;;; Enemy_E33F, Enemy_E37F, Enemy_E3BF, Enemy_E3FF Touch AI ;;; $A7948F 6B RTL ;;; Enemy_E2FF Touch AI ;;; $A79490 AD A8 18 LDA $18A8 [$7E:18A8] ;\ $A79493 F0 01 BEQ $01 [$9496] ;} Return if invincibility timer set $A79495 6B RTL ;/ $A79496 20 A4 94 JSR $94A4 [$A7:94A4] ; Flinch Samus $A79499 A9 9B B8 LDA #$B89B ;\ $A7949C 8D A8 10 STA $10A8 [$7E:10A8] ;} Set slot9 enemy extra property bits to B89B ;;; Enemy_E2BF Touch AI ;;; $A7949F 22 97 A4 A0 JSL $A0A497[$A0:A497] $A794A3 6B RTL $A794A4 A9 04 00 LDA #$0004 ;\ $A794A7 8D 58 0B STA $0B58 [$A0:0B58] ;} Move Samus 4 pixels horizontally $A794AA A9 F8 FF LDA #$FFF8 ;\ $A794AD 8D 5C 0B STA $0B5C [$A0:0B5C] ;} Move Samus -8 pixels vertically $A794B0 60 RTS ;;; Enemy_E2FF, Enemy_E3FF Shot AI ;;; $A794B5 6B RTL ;;; Enemy_E43F Touch AI ;;; $A7BCCF 22 77 A4 A0 JSL $A0A477[$A0:A477] $A7BCD3 AE 54 0E LDX $0E54 [$7E:0E54] $A7BCD6 22 AF A3 A0 JSL $A0A3AF[$A0:A3AF] $A7BCDA AE 54 0E LDX $0E54 [$7E:0E54] $A7BCDD 6B RTL ;;; Enemy_E47F Touch AI ;;; $A7BCDE 22 77 A4 A0 JSL $A0A477[$A0:A477] $A7BCE2 AE 54 0E LDX $0E54 [$7E:0E54] $A7BCE5 22 AF A3 A0 JSL $A0A3AF[$A0:A3AF] $A7BCE9 AE 54 0E LDX $0E54 [$7E:0E54] $A7BCEC 6B RTL