;;; $8000..8686: Common to all enemy banks ;;;
;;; $8687..8911: Bouncing gooball ;;;
    ;;; $8687: Palette - enemy $CEBF (bouncing gooball) ;;;
    ;;; $86A7..DE: Instruction lists - bouncing gooball ;;;
        ;;; $86A7: Instruction list -  ;;;
        ;;; $86BF: Instruction list -  ;;;
    ;;; $86DF:  ;;;
    ;;; $86EF:  ;;;
    ;;; $8701:  ;;;
    ;;; $8718:  ;;;
    ;;; $871C: Initialisation AI - enemy $CEBF (bouncing gooball) ;;;
    ;;; $8755:  ;;;
    ;;; $879C: Main AI - enemy $CEBF (bouncing gooball) ;;;
    ;;; $8801:  ;;;
    ;;; $8850:  ;;;
    ;;; $8894:  ;;;
    ;;; $889F:  ;;;
    ;;; $88B2:  ;;;
    ;;; $88C5: Instruction - nothing ;;;
    ;;; $88C6: Instruction -  ;;;
    ;;; $88D8: RTL ;;;
    ;;; $88D9: RTL ;;;
    ;;; $88DA: Spritemaps - bouncing gooball ;;;
;;; $8912..8B5F: Mini-Crocomire ;;;
    ;;; $8912: Palette - enemy $CEFF (mini-Crocomire) ;;;
    ;;; $8932..7D: Instruction lists - mini-Crocomire ;;;
        ;;; $8932: Instruction list -  ;;;
        ;;; $8948: Instruction list -  ;;;
        ;;; $8958: Instruction list -  ;;;
        ;;; $896E: Instruction list -  ;;;
    ;;; $897E: Instruction ;;;
    ;;; $8990: Instruction ;;;
    ;;; $899D: Instruction ;;;
    ;;; $89AD: Initialisation AI - enemy $CEFF (mini-Crocomire) ;;;
    ;;; $89F0: Main AI - enemy $CEFF (mini-Crocomire) ;;;
    ;;; $89F7:  ;;;
    ;;; $8A0A:  ;;;
    ;;; $8A1D:  ;;;
    ;;; $8A30:  ;;;
    ;;; $8A43:  ;;;
    ;;; $8A5C:  ;;;
    ;;; $8A75: RTS ;;;
    ;;; $8A76:  ;;;
    ;;; $8A95:  ;;;
    ;;; $8AA7:  ;;;
    ;;; $8AC8: RTL ;;;
    ;;; $8AC9: RTL ;;;
    ;;; $8ACA: Spritemaps - mini-Crocomire ;;;
;;; $8B60..998C: Maridia beyblade turtle ;;;
    ;;; $8B60: Palette - enemy $CF3F/$CF7F (Maridia beyblade turtle) ;;;
    ;;; $8B80..8D4F: Instruction lists - Maridia beyblade turtle ;;;
        ;;; $8B80: Instruction list -  ;;;
        ;;; $8BEE: Instruction list -  ;;;
        ;;; $8C02: Instruction list -  ;;;
        ;;; $8C1C: Instruction list -  ;;;
        ;;; $8C30: Instruction list -  ;;;
        ;;; $8C44: Instruction list -  ;;;
        ;;; $8C4A: Instruction list -  ;;;
        ;;; $8C62: Instruction list -  ;;;
        ;;; $8C72: Instruction list -  ;;;
        ;;; $8CD8: Instruction list -  ;;;
        ;;; $8CEC: Instruction list -  ;;;
        ;;; $8D00: Instruction list -  ;;;
        ;;; $8D14: Instruction list -  ;;;
        ;;; $8D28: Instruction list -  ;;;
        ;;; $8D40: Instruction list -  ;;;
    ;;; $8D50: Maridia beyblade turtle constants ;;;
    ;;; $8D6C: Initialisation AI - enemy $CF3F (Maridia beyblade turtle) ;;;
    ;;; $8D9D: Initialisation AI - enemy $CF7F (mini Maridia beyblade turtle) ;;;
    ;;; $8DD2: Main AI - enemy $CF3F (Maridia beyblade turtle) ;;;
    ;;; $8DD8:  ;;;
    ;;; $8E0A:  ;;;
    ;;; $8E80:  ;;;
    ;;; $8EE0:  ;;;
    ;;; $8F3F:  ;;;
    ;;; $8F5F:  ;;;
    ;;; $8F8D:  ;;;
    ;;; $8FEB:  ;;;
    ;;; $9083:  ;;;
    ;;; $90CC:  ;;;
    ;;; $90E1:  ;;;
    ;;; $912E: Main AI - enemy $CF7F (mini Maridia beyblade turtle) ;;;
    ;;; $9142:  ;;;
    ;;; $916E:  ;;;
    ;;; $9198:  ;;;
    ;;; $91F8:  ;;;
    ;;; $921D:  ;;;
    ;;; $9239:  ;;;
    ;;; $925E:  ;;;
    ;;; $9281: Enemy touch - enemy $CF3F (Maridia beyblade turtle) ;;;
    ;;; $929E: RTL ;;;
    ;;; $929F: Enemy touch - enemy $CF7F (mini Maridia beyblade turtle) ;;;
    ;;; $92FF:  ;;;
    ;;; $930F: Enemy shot - enemy $CF7F (mini Maridia beyblade turtle) ;;;
    ;;; $9315:  ;;;
    ;;; $9381:  ;;;
    ;;; $9412:  ;;;
    ;;; $9447:  ;;;
    ;;; $9451:  ;;;
    ;;; $946B:  ;;;
    ;;; $9485:  ;;;
    ;;; $94A1:  ;;;
    ;;; $94C7: Instruction ;;;
    ;;; $94D1:  ;;;
    ;;; $94D9: Spritemaps - Maridia beyblade turtle ;;;
;;; $998D..9E69: Thin hopping blobs ;;;
    ;;; $998D: Palette - enemy $CFBF (thin hopping blobs) ;;;
    ;;; $99AD..9A06: Instruction lists - thin hopping blobs ;;;
        ;;; $99AD: Instruction list - grounded/dropping - fast ;;;
        ;;; $99C1: Instruction list - grounded/dropping - medium ;;;
        ;;; $99D5: Instruction list - grounded/dropping - slow ;;;
        ;;; $99E9: Instruction list - hopping right frame 0 / hopping left frame 4 ;;;
        ;;; $99EF: Instruction list - hopping right frame 1 / hopping left frame 3 ;;;
        ;;; $99F5: Instruction list - hopping frame 2 ;;;
        ;;; $99FB: Instruction list - hopping right frame 3 / hopping left frame 1 ;;;
        ;;; $9A01: Instruction list - hopping right frame 4 / hopping left frame 0 ;;;
    ;;; $9A07: Hop table ;;;
    ;;; $9A3F: Initialisation AI - enemy $CFBF (thin hopping blobs) ;;;
    ;;; $9A6C: Set enemy instruction list ;;;
    ;;; $9A7C: RTS ;;;
    ;;; $9A7D: Main AI - enemy $CFBF (thin hopping blobs) ;;;
    ;;; $9A84: Initiate hop ;;;
    ;;; $9A9B: Check if Samus is in proximity ;;;
    ;;; $9AAA: Choose hop type ;;;
    ;;; $9B06: $1C = random number in 0..7 ;;;
    ;;; $9B1A: Calculate initial hop speed ;;;
    ;;; $9B65: Thin hopping blob function - grounded ;;;
    ;;; $9B81: Thin hopping blob function - airborne ;;;
    ;;; $9B88: Thin hopping blob movement ;;;
    ;;; $9C71: Set rising instruction list ;;;
    ;;; $9CBE: Set falling instruction list ;;;
    ;;; $9D0B: Thin hopping blob airborne function - normal - short hop ;;;
    ;;; $9D2B: Thin hopping blob airborne function - normal - big hop ;;;
    ;;; $9D4B: Thin hopping blob airborne function - normal - long hop ;;;
    ;;; $9D6B: Thin hopping blob airborne function - giant hop ;;;
    ;;; $9D98: Thin hopping blob airborne function - dropping ;;;
    ;;; $9DCD: Thin hopping blob airborne function - dropped ;;;
    ;;; $9DF4: RTL ;;;
    ;;; $9DF5: RTL ;;;
    ;;; $9DF6: Spritemaps - thin hopping blobs ;;;
;;; $9E6A..A38A: Spike shooting plant ;;;
    ;;; $9E6A: Palette - enemy $CFFF (spike shooting plant) ;;;
    ;;; $9E8A..9F29: Instruction list - spike shooting plant ;;;
        ;;; $9E8A: Instruction list -  ;;;
        ;;; $9EB0: Instruction list -  ;;;
        ;;; $9EDA: Instruction list -  ;;;
        ;;; $9F00: Instruction list -  ;;;
    ;;; $9F2A: Instruction ;;;
    ;;; $9F36: Spike shooting plant X radius of travel ;;;
    ;;; $9F42: Spike shooting plant function pointers ;;;
    ;;; $9F48: Initialisation AI - enemy $CFFF (spike shooting plant) ;;;
    ;;; $9FB3: Main AI - enemy $CFFF (spike shooting plant) ;;;
    ;;; $9FBA:  ;;;
    ;;; $9FEC:  ;;;
    ;;; $A01B: RTS ;;;
    ;;; $A01C:  ;;;
    ;;; $A049:  ;;;
    ;;; $A05C:  ;;;
    ;;; $A06F:  ;;;
    ;;; $A082:  ;;;
    ;;; $A095: Instruction ;;;
    ;;; $A0A7: Instruction ;;;
    ;;; $A0B9: RTL ;;;
    ;;; $A0BA: RTL ;;;
    ;;; $A0BB: Spritemaps - spike shooting plant ;;;
;;; $A38B..A59D: Maridia spikey shell ;;;
    ;;; $A38B: Palette - enemy $D03F (Maridia spikey shell) ;;;
    ;;; $A3AB: Instruction list - Maridia spikey shell - [enemy parameter 1] & 1 = 0 ;;;
    ;;; $A3BD: Instruction list - Maridia spikey shell - [enemy parameter 1] & 1 = 1 ;;;
    ;;; $A3CF: Maridia spikey shell constants ;;;
    ;;; $A3F9: Initialisation AI - enemy $D03F (Maridia spikey shell) ;;;
    ;;; $A47E: Main AI - enemy $D03F (Maridia spikey shell) ;;;
    ;;; $A48A: Set Maridia spikey shell initial instruction list pointer - [enemy parameter 1] & 1 = 0 ;;;
    ;;; $A49D: Set Maridia spikey shell initial instruction list pointer - [enemy parameter 1] & 1 = 1 ;;;
    ;;; $A4B0: Maridia spikey shell function - [enemy function index] = 0 ;;;
    ;;; $A4D9: Maridia spikey shell function - [enemy function index] = 1 ;;;
    ;;; $A502: Maridia spikey shell function - [enemy function index] = 2 ;;;
    ;;; $A517: Maridia spikey shell function - [enemy function index] = 3 ;;;
    ;;; $A53E: Maridia spikey shell function - [enemy function index] = 4 ;;;
    ;;; $A553:  ;;;
    ;;; $A56D: Instruction - enemy function index = 0 ;;;
    ;;; $A571: Instruction - enemy function index = 1 ;;;
    ;;; $A578: RTL ;;;
    ;;; $A579: Enemy shot - enemy $D03F (Maridia spikey shell) ;;;
    ;;; $A589: Spritemaps - Maridia spikey shell ;;;
;;; $A59E..AFF2: Gunship ;;;
    ;;; $A59E: Palette - enemy $D07F/$D0BF (gunship) ;;;
    ;;; $A5BE: Instruction list - gunship entrance pad - opening ;;;
    ;;; $A5EE: Instruction list - gunship entrance pad - closing ;;;
    ;;; $A60E: Instruction list - gunship entrance pad - closed ;;;
    ;;; $A616: Instruction list - gunship top ;;;
    ;;; $A61C: Instruction list - gunship bottom ;;;
    ;;; $A622: Gunship brakes movement data ;;;
    ;;; $A644: Initialisation AI - enemy $D07F (gunship top) ;;;
    ;;; $A6D2: Initialisation AI - enemy $D0BF (gunship bottom / entrance pad) ;;;
    ;;; $A759: Main AI - enemy $D07F (gunship top) ;;;
    ;;; $A783: RTL ;;;
    ;;; $A784: Process gunship hover ;;;
    ;;; $A7D7: RTL ;;;
    ;;; $A7D8: Unused. Gunship function - rise to Y position 80h and the descend ;;;
    ;;; $A80C: Gunship function - landing on Zebes - descending ;;;
    ;;; $A8D0: Gunship function - landing on Zebes - apply brakes ;;;
    ;;; $A942: Gunship function - landing on Zebes - wait for gunship entrance to open ;;;
    ;;; $A950: Gunship function - landing on Zebes - eject Samus ;;;
    ;;; $A987: Gunship function - landing on Zebes - wait for gunship entrance to close, then unlock Samus and save ;;;
    ;;; $A9BD: Gunship function - handle letting Samus enter ;;;
    ;;; $AA4F: Gunship function - wait for entrance pad to open ;;;
    ;;; $AA5D: Gunship function - lower Samus ;;;
    ;;; $AA94: Gunship function - wait for entrance pad to close ;;;
    ;;; $AAA2: Gunship function - go to liftoff or restore Samus health / ammo ;;;
    ;;; $AB1F: Gunship function - handle save confirmation ;;;
    ;;; $AB60: Gunship function - wait for entrance pad to open ;;;
    ;;; $AB6E: Gunship function - eject Samus ;;;
    ;;; $ABA5: Gunship function - wait for entrance pad to close ;;;
    ;;; $ABC7: Gunship function - liftoff - load dust cloud tiles ;;;
    ;;; $AC1B: Gunship function - liftoff - fire up engines and spawn dust clouds ;;;
    ;;; $ACD7: Gunship function - liftoff - steady rise ;;;
    ;;; $AD0E: Gunship function - liftoff - accelerating / set game state ;;;
    ;;; $AD2D: Gunship function - liftoff - accelerating ;;;
    ;;; $AD7F: RTL ;;;
    ;;; $AD80: RTL ;;;
    ;;; $AD81: Spritemaps - gunship ;;;
;;; $AFF3..B2BB: Flies ;;;
    ;;; $AFF3: Palette - enemy $D0FF (pre-Bomb Torizo fly) ;;;
    ;;; $B013: Instruction list - flies ;;;
    ;;; $B027: Unused. Old movement data? ;;;
    ;;; $B06B: Initialisation AI - enemy $D0FF/$D13F/$D17F (flies) ;;;
    ;;; $B090: Move fly according to angle ;;;
    ;;; $B0DC: Move fly according to velocities ;;;
    ;;; $B11F: Main AI - enemy $D0FF/$D13F/$D17F (flies) ;;;
    ;;; $B129: Set fly to attack Samus ;;;
    ;;; $B14E: Fly function - idle movement - clockwise circle ;;;
    ;;; $B17C: Fly function - idle movement - anti-clockwise circle ;;;
    ;;; $B1AA: Fly function - attack Samus ;;;
    ;;; $B1D2: Fly function - retreat ;;;
    ;;; $B1E8: Spritemaps - flies ;;;
    ;;; $B204: Unused. Fly spritemap pointers ;;;
    ;;; $B20C: Palette - enemy $D13F (under ice beam fly) ;;;
    ;;; $B22C: Unused ;;;
    ;;; $B240: Unused. Under ice beam fly spritemaps ;;;
    ;;; $B25C: Unused. Spritemap pointers - under ice beam fly ;;;
    ;;; $B264: Palette - enemy $D17F (pre-spring ball fly) ;;;
    ;;; $B284: Unused ;;;
    ;;; $B298: Unused. Pre-spring ball fly spritemaps ;;;
    ;;; $B2B4: Unused. Spritemap pointers - enemy $D17F (pre-spring ball fly) ;;;
;;; $B2BC..B519: Norfair erratic fireball ;;;
    ;;; $B2BC: Palette - enemy $D1BF (Norfair erratic fireball) ;;;
    ;;; $B2DC..B3DF: Instruction lists - Norfair erratic fireball ;;;
        ;;; $B2DC: Instruction list -  ;;;
        ;;; $B318: Instruction list -  ;;;
        ;;; $B37C: Instruction list -  ;;;
    ;;; $B3E0: Initialisation AI - enemy $D1BF (Norfair erratic fireball) ;;;
    ;;; $B40F: Main AI - enemy $D1BF (Norfair erratic fireball) ;;;
    ;;; $B4AA: Spritemaps - Norfair erratic fireball ;;;
;;; $B51A..B601: Lavaquake rocks ;;;
    ;;; $B51A: Instruction list - lavaquake rocks ;;;
    ;;; $B520:  ;;;
    ;;; $B570: Initialisation AI - enemy $D1FF (lavaquake rocks) ;;;
    ;;; $B58F: Main AI - enemy $D1FF (lavaquake rocks) ;;;
    ;;; $B596:  ;;;
    ;;; $B5B2:  ;;;
    ;;; $B5EA:  ;;;
    ;;; $B5F9: RTL ;;;
    ;;; $B5FA: RTL ;;;
    ;;; $B5FB: Spritemap - lavaquake rocks ;;;
;;; $B602..BA5A: Rinka ;;;
    ;;; $B602: Initialisation AI - enemy $D23F (rinka) ;;;
    ;;; $B63E: Respawn rinka ;;;
    ;;; $B654: Reset rinka ;;;
    ;;; $B69B: Spawn Mother Brain's room rinka ;;;
    ;;; $B75B: Mother Brain's room rinka spawn data ;;;
    ;;; $B79D: Get availability index of enemy spawn position ;;;
    ;;; $B7C4: Main AI - enemy $D23F (rinka) ;;;
    ;;; $B7DF: Rinka function - fire ;;;
    ;;; $B844: Rinka function - killed ;;;
    ;;; $B852: Rinka function - waiting to fire ;;;
    ;;; $B85B: Rinka function - moving ;;;
    ;;; $B865: Delete and respawn rinka ;;;
    ;;; $B880: Decrement rinka counter ;;;
    ;;; $B89C: Unused ;;;
    ;;; $B8BB: Mark rinka spawn point available ;;;
    ;;; $B8D3: Check if rinka is on screen ;;;
    ;;; $B8FF: Check if position is on screen ;;;
    ;;; $B929: Frozen AI - enemy $D23F (rinka) ;;;
    ;;; $B947: Enemy touch - enemy $D23F (rinka) ;;;
    ;;; $B94D: Enemy shot - enemy $D23F (rinka) ;;;
    ;;; $B953: Power bomb reaction - enemy $D23F (rinka) ;;;
    ;;; $B960: Rinka shared contact reaction ;;;
    ;;; $B9A2: Unused. Instruction - go to [[Y]] if [rinka counter] >= 3 ;;;
    ;;; $B9B3: Instruction - set enemy as intangible and invisible ;;;
    ;;; $B9BD: Instruction - set enemy as intangible, invisible and active off-screen ;;;
    ;;; $B9C7: Instruction - fire rinka ;;;
    ;;; $B9E0: Instruction list - not Mother Brain's room ;;;
    ;;; $BA0C: Instruction list - Mother Brain's room ;;;
    ;;; $BA38: Spritemaps - rinka ;;;
;;; $BA5B: Palette - enemy $D1FF/$D23F (lavaquake rocks / rinka) ;;;
;;; $BA7B..BE1B: Rio ;;;
    ;;; $BA7B: Palette - enemy $D27F (rio) ;;;
    ;;; $BA9B..BBCC: Instruction lists - rio ;;;
        ;;; $BA9B: Instruction list -  ;;;
        ;;; $BACF: Instruction list -  ;;;
        ;;; $BB4B: Instruction list -  ;;;
        ;;; $BB7F: Instruction list -  ;;;
        ;;; $BB97: Instruction list -  ;;;
        ;;; $BBA3: Instruction list -  ;;;
        ;;; $BBBB: Rio constants ;;;
        ;;; $BBC3: Instruction ;;;
    ;;; $BBCD: Initialisation AI - enemy $D27F (rio) ;;;
    ;;; $BBE3: Main AI - enemy $D27F (rio) ;;;
    ;;; $BBED:  ;;;
    ;;; $BC32:  ;;;
    ;;; $BC48:  ;;;
    ;;; $BCB7:  ;;;
    ;;; $BCFF:  ;;;
    ;;; $BD54:  ;;;
    ;;; $BD6C: Spritemaps - rio ;;;
;;; $BE1C..C0D0: Norfair lava-jumping enemy ;;;
    ;;; $BE1C: Palette - enemy $D2BF (Norfair lava-jumping enemy) ;;;
    ;;; $BE3C: Instruction list -  ;;;
    ;;; $BE42: Instruction list -  ;;;
    ;;; $BE62: Instruction list -  ;;;
    ;;; $BE86:  ;;;
    ;;; $BE8E: Instruction ;;;
    ;;; $BE99: Initialisation AI - enemy $D2BF (Norfair lava-jumping enemy) ;;;
    ;;; $BED2: Main AI - enemy $D2BF (Norfair lava-jumping enemy) ;;;
    ;;; $BEDC:  ;;;
    ;;; $BF1A:  ;;;
    ;;; $BF3E:  ;;;
    ;;; $BF7C:  ;;;
    ;;; $BFBC:  ;;;
    ;;; $C012:  ;;;
    ;;; $C02C: Spritemaps - Norfair lava-jumping enemy ;;;
;;; $C0D1..C5F9: Norfair rio ;;;
    ;;; $C0D1: Palette - enemy $D2FF (Norfair rio) ;;;
    ;;; $C0F1: Instruction list - main - idle ;;;
    ;;; $C107: Instruction list - main - swoop - start descending ;;;
    ;;; $C12F: Instruction list - main - swoop - descending ;;;
    ;;; $C145: Instruction list - main - swoop - start ascending ;;;
    ;;; $C179: Instruction list - main - swoop - ascending ;;;
    ;;; $C18F: Instruction list - flames - ascending ;;;
    ;;; $C1A3: Instruction list - flames - descending ;;;
    ;;; $C1B7: Norfair rio constants ;;;
    ;;; $C1C9: Instruction - set enemy finished swoop start animation flag ;;;
    ;;; $C1D4: Instruction - flames Y offset = 8 ;;;
    ;;; $C1DF: Instruction - flames Y offset = 8 ;;;
    ;;; $C1EA: Instruction - flames Y offset = Ch ;;;
    ;;; $C1F5: Instruction - flames Y offset = -Ch ;;;
    ;;; $C200: Instruction - flames Y offset = 4 ;;;
    ;;; $C20B: Instruction - flames Y offset = 0 ;;;
    ;;; $C216: Instruction - flames Y offset = -4 ;;;
    ;;; $C221: Instruction - flames Y offset = -Ch ;;;
    ;;; $C22C: Instruction - flames Y offset = -10h ;;;
    ;;; $C237: Instruction - flames Y offset = Ch ;;;
    ;;; $C242: Initialisation AI - enemy $D2FF (Norfair rio) ;;;
    ;;; $C277: Main AI - enemy $D2FF (Norfair rio) ;;;
    ;;; $C281: Norfair rio function - flames ;;;
    ;;; $C2E7: Norfair rio function - idle ;;;
    ;;; $C33F: Norfair rio function - start swoop ;;;
    ;;; $C361: Norfair rio function - swoop - descending ;;;
    ;;; $C3B1: Norfair rio function - swoop - ascending ;;;
    ;;; $C406: Norfair rio function - finish swoop ;;;
    ;;; $C40D: Set Norfair rio instruction list ;;;
    ;;; $C427: Norfair rio spritemaps ;;;
;;; $C5FA..CA2A: Lower Norfair rio ;;;
    ;;; $C5FA: Palette - enemy $D33F (Lower Norfair rio) ;;;
    ;;; $C61A: Instruction list -  ;;;
    ;;; $C630: Instruction list -  ;;;
    ;;; $C65A: Instruction list -  ;;;
    ;;; $C662: Instruction list -  ;;;
    ;;; $C674: Instruction list -  ;;;
    ;;; $C686: Instruction list -  ;;;
    ;;; $C6B0: Instruction list -  ;;;
    ;;; $C6C0: Lower Norfair rio constants ;;;
    ;;; $C6D2: Instruction ;;;
    ;;; $C6DD: Instruction ;;;
    ;;; $C6E8: Instruction ;;;
    ;;; $C6F3: Initialisation AI - enemy $D33F (Lower Norfair rio) ;;;
    ;;; $C724: Main AI - enemy $D33F (Lower Norfair rio) ;;;
    ;;; $C72E:  ;;;
    ;;; $C771:  ;;;
    ;;; $C7BB:  ;;;
    ;;; $C7D6:  ;;;
    ;;; $C82D:  ;;;
    ;;; $C888:  ;;;
    ;;; $C8A3:  ;;;
    ;;; $C8BD: Lower Norfair rio spritemaps ;;;
;;; $CA2B..D80B: Maridia large indestructible snail ;;;
    ;;; $CA2B: Palette - enemy $D37F (Maridia large indestructible snail) ;;;
    ;;; $CA4B: Instruction list - yyyy ;;;
    ;;; $CA51: Instruction list - yyyy ;;;
    ;;; $CA8B: Instruction list - yyyy ;;;
    ;;; $CAB3: Instruction list - yyyy ;;;
    ;;; $CADB: Instruction list - yyyy ;;;
    ;;; $CAE1: Instruction list - yyyy ;;;
    ;;; $CB1B: Instruction list - yyyy ;;;
    ;;; $CB43: Instruction list - yyyy ;;;
    ;;; $CB6B: Instruction - play splashed out of water sound effect ;;;
    ;;; $CB77: Instruction list pointers ;;;
    ;;; $CB87: Maridia large indestructible snail extended spritemaps ;;;
    ;;; $CCB3: Instruction - enemy $7E:7804 = 1 ;;;
    ;;; $CCBE: Instruction - enemy $7E:7806 = 1 ;;;
    ;;; $CCC9: Instruction - enemy $7E:7806 = 0 ;;;
    ;;; $CCD4: Initialisation AI - enemy $D37F (Maridia large indestructible snail) ;;;
    ;;; $CD13: Main AI - enemy $D37F (Maridia large indestructible snail) ;;;
    ;;; $CD23:  ;;;
    ;;; $CD35:  ;;;
    ;;; $CD77:  ;;;
    ;;; $CDE6:  ;;;
    ;;; $CE2B:  ;;;
    ;;; $CF40:  ;;;
    ;;; $CF66:  ;;;
    ;;; $CFA9:  ;;;
    ;;; $CFD7: Unused ;;;
    ;;; $CFDF:  ;;;
    ;;; $CFFF:  ;;;
    ;;; $D034: Maridia large indestructible snail hitboxes ;;;
    ;;; $D388:  ;;;
    ;;; $D38C: Enemy touch - enemy $D37F (Maridia large indestructible snail) ;;;
    ;;; $D3B4: Enemy shot - enemy $D37F (Maridia large indestructible snail) ;;;
    ;;; $D3C0: Maridia large indestructible snail spritemaps ;;;
;;; $D80C..E17A: High-rising slow-falling enemy ;;;
    ;;; $D80C: Palette - enemy $D3BF (high-rising slow-falling enemy) ;;;
    ;;; $D82C: Instruction list -  ;;;
    ;;; $D834: Instruction list -  ;;;
    ;;; $D840: Instruction list -  ;;;
    ;;; $D84C:  ;;;
    ;;; $DF5E:  ;;;
    ;;; $DF76: Initialisation AI - enemy $D3BF (high-rising slow-falling enemy) ;;;
    ;;; $DFCE:  ;;;
    ;;; $DFE9:  ;;;
    ;;; $E01E:  ;;;
    ;;; $E02E: Main AI - enemy $D3BF (high-rising slow-falling enemy) ;;;
    ;;; $E035:  ;;;
    ;;; $E04F:  ;;;
    ;;; $E06A:  ;;;
    ;;; $E0CD:  ;;;
    ;;; $E144: RTL ;;;
    ;;; $E145: RTL ;;;
    ;;; $E146: High-rising slow-falling enemy spritemaps ;;;
;;; $E17B..E2BF: Gripper ;;;
    ;;; $E17B: Palette - enemy $D3FF (gripper) ;;;
    ;;; $E19B: Instruction list -  ;;;
    ;;; $E1AF: Instruction list -  ;;;
    ;;; $E1C3: Instruction list -  ;;;
    ;;; $E1CB: Instruction list -  ;;;
    ;;; $E1D3: Initialisation AI - enemy $D3FF (gripper) ;;;
    ;;; $E221: Main AI - enemy $D3FF (gripper) ;;;
    ;;; $E279:  ;;;
    ;;; $E28A:  ;;;
    ;;; $E29B: Unused ;;;
    ;;; $E2A3: RTL ;;;
    ;;; $E2A4: Unused. Enemy shot ;;;
;;; $E2C0..E3A8: Jet powered ripper ;;;
    ;;; $E2C0: Palette - enemy $D43F (jet powered ripper) ;;;
    ;;; $E2E0: Instruction list -  ;;;
    ;;; $E2F4: Instruction list -  ;;;
    ;;; $E308: Instruction list -  ;;;
    ;;; $E310: Instruction list -  ;;;
    ;;; $E318: Initialisation AI - enemy $D43F (jet powered ripper) ;;;
    ;;; $E353: Main AI - enemy $D43F (jet powered ripper) ;;;
    ;;; $E3A0: Unused ;;;
    ;;; $E3A8: RTL ;;;
;;; $E3A9: Enemy shot - enemy $D3FF/$D43F (gripper / jet powered ripper) ;;;
;;; $E3C5: Gripper / jet power ripper spritemaps ;;;
;;; $E457..E57A: Ripper ;;;
    ;;; $E457: Palette - enemy $D47F (ripper) ;;;
    ;;; $E477: Instruction list -  ;;;
    ;;; $E48B: Instruction list -  ;;;
    ;;; $E49F: Initialisation AI - enemy $D47F (ripper) ;;;
    ;;; $E4DA: Main AI - enemy $D47F (ripper) ;;;
    ;;; $E527: Ripper spritemaps ;;;
    ;;; $E56F: Spritemap pointers - enemy $D47F (ripper) ;;;
;;; $E57B..E977: Lava seahorse ;;;
    ;;; $E57B: Palette - enemy $D4BF (lava seahorse) ;;;
    ;;; $E59B: Instruction list -  ;;;
    ;;; $E5A1: Instruction list -  ;;;
    ;;; $E5AD: Instruction list -  ;;;
    ;;; $E5B3: Instruction list -  ;;;
    ;;; $E5BF: Instruction list -  ;;;
    ;;; $E5D7: Instruction list -  ;;;
    ;;; $E5EF: Instruction list pointers ;;;
    ;;; $E5FB: Instruction ;;;
    ;;; $E606: Initialisation AI - enemy $D4BF (lava seahorse) ;;;
    ;;; $E64E: Main AI - enemy $D4BF (lava seahorse) ;;;
    ;;; $E654:  ;;;
    ;;; $E6AD:  ;;;
    ;;; $E6F1:  ;;;
    ;;; $E734:  ;;;
    ;;; $E749:  ;;;
    ;;; $E781: RTL ;;;
    ;;; $E782:  ;;;
    ;;; $E7A5:  ;;;
    ;;; $E7C8: Enemy touch - enemy $D4BF (lava seahorse) ;;;
    ;;; $E7CE: Enemy shot - enemy $D4BF (lava seahorse) ;;;
    ;;; $E7D4: Power bomb reaction - enemy $D4BF (lava seahorse) ;;;
    ;;; $E7DA:  ;;;
    ;;; $E80C: Lava seahorse spritemaps ;;;
;;; $E978..F497: Shutters ;;;
    ;;; $E978: Palette - enemy $D4FF/$D53F/$D57F/$D5BF (shutters) ;;;
    ;;; $E998: Instruction list -  ;;;
    ;;; $E99E: Instruction list -  ;;;
    ;;; $E9A4: Instruction list -  ;;;
    ;;; $E9AA: Instruction list -  ;;;
    ;;; $E9B0: Instruction list -  ;;;
    ;;; $E9D4: Instruction list -  ;;;
    ;;; $E9DA: Initialisation AI - enemy $D4FF (timed shutter) ;;;
    ;;; $EA56:  ;;;
    ;;; $EAB6: Main AI - enemy $D4FF (timed shutter) ;;;
    ;;; $EABD:  ;;;
    ;;; $EAD1:  ;;;
    ;;; $EAE7:  ;;;
    ;;; $EAFD:  ;;;
    ;;; $EB11:  ;;;
    ;;; $EB24: RTS ;;;
    ;;; $EB25:  ;;;
    ;;; $EB66:  ;;;
    ;;; $EBA7:  ;;;
    ;;; $EBE8:  ;;;
    ;;; $EC13:  ;;;
    ;;; $EC44: RTS ;;;
    ;;; $EC45:  ;;;
    ;;; $EC86:  ;;;
    ;;; $ECC7:  ;;;
    ;;; $ED08:  ;;;
    ;;; $ED33:  ;;;
    ;;; $ED37: RTL ;;;
    ;;; $ED38: Shutters spritemaps ;;;
    ;;; $EDC7: Palette - enemy $D5FF (rising and falling platform) ;;;
    ;;; $EDE7: Instruction list -  ;;;
    ;;; $EDFB:  ;;;
    ;;; $EE05: Initialisation AI - enemy $D5FF (rising and falling platform) ;;;
    ;;; $EE12: Initialisation AI - enemy $D53F/$D5BF (shootable shutter / destroyable timed shutter) ;;;
    ;;; $EE1F:  ;;;
    ;;; $EED1: Main AI - enemy $D53F/$D5BF/$D5FF (shootable shutter / destroyable timed shutter / rising and falling platform) ;;;
    ;;; $EF09:  ;;;
    ;;; $EF15:  ;;;
    ;;; $EF28:  ;;;
    ;;; $EF39:  ;;;
    ;;; $EF40:  ;;;
    ;;; $EF44:  ;;;
    ;;; $EF5A:  ;;;
    ;;; $EF68:  ;;;
    ;;; $EFD4:  ;;;
    ;;; $F040:  ;;;
    ;;; $F099:  ;;;
    ;;; $F09D: Enemy touch - enemy $D53F/$D5BF/$D5FF (shootable shutter / destroyable timed shutter / rising and falling platform) ;;;
    ;;; $F0A2: Enemy shot - enemy $D53F/$D5FF (shootable shutter / rising and falling platform) ;;;
    ;;; $F0AA: Enemy shot - enemy $B5BF (destroyable timed shutter) ;;;
    ;;; $F0B6: Power bomb reaction - enemy $D53F/$D5BF/$D5FF (shootable shutter / destroyable timed shutter / rising and falling platform) ;;;
    ;;; $F107:  ;;;
    ;;; $F111: Initialisation AI - enemy $D57F (horizontal shootable shutter) ;;;
    ;;; $F11E:  ;;;
    ;;; $F1DE: Main AI - enemy $D57F (horizontal shootable shutter) ;;;
    ;;; $F224:  ;;;
    ;;; $F230:  ;;;
    ;;; $F243:  ;;;
    ;;; $F254:  ;;;
    ;;; $F25B:  ;;;
    ;;; $F25F:  ;;;
    ;;; $F272:  ;;;
    ;;; $F2E4:  ;;;
    ;;; $F356:  ;;;
    ;;; $F371:  ;;;
    ;;; $F38C:  ;;;
    ;;; $F3B0:  ;;;
    ;;; $F3D4:  ;;;
    ;;; $F3D8: Enemy touch - enemy $D57F (horizontal shootable shutter) ;;;
    ;;; $F40E: Enemy shot - enemy $D57F (horizontal shootable shutter) ;;;
    ;;; $F41A: Power bomb reaction - enemy $D57F (horizontal shootable shutter) ;;;
    ;;; $F468: Shutters spritemaps ;;;
;;; $F498: Free space ;;;