$0F78/$0FB8/$0FF8/$1038: ID (TK_Num in enemy debugger) $0F7A/$0FBA/$0FFA/$103A: X position $0F7C/$0FBC/$0FFC/$103C: X subposition $0F7E/$0FBE/$0FFE/$103E: Y position $0F80/$0FC0/$1000/$1040: Y subposition $0F82/$0FC2/$1002/$1042: X radius $0F84/$0FC4/$1004/$1044: Y radius $0F86/$0FC6/$1006/$1046: Properties (Special in SMILE, Switch in enemy debugger) { 8000h: Hitbox solid to Samus 4000h: Respawns if killed 2000h: Process instructions 1000h: Block plasma beam 800h: Process whilst off-screen 400h: Intangible 200h: Delete 100h: Invisible } $0F88/$0FC8/$1008/$1048: Extra properties (special GFX bitflag in SMILE, Switch2 in enemy debugger). Sometimes used as another initialisation parameter { 8000h: Processed a new enemy instruction with $0F92, update graphics 4: Enable extended spritemap format 1: Paralysed (by grapple beam). Enemy AI isn't run (unless intangible), enemy dies when flash timer (or frozen timer) reaches 1 } $0F8A/$0FCA/$100A/$104A: AI handler (TK_Stat in enemy debugger). Lowest bit set determines which AI pointer in enemy data to use { 0: Main AI 1: Grapple AI 2: Hurt AI 4: Frozen AI } $0F8C/$0FCC/$100C/$104C: Health $0F8E/$0FCE/$100E/$104E: Spritemap pointer (Patern in enemy debugger) { Extended spritemap format: [word] Number of entries (top byte ignored) [entries] Entry format: [word] X offset [word] Y offset [word] Spritemap pointer (see bank $81), or extended tilemap if [spritemap pointer] = FFFEh [word] Hitbox pointer Extended tilemap format (used by Phantoon, Draygon, Croc and MB): { [word] FFFEh [entries] [word] FFFFh Entry format: [word] Destination (in bank $7E) [word] Number of tiles (size of tilemap / 2) [tilemap] } Hitbox format: { [word] Number of entries [entries] Entry format: [word] Left offset [word] Top offset [word] Right offset [word] Bottom offset [word] Samus collision pointer [word] Projectile collision pointer } } $0F90/$0FD0/$1010/$1050: Timer (LpCnt in enemy debugger) (according to $A0:8123 and associated instructions) $0F92/$0FD2/$1012/$1052: Initialisation parameter (Orientation in SMILE, Tilemaps in RF) / instruction list pointer (PoseAdr in enemy debugger). Positive instructions set delay timer and $0F8E, and highest bit of $0F88 $0F94/$0FD4/$1014/$1054: Instruction timer (WaitTim in enemy debugger) $0F96/$0FD6/$1016/$1056: Palette index (ColorPa in enemy debugger). Multiple of 200h $0F98/$0FD8/$1018/$1058: VRAM tiles index (CharaOf in enemy debugger). Range 0..1FFh $0F9A/$0FDA/$101A/$105A: Layer { Order of drawing: Sprite objects Bombs and projectile explosions High priority enemy projectiles Layer 0 Layer 1 Layer 2 Samus Projectiles Layer 3 Layer 4 Layer 5 Low priority enemy projectiles Layer 6 Layer 7 } $0F9C/$0FDC/$101C/$105C: Flash timer (FlashCo in enemy debugger). Graphical effect only $0F9E/$0FDE/$101E/$105E: Frozen timer (IceCoun in enemy debugger) $0FA0/$0FE0/$1020/$1060: Invincibility timer (HitCoun in enemy debugger). Decrements even during x-ray. Set to Ah when frozen, set to 10h when hit by plasma, set to 30h by power bomb $0FA2/$0FE2/$1022/$1062: Shake timer (PlplCou in enemy debugger) $0FA4/$0FE4/$1024/$1064: Frame counter (TK_UPTM in enemy debugger). Number of frames processed from when the enemy comes on screen, counting every frame for enemies who process off screen and otherwise pause when the enemy goes offscreen $0FA6/$0FE6/$1026/$1066: Bank (TK_Bank in enemy debugger) $0FA8/$0FE8/$1028/$1068: AI variable (Pwork0 in enemy debugger), frequently function pointer $0FAA/$0FEA/$102A/$106A: AI variable (Pwork1 in enemy debugger) $0FAC/$0FEC/$102C/$106C: AI variable (Pwork2 in enemy debugger) $0FAE/$0FEE/$102E/$106E: AI variable (Pwork3 in enemy debugger) $0FB0/$0FF0/$1030/$1070: AI variable (Pwork4 in enemy debugger) $0FB2/$0FF2/$1032/$1072: AI variable (Pwork5 in enemy debugger). Function pointer for enemies that use instruction $806B(?) $0FB4/$0FF4/$1034/$1074: Parameter 1 (Speed in SMILE, InitOP0 in enemy debugger) $0FB6/$0FF6/$1036/$1076: Parameter 2 (Speed2 in SMILE, InitOP1 in enemy debugger) ; All AI variables are cleared on enemy spawn Enemy header: 0: Tile data size 2: Palette 4: Health 6: Damage 8: Width Ah: Height Ch: Bank Dh: Hurt AI time Eh: Cry 10h: Boss ID 12h: Initialisation AI 14h: Number of parts 18h: Main AI 1Ah: Grapple AI 1Ch: Hurt AI 1Eh: Frozen AI 20h: Time is frozen AI 22h: Death animation 28h: Power bomb reaction 2Ah: Sidehopper variant index. Unused proto instruction list (see $A0:AE7C) for flies, (multi)viola, ripper (ii), Ceres door 30h: Enemy touch 32h: Enemy shot 36h: Tile data 39h: Layer 3Ah: Drop chances ($B4) 3Ch: Vulnerabilities ($B4) 3Eh: Enemy name ($B4)