$0F7A: X position $0F7E: Y position $0F80: Y subposition $0F84: Y radius $0F86: Properties (Special in SMILE) $0F8C: Health $0F90: Timer $0F92: Initialisation parameter (Orientation in SMILE, Tilemaps in RF) / instruction list pointer $0F94: Instruction timer $0F96: Palette index $0F9E: Frozen timer $0FAA: pillar growth index for tables (enemy1), projectile direction for enemy2 0 = left, 1 = right $0FAC: previous instruction list pointer $0FAE: instruction list pointer $0FB0: pillar growth, also used when shrinking. inc'd when Y subposition rolls over $0FB2: function pointer $0FB4: enemy part index, 0 (main), 1, and 2, only used in init $0FB6: Parameter 2, index (*8) into common speed tables $7E7800 - facing direction, 0 = left, 1 = right, I feel like they got this mixed up somewhere and it confused me (it was $AF9D that got it backwards) $7E7802 - Instruction list active flag, 0 = functions do things $7E7804 - enemy0 waiting flag. set by previous function and reset by other parts' functions $7E7806 - init to Y position, used to set enemies 1-2 Y position after shrinking back to base $7E7808 - decremented by main AI, set to $100 by instruction $7E780E - shrinking rate, set to common speed table value = 3, used by slave parts $7E7810 - set to common speed table value = $A000, used by slave parts $7E7812 - growth rate, set to common speed table value = $6000, used by slave parts $7E7814 - set to common speed table value = $FFFC, used by slave parts $7E7824 - related to X position $7E7826 - related to Y position $7E7858 - maybe another waiting flag checked by enemy2, set when done growing, reset by enemy2 when done growing $7E785A - waiting flag. enemy1's $7E781A, reset by enemy0 when triggered to attack $7E7882 - enemy2's $7E7802, Instruction list active flag, 0 = functions do things $7E7886 - set to enemy2's X position at init, and never read $7E7888 - enemy2's $7E7808, attack cooldown timer $7E78A2 - set to enemy2's Y position at init, and never read ; Master $B11A - idling $AC9C $B175 - triggered by Samus, form base wait for pillar growth wait for projectile attack $ACB0 wait for pillar shrinking unform base $ACDE repeat ; Slave 1 $B1DD - waiting for Samus trigger wait for base to form $B204 - grow pillar $B291 - wait for projectile attack $B295 - shrink pillar wait for base to unform repeat ; Slave 2 $B30D - waiting for Samus trigger $B356 - wait for base to form wait for pillar growth $B31F - do projectile attack $B3A7 - wait for pillar shrinking wait for base to unform repeat