;;; $8000: Tiles - Samus death sequence ;;;
;;; $9400: Samus palettes ;;;
;;; $A3CC: Set projectile trail position ;;;
;;; $A4B3..B3A6: Beam trail offsets ;;;
    ;;; $A4F7: Uncharged beams ;;;
    ;;; $A98F: Charged beams ;;;
    ;;; $B327: Spazer SBA trail ;;;
;;; $B3A7..B860: Death sequence ;;;
    ;;; $B3A7: Set Samus death sequence pose ;;;
    ;;; $B43C: Draw Samus starting death animation ;;;
    ;;; $B441: Handle death animation flashing ;;;
    ;;; $B4B6: Finish death animation flashing ;;;
    ;;; $B5CE: Write death animation sprite palettes ;;;
    ;;; $B6D8: Queue transfer of segment of Samus death sequence to VRAM ;;;
    ;;; $B701: Handle death sequence suit explosion white out ;;;
    ;;; $B710: Handle death sequence white out ;;;
    ;;; $B758: Handle death sequence suit explosion ;;;
    ;;; $B7BF: Samus death sequence segment source pointers ;;;
    ;;; $B7C9: Samus death sequence segment destination pointers ;;;
    ;;; $B7D3: Death sequence palette pointers - suit ;;;
    ;;; $B80F: Death sequence palette pointers - suitless Samus ;;;
    ;;; $B823: Death sequence suit explosion palette index table ;;;
    ;;; $B835: Shades of white ;;;
;;; $B861..CBFA: Grapple beam ;;;
    ;;; $B861: Cancel grapple beam if in incompatible pose ;;;
    ;;; $B8D4: RTS ;;;
    ;;; $B8F1: Check if grapple is connected to block ;;;
    ;;; $B907..7B: Process enemy / grapple beam collision result ;;;
        ;;; $B907: Process enemy / grapple beam collision result ;;;
        ;;; $B91A: Process enemy / grapple beam collision result - grapple reaction index = 0 (default) - clear carry ;;;
        ;;; $B91C: Process enemy / grapple beam collision result - grapple reaction index = 1 (Samus latches on) - set carry, A = 0 ;;;
        ;;; $B921: Process enemy / grapple beam collision result - grapple reaction index = 2 (kill enemy) - clear carry ;;;
        ;;; $B923: Process enemy / grapple beam collision result - grapple reaction index = 3 (cancel grapple beam) - set carry, A = 1 ;;;
        ;;; $B928: Process enemy / grapple beam collision result - grapple reaction index = 4 (Samus latches on - no invincibility) - set carry, A = 0 ;;;
        ;;; $B92D: Process enemy / grapple beam collision result - grapple reaction index = 5 (Samus latches on - paralyse enemy) - set carry, A = 0 ;;;
        ;;; $B932: Process enemy / grapple beam collision result - grapple reaction index = 6 (hurt Samus) - hurt Samus, set carry, A = 1 ;;;
    ;;; $B97C..BAD4: Handle connecting grapple ;;;
        ;;; $B97C: Handle connecting grapple ;;;
        ;;; $B9D9: Handle connecting grapple - swinging clockwise ;;;
        ;;; $B9E2: Handle connecting grapple - swinging anticlockwise ;;;
        ;;; $B9EA: Handle connecting grapple - standing - aiming right ;;;
        ;;; $B9F3: Handle connecting grapple - standing - aiming down-right ;;;
        ;;; $B9FC: Handle connecting grapple - standing - aiming down-left ;;;
        ;;; $BA05: Handle connecting grapple - standing - aiming left ;;;
        ;;; $BA0E: Handle connecting grapple - crouching - aiming right ;;;
        ;;; $BA17: Handle connecting grapple - crouching - aiming down-right ;;;
        ;;; $BA20: Handle connecting grapple - crouching - aiming down-left ;;;
        ;;; $BA29: Handle connecting grapple - crouching - aiming left ;;;
        ;;; $BA31: Unused. Handle connecting grapple - in air - aiming right ;;;
        ;;; $BA39: Unused. Handle connecting grapple - in air - aiming down-right ;;;
        ;;; $BA41: Unused. Handle connecting grapple - in air - aiming down, facing right ;;;
        ;;; $BA49: Unused. Handle connecting grapple - in air - aiming down, facing left ;;;
        ;;; $BA51: Unused. Handle connecting grapple - in air - aiming down-left ;;;
        ;;; $BA59: Unused. Handle connecting grapple - in air - aiming left ;;;
        ;;; $BA61: Handle connecting grapple - swinging ;;;
        ;;; $BA9B: Handle connecting grapple - stuck in place ;;;
    ;;; $BAD5: Handle special grapple beam angles ;;;
    ;;; $BB64: Handle grapple d-pad input ;;;
    ;;; $BC1F: Determine grapple swing angular acceleration due to angle of swing ;;;
    ;;; $BCFF: Update grapple swing angular velocity ;;;
    ;;; $BD44: Handle grapple kick ;;;
    ;;; $BD95: Set Samus animation frame and position during grapple swinging ;;;
    ;;; $BE98: Clamp scrolling speed ;;;
    ;;; $BEEB: Set Samus animation frame and position for connecting grapple stuck in place ;;;
    ;;; $BF1B: Update grapple beam start position during grapple fire ;;;
    ;;; $BFA5: Update grapple beam tiles and increment flare counter ;;;
    ;;; $BFBD: Update grapple beam tiles ;;;
    ;;; $C036: Handle grapple beam flare ;;;
    ;;; $C0DB: Grapple beam fire velocity table ;;;
    ;;; $C103: Unused ;;;
    ;;; $C104: Grapple beam fire angles ;;;
    ;;; $C118: Grapple swing constants ;;;
    ;;; $C122: Grapple beam fire offsets ;;;
    ;;; $C1C2: Grapple swing Samus X/Y offsets ;;;
    ;;; $C342: Grapple beam start tiles begin/end pointers ;;;
    ;;; $C346: Grapple beam tiles pointers ;;;
    ;;; $C3C6: Connecting to grapple block pointer table ;;;
    ;;; $C43E: Grapple beam special angles ;;;
    ;;; $C48E: Unused ;;;
    ;;; $C490: Grapple beam handler ;;;
    ;;; $C4F0..CBFA: Grapple beam functions ;;;
        ;;; $C4F0: Grapple beam function - inactive ;;;
        ;;; $C51E: Grapple beam function - fire / go to cancel ;;;
        ;;; $C6B2: A = direction grapple is fired when held by Draygon ;;;
        ;;; $C703: Grapple beam function - firing ;;;
        ;;; $C759: Unused. Grapple beam function - unfiring ;;;
        ;;; $C77E: Grapple beam function - connected - locked in place ;;;
        ;;; $C79D: Grapple beam function - connected - swinging ;;;
        ;;; $C814: Grapple beam function - wallgrab ;;;
        ;;; $C832: Grapple beam function - wallgrab release ;;;
        ;;; $C856: Grapple beam function - hit nothing / cancel ;;;
        ;;; $C8C5: Grapple beam function - dropped ;;;
        ;;; $C9CE: Grapple beam function - wall jumping ;;;
        ;;; $CA65: Propel Samus from grapple swing ;;;
        ;;; $CB8B: Grapple beam function - released from swing ;;;
;;; $CBFB: Free space ;;;
;;; $E000..E9FF: Samus top tiles - set 8 (Samus appearance electricity) ;;;
    ;;; $E000: Samus top tiles - set 8 - entry 0 ;;;
    ;;; $E020: Samus top tiles - set 8 - entry 1 ;;;
    ;;; $E040: Samus top tiles - set 8 - entry 2 ;;;
    ;;; $E160: Samus top tiles - set 8 - entry 3 ;;;
    ;;; $E240: Samus top tiles - set 8 - entry 4 ;;;
    ;;; $E3A0: Samus top tiles - set 8 - entry 5 ;;;
    ;;; $E580: Samus top tiles - set 8 - entry 6 ;;;
    ;;; $E680: Samus top tiles - set 8 - entry 7 ;;;
    ;;; $E7C0: Samus top tiles - set 8 - entry 8 ;;;
    ;;; $E920: Samus top tiles - set 8 - entry 9 ;;;
;;; $EA00..EE1F: Samus bottom tiles - set 8 (facing forward) ;;;
    ;;; $EA00: Samus bottom tiles - set 8 - entry 0 ;;;
    ;;; $EC00: Samus bottom tiles - set 8 - entry 1 ;;;
    ;;; $EE00: Samus bottom tiles - set 8 - entry 2 ;;;
;;; $EE20..FD9F: Samus top tiles - set 9 (moving - gun extended) ;;;
    ;;; $EE20: Samus top tiles - set 9 - entry 0 ;;;
    ;;; $EEE0: Samus top tiles - set 9 - entry 1 ;;;
    ;;; $EFA0: Samus top tiles - set 9 - entry 2 ;;;
    ;;; $F080: Samus top tiles - set 9 - entry 3 ;;;
    ;;; $F180: Samus top tiles - set 9 - entry 4 ;;;
    ;;; $F240: Samus top tiles - set 9 - entry 5 ;;;
    ;;; $F320: Samus top tiles - set 9 - entry 6 ;;;
    ;;; $F420: Samus top tiles - set 9 - entry 7 ;;;
    ;;; $F520: Samus top tiles - set 9 - entry 8 ;;;
    ;;; $F640: Samus top tiles - set 9 - entry 9 ;;;
    ;;; $F760: Samus top tiles - set 9 - entry Ah ;;;
    ;;; $F860: Samus top tiles - set 9 - entry Bh ;;;
    ;;; $F9A0: Samus top tiles - set 9 - entry Ch ;;;
    ;;; $FAA0: Samus top tiles - set 9 - entry Dh ;;;
    ;;; $FBE0: Samus top tiles - set 9 - entry Eh ;;;
    ;;; $FCA0: Samus top tiles - set 9 - entry Fh ;;;
;;; $FDA0: Free space ;;;