;;; $8000..8686: Common to all enemy banks ;;;
;;; $8687..8B08: Boulder ;;;
    ;;; $8687: Palette - enemy $DFBF (boulder) ;;;
    ;;; $86A7: Instruction list - facing left ;;;
    ;;; $86CB: Instruction list - facing right ;;;
    ;;; $86EF: Bounce speed table indices ;;;
    ;;; $86F5: Initialisation AI - enemy $DFBF (boulder) ;;;
    ;;; $8793: Main AI - enemy $DFBF (boulder) ;;;
    ;;; $879A: Boulder function - wait for Samus to get near ;;;
    ;;; $87ED: Boulder function - falling ;;;
    ;;; $8832: Boulder function - bounce - rising ;;;
    ;;; $888B: Boulder function - bounce - falling ;;;
    ;;; $8942: Boulder function - rolling ;;;
    ;;; $89FC: RTS ;;;
    ;;; $8A00: Move boulder horizontally ;;;
    ;;; $8A1D: Unused. Move boulder horizontally with linear speed table ;;;
    ;;; $8A3A: Move boulder vertically ;;;
    ;;; $8A57: RTL ;;;
    ;;; $8A58: RTL ;;;
    ;;; $8A59: Boulder spritemaps ;;;
;;; $8B09..8CFA: Spike platform ;;;
    ;;; $8B09: Palette - enemy $DFFF/$E03F (spike platform) ;;;
    ;;; $8B29: Instruction list - spike platform ;;;
    ;;; $8B2F: Initialisation AI - enemy $DFFF (spike platform top) ;;;
    ;;; $8B85: Initialisation AI - enemy $E03F (spike platform bottom) ;;;
    ;;; $8B99: Main AI - enemy $E03F (spike platform bottom) ;;;
    ;;; $8BAD: Main AI - enemy $DFFF (spike platform top) ;;;
    ;;; $8BB4: Spike platform function - waiting to fall ;;;
    ;;; $8BDC: Spike platform function - falling ;;;
    ;;; $8C4A: Spike platform function - waiting to rise ;;;
    ;;; $8C5D: Spike platform function - rising ;;;
    ;;; $8CA1: Check if spike platform is touching Samus from below ;;;
    ;;; $8CE3: RTL ;;;
    ;;; $8CE4: RTL ;;;
    ;;; $8CE5: Spike platform spritemap ;;;
;;; $8CFB..946F: Fire pillar ;;;
    ;;; $8CFB: Palette - enemy $E07F (fire pillar) ;;;
    ;;; $8D1B: Instruction list - graphics part ;;;
    ;;; $8DA9: Instruction list - hitbox part ;;;
    ;;; $8DAF: Instruction - queue fire pillar sound effect ;;;
    ;;; $8DBB: Y offsets ;;;
    ;;; $8DE7: Y radii ;;;
    ;;; $8E13..8FFB: Fire pillar instructions ;;;
        ;;; $8E13: Instruction - activity frame 0 ;;;
        ;;; $8E2D: Instruction - activity frame 1 ;;;
        ;;; $8E41: Instruction - activity frame 2 ;;;
        ;;; $8E55: Instruction - activity frame 3 ;;;
        ;;; $8E69: Instruction - activity frame 4 ;;;
        ;;; $8E7D: Instruction - activity frame 5 ;;;
        ;;; $8E91: Instruction - activity frame 6 ;;;
        ;;; $8EA5: Instruction - activity frame 7 ;;;
        ;;; $8EB9: Instruction - activity frame 8 ;;;
        ;;; $8ECD: Instruction - activity frame 9 ;;;
        ;;; $8EE1: Instruction - activity frame Ah ;;;
        ;;; $8EF5: Instruction - activity frame Bh ;;;
        ;;; $8F09: Instruction - activity frame Ch ;;;
        ;;; $8F1D: Instruction - activity frame Dh ;;;
        ;;; $8F31: Instruction - activity frame Eh ;;;
        ;;; $8F45: Instruction - activity frame Fh ;;;
        ;;; $8F59: Instruction - activity frame 10h ;;;
        ;;; $8F6D: Instruction - activity frame 11h ;;;
        ;;; $8F81: Instruction - activity frame 12h ;;;
        ;;; $8F95: Instruction - activity frame 13h ;;;
        ;;; $8FA9: Instruction - activity frame 14h ;;;
        ;;; $8FBD: Instruction - activity frame 15h ;;;
        ;;; $8FD1: Instruction - finish activity ;;;
    ;;; $8FFC: Initialisation AI - enemy $E07F (fire pillar) ;;;
    ;;; $9023: Main AI - enemy $E07F (fire pillar) ;;;
    ;;; $902F: Fire pillar function - inactive ;;;
    ;;; $9062: Fire pillar function - active ;;;
    ;;; $9080: RTL ;;;
    ;;; $9081: RTL ;;;
    ;;; $9082: Fire pillar spritemaps ;;;
;;; $9470..998B: Fire arc ;;;
    ;;; $9470: Palette - enemy $E0BF (fire arc) ;;;
    ;;; $9490: Instruction list ;;;
    ;;; $94C4: Initialisation AI - enemy $E0BF (fire arc) ;;;
    ;;; $960E: Main AI - enemy $E0BF (fire arc) ;;;
    ;;; $9615: Fire arc function - inactive ;;;
    ;;; $9682: Fire arc function - active ;;;
    ;;; $9721: Handle fire arc enemy projectiles ;;;
    ;;; $97E9: Handle fire arc sprite objects ;;;
    ;;; $98AD: Clamp angle and check inactivity condition ;;;
    ;;; $98E7: Check explosion condition ;;;
    ;;; $993F: Play fire arc explosion sound effect ;;;
    ;;; $9952: RTL ;;;
    ;;; $9953: RTL ;;;
    ;;; $9954: Fire arc spritemaps ;;;
;;; $998C..A0F4: Fake Kraid ;;;
    ;;; $998C: Palette - enemy $E0FF (fake Kraid) ;;;
    ;;; $99AC..9A47: Instruction lists - fake Kraid ;;;
        ;;; $99AC: Instruction list - choose action ;;;
        ;;; $99AE: Instruction list - step forwards - facing left ;;;
        ;;; $99C4: Instruction list - choose action ;;;
        ;;; $99C6: Instruction list - step backwards - facing left ;;;
        ;;; $99DC: Instruction list - fire spit - facing left ;;;
        ;;; $99F4: Unused. Instruction list - standing - facing left ;;;
        ;;; $99FA: Instruction list - choose action ;;;
        ;;; $99FC: Instruction list - step forwards - facing right ;;;
        ;;; $9A12: Instruction list - choose action ;;;
        ;;; $9A14: Instruction list - step backwards - facing right ;;;
        ;;; $9A2A: Instruction list - fire spit - facing right ;;;
        ;;; $9A42: Unused. Instruction list - standing - facing right ;;;
    ;;; $9A48: Fake Kraid spit velocity table ;;;
    ;;; $9A58: Initialisation AI - enemy $E0FF (fake Kraid) ;;;
    ;;; $9AC2: Main AI - enemy $E0FF (fake Kraid) ;;;
    ;;; $9ADC: Handle fake Kraid spike ;;;
    ;;; $9B26..9C0A: Instructions ;;;
        ;;; $9B26: Instruction - move ;;;
        ;;; $9B74: Instruction - choose action ;;;
        ;;; $9BB2: Instruction - play fake Kraid cry ;;;
        ;;; $9BC4: Instruction - fire spit left ;;;
        ;;; $9BCB: Fire fake Kraid spit ;;;
        ;;; $9C02: Instruction - fire spit right ;;;
    ;;; $9C0B: Unused. Fake Kraid power bomb reaction ;;;
    ;;; $9C22: Enemy touch - enemy $E0FF (fake Kraid) ;;;
    ;;; $9C39: Power bomb reaction / enemy shot - enemy $E0FF (fake Kraid) ;;;
    ;;; $9C50: Fake Kraid reaction ;;;
    ;;; $9C64: Fake Kraid spritemaps ;;;
;;; $A0F5..EFB0: Ridley ;;;
    ;;; $A0F5: Initialisation AI - enemy $E13F/$E17F (Ridley) ;;;
    ;;; $A288: Main AI - enemy $E13F (Ceres Ridley) ;;;
    ;;; $A2BD:  ;;;
    ;;; $A2D3: Hurt AI - enemy $E13F (Ceres Ridley) ;;;
    ;;; $A2DC:  ;;;
    ;;; $A2F2: Enemy graphics drawn hook - Ceres Ridley - draw Baby Metroid and door ;;;
    ;;; $A321: Ceres Ridley door X offsets during earthquake ;;;
    ;;; $A329: Spritemap - Ceres Ridley door ;;;
    ;;; $A353: RTL ;;;
    ;;; $A354: Ridley function ;;;
    ;;; $A35B: Ridley function ;;;
    ;;; $A377: Ridley function ;;;
    ;;; $A389: Ridley function ;;;
    ;;; $A3DF: Ridley function ;;;
    ;;; $A455: Ridley function ;;;
    ;;; $A478: Ridley function ;;;
    ;;; $A4D6:  ;;;
    ;;; $A6AF: Ridley function ;;;
    ;;; $A6C8: Ridley function ;;;
    ;;; $A6E8: Ridley function ;;;
    ;;; $A763:  ;;;
    ;;; $A782: Ridley function ;;;
    ;;; $A7F9: Ridley function ;;;
    ;;; $A83C: Ridley function ;;;
    ;;; $A84E: Ridley function ;;;
    ;;; $A88D: Ridley function ;;;
    ;;; $A8A4: Ridley function ;;;
    ;;; $A8D4: Ridley function ;;;
    ;;; $A8F8: Ridley function ;;;
    ;;; $A923: Ridley function ;;;
    ;;; $A947: Ridley function ;;;
    ;;; $A971: Ridley function ;;;
    ;;; $A9A0: Ridley function ;;;
    ;;; $AA11: Ridley function ;;;
    ;;; $AA20: Spawn walls during Ceres Ridley getaway cutscene ;;;
    ;;; $AA4F: RTS. Ridley function ;;;
    ;;; $AA50: Ridley function ;;;
    ;;; $AA54:  ;;;
    ;;; $AAAF: Handle Ceres Ridley getaway cutscene ;;;
    ;;; $AABD:  ;;;
    ;;; $AB5F:  ;;;
    ;;; $AC0E:  ;;;
    ;;; $AC1E:  ;;;
    ;;; $AC30:  ;;;
    ;;; $AC58:  ;;;
    ;;; $ACBC:  ;;;
    ;;; $AD27:  ;;;
    ;;; $AE4D:  ;;;
    ;;; $AF2F: Ceres Ridley getaway Y velocity table ;;;
    ;;; $B00F: Ceres Ridley getaway X velocity table ;;;
    ;;; $B0EF:  ;;;
    ;;; $B227: Main AI - enemy $E17F (Ridley) ;;;
    ;;; $B26F:  ;;;
    ;;; $B288:  ;;;
    ;;; $B28A: Time is frozen AI - enemy $E17F (Ridley) ;;;
    ;;; $B297: Hurt AI - enemy $E17F (Ridley) ;;;
    ;;; $B2F3: Ridley function ;;;
    ;;; $B321: Ridley function ;;;
    ;;; $B335:  ;;;
    ;;; $B37B:  ;;;
    ;;; $B38C:  ;;;
    ;;; $B3EC: Ridley function ;;;
    ;;; $B3F8: Ridley function ;;;
    ;;; $B42E:  ;;;
    ;;; $B441: Ridley function ;;;
    ;;; $B455: Ridley function ;;;
    ;;; $B493: Ridley function ;;;
    ;;; $B4D1: Ridley function ;;;
    ;;; $B516: Ridley function ;;;
    ;;; $B554: Ridley function ;;;
    ;;; $B594: Ridley function ;;;
    ;;; $B5BE:  ;;;
    ;;; $B5C4: Ridley function ;;;
    ;;; $B5E5: Ridley function ;;;
    ;;; $B613: Ridley function ;;;
    ;;; $B641:  ;;;
    ;;; $B68B:  ;;;
    ;;; $B6A7: Ridley function ;;;
    ;;; $B6DD: Ridley function ;;;
    ;;; $B70E: Ridley function ;;;
    ;;; $B7B9: Ridley function ;;;
    ;;; $B7E7:  ;;;
    ;;; $B84D:  ;;;
    ;;; $B859:  ;;;
    ;;; $B889:  ;;;
    ;;; $B8A9:  ;;;
    ;;; $B90F:  ;;;
    ;;; $B9D5:  ;;;
    ;;; $B9E1:  ;;;
    ;;; $BA54:  ;;;
    ;;; $BA85:  ;;;
    ;;; $BAB7: Ridley function ;;;
    ;;; $BB8F: Ridley function ;;;
    ;;; $BBC4: Ridley function ;;;
    ;;; $BBF1: Ridley function ;;;
    ;;; $BC2E: Ridley function ;;;
    ;;; $BC68:  ;;;
    ;;; $BC84:  ;;;
    ;;; $BCB4:  ;;;
    ;;; $BCF1:  ;;;
    ;;; $BD20:  ;;;
    ;;; $BD2C:  ;;;
    ;;; $BD4E: Ridley function ;;;
    ;;; $BD9A: Ridley function ;;;
    ;;; $BDBC: Ridley function ;;;
    ;;; $BDF2: Ridley function ;;;
    ;;; $BE03: Ridley function ;;;
    ;;; $BE61:  ;;;
    ;;; $BE93:  ;;;
    ;;; $BE9C:  ;;;
    ;;; $BEB3:  ;;;
    ;;; $BECA:  ;;;
    ;;; $BEDC:  ;;;
    ;;; $BF1A: Draw baby metroid ;;;
    ;;; $BF31: Baby metroid instruction list ;;;
    ;;; $BFC9: Baby metroid instruction ;;;
    ;;; $BFDE: X += 2 ;;;
    ;;; $BFE1: Baby metroid instruction ;;;
    ;;; $BFF2: Baby metroid instruction ;;;
    ;;; $BFF8: Baby metroid instruction - go to [[X]] ;;;
    ;;; $BFFD: Baby metroid spritemaps ;;;
    ;;; $C04E: Ridley function ;;;
    ;;; $C062:  ;;;
    ;;; $C0BB: Set up Ceres escape timer ;;;
    ;;; $C0F5:  ;;;
    ;;; $C104:  ;;;
    ;;; $C117:  ;;;
    ;;; $C136:  ;;;
    ;;; $C176:  ;;;
    ;;; $C19C:  ;;;
    ;;; $C23F: Set up Zebes escape typewriter ;;;
    ;;; $C26E: Process escape timer tile transfers ;;;
    ;;; $C2A7: Handle typewriter text (external) ;;;
    ;;; $C2B1: Handle typewriter text ;;;
    ;;; $C383:  ;;;
    ;;; $C3B8: Tilemap transfer entries ;;;
    ;;; $C3F4: Tilemaps ;;;
    ;;; $C450: Typewriter text - Ceres escape timer ;;;
    ;;; $C49C: Typewriter text - Zebes escape timer ;;;
    ;;; $C4CB: Zebes escape timer sprite tile transfer entries ;;;
    ;;; $C4FE: Ceres escape timer BG1/2 tile transfer entries ;;;
    ;;; $C538: Ridley function ;;;
    ;;; $C53E: Ridley function ;;;
    ;;; $C551: Ridley function ;;;
    ;;; $C588: Ridley function ;;;
    ;;; $C5A8: Ridley function ;;;
    ;;; $C5C8: Ridley function ;;;
    ;;; $C5DA: Ridley function ;;;
    ;;; $C601:  ;;;
    ;;; $C623:  ;;;
    ;;; $C696..CAF4: Ridley explosion ;;;
        ;;; $C696: Initialisation AI - enemy $E1BF (Ridley explosion) ;;;
        ;;; $C6FE: Ridley explosion initialisation - index = 0 ;;;
        ;;; $C716: Ridley explosion initialisation - index = 2 ;;;
        ;;; $C72E: Ridley explosion initialisation - index = 4 ;;;
        ;;; $C746: Ridley explosion initialisation - index = 6 ;;;
        ;;; $C75E: Ridley explosion initialisation - index = 8 ;;;
        ;;; $C776: Ridley explosion initialisation - index = Ah ;;;
        ;;; $C78E: Ridley explosion initialisation - index = Ch ;;;
        ;;; $C7DA: Ridley explosion initialisation - index = Eh ;;;
        ;;; $C80C: Ridley explosion initialisation - index = 10h ;;;
        ;;; $C83E: Ridley explosion initialisation - index = 12h ;;;
        ;;; $C870: Ridley explosion initialisation - index = 14h ;;;
        ;;; $C8A2: Ridley explosion initialisation - index = 16h ;;;
        ;;; $C8D4: Main AI - enemy $E1BF (Ridley explosion) ;;;
        ;;; $C913: Handle flickering ;;;
        ;;; $C932: Spawn Ridley explosion enemies ;;;
        ;;; $CA47..CAF4: Instruction lists ;;;
            ;;; $CA47: Instruction list -  ;;;
            ;;; $CA4D: Instruction list -  ;;;
            ;;; $CA53: Instruction list -  ;;;
            ;;; $CA59: Instruction list -  ;;;
            ;;; $CA5F: Instruction list -  ;;;
            ;;; $CA65: Instruction list -  ;;;
            ;;; $CA6B: Instruction list -  ;;;
            ;;; $CA71: Instruction list -  ;;;
            ;;; $CA77: Instruction list -  ;;;
            ;;; $CA7D: Instruction list -  ;;;
            ;;; $CA83: Instruction list -  ;;;
            ;;; $CA89: Instruction list -  ;;;
            ;;; $CA8F: Instruction list -  ;;;
            ;;; $CA95: Instruction list -  ;;;
            ;;; $CA9B: Instruction list -  ;;;
            ;;; $CAA1: Instruction list -  ;;;
            ;;; $CAA7: Instruction list -  ;;;
            ;;; $CAAD: Instruction list -  ;;;
            ;;; $CAB3: Instruction list -  ;;;
            ;;; $CAB9: Instruction list -  ;;;
            ;;; $CABF: Instruction list -  ;;;
            ;;; $CAC5: Instruction list -  ;;;
            ;;; $CACB: Instruction list -  ;;;
            ;;; $CAD1: Instruction list -  ;;;
            ;;; $CAD7: Instruction list -  ;;;
            ;;; $CADD: Instruction list -  ;;;
            ;;; $CAE3: Instruction list -  ;;;
            ;;; $CAE9: Instruction list -  ;;;
            ;;; $CAEF: Instruction list -  ;;;
    ;;; $CAF5:  ;;;
    ;;; $CB33:  ;;;
    ;;; $CB45:  ;;;
    ;;; $CB4E:  ;;;
    ;;; $CB60:  ;;;
    ;;; $CB72:  ;;;
    ;;; $CBC0:  ;;;
    ;;; $CBC7:  ;;;
    ;;; $CBCE:  ;;;
    ;;; $CBD5:  ;;;
    ;;; $CBDC:  ;;;
    ;;; $CBFE:  ;;;
    ;;; $CC1E:  ;;;
    ;;; $CC39:  ;;;
    ;;; $CC7D:  ;;;
    ;;; $CCBD:  ;;;
    ;;; $CD0C:  ;;;
    ;;; $CD24:  ;;;
    ;;; $CDAA:  ;;;
    ;;; $CE65:  ;;;
    ;;; $CEBA:  ;;;
    ;;; $CF5A:  ;;;
    ;;; $D09F:  ;;;
    ;;; $D19D:  ;;;
    ;;; $D242:  ;;;
    ;;; $D2AA:  ;;;
    ;;; $D2D6:  ;;;
    ;;; $D3B4:  ;;;
    ;;; $D3D4:  ;;;
    ;;; $D3D9:  ;;;
    ;;; $D3DC:  ;;;
    ;;; $D3F9:  ;;;
    ;;; $D431:  ;;;
    ;;; $D453: Deal suit-adjusted enemy damage to Samus ;;;
    ;;; $D467: Set Ridley instruction list ;;;
    ;;; $D474:  ;;;
    ;;; $D495:  ;;;
    ;;; $D4B5:  ;;;
    ;;; $D4DA:  ;;;
    ;;; $D4F9: Check for collision with non-air block ;;;
    ;;; $D523:  ;;;
    ;;; $D526:  ;;;
    ;;; $D5A9:  ;;;
    ;;; $D61F:  ;;;
    ;;; $D62F:  ;;;
    ;;; $D6A6:  ;;;
    ;;; $D712:  ;;;
    ;;; $D722:  ;;;
    ;;; $D734:  ;;;
    ;;; $D798:  ;;;
    ;;; $D800:  ;;;
    ;;; $D86B:  ;;;
    ;;; $D914:  ;;;
    ;;; $D955:  ;;;
    ;;; $D97D:  ;;;
    ;;; $D9A8:  ;;;
    ;;; $D9FD:  ;;;
    ;;; $DA0C:  ;;;
    ;;; $DA8B:  ;;;
    ;;; $DAD8:  ;;;
    ;;; $DB2A:  ;;;
    ;;; $DBC2:  ;;;
    ;;; $DBCB:  ;;;
    ;;; $DC13:  ;;;
    ;;; $DC90: Spritemaps ;;;
    ;;; $DCBA: Spritemap pointers ;;;
    ;;; $DCDA: Spritemaps ;;;
    ;;; $DE7A:  ;;;
    ;;; $DEA6:  ;;;
    ;;; $DF08:  ;;;
    ;;; $DF29:  ;;;
    ;;; $DF60:  ;;;
    ;;; $DF8A: Enemy shot - enemy $E13F/$E17F (Ridley) ;;;
    ;;; $DFB2: Power bomb reaction - enemy $E13F/$E17F (Ridley) ;;;
    ;;; $DFB6: RTL. Ridley reaction ;;;
    ;;; $DFB7:  ;;;
    ;;; $DFD9:  ;;;
    ;;; $E01B:  ;;;
    ;;; $E088:  ;;;
    ;;; $E0C2:  ;;;
    ;;; $E126:  ;;;
    ;;; $E14F: Palette - enemy $E13F/$E17F (Ridley) ;;;
    ;;; $E16F: Palettes ;;;
    ;;; $E1AF: Palette - enemy $E1BF (Ridley explosion) ;;;
    ;;; $E1CF: Palettes ;;;
    ;;; $E269:  ;;;
    ;;; $E2AA:  ;;;
    ;;; $E30A:  ;;;
    ;;; $E46A:  ;;;
    ;;; $E4BE: Instruction ;;;
    ;;; $E4CA: Instruction ;;;
    ;;; $E4D2: Instruction ;;;
    ;;; $E4E9: Instruction - go to [[Y]] ;;;
    ;;; $E4EE: Instruction ;;;
    ;;; $E4F8: Instruction ;;;
    ;;; $E501: Instruction ;;;
    ;;; $E514: Y += 2 ;;;
    ;;; $E517: Instruction ;;;
    ;;; $E51F: Instruction ;;;
    ;;; $E538..E71B: Instruction lists ;;;
        ;;; $E538: Instruction list -  ;;;
        ;;; $E542: Instruction list -  ;;;
        ;;; $E548: Instruction list -  ;;;
        ;;; $E576: Instruction list -  ;;;
        ;;; $E5A0: Instruction list -  ;;;
        ;;; $E5B2: Instruction list -  ;;;
        ;;; $E5FE: Instruction list -  ;;;
        ;;; $E60C: Instruction list -  ;;;
        ;;; $E658: Instruction list -  ;;;
        ;;; $E676: Instruction list -  ;;;
        ;;; $E690: Instruction list -  ;;;
        ;;; $E6AE: Instruction list -  ;;;
        ;;; $E6C8: Instruction list -  ;;;
        ;;; $E6DE: Instruction list -  ;;;
        ;;; $E6F0: Instruction list -  ;;;
        ;;; $E706: Instruction list -  ;;;
    ;;; $E71C: Instruction ;;;
    ;;; $E727: Instruction ;;;
    ;;; $E72F: Instruction ;;;
    ;;; $E73A: Instruction list -  ;;;
    ;;; $E7B4: Instruction list -  ;;;
    ;;; $E828: Unused ;;;
    ;;; $E840:  ;;;
    ;;; $E84D: Instruction ;;;
    ;;; $E904: Instruction ;;;
    ;;; $E909: Instruction ;;;
    ;;; $E90C:  ;;;
    ;;; $E91D: Instruction list -  ;;;
    ;;; $E945: Instruction list -  ;;;
    ;;; $E969: Instruction ;;;
    ;;; $E976: Instruction ;;;
    ;;; $E983: Ridley extended spritemaps ;;;
    ;;; $EAE1: Ridley hitboxes ;;;
    ;;; $EC5B: Ridley spritemaps ;;;
;;; $EFB1..F4EB: Ceres steam ;;;
    ;;; $EFB1: Initialisation AI - enemy $E1FF (Ceres steam) ;;;
    ;;; $F00D: Main AI - enemy $E1FF (Ceres steam) ;;;
    ;;; $F019: Ceres steam function - calculate graphical offset in rotating elevator room ;;;
    ;;; $F03F: Enemy touch - enemy $E1FF (Ceres steam) ;;;
    ;;; $F04D: Instruction list - Ceres steam - up ;;;
    ;;; $F081: Instruction list - Ceres steam - left ;;;
    ;;; $F0B5: Instruction list - Ceres steam - down ;;;
    ;;; $F0E9: Instruction list - Ceres steam - right ;;;
    ;;; $F11D: Instruction - hide enemy ;;;
    ;;; $F127: Instruction - decrement activation timer and go to [[Y]] if non-zero, otherwise show enemy and go to [[Y] + 2] ;;;
    ;;; $F135: Instruction - show enemy ;;;
    ;;; $F142: Ceres steam extended spritemaps ;;;
    ;;; $F25A: Ceres steam hitboxes ;;;
    ;;; $F374: Ceres steam spritemaps ;;;
;;; $F4EC..FB71: Ceres door ;;;
    ;;; $F4EC: Ceres door palettes ;;;
    ;;; $F52C: Ceres door instruction list pointers ;;;
    ;;; $F53A..F63D: Instruction lists - Ceres door ;;;
        ;;; $F53A: Instruction list - parameter 1 = 3 (Ridley's room facing right) ;;;
        ;;; $F56C: Instruction list - parameter 1 = 0 (normal facing right) ;;;
        ;;; $F578: Instruction list - Ceres door facing right - open ;;;
        ;;; $F598: Instruction list - Ceres door facing right - closed ;;;
        ;;; $F5BE: Instruction list - parameter 1 = 1 (normal facing left) ;;;
        ;;; $F610: Instruction list - parameter 1 = 2 (rotating elevator room pre-explosion door overlay) ;;;
        ;;; $F61A: Instruction list - parameter 1 = 4 (rotating elevator room invisible wall) ;;;
        ;;; $F62A: Instruction list - parameter 1 = 5 (Ridley escape mode 7 left wall) ;;;
        ;;; $F634: Instruction list - parameter 1 = 6 (Ridley escape mode 7 right wall) ;;;
    ;;; $F63E..C4: Instructions ;;;
        ;;; $F63E: Instruction - go to [[Y]] if Samus is not within 30h pixels ;;;
        ;;; $F66A: Instruction - go to [[Y]] if area boss is alive ;;;
        ;;; $F678: Instruction - go to [[Y]] if Ceres Ridley has not escaped ;;;
        ;;; $F67F: Set Ceres elevator room to rotate if Ridley has escaped ;;;
        ;;; $F68B: Instruction - set enemy as intangible ;;;
        ;;; $F695: Instruction - set enemy as tangible ;;;
        ;;; $F69F: Instruction - set drawn by Ridley flag ;;;
        ;;; $F6A6: Instruction - set enemy as invisible ;;;
        ;;; $F6B0: Instruction - set enemy as visible, clear drawn by Ridley flag ;;;
        ;;; $F6B3: Instruction - set enemy as visible ;;;
        ;;; $F6BD: Instruction - queue Ceres door opening sound effect ;;;
    ;;; $F6C5: Initialisation AI - enemy $E23F (Ceres door) ;;;
    ;;; $F739: Load rotating elevator room pre-explosion door overlay tiles if needed ;;;
    ;;; $F765: Main AI - enemy $E23F (Ceres door) ;;;
    ;;; $F76B: Ceres door function - handle earthquake during escape ;;;
    ;;; $F770: Ceres door function - handle earthquake during escape in Ridley's room ;;;
    ;;; $F773: Handle Ceres door earthquake during escape ;;;
    ;;; $F7A5: Ceres door function - Ridley escape mode 7 wall ;;;
    ;;; $F7BD: Ceres door function - rotating elevator room - default ;;;
    ;;; $F7DC: Ceres door function - rotating elevator room - rumbling and explosions ;;;
    ;;; $F850: Ceres door function - rotating elevator room - handle Ceres elevator animations ;;;
    ;;; $F8F1: Animate Ceres elevator platform ;;;
    ;;; $F920: RTL. Enemy touch / enemy shot - enemy $E23F (Ceres door) ;;;
    ;;; $F921: Ceres door spritemaps ;;;
;;; $FB72..FEBB: Zebetites ;;;
    ;;; $FB72: Initialisation AI - enemy $E27F (zebetites) ;;;
    ;;; $FC33: Main AI - enemy $E27F (zebetites) ;;;
    ;;; $FC41: Zebetites function - spawn bottom zebetite if needed ;;;
    ;;; $FC5B: Zebetites function - wait for door transition to finish ;;;
    ;;; $FC67: Zebetites function - active ;;;
    ;;; $FCAA: Mark zebetite destroyed event ;;;
    ;;; $FCCB: Mark/unmark zebetite destroyed counter event ;;;
    ;;; $FCD9: Spawn top zebetite ;;;
    ;;; $FCF1: Spawn bottom zebetite ;;;
    ;;; $FD09: Set zebetite instruction list ;;;
    ;;; $FD5E: Handle zebetites palette animation ;;;
    ;;; $FDA7: Enemy touch - enemy $E27F (zebetites) ;;;
    ;;; $FDAC: Enemy shot - enemy $E27F (zebetites) ;;;
    ;;; $FDCC..FE07: Instruction lists - zebetites ;;;
        ;;; $FDCC: Instruction list - big zebetite - HP >= 800 ;;;
        ;;; $FDD2: Instruction list - big zebetite - HP < 800 ;;;
        ;;; $FDD8: Instruction list - big zebetite - HP < 600 ;;;
        ;;; $FDDE: Instruction list - big zebetite - HP < 400 ;;;
        ;;; $FDE4: Instruction list - big zebetite - HP < 200 ;;;
        ;;; $FDEA: Instruction list - small zebetite pair - HP >= 800 ;;;
        ;;; $FDF0: Instruction list - small zebetite pair - HP < 800 ;;;
        ;;; $FDF6: Instruction list - small zebetite pair - HP < 600 ;;;
        ;;; $FDFC: Instruction list - small zebetite pair - HP < 400 ;;;
        ;;; $FE02: Instruction list - small zebetite pair - HP < 200 ;;;
    ;;; $FE08: Spritemaps - zebetites ;;;
;;; $FEBC: Free space ;;;