$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)