer  
-7E:14B8 - 7E:14B9 Enemy 15 ID  | + 7E:1496 - 7E:1497    Enemy 14 Palette slot  
-7E:14BA - 7E:14BB Enemy 15 X position  | + 7E:1498 - 7E:1499    Enemy 14 VRAM index  
-7E:14BC - 7E:14BD Enemy 15 X subpixel position  | + 7E:149A - 7E:149B    Enemy 14 Layer control  
-7E:14BE - 7E:14BF Enemy 15 Y position  | + 7E:149C - 7E:149D    Enemy 14 Invincibility flash timer  
-7E:14C0 - 7E:14C1 Enemy 15 Y subpixel position  | + 7E:149E - 7E:149F    Enemy 14 Frozen timer  
-7E:14C2 - 7E:14C3 Enemy 15 Hitbox radius width  | + 7E:14A0 - 7E:14A1    Enemy 14 AI variable  
-7E:14C4 - 7E:14C5 Enemy 15 Hitbox radius height  | + 7E:14A2 - 7E:14A3    Enemy 14 AI variable  
-7E:14C6 - 7E:14C7 Enemy 15 Property bits (Special from SMILE)  | + 7E:14A4 - 7E:14A5    Enemy 14 AI variable  
-7E:14C8 - 7E:14C9 Enemy 15 Extra property bits  | + 7E:14A6              Enemy 14 bank  
-7E:14CA - 7E:14CB Enemy 15 AI handler  | + 7E:14A7              Enemy 14 ???  
-7E:14CC - 7E:14CD Enemy 15 HP  | + 7E:14A8 - 7E:14B3    Enemy 14 AI variable  
-7E:14CE - 7E:14CF Enemy 15 Main graphics/hitbox pointer  | + 7E:14B4 - 7E:14B5    Enemy 14 AI variable (Speed from SMILE)  
-7E:14D0 - 7E:14D1 Enemy 15 ??? (Chozo uses as loop counter)  | + 7E:14B6 - 7E:14B7    Enemy 14 AI variable (Speed2 from SMILE)  
-7E:14D2 - 7E:14D3 Enemy 15 Pointer to PLM-esque instructions  | + 7E:14B8 - 7E:14B9    Enemy 15 ID  
-7E:14D4 - 7E:14D5 Enemy 15 Instruction delay timer  | + 7E:14BA - 7E:14BB    Enemy 15 X position  
-7E:14D6 - 7E:14D7 Enemy 15 Palette slot  | + 7E:14BC - 7E:14BD    Enemy 15 X subpixel position  
-7E:14D8 - 7E:14D9 Enemy 15 VRAM index  | + 7E:14BE - 7E:14BF    Enemy 15 Y position  
-7E:14DA - 7E:14DB Enemy 15 Layer control  | + 7E:14C0 - 7E:14C1    Enemy 15 Y subpixel position  
-7E:14DC - 7E:14DD Enemy 15 Invincibility flash timer  | + 7E:14C2 - 7E:14C3    Enemy 15 Hitbox radius width  
-7E:14DE - 7E:14DF Enemy 15 Frozen timer  | + 7E:14C4 - 7E:14C5    Enemy 15 Hitbox radius height  
-7E:14E0 - 7E:14E1 Enemy 15 AI variable  | + 7E:14C6 - 7E:14C7    Enemy 15 Property bits (Special from SMILE)  
-7E:14E2 - 7E:14E3 Enemy 15 AI variable  | + 7E:14C8 - 7E:14C9    Enemy 15 Extra property bits  
-7E:14E4 - 7E:14E5 Enemy 15 AI variable  | + 7E:14CA - 7E:14CB    Enemy 15 AI handler  
-7E:14E6           | Enemy 15 bank  | + 7E:14CC - 7E:14CD    Enemy 15 HP  
-7E:14E7           | Enemy 15 ???  | + 7E:14CE - 7E:14CF    Enemy 15 Main graphics/hitbox pointer  
-7E:14E8 - 7E:14F3 Enemy 15 AI variable  | + 7E:14D0 - 7E:14D1    Enemy 15 ??? (Chozo uses as loop counter)  
-7E:14F4 - 7E:14F5 Enemy 15 AI variable (Speed from SMILE)  | + 7E:14D2 - 7E:14D3    Enemy 15 Pointer to PLM-esque instructions  
-7E:14F6 - 7E:14F7 Enemy 15 AI variable (Speed2 from SMILE)  | + 7E:14D4 - 7E:14D5    Enemy 15 Instruction delay timer  
-7E:14F8 - 7E:14F9 Enemy 16 ID  | + 7E:14D6 - 7E:14D7    Enemy 15 Palette slot  
-7E:14FA - 7E:14FB Enemy 16 X position  | + 7E:14D8 - 7E:14D9    Enemy 15 VRAM index  
-7E:14FC - 7E:14FD Enemy 16 X subpixel position  | + 7E:14DA - 7E:14DB    Enemy 15 Layer control  
-7E:14FE - 7E:14FF Enemy 16 Y position  | + 7E:14DC - 7E:14DD    Enemy 15 Invincibility flash timer  
-7E:1500 - 7E:1501 Enemy 16 Y subpixel position  | + 7E:14DE - 7E:14DF    Enemy 15 Frozen timer  
-7E:1502 - 7E:1503 Enemy 16 Hitbox radius width  | + 7E:14E0 - 7E:14E1    Enemy 15 AI variable  
-7E:1504 - 7E:1505 Enemy 16 Hitbox radius height  | + 7E:14E2 - 7E:14E3    Enemy 15 AI variable  
-7E:1506 - 7E:1507 Enemy 16 Property bits (Special from SMILE)  | + 7E:14E4 - 7E:14E5    Enemy 15 AI variable  
-7E:1508 - 7E:1509 Enemy 16 Extra property bits  | + 7E:14E6              Enemy 15 bank  
-7E:150A - 7E:150B Enemy 16 AI handler  | + 7E:14E7              Enemy 15 ???  
-7E:150C - 7E:150D Enemy 16 HP  | + 7E:14E8 - 7E:14F3    Enemy 15 AI variable  
-7E:150E - 7E:150F Enemy 16 Main graphics/hitbox pointer  | + 7E:14F4 - 7E:14F5    Enemy 15 AI variable (Speed from SMILE)  
-7E:1510 - 7E:1511 Enemy 16 ??? (Chozo uses as loop counter)  | + 7E:14F6 - 7E:14F7    Enemy 15 AI variable (Speed2 from SMILE)  
-7E:1512 - 7E:1513 Enemy 16 Pointer to PLM-esque instructions  | + 7E:14F8 - 7E:14F9    Enemy 16 ID  
-7E:1514 - 7E:1515 Enemy 16 Instruction delay timer  | + 7E:14FA - 7E:14FB    Enemy 16 X position  
-7E:1516 - 7E:1517 Enemy 16 Palette slot  | + 7E:14FC - 7E:14FD    Enemy 16 X subpixel position  
-7E:1518 - 7E:1519 Enemy 16 VRAM index  | + 7E:14FE - 7E:14FF    Enemy 16 Y position  
-7E:151A - 7E:151B Enemy 16 Layer control  | + 7E:1500 - 7E:1501    Enemy 16 Y subpixel position  
-7E:151C - 7E:151D Enemy 16 Invincibility flash timer  | + 7E:1502 - 7E:1503    Enemy 16 Hitbox radius width  
-7E:151E - 7E:151F Enemy 16 Frozen timer  | + 7E:1504 - 7E:1505    Enemy 16 Hitbox radius height  
-7E:1520 - 7E:1521 Enemy 16 AI variable  | + 7E:1506 - 7E:1507    Enemy 16 Property bits (Special from SMILE)  
-7E:1522 - 7E:1523 Enemy 16 AI variable  | + 7E:1508 - 7E:1509    Enemy 16 Extra property bits  
-7E:1524 - 7E:1525 Enemy 16 AI variable  | + 7E:150A - 7E:150B    Enemy 16 AI handler  
-7E:1526           | Enemy 16 bank  | + 7E:150C - 7E:150D    Enemy 16 HP  
-7E:1527           | Enemy 16 ???  | + 7E:150E - 7E:150F    Enemy 16 Main graphics/hitbox pointer  
-7E:1528 - 7E:1533 Enemy 16 AI variable  | + 7E:1510 - 7E:1511    Enemy 16 ??? (Chozo uses as loop counter)  
-7E:1534 - 7E:1535 Enemy 16 AI variable (Speed from SMILE)  | + 7E:1512 - 7E:1513    Enemy 16 Pointer to PLM-esque instructions  
-7E:1536 - 7E:1537 Enemy 16 AI variable (Speed2 from SMILE)  | + 7E:1514 - 7E:1515    Enemy 16 Instruction delay timer  
-7E:1538 - 7E:1539 Enemy 17 ID  | + 7E:1516 - 7E:1517    Enemy 16 Palette slot  
-7E:153A - 7E:153B Enemy 17 X position  | + 7E:1518 - 7E:1519    Enemy 16 VRAM index  
-7E:153C - 7E:153D Enemy 17 X subpixel position  | + 7E:151A - 7E:151B    Enemy 16 Layer control  
-7E:153E - 7E:153F Enemy 17 Y position  | + 7E:151C - 7E:151D    Enemy 16 Invincibility flash timer  
-7E:1540 - 7E:1541 Enemy 17 Y subpixel position  | + 7E:151E - 7E:151F    Enemy 16 Frozen timer  
-7E:1542 - 7E:1543 Enemy 17 Hitbox radius width  | + 7E:1520 - 7E:1521    Enemy 16 AI variable  
-7E:1544 - 7E:1545 Enemy 17 Hitbox radius height  | + 7E:1522 - 7E:1523    Enemy 16 AI variable  
-7E:1546 - 7E:1547 Enemy 17 Property bits (Special from SMILE)  | + 7E:1524 - 7E:1525    Enemy 16 AI variable  
-7E:1548 - 7E:1549 Enemy 17 Extra property bits  | + 7E:1526              Enemy 16 bank  
-7E:154A - 7E:154B Enemy 17 AI handler  | + 7E:1527              Enemy 16 ???  
-7E:154C - 7E:154D Enemy 17 HP  | + 7E:1528 - 7E:1533    Enemy 16 AI variable  
-7E:154E - 7E:154F Enemy 17 Main graphics/hitbox pointer  | + 7E:1534 - 7E:1535    Enemy 16 AI variable (Speed from SMILE)  
-7E:1550 - 7E:1551 Enemy 17 ??? (Chozo uses as loop counter)  | + 7E:1536 - 7E:1537    Enemy 16 AI variable (Speed2 from SMILE)  
-7E:1552 - 7E:1553 Enemy 17 Pointer to PLM-esque instructions  | + 7E:1538 - 7E:1539    Enemy 17 ID  
-7E:1554 - 7E:1555 Enemy 17 Instruction delay timer  | + 7E:153A - 7E:153B    Enemy 17 X position  
-7E:1556 - 7E:1557 Enemy 17 Palette slot  | + 7E:153C - 7E:153D    Enemy 17 X subpixel position  
-7E:1558 - 7E:1559 Enemy 17 VRAM index  | + 7E:153E - 7E:153F    Enemy 17 Y position  
-7E:155A - 7E:155B Enemy 17 Layer control  | + 7E:1540 - 7E:1541    Enemy 17 Y subpixel position  
-7E:155C - 7E:155D Enemy 17 Invincibility flash timer  | + 7E:1542 - 7E:1543    Enemy 17 Hitbox radius width  
-7E:155E - 7E:155F Enemy 17 Frozen timer  | + 7E:1544 - 7E:1545    Enemy 17 Hitbox radius height  
-7E:1560 - 7E:1561 Enemy 17 AI variable  | + 7E:1546 - 7E:1547    Enemy 17 Property bits (Special from SMILE)  
-7E:1562 - 7E:1563 Enemy 17 AI variable  | + 7E:1548 - 7E:1549    Enemy 17 Extra property bits  
-7E:1564 - 7E:1565 Enemy 17 AI variable  | + 7E:154A - 7E:154B    Enemy 17 AI handler  
-7E:1566           | Enemy 17 bank  | + 7E:154C - 7E:154D    Enemy 17 HP  
-7E:1567           | Enemy 17 ???  | + 7E:154E - 7E:154F    Enemy 17 Main graphics/hitbox pointer  
-7E:1568 - 7E:1573 Enemy 17 AI variable  | + 7E:1550 - 7E:1551    Enemy 17 ??? (Chozo uses as loop counter)  
-7E:1574 - 7E:1575 Enemy 17 AI variable (Speed from SMILE)  | + 7E:1552 - 7E:1553    Enemy 17 Pointer to PLM-esque instructions  
-7E:1576 - 7E:1577 Enemy 17 AI variable (Speed2 from SMILE)  | + 7E:1554 - 7E:1555    Enemy 17 Instruction delay timer  
-7E:1578 - 7E:1579 Enemy 18 ID  | + 7E:1556 - 7E:1557    Enemy 17 Palette slot  
-7E:157A - 7E:157B Enemy 18 X position  | + 7E:1558 - 7E:1559    Enemy 17 VRAM index  
-7E:157C - 7E:157D Enemy 18 X subpixel position  | + 7E:155A - 7E:155B    Enemy 17 Layer control  
-7E:157E - 7E:157F Enemy 18 Y position  | + 7E:155C - 7E:155D    Enemy 17 Invincibility flash timer  
-7E:1580 - 7E:1581 Enemy 18 Y subpixel position  | + 7E:155E - 7E:155F    Enemy 17 Frozen timer  
-7E:1582 - 7E:1583 Enemy 18 Hitbox radius width  | + 7E:1560 - 7E:1561    Enemy 17 AI variable  
-7E:1584 - 7E:1585 Enemy 18 Hitbox radius height  | + 7E:1562 - 7E:1563    Enemy 17 AI variable  
-7E:1586 - 7E:1587 Enemy 18 Property bits (Special from SMILE)  | + 7E:1564 - 7E:1565    Enemy 17 AI variable  
-7E:1588 - 7E:1589 Enemy 18 Extra property bits  | + 7E:1566              Enemy 17 bank  
-7E:158A - 7E:158B Enemy 18 AI handler  | + 7E:1567              Enemy 17 ???  
-7E:158C - 7E:158D Enemy 18 HP  | + 7E:1568 - 7E:1573    Enemy 17 AI variable  
-7E:158E - 7E:158F Enemy 18 Main graphics/hitbox pointer  | + 7E:1574 - 7E:1575    Enemy 17 AI variable (Speed from SMILE)  
-7E:1590 - 7E:1591 Enemy 18 ??? (Chozo uses as loop counter)  | + 7E:1576 - 7E:1577    Enemy 17 AI variable (Speed2 from SMILE)  
-7E:1592 - 7E:1593 Enemy 18 Pointer to PLM-esque instructions  | + 7E:1578 - 7E:1579    Enemy 18 ID  
-7E:1594 - 7E:1595 Enemy 18 Instruction delay timer  | + 7E:157A - 7E:157B    Enemy 18 X position  
-7E:1596 - 7E:1597 Enemy 18 Palette slot  | + 7E:157C - 7E:157D    Enemy 18 X subpixel position  
-7E:1598 - 7E:1599 Enemy 18 VRAM index  | + 7E:157E - 7E:157F    Enemy 18 Y position  
-7E:159A - 7E:159B Enemy 18 Layer control  | + 7E:1580 - 7E:1581    Enemy 18 Y subpixel position  
-7E:159C - 7E:159D Enemy 18 Invincibility flash timer  | + 7E:1582 - 7E:1583    Enemy 18 Hitbox radius width  
-7E:159E - 7E:159F Enemy 18 Frozen timer  | + 7E:1584 - 7E:1585    Enemy 18 Hitbox radius height  
-7E:15A0 - 7E:15A1 Enemy 18 AI variable  | + 7E:1586 - 7E:1587    Enemy 18 Property bits (Special from SMILE)  
-7E:15A2 - 7E:15A3 Enemy 18 AI variable  | + 7E:1588 - 7E:1589    Enemy 18 Extra property bits  
-7E:15A4 - 7E:15A5 Enemy 18 AI variable  | + 7E:158A - 7E:158B    Enemy 18 AI handler  
-7E:15A6           | Enemy 18 bank  | + 7E:158C - 7E:158D    Enemy 18 HP  
-7E:15A7           | Enemy 18 ???  | + 7E:158E - 7E:158F    Enemy 18 Main graphics/hitbox pointer  
-7E:15A8 - 7E:15B3 Enemy 18 AI variable  | + 7E:1590 - 7E:1591    Enemy 18 ??? (Chozo uses as loop counter)  
-7E:15B4 - 7E:15B5 Enemy 18 AI variable (Speed from SMILE)  | + 7E:1592 - 7E:1593    Enemy 18 Pointer to PLM-esque instructions  
-7E:15B6 - 7E:15B7 Enemy 18 AI variable (Speed2 from SMILE)  | + 7E:1594 - 7E:1595    Enemy 18 Instruction delay timer  
-7E:15B8 - 7E:15B9 Enemy 19 ID  | + 7E:1596 - 7E:1597    Enemy 18 Palette slot  
-7E:15BA - 7E:15BB Enemy 19 X position  | + 7E:1598 - 7E:1599    Enemy 18 VRAM index  
-7E:15BC - 7E:15BD Enemy 19 X subpixel position  | + 7E:159A - 7E:159B    Enemy 18 Layer control  
-7E:15BE - 7E:15BF Enemy 19 Y position  | + 7E:159C - 7E:159D    Enemy 18 Invincibility flash timer  
-7E:15C0 - 7E:15C1 Enemy 19 Y subpixel position  | + 7E:159E - 7E:159F    Enemy 18 Frozen timer  
-7E:15C2 - 7E:15C3 Enemy 19 Hitbox radius width  | + 7E:15A0 - 7E:15A1    Enemy 18 AI variable  
-7E:15C4 - 7E:15C5 Enemy 19 Hitbox radius height  | + 7E:15A2 - 7E:15A3    Enemy 18 AI variable  
-7E:15C6 - 7E:15C7 Enemy 19 Property bits (Special from SMILE)  | + 7E:15A4 - 7E:15A5    Enemy 18 AI variable  
-7E:15C8 - 7E:15C9 Enemy 19 Extra property bits  | + 7E:15A6              Enemy 18 bank  
-7E:15CA - 7E:15CB Enemy 19 AI handler  | + 7E:15A7              Enemy 18 ???  
-7E:15CC - 7E:15CD Enemy 19 HP  | + 7E:15A8 - 7E:15B3    Enemy 18 AI variable  
-7E:15CE - 7E:15CF Enemy 19 Main graphics/hitbox pointer  | + 7E:15B4 - 7E:15B5    Enemy 18 AI variable (Speed from SMILE)  
-7E:15D0 - 7E:15D1 Enemy 19 ??? (Chozo uses as loop counter)  | + 7E:15B6 - 7E:15B7    Enemy 18 AI variable (Speed2 from SMILE)  
-7E:15D2 - 7E:15D3 Enemy 19 Pointer to PLM-esque instructions  | + 7E:15B8 - 7E:15B9    Enemy 19 ID  
-7E:15D4 - 7E:15D5 Enemy 19 Instruction delay timer  | + 7E:15BA - 7E:15BB    Enemy 19 X position  
-7E:15D6 - 7E:15D7 Enemy 19 Palette slot  | + 7E:15BC - 7E:15BD    Enemy 19 X subpixel position  
-7E:15D8 - 7E:15D9 Enemy 19 VRAM index  | + 7E:15BE - 7E:15BF    Enemy 19 Y position  
-7E:15DA - 7E:15DB Enemy 19 Layer control  | + 7E:15C0 - 7E:15C1    Enemy 19 Y subpixel position  
-7E:15DC - 7E:15DD Enemy 19 Invincibility flash timer  | + 7E:15C2 - 7E:15C3    Enemy 19 Hitbox radius width  
-7E:15DE - 7E:15DF Enemy 19 Frozen timer  | + 7E:15C4 - 7E:15C5    Enemy 19 Hitbox radius height  
-7E:15E0 - 7E:15E1 Enemy 19 AI variable  | + 7E:15C6 - 7E:15C7    Enemy 19 Property bits (Special from SMILE)  
-7E:15E2 - 7E:15E3 Enemy 19 AI variable  | + 7E:15C8 - 7E:15C9    Enemy 19 Extra property bits  
-7E:15E4 - 7E:15E5 Enemy 19 AI variable  | + 7E:15CA - 7E:15CB    Enemy 19 AI handler  
-7E:15E6           | Enemy 19 bank  | + 7E:15CC - 7E:15CD    Enemy 19 HP  
-7E:15E7           | Enemy 19 ???  | + 7E:15CE - 7E:15CF    Enemy 19 Main graphics/hitbox pointer  
-7E:15E8 - 7E:15F3 Enemy 19 AI variable  | + 7E:15D0 - 7E:15D1    Enemy 19 ??? (Chozo uses as loop counter)  
-7E:15F4 - 7E:15F5 Enemy 19 AI variable (Speed from SMILE)  | + 7E:15D2 - 7E:15D3    Enemy 19 Pointer to PLM-esque instructions  
-7E:15F6 - 7E:15F7 Enemy 19 AI variable (Speed2 from SMILE)  | + 7E:15D4 - 7E:15D5    Enemy 19 Instruction delay timer  
-7E:15F8 - 7E:15F9 Enemy 1A ID  | + 7E:15D6 - 7E:15D7    Enemy 19 Palette slot  
-7E:15FA - 7E:15FB Enemy 1A X position  | + 7E:15D8 - 7E:15D9    Enemy 19 VRAM index  
-7E:15FC - 7E:15FD Enemy 1A X subpixel position  | + 7E:15DA - 7E:15DB    Enemy 19 Layer control  
-7E:15FE - 7E:15FF Enemy 1A Y position  | + 7E:15DC - 7E:15DD    Enemy 19 Invincibility flash timer  
-7E:1600 - 7E:1601 Enemy 1A Y subpixel position  | + 7E:15DE - 7E:15DF    Enemy 19 Frozen timer  
-7E:1602 - 7E:1603 Enemy 1A Hitbox radius width  | + 7E:15E0 - 7E:15E1    Enemy 19 AI variable  
-7E:1604 - 7E:1605 Enemy 1A Hitbox radius height  | + 7E:15E2 - 7E:15E3    Enemy 19 AI variable  
-7E:1606 - 7E:1607 Enemy 1A Property bits (Special from SMILE)  | + 7E:15E4 - 7E:15E5    Enemy 19 AI variable  
-7E:1608 - 7E:1609 Enemy 1A Extra property bits  | + 7E:15E6              Enemy 19 bank  
-7E:160A - 7E:160B Enemy 1A AI handler  | + 7E:15E7              Enemy 19 ???  
-7E:160C - 7E:160D Enemy 1A HP  | + 7E:15E8 - 7E:15F3    Enemy 19 AI variable  
-7E:160E - 7E:160F Enemy 1A Main graphics/hitbox pointer  | + 7E:15F4 - 7E:15F5    Enemy 19 AI variable (Speed from SMILE)  
-7E:1610 - 7E:1611 Enemy 1A ??? (Chozo uses as loop counter)  | + 7E:15F6 - 7E:15F7    Enemy 19 AI variable (Speed2 from SMILE)  
-7E:1612 - 7E:1613 Enemy 1A Pointer to PLM-esque instructions  | + 7E:15F8 - 7E:15F9    Enemy 1A ID  
-7E:1614 - 7E:1615 Enemy 1A Instruction delay timer  | + 7E:15FA - 7E:15FB    Enemy 1A X position  
-7E:1616 - 7E:1617 Enemy 1A Palette slot  | + 7E:15FC - 7E:15FD    Enemy 1A X subpixel position  
-7E:1618 - 7E:1619 Enemy 1A VRAM index  | + 7E:15FE - 7E:15FF    Enemy 1A Y position  
-7E:161A - 7E:161B Enemy 1A Layer control  | + 7E:1600 - 7E:1601    Enemy 1A Y subpixel position  
-7E:161C - 7E:161D Enemy 1A Invincibility flash timer  | + 7E:1602 - 7E:1603    Enemy 1A Hitbox radius width  
-7E:161E - 7E:161F Enemy 1A Frozen timer  | + 7E:1604 - 7E:1605    Enemy 1A Hitbox radius height  
-7E:1620 - 7E:1621 Enemy 1A AI variable  | + 7E:1606 - 7E:1607    Enemy 1A Property bits (Special from SMILE)  
-7E:1622 - 7E:1623 Enemy 1A AI variable  | + 7E:1608 - 7E:1609    Enemy 1A Extra property bits  
-7E:1624 - 7E:1625 Enemy 1A AI variable  | + 7E:160A - 7E:160B    Enemy 1A AI handler  
-7E:1626           | Enemy 1A bank  | + 7E:160C - 7E:160D    Enemy 1A HP  
-7E:1627           | Enemy 1A ???  | + 7E:160E - 7E:160F    Enemy 1A Main graphics/hitbox pointer  
-7E:1628 - 7E:1633 Enemy 1A AI variable  | + 7E:1610 - 7E:1611    Enemy 1A ??? (Chozo uses as loop counter)  
-7E:1634 - 7E:1635 Enemy 1A AI variable (Speed from SMILE)  | + 7E:1612 - 7E:1613    Enemy 1A Pointer to PLM-esque instructions  
-7E:1636 - 7E:1637 Enemy 1A AI variable (Speed2 from SMILE)  | + 7E:1614 - 7E:1615    Enemy 1A Instruction delay timer  
-7E:1638 - 7E:1639 Enemy 1B ID  | + 7E:1616 - 7E:1617    Enemy 1A Palette slot  
-7E:163A - 7E:163B Enemy 1B X position  | + 7E:1618 - 7E:1619    Enemy 1A VRAM index  
-7E:163C - 7E:163D Enemy 1B X subpixel position  | + 7E:161A - 7E:161B    Enemy 1A Layer control  
-7E:163E - 7E:163F Enemy 1B Y position  | + 7E:161C - 7E:161D    Enemy 1A Invincibility flash timer  
-7E:1640 - 7E:1641 Enemy 1B Y subpixel position  | + 7E:161E - 7E:161F    Enemy 1A Frozen timer  
-7E:1642 - 7E:1643 Enemy 1B Hitbox radius width  | + 7E:1620 - 7E:1621    Enemy 1A AI variable  
-7E:1644 - 7E:1645 Enemy 1B Hitbox radius height  | + 7E:1622 - 7E:1623    Enemy 1A AI variable  
-7E:1646 - 7E:1647 Enemy 1B Property bits (Special from SMILE)  | + 7E:1624 - 7E:1625    Enemy 1A AI variable  
-7E:1648 - 7E:1649 Enemy 1B Extra property bits  | + 7E:1626              Enemy 1A bank  
-7E:164A - 7E:164B Enemy 1B AI handler  | + 7E:1627              Enemy 1A ???  
-7E:164C - 7E:164D Enemy 1B HP  | + 7E:1628 - 7E:1633    Enemy 1A AI variable  
-7E:164E - 7E:164F Enemy 1B Main graphics/hitbox pointer  | + 7E:1634 - 7E:1635    Enemy 1A AI variable (Speed from SMILE)  
-7E:1650 - 7E:1651 Enemy 1B ??? (Chozo uses as loop counter)  | + 7E:1636 - 7E:1637    Enemy 1A AI variable (Speed2 from SMILE)  
-7E:1652 - 7E:1653 Enemy 1B Pointer to PLM-esque instructions  | + 7E:1638 - 7E:1639    Enemy 1B ID  
-7E:1654 - 7E:1655 Enemy 1B Instruction delay timer  | + 7E:163A - 7E:163B    Enemy 1B X position  
-7E:1656 - 7E:1657 Enemy 1B Palette slot  | + 7E:163C - 7E:163D    Enemy 1B X subpixel position  
-7E:1658 - 7E:1659 Enemy 1B VRAM index  | + 7E:163E - 7E:163F    Enemy 1B Y position  
-7E:165A - 7E:165B Enemy 1B Layer control  | + 7E:1640 - 7E:1641    Enemy 1B Y subpixel position  
-7E:165C - 7E:165D Enemy 1B Invincibility flash timer  | + 7E:1642 - 7E:1643    Enemy 1B Hitbox radius width  
-7E:165E - 7E:165F Enemy 1B Frozen timer  | + 7E:1644 - 7E:1645    Enemy 1B Hitbox radius height  
-7E:1660 - 7E:1661 Enemy 1B AI variable  | + 7E:1646 - 7E:1647    Enemy 1B Property bits (Special from SMILE)  
-7E:1662 - 7E:1663 Enemy 1B AI variable  | + 7E:1648 - 7E:1649    Enemy 1B Extra property bits  
-7E:1664 - 7E:1665 Enemy 1B AI variable  | + 7E:164A - 7E:164B    Enemy 1B AI handler  
-7E:1666           | Enemy 1B bank  | + 7E:164C - 7E:164D    Enemy 1B HP  
-7E:1667           | Enemy 1B ???  | + 7E:164E - 7E:164F    Enemy 1B Main graphics/hitbox pointer  
-7E:1668 - 7E:1673 Enemy 1B AI variable  | + 7E:1650 - 7E:1651    Enemy 1B ??? (Chozo uses as loop counter)  
-7E:1674 - 7E:1675 Enemy 1B AI variable (Speed from SMILE)  | + 7E:1652 - 7E:1653    Enemy 1B Pointer to PLM-esque instructions  
-7E:1676 - 7E:1677 Enemy 1B AI variable (Speed2 from SMILE)  | + 7E:1654 - 7E:1655    Enemy 1B Instruction delay timer  
-7E:1678 - 7E:1679 Enemy 1C ID  | + 7E:1656 - 7E:1657    Enemy 1B Palette slot  
-7E:167A - 7E:167B Enemy 1C X position  | + 7E:1658 - 7E:1659    Enemy 1B VRAM index  
-7E:167C - 7E:167D Enemy 1C X subpixel position  | + 7E:165A - 7E:165B    Enemy 1B Layer control  
-7E:167E - 7E:167F Enemy 1C Y position  | + 7E:165C - 7E:165D    Enemy 1B Invincibility flash timer  
-7E:1680 - 7E:1681 Enemy 1C Y subpixel position  | + 7E:165E - 7E:165F    Enemy 1B Frozen timer  
-7E:1682 - 7E:1683 Enemy 1C Hitbox radius width  | + 7E:1660 - 7E:1661    Enemy 1B AI variable  
-7E:1684 - 7E:1685 Enemy 1C Hitbox radius height  | + 7E:1662 - 7E:1663    Enemy 1B AI variable  
-7E:1686 - 7E:1687 Enemy 1C Property bits (Special from SMILE)  | + 7E:1664 - 7E:1665    Enemy 1B AI variable  
-7E:1688 - 7E:1689 Enemy 1C Extra property bits  | + 7E:1666              Enemy 1B bank  
-7E:168A - 7E:168B Enemy 1C AI handler  | + 7E:1667              Enemy 1B ???  
-7E:168C - 7E:168D Enemy 1C HP  | + 7E:1668 - 7E:1673    Enemy 1B AI variable  
-7E:168E - 7E:168F Enemy 1C Main graphics/hitbox pointer  | + 7E:1674 - 7E:1675    Enemy 1B AI variable (Speed from SMILE)  
-7E:1690 - 7E:1691 Enemy 1C ??? (Chozo uses as loop counter)  | + 7E:1676 - 7E:1677    Enemy 1B AI variable (Speed2 from SMILE)  
-7E:1692 - 7E:1693 Enemy 1C Pointer to PLM-esque instructions  | + 7E:1678 - 7E:1679    Enemy 1C ID  
-7E:1694 - 7E:1695 Enemy 1C Instruction delay timer  | + 7E:167A - 7E:167B    Enemy 1C X position  
-7E:1696 - 7E:1697 Enemy 1C Palette slot  | + 7E:167C - 7E:167D    Enemy 1C X subpixel position  
-7E:1698 - 7E:1699 Enemy 1C VRAM index  | + 7E:167E - 7E:167F    Enemy 1C Y position  
-7E:169A - 7E:169B Enemy 1C Layer control  | + 7E:1680 - 7E:1681    Enemy 1C Y subpixel position  
-7E:169C - 7E:169D Enemy 1C Invincibility flash timer  | + 7E:1682 - 7E:1683    Enemy 1C Hitbox radius width  
-7E:169E - 7E:169F Enemy 1C Frozen timer  | + 7E:1684 - 7E:1685    Enemy 1C Hitbox radius height  
-7E:16A0 - 7E:16A1 Enemy 1C AI variable  | + 7E:1686 - 7E:1687    Enemy 1C Property bits (Special from SMILE)  
-7E:16A2 - 7E:16A3 Enemy 1C AI variable  | + 7E:1688 - 7E:1689    Enemy 1C Extra property bits  
-7E:16A4 - 7E:16A5 Enemy 1C AI variable  | + 7E:168A - 7E:168B    Enemy 1C AI handler  
-7E:16A6           | Enemy 1C bank  | + 7E:168C - 7E:168D    Enemy 1C HP  
-7E:16A7           | Enemy 1C ???  | + 7E:168E - 7E:168F    Enemy 1C Main graphics/hitbox pointer  
-7E:16A8 - 7E:16B3 Enemy 1C AI variable  | + 7E:1690 - 7E:1691    Enemy 1C ??? (Chozo uses as loop counter)  
-7E:16B4 - 7E:16B5 Enemy 1C AI variable (Speed from SMILE)  | + 7E:1692 - 7E:1693    Enemy 1C Pointer to PLM-esque instructions  
-7E:16B6 - 7E:16B7 Enemy 1C AI variable (Speed2 from SMILE)  | + 7E:1694 - 7E:1695    Enemy 1C Instruction delay timer  
-7E:16B8 - 7E:16B9 Enemy 1D ID  | + 7E:1696 - 7E:1697    Enemy 1C Palette slot  
-7E:16BA - 7E:16BB Enemy 1D X position  | + 7E:1698 - 7E:1699    Enemy 1C VRAM index  
-7E:16BC - 7E:16BD Enemy 1D X subpixel position  | + 7E:169A - 7E:169B    Enemy 1C Layer control  
-7E:16BE - 7E:16BF Enemy 1D Y position  | + 7E:169C - 7E:169D    Enemy 1C Invincibility flash timer  
-7E:16C0 - 7E:16C1 Enemy 1D Y subpixel position  | + 7E:169E - 7E:169F    Enemy 1C Frozen timer  
-7E:16C2 - 7E:16C3 Enemy 1D Hitbox radius width  | + 7E:16A0 - 7E:16A1    Enemy 1C AI variable  
-7E:16C4 - 7E:16C5 Enemy 1D Hitbox radius height  | + 7E:16A2 - 7E:16A3    Enemy 1C AI variable  
-7E:16C6 - 7E:16C7 Enemy 1D Property bits (Special from SMILE)  | + 7E:16A4 - 7E:16A5    Enemy 1C AI variable  
-7E:16C8 - 7E:16C9 Enemy 1D Extra property bits  | + 7E:16A6              Enemy 1C bank  
-7E:16CA - 7E:16CB Enemy 1D AI handler  | + 7E:16A7              Enemy 1C ???  
-7E:16CC - 7E:16CD Enemy 1D HP  | + 7E:16A8 - 7E:16B3    Enemy 1C AI variable  
-7E:16CE - 7E:16CF Enemy 1D Main graphics/hitbox pointer  | + 7E:16B4 - 7E:16B5    Enemy 1C AI variable (Speed from SMILE)  
-7E:16D0 - 7E:16D1 Enemy 1D ??? (Chozo uses as loop counter)  | + 7E:16B6 - 7E:16B7    Enemy 1C AI variable (Speed2 from SMILE)  
-7E:16D2 - 7E:16D3 Enemy 1D Pointer to PLM-esque instructions  | + 7E:16B8 - 7E:16B9    Enemy 1D ID  
-7E:16D4 - 7E:16D5 Enemy 1D Instruction delay timer  | + 7E:16BA - 7E:16BB    Enemy 1D X position  
-7E:16D6 - 7E:16D7 Enemy 1D Palette slot  | + 7E:16BC - 7E:16BD    Enemy 1D X subpixel position  
-7E:16D8 - 7E:16D9 Enemy 1D VRAM index  | + 7E:16BE - 7E:16BF    Enemy 1D Y position  
-7E:16DA - 7E:16DB Enemy 1D Layer control  | + 7E:16C0 - 7E:16C1    Enemy 1D Y subpixel position  
-7E:16DC - 7E:16DD Enemy 1D Invincibility flash timer  | + 7E:16C2 - 7E:16C3    Enemy 1D Hitbox radius width  
-7E:16DE - 7E:16DF Enemy 1D Frozen timer  | + 7E:16C4 - 7E:16C5    Enemy 1D Hitbox radius height  
-7E:16E0 - 7E:16E1 Enemy 1D AI variable  | + 7E:16C6 - 7E:16C7    Enemy 1D Property bits (Special from SMILE)  
-7E:16E2 - 7E:16E3 Enemy 1D AI variable  | + 7E:16C8 - 7E:16C9    Enemy 1D Extra property bits  
-7E:16E4 - 7E:16E5 Enemy 1D AI variable  | + 7E:16CA - 7E:16CB    Enemy 1D AI handler  
-7E:16E6           | Enemy 1D bank  | + 7E:16CC - 7E:16CD    Enemy 1D HP  
-7E:16E7           | Enemy 1D ???  | + 7E:16CE - 7E:16CF    Enemy 1D Main graphics/hitbox pointer  
-7E:16E8 - 7E:16F3 Enemy 1D AI variable  | + 7E:16D0 - 7E:16D1    Enemy 1D ??? (Chozo uses as loop counter)  
-7E:16F4 - 7E:16F5 Enemy 1D AI variable (Speed from SMILE)  | + 7E:16D2 - 7E:16D3    Enemy 1D Pointer to PLM-esque instructions  
-7E:16F6 - 7E:16F7   | Enemy 1D AI variable (Speed2 from SMILE)  | + 7E:16D4 - 7E:16D5    Enemy 1D Instruction delay timer  
-|                       | + 7E:16D6 - 7E:16D7    Enemy 1D Palette slot  
-7E:16F8 - 7E:16F9 Enemy 1E ID  | + 7E:16D8 - 7E:16D9    Enemy 1D VRAM index  
-7E:16FA - 7E:16FB Enemy 1E X position  | + 7E:16DA - 7E:16DB    Enemy 1D Layer control  
-7E:16FC - 7E:16FD Enemy 1E X subpixel position  | + 7E:16DC - 7E:16DD    Enemy 1D Invincibility flash timer  
-7E:16FE - 7E:16FF Enemy 1E Y position  | + 7E:16DE - 7E:16DF    Enemy 1D Frozen timer  
-7E:1700 - 7E:1701 Enemy 1E Y subpixel position  | + 7E:16E0 - 7E:16E1    Enemy 1D AI variable  
-7E:1702 - 7E:1703 Enemy 1E Hitbox radius width  | + 7E:16E2 - 7E:16E3    Enemy 1D AI variable  
-7E:1704 - 7E:1705 Enemy 1E Hitbox radius height  | + 7E:16E4 - 7E:16E5    Enemy 1D AI variable  
-7E:1706 - 7E:1707 Enemy 1E Property bits (Special from SMILE)  | + 7E:16E6              Enemy 1D bank  
-7E:1708 - 7E:1709 Enemy 1E Extra property bits  | + 7E:16E7              Enemy 1D ???  
-7E:170A - 7E:170B Enemy 1E AI handler  | + 7E:16E8 - 7E:16F3    Enemy 1D AI variable  
-7E:170C - 7E:170D Enemy 1E HP  | + 7E:16F4 - 7E:16F5    Enemy 1D AI variable (Speed from SMILE)  
-7E:170E - 7E:170F Enemy 1E Main graphics/hitbox pointer  | + 7E:16F6 - 7E:16F7      Enemy 1D AI variable (Speed2 from SMILE)  
-7E:1710 - 7E:1711 Enemy 1E ??? (Chozo uses as loop counter)  | + 7E:16F8 - 7E:16F9    Enemy 1E ID  
-7E:1712 - 7E:1713 Enemy 1E Pointer to PLM-esque instructions  | + 7E:16FA - 7E:16FB    Enemy 1E X position  
-7E:1714 - 7E:1715 Enemy 1E Instruction delay timer  | + 7E:16FC - 7E:16FD    Enemy 1E X subpixel position  
-7E:1716 - 7E:1717 Enemy 1E Palette slot  | + 7E:16FE - 7E:16FF    Enemy 1E Y position  
-7E:1718 - 7E:1719 Enemy 1E VRAM index  | + 7E:1700 - 7E:1701    Enemy 1E Y subpixel position  
-7E:171A - 7E:171B Enemy 1E Layer control  | + 7E:1702 - 7E:1703    Enemy 1E Hitbox radius width  
-7E:171C - 7E:171D Enemy 1E Invincibility flash timer  | + 7E:1704 - 7E:1705    Enemy 1E Hitbox radius height  
-7E:171E - 7E:171F Enemy 1E Frozen timer  | + 7E:1706 - 7E:1707    Enemy 1E Property bits (Special from SMILE)  
-7E:1720 - 7E:1721 Enemy 1E AI variable  | + 7E:1708 - 7E:1709    Enemy 1E Extra property bits  
-7E:1722 - 7E:1723 Enemy 1E AI variable  | + 7E:170A - 7E:170B    Enemy 1E AI handler  
-7E:1724 - 7E:1725 Enemy 1E AI variable  | + 7E:170C - 7E:170D    Enemy 1E HP  
-7E:1726           | Enemy 1E bank  | + 7E:170E - 7E:170F    Enemy 1E Main graphics/hitbox pointer  
-7E:1727           | Enemy 1E ???  | + 7E:1710 - 7E:1711    Enemy 1E ??? (Chozo uses as loop counter)  
-7E:1728 - 7E:1733 Enemy 1E AI variable  | + 7E:1712 - 7E:1713    Enemy 1E Pointer to PLM-esque instructions  
-7E:1734 - 7E:1735 Enemy 1E AI variable (Speed from SMILE)  | + 7E:1714 - 7E:1715    Enemy 1E Instruction delay timer  
-7E:1736 - 7E:1737 Enemy 1E AI variable (Speed2 from SMILE)  | + 7E:1716 - 7E:1717    Enemy 1E Palette slot  
-7E:1738 - 7E:1739 Enemy 1F ID  | + 7E:1718 - 7E:1719    Enemy 1E VRAM index  
-7E:173A - 7E:173B Enemy 1F X position  | + 7E:171A - 7E:171B    Enemy 1E Layer control  
-7E:173C - 7E:173D Enemy 1F X subpixel position  | + 7E:171C - 7E:171D    Enemy 1E Invincibility flash timer  
-7E:173E - 7E:173F Enemy 1F Y position  | + 7E:171E - 7E:171F    Enemy 1E Frozen timer  
-7E:1740 - 7E:1741 Enemy 1F Y subpixel position  | + 7E:1720 - 7E:1721    Enemy 1E AI variable  
-7E:1742 - 7E:1743 Enemy 1F Hitbox radius width  | + 7E:1722 - 7E:1723    Enemy 1E AI variable  
-7E:1744 - 7E:1745 Enemy 1F Hitbox radius height  | + 7E:1724 - 7E:1725    Enemy 1E AI variable  
-7E:1746 - 7E:1747 Enemy 1F Property bits (Special from SMILE)  | + 7E:1726              Enemy 1E bank  
-7E:1748 - 7E:1749 Enemy 1F Extra property bits  | + 7E:1727              Enemy 1E ???  
-7E:174A - 7E:174B Enemy 1F AI handler  | + 7E:1728 - 7E:1733    Enemy 1E AI variable  
-7E:174C - 7E:174D Enemy 1F HP  | + 7E:1734 - 7E:1735    Enemy 1E AI variable (Speed from SMILE)  
-7E:174E - 7E:174F Enemy 1F Main graphics/hitbox pointer  | + 7E:1736 - 7E:1737    Enemy 1E AI variable (Speed2 from SMILE)  
-7E:1750 - 7E:1751 Enemy 1F ??? (Chozo uses as loop counter)  | + 7E:1738 - 7E:1739    Enemy 1F ID  
-7E:1752 - 7E:1753 Enemy 1F Pointer to PLM-esque instructions  | + 7E:173A - 7E:173B    Enemy 1F X position  
-7E:1754 - 7E:1755 Enemy 1F Instruction delay timer  | + 7E:173C - 7E:173D    Enemy 1F X subpixel position  
-7E:1756 - 7E:1757 Enemy 1F Palette slot  | + 7E:173E - 7E:173F    Enemy 1F Y position  
-7E:1758 - 7E:1759 Enemy 1F VRAM index  | + 7E:1740 - 7E:1741    Enemy 1F Y subpixel position  
-7E:175A - 7E:175B Enemy 1F Layer control  | + 7E:1742 - 7E:1743    Enemy 1F Hitbox radius width  
-7E:175C - 7E:175D Enemy 1F Invincibility flash timer  | + 7E:1744 - 7E:1745    Enemy 1F Hitbox radius height  
-7E:175E - 7E:175F Enemy 1F Frozen timer  | + 7E:1746 - 7E:1747    Enemy 1F Property bits (Special from SMILE)  
-7E:1760 - 7E:1761 Enemy 1F AI variable  | + 7E:1748 - 7E:1749    Enemy 1F Extra property bits  
-7E:1762 - 7E:1763 Enemy 1F AI variable  | + 7E:174A - 7E:174B    Enemy 1F AI handler  
-7E:1764 - 7E:1765 Enemy 1F AI variable  | + 7E:174C - 7E:174D    Enemy 1F HP  
-7E:1766           | Enemy 1F bank  | + 7E:174E - 7E:174F    Enemy 1F Main graphics/hitbox pointer  
-7E:1767           | Enemy 1F ???  | + 7E:1750 - 7E:1751    Enemy 1F ??? (Chozo uses as loop counter)  
-7E:1768 - 7E:1773 Enemy 1F AI variable  | + 7E:1752 - 7E:1753    Enemy 1F Pointer to PLM-esque instructions  
-7E:1774 - 7E:1775 Enemy 1F AI variable (Speed from SMILE)  | + 7E:1754 - 7E:1755    Enemy 1F Instruction delay timer  
-7E:1776 - 7E:1777 Enemy 1F AI variable (Speed2 from SMILE)  | + 7E:1756 - 7E:1757    Enemy 1F Palette slot  
-7E:1778 - 7E:1779 Brightness loop counter for firefly rooms. 6 frames per index increment.  | + 7E:1758 - 7E:1759    Enemy 1F VRAM index  
-7E:177A - 7E:177B Brightness loop index for firefly rooms. Indexes 88:B058, | + 7E:175A - 7E:175B    Enemy 1F Layer control  
-7E:177E - 7E:177F Brightness base index for firefly rooms. Indexes 88:B070,X. Intended as increments of 2.  | + 7E:175C - 7E:175D    Enemy 1F Invincibility flash timer  
-7E:1784 - 7E:1787 Used as a long pointer to enemy AI, ran when the enemy is placed in the room. Top byte is $0FA7,X, probably unused.  | + 7E:175E - 7E:175F    Enemy 1F Frozen timer  
-7E:179C - 7E:179D Special fight number used for bosses.  | + 7E:1760 - 7E:1761    Enemy 1F AI variable  
-7E:17A4 - 7E:17A5 'Stack' pointer for 7E:17AC  | + 7E:1762 - 7E:1763    Enemy 1F AI variable  
-7E:17A6 - 7E:17A7 'Stack' pointer for 7E:17EC  | + 7E:1764 - 7E:1765    Enemy 1F AI variable  
-7E:17A8 - 7E:17A9 Current index for 17AC, | + 7E:1766              Enemy 1F bank  
-7E:17AA - 7E:17AB Current index for 17EC, | + 7E:1767              Enemy 1F ???  
-7E:17AC - 7E:17EB List of enemy indexes of enemies that are to be run this frame. Ends at a #$FFFF  | + 7E:1768 - 7E:1773    Enemy 1F AI variable  
-7E:17EC - 7E:182B List of enemy indexes of enemies that might interact with Samus. Ends at a #$FFFF  | + 7E:1774 - 7E:1775    Enemy 1F AI variable (Speed from SMILE)  
-7E:182C - 7E:1833 Table for an enemy index value (this table indexed by 7E:0B02). Unknown use.  | + 7E:1776 - 7E:1777    Enemy 1F AI variable (Speed2 from SMILE)  
-7E:1834 - 7E:183B Table for distance between Samus and above enemy? Same index.  | + 7E:1778 - 7E:1779    Brightness loop counter for firefly rooms. 6 frames per index increment.  
-7E:183C - 7E:183D Process all enemies regardless of on-screen or not.  | + 7E:177A - 7E:177B    Brightness loop index for firefly rooms. Indexes 88:B058,X  
-7E:183E - 7E:183F Type of screen-shaking?  | + 7E:177E - 7E:177F    Brightness base index for firefly rooms. Indexes 88:B070,X. Intended as increments of 2.  
-7E:1840 - 7E:1841 Duration of screen-shaking?  | + 7E:1784 - 7E:1787    Used as a long pointer to enemy AI, ran when the enemy is placed in the room. Top byte is $0FA7,X, probably unused.  
-7E:1842 - 7E:1843 Frame counter (*Every* frame)  | + 7E:179C - 7E:179D    Special fight number used for bosses.  
-7E:184A - 7E:184B Mirror of Samus's X position (pixels)  | + 7E:17A4 - 7E:17A5    'Stack' pointer for 7E:17AC  
-7E:184C - 7E:184D Mirror of Samus's X position (subpixels)  | + 7E:17A6 - 7E:17A7    'Stack' pointer for 7E:17EC  
-7E:184E - 7E:184F Mirror of enemy's X position (pixels)  | + 7E:17A8 - 7E:17A9    Current index for 17AC,X  
-7E:1850 - 7E:1851 Mirror of enemy's X position (subpixels)  | + 7E:17AA - 7E:17AB    Current index for 17EC,X  
-7E:1852 - 7E:1853 Mirror of Samus's target Y(?) position (pixels)  | + 7E:17AC - 7E:17EB    List of enemy indexes of enemies that are to be run this frame. Ends at a #$FFFF  
-7E:1854 - 7E:1855 Mirror of Samus's target Y(?) position (subpixels)  | + 7E:17EC - 7E:182B    List of enemy indexes of enemies that might interact with Samus. Ends at a #$FFFF  
-7E:1856 - 7E:1857 Mirror of Samus's Y position (pixels)  | + 7E:182C - 7E:1833    Table for an enemy index value (this table indexed by 7E:0B02). Unknown use.  
-7E:1858 - 7E:1859 Mirror of Samus's Y position (subpixels)  | + 7E:1834 - 7E:183B    Table for distance between Samus and above enemy? Same index.  
-7E:185A - 7E:185B Unknown. Type of collision between Samus and solid enemy?  | + 7E:183C - 7E:183D    Process all enemies regardless of on-screen or not.  
-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:183E - 7E:183F    Type of screen-shaking?  
-7E:185E - 7E:185F Debug mode... for skipping enemy processing, I think. Still die to PBs.  | + 7E:1840 - 7E:1841    Duration of screen-shaking?  
-7E:186E - 7E:186F Enemy graphic pointer + 2 when detecting collisions between enemies and projectiles or Samus  | + 7E:1842 - 7E:1843    Frame counter (*Every* frame)  
-7E:1870 - 7E:1871 Enemy left collision border for enemy/projectile collisions  | + 7E:184A - 7E:184B    Mirror of Samus's X position (pixels)  
-7E:1872 - 7E:1873 Enemy bottom collision border for enemy/projectile collisions  | + 7E:184C - 7E:184D    Mirror of Samus's X position (subpixels)  
-7E:1874 - 7E:1875 Enemy right collision border for enemy/projectile collisions  | + 7E:184E - 7E:184F    Mirror of enemy's X position (pixels)  
-7E:1876 - 7E:1877 Enemy top collision border for enemy/projectile collisions  | + 7E:1850 - 7E:1851    Mirror of enemy's X position (subpixels)  
-7E:1878 - 7E:1879 Enemy; pointer at (graphic pointer + 8) + 2  | + 7E:1852 - 7E:1853    Mirror of Samus's target Y(?) position (pixels)  
-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:1854 - 7E:1855    Mirror of Samus's target Y(?) position (subpixels)  
-7E:187C - 7E:187D Y position of current enemy graphic during enemy collision detection with projectiles or Samus.  | + 7E:1856 - 7E:1857    Mirror of Samus's Y position (pixels)  
-7E:187E - 7E:187F Right border of Samus when enemy is checking for collisions with Samus  | + 7E:1858 - 7E:1859    Mirror of Samus's Y position (subpixels)  
-7E:1880 - 7E:1881 Left border of Samus when enemy is checking for collisions with Samus  | + 7E:185A - 7E:185B    Unknown. Type of collision between Samus and solid enemy?  
-7E:1882 - 7E:1883 Bottom border of Samus when enemy is checking for collisions with Samus  | + 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:1884 - 7E:1885 Top border of Samus when enemy is checking for collisions with Samus  | + 7E:185E - 7E:185F    Debug mode... for skipping enemy processing, I think. Still die to PBs.  
-7E:189A - 7E:189B Samus's target X position for next frame, in pixels  | + 7E:186E - 7E:186F    Enemy graphic pointer + 2 when detecting collisions between enemies and projectiles or Samus  
-7E:189C - 7E:189D Samus's target X position for next frame, in subpixels  | + 7E:1870 - 7E:1871    Enemy left collision border for enemy/projectile collisions  
-7E:189E - 7E:189F Samus's target Y position for next frame, in pixels  | + 7E:1872 - 7E:1873    Enemy bottom collision border for enemy/projectile collisions  
-7E:18A0 - 7E:18A1 Samus's target Y position for next frame, in subpixels  | + 7E:1874 - 7E:1875    Enemy right collision border for enemy/projectile collisions  
-7E:18A2 - 7E:18A3 Mirror of Samus's X radius (7E:0AFE)  | + 7E:1876 - 7E:1877    Enemy top collision border for enemy/projectile collisions  
-7E:18A4 - 7E:18A5 Mirror of Samus's Y radius (7E:0B00)  | + 7E:1878 - 7E:1879    Enemy; pointer at (graphic pointer + 8) + 2  
-7E:18A6 - 7E:18A7 Various use collision detection index (Samus/Enemy is an enemy index, Enemy/Projectile is a projectile index)  | + 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:18A8 - 7E:18A9 Samus's invincibility timer when hurt  | + 7E:187C - 7E:187D    Y position of current enemy graphic during enemy collision detection with projectiles or Samus.  
-7E:18AA - 7E:18AB Samus's hurt-timer (pushed back, unable to move)  | + 7E:187E - 7E:187F    Right border of Samus when enemy is checking for collisions with Samus  
-7E:18B0 - 7E:18B1 HDMA flag. $8000 = HDMA  | + 7E:1880 - 7E:1881    Left border of Samus when enemy is checking for collisions with Samus  
-7E:18B2 - 7E:18B3 Index value for RAM placement of HDMA (max of $0A)  | + 7E:1882 - 7E:1883    Bottom border of Samus when enemy is checking for collisions with Samus  
-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:1884 - 7E:1885    Top border of Samus when enemy is checking for collisions with Samus  
-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:189A - 7E:189B    Samus's target X position for next frame, in pixels  
-7E:18CC - 7E:18D7 PLM instruction-esque pointer for above list.  | + 7E:189C - 7E:189D    Samus's target X position for next frame, in subpixels  
-7E:18D8 - 7E:18E3 Pointer to HDMA table for HDMA effect. (Probably just a general DMA source; put into 43X2)  | + 7E:189E - 7E:189F    Samus's target Y position for next frame, in pixels  
-7E:18E4 - 7E:18EF Delay to go to PLM instruction-esque pointer. Also, the 2-byte argument for a delay goes into 18D8.  | + 7E:18A0 - 7E:18A1    Samus's target Y position for next frame, in subpixels  
-7E:18F0 - 7E:18FB First 2 bytes of a pointer. Pre PLM-esque code to run every frame.  | + 7E:18A2 - 7E:18A3    Mirror of Samus's X radius (7E:0AFE)  
-7E:18FC - 7E:1907 Seperated by bytes - low byte is a bank byte for 18F0 pointer. High byte is unknown, unused?  | + 7E:18A4 - 7E:18A5    Mirror of Samus's Y radius (7E:0B00)  
-7E:195E - 7E:195F Actual FX3 height  | + 7E:18A6 - 7E:18A7    Various use collision detection index (Samus/Enemy is an enemy index, Enemy/Projectile is a projectile index)  
-7E:1962 - 7E:1963 Something to do with FX3 height. Referred to if 195E is negative. Used by lava?  | + 7E:18A8 - 7E:18A9    Samus's invincibility timer when hurt  
-7E:1964 - 7E:1965 Pointer to something for VRAM in bank 8A. I'm guessing FX3 tilemap.  | + 7E:18AA - 7E:18AB    Samus's hurt-timer (pushed back, unable to move)  
-7E:1966 - 7E:1967 Direct pointer to room's FX1 entry  | + 7E:18B0 - 7E:18B1    HDMA flag. $8000 = HDMA  
-7E:1968 - 7E:1969 Index into room's FX1 entry (added to 07CD to get 1966)  | + 7E:18B2 - 7E:18B3    Index value for RAM placement of HDMA (max of $0A)  
-7E:196A - 7E:196B Pallete 'animation', LSRed out immediately, then animated tiles, LSRed out again.  | + 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:196C - 7E:196D FX3 something. Need to look into. (Causes rumbling)  | + 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:196E - 7E:196F FX3 type (none, lava, acid, water, spores, rain, fog...) JSR index for 8067,X, in bank 90.  | + 7E:18CC - 7E:18D7    PLM instruction-esque pointer for above list.  
-7E:1972 - 7E:1973 FX3 height variance?  | + 7E:18D8 - 7E:18E3    Pointer to HDMA table for HDMA effect. (Probably just a general DMA source; put into 43X2)  
-7E:1978 - 7E:1979 FX3 height (average?) (measured from top of room down)  | + 7E:18E4 - 7E:18EF    Delay to go to PLM instruction-esque pointer. Also, the 2-byte argument for a delay goes into 18D8.  
-7E:197A - 7E:197B FX3 height to go to  | + 7E:18F0 - 7E:18FB    First 2 bytes of a pointer. Pre PLM-esque code to run every frame.  
-7E:197C - 7E:197D FX3 height adjustment speed (signed)  | + 7E:18FC - 7E:1907    Seperated by bytes - low byte is a bank byte for 18F0 pointer. High byte is unknown, unused?  
-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:195E - 7E:195F    Actual FX3 height  
-7E:1980 - 7E:1981 FX3, frames to wait till beginning movement. (0 means 10000)  | + 7E:1962 - 7E:1963    Something to do with FX3 height. Referred to if 195E is negative. Used by lava?  
-7E:1982 - 7E:1983 FX3 'A' | + 7E:1964 - 7E:1965    Pointer to something for VRAM in bank 8A. I'm guessing FX3 tilemap.  
-7E:1984 - 7E:1985 FX3 'B' | + 7E:1966 - 7E:1967    Direct pointer to room's FX1 entry  
-7E:198D - 7E:198E Flag, - enables e/r projectiles  | + 7E:1968 - 7E:1969    Index into room's FX1 entry (added to 07CD to get 1966)  
-7E:1991 - 7E:1992 Current e/r projectile  | + 7E:196A - 7E:196B    Pallete 'animation', LSRed out immediately, then animated tiles, LSRed out again.  
-7E:1995 - 7E:1996 Unknown, something for projectiles?  | + 7E:196C - 7E:196D    FX3 something. Need to look into. (Causes rumbling)  
-7E:1997 - 7E:19BA Header / ID for projectiles ($12 / 18 max)  | + 7E:196E - 7E:196F    FX3 type (none, lava, acid, water, spores, rain, fog...) JSR index for 8067,X, in bank 90.  
-7E:19BB - 7E:19DE Add low byte to sprite character indices, set pallete to high byte  | + 7E:1972 - 7E:1973    FX3 height variance?  
-7E:19DF - 7E:1A02 Table for something for enemy/room projectiles?  | + 7E:1978 - 7E:1979    FX3 height (average?) (measured from top of room down)  
-7E:19F7?- 7E:1A48 ? Used for tile animations during new game intro text.  | + 7E:197A - 7E:197B    FX3 height to go to  
-7E:1A03 - 7E:1A26 Run-This-First-Every-Frame for enemy/room projectiles  | + 7E:197C - 7E:197D    FX3 height adjustment speed (signed)  
-7E:1A27 - 7E:1A4A Table for something for enemy/room projectiles?  | + 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:1A4B - 7E:1A6E X position of projectile, in pixels  | + 7E:1980 - 7E:1981    FX3, frames to wait till beginning movement. (0 means 10000)  
-7E:1A6F - 7E:1A92 X subpixel position? (guessing)  | + 7E:1982 - 7E:1983    FX3 'A'.  
-7E:1A93 - 7E:1AB6 Y position of projectile, in pixels  | + 7E:1984 - 7E:1985    FX3 'B'.  
-7E:1AB7 - 7E:1ADA Y subpixel position? (guessing)  | + 7E:198D - 7E:198E    Flag, - enables e/r projectiles  
-7E:1ADB - 7E:1AFE Some sort of speed value?  | + 7E:1991 - 7E:1992    Current e/r projectile  
-7E:1AFF - 7E:1B22 Table for something for enemy/room projectiles? (Custom? | + 7E:1995 - 7E:1996    Unknown, something for projectiles?  
-7E:1B23 - 7E:1B46 Table for something for enemy/room projectiles? (Used by item drops as countdown to disappear)  | + 7E:1997 - 7E:19BA    Header / ID for projectiles ($12 / 18 max)  
-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:19BB - 7E:19DE    Add low byte to sprite character indices, set pallete to high byte  
-7E:1B47 - 7E:1B6A Instruction address / Graphic AI for e/r projectiles  | + 7E:19DF - 7E:1A02    Table for something for enemy/room 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:19F7?- 7E:1A48    ? Used for tile animations during new game intro text.  
-7E:1B8F - 7E:1BB2 Frames Delay for 1B47  | + 7E:1A03 - 7E:1A26    Run-This-First-Every-Frame for enemy/room projectiles  
-7E:1BB3 - 7E:1BD6 X and Y radii. If either one is 0, intangible.  | + 7E:1A27 - 7E:1A4A    Table for something for enemy/room projectiles?  
-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:1A4B - 7E:1A6E    X position of projectile, in pixels  
-7E:1BFB - 7E:1C1E Table for something for enemy/room projectiles? What kind of projectile hit this?  | + 7E:1A6F - 7E:1A92    X subpixel position? (guessing)  
-7E:1C1F - 7E:1C20 Current message box type  | + 7E:1A93 - 7E:1AB6    Y position of projectile, in pixels  
-7E:1C23 - 7E:1C24 PLM flag. Set to negative to enable PLMs.  | + 7E:1AB7 - 7E:1ADA    Y subpixel position? (guessing)  
-7E:1C27 - 7E:1C28 Current PLM's Index. See PLM_Details.txt for PLM data  | + 7E:1ADB - 7E:1AFE    Some sort of speed value?  
-7E:1C29 - 7E:1C2A Calculated PLM's X position  | + 7E:1AFF - 7E:1B22    Table for something for enemy/room projectiles? (Custom?)  
-7E:1C2B - 7E:1C2C Calculated PLM's Y position  | + 7E:1B23 - 7E:1B46    Table for something for enemy/room projectiles? (Used by item drops as countdown to disappear)  
-7E:1C2D - 7E:1C2E Current PLM's Index (used during unpausing graphics refresh)  | + 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:1C2F - 7E:1C36 Pointer to graphics for special PLMs (beams, equipment, etc.) in bank 89  | + 7E:1B47 - 7E:1B6A    Instruction address / Graphic AI for e/r projectiles  
-7E:1C37 - 7E:1C86 PLM header table  | + 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:1C87 - 7E:1CD6 PLM's location in the room (nth block * 2)  | + 7E:1B8F - 7E:1BB2    Frames Delay for 1B47  
-7E:1CD7 - 7E:1D26 Pre-PLM instruction  | + 7E:1BB3 - 7E:1BD6    X and Y radii. If either one is 0, intangible.  
-7E:1D27 - 7E:1D76 Next PLM instruction  | + 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:1D77 - 7E:1DC6 Variable use PLM value  | + 7E:1BFB - 7E:1C1E    Table for something for enemy/room projectiles? What kind of projectile hit this?  
-7E:1DC7 - 7E:1E16 PLM Room argument  | + 7E:1C1F - 7E:1C20    Current message box type  
-7E:1E17 - 7E:1E66 Variable use PLM value  | + 7E:1C23 - 7E:1C24    PLM flag. Set to negative to enable PLMs.  
-7E:1E67 - 7E:1E68 Used as draw instruction to custom-draw PLM blocks. Usually #$0001 (1 block)  | + 7E:1C27 - 7E:1C28    Current PLM's Index. See PLM_Details.txt for PLM data  
-7E:1E69 - 7E:1E6A Used as draw instruction to custom-draw PLM blocks. Custom block value  | + 7E:1C29 - 7E:1C2A    Calculated PLM's X position  
-7E:1E6B - 7E:1E6C Used as draw instruction to custom-draw PLM blocks. Usually #$0000, end value.  | + 7E:1C2B - 7E:1C2C    Calculated PLM's Y position  
-7E:1E71 - 7E:1E72 Flag, set Samus is in quicksand. Forces Samus into a ground position, fakes collision with ground.  | + 7E:1C2D - 7E:1C2E    Current PLM's Index (used during unpausing graphics refresh)  
-7E:1E73 - 7E:1E74 Which part of Samus is inside the block? Bottom(0), middle(1), top(2)  | + 7E:1C2F - 7E:1C36    Pointer to graphics for special PLMs (beams, equipment, etc.) in bank 89  
-7E:1E75 - 7E:1E76 Flag. Samus has used a save station in this room. Cleared when leaving the room.  | + 7E:1C37 - 7E:1C86    PLM header table  
-7E:1E77 - 7E:1E78 BTS of current block (used by sloped blocks, at least)  | + 7E:1C87 - 7E:1CD6    PLM's location in the room (nth block * 2)  
-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:1CD7 - 7E:1D26    Pre-PLM instruction  
-7E:1E7B - 7E:1E7C Current X for 7E:1E7D, | + 7E:1D27 - 7E:1D76    Next PLM instruction  
-7E:1E7D - 7E:1E8C Pointer to code to run. F761 is heat check + damage  | + 7E:1D77 - 7E:1DC6    Variable use PLM value  
-7E:1E8D - 7E:1E9C Used for glow color indexing. Which colors are affected  | + 7E:1DC7 - 7E:1E16    PLM Room argument  
-7E:1E9D - 7E:1EAC Used for glow colors.  | + 7E:1E17 - 7E:1E66    Variable use PLM value  
-7E:1EAD - 7E:1EBC Pointer to code. Like pre-PLM code, I guess.  | + 7E:1E67 - 7E:1E68    Used as draw instruction to custom-draw PLM blocks. Usually #$0001 (1 block)  
-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:1E69 - 7E:1E6A    Used as draw instruction to custom-draw PLM blocks. Custom block value  
-7E:1ECD - 7E:1EDC Delay counter.  | + 7E:1E6B - 7E:1E6C    Used as draw instruction to custom-draw PLM blocks. Usually #$0000, end value.  
-7E:1EF1 - 7E:1EF2 Flag, disables misc. animations if positive (spikes, FX1)  | + 7E:1E71 - 7E:1E72    Flag, set Samus is in quicksand. Forces Samus into a ground position, fakes collision with ground.  
-7E:1EF3 - 7E:1EF4 Index value for following table  | + 7E:1E73 - 7E:1E74    Which part of Samus is inside the block? Bottom(0), middle(1), top(2)  
-7E:1EF5 - 7E:1F00 Pointer to animation table pointer, # bytes to transfer, VRAM placement.  | + 7E:1E75 - 7E:1E76    Flag. Samus has used a save station in this room. Cleared when leaving the room.  
-7E:1F0D - 7E:1F18 Pointer to current instruction to run  | + 7E:1E77 - 7E:1E78    BTS of current block (used by sloped blocks, at least)  
-7E:1F19 - 7E:1F24 Delay counter for something?  | + 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:1F25 - 7E:1F30 Graphic pointer (in $87)  | + 7E:1E7B - 7E:1E7C    Current X for 7E:1E7D,X  
-7E:1F31 - 7E:1F3C Graphic size  | + 7E:1E7D - 7E:1E8C    Pointer to code to run. F761 is heat check + damage  
-7E:1F3D - 7E:1F48 VRAM address  | + 7E:1E8D - 7E:1E9C    Used for glow color indexing. Which colors are affected  
-7E:1F49 - 7E:1F4A Specific instruction being run by above stuff  | + 7E:1E9D - 7E:1EAC    Used for glow colors.  
-7E:1F51 - 7E:1F52 Used during intro scenes and pic of baby Metroid at Ceres (pointer to code? | + 7E:1EAD - 7E:1EBC    Pointer to code. Like pre-PLM code, I guess.  
-7E:1F53 - 7E:1F54 Timer for demo scenes?  | + 7E:1EBD - 7E:1ECC    Pointer to current PLM-like instruction. If positive, store in delay and put 1E8D,X into X. 
-7E:1F55 - 7E:1F56 Which set of demo scenes is playing?  | +                  If the argument is also positive, put it into 7E:C000,X and INC X and Y twice. 
-7E:1F57 - 7E:1F58 Which demo scene of this set is playing?  | +                      Repeat until the next argument is negative, put a value onto the stack to loop at RTS, and JMP to the argument. 
-7E:1F59 - 7E:1F5A The last set of demo scenes unlocked? written to by SRAM check routines? unknown purpose  | +                      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:1F5B - 7E:1FFF Stack (Lowest observed ATM is 1FC5, 1FB5 by Jathys. No known used RAM above 1F5B)  | + 7E:1ECD - 7E:1EDC    Delay counter.  
-7E:2000 - 7E:5FFF Room Tiles, decompressed here temporarily then copied to VRAM 0000.  | + 7E:1EF1 - 7E:1EF2    Flag, disables misc. animations if positive (spikes, FX1)  
-7E:2000 - 7E:2??? Extra RAM usable during rooms (Used by bosses especially, up to 20A7)  | + 7E:1EF3 - 7E:1EF4    Index value for following table  
-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:1EF5 - 7E:1F00    Pointer to animation table pointer, # bytes to transfer, VRAM placement.  
-7E:3300 - 7E:34FF Temporary CGRAM backup, used for multiple hdma related things: message boxes, FX1, heat, etc  | + 7E:1F0D - 7E:1F18    Pointer to current instruction to run  
-7E:3800 - 7E:3EFF Tilemap for part of layer 3? Cleared during message boxes.  | + 7E:1F19 - 7E:1F24    Delay counter for something?  
-7E:3900 - 7E:6980 Used for tilemaps/graphics during equipment screen  | + 7E:1F25 - 7E:1F30    Graphic pointer (in $87)  
-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:1F31 - 7E:1F3C    Graphic size  
-7E:5800 - 7E:5FFF Page 2 of BG2 tilemap for main screen gameplay is stored here temporarily some time?  | + 7E:1F3D - 7E:1F48    VRAM address  
-7E:6000 - 7E:67FF Page 1 of BG3 tilemap for main screen gameplay is stored here temporarily some time?  | + 7E:1F49 - 7E:1F4A    Specific instruction being run by above stuff  
-7E:6800 - 7E:6FFF Page 2 of BG3 tilemap for main screen gameplay is stored here temporarily some time?  | + 7E:1F51 - 7E:1F52    Used during intro scenes and pic of baby Metroid at Ceres (pointer to code?)  
-7E:7000 - 7E:???? CRE is decompressed to here during room load, if unknown 4 bit 1 is set for the new room.  | + 7E:1F53 - 7E:1F54    Timer for demo scenes?  
-7E:7000 - 7E:9800 Cleared before gameplay begins in new room  | + 7E:1F55 - 7E:1F56    Which set of demo scenes is playing?  
-7E:7000?- 7E:77FF? Table of some sort for enemies. Related to graphics, I think.  | + 7E:1F57 - 7E:1F58    Which demo scene of this set is playing?  
-7E:7006           | is where in vram the tiles are (I think)  | + 7E:1F59 - 7E:1F5A    The last set of demo scenes unlocked? written to by SRAM check routines? unknown purpose  
-7E:7008           | is which color pallete it uses.  | + 7E:1F5B - 7E:1FFF    Stack (Lowest observed ATM is 1FC5, 1FB5 by Jathys. No known used RAM above 1F5B)  
-7E:701E           | mirrors 7E:0F78, X  | + 7E:2000 - 7E:5FFF    Room Tiles, decompressed here temporarily then copied to VRAM 0000.  
-7E:7020           | mirrors 7E:0F7A, X  | + 7E:2000 - 7E:2???    Extra RAM usable during rooms (Used by bosses especially, up to 20A7)  
-7E:7022           | mirrors 7E:0F7E, X  | + 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:7024           | mirrors 7E:0F92, X (Used by Chozo statues for orientation? | + 7E:3300 - 7E:34FF    Temporary CGRAM backup, used for multiple hdma related things: message boxes, FX1, heat, etc  
-7E:7026           | mirrors 7E:0F86, X  | + 7E:3800 - 7E:3EFF    Tilemap for part of layer 3? Cleared during message boxes.  
-7E:7028           | mirrors 7E:0F88, X  | + 7E:3900 - 7E:6980    Used for tilemaps/graphics during equipment screen  
-7E:702A           | mirrors 7E:0FB4, X  | + 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:702C           | mirrors 7E:0FB6, X  | + 7E:5800 - 7E:5FFF    Page 2 of BG2 tilemap for main screen gameplay is stored here temporarily some time?  
-7E:702E - 7E:7038 is the enemy's name, if it has one. Else #$0000  | + 7E:6000 - 7E:67FF    Page 1 of BG3 tilemap for main screen gameplay is stored here temporarily some time?  
-7E:7800 - 7E:7FFF Extra RAM for enemy use ($40 bytes each)  | + 7E:6800 - 7E:6FFF    Page 2 of BG3 tilemap for main screen gameplay is stored here temporarily some time?  
-7E:7802 - 7E:7803 Unknown, initialized to 0 by Ridley  | + 7E:7000 - 7E:????    CRE is decompressed to here during room load, if unknown 4 bit 1 is set for the new room.  
-7E:7804 - 7E:7805 Unknown, initialized to 1 by Norfair Ridley, 0 by Ceres Ridley  | + 7E:7000 - 7E:9800    Cleared before gameplay begins in new room  
-7E:7806 - 7E:7807 Unknown, initialized to BF31 by Ceres Ridley  | + 7E:7000?- 7E:77FF?    Table of some sort for enemies. Related to graphics, I think.  
-7E:7808 - 7E:7809 Unknown, initialized to 1 by Ceres Ridley  | + 7E:7006              is where in vram the tiles are (I think)  
-7E:780E - 7E:780F Unknown, initialized to 5 by Ceres Ridley  | + 7E:7008              is which color pallete it uses.  
-7E:7818 - 7E:7819 Pallete for Ridley?  | + 7E:701E              mirrors 7E:0F78, X  
-7E:781A - 7E:781B Unknown, initialized to 0 by Ridley  | + 7E:7020              mirrors 7E:0F7A, X  
-7E:7820 - 7E:7821 Unknown. Initialized to 2 by Norfair Ridley, 0 by Ceres Ridley  | + 7E:7022              mirrors 7E:0F7E, X  
-7E:7824           | General use 'speed' byte set aside for Ridley?  | + 7E:7024              mirrors 7E:0F92, X (Used by Chozo statues for orientation?)  
-7E:7838 - 7E:7839 Unknown. Initialized to 78 by Norfair Ridley, F by Ceres Ridley  | + 7E:7026              mirrors 7E:0F86, X  
-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:7028              mirrors 7E:0F88, X  
-7E:8002 - 7E:8003 Initialized to 1A0 by Norfair Ridley, B0 by Ceres Ridley  | + 7E:702A              mirrors 7E:0FB4, X  
-7E:8004 - 7E:8005 Initialized to 40 by Norfair Ridley, 28 by Ceres Ridley  | + 7E:702C              mirrors 7E:0FB6, X  
-7E:8006 - 7E:8007 Initialized to E0 by both Ridleys  | + 7E:702E - 7E:7038    is the enemy's name, if it has one. Else #$0000  
-7E:800A           | Ridley's final attack swoop counter?  | + 7E:7800 - 7E:7FFF    Extra RAM for enemy use ($40 bytes each)  
-7E:8800 - 7E:8801 Unknown, initialized to BE9C by Ceres Ridley  | + 7E:7802 - 7E:7803    Unknown, initialized to 0 by Ridley  
-7E:8802 - 7E:8803 Unused byte for topleft turret in Draygon's room  | + 7E:7804 - 7E:7805    Unknown, initialized to 1 by Norfair Ridley, 0 by Ceres Ridley  
-7E:8804 - 7E:8805 Death byte for bottomleft turret in Draygon's room (1 = no more turret fire)  | + 7E:7806 - 7E:7807    Unknown, initialized to BF31 by Ceres Ridley  
-7E:8806 - 7E:8807 Death byte for topright turret in Draygon's room (1 = no more turret fire)  | + 7E:7808 - 7E:7809    Unknown, initialized to 1 by Ceres Ridley  
-7E:8808 - 7E:8809 Death byte for bottomright turret in Draygon's room (1 = no more turret fire)  | + 7E:780E - 7E:780F    Unknown, initialized to 5 by Ceres Ridley  
-7E:9100 - 7E:91FF Something to do with HDMA, used when Phantoon makes his swirl animation when he dies  | + 7E:7818 - 7E:7819    Pallete for Ridley?  
-7E:9C00           | Something for Layer 3 Horizontal Scroll HDMA (scroll value for air?)  | + 7E:781A - 7E:781B    Unknown, initialized to 0 by Ridley  
-7E:9C04 - 7E:9C22 Layer 3 horizontal scroll HDMA data (at least for water)  | + 7E:7820 - 7E:7821    Unknown. Initialized to 2 by Norfair Ridley, 0 by Ceres Ridley  
-7E:9F80 - 7E:9FFF Layer 2? HDMA for scrolling sky? seems to be how much each 'section' has scrolled  | + 7E:7824              General use 'speed' byte set aside for Ridley?  
-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:7838 - 7E:7839    Unknown. Initialized to 78 by Norfair Ridley, F by Ceres Ridley  
-7E:C000 - 7E:C01F Area color palette line 0  | + 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:C020 - 7E:C03F Area color palette line 1  | + 7E:8002 - 7E:8003    Initialized to 1A0 by Norfair Ridley, B0 by Ceres Ridley  
-7E:C040 - 7E:C05F Area color palette line 2  | + 7E:8004 - 7E:8005    Initialized to 40 by Norfair Ridley, 28 by Ceres Ridley  
-7E:C060 - 7E:C07F Area color palette line 3  | + 7E:8006 - 7E:8007    Initialized to E0 by both Ridleys  
-7E:C080 - 7E:C0AF Area color palette line 4  | + 7E:800A              Ridley's final attack swoop counter?  
-7E:C0A0 - 7E:C0BF Area color palette line 5  | + 7E:8800 - 7E:8801    Unknown, initialized to BE9C by Ceres Ridley  
-7E:C0C0 - 7E:C0DF Area color palette line 6  | + 7E:8802 - 7E:8803    Unused byte for topleft turret in Draygon's room  
-7E:C0E0 - 7E:C0FF Area color palette line 7  | + 7E:8804 - 7E:8805    Death byte for bottomleft turret in Draygon's room (1 = no more turret fire)  
-7E:C100 - 7E:C11F White palette for flashing enemies and pickups  | + 7E:8806 - 7E:8807    Death byte for topright turret in Draygon's room (1 = no more turret fire)  
-7E:C120 - 7E:C13F Enemy color palette line 0001  | + 7E:8808 - 7E:8809    Death byte for bottomright turret in Draygon's room (1 = no more turret fire)  
-7E:C140 - 7E:C15F Enemy color palette line 0002  | + 7E:9100 - 7E:91FF    Something to do with HDMA, used when Phantoon makes his swirl animation when he dies  
-7E:C160 - 7E:C17F Enemy color palette line 0003  | + 7E:9C00              Something for Layer 3 Horizontal Scroll HDMA (scroll value for air?)  
-7E:C180 - 7E:C1AF Samus' palette  | + 7E:9C04 - 7E:9C22    Layer 3 horizontal scroll HDMA data (at least for water)  
-7E:C1A0 - 7E:C1BF Most common sprites (item drops, smoke, explosions, bombs, power bombs, missiles, gates(wall part), water splashes, grapple beam)  | + 7E:9F80 - 7E:9FFF    Layer 2? HDMA for scrolling sky? seems to be how much each 'section' has scrolled  
-7E:C1C0 - 7E:C1DF Beam Color palette line  | + 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:C1E0 - 7E:C1FF Enemy color palette line 0007  | + 7E:C000 - 7E:C01F    Area color palette line 0  
-7E:C200 - 7E:C21F Target color palette line 0  | + 7E:C020 - 7E:C03F    Area color palette line 1  
-7E:C220 - 7E:C23F Target color palette line 1  | + 7E:C040 - 7E:C05F    Area color palette line 2  
-7E:C240 - 7E:C25F Target color palette line 2  | + 7E:C060 - 7E:C07F    Area color palette line 3  
-7E:C260 - 7E:C27F Target color palette line 3  | + 7E:C080 - 7E:C0AF    Area color palette line 4  
-7E:C280 - 7E:C2AF Target color palette line 4  | + 7E:C0A0 - 7E:C0BF    Area color palette line 5  
-7E:C2A0 - 7E:C2BF Target color palette line 5  | + 7E:C0C0 - 7E:C0DF    Area color palette line 6  
-7E:C2C0 - 7E:C2DF Target color palette line 6  | + 7E:C0E0 - 7E:C0FF    Area color palette line 7  
-7E:C2E0 - 7E:C2FF Target color palette line 7  | + 7E:C100 - 7E:C11F    White palette for flashing enemies and pickups  
-7E:C300 - 7E:C31F Target palette for flashing enemies and pickups  | + 7E:C120 - 7E:C13F    Enemy color palette line 0001  
-7E:C320 - 7E:C33F Target enemy color palette line 0001  | + 7E:C140 - 7E:C15F    Enemy color palette line 0002  
-7E:C340 - 7E:C35F Target enemy color palette line 0002  | + 7E:C160 - 7E:C17F    Enemy color palette line 0003  
-7E:C360 - 7E:C37F Target enemy color palette line 0003  | + 7E:C180 - 7E:C1AF    Samus' palette  
-7E:C380 - 7E:C3AF Target 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: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:C1C0 - 7E:C1DF    Beam Color palette line  
-7E:C3C0 - 7E:C3DF Target Beam Color palette line  | + 7E:C1E0 - 7E:C1FF    Enemy color palette line 0007  
-7E:C3E0 - 7E:C3FF Target enemy color palette line 0007  | + 7E:C200 - 7E:C21F    Target color palette line 0  
-7E:C400 - 7E:C401 Color pallete change fraction, numerator  | + 7E:C220 - 7E:C23F    Target color palette line 1  
-7E:C402 - 7E:C403 Color pallete change fraction, denominator (C000,X = (C200,X * C400 / C402) + (original C000,X * (C402 - C400) / C402))  | + 7E:C240 - 7E:C25F    Target color palette line 2  
-7E:C404 - 7E:C405 Current index for C000/C200  | + 7E:C260 - 7E:C27F    Target color palette line 3  
-7E:C2E2 - 7E:C2FF Unknown, initialized to 0 by Norfair Ridley  | + 7E:C280 - 7E:C2AF    Target color palette line 4  
-7E:C320 - 7E:C35F Unknown (Enemy 1 pallete? | + 7E:C2A0 - 7E:C2BF    Target color palette line 5  
-7E:C340 - 7E:C37F Unknown, initialized differently by both Ridleys  | + 7E:C2C0 - 7E:C2DF    Target color palette line 6  
-7E:C380 - 7E:C39E Samus' target colors for room transitions. Set by 91/DDD7, from bank 9B, depending on X.  | + 7E:C2E0 - 7E:C2FF    Target color palette line 7  
-7E:C3E2 - 7E:C3FF Unknown, initialized to 0 by both Ridleys  | + 7E:C300 - 7E:C31F    Target palette for flashing enemies and pickups  
-7E:C400 - 7E:C607 Powerbomb HDMA tilemap? Also used by gradual color change routine (probably targed colors for Powerbombs? | + 7E:C320 - 7E:C33F    Target enemy color palette line 0001  
-7E:C608 - 7E:C6C7 Status bar tilemap  | + 7E:C340 - 7E:C35F    Target enemy color palette line 0002  
-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:C360 - 7E:C37F    Target enemy color palette line 0003  
-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:C380 - 7E:C3AF    Target Samus' palette  
-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: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:C98C - 7E:C9CF copied to VRAM by vertical scroll routine(bottom half of new tilemap?). Size is 7E:0964  | + 7E:C3C0 - 7E:C3DF    Target Beam Color palette line  
-7E:C9D0 - 7E:C??? Copied to VRAM. Size is 7E:0972. Used by elevator background loading (80:8D49)  | + 7E:C3E0 - 7E:C3FF    Target enemy color palette line 0007  
-7E:CA10 - 7E:C??? Copied to VRAM. Size is 7E:0972. Used by elevator background loading (80:8D49)  | + 7E:C400 - 7E:C401    Color pallete change fraction, numerator  
-7E:CA50 - 7E:C??? Copied to VRAM. Size is 7E:0980. Used by ???? routine (80:8E2B)  | + 7E:C402 - 7E:C403    Color pallete change fraction, denominator (C000,X = (C200,X * C400 / C402) + (original C000,X * (C402 - C400) / C402))  
-7E:CA94 - 7E:C??? Copied to VRAM. Size is 7E:0980. Used by ???? routine (80:8E2B)  | + 7E:C404 - 7E:C405    Current index for C000/C200  
-7E:CAD8 - 7E:CADB Scroll offsets for BG3 during tilebar. (2 bytes horizontal, 2 bytes vertical). Copied via HDMA during tilebar  | + 7E:C2E2 - 7E:C2FF    Unknown, initialized to 0 by Norfair Ridley  
-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:C320 - 7E:C35F    Unknown (Enemy 1 pallete?)  
-7E:CD20 - 7E:CD51 Scrollmap for current room  | + 7E:C340 - 7E:C37F    Unknown, initialized differently by both Ridleys  
-7E:CD52 - 7E:CE51 Explored map for Area 0 (Crateria)  | + 7E:C380 - 7E:C39E    Samus' target colors for room transitions. Set by 91/DDD7, from bank 9B, depending on X.  
-7E:CE52 - 7E:CF51 Explored map for Area 1 (Brinstar)  | + 7E:C3E2 - 7E:C3FF    Unknown, initialized to 0 by both Ridleys  
-7E:CF52 - 7E:D051 Explored map for Area 2 (Norfair)  | + 7E:C400 - 7E:C607    Powerbomb HDMA tilemap? Also used by gradual color change routine (probably targed colors for Powerbombs?)  
-7E:D052 - 7E:D151 Explored map for Area 3 (Wrecked Ship)  | + 7E:C608 - 7E:C6C7    Status bar tilemap  
-7E:D152 - 7E:D251 Explored map for Area 4 (Maridia)  | + 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:D252 - 7E:D351 Explored map for Area 5 (Tourian)  | + 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:D352 - 7E:D451 Explored map for Area 6 (Ceres)  | + 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:D452 - 7E:D551 Explored map for Area 7 (Debug Unused)  | + 7E:C98C - 7E:C9CF    copied to VRAM by vertical scroll routine(bottom half of new tilemap?). Size is 7E:0964  
-7E:D552 - 7E:D558 Name of current enemy list  | + 7E:C9D0 - 7E:C???    Copied to VRAM. Size is 7E:0972. Used by elevator background loading (80:8D49)  
-7E:D559 - 7E:D??? Name of allowed enemies in the room. C bytes alloted for each enemy.  | + 7E:CA10 - 7E:C???    Copied to VRAM. Size is 7E:0972. Used by elevator background loading (80:8D49)  
-7E:D7C0 - 7E:DE1B RAM that is saved to SRAM  | + 7E:CA50 - 7E:C???    Copied to VRAM. Size is 7E:0980. Used by ???? routine (80:8E2B)  
-7E:D7C0 - 7E:D81F SRAM copy of 7E:09A2 - 7E:0A01  | + 7E:CA94 - 7E:C???    Copied to VRAM. Size is 7E:0980. Used by ???? routine (80:8E2B)  
-7E:D820 - 7E:D86F Event bit array. 30-6F are never used  | + 7E:CAD8 - 7E:CADB    Scroll offsets for BG3 during tilebar. (2 bytes horizontal, 2 bytes vertical). Copied via HDMA during tilebar  
-7E:D828 - 7E:D82F Boss bits. 1 byte per area (C-B-N-W-M-T-C-D)  | + 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:D870 - 7E:D8AF Item bit array. 90-AF are never used  | + 7E:CD20 - 7E:CD51    Scrollmap for current room  
-7E:D8B0 - 7E:D8EF Opened door bit array. D0-EF are never used  | + 7E:CD52 - 7E:CE51    Explored map for Area 0 (Crateria)  
-7E:D8F8 - 7E:D907 Used elevator(Odd bytes) and save point(Even bytes) array, indexed by area.  | + 7E:CE52 - 7E:CF51    Explored map for Area 1 (Brinstar)  
-7E:D908 - 7E:D90F Map Station byte array  | + 7E:CF52 - 7E:D051    Explored map for Area 2 (Norfair)  
-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:D052 - 7E:D151    Explored map for Area 3 (Wrecked Ship)  
-7E:D91C - 7E:DE1B ? Loaded 'compressed' map data from SRAM. Only first 160 bytes or so are actually used by original game.  | + 7E:D152 - 7E:D251    Explored map for Area 4 (Maridia)  
-7E:DE1C - 7E:DE6B PLM frame delay  | + 7E:D252 - 7E:D351    Explored map for Area 5 (Tourian)  
-7E:DE6C - 7E:DEBB PLM Block Edit pointer  | + 7E:D352 - 7E:D451    Explored map for Area 6 (Ceres)  
-7E:DEBC - 7E:DF0B PLM Goto Instruction Pointer  | + 7E:D452 - 7E:D551    Explored map for Area 7 (Debug Unused)  
-7E:DF0C - 7E:DF5B Unknown PLM value. Initialized to #$0000  | + 7E:D552 - 7E:D558    Name of current enemy list  
-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:D559 - 7E:D???    Name of allowed enemies in the room. C bytes alloted for each enemy.  
-7E:EF78 - 7E:EFB7 Tilemap pointer for misc enemy GFX. Pulled from table at 86:BDA8: (BE5A, BE6C, BE86, BEA4, BEBE, BED4, BEEA...)  | + 7E:D7C0 - 7E:DE1B    RAM that is saved to SRAM  
-7E:EFF8 - 7E:F037 Delay timer for above table, or instruction pointer if $8000+  | + 7E:D7C0 - 7E:D81F    SRAM copy of 7E:09A2 - 7E:0A01  
-7E:F0F8 - 7E:F137 X position of misc enemy GFX  | + 7E:D820 - 7E:D86F    Event bit array. 30-6F are never used  
-7E:F1F8 - 7E:F237 Y position of misc enemy GFX  | + 7E:D828 - 7E:D82F    Boss bits. 1 byte per area (C-B-N-W-M-T-C-D)  
-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:D870 - 7E:D8AF    Item bit array. 90-AF are never used  
-7E:F380 - 7E:F49F Enemy/room projectile data 'cleared' every time on room load  | + 7E:D8B0 - 7E:D8EF    Opened door bit array. D0-EF are never used  
-7E:F380 - 7E:F3A3 Use different response when hit by projectile (0000 = normal?, 0001 = Samus's projectile?, 0002 = Ignore collision? | + 7E:D8F8 - 7E:D907    Used elevator(Odd bytes) and save point(Even bytes) array, indexed by area.  
-7F:0000 - 7F:0001 Size of room tilemap in bytes (and size of background tilemap, and 2x size of bts map)  | + 7E:D908 - 7E:D90F    Map Station byte array  
-7F:0002 - 7F:6401 Room Tilemap  | + 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  
-7F:6402 - 7F:9601 Room BTS map  | + 7E:D91C - 7E:DE1B    ? Loaded 'compressed' map data from SRAM. Only first 160 bytes or so are actually used by original game.  
-7F:9602 - 7F:FA01 Room Background Tilemap  | + 7E:DE1C - 7E:DE6B    PLM frame delay  
-7F:FA02 - 7F:FFFF Unused  |+ 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.txt · Last modified: 2018/10/18 00:22 by mentlegen