;;; $8000..84D5: Post grapple collision detection ;;;
    ;;; $8000: Post grapple collision detection - horizontal - slope - non-square ;;;
    ;;; $80E0: Post grapple collision detection - vertical - slope - non-square ;;;
    ;;; $81B8: Post grapple collision detection - horizontal - slope - square ;;;
    ;;; $8230: Post grapple collision detection - vertical - slope - square ;;;
    ;;; $82A7: Clear carry ;;;
    ;;; $82A9: Post grapple collision detection - horizontal - slope ;;;
    ;;; $82BE: Post grapple collision detection - horizontal - solid ;;;
    ;;; $82C5: Post grapple collision detection - vertical - slope ;;;
    ;;; $82DA: Post grapple collision detection - vertical - solid ;;;
    ;;; $82E1: Post grapple collision detection - horizontal - jump table ;;;
    ;;; $8301: Post grapple collision detection - vertical - jump table ;;;
    ;;; $8321: Post grapple collision detection - horizontal - single block ;;;
    ;;; $8338: Post grapple collision detection - vertical - single block ;;;
    ;;; $834F: Post grapple collision detection - rightwards ;;;
    ;;; $83B1: Post grapple collision detection - leftwards ;;;
    ;;; $840F: Post grapple collision detection - downwards ;;;
    ;;; $846A: Post grapple collision detection - upwards ;;;
    ;;; $84C4: Post grapple collision detection - horizontal ;;;
    ;;; $84CD: Post grapple collision detection - vertical ;;;
;;; $84D6..97BE: Samus block collision detection ;;;
    ;;; $84D6: Samus block collision reaction - horizontal - slope - non-square ;;;
    ;;; $8606: Unused ;;;
    ;;; $86FE: Samus block collision reaction - vertical - slope - non-square ;;;
    ;;; $87F4: Align Samus Y position with non-square slope ;;;
    ;;; $891B: Unused slope definition ;;;
    ;;; $892B: Slope definitions (slope left X offset by Y pixel) ;;;
    ;;; $8B2B: Slope definitions (slope top Y offset by X pixel) ;;;
    ;;; $8D2B: Samus block collision reaction - horizontal - slope - square ;;;
    ;;; $8DBD: Samus block collision reaction - vertical - slope - square ;;;
    ;;; $8E54: Square slope definitions ;;;
    ;;; $8E68: Unused. Determine Samus suit palette index ;;;
    ;;; $8E7D: Clear carry ;;;
    ;;; $8E7F: Clear carry ;;;
    ;;; $8E81: Clear carry ;;;
    ;;; $8E83: Samus block collision reaction - spike block - BTS 0 (generic spike) ;;;
    ;;; $8ECF: Samus block collision reaction - spike block - BTS 1 (Kraid's lair spike) ;;;
    ;;; $8F0A: Samus block collision reaction - spike block - BTS 3 (Draygon's broken turret) ;;;
    ;;; $8F45: Set carry ;;;
    ;;; $8F47: Clear carry ;;;
    ;;; $8F49: Samus block collision reaction - horizontal - solid/shootable/grapple block ;;;
    ;;; $8F82: Samus block collision reaction - vertical - solid/shootable/grapple block ;;;
    ;;; $8FBB: Samus block collision reaction - horizontal - slope ;;;
    ;;; $8FDA: Samus block collision reaction - vertical - slope ;;;
    ;;; $8FF6: Samus block collision reaction - vertical - spike air - jump table ;;;
    ;;; $9018: Clear carry ;;;
    ;;; $901A: Samus block collision reaction - vertical - spike air ;;;
    ;;; $902B: Samus block collision reaction - spike block - jump table ;;;
    ;;; $904B: Samus block collision reaction - horizontal - spike block ;;;
    ;;; $905D: Samus block collision reaction - vertical - spike block ;;;
    ;;; $906F: Samus block collision reaction - horizontal - special air ;;;
    ;;; $909D: Samus block collision reaction - vertical - special air ;;;
    ;;; $90CB: Samus block collision reaction - horizontal - special block ;;;
    ;;; $9102: Samus block collision reaction - vertical - special block ;;;
    ;;; $9139: Samus block collision reaction - special - PLM table ;;;
    ;;; $92F9: Samus block collision reaction - horizontal - bombable air ;;;
    ;;; $9313: Samus block collision reaction - vertical - bombable air ;;;
    ;;; $932D: Samus block collision reaction - horizontal - bomb block ;;;
    ;;; $934C: Samus block collision reaction - vertical - bomb block ;;;
    ;;; $936B: Samus block collision reaction - bombable - PLM table ;;;
    ;;; $938B: Samus block collision reaction - horizontal - door ;;;
    ;;; $93CE: Samus block collision reaction - vertical - door ;;;
    ;;; $9411: Block shot/bombed/grappled/collision/inside reaction - horizontal extension ;;;
    ;;; $9447: Block shot/bombed/grappled/collision/inside reaction - vertical extension ;;;
    ;;; $9495: Calculate Samus Y block span ;;;
    ;;; $94B5: Calculate Samus X block span ;;;
    ;;; $94D5: Samus block collision reaction pointers - horizontal ;;;
    ;;; $94F5: Samus block collision reaction pointers - vertical ;;;
    ;;; $9515: Samus block collision reaction - horizontal ;;;
    ;;; $952C: Samus block collision reaction - vertical ;;;
    ;;; $9543: Samus block collision detection - horizontal ;;;
    ;;; $959E: Samus block collision detection - vertical - left to right ;;;
    ;;; $95F5: Samus block collision detection - vertical - right to left ;;;
    ;;; $9653: $12.$14 = |[$12].[$14]| ;;;
    ;;; $9669: $12.$14 = |[$12].[$14]| ;;;
    ;;; $967F: Wall jump block collision detection ;;;
    ;;; $96AB: Block collision detection due to change of pose ;;;
    ;;; $96E3: Block collision detection due to change of pose - single block ;;;
    ;;; $971E: Move Samus right by [$12].[$14], no solid enemy collision ;;;
    ;;; $9763: Move Samus down by [$12].[$14], no solid enemy collision ;;;
;;; $97BF..9C1C: Block inside handling ;;;
    ;;; $97BF: Block inside reaction - slope ;;;
    ;;; $97D0: Block inside reaction - air/shootable air/unused air/bombable air ;;;
    ;;; $97D7: RTS ;;;
    ;;; $97D8: Clear carry. Block inside reaction - spike air - BTS 0 (unused) ;;;
    ;;; $97F2: Unused. Some kind of upwards boost ;;;
    ;;; $9810: Clear carry ;;;
    ;;; $9812: Clear carry. Block inside reaction - spike air - BTS 1 (unused) ;;;
    ;;; $9865: RTS ;;;
    ;;; $9866: Block inside reaction - spike air - BTS 2 (air spike) ;;;
    ;;; $98AC: Block inside reaction - spike air - jump table ;;;
    ;;; $98CC: Block inside reaction - spike air ;;;
    ;;; $98DC: Block inside reaction - solid/door/spike/special/shootable/grapple/bombable block ;;;
    ;;; $98E3: Block inside reaction - special air - default ;;;
    ;;; $98EA: Block inside reaction - special air - BTS 8 (Wrecked Ship treadmill - rightwards) ;;;
    ;;; $9910: Block inside reaction - special air - BTS 9 (Wrecked Ship treadmill - leftwards) ;;;
    ;;; $9936: Block inside reaction - special air - BTS Ah (rightwards treadmill) ;;;
    ;;; $9946: Block inside reaction - special air - BTS Bh (leftwards treadmill) ;;;
    ;;; $9956: Block inside reaction - special air - BTS 46h (scroll PLM trigger) ;;;
    ;;; $9966: Block inside reaction - special air - jump table ;;;
    ;;; $9A06: Block inside reaction - special air - PLM table ;;;
    ;;; $9B16: Block inside reaction - special air ;;;
    ;;; $9B40: Block inside reaction pointers ;;;
    ;;; $9B60: Samus block inside handling ;;;
;;; $9C1D: Calculate block at ([$1A] + [$1E], [$1C] + [$20]) ;;;
;;; $9C73..A956: Block shot/bombed/grappled handling ;;;
    ;;; $9C73: Determine projectile proto type ;;;
    ;;; $9CAC: (Power) bomb explosion block collision handling ;;;
    ;;; $9CF4: Bomb explosion block collision handling ;;;
    ;;; $9D33: RTS ;;;
    ;;; $9D34: Move block index X one row up ;;;
    ;;; $9D3E: Move block index X one row down, one column right ;;;
    ;;; $9D49: Move block index X two columns left ;;;
    ;;; $9D4E: Move block index X one row down, one column right ;;;
    ;;; $9D59: Clear carry ;;;
    ;;; $9D5B: Set carry ;;;
    ;;; $9D5D: Spread bomb block reaction - slope ;;;
    ;;; $9D71: Block bombed reaction - special block ;;;
    ;;; $9DA4: Block bombed reaction - special block - PLM table ;;;
    ;;; $9E54: RTS ;;;
    ;;; $9E55: Block shot/bombed/grappled reaction - shootable air ;;;
    ;;; $9E73: Block shot/bombed/grappled reaction - shootable block ;;;
    ;;; $9EA6: Block shot/bombed/grappled reaction - shootable - PLM table ;;;
    ;;; $9FD6: Block shot/bombed/grappled reaction - bombable air ;;;
    ;;; $9FF4: Block shot/bombed/grappled reaction - bombable block ;;;
    ;;; $A012: Block shot/bombed/grappled reaction - bombable - PLM table ;;;
    ;;; $A032: Block bombed reaction pointers ;;;
    ;;; $A052: Block bombed reaction ;;;
    ;;; $A06A: Power bomb explosion block collision handling ;;;
    ;;; $A0F4: Power bomb explosion block collision handling - row ;;;
    ;;; $A11A: Power bomb explosion block collision handling - column ;;;
    ;;; $A147: Block shot reaction - horizontal - slope ;;;
    ;;; $A15C: Set carry ;;;
    ;;; $A15E: Block shot reaction - vertical - slope ;;;
    ;;; $A173: Set carry ;;;
    ;;; $A175: Block shot reaction pointers - horizontal ;;;
    ;;; $A195: Block shot reaction pointers - vertical ;;;
    ;;; $A1B5: Block shot reaction - horizontal ;;;
    ;;; $A1D6: Block shot reaction - vertical ;;;
    ;;; $A1F7: Calculate projectile Y block span ;;;
    ;;; $A219: Calculate projectile X block span ;;;
    ;;; $A23B: Move beam horizontally - no wave beam ;;;
    ;;; $A2CA: Move beam vertically - no wave beam ;;;
    ;;; $A352: Move beam horizontally - wave beam ;;;
    ;;; $A3E4: Move beam vertically - wave beam ;;;
    ;;; $A46F: Move (super) missile horizontally ;;;
    ;;; $A4D9: Move (super) missile vertically ;;;
    ;;; $A543: Block shot reaction - horizontal - slope - non-square ;;;
    ;;; $A569: Block shot reaction - vertical - slope - non-square ;;;
    ;;; $A58F: Block shot reaction - slope - non-square ;;;
    ;;; $A601: Spread bomb block reaction pointers ;;;
    ;;; $A621: Spread bomb block collision detection ;;;
    ;;; $A66A: Block shot reaction - horizontal - slope - square ;;;
    ;;; $A71A: Block shot reaction - vertical - slope - square ;;;
    ;;; $A7C9: Block grapple reaction - air / spike air / special air / unused air ;;;
    ;;; $A7CD: Block grapple reaction - slope / solid block / door block / special block ;;;
    ;;; $A7D1: Block grapple reaction - grapple block ;;;
    ;;; $A7FD: Block grapple reaction - spike block ;;;
    ;;; $A83B: Block grapple reaction pointers ;;;
    ;;; $A85B: Grapple beam block collision detection ;;;
    ;;; $A91F: Block grapple reaction ;;;
;;; $A957..AF86: Grapple swing movement ;;;
    ;;; $A957: Calculate position from grapple beam end with distance and angle ;;;
    ;;; $AA64: Grapple swing collision reaction ;;;
    ;;; $AA9A: Clear carry ;;;
    ;;; $AA9C: Set carry ;;;
    ;;; $AA9E: Grapple swing collision reaction - spike air ;;;
    ;;; $AB17: Grapple swing collision reaction - spike block ;;;
    ;;; $AB90: Grapple swing collision reaction pointers ;;;
    ;;; $ABB0: Grapple swing collision reaction ;;;
    ;;; $ABE6: Grapple swing collision detection due to swinging ;;;
    ;;; $AC11: Update grapple beam start position during grapple swinging ;;;
    ;;; $AC31: Handle grapple beam length change ;;;
    ;;; $ACFE: Handle grapple beam swinging movement ;;;
    ;;; $AF0B: Clear carry ;;;
;;; $AF87..B19E: Grapple beam drawing ;;;
    ;;; $AF87: Initialise grapple segment animations ;;;
    ;;; $AFBA: Draw grapple beam ;;;
    ;;; $B0AA: Draw grapple segment ;;;
    ;;; $B0F4: Instruction - go to [[Y]] ;;;
    ;;; $B0F9: Draw grapple beam end - not connected ;;;
    ;;; $B14B: Draw grapple beam end - connected ;;;
    ;;; $B18B: Instruction lists - grapple segment animations ;;;
;;; $B19F: Free space ;;;
;;; $C800: Tiles - gunship liftoff dust clouds ;;;
;;; $DC00: Free space ;;;
;;; $E000: Tiles - title BG (mode 7) ;;;