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)