A8E82E: Initialisation: LDX $0E54 ;enemy index LDA #$E828 STA $0F92,x ;pointer to AI structure. LDY #$E86E ;glowing AI LDA $09A4 BIT #$0004 ;checks if morphball is equipped BNE BRANCH_ALPHA LDY #$804C ;non-glowing (normal) AI BRANCH_ALPHA STY $178C LDA #$00A8 STA $178E ;todo with glow LDA $0F96,x ASL a ASL a ASL a ASL a AND #$FF00 XBA STA $1794 LDA #$0010 STA $1798 LDA $0FB6,x ROR a ;Rotate bits right ROR a STA $0FB6,x RTL AI RUNNING ROUTINE: LDX $0E54 LDA $09A4 BIT #$0004 ;checks if morphball has been collected BEQ BRANCH_ALPHA ;do nothing, if not collected LDY #$E86E STY $178C LDA $0F96,x ASL a ASL a ASL a ASL a AND #$FF00 XBA STA $1794 LDA $0FA8,x BNE BRANCH_ALPHA JSR $A0AEDD JSR $AOB067 CMP $0FB4,x BPL BRANCH_ALPHA JSR $A0AEE5 STA $0FAA,x JSR $A0B067 CMP $0FB4,x BPL BRANCH_ALPHA LDA $0FAA,x AND #$8000 CMP $0FB6,x BEQ BRANCH_ALPHA LDY #$E80C LDA $0FAA,x BMI BRANCH_BETA LDY #$E81A BRANCH_BETA TYA STA $0F92,x LDA #$0001 STA $0F94,x LDA #$0001 STA $0FA8,x LDA #$0010 STA $1798 BRANCH_ALPHA RTL