================================== WALKING SPACE PIRATES =========== ================================== $B2/FB4C - $B2/FC67 = walking pirate pointer table $B2/FB4C B8 FC 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/FB50 10 00 92 8F tilemap $B2/FB54 ED 80 64 FB jump to pointer (FB64 pointer code) $B2/FB58 B8 FC 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/FB5C 10 00 A6 8F tilemap $B2/FB60 ED 80 E6 FB jump to pointer (FBE6 pointer code) $B2/FB64 B8 FC 44 FD LDX $0E54; LDA #$FD44 (for firing left/right?) then STA $0FA8,x; INC y twice $B2/FB68 0A 00 C4 89 tilemap $B2/FB6C 0A 00 D6 89 tilemap $B2/FB70 0A 00 E8 89 tilemap $B2/FB74 0A 00 FA 89 tilemap $B2/FB78 0A 00 0C 8A tilemap $B2/FB7C 0A 00 1E 8A tilemap $B2/FB80 0A 00 30 8A tilemap $B2/FB84 0A 00 42 8A tilemap $B2/FB88 ED 80 68 FB jump to pointer (FB68 tilemap) $B2/FB8C B8 FC 4A FE LDX $0E54; LDA #$FE4A (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/FB90 18 00 28 8C tilemap $B2/FB94 08 00 3A 8C tilemap $B2/FB98 08 00 4C 8C tilemap $B2/FB9C 08 00 5E 8C tilemap $B2/FBA0 68 FC 08 00 spawns projectile lasers $B2/FBA4 08 00 70 8C tilemap $B2/FBA8 68 FC 02 00 spawns projectile lasers $B2/FBAC 18 00 82 8C tilemap $B2/FBB0 68 FC F8 FF spawns projectile lasers $B2/FBB4 08 00 70 8C tilemap $B2/FBB8 08 00 5E 8C tilemap $B2/FBBC 08 00 4C 8C tilemap $B2/FBC0 08 00 3A 8C tilemap $B2/FBC4 C8 FC probably for blocking a shot (decides to turn around or not) $B2/FBC6 B8 FC 4A FE LDX $0E54; LDA #$FE4A (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/FBCA 20 00 00 8D tilemap $B2/FBCE 0A 00 1A 8D tilemap $B2/FBD2 20 00 2C 8D tilemap $B2/FBD6 0A 00 1A 8D tilemap $B2/FBDA 20 00 00 8D tilemap $B2/FBDE 08 00 8C 8D tilemap $B2/FBE2 ED 80 E6 FB jump to pointer (FBE6 pointer code) $B2/FBE6 B8 FC CE FD LDX $0E54; LDA #$FDCE (for firing left/right?) then STA $0FA8,x; INC y twice $B2/FBEA 0A 00 F6 8A tilemap $B2/FBEE 0A 00 08 8B tilemap $B2/FBF2 0A 00 1A 8B tilemap $B2/FBF6 0A 00 2C 8B tilemap $B2/FBFA 0A 00 3E 8B tilemap $B2/FBFE 0A 00 50 8B tilemap $B2/FC02 0A 00 62 8B tilemap $B2/FC06 0A 00 74 8B tilemap $B2/FC0A ED 80 EA FB jump to pointer (FBEA tilemap) $B2/FC0E B8 FC 4A FE LDX $0E54; LDA #$FE4A (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/FC12 18 00 94 8C tilemap $B2/FC16 08 00 A6 8C tilemap $B2/FC1A 08 00 B8 8C tilemap $B2/FC1E 08 00 CA 8C tilemap $B2/FC22 90 FC 08 00 spawns projectile lasers $B2/FC26 08 00 DC 8C tilemap $B2/FC2A 90 FC 02 00 spawns projectile lasers $B2/FC2E 18 00 EE 8C tilemap $B2/FC32 90 FC F8 FF spawns projectile lasers $B2/FC36 08 00 DC 8C tilemap $B2/FC3A 08 00 CA 8C tilemap $B2/FC3E 08 00 B8 8C tilemap $B2/FC42 08 00 A6 8C tilemap $B2/FC46 C8 FC probably for blocking a shot (decides to turn around or not) $B2/FC48 B8 FC 4A FE LDX $0E54; LDA #$FE4A (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/FC4C 20 00 46 8D tilemap $B2/FC50 0A 00 60 8D tilemap $B2/FC54 20 00 72 8D tilemap $B2/FC58 0A 00 60 8D tilemap $B2/FC5C 20 00 46 8D tilemap $B2/FC60 08 00 8C 8D tilemap $B2/FC64 ED 80 64 FB jump to pointer (FB64 pointer code) ============================== CLIMBING SPACE PIRATES ======= ============================== pointer table for wall pirates $B2ECC0 $B2/ECC0 83 EF E3 F0 LDX $0E54; LDA #$F0E3 (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/ECC4 09 00 8C 89 tilemap $B2/ECC8 0F 00 9E 89 tilemap $B2/ECCC 2A EF spawns enemy projectile laser $B2/ECCE 3A 81 20 00 code telling enemy to change poses (jump walls?). $B2/ECD2 FD EE projectile AI (or calculate distance to jump)? $B2/ECD4 83 EF E4 F0 LDX $0E54; LDA #$F0E4 (pointer to code to go up left wall?) then STA $0FA8,x; INC y twice $B2/ECD8 93 EF play a sound from library 2 (space pirate sound) $B2/ECDA 0A 00 B0 89 tilemap $B2/ECDE 01 00 BA 89 tilemap $B2/ECE2 2F 81 code telling enemy to change poses (dunno what to) $B2/ECE4 83 EF 34 F0 LDX $0E54; LDA #$F034 (pointer to code to go down right wall?) then STA $0FA8,x; INC y twice $B2/ECE8 0A 00 B0 89 tilemap $B2/ECEC 83 EF 34 F0 LDX $0E54; LDA #$F034 (pointer to code to go down right wall?) then STA $0FA8,x; INC y twice $B2/ECF0 23 81 04 00 loading argument (0004) and putting that at $0F90,x, adds 2 to Y $B2/ECF4 0A 00 A0 88 tilemap $B2/ECF8 40 EE FD FF stores FFFD to $14 and moves enemy vertically $B2/ECFC 08 00 B2 88 tilemap $B2/ED00 40 EE FD FF stores FFFD to $14 and moves enemy vertically $B2/ED04 05 00 C4 88 tilemap $B2/ED08 40 EE FD FF stores FFFD to $14 and moves enemy vertically $B2/ED0C 08 00 D6 88 tilemap $B2/ED10 40 EE FD FF stores FFFD to $14 and moves enemy vertically $B2/ED14 0A 00 E8 88 tilemap $B2/ED18 40 EE FD FF stores FFFD to $14 and moves enemy vertically $B2/ED1C 08 00 D6 88 tilemap $B2/ED20 40 EE FD FF stores FFFD to $14 and moves enemy vertically $B2/ED24 05 00 C4 88 tilemap $B2/ED28 40 EE FD FF stores FFFD to $14 and moves enemy vertically $B2/ED2C 08 00 B2 88 tilemap $B2/ED30 10 81 decriments $0F90,x, branches to $80ED (jump instruction) if not equal, adds 2 to Y $B2/ED32 F4 EC if previous branches, jump to ECF4 which is a tilemap pointer $B2/ED34 A4 EE decides something about moving down right wall? $B2/ED36 83 EF 34 F0 LDX $0E54; LDA #$F034 (pointer to code to go down right wall?) then STA $0FA8,x; INC y twice $B2/ED3A 23 81 04 00 loading argument (0004) and putting that at $0F90,x, adds 2 to Y $B2/ED3E 0A 00 A0 88 tilemap $B2/ED42 40 EE 03 00 stores 0003 to $14 and moves enemy vertically $B2/ED46 08 00 B2 88 tilemap $B2/ED4A 40 EE 03 00 stores 0003 to $14 and moves enemy vertically $B2/ED4E 05 00 C4 88 tilemap $B2/ED52 40 EE 03 00 stores 0003 to $14 and moves enemy vertically $B2/ED56 08 00 D6 88 tilemap $B2/ED5A 40 EE 03 00 stores 0003 to $14 and moves enemy vertically $B2/ED5E 0A 00 E8 88 tilemap $B2/ED62 40 EE 03 00 stores 0003 to $14 and moves enemy vertically $B2/ED66 08 00 D6 88 tilemap $B2/ED6A 40 EE 03 00 stores 0003 to $14 and moves enemy vertically $B2/ED6E 05 00 C4 88 tilemap $B2/ED72 40 EE 03 00 stores 0003 to $14 and moves enemy vertically $B2/ED76 08 00 B2 88 tilemap $B2/ED7A 10 81 decriments $0F90,x, branches to $80ED (jump instruction) if not equal, adds 2 to Y $B2/ED7C 3E ED if previous branches, jump to ED3E which is a tilemap pointer $B2/ED7E A4 EE decides something about moving down right wall? $B2/ED80 83 EF 4F F0 LDX $0E54; LDA #$F04F (pointer to RTS) then STA $0FA8,x; INC y twice $B2/ED84 09 00 FA 88 tilemap $B2/ED88 01 00 0C 89 tilemap $B2/ED8C 5D EF spawns enemy projectile laser $B2/ED8E 3A 81 20 00 code telling enemy to change poses (jump walls?). $B2/ED92 D4 EE Projectile AI (or calculate distance to jump)? $B2/ED94 83 EF 50 F0 LDX $0E54; LDA #$F050 (pointer to firing right?) then STA $0FA8,x; INC y twice $B2/ED98 93 EF play a sound from library 2 (space pirate sound) $B2/ED9A 0A 00 1E 89 tilemap $B2/ED9E 01 00 28 89 tilemap $B2/EDA2 2F 81 code telling enemy to change poses (dunno what to) $B2/EDA4 83 EF C8 F0 LDX $0E54; LDA #$F0C8 (pointer to firing left?) then STA $0FA8,x; INC y twice $B2/EDA8 0A 00 1E 89 tilemap $B2/EDAC 83 EF C8 F0 LDX $0E54; LDA #$F0C8 (pointer to firing left?) then STA $0FA8,x; INC y twice $B2/EDB0 23 81 04 00 loading argument (0004) and putting that at $0F90,x, adds 2 to Y $B2/EDB4 0A 00 32 89 tilemap $B2/EDB8 72 EE 03 00 stores 0003 to $14 and moves enemy vertically $B2/EDBC 08 00 44 89 tilemap $B2/EDC0 72 EE 03 00 stores 0003 to $14 and moves enemy vertically $B2/EDC4 05 00 56 89 tilemap $B2/EDC8 72 EE 03 00 stores 0003 to $14 and moves enemy vertically $B2/EDCC 08 00 68 89 tilemap $B2/EDD0 72 EE 03 00 stores 0003 to $14 and moves enemy vertically $B2/EDD4 0A 00 7A 89 tilemap $B2/EDD8 72 EE 03 00 stores 0003 to $14 and moves enemy vertically $B2/EDDC 08 00 68 89 tilemap $B2/EDE0 72 EE 03 00 stores 0003 to $14 and moves enemy vertically $B2/EDE4 05 00 56 89 tilemap $B2/EDE8 72 EE 03 00 stores 0003 to $14 and moves enemy vertically $B2/EDEC 08 00 44 89 tilemap $B2/EDF0 10 81 decriments $0F90,x, branches to $80ED (jump instruction) if not equal, adds 2 to Y $B2/EDF2 B4 ED if previous branches, jump to EDB4 which is a tilemap pointer $B2/EDF4 BC EE decides something about moving down left wall? $B2/EDF6 83 EF C8 F0 LDX $0E54; LDA #$F0C8 (pointer to firing left?) then STA $0FA8,x; INC y twice $B2/EDFA 23 81 04 00 loading argument (0004) and putting that at $0F90,x, adds 2 to Y $B2/EDFE 0A 00 32 89 tilemap $B2/EE02 72 EE FD FF stores FFFD to $14 and moves enemy vertically $B2/EE06 08 00 44 89 tilemap $B2/EE0A 72 EE FD FF stores FFFD to $14 and moves enemy vertically $B2/EE0E 05 00 56 89 tilemap $B2/EE12 72 EE FD FF stores FFFD to $14 and moves enemy vertically $B2/EE16 08 00 68 89 tilemap $B2/EE1A 72 EE FD FF stores FFFD to $14 and moves enemy vertically $B2/EE1E 0A 00 7A 89 tilemap $B2/EE22 72 EE FD FF stores FFFD to $14 and moves enemy vertically $B2/EE26 08 00 68 89 tilemap $B2/EE2A 72 EE FD FF stores FFFD to $14 and moves enemy vertically $B2/EE2E 05 00 56 89 tilemap $B2/EE32 72 EE FD FF stores FFFD to $14 and moves enemy vertically $B2/EE36 08 00 44 89 tilemap $B2/EE3A 10 81 decriments $0F90,x, branches to $80ED (jump instruction) if not equal, adds 2 to Y $B2/EE3C FE ED if previous branches, jump to EDFE $B2/EE3E BC EE decides something about moving down left wall? ========================== FIGHTING SPACE PIRATES === ========================== F15C - F535 = ninja pirate pointer table $B2/F15C 83 EF 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/F160 05 00 54 8A tilemap $B2/F164 05 00 66 8A tilemap $B2/F168 05 00 78 8A tilemap $B2/F16C 05 00 8A 8A tilemap $B2/F170 05 00 9C 8A tilemap $B2/F174 02 00 AE 8A tilemap $B2/F178 64 F5 00 00 E0 FF F8 FF creates enemy projectile claws $B2/F180 46 F5 66 00 play a sound from library 2 (0066 space pirate sound) $B2/F184 02 00 C0 8A tilemap $B2/F188 02 00 D2 8A tilemap $B2/F18C 02 00 E4 8A tilemap $B2/F190 05 00 54 8A tilemap $B2/F194 05 00 66 8A tilemap $B2/F198 05 00 78 8A tilemap $B2/F19C 05 00 8A 8A tilemap $B2/F1A0 05 00 9C 8A tilemap $B2/F1A4 02 00 AE 8A tilemap $B2/F1A8 64 F5 00 00 F0 FF 08 00 creates enemy projectile claws $B2/F1B0 46 F5 66 00 play a sound from library 2 (0066 space pirate sound) $B2/F1B4 02 00 C0 8A tilemap $B2/F1B8 02 00 D2 8A tilemap $B2/F1BC 02 00 E4 8A tilemap $B2/F1C0 ED 80 2E F2 jump to pointer (F22E code) $B2/F1C4 83 EF 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/F1C8 05 00 54 8A tilemap $B2/F1CC 05 00 66 8A tilemap $B2/F1D0 05 00 78 8A tilemap $B2/F1D4 05 00 8A 8A tilemap $B2/F1D8 05 00 9C 8A tilemap $B2/F1DC 02 00 AE 8A tilemap $B2/F1E0 64 F5 00 00 E0 FF F8 FF creates enemy projectile claws $B2/F1E8 46 F5 66 00 play a sound from library 2 (0066 space pirate sound) $B2/F1EC 02 00 C0 8A tilemap $B2/F1F0 02 00 D2 8A tilemap $B2/F1F4 02 00 E4 8A tilemap $B2/F1F8 D6 F5 initializes extra enemy RAM $7E7800 $B2/F1FA 83 EF 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/F1FE 08 00 54 8A tilemap $B2/F202 83 EF 17 F8 LDX $0E54; LDA #$F817 (calc and store $12, set's a lot of RAM) then STA $0FA8,x; INC y twice $B2/F206 46 F5 3F 00 play a sound from library 2 (003F Missile launcher noise) $B2/F20A 01 00 96 8D tilemap $B2/F20E 01 00 A0 8D tilemap $B2/F212 01 00 AA 8D tilemap $B2/F216 01 00 B4 8D tilemap $B2/F21A 01 00 BE 8D tilemap $B2/F21E 01 00 C8 8D tilemap $B2/F222 01 00 D2 8D tilemap $B2/F226 01 00 DC 8D tilemap $B2/F22A ED 80 06 F2 jump to pointer (F206 code) $B2/F22E 83 EF E4 F6 LDX $0E54; LDA #$F6E4 (decision time) then STA $0FA8,x; INC y twice $B2/F232 0A 00 56 8F tilemap $B2/F236 0A 00 60 8F tilemap $B2/F23A 0A 00 6A 8F tilemap $B2/F23E 0A 00 60 8F tilemap $B2/F242 83 EF 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/F246 90 F5 deciding what to do after landing from a spin jump? $B2/F248 ED 80 32 F2 jump to pointer (F232 tilemap) $B2/F24C 05 00 36 8E tilemap $B2/F250 05 00 48 8E tilemap $B2/F254 05 00 5A 8E tilemap $B2/F258 05 00 6C 8E tilemap $B2/F25C 05 00 7E 8E tilemap $B2/F260 05 00 90 8E tilemap $B2/F264 05 00 A2 8E tilemap $B2/F268 05 00 B4 8E tilemap $B2/F26C ED 80 4C F2 jump to pointer (F24C tilemap) $B2/F270 83 EF 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/F274 10 00 9C 8F tilemap $B2/F278 ED 80 2E F2 jump to pointer (F22E code) $B2/F27C 83 EF 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/F280 08 00 FE 90 tilemap $B2/F284 69 F9 sets enemy RAM for some reason $B2/F286 83 EF 85 F9 LDX $0E54; LDA #$F985 (stores to $12 and sets extra enemy RAM) then STA $0FA8,x; INC y twice $B2/F28A 36 F5 00 02 stores 0002 to $0F96 to change enemy palette $B2/F28E 04 00 0A 90 tilemap $B2/F292 36 F5 00 0E stores 0E00 to $0F96 to change enemy palette $B2/F296 04 00 0A 90 tilemap $B2/F29A ED 80 8A F2 jump to pointer (F28A code) $B2/F29E 2F 81 code telling enemy to change poses (dunno what to) $B2/F2A0 36 F5 00 0E stores 0E00 to $0F96 to change enemy palette $B2/F2A4 83 EF C1 F9 LDX $0E54; LDA #$F9C1 (sets up for flying kick?) then STA $0FA8,x; INC y twice $B2/F2A8 46 F5 66 00 play a sound from library 2 (0066 space pirate sound) $B2/F2AC 01 00 14 90 tilemap $B2/F2B0 2F 81 code telling enemy to change poses (dunno what to) $B2/F2B2 83 EF 15 FA LDX $0E54; LDA #$F9C1 (turning around (after flying kick left)) then STA $0FA8,x; INC y twice $B2/F2B6 05 00 36 8E tilemap $B2/F2BA 05 00 48 8E tilemap $B2/F2BE 05 00 5A 8E tilemap $B2/F2C2 05 00 6C 8E tilemap $B2/F2C6 05 00 7E 8E tilemap $B2/F2CA 05 00 90 8E tilemap $B2/F2CE 05 00 A2 8E tilemap $B2/F2D2 05 00 B4 8E tilemap $B2/F2D6 ED 80 B6 F2 jump to pointer (F2B6 tilemap) $B2/F2DA 83 EF A9 F6 LDX $0E54; LDA #$F6A9 (sets RAM and STA $12) then STA $0FA8,x; INC y twice $B2/F2DE 20 00 EA 93 tilemap $B2/F2E2 0A 00 04 94 tilemap $B2/F2E6 20 00 16 94 tilemap $B2/F2EA 0A 00 04 94 tilemap $B2/F2EE 20 00 EA 93 tilemap $B2/F2F2 ED 80 DE F2 jump to pointer (F2DE tilemap) $B2/F2F6 2F 81 code telling enemy to change poses (dunno what to) $B2/F2F8 36 F5 00 02 stores 0002 to $0F96 to change enemy palette $B2/F2FC 83 EF 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/F300 04 00 04 94 tilemap $B2/F304 08 00 EA 93 tilemap $B2/F308 04 00 76 94 tilemap $B2/F30C 04 00 4A 94 tilemap $B2/F310 83 EF 09 F9 LDX $0E54; LDA #$F909 (decision time) then STA $0FA8,x; INC y twice $B2/F314 0A 00 74 8F tilemap $B2/F318 0A 00 7E 8F tilemap $B2/F31C 0A 00 88 8F tilemap $B2/F320 0A 00 7E 8F tilemap $B2/F324 ED 80 14 F3 jump to pointer (F314 tilemap) $B2/F328 08 00 76 94 tilemap $B2/F32C 2F 81 code telling enemy to change poses (dunno what to) $B2/F32E 83 EF 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/F332 04 00 32 90 tilemap $B2/F336 46 F5 66 00 play a sound from library 2 (0066 space pirate sound) $B2/F33A 04 00 72 93 tilemap $B2/F33E 20 00 3C 90 tilemap $B2/F342 04 00 72 93 tilemap $B2/F346 ED 80 2E F2 jump to pointer (F22E code) $B2/F34A 83 EF 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/F34E 05 00 86 8B tilemap $B2/F352 05 00 98 8B tilemap $B2/F356 05 00 AA 8B tilemap $B2/F35A 05 00 BC 8B tilemap $B2/F35E 05 00 CE 8B tilemap $B2/F362 02 00 E0 8B tilemap $B2/F366 64 F5 01 00 20 00 F8 FF creates enemy projectile claws $B2/F36E 46 F5 66 00 play a sound from library 2 (0066 space pirate sound) $B2/F372 02 00 98 8B tilemap $B2/F376 02 00 F2 8B tilemap $B2/F37A 02 00 16 8C tilemap $B2/F37E 05 00 86 8B tilemap $B2/F382 05 00 98 8B tilemap $B2/F386 05 00 AA 8B tilemap $B2/F38A 05 00 BC 8B tilemap $B2/F38E 05 00 CE 8B tilemap $B2/F392 02 00 E0 8B tilemap $B2/F396 64 F5 01 00 10 00 08 00 creates enemy projectile claws $B2/F39E 02 00 98 8B tilemap $B2/F3A2 46 F5 66 00 play a sound from library 2 (0066 space pirate sound) $B2/F3A6 02 00 F2 8B tilemap $B2/F3AA 02 00 16 8C tilemap $B2/F3AE ED 80 20 F4 jump to pointer (F420 code) $B2/F3B2 83 EF 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/F3B6 05 00 86 8B tilemap $B2/F3BA 05 00 98 8B tilemap $B2/F3BE 05 00 AA 8B tilemap $B2/F3C2 05 00 BC 8B tilemap $B2/F3C6 05 00 CE 8B tilemap $B2/F3CA 02 00 E0 8B tilemap $B2/F3CE 64 F5 01 00 20 00 F8 FF creates enemy projectile claws $B2/F3D6 46 F5 66 00 play a sound from library 2 (0066 space pirate sound) $B2/F3DA 02 00 98 8B tilemap $B2/F3DE 02 00 F2 8B tilemap $B2/F3E2 02 00 16 8C tilemap $B2/F3E6 D6 F5 initializes extra enemy RAM $7E7800 $B2/F3E8 83 EF 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/F3EC 08 00 86 8B tilemap $B2/F3F0 83 EF 90 F8 LDX $0E54; LDA #$F890 (sets RAM and STA $12) then STA $0FA8,x; INC y twice $B2/F3F4 46 F5 3F 00 play a sound from library 2 (003F Missile launcher noise) $B2/F3F8 01 00 E6 8D tilemap $B2/F3FC 01 00 F0 8D tilemap $B2/F400 01 00 FA 8D tilemap $B2/F404 01 00 04 8E tilemap $B2/F408 01 00 0E 8E tilemap $B2/F40C 01 00 18 8E tilemap $B2/F410 01 00 22 8E tilemap $B2/F414 01 00 2C 8E tilemap $B2/F418 ED 80 F4 F3 jump to pointer (F3F4 code) $B2/F41C 10 00 86 8B tilemap $B2/F420 83 EF E4 F6 LDX $0E54; LDA #$F6E4 (decision time) then STA $0FA8,x; INC y twice $B2/F424 0A 00 74 8F tilemap $B2/F428 0A 00 7E 8F tilemap $B2/F42C 0A 00 88 8F tilemap $B2/F430 0A 00 7E 8F tilemap $B2/F434 83 EF 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/F438 90 F5 deciding what to do after landing from a spin jump? $B2/F43A ED 80 24 F4 jump to pointer (F424 tilemap) $B2/F43E 05 00 C6 8E tilemap $B2/F442 05 00 D8 8E tilemap $B2/F446 05 00 EA 8E tilemap $B2/F44A 05 00 FC 8E tilemap $B2/F44E 05 00 0E 8F tilemap $B2/F452 05 00 20 8F tilemap $B2/F456 05 00 32 8F tilemap $B2/F45A 05 00 44 8F tilemap $B2/F45E ED 80 3E F4 jump to pointer (F43E tilemap) $B2/F462 83 EF 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/F466 10 00 B0 8F tilemap $B2/F46A ED 80 20 F4 jump to pointer (F420 code) $B2/F46E 83 EF 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/F472 08 00 80 92 tilemap $B2/F476 3D FA calculates extra enemy RAM values (probably for current pose/speed) $B2/F478 83 EF 59 FA LDX $0E54; LDA #$FA59 (modifies $12 and extra enemy RAM in $7E78000) then STA $0FA8,x; INC y twice $B2/F47C 36 F5 00 02 stores 0002 to $0F96 to change enemy palette $B2/F480 04 00 1E 90 tilemap $B2/F484 36 F5 00 0E stores 0E00 to $0F96 to change enemy palette $B2/F488 04 00 1E 90 tilemap $B2/F48C ED 80 7C F4 jump to pointer (F47C code) $B2/F490 2F 81 code telling enemy to change poses (dunno what to) $B2/F492 36 F5 00 0E stores 0E00 to $0F96 to change enemy palette $B2/F496 83 EF 95 FA LDX $0E54; LDA #$FA95 (sets up flying kick motion?) then STA $0FA8,x; INC y twice $B2/F49A 46 F5 66 00 play a sound from library 2 (0066 space pirate sound) $B2/F49E 01 00 28 90 tilemap $B2/F4A2 2F 81 code telling enemy to change poses (dunno what to) $B2/F4A4 83 EF E9 FA LDX $0E54; LDA #$FAE9 (turning around after flying kick right?) then STA $0FA8,x; INC y twice $B2/F4A8 05 00 C6 8E tilemap $B2/F4AC 05 00 D8 8E tilemap $B2/F4B0 05 00 EA 8E tilemap $B2/F4B4 05 00 FC 8E tilemap $B2/F4B8 05 00 0E 8F tilemap $B2/F4BC 05 00 20 8F tilemap $B2/F4C0 05 00 32 8F tilemap $B2/F4C4 05 00 44 8F tilemap $B2/F4C8 ED 80 A8 F4 jump to pointer (F4A8 tilemap) $B2/F4CC 83 EF A9 F6 LDX $0E54; LDA #$F6A9 (standing facing left or right (toward samus on opposite side of screen)) then STA $0FA8,x; INC y twice $B2/F4D0 20 00 30 94 tilemap $B2/F4D4 0A 00 4A 94 tilemap $B2/F4D8 20 00 5C 94 tilemap $B2/F4DC 0A 00 4A 94 tilemap $B2/F4E0 20 00 30 94 tilemap $B2/F4E4 ED 80 D0 F4 jump to pointer (F4D0 tilemap) $B2/F4E8 2F 81 code telling enemy to change poses (dunno what to) $B2/F4EA 36 F5 00 02 stores 0002 to $0F96 to change enemy palette $B2/F4EE 83 EF 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/F4F2 04 00 4A 94 tilemap $B2/F4F6 08 00 30 94 tilemap $B2/F4FA 04 00 76 94 tilemap $B2/F4FE 04 00 04 94 tilemap $B2/F502 83 EF 09 F9 LDX $0E54; LDA #$F909 (many JSRs and branches (making decisions)) then STA $0FA8,x; INC y twice $B2/F506 0A 00 56 8F tilemap $B2/F50A 0A 00 60 8F tilemap $B2/F50E 0A 00 6A 8F tilemap $B2/F512 0A 00 60 8F tilemap $B2/F516 ED 80 06 F5 jump to pointer (F506 tilemap) $B2/F51A 83 EF 4B 80 LDX $0E54; LDA #$804B (pointer to RTS (do nothing?)) then STA $0FA8,x; INC y twice $B2/F51E 04 00 46 90 tilemap $B2/F522 46 F5 66 00 play a sound from library 2 (0066 space pirate sound) $B2/F526 04 00 7C 93 tilemap $B2/F52A 20 00 50 90 tilemap $B2/F52E 04 00 7C 93 tilemap $B2/F532 ED 80 20 F4 jump to pointer (F420 code)