;;; $8000: PLM populations ;;; { ; ________________ 0: PLM ID. 0 = terminator ; | __________ 2: X position in blocks ; | | _______ 3: Y position in blocks ; | | | ___ 4: Parameter ; | | | | ; rrrr, xx,yy, pppp ; Room $91F8, state $9213. Landing site - default ; Room $91F8, state $922D. Landing site - event "Zebes is awake" is set ; Room $91F8, state $9247. Landing site - power bombs have been collected$8F:8000 dx B703, 1E,28, 92B0, ; Scroll PLMB647, 1E,27, 8000, ; Upwards extension B647, 1E,26, 8000, ; Upwards extension B647, 1E,25, 8000, ; Upwards extension C872, 8E,46, 0000, ; Door. Green door facing left C85A, 8E,16, 0001, ; Door. Yellow door facing left 0000 ; Room $91F8, state $9261. Landing site - event "Zebes timebomb set" is set$8F:8026 dx B703, 1E,28, 92B0, ; Scroll PLMB647, 1E,27, 8000, ; Upwards extension B647, 1E,26, 8000, ; Upwards extension B647, 1E,25, 8000, ; Upwards extension DB44, 08,08, 0008, ; Sets Metroids cleared states when required C848, 01,26, 9002, ; Door. Grey door facing right C842, 8E,46, 9003, ; Door. Grey door facing left C842, 8E,16, 9004, ; Door. Grey door facing left 0000 ; Room $92B3. Gauntlet east$8F:8058 dx 0000; Room $92FD, state $9314. Crateria mainstreet - default ; Room $92FD, state $932E. Crateria mainstreet - event "Zebes is awake" is set$8F:805A dx B703, 3F,0B, 9389, ; Scroll PLMB703, 43,0B, 938C, ; Scroll PLM B703, 16,0D, 938F, ; Scroll PLM B63B, 17,0D, 8000, ; Rightwards extension B63B, 18,0D, 8000, ; Rightwards extension B63B, 19,0D, 8000, ; Rightwards extension B703, 16,0B, 9396, ; Scroll PLM B63B, 17,0B, 8000, ; Rightwards extension B63B, 18,0B, 8000, ; Rightwards extension B63B, 19,0B, 8000, ; Rightwards extension B703, 0E,09, 9399, ; Scroll PLM B647, 0E,08, 8000, ; Upwards extension B647, 0E,07, 8000, ; Upwards extension B703, 1C,0A, 939C, ; Scroll PLM B647, 1C,09, 8000, ; Upwards extension B647, 1C,08, 8000, ; Upwards extension B647, 1C,07, 8000, ; Upwards extension B647, 1C,06, 8000, ; Upwards extension B647, 1C,05, 8000, ; Upwards extension B703, 32,0B, 939F, ; Scroll PLM B703, 3C,0B, 939F, ; Scroll PLM B703, 3A,11, 93A2, ; Scroll PLM B63B, 3B,11, 8000, ; Rightwards extension B63B, 3C,11, 8000, ; Rightwards extension B63B, 3D,11, 8000, ; Rightwards extension B63B, 3E,11, 8000, ; Rightwards extension B703, 34,0E, 93A5, ; Scroll PLM C88A, 1E,36, 0005, ; Door. Red door facing left 0000 ; Room $92FD, state $9348. Crateria mainstreet - event "Zebes timebomb set" is set$8F:8104 dx B703, 3F,0B, 9389, ; Scroll PLMB703, 43,0B, 938C, ; Scroll PLM B703, 16,0D, 938F, ; Scroll PLM B63B, 17,0D, 8000, ; Rightwards extension B63B, 18,0D, 8000, ; Rightwards extension B63B, 19,0D, 8000, ; Rightwards extension B703, 16,0B, 9396, ; Scroll PLM B63B, 17,0B, 8000, ; Rightwards extension B63B, 18,0B, 8000, ; Rightwards extension B63B, 19,0B, 8000, ; Rightwards extension B703, 0E,09, 9399, ; Scroll PLM B647, 0E,08, 8000, ; Upwards extension B647, 0E,07, 8000, ; Upwards extension B703, 1C,0A, 939C, ; Scroll PLM B647, 1C,09, 8000, ; Upwards extension B647, 1C,08, 8000, ; Upwards extension B647, 1C,07, 8000, ; Upwards extension B647, 1C,06, 8000, ; Upwards extension B647, 1C,05, 8000, ; Upwards extension B703, 32,0B, 939F, ; Scroll PLM B703, 3C,0B, 939F, ; Scroll PLM B703, 3A,11, 93A2, ; Scroll PLM B63B, 3B,11, 8000, ; Rightwards extension B63B, 3C,11, 8000, ; Rightwards extension B63B, 3D,11, 8000, ; Rightwards extension B63B, 3E,11, 8000, ; Rightwards extension B703, 34,0E, 93A5, ; Scroll PLM DB44, 08,08, 000A, ; Sets Metroids cleared states when required C848, 01,06, 9006, ; Door. Grey door facing right C848, 11,26, 9007, ; Door. Grey door facing right C848, 11,36, 9008, ; Door. Grey door facing right C842, 1E,36, 9009, ; Door. Grey door facing left C84E, 16,4D, 900A, ; Door. Grey door facing up 0000 ; Room $93AA. Landing site power bombs cave$8F:81CC dx EEE3, 1D,07, 0000, ; Power bomb tank0000 ; Room $93D5. Crateria save station$8F:81D4 dx B76F, 05,0B, 0001, ; Save station0000 ; Room $93FE. Wrecked Ship entrance$8F:81DC dx C842, 5E,36, 900B, ; Door. Grey door facing leftC872, 7E,46, 000C, ; Door. Green door facing left EEDB, 02,5B, 0001, ; Missile tank EF83, 1C,03, 0002, ; Missile tank, shot block EEDB, 01,2F, 0003, ; Missile tank 0000 ; Room $9461. Pre orange zoomer hall$8F:81FC dx 0000; Room $948C. Pre moat room$8F:81FE dx B703, 17,0F, 94C2, ; Scroll PLMB63B, 18,0F, 8000, ; Rightwards extension B703, 16,0C, 94C7, ; Scroll PLM B63B, 17,0C, 8000, ; Rightwards extension B63B, 18,0C, 8000, ; Rightwards extension B63B, 19,0C, 8000, ; Rightwards extension C85A, 2E,06, 000D, ; Door. Yellow door facing left C866, 16,2D, 000E, ; Door. Yellow door facing up 0000 ; Room $94CC. Crateria -> Maridia elevator$8F:8230 dx B703, 08,0D, 94FA, ; Scroll PLM0000 ; Room $94FD. Wrecked Ship back door$8F:8238 dx 0000; Room $9552. Forgotten highway kago shaft$8F:823A dx 0000; Room $957D. Crab maze$8F:823C dx 0000; Room $95A8. Forgotten highway elbow$8F:823E dx C866, 06,0D, 000F, ; Door. Yellow door facing up0000 ; Room $95D4. Crateria tube$8F:8246 dx 0000; Room $95FF. Moat$8F:8248 dx EEDB, 0E,09, 0004, ; Missile tank0000 ; Room $962A. Crateria -> Red Brinstar elevator$8F:8250 dx B703, 08,0D, 9658, ; Scroll PLMC86C, 06,02, 0010, ; Door. Yellow door facing down 0000 ; Room $965B. Gauntlet west$8F:825E dx B703, 54,0C, 968C, ; Scroll PLMEED7, 53,08, 0005, ; Energy tank 0000 ; Room $968F. Orange zoomer hall$8F:826C dx 0000; Room $96BA, state $96D1. Old Tourian escape shaft - default ; Room $96BA, state $96EB. Old Tourian escape shaft - event "Zebes is awake" is set$8F:826E dx B703, 1D,05, 9747, ; Scroll PLMB703, 20,05, 9744, ; Scroll PLM B703, 1D,76, 974D, ; Scroll PLM B703, 20,76, 974A, ; Scroll PLM B63F, 12,85, 8000, ; Leftwards extension B63F, 13,85, 8000, ; Leftwards extension B647, 14,85, 8000, ; Upwards extension B647, 14,86, 8000, ; Upwards extension B647, 14,87, 8000, ; Upwards extension B647, 14,88, 8000, ; Upwards extension B703, 14,89, 9753, ; Scroll PLM B647, 0F,86, 8000, ; Upwards extension B647, 0F,87, 8000, ; Upwards extension B647, 0F,88, 8000, ; Upwards extension B703, 0F,89, 9750, ; Scroll PLM B647, 0D,86, 8000, ; Upwards extension B647, 0D,87, 8000, ; Upwards extension B647, 0D,88, 8000, ; Upwards extension B703, 0D,89, 9756, ; Scroll PLM B647, 08,86, 8000, ; Upwards extension B647, 08,87, 8000, ; Upwards extension B647, 08,88, 8000, ; Upwards extension B703, 08,89, 9759, ; Scroll PLM C842, 2E,06, 9011, ; Door. Grey door facing left C848, 01,86, 9012, ; Door. Grey door facing right C85A, 2E,76, 0013, ; Door. Yellow door facing left 0000 ; Room $96BA, state $9705. Old Tourian escape shaft - event "Zebes timebomb set" is set$8F:830C dx B703, 1D,05, 9747, ; Scroll PLMB703, 20,05, 9744, ; Scroll PLM B703, 1D,76, 974D, ; Scroll PLM B703, 20,76, 974A, ; Scroll PLM B63F, 12,85, 8000, ; Leftwards extension B63F, 13,85, 8000, ; Leftwards extension B647, 14,85, 8000, ; Upwards extension B647, 14,86, 8000, ; Upwards extension B647, 14,87, 8000, ; Upwards extension B647, 14,88, 8000, ; Upwards extension B703, 14,89, 9753, ; Scroll PLM B647, 0F,86, 8000, ; Upwards extension B647, 0F,87, 8000, ; Upwards extension B647, 0F,88, 8000, ; Upwards extension B703, 0F,89, 9750, ; Scroll PLM B647, 0D,86, 8000, ; Upwards extension B647, 0D,87, 8000, ; Upwards extension B647, 0D,88, 8000, ; Upwards extension B703, 0D,89, 9756, ; Scroll PLM B647, 08,86, 8000, ; Upwards extension B647, 08,87, 8000, ; Upwards extension B647, 08,88, 8000, ; Upwards extension B703, 08,89, 9759, ; Scroll PLM DB44, 08,08, 000C, ; Sets Metroids cleared states when required C842, 2E,06, 9014, ; Door. Grey door facing left C842, 2E,76, 9015, ; Door. Grey door facing left C842, 1E,86, 9016, ; Door. Grey door facing left C848, 01,86, 9017, ; Door. Grey door facing right 0000 ; Room $975C, state $976D. Old Mother Brain room - default$8F:83B6 dx B703, 04,0F, 97AB, ; Scroll PLMB703, 06,0F, 97AB, ; Scroll PLM B703, 05,09, 97B0, ; Scroll PLM C848, 01,06, 9018, ; Door. Grey door facing right 0000 ; Room $975C, state $9787. Old Mother Brain room - morph ball and missiles have been collected$8F:83D0 dx B703, 04,0F, 97AB, ; Scroll PLMB703, 06,0F, 97AB, ; Scroll PLM B703, 05,09, 97B0, ; Scroll PLM C842, 2E,06, 0C19, ; Door. Grey door facing left C848, 01,06, 0C1A, ; Door. Grey door facing right EEDB, 05,1A, 0006, ; Missile tank 0000 ; Room $97B5. Crateria -> Blue Brinstar elevator$8F:83F6 dx B703, 07,0D, 9801, ; Scroll PLM0000 ; Room $9804, state $981B. Bomb Torizo - default ; Room $9804, state $9835. Bomb Torizo - area torizo is dead$8F:83FE dx BAF4, 01,06, 081B, ; Bomb torizo grey doorEF3B, 0C,0A, 0007, ; Bombs, chozo orb D6EA, 0D,0B, 0000, ; Bomb Torizo's crumbling chozo 0000 ; Room $9804, state $984F. Bomb Torizo - event "Zebes timebomb set" is set$8F:8412 dx DB44, 08,08, 000E, ; Sets Metroids cleared states when requiredC848, 01,06, 181C, ; Door. Grey door facing right 0000 ; Room $9879, state $9890. Pre Bomb Torizo hall - default ; Room $9879, state $98AA. Pre Bomb Torizo hall - area torizo is dead$8F:8420 dx C88A, 2E,06, 001D, ; Door. Red door facing left0000 ; Room $9879, state $98C4. Pre Bomb Torizo hall - event "Zebes timebomb set" is set$8F:8428 dx DB44, 08,08, 0010, ; Sets Metroids cleared states when required0000 ; Room $98E2. Pre Crateria map station hall$8F:8430 dx 0000; Room $990D. Crateria slope$8F:8432 dx EED7, 07,2A, 0008, ; Energy tank0000 ; Room $9938. Crateria -> Green Brinstar elevator$8F:843A dx B703, 07,0D, 9966, ; Scroll PLM0000 ; Room $9969. West Crateria kago hall$8F:8442 dx 0000; Room $9994. Crateria map station$8F:8444 dx B6D3, 0B,0A, 8000, ; Map station0000 ; Room $99BD. Crateria space pirate shaft$8F:844C dx B703, 07,43, 99F3, ; Scroll PLMB63B, 08,43, 8000, ; Rightwards extension B703, 09,46, 99F6, ; Scroll PLM B63B, 0A,46, 8000, ; Rightwards extension EEDB, 0D,1B, 0009, ; Missile tank EEDB, 02,1B, 000A, ; Missile tank C88A, 0E,66, 001E, ; Door. Red door facing left 0000 ; Room $99F9. Crateria spike floor room$8F:8478 dx EEDF, 3B,09, 000B, ; Super missile tank0000 ; Room $9A44, state $9A56. Crateria bomb block hall - default$8F:8480 dx 0000; Room $9A44, state $9A70. Crateria bomb block hall - event "Zebes is awake" is set$8F:8482 dx 0000; Room $9A90, state $9AA2. Crateria chozo missile - default$8F:8484 dx 0000; Room $9A90, state $9ABC. Crateria chozo missile - event "Zebes is awake" is set$8F:8486 dx EEDB, 04,07, 000C, ; Missile tank0000 ; Room $9AD9. Green Brinstar mainstreet$8F:848E dx B703, 07,71, 9B46, ; Scroll PLMB703, 10,A8, 9B4B, ; Scroll PLM B703, 21,A8, 9B4B, ; Scroll PLM B703, 0D,AC, 9B52, ; Scroll PLM B70B, 06,2C, 8000, ; Elevator platform EF37, 3C,7A, 000D, ; Power bomb tank, chozo orb C890, 01,56, 001F, ; Door. Red door facing right C890, 01,46, 0020, ; Door. Red door facing right C88A, 0E,46, 0021, ; Door. Red door facing left C88A, 0E,66, 0022, ; Door. Red door facing left C890, 01,66, 0023, ; Door. Red door facing right C842, 0E,76, 9024, ; Door. Grey door facing left 0000 ; Room $9B5B. Spore Spawn's super missile shaft$8F:84D8 dx B703, 17,0B, 9B98, ; Scroll PLMB63B, 18,0B, 8000, ; Rightwards extension EF33, 1A,87, 000E, ; Super missile tank, chozo orb 0000 ; Room $9B9D. Pre Brinstar map room hall$8F:84EC dx C842, 2E,06, 0C25, ; Door. Grey door facing left0000 ; Room $9BC8. Early supers room$8F:84F4 dx B703, 29,0E, 9BF9, ; Scroll PLMB63B, 2A,0E, 8000, ; Rightwards extension B63B, 2B,0E, 8000, ; Rightwards extension B703, 04,13, 9C00, ; Scroll PLM B703, 04,0F, 9BF9, ; Scroll PLM C88A, 2E,16, 0026, ; Door. Red door facing left EEDB, 13,1B, 000F, ; Missile tank EEDF, 04,06, 0010, ; Super missile tank 0000 ; Room $9C07. Brinstar reserve tank room$8F:8526 dx B703, 0E,0B, 9C32, ; Scroll PLMEF7B, 0B,07, 0011, ; Reserve tank, chozo orb EF83, 1E,07, 0012, ; Missile tank, shot block EEDB, 19,07, 0013, ; Missile tank 0000 ; Room $9C35. Brinstar map station$8F:8540 dx B6D3, 05,0A, 8000, ; Map station0000 ; Room $9C5E. Fireflea room$8F:8548 dx C878, 01,26, 0027, ; Door. Green door facing right0000 ; Room $9C89. Green Brinstar missile station$8F:8550 dx B6EB, 04,0A, 0014, ; Missile station0000 ; Room $9CB3. Dachora room$8F:8558 dx B643, 45,0E, 8000, ; Downwards extensionB63F, 45,0D, 8000, ; Leftwards extension B63F, 46,0D, 8000, ; Leftwards extension B63F, 47,0D, 8000, ; Leftwards extension B63F, 48,0D, 8000, ; Leftwards extension B63F, 49,0D, 8000, ; Leftwards extension B703, 4A,0D, 9D11, ; Scroll PLM B647, 40,08, 8000, ; Upwards extension B647, 40,09, 8000, ; Upwards extension B647, 40,0A, 8000, ; Upwards extension B703, 40,0B, 9D14, ; Scroll PLM B643, 4B,0B, 8000, ; Downwards extension B643, 4B,0A, 8000, ; Downwards extension B63B, 4B,09, 8000, ; Rightwards extension B63B, 4A,09, 8000, ; Rightwards extension B63B, 49,09, 8000, ; Rightwards extension B63B, 48,09, 8000, ; Rightwards extension B63B, 47,09, 8000, ; Rightwards extension B63B, 46,09, 8000, ; Rightwards extension B63B, 45,09, 8000, ; Rightwards extension B647, 44,09, 8000, ; Upwards extension B647, 44,0A, 8000, ; Upwards extension B703, 44,0B, 9D14, ; Scroll PLM 0000 ; Room $9D19. Charge beam room$8F:85E4 dx B703, 2E,6B, 9D84, ; Scroll PLMB703, 20,7A, 9D8B, ; Scroll PLM B703, 3D,57, 9D8E, ; Scroll PLM B703, 40,57, 9D91, ; Scroll PLM B703, 1F,08, 9D96, ; Scroll PLM B703, 21,08, 9D99, ; Scroll PLM EEDB, 24,32, 0015, ; Missile tank EEDB, 22,67, 0016, ; Missile tank EF3F, 25,76, 0017, ; Charge beam, chozo orb C85A, 3E,46, 0028, ; Door. Yellow door facing left C872, 3E,66, 0029, ; Door. Green door facing left C88A, 3E,06, 002A, ; Door. Red door facing left C890, 01,96, 002B, ; Door. Red door facing right 0000 ; Room $9D9C. Pre Spore Spawn hall$8F:8634 dx C848, 01,06, 0C2C, ; Door. Grey door facing rightC854, 36,03, 0C2D, ; Door. Grey door facing down 0000 ; Room $9DC7. Spore Spawn$8F:8642 dx C87E, 06,2E, 002E, ; Door. Green door facing up0000 ; Room $9E11. Brinstar super-sidehopper power bomb room$8F:864A dx B703, 08,0E, 9E40, ; Scroll PLMB703, 08,0B, 9E49, ; Scroll PLM C842, 1E,06, 0C2F, ; Door. Grey door facing left EEE3, 06,17, 0018, ; Power bomb tank 0000 ; Room $9E52. Brinstar diagonal room$8F:8664 dx C82A, 64,37, 8000, ; Downwards closed gateC836, 64,37, 0000, ; Downwards gate shotblock C85A, 1E,06, 0030, ; Door. Yellow door facing left EEDB, 3D,18, 0019, ; Missile tank 0000 ; Room $9E9F, state $9EB1. Morph ball room - default$8F:867E dx B703, 1F,2B, 9F05, ; Scroll PLMB647, 08,23, 8000, ; Upwards extension B647, 08,24, 8000, ; Upwards extension B647, 08,25, 8000, ; Upwards extension B647, 08,26, 8000, ; Upwards extension B647, 08,27, 8000, ; Upwards extension B647, 08,28, 8000, ; Upwards extension B647, 08,29, 8000, ; Upwards extension B647, 08,2A, 8000, ; Upwards extension B703, 08,2B, 9F08, ; Scroll PLM B63B, 58,21, 8000, ; Rightwards extension B703, 57,21, 9F0B, ; Scroll PLM B63B, 58,0A, 8000, ; Rightwards extension B703, 57,0A, 9F0B, ; Scroll PLM B63B, 58,26, 8000, ; Rightwards extension B703, 57,26, 9F0E, ; Scroll PLM EF23, 45,29, 001A, ; Morph ball 0000 ; Room $9E9F, state $9ECB. Morph ball room - event "Zebes is awake" is set$8F:86E6 dx B703, 1F,2B, 9F05, ; Scroll PLMB647, 08,23, 8000, ; Upwards extension B647, 08,24, 8000, ; Upwards extension B647, 08,25, 8000, ; Upwards extension B647, 08,26, 8000, ; Upwards extension B647, 08,27, 8000, ; Upwards extension B647, 08,28, 8000, ; Upwards extension B647, 08,29, 8000, ; Upwards extension B647, 08,2A, 8000, ; Upwards extension B703, 08,2B, 9F08, ; Scroll PLM B63B, 58,21, 8000, ; Rightwards extension B703, 57,21, 9F0B, ; Scroll PLM B63B, 58,0A, 8000, ; Rightwards extension B703, 57,0A, 9F0B, ; Scroll PLM B63B, 58,26, 8000, ; Rightwards extension B703, 57,26, 9F0E, ; Scroll PLM C848, 01,26, 0C31, ; Door. Grey door facing right EEE3, 28,2A, 001B, ; Power bomb tank 0000 ; Room $9F11. Old Kraid entrance$8F:8754 dx B703, 04,0B, 9F5F, ; Scroll PLMB63B, 05,0B, 8000, ; Rightwards extension B63B, 06,0B, 8000, ; Rightwards extension B63B, 07,0B, 8000, ; Rightwards extension B63B, 08,0B, 8000, ; Rightwards extension B63B, 09,0B, 8000, ; Rightwards extension B63B, 0A,0B, 8000, ; Rightwards extension B63B, 0B,0B, 8000, ; Rightwards extension C88A, 0E,06, 0032, ; Door. Red door facing left 0000 ; Room $9F64. Blue Brinstar ceiling e-tank hall$8F:878C dx B703, 27,0B, 9FB7, ; Scroll PLMB703, 27,26, 9FB7, ; Scroll PLM EEDB, 2E,29, 001C, ; Missile tank EF7F, 1C,22, 001D, ; Energy tank, shot block 0000 ; Room $9FBA. n00b bridge$8F:87A6 dx C872, 5E,06, 0033, ; Door. Green door facing left0000 ; Room $9FE5. Etecoon area beetom room$8F:87AE dx 0000; Room $A011. Etecoon area spike hall$8F:87B0 dx B703, 07,0B, A04A, ; Scroll PLMB63B, 08,0B, 8000, ; Rightwards extension B63B, 09,0B, 8000, ; Rightwards extension EED7, 05,09, 001E, ; Energy tank C878, 01,06, 0034, ; Door. Green door facing right 0000 ; Room $A051. Etecoon area super missiles$8F:87D0 dx EEDF, 07,09, 001F, ; Super missile tank0000 ; Room $A07B. Dachora energy station$8F:87D8 dx B6DF, 04,0A, 0020, ; Energy station0000 ; Room $A0A4. Post Spore Spawn supers hall$8F:87E0 dx C878, 01,06, 0035, ; Door. Green door facing right0000 ; Room $A0D2. Pink Brinstar flooded hall$8F:87E8 dx B647, 0F,09, 8000, ; Upwards extensionB647, 0F,0A, 8000, ; Upwards extension B703, 0F,0B, A104, ; Scroll PLM EED7, 04,09, 0021, ; Energy tank 0000 ; Room $A107. Blue Brinstar missile room$8F:8802 dx EF2F, 04,07, 0022, ; Missile tank, chozo orb0000 ; Room $A130. Brinstar wave-gate sidehopper room$8F:880A dx C82A, 11,04, 8000, ; Downwards closed gateC836, 11,04, 0002, ; Downwards gate shotblock C848, 01,16, 0C36, ; Door. Grey door facing right C842, 1E,16, 0C37, ; Door. Grey door facing left 0000 ; Room $A15B. Brinstar wave-gate energy tank$8F:8824 dx EED7, 0B,09, 0023, ; Energy tank0000 ; Room $A184. Spore Spawn save station$8F:882C dx B76F, 05,0B, 0000, ; Save station0000 ; Room $A1AD. Blue Brinstar boulder room$8F:8834 dx 0000; Room $A1D8. Blue Brinstar double missile room$8F:8836 dx EEDB, 07,09, 0024, ; Missile tankEF83, 05,0C, 0025, ; Missile tank, shot block 0000 ; Room $A201. Green Brinstar mainstreet save station$8F:8844 dx B76F, 05,0B, 0001, ; Save station0000 ; Room $A22A. Etecoon area save station$8F:884C dx B76F, 05,0B, 0002, ; Save station0000 ; Room $A253. Red Brinstar mainstreet$8F:8854 dx B703, 09,6A, A28E, ; Scroll PLMB63B, 0A,6A, 8000, ; Rightwards extension C878, 01,96, 0038, ; Door. Green door facing right C860, 01,66, 0039, ; Door. Yellow door facing right 0000 ; Room $A293. Pre x-ray spike hall$8F:886E dx C890, 01,06, 003A, ; Door. Red door facing right0000 ; Room $A2CE. X-ray room$8F:8876 dx EF63, 05,07, 0026, ; X-ray scope, chozo orb0000 ; Room $A2F7. Red Brinstar damage boost hall$8F:887E dx 0000; Room $A322. Red Brinstar -> Crateria elevator$8F:8880 dx B703, 05,5E, A36F, ; Scroll PLMB63B, 06,5E, 8000, ; Rightwards extension B703, 10,37, A374, ; Scroll PLM B703, 0D,37, A379, ; Scroll PLM B70B, 06,2C, 8000, ; Elevator platform C82A, 26,35, 8000, ; Downwards closed gate C836, 26,35, 000A, ; Downwards gate shotblock C878, 01,36, 003B, ; Door. Green door facing right C860, 01,56, 003C, ; Door. Yellow door facing right C878, 01,76, 003D, ; Door. Green door facing right 0000 ; Room $A37C. Red Brinstar power bomb floor room$8F:88BE dx B703, 07,0E, A3A9, ; Scroll PLMB63B, 08,0E, 8000, ; Rightwards extension EEE3, 04,13, 0027, ; Power bomb tank C842, 1E,06, 0C3E, ; Door. Grey door facing left 0000 ; Room $A3AE. Red Brinstar power bomb wall room$8F:88D8 dx B647, 0F,04, 8000, ; Upwards extensionB647, 0F,05, 8000, ; Upwards extension B647, 0F,06, 8000, ; Upwards extension B647, 0F,07, 8000, ; Upwards extension B647, 0F,08, 8000, ; Upwards extension B647, 0F,09, 8000, ; Upwards extension B647, 0F,0A, 8000, ; Upwards extension B647, 0F,0B, 8000, ; Upwards extension B703, 0F,0C, A3DA, ; Scroll PLM EF37, 14,09, 0028, ; Power bomb tank, chozo orb EEDB, 02,08, 0029, ; Missile tank 0000 ; Room $A3DD. Red Brinstar skree-duo hall$8F:891C dx 0000; Room $A408. Pre spazer room$8F:891E dx B703, 10,11, A439, ; Scroll PLMB63B, 11,11, 8000, ; Rightwards extension B63B, 12,11, 8000, ; Rightwards extension B63B, 13,11, 8000, ; Rightwards extension B703, 10,14, A43E, ; Scroll PLM B63B, 11,14, 8000, ; Rightwards extension B63B, 12,14, 8000, ; Rightwards extension B63B, 13,14, 8000, ; Rightwards extension B703, 08,11, A439, ; Scroll PLM B703, 08,14, A43E, ; Scroll PLM B703, 02,11, A439, ; Scroll PLM B703, 02,14, A43E, ; Scroll PLM C872, 1E,06, 003F, ; Door. Green door facing left 0000 ; Room $A447. Spazer room$8F:896E dx EF53, 0B,09, 002A, ; Spazer beam, chozo orb0000 ; Room $A471. Kraid's lair zeela room$8F:8976 dx B703, 02,0B, A4A2, ; Scroll PLMB703, 02,19, A4A9, ; Scroll PLM B703, 07,19, A4AE, ; Scroll PLM B703, 15,19, A4A9, ; Scroll PLM C848, 01,16, 0040, ; Door. Grey door facing right 0000 ; Room $A4B1. Kraid's lair beetom room$8F:8996 dx C842, 0E,06, 0C41, ; Door. Grey door facing leftEF7F, 05,04, 002B, ; Energy tank, shot block 0000 ; Room $A4DA. Kraid's lair kihunter hall$8F:89A4 dx B703, 17,0B, A50F, ; Scroll PLMB703, 17,0E, A514, ; Scroll PLM B647, 0B,04, 8000, ; Upwards extension B647, 0B,05, 8000, ; Upwards extension B647, 0B,06, 8000, ; Upwards extension B647, 0B,07, 8000, ; Upwards extension B647, 0B,08, 8000, ; Upwards extension B647, 0B,09, 8000, ; Upwards extension B647, 0B,0A, 8000, ; Upwards extension B703, 0B,0B, A519, ; Scroll PLM B703, 27,0C, A51C, ; Scroll PLM B703, 2E,0C, A51C, ; Scroll PLM EF83, 2E,08, 002C, ; Missile tank, shot block 0000 ; Room $A521. Fake Kraid's room$8F:89F4 dx C842, 5E,06, 0C42, ; Door. Grey door facing leftC848, 01,06, 0C43, ; Door. Grey door facing right 0000 ; Room $A56B. Pre Kraid room$8F:8A02 dx B703, 03,12, A59C, ; Scroll PLMB63B, 04,12, 8000, ; Rightwards extension B63B, 05,12, 8000, ; Rightwards extension C872, 0E,06, 0044, ; Door. Green door facing left DB5A, 1E,16, 0045, ; Door. Eye door, facing left DB60, 1E,19, 0045, ; Eye door bottom, facing left DB56, 1E,17, 0045, ; Eye door eye, facing left 0000 ; Room $A59F. Kraid$8F:8A2E dx C842, 1E,16, 0046, ; Door. Grey door facing leftC848, 01,16, 0047, ; Door. Grey door facing right 0000 ; Room $A5ED. Pre Tourian entrance hall$8F:8A3C dx 0000; Room $A618. Red Brinstar energy station$8F:8A3E dx B6DF, 04,0A, 002D, ; Energy station0000 ; Room $A641. Kraid's lair refill station$8F:8A46 dx B6EB, 09,0A, 002E, ; Missile stationB6DF, 07,0A, 002F, ; Energy station 0000 ; Room $A66A. Tourian entrance$8F:8A54 dx C848, 01,06, 9448, ; Door. Grey door facing right0000 ; Room $A6A1. Kraid's lair entrance$8F:8A5C dx B703, 07,0C, A6D6, ; Scroll PLMB63B, 08,0C, 8000, ; Rightwards extension B703, 10,09, A6D9, ; Scroll PLM B647, 10,08, 8000, ; Upwards extension B647, 10,07, 8000, ; Upwards extension B703, 12,09, A6DC, ; Scroll PLM B647, 12,08, 8000, ; Upwards extension B647, 12,07, 8000, ; Upwards extension B647, 12,06, 8000, ; Upwards extension B703, 13,0B, A6DF, ; Scroll PLM B63B, 14,0B, 8000, ; Rightwards extension B647, 14,0A, 8000, ; Upwards extension B647, 14,09, 8000, ; Upwards extension B647, 14,08, 8000, ; Upwards extension B647, 14,07, 8000, ; Upwards extension B647, 14,06, 8000, ; Upwards extension B647, 14,05, 8000, ; Upwards extension B647, 14,04, 8000, ; Upwards extension 0000 ; Room $A6E2. Varia suit room$8F:8ACA dx EF5B, 07,09, 0030, ; Varia suit, chozo orb0000 ; Room $A70B. Kraid's lair save station$8F:8AD2 dx B76F, 07,0B, 0003, ; Save station0000 ; Room $A734. Red Brinstar save station$8F:8ADA dx B76F, 07,0B, 0004, ; Save station0000 ; Room $A75D. Ice beam tripper hall$8F:8AE2 dx 0000; Room $A788. Lava missile room$8F:8AE4 dx EF83, 22,1C, 0031, ; Missile tank, shot blockC872, 2E,16, 0049, ; Door. Green door facing left 0000 ; Room $A7B3. First hot room$8F:8AF2 dx C88A, 2E,06, 004A, ; Door. Red door facing left0000 ; Room $A7DE. Norfair mainstreet$8F:8AFA dx B70B, 06,2C, 8000, ; Elevator platformC878, 01,36, 004B, ; Door. Green door facing right C860, 01,46, 004C, ; Door. Yellow door facing right C890, 01,56, 004D, ; Door. Red door facing right 0000 ; Room $A815. Ice beam mockball hall$8F:8B14 dx B703, 37,2D, A860, ; Scroll PLMB63B, 38,2D, 8000, ; Rightwards extension 0000 ; Room $A865. Ice beam practice room$8F:8B22 dx 0000; Room $A890. Ice beam room$8F:8B24 dx EF43, 0C,07, 0032, ; Ice beam, chozo orb0000 ; Room $A8B9. Pre ice beam shaft$8F:8B2C dx B703, 0F,17, A8EC, ; Scroll PLMB703, 0D,17, A8EF, ; Scroll PLM B703, 11,17, A8F2, ; Scroll PLM B703, 13,17, A8F5, ; Scroll PLM 0000 ; Room $A8F8. Crumble block platform shaft$8F:8B46 dx EF83, 01,08, 0033, ; Missile tank, shot block0000 ; Room $A923. Norfair slope$8F:8B4E dx B703, 9E,28, A980, ; Scroll PLMB647, 9E,27, 8000, ; Upwards extension B647, 9E,26, 8000, ; Upwards extension B647, 9E,25, 8000, ; Upwards extension B647, 9E,24, 8000, ; Upwards extension B703, BE,29, A987, ; Scroll PLM B647, BE,28, 8000, ; Upwards extension B647, BE,27, 8000, ; Upwards extension B703, C2,29, A98A, ; Scroll PLM B647, C2,28, 8000, ; Upwards extension B647, C2,27, 8000, ; Upwards extension B647, C2,26, 8000, ; Upwards extension C87E, C6,2D, 004E, ; Door. Green door facing up 0000 ; Room $A98D. Crocomire$8F:8B9E dx C854, 36,02, 044F, ; Door. Grey door facing downEED7, 7D,06, 0034, ; Energy tank 0000 ; Room $A9E5. Hi-jump room$8F:8BAC dx EF47, 03,0A, 0035, ; Hi-jump, chozo orb0000 ; Room $AA0E. Norfair grapple ceiling room$8F:8BB4 dx C82A, 06,05, 8000, ; Downwards closed gateC836, 06,05, 000A, ; Downwards gate shotblock EEDB, 0D,09, 0036, ; Missile tank 0000 ; Room $AA41. Pre hi-jump room$8F:8BC8 dx B703, 10,0C, AA75, ; Scroll PLMB703, 0F,05, AA70, ; Scroll PLM B703, 08,1C, AA7C, ; Scroll PLM B703, 0B,12, AA7F, ; Scroll PLM C842, 1E,06, 0C50, ; Door. Grey door facing left EEDB, 09,06, 0037, ; Missile tank EED7, 17,08, 0038, ; Energy tank 0000 ; Room $AA82. Post Crocomire room$8F:8BF4 dx C890, 01,06, 0051, ; Door. Red door facing right0000 ; Room $AAB5. Post Crocomire save station$8F:8BFC dx B76F, 07,0B, 0000, ; Save station0000 ; Room $AADE. Post Crocomire power bombs room$8F:8C04 dx EEE3, 07,08, 0039, ; Power bomb tank0000 ; Room $AB07. Post Crocomire shaft$8F:8C0C dx C88A, 0E,36, 0052, ; Door. Red door facing left0000 ; Room $AB3B. Post Crocomire tidal acid cave$8F:8C14 dx EEDB, 3C,09, 003A, ; Missile tank0000 ; Room $AB64. Double lake grapple practice room$8F:8C1C dx C82A, 2A,05, 8000, ; Downwards closed gateC836, 2A,05, 0008, ; Downwards gate shotblock 0000 ; Room $AB8F. Huge jump room$8F:8C2A dx EEDB, 43,09, 003B, ; Missile tank0000 ; Room $ABD2. Grapple practice shaft$8F:8C32 dx 0000; Room $AC00. Single lake grapple practice room$8F:8C34 dx 0000; Room $AC2B. Grapple room$8F:8C36 dx EF6B, 04,27, 003C, ; Grapple beam, chozo orb0000 ; Room $AC5A. Bubble Norfair reserve tank room$8F:8C3E dx EF7B, 02,07, 003D, ; Reserve tank, chozo orbEF83, 07,0B, 003E, ; Missile tank, shot block 0000 ; Room $AC83. Pre Bubble Norfair reserve tank room$8F:8C4C dx B703, 10,05, ACB0, ; Scroll PLMEEDB, 14,0A, 003F, ; Missile tank 0000 ; Room $ACB3. Bubble Norfair mainstreet$8F:8C5A dx C878, 01,06, 0053, ; Door. Green door facing rightC872, 1E,06, 0054, ; Door. Green door facing left EEDB, 14,3C, 0040, ; Missile tank 0000 ; Room $ACF0. Speed booster lavaquake$8F:8C6E dx B8AC, 00,00, 8000, ; Speed booster escapeEF83, BC,13, 0041, ; Missile tank, shot block C88A, BE,16, 0055, ; Door. Red door facing left 0000 ; Room $AD1B. Speed booster room$8F:8C82 dx EF4B, 0B,06, 0042, ; Speed booster, chozo orb0000 ; Room $AD5E. Alcoon shaft$8F:8C8A dx B703, 0D,08, ADA7, ; Scroll PLMB703, 10,08, ADAA, ; Scroll PLM B647, 4D,0A, 8000, ; Upwards extension B647, 4D,0B, 8000, ; Upwards extension B703, 4D,0C, ADAA, ; Scroll PLM C88A, 0E,16, 0056, ; Door. Red door facing left 0000 ; Room $ADAD. Pre wave beam room$8F:8CB0 dx C82A, 1A,05, 8000, ; Downwards closed gateC836, 1A,05, 0000, ; Downwards gate shotblock EEDB, 1F,09, 0043, ; Missile tank C88A, 3E,06, 0057, ; Door. Red door facing left 0000 ; Room $ADDE. Wave beam room$8F:8CCA dx EF4F, 0B,06, 0044, ; Wave beam, chozo orb0000 ; Room $AE07. Norfair sinking tripper hall$8F:8CD2 dx 0000; Room $AE32. Volcano room$8F:8CD4 dx B703, 20,29, AE66, ; Scroll PLMB703, 1F,29, AE6B, ; Scroll PLM B647, 19,24, 8000, ; Upwards extension B647, 19,25, 8000, ; Upwards extension B647, 19,26, 8000, ; Upwards extension B647, 19,27, 8000, ; Upwards extension B647, 19,28, 8000, ; Upwards extension B703, 19,29, AE6E, ; Scroll PLM B647, 26,26, 8000, ; Upwards extension B647, 26,27, 8000, ; Upwards extension B647, 26,28, 8000, ; Upwards extension B703, 26,29, AE71, ; Scroll PLM 0000 ; Room $AE74. Pre lava dive shaft$8F:8D1E dx B703, 0F,17, AEA9, ; Scroll PLMB703, 11,17, AEAC, ; Scroll PLM B647, 08,15, 8000, ; Upwards extension B647, 08,16, 8000, ; Upwards extension B647, 08,17, 8000, ; Upwards extension B703, 08,18, AEB1, ; Scroll PLM C82A, 07,14, 8000, ; Downwards closed gate C836, 07,14, 0000, ; Downwards gate shotblock C860, 11,26, 0058, ; Door. Yellow door facing right 0000 ; Room $AEB4. Magdollite multiviola hall$8F:8D56 dx 0000; Room $AEDF. Purple shaft$8F:8D58 dx B703, 02,0B, AF0F, ; Scroll PLMB63B, 03,0B, 8000, ; Rightwards extension B63B, 04,0B, 8000, ; Rightwards extension B703, 0B,0B, AF0F, ; Scroll PLM B63B, 0C,0B, 8000, ; Rightwards extension B63B, 0D,0B, 8000, ; Rightwards extension 0000 ; Room $AF14. Lava dive room$8F:8D7E dx 0000; Room $AF3F. Norfair -> Lower Norfair elevator$8F:8D80 dx B703, 08,0B, AF6F, ; Scroll PLM0000 ; Room $AF72. Norfair wave gate room$8F:8D88 dx C82A, 06,15, 8000, ; Downwards closed gateC836, 06,15, 0000, ; Downwards gate shotblock 0000 ; Room $AFA3. Norfair long lavaquake hall$8F:8D96 dx 0000; Room $AFCE. Norfair metal floor hall$8F:8D98 dx 0000; Room $AFFB. Norfair lava-spike hall$8F:8D9A dx 0000; Room $B026. Norfair energy station$8F:8D9C dx B6DF, 07,0A, 0045, ; Energy station0000 ; Room $B051. Purple farming room$8F:8DA4 dx 0000; Room $B07A. Speed booster lavaquake room$8F:8DA6 dx B703, 09,0C, B0A7, ; Scroll PLMB63B, 0A,0C, 8000, ; Rightwards extension B703, 09,10, B0AC, ; Scroll PLM B63B, 0A,10, 8000, ; Rightwards extension B703, 06,13, B0B1, ; Scroll PLM B63B, 07,13, 8000, ; Rightwards extension B63B, 08,13, 8000, ; Rightwards extension B63B, 09,13, 8000, ; Rightwards extension 0000 ; Room $B0B4. Norfair map station$8F:8DD8 dx B6D3, 05,0A, 8000, ; Map station0000 ; Room $B0DD. Bubble Norfair save station$8F:8DE0 dx B76F, 05,0B, 0001, ; Save station0000 ; Room $B106. Norfair speed blockade hall$8F:8DE8 dx 0000; Room $B139. Norfair stone zoomer shaft$8F:8DEA dx 0000; Room $B167. Rock Norfair save station$8F:8DEC dx B76F, 07,0B, 0002, ; Save station0000 ; Room $B192. Pre Crocomire save station$8F:8DF4 dx B76F, 07,0B, 0003, ; Save station0000 ; Room $B1BB. Pre Lower Norfair save station$8F:8DFC dx B76F, 05,0B, 0004, ; Save station0000 ; Room $B1E5. Lower Norfair chozo room$8F:8E04 dx B703, 0C,1E, B224, ; Scroll PLMB703, 0C,23, B22D, ; Scroll PLM 0000 ; Room $B236. Lower Norfair mainstreet$8F:8E12 dx B703, 47,08, B27D, ; Scroll PLMB63B, 48,08, 8000, ; Rightwards extension B703, 47,23, B27D, ; Scroll PLM B63B, 48,23, 8000, ; Rightwards extension B703, 47,29, B280, ; Scroll PLM B63B, 48,29, 8000, ; Rightwards extension B70B, 46,2A, 8000, ; Elevator platform 0000 ; Room $B283. Golden Torizo$8F:8E3E dx B703, 04,0C, B2D1, ; Scroll PLMB63B, 05,0C, 8000, ; Rightwards extension B63B, 06,0C, 8000, ; Rightwards extension B63B, 07,0C, 8000, ; Rightwards extension B63B, 08,0C, 8000, ; Rightwards extension B63B, 09,0C, 8000, ; Rightwards extension B63B, 0A,0C, 8000, ; Rightwards extension B63B, 0B,0C, 8000, ; Rightwards extension EEDB, 0D,08, 0046, ; Missile tank EF87, 15,08, 0047, ; Super missile tank, shot block C842, 1E,16, 0859, ; Door. Grey door facing left 0000 ; Room $B2DA. Ripper ii room$8F:8E82 dx C82A, 34,05, 8000, ; Downwards closed gateC836, 34,05, 0008, ; Downwards gate shotblock 0000 ; Room $B305. Lower Norfair energy station$8F:8E90 dx B6DF, 08,0A, 0048, ; Energy station0000 ; Room $B32E. Ridley$8F:8E98 dx C842, 0E,06, 005A, ; Door. Grey door facing leftC848, 01,16, 005B, ; Door. Grey door facing right 0000 ; Room $B37A. Pre Ridley hall$8F:8EA6 dx DB4C, 01,06, 005C, ; Door. Eye door, facing rightDB52, 01,09, 005C, ; Eye door bottom, facing right DB48, 01,07, 005C, ; Eye door eye, facing right 0000 ; Room $B3A5. Pre pillars hall$8F:8EBA dx B703, 07,21, B3D9, ; Scroll PLMB63B, 08,21, 8000, ; Rightwards extension B703, 07,1B, B3DC, ; Scroll PLM B63B, 08,1B, 8000, ; Rightwards extension 0000 ; Room $B3E1. Unused room$8F:8ED4 dx 0000; Room $B40A. Lower Norfair multi-level one-way shaft$8F:8ED6 dx B703, 30,16, B445, ; Scroll PLMB703, 32,16, B448, ; Scroll PLM B703, 2D,16, B44B, ; Scroll PLM B647, 2B,14, 8000, ; Upwards extension B647, 2B,15, 8000, ; Upwards extension B647, 2B,16, 8000, ; Upwards extension B703, 2B,17, B44E, ; Scroll PLM B647, 38,36, 8000, ; Upwards extension B647, 38,37, 8000, ; Upwards extension B647, 38,38, 8000, ; Upwards extension B703, 38,39, B451, ; Scroll PLM B63B, 3D,34, 8000, ; Rightwards extension B63B, 3C,34, 8000, ; Rightwards extension B703, 3B,34, B454, ; Scroll PLM C848, 01,36, 0C5D, ; Door. Grey door facing right EEDB, 27,1B, 0049, ; Missile tank 0000 ; Room $B457. Pillars hall$8F:8F38 dx 0000; Room $B482. Lower Norfair holtz room$8F:8F3A dx 0000; Room $B4AD. Lower Norfair wall space pirates shaft$8F:8F3C dx B703, 03,10, B4E0, ; Scroll PLMB63B, 04,10, 8000, ; Rightwards extension B63B, 05,10, 8000, ; Rightwards extension B63B, 06,10, 8000, ; Rightwards extension B63B, 07,10, 8000, ; Rightwards extension B63B, 08,10, 8000, ; Rightwards extension B63B, 09,10, 8000, ; Rightwards extension B63B, 0A,10, 8000, ; Rightwards extension B63B, 0B,10, 8000, ; Rightwards extension B63B, 0C,10, 8000, ; Rightwards extension 0000 ; Room $B4E5. Lower Norfair rising acid room$8F:8F7A dx 0000; Room $B510. Lower Norfair spring ball maze room$8F:8F7C dx B703, 0C,09, B547, ; Scroll PLMB647, 0C,08, 8000, ; Upwards extension B647, 0C,07, 8000, ; Upwards extension B647, 0C,06, 8000, ; Upwards extension B703, 03,12, B54E, ; Scroll PLM B63B, 04,12, 8000, ; Rightwards extension B63B, 05,12, 8000, ; Rightwards extension B63B, 06,12, 8000, ; Rightwards extension B63B, 07,12, 8000, ; Rightwards extension B63B, 08,12, 8000, ; Rightwards extension B63B, 09,12, 8000, ; Rightwards extension B63B, 0A,12, 8000, ; Rightwards extension B703, 2F,03, B555, ; Scroll PLM EEDB, 2B,07, 004A, ; Missile tank 0000 ; Room $B55A. Lower Norfair escape power bomb room$8F:8FD2 dx EEE3, 0C,08, 004B, ; Power bomb tank0000 ; Room $B585. Lower Norfair south kihunter shaft$8F:8FDA dx B703, 11,48, B5C3, ; Scroll PLMB63B, 09,46, 8000, ; Rightwards extension B647, 08,46, 8000, ; Upwards extension B703, 08,47, B5C8, ; Scroll PLM B703, 1F,48, B5C3, ; Scroll PLM B703, 24,48, B5C8, ; Scroll PLM B703, 06,0E, B5CD, ; Scroll PLM B63B, 07,0E, 8000, ; Rightwards extension B63B, 08,0E, 8000, ; Rightwards extension B63B, 09,0E, 8000, ; Rightwards extension B703, 06,0B, B5D2, ; Scroll PLM B63B, 07,0B, 8000, ; Rightwards extension B63B, 08,0B, 8000, ; Rightwards extension B63B, 09,0B, 8000, ; Rightwards extension C866, 26,4D, 005E, ; Door. Yellow door facing up 0000 ; Room $B5D5. Lower Norfair spike platform room$8F:9036 dx B703, 17,0D, B612, ; Scroll PLMB63B, 18,0D, 8000, ; Rightwards extension B703, 15,08, B615, ; Scroll PLM B63B, 16,08, 8000, ; Rightwards extension B63B, 17,08, 8000, ; Rightwards extension B63B, 18,08, 8000, ; Rightwards extension B63B, 19,08, 8000, ; Rightwards extension B63B, 1A,08, 8000, ; Rightwards extension B703, 4F,09, B61A, ; Scroll PLM B703, 51,09, B622, ; Scroll PLM B703, 0F,0B, B61D, ; Scroll PLM B703, 3C,09, B622, ; Scroll PLM B703, 3F,09, B61A, ; Scroll PLM B703, 14,07, B625, ; Scroll PLM B647, 14,06, 8000, ; Upwards extension B647, 14,05, 8000, ; Upwards extension B647, 14,04, 8000, ; Upwards extension B703, 09,09, B628, ; Scroll PLM B647, 09,08, 8000, ; Upwards extension B647, 09,07, 8000, ; Upwards extension B647, 09,06, 8000, ; Upwards extension B647, 09,05, 8000, ; Upwards extension C878, 11,26, 005F, ; Door. Green door facing right EEE3, 07,08, 004C, ; Power bomb tank 0000 ; Room $B62B. Ninja space pirate hall$8F:90C8 dx C848, 01,06, 0C60, ; Door. Grey door facing right0000 ; Room $B656. Lower Norfair north kihunter shaft$8F:90D0 dx B703, 0B,2A, B68D, ; Scroll PLMB647, 0B,29, 8000, ; Upwards extension B647, 0B,28, 8000, ; Upwards extension B647, 0B,27, 8000, ; Upwards extension B647, 0B,26, 8000, ; Upwards extension B647, 0B,25, 8000, ; Upwards extension B703, 0F,2A, B690, ; Scroll PLM B703, 14,2A, B695, ; Scroll PLM EEDB, 08,29, 004D, ; Missile tank 0000 ; Room $B698. Ridley's energy tank$8F:9108 dx EF7F, 0E,0B, 004E, ; Energy tank, shot block0000 ; Room $B6C1. Screw attack room$8F:9110 dx EF73, 0B,28, 004F, ; Screw attack, chozo orb0000 ; Room $B6EE. Norfair rolling boulder shaft$8F:9118 dx B647, 1F,36, 8000, ; Upwards extensionB647, 1F,37, 8000, ; Upwards extension B703, 1F,38, B72D, ; Scroll PLM B63B, 2D,39, 8000, ; Rightwards extension B63B, 2C,39, 8000, ; Rightwards extension B703, 2B,39, B730, ; Scroll PLM B647, 0F,06, 8000, ; Upwards extension B647, 0F,07, 8000, ; Upwards extension B647, 0F,08, 8000, ; Upwards extension B703, 0F,09, B737, ; Scroll PLM B63B, 1B,0B, 8000, ; Rightwards extension B63B, 1A,0B, 8000, ; Rightwards extension B63B, 19,0B, 8000, ; Rightwards extension B63B, 18,0B, 8000, ; Rightwards extension B63B, 17,0B, 8000, ; Rightwards extension B63B, 16,0B, 8000, ; Rightwards extension B63B, 15,0B, 8000, ; Rightwards extension B703, 14,0B, B73C, ; Scroll PLM EED7, 2A,51, 0050, ; Energy tank 0000 ; Room $B741. Lower Norfair save station$8F:918C dx B76F, 07,0B, 0005, ; Save station0000 } ;;; $9194..F7: Room setup ASM ;;; { ;;; $9194: Room setup ASM - clear Crateria mainstreet escape passage if critters escaped and shake screen ;;; { ; Room $92FD, state $9348. Crateria mainstreet - event "Zebes timebomb set" is set$8F:9198 dx 3D, 0B, BB30 ;} Spawn PLM to clear Crateria mainstreet escape passage if critters escaped$8F:919C A9 18 00 LDA #$0018 ;\$8F:919F 8D 3E 18 STA $183E [$7E:183E] ;} Earthquake type = BG1, BG2 and enemies, 3 pixel displacement, horizontal$8F:91A2 A9 FF FF LDA #$FFFF ;\$8F:91A5 8D 40 18 STA $1840 [$7E:1840] ;} Earthquake timer = FFFFh$8F:91A8 60 RTS} ;;; $91A9: Room setup ASM - make old Tourian escape shaft fake wall explode ;;; { ; Room $96BA, state $9705. Old Tourian escape shaft - event "Zebes timebomb set" is set$8F:91AD dx 10, 87, B964 ;} Spawn PLM to make old Tourian escape shaft fake wall explode$8F:91B1 60 RTS} ;;; $91B2: Room setup ASM - spawn critters escape block ;;; { ; Room $9804, state $984F. Bomb Torizo - event "Zebes timebomb set" is set$8F:91B6 dx 0F, 0A, B9ED ;} Spawn critters escape block PLM$8F:91BA 60 RTS} ;;; $91BB: RTS. Room setup ASM ;;; { ; Room $9879, state $98C4. Pre Bomb Torizo hall - event "Zebes timebomb set" is set$8F:91BB 60 RTS} ;;; $91BC: RTS. Room setup ASM ;;; { ; Room $92FD, state $932E. Crateria mainstreet - event "Zebes is awake" is set ; Room $96BA, state $96EB. Old Tourian escape shaft - event "Zebes is awake" is set ; Room $975C, state $9787. Old Mother Brain room - morph ball and missiles have been collected ; Room $97B5, state $97E0. Crateria -> Blue Brinstar elevator - morph ball and missiles have been collected ; Room $9E9F, state $9ECB. Morph ball room - event "Zebes is awake" is set ; Room $9F11, state $9F3D. Old Kraid entrance - event "Zebes is awake" is set ; Room $9F64, state $9F90. Blue Brinstar ceiling e-tank hall - event "Zebes is awake" is set$8F:91BC 60 RTS} ;;; $91BD: Room setup ASM - scrolling sky land, shake screen ;;; { ; Room $91F8, state $9261. Landing site - event "Zebes timebomb set" is set$8F:91BD A9 06 00 LDA #$0006 ;\$8F:91C0 8D 3E 18 STA $183E [$7E:183E] ;} Earthquake type = BG1 only, 3 pixel displacement, horizontal$8F:91C3 A9 FF FF LDA #$FFFF ;\$8F:91C6 8D 40 18 STA $1840 [$7E:1840] ;} Earthquake timer = FFFFh} ;;; $91C9: Room setup ASM - scrolling sky land ;;; { ; Room $91F8, state $9213. Landing site - default ; Room $91F8, state $922D. Landing site - event "Zebes is awake" is set ; Room $91F8, state $9247. Landing site - power bombs have been collected$8F:91CD 60 RTS} ;;; $91CE: Room setup ASM - scrolling sky ocean ;;; { ; Room $93FE. Wrecked Ship entrance ; Room $94FD. Wrecked Ship back door ; Room $968F. Orange zoomer hall$8F:91D2 60 RTS} ;;; $91D3: RTS. Room setup ASM ;;; { ; Room $92B3. Gauntlet east ; Room $92FD, state $9314. Crateria mainstreet - default ; Room $93AA. Landing site power bombs cave ; Room $93D5. Crateria save station ; Room $9461. Pre orange zoomer hall ; Room $948C. Pre moat room ; Room $94CC. Crateria -> Maridia elevator ; Room $9552. Forgotten highway kago shaft ; Room $957D. Crab maze ; Room $95A8. Forgotten highway elbow ; Room $95D4. Crateria tube ; Room $95FF. Moat ; Room $962A. Crateria -> Red Brinstar elevator ; Room $965B. Gauntlet west$8F:91D3 60 RTS} ;;; $91D4: RTS. Room setup ASM ;;; { ; Room $96BA, state $96D1. Old Tourian escape shaft - default ; Room $975C, state $976D. Old Mother Brain room - default ; Room $97B5, state $97C6. Crateria -> Blue Brinstar elevator - default ; Room $9804, state $981B. Bomb Torizo - default ; Room $9804, state $9835. Bomb Torizo - area torizo is dead ; Room $9879, state $9890. Pre Bomb Torizo hall - default ; Room $9879, state $98AA. Pre Bomb Torizo hall - area torizo is dead ; Room $98E2. Pre Crateria map station hall ; Room $990D. Crateria slope ; Room $9938. Crateria -> Green Brinstar elevator ; Room $9969. West Crateria kago hall ; Room $9994. Crateria map station ; Room $99BD. Crateria space pirate shaft ; Room $99F9. Crateria spike floor room ; Room $9A44. Crateria bomb block hall ; Room $9A90. Crateria chozo missile$8F:91D4 60 RTS} ;;; $91D5: RTS. Room setup ASM ;;; { ; Room $9AD9. Green Brinstar mainstreet ; Room $9B5B. Spore Spawn's super missile shaft ; Room $9B9D. Pre Brinstar map room hall ; Room $9BC8. Early supers room ; Room $9C07. Brinstar reserve tank room ; Room $9C35. Brinstar map station ; Room $9C5E. Fireflea room ; Room $9C89. Green Brinstar missile station ; Room $9CB3. Dachora room ; Room $9D19. Charge beam room ; Room $9D9C. Pre Spore Spawn hall ; Room $9DC7. Spore Spawn ; Room $9E11. Brinstar super-sidehopper power bomb room ; Room $9E52. Brinstar diagonal room ; Room $9E9F, state $9EB1. Morph ball room - default ; Room $9F11, state $9F23. Old Kraid entrance - default ; Room $9F64, state $9F76. Blue Brinstar ceiling e-tank hall - default ; Room $9FBA. n00b bridge ; Room $9FE5. Etecoon area beetom room ; Room $A011. Etecoon area spike hall ; Room $A051. Etecoon area super missiles ; Room $A07B. Dachora energy station ; Room $A0A4. Post Spore Spawn supers hall ; Room $A0D2. Pink Brinstar flooded hall ; Room $A107. Blue Brinstar missile room ; Room $A130. Brinstar wave-gate sidehopper room ; Room $A15B. Brinstar wave-gate energy tank ; Room $A184. Spore Spawn save station ; Room $A1AD. Blue Brinstar boulder room ; Room $A1D8. Blue Brinstar double missile room ; Room $A201. Green Brinstar mainstreet save station ; Room $A22A. Etecoon area save station$8F:91D5 60 RTS} ;;; $91D6: RTS. Room setup ASM ;;; { ; Room $A253. Red Brinstar mainstreet ; Room $A293. Pre x-ray spike hall ; Room $A2CE. X-ray room ; Room $A2F7. Red Brinstar damage boost hall ; Room $A322. Red Brinstar -> Crateria elevator ; Room $A37C. Red Brinstar power bomb floor room ; Room $A3AE. Red Brinstar power bomb wall room ; Room $A3DD. Red Brinstar skree-duo hall ; Room $A408. Pre spazer room ; Room $A447. Spazer room ; Room $A471. Kraid's lair zeela room ; Room $A4B1. Kraid's lair beetom room ; Room $A4DA. Kraid's lair kihunter hall ; Room $A521. Fake Kraid's room ; Room $A56B. Pre Kraid room ; Room $A59F. Kraid ; Room $A5ED. Pre Tourian entrance hall ; Room $A618. Red Brinstar energy station ; Room $A641. Kraid's lair refill station$8F:91D6 60 RTS} ;;; $91D7: Room setup ASM - run statue unlocking animations ;;; { ; Room $A66A. Tourian entrance$8F:91D7 A0 58 85 LDY #$8558 ;\$8F:91DE A0 4C 85 LDY #$854C ;\$8F:91E5 A0 5E 85 LDY #$855E ;\$8F:91EC A0 52 85 LDY #$8552 ;\$8F:91F3 60 RTS} ;;; $91F4: RTS. Room setup ASM ;;; { ; Room $A6A1. Kraid's lair entrance ; Room $A6E2. Varia suit room ; Room $A70B. Kraid's lair save station ; Room $A734. Red Brinstar save station$8F:91F4 60 RTS} ;;; $91F5: RTS. Room setup ASM ;;; { ; Room $A75D. Ice beam tripper hall ; Room $A788. Lava missile room ; Room $A7B3. First hot room ; Room $A7DE. Norfair mainstreet ; Room $A815. Ice beam mockball hall ; Room $A865. Ice beam practice room ; Room $A890. Ice beam room ; Room $A8B9. Pre ice beam shaft ; Room $A8F8. Crumble block platform shaft ; Room $A923. Norfair slope$8F:91F5 60 RTS} ;;; $91F6: RTS. Room setup ASM ;;; { ; Room $A98D. Crocomire ; Room $A9E5. Hi-jump room ; Room $AA0E. Norfair grapple ceiling room ; Room $AA41. Pre hi-jump room ; Room $AA82. Post Crocomire room ; Room $AAB5. Post Crocomire save station ; Room $AADE. Post Crocomire power bombs room ; Room $AB07. Post Crocomire shaft ; Room $AB3B. Post Crocomire tidal acid cave ; Room $AB64. Double lake grapple practice room ; Room $AB8F. Huge jump room ; Room $ABD2. Grapple practice shaft ; Room $AC00. Single lake grapple practice room ; Room $AC2B. Grapple room ; Room $AC5A. Bubble Norfair reserve tank room ; Room $AC83. Pre Bubble Norfair reserve tank room ; Room $ACB3. Bubble Norfair mainstreet ; Room $ACF0. Speed booster lavaquake ; Room $AD1B. Speed booster room ; Room $AD5E. Alcoon shaft ; Room $ADAD. Pre wave beam room ; Room $ADDE. Wave beam room ; Room $AE07. Norfair sinking tripper hall ; Room $AE32. Volcano room ; Room $AE74. Pre lava dive shaft ; Room $AEB4. Magdollite multiviola hall ; Room $AEDF. Purple shaft ; Room $AF14. Lava dive room ; Room $AF3F. Norfair -> Lower Norfair elevator ; Room $AF72. Norfair wave gate room ; Room $AFA3. Norfair long lavaquake hall ; Room $AFCE. Norfair metal floor hall ; Room $AFFB. Norfair lava-spike hall ; Room $B026. Norfair energy station ; Room $B051. Purple farming room ; Room $B07A. Speed booster lavaquake room ; Room $B0B4. Norfair map station ; Room $B0DD. Bubble Norfair save station ; Room $B106. Norfair speed blockade hall ; Room $B139. Norfair stone zoomer shaft ; Room $B167. Rock Norfair save station ; Room $B192. Pre Crocomire save station$8F:91F6 60 RTS} ;;; $91F7: RTS. Room setup ASM ;;; { ; Room $B1E5. Lower Norfair chozo room ; Room $B236. Lower Norfair mainstreet ; Room $B283. Golden Torizo ; Room $B2DA. Ripper ii room ; Room $B305. Lower Norfair energy station ; Room $B32E. Ridley ; Room $B37A. Pre Ridley hall ; Room $B3A5. Pre pillars hall ; Room $B3E1. Unused room ; Room $B40A. Lower Norfair multi-level one-way shaft ; Room $B457. Pillars hall ; Room $B482. Lower Norfair holtz room ; Room $B4AD. Lower Norfair wall space pirates shaft ; Room $B4E5. Lower Norfair rising acid room ; Room $B510. Lower Norfair spring ball maze room ; Room $B55A. Lower Norfair escape power bomb room ; Room $B585. Lower Norfair south kihunter shaft ; Room $B5D5. Lower Norfair spike platform room ; Room $B62B. Ninja space pirate hall ; Room $B656. Lower Norfair north kihunter shaft ; Room $B698. Ridley's energy tank ; Room $B6C1. Screw attack room$8F:91F7 60 RTS} } ;;; $91F8: Room headers, scroll data, door lists ;;; { ; Room header format: ; __________________________________________ Room index ; | _______________________________________ Area index ; | | ___________________________________ X position (of top left corner) on the map ; | | | ________________________________ Y position (of top left corner) on the map ; | | | | ____________________________ Room width (in units of screens = 16 blocks = 256 pixels) ; | | | | | _________________________ Room height (in units of screens = 16 blocks = 256 pixels) ; | | | | | | _____________________ Up scroller ; | | | | | | | __________________ Down scroller ; | | | | | | | | ______________ CRE bitset ; | | | | | | | | | __________ Door list pointer ; | | | | | | | | | | ____ State conditions list ; | | | | | | | | | | | ; ii,aa, xx,yy, ww,hh, uu,dd, cc, dddd, [...] ; State conditions list format: ; ______________ State condition ; | _________ State condition parameters ; | | ___ State header pointer ; | | | ; eeee [...] ssss ; First state condition ; eeee [...] ssss ; Second state condition ; [...] ; Other state conditions ; E5E6 ; Default state condition (terminator) ; State header format: ; ___________________________________________________________________________ Level data ; | ___________________________________________________________________ Tileset ; | | _______________________________________________________________ Music data index ; | | | ____________________________________________________________ Music track ; | | | | ________________________________________________________ FX ($83) ; | | | | | __________________________________________________ Enemy population ($A1) ; | | | | | | ____________________________________________ Enemy set ($B4) ; | | | | | | | ______________________________________ Layer 2 scroll X ; | | | | | | | | ___________________________________ Layer 2 scroll Y ; | | | | | | | | | _______________________________ Scroll ; | | | | | | | | | | _________________________ Special x-ray blocks ; | | | | | | | | | | | ___________________ Main ASM ; | | | | | | | | | | | | _____________ PLM population ; | | | | | | | | | | | | | _______ Library background ; | | | | | | | | | | | | | | _ Setup ASM ; | | | | | | | | | | | | | | | ; llllll, tt, MM,mm, ffff, eeee, EEEE, xx,yy, ssss, xxxx, AAAA, pppp, bbbb, aaaa ; Room header. Landing site$8F:91F8 dx 00,00, 17,00, 09,05, 70,A0, 00, 927B, E612,0E,9261, E669,9247, E612,00,922D, E5E6; State header. Room $91F8. Landing site - default$8F:9213 dx C2C2BB, 00, 06,05, 80C0, 883D, 8193, 81,01, 9283, 0000, C116, 8000, B76A, 91C9; State header. Room $91F8. Landing site - event "Zebes is awake" is set$8F:922D dx C2C2BB, 00, 06,06, 80C0, 883D, 8193, 81,01, 9283, 0000, C116, 8000, B76A, 91C9; State header. Room $91F8. Landing site - power bombs have been collected$8F:9247 dx C2C2BB, 00, 0C,05, 80D0, 883D, 8193, 81,01, 9283, 0000, C116, 8000, B76A, 91C9; State header. Room $91F8. Landing site - event "Zebes timebomb set" is set$8F:9261 dx C2C2BB, 00, 00,00, 8000, 8C0D, 8283, 81,01, 9283, 0000, C120, 8026, B76A, 91BD; Door list. Room $91F8. Landing site$8F:927B dw 8916, 8922, 892E, 893A; Scroll data. Room $91F8. Landing site$8F:9283 db 00, 00, 02, 02, 02, 02, 02, 02, 02, 00, 00, 02, 02, 02, 02, 02, 02, 02, 01, 00, 02, 02, 02, 02, 02, 02, 02, 00, 00, 02, 02, 02, 02, 02, 02, 02, 01, 01, 01, 01, 01, 01, 01, 01, 01; PLM scroll data. Room $91F8. Landing site (PLM index 0)$8F:92B0 db 13,01, 80; Room header. Gauntlet east$8F:92B3 dx 01,00, 12,02, 05,01, 70,A0, 00, 92F9, E612,00,92DF, E5E6; State header. Room $92B3. Gauntlet east - default$8F:92C5 dx C2D6E8, 00, 00,00, 80E0, 847A, 80A1, C1,C1, 0000, 0000, 0000, 8058, B899, 91D3; State header. Room $92B3. Gauntlet east - event "Zebes is awake" is set$8F:92DF dx C2D6E8, 00, 09,05, 80E0, 847A, 80A1, C1,C1, 0000, 0000, 0000, 8058, B899, 91D3; Door list. Room $92B3. Gauntlet east$8F:92F9 dw 8946, 8952; Room header. Crateria mainstreet$8F:92FD dx 02,00, 12,04, 05,05, 70,A0, 00, 9362, E612,0E,9348, E612,00,932E, E5E6; State header. Room $92FD. Crateria mainstreet - default$8F:9314 dx C2DBC4, 00, 00,00, 80F0, 86FA, 8185, C1,C1, 9370, 0000, 0000, 805A, B8B4, 91D3; State header. Room $92FD. Crateria mainstreet - event "Zebes is awake" is set$8F:932E dx C2DBC4, 00, 09,05, 8050, 8261, 8067, C1,C1, 9370, 0000, 0000, 805A, B8B4, 91BC; State header. Room $92FD. Crateria mainstreet - event "Zebes timebomb set" is set$8F:9348 dx C2DBC4, 00, 00,00, 8010, 8DA0, 8295, C1,C1, 9370, 0000, C124, 8104, B8B4, 9194; Door list. Room $92FD. Crateria mainstreet$8F:9362 dw 895E, 896A, 8976, 8982, 898E, 899A, 89A6; Scroll data. Room $92FD. Crateria mainstreet$8F:9370 db 00, 01, 01, 01, 01, 00, 00, 00, 00, 00, 00, 02, 00, 01, 00, 00, 02, 00, 00, 00, 00, 02, 00, 00, 00; PLM scroll data. Room $92FD. Crateria mainstreet (PLM index 0)$8F:9389 db 08,02, 80; PLM scroll data. Room $92FD. Crateria mainstreet (PLM index 1)$8F:938C db 08,00, 80; PLM scroll data. Room $92FD. Crateria mainstreet (PLM index 2)$8F:938F db 00,00, 02,00, 06,02, 80; PLM scroll data. Room $92FD. Crateria mainstreet (PLM index 6)$8F:9396 db 06,00, 80; PLM scroll data. Room $92FD. Crateria mainstreet (PLM index Ah)$8F:9399 db 00,01, 80; PLM scroll data. Room $92FD. Crateria mainstreet (PLM index Dh)$8F:939C db 02,01, 80; PLM scroll data. Room $92FD. Crateria mainstreet (PLM indices 13h/14h)$8F:939F db 04,01, 80; PLM scroll data. Room $92FD. Crateria mainstreet (PLM index 15h)$8F:93A2 db 04,00, 80; PLM scroll data. Room $92FD. Crateria mainstreet (PLM index 1Ah)$8F:93A5 db 04,00, 08,02, 80; Room header. Landing site power bombs cave$8F:93AA dx 03,00, 20,01, 02,01, 70,A0, 00, 93D1, E5E6; State header. Room $93AA. Landing site power bombs cave - default$8F:93B7 dx C2E977, 00, 00,00, 8100, 80D5, 801F, C1,C1, 93D3, 0000, C116, 81CC, B8B4, 91D3; Door list. Room $93AA. Landing site power bombs cave$8F:93D1 dw 89B2; Scroll data. Room $93AA. Landing site power bombs cave$8F:93D3 db 01, 01; Room header. Crateria save station$8F:93D5 dx 04,00, 12,06, 01,01, 70,A0, 00, 93FC, E5E6; State header. Room $93D5. Crateria save station - default$8F:93E2 dx CE92CB, 19, 09,05, 8110, 85D8, 8129, 00,00, 0000, 0000, 0000, 81D4, 0000, 91D3; Door list. Room $93D5. Crateria save station$8F:93FC dw 89BE; Room header. Wrecked Ship entrance$8F:93FE dx 05,00, 26,00, 08,06, 90,A0, 00, 9425, E5E6; State header. Room $93FE. Wrecked Ship entrance - default$8F:940B dx C2EB45, 00, 0C,05, 8112, 8684, 8161, 81,01, 9431, 0000, C11B, 81DC, B7AE, 91CE; Door list. Room $93FE. Wrecked Ship entrance$8F:9425 dw 89CA, 89D6, 89E2, 89EE, 89FA, 8A06; Scroll data. Room $93FE. Wrecked Ship entrance$8F:9431 db 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 00, 00, 02, 00, 00, 02, 02, 02, 02, 02, 02, 00, 00, 02, 02, 02, 02, 02, 02, 02, 02, 01, 01, 01, 01, 01, 01, 01, 01; Room header. Pre orange zoomer hall$8F:9461 dx 06,00, 29,02, 02,01, 70,A0, 00, 9488, E5E6; State header. Room $9461. Pre orange zoomer hall - default$8F:946E dx C38E1F, 00, 00,00, 8122, 897C, 81E1, C1,C1, 0000, 0000, 0000, 81FC, B899, 91D3; Door list. Room $9461. Pre orange zoomer hall$8F:9488 dw 8A12, 8A1E; Room header. Pre moat room$8F:948C dx 07,00, 21,04, 03,03, 70,A0, 00, 94B3, E5E6; State header. Room $948C. Pre moat room - default$8F:9499 dx C38FFE, 00, 00,05, 8132, 8F19, 82BF, C1,C1, 94B9, 0000, 0000, 81FE, B8B4, 91D3; Door list. Room $948C. Pre moat room$8F:94B3 dw 8A2A, 8A36, 8A42; Scroll data. Room $948C. Pre moat room$8F:94B9 db 01, 01, 01, 00, 00, 00, 00, 02, 00; PLM scroll data. Room $948C. Pre moat room (PLM index 0)$8F:94C2 db 01,02, 04,02, 80; PLM scroll data. Room $948C. Pre moat room (PLM index 2)$8F:94C7 db 01,01, 04,00, 80; Room header. Crateria -> Maridia elevator$8F:94CC dx 08,00, 34,0A, 01,01, 70,A0, 00, 94F3, E5E6; State header. Room $94CC. Crateria -> Maridia elevator - default$8F:94D9 dx C39BFC, 02, 09,03, 8142, 8B74, 8255, C1,C1, 94F9, 0000, 0000, 8230, B93B, 91D3; Door list. Room $94CC. Crateria -> Maridia elevator$8F:94F3 dw 8A4E, 8A5A, 88FC; Scroll data. Room $94CC. Crateria -> Maridia elevator$8F:94F9 db 01; PLM scroll data. Room $94CC. Crateria -> Maridia elevator (PLM index 0)$8F:94FA db 00,02, 80; Room header. Wrecked Ship back door$8F:94FD dx 09,00, 31,00, 07,06, 70,A0, 00, 9524, E5E6; State header. Room $94FD. Wrecked Ship back door - default$8F:950A dx C39DB8, 00, 0C,05, 8144, 8002, 8009, 81,01, 9528, 0000, C11B, 8238, B7F2, 91CE; Door list. Room $94FD. Wrecked Ship back door$8F:9524 dw 8A66, 8A72; Scroll data. Room $94FD. Wrecked Ship back door$8F:9528 db 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 02, 02, 02, 02, 02, 02, 02, 01, 01, 01, 01, 01, 01, 01; Room header. Forgotten highway kago shaft$8F:9552 dx 0A,00, 38,04, 01,04, 70,A0, 00, 9579, E5E6; State header. Room $9552. Forgotten highway kago shaft - default$8F:955F dx C3ACDB, 00, 00,00, 8154, 8B3E, 823D, C1,C1, 0001, 0000, 0000, 823A, B87E, 91D3; Door list. Room $9552. Forgotten highway kago shaft$8F:9579 dw 8A7E, 8A8A; Room header. Crab maze$8F:957D dx 0B,00, 35,08, 04,02, 90,A0, 00, 95A4, E5E6; State header. Room $957D. Crab maze - default$8F:958A dx C3B1BA, 00, 00,00, 8156, 8AB8, 8221, C1,C1, 0001, 0000, 0000, 823C, B8B4, 91D3; Door list. Room $957D. Crab maze$8F:95A4 dw 8A96, 8AAE; Room header. Forgotten highway elbow$8F:95A8 dx 0C,00, 34,09, 01,01, 70,A0, 00, 95CF, E5E6; State header. Room $95A8. Forgotten highway elbow - default$8F:95B5 dx C3BB9B, 00, 00,05, 8166, 85DB, 8133, C1,C1, 95D3, 0000, 0000, 823E, B87E, 91D3; Door list. Room $95A8. Forgotten highway elbow$8F:95CF dw 8AA2, 8ABA; Scroll data. Room $95A8. Forgotten highway elbow$8F:95D3 db 02; Room header. Crateria tube$8F:95D4 dx 0D,00, 20,04, 01,01, 70,A0, 00, 95FB, E5E6; State header. Room $95D4. Crateria tube - default$8F:95E1 dx C3BCD2, 00, 00,00, 8168, 8B3B, 8233, 00,00, 0000, 0000, 0000, 8246, 0000, 91D3; Door list. Room $95D4. Crateria tube$8F:95FB dw 8AC6, 8AD2; Room header. Moat$8F:95FF dx 0E,00, 24,04, 02,02, 90,A0, 00, 9626, E5E6; State header. Room $95FF. Moat - default$8F:960C dx C3BD6D, 00, 00,00, 816A, 85DE, 8141, C1,C1, 0000, 0000, 0000, 8248, B8B4, 91D3; Door list. Room $95FF. Moat$8F:9626 dw 8ADE, 8AEA; Room header. Crateria -> Red Brinstar elevator$8F:962A dx 0F,00, 22,07, 01,01, 70,A0, 00, 9651, E5E6; State header. Room $962A. Crateria -> Red Brinstar elevator - default$8F:9637 dx C3C145, 02, 00,03, 817A, 89DF, 81F3, C1,C1, 9657, 0000, 0000, 8250, B93B, 91D3; Door list. Room $962A. Crateria -> Red Brinstar elevator$8F:9651 dw 8AF6, 8B02, 88FC; Scroll data. Room $962A. Crateria -> Red Brinstar elevator$8F:9657 db 01; PLM scroll data. Room $962A. Crateria -> Red Brinstar elevator (PLM index 0)$8F:9658 db 00,02, 80; Room header. Gauntlet west$8F:965B dx 10,00, 0C,02, 06,01, 70,A0, 00, 9682, E5E6; State header. Room $965B. Gauntlet west - default$8F:9668 dx C3C301, 00, 00,00, 817C, 89F2, 81FD, C1,C1, 9686, 0000, 0000, 825E, B899, 91D3; Door list. Room $965B. Gauntlet west$8F:9682 dw 8B0E, 8B1A; Scroll data. Room $965B. Gauntlet west$8F:9686 db 01, 01, 01, 01, 00, 01; PLM scroll data. Room $965B. Gauntlet west (PLM index 0)$8F:968C db 04,01, 80; Room header. Orange zoomer hall$8F:968F dx 11,00, 2B,02, 01,01, 70,A0, 00, 96B6, E5E6; State header. Room $968F. Orange zoomer hall - default$8F:969C dx C3C80C, 00, 0C,05, 818C, 88B6, 81C1, 81,01, 0000, 0000, C11B, 826C, B80A, 91CE; Door list. Room $968F. Orange zoomer hall$8F:96B6 dw 8B26, 8B32; Room header. Old Tourian escape shaft$8F:96BA dx 12,00, 12,09, 03,09, 70,A0, 00, 971F, E612,0E,9705, E612,00,96EB, E5E6; State header. Room $96BA. Old Tourian escape shaft - default$8F:96D1 dx C3C998, 03, 00,00, 818E, 85E1, 814F, C1,C1, 9729, 0000, 0000, 826E, B905, 91D4; State header. Room $96BA. Old Tourian escape shaft - event "Zebes is awake" is set$8F:96EB dx C3C998, 02, 09,05, 8060, 88C9, 81D3, C1,C1, 9729, 0000, 0000, 826E, B905, 91BC; State header. Room $96BA. Old Tourian escape shaft - event "Zebes timebomb set" is set$8F:9705 dx C3C998, 02, 24,07, 8020, 85B2, 8111, C1,C1, 9729, 0000, C124, 830C, B905, 91A9; Door list. Room $96BA. Old Tourian escape shaft$8F:971F dw 8B3E, 8B4A, 8B56, 8B62, 8B6E; Scroll data. Room $96BA. Old Tourian escape shaft$8F:9729 db 00, 02, 00, 00, 02, 00, 00, 02, 00, 00, 02, 00, 00, 02, 00, 00, 02, 00, 00, 02, 00, 00, 02, 00, 00, 01, 00; PLM scroll data. Room $96BA. Old Tourian escape shaft (PLM index 1)$8F:9744 db 02,01, 80; PLM scroll data. Room $96BA. Old Tourian escape shaft (PLM index 0)$8F:9747 db 02,00, 80; PLM scroll data. Room $96BA. Old Tourian escape shaft (PLM index 3)$8F:974A db 17,01, 80; PLM scroll data. Room $96BA. Old Tourian escape shaft (PLM index 2)$8F:974D db 17,00, 80; PLM scroll data. Room $96BA. Old Tourian escape shaft (PLM index Eh)$8F:9750 db 18,01, 80; PLM scroll data. Room $96BA. Old Tourian escape shaft (PLM index Ah)$8F:9753 db 18,00, 80; PLM scroll data. Room $96BA. Old Tourian escape shaft (PLM index 12h)$8F:9756 db 19,01, 80; PLM scroll data. Room $96BA. Old Tourian escape shaft (PLM index 16h)$8F:9759 db 19,00, 80; Room header. Old Mother Brain room$8F:975C dx 13,00, 14,11, 03,02, 70,A0, 00, 97A1, E652,9787, E5E6; State header. Room $975C. Old Mother Brain room - default$8F:976D dx C3D9F7, 03, 00,05, 819E, 8A15, 820F, C1,C1, 97A5, 0000, 0000, 83B6, B905, 91D4; State header. Room $975C. Old Mother Brain room - morph ball and missiles have been collected$8F:9787 dx C3D9F7, 02, 09,05, 8080, 8427, 808F, C1,C1, 97A5, 0000, 0000, 83D0, B905, 91BC; Door list. Room $975C. Old Mother Brain room$8F:97A1 dw 8B7A, 8B86; Scroll data. Room $975C. Old Mother Brain room$8F:97A5 db 01, 01, 01, 00, 00, 00; PLM scroll data. Room $975C. Old Mother Brain room (PLM indices 0/1)$8F:97AB db 00,02, 03,02, 80; PLM scroll data. Room $975C. Old Mother Brain room (PLM index 2)$8F:97B0 db 00,01, 03,00, 80; Room header. Crateria -> Blue Brinstar elevator$8F:97B5 dx 14,00, 17,11, 01,01, 70,A0, 00, 97FA, E652,97E0, E5E6; State header. Room $97B5. Crateria -> Blue Brinstar elevator - default$8F:97C6 dx C3DF23, 02, 06,05, 81AE, 8B61, 824B, 00,00, 9800, 0000, 0000, 83F6, 0000, 91D4; State header. Room $97B5. Crateria -> Blue Brinstar elevator - morph ball and missiles have been collected$8F:97E0 dx C3DF23, 02, 00,03, 8090, 8B61, 824B, 00,00, 9800, 0000, 0000, 83F6, 0000, 91BC; Door list. Room $97B5. Crateria -> Blue Brinstar elevator$8F:97FA dw 8B92, 8B9E, 88FC; Scroll data. Room $97B5. Crateria -> Blue Brinstar elevator$8F:9800 db 01; PLM scroll data. Room $97B5. Crateria -> Blue Brinstar elevator (PLM index 0)$8F:9801 db 00,02, 80; Room header. Bomb Torizo$8F:9804 dx 15,00, 19,06, 01,01, 70,A0, 00, 9869, E612,0E,984F, E629,04,9835, E5E6; State header. Room $9804. Bomb Torizo - default$8F:981B dx C3E0D0, 02, 24,03, 81BE, 84ED, 80B3, C1,C1, 0000, 0000, 0000, 83FE, B905, 91D4; State header. Room $9804. Bomb Torizo - area torizo is dead$8F:9835 dx C3E0D0, 02, 00,03, 81BE, 84ED, 80B3, C1,C1, 0000, 0000, 0000, 83FE, B905, 91D4; State header. Room $9804. Bomb Torizo - event "Zebes timebomb set" is set$8F:984F dx C3E0D0, 02, 00,00, 8030, 8ED3, 82A3, C1,C1, 0000, 986B, C124, 8412, B905, 91B2; Door list. Room $9804. Bomb Torizo$8F:9869 dw 8BAA; Special x-ray blocks. Room $9804, state $984F. Bomb Torizo - event "Zebes timebomb set" is set$8F:986B dx 0F,0A,0052, 0F,0B,0052, 0F,0C,0052, 00,00; Room header. Pre Bomb Torizo hall$8F:9879 dx 16,00, 16,06, 03,01, 70,A0, 00, 98DE, E612,0E,98C4, E629,04,98AA, E5E6; State header. Room $9879. Pre Bomb Torizo hall - event "Zebes timebomb set" is set$8F:984F dx C3E0D0, 02, 00,00, 8030, 8ED3, 82A3, C1,C1, 0000, 986B, C124, 8412, B905, 91B2; State header. Room $9879. Pre Bomb Torizo hall - area torizo is dead$8F:98AA dx C3E16E, 02, 09,05, 81C0, 8364, 807D, C1,C1, 0000, 0000, 0000, 8420, B8EA, 91D4; State header. Room $9879. Pre Bomb Torizo hall - event "Zebes timebomb set" is set$8F:98C4 dx C3E16E, 02, 24,07, 8040, 8F16, 82B5, C1,C1, 0000, 0000, C124, 8428, B8EA, 91BB; Door list. Room $9879. Pre Bomb Torizo hall$8F:98DE dw 8BB6, 8BC2; Room header. Pre Crateria map station hall$8F:98E2 dx 17,00, 14,07, 03,01, 70,A0, 00, 9909, E5E6; State header. Room $98E2. Pre Crateria map station hall - default$8F:98EF dx C3E232, 02, 00,00, 81C2, 8B87, 825F, C1,C1, 0000, 0000, 0000, 8430, B920, 91D4; Door list. Room $98E2. Pre Crateria map station hall$8F:9909 dw 8BCE, 8BDA; Room header. Crateria slope$8F:990D dx 18,00, 0C,04, 06,03, A0,A0, 00, 9934, E5E6; State header. Room $990D. Crateria slope - default$8F:991A dx C3E2FC, 02, 00,00, 81C2, 8108, 8031, C1,C1, 0000, 0000, 0000, 8432, B8CF, 91D4; Door list. Room $990D. Crateria slope$8F:9934 dw 8BE6, 8BF2; Room header. Crateria -> Green Brinstar elevator$8F:9938 dx 19,00, 06,08, 01,01, 70,A0, 00, 995F, E5E6; State header. Room $9938. Crateria -> Green Brinstar elevator - default$8F:9945 dx C3E985, 02, 09,03, 81C2, 8573, 80D3, 00,00, 9965, 0000, 0000, 843A, 0000, 91D4; Door list. Room $9938. Crateria -> Green Brinstar elevator$8F:995F dw 8BFE, 8C0A, 88FC; Scroll data. Room $9938. Crateria -> Green Brinstar elevator$8F:9965 db 01; PLM scroll data. Room $9938. Crateria -> Green Brinstar elevator (PLM index 0)$8F:9966 db 00,02, 80; Room header. West Crateria kago hall$8F:9969 dx 1A,00, 07,08, 04,01, 70,A0, 00, 9990, E5E6; State header. Room $9969. West Crateria kago hall - default$8F:9976 dx C3EB35, 02, 00,05, 81C2, 8BCA, 8271, C1,C1, 0000, 0000, 0000, 8442, B8CF, 91D4; Door list. Room $9969. West Crateria kago hall$8F:9990 dw 8C16, 8C22; Room header. Crateria map station$8F:9994 dx 1B,00, 17,07, 01,01, 70,A0, 00, 99BB, E5E6; State header. Room $9994. Crateria map station - default$8F:99A1 dx CE86BD, 15, 00,00, 81C2, 85A9, 80EB, 00,00, 0000, 0000, 0000, 8444, 0000, 91D4; Door list. Room $9994. Crateria map station$8F:99BB dw 8C2E; Room header. Crateria space pirate shaft$8F:99BD dx 1C,00, 0B,02, 01,07, 70,A0, 00, 99E4, E5E6; State header. Room $99BD. Crateria space pirate shaft - default$8F:99CA dx C3EE60, 02, 00,05, 81C2, 8500, 80C1, 01,C1, 99EC, 0000, 0000, 844C, B956, 91D4; Door list. Room $99BD. Crateria space pirate shaft$8F:99E4 dw 8C3A, 8C46, 8C52, 8C5E; Scroll data. Room $99BD. Crateria space pirate shaft$8F:99EC db 02, 02, 02, 00, 02, 02, 01; PLM scroll data. Room $99BD. Crateria space pirate shaft (PLM index 0)$8F:99F3 db 03,02, 80; PLM scroll data. Room $99BD. Crateria space pirate shaft (PLM index 2)$8F:99F6 db 03,00, 80; Room header. Crateria spike floor room$8F:99F9 dx 1D,00, 15,09, 04,08, 70,A0, 00, 9A20, E5E6; State header. Room $99F9. Crateria spike floor room - default$8F:9A06 dx C3F4D3, 02, 00,00, 81C4, 8870, 81A5, C1,C1, 9A24, 0000, 0000, 8478, B905, 91D4; Door list. Room $99F9. Crateria spike floor room$8F:9A20 dw 8C6A, 8C76; Scroll data. Room $99F9. Crateria spike floor room$8F:9A24 db 01, 01, 01, 02, 00, 00, 00, 02, 00, 00, 00, 02, 00, 00, 00, 02, 00, 00, 00, 02, 00, 00, 00, 02, 00, 00, 00, 02, 01, 01, 01, 01; Room header. Crateria bomb block hall$8F:9A44 dx 1E,00, 11,07, 02,01, 70,A0, 00, 9A8A, E612,00,9A70, E5E6; State header. Room $9A44. Crateria bomb block hall - default$8F:9A56 dx C4811E, 02, 00,00, 81D4, 81FE, 8055, C1,C1, 9A8E, 0000, 0000, 8480, B956, 91D4; State header. Room $9A44. Crateria bomb block hall - event "Zebes is awake" is set$8F:9A70 dx C4811E, 02, 00,00, 80A0, 819B, 8043, C1,C1, 9A8E, 0000, 0000, 8482, B956, 91D4; Door list. Room $9A44. Crateria bomb block hall$8F:9A8A dw 8C82, 8C8E; Scroll data. Room $9A44. Crateria bomb block hall$8F:9A8E db 01, 01; Room header. Crateria chozo missile$8F:9A90 dx 1F,00, 10,07, 01,01, 70,A0, 00, 9AD6, E612,00,9ABC, E5E6; State header. Room $9A90. Crateria chozo missile - default$8F:9AA2 dx C48232, 02, 00,00, 81E4, 8586, 80DD, C1,C1, 9AD8, 0000, 0000, 8484, B905, 91D4; State header. Room $9A90. Crateria chozo missile - event "Zebes is awake" is set$8F:9ABC dx C48232, 02, 00,00, 80B0, 85AF, 8107, C1,C1, 9AD8, 0000, 0000, 8486, B905, 91D4; Door list. Room $9A90. Crateria chozo missile$8F:9AD6 dw 8C9A; Scroll data. Room $9A90. Crateria chozo missile$8F:9AD8 db 01; Room header. Green Brinstar mainstreet$8F:9AD9 dx 00,01, 09,00, 04,0C, 70,A0, 00, 9B00, E5E6; State header. Room $9AD9. Green Brinstar mainstreet - default$8F:9AE6 dx C4F1CE, 06, 0F,05, 8204, 997A, 8541, 00,C0, 9B16, 0000, 0000, 848E, BA37, 91D5; Door list. Room $9AD9. Green Brinstar mainstreet$8F:9B00 dw 8CA6, 8CB2, 8CBE, 8CCA, 8CD6, 8CE2, 8CEE, 8CFA, 8D06, 88FC, 8D12; Scroll data. Room $9AD9. Green Brinstar mainstreet$8F:9B16 db 02, 00, 00, 00, 02, 00, 00, 00, 02, 00, 00, 00, 02, 00, 00, 00, 02, 00, 00, 00, 02, 00, 00, 00, 02, 00, 00, 00, 00, 00, 02, 01, 02, 00, 02, 00, 02, 00, 02, 00, 02, 00, 02, 00, 00, 00, 02, 00; PLM scroll data. Room $9AD9. Green Brinstar mainstreet (PLM index 0)$8F:9B46 db 1C,02, 1D,00, 80; PLM scroll data. Room $9AD9. Green Brinstar mainstreet (PLM indices 1/2)$8F:9B4B db 1C,00, 1D,01, 29,01, 80; PLM scroll data. Room $9AD9. Green Brinstar mainstreet (PLM index 3)$8F:9B52 db 18,02, 1C,02, 1D,00, 29,00, 80; Room header. Spore Spawn's super missile shaft$8F:9B5B dx 01,01, 17,01, 02,09, 70,A0, 00, 9B82, E5E6; State header. Room $9B5B. Spore Spawn's super missile shaft - default$8F:9B68 dx C58BD5, 06, 00,03, 8214, 9A2D, 8557, C1,C1, 9B86, 0000, 0000, 84D8, BABE, 91D5; Door list. Room $9B5B. Spore Spawn's super missile shaft$8F:9B82 dw 8D1E, 8D2A; Scroll data. Room $9B5B. Spore Spawn's super missile shaft$8F:9B86 db 01, 02, 00, 02, 00, 02, 00, 02, 00, 02, 00, 02, 00, 02, 00, 02, 01, 01; PLM scroll data. Room $9B5B. Spore Spawn's super missile shaft (PLM index 0)$8F:9B98 db 01,02, 03,02, 80; Room header. Pre Brinstar map room hall$8F:9B9D dx 02,01, 06,04, 03,01, 70,A0, 00, 9BC4, E5E6; State header. Room $9B9D. Pre Brinstar map room hall - default$8F:9BAA dx C59642, 06, 00,00, 8224, 8F7C, 82D5, C1,C1, 0000, 0000, 0000, 84EC, BA88, 91D5; Door list. Room $9B9D. Pre Brinstar map room hall$8F:9BC4 dw 8D36, 8D42; Room header. Early supers room$8F:9BC8 dx 03,01, 0A,03, 03,02, 70,A0, 00, 9BEF, E5E6; State header. Room $9BC8. Early supers room - default$8F:9BD5 dx C59755, 06, 00,05, 8226, 9A40, 8565, C1,C1, 9BF3, 0000, 0000, 84F4, BAA3, 91D5; Door list. Room $9BC8. Early supers room$8F:9BEF dw 8D4E, 8D5A; Scroll data. Room $9BC8. Early supers room$8F:9BF3 db 00, 00, 00, 01, 01, 01; PLM scroll data. Room $9BC8. Early supers room (PLM indices 0/4)$8F:9BF9 db 00,02, 01,02, 02,02, 80; PLM scroll data. Room $9BC8. Early supers room (PLM index 3)$8F:9C00 db 00,00, 01,00, 02,00, 80; Room header. Brinstar reserve tank room$8F:9C07 dx 04,01, 0D,04, 02,01, 70,A0, 00, 9C2E, E5E6; State header. Room $9C07. Brinstar reserve tank room - default$8F:9C14 dx C59B00, 06, 00,03, 8228, 9F38, 85FD, C1,C1, 9C30, 0000, 0000, 8526, BA6D, 91D5; Door list. Room $9C07. Brinstar reserve tank room$8F:9C2E dw 8D66; Scroll data. Room $9C07. Brinstar reserve tank room$8F:9C30 db 01, 00; PLM scroll data. Room $9C07. Brinstar reserve tank room (PLM index 0)$8F:9C32 db 01,01, 80; Room header. Brinstar map station$8F:9C35 dx 05,01, 05,04, 01,01, 70,A0, 00, 9C5C, E5E6; State header. Room $9C35. Brinstar map station - default$8F:9C42 dx CE83C3, 15, 00,00, 822A, 8FBF, 82E7, 00,00, 0000, 0000, 0000, 8540, 0000, 91D5; Door list. Room $9C35. Brinstar map station$8F:9C5C dw 8D72; Room header. Fireflea room$8F:9C5E dx 06,01, 06,06, 03,02, 70,A0, 00, 9C85, E5E6; State header. Room $9C5E. Fireflea room - default$8F:9C6B dx C59CAC, 06, 00,00, 822C, 96E2, 84C9, 00,00, 0000, 0000, 0000, 8548, 0000, 91D5; Door list. Room $9C5E. Fireflea room$8F:9C85 dw 8D7E, 8D8A; Room header. Green Brinstar missile station$8F:9C89 dx 07,01, 05,07, 01,01, 70,A0, 00, 9CB0, E5E6; State header. Room $9C89. Green Brinstar missile station - default$8F:9C96 dx CE8CB3, 18, 00,00, 823C, 8FC2, 82F1, 00,00, 9CB2, 0000, 0000, 8550, 0000, 91D5; Door list. Room $9C89. Green Brinstar missile station$8F:9CB0 dw 8D96; Scroll data. Room $9C89. Green Brinstar missile station$8F:9CB2 db 01; Room header. Dachora room$8F:9CB3 dx 08,01, 0A,06, 07,07, 70,A0, 00, 9CDA, E5E6; State header. Room $9CB3. Dachora room - default$8F:9CC0 dx C5A15F, 06, 00,00, 823E, 9D5C, 85B9, C0,00, 9CE0, 0000, C1E6, 8558, 0000, 91D5; Door list. Room $9CB3. Dachora room$8F:9CDA dw 8DA2, 8DAE, 8DBA; Scroll data. Room $9CB3. Dachora room$8F:9CE0 db 01, 01, 01, 01, 01, 01, 01, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 02, 00, 00, 00, 00, 00, 00, 02, 00, 00, 00, 00, 00, 00, 02, 00, 00, 00, 00, 00, 00, 02, 00, 00, 02, 02, 02, 02, 02, 00, 00; PLM scroll data. Room $9CB3. Dachora room (PLM index 6)$8F:9D11 db 0B,02, 80; PLM scroll data. Room $9CB3. Dachora room (PLM indices Ah/16h)$8F:9D14 db 04,01, 0B,00, 80; Room header. Charge beam room$8F:9D19 dx 09,01, 0F,04, 05,0A, 70,A0, 00, 9D40, E5E6; State header. Room $9D19. Charge beam room - default$8F:9D26 dx C5B54D, 06, 0F,05, 824E, 953E, 8429, C1,C1, 9D52, 0000, 0000, 85E4, BB45, 91D5; Door list. Room $9D19. Charge beam room$8F:9D40 dw 8DC6, 8DD2, 8DDE, 8DEA, 8DF6, 8E02, 8E0E, 8E1A, 8E26; Scroll data. Room $9D19. Charge beam room$8F:9D52 db 00, 00, 02, 02, 00, 00, 00, 02, 02, 00, 00, 00, 02, 02, 00, 00, 00, 02, 02, 00, 00, 00, 02, 02, 00, 00, 00, 02, 02, 00, 00, 00, 01, 01, 00, 02, 00, 00, 00, 00, 02, 00, 00, 00, 00, 02, 00, 00, 00, 00; PLM scroll data. Room $9D19. Charge beam room (PLM index 0)$8F:9D84 db 20,02, 25,02, 26,02, 80; PLM scroll data. Room $9D19. Charge beam room (PLM index 1)$8F:9D8B db 24,02, 80; PLM scroll data. Room $9D19. Charge beam room (PLM index 2)$8F:9D8E db 1D,00, 80; PLM scroll data. Room $9D19. Charge beam room (PLM index 3)$8F:9D91 db 1C,01, 1D,01, 80; PLM scroll data. Room $9D19. Charge beam room (PLM index 4)$8F:9D96 db 01,02, 80; PLM scroll data. Room $9D19. Charge beam room (PLM index 5)$8F:9D99 db 01,00, 80; Room header. Pre Spore Spawn hall$8F:9D9C dx 0A,01, 13,04, 04,01, 70,A0, 00, 9DC3, E5E6; State header. Room $9D9C. Pre Spore Spawn hall - default$8F:9DA9 dx C5CBA7, 06, 0F,05, 825E, 8FC5, 82FB, C1,C1, 0000, 0000, 0000, 8634, BA52, 91D5; Door list. Room $9D9C. Pre Spore Spawn hall$8F:9DC3 dw 8E32, 8E3E; Room header. Spore Spawn$8F:9DC7 dx 0B,01, 16,01, 01,03, 70,A0, 00, 9E0D, E629,02,9DF3, E5E6; State header. Room $9DC7. Spore Spawn - default$8F:9DD9 dx C5CE34, 06, 2A,05, 826E, A0FD, 8663, 00,00, 0001, 0000, 0000, 8642, 0000, 91D5; State header. Room $9DC7. Spore Spawn - area mini-boss is dead$8F:9DF3 dx C5CE34, 06, 00,03, 826E, A0FD, 8663, 00,00, 0001, 0000, 0000, 8642, 0000, 91D5; Door list. Room $9DC7. Spore Spawn$8F:9E0D dw 8E4A, 8E56; Room header. Brinstar super-sidehopper power bomb room$8F:9E11 dx 0C,01, 0F,07, 02,02, 70,A0, 00, 9E38, E5E6; State header. Room $9E11. Brinstar super-sidehopper power bomb room - default$8F:9E1E dx C5D18F, 06, 00,00, 827E, 961D, 846F, C1,C1, 9E3C, 0000, 0000, 864A, BAA3, 91D5; Door list. Room $9E11. Brinstar super-sidehopper power bomb room$8F:9E38 dw 8E62, 8E6E; Scroll data. Room $9E11. Brinstar super-sidehopper power bomb room$8F:9E3C db 01, 01, 00, 00; PLM scroll data. Room $9E11. Brinstar super-sidehopper power bomb room (PLM index 0)$8F:9E40 db 00,02, 01,00, 02,01, 03,01, 80; PLM scroll data. Room $9E11. Brinstar super-sidehopper power bomb room (PLM index 1)$8F:9E49 db 00,01, 01,01, 02,00, 03,00, 80; Room header. Brinstar diagonal room$8F:9E52 dx 0D,01, 13,0A, 08,04, 70,A0, 00, 9E79, E5E6; State header. Room $9E52. Brinstar diagonal room - default$8F:9E5F dx C5D559, 06, 0F,05, 828E, 9CB9, 85A7, C1,C1, 9E7F, 0000, 0000, 8664, BAD9, 91D5; Door list. Room $9E52. Brinstar diagonal room$8F:9E79 dw 8E7A, 8E86, 8E92; Scroll data. Room $9E52. Brinstar diagonal room$8F:9E7F db 02, 02, 00, 00, 00, 00, 00, 00, 02, 02, 02, 02, 00, 00, 00, 00, 02, 02, 02, 02, 02, 02, 02, 02, 01, 01, 01, 01, 01, 01, 01, 01; Room header. Morph ball room$8F:9E9F dx 0E,01, 15,08, 08,03, 70,A0, 00, 9EE5, E612,00,9ECB, E5E6; State header. Room $9E9F. Morph ball room - default$8F:9EB1 dx C5DED5, 06, 06,07, 8290, 93AC, 83D1, C1,C1, 9EED, 0000, 0000, 867E, BAF4, 91D5; State header. Room $9E9F. Morph ball room - event "Zebes is awake" is set$8F:9ECB dx C5DED5, 06, 09,05, 81F4, 9326, 83B5, C1,C1, 9EED, 0000, 0000, 86E6, BAF4, 91BC; Door list. Room $9E9F. Morph ball room$8F:9EE5 dw 8E9E, 8EAA, 8EB6, 88FC; Scroll data. Room $9E9F. Morph ball room$8F:9EED db 00, 00, 00, 00, 00, 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 01, 01, 01, 01, 01, 01, 01, 01; PLM scroll data. Room $9E9F. Morph ball room (PLM index 0)$8F:9F05 db 12,01, 80; PLM scroll data. Room $9E9F. Morph ball room (PLM index 9)$8F:9F08 db 12,00, 80; PLM scroll data. Room $9E9F. Morph ball room (PLM indices Bh/Dh)$8F:9F0B db 0D,02, 80; PLM scroll data. Room $9E9F. Morph ball room (PLM index Fh)$8F:9F0E db 0D,00, 80; Room header. Old Kraid entrance$8F:9F11 dx 0F,01, 1D,0A, 01,02, 70,A0, 00, 9F57, E612,00,9F3D, E5E6; State header. Room $9F11. Old Kraid entrance - default$8F:9F23 dx C5E63A, 06, 00,00, 82A0, 9BC6, 8595, C1,C1, 9F5D, 0000, 0000, 8754, BABE, 91D5; State header. Room $9F11. Old Kraid entrance - event "Zebes is awake" is set$8F:9F3D dx C5E63A, 06, 00,00, 81F4, 918D, 8377, C1,C1, 9F5D, 0000, 0000, 8754, BABE, 91BC; Door list. Room $9F11. Old Kraid entrance$8F:9F57 dw 8EC2, 8ECE, 8EDA; Scroll data. Room $9F11. Old Kraid entrance$8F:9F5D db 01, 00; PLM scroll data. Room $9F11. Old Kraid entrance (PLM index 0)$8F:9F5F db 00,02, 01,01, 80; Room header. Blue Brinstar ceiling e-tank hall$8F:9F64 dx 10,01, 1E,08, 03,03, 70,A0, 00, 9FAA, E612,00,9F90, E5E6; State header. Room $9F64. Blue Brinstar ceiling e-tank hall - default$8F:9F76 dx C5E86F, 06, 00,00, 82B0, 966F, 84B7, C1,C1, 9FAE, 0000, 0000, 878C, BAF4, 91D5; State header. Room $9F64. Blue Brinstar ceiling e-tank hall - event "Zebes is awake" is set$8F:9F90 dx C5E86F, 06, 00,00, 81F4, 9200, 8389, C1,C1, 9FAE, 0000, 0000, 878C, BAF4, 91BC; Door list. Room $9F64. Blue Brinstar ceiling e-tank hall$8F:9FAA dw 8EE6, 8EF2; Scroll data. Room $9F64. Blue Brinstar ceiling e-tank hall$8F:9FAE db 00, 00, 02, 00, 00, 00, 01, 01, 01; PLM scroll data. Room $9F64. Blue Brinstar ceiling e-tank hall (PLM indices 0/1)$8F:9FB7 db 05,02, 80; Room header. n00b bridge$8F:9FBA dx 11,01, 1B,0D, 06,01, 70,A0, 00, 9FE1, E5E6; State header. Room $9FBA. n00b bridge - default$8F:9FC7 dx C5ECAE, 06, 0F,05, 82C0, 92A3, 83A3, C1,C1, 0000, 0000, 0000, 87A6, BA52, 91D5; Door list. Room $9FBA. n00b bridge$8F:9FE1 dw 8EFE, 8F0A; Room header. Etecoon area beetom room$8F:9FE5 dx 12,01, 08,0A, 01,01, 70,A0, 00, A00C, E5E6; State header. Room $9FE5. Etecoon area beetom room - default$8F:9FF2 dx C5EF71, 06, 00,00, 82D0, 9735, 84D7, 01,01, A010, 0000, 0000, 87AE, BA52, 91D5; Door list. Room $9FE5. Etecoon area beetom room$8F:A00C dw 8F16, 8F22; Scroll data. Room $9FE5. Etecoon area beetom room$8F:A010 db 01; Room header. Etecoon area spike hall$8F:A011 dx 13,01, 06,0A, 05,02, 70,A0, 00, A038, E5E6; State header. Room $A011. Etecoon area spike hall - default$8F:A01E dx C5F057, 06, 00,00, 82D2, 9778, 84E5, C1,C1, A040, 0000, 0000, 87B0, BA52, 91D5; Door list. Room $A011. Etecoon area spike hall$8F:A038 dw 8F2E, 8F3A, 8F46, 8F52; Scroll data. Room $A011. Etecoon area spike hall$8F:A040 db 01, 01, 00, 00, 00, 00, 00, 01, 01, 01; PLM scroll data. Room $A011. Etecoon area spike hall (PLM index 0)$8F:A04A db 01,02, 05,01, 06,01, 80; Room header. Etecoon area super missiles$8F:A051 dx 14,01, 05,0A, 01,01, 70,A0, 00, A078, E5E6; State header. Room $A051. Etecoon area super missiles - default$8F:A05E dx C5F43E, 06, 00,00, 82E2, 9028, 8309, 01,01, A07A, 0000, 0000, 87D0, BA52, 91D5; Door list. Room $A051. Etecoon area super missiles$8F:A078 dw 8F5E; Scroll data. Room $A051. Etecoon area super missiles$8F:A07A db 01; Room header. Dachora energy station$8F:A07B dx 15,01, 09,0C, 01,01, 70,A0, 00, A0A2, E5E6; State header. Room $A07B. Dachora energy station - default$8F:A088 dx CE89B6, 17, 00,00, 82F2, 902B, 8313, 00,00, 0000, 0000, 0000, 87D8, 0000, 91D5; Door list. Room $A07B. Dachora energy station$8F:A0A2 dw 8F6A; Room header. Post Spore Spawn supers hall$8F:A0A4 dx 16,01, 14,09, 03,01, 70,A0, 00, A0CB, E5E6; State header. Room $A0A4. Post Spore Spawn supers hall - default$8F:A0B1 dx C5F4C9, 06, 0F,05, 82F4, 902E, 8321, C0,00, A0CF, 0000, 0000, 87E0, 0000, 91D5; Door list. Room $A0A4. Post Spore Spawn supers hall$8F:A0CB dw 8F76, 8F82; Scroll data. Room $A0A4. Post Spore Spawn supers hall$8F:A0CF db 01, 01, 01; Room header. Pink Brinstar flooded hall$8F:A0D2 dx 17,01, 08,0D, 07,01, 70,A0, 00, A0F9, E5E6; State header. Room $A0D2. Pink Brinstar flooded hall - default$8F:A0DF dx C5F778, 06, 00,00, 8304, 911A, 8361, C1,01, A0FD, 0000, 0000, 87E8, BAA3, 91D5; Door list. Room $A0D2. Pink Brinstar flooded hall$8F:A0F9 dw 8F8E, 8F9A; Scroll data. Room $A0D2. Pink Brinstar flooded hall$8F:A0FD db 00, 01, 01, 01, 01, 01, 01; PLM scroll data. Room $A0D2. Pink Brinstar flooded hall (PLM index 2)$8F:A104 db 00,01, 80; Room header. Blue Brinstar missile room$8F:A107 dx 18,01, 1C,0B, 01,01, 70,A0, 00, A12E, E5E6; State header. Room $A107. Blue Brinstar missile room - default$8F:A114 dx C5FD50, 06, 00,00, 8314, 9EB2, 85E5, 01,01, 0000, 0000, 0000, 8802, BABE, 91D5; Door list. Room $A107. Blue Brinstar missile room$8F:A12E dw 8FA6; Room header. Brinstar wave-gate sidehopper room$8F:A130 dx 19,01, 13,07, 02,02, 70,A0, 00, A157, E5E6; State header. Room $A130. Brinstar wave-gate sidehopper room - default$8F:A13D dx C5FE1B, 06, 00,00, 8324, 97FB, 84F7, C1,C1, 0000, 0000, 0000, 880A, BAA3, 91D5; Door list. Room $A130. Brinstar wave-gate sidehopper room$8F:A157 dw 8FB2, 8FBE; Room header. Brinstar wave-gate energy tank$8F:A15B dx 1A,01, 15,08, 01,01, 70,A0, 00, A182, E5E6; State header. Room $A15B. Brinstar wave-gate energy tank - default$8F:A168 dx C681C2, 06, 00,00, 8334, 90C4, 8345, 00,00, 0000, 0000, 0000, 8824, 0000, 91D5; Door list. Room $A15B. Brinstar wave-gate energy tank$8F:A182 dw 8FCA; Room header. Spore Spawn save station$8F:A184 dx 1B,01, 0F,04, 01,01, 70,A0, 00, A1AB, E5E6; State header. Room $A184. Spore Spawn save station - default$8F:A191 dx CE92CB, 19, 0F,05, 8336, 953B, 841F, 00,00, 0000, 0000, 0000, 882C, 0000, 91D5; Door list. Room $A184. Spore Spawn save station$8F:A1AB dw 8FD6; Room header. Blue Brinstar boulder room$8F:A1AD dx 1C,01, 1E,08, 02,01, 70,A0, 00, A1D4, E5E6; State header. Room $A1AD. Blue Brinstar boulder room - default$8F:A1BA dx C68318, 06, 00,00, 8338, 9505, 8407, C1,01, 0000, 0000, 0000, 8834, BAF4, 91D5; Door list. Room $A1AD. Blue Brinstar boulder room$8F:A1D4 dw 8FE2, 8FEE; Room header. Blue Brinstar double missile room$8F:A1D8 dx 1D,01, 1D,08, 01,01, 70,A0, 00, A1FF, E5E6; State header. Room $A1D8. Blue Brinstar double missile room - default$8F:A1E5 dx C68437, 06, 00,00, 8348, 9538, 8415, 01,01, 0000, 0000, 0000, 8836, BAF4, 91D5; Door list. Room $A1D8. Blue Brinstar double missile room$8F:A1FF dw 8FFA; Room header. Green Brinstar mainstreet save station$8F:A201 dx 1E,01, 08,05, 01,01, 70,A0, 00, A228, E5E6; State header. Room $A201. Green Brinstar mainstreet save station - default$8F:A20E dx CE92CB, 19, 0F,05, 834A, 9617, 845B, 00,00, 0000, 0000, 0000, 8844, 0000, 91D5; Door list. Room $A201. Green Brinstar mainstreet save station$8F:A228 dw 9006; Room header. Etecoon area save station$8F:A22A dx 1F,01, 05,0B, 01,01, 70,A0, 00, A251, E5E6; State header. Room $A22A. Etecoon area save station - default$8F:A237 dx CE92CB, 19, 0F,05, 834C, 95E1, 843F, 00,00, 0000, 0000, 0000, 884C, 0000, 91D5; Door list. Room $A22A. Etecoon area save station$8F:A251 dw 9012; Room header. Red Brinstar mainstreet$8F:A253 dx 20,01, 21,09, 01,0A, 70,A0, 00, A27A, E5E6; State header. Room $A253. Red Brinstar mainstreet - default$8F:A260 dx C684EE, 07, 12,05, 834E, 9452, 83F1, C1,C1, A284, 0000, 0000, 8854, BB7B, 91D6; Door list. Room $A253. Red Brinstar mainstreet$8F:A27A dw 901E, 902A, 9036, 9042, 904E; Scroll data. Room $A253. Red Brinstar mainstreet$8F:A284 db 02, 02, 02, 02, 02, 02, 01, 00, 02, 02; PLM scroll data. Room $A253. Red Brinstar mainstreet (PLM index 0)$8F:A28E db 06,02, 07,02, 80; Room header. Pre x-ray spike hall$8F:A293 dx 21,01, 19,0F, 08,02, 90,A0, 00, A2BA, E5E6; State header. Room $A293. Pre x-ray spike hall - default$8F:A2A0 dx C691E3, 07, 00,05, 835E, 9B13, 857F, 00,00, A2BE, 0000, 0000, 886E, 0000, 91D6; Door list. Room $A293. Pre x-ray spike hall$8F:A2BA dw 905A, 9066; Scroll data. Room $A293. Pre x-ray spike hall$8F:A2BE db 02, 02, 01, 01, 02, 02, 01, 01, 01, 01, 00, 00, 01, 01, 00, 00; Room header. X-ray room$8F:A2CE dx 22,01, 17,0F, 02,01, 70,A0, 00, A2F5, E5E6; State header. Room $A2CE. X-ray room - default$8F:A2DB dx C69BF9, 07, 00,03, 836E, 9F3B, 8607, C1,C1, 0000, 0000, 0000, 8876, BC38, 91D6; Door list. Room $A2CE. X-ray room$8F:A2F5 dw 9072; Room header. Red Brinstar damage boost hall$8F:A2F7 dx 23,01, 22,09, 03,01, 70,A0, 00, A31E, E5E6; State header. Room $A2F7. Red Brinstar damage boost hall - default$8F:A304 dx C69D70, 07, 00,00, 8370, 9E2F, 85D3, C1,C1, 0000, 0000, 0000, 887E, BBCC, 91D6; Door list. Room $A2F7. Red Brinstar damage boost hall$8F:A31E dw 907E, 908A; Room header. Red Brinstar -> Crateria elevator$8F:A322 dx 24,01, 25,04, 03,08, 70,A0, 00, A349, E5E6; State header. Room $A322. Red Brinstar -> Crateria elevator - default$8F:A32F dx C69F4B, 07, 12,05, 8380, A057, 863F, 00,00, A357, 0000, 0000, 8880, 0000, 91D6; Door list. Room $A322. Red Brinstar -> Crateria elevator$8F:A349 dw 9096, 90A2, 90AE, 90BA, 90C6, 88FC, 90D2; Scroll data. Room $A322. Red Brinstar -> Crateria elevator$8F:A357 db 02, 00, 00, 02, 00, 00, 02, 00, 00, 02, 00, 01, 02, 00, 00, 01, 00, 00, 00, 00, 00, 02, 00, 00; PLM scroll data. Room $A322. Red Brinstar -> Crateria elevator (PLM index 0)$8F:A36F db 0F,02, 12,02, 80; PLM scroll data. Room $A322. Red Brinstar -> Crateria elevator (PLM index 2)$8F:A374 db 0A,01, 09,02, 80; PLM scroll data. Room $A322. Red Brinstar -> Crateria elevator (PLM index 3)$8F:A379 db 0A,00, 80; Room header. Red Brinstar power bomb floor room$8F:A37C dx 25,01, 23,07, 02,02, 70,A0, 00, A3A3, E5E6; State header. Room $A37C. Red Brinstar power bomb floor room - default$8F:A389 dx C6B31F, 07, 00,00, 8390, 90C7, 834F, C1,C1, A3A5, 0000, 0000, 88BE, BBE7, 91D6; Door list. Room $A37C. Red Brinstar power bomb floor room$8F:A3A3 dw 90DE; Scroll data. Room $A37C. Red Brinstar power bomb floor room$8F:A3A5 db 01, 01, 00, 00; PLM scroll data. Room $A37C. Red Brinstar power bomb floor room (PLM index 0)$8F:A3A9 db 00,02, 02,01, 80; Room header. Red Brinstar power bomb wall room$8F:A3AE dx 26,01, 22,0B, 03,01, 70,A0, 00, A3D5, E5E6; State header. Room $A3AE. Red Brinstar power bomb wall room - default$8F:A3BB dx C6B58C, 07, 00,03, 83A0, 9F61, 861F, C1,C1, A3D7, 0000, 0000, 88D8, BCEC, 91D6; Door list. Room $A3AE. Red Brinstar power bomb wall room$8F:A3D5 dw 90EA; Scroll data. Room $A3AE. Red Brinstar power bomb wall room$8F:A3D7 db 00, 01, 01; PLM scroll data. Room $A3AE. Red Brinstar power bomb wall room (PLM index 8)$8F:A3DA db 00,01, 80; Room header. Red Brinstar skree-duo hall$8F:A3DD dx 27,01, 22,12, 02,01, 70,A0, 00, A404, E5E6; State header. Room $A3DD. Red Brinstar skree-duo hall - default$8F:A3EA dx C6B739, 07, 00,00, 83B0, A110, 8671, C1,C1, 0000, 0000, 0000, 891C, BBE7, 91D6; Door list. Room $A3DD. Red Brinstar skree-duo hall$8F:A404 dw 90F6, 9102; Room header. Pre spazer room$8F:A408 dx 28,01, 24,11, 02,02, 70,A0, 00, A42F, E5E6; State header. Room $A408. Pre spazer room - default$8F:A415 dx C6B91C, 07, 00,05, 83C0, 95E4, 8449, C1,C1, A435, 0000, 0000, 891E, BC02, 91D6; Door list. Room $A408. Pre spazer room$8F:A42F dw 910E, 911A, 9126; Scroll data. Room $A408. Pre spazer room$8F:A435 db 00, 00, 01, 01; PLM scroll data. Room $A408. Pre spazer room (PLM indices 0/8/Ah)$8F:A439 db 00,02, 01,02, 80; PLM scroll data. Room $A408. Pre spazer room (PLM indices 4/9/Bh)$8F:A43E db 00,00, 01,00, 02,01, 03,01, 80; Room header. Spazer room$8F:A447 dx 29,01, 26,11, 01,01, 70,A0, 00, A46E, E5E6; State header. Room $A447. Spazer room - default$8F:A454 dx C6BCC7, 07, 00,03, 83D0, 961A, 8465, C1,C1, A470, 0000, 0000, 896E, BCEC, 91D6; Door list. Room $A447. Spazer room$8F:A46E dw 9132; Scroll data. Room $A447. Spazer room$8F:A470 db 01; Room header. Kraid's lair zeela room$8F:A471 dx 2A,01, 2C,12, 02,02, 70,A0, 00, A498, E5E6; State header. Room $A471. Kraid's lair zeela room - default$8F:A47E dx C6BD83, 07, 00,05, 83D2, 941F, 83E3, C0,00, A49E, 0000, 0000, 8976, 0000, 91D6; Door list. Room $A471. Kraid's lair zeela room$8F:A498 dw 913E, 914A, 9156; Scroll data. Room $A471. Kraid's lair zeela room$8F:A49E db 01, 00, 00, 01; PLM scroll data. Room $A471. Kraid's lair zeela room (PLM index 0)$8F:A4A2 db 00,02, 02,01, 03,00, 80; PLM scroll data. Room $A471. Kraid's lair zeela room (PLM indices 1/3)$8F:A4A9 db 00,02, 02,01, 80; PLM scroll data. Room $A471. Kraid's lair zeela room (PLM index 2)$8F:A4AE db 03,01, 80; Room header. Kraid's lair beetom room$8F:A4B1 dx 2B,01, 2B,13, 01,01, 70,A0, 00, A4D8, E5E6; State header. Room $A4B1. Kraid's lair beetom room - default$8F:A4BE dx C6C469, 07, 00,00, 83D2, 988E, 850D, C0,00, 0000, 0000, 0000, 8996, 0000, 91D6; Door list. Room $A4B1. Kraid's lair beetom room$8F:A4D8 dw 9162; Room header. Kraid's lair kihunter hall$8F:A4DA dx 2C,01, 2D,12, 04,02, 70,A0, 00, A501, E5E6; State header. Room $A4DA. Kraid's lair kihunter hall - default$8F:A4E7 dx C6C630, 07, 12,05, 83D2, 98F7, 8533, C0,00, A507, 0000, 0000, 89A4, 0000, 91D6; Door list. Room $A4DA. Kraid's lair kihunter hall$8F:A501 dw 916E, 917A, 9186; Scroll data. Room $A4DA. Kraid's lair kihunter hall$8F:A507 db 02, 01, 01, 00, 00, 01, 00, 00; PLM scroll data. Room $A4DA. Kraid's lair kihunter hall (PLM index 0)$8F:A50F db 01,01, 05,00, 80; PLM scroll data. Room $A4DA. Kraid's lair kihunter hall (PLM index 1)$8F:A514 db 01,02, 05,01, 80; PLM scroll data. Room $A4DA. Kraid's lair kihunter hall (PLM index 9)$8F:A519 db 05,00, 80; PLM scroll data. Room $A4DA. Kraid's lair kihunter hall (PLM indices Ah/Bh)$8F:A51C db 03,01, 05,00, 80; Room header. Fake Kraid's room$8F:A521 dx 2D,01, 2F,13, 06,01, 70,A0, 00, A567, E629,01,A54D, E5E6; State header. Room $A521. Fake Kraid's room - default$8F:A533 dx C6CDB9, 07, 27,06, 83E2, A0BA, 8651, C1,C1, 0000, 0000, 0000, 89F4, BC6E, 91D6; State header. Room $A521. Fake Kraid's room - main area boss is dead$8F:A54D dx C6CDB9, 07, 27,03, 83E2, A0BA, 8651, C1,C1, 0000, 0000, 0000, 89F4, BC6E, 91D6; Door list. Room $A521. Fake Kraid's room$8F:A567 dw 9192, 919E; Room header. Pre Kraid room$8F:A56B dx 2E,01, 35,12, 02,02, 70,A0, 02, A592, E5E6; State header. Room $A56B. Pre Kraid room - default$8F:A578 dx C6D2CB, 07, 00,00, 83F2, 9FA4, 862D, 00,00, A598, 0000, 0000, 8A02, 0000, 91D6; Door list. Room $A56B. Pre Kraid room$8F:A592 dw 91AA, 91B6, 91C2; Scroll data. Room $A56B. Pre Kraid room$8F:A598 db 00, 00, 01, 01; PLM scroll data. Room $A56B. Pre Kraid room (PLM index 0)$8F:A59C db 00,02, 80; Room header. Kraid$8F:A59F dx 2F,01, 37,12, 02,02, 70,A0, 05, A5E5, E629,01,A5CB, E5E6; State header. Room $A59F. Kraid - default$8F:A5B1 dx C6D620, 1A, 27,06, 83F4, 9EB5, 85EF, 01,01, A5E9, 0000, 0000, 8A2E, B815, 91D6; State header. Room $A59F. Kraid - main area boss is dead$8F:A5CB dx C6D620, 1A, 00,00, 83F4, 9EB5, 85EF, 01,01, A5E9, 0000, 0000, 8A2E, B840, 91D6; Door list. Room $A59F. Kraid$8F:A5E5 dw 91CE, 91DA; Scroll data. Room $A59F. Kraid$8F:A5E9 db 02, 02, 01, 01; Room header. Pre Tourian entrance hall$8F:A5ED dx 30,00, 0C,08, 05,01, 70,A0, 00, A614, E5E6; State header. Room $A5ED. Pre Tourian entrance hall - default$8F:A5FA dx C6D88D, 08, 00,04, 83F6, 9F5E, 8615, C1,C1, 0000, 0000, 0000, 8A3C, BCA4, 91D6; Door list. Room $A5ED. Pre Tourian entrance hall$8F:A614 dw 91E6, 91F2; Room header. Red Brinstar energy station$8F:A618 dx 31,01, 20,12, 01,01, 70,A0, 00, A63F, E5E6; State header. Room $A618. Red Brinstar energy station - default$8F:A625 dx CE89B6, 17, 00,00, 8406, 9660, 8485, 00,00, 0000, 0000, 0000, 8A3E, 0000, 91D6; Door list. Room $A618. Red Brinstar energy station$8F:A63F dw 91FE; Room header. Kraid's lair refill station$8F:A641 dx 32,01, 36,12, 01,01, 70,A0, 00, A668, E5E6; State header. Room $A641. Kraid's lair refill station - default$8F:A64E dx CEA201, 18, 00,00, 8408, 9663, 848F, 00,00, 0000, 0000, 0000, 8A46, 0000, 91D6; Door list. Room $A641. Kraid's lair refill station$8F:A668 dw 920A; Room header. Tourian entrance$8F:A66A dx 33,00, 11,08, 01,02, 70,A0, 00, A691, E5E6; State header. Room $A66A. Tourian entrance - default$8F:A677 dx CE9BE9, 15, 09,06, 840A, 9081, 8333, 81,01, A697, 0000, 0000, 8A54, BB60, 91D7; Door list. Room $A66A. Tourian entrance$8F:A691 dw 9216, 9222, 88FC; Scroll data. Room $A66A. Tourian entrance$8F:A697 db 01, 00; Unused PLM scroll data$8F:A699 db 00,02, 01,01, 80; Unused PLM scroll data$8F:A69E db 01,02, 80; Room header. Kraid's lair entrance$8F:A6A1 dx 34,01, 29,12, 03,02, 70,A0, 00, A6C8, E5E6; State header. Room $A6A1. Kraid's lair entrance - default$8F:A6AE dx C6DEE0, 07, 12,03, 841A, 98E4, 8529, C1,C1, A6D0, 0000, 0000, 8A5C, BC53, 91F4; Door list. Room $A6A1. Kraid's lair entrance$8F:A6C8 dw 922E, 923A, 9246, 88FC; Scroll data. Room $A6A1. Kraid's lair entrance$8F:A6D0 db 01, 00, 02, 00, 01, 01; PLM scroll data. Room $A6A1. Kraid's lair entrance (PLM index 0)$8F:A6D6 db 00,02, 80; PLM scroll data. Room $A6A1. Kraid's lair entrance (PLM index 2)$8F:A6D9 db 01,02, 80; PLM scroll data. Room $A6A1. Kraid's lair entrance (PLM index 5)$8F:A6DC db 00,01, 80; PLM scroll data. Room $A6A1. Kraid's lair entrance (PLM index 9)$8F:A6DF db 00,00, 80; Room header. Varia suit room$8F:A6E2 dx 35,01, 39,13, 01,01, 70,A0, 02, A709, E5E6; State header. Room $A6E2. Varia suit room - default$8F:A6EF dx C6E355, 07, 00,03, 842A, 9666, 8499, 00,00, 0000, 0000, 0000, 8ACA, 0000, 91F4; Door list. Room $A6E2. Varia suit room$8F:A709 dw 9252; Room header. Kraid's lair save station$8F:A70B dx 36,01, 31,12, 01,01, 70,A0, 00, A732, E5E6; State header. Room $A70B. Kraid's lair save station - default$8F:A718 dx CE95C2, 19, 12,05, 842C, 93A9, 83C7, 00,00, 0000, 0000, 0000, 8AD2, 0000, 91F4; Door list. Room $A70B. Kraid's lair save station$8F:A732 dw 925E; Room header. Red Brinstar save station$8F:A734 dx 37,01, 26,08, 01,01, 70,A0, 00, A75B, E5E6; State header. Room $A734. Red Brinstar save station - default$8F:A741 dx CE95C2, 19, 12,05, 842E, 9669, 84A3, 00,00, 0000, 0000, 0000, 8ADA, 0000, 91F4; Door list. Room $A734. Red Brinstar save station$8F:A75B dw 926A; Room header. Ice beam tripper hall$8F:A75D dx 00,02, 04,03, 02,01, 70,A0, 00, A784, E5E6; State header. Room $A75D. Ice beam tripper hall - default$8F:A76A dx C6E4A4, 09, 00,00, 8430, B45B, 89F3, C1,C1, 0000, 0000, 0000, 8AE2, BE3F, 91F5; Door list. Room $A75D. Ice beam tripper hall$8F:A784 dw 9276, 9282; Room header. Lava missile room$8F:A788 dx 01,02, 0E,03, 03,02, 70,A0, 00, A7AF, E5E6; State header. Room $A788. Lava missile room - default$8F:A795 dx C6E5F5, 09, 00,00, 8440, B544, 8A25, 00,00, 0000, 0000, 0000, 8AE4, 0000, 91F5; Door list. Room $A788. Lava missile room$8F:A7AF dw 928E, 929A; Room header. First hot room$8F:A7B3 dx 02,02, 0B,03, 03,02, 70,A0, 00, A7DA, E5E6; State header. Room $A7B3. First hot room - default$8F:A7C0 dx C6ECB9, 09, 00,00, 8450, AF87, 892B, 00,00, 0000, 0000, 0000, 8AF2, 0000, 91F5; Door list. Room $A7B3. First hot room$8F:A7DA dw 92A6, 92B2; Room header. Norfair mainstreet$8F:A7DE dx 03,02, 0A,00, 01,07, 70,A0, 00, A805, E5E6; State header. Room $A7DE. Norfair mainstreet - default$8F:A7EB dx C6F2E1, 0A, 15,05, 8460, B9D8, 8AED, C1,C1, 0000, 0000, 0000, 8AFA, BEE1, 91F5; Door list. Room $A7DE. Norfair mainstreet$8F:A805 dw 92BE, 92CA, 92D6, 92E2, 92EE, 88FC, 92FA, 9306; Room header. Ice beam mockball hall$8F:A815 dx 04,02, 03,01, 07,04, 70,A0, 00, A83C, E5E6; State header. Room $A815. Ice beam mockball hall - default$8F:A822 dx C6F8C1, 0A, 00,00, 8470, A332, 86D5, C1,C1, A844, 0000, 0000, 8B14, BE5A, 91F5; Door list. Room $A815. Ice beam mockball hall$8F:A83C dw 9312, 931E, 932A, 9336; Scroll data. Room $A815. Ice beam mockball hall$8F:A844 db 00, 00, 00, 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 01, 01, 01, 01, 01, 01, 01, 00, 00, 00, 00; PLM scroll data. Room $A815. Ice beam mockball hall (PLM index 0)$8F:A860 db 11,02, 18,01, 80; Room header. Ice beam practice room$8F:A865 dx 05,02, 04,01, 02,01, 70,A0, 00, A88C, E5E6; State header. Room $A865. Ice beam practice room - default$8F:A872 dx C782ED, 09, 00,00, 8480, B48E, 8A01, C1,C1, 0000, 0000, 0000, 8B22, BE3F, 91F5; Door list. Room $A865. Ice beam practice room$8F:A88C dw 9342, 934E; Room header. Ice beam room$8F:A890 dx 06,02, 05,02, 01,01, 70,A0, 00, A8B7, E5E6; State header. Room $A890. Ice beam room - default$8F:A89D dx C784A3, 0A, 00,03, 8490, A63C, 879D, 01,01, 0000, 0000, 0000, 8B24, BE5A, 91F5; Door list. Room $A890. Ice beam room$8F:A8B7 dw 935A; Room header. Pre ice beam shaft$8F:A8B9 dx 07,02, 03,01, 02,03, 70,A0, 00, A8E0, E5E6; State header. Room $A8B9. Pre ice beam shaft - default$8F:A8C6 dx C785D6, 09, 00,05, 84A0, B6AD, 8A5B, C1,C1, A8E6, 0000, 0000, 8B2C, BE5A, 91F5; Door list. Room $A8B9. Pre ice beam shaft$8F:A8E0 dw 9366, 9372, 937E; Scroll data. Room $A8B9. Pre ice beam shaft$8F:A8E6 db 02, 00, 02, 00, 01, 00; PLM scroll data. Room $A8B9. Pre ice beam shaft (PLM index 0)$8F:A8EC db 03,01, 80; PLM scroll data. Room $A8B9. Pre ice beam shaft (PLM index 1)$8F:A8EF db 03,00, 80; PLM scroll data. Room $A8B9. Pre ice beam shaft (PLM index 2)$8F:A8F2 db 02,02, 80; PLM scroll data. Room $A8B9. Pre ice beam shaft (PLM index 3)$8F:A8F5 db 02,00, 80; Room header. Crumble block platform shaft$8F:A8F8 dx 08,02, 02,04, 01,04, 70,A0, 00, A91F, E5E6; State header. Room $A8F8. Crumble block platform shaft - default$8F:A905 dx C78A47, 09, 00,00, 84B0, B1F6, 897D, C1,C1, 0000, 0000, 0000, 8B46, BEE1, 91F5; Door list. Room $A8F8. Crumble block platform shaft$8F:A91F dw 938A, 9396; Room header. Norfair slope$8F:A923 dx 09,02, 03,07, 0D,03, 70,A0, 02, A94A, E5E6; State header. Room $A923. Norfair slope - default$8F:A930 dx C78CFA, 09, 15,05, 84C0, A9DA, 8845, C1,C1, A954, 0000, 0000, 8B4E, BE5A, 91F5; Door list. Room $A923. Norfair slope$8F:A94A dw 93A2, 93AE, 93BA, 93C6, 93D2; Scroll data. Room $A923. Norfair slope$8F:A954 db 01, 01, 01, 02, 02, 00, 00, 00, 00, 00, 00, 00, 02, 00, 00, 00, 02, 02, 02, 02, 00, 00, 00, 00, 00, 02, 00, 00, 00, 00, 00, 02, 02, 02, 02, 02, 02, 00, 02; Unused PLM scroll data$8F:A97B db 19,02, 26,02, 80; PLM scroll data. Room $A923. Norfair slope (PLM index 0)$8F:A980 db 19,02, 25,02, 26,02, 80; PLM scroll data. Room $A923. Norfair slope (PLM index 5)$8F:A987 db 25,02, 80; PLM scroll data. Room $A923. Norfair slope (PLM index 8)$8F:A98A db 25,00, 80; Room header. Crocomire$8F:A98D dx 0A,02, 0C,0A, 08,01, 70,A0, 01, A9D3, E629,02,A9B9, E5E6; State header. Room $A98D. Crocomire - default$8F:A99F dx C79D71, 1B, 27,05, 84D0, BB0E, 8B11, 01,01, A9D7, 0000, E8CD, 8B9E, B84D, 91F6; State header. Room $A98D. Crocomire - area mini-boss is dead$8F:A9B9 dx C79D71, 1B, 00,00, 84D0, BB0E, 8B11, 01,01, A9D7, 0000, E8CD, 8B9E, B858, 91F6; Door list. Room $A98D. Crocomire$8F:A9D3 dw 93DE, 93EA; Scroll data. Room $A98D. Crocomire$8F:A9D7 db 00, 00, 01, 01, 01, 01, 01, 01; Unused PLM scroll data$8F:A9DF db 01,01, 80; Unused PLM scroll data$8F:A9E2 db 00,01, 80; Room header. Hi-jump room$8F:A9E5 dx 0B,02, 07,06, 01,01, 70,A0, 00, AA0C, E5E6; State header. Room $A9E5. Hi-jump room - default$8F:A9F2 dx C7A036, 0A, 00,03, 84E0, A63F, 87A7, C1,C1, 0000, 0000, 0000, 8BAC, BE3F, 91F6; Door list. Room $A9E5. Hi-jump room$8F:AA0C dw 93F6; Room header. Norfair grapple ceiling room$8F:AA0E dx 0C,02, 0B,06, 04,02, 90,A0, 00, AA35, E5E6; State header. Room $AA0E. Norfair grapple ceiling room - default$8F:AA1B dx C7A18D, 09, 00,00, 84F0, AD8F, 88BF, C0,00, AA39, 0000, 0000, 8BB4, 0000, 91F6; Door list. Room $AA0E. Norfair grapple ceiling room$8F:AA35 dw 9402, 940E; Scroll data. Room $AA0E. Norfair grapple ceiling room$8F:AA39 db 02, 02, 02, 02, 01, 01, 01, 01; Room header. Pre hi-jump room$8F:AA41 dx 0D,02, 08,05, 02,02, 70,A0, 00, AA68, E5E6; State header. Room $AA41. Pre hi-jump room - default$8F:AA4E dx C7AA70, 0A, 00,05, 8500, B3C5, 89CB, C0,00, AA6C, 0000, 0000, 8BC8, 0000, 91F6; Door list. Room $AA41. Pre hi-jump room$8F:AA68 dw 941A, 9426; Scroll data. Room $AA41. Pre hi-jump room$8F:AA6C db 00, 01, 00, 00; PLM scroll data. Room $AA41. Pre hi-jump room (PLM index 1)$8F:AA70 db 00,02, 02,02, 80; PLM scroll data. Room $AA41. Pre hi-jump room (PLM index 0)$8F:AA75 db 00,02, 02,02, 03,02, 80; PLM scroll data. Room $AA41. Pre hi-jump room (PLM index 2)$8F:AA7C db 03,00, 80; PLM scroll data. Room $AA41. Pre hi-jump room (PLM index 3)$8F:AA7F db 03,02, 80; Room header. Post Crocomire room$8F:AA82 dx 0E,02, 0A,0A, 02,02, 90,A0, 02, AAA9, E5E6; State header. Room $AA82. Post Crocomire room - default$8F:AA8F dx C7AEB3, 09, 15,05, 8510, A7BB, 87DF, 00,00, AAB1, 0000, 0000, 8BF4, 0000, 91F6; Door list. Room $AA82. Post Crocomire room$8F:AAA9 dw 9432, 943E, 944A, 9456; Scroll data. Room $AA82. Post Crocomire room$8F:AAB1 db 02, 02, 02, 02; Room header. Post Crocomire save station$8F:AAB5 dx 0F,02, 0C,0B, 01,01, 70,A0, 00, AADC, E5E6; State header. Room $AAB5. Post Crocomire save station - default$8F:AAC2 dx CE95C2, 19, 15,05, 8520, A642, 87B1, 00,00, 0000, 0000, 0000, 8BFC, 0000, 91F6; Door list. Room $AAB5. Post Crocomire save station$8F:AADC dw 9462; Room header. Post Crocomire power bombs room$8F:AADE dx 10,02, 09,0A, 01,01, 70,A0, 00, AB05, E5E6; State header. Room $AADE. Post Crocomire power bombs room - default$8F:AAEB dx C7B28B, 09, 00,00, 8530, A639, 8793, C1,C1, 0000, 0000, 0000, 8C04, BEC6, 91F6; Door list. Room $AADE. Post Crocomire power bombs room$8F:AB05 dw 946E; Room header. Post Crocomire shaft$8F:AB07 dx 11,02, 0A,0C, 01,05, 90,A0, 00, AB2E, E5E6; State header. Room $AB07. Post Crocomire shaft - default$8F:AB14 dx C7B3E7, 0A, 00,00, 8540, A1D6, 8695, C1,C1, AB36, 0000, 0000, 8C0C, BEE1, 91F6; Door list. Room $AB07. Post Crocomire shaft$8F:AB2E dw 947A, 9486, 9492, 949E; Scroll data. Room $AB07. Post Crocomire shaft$8F:AB36 db 02, 02, 02, 02, 02; Room header. Post Crocomire tidal acid cave$8F:AB3B dx 12,02, 0B,0F, 04,01, 70,A0, 00, AB62, E5E6; State header. Room $AB3B. Post Crocomire tidal acid cave - default$8F:AB48 dx C7B780, 0A, 00,00, 8550, B4D1, 8A13, C1,C1, 0000, 0000, 0000, 8C14, BEC6, 91F6; Door list. Room $AB3B. Post Crocomire tidal acid cave$8F:AB62 dw 94AA; Room header. Double lake grapple practice room$8F:AB64 dx 13,02, 07,0C, 03,02, 90,A0, 00, AB8B, E5E6; State header. Room $AB64. Double lake grapple practice room - default$8F:AB71 dx C7BB6B, 0A, 00,00, 8560, A133, 8683, C1,C1, 0000, 0000, 0000, 8C1C, BE5A, 91F6; Door list. Room $AB64. Double lake grapple practice room$8F:AB8B dw 94B6, 94C2; Room header. Huge jump room$8F:AB8F dx 14,02, 04,0F, 08,03, 90,A0, 00, ABB6, E5E6; State header. Room $AB8F. Huge jump room - default$8F:AB9C dx C7BECB, 0A, 00,05, 8570, B11D, 8953, C0,00, ABBA, 0000, 0000, 8C2A, 0000, 91F6; Door list. Room $AB8F. Huge jump room$8F:ABB6 dw 94CE, 94DA; Scroll data. Room $AB8F. Huge jump room$8F:ABBA db 02, 02, 02, 02, 02, 00, 00, 00, 02, 02, 02, 02, 02, 00, 00, 00, 01, 01, 01, 01, 01, 01, 01, 01; Room header. Grapple practice shaft$8F:ABD2 dx 15,02, 06,0C, 01,03, 90,A0, 00, ABF9, E5E6; State header. Room $ABD2. Grapple practice shaft - default$8F:ABDF dx C7CD91, 0A, 00,00, 8580, B67A, 8A49, C1,C1, ABFD, 0000, 0000, 8C32, BEE1, 91F6; Door list. Room $ABD2. Grapple practice shaft$8F:ABF9 dw 94E6, 94F2; Scroll data. Room $ABD2. Grapple practice shaft$8F:ABFD db 02, 02, 01; Room header. Single lake grapple practice room$8F:AC00 dx 16,02, 04,0E, 02,01, 70,A0, 00, AC27, E5E6; State header. Room $AC00. Single lake grapple practice room - default$8F:AC0D dx C7CFCD, 0A, 00,05, 8590, B3BF, 89B7, C1,C1, 0000, 0000, 0000, 8C34, BEC6, 91F6; Door list. Room $AC00. Single lake grapple practice room$8F:AC27 dw 94FE, 950A; Room header. Grapple room$8F:AC2B dx 17,02, 03,0E, 01,04, 90,A0, 00, AC52, E5E6; State header. Room $AC2B. Grapple room - default$8F:AC38 dx C7D13C, 0A, 00,03, 85A0, A964, 8825, C1,C1, AC56, 0000, 0000, 8C36, BEE1, 91F6; Door list. Room $AC2B. Grapple room$8F:AC52 dw 9516, 9522; Scroll data. Room $AC2B. Grapple room$8F:AC56 db 02, 02, 01, 00; Room header. Bubble Norfair reserve tank room$8F:AC5A dx 18,02, 12,02, 02,01, 70,A0, 00, AC81, E5E6; State header. Room $AC5A. Bubble Norfair reserve tank room - default$8F:AC67 dx C7D4FE, 09, 00,00, 85B0, B5E7, 8A37, C1,C1, 0000, 0000, 0000, 8C3E, BF68, 91F6; Door list. Room $AC5A. Bubble Norfair reserve tank room$8F:AC81 dw 952E; Room header. Pre Bubble Norfair reserve tank room$8F:AC83 dx 19,02, 14,02, 02,01, 70,A0, 00, ACAA, E5E6; State header. Room $AC83. Pre Bubble Norfair reserve tank room - default$8F:AC90 dx C7D66F, 09, 00,00, 85C0, AEB1, 8907, C1,C1, ACAE, 0000, 0000, 8C4C, BF83, 91F6; Door list. Room $AC83. Pre Bubble Norfair reserve tank room$8F:ACAA dw 953A, 9546; Scroll data. Room $AC83. Pre Bubble Norfair reserve tank room$8F:ACAE db 00, 01; PLM scroll data. Room $AC83. Pre Bubble Norfair reserve tank room (PLM index 0)$8F:ACB0 db 00,01, 80; Room header. Bubble Norfair mainstreet$8F:ACB3 dx 1A,02, 16,02, 02,04, 90,A0, 00, ACDA, E5E6; State header. Room $ACB3. Bubble Norfair mainstreet - default$8F:ACC0 dx C7D895, 09, 00,00, 85D0, B3D8, 89D9, C1,C1, ACE8, 0000, 0000, 8C5A, BF83, 91F6; Door list. Room $ACB3. Bubble Norfair mainstreet$8F:ACDA dw 9552, 955E, 956A, 9576, 9582, 958E, 959A; Scroll data. Room $ACB3. Bubble Norfair mainstreet$8F:ACE8 db 02, 02, 02, 02, 02, 02, 02, 02; Room header. Speed booster lavaquake$8F:ACF0 dx 1B,02, 19,01, 0C,02, 70,A0, 00, AD17, E5E6; State header. Room $ACF0. Speed booster lavaquake - default$8F:ACFD dx C7E08C, 09, 00,05, 85E0, B88F, 8ABB, C1,C1, 0000, 0000, 0000, 8C6E, BE5A, 91F6; Door list. Room $ACF0. Speed booster lavaquake$8F:AD17 dw 95A6, 95B2; Room header. Speed booster room$8F:AD1B dx 1C,02, 25,02, 01,01, 70,A0, 00, AD5C, E5E6; State header. Room $AD1B. Speed booster room - default$8F:AD28 dx C7EAA8, 09, 00,03, 8600, B766, 8A8D, C1,C1, 0000, 0000, 0000, 8C82, BE3F, 91F6; Unused state header$8F:AD28 dx C7EAA8, 09, 00,03, 8600, B766, 8A8D, C1,C1, 0000, 0000, 0000, 8C82, BE3F, 91F6; Door list. Room $AD1B. Speed booster room$8F:AD5C dw 95BE; Room header. Alcoon shaft$8F:AD5E dx 1D,02, 18,03, 06,04, 70,A0, 00, AD85, E5E6; State header. Room $AD5E. Alcoon shaft - default$8F:AD28 dx C7EAA8, 09, 00,03, 8600, B766, 8A8D, C1,C1, 0000, 0000, 0000, 8C82, BE3F, 91F6; Door list. Room $AD5E. Alcoon shaft$8F:AD85 dw 95CA, 95D6, 95E2, 95EE, 95FA; Scroll data. Room $AD5E. Alcoon shaft$8F:AD8F db 02, 00, 01, 01, 01, 01, 02, 00, 00, 00, 00, 00, 02, 00, 00, 00, 00, 00, 01, 00, 00, 00, 00, 00; PLM scroll data. Room $AD5E. Alcoon shaft (PLM index 0)$8F:ADA7 db 01,00, 80; PLM scroll data. Room $AD5E. Alcoon shaft (PLM indices 1/4)$8F:ADAA db 01,01, 80; Room header. Pre wave beam room$8F:ADAD dx 1E,02, 19,04, 04,02, 90,A0, 00, ADD4, E5E6; State header. Room $ADAD. Pre wave beam room - default$8F:ADBA dx C7FF02, 09, 00,05, 8620, A8E1, 880B, C0,00, ADDA, 0000, 0000, 8CB0, 0000, 91F6; Door list. Room $ADAD. Pre wave beam room$8F:ADD4 dw 9606, 9612, 961E; Scroll data. Room $ADAD. Pre wave beam room$8F:ADDA db 02, 02, 02, 02; Room header. Wave beam room$8F:ADDE dx 1F,02, 1D,04, 01,01, 70,A0, 00, AE05, E5E6; State header. Room $ADDE. Wave beam room - default$8F:ADEB dx C88532, 09, 00,03, 8630, A4EE, 871D, C1,C1, 0000, 0000, 0000, 8CCA, BEC6, 91F6; Door list. Room $ADDE. Wave beam room$8F:AE05 dw 962A; Room header. Norfair sinking tripper hall$8F:AE07 dx 20,02, 19,06, 04,01, 70,A0, 00, AE2E, E5E6; State header. Room $AE07. Norfair sinking tripper hall - default$8F:AE14 dx C8865C, 09, 00,00, 8640, B733, 8A7B, C1,C1, 0000, 0000, 0000, 8CD2, BEC6, 91F6; Door list. Room $AE07. Norfair sinking tripper hall$8F:AE2E dw 9636, 9642; Room header. Volcano room$8F:AE32 dx 21,02, 1B,06, 03,03, 70,A0, 00, AE59, E5E6; State header. Room $AE32. Volcano room - default$8F:AE3F dx C88953, 09, 00,00, 8650, BB34, 8B29, 00,00, AE5D, 0000, 0000, 8CD4, 0000, 91F6; Door list. Room $AE32. Volcano room$8F:AE59 dw 964E, 965A; Scroll data. Room $AE32. Volcano room$8F:AE5D db 00, 00, 02, 00, 00, 02, 00, 00, 01; PLM scroll data. Room $AE32. Volcano room (PLM index 0)$8F:AE66 db 06,01, 07,01, 80; PLM scroll data. Room $AE32. Volcano room (PLM index 1)$8F:AE6B db 08,01, 80; PLM scroll data. Room $AE32. Volcano room (PLM index 7)$8F:AE6E db 08,00, 80; PLM scroll data. Room $AE32. Volcano room (PLM index Bh)$8F:AE71 db 07,00, 80; Room header. Pre lava dive shaft$8F:AE74 dx 22,02, 19,08, 02,03, 70,A0, 00, AE9B, E5E6; State header. Room $AE74. Pre lava dive shaft - default$8F:AE81 dx C8943A, 09, 00,00, 8670, B995, 8ADF, 00,00, AEA3, 0000, 0000, 8D1E, 0000, 91F6; Door list. Room $AE74. Pre lava dive shaft$8F:AE9B dw 9666, 9672, 967E, 968A; Scroll data. Room $AE74. Pre lava dive shaft$8F:AEA3 db 00, 02, 00, 02, 00, 01; PLM scroll data. Room $AE74. Pre lava dive shaft (PLM index 0)$8F:AEA9 db 02,01, 80; PLM scroll data. Room $AE74. Pre lava dive shaft (PLM index 1)$8F:AEAC db 02,00, 03,02, 80; PLM scroll data. Room $AE74. Pre lava dive shaft (PLM index 5)$8F:AEB1 db 03,00, 80; Room header. Magdollite multiviola hall$8F:AEB4 dx 23,02, 17,08, 03,01, 70,A0, 00, AEDB, E5E6; State header. Room $AEB4. Magdollite multiviola hall - default$8F:AEC1 dx C89D5D, 09, 00,00, 8680, AC53, 8887, C1,C1, 0000, 0000, 0000, 8D56, BEC6, 91F6; Door list. Room $AEB4. Magdollite multiviola hall$8F:AEDB dw 9696, 96A2; Room header. Purple shaft$8F:AEDF dx 24,02, 16,06, 01,03, A0,A0, 00, AF06, E5E6; State header. Room $AEDF. Purple shaft - default$8F:AEEC dx C89FE3, 09, 00,00, 8690, AEA8, 88E9, C1,C1, AF0C, 0000, 0000, 8D58, BF68, 91F6; Door list. Room $AEDF. Purple shaft$8F:AF06 dw 96AE, 96BA, 96C6; Scroll data. Room $AEDF. Purple shaft$8F:AF0C db 02, 02, 01; PLM scroll data. Room $AEDF. Purple shaft (PLM indices 0/3)$8F:AF0F db 00,02, 01,02, 80; Room header. Lava dive room$8F:AF14 dx 25,02, 16,0A, 04,03, 70,A0, 00, AF3B, E5E6; State header. Room $AF14. Lava dive room - default$8F:AF21 dx C8A2CF, 09, 00,05, 86A0, AD09, 88A3, C1,C1, 0000, 0000, 0000, 8D7E, BE5A, 91F6; Door list. Room $AF14. Lava dive room$8F:AF3B dw 96D2, 96DE; Room header. Norfair -> Lower Norfair elevator$8F:AF3F dx 26,02, 15,0A, 01,01, 70,A0, 00, AF66, E5E6; State header. Room $AF3F. Norfair -> Lower Norfair elevator - default$8F:AF4C dx C8AA89, 09, 15,05, 86B0, A544, 873D, C1,C1, AF6E, 0000, 0000, 8D80, BEC6, 91F6; Door list. Room $AF3F. Norfair -> Lower Norfair elevator$8F:AF66 dw 96EA, 96F6, 88FC, 9702; Scroll data. Room $AF3F. Norfair -> Lower Norfair elevator$8F:AF6E db 01; PLM scroll data. Room $AF3F. Norfair -> Lower Norfair elevator (PLM index 0)$8F:AF6F db 00,02, 80; Room header. Norfair wave gate room$8F:AF72 dx 27,02, 14,05, 02,02, A0,A0, 00, AF99, E5E6; State header. Room $AF72. Norfair wave gate room - default$8F:AF7F dx C8ABED, 09, 00,00, 86C0, BBD7, 8B3B, C0,00, AF9F, 0000, 0000, 8D88, 0000, 91F6; Door list. Room $AF72. Norfair wave gate room$8F:AF99 dw 970E, 971A, 9726; Scroll data. Room $AF72. Norfair wave gate room$8F:AF9F db 02, 02, 01, 01; Room header. Norfair long lavaquake hall$8F:AFA3 dx 28,02, 11,04, 05,01, 70,A0, 00, AFCA, E5E6; State header. Room $AFA3. Norfair long lavaquake hall - default$8F:AFB0 dx C8B15B, 09, 00,00, 86D0, A6A8, 87C9, C1,C1, 0000, 0000, 0000, 8D96, BEC6, 91F6; Door list. Room $AFA3. Norfair long lavaquake hall$8F:AFCA dw 9732, 973E; Room header. Norfair metal floor hall$8F:AFCE dx 29,02, 10,09, 04,01, 70,A0, 00, AFF5, E5E6; State header. Room $AFCE. Norfair metal floor hall - default$8F:AFDB dx C8B4F9, 09, 00,00, 86F0, B32C, 89A5, C1,C1, 0000, 0000, 0000, 8D98, BEC6, 91F6; Door list. Room $AFCE. Norfair metal floor hall$8F:AFF5 dw 974A, 9756, 9762; Room header. Norfair lava-spike hall$8F:AFFB dx 2A,02, 15,09, 04,01, 70,A0, 00, B022, E5E6; State header. Room $AFFB. Norfair lava-spike hall - default$8F:B008 dx C8B853, 09, 00,00, 8700, A3F5, 86EF, C1,C1, 0000, 0000, 0000, 8D9A, BEC6, 91F6; Door list. Room $AFFB. Norfair lava-spike hall$8F:B022 dw 976E, 977A; Room header. Norfair energy station$8F:B026 dx 2B,02, 14,09, 01,01, 70,A0, 00, B04D, E5E6; State header. Room $B026. Norfair energy station - default$8F:B033 dx CE8FA6, 17, 00,00, 8710, A55A, 8751, 00,00, 0000, 0000, 0000, 8D9C, 0000, 91F6; Door list. Room $B026. Norfair energy station$8F:B04D dw 9786, 9792; Room header. Purple farming room$8F:B051 dx 2C,02, 17,07, 01,01, 70,A0, 00, B078, E5E6; State header. Room $B051. Purple farming room - default$8F:B05E dx C8B9CF, 09, 00,00, 8720, A2DF, 86C7, 01,01, 0000, 0000, 0000, 8DA4, BF68, 91F6; Door list. Room $B051. Purple farming room$8F:B078 dw 979E; Room header. Speed booster lavaquake room$8F:B07A dx 2D,02, 18,01, 01,02, 70,A0, 00, B0A1, E5E6; State header. Room $B07A. Speed booster lavaquake room - default$8F:B087 dx C8BB21, 09, 00,05, 8730, B912, 8ACD, 00,00, B0A5, 0000, 0000, 8DA6, 0000, 91F6; Door list. Room $B07A. Speed booster lavaquake room$8F:B0A1 dw 97AA, 97B6; Scroll data. Room $B07A. Speed booster lavaquake room$8F:B0A5 db 00, 01; PLM scroll data. Room $B07A. Speed booster lavaquake room (PLM index 0)$8F:B0A7 db 00,02, 01,02, 80; PLM scroll data. Room $B07A. Speed booster lavaquake room (PLM index 2)$8F:B0AC db 00,02, 01,01, 80; PLM scroll data. Room $B07A. Speed booster lavaquake room (PLM index 4)$8F:B0B1 db 00,00, 80; Room header. Norfair map station$8F:B0B4 dx 2E,02, 09,04, 01,01, 70,A0, 00, B0DB, E5E6; State header. Room $B0B4. Norfair map station - default$8F:B0C1 dx CE83C3, 15, 00,00, 8740, A55D, 875B, 00,00, 0000, 0000, 0000, 8DD8, 0000, 91F6; Door list. Room $B0B4. Norfair map station$8F:B0DB dw 97C2; Room header. Bubble Norfair save station$8F:B0DD dx 2F,02, 15,03, 01,01, 70,A0, 00, B104, E5E6; State header. Room $B0DD. Bubble Norfair save station - default$8F:B0EA dx CE92CB, 19, 15,05, 8750, B3C2, 89C1, 00,00, 0000, 0000, 0000, 8DE0, 0000, 91F6; Door list. Room $B0DD. Bubble Norfair save station$8F:B104 dw 97CE; Room header. Norfair speed blockade hall$8F:B106 dx 30,02, 0C,05, 08,01, 70,A0, 00, B12D, E5E6; State header. Room $B106. Norfair speed blockade hall - default$8F:B113 dx C8BDE8, 0A, 00,00, 8760, A645, 87BB, C1,01, B131, 0000, 0000, 8DE8, BE3F, 91F6; Door list. Room $B106. Norfair speed blockade hall$8F:B12D dw 97DA, 97E6; Scroll data. Room $B106. Norfair speed blockade hall$8F:B131 db 01, 01, 01, 01, 01, 01, 01, 01; Room header. Norfair stone zoomer shaft$8F:B139 dx 31,02, 13,06, 01,03, 70,A0, 00, B160, E5E6; State header. Room $B139. Norfair stone zoomer shaft - default$8F:B146 dx C8C165, 09, 00,00, 8762, A967, 8833, 01,C1, B164, 0000, 0000, 8DEA, BEE1, 91F6; Door list. Room $B139. Norfair stone zoomer shaft$8F:B160 dw 97F2, 97FE; Scroll data. Room $B139. Norfair stone zoomer shaft$8F:B164 db 02, 02, 02; Room header. Rock Norfair save station$8F:B167 dx 32,02, 0B,05, 01,01, 70,A0, 00, B18E, E5E6; State header. Room $B167. Rock Norfair save station - default$8F:B174 dx CE9EF6, 19, 15,05, 8764, B1F0, 8969, 00,00, 0000, 0000, 0000, 8DEC, 0000, 91F6; Door list. Room $B167. Rock Norfair save station$8F:B18E dw 980A, 9816; Room header. Pre Crocomire save station$8F:B192 dx 33,02, 10,08, 01,01, 70,A0, 00, B1B9, E5E6; State header. Room $B192. Pre Crocomire save station - default$8F:B19F dx CE95C2, 19, 15,05, 8766, B1F3, 8973, 00,00, 0000, 0000, 0000, 8DF4, 0000, 91F6; Door list. Room $B192. Pre Crocomire save station$8F:B1B9 dw 9822; Room header. Pre Lower Norfair save station$8F:B1BB dx 34,02, 14,0A, 01,01, 70,A0, 00, B1E2, E5E6; State header. Room $B1BB. Pre Lower Norfair save station - default$8F:B1C8 dx CE92CB, 19, 15,05, 8768, BB31, 8B1F, 00,00, B1E4, 0000, 0000, 8DFC, 0000, 0000; Door list. Room $B1BB. Pre Lower Norfair save station$8F:B1E2 dw 982E; Scroll data. Room $B1BB. Pre Lower Norfair save station$8F:B1E4 db 01; Room header. Lower Norfair chozo room$8F:B1E5 dx 35,02, 0F,0D, 03,03, 90,A0, 00, B20C, E5E6; State header. Room $B1E5. Lower Norfair chozo room - default$8F:B1F2 dx C8C4D3, 09, 18,05, 876A, A23C, 86B1, C1,C1, B210, 0000, 0000, 8E04, BF32, 91F7; Door list. Room $B1E5. Lower Norfair chozo room$8F:B20C dw 983A, 9846; Scroll data. Room $B1E5. Lower Norfair chozo room$8F:B210 db 02, 02, 00, 01, 01, 00, 00, 00, 00; Unused PLM scroll data$8F:B219 db 03,01, 04,01, 06,00, 07,00, 08,00, 80; PLM scroll data. Room $B1E5. Lower Norfair chozo room (PLM index 0)$8F:B224 db 03,02, 04,02, 06,02, 07,02, 80; PLM scroll data. Room $B1E5. Lower Norfair chozo room (PLM index 1)$8F:B22D db 04,00, 06,01, 07,01, 08,01, 80; Room header. Lower Norfair mainstreet$8F:B236 dx 36,02, 11,0B, 08,03, 70,A0, 00, B25D, E5E6; State header. Room $B236. Lower Norfair mainstreet - default$8F:B243 dx C8D59C, 09, 18,05, 878A, AFEA, 893D, C1,01, B265, 0000, 0000, 8E12, BF17, 91F7; Door list. Room $B236. Lower Norfair mainstreet$8F:B25D dw 9852, 985E, 986A, 88FC; Scroll data. Room $B236. Lower Norfair mainstreet$8F:B265 db 00, 00, 00, 00, 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 01, 01, 01, 01, 01, 01, 01, 01; PLM scroll data. Room $B236. Lower Norfair mainstreet (PLM indices 0/2)$8F:B27D db 0C,02, 80; PLM scroll data. Room $B236. Lower Norfair mainstreet (PLM index 4)$8F:B280 db 0C,00, 80; Room header. Golden Torizo$8F:B283 dx 37,02, 12,0F, 02,02, 70,A0, 00, B2C9, E629,04,B2AF, E5E6; State header. Room $B283. Golden Torizo - default$8F:B295 dx C8E09D, 09, 24,03, 879A, B720, 8A6D, C0,00, B2CD, 0000, 0000, 8E3E, 0000, 91F7; State header. Room $B283. Golden Torizo - area torizo is dead$8F:B2AF dx C8E09D, 09, 00,03, 879A, B720, 8A6D, C0,00, B2CD, 0000, 0000, 8E3E, 0000, 91F7; Door list. Room $B283. Golden Torizo$8F:B2C9 dw 9876, 9882; Scroll data. Room $B283. Golden Torizo$8F:B2CD db 02, 02, 01, 01; PLM scroll data. Room $B283. Golden Torizo (PLM index 0)$8F:B2D1 db 00,02, 01,02, 02,01, 03,01, 80; Room header. Ripper ii room$8F:B2DA dx 38,02, 15,0E, 04,01, 70,A0, 00, B301, E5E6; State header. Room $B2DA. Ripper ii room - default$8F:B2E7 dx C8E900, 09, 18,05, 87AA, A48B, 870F, C1,C1, 0000, 0000, 0000, 8E82, BF17, 91F7; Door list. Room $B2DA. Ripper ii room$8F:B301 dw 988E, 989A; Room header. Lower Norfair energy station$8F:B305 dx 39,02, 15,0F, 01,01, 70,A0, 00, B32C, E5E6; State header. Room $B305. Lower Norfair energy station - default$8F:B312 dx CE98DC, 17, 00,03, 87BA, A623, 8777, 00,00, 0000, 0000, 0000, 8E90, 0000, 91F7; Door list. Room $B305. Lower Norfair energy station$8F:B32C dw 98A6; Room header. Ridley$8F:B32E dx 3A,02, 17,10, 01,02, 70,A0, 00, B374, E629,01,B35A, E5E6; State header. Room $B32E. Ridley - default$8F:B340 dx C8EBFD, 09, 24,04, 87BC, A626, 8781, 01,C1, B378, 0000, E950, 8E98, BF32, 91F7; State header. Room $B32E. Ridley - main area boss is dead$8F:B35A dx C8EBFD, 09, 00,03, 87BC, A626, 8781, 01,C1, B378, 0000, E950, 8E98, BF32, 91F7; Door list. Room $B32E. Ridley$8F:B374 dw 98B2, 98BE; Scroll data. Room $B32E. Ridley$8F:B378 db 02, 02; Room header. Pre Ridley hall$8F:B37A dx 3B,02, 18,10, 03,01, 70,A0, 00, B3A1, E5E6; State header. Room $B37A. Pre Ridley hall - default$8F:B387 dx C8EDCE, 09, 18,05, 87CC, B769, 8A97, C1,C1, 0000, 0000, 0000, 8EA6, BF4D, 91F7; Door list. Room $B37A. Pre Ridley hall$8F:B3A1 dw 98CA, 98D6; Room header. Pre pillars hall$8F:B3A5 dx 3C,02, 19,0C, 01,03, 70,A0, 00, B3CC, E5E6; State header. Room $B3A5. Pre pillars hall - default$8F:B3B2 dx C8F01F, 09, 00,00, 87DC, A4F1, 8727, C1,C1, B3D6, 0000, 0000, 8EBA, BEAB, 91F7; Door list. Room $B3A5. Pre pillars hall$8F:B3CC dw 98E2, 98EE, 98FA, 9906, 9912; Scroll data. Room $B3A5. Pre pillars hall$8F:B3D6 db 02, 01, 00; PLM scroll data. Room $B3A5. Pre pillars hall (PLM index 0)$8F:B3D9 db 01,02, 80; PLM scroll data. Room $B3A5. Pre pillars hall (PLM index 2)$8F:B3DC db 01,02, 02,01, 80; Room header. Unused room$8F:B3E1 dx 3D,02, 1A,0B, 01,01, 70,A0, 00, B408, E5E6; State header. Room $B3E1. Unused room - default$8F:B3EE dx C8F40B, 09, 00,00, 87EC, AD06, 8899, C1,C1, 0000, 0000, 0000, 8ED4, BE90, 91F7; Door list. Room $B3E1. Unused room$8F:B408 dw 991E; Room header. Lower Norfair multi-level one-way shaft$8F:B40A dx 3E,02, 1A,09, 04,04, 70,A0, 00, B431, E5E6; State header. Room $B40A. Lower Norfair multi-level one-way shaft - default$8F:B417 dx C8F58B, 09, 00,00, 87FC, A560, 8765, C1,C1, B435, 0000, 0000, 8ED6, BF68, 91F7; Door list. Room $B40A. Lower Norfair multi-level one-way shaft$8F:B431 dw 992A, 9936; Scroll data. Room $B40A. Lower Norfair multi-level one-way shaft$8F:B435 db 00, 00, 00, 02, 00, 00, 00, 02, 00, 00, 00, 02, 01, 01, 01, 01; PLM scroll data. Room $B40A. Lower Norfair multi-level one-way shaft (PLM index 0)$8F:B445 db 06,01, 80; PLM scroll data. Room $B40A. Lower Norfair multi-level one-way shaft (PLM index 1)$8F:B448 db 06,00, 80; PLM scroll data. Room $B40A. Lower Norfair multi-level one-way shaft (PLM index 2)$8F:B44B db 07,01, 80; PLM scroll data. Room $B40A. Lower Norfair multi-level one-way shaft (PLM index 6)$8F:B44E db 07,00, 80; PLM scroll data. Room $B40A. Lower Norfair multi-level one-way shaft (PLM index Ah)$8F:B451 db 0E,01, 80; PLM scroll data. Room $B40A. Lower Norfair multi-level one-way shaft (PLM index Dh)$8F:B454 db 0E,00, 80; Room header. Pillars hall$8F:B457 dx 3F,02, 1A,0E, 04,01, 70,A0, 00, B47E, E5E6; State header. Room $B457. Pillars hall - default$8F:B464 dx C8FCC5, 09, 00,00, 880C, AD6C, 88B1, C1,C1, 0000, 0000, 0000, 8F38, BF17, 91F7; Door list. Room $B457. Pillars hall$8F:B47E dw 9942, 994E; Room header. Lower Norfair holtz room$8F:B482 dx 40,02, 1B,10, 03,01, 70,A0, 00, B4A9, E5E6; State header. Room $B482. Lower Norfair holtz room - default$8F:B48F dx C98222, 09, 00,00, 881C, AA8D, 885F, C1,C1, 0000, 0000, 0000, 8F3A, BF4D, 91F7; Door list. Room $B482. Lower Norfair holtz room$8F:B4A9 dw 995A, 9966; Room header. Lower Norfair wall space pirates shaft$8F:B4AD dx 41,02, 1E,09, 01,06, 70,A0, 00, B4D4, E5E6; State header. Room $B4AD. Lower Norfair wall space pirates shaft - default$8F:B4BA dx C984D3, 09, 00,00, 882C, A82E, 87F5, C1,C1, B4DA, 0000, 0000, 8F3C, BEFC, 91F7; Door list. Room $B4AD. Lower Norfair wall space pirates shaft$8F:B4D4 dw 9972, 997E, 998A; Scroll data. Room $B4AD. Lower Norfair wall space pirates shaft$8F:B4DA db 00, 02, 02, 02, 02, 01; PLM scroll data. Room $B4AD. Lower Norfair wall space pirates shaft (PLM index 0)$8F:B4E0 db 00,02, 01,02, 80; Room header. Lower Norfair rising acid room$8F:B4E5 dx 42,02, 1F,09, 04,05, 70,A0, 00, B50C, E5E6; State header. Room $B4E5. Lower Norfair rising acid room - default$8F:B4F2 dx C9899F, 09, 00,00, 883C, AEF4, 891D, C1,C1, 0000, 0000, 0000, 8F7A, BE5A, 91F7; Door list. Room $B4E5. Lower Norfair rising acid room$8F:B50C dw 9996, 99A2; Room header. Lower Norfair spring ball maze room$8F:B510 dx 43,02, 21,05, 05,02, 70,A0, 00, B537, E5E6; State header. Room $B510. Lower Norfair spring ball maze room - default$8F:B51D dx C994BA, 09, 00,05, 885C, AE52, 88D1, C1,C1, B53D, 0000, 0000, 8F7C, BF68, 91F7; Door list. Room $B510. Lower Norfair spring ball maze room$8F:B537 dw 99AE, 99BA, 99C6; Scroll data. Room $B510. Lower Norfair spring ball maze room$8F:B53D db 02, 00, 00, 00, 00, 01, 01, 00, 00, 00; PLM scroll data. Room $B510. Lower Norfair spring ball maze room (PLM index 0)$8F:B547 db 01,01, 02,01, 06,00, 80; PLM scroll data. Room $B510. Lower Norfair spring ball maze room (PLM index 4)$8F:B54E db 01,00, 02,00, 06,01, 80; PLM scroll data. Room $B510. Lower Norfair spring ball maze room (PLM index Ch)$8F:B555 db 03,01, 04,02, 80; Room header. Lower Norfair escape power bomb room$8F:B55A dx 44,02, 25,06, 01,01, 70,A0, 00, B581, E5E6; State header. Room $B55A. Lower Norfair escape power bomb room - default$8F:B567 dx C99CE2, 09, 00,00, 886C, AEA5, 88DF, C1,C1, 0000, 0000, 0000, 8FD2, BF32, 91F7; Door list. Room $B55A. Lower Norfair escape power bomb room$8F:B581 dw 99D2, 99DE; Room header. Lower Norfair south kihunter shaft$8F:B585 dx 45,02, 23,09, 03,05, 70,A0, 00, B5AC, E5E6; State header. Room $B585. Lower Norfair south kihunter shaft - default$8F:B592 dx C99E7B, 09, 00,00, 887C, A428, 86FD, C1,C1, B5B4, 0000, 0000, 8FDA, BE5A, 91F7; Door list. Room $B585. Lower Norfair south kihunter shaft$8F:B5AC dw 99EA, 99F6, 9A02, 9A0E; Scroll data. Room $B585. Lower Norfair south kihunter shaft$8F:B5B4 db 02, 00, 00, 02, 00, 00, 02, 00, 00, 02, 00, 00, 02, 00, 02; PLM scroll data. Room $B585. Lower Norfair south kihunter shaft (PLM indices 0/4)$8F:B5C3 db 0A,02, 0D,02, 80; PLM scroll data. Room $B585. Lower Norfair south kihunter shaft (PLM indices 3/5)$8F:B5C8 db 0A,00, 0D,00, 80; PLM scroll data. Room $B585. Lower Norfair south kihunter shaft (PLM index 6)$8F:B5CD db 00,02, 03,02, 80; PLM scroll data. Room $B585. Lower Norfair south kihunter shaft (PLM index Ah)$8F:B5D2 db 00,02, 80; Room header. Lower Norfair spike platform room$8F:B5D5 dx 46,02, 20,0E, 06,03, 70,A0, 00, B5FC, E5E6; State header. Room $B5D5. Lower Norfair spike platform room - default$8F:B5E2 dx C9A88C, 09, 00,00, 888C, B259, 898B, C1,C1, B600, 0000, 0000, 9036, BF32, 91F7; Door list. Room $B5D5. Lower Norfair spike platform room$8F:B5FC dw 9A1A, 9A26; Scroll data. Room $B5D5. Lower Norfair spike platform room$8F:B600 db 00, 01, 01, 01, 00, 01, 00, 00, 00, 00, 00, 00, 00, 02, 00, 00, 00, 00; PLM scroll data. Room $B5D5. Lower Norfair spike platform room (PLM index 0)$8F:B612 db 07,02, 80; PLM scroll data. Room $B5D5. Lower Norfair spike platform room (PLM index 2)$8F:B615 db 01,01, 07,00, 80; PLM scroll data. Room $B5D5. Lower Norfair spike platform room (PLM indices 8/Ch)$8F:B61A db 04,01, 80; PLM scroll data. Room $B5D5. Lower Norfair spike platform room (PLM index Ah)$8F:B61D db 00,01, 01,01, 80; PLM scroll data. Room $B5D5. Lower Norfair spike platform room (PLM indices 9/Bh)$8F:B622 db 04,00, 80; PLM scroll data. Room $B5D5. Lower Norfair spike platform room (PLM index Dh)$8F:B625 db 00,00, 80; PLM scroll data. Room $B5D5. Lower Norfair spike platform room (PLM index 11h)$8F:B628 db 01,00, 80; Room header. Ninja space pirate hall$8F:B62B dx 47,02, 1E,10, 03,01, 70,A0, 00, B652, E5E6; State header. Room $B62B. Ninja space pirate hall - default$8F:B638 dx C9B1C7, 09, 00,00, 889C, A219, 86A3, C1,C1, 0000, 0000, 0000, 90C8, BF4D, 91F7; Door list. Room $B62B. Ninja space pirate hall$8F:B652 dw 9A32, 9A3E; Room header. Lower Norfair north kihunter shaft$8F:B656 dx 48,02, 1D,03, 04,03, 70,A0, 00, B67D, E5E6; State header. Room $B656. Lower Norfair north kihunter shaft - default$8F:B663 dx C9B4AB, 09, 18,05, 88AC, BA4B, 8AFB, C1,C1, B681, 0000, 0000, 90D0, BF68, 91F7; Door list. Room $B656. Lower Norfair north kihunter shaft$8F:B67D dw 9A4A, 9A56; Scroll data. Room $B656. Lower Norfair north kihunter shaft$8F:B681 db 00, 02, 00, 00, 00, 02, 00, 00, 00, 01, 01, 01; PLM scroll data. Room $B656. Lower Norfair north kihunter shaft (PLM index 0)$8F:B68D db 09,00, 80; PLM scroll data. Room $B656. Lower Norfair north kihunter shaft (PLM index 6)$8F:B690 db 08,01, 09,01, 80; PLM scroll data. Room $B656. Lower Norfair north kihunter shaft (PLM index 7)$8F:B695 db 08,00, 80; Room header. Ridley's energy tank$8F:B698 dx 49,02, 16,11, 01,01, 70,A0, 00, B6BF, E5E6; State header. Room $B698. Ridley's energy tank - default$8F:B6A5 dx C9C30D, 09, 00,00, 88BC, AEAB, 88F3, 01,01, 0000, 0000, 0000, 9108, BF32, 91F7; Door list. Room $B698. Ridley's energy tank$8F:B6BF dw 9A62; Room header. Screw attack room$8F:B6C1 dx 4A,02, 14,0E, 01,03, 70,A0, 00, B6E8, E5E6; State header. Room $B6C1. Screw attack room - default$8F:B6CE dx C9C428, 09, 00,03, 88CC, AEAE, 88FD, 01,C1, 0000, 0000, 0000, 9110, BF32, 91F7; Door list. Room $B6C1. Screw attack room$8F:B6E8 dw 9A6E, 9A7A, 9A86; Room header. Norfair rolling boulder shaft$8F:B6EE dx 4B,02, 23,06, 03,06, 70,A0, 00, B715, E5E6; State header. Room $B6EE. Norfair rolling boulder shaft - default$8F:B6FB dx C9C706, 0A, 18,05, 88DC, AB80, 8871, 00,00, B71B, 0000, 0000, 9118, 0000, 0000; Door list. Room $B6EE. Norfair rolling boulder shaft$8F:B715 dw 9A92, 9A9E, 9AAA; Scroll data. Room $B6EE. Norfair rolling boulder shaft$8F:B71B db 00, 02, 00, 00, 02, 00, 00, 02, 00, 00, 01, 00, 00, 00, 00, 00, 01, 01; PLM scroll data. Room $B6EE. Norfair rolling boulder shaft (PLM index 2)$8F:B72D db 0B,01, 80; PLM scroll data. Room $B6EE. Norfair rolling boulder shaft (PLM index 5)$8F:B730 db 0B,02, 0D,02, 0E,02, 80; PLM scroll data. Room $B6EE. Norfair rolling boulder shaft (PLM index 9)$8F:B737 db 00,01, 04,00, 80; PLM scroll data. Room $B6EE. Norfair rolling boulder shaft (PLM index 11h)$8F:B73C db 01,02, 04,02, 80; Room header. Lower Norfair save station$8F:B741 dx 4C,02, 24,0C, 01,01, 70,A0, 00, B768, E5E6; State header. Room $B741. Lower Norfair save station - default$8F:B74E dx CE95C2, 19, 18,05, 88EC, A557, 8747, 00,00, 0000, 0000, 0000, 918C, 0000, 0000; Door list. Room $B741. Lower Norfair save station$8F:B768 dw 9AB6} ;;; $B76A: Library backgrounds ;;; { ; Room $91F8. Landing site$8F:B76A dx 000E, 8946, 8AC180, 4800, 0800, ; Transfer 800h from $8A:C180 to VRAM $4800 if door pointer = $8946000E, 896A, 8AD180, 4800, 0800, ; Transfer 800h from $8A:D180 to VRAM $4800 if door pointer = $896A 000E, 89B2, 8AB980, 4C00, 0800, ; Transfer 800h from $8A:B980 to VRAM $4C00 if door pointer = $89B2 000E, 8AC6, 8AD180, 4800, 0800, ; Transfer 800h from $8A:D180 to VRAM $4800 if door pointer = $8AC6 000E, 88FE, 8AB180, 4800, 0800, ; Transfer 800h from $8A:B180 to VRAM $4800 if door pointer = $88FE 000E, 890A, 8AC180, 4800, 0800, ; Transfer 800h from $8A:C180 to VRAM $4800 if door pointer = $890A 0000 ; Room $93FE. Wrecked Ship entrance$8F:B7AE dx 000E, 8A12, 8AC180, 4800, 0800, ; Transfer 800h from $8A:C180 to VRAM $4800 if door pointer = $8A12000E, 8AEA, 8AD980, 4800, 0800, ; Transfer 800h from $8A:D980 to VRAM $4800 if door pointer = $8AEA 000E, A18C, 8AB980, 4C00, 0800, ; Transfer 800h from $8A:B980 to VRAM $4C00 if door pointer = $A18C 000E, A1B0, 8AD980, 4800, 0800, ; Transfer 800h from $8A:D980 to VRAM $4800 if door pointer = $A1B0 000E, A1E0, 8AB180, 4800, 0800, ; Transfer 800h from $8A:B180 to VRAM $4800 if door pointer = $A1E0 000E, A300, 8AC980, 4C00, 0800, ; Transfer 800h from $8A:C980 to VRAM $4C00 if door pointer = $A300 0000 ; Room $94FD. Wrecked Ship back door$8F:B7F2 dx 000E, 8A7E, 8AD980, 4800, 0800, ; Transfer 800h from $8A:D980 to VRAM $4800 if door pointer = $8A7E000E, A264, 8AD980, 4800, 0800, ; Transfer 800h from $8A:D980 to VRAM $4800 if door pointer = $A264 0000 ; Room $968F. Orange zoomer hall$8F:B80A dx 0002, 8AC180, 4800, 0800, ; Transfer 800h from $8A:C180 to VRAM $48000000 ; Room $A59F, state $A5B1. Kraid - default$8F:B815 dx 0008, 9AB200, 2000, 1000, ; Transfer 1000h from $9A:B200 to VRAM $2000 and set BG3 tiles base address = $20000004, B9FA38, 4000, ; Decompress $B9:FA38 to $7E:4000 0002, 7E4000, 4000, 1000, ; Transfer 1000h from $7E:4000 to VRAM $4000 0004, B9FE3E, 4000, ; Decompress $B9:FE3E to $7E:4000 0002, 7E4000, 4800, 1000, ; Transfer 1000h from $7E:4000 to VRAM $4800 0000 ; Room $A59F, state $A5CB. Kraid - main area boss is dead$8F:B840 dx 0008, 9AB200, 2000, 1000, ; Transfer 1000h from $9A:B200 to VRAM $2000 and set BG3 tiles base address = $2000000C, ; Clear Kraid's BG2 tilemap 0000 ; Room $A98D, state $A99F. Crocomire - default$8F:B84D dx 0002, 7E2000, 4800, 1000, ; Transfer 1000h from $7E:2000 to VRAM $48000000 ; Room $A98D, state $A9B9. Crocomire - area mini-boss is dead$8F:B858 dx 0002, 7E2000, 4800, 1000, ; Transfer 1000h from $7E:2000 to VRAM $48000000 ; Unused$8F:B863 dx 0004, B9FF4E, 4000, ; Decompress $B9:FF4E to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $9552. Forgotten highway kago shaft ; Room $95A8. Forgotten highway elbow$8F:B87E dx 0004, BA807E, 4000, ; Decompress $BA:807E to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $92B3. Gauntlet east ; Room $9461. Pre orange zoomer hall ; Room $965B. Gauntlet west$8F:B899 dx 0004, BA82C4, 4000, ; Decompress $BA:82C4 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $92FD. Crateria mainstreet ; Room $93AA. Landing site power bombs cave ; Room $948C. Pre moat room ; Room $957D. Crab maze ; Room $95FF. Moat$8F:B8B4 dx 0004, BA8437, 4000, ; Decompress $BA:8437 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $990D. Crateria slope ; Room $9969. West Crateria kago hall$8F:B8CF dx 0004, BA85BA, 4000, ; Decompress $BA:85BA to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $9879. Pre Bomb Torizo hall$8F:B8EA dx 0004, BA86FC, 4000, ; Decompress $BA:86FC to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $96BA. Old Tourian escape shaft ; Room $975C. Old Mother Brain room ; Room $9804. Bomb Torizo ; Room $99F9. Crateria spike floor room ; Room $9A90. Crateria chozo missile$8F:B905 dx 0004, BA8780, 4000, ; Decompress $BA:8780 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $98E2. Pre Crateria map station hall$8F:B920 dx 0004, BA8A49, 4000, ; Decompress $BA:8A49 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $94CC. Crateria -> Maridia elevator ; Room $962A. Crateria -> Red Brinstar elevator$8F:B93B dx 0004, BA8ACD, 4000, ; Decompress $BA:8ACD to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $99BD. Crateria space pirate shaft ; Room $9A44. Crateria bomb block hall$8F:B956 dx 0004, BA8DBD, 4000, ; Decompress $BA:8DBD to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 } ;;; $B971..BA36: Door ASM ;;; { ;;; $B971: Door ASM - start Wrecked Ship treadmill - west entrance ;;; { ; Door destination: Wrecked Ship entrance treadmill ; Room $93FE, door 1. Wrecked Ship entrance$8F:B971 A0 75 82 LDY #$8275 ;\$8F:B974 22 27 80 87 JSL $878027[$87:8027] ;} Spawn Wrecked Ship treadmill - rightwards animated tiles object$8F:B97C dx 04, 09, B64B ;} Spawn Wrecked Ship entrance treadmill from west PLM$8F:B980 60 RTS} ;;; $B981: Door ASM - scroll 6 = green ;;; { ; Door destination: Crateria mainstreet ; Room $93D5, door 0. Crateria save station ; Room $96BA, door 0. Old Tourian escape shaft ; Room $98E2, door 0. Pre Crateria map station hall ; Room $9A44, door 1. Crateria bomb block hall$8F:B981 08 PHP$8F:B982 E2 20 SEP #$20$8F:B984 A9 02 LDA #$02$8F:B986 8F 26 CD 7E STA $7ECD26[$7E:CD26]$8F:B98A 28 PLP$8F:B98B 60 RTS} ;;; $B98C: Door ASM - scroll 0 = blue ;;; { ; Door destination: Crateria mainstreet ; Room $990D, door 1. Crateria slope$8F:B98C 08 PHP$8F:B98D E2 20 SEP #$20$8F:B98F A9 01 LDA #$01$8F:B991 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:B995 28 PLP$8F:B996 60 RTS} ;;; $B997: Door ASM - scroll 13h = blue ;;; { ; Door destination: Landing site ; Room $92B3, door 0. Gauntlet east$8F:B997 08 PHP$8F:B998 E2 20 SEP #$20$8F:B99A A9 01 LDA #$01$8F:B99C 8F 33 CD 7E STA $7ECD33[$7E:CD33]$8F:B9A0 28 PLP$8F:B9A1 60 RTS} ;;; $B9A2: Door ASM - scroll 4 = red, 8 = green ;;; { ; Door destination: Crateria mainstreet ; Room $9879, door 0. Pre Bomb Torizo hall$8F:B9A2 08 PHP$8F:B9A3 E2 20 SEP #$20$8F:B9A5 A9 00 LDA #$00$8F:B9A7 8F 24 CD 7E STA $7ECD24[$7E:CD24]$8F:B9AB A9 02 LDA #$02$8F:B9AD 8F 28 CD 7E STA $7ECD28[$7E:CD28]$8F:B9B1 28 PLP$8F:B9B2 60 RTS} ;;; $B9B3: Door ASM - scroll 8..Bh = red ;;; { ; Door destination: Wrecked Ship chozo room ; Room $93FE, door 4. Wrecked Ship entrance$8F:B9B3 08 PHP$8F:B9B4 E2 20 SEP #$20$8F:B9B6 A9 00 LDA #$00$8F:B9B8 8F 28 CD 7E STA $7ECD28[$7E:CD28]$8F:B9BC 8F 29 CD 7E STA $7ECD29[$7E:CD29]$8F:B9C0 8F 2A CD 7E STA $7ECD2A[$7E:CD2A]$8F:B9C4 8F 2B CD 7E STA $7ECD2B[$7E:CD2B]$8F:B9C8 28 PLP$8F:B9C9 60 RTS} ;;; $B9CA: Door ASM - scroll 2..5,Bh..Dh,11h = red ;;; { ; Door destination: Wrecked Ship chozo room ; Room $968F, door 1. Orange zoomer hall$8F:B9CA 08 PHP$8F:B9CB E2 20 SEP #$20$8F:B9CD A9 00 LDA #$00$8F:B9CF 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:B9D3 8F 23 CD 7E STA $7ECD23[$7E:CD23]$8F:B9D7 8F 24 CD 7E STA $7ECD24[$7E:CD24]$8F:B9DB 8F 25 CD 7E STA $7ECD25[$7E:CD25]$8F:B9DF 8F 2B CD 7E STA $7ECD2B[$7E:CD2B]$8F:B9E3 8F 2C CD 7E STA $7ECD2C[$7E:CD2C]$8F:B9E7 8F 2D CD 7E STA $7ECD2D[$7E:CD2D]$8F:B9EB 8F 31 CD 7E STA $7ECD31[$7E:CD31]$8F:B9EF 28 PLP$8F:B9F0 60 RTS} ;;; $B9F1: Door ASM - scroll 1,4 = green ;;; { ; Door destination: Pre moat room ; Room $962A, door 0. Crateria -> Red Brinstar elevator$8F:B9F1 08 PHP$8F:B9F2 E2 20 SEP #$20$8F:B9F4 A9 02 LDA #$02$8F:B9F6 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:B9FA 8F 24 CD 7E STA $7ECD24[$7E:CD24]$8F:B9FE 28 PLP$8F:B9FF 60 RTS} ;;; $BA00: Door ASM - scroll 2 = blue ;;; { ; Door destination: Old Tourian escape shaft ; Room $99F9, door 0. Crateria spike floor room$8F:BA00 08 PHP$8F:BA01 E2 20 SEP #$20$8F:BA03 A9 01 LDA #$01$8F:BA05 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:BA09 28 PLP$8F:BA0A 60 RTS} ;;; $BA0B: Door ASM - scroll 17h = blue ;;; { ; Door destination: Old Tourian escape shaft ; Room $99F9, door 1. Crateria spike floor room$8F:BA0B 08 PHP$8F:BA0C E2 20 SEP #$20$8F:BA0E A9 01 LDA #$01$8F:BA10 8F 37 CD 7E STA $7ECD37[$7E:CD37]$8F:BA14 28 PLP$8F:BA15 60 RTS} ;;; $BA16: Door ASM - scroll 4 = blue ;;; { ; Door destination: Gauntlet west ; Room $99BD, door 3. Crateria space pirate shaft$8F:BA16 08 PHP$8F:BA17 E2 20 SEP #$20$8F:BA19 A9 01 LDA #$01$8F:BA1B 8F 24 CD 7E STA $7ECD24[$7E:CD24]$8F:BA1F 28 PLP$8F:BA20 60 RTS} ;;; $BA21: Door ASM - scroll 6 = green ;;; { ; Door destination: Red Brinstar -> Crateria elevator ; Room $962A, door 1. Crateria -> Red Brinstar elevator$8F:BA21 08 PHP$8F:BA22 E2 20 SEP #$20$8F:BA24 A9 02 LDA #$02$8F:BA26 8F 26 CD 7E STA $7ECD26[$7E:CD26]$8F:BA2A 28 PLP$8F:BA2B 60 RTS} ;;; $BA2C: Door ASM - scroll 3 = green ;;; { ; Door destination: Crateria space pirate shaft ; Room $965B, door 1. Gauntlet west$8F:BA2C 08 PHP$8F:BA2D E2 20 SEP #$20$8F:BA2F A9 02 LDA #$02$8F:BA31 8F 23 CD 7E STA $7ECD23[$7E:CD23]$8F:BA35 28 PLP$8F:BA36 60 RTS} } ;;; $BA37: Library backgrounds ;;; { ; Room $9AD9. Green Brinstar mainstreet$8F:BA37 dx 0004, B9C972, 4000, ; Decompress $B9:C972 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $9D9C. Pre Spore Spawn hall ; Room $9FBA. n00b bridge ; Room $9FE5. Etecoon area beetom room ; Room $A011. Etecoon area spike hall ; Room $A051. Etecoon area super missiles$8F:BA52 dx 0004, B9CD01, 4000, ; Decompress $B9:CD01 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $9C07. Brinstar reserve tank room$8F:BA6D dx 0004, B9CE9F, 4000, ; Decompress $B9:CE9F to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $9B9D. Pre Brinstar map room hall$8F:BA88 dx 0004, B9CFF8, 4000, ; Decompress $B9:CFF8 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $9BC8. Early supers room ; Room $9E11. Brinstar super-sidehopper power bomb room ; Room $A0D2. Pink Brinstar flooded hall ; Room $A130. Brinstar wave-gate sidehopper room$8F:BAA3 dx 0004, B9D1FB, 4000, ; Decompress $B9:D1FB to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $9B5B. Spore Spawn's super missile shaft ; Room $9F11. Old Kraid entrance ; Room $A107. Blue Brinstar missile room$8F:BABE dx 0004, B9D38F, 4000, ; Decompress $B9:D38F to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $9E52. Brinstar diagonal room$8F:BAD9 dx 0004, B9D3C5, 4000, ; Decompress $B9:D3C5 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $9E9F. Morph ball room ; Room $9F64. Blue Brinstar ceiling e-tank hall ; Room $A1AD. Blue Brinstar boulder room ; Room $A1D8. Blue Brinstar double missile room$8F:BAF4 dx 0004, B9D3FB, 4000, ; Decompress $B9:D3FB to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Unused$8F:BB0F dx 0004, B9D56A, 4000, ; Decompress $B9:D56A to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Unused$8F:BB2A dx 0004, B9D5A1, 4000, ; Decompress $B9:D5A1 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $9D19. Charge beam room$8F:BB45 dx 0004, B9D5D8, 4000, ; Decompress $B9:D5D8 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $A66A. Tourian entrance$8F:BB60 dx 0004, BAC4BC, 4000, ; Decompress $BA:C4BC to $7E:40000002, 7E4000, 4800, 1000, ; Transfer 1000h from $7E:4000 to VRAM $4800 0002, 87AD64, 6D00, 0600, ; Transfer 600h from $87:AD64 to VRAM $6D00 0000 ; Room $A253. Red Brinstar mainstreet$8F:BB7B dx 0004, B9D715, 4000, ; Decompress $B9:D715 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Unused$8F:BB96 dx 0004, B9D99C, 4000, ; Decompress $B9:D99C to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Unused$8F:BBB1 dx 0004, B9DE11, 4000, ; Decompress $B9:DE11 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $A2F7. Red Brinstar damage boost hall$8F:BBCC dx 0004, B9E1B3, 4000, ; Decompress $B9:E1B3 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $A37C. Red Brinstar power bomb floor room ; Room $A3DD. Red Brinstar skree-duo hall$8F:BBE7 dx 0004, B9E61C, 4000, ; Decompress $B9:E61C to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $A408. Pre spazer room$8F:BC02 dx 0004, B9E885, 4000, ; Decompress $B9:E885 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Unused$8F:BC1D dx 0004, B9E94F, 4000, ; Decompress $B9:E94F to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $A2CE. X-ray room$8F:BC38 dx 0004, B9EA80, 4000, ; Decompress $B9:EA80 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $A6A1. Kraid's lair entrance$8F:BC53 dx 0004, B9EBC7, 4000, ; Decompress $B9:EBC7 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $A521. Fake Kraid's room$8F:BC6E dx 0004, B9EE52, 4000, ; Decompress $B9:EE52 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Unused$8F:BC89 dx 0004, B9F11D, 4000, ; Decompress $B9:F11D to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $A5ED. Pre Tourian entrance hall$8F:BCA4 dx 0004, B9F1C8, 4000, ; Decompress $B9:F1C8 to $7E:40000002, 7E4000, 4800, 1000, ; Transfer 1000h from $7E:4000 to VRAM $4800 0000 ; Unused$8F:BCB6 dx 0004, B9F70D, 4000, ; Decompress $B9:F70D to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Unused$8F:BCD1 dx 0004, B9F72E, 4000, ; Decompress $B9:F72E to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $A3AE. Red Brinstar power bomb wall room ; Room $A447. Spazer room$8F:BCEC dx 0004, B9F94F, 4000, ; Decompress $B9:F94F to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 } ;;; $BD07..BE3E: Door ASM ;;; { ;;; $BD07: Door ASM - scroll 18h,1Ch = green ;;; { ; Door destination: Green Brinstar mainstreet ; Room $9AD9, door 8. Green Brinstar mainstreet ; Room $9FE5, door 0. Etecoon area beetom room$8F:BD07 08 PHP$8F:BD08 E2 20 SEP #$20$8F:BD0A A9 02 LDA #$02$8F:BD0C 8F 38 CD 7E STA $7ECD38[$7E:CD38]$8F:BD10 8F 3C CD 7E STA $7ECD3C[$7E:CD3C]$8F:BD14 28 PLP$8F:BD15 60 RTS} ;;; $BD16: Door ASM - scroll 5..6 = blue ;;; { ; Door destination: Etecoon area spike hall ; Room $9AD9, door 7. Green Brinstar mainstreet ; Room $A22A, door 0. Etecoon area save station$8F:BD16 08 PHP$8F:BD17 E2 20 SEP #$20$8F:BD19 A9 01 LDA #$01$8F:BD1B 8F 25 CD 7E STA $7ECD25[$7E:CD25]$8F:BD1F 8F 26 CD 7E STA $7ECD26[$7E:CD26]$8F:BD23 28 PLP$8F:BD24 60 RTS} ;;; $BD25: Door ASM - scroll 1Dh = blue ;;; { ; Door destination: Green Brinstar mainstreet ; Room $9938, door 1. Crateria -> Green Brinstar elevator ; Room $9AD9, door 6. Green Brinstar mainstreet ; Room $A011, door 2. Etecoon area spike hall$8F:BD25 08 PHP$8F:BD26 E2 20 SEP #$20$8F:BD28 A9 01 LDA #$01$8F:BD2A 8F 3D CD 7E STA $7ECD3D[$7E:CD3D]$8F:BD2E 28 PLP$8F:BD2F 60 RTS} ;;; $BD30: Door ASM - scroll 2..3 = green ;;; { ; Door destination: Brinstar super-sidehopper power bomb room ; Room $9D19, door 2. Charge beam room$8F:BD30 08 PHP$8F:BD31 E2 20 SEP #$20$8F:BD33 A9 02 LDA #$02$8F:BD35 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:BD39 8F 23 CD 7E STA $7ECD23[$7E:CD23]$8F:BD3D 28 PLP$8F:BD3E 60 RTS} ;;; $BD3F: Door ASM - scroll 0 = red, 1 = green ;;; { ; Door destination: Kraid's lair entrance ; Room $A471, door 0. Kraid's lair zeela room$8F:BD3F 08 PHP$8F:BD40 E2 20 SEP #$20$8F:BD42 A9 00 LDA #$00$8F:BD44 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:BD48 A9 02 LDA #$02$8F:BD4A 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:BD4E 28 PLP$8F:BD4F 60 RTS} ;;; $BD50: Door ASM - scroll Bh = green ;;; { ; Door destination: Dachora room ; Room $A07B, door 0. Dachora energy station$8F:BD50 08 PHP$8F:BD51 E2 20 SEP #$20$8F:BD53 A9 02 LDA #$02$8F:BD55 8F 2B CD 7E STA $7ECD2B[$7E:CD2B]$8F:BD59 28 PLP$8F:BD5A 60 RTS} ;;; $BD5B: Door ASM - scroll 1Ch = red, 1Dh = blue ;;; { ; Door destination: Charge beam room ; Room $A0A4, door 1. Post Spore Spawn supers hall$8F:BD5B 08 PHP$8F:BD5C E2 20 SEP #$20$8F:BD5E A9 00 LDA #$00$8F:BD60 8F 3C CD 7E STA $7ECD3C[$7E:CD3C]$8F:BD64 A9 01 LDA #$01$8F:BD66 8F 3D CD 7E STA $7ECD3D[$7E:CD3D]$8F:BD6A 28 PLP$8F:BD6B 60 RTS} ;;; $BD6C: Door ASM - scroll 4 = red ;;; { ; Door destination: Dachora room ; Room $9AD9, door 5. Green Brinstar mainstreet$8F:BD6C 08 PHP$8F:BD6D E2 20 SEP #$20$8F:BD6F A9 00 LDA #$00$8F:BD71 8F 24 CD 7E STA $7ECD24[$7E:CD24]$8F:BD75 28 PLP$8F:BD76 60 RTS} ;;; $BD77: Door ASM - scroll 20h,24h..25h = green ;;; { ; Door destination: Charge beam room ; Room $A0D2, door 0. Pink Brinstar flooded hall$8F:BD77 08 PHP$8F:BD78 E2 20 SEP #$20$8F:BD7A A9 02 LDA #$02$8F:BD7C 8F 40 CD 7E STA $7ECD40[$7E:CD40]$8F:BD80 8F 44 CD 7E STA $7ECD44[$7E:CD44]$8F:BD84 8F 45 CD 7E STA $7ECD45[$7E:CD45]$8F:BD88 28 PLP$8F:BD89 60 RTS} ;;; $BD8A: Door ASM - scroll 2 = blue ;;; { ; Door destination: Blue Brinstar ceiling e-tank hall ; Room $A1AD, door 0. Blue Brinstar boulder room$8F:BD8A 08 PHP$8F:BD8B E2 20 SEP #$20$8F:BD8D A9 01 LDA #$01$8F:BD8F 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:BD93 28 PLP$8F:BD94 60 RTS} ;;; $BD95: Door ASM - scroll 0 = green ;;; { ; Door destination: Pre Kraid room ; Room $A641, door 0. Kraid's lair refill station$8F:BD95 08 PHP$8F:BD96 E2 20 SEP #$20$8F:BD98 A9 02 LDA #$02$8F:BD9A 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:BD9E 28 PLP$8F:BD9F 60 RTS} ;;; $BDA0: Door ASM - scroll 6..7 = green ;;; { ; Door destination: Red Brinstar mainstreet ; Room $A3DD, door 0. Red Brinstar skree-duo hall ; Room $A618, door 0. Red Brinstar energy station$8F:BDA0 08 PHP$8F:BDA1 E2 20 SEP #$20$8F:BDA3 A9 02 LDA #$02$8F:BDA5 8F 26 CD 7E STA $7ECD26[$7E:CD26]$8F:BDA9 8F 27 CD 7E STA $7ECD27[$7E:CD27]$8F:BDAD 28 PLP$8F:BDAE 60 RTS} ;;; $BDAF: Door ASM - scroll 1 = blue, 2 = red ;;; { ; Door destination: Maridia -> Red Brinstar room ; Room $A322, door 4. Red Brinstar -> Crateria elevator$8F:BDAF 08 PHP$8F:BDB0 E2 20 SEP #$20$8F:BDB2 A9 01 LDA #$01$8F:BDB4 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:BDB8 A9 00 LDA #$00$8F:BDBA 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:BDBE 28 PLP$8F:BDBF 60 RTS} ;;; $BDC0: Door ASM - scroll 1 = blue, 3 = red ;;; { ; Door destination: Spore Spawn's super missile shaft ; Room $9DC7, door 0. Spore Spawn$8F:BDC0 08 PHP$8F:BDC1 E2 20 SEP #$20$8F:BDC3 A9 01 LDA #$01$8F:BDC5 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:BDC9 A9 00 LDA #$00$8F:BDCB 8F 23 CD 7E STA $7ECD23[$7E:CD23]$8F:BDCF 28 PLP$8F:BDD0 60 RTS} ;;; $BDD1: Door ASM - scroll 0 = red, 4 = blue ;;; { ; Door destination: n00b tube east ; Room $A6A1, door 0. Kraid's lair entrance$8F:BDD1 08 PHP$8F:BDD2 E2 20 SEP #$20$8F:BDD4 A9 00 LDA #$00$8F:BDD6 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:BDDA A9 01 LDA #$01$8F:BDDC 8F 24 CD 7E STA $7ECD24[$7E:CD24]$8F:BDE0 28 PLP$8F:BDE1 60 RTS} ;;; $BDE2: Door ASM - scroll 2..3 = blue ;;; { ; Door destination: Kraid's lair kihunter hall ; Room $A70B, door 0. Kraid's lair save station$8F:BDE2 08 PHP$8F:BDE3 E2 20 SEP #$20$8F:BDE5 A9 01 LDA #$01$8F:BDE7 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:BDEB 8F 23 CD 7E STA $7ECD23[$7E:CD23]$8F:BDEF 28 PLP$8F:BDF0 60 RTS} ;;; $BDF1: Door ASM - scroll 0..1 = green ;;; { ; Door destination: Pre spazer room ; Room $A447, door 0. Spazer room$8F:BDF1 08 PHP$8F:BDF2 E2 20 SEP #$20$8F:BDF4 A9 02 LDA #$02$8F:BDF6 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:BDFA 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:BDFE 28 PLP$8F:BDFF 60 RTS} ;;; $BE00: Door ASM - scroll 1 = green ;;; { ; Door destination: Charge beam room ; Room $A184, door 0. Spore Spawn save station$8F:BE00 08 PHP$8F:BE01 E2 20 SEP #$20$8F:BE03 A9 02 LDA #$02$8F:BE05 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:BE09 28 PLP$8F:BE0A 60 RTS} ;;; $BE0B: Door ASM - scroll Fh,12h = green ;;; { ; Door destination: Red Brinstar -> Crateria elevator ; Room $A3AE, door 0. Red Brinstar power bomb wall room$8F:BE0B 08 PHP$8F:BE0C E2 20 SEP #$20$8F:BE0E A9 02 LDA #$02$8F:BE10 8F 2F CD 7E STA $7ECD2F[$7E:CD2F]$8F:BE14 8F 32 CD 7E STA $7ECD32[$7E:CD32]$8F:BE18 28 PLP$8F:BE19 60 RTS} ;;; $BE1A: Door ASM - scroll 6 = green ;;; { ; Door destination: Red Brinstar -> Crateria elevator ; Room $A2F7, door 1. Red Brinstar damage boost hall$8F:BE1A 08 PHP$8F:BE1B E2 20 SEP #$20$8F:BE1D A9 02 LDA #$02$8F:BE1F 8F 26 CD 7E STA $7ECD26[$7E:CD26]$8F:BE23 28 PLP$8F:BE24 60 RTS} ;;; $BE25: Door ASM - scroll 0 = green, 1 = blue ;;; { ; Door destination: Old Kraid entrance ; Room $A107, door 0. Blue Brinstar missile room$8F:BE25 08 PHP$8F:BE26 E2 20 SEP #$20$8F:BE28 A9 02 LDA #$02$8F:BE2A 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:BE2E A9 01 LDA #$01$8F:BE30 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:BE34 28 PLP$8F:BE35 60 RTS} ;;; $BE36: Door ASM - scroll 2 = green ;;; { ; Door destination: Crateria -> Green Brinstar elevator ; Room $9AD9, door 0. Green Brinstar mainstreet$8F:BE36 E2 20 SEP #$20$8F:BE38 A9 02 LDA #$02$8F:BE3A 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:BE3E 60 RTS} } ;;; $BE3F: Library backgrounds ;;; { ; Room $A75D. Ice beam tripper hall ; Room $A865. Ice beam practice room ; Room $A9E5. Hi-jump room ; Room $AD1B. Speed booster room ; Room $B106. Norfair speed blockade hall$8F:BE3F dx 0004, B9A634, 4000, ; Decompress $B9:A634 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $A815. Ice beam mockball hall ; Room $A890. Ice beam room ; Room $A8B9. Pre ice beam shaft ; Room $A923. Norfair slope ; Room $AB64. Double lake grapple practice room ; Room $ACF0. Speed booster lavaquake ; Room $AF14. Lava dive room ; Room $B4E5. Lower Norfair rising acid room ; Room $B585. Lower Norfair south kihunter shaft$8F:BE5A dx 0004, B9A714, 4000, ; Decompress $B9:A714 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Unused$8F:BE75 dx 0004, B9A75E, 4000, ; Decompress $B9:A75E to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $B3E1. Unused room$8F:BE90 dx 0004, B9A7A8, 4000, ; Decompress $B9:A7A8 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $B3A5. Pre pillars hall$8F:BEAB dx 0004, B9A83A, 4000, ; Decompress $B9:A83A to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $AADE. Post Crocomire power bombs room ; Room $AB3B. Post Crocomire tidal acid cave ; Room $AC00. Single lake grapple practice room ; Room $ADDE. Wave beam room ; Room $AE07. Norfair sinking tripper hall ; Room $AEB4. Magdollite multiviola hall ; Room $AF3F. Norfair -> Lower Norfair elevator ; Room $AFA3. Norfair long lavaquake hall ; Room $AFCE. Norfair metal floor hall ; Room $AFFB. Norfair lava-spike hall$8F:BEC6 dx 0004, B9AC83, 4000, ; Decompress $B9:AC83 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $A7DE. Norfair mainstreet ; Room $A8F8. Crumble block platform shaft ; Room $AB07. Post Crocomire shaft ; Room $ABD2. Grapple practice shaft ; Room $AC2B. Grapple room ; Room $B139. Norfair stone zoomer shaft$8F:BEE1 dx 0004, B9AEFF, 4000, ; Decompress $B9:AEFF to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $B4AD. Lower Norfair wall space pirates shaft$8F:BEFC dx 0004, B9B2F0, 4000, ; Decompress $B9:B2F0 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $B236. Lower Norfair mainstreet ; Room $B2DA. Ripper ii room ; Room $B457. Pillars hall$8F:BF17 dx 0004, B9B6BB, 4000, ; Decompress $B9:B6BB to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $B1E5. Lower Norfair chozo room ; Room $B32E. Ridley ; Room $B55A. Lower Norfair escape power bomb room ; Room $B5D5. Lower Norfair spike platform room ; Room $B698. Ridley's energy tank ; Room $B6C1. Screw attack room$8F:BF32 dx 0004, B9BBA5, 4000, ; Decompress $B9:BBA5 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $B37A. Pre Ridley hall ; Room $B482. Lower Norfair holtz room ; Room $B62B. Ninja space pirate hall$8F:BF4D dx 0004, B9BF3B, 4000, ; Decompress $B9:BF3B to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $AC5A. Bubble Norfair reserve tank room ; Room $AEDF. Purple shaft ; Room $B051. Purple farming room ; Room $B40A. Lower Norfair multi-level one-way shaft ; Room $B510. Lower Norfair spring ball maze room ; Room $B656. Lower Norfair north kihunter shaft$8F:BF68 dx 0004, B9C26F, 4000, ; Decompress $B9:C26F to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $AC83. Pre Bubble Norfair reserve tank room ; Room $ACB3. Bubble Norfair mainstreet$8F:BF83 dx 0004, B9C5C8, 4000, ; Decompress $B9:C5C8 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 } ;;; $BF9E..C115: Door ASM ;;; { ;;; $BF9E: Door ASM - scroll 3..4 = red, 6..8 = blue ;;; { ; Door destination: Lower Norfair chozo room ; Room $B283, door 0. Golden Torizo$8F:BF9E 08 PHP$8F:BF9F E2 20 SEP #$20$8F:BFA1 A9 00 LDA #$00$8F:BFA3 8F 23 CD 7E STA $7ECD23[$7E:CD23]$8F:BFA7 8F 24 CD 7E STA $7ECD24[$7E:CD24]$8F:BFAB A9 01 LDA #$01$8F:BFAD 8F 26 CD 7E STA $7ECD26[$7E:CD26]$8F:BFB1 8F 27 CD 7E STA $7ECD27[$7E:CD27]$8F:BFB5 8F 28 CD 7E STA $7ECD28[$7E:CD28]$8F:BFB9 28 PLP$8F:BFBA 60 RTS} ;;; $BFBB: Door ASM - scroll 1..3 = blue, 4 = green, 6 = red ;;; { ; Door destination: Lower Norfair spring ball maze room ; Room $B55A, door 1. Lower Norfair escape power bomb room$8F:BFBB 08 PHP$8F:BFBC E2 20 SEP #$20$8F:BFBE A9 01 LDA #$01$8F:BFC0 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:BFC4 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:BFC8 8F 23 CD 7E STA $7ECD23[$7E:CD23]$8F:BFCC A9 02 LDA #$02$8F:BFCE 8F 24 CD 7E STA $7ECD24[$7E:CD24]$8F:BFD2 A9 00 LDA #$00$8F:BFD4 8F 26 CD 7E STA $7ECD26[$7E:CD26]$8F:BFD8 28 PLP$8F:BFD9 60 RTS} ;;; $BFDA: Door ASM - scroll 0..1 = blue ;;; { ; Door destination: Crocomire ; Room $AA82, door 0. Post Crocomire room$8F:BFDA 08 PHP$8F:BFDB E2 20 SEP #$20$8F:BFDD A9 01 LDA #$01$8F:BFDF 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:BFE3 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:BFE7 28 PLP$8F:BFE8 60 RTS} ;;; $BFE9: Door ASM - scroll 0 = blue, 1 = red ;;; { ; Door destination: Speed booster lavaquake room ; Room $ACF0, door 0. Speed booster lavaquake$8F:BFE9 08 PHP$8F:BFEA E2 20 SEP #$20$8F:BFEC A9 00 LDA #$00$8F:BFEE 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:BFF2 A9 01 LDA #$01$8F:BFF4 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:BFF8 28 PLP$8F:BFF9 60 RTS} ;;; $BFFA: Door ASM - scroll Ah = green ;;; { ; Door destination: Ice beam mockball hall ; Room $A865, door 1. Ice beam practice room$8F:BFFA 08 PHP$8F:BFFB E2 20 SEP #$20$8F:BFFD A9 02 LDA #$02$8F:BFFF 8F 2A CD 7E STA $7ECD2A[$7E:CD2A]$8F:C003 28 PLP$8F:C004 60 RTS} ;;; $C005: Unused. Door ASM - scroll 0 = blue, 2 = red ;;; {$8F:C005 08 PHP$8F:C006 E2 20 SEP #$20$8F:C008 A9 01 LDA #$01$8F:C00A 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:C00E A9 00 LDA #$00$8F:C010 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:C014 28 PLP$8F:C015 60 RTS} ;;; $C016: Door ASM - scroll 0,2 = green ;;; { ; Door destination: Pre hi-jump room ; Room $A9E5, door 0. Hi-jump room$8F:C016 08 PHP$8F:C017 E2 20 SEP #$20$8F:C019 A9 02 LDA #$02$8F:C01B 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:C01F 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:C023 28 PLP$8F:C024 60 RTS} ;;; $C025: Door ASM - scroll 6..7 = blue, 8 = red ;;; { ; Door destination: Volcano room ; Room $AE74, door 1. Pre lava dive shaft$8F:C025 08 PHP$8F:C026 E2 20 SEP #$20$8F:C028 A9 01 LDA #$01$8F:C02A 8F 26 CD 7E STA $7ECD26[$7E:CD26]$8F:C02E 8F 27 CD 7E STA $7ECD27[$7E:CD27]$8F:C032 A9 00 LDA #$00$8F:C034 8F 28 CD 7E STA $7ECD28[$7E:CD28]$8F:C038 28 PLP$8F:C039 60 RTS} ;;; $C03A: Door ASM - scroll 2 = red, 3 = blue ;;; { ; Door destination: Pre ice beam shaft ; Room $A890, door 0. Ice beam room$8F:C03A 08 PHP$8F:C03B E2 20 SEP #$20$8F:C03D A9 00 LDA #$00$8F:C03F 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:C043 A9 01 LDA #$01$8F:C045 8F 23 CD 7E STA $7ECD23[$7E:CD23]$8F:C049 28 PLP$8F:C04A 60 RTS} ;;; $C04B: Door ASM - scroll 7 = green ;;; { ; Door destination: Lower Norfair spike platform room ; Room $B62B, door 1. Ninja space pirate hall$8F:C04B 08 PHP$8F:C04C E2 20 SEP #$20$8F:C04E A9 02 LDA #$02$8F:C050 8F 27 CD 7E STA $7ECD27[$7E:CD27]$8F:C054 28 PLP$8F:C055 60 RTS} ;;; $C056: Door ASM - scroll 1 = red, 2 = blue ;;; { ; Door destination: Pre pillars hall ; Room $B2DA, door 1. Ripper ii room ; Room $B457, door 0. Pillars hall$8F:C056 08 PHP$8F:C057 E2 20 SEP #$20$8F:C059 A9 00 LDA #$00$8F:C05B 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:C05F A9 01 LDA #$01$8F:C061 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:C065 28 PLP$8F:C066 60 RTS} ;;; $C067: Door ASM - scroll 0 = blue, 3 = red ;;; { ; Door destination: Lower Norfair south kihunter shaft ; Room $B4E5, door 1. Lower Norfair rising acid room$8F:C067 08 PHP$8F:C068 E2 20 SEP #$20$8F:C06A A9 00 LDA #$00$8F:C06C 8F 23 CD 7E STA $7ECD23[$7E:CD23]$8F:C070 A9 01 LDA #$01$8F:C072 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:C076 28 PLP$8F:C077 60 RTS} ;;; $C078: Door ASM - scroll 1 = blue, 4 = red ;;; { ; Door destination: Norfair rolling boulder shaft ; Room $B55A, door 0. Lower Norfair escape power bomb room$8F:C078 08 PHP$8F:C079 E2 20 SEP #$20$8F:C07B A9 01 LDA #$01$8F:C07D 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:C081 A9 00 LDA #$00$8F:C083 8F 24 CD 7E STA $7ECD24[$7E:CD24]$8F:C087 28 PLP$8F:C088 60 RTS} ;;; $C089: Door ASM - scroll 0 = blue, 1..3 = red ;;; { ; Door destination: Golden Torizo ; Room $B1E5, door 0. Lower Norfair chozo room$8F:C089 08 PHP$8F:C08A E2 20 SEP #$20$8F:C08C A9 01 LDA #$01$8F:C08E 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:C092 A9 00 LDA #$00$8F:C094 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:C098 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:C09C 8F 23 CD 7E STA $7ECD23[$7E:CD23]$8F:C0A0 28 PLP$8F:C0A1 60 RTS} ;;; $C0A2: Door ASM - scroll 0 = green ;;; { ; Door destination: Lower Norfair wall space pirates shaft ; Room $B40A, door 1. Lower Norfair multi-level one-way shaft$8F:C0A2 08 PHP$8F:C0A3 E2 20 SEP #$20$8F:C0A5 A9 02 LDA #$02$8F:C0A7 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:C0AB 28 PLP$8F:C0AC 60 RTS} ;;; $C0AD: Door ASM - scroll 0..1 = blue, 4 = red ;;; { ; Door destination: Norfair rolling boulder shaft ; Room $B510, door 1. Lower Norfair spring ball maze room$8F:C0AD 08 PHP$8F:C0AE E2 20 SEP #$20$8F:C0B0 A9 01 LDA #$01$8F:C0B2 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:C0B6 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:C0BA A9 00 LDA #$00$8F:C0BC 8F 24 CD 7E STA $7ECD24[$7E:CD24]$8F:C0C0 28 PLP$8F:C0C1 60 RTS} ;;; $C0C2: Door ASM - scroll 0 = blue, 3 = red ;;; { ; Door destination: Lower Norfair south kihunter shaft ; Room $B6EE, door 2. Norfair rolling boulder shaft$8F:C0C2 08 PHP$8F:C0C3 E2 20 SEP #$20$8F:C0C5 A9 01 LDA #$01$8F:C0C7 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:C0CB A9 00 LDA #$00$8F:C0CD 8F 23 CD 7E STA $7ECD23[$7E:CD23]$8F:C0D1 28 PLP$8F:C0D2 60 RTS} ;;; $C0D3: Door ASM - scroll 0 = blue ;;; { ; Door destination: Pre Bubble Norfair reserve tank room ; Room $AC5A, door 0. Bubble Norfair reserve tank room$8F:C0D3 08 PHP$8F:C0D4 E2 20 SEP #$20$8F:C0D6 A9 01 LDA #$01$8F:C0D8 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:C0DC 28 PLP$8F:C0DD 60 RTS} ;;; $C0DE: Door ASM - scroll 0 = blue, 1 = red ;;; { ; Door destination: Purple shaft ; Room $ACB3, door 3. Bubble Norfair mainstreet$8F:C0DE 08 PHP$8F:C0DF E2 20 SEP #$20$8F:C0E1 A9 01 LDA #$01$8F:C0E3 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:C0E7 A9 00 LDA #$00$8F:C0E9 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:C0ED 28 PLP$8F:C0EE 60 RTS} ;;; $C0EF: Door ASM - scroll 18h = blue ;;; { ; Door destination: Ice beam mockball hall ; Room $A8F8, door 0. Crumble block platform shaft$8F:C0EF 08 PHP$8F:C0F0 E2 20 SEP #$20$8F:C0F2 A9 01 LDA #$01$8F:C0F4 8F 38 CD 7E STA $7ECD38[$7E:CD38]$8F:C0F8 28 PLP$8F:C0F9 60 RTS} ;;; $C0FA: Door ASM - scroll 2 = blue, 3 = red ;;; { ; Door destination: Pre lava dive shaft ; Room $AFFB, door 1. Norfair lava-spike hall$8F:C0FA 08 PHP$8F:C0FB E2 20 SEP #$20$8F:C0FD A9 00 LDA #$00$8F:C0FF 8F 23 CD 7E STA $7ECD23[$7E:CD23]$8F:C103 A9 01 LDA #$01$8F:C105 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:C109 28 PLP$8F:C10A 60 RTS} ;;; $C10B: Door ASM - scroll Eh = red ;;; { ; Door destination: Lower Norfair multi-level one-way shaft ; Room $B4AD, door 0. Lower Norfair wall space pirates shaft$8F:C10B 08 PHP$8F:C10C E2 20 SEP #$20$8F:C10E A9 00 LDA #$00$8F:C110 8F 2E CD 7E STA $7ECD2E[$7E:CD2E]$8F:C114 28 PLP$8F:C115 60 RTS} } ;;; $C116..C208: Main ASM ;;; { ;;; $C116: Main ASM - scrolling sky land ;;; { ; Room $91F8, state $9213. Landing site - default ; Room $91F8, state $922D. Landing site - event "Zebes is awake" is set ; Room $91F8, state $9247. Landing site - power bombs have been collected ; Room $93AA. Landing site power bombs cave$8F:C11A 60 RTS} ;;; $C11B: Main ASM - scrolling sky ocean ;;; { ; Room $93FE. Wrecked Ship entrance ; Room $94FD. Wrecked Ship back door ; Room $968F. Orange zoomer hall$8F:C11F 60 RTS} ;;; $C120: Main ASM - scrolling sky land, Zebes timebomb set ;;; { ; Room $91F8, state $9261. Landing site - event "Zebes timebomb set" is set } ;;; $C124: Main ASM - shake screen and generate random explosions ;;; { ; Room $92FD, state $9348. Crateria mainstreet - event "Zebes timebomb set" is set ; Room $96BA, state $9705. Old Tourian escape shaft - event "Zebes timebomb set" is set ; Room $9804, state $984F. Bomb Torizo - event "Zebes timebomb set" is set ; Room $9879, state $98C4. Pre Bomb Torizo hall - event "Zebes timebomb set" is set$8F:C124 20 31 C1 JSR $C131 [$8F:C131] ; Generate random explosion on even frames on random non-blank tile$8F:C127 AD 40 18 LDA $1840 [$7E:1840] ;\$8F:C12A 09 00 80 ORA #$8000 ;} Screen shaking timer |= 8000h$8F:C12D 8D 40 18 STA $1840 [$7E:1840] ;/$8F:C130 60 RTS} ;;; $C131: Generate random explosion on even frames on random non-blank tile ;;; {$8F:C131 AD 78 0A LDA $0A78 [$7E:0A78] ;\$8F:C136 AD B6 05 LDA $05B6 [$7E:05B6] ;\$8F:C139 29 01 00 AND #$0001 ;} If [frame counter] % 2 != 0: return$8F:C142 48 PHA ;\$8F:C143 29 FF 00 AND #$00FF ;|$8F:C146 18 CLC ;} $12 = [layer 1 X position] + [random number low]$8F:C147 6D 11 09 ADC $0911 [$7E:0911] ;|$8F:C14A 85 12 STA $12 [$7E:0012] ;/$8F:C14C 68 PLA ;\$8F:C14D EB XBA ;|$8F:C14E 29 FF 00 AND #$00FF ;|$8F:C151 18 CLC ;} $14 = [layer 1 Y position] + [random number high]$8F:C152 6D 15 09 ADC $0915 [$7E:0915] ;|$8F:C155 85 14 STA $14 [$7E:0014] ;/$8F:C157 4A LSR A ;\$8F:C158 4A LSR A ;|$8F:C159 4A LSR A ;|$8F:C15A 4A LSR A ;|$8F:C15B E2 20 SEP #$20 ;|$8F:C15D 48 PHA ;|$8F:C15E AD A5 07 LDA $07A5 [$7E:07A5] ;|$8F:C161 8D 02 42 STA $4202 ;|$8F:C164 68 PLA ;|$8F:C165 8D 03 42 STA $4203 ;|$8F:C168 C2 20 REP #$20 ;} X = ([$14] / 10h * [room width in blocks] + [$12] / 10h) * 2 (block index)$8F:C16A A5 12 LDA $12 [$7E:0012] ;|$8F:C16C 4A LSR A ;|$8F:C16D 4A LSR A ;|$8F:C16E 4A LSR A ;|$8F:C16F 4A LSR A ;|$8F:C170 18 CLC ;|$8F:C171 6D 16 42 ADC $4216 ;|$8F:C174 0A ASL A ;|$8F:C175 AA TAX ;/$8F:C176 BF 02 00 7F LDA $7F0002,x[$7F:31FE];\$8F:C17A 29 FF 03 AND #$03FF ;|$8F:C17D C9 FF 00 CMP #$00FF ;} If (block tile table index) != FFh: go to generate random explosion at ([$12], [$14])$8F:C182 60 RTS} ;;; $C183: Generate random explosion on every fourth frame ;;; {$8F:C183 AD 78 0A LDA $0A78 [$7E:0A78] ;\$8F:C188 AD B6 05 LDA $05B6 [$7E:05B6] ;\$8F:C18B 29 03 00 AND #$0003 ;} If [frame counter] % 4 != 0: return$8F:C194 48 PHA ;\$8F:C195 29 FF 00 AND #$00FF ;|$8F:C198 18 CLC ;} $12 = [layer 1 X position] + [random number low]$8F:C199 6D 11 09 ADC $0911 [$7E:0911] ;|$8F:C19C 85 12 STA $12 [$7E:0012] ;/$8F:C19E 68 PLA ;\$8F:C19F EB XBA ;|$8F:C1A0 29 FF 00 AND #$00FF ;|$8F:C1A3 18 CLC ;} $14 = [layer 1 Y position] + [random number high]$8F:C1A4 6D 15 09 ADC $0915 [$7E:0915] ;|$8F:C1A7 85 14 STA $14 [$7E:0014] ;/} ;;; $C1A9: Generate random explosion at ([$12], [$14]) ;;; { ; Note that if [random number] & Fh >= 8, then X is some garbage value (instead of random) for the purposes of indexing the sprite object IDs array$8F:C1AD 29 0F 00 AND #$000F ;\$8F:C1B0 C9 08 00 CMP #$0008 ;} If [random number] & Fh < 8:$8F:C1B5 AA TAX ; X = [random number] & Fh$8F:C1BE 22 CB 90 80 JSL $8090CB[$80:90CB] ; Queue sound [$C1DE + [X]], sound library 2, max queued sounds allowed = 6$8F:C1C2 8A TXA ;\$8F:C1C3 29 07 00 AND #$0007 ;|$8F:C1C6 AA TAX ;|$8F:C1CA 29 FF 00 AND #$00FF ;|$8F:C1CD 85 16 STA $16 [$7E:0016] ;/$8F:C1CF 64 18 STZ $18 [$7E:0018] ; $18 = 0$8F:C1D5 60 RTS; Sprite object IDs. 3 = small explosion, 9 = small dust cloud, Ch = smoke, 12h = short big dust cloud, 15h = big dust cloud$8F:C1D6 db 03, 03, 09, 0C, 0C, 12, 12, 15; Explosion sound effects$8F:C1DE db 24, 00, 00, 25, 00, 00, 00, 00} ;;; $C1E6: Main ASM - scroll screen right in Dachora room ;;; { ; Room $9CB3. Dachora room ; The intent of the code is probably to scroll the screen so that it's centred when falling down the shaft; ; in practice, the conditions for the scrolling never occur$8F:C1E6 AF 2B CD 7E LDA $7ECD2B[$7E:CD2B] ;\$8F:C1EA 29 FF 00 AND #$00FF ;|$8F:C1ED C9 02 00 CMP #$0002 ;} If scroll Bh is not green: return$8F:C1F2 AD 15 09 LDA $0915 [$7E:0915] ;\$8F:C1F5 C9 00 05 CMP #$0500 ;} If [layer 1 Y position] >= 500h: return$8F:C1FA AD 11 09 LDA $0911 [$7E:0911] ;\$8F:C1FD C9 80 03 CMP #$0380 ;} If [layer 1 X position] >= 380h: return$8F:C202 69 03 00 ADC #$0003 ;\$8F:C205 8D 11 09 STA $0911 [$7E:0911] ;} Layer 1 X position += 3$8F:C208 60 RTS} } ;;; $C209: Unused. PLM metadata - Crateria / Brinstar / Norfair ;;; { ; See $E881 for the other areas$8F:C209 dw 0051, ; "Next" item / refill station index (50h is the last used one, see "Item PLMs.asm")0061, ; "Next" doorcap index (60h is the last used one, see "Door PLMs.asm") 0001, ; ? 0002, ; Number of save stations in Crateria 0005, ; Number of save stations in Brinstar 0006 ; Number of save stations in Norfair } ;;; $C215: PLM populations ;;; { ; ________________ 0: PLM ID. 0 = terminator ; | __________ 2: X position in blocks ; | | _______ 3: Y position in blocks ; | | | ___ 4: Parameter ; | | | | ; rrrr, xx,yy, pppp ; Room $C98E, state $C9A0. Wrecked Ship chozo room - default$8F:C215 dx B703, 1F,2D, C9EC, ; Scroll PLMB647, 41,26, 8000, ; Upwards extension B647, 41,27, 8000, ; Upwards extension B703, 41,28, C9F1, ; Scroll PLM 0000 ; Room $CA08, state $CA1A. Wrecked Ship entrance treadmill - default$8F:C22F dx 0000; Room $CA52, state $CA64. Wrecked Ship attic - default$8F:C231 dx C848, 01,06, 0080, ; Door. Grey door facing rightC842, 6E,06, 0081, ; Door. Grey door facing left BB05, 08,08, 8000, ; Wrecked Ship attic 0000 ; Room $CAAE, state $CAC0. Wrecked Ship attic missile tank room - default$8F:C245 dx 0000; Room $CAF6. Wrecked Ship mainstreet$8F:C247 dx B703, 3E,57, CB7A, ; Scroll PLMB703, 51,69, CB7D, ; Scroll PLM B703, 41,57, CB80, ; Scroll PLM B703, 4E,69, CB83, ; Scroll PLM B703, 47,6D, CB86, ; Scroll PLM EEDB, 02,59, 0080, ; Missile tank C848, 41,66, 0082, ; Door. Grey door facing right C842, 4E,46, 0083, ; Door. Grey door facing left C87E, 46,7D, 0084, ; Door. Green door facing up 0000 ; Room $CB8B, state $CB9D. Wrecked Ship spike platform hall - default$8F:C27F dx 0000; Room $CBD5, state $CBE7. Wrecked Ship east exit - default$8F:C281 dx B703, 07,10, CC24, ; Scroll PLMB63B, 08,10, 8000, ; Rightwards extension 0000 ; Room $CC27, state $CC39. Wrecked Ship chozo energy tank room - default$8F:C28F dx 0000; Room $CC6F, state $CC81. Pre Phantoon hall - default$8F:C291 dx B703, 40,0C, CCC0, ; Scroll PLMB703, 46,0C, CCC5, ; Scroll PLM DB5A, 4E,06, 0085, ; Door. Eye door, facing left DB60, 4E,09, 0085, ; Eye door bottom, facing left DB56, 4E,07, 0085, ; Eye door eye, facing left 0000 ; Room $CCCB, state $CCDD. Wrecked Ship map station - default$8F:C2B1 dx 0000; Room $CD13. Phantoon$8F:C2B3 dx C848, 01,06, 0086, ; Door. Grey door facing right0000 ; Room $CD5C, state $CD6E. Wrecked Ship first flooded room - default$8F:C2BB dx 0000; Room $CDA8, state $CDBA. Wrecked Ship west super missile room - default$8F:C2BD dx 0000; Room $CDF1, state $CE03. Wrecked Ship easy super missile hall - default$8F:C2BF dx B703, 2F,07, CE3D, ; Scroll PLM0000 ; Room $CE40, state $CE52. Gravity suit room - default ; Room $CE8A, state $CE9C. Wrecked Ship save station - default$8F:C2C7 dx 0000; Room $CE8A, state $CEB6. Wrecked Ship save station - main area boss is dead$8F:C2C9 dx B76F, 07,0B, 0000, ; Save station0000 ; Room $C98E, state $C9BA. Wrecked Ship chozo room - main area boss is dead$8F:C2D1 dx B703, 1F,2D, C9EC, ; Scroll PLMB647, 41,26, 8000, ; Upwards extension B647, 41,27, 8000, ; Upwards extension B703, 41,28, C9F1, ; Scroll PLM EF7B, 53,0B, 0081, ; Reserve tank, chozo orb EEDB, 3C,26, 0082, ; Missile tank C848, 01,16, 9087, ; Door. Grey door facing right 0000 ; Room $CA08, state $CA34. Wrecked Ship entrance treadmill - main area boss is dead$8F:C2FD dx 0000; Room $CA52, state $CA7E. Wrecked Ship attic - main area boss is dead$8F:C2FF dx C848, 01,06, 0C88, ; Door. Grey door facing rightC842, 6E,06, 0C89, ; Door. Grey door facing left C84E, 46,0E, 0C8A, ; Door. Grey door facing up BB05, 08,08, 8000, ; Wrecked Ship attic 0000 ; Room $CAAE, state $CADA. Wrecked Ship attic missile tank room - main area boss is dead$8F:C319 dx EEDB, 2D,08, 0083, ; Missile tank0000 ; Room $CB8B, state $CBB7. Wrecked Ship spike platform hall - main area boss is dead$8F:C321 dx 0000; Room $CBD5, state $CC01. Wrecked Ship east exit - main area boss is dead$8F:C323 dx B703, 07,10, CC24, ; Scroll PLMB63B, 08,10, 8000, ; Rightwards extension C890, 01,06, 008B, ; Door. Red door facing right 0000 ; Room $CC27, state $CC53. Wrecked Ship chozo energy tank room - main area boss is dead$8F:C337 dx EED7, 03,06, 0084, ; Energy tank0000 ; Room $CC6F, state $CC9B. Pre Phantoon hall - main area boss is dead$8F:C33F dx B703, 40,0C, CCC0, ; Scroll PLMB703, 46,0C, CCC5, ; Scroll PLM 0000 ; Room $CCCB, state $CCF7. Wrecked Ship map station - main area boss is dead$8F:C34D dx B6D3, 05,0A, 8000, ; Map station0000 ; Room $CD5C, state $CD88. Wrecked Ship first flooded room - main area boss is dead$8F:C355 dx 0000; Room $CDA8, state $CDD4. Wrecked Ship west super missile room - main area boss is dead$8F:C357 dx EEDF, 02,07, 0085, ; Super missile tank0000 ; Room $CDF1, state $CE1D. Wrecked Ship easy super missile hall - main area boss is dead$8F:C35F dx B703, 2F,07, CE3D, ; Scroll PLMEEDF, 38,09, 0086, ; Super missile tank 0000 ; Room $CE40, state $CE6C. Gravity suit room - main area boss is dead$8F:C36D dx EF5F, 07,09, 0087, ; Gravity suit, chozo orb0000 ; Room $CED2. n00b tube save station$8F:C375 dx B76F, 07,0B, 0000, ; Save station0000 ; Room $CEFB. n00b tube$8F:C37D dx B703, 03,14, CF4C, ; Scroll PLMB63B, 04,14, 8000, ; Rightwards extension B63B, 05,14, 8000, ; Rightwards extension B63B, 06,14, 8000, ; Rightwards extension B703, 09,14, CF4C, ; Scroll PLM B63B, 0A,14, 8000, ; Rightwards extension B63B, 0B,14, 8000, ; Rightwards extension B63B, 0C,14, 8000, ; Rightwards extension B703, 05,1D, CF4F, ; Scroll PLM B63B, 06,1D, 8000, ; Rightwards extension B63B, 07,1D, 8000, ; Rightwards extension B63B, 08,1D, 8000, ; Rightwards extension B63B, 09,1D, 8000, ; Rightwards extension B63B, 0A,1D, 8000, ; Rightwards extension D70C, 02,15, 0080, ; n00b tube C88A, 0E,26, 008C, ; Door. Red door facing left 0000 ; Room $CF54. n00b tube west$8F:C3DF dx 0000; Room $CF80. n00b tube east$8F:C3E1 dx B703, 05,09, CFB5, ; Scroll PLMB703, 05,10, CFBC, ; Scroll PLM B703, 05,16, CFC1, ; Scroll PLM B647, 0A,03, 8000, ; Upwards extension B647, 0A,04, 8000, ; Upwards extension B647, 0A,05, 8000, ; Upwards extension B647, 0A,06, 8000, ; Upwards extension B647, 0A,07, 8000, ; Upwards extension B647, 0A,08, 8000, ; Upwards extension B703, 0A,09, CFC6, ; Scroll PLM C82A, 16,05, 8000, ; Downwards closed gate C836, 16,05, 000A, ; Downwards gate shotblock 0000 ; Room $CFC9. Maridia mainstreet$8F:C42B dx B703, 25,29, D012, ; Scroll PLMC88A, 1E,76, 008D, ; Door. Red door facing left EEDB, 0E,35, 0088, ; Missile tank EEDF, 16,28, 0089, ; Super missile tank 0000 ; Room $D017. Maridia space pirate room$8F:C445 dx B647, 1F,26, 8000, ; Upwards extensionB647, 1F,27, 8000, ; Upwards extension B647, 1F,28, 8000, ; Upwards extension B703, 1F,29, D052, ; Scroll PLM B647, 30,26, 8000, ; Upwards extension B647, 30,27, 8000, ; Upwards extension B647, 30,28, 8000, ; Upwards extension B703, 30,29, D052, ; Scroll PLM C88A, 3E,26, 008E, ; Door. Red door facing left 0000 ; Room $D055. Tatori room$8F:C47D dx EED7, 1F,0A, 008A, ; Energy tankEF83, 2C,1D, 008B, ; Missile tank, shot block 0000 ; Room $D08A. Maridia green gate hall$8F:C48B dx C82A, 0E,07, 8000, ; Downwards closed gateC836, 0E,07, 0008, ; Downwards gate shotblock 0000 ; Room $D0B9. Mt. Doom$8F:C499 dx 0000; Room $D104. Maridia -> Red Brinstar room$8F:C49B dx B703, 20,06, D135, ; Scroll PLMB703, 1E,06, D138, ; Scroll PLM 0000 ; Room $D13B. Sandy Maridia missile and super missile room$8F:C4A9 dx B703, 07,1F, D16A, ; Scroll PLMEEDF, 04,26, 008C, ; Super missile tank EEDB, 0B,27, 008D, ; Missile tank 0000 ; Room $D16D. Sandy Maridia memu room$8F:C4BD dx B647, 20,16, 8000, ; Upwards extensionB647, 20,17, 8000, ; Upwards extension B647, 20,18, 8000, ; Upwards extension B703, 20,19, D1A0, ; Scroll PLM B647, 0F,16, 8000, ; Upwards extension B647, 0F,17, 8000, ; Upwards extension B647, 0F,18, 8000, ; Upwards extension B703, 0F,19, D1A0, ; Scroll PLM 0000 ; Room $D1A3. Maridia crab shaft$8F:C4EF dx B703, 07,2D, D1D8, ; Scroll PLMB63B, 08,2D, 8000, ; Rightwards extension C872, 1E,36, 008F, ; Door. Green door facing left 0000 ; Room $D1DD. Beach$8F:C503 dx B647, 1F,26, 8000, ; Upwards extensionB647, 1F,27, 8000, ; Upwards extension B647, 1F,28, 8000, ; Upwards extension B703, 1F,29, D216, ; Scroll PLM B647, 1D,26, 8000, ; Upwards extension B647, 1D,27, 8000, ; Upwards extension B647, 1D,28, 8000, ; Upwards extension B703, 1D,29, D219, ; Scroll PLM EEDB, 2C,28, 008E, ; Missile tank 0000 ; Room $D21C. Maridia broken glass tube room$8F:C53B dx B703, 08,0E, D24D, ; Scroll PLMB703, 08,11, D24D, ; Scroll PLM C88A, 0E,16, 0090, ; Door. Red door facing left 0000 ; Room $D252. Maridia broken glass tube room east$8F:C54F dx 0000; Room $D27E. Plasma beam puyo room$8F:C551 dx 0000; Room $D2AA. Plasma beam room$8F:C553 dx C848, 01,06, 0C91, ; Door. Grey door facing rightEF67, 19,26, 008F, ; Plasma beam, chozo orb 0000 ; Room $D2D9. Sandy Maridia choot-puyo hall$8F:C561 dx 0000; Room $D30B. Maridia -> Crateria elevator$8F:C563 dx B70B, 06,2C, 8000, ; Elevator platformC88A, 0E,46, 0092, ; Door. Red door facing left 0000 ; Room $D340. Sandy Maridia mainstreet$8F:C571 dx C842, 2E,16, 0093, ; Door. Grey door facing leftC87E, 06,2D, 0094, ; Door. Green door facing up 0000 ; Room $D387. Pre plasma beam shaft$8F:C57F dx 0000; Room $D3B6. Maridia map station$8F:C581 dx B6D3, 0B,0A, 8000, ; Map station0000 ; Room $D3DF. Sandy Maridia save station$8F:C589 dx B76F, 07,0B, 0001, ; Save station0000 ; Room $D408. Maridia elevatube$8F:C591 dx 0000; Room $D433. Sandy Maridia quicksand top$8F:C593 dx 0000; Room $D461. Evir hall west$8F:C595 dx 0000; Room $D48E. Elevatube south$8F:C597 dx B703, 03,14, D4BD, ; Scroll PLMB63B, 04,14, 8000, ; Rightwards extension B63B, 05,14, 8000, ; Rightwards extension B63B, 06,14, 8000, ; Rightwards extension B63B, 07,14, 8000, ; Rightwards extension B63B, 08,14, 8000, ; Rightwards extension B63B, 09,14, 8000, ; Rightwards extension B63B, 0A,14, 8000, ; Rightwards extension B63B, 0B,14, 8000, ; Rightwards extension B63B, 0C,14, 8000, ; Rightwards extension C884, 06,02, 0095, ; Door. Green door facing down 0000 ; Room $D4C2. Evir hall east$8F:C5DB dx 0000; Room $D4EF. Snail room quicksand items west$8F:C5DD dx EEDB, 06,04, 0090, ; Missile tankEF7B, 0F,04, 0091, ; Reserve tank, chozo orb 0000 ; Room $D51E. Snail room quicksand items east$8F:C5EB dx EEDB, 03,07, 0092, ; Missile tankEEE3, 19,10, 0093, ; Power bomb tank 0000 ; Room $D54D. Snail room quicksand fall west$8F:C5F9 dx 0000; Room $D57A. Snail room quicksand fall east$8F:C5FB dx 0000; Room $D5A7. Snail room$8F:C5FD dx C890, 01,26, 0096, ; Door. Red door facing rightEEDB, 4C,09, 0094, ; Missile tank EEDF, 5C,08, 0095, ; Super missile tank 0000 ; Room $D5EC. Sandy Maridia quicksand bottom$8F:C611 dx C842, 0E,06, 0097, ; Door. Grey door facing left0000 ; Room $D617. Mochtroid room$8F:C619 dx 0000; Room $D646. Pants room$8F:C61B dx B703, 06,32, D67D, ; Scroll PLMB63B, 07,32, 8000, ; Rightwards extension B63B, 08,32, 8000, ; Rightwards extension B63B, 09,32, 8000, ; Rightwards extension B703, 0D,0C, D67D, ; Scroll PLM B647, 0D,0B, 8000, ; Upwards extension B647, 0D,0A, 8000, ; Upwards extension B647, 0D,09, 8000, ; Upwards extension B647, 0D,08, 8000, ; Upwards extension B647, 0D,07, 8000, ; Upwards extension B647, 0D,06, 8000, ; Upwards extension B647, 0D,05, 8000, ; Upwards extension B647, 0D,04, 8000, ; Upwards extension B703, 12,0E, D68A, ; Scroll PLM B647, 12,0D, 8000, ; Upwards extension B647, 12,0C, 8000, ; Upwards extension B647, 12,0B, 8000, ; Upwards extension B647, 12,0A, 8000, ; Upwards extension B647, 12,09, 8000, ; Upwards extension B647, 12,08, 8000, ; Upwards extension B647, 12,07, 8000, ; Upwards extension B703, 15,2B, D695, ; Scroll PLM B63B, 16,2B, 8000, ; Rightwards extension B63B, 17,2B, 8000, ; Rightwards extension 0000 ; Room $D69A. Pants room section$8F:C6AD dx B703, 05,22, D6C8, ; Scroll PLMB63B, 06,22, 8000, ; Rightwards extension B63B, 07,22, 8000, ; Rightwards extension B63B, 08,22, 8000, ; Rightwards extension B63B, 09,22, 8000, ; Rightwards extension B63B, 0A,12, 8000, ; Rightwards extension B703, 05,1B, D6CB, ; Scroll PLM B63B, 06,1B, 8000, ; Rightwards extension B63B, 07,1B, 8000, ; Rightwards extension 0000 ; Room $D6D0. Spring ball room$8F:C6E5 dx EF57, 18,16, 0096, ; Spring ball, chozo orb0000 ; Room $D6FD. Maridia speed blockade quicksand bottom$8F:C6ED dx 0000; Room $D72A. Maridia grapple room$8F:C6EF dx C88A, 6E,06, 0098, ; Door. Red door facing leftC872, 4E,26, 0099, ; Door. Green door facing left C872, 6E,16, 009A, ; Door. Green door facing left 0000 ; Room $D765. Snail room save station$8F:C703 dx B76F, 05,0B, 0002, ; Save station0000 ; Room $D78F. Pre Draygon room$8F:C70B dx B703, 04,0E, D7DF, ; Scroll PLMB63B, 05,0E, 8000, ; Rightwards extension B63B, 06,0E, 8000, ; Rightwards extension B63B, 07,0E, 8000, ; Rightwards extension B63B, 08,0E, 8000, ; Rightwards extension B63B, 09,0E, 8000, ; Rightwards extension B63B, 0A,0E, 8000, ; Rightwards extension B63B, 0B,0E, 8000, ; Rightwards extension DB4C, 01,26, 009B, ; Door. Eye door, facing right DB52, 01,29, 009B, ; Eye door bottom, facing right DB48, 01,27, 009B, ; Eye door eye, facing right EF83, 1C,06, 0097, ; Missile tank, shot block 0000 ; Room $D7E4. Maridia speed blockade hall$8F:C755 dx EED7, 32,05, 0098, ; Energy tank0000 ; Room $D81A. Draygon save station$8F:C75D dx B76F, 07,0B, 0003, ; Save station0000 ; Room $D845. Maridia missile station$8F:C765 dx B6EB, 08,0A, 0099, ; Missile station0000 ; Room $D86E. Sandy Maridia quicksand fall$8F:C76D dx 0000; Room $D898. Maridia speed blockade quicksand fall$8F:C76F dx 0000; Room $D8C5. Shaktool$8F:C771 dx 0000; Room $D913. Maridia grapple wall shaft$8F:C773 dx B703, 10,29, D951, ; Scroll PLMB703, 0B,29, D956, ; Scroll PLM B647, 0B,28, 8000, ; Upwards extension B647, 0B,27, 8000, ; Upwards extension B647, 0B,26, 8000, ; Upwards extension B703, 0E,29, D95B, ; Scroll PLM C848, 01,16, 009C, ; Door. Grey door facing right 0000 ; Room $D95E. Botwoon$8F:C79F dx C848, 01,06, 049D, ; Door. Grey door facing right0000 ; Room $D9AA. Space jump room$8F:C7A7 dx EF6F, 04,08, 009A, ; Space jump, chozo orb0000 ; Room $D9D4. Maridia energy station$8F:C7AF dx B6DF, 08,0A, 009B, ; Energy station0000 ; Room $D9FE. Maridia cacatac room west$8F:C7B7 dx 0000; Room $DA2B. Maridia cacatac room east$8F:C7B9 dx 0000; Room $DA60. Draygon$8F:C7BB dx C842, 1E,06, 009E, ; Door. Grey door facing leftC848, 01,16, 009F, ; Door. Grey door facing right DF65, 02,0B, 8802, ; Draygon cannon, facing right DF59, 02,12, 8804, ; Draygon cannon, with shield, facing right DF71, 1D,0F, 8806, ; Draygon cannon, with shield, facing left DF71, 1D,15, 8808, ; Draygon cannon, with shield, facing left 0000 ; Room $DAAE. Tourian -> Crateria elevator$8F:C7E1 dx B70B, 06,2C, 8000, ; Elevator platform0000 ; Room $DAE1. Metroid room 1$8F:C7E9 dx DB44, 08,08, 0012, ; Sets Metroids cleared states when requiredC848, 01,06, 0CA0, ; Door. Grey door facing right 0000 ; Room $DB31. Metroid room 2$8F:C7F7 dx DB44, 08,08, 0014, ; Sets Metroids cleared states when requiredC842, 0E,16, 0CA1, ; Door. Grey door facing left 0000 ; Room $DB7D. Metroid room 3$8F:C805 dx DB44, 08,08, 0016, ; Sets Metroids cleared states when requiredC842, 5E,06, 0CA2, ; Door. Grey door facing left 0000 ; Room $DBCD. Metroid room 4$8F:C813 dx DB44, 08,08, 0018, ; Sets Metroids cleared states when requiredC84E, 06,1E, 0CA3, ; Door. Grey door facing up 0000 ; Room $DC19. Tourian super-sidehopper room$8F:C821 dx 0000; Room $DC65. Torizo corpse room$8F:C823 dx C842, 1E,06, 90A4, ; Door. Grey door facing leftC848, 01,06, 0CA5, ; Door. Grey door facing right 0000 ; Room $DCB1. Shitroid room$8F:C831 dx C842, 3E,06, 90A6, ; Door. Grey door facing left0000 ; Room $DCFF. Post Shitroid room$8F:C839 dx C88A, 0E,16, 00A7, ; Door. Red door facing left0000 ; Room $DD2E. Tourian refill station$8F:C841 dx B6EB, 08,0A, 009C, ; Missile stationB6DF, 06,0A, 009D, ; Energy station 0000 ; Room $DD58. Mother Brain$8F:C84F dx D6DE, 09,05, 8000, ; Mother Brain's glass0000 ; Room $DDC4. Tourian eye-door room$8F:C857 dx DB5A, 3E,06, 00A8, ; Door. Eye door, facing leftDB60, 3E,09, 00A8, ; Eye door bottom, facing left DB56, 3E,07, 00A8, ; Eye door eye, facing left 0000 ; Room $DDF3. Pre Mother Brain shaft$8F:C86B dx C890, 01,26, 00A9, ; Door. Red door facing right0000 ; Room $DE23. Mother Brain save station$8F:C873 dx B76F, 05,0B, 0000, ; Save station0000 ; Room $DE4D. Escape room 1$8F:C87B dx DB44, 08,08, 0000, ; Sets Metroids cleared states when requiredC8CA, 1F,06, 8000, ; Door. Gate that closes during escape in room after Mother Brain 0000 ; Room $DE7A. Escape room 2$8F:C889 dx DB44, 08,08, 0002, ; Sets Metroids cleared states when requiredC854, 06,03, 90AA, ; Door. Grey door facing down 0000 ; Room $DEA7. Escape room 3$8F:C897 dx DB44, 08,08, 0004, ; Sets Metroids cleared states when requiredC848, 01,16, 90AB, ; Door. Grey door facing right 0000 ; Room $DEDE. Escape room 4$8F:C8A5 dx DB44, 08,08, 0006, ; Sets Metroids cleared states when requiredC848, 01,36, 90AC, ; Door. Grey door facing right 0000 ; Room $DF1B. Tourian elevator save station$8F:C8B3 dx B76F, 07,0B, 0001, ; Save station0000 ; Room $DF45. Ceres elevator shaft$8F:C8BB dx 0000; Room $DF8D. Ceres pre elevator hall$8F:C8BD dx 0000; Room $DFD7. Ceres stairs$8F:C8BF dx 0000; Room $E021. Ceres baby metroid hall$8F:C8C1 dx 0000; Room $E06B. Pre Ceres Ridley hall$8F:C8C3 dx 0000; Room $E0B5. Ceres Ridley$8F:C8C5 dx 0000} ;;; $C8C7..C98D: Setup ASM ;;; { ;;; $C8C7: RTS. Room setup ASM ;;; { ; Room $C98E. Wrecked Ship chozo room ; Room $CA08. Wrecked Ship entrance treadmill ; Room $CA52. Wrecked Ship attic ; Room $CAAE. Wrecked Ship attic missile tank room ; Room $CAF6. Wrecked Ship mainstreet ; Room $CB8B. Wrecked Ship spike platform hall ; Room $CBD5. Wrecked Ship east exit ; Room $CC27. Wrecked Ship chozo energy tank room$8F:C8C7 60 RTS} ;;; $C8C8: Room setup ASM - spawn pre-Phantoon room enemy projectile ;;; { ; Room $CC6F. Pre Phantoon hall$8F:C8C8 A0 B0 A3 LDY #$A3B0 ;\$8F:C8CF 60 RTS} ;;; $C8D0: RTS. Room setup ASM ;;; { ; Room $CCCB. Wrecked Ship map station ; Room $CD13. Phantoon ; Room $CD5C. Wrecked Ship first flooded room ; Room $CDA8. Wrecked Ship west super missile room ; Room $CDF1. Wrecked Ship easy super missile hall ; Room $CE40. Gravity suit room ; Room $CE8A, state $CEB6. Wrecked Ship save station - main area boss is dead$8F:C8D0 60 RTS} ;;; $C8D1: RTS. Room setup ASM ;;; { ; Room $CED2. n00b tube save station ; Room $CEFB. n00b tube ; Room $CF54. n00b tube west ; Room $CF80. n00b tube east ; Room $CFC9. Maridia mainstreet ; Room $D017. Maridia space pirate room ; Room $D055. Tatori room ; Room $D08A. Maridia green gate hall ; Room $D0B9. Mt. Doom ; Room $D104. Maridia -> Red Brinstar room ; Room $D13B. Sandy Maridia missile and super missile room ; Room $D16D. Sandy Maridia memu room ; Room $D1A3. Maridia crab shaft ; Room $D1DD. Beach ; Room $D21C. Maridia broken glass tube room ; Room $D252. Maridia broken glass tube room east ; Room $D27E. Plasma beam puyo room ; Room $D2AA. Plasma beam room ; Room $D2D9. Sandy Maridia choot-puyo hall ; Room $D30B. Maridia -> Crateria elevator ; Room $D340. Sandy Maridia mainstreet ; Room $D387. Pre plasma beam shaft ; Room $D3B6. Maridia map station$8F:C8D1 60 RTS} ;;; $C8D2: RTS. Room setup ASM ;;; { ; Room $D408. Maridia elevatube ; Room $D433. Sandy Maridia quicksand top ; Room $D461. Evir hall west ; Room $D48E. Elevatube south ; Room $D4C2. Evir hall east ; Room $D4EF. Snail room quicksand items west ; Room $D51E. Snail room quicksand items east ; Room $D54D. Snail room quicksand fall west ; Room $D57A. Snail room quicksand fall east ; Room $D5A7. Snail room ; Room $D5EC. Sandy Maridia quicksand bottom ; Room $D617. Mochtroid room ; Room $D646. Pants room ; Room $D69A. Pants room section ; Room $D6D0. Spring ball room ; Room $D6FD. Maridia speed blockade quicksand bottom ; Room $D72A. Maridia grapple room ; Room $D765. Snail room save station ; Room $D78F. Pre Draygon room ; Room $D7E4. Maridia speed blockade hall ; Room $D81A. Draygon save station ; Room $D845. Maridia missile station ; Room $D86E. Sandy Maridia quicksand fall ; Room $D898. Maridia speed blockade quicksand fall$8F:C8D2 60 RTS} ;;; $C8D3: Room setup ASM - Shaktool's room ;;; { ; Room $D8C5, state $D8D7. Shaktool - default$8F:C8D7 dx 00, 00, B8EB ;} Spawn Shaktool's room PLM$8F:C8DB 60 RTS} ;;; $C8DC: RTS. Room setup ASM ;;; { ; Room $D8C5, state $D8F1. Shaktool - event "Shaktool cleared a path" is set ; Room $D913. Maridia grapple wall shaft ; Room $D95E. Botwoon ; Room $D9AA. Space jump room$8F:C8DC 60 RTS} ;;; $C8DD: Room setup ASM - set pausing code for Draygon ;;; { ; Room $DA60. Draygon$8F:C8DD A9 00 8F LDA #$8F00 ;\$8F:C8E0 8D 02 06 STA $0602 [$7E:0602] ;|$8F:C8E3 A9 F6 C8 LDA #$C8F6 ;} Pause hook = pause hook - Draygon$8F:C8E6 8D 01 06 STA $0601 [$7E:0601] ;/$8F:C8E9 A9 00 8F LDA #$8F00 ;\$8F:C8EC 8D 05 06 STA $0605 [$7E:0605] ;|$8F:C8EF A9 FC C8 LDA #$C8FC ;} Unpause hook = unpause hook - Draygon$8F:C8F2 8D 04 06 STA $0604 [$7E:0604] ;/$8F:C8F5 60 RTS} ;;; $C8F6: Pause hook - Draygon ;;; {$8F:C8F6 A9 04 00 LDA #$0004 ;\$8F:C8F9 85 A7 STA $A7 [$7E:00A7] ;} Next interrupt command = main gameplay$8F:C8FB 6B RTL} ;;; $C8FC: Unpause hook - Draygon ;;; {$8F:C8FC AD B6 18 LDA $18B6 [$7E:18B6] ;\$8F:C8FF C9 08 00 CMP #$0008 ;} If HDMA object 1 (Draygon main screen layers) enabled:$8F:C904 A9 0C 00 LDA #$000C ;\$8F:C907 85 A7 STA $A7 [$7E:00A7] ;} Next interrupt command = Draygon's room$8F:C909 6B RTL} ;;; $C90A: Room setup ASM - set collected map ;;; { ; Room $DAAE. Tourian -> Crateria elevator$8F:C90A C2 30 REP #$30$8F:C90C AE 9F 07 LDX $079F [$7E:079F] ;\$8F:C90F BF 08 D9 7E LDA $7ED908,x[$7E:D90D];|$8F:C913 09 01 00 ORA #$0001 ;} Area map station byte |= 1$8F:C916 9F 08 D9 7E STA $7ED908,x[$7E:D90D];/$8F:C91A 8D 89 07 STA $0789 [$7E:0789] ; Current area map collected flag = [area map station byte]$8F:C91D 60 RTS} ;;; $C91E: RTS. Room setup ASM ;;; { ; Room $DAE1. Metroid room 1 ; Room $DB31. Metroid room 2 ; Room $DB7D. Metroid room 3 ; Room $DBCD. Metroid room 4 ; Room $DC19. Tourian super-sidehopper room ; Room $DC65. Torizo corpse room ; Room $DCB1. Shitroid room ; Room $DCFF. Post Shitroid room ; Room $DD2E. Tourian refill station ; Room $DD58. Mother Brain ; Room $DDC4. Tourian eye-door room ; Room $DDF3. Pre Mother Brain shaft ; Room $DE23. Mother Brain save station$8F:C91E 60 RTS} ;;; $C91F: Room setup ASM - set Zebes timebomb event and set light horizontal room shaking ;;; { ; Room $DE4D. Escape room 1 ; The Zebes timebomb set event was already marked by Mother Brain when she started the time ($A9:B313), ; no reason to do it here$8F:C91F A9 0E 00 LDA #$000E ;\$8F:C926 A9 12 00 LDA #$0012 ;\$8F:C929 8D 3E 18 STA $183E [$7E:183E] ;} Earthquake type = BG1, BG2 and enemies, 1 pixel displacement, horizontal$8F:C92C A9 FF FF LDA #$FFFF ;\$8F:C92F 8D 40 18 STA $1840 [$7E:1840] ;} Earthquake timer = FFFFh$8F:C932 60 RTS} ;;; $C933: Room setup ASM - set light horizontal room shaking ;;; { ; Room $DE7A. Escape room 2$8F:C933 A9 12 00 LDA #$0012 ;\$8F:C936 8D 3E 18 STA $183E [$7E:183E] ;} Earthquake type = room earthquake type = BG1, BG2 and enemies, 1 pixel displacement, horizontal$8F:C939 8D E3 07 STA $07E3 [$7E:07E3] ;/$8F:C93C 9C E1 07 STZ $07E1 [$7E:07E1] ; Room diagonal shake timer = 0$8F:C93F A9 FF FF LDA #$FFFF ;\$8F:C942 8D 40 18 STA $1840 [$7E:1840] ;} Earthquake timer = FFFFh$8F:C945 60 RTS} ;;; $C946: Room setup ASM - set medium horizontal room shaking ;;; { ; Room $DEA7. Escape room 3$8F:C946 A9 15 00 LDA #$0015 ;\$8F:C949 8D 3E 18 STA $183E [$7E:183E] ;} Earthquake type = BG1, BG2 and enemies, 2 pixel displacement, horizontal$8F:C94C A9 FF FF LDA #$FFFF ;\$8F:C94F 8D 40 18 STA $1840 [$7E:1840] ;} Earthquake timer = FFFFh$8F:C952 60 RTS} ;;; $C953: Room setup ASM - set up rising acid and set medium horizontal room shaking ;;; { ; Room $DEDE. Escape room 4$8F:C957 dx 10, 10, B968 ;} Spawn PLM to raise acid in escape room before old Tourian escape shaft$8F:C95B A9 15 00 LDA #$0015 ;\$8F:C95E 8D 3E 18 STA $183E [$7E:183E] ;} Earthquake type = room earthquake type = BG1, BG2 and enemies, 2 pixel displacement, horizontal$8F:C961 8D E3 07 STA $07E3 [$7E:07E3] ;/$8F:C964 9C E1 07 STZ $07E1 [$7E:07E1] ; Room diagonal shake timer = 0$8F:C967 A9 FF FF LDA #$FFFF ;\$8F:C96A 8D 40 18 STA $1840 [$7E:1840] ;} Earthquake timer = FFFFh$8F:C96D 60 RTS} ;;; $C96E: Room setup ASM - turn Ceres door to solid blocks and spawn Ceres haze ;;; { ; Room $DF45, state $DF71. Ceres elevator shaft - main area boss is dead$8F:C972 dx 0F, 26, BA48 ;} Spawn PLM to turn Ceres elevator door to solid blocks during escape} ;;; $C976: Room setup ASM - spawn Ceres haze ;;; { ; Room $DF45, state $DF57. Ceres elevator shaft - default ; Room $DF8D. Ceres pre elevator hall ; Room $DFD7. Ceres stairs ; Room $E021. Ceres baby metroid hall ; Room $E06B. Pre Ceres Ridley hall$8F:C97A 60 RTS} ;;; $C97B: Room setup ASM - set BG1/2 tiles base address and spawn Ceres haze ;;; { ; Room $E0B5. Ceres Ridley$8F:C97B 08 PHP ;\$8F:C97C E2 20 SEP #$20 ;|$8F:C97E A9 66 LDA #$66 ;} BG1 tiles base address = BG2 tiles base address = $6000$8F:C980 85 5D STA $5D [$7E:005D] ;|$8F:C982 28 PLP ;/$8F:C987 A9 09 00 LDA #$0009 ;\$8F:C98A 8D EB 07 STA $07EB [$7E:07EB] ;} Video mode for HUD and floor = 9 (mode 1 with BG3 priority)$8F:C98D 60 RTS} } ;;; $C98E: Room headers, scroll data, door lists ;;; { ; Room header format: ; __________________________________________ Room index ; | _______________________________________ Area index ; | | ___________________________________ X position (of top left corner) on the map ; | | | ________________________________ Y position (of top left corner) on the map ; | | | | ____________________________ Room width (in units of screens = 16 blocks = 256 pixels) ; | | | | | _________________________ Room height (in units of screens = 16 blocks = 256 pixels) ; | | | | | | _____________________ Up scroller ; | | | | | | | __________________ Down scroller ; | | | | | | | | ______________ CRE bitset ; | | | | | | | | | __________ Door list pointer ; | | | | | | | | | | ____ State conditions list ; | | | | | | | | | | | ; ii,aa, xx,yy, ww,hh, uu,dd, cc, dddd, [...] ; State conditions list format: ; ______________ State condition ; | _________ State condition parameters ; | | ___ State header pointer ; | | | ; eeee [...] ssss ; First state condition ; eeee [...] ssss ; Second state condition ; [...] ; Other state conditions ; E5E6 ; Default state condition (terminator) ; State header format: ; ___________________________________________________________________________ Level data ; | ___________________________________________________________________ Tileset ; | | _______________________________________________________________ Music data index ; | | | ____________________________________________________________ Music track ; | | | | ________________________________________________________ FX ($83) ; | | | | | __________________________________________________ Enemy population ($A1) ; | | | | | | ____________________________________________ Enemy set ($B4) ; | | | | | | | ______________________________________ Layer 2 scroll X ; | | | | | | | | ___________________________________ Layer 2 scroll Y ; | | | | | | | | | _______________________________ Scroll ; | | | | | | | | | | _________________________ Special x-ray blocks ; | | | | | | | | | | | ___________________ Main ASM ; | | | | | | | | | | | | _____________ PLM population ; | | | | | | | | | | | | | _______ Library background ; | | | | | | | | | | | | | | _ Setup ASM ; | | | | | | | | | | | | | | | ; llllll, tt, MM,mm, ffff, eeee, EEEE, xx,yy, ssss, xxxx, AAAA, pppp, bbbb, aaaa ; Room header. Wrecked Ship chozo room$8F:C98E dx 00,03, 0A,0B, 06,03, 70,A0, 00, C9D4, E629,01,C9BA, E5E6; State header. Room $C98E. Wrecked Ship chozo room - default$8F:C9A0 dx C48322, 05, 30,03, 9BA4, BE93, 8B87, 00,00, C9DA, 0000, 0000, C215, 0000, C8C7; State header. Room $C98E. Wrecked Ship chozo room - main area boss is dead$8F:C9BA dx C48322, 04, 30,03, 9AC2, C1AE, 8C01, 00,00, C9DA, 0000, 0000, C2D1, 0000, C8C7; Door list. Room $C98E. Wrecked Ship chozo room$8F:C9D4 dw A18C, A198, A1A4; Scroll data. Room $C98E. Wrecked Ship chozo room$8F:C9DA db 00, 00, 01, 01, 01, 02, 01, 01, 01, 01, 01, 02, 00, 01, 00, 00, 00, 02; PLM scroll data. Room $C98E. Wrecked Ship chozo room (PLM index 0)$8F:C9EC db 0E,01, 0F,01, 80; PLM scroll data. Room $C98E. Wrecked Ship chozo room (PLM index 3)$8F:C9F1 db 04,00, 05,02, 0B,02, 10,01, 11,01, 80; Unused PLM scroll data$8F:C9FC db 05,01, 80; Unused PLM scroll data$8F:C9FF db 04,01, 80; Unused PLM scroll data$8F:CA02 db 05,00, 80; Unused PLM scroll data$8F:CA05 db 04,00, 80; Room header. Wrecked Ship entrance treadmill$8F:CA08 dx 01,03, 0C,0E, 04,01, 70,A0, 00, CA4E, E629,01,CA34, E5E6; State header. Room $CA08. Wrecked Ship entrance treadmill - default$8F:CA1A dx C49D2E, 05, 30,05, 9BB4, C3E6, 8C6D, C1,C1, 0000, 0000, 0000, C22F, E117, C8C7; State header. Room $CA08. Wrecked Ship entrance treadmill - main area boss is dead$8F:CA34 dx C49D2E, 04, 30,06, 9AD2, C1A8, 8BED, C1,C1, 0000, 0000, 0000, C2FD, E117, C8C7; Door list. Room $CA08. Wrecked Ship entrance treadmill$8F:CA4E dw A1B0, A1BC; Room header. Wrecked Ship attic$8F:CA52 dx 02,03, 0C,0A, 07,01, 00,00, 00, CA98, E629,01,CA7E, E5E6; State header. Room $CA52. Wrecked Ship attic - default$8F:CA64 dx C49EAE, 05, 30,05, 9BC4, C6F2, 8CA9, C1,FF, CA9E, 0000, 0000, C231, E168, C8C7; State header. Room $CA52. Wrecked Ship attic - main area boss is dead$8F:CA7E dx C4A2E7, 04, 30,06, 9AE2, BFE6, 8B99, C1,FF, CA9E, 0000, 0000, C2FF, E168, C8C7; Door list. Room $CA52. Wrecked Ship attic$8F:CA98 dw A1C8, A1D4, A1E0; Scroll data. Room $CA52. Wrecked Ship attic$8F:CA9E db 02, 02, 02, 02, 02, 02, 02; Unused PLM scroll data$8F:CAA5 db 00,01, 80; Unused PLM scroll data$8F:CAA8 db 03,01, 80; Unused PLM scroll data$8F:CAAB db 03,02, 80; Room header. Wrecked Ship attic missile tank room$8F:CAAE dx 03,03, 13,0A, 03,01, 70,A0, 00, CAF4, E629,01,CADA, E5E6; State header. Room $CAAE. Wrecked Ship attic missile tank room - default$8F:CAC0 dx C4A720, 05, 00,00, 9BD4, C1E1, 8C13, C1,C1, 0000, 0000, 0000, C245, E1B9, C8C7; State header. Room $CAAE. Wrecked Ship attic missile tank room - main area boss is dead$8F:CADA dx C4A720, 04, 00,00, 9AF2, C5E9, 8C7B, C1,C1, 0000, 0000, 0000, C319, E1B9, C8C7; Door list. Room $CAAE. Wrecked Ship attic missile tank room$8F:CAF4 dw A1EC; Room header. Wrecked Ship mainstreet$8F:CAF6 dx 04,03, 0C,0B, 06,08, 70,A0, 00, CB3C, E629,01,CB22, E5E6; State header. Room $CAF6. Wrecked Ship mainstreet - default$8F:CB08 dx C4A9AC, 05, 30,05, 9BE4, BCA0, 8B6D, C1,C1, CB4A, 0000, 0000, C247, E19E, C8C7; State header. Room $CAF6. Wrecked Ship mainstreet - main area boss is dead$8F:CB22 dx C4BDC0, 04, 30,06, 9B02, CD17, 8D2B, C1,C1, CB4A, 0000, 0000, C247, E19E, C8C7; Door list. Room $CAF6. Wrecked Ship mainstreet$8F:CB3C dw A1F8, A204, A210, A21C, A228, A234, A240; Scroll data. Room $CAF6. Wrecked Ship mainstreet$8F:CB4A db 00, 00, 00, 00, 02, 00, 00, 00, 00, 00, 02, 00, 00, 00, 00, 00, 02, 00, 00, 00, 00, 00, 02, 00, 00, 00, 00, 00, 02, 00, 01, 01, 01, 00, 02, 00, 00, 00, 00, 00, 01, 00, 00, 00, 00, 00, 00, 00; PLM scroll data. Room $CAF6. Wrecked Ship mainstreet (PLM index 0)$8F:CB7A db 21,01, 80; PLM scroll data. Room $CAF6. Wrecked Ship mainstreet (PLM index 1)$8F:CB7D db 29,01, 80; PLM scroll data. Room $CAF6. Wrecked Ship mainstreet (PLM index 2)$8F:CB80 db 21,00, 80; PLM scroll data. Room $CAF6. Wrecked Ship mainstreet (PLM index 3)$8F:CB83 db 29,00, 80; PLM scroll data. Room $CAF6. Wrecked Ship mainstreet (PLM index 4)$8F:CB86 db 28,02, 2E,02, 80; Room header. Wrecked Ship spike platform hall$8F:CB8B dx 05,03, 13,0F, 02,01, 70,A0, 00, CBD1, E629,01,CBB7, E5E6; State header. Room $CB8B. Wrecked Ship spike platform hall - default$8F:CB9D dx C4D187, 05, 00,00, 9BF4, C1A2, 8BD9, C1,C1, 0000, 0000, 0000, C27F, E14D, C8C7; State header. Room $CB8B. Wrecked Ship spike platform hall - main area boss is dead$8F:CBB7 dx C4D187, 04, 00,00, 9B12, CBAE, 8CF9, C1,C1, 0000, 0000, 0000, C321, E14D, C8C7; Door list. Room $CB8B. Wrecked Ship spike platform hall$8F:CBD1 dw A24C, A258; Room header. Wrecked Ship east exit$8F:CBD5 dx 06,03, 15,0D, 01,03, 70,A0, 00, CC1B, E629,01,CC01, E5E6; State header. Room $CBD5. Wrecked Ship east exit - default$8F:CBE7 dx C4D3EE, 05, 30,05, 9C04, C1AB, 8BF7, C1,C1, CC21, 0000, 0000, C281, E19E, C8C7; State header. Room $CBD5. Wrecked Ship east exit - main area boss is dead$8F:CC01 dx C4D3EE, 04, 30,06, 9B22, CB3B, 8CEB, C1,C1, CC21, 0000, 0000, C323, E19E, C8C7; Door list. Room $CBD5. Wrecked Ship east exit$8F:CC1B dw A264, A270, A27C; Scroll data. Room $CBD5. Wrecked Ship east exit$8F:CC21 db 00, 02, 02; PLM scroll data. Room $CBD5. Wrecked Ship east exit (PLM index 0)$8F:CC24 db 00,02, 80; Room header. Wrecked Ship chozo energy tank room$8F:CC27 dx 07,03, 12,0D, 03,02, 90,A0, 00, CC6D, E629,01,CC53, E5E6; State header. Room $CC27. Wrecked Ship chozo energy tank room - default$8F:CC39 dx C4D883, 05, 00,03, 9C14, C1E7, 8C27, C0,00, 0000, 0000, 0000, C28F, 0000, C8C7; State header. Room $CC27. Wrecked Ship chozo energy tank room - main area boss is dead$8F:CC53 dx C4D883, 04, 00,03, 9B32, BC4D, 8B5B, C0,00, 0000, 0000, 0000, C337, 0000, C8C7; Door list. Room $CC27. Wrecked Ship chozo energy tank room$8F:CC6D dw A288; Room header. Pre Phantoon hall$8F:CC6F dx 08,03, 0E,13, 05,01, 70,A0, 00, CCB5, E629,01,CC9B, E5E6; State header. Room $CC6F. Pre Phantoon hall - default$8F:CC81 dx C4E14E, 05, 30,05, 9C24, C283, 8C5B, C1,C1, CCBB, 0000, 0000, C291, E14D, C8C8; State header. Room $CC6F. Pre Phantoon hall - main area boss is dead$8F:CC9B dx C4E14E, 04, 30,06, 9B42, C139, 8BAF, C1,01, CCBB, 0000, 0000, C33F, E14D, C8C8; Door list. Room $CC6F. Pre Phantoon hall$8F:CCB5 dw A294, A2A0, A2AC; Scroll data. Room $CC6F. Pre Phantoon hall$8F:CCBB db 01, 01, 01, 01, 00; PLM scroll data. Room $CC6F. Pre Phantoon hall (PLM index 0)$8F:CCC0 db 03,01, 04,01, 80; PLM scroll data. Room $CC6F. Pre Phantoon hall (PLM index 1)$8F:CCC5 db 03,00, 80; Unused PLM scroll data$8F:CCC8 db 04,00, 80; Room header. Wrecked Ship map station$8F:CCCB dx 09,03, 0D,13, 01,01, 70,A0, 00, CD11, E629,01,CCF7, E5E6; State header. Room $CCCB. Wrecked Ship map station - default$8F:CCDD dx CE83C3, 16, 00,00, 9C34, C1ED, 8C3B, 00,00, 0000, 0000, 0000, C2B1, 0000, C8D0; State header. Room $CCCB. Wrecked Ship map station - main area boss is dead$8F:CCF7 dx CE83C3, 15, 00,00, 9B52, C19C, 8BC5, 00,00, 0000, 0000, 0000, C34D, 0000, C8D0; Door list. Room $CCCB. Wrecked Ship map station$8F:CD11 dw A2B8; Room header. Phantoon$8F:CD13 dx 0A,03, 13,13, 01,01, 70,A0, 00, CD59, E629,01,CD3F, E5E6; State header. Room $CD13. Phantoon - default$8F:CD25 dx C4E58C, 05, 27,06, 9C44, CCD4, 8D1D, 01,01, CD5B, 0000, 0000, C2B3, E0FD, C8D0; State header. Room $CD13. Phantoon - main area boss is dead$8F:CD3F dx C4E58C, 04, 00,03, 9B62, C1E4, 8C1D, 01,01, CD5B, 0000, 0000, C2B3, E113, C8D0; Door list. Room $CD13. Phantoon$8F:CD59 dw A2C4; Scroll data. Room $CD13. Phantoon$8F:CD5B db 01; Room header. Wrecked Ship first flooded room$8F:CD5C dx 0B,03, 11,0F, 02,01, 70,A0, 00, CDA2, E629,01,CD88, E5E6; State header. Room $CD5C. Wrecked Ship first flooded room - default$8F:CD6E dx C4E6A5, 05, 00,00, 9C54, C1A5, 8BE3, C1,C1, CDA6, 0000, 0000, C2BB, E183, C8D0; State header. Room $CD5C. Wrecked Ship first flooded room - main area boss is dead$8F:CD88 dx C4E6A5, 04, 00,00, 9B64, BC3A, 8B4D, C1,C1, CDA6, 0000, 0000, C355, E183, C8D0; Door list. Room $CD5C. Wrecked Ship first flooded room$8F:CDA2 dw A2D0, A2DC; Scroll data. Room $CD5C. Wrecked Ship first flooded room$8F:CDA6 db 01, 01; Room header. Wrecked Ship west super missile room$8F:CDA8 dx 0C,03, 0F,11, 01,01, 70,A0, 00, CDEE, E629,01,CDD4, E5E6; State header. Room $CDA8. Wrecked Ship west super missile room - default$8F:CDBA dx C4E94E, 05, 00,00, 9C64, C19F, 8BCF, C1,C1, CDF0, 0000, 0000, C2BD, E183, C8D0; State header. Room $CDA8. Wrecked Ship west super missile room - main area boss is dead$8F:CDD4 dx C4E94E, 04, 00,00, 9B74, C69F, 8C9B, C1,C1, CDF0, 0000, 0000, C357, E183, C8D0; Door list. Room $CDA8. Wrecked Ship west super missile room$8F:CDEE dw A2E8; Scroll data. Room $CDA8. Wrecked Ship west super missile room$8F:CDF0 db 01; Room header. Wrecked Ship easy super missile hall$8F:CDF1 dx 0D,03, 12,11, 04,01, 70,A0, 00, CE37, E629,01,CE1D, E5E6; State header. Room $CDF1. Wrecked Ship easy super missile hall - default$8F:CE03 dx C4EA8F, 05, 00,00, 9C74, C8C5, 8CBF, C1,C1, CE39, 0000, 0000, C2BF, E19E, C8D0; State header. Room $CDF1. Wrecked Ship easy super missile hall - main area boss is dead$8F:CE1D dx C4ED98, 04, 00,00, 9B84, CC51, 8D07, C1,C1, CE39, 0000, 0000, C35F, E183, C8D0; Door list. Room $CDF1. Wrecked Ship easy super missile hall$8F:CE37 dw A2F4; Scroll data. Room $CDF1. Wrecked Ship easy super missile hall$8F:CE39 db 01, 01, 01, 00; PLM scroll data. Room $CDF1. Wrecked Ship easy super missile hall (PLM index 0)$8F:CE3D db 03,01, 80; Room header. Gravity suit room$8F:CE40 dx 0E,03, 0A,0D, 01,01, 70,A0, 00, CE86, E629,01,CE6C, E5E6; State header. Room $CE40. Gravity suit room - default$8F:CE52 dx C4F0A1, 05, 00,00, 9C74, C1EA, 8C31, 01,01, 0000, 0000, 0000, C2C7, E183, C8D0; State header. Room $CE40. Gravity suit room - main area boss is dead$8F:CE6C dx C4F0A1, 04, 00,00, 9B94, C280, 8C51, 01,01, 0000, 0000, 0000, C36D, E183, C8D0; Door list. Room $CE40. Gravity suit room$8F:CE86 dw A300, A30C; Room header. Wrecked Ship save station$8F:CE8A dx 0F,03, 11,0E, 01,01, 70,A0, 00, CED0, E629,01,CEB6, E5E6; State header. Room $CE8A. Wrecked Ship save station - default$8F:CE9C dx CE95C2, 16, 30,05, 9C74, CA78, 8CD9, 00,00, 0000, 0000, 0000, C2C7, 0000, 0000; State header. Room $CE8A. Wrecked Ship save station - main area boss is dead$8F:CEB6 dx CE95C2, 15, 30,06, 9B94, C69C, 8C91, 00,00, 0000, 0000, 0000, C2C9, 0000, C8D0; Door list. Room $CE8A. Wrecked Ship save station$8F:CED0 dw A318; Room header. n00b tube save station$8F:CED2 dx 00,04, 0C,13, 01,01, 70,A0, 00, CEF9, E5E6; State header. Room $CED2. n00b tube save station - default$8F:CEDF dx CE95C2, 19, 12,05, 9C84, D526, 8E74, 00,00, 0000, 0000, 0000, C375, 0000, C8D1; Door list. Room $CED2. n00b tube save station$8F:CEF9 dw A324; Room header. n00b tube$8F:CEFB dx 01,04, 0B,11, 01,03, 70,A0, 00, CF41, E612,0B,CF27, E5E6; State header. Room $CEFB. n00b tube - default$8F:CF0D dx C9DB52, 0B, 12,05, 9C94, D529, 8E7E, 00,C0, CF49, 0000, 0000, C37D, 0000, C8D1; State header. Room $CEFB. n00b tube - event "Maridia n00btube is broken" is set$8F:CF27 dx C9E129, 0B, 12,05, 9C94, D529, 8E7E, 00,C0, CF49, 0000, 0000, C37D, 0000, C8D1; Door list. Room $CEFB. n00b tube$8F:CF41 dw A330, A33C, A348, A354; Scroll data. Room $CEFB. n00b tube$8F:CF49 db 02, 02, 02; PLM scroll data. Room $CEFB. n00b tube (PLM indices 0/4)$8F:CF4C db 00,02, 80; PLM scroll data. Room $CEFB. n00b tube (PLM index 8)$8F:CF4F db 01,02, 02,02, 80; Room header. n00b tube west$8F:CF54 dx 02,04, 0A,12, 01,01, 70,A0, 00, CF7B, E5E6; State header. Room $CF54. n00b tube west - default$8F:CF61 dx C9E6AE, 0B, 00,00, 9CA4, D53C, 8E8C, 00,00, CF7F, 0000, 0000, C3DF, 0000, C8D1; Door list. Room $CF54. n00b tube west$8F:CF7B dw A360, A36C; Scroll data. Room $CF54. n00b tube west$8F:CF7F db 01; Room header. n00b tube east$8F:CF80 dx 03,04, 0C,11, 04,02, 70,A0, 00, CFA7, E5E6; State header. Room $CF80. n00b tube east - default$8F:CF8D dx C9E809, 0B, 12,05, 9CB4, D53F, 8E96, 00,00, CFAD, 0000, 0000, C3E1, 0000, C8D1; Door list. Room $CF80. n00b tube east$8F:CFA7 dw A378, A384, A390; Scroll data. Room $CF80. n00b tube east$8F:CFAD db 01, 01, 01, 01, 00, 00, 00, 00; PLM scroll data. Room $CF80. n00b tube east (PLM index 0)$8F:CFB5 db 00,01, 01,00, 04,00, 80; PLM scroll data. Room $CF80. n00b tube east (PLM index 1)$8F:CFBC db 00,02, 04,01, 80; PLM scroll data. Room $CF80. n00b tube east (PLM index 2)$8F:CFC1 db 00,00, 04,01, 80; PLM scroll data. Room $CF80. n00b tube east (PLM index 9)$8F:CFC6 db 01,01, 80; Room header. Maridia mainstreet$8F:CFC9 dx 04,04, 0A,09, 03,08, 70,A0, 00, CFF0, E5E6; State header. Room $CFC9. Maridia mainstreet - default$8F:CFD6 dx C9F225, 0B, 1B,06, 9CC4, DE6D, 903A, C0,C0, CFFA, 0000, 0000, C42B, 0000, C8D1; Door list. Room $CFC9. Maridia mainstreet$8F:CFF0 dw A39C, A3A8, A3B4, A3C0, A3CC; Scroll data. Room $CFC9. Maridia mainstreet$8F:CFFA db 02, 02, 00, 02, 02, 00, 02, 02, 01, 02, 02, 00, 02, 02, 00, 02, 02, 00, 02, 02, 02, 02, 02, 00; PLM scroll data. Room $CFC9. Maridia mainstreet (PLM index 0)$8F:D012 db 07,01, 0A,00, 80; Room header. Maridia space pirate room$8F:D017 dx 05,04, 0D,0D, 04,03, 70,A0, 00, D03E, E5E6; State header. Room $D017. Maridia space pirate room - default$8F:D024 dx CA8EFF, 0B, 00,00, 9CD4, E07F, 909E, C0,C0, D046, 0000, 0000, C445, 0000, C8D1; Door list. Room $D017. Maridia space pirate room$8F:D03E dw A3D8, A3E4, A3F0, A3FC; Scroll data. Room $D017. Maridia space pirate room$8F:D046 db 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 00, 02; PLM scroll data. Room $D017. Maridia space pirate room (PLM indices 3/7)$8F:D052 db 0A,02, 80; Room header. Tatori room$8F:D055 dx 06,04, 11,0C, 03,04, 70,A0, 00, D07C, E5E6; State header. Room $D055. Tatori room - default$8F:D062 dx CAA113, 0B, 00,00, 9CE4, D5E2, 8EA8, 00,C0, D07E, 0000, 0000, C47D, 0000, C8D1; Door list. Room $D055. Tatori room$8F:D07C dw A408; Scroll data. Room $D055. Tatori room$8F:D07E db 00, 02, 02, 00, 02, 02, 00, 02, 02, 02, 02, 02; Room header. Maridia green gate hall$8F:D08A dx 07,04, 0C,10, 04,01, 70,A0, 00, D0B1, E5E6; State header. Room $D08A. Maridia green gate hall - default$8F:D097 dx CAAF99, 0B, 1B,06, 9CF4, D635, 8EB6, C1,C1, D0B5, 0000, 0000, C48B, E248, C8D1; Door list. Room $D08A. Maridia green gate hall$8F:D0B1 dw A414, A420; Scroll data. Room $D08A. Maridia green gate hall$8F:D0B5 db 01, 01, 01, 01; Room header. Mt. Doom$8F:D0B9 dx 08,04, 0C,09, 06,04, 90,A0, 00, D0E0, E5E6; State header. Room $D0B9. Mt. Doom - default$8F:D0C6 dx CAB24F, 0B, 00,00, 9D04, CE6A, 8D41, C0,C0, D0EC, 0000, 0000, C499, 0000, C8D1; Door list. Room $D0B9. Mt. Doom$8F:D0E0 dw A42C, A438, A444, A450, A45C, A468; Scroll data. Room $D0B9. Mt. Doom$8F:D0EC db 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 00, 02, 02, 02, 02, 00, 00, 02, 02, 02, 02, 00; Room header. Maridia -> Red Brinstar room$8F:D104 dx 09,04, 0C,07, 03,02, 70,A0, 00, D12B, E5E6; State header. Room $D104. Maridia -> Red Brinstar room - default$8F:D111 dx CACE42, 0B, 1B,06, 9D14, D3AA, 8E2C, 00,C0, D12F, 0000, 0000, C49B, 0000, C8D1; Door list. Room $D104. Maridia -> Red Brinstar room$8F:D12B dw A474, A480; Scroll data. Room $D104. Maridia -> Red Brinstar room$8F:D12F db 01, 00, 02, 00, 00, 02; PLM scroll data. Room $D104. Maridia -> Red Brinstar room (PLM index 0)$8F:D135 db 02,02, 80; PLM scroll data. Room $D104. Maridia -> Red Brinstar room (PLM index 1)$8F:D138 db 01,01, 80; Room header. Sandy Maridia missile and super missile room$8F:D13B dx 0A,04, 0C,04, 02,03, 70,A0, 00, D162, E5E6; State header. Room $D13B. Sandy Maridia missile and super missile room - default$8F:D148 dx CAD474, 0B, 00,00, 9D24, CF90, 8D65, C0,00, D164, 0000, 0000, C4A9, 0000, C8D1; Door list. Room $D13B. Sandy Maridia missile and super missile room$8F:D162 dw A48C; Scroll data. Room $D13B. Sandy Maridia missile and super missile room$8F:D164 db 02, 01, 02, 00, 00, 00; PLM scroll data. Room $D13B. Sandy Maridia missile and super missile room (PLM index 0)$8F:D16A db 04,01, 80; Room header. Sandy Maridia memu room$8F:D16D dx 0B,04, 0E,04, 04,02, 70,A0, 00, D194, E5E6; State header. Room $D16D. Sandy Maridia memu room - default$8F:D17A dx CADBC8, 0B, 00,00, 9D34, D698, 8EC4, C0,00, D198, 0000, 0000, C4BD, 0000, C8D1; Door list. Room $D16D. Sandy Maridia memu room$8F:D194 dw A498, A4A4; Scroll data. Room $D16D. Sandy Maridia memu room$8F:D198 db 02, 00, 00, 00, 01, 00, 01, 01; PLM scroll data. Room $D16D. Sandy Maridia memu room (PLM indices 3/7)$8F:D1A0 db 05,01, 80; Room header. Maridia crab shaft$8F:D1A3 dx 0C,04, 12,07, 02,04, 70,A0, 00, D1CA, E5E6; State header. Room $D1A3. Maridia crab shaft - default$8F:D1B0 dx CAE458, 0B, 1B,06, 9D44, CFC3, 8D77, 00,C0, D1D0, 0000, 0000, C4EF, 0000, C8D1; Door list. Room $D1A3. Maridia crab shaft$8F:D1CA dw A4B0, A4BC, A4C8; Scroll data. Room $D1A3. Maridia crab shaft$8F:D1D0 db 02, 00, 02, 00, 01, 00, 00, 01; PLM scroll data. Room $D1A3. Maridia crab shaft (PLM index 0)$8F:D1D8 db 04,02, 06,01, 80; Room header. Beach$8F:D1DD dx 0D,04, 12,04, 04,03, 70,A0, 00, D204, E5E6; State header. Room $D1DD. Beach - default$8F:D1EA dx CAF59C, 0B, 00,00, 9D54, D75B, 8ED6, C0,00, D20A, 0000, 0000, C503, 0000, C8D1; Door list. Room $D1DD. Beach$8F:D204 dw A4D4, A4E0, A4EC; Scroll data. Room $D1DD. Beach$8F:D20A db 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 00, 00; PLM scroll data. Room $D1DD. Beach (PLM index 3)$8F:D216 db 0A,02, 80; PLM scroll data. Room $D1DD. Beach (PLM index 7)$8F:D219 db 0A,00, 80; Room header. Maridia broken glass tube room$8F:D21C dx 0E,04, 10,10, 01,02, 70,A0, 00, D243, E5E6; State header. Room $D21C. Maridia broken glass tube room - default$8F:D229 dx CB83DB, 0B, 1B,05, 9D64, DE17, 901A, 00,00, D24B, 0000, 0000, C53B, 0000, C8D1; Door list. Room $D21C. Maridia broken glass tube room$8F:D243 dw A4F8, A504, A510, A51C; Scroll data. Room $D21C. Maridia broken glass tube room$8F:D24B db 01, 00; PLM scroll data. Room $D21C. Maridia broken glass tube room (PLM indices 0/1)$8F:D24D db 00,02, 01,01, 80; Room header. Maridia broken glass tube room east$8F:D252 dx 0F,04, 11,10, 01,01, 70,A0, 00, D279, E5E6; State header. Room $D252. Maridia broken glass tube room east - default$8F:D25F dx CB883A, 0B, 00,00, 9D74, D7EE, 8EEC, C0,00, D27D, 0000, 0000, C54F, 0000, C8D1; Door list. Room $D252. Maridia broken glass tube room east$8F:D279 dw A528, A534; Scroll data. Room $D252. Maridia broken glass tube room east$8F:D27D db 01; Room header. Plasma beam puyo room$8F:D27E dx 10,04, 1A,00, 01,01, 70,A0, 00, D2A5, E5E6; State header. Room $D27E. Plasma beam puyo room - default$8F:D28B dx CB89E0, 0B, 00,00, 9D84, D801, 8EFA, 00,00, D2A9, 0000, 0000, C551, 0000, C8D1; Door list. Room $D27E. Plasma beam puyo room$8F:D2A5 dw A540, A54C; Scroll data. Room $D27E. Plasma beam puyo room$8F:D2A9 db 01; Room header. Plasma beam room$8F:D2AA dx 11,04, 1B,00, 02,03, 70,A0, 00, D2D1, E5E6; State header. Room $D2AA. Plasma beam room - default$8F:D2B7 dx CB8BD4, 0B, 00,00, 9D94, D3ED, 8E42, C0,00, D2D3, 0000, 0000, C553, 0000, C8D1; Door list. Room $D2AA. Plasma beam room$8F:D2D1 dw A558; Scroll data. Room $D2AA. Plasma beam room$8F:D2D3 db 02, 02, 02, 02, 01, 01; Room header. Sandy Maridia choot-puyo hall$8F:D2D9 dx 12,04, 1B,05, 07,01, 70,A0, 00, D300, E5E6; State header. Room $D2D9. Sandy Maridia choot-puyo hall - default$8F:D2E6 dx CB9792, 0B, 00,00, 9DA4, D864, 8F0C, C0,00, D304, 0000, 0000, C561, 0000, C8D1; Door list. Room $D2D9. Sandy Maridia choot-puyo hall$8F:D300 dw A564, A570; Scroll data. Room $D2D9. Sandy Maridia choot-puyo hall$8F:D304 db 01, 01, 01, 01, 01, 01, 01; Room header. Maridia -> Crateria elevator$8F:D30B dx 13,04, 22,00, 01,06, 70,A0, 00, D332, E5E6; State header. Room $D30B. Maridia -> Crateria elevator - default$8F:D318 dx CBA0D0, 0B, 1B,05, 9DB4, D006, 8D85, 00,C0, D33A, 0000, 0000, C563, 0000, C8D1; Door list. Room $D30B. Maridia -> Crateria elevator$8F:D332 dw A57C, A588, A594, A18A; Scroll data. Room $D30B. Maridia -> Crateria elevator$8F:D33A db 02, 02, 02, 02, 02, 01; Room header. Sandy Maridia mainstreet$8F:D340 dx 14,04, 16,02, 04,06, 70,A0, 00, D367, E5E6; State header. Room $D340. Sandy Maridia mainstreet - default$8F:D34D dx CBA878, 0B, 00,05, 9DC4, D957, 8F22, E0,00, D36F, 0000, 0000, C571, 0000, C8D1; Door list. Room $D340. Sandy Maridia mainstreet$8F:D367 dw A5A0, A5AC, A5B8, A5C4; Scroll data. Room $D340. Sandy Maridia mainstreet$8F:D36F db 00, 02, 02, 00, 00, 02, 02, 00, 02, 02, 02, 02, 00, 02, 02, 02, 00, 02, 02, 02, 00, 01, 01, 01; Room header. Pre plasma beam shaft$8F:D387 dx 15,04, 19,00, 01,04, 70,A0, 00, D3AE, E5E6; State header. Room $D387. Pre plasma beam shaft - default$8F:D394 dx CBC64F, 0B, 00,05, 9DD4, DD9B, 8FE6, 00,C0, D3B2, 0000, 0000, C57F, 0000, C8D1; Door list. Room $D387. Pre plasma beam shaft$8F:D3AE dw A5D0, A5DC; Scroll data. Room $D387. Pre plasma beam shaft$8F:D3B2 db 02, 02, 02, 02; Room header. Maridia map station$8F:D3B6 dx 16,04, 11,11, 01,01, 70,A0, 00, D3DD, E5E6; State header. Room $D3B6. Maridia map station - default$8F:D3C3 dx CE86BD, 15, 00,00, 9DE4, DE14, 9010, 00,00, 0000, 0000, 0000, C581, 0000, C8D1; Door list. Room $D3B6. Maridia map station$8F:D3DD dw A5E8; Room header. Sandy Maridia save station$8F:D3DF dx 17,04, 23,04, 01,01, 70,A0, 00, D406, E5E6; State header. Room $D3DF. Sandy Maridia save station - default$8F:D3EC dx CE95C2, 19, 1B,05, 9DF4, DE0E, 8FFC, 00,00, 0000, 0000, 0000, C589, 0000, 0000; Door list. Room $D3DF. Sandy Maridia save station$8F:D406 dw A5F4; Room header. Maridia elevatube$8F:D408 dx 18,04, 16,05, 01,0A, 70,A0, 00, D42F, E5E6; State header. Room $D408. Maridia elevatube - default$8F:D415 dx CBCD9F, 0C, 00,00, 9E04, DA0A, 8F38, 00,00, 0001, 0000, E2B6, C591, 0000, C8D2; Door list. Room $D408. Maridia elevatube$8F:D42F dw A600, A60C; Room header. Sandy Maridia quicksand top$8F:D433 dx 19,04, 1A,05, 01,01, 70,A0, 00, D45A, E5E6; State header. Room $D433. Sandy Maridia quicksand top - default$8F:D440 dx CBDCF3, 0C, 00,00, 9E34, DF30, 904C, 00,00, D460, 0000, 0000, C593, 0000, C8D2; Door list. Room $D433. Sandy Maridia quicksand top$8F:D45A dw A618, A624, A630; Scroll data. Room $D433. Sandy Maridia quicksand top$8F:D460 db 02; Room header. Evir hall west$8F:D461 dx 1A,04, 12,10, 04,01, 70,A0, 00, D488, E5E6; State header. Room $D461. Evir hall west - default$8F:D46E dx CBDE8F, 0C, 00,00, 9E44, DA3D, 8F52, C1,01, 0000, 0000, 0000, C595, E25A, C8D2; Door list. Room $D461. Evir hall west$8F:D488 dw A63C, A648, A654; Room header. Elevatube south$8F:D48E dx 1B,04, 16,0F, 01,02, 70,A0, 00, D4B5, E5E6; State header. Room $D48E. Elevatube south - default$8F:D49B dx CBE472, 0C, 00,00, 9E54, DAD0, 8F60, 00,C0, D4BB, 0000, 0000, C597, 0000, C8D2; Door list. Room $D48E. Elevatube south$8F:D4B5 dw A660, A66C, A678; Scroll data. Room $D48E. Elevatube south$8F:D4BB db 00, 01; PLM scroll data. Room $D48E. Elevatube south (PLM index 0)$8F:D4BD db 00,02, 01,02, 80; Room header. Evir hall east$8F:D4C2 dx 1C,04, 17,10, 03,01, 70,A0, 00, D4E9, E5E6; State header. Room $D4C2. Evir hall east - default$8F:D4CF dx CBE899, 0C, 00,00, 9E64, DAD3, 8F6A, C1,01, 0000, 0000, 0000, C5DB, E25A, C8D2; Door list. Room $D4C2. Evir hall east$8F:D4E9 dw A684, A690, A69C; Room header. Snail room quicksand items west$8F:D4EF dx 1D,04, 14,0E, 02,02, 70,A0, 00, D516, E5E6; State header. Room $D4EF. Snail room quicksand items west - default$8F:D4FC dx CBEC32, 0C, 00,00, 9E74, DF96, 906C, 00,00, D51A, 0000, 0000, C5DD, 0000, C8D2; Door list. Room $D4EF. Snail room quicksand items west$8F:D516 dw A6A8, A6B4; Scroll data. Room $D4EF. Snail room quicksand items west$8F:D51A db 02, 02, 02, 02; Room header. Snail room quicksand items east$8F:D51E dx 1E,04, 17,0E, 02,02, 70,A0, 00, D545, E5E6; State header. Room $D51E. Snail room quicksand items east - default$8F:D52B dx CBF580, 0C, 00,00, 9E84, DF63, 905E, 00,00, D549, 0000, 0000, C5EB, 0000, C8D2; Door list. Room $D51E. Snail room quicksand items east$8F:D545 dw A6C0, A6CC; Scroll data. Room $D51E. Snail room quicksand items east$8F:D549 db 02, 02, 02, 02; Room header. Snail room quicksand fall west$8F:D54D dx 1F,04, 15,0C, 01,02, 70,A0, 00, D574, E5E6; State header. Room $D54D. Snail room quicksand fall west - default$8F:D55A dx CBFEC8, 0C, 00,00, 9E94, DB66, 8F78, 00,00, D578, 0000, 0000, C5F9, 0000, C8D2; Door list. Room $D54D. Snail room quicksand fall west$8F:D574 dw A6D8, A6E4; Scroll data. Room $D54D. Snail room quicksand fall west$8F:D578 db 02, 02; Room header. Snail room quicksand fall east$8F:D57A dx 20,04, 17,0C, 01,02, 70,A0, 00, D5A1, E5E6; State header. Room $D57A. Snail room quicksand fall east - default$8F:D587 dx CC80B8, 0C, 00,00, 9E94, DBD9, 8F86, 00,00, D5A5, 0000, 0000, C5FB, 0000, C8D2; Door list. Room $D57A. Snail room quicksand fall east$8F:D5A1 dw A6F0, A6FC; Scroll data. Room $D57A. Snail room quicksand fall east$8F:D5A5 db 02, 02; Room header. Snail room$8F:D5A7 dx 21,04, 14,09, 06,03, 90,A0, 00, D5CE, E5E6; State header. Room $D5A7. Snail room - default$8F:D5B4 dx CC82A8, 0C, 1B,05, 9EA4, D357, 8E1E, C0,00, D5DA, 0000, 0000, C5FD, 0000, C8D2; Door list. Room $D5A7. Snail room$8F:D5CE dw A708, A714, A720, A72C, A738, A744; Scroll data. Room $D5A7. Snail room$8F:D5DA db 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02; Room header. Sandy Maridia quicksand bottom$8F:D5EC dx 22,04, 1A,07, 01,01, 70,A0, 00, D613, E5E6; State header. Room $D5EC. Sandy Maridia quicksand bottom - default$8F:D5F9 dx CCA13B, 0C, 00,00, 9EB4, DC3C, 8F94, C0,00, 0000, 0000, 0000, C611, 0000, C8D2; Door list. Room $D5EC. Sandy Maridia quicksand bottom$8F:D613 dw A750, A75C; Room header. Mochtroid room$8F:D617 dx 23,04, 14,08, 04,01, 70,A0, 00, D63E, E5E6; State header. Room $D617. Mochtroid room - default$8F:D624 dx CCA34A, 0C, 1B,05, 9EC4, DC6F, 8FA2, C0,00, D642, 0000, 0000, C619, 0000, C8D2; Door list. Room $D617. Mochtroid room$8F:D63E dw A768, A774; Scroll data. Room $D617. Mochtroid room$8F:D642 db 02, 02, 02, 02; Room header. Pants room$8F:D646 dx 24,04, 1A,0D, 02,04, 70,A0, 00, D66D, E5E6; State header. Room $D646. Pants room - default$8F:D653 dx CCAC48, 0C, 00,00, 9ED4, D453, 8E5E, 00,C0, D675, 0000, 0000, C61B, 0000, C8D2; Door list. Room $D646. Pants room$8F:D66D dw A780, A78C, A798, A7A4; Scroll data. Room $D646. Pants room$8F:D675 db 02, 02, 02, 02, 02, 01, 01, 00; PLM scroll data. Room $D646. Pants room (PLM indices 0/4)$8F:D67D db 02,02, 03,00, 04,02, 05,00, 06,01, 07,00, 80; PLM scroll data. Room $D646. Pants room (PLM index Dh)$8F:D68A db 02,00, 03,02, 04,00, 05,01, 06,00, 80; PLM scroll data. Room $D646. Pants room (PLM index 15h)$8F:D695 db 05,02, 07,01, 80; Room header. Pants room section$8F:D69A dx 25,04, 1B,0E, 01,03, 70,A0, 00, D6C1, E5E6; State header. Room $D69A. Pants room section - default$8F:D6A7 dx CCB843, 0C, 00,00, 9EE4, DCE2, 8FB8, 00,C0, D6C5, 0000, 0000, C6AD, 0000, C8D2; Door list. Room $D69A. Pants room section$8F:D6C1 dw A7B0, A7BC; Scroll data. Room $D69A. Pants room section$8F:D6C5 db 02, 00, 01; PLM scroll data. Room $D69A. Pants room section (PLM index 0)$8F:D6C8 db 01,02, 80; PLM scroll data. Room $D69A. Pants room section (PLM index 6)$8F:D6CB db 01,02, 02,01, 80; Room header. Spring ball room$8F:D6D0 dx 26,04, 20,0F, 02,02, 70,A0, 00, D6F7, E5E6; State header. Room $D6D0. Spring ball room - default$8F:D6DD dx CCBD31, 0C, 00,00, 9EF4, DD35, 8FCA, C0,00, D6F9, 0000, 0000, C6E5, 0000, C8D2; Door list. Room $D6D0. Spring ball room$8F:D6F7 dw A7C8; Scroll data. Room $D6D0. Spring ball room$8F:D6F9 db 02, 00, 01, 01; Room header. Maridia speed blockade quicksand bottom$8F:D6FD dx 27,04, 1A,0A, 04,01, 70,A0, 00, D724, E5E6; State header. Room $D6FD. Maridia speed blockade quicksand bottom - default$8F:D70A dx CCC22F, 0C, 00,00, 9F04, DD38, 8FD4, 00,00, D726, 0000, 0000, C6ED, 0000, C8D2; Door list. Room $D6FD. Maridia speed blockade quicksand bottom$8F:D724 dw A7D4; Scroll data. Room $D6FD. Maridia speed blockade quicksand bottom$8F:D726 db 01, 01, 01, 01; Room header. Maridia grapple room$8F:D72A dx 28,04, 22,06, 07,02, 90,A0, 00, D751, E5E6; State header. Room $D72A. Maridia grapple room - default$8F:D737 dx CCC9F1, 0C, 00,00, 9F14, D089, 8D97, 00,00, D757, 0000, 0000, C6EF, 0000, C8D2; Door list. Room $D72A. Maridia grapple room$8F:D751 dw A7E0, A7EC, A7F8; Scroll data. Room $D72A. Maridia grapple room$8F:D757 db 02, 02, 02, 02, 02, 02, 02, 01, 01, 01, 01, 01, 01, 01; Room header. Snail room save station$8F:D765 dx 29,04, 13,0B, 01,01, 70,A0, 00, D78C, E5E6; State header. Room $D765. Snail room save station - default$8F:D772 dx CE92CB, 19, 1B,05, 9F24, D10C, 8DA5, 00,00, D78E, 0000, 0000, C703, 0000, C8D2; Door list. Room $D765. Snail room save station$8F:D78C dw A828; Scroll data. Room $D765. Snail room save station$8F:D78E db 01; Room header. Pre Draygon room$8F:D78F dx 2A,04, 29,07, 02,03, 90,A0, 00, D7D5, E629,01,D7BB, E5E6; State header. Room $D78F. Pre Draygon room - default$8F:D7A1 dx CCE5B1, 0C, 00,00, 9F34, D10F, 8DAF, 00,C0, D7D9, 0000, 0000, C70B, 0000, C8D2; State header. Room $D78F. Pre Draygon room - main area boss is dead$8F:D7BB dx CCE5B1, 0C, 1B,05, 9F34, D10F, 8DAF, 00,C0, D7D9, 0000, 0000, C70B, 0000, C8D2; Door list. Room $D78F. Pre Draygon room$8F:D7D5 dw A834, A840; Scroll data. Room $D78F. Pre Draygon room$8F:D7D9 db 01, 01, 00, 00, 01, 00; PLM scroll data. Room $D78F. Pre Draygon room (PLM index 0)$8F:D7DF db 00,02, 02,02, 80; Room header. Maridia speed blockade hall$8F:D7E4 dx 2B,04, 1A,08, 07,01, 70,A0, 00, D80B, E5E6; State header. Room $D7E4. Maridia speed blockade hall - default$8F:D7F1 dx CCEE0C, 0C, 1B,05, 9F44, D112, 8DB9, C0,00, D813, 0000, 0000, C755, 0000, C8D2; Door list. Room $D7E4. Maridia speed blockade hall$8F:D80B dw A84C, A858, A864, A870; Scroll data. Room $D7E4. Maridia speed blockade hall$8F:D813 db 02, 02, 02, 02, 02, 02, 02; Room header. Draygon save station$8F:D81A dx 2C,04, 29,06, 01,01, 70,A0, 00, D841, E5E6; State header. Room $D81A. Draygon save station - default$8F:D827 dx CE9EF6, 19, 1B,05, 9F54, D1B5, 8DCF, 00,00, 0000, 0000, 0000, C75D, 0000, C8D2; Door list. Room $D81A. Draygon save station$8F:D841 dw A87C, A888; Room header. Maridia missile station$8F:D845 dx 2D,04, 26,08, 01,01, 70,A0, 00, D86C, E5E6; State header. Room $D845. Maridia missile station - default$8F:D852 dx CEAB31, 17, 00,00, 9F64, D1B8, 8DD9, 00,00, 0000, 0000, 0000, C765, 0000, C8D2; Door list. Room $D845. Maridia missile station$8F:D86C dw A894; Room header. Sandy Maridia quicksand fall$8F:D86E dx 2E,04, 1A,06, 01,01, 70,A0, 00, D895, E5E6; State header. Room $D86E. Sandy Maridia quicksand fall - default$8F:D87B dx CCFA8D, 0C, 00,00, 9F74, D1BB, 8DE3, 00,00, D897, 0000, 0000, C76D, 0000, C8D2; Door list. Room $D86E. Sandy Maridia quicksand fall$8F:D895 dw A8A0; Scroll data. Room $D86E. Sandy Maridia quicksand fall$8F:D897 db 02; Room header. Maridia speed blockade quicksand fall$8F:D898 dx 2F,04, 1C,09, 02,01, 70,A0, 00, D8BF, E5E6; State header. Room $D898. Maridia speed blockade quicksand fall - default$8F:D8A5 dx CCFB88, 0C, 00,00, 9F74, D1EE, 8DF1, 00,00, D8C3, 0000, 0000, C76F, 0000, C8D2; Door list. Room $D898. Maridia speed blockade quicksand fall$8F:D8BF dw A8AC, A8B8; Scroll data. Room $D898. Maridia speed blockade quicksand fall$8F:D8C3 db 02, 02; Room header. Shaktool$8F:D8C5 dx 30,04, 1C,0F, 04,01, 70,A0, 00, D90B, E612,0D,D8F1, E5E6; State header. Room $D8C5. Shaktool - default$8F:D8D7 dx CCFD75, 0C, 00,00, 9F84, D281, 8DFF, C0,00, D90F, 0000, 0000, C771, 0000, C8D3; State header. Room $D8C5. Shaktool - event "Shaktool cleared a path" is set$8F:D8F1 dx CD8404, 0C, 00,00, 9F84, D281, 8DFF, C0,00, D90F, 0000, 0000, C771, 0000, C8DC; Door list. Room $D8C5. Shaktool$8F:D90B dw A8C4, A8D0; Scroll data. Room $D8C5. Shaktool$8F:D90F db 01, 01, 01, 01; Room header. Maridia grapple wall shaft$8F:D913 dx 31,04, 21,06, 05,03, 70,A0, 00, D93A, E5E6; State header. Room $D913. Maridia grapple wall shaft - default$8F:D920 dx CD8A37, 0C, 00,00, 9F94, CF2D, 8D53, 00,00, D942, 0000, 0000, C773, 0000, C8DC; Door list. Room $D913. Maridia grapple wall shaft$8F:D93A dw A8DC, A8E8, A8F4, A900; Scroll data. Room $D913. Maridia grapple wall shaft$8F:D942 db 02, 00, 00, 00, 00, 02, 00, 00, 00, 00, 01, 00, 01, 01, 01; PLM scroll data. Room $D913. Maridia grapple wall shaft (PLM index 0)$8F:D951 db 05,00, 0B,01, 80; PLM scroll data. Room $D913. Maridia grapple wall shaft (PLM index 1)$8F:D956 db 05,01, 0B,00, 80; PLM scroll data. Room $D913. Maridia grapple wall shaft (PLM index 5)$8F:D95B db 0A,01, 80; Room header. Botwoon$8F:D95E dx 32,04, 18,08, 02,01, 70,A0, 00, D9A4, E629,02,D98A, E5E6; State header. Room $D95E. Botwoon - default$8F:D970 dx CD950E, 0C, 2A,05, 9FA4, DE5A, 9028, 00,00, D9A8, 0000, 0000, C79F, 0000, C8DC; State header. Room $D95E. Botwoon - area mini-boss is dead$8F:D98A dx CD950E, 0C, 00,03, 9FA4, DE5A, 9028, 00,00, D9A8, 0000, 0000, C79F, 0000, C8DC; Door list. Room $D95E. Botwoon$8F:D9A4 dw A90C, A918; Scroll data. Room $D95E. Botwoon$8F:D9A8 db 01, 00; Room header. Space jump room$8F:D9AA dx 33,04, 26,0A, 01,01, 70,A0, 00, D9D1, E5E6; State header. Room $D9AA. Space jump room - default$8F:D9B7 dx CD991E, 0C, 00,03, 9FB4, D450, 8E54, 00,00, D9D3, 0000, 0000, C7A7, 0000, C8DC; Door list. Room $D9AA. Space jump room$8F:D9D1 dw A924; Scroll data. Room $D9AA. Space jump room$8F:D9D3 db 01; Room header. Maridia energy station$8F:D9D4 dx 34,04, 2A,06, 01,01, 70,A0, 00, D9FB, E5E6; State header. Room $D9D4. Maridia energy station - default$8F:D9E1 dx CE98DC, 17, 00,00, 9FC4, DE11, 9006, 00,00, D9FD, 0000, 0000, C7AF, 0000, 0000; Door list. Room $D9D4. Maridia energy station$8F:D9FB dw A930; Scroll data. Room $D9D4. Maridia energy station$8F:D9FD db 01; Room header. Maridia cacatac room west$8F:D9FE dx 35,04, 1B,06, 01,02, 70,A0, 00, DA25, E5E6; State header. Room $D9FE. Maridia cacatac room west - default$8F:DA0B dx CD9B28, 0C, 00,00, 9FD4, DFD9, 907A, 00,C0, DA29, 0000, 0000, C7B7, 0000, 0000; Door list. Room $D9FE. Maridia cacatac room west$8F:DA25 dw A93C, A948; Scroll data. Room $D9FE. Maridia cacatac room west$8F:DA29 db 02, 01; Room header. Maridia cacatac room east$8F:DA2B dx 36,04, 1C,06, 05,02, 70,A0, 00, DA52, E5E6; State header. Room $DA2B. Maridia cacatac room east - default$8F:DA38 dx CDA00D, 0C, 00,00, 9FE4, E01C, 908C, 00,00, DA56, 0000, 0000, C7B9, 0000, 0000; Door list. Room $DA2B. Maridia cacatac room east$8F:DA52 dw A954, A960; Scroll data. Room $DA2B. Maridia cacatac room east$8F:DA56 db 02, 02, 02, 02, 02, 01, 01, 01, 01, 01; Room header. Draygon$8F:DA60 dx 37,04, 27,09, 02,02, 70,A0, 01, DAA6, E629,01,DA8C, E5E6; State header. Room $DA60. Draygon - default$8F:DA72 dx CDB19D, 1C, 24,05, 9FF4, D314, 8E10, 01,01, DAAA, 0000, 0000, C7BB, E108, C8DD; State header. Room $DA60. Draygon - main area boss is dead$8F:DA8C dx CDB19D, 1C, 00,03, 9FF4, 8000, 8000, 01,01, DAAA, 0000, 0000, C7BB, E113, C8DD; Door list. Room $DA60. Draygon$8F:DAA6 dw A96C, A978; Scroll data. Room $DA60. Draygon$8F:DAAA db 02, 02, 01, 01; Room header. Tourian -> Crateria elevator$8F:DAAE dx 00,05, 14,09, 01,04, 70,A0, 00, DAD5, E5E6; State header. Room $DAAE. Tourian -> Crateria elevator - default$8F:DABB dx CDC4FE, 0D, 1E,05, A004, E42D, 913E, 01,C1, DADD, 0000, 0000, C7E1, E3E8, C90A; Door list. Room $DAAE. Tourian -> Crateria elevator$8F:DAD5 dw A984, A990, A18A, A99C; Scroll data. Room $DAAE. Tourian -> Crateria elevator$8F:DADD db 02, 02, 02, 01; Room header. Metroid room 1$8F:DAE1 dx 01,05, 0E,0C, 06,01, 70,A0, 00, DB27, E612,10,DB0D, E5E6; State header. Room $DAE1. Metroid room 1 - default$8F:DAF3 dx CDC8DC, 0D, 00,00, A014, E1D8, 90CC, C1,C1, DB2B, 0000, 0000, C7E9, E403, C91E; State header. Room $DAE1. Metroid room 1 - event "1st metroid hall cleared" is set$8F:DB0D dx CDC8DC, 0D, 00,00, A014, E516, 916C, C1,C1, DB2B, 0000, 0000, C7E9, E403, C91E; Door list. Room $DAE1. Metroid room 1$8F:DB27 dw A9A8, A9B4; Scroll data. Room $DAE1. Metroid room 1$8F:DB2B db 01, 01, 01, 01, 01, 01; Room header. Metroid room 2$8F:DB31 dx 02,05, 0D,0C, 01,02, 70,A0, 00, DB77, E612,11,DB5D, E5E6; State header. Room $DB31. Metroid room 2 - default$8F:DB43 dx CDCDA0, 0D, 00,00, A024, E440, 9148, C1,C1, DB7B, 0000, 0000, C7F7, E3E8, C91E; State header. Room $DB31. Metroid room 2 - event "1st metroid shaft cleared" is set$8F:DB5D dx CDCDA0, 0D, 00,00, A024, E559, 917A, C1,C1, DB7B, 0000, 0000, C7F7, E3E8, C91E; Door list. Room $DB31. Metroid room 2$8F:DB77 dw A9C0, A9CC; Scroll data. Room $DB31. Metroid room 2$8F:DB7B db 02, 02; Room header. Metroid room 3$8F:DB7D dx 03,05, 0E,0D, 06,01, 70,A0, 00, DBC3, E612,12,DBA9, E5E6; State header. Room $DB7D. Metroid room 3 - default$8F:DB8F dx CDD02D, 0D, 00,00, A034, E794, 91F8, C1,C1, DBC7, 0000, 0000, C805, E403, C91E; State header. Room $DB7D. Metroid room 3 - event "2nd metroid hall cleared" is set$8F:DBA9 dx CDD02D, 0D, 00,00, A034, E5BF, 9196, C1,C1, DBC7, 0000, 0000, C805, E403, C91E; Door list. Room $DB7D. Metroid room 3$8F:DBC3 dw A9D8, A9E4; Scroll data. Room $DB7D. Metroid room 3$8F:DBC7 db 01, 01, 01, 01, 01, 01; Room header. Metroid room 4$8F:DBCD dx 04,05, 14,0D, 01,02, 70,A0, 00, DC13, E612,13,DBF9, E5E6; State header. Room $DBCD. Metroid room 4 - default$8F:DBDF dx CDD3E5, 0D, 1E,05, A044, E4A3, 915A, C1,C1, DC17, 0000, 0000, C813, E3E8, C91E; State header. Room $DBCD. Metroid room 4 - event "2nd metroid shaft cleared" is set$8F:DBF9 dx CDD3E5, 0D, 1E,05, A044, E652, 91A4, C1,C1, DC17, 0000, 0000, C813, E3E8, C91E; Door list. Room $DBCD. Metroid room 4$8F:DC13 dw A9F0, A9FC; Scroll data. Room $DBCD. Metroid room 4$8F:DC17 db 02, 02; Room header. Tourian super-sidehopper room$8F:DC19 dx 05,05, 13,0F, 02,01, 70,A0, 00, DC5F, E612,14,DC45, E5E6; State header. Room $DC19. Tourian super-sidehopper room - default$8F:DC2B dx CDD5EB, 0D, 45,06, A054, E387, 9122, C1,C1, DC63, 0000, 0000, C821, E41E, C91E; State header. Room $DC19. Tourian super-sidehopper room - event "unused" is set$8F:DC45 dx CDD5EB, 0D, 00,00, A054, E387, 9122, C1,C1, DC63, 0000, 0000, C821, E41E, C91E; Door list. Room $DC19. Tourian super-sidehopper room$8F:DC5F dw AA08, AA14; Scroll data. Room $DC19. Tourian super-sidehopper room$8F:DC63 db 01, 01; Room header. Torizo corpse room$8F:DC65 dx 06,05, 11,0F, 02,01, 70,A0, 00, DCAB, E612,14,DC91, E5E6; State header. Room $DC65. Torizo corpse room - default$8F:DC77 dx CDD7C4, 0D, 45,06, A064, E25B, 90DE, C1,C1, DCAF, 0000, 0000, C823, E41E, C91E; State header. Room $DC65. Torizo corpse room - event "unused" is set$8F:DC91 dx CDD7C4, 0D, 1E,05, A064, E25B, 90DE, C1,C1, DCAF, 0000, 0000, C823, E41E, C91E; Door list. Room $DC65. Torizo corpse room$8F:DCAB dw AA20, AA2C; Scroll data. Room $DC65. Torizo corpse room$8F:DCAF db 01, 01; Room header. Shitroid room$8F:DCB1 dx 07,05, 0D,0F, 04,01, 70,A0, 00, DCF7, E612,14,DCDD, E5E6; State header. Room $DCB1. Shitroid room - default$8F:DCC3 dx CDD930, 0D, 00,00, A074, E26E, 90EC, C1,C1, DCFB, 0000, 0000, C831, E41E, C91E; State header. Room $DCB1. Shitroid room - event "unused" is set$8F:DCDD dx CDD930, 0D, 00,00, A074, E26E, 90EC, C1,C1, DCFB, 0000, 0000, C831, E41E, C91E; Door list. Room $DCB1. Shitroid room$8F:DCF7 dw AA38, AA44; Scroll data. Room $DCB1. Shitroid room$8F:DCFB db 01, 01, 01, 01; Room header. Post Shitroid room$8F:DCFF dx 08,05, 0C,0F, 01,02, 70,A0, 00, DD26, E5E6; State header. Room $DCFF. Post Shitroid room - default$8F:DD0C dx CDDBF8, 0D, 1E,05, A084, E708, 91C4, C1,C1, DD2C, 0000, 0000, C839, E41E, C91E; Door list. Room $DCFF. Post Shitroid room$8F:DD26 dw AA50, AA5C, AA68; Scroll data. Room $DCFF. Post Shitroid room$8F:DD2C db 02, 02; Room header. Tourian refill station$8F:DD2E dx 09,05, 0B,10, 01,01, 70,A0, 00, DD55, E5E6; State header. Room $DD2E. Tourian refill station - default$8F:DD3B dx CEA823, 18, 00,00, A094, E70B, 91CE, 00,00, DD57, 0000, 0000, C841, 0000, C91E; Door list. Room $DD2E. Tourian refill station$8F:DD55 dw AA74; Scroll data. Room $DD2E. Tourian refill station$8F:DD57 db 01; Room header. Mother Brain$8F:DD58 dx 0A,05, 0D,12, 04,01, 70,A0, 00, DDBC, E5FF,DDA2, E612,02,DD88, E5E6; State header. Room $DD58. Mother Brain - default$8F:DD6E dx CDDEDE, 0E, 00,00, A0A4, E321, 9102, C1,C1, DDC0, 0000, 0000, C84F, E48A, C91E; State header. Room $DD58. Mother Brain - event "Mother Brain's glass is broken" is set$8F:DD88 dx CDDEDE, 0E, 00,00, A0A4, E321, 9102, C1,C1, DDC0, 0000, 0000, C84F, E48A, C91E; State header. Room $DD58. Mother Brain - main area boss is dead$8F:DDA2 dx CDDEDE, 0E, 00,03, A188, 8000, 8000, C1,C1, DDC0, 0000, 0000, C84F, E48A, C91E; Door list. Room $DD58. Mother Brain$8F:DDBC dw AA80, AA8C; Scroll data. Room $DD58. Mother Brain$8F:DDC0 db 01, 01, 01, 01; Room header. Tourian eye-door room$8F:DDC4 dx 0B,05, 0D,10, 04,01, 70,A0, 00, DDEB, E5E6; State header. Room $DDC4. Tourian eye-door room - default$8F:DDD1 dx CDE20F, 0D, 00,00, A0D4, E384, 9118, C1,C1, DDEF, 0000, 0000, C857, E41E, C91E; Door list. Room $DDC4. Tourian eye-door room$8F:DDEB dw AA98, AAA4; Scroll data. Room $DDC4. Tourian eye-door room$8F:DDEF db 01, 01, 01, 01; Room header. Pre Mother Brain shaft$8F:DDF3 dx 0C,05, 11,10, 01,03, 70,A0, 00, DE1A, E5E6; State header. Room $DDF3. Pre Mother Brain shaft - default$8F:DE00 dx CDE518, 0D, 1E,05, A0E4, E857, 920A, C1,C1, DE20, 0000, 0000, C86B, E454, C91E; Door list. Room $DDF3. Pre Mother Brain shaft$8F:DE1A dw AAB0, AABC, AAC8; Scroll data. Room $DDF3. Pre Mother Brain shaft$8F:DE20 db 02, 02, 02; Room header. Mother Brain save station$8F:DE23 dx 0D,05, 10,11, 01,01, 70,A0, 00, DE4A, E5E6; State header. Room $DE23. Mother Brain save station - default$8F:DE30 dx CE92CB, 19, 1E,05, A0F4, E1D5, 90C2, 00,00, DE4C, 0000, 0000, C873, 0000, C91E; Door list. Room $DE23. Mother Brain save station$8F:DE4A dw AAD4; Scroll data. Room $DE23. Mother Brain save station$8F:DE4C db 01; Room header. Escape room 1$8F:DE4D dx 0E,05, 0B,12, 02,01, 70,A0, 00, DE74, E5E6; State header. Room $DE4D. Escape room 1 - default$8F:DE5A dx CDE914, 0D, 24,07, A104, E3AA, 9130, C1,C1, DE78, 0000, E5A0, C87B, E439, C91F; Door list. Room $DE4D. Escape room 1$8F:DE74 dw AAE0, AAEC; Scroll data. Room $DE4D. Escape room 1$8F:DE78 db 02, 02; Room header. Escape room 2$8F:DE7A dx 0F,05, 0B,13, 01,02, 70,A0, 00, DEA1, E5E6; State header. Room $DE7A. Escape room 2 - default$8F:DE87 dx CDEB5B, 0D, 00,00, A114, E59C, 9188, C1,C1, DEA5, 0000, E57C, C889, E454, C933; Door list. Room $DE7A. Escape room 2$8F:DEA1 dw AAF8, AB04; Scroll data. Room $DE7A. Escape room 2$8F:DEA5 db 02, 01; Room header. Escape room 3$8F:DEA7 dx 10,05, 0C,13, 06,02, 70,A0, 00, DECE, E5E6; State header. Room $DEA7. Escape room 3 - default$8F:DEB4 dx CDED7A, 0D, 00,00, A124, E695, 91B2, C1,C1, DED2, 0000, E5A0, C897, E46F, C946; Door list. Room $DEA7. Escape room 3$8F:DECE dw AB10, AB1C; Scroll data. Room $DEA7. Escape room 3$8F:DED2 db 02, 02, 02, 02, 02, 02, 01, 01, 01, 01, 01, 01; Room header. Escape room 4$8F:DEDE dx 11,05, 12,10, 03,06, 70,A0, 00, DF05, E5E6; State header. Room $DEDE. Escape room 4 - default$8F:DEEB dx CDF534, 0D, 00,00, A134, E102, 90B0, C1,C1, DF09, 0000, E5A4, C8A5, E46F, C953; Door list. Room $DEDE. Escape room 4$8F:DF05 dw AB28, AB34; Scroll data. Room $DEDE. Escape room 4$8F:DF09 db 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 02, 01, 01, 01; Room header. Tourian elevator save station$8F:DF1B dx 12,05, 15,0C, 01,01, 70,A0, 00, DF42, E5E6; State header. Room $DF1B. Tourian elevator save station - default$8F:DF28 dx CE95C2, 19, 1E,05, A144, E791, 91EE, 00,00, DF44, 0000, 0000, C8B3, 0000, 0000; Door list. Room $DF1B. Tourian elevator save station$8F:DF42 dw AB40; Scroll data. Room $DF1B. Tourian elevator save station$8F:DF44 db 01; Room header. Ceres elevator shaft$8F:DF45 dx 00,06, 0C,0D, 01,03, 70,A0, 05, DF8B, E629,01,DF71, E5E6; State header. Room $DF45. Ceres elevator shaft - default$8F:DF57 dx CDB846, 11, 2D,06, A146, E88A, 9218, 00,00, 0000, 0000, E51F, C8BB, E1D4, C976; State header. Room $DF45. Ceres elevator shaft - main area boss is dead$8F:DF71 dx CDB846, 12, 00,00, A146, E95C, 9270, 00,00, 0000, 0000, E51F, C8BB, E1D4, C96E; Door list. Room $DF45. Ceres elevator shaft$8F:DF8B dw AB4C; Room header. Ceres pre elevator hall$8F:DF8D dx 01,06, 0D,0F, 02,01, 70,A0, 00, DFD3, E629,01,DFB9, E5E6; State header. Room $DF8D. Ceres pre elevator hall - default$8F:DF9F dx CDBBFE, 0F, 00,00, A156, E8AD, 9226, C1,01, 0000, 0000, E525, C8BD, E4A5, C976; State header. Room $DF8D. Ceres pre elevator hall - main area boss is dead$8F:DFB9 dx CDBBFE, 10, 00,00, A17E, EA2F, 927E, C1,01, 0000, 0000, E525, C8BD, E4A5, C976; Door list. Room $DF8D. Ceres pre elevator hall$8F:DFD3 dw AB58, AB64; Room header. Ceres stairs$8F:DFD7 dx 02,06, 0F,0F, 01,02, 70,A0, 00, E01D, E629,01,E003, E5E6; State header. Room $DFD7. Ceres stairs - default$8F:DFE9 dx CDBD78, 0F, 00,00, A158, E8D0, 9234, 01,41, 0000, 0000, E524, C8BF, E4A5, C976; State header. Room $DFD7. Ceres stairs - main area boss is dead$8F:E003 dx CDBD78, 10, 00,00, A180, EB02, 928C, 01,C1, 0000, 0000, E524, C8BF, E4A5, C976; Door list. Room $DFD7. Ceres stairs$8F:E01D dw AB70, AB7C; Room header. Ceres baby metroid hall$8F:E021 dx 03,06, 10,10, 02,01, 70,A0, 00, E067, E629,01,E04D, E5E6; State header. Room $E021. Ceres baby metroid hall - default$8F:E033 dx CDBFC9, 0F, 00,00, A15A, E8F3, 9242, C0,00, 0000, 0000, E524, C8C1, 0000, C976; State header. Room $E021. Ceres baby metroid hall - main area boss is dead$8F:E04D dx CDBFC9, 10, 00,00, A182, EB75, 929A, C0,00, 0000, 0000, E524, C8C1, 0000, C976; Door list. Room $E021. Ceres baby metroid hall$8F:E067 dw AB88, AB94; Room header. Pre Ceres Ridley hall$8F:E06B dx 04,06, 12,10, 02,01, 70,A0, 00, E0B1, E629,01,E097, E5E6; State header. Room $E06B. Pre Ceres Ridley hall - default$8F:E07D dx CDC330, 0F, 00,00, A15C, E916, 9250, C1,01, 0000, 0000, E524, C8C3, E4A5, C976; State header. Room $E06B. Pre Ceres Ridley hall - main area boss is dead$8F:E097 dx CDC330, 10, 00,00, A184, EB98, 92A8, C1,01, 0000, 0000, E524, C8C3, E4A5, C976; Door list. Room $E06B. Pre Ceres Ridley hall$8F:E0B1 dw ABA0, ABAC; Room header. Ceres Ridley$8F:E0B5 dx 05,06, 14,10, 01,01, 70,A0, 05, E0FB, E629,01,E0E1, E5E6; State header. Room $E0B5. Ceres Ridley - default$8F:E0C7 dx CDC43F, 13, 24,80, A15E, E939, 925E, 00,00, 0000, 0000, E571, C8C5, 0000, C97B; State header. Room $E0B5. Ceres Ridley - main area boss is dead$8F:E0E1 dx CDC43F, 14, 00,00, A186, EBBB, 92B6, 00,00, 0000, 0000, E571, C8C5, 0000, C97B; Door list. Room $E0B5. Ceres Ridley$8F:E0FB dw ABB8} ;;; $E0FD: Library backgrounds ;;; { ; Room $CD13, state $CD25. Phantoon - default$8F:E0FD dx 0002, 7E2000, 4800, 1000, ; Transfer 1000h from $7E:2000 to VRAM $48000000 ; Room $DA60, state $DA72. Draygon - default$8F:E108 dx 0002, 7E2000, 4800, 1000, ; Transfer 1000h from $7E:2000 to VRAM $48000000 ; Room $CD13, state $CD3F. Phantoon - main area boss is dead ; Room $DA60, state $DA8C. Draygon - main area boss is dead$8F:E113 dx 000A, ; Clear BG2 tilemap0000 ; Room $CA08. Wrecked Ship entrance treadmill ; Room $E82C. Debug room$8F:E117 dx 0004, BA8DE7, 4000, ; Decompress $BA:8DE7 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Unused$8F:E132 dx 0004, BA9023, 4000, ; Decompress $BA:9023 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $CB8B. Wrecked Ship spike platform hall ; Room $CC6F. Pre Phantoon hall$8F:E14D dx 0004, BA9386, 4000, ; Decompress $BA:9386 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $CA52. Wrecked Ship attic$8F:E168 dx 0004, BA988D, 4000, ; Decompress $BA:988D to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $CD5C. Wrecked Ship first flooded room ; Room $CDA8. Wrecked Ship west super missile room ; Room $CDF1, state $CE1D. Wrecked Ship easy super missile hall - main area boss is dead ; Room $CE40. Gravity suit room$8F:E183 dx 0004, BA9C35, 4000, ; Decompress $BA:9C35 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $CAF6. Wrecked Ship mainstreet ; Room $CBD5. Wrecked Ship east exit ; Room $CDF1, state $CE03. Wrecked Ship easy super missile hall - default$8F:E19E dx 0004, BA9F12, 4000, ; Decompress $BA:9F12 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $CAAE. Wrecked Ship attic missile tank room$8F:E1B9 dx 0004, BAA119, 4000, ; Decompress $BA:A119 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $DF45. Ceres elevator shaft$8F:E1D4 dx 000A, ; Clear BG2 tilemap0000 } ;;; $E1D8..E247: Door ASM ;;; { ;;; $E1D8: Door ASM - start Wrecked Ship treadmill - east entrance ;;; { ; Door destination: Wrecked Ship entrance treadmill ; Room $CAF6, door 0. Wrecked Ship mainstreet$8F:E1D8 A0 7B 82 LDY #$827B ;\$8F:E1DB 22 27 80 87 JSL $878027[$87:8027] ;} Spawn Wrecked Ship treadmill - leftwards animated tiles object$8F:E1E3 dx 04, 09, B64F ;} Spawn Wrecked Ship entrance treadmill from east PLM$8F:E1E7 60 RTS} ;;; $E1E8: Door ASM - scroll 1 = blue ;;; { ; Door destination: Wrecked Ship first flooded room ; Room $CB8B, door 0. Wrecked Ship spike platform hall$8F:E1E8 08 PHP$8F:E1E9 E2 20 SEP #$20$8F:E1EB A9 01 LDA #$01$8F:E1ED 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:E1F1 28 PLP$8F:E1F2 60 RTS} ;;; $E1F3: Door ASM - scroll 0 = green ;;; { ; Door destination: Wrecked Ship east exit ; Room $CC27, door 0. Wrecked Ship chozo energy tank room$8F:E1F3 08 PHP$8F:E1F4 E2 20 SEP #$20$8F:E1F6 A9 02 LDA #$02$8F:E1F8 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:E1FC 28 PLP$8F:E1FD 60 RTS} ;;; $E1FE: Door ASM - scroll 3 = red, 4 = blue ;;; { ; Door destination: Pre Phantoon hall ; Room $CD13, door 0. Phantoon$8F:E1FE 08 PHP$8F:E1FF E2 20 SEP #$20$8F:E201 A9 00 LDA #$00$8F:E203 8F 23 CD 7E STA $7ECD23[$7E:CD23]$8F:E207 A9 01 LDA #$01$8F:E209 8F 24 CD 7E STA $7ECD24[$7E:CD24]$8F:E20D 28 PLP$8F:E20E 60 RTS} ;;; $E20F: Door ASM - scroll 29h = blue ;;; { ; Door destination: Wrecked Ship mainstreet ; Room $CDF1, door 0. Wrecked Ship easy super missile hall$8F:E20F 08 PHP$8F:E210 E2 20 SEP #$20$8F:E212 A9 01 LDA #$01$8F:E214 8F 49 CD 7E STA $7ECD49[$7E:CD49]$8F:E218 28 PLP$8F:E219 60 RTS} ;;; $E21A: Door ASM - scroll 28h,2E = green ;;; { ; Door destination: Wrecked Ship mainstreet ; Room $CC6F, door 0. Pre Phantoon hall$8F:E21A 08 PHP$8F:E21B E2 20 SEP #$20$8F:E21D A9 02 LDA #$02$8F:E21F 8F 48 CD 7E STA $7ECD48[$7E:CD48]$8F:E223 8F 4E CD 7E STA $7ECD4E[$7E:CD4E]$8F:E227 28 PLP$8F:E228 60 RTS} ;;; $E229: Door ASM - scroll 6..Bh = red ;;; { ; Door destination: Wrecked Ship chozo room ; Room $CE40, door 1. Gravity suit room$8F:E229 08 PHP$8F:E22A E2 20 SEP #$20$8F:E22C A9 00 LDA #$00$8F:E22E 8F 26 CD 7E STA $7ECD26[$7E:CD26]$8F:E232 8F 27 CD 7E STA $7ECD27[$7E:CD27]$8F:E236 8F 28 CD 7E STA $7ECD28[$7E:CD28]$8F:E23A 8F 29 CD 7E STA $7ECD29[$7E:CD29]$8F:E23E 8F 2A CD 7E STA $7ECD2A[$7E:CD2A]$8F:E242 8F 2B CD 7E STA $7ECD2B[$7E:CD2B]$8F:E246 28 PLP$8F:E247 60 RTS} } ;;; $E248: Library backgrounds ;;; { ; Room $D08A. Maridia green gate hall$8F:E248 dx 0004, BAA475, 4000, ; Decompress $BA:A475 to $7E:40000002, 7E4000, 4800, 1000, ; Transfer 1000h from $7E:4000 to VRAM $4800 0000 ; Room $D461. Evir hall west ; Room $D4C2. Evir hall east$8F:E25A dx 0004, BAA69F, 4000, ; Decompress $BA:A69F to $7E:40000002, 7E4000, 4800, 1000, ; Transfer 1000h from $7E:4000 to VRAM $4800 0000 } ;;; $E26C..B5: Door ASM ;;; { ;;; $E26C: Door ASM - set up elevatube from south ;;; { ; Door destination: Maridia elevatube ; Room $D48E, door 2. Elevatube south$8F:E26C A9 00 FF LDA #$FF00 ;\$8F:E26F 8D E5 07 STA $07E5 [$7E:07E5] ;} Room elevatube velocity = -100h$8F:E272 9C E3 07 STZ $07E3 [$7E:07E3] ; >_<;$8F:E275 A9 C0 09 LDA #$09C0 ;\$8F:E278 8D E3 07 STA $07E3 [$7E:07E3] ;} Room elevatube position = 9C0h$8F:E27B A9 E0 FF LDA #$FFE0 ;\$8F:E27E 8D E7 07 STA $07E7 [$7E:07E7] ;} Room elevatube acceleration = -20h$8F:E281 A9 00 00 LDA #$0000 ;\$8F:E28C dx 01, 00, B8F9 ;} Spawn Maridia elevatube PLM$8F:E290 60 RTS} ;;; $E291: Door ASM - set up elevatube from north ;;; { ; Door destination: Maridia elevatube ; Room $D340, door 1. Sandy Maridia mainstreet$8F:E291 A9 00 01 LDA #$0100 ;\$8F:E294 8D E5 07 STA $07E5 [$7E:07E5] ;} Room elevatube velocity = 100h$8F:E297 9C E3 07 STZ $07E3 [$7E:07E3] ; >_<;$8F:E29A A9 40 00 LDA #$0040 ;\$8F:E29D 8D E3 07 STA $07E3 [$7E:07E3] ;} Room elevatube position = 40h$8F:E2A0 A9 20 00 LDA #$0020 ;\$8F:E2A3 8D E7 07 STA $07E7 [$7E:07E7] ;} Room elevatube acceleration = 20h$8F:E2A6 A9 00 00 LDA #$0000 ;\$8F:E2B1 dx 01, 00, B8F9 ;} Spawn Maridia elevatube PLM$8F:E2B5 60 RTS} } ;;; $E2B6: Main ASM - elevatube ;;; { ; Room $D408. Maridia elevatube$8F:E2B6 A9 80 00 LDA #$0080 ;\$8F:E2B9 8D F6 0A STA $0AF6 [$7E:0AF6] ;} Samus X position = 80h$8F:E2BC 9C F8 0A STZ $0AF8 [$7E:0AF8] ;/$8F:E2BF 64 12 STZ $12 [$7E:0012] ;\$8F:E2C1 64 14 STZ $14 [$7E:0014] ;|$8F:E2C3 AD E5 07 LDA $07E5 [$7E:07E5] ;|$8F:E2C8 C6 14 DEC $14 [$7E:0014] ;|;|$8F:E2CA 85 13 STA $13 [$7E:0013] ;/$8F:E2CC AD E1 07 LDA $07E1 [$7E:07E1] ;\$8F:E2CF 18 CLC ;|$8F:E2D0 65 12 ADC $12 [$7E:0012] ;|$8F:E2D2 8D E1 07 STA $07E1 [$7E:07E1] ;} Room elevatube position += [$14].[$12]$8F:E2D5 AD E3 07 LDA $07E3 [$7E:07E3] ;|$8F:E2D8 65 14 ADC $14 [$7E:0014] ;|$8F:E2DA 8D E3 07 STA $07E3 [$7E:07E3] ;/$8F:E2DD A5 12 LDA $12 [$7E:0012] ;\$8F:E2DF A6 14 LDX $14 [$7E:0014] ;|$8F:E2E1 86 12 STX $12 [$7E:0012] ;} $12.$14 = [$14].[$12]$8F:E2E3 85 14 STA $14 [$7E:0014] ;/$8F:E2E5 22 63 97 94 JSL $949763[$94:9763] ; Move Samus down by [$12].[$14], no solid enemy collision$8F:E2E9 AD E5 07 LDA $07E5 [$7E:07E5] ;\$8F:E2EC 18 CLC ;|$8F:E2ED 6D E7 07 ADC $07E7 [$7E:07E7] ;|$8F:E2F0 18 CLC ;} If [room elevatube velocity] + [room elevatube acceleration] <= E20h:$8F:E2F1 69 20 0E ADC #$0E20 ;|$8F:E2F4 C9 41 1C CMP #$1C41 ;|$8F:E2F9 38 SEC ;\$8F:E2FA E9 20 0E SBC #$0E20 ;} Room elevatube velocity += [room elevatube acceleration]$8F:E2FD 8D E5 07 STA $07E5 [$7E:07E5] ;/$8F:E300 60 RTS} ;;; $E301..E7: Door ASM ;;; { ;;; $E301: Door ASM - reset elevatube on north exit ;;; { ; Door destination: Sandy Maridia mainstreet ; Room $D408, door 1. Maridia elevatube$8F:E301 A9 01 00 LDA #$0001 ;\$8F:E308 60 RTS} ;;; $E309: Door ASM - reset elevatube on south exit ;;; { ; Door destination: Elevatube south ; Room $D408, door 0. Maridia elevatube$8F:E309 A9 02 02 LDA #$0202 ;\$8F:E30C 8F 20 CD 7E STA $7ECD20[$7E:CD20] ;} Scroll 0..1 = green$8F:E310 A9 01 00 LDA #$0001 ;\$8F:E317 60 RTS} ;;; $E318: Door ASM - scroll Ah = red, Bh = blue ;;; { ; Door destination: Maridia grapple wall shaft ; Room $D845, door 0. Maridia missile station$8F:E318 08 PHP$8F:E319 E2 20 SEP #$20$8F:E31B A9 00 LDA #$00$8F:E31D 8F 2A CD 7E STA $7ECD2A[$7E:CD2A]$8F:E321 A9 01 LDA #$01$8F:E323 8F 2B CD 7E STA $7ECD2B[$7E:CD2B]$8F:E327 28 PLP$8F:E328 60 RTS} ;;; $E329: Unused. Door ASM - scroll 10h = blue, 11h = red ;;; {$8F:E329 08 PHP$8F:E32A E2 20 SEP #$20$8F:E32C A9 00 LDA #$00$8F:E32E 8F 31 CD 7E STA $7ECD31[$7E:CD31]$8F:E332 A9 01 LDA #$01$8F:E334 8F 30 CD 7E STA $7ECD30[$7E:CD30]$8F:E338 28 PLP$8F:E339 60 RTS} ;;; $E33A: Unused. Door ASM - scroll 4 = green ;;; {$8F:E33A 08 PHP$8F:E33B E2 20 SEP #$20$8F:E33D A9 02 LDA #$02$8F:E33F 8F 24 CD 7E STA $7ECD24[$7E:CD24]$8F:E343 28 PLP$8F:E344 60 RTS} ;;; $E345: Door ASM - scroll 0 = red, 4 = blue ;;; { ; Door destination: n00b tube east ; Room $CEFB, door 2. n00b tube$8F:E345 08 PHP$8F:E346 E2 20 SEP #$20$8F:E348 A9 00 LDA #$00$8F:E34A 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:E34E A9 01 LDA #$01$8F:E350 8F 24 CD 7E STA $7ECD24[$7E:CD24]$8F:E354 28 PLP$8F:E355 60 RTS} ;;; $E356: Door ASM - scroll 0 = red, 1 = blue ;;; { ; Door destination: Maridia broken glass tube room ; Room $CF80, door 2. n00b tube east ; Room $D3B6, door 0. Maridia map station$8F:E356 08 PHP$8F:E357 E2 20 SEP #$20$8F:E359 A9 00 LDA #$00$8F:E35B 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:E35F A9 01 LDA #$01$8F:E361 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:E365 28 PLP$8F:E366 60 RTS} ;;; $E367: Door ASM - scroll 9 = red, Ah = blue ;;; { ; Door destination: Red Brinstar -> Crateria elevator ; Room $D104, door 1. Maridia -> Red Brinstar room$8F:E367 08 PHP$8F:E368 E2 20 SEP #$20$8F:E36A A9 00 LDA #$00$8F:E36C 8F 29 CD 7E STA $7ECD29[$7E:CD29]$8F:E370 A9 01 LDA #$01$8F:E372 8F 2A CD 7E STA $7ECD2A[$7E:CD2A]$8F:E376 28 PLP$8F:E377 60 RTS} ;;; $E378: Door ASM - scroll 0,2 = red, 1 = blue ;;; { ; Door destination: n00b tube ; Room $CF54, door 0. n00b tube west ; Room $CF80, door 0. n00b tube east$8F:E378 08 PHP$8F:E379 E2 20 SEP #$20$8F:E37B A9 00 LDA #$00$8F:E37D 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:E381 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:E385 A9 01 LDA #$01$8F:E387 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:E38B 28 PLP$8F:E38C 60 RTS} ;;; $E38D: Door ASM - scroll 1 = blue ;;; { ; Door destination: Botwoon ; Room $D7E4, door 0. Maridia speed blockade hall$8F:E38D 08 PHP$8F:E38E E2 20 SEP #$20$8F:E390 A9 01 LDA #$01$8F:E392 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:E396 28 PLP$8F:E397 60 RTS} ;;; $E398: Door ASM - scroll 6 = blue ;;; { ; Door destination: Maridia crab shaft ; Room $D5A7, door 0. Snail room$8F:E398 08 PHP$8F:E399 E2 20 SEP #$20$8F:E39B A9 01 LDA #$01$8F:E39D 8F 26 CD 7E STA $7ECD26[$7E:CD26]$8F:E3A1 28 PLP$8F:E3A2 60 RTS} ;;; $E3A3: Door ASM - scroll 4 = red ;;; { ; Door destination: Pants room ; Room $D4C2, door 1. Evir hall east ; Room $D69A, door 0. Pants room section$8F:E3A3 08 PHP$8F:E3A4 E2 20 SEP #$20$8F:E3A6 A9 00 LDA #$00$8F:E3A8 8F 24 CD 7E STA $7ECD24[$7E:CD24]$8F:E3AC 28 PLP$8F:E3AD 60 RTS} ;;; $E3AE: Unused. Door ASM - scroll 1 = red ;;; {$8F:E3AE 08 PHP$8F:E3AF E2 20 SEP #$20$8F:E3B1 A9 00 LDA #$00$8F:E3B3 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:E3B7 28 PLP$8F:E3B8 60 RTS} ;;; $E3B9: Door ASM - scroll 4,7 = red ;;; { ; Door destination: Pants room ; Room $D646, door 3. Pants room$8F:E3B9 08 PHP$8F:E3BA E2 20 SEP #$20$8F:E3BC A9 00 LDA #$00$8F:E3BE 8F 24 CD 7E STA $7ECD24[$7E:CD24]$8F:E3C2 8F 27 CD 7E STA $7ECD27[$7E:CD27]$8F:E3C6 28 PLP$8F:E3C7 60 RTS} ;;; $E3C8: Door ASM - scroll 1 = blue, 2 = red ;;; { ; Door destination: Pants room section ; Room $D8C5, door 0. Shaktool$8F:E3C8 08 PHP$8F:E3C9 E2 20 SEP #$20$8F:E3CB A9 00 LDA #$00$8F:E3CD 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:E3D1 A9 01 LDA #$01$8F:E3D3 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:E3D7 28 PLP$8F:E3D8 60 RTS} ;;; $E3D9: Door ASM - scroll 0,2 = green ;;; { ; Door destination: Pre Draygon room ; Room $DA60, door 0. Draygon$8F:E3D9 08 PHP$8F:E3DA E2 20 SEP #$20$8F:E3DC A9 02 LDA #$02$8F:E3DE 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:E3E2 8F 22 CD 7E STA $7ECD22[$7E:CD22]$8F:E3E6 28 PLP$8F:E3E7 60 RTS} } ;;; $E3E8: Library backgrounds ;;; { ; Room $DAAE. Tourian -> Crateria elevator ; Room $DB31. Metroid room 2 ; Room $DBCD. Metroid room 4$8F:E3E8 dx 0004, BAAA78, 4000, ; Decompress $BA:AA78 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $DAE1. Metroid room 1 ; Room $DB7D. Metroid room 3$8F:E403 dx 0004, BAADF0, 4000, ; Decompress $BA:ADF0 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $DC19. Tourian super-sidehopper room ; Room $DC65. Torizo corpse room ; Room $DCB1. Shitroid room ; Room $DCFF. Post Shitroid room ; Room $DDC4. Tourian eye-door room$8F:E41E dx 0004, BAAFE6, 4000, ; Decompress $BA:AFE6 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $DE4D. Escape room 1$8F:E439 dx 0004, BAB36B, 4000, ; Decompress $BA:B36B to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $DDF3. Pre Mother Brain shaft ; Room $DE7A. Escape room 2$8F:E454 dx 0004, BAB5D8, 4000, ; Decompress $BA:B5D8 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $DEA7. Escape room 3 ; Room $DEDE. Escape room 4$8F:E46F dx 0004, BAB9A3, 4000, ; Decompress $BA:B9A3 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $DD58. Mother Brain$8F:E48A dx 0004, BABDD9, 4000, ; Decompress $BA:BDD9 to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; Room $DF8D. Ceres pre elevator hall ; Room $DFD7. Ceres stairs ; Room $E06B. Pre Ceres Ridley hall$8F:E4A5 dx 0004, BAC22A, 4000, ; Decompress $BA:C22A to $7E:40000002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 } ;;; $E4C0..E51E: Door ASM ;;; { ;;; $E4C0: Door ASM - scroll 0..1 = green ;;; { ; Door destination: Tourian entrance ; Room $DAAE, door 1. Tourian -> Crateria elevator$8F:E4C0 08 PHP$8F:E4C1 E2 20 SEP #$20$8F:E4C3 A9 02 LDA #$02$8F:E4C5 8F 20 CD 7E STA $7ECD20[$7E:CD20]$8F:E4C9 8F 21 CD 7E STA $7ECD21[$7E:CD21]$8F:E4CD 28 PLP$8F:E4CE 60 RTS} ;;; $E4CF: Door ASM - scroll 8 = blue, 9 = red ;;; { ; Door destination: Old Tourian escape shaft ; Room $DEDE, door 1. Escape room 4$8F:E4CF 08 PHP$8F:E4D0 E2 20 SEP #$20$8F:E4D2 A9 01 LDA #$01$8F:E4D4 8F 38 CD 7E STA $7ECD38[$7E:CD38]$8F:E4D8 A9 00 LDA #$00$8F:E4DA 8F 39 CD 7E STA $7ECD39[$7E:CD39]$8F:E4DE 28 PLP$8F:E4DF 60 RTS} ;;; $E4E0: Door ASM - to Ceres elevator shaft ;;; { ; Door destination: Ceres elevator shaft ; Room $DF8D, door 0. Ceres pre elevator hall$8F:E4E0 E2 20 SEP #$20$8F:E4E2 A9 07 LDA #$07 ;\$8F:E4E4 85 56 STA $56 [$7E:0056] ;} Fake mode = 7$8F:E4E6 8D 05 21 STA $2105 ; BG mode = 7$8F:E4E9 C2 20 REP #$20$8F:E4EB A9 00 01 LDA #$0100 ;\$8F:E4EE 85 78 STA $78 [$7E:0078] ;|$8F:E4F0 85 7E STA $7E [$7E:007E] ;} Mode 7 transformation matrix = identity$8F:E4F2 64 7A STZ $7A [$7E:007A] ;|$8F:E4F4 64 7C STZ $7C [$7E:007C] ;/$8F:E4F6 A9 80 00 LDA #$0080 ;\$8F:E4F9 85 80 STA $80 [$7E:0080] ;|$8F:E4FB A9 F0 03 LDA #$03F0 ;} Mode 7 transformation origin = (80h, 3F0h)$8F:E4FE 85 82 STA $82 [$7E:0082] ;/$8F:E500 A9 01 00 LDA #$0001 ;\$8F:E503 8D 83 07 STA $0783 [$7E:0783] ;} Set mode 7$8F:E506 A9 22 00 LDA #$0022 ;\$8F:E509 8D E1 07 STA $07E1 [$7E:07E1] ;} Room rotation matrix index = 22h$8F:E50C A9 3C 00 LDA #$003C ;\$8F:E50F 8D E3 07 STA $07E3 [$7E:07E3] ;} Room rotation matrix timer = 60$8F:E512 60 RTS} ;;; $E513: Door ASM - from Ceres elevator shaft ;;; { ; Door destination: Ceres pre elevator hall ; Room $DF45, door 0. Ceres elevator shaft$8F:E513 E2 20 SEP #$20$8F:E515 A9 09 LDA #$09 ;\$8F:E517 85 56 STA $56 [$7E:0056] ;} Fake mode = 9$8F:E519 C2 20 REP #$20$8F:E51B 9C 83 07 STZ $0783 [$7E:0783] ; Clear mode 7$8F:E51E 60 RTS} } ;;; $E51F..D1: Main ASM ;;; { ;;; $E51F: Main ASM - Ceres elevator shaft ;;; { ; Room $DF45. Ceres elevator shaft ; Handles landing on elevator and setting mode 7 rotation matrix$8F:E523 60 RTS} ;;; $E524: RTS. Main ASM ;;; { ; Room $DFD7. Ceres stairs ; Room $E021. Ceres baby metroid hall ; Room $E06B. Pre Ceres Ridley hall$8F:E524 60 RTS} ;;; $E525: Main ASM - spawn Ceres pre elevator hall falling debris ;;; { ; Room $DF8D. Ceres pre elevator hall$8F:E525 AD 3F 09 LDA $093F [$7E:093F] ;\$8F:E52A CE E1 07 DEC $07E1 [$7E:07E1] ; Decrement room debris delay timer$8F:E52F A9 08 00 LDA #$0008 ;\$8F:E532 8D E1 07 STA $07E1 [$7E:07E1] ;} Room debris delay timer = 8$8F:E538 AD E5 05 LDA $05E5 [$7E:05E5] ;\$8F:E53B 0A ASL A ;} If [random number] >= 8000h:$8F:E541 AD E5 05 LDA $05E5 [$7E:05E5] ;\$8F:E544 29 0F 00 AND #$000F ;|$8F:E547 0A ASL A ;|$8F:E550 60 RTS; Debris X positions$8F:E551 dw 0050, 0060, 0070, 0080, 0090, 00A0, 00B0, 00C0, 00D0, 00E0, 00F0, 0110, 0130, 0150, 0170, 0190} ;;; $E571: Main ASM - handle Ceres Ridley getaway cutscene ;;; { ; Room $E0B5. Ceres Ridley$8F:E571 AD 3F 09 LDA $093F [$7E:093F] ;\$8F:E574 4A LSR A ;} If [Ceres status] = during Ridley escape cutscene:$8F:E57B 60 RTS} ;;; $E57C: Main ASM - shake screen switching between light horizontal and medium diagonal ;;; { ; Room $DE7A. Escape room 2 ; Horizontal screen shaking with a 1/80h chance of becoming medium diagonal for 2Ah frames$8F:E57C AD E1 07 LDA $07E1 [$7E:07E1] ;\$8F:E581 CE E1 07 DEC $07E1 [$7E:07E1] ; Decrement room diagonal quake timer$8F:E584 D0 1A BNE $1A [$E5A0] ; If [room diagonal quake timer] != 0: go to BRANCH_NO_EARTHQUAKE_CHANGE$8F:E586 A9 12 00 LDA #$0012 ; Earthquake type = BG1, BG2 and enemies, 1 pixel displacement, horizontal; Else ([room diagonal quake timer] = 0):$8F:E58F C9 00 02 CMP #$0200 ;\$8F:E594 A9 2A 00 LDA #$002A ;\$8F:E597 8D E1 07 STA $07E1 [$7E:07E1] ;} Room diagonal quake timer = 2Ah$8F:E59A A9 17 00 LDA #$0017 ; Earthquake type = BG1, BG2 and enemies, 2 pixel displacement, diagonal$8F:E59D 8D 3E 18 STA $183E [$7E:183E]; BRANCH_NO_EARTHQUAKE_CHANGE } ;;; $E5A0: Main ASM - generate random explosion on every fourth frame ;;; { ; Room $DE4D. Escape room 1 ; Room $DEA7. Escape room 3$8F:E5A3 60 RTS} ;;; $E5A4: Main ASM - shake screen switching between medium horizontal and strong diagonal ;;; { ; Room $DEDE. Escape room 4 ; Horizontal screen shaking with a 3/200h chance of becoming strong diagonal for 2Ah frames$8F:E5A4 AD E1 07 LDA $07E1 [$7E:07E1] ;\$8F:E5A9 CE E1 07 DEC $07E1 [$7E:07E1] ; Decrement room diagonal quake timer$8F:E5AC D0 1A BNE $1A [$E5C8] ; If [room diagonal quake timer] != 0: go to BRANCH_NO_EARTHQUAKE_CHANGE$8F:E5AE A9 15 00 LDA #$0015 ; Room earthquake type = BG1, BG2 and enemies, 2 pixel displacement, horizontal; Else ([room diagonal quake timer] = 0):$8F:E5B7 C9 80 01 CMP #$0180 ;\$8F:E5BC A9 2A 00 LDA #$002A ;\$8F:E5BF 8D E1 07 STA $07E1 [$7E:07E1] ;} Room diagonal quake timer = 2Ah$8F:E5C2 A9 1A 00 LDA #$001A ; Room earthquake type = BG1, BG2 and enemies, 3 pixel displacement, diagonal$8F:E5C5 8D E3 07 STA $07E3 [$7E:07E3]; BRANCH_NO_EARTHQUAKE_CHANGE$8F:E5C8 AD E3 07 LDA $07E3 [$7E:07E3] ;\$8F:E5CB 8D 3E 18 STA $183E [$7E:183E] ;} Earthquake type = [room earthquake type]$8F:E5D1 60 RTS} } ;;; $E5D2..E689: Room state ASM ;;; { ;;; $E5D2: Room state checking handler ;;; { ;; Parameters: ;; X: Room pointer ; A matching state conditions will return out of *this* routine by popping the return address pushed to the stack by $E5E0$8F:E5D2 8A TXA ;\$8F:E5D3 18 CLC ;|$8F:E5D4 69 0B 00 ADC #$000B ;} X += Bh (offset to state conditions list)$8F:E5D7 AA TAX ;/; LOOP$8F:E5D8 BD 00 00 LDA $0000,x[$8F:DF50] ;\$8F:E5DB 8D B7 07 STA $07B7 [$7E:07B7] ;} State condition = [[X]]$8F:E5DE E8 INX ;\$8F:E5DF E8 INX ;} X += 2$8F:E5E3 6C B7 07 JMP ($07B7)[$8F:E629] ; Go to [state condition]} ;;; $E5E6: State condition - default ;;; { ;; Parameters: ;; X: Pointer to after this state condition$8F:E5E6 8E BB 07 STX $07BB [$7E:07BB] ; State pointer = [X]$8F:E5E9 68 PLA ; Terminate processing room state checks$8F:E5EA 6B RTL} ;;; $E5EB: Unused. State condition - door pointer = [[X]] ;;; { ;; Parameters: ;; X: Pointer to state condition arguments ;; Returns: ;; X: Pointer to next state condition$8F:E5EB BD 00 00 LDA $0000,x ;\$8F:E5EE CD 8D 07 CMP $078D [$7E:078D] ;} If [[X]] = [door pointer]:$8F:E5F3 BD 02 00 LDA $0002,x ;\$8F:E5F6 AA TAX ;} X = [[X] + 2]$8F:E5FA E8 INX ;\$8F:E5FB E8 INX ;|$8F:E5FC E8 INX ;} X += 4$8F:E5FD E8 INX ;/$8F:E5FE 60 RTS} ;;; $E5FF: State condition - main area boss is dead ;;; { ;; Parameters: ;; X: Pointer to state condition arguments ;; Returns: ;; X: Pointer to next state condition$8F:E5FF A9 01 00 LDA #$0001 ;\$8F:E608 BD 00 00 LDA $0000,x ;\$8F:E60B AA TAX ;} X = [[X]]$8F:E60F E8 INX ;\$8F:E610 E8 INX ;} X += 2$8F:E611 60 RTS} ;;; $E612: State condition - event [[X]] is set ;;; { ;; Parameters: ;; X: Pointer to state condition arguments ;; Returns: ;; X: Pointer to next state condition$8F:E612 BD 00 00 LDA $0000,x[$8F:9205] ;\$8F:E615 29 FF 00 AND #$00FF ;|$8F:E61E BD 01 00 LDA $0001,x[$8F:9EAD] ;\$8F:E621 AA TAX ;} X = [[X] + 1]$8F:E625 E8 INX ;\$8F:E626 E8 INX ;} X += 3$8F:E627 E8 INX ;/$8F:E628 60 RTS} ;;; $E629: State condition - boss [[X]] is dead ;;; { ;; Parameters: ;; X: Pointer to state condition arguments ;; Returns: ;; X: Pointer to next state condition$8F:E629 BD 00 00 LDA $0000,x[$8F:DF52] ;\$8F:E62C 29 FF 00 AND #$00FF ;|$8F:E635 BD 01 00 LDA $0001,x[$8F:E079] ;\$8F:E638 AA TAX ;} X = [[X] + 1]$8F:E63C E8 INX ;\$8F:E63D E8 INX ;} X += 3$8F:E63E E8 INX ;/$8F:E63F 60 RTS} ;;; $E640: Unused. State condition - morph ball has been collected ;;; { ;; Parameters: ;; X: Pointer to state condition arguments ;; Returns: ;; X: Pointer to next state condition$8F:E640 AD A4 09 LDA $09A4 [$7E:09A4] ;\$8F:E643 29 04 00 AND #$0004 ;} If morph ball collected:$8F:E648 BD 00 00 LDA $0000,x ;\$8F:E64B AA TAX ;} X = [[X]]$8F:E64F E8 INX ;\$8F:E650 E8 INX ;} X += 2$8F:E651 60 RTS} ;;; $E652: State condition - morph ball and missiles have been collected ;;; { ;; Parameters: ;; X: Pointer to state condition arguments ;; Returns: ;; X: Pointer to next state condition$8F:E652 AD A4 09 LDA $09A4 [$7E:09A4] ;\$8F:E655 89 04 00 BIT #$0004 ;} If morph ball collected:$8F:E65A AD C8 09 LDA $09C8 [$7E:09C8] ;\$8F:E65F BD 00 00 LDA $0000,x[$8F:97C2] ;\$8F:E662 AA TAX ;} X = [[X]]$8F:E666 E8 INX ;\$8F:E667 E8 INX ;} X += 2$8F:E668 60 RTS} ;;; $E669: State condition - power bombs have been collected ;;; { ;; Parameters: ;; X: Pointer to state condition arguments ;; Returns: ;; X: Pointer to next state condition$8F:E669 AD D0 09 LDA $09D0 [$7E:09D0] ;\$8F:E66E BD 00 00 LDA $0000,x[$8F:920A] ;\$8F:E671 AA TAX ;} X = [[X]]$8F:E675 E8 INX ;\$8F:E676 E8 INX ;} X += 2$8F:E677 60 RTS} ;;; $E678: Unused. State condition - speed booster has been collected ;;; { ;; Parameters: ;; X: Pointer to state condition arguments ;; Returns: ;; X: Pointer to next state condition$8F:E678 AD A4 09 LDA $09A4 [$7E:09A4] ;\$8F:E67B 29 00 20 AND #$2000 ;} If speed booster collected:$8F:E680 BD 00 00 LDA $0000,x ;\$8F:E683 AA TAX ;} X = [[X]]$8F:E687 E8 INX ;\$8F:E688 E8 INX ;} X += 2$8F:E689 60 RTS} } ;;; $E68A: Door closing PLMs ;;; { ; Spawned by $82:E8EB during door transition$8F:E68A dw 0000, ; 0: Non-closing door facing right0000, ; 1: Non-closing door facing left 0000, ; 2: Non-closing door facing down 0000, ; 3: Non-closing door facing up C8BE, ; 4: Blue door closing facing right C8BA, ; 5: Blue door closing facing left C8C6, ; 6: Blue door closing facing down C8C2, ; 7: Blue door closing facing up C8D0, ; 8: Gate that closes during escape in room after Mother Brain C8D0, ; 9: Gate that closes during escape in room after Mother Brain C8D0, ; Ah: Gate that closes during escape in room after Mother Brain C8D0 ; Bh: Gate that closes during escape in room after Mother Brain } ;;; $E6A2: Tileset table ;;; { ; _____________________ Tile table pointer ; | _____________ Tiles pointer ; | | _____ Palette pointer ; | | |$8F:E6A2 dl C1B6F6, BAC629, C2AD7C ; 0: Upper Crateria$8F:E6AB dl C1B6F6, BAC629, C2AE5D ; 1: Red Crateria$8F:E6B4 dl C1BEEE, BAF911, C2AF43 ; 2: Lower Crateria$8F:E6BD dl C1BEEE, BAF911, C2B015 ; 3: Old Tourian$8F:E6C6 dl C1C5CF, BBAE9E, C2B0E7 ; 4: Wrecked Ship - power on$8F:E6CF dl C1C5CF, BBAE9E, C2B1A6 ; 5: Wrecked Ship - power off$8F:E6D8 dl C1CFA6, BBE6B0, C2B264 ; 6: Green/blue Brinstar$8F:E6E1 dl C1D8DC, BCA5AA, C2B35F ; 7: Red Brinstar / Kraid's lair$8F:E6EA dl C1D8DC, BCA5AA, C2B447 ; 8: Pre Tourian entrance corridor$8F:E6F3 dl C1E361, BDC3F9, C2B5E4 ; 9: Heated Norfair$8F:E6FC dl C1E361, BDC3F9, C2B6BB ; Ah: Unheated Norfair$8F:E705 dl C1F4B1, BEB130, C2B83C ; Bh: Sandless Maridia$8F:E70E dl C2855F, BEE78D, C2B92E ; Ch: Sandy Maridia$8F:E717 dl C29B01, BFD414, C2BAED ; Dh: Tourian$8F:E720 dl C29B01, BFD414, C2BBC1 ; Eh: Mother Brain's room$8F:E729 dl C2A75E, C0B004, C2C104 ; Fh: Blue Ceres$8F:E732 dl C2A75E, C0B004, C2C1E3 ; 10h: White Ceres$8F:E73B dl C2A75E, C0E22A, C2C104 ; 11h: Blue Ceres elevator$8F:E744 dl C2A75E, C0E22A, C2C1E3 ; 12h: White Ceres elevator$8F:E74D dl C2A75E, C18DA9, C2C104 ; 13h: Blue Ceres Ridley's room$8F:E756 dl C2A75E, C18DA9, C2C1E3 ; 14h: White Ceres Ridley's room$8F:E75F dl C2A27B, C0860B, C2BC9C ; 15h: Map room / Tourian entrance$8F:E768 dl C2A27B, C0860B, C2BD7B ; 16h: Wrecked Ship map room - power off$8F:E771 dl C2A27B, C0860B, C2BE58 ; 17h: Blue refill room$8F:E77A dl C2A27B, C0860B, C2BF3D ; 18h: Yellow refill room$8F:E783 dl C2A27B, C0860B, C2C021 ; 19h: Save room$8F:E78C dl C1E189, BCDFF0, C2B510 ; 1Ah: Kraid's room$8F:E795 dl C1F3AF, BDFE2A, C2B798 ; 1Bh: Crocomire's room$8F:E79E dl C2960D, BF9DEA, C2BA2C ; 1Ch: Draygon's room} ;;; $E7A7: Tileset pointers ;;; {$8F:E7A7 dw E6A2, E6AB, E6B4, E6BD, E6C6, E6CF, E6D8, E6E1, E6EA, E6F3, E6FC, E705, E70E, E717, E720, E729,E732, E73B, E744, E74D, E756, E75F, E768, E771, E77A, E783, E78C, E795, E79E } ;;; $E7E1: Music pointers ;;; {$8F:E7E1 dl CF8000, ; 0: SPC engineD0E20D, ; 3: Title sequence D1B62A, ; 6: Empty Crateria D288CA, ; 9: Lower Crateria D2D9B6, ; Ch: Upper Crateria D3933C, ; Fh: Green Brinstar D3E812, ; 12h: Red Brinstar D4B86C, ; 15h: Upper Norfair D4F420, ; 18h: Lower Norfair D5C844, ; 1Bh: Maridia D698B7, ; 1Eh: Tourian D6EF9D, ; 21h: Mother Brain D7BF73, ; 24h: Boss fight 1 D899B2, ; 27h: Boss fight 2 D8EA8B, ; 2Ah: Miniboss fight D9B67B, ; 2Dh: Ceres D9F5DD, ; 30h: Wrecked Ship DAB650, ; 33h: Zebes boom DAD63B, ; 36h: Intro DBA40F, ; 39h: Death DBDF4F, ; 3Ch: Credits DCAF6C, ; 3Fh: "The last Metroid is in captivity" DCFAC7, ; 42h: "The galaxy is at peace" DDB104, ; 45h: Shitroid (same as boss fight 2) DE81C1 ; 48h: Samus theme (same as upper Crateria) } ;;; $E82C: Debug room ;;; { ; Room header. Debug room$8F:E82C dx 00,07, 00,00, 06,02, 70,A0, 00, E853, E5E6; State header. Room $E82C. Debug room - default$8F:E839 dx CEAE3E, 0B, 00,00, A188, EBCE, 92C3, C1,C1, 0001, 0000, 0000, E87F, E117, 0000; Door list. Room $E82C. Debug room$8F:E853 dw ABC4, ABCF, ABDA, ABE5; Unused library background. Same as the library background $B8B4 used by rooms: ; $92FD: Crateria mainstreet ; $93AA: Landing site power bombs cave ; $948C: Pre moat room ; $957D: Crab maze ; $95FF: Moat ; Except that this one additionally (incorrectly) loads the water FX tilemap$8F:E85B dx 0002, 8A9080, 5880, 0F00, ; Transfer F00h from $8A:9080 to VRAM $58800004, BA8437, 4000, ; Decompress $BA:8437 to $7E:4000 0002, 7E4000, 4800, 0800, ; Transfer 800h from $7E:4000 to VRAM $4800 0002, 7E4000, 4C00, 0800, ; Transfer 800h from $7E:4000 to VRAM $4C00 0000 ; PLM population. Room $E82C. Debug room$8F:E87F dx 0000} ;;; $E881: Unused. PLM metadata - Wrecked Ship / Maridia / Tourian (/ Ceres?) ;;; { ; See $C209 for the other areas$8F:E881 dw 009E, ; "Next" item / refill station index (9Dh is the last used one, see "Item PLMs.asm")00AD, ; "Next" doorcap index (ACh is the last used one, see "Door PLMs.asm") 0081, ; ? 0001, ; Number of save stations in Wrecked Ship 0004, ; Number of save stations in Maridia 0002, ; Number of save stations in Tourian 0000 ; Number of save stations in Ceres? } ;;; $E88F: Execute room setup ASM ;;; {$8F:E88F 08 PHP$8F:E890 8B PHB$8F:E891 C2 30 REP #$30$8F:E893 AE BB 07 LDX $07BB [$7E:07BB] ; X = [room state pointer]$8F:E896 BD 18 00 LDA $0018,x[$8F:DF6F] ;\$8F:E89B 4B PHK ;\$8F:E89C AB PLB ;} DB = $8F$8F:E89D FC 18 00 JSR ($0018,x)[$8F:C976]; Execute (room setup ASM)$8F:E8A0 AB PLB$8F:E8A1 28 PLP$8F:E8A2 6B RTL} ;;; $E8A3: Execute door ASM ;;; {$8F:E8A3 08 PHP$8F:E8A4 8B PHB$8F:E8A5 C2 30 REP #$30$8F:E8A7 AE 8D 07 LDX $078D [$7E:078D] ; X = [door pointer]$8F:E8AA BF 0A 00 83 LDA $83000A,x[$83:AB62];\$8F:E8B0 85 12 STA $12 [$7E:0012] ; $12 = (door ASM pointer)$8F:E8B2 4B PHK ;\$8F:E8B3 AB PLB ;} DB = $8F$8F:E8B7 6C 12 00 JMP ($0012)[$8F:E4E0] ;} Execute [$12]$8F:E8BA AB PLB$8F:E8BB 28 PLP$8F:E8BC 6B RTL} ;;; $E8BD: Execute room main ASM ;;; {$8F:E8BD AE DF 07 LDX $07DF [$7E:07DF] ;\$8F:E8C2 8B PHB$8F:E8C3 4B PHK ;\$8F:E8C4 AB PLB ;} DB = $8F$8F:E8C5 A2 00 00 LDX #$0000 ;\$8F:E8C8 FC DF 07 JSR ($07DF,x)[$8F:E51F];} Execute [room main ASM pointer]$8F:E8CB AB PLB$8F:E8CC 6B RTL} ;;; $E8CD..E99A: Main ASM ;;; { ;;; $E8CD: Main ASM - Crocomire's room shaking ;;; { ; Room $A98D. Crocomire$8F:E8CD AD 86 0F LDA $0F86 [$7E:0F86] ;\$8F:E8D0 89 00 02 BIT #$0200 ;} If Crocomire is marked for deletion: return$8F:E8D5 AD A8 0F LDA $0FA8 [$7E:0FA8] ;\$8F:E8D8 C9 40 00 CMP #$0040 ;} If [Crocomire death sequence index] = 40h (behind wall - rumbling): go to BRANCH_BEHIND_WALL_RUMBLING$8F:E8DD AD AA 0F LDA $0FAA [$7E:0FAA] ;\$8F:E8E0 89 00 04 BIT #$0400 ;} If [Crocomire fight flags] & 400h = 0 (always true): go to BRANCH_E916$8F:E8E5 AD EE 0F LDA $0FEE [$7E:0FEE] ;\$8F:E8E8 3A DEC A ;} Decrement Crocomire rumbling Y offset$8F:E8E9 8D EE 0F STA $0FEE [$7E:0FEE] ;/$8F:E8EC C9 F9 FF CMP #$FFF9 ;\$8F:E8F1 AD EE 0F LDA $0FEE [$7E:0FEE] ; $12 = [Crocomire rumbling Y offset]$8F:E8F6 A9 07 00 LDA #$0007 ;\ Else ([Crocomire rumbling Y offset] < -7):$8F:E8F9 18 CLC ;|$8F:E8FA 6D EE 0F ADC $0FEE [$7E:0FEE] ;|$8F:E8FD 0A ASL A ;|$8F:E8FE 85 12 STA $12 [$7E:0012] ;} $12 = -Eh - [Crocomire rumbling Y offset]$8F:E900 AD EE 0F LDA $0FEE [$7E:0FEE] ;|$8F:E903 38 SEC ;|$8F:E904 E5 12 SBC $12 [$7E:0012] ;/$8F:E906 85 12 STA $12 [$7E:0012]$8F:E908 18 CLC ;\$8F:E909 65 B3 ADC $B3 [$7E:00B3] ;} BG1 Y scroll += [$12]$8F:E90B 85 B3 STA $B3 [$7E:00B3] ;/$8F:E90D A9 D0 FF LDA #$FFD0 ;\$8F:E910 18 CLC ;|$8F:E911 65 12 ADC $12 [$7E:0012] ;} BG2 Y scroll = [$12] + 30h$8F:E913 85 B7 STA $B7 [$7E:00B7] ;/$8F:E915 60 RTS ; Return; BRANCH_E916$8F:E916 AD AC 0F LDA $0FAC [$7E:0FAC] ;\$8F:E919 C9 22 00 CMP #$0022 ;} If [Crocomire fight function index] != 22h (unused): return$8F:E91E AD AE 0F LDA $0FAE [$7E:0FAE] ;\$8F:E923 3A DEC A ;\$8F:E924 8D AE 0F STA $0FAE [$7E:0FAE] ;} Decrement $0FAE$8F:E927 89 01 00 BIT #$0001 ;\$8F:E92C AD 11 09 LDA $0911 [$7E:0911] ;\$8F:E92F 18 CLC ;|$8F:E930 69 04 00 ADC #$0004 ;} Layer 1 X position += 4$8F:E933 8D 11 09 STA $0911 [$7E:0911] ;/$8F:E936 60 RTS ; Return$8F:E937 AD 11 09 LDA $0911 [$7E:0911] ;\$8F:E93A 38 SEC ;|$8F:E93B E9 04 00 SBC #$0004 ;} Layer 1 X position -= 4$8F:E93E 8D 11 09 STA $0911 [$7E:0911] ;/$8F:E941 60 RTS ; Return; BRANCH_BEHIND_WALL_RUMBLING$8F:E942 AD 15 09 LDA $0915 [$7E:0915] ;\$8F:E945 18 CLC ;|$8F:E946 6D 1F 09 ADC $091F [$7E:091F] ;|$8F:E949 18 CLC ;} BG1 Y scroll = [layer 1 Y position] + [BG1 Y scroll offset] + [Crocomire rumbling Y offset]$8F:E94A 6D EE 0F ADC $0FEE [$7E:0FEE] ;|$8F:E94D 85 B3 STA $B3 [$7E:00B3] ;/$8F:E94F 60 RTS} ;;; $E950: Main ASM - Ridley's room shaking ;;; { ; Room $B32E. Ridley ; Scrolls background in circle when Ridley's tail explosion sets $10A8 (when? Doesn't seem to ever happen) ; It's actually probably a good thing if this never happens, messing with the BG scroll registers can break scrolling$8F:E950 AD A8 10 LDA $10A8 [$7E:10A8] ;\$8F:E955 3A DEC A ;\$8F:E956 8D A8 10 STA $10A8 [$7E:10A8] ;} Decrement $10A8$8F:E959 0A ASL A ;\$8F:E95A AA TAX ;} X = [$10A8] * 2$8F:E95B A5 B1 LDA $B1 [$7E:00B1] ;\$8F:E960 85 B1 STA $B1 [$7E:00B1] ;/$8F:E962 A5 B5 LDA $B5 [$7E:00B5] ;\$8F:E964 18 CLC ;|$8F:E968 85 B5 STA $B5 [$7E:00B5] ;/$8F:E96A A5 B3 LDA $B3 [$7E:00B3] ;\$8F:E96C 18 CLC ;|$8F:E970 85 B3 STA $B3 [$7E:00B3] ;/$8F:E972 A5 B7 LDA $B7 [$7E:00B7] ;\$8F:E974 18 CLC ;|$8F:E978 85 B7 STA $B7 [$7E:00B7] ;/$8F:E97A 60 RTS; X scroll speeds$8F:E97B dw 0000, 0002, 0002, 0002, 0000, FFFE, FFFE, FFFE; Y scroll speeds$8F:E98B dw FFFE, FFFE, 0000, 0002, 0002, 0002, 0000, FFFE} } ;;; $E99B: Free space ;;; { }