;;; $8000..8686: Common to all enemy banks ;;;
;;; $8687..8F8B: Mini-Draygon ;;;
    ;;; $8687: Palette - enemy $E63F/$E67F (mini-Draygon) ;;;
    ;;; $86A7: Instruction list -  ;;;
    ;;; $86C3: Instruction list -  ;;;
    ;;; $870B: Instruction list -  ;;;
    ;;; $8727: Instruction list -  ;;;
    ;;; $876F: Instruction list -  ;;;
    ;;; $8775: Instruction list -  ;;;
    ;;; $878F: Instruction ;;;
    ;;; $879B: Instruction ;;;
    ;;; $87B6: Instruction ;;;
    ;;; $87CB: Instruction ;;;
    ;;; $87E0: Initialisation AI - enemy $E63F (mini-Draygon) ;;;
    ;;; $8838: Set mini-Draygon facing direction ;;;
    ;;; $8866: Slave mini-Draygon AI ;;;
    ;;; $88B0: Initialisation AI - enemy $E67F (evir projectile) ;;;
    ;;; $88E5:  ;;;
    ;;; $891B: Main AI - enemy $E63F (mini-Draygon) ;;;
    ;;; $8922: Mini-Draygon function - default AI ;;;
    ;;; $8933: Mini-Draygon master default AI ;;;
    ;;; $8997: Mini-Draygon slave default AI ;;;
    ;;; $899E: Main AI - enemy $E67F (evir projectile) ;;;
    ;;; $89D4:  ;;;
    ;;; $8A34:  ;;;
    ;;; $8A3B:  ;;;
    ;;; $8A78:  ;;;
    ;;; $8AB1:  ;;;
    ;;; $8AE8: Process mini-Draygon instruction pointer queue ;;;
    ;;; $8B06: Enemy shot - enemy $E63F (mini-Draygon) ;;;
    ;;; $8B0C: Power bomb reaction - enemy $E63F (mini-Draygon) ;;;
    ;;; $8B12: Enemy touch - enemy $E63F (mini-Draygon) ;;;
    ;;; $8B16: Mini-Draygon shared contact reaction ;;;
    ;;; $8B59: Mini-Draygon spritemaps ;;;
;;; $8F8C..9378: Morph ball eye ;;;
    ;;; $8F8C: Palette - enemy $E6BF (morph ball eye) ;;;
    ;;; $8FAC: Instruction list -  ;;;
    ;;; $8FF0: Instruction list -  ;;;
    ;;; $9002: Instruction list -  ;;;
    ;;; $9014: Instruction list -  ;;;
    ;;; $9026: Instruction list -  ;;;
    ;;; $9038: Instruction list -  ;;;
    ;;; $903E: Instruction list -  ;;;
    ;;; $9044: Instruction list -  ;;;
    ;;; $904A: Instruction list -  ;;;
    ;;; $9050: Morph ball eye constants ;;;
    ;;; $9058: Initialisation AI - enemy $E6BF (morph ball eye) ;;;
    ;;; $90E2: Main AI - enemy $E6BF (morph ball eye) ;;;
    ;;; $90F1:  ;;;
    ;;; $912E:  ;;;
    ;;; $9160:  ;;;
    ;;; $91CE:  ;;;
    ;;; $91DC: RTL ;;;
    ;;; $91DD: RTL ;;;
    ;;; $91DE: RTL ;;;
    ;;; $91DF: Morph ball eye spritemaps ;;;
;;; $9379..99AB: Funes ;;;
    ;;; $9379: Palette - enemy $E6FF (fune) ;;;
    ;;; $9399: Instruction list -  ;;;
    ;;; $939F: Instruction list -  ;;;
    ;;; $93C9: Instruction list -  ;;;
    ;;; $93CF: Instruction list -  ;;;
    ;;; $93F9: Spritemaps ;;;
    ;;; $959D: Palette - enemy $E73F (fune with eyes) ;;;
    ;;; $95BD: Instruction list -  ;;;
    ;;; $95C3: Instruction list -  ;;;
    ;;; $95F1: Instruction list -  ;;;
    ;;; $95F7: Instruction list -  ;;;
    ;;; $9625: Instruction ;;;
    ;;; $9631: Instruction ;;;
    ;;; $964A: Instruction ;;;
    ;;; $9663: Instruction ;;;
    ;;; $967C: Instruction ;;;
    ;;; $9695: Instruction ;;;
    ;;; $96B4: Instruction ;;;
    ;;; $96D3: Instruction list pointers ;;;
    ;;; $96E3: Initialisation AI - enemy $E6FF/$E73F (fune / fune with eyes) ;;;
    ;;; $9730: Main AI - enemy $E6FF/$E73F (fune / fune with eyes) ;;;
    ;;; $9737:  ;;;
    ;;; $975C:  ;;;
    ;;; $978E: RTS ;;;
    ;;; $978F: RTS ;;;
    ;;; $9790:  ;;;
    ;;; $979B:  ;;;
    ;;; $97B2: RTL ;;;
    ;;; $97B3: RTL ;;;
    ;;; $97B4: Spritemaps ;;;
;;; $99AC..9F4E: Wrecked Ship ghost ;;;
    ;;; $99AC: Palette - enemy $E77F (Wrecked Ship ghost) ;;;
    ;;; $99CC: Wrecked Ship ghost palettes ;;;
    ;;; $9A8C: Instruction list -  ;;;
    ;;; $9A9C: Wrecked Ship ghosts constants ;;;
    ;;; $9AEE: Initialisation AI - enemy $E77F (Wrecked Ship ghost) ;;;
    ;;; $9B3C: Main AI - enemy $E77F (Wrecked Ship ghost) ;;;
    ;;; $9B42:  ;;;
    ;;; $9BAD:  ;;;
    ;;; $9C31:  ;;;
    ;;; $9C69:  ;;;
    ;;; $9C8A:  ;;;
    ;;; $9D13:  ;;;
    ;;; $9D31: RTL ;;;
    ;;; $9D32:  ;;;
    ;;; $9D36:  ;;;
    ;;; $9E44: RTL ;;;
    ;;; $9E45: RTL ;;;
    ;;; $9E46: Wrecked Ship ghost spritemaps ;;;
    ;;; $9E88:  ;;;
;;; $9F4F..AAFD: Yapping maw ;;;
    ;;; $9F4F: Palette - enemy $E7BF (yapping maw) ;;;
    ;;; $9F6F..A096: Instruction lists - yapping maw ;;;
        ;;; $9F6F: Instruction list - initial ;;;
        ;;; $9F85: Instruction list -  ;;;
        ;;; $9F9B: Instruction list -  ;;;
        ;;; $9FB1: Instruction list -  ;;;
        ;;; $9FC7: Instruction list -  ;;;
        ;;; $9FDD: Instruction list -  ;;;
        ;;; $9FF3: Instruction list -  ;;;
        ;;; $A009: Instruction list -  ;;;
        ;;; $A01F: Instruction list -  ;;;
        ;;; $A03D: Instruction list -  ;;;
        ;;; $A05B: Instruction list -  ;;;
        ;;; $A079: Instruction list -  ;;;
    ;;; $A097: Instruction list pointers ;;;
    ;;; $A0A7: Yapping maw constants ;;;
    ;;; $A0C7: Instruction ;;;
    ;;; $A0D9: Instruction ;;;
    ;;; $A0EB: Instruction ;;;
    ;;; $A0FD: Instruction ;;;
    ;;; $A10F: Instruction ;;;
    ;;; $A121: Instruction ;;;
    ;;; $A133: Instruction - play yapping maw sound effect if on screen ;;;
    ;;; $A148: Initialisation AI - enemy $E7BF (yapping maw) ;;;
    ;;; $A211: Main AI - enemy $E7BF (yapping maw) ;;;
    ;;; $A235: Yapping maw function - neutral ;;;
    ;;; $A28C: Yapping maw function -  ;;;
    ;;; $A310:  ;;;
    ;;; $A339:  ;;;
    ;;; $A37C:  ;;;
    ;;; $A3BF:  ;;;
    ;;; $A402:  ;;;
    ;;; $A445: Yapping maw function - attacking ;;;
    ;;; $A63E:  ;;;
    ;;; $A665:  ;;;
    ;;; $A68A: Yapping maw function - cooldown ;;;
    ;;; $A6C4: Set body segment 0 position ;;;
    ;;; $A6DB: Set body segment 1 position ;;;
    ;;; $A6FC: Set body segment 2 position ;;;
    ;;; $A71D: Set body segment 3 position ;;;
    ;;; $A73E:  ;;;
    ;;; $A742:  ;;;
    ;;; $A799: Enemy touch - enemy $E7BF (yapping maw) ;;;
    ;;; $A7BD: Enemy shot - enemy $E7BF (yapping maw) ;;;
    ;;; $A835: Frozen AI - enemy $E7BF (yapping maw) ;;;
    ;;; $A85D: Set yapping maw body segment frozen palette ;;;
    ;;; $A899: Set yapping maw base frozen palette ;;;
    ;;; $A8EE: Yapping maw spritemaps ;;;
;;; $AAFE..AC1B: Kago ;;;
    ;;; $AAFE: Palette - enemy $E7FF (kago) ;;;
    ;;; $AB1E: Instruction list -  ;;;
    ;;; $AB32: Instruction list -  ;;;
    ;;; $AB46: Initialisation AI - enemy $E7FF (kago) ;;;
    ;;; $AB75: Main AI - enemy $E7FF (kago) ;;;
    ;;; $AB7B:  ;;;
    ;;; $AB82: RTL ;;;
    ;;; $AB83: Enemy shot - enemy $E7FF (kago) ;;;
    ;;; $ABDA: Kago spritemaps ;;;
;;; $AC1C..B65D: Norfair lava creature ;;;
    ;;; $AC1C: Palette - enemy $E83F (Norfair lava creature) ;;;
    ;;; $AC3C: Norfair lava creature glow palettes ;;;
    ;;; $AC9C..AE11: Instruction lists - Norfair lava creature ;;;
        ;;; $AC9C: Instruction list -  ;;;
        ;;; $ACB0: Instruction list -  ;;;
        ;;; $ACDE: Instruction list -  ;;;
        ;;; $AD0C: Instruction list -  ;;;
        ;;; $AD3C: Instruction list -  ;;;
        ;;; $AD50: Instruction list -  ;;;
        ;;; $AD7E: Instruction list -  ;;;
        ;;; $ADAC: Instruction list -  ;;;
        ;;; $ADDC: Instruction list -  ;;;
        ;;; $ADE2: Instruction list -  ;;;
        ;;; $ADE8: Instruction list -  ;;;
        ;;; $ADEE: Instruction list -  ;;;
        ;;; $ADF4: Instruction list -  ;;;
        ;;; $ADFA: Instruction list -  ;;;
        ;;; $AE00: Instruction list -  ;;;
        ;;; $AE06: Instruction list -  ;;;
        ;;; $AE0C: Instruction list -  ;;;
    ;;; $AE12..AF4E: Norfair lava creature instructions ;;;
        ;;; $AE12: Instruction - queue sound [[Y]], sound library 2, max queued sounds allowed = 6, if enemy is on-screen ;;;
        ;;; $AE26: Instruction ;;;
        ;;; $AE30: Instruction ;;;
        ;;; $AE3A: Instruction ;;;
        ;;; $AE45: Instruction ;;;
        ;;; $AE50: Instruction ;;;
        ;;; $AE5A: Instruction ;;;
        ;;; $AE64: Instruction ;;;
        ;;; $AE88: Instruction ;;;
        ;;; $AE96: Instruction ;;;
        ;;; $AEBA: Instruction ;;;
        ;;; $AECA: Instruction ;;;
        ;;; $AEE4: Instruction ;;;
        ;;; $AEFE: Instruction ;;;
        ;;; $AF18: Instruction ;;;
        ;;; $AF32: Unused ;;;
        ;;; $AF44: Instruction ;;;
    ;;; $AF4F:  ;;;
    ;;; $AF55: Norfair lava creature constants ;;;
    ;;; $AF8B: Initialisation AI - enemy $E83F (Norfair lava creature) ;;;
    ;;; $AF9D:  ;;;
    ;;; $AFE2:  ;;;
    ;;; $B020:  ;;;
    ;;; $B05E:  ;;;
    ;;; $B088:  ;;;
    ;;; $B0B2: Enemy graphics drawn hook - Norfair lava creature - periodically cycle between palettes ;;;
    ;;; $B10A: Main AI - enemy $E83F (Norfair lava creature) ;;;
    ;;; $B11A:  ;;;
    ;;; $B175:  ;;;
    ;;; $B193:  ;;;
    ;;; $B1B8:  ;;;
    ;;; $B1DD:  ;;;
    ;;; $B204:  ;;;
    ;;; $B230:  ;;;
    ;;; $B291:  ;;;
    ;;; $B295:  ;;;
    ;;; $B2C5:  ;;;
    ;;; $B30D:  ;;;
    ;;; $B31F:  ;;;
    ;;; $B356:  ;;;
    ;;; $B3A7:  ;;;
    ;;; $B3CB:  ;;;
    ;;; $B3E5:  ;;;
    ;;; $B400: Power bomb reaction - enemy $E83F (Norfair lava creature) ;;;
    ;;; $B406: Enemy touch - enemy $E83F (Norfair lava creature) ;;;
    ;;; $B40C: Enemy shot - enemy $E83F (Norfair lava creature) ;;;
    ;;; $B410: Norfair lava creature shared contact reaction ;;;
    ;;; $B448: Norfair lava creature spritemaps ;;;
;;; $B65E..C142: Beetom ;;;
    ;;; $B65E: Palette - enemy $E87F (beetom) ;;;
    ;;; $B67E: Unused. Beetom eye colours ;;;
    ;;; $B696: Instruction list - crawling - facing left ;;;
    ;;; $B6AC: Instruction list - hop - facing left ;;;
    ;;; $B6C0: Unused. Instruction list - small hop - facing left ;;;
    ;;; $B6CC: Instruction list - draining Samus - facing left ;;;
    ;;; $B6F2: Instruction list - crawling - facing right ;;;
    ;;; $B708: Instruction list - hop - facing right ;;;
    ;;; $B71C: Unused. Instruction list - small hop - facing right ;;;
    ;;; $B728: Instruction list - draining Samus - facing right ;;;
    ;;; $B74E: Samus not in proximity beetom function pointers ;;;
    ;;; $B75E: Instruction - nothing ;;;
    ;;; $B762: Set beetom instruction list ;;;
    ;;; $B776: Initialisation AI - enemy $E87F (beetom) ;;;
    ;;; $B7EF: Calculate initial hop speed ;;;
    ;;; $B80D: Main AI - enemy $E87F (beetom) ;;;
    ;;; $B814: Beetom function - decide action ;;;
    ;;; $B82F: Beetom function - decide action - Samus not in proximity ;;;
    ;;; $B84F: Beetom function - start idling ;;;
    ;;; $B85F: Beetom function - start crawling left ;;;
    ;;; $B873: Beetom function - start crawling right ;;;
    ;;; $B887: Beetom function - start short hop left ;;;
    ;;; $B8A9: Beetom function - start short hop right ;;;
    ;;; $B8CB: Beetom function - start long hop left ;;;
    ;;; $B8ED: Beetom function - start long hop right ;;;
    ;;; $B90F: Beetom function - decide action - Samus in proximity ;;;
    ;;; $B952: Beetom function - start draining Samus - facing left ;;;
    ;;; $B966: Beetom function - start draining Samus - facing right ;;;
    ;;; $B97A: Beetom function - start dropping ;;;
    ;;; $B9A2: Beetom function - start being flung ;;;
    ;;; $B9B2: Beetom function - idling ;;;
    ;;; $B9C1: Beetom function - crawling left ;;;
    ;;; $BA24: Beetom function - crawling right ;;;
    ;;; $BA84: Beetom function - short hop left ;;;
    ;;; $BAB7: Beetom function - short hop right ;;;
    ;;; $BAE7: Beetom Y movement - short hop - rising ;;;
    ;;; $BB20: Beetom Y movement - short hop - falling ;;;
    ;;; $BB55: Beetom function - long hop left ;;;
    ;;; $BB88: Beetom function - long hop right ;;;
    ;;; $BBB8: Beetom Y movement - long hop - rising ;;;
    ;;; $BBF1: Beetom Y movement - long hop - falling ;;;
    ;;; $BC26: Beetom function - lunge left ;;;
    ;;; $BC5A: Beetom function - lunge right ;;;
    ;;; $BC8A: Beetom Y movement - lunge - rising ;;;
    ;;; $BCC3: Beetom Y movement - lunge - falling ;;;
    ;;; $BCF8: Beetom function - draining Samus - facing left ;;;
    ;;; $BD42: Beetom function - draining Samus - facing right ;;;
    ;;; $BD8C: Update beetom button counter ;;;
    ;;; $BD9D: Beetom function - dropping ;;;
    ;;; $BDC5: Beetom function - being flung ;;;
    ;;; $BDCC: Beetom movement - being flung ;;;
    ;;; $BE2E: Enemy touch - enemy $E87F (beetom) ;;;
    ;;; $BEAC: Enemy shot - enemy $E87F (beetom) ;;;
    ;;; $BED3: Beetom spritemaps ;;;
;;; $C143..C6B2: Maridia floater ;;;
    ;;; $C143: Palette - enemy $E8BF (Maridia floater) ;;;
    ;;; $C163: Instruction list -  ;;;
    ;;; $C173: Instruction list -  ;;;
    ;;; $C183: Instruction list -  ;;;
    ;;; $C191: Instruction list -  ;;;
    ;;; $C19F: Maridia floater constants ;;;
    ;;; $C1C9: Initialisation AI - enemy $E8BF (Maridia floater) ;;;
    ;;; $C21C: Main AI - enemy $E8BF (Maridia floater) ;;;
    ;;; $C222: RTL ;;;
    ;;; $C223:  ;;;
    ;;; $C234:  ;;;
    ;;; $C283:  ;;;
    ;;; $C2A6:  ;;;
    ;;; $C2CF:  ;;;
    ;;; $C36B:  ;;;
    ;;; $C3E1:  ;;;
    ;;; $C469:  ;;;
    ;;; $C4DC:  ;;;
    ;;; $C500:  ;;;
    ;;; $C51D:  ;;;
    ;;; $C568: RTL ;;;
    ;;; $C569:  ;;;
    ;;; $C59F:  ;;;
    ;;; $C5BE: Enemy touch - enemy $E8BF (Maridia floater) ;;;
    ;;; $C5EF: Enemy shot - enemy $E8BF (Maridia floater) ;;;
    ;;; $C63F: Power bomb reaction - enemy $E8BF (Maridia floater) ;;;
    ;;; $C675: Maridia floater spritemaps ;;;
;;; $C6B3..D820: Wrecked Ship robot ;;;
    ;;; $C6B3: Palette - enemy $E8FF/$E93F (Wrecked Ship robot) ;;;
    ;;; $C6D3..C6E4: Instruction lists - Wrecked Ship robot, deactivated ;;;
        ;;; $C6D3: Instruction list - Wrecked Ship robot, deactivated - neutral ;;;
        ;;; $C6D9: Instruction list - Wrecked Ship robot, deactivated - leaning left ;;;
        ;;; $C6DF: Instruction list - Wrecked Ship robot, deactivated - leaning right ;;;
    ;;; $C6E5..CB76: Instruction lists - Wrecked Ship robot ;;;
        ;;; $C6E5: Instruction list - initial ;;;
        ;;; $C6E9: Instruction list - facing left - walking forwards ;;;
        ;;; $C73F: Instruction list - facing left - hit wall moving forwards ;;;
        ;;; $C7BB: Instruction list - facing left - shot - Samus is ahead ;;;
        ;;; $C833: Instruction list - facing left - shot - Samus is behind ;;;
        ;;; $C8B1: Instruction list - facing left - shot laser down-left ;;;
        ;;; $C8BD: Instruction list - facing left - shot laser left ;;;
        ;;; $C8D1: Instruction list - facing left - shot laser up-left ;;;
        ;;; $C8E9: Instruction list - facing left - laser shot recoil ;;;
        ;;; $C91B: Instruction list - approaching a fall to the right ;;;
        ;;; $C92D: Instruction list - facing right - walking forwards ;;;
        ;;; $C985: Instruction list - facing right - hit wall moving forwards ;;;
        ;;; $CA01: Instruction list - facing right - shot - Samus is ahead ;;;
        ;;; $CA7D: Instruction list - facing right - shot - Samus is behind ;;;
        ;;; $CAFD: Instruction list - facing right - shot laser down-right ;;;
        ;;; $CB09: Instruction list - facing right - shot laser right ;;;
        ;;; $CB1D: Instruction list - facing right - shot laser up-right ;;;
        ;;; $CB35: Instruction list - facing right - laser shot recoil ;;;
        ;;; $CB65: Instruction list - approaching a fall to the left ;;;
    ;;; $CB77: Initialisation AI - enemy $E8FF (Wrecked Ship robot) ;;;
    ;;; $CBCC: Initialisation AI - enemy $E93F (Wrecked Ship robot, deactivated) ;;;
    ;;; $CC36: Main AI - enemy $E8FF (Wrecked Ship robot) ;;;
    ;;; $CC66: RTL. Main AI - enemy $E93F (Wrecked Ship robot, deactivated) ;;;
    ;;; $CC67: Enemy graphics drawn hook - Wrecked Ship robot - periodically cycle between palettes ;;;
    ;;; $CCFF: Decrement enemy laser cooldown ;;;
    ;;; $CD09..D173: Instructions ;;;
        ;;; $CD09: Instruction - facing left - move forwards, go to $C73F if hit wall, go to $CB65 if approaching a fall ;;;
        ;;; $CDA4: Instruction - facing left - move forwards, go to $C73F if hit wall ;;;
        ;;; $CDEA: Instruction - facing left - move backwards, go to $C6E9 if hit wall, go to $C91B if approaching a fall ;;;
        ;;; $CE85: Instruction - facing left - move backwards, go to $C6E9 if hit wall ;;;
        ;;; $CECB: Instruction - go to $C92D ;;;
        ;;; $CECF: Instruction - facing right - move forwards, go to $C985 if hit wall, go to $C91B if approaching a fall ;;;
        ;;; $CF6A: Instruction - facing right - move forwards, go to $C985 if hit wall ;;;
        ;;; $CFB0: Instruction - facing right - move backwards, go to $C6E9 if hit wall, go to $CB65 if approaching a fall ;;;
        ;;; $D04B: Instruction - facing right - move backwards, go to $C6E9 if hit wall ;;;
        ;;; $D091: Instruction - play Wrecked Ship robot sound effect if on screen ;;;
        ;;; $D0C2: Instruction - go to $C6E9 ;;;
        ;;; $D0C6: Instruction - try shooting laser up-right and go to $CB1D if so ;;;
        ;;; $D0D2: Instruction - try shooting laser up-left and go to $C8D1 if so ;;;
        ;;; $D0DC: Handle firing laser - upwards ;;;
        ;;; $D100: Instruction - try shooting laser horizontally and go to $CB09 if so ;;;
        ;;; $D107: Instruction - try shooting laser horizontally and go to $C8BD if so ;;;
        ;;; $D10C: Handle firing laser - horizontal ;;;
        ;;; $D131: Instruction - try shooting laser down-right and go to $CAFD if so ;;;
        ;;; $D13D: Instruction - try shooting laser down-left and go to $C8B1 if so ;;;
        ;;; $D147: Handle firing laser - downwards ;;;
        ;;; $D16B: Instruction - decrement enemy laser cooldown ;;;
    ;;; $D174: Enemy touch - enemy $E8FF/$E93F (Wrecked Ship robot) ;;;
    ;;; $D18D: Enemy shot - enemy $E93F (Wrecked Ship robot, deactivated) ;;;
    ;;; $D192: Enemy shot - enemy $E8FF (Wrecked Ship robot) ;;;
    ;;; $D1F1: Wrecked Ship robot spritemaps ;;;
;;; $D821..DBC6: Maridia puffer ;;;
    ;;; $D821: Palette - enemy $E97F (Maridia puffer) ;;;
    ;;; $D841: Instruction list -  ;;;
    ;;; $D855: Instruction list -  ;;;
    ;;; $D871: Maridia puffer constants ;;;
    ;;; $D8C9: Initialisation AI - enemy $E97F (Maridia puffer) ;;;
    ;;; $D90B: Main AI - enemy $E97F (Maridia puffer) ;;;
    ;;; $D92B:  ;;;
    ;;; $D940:  ;;;
    ;;; $D963:  ;;;
    ;;; $D97C:  ;;;
    ;;; $D9AA:  ;;;
    ;;; $D9DB:  ;;;
    ;;; $DA28:  ;;;
    ;;; $DA71:  ;;;
    ;;; $DA92:  ;;;
    ;;; $DAB3:  ;;;
    ;;; $DAF6:  ;;;
    ;;; $DB14: Enemy shot - enemy $E97F (Maridia puffer) ;;;
    ;;; $DB76: Maridia puffer spritemaps ;;;
;;; $DBC7..E22F: Walking lava seahorse ;;;
    ;;; $DBC7: Palette - enemy $E9BF (walking lava seahorse) ;;;
    ;;; $DBE7: Instruction list -  ;;;
    ;;; $DC03: Instruction list -  ;;;
    ;;; $DC51: Instruction list -  ;;;
    ;;; $DC57: Instruction list -  ;;;
    ;;; $DC73: Instruction list -  ;;;
    ;;; $DCC1: Instruction list -  ;;;
    ;;; $DCC7: Walking lava seahorse constants ;;;
    ;;; $DCCD: Initialisation AI - enemy $E9BF (walking lava seahorse) ;;;
    ;;; $DD37:  ;;;
    ;;; $DD55:  ;;;
    ;;; $DD6B: Main AI - enemy $E9BF (walking lava seahorse) ;;;
    ;;; $DD71:  ;;;
    ;;; $DDC6:  ;;;
    ;;; $DDFA:  ;;;
    ;;; $DE05:  ;;;
    ;;; $DE4B:  ;;;
    ;;; $DECC: RTL ;;;
    ;;; $DECD:  ;;;
    ;;; $DEEC:  ;;;
    ;;; $DF1C: Instruction ;;;
    ;;; $DF33: Instruction ;;;
    ;;; $DF39: Instruction ;;;
    ;;; $DF3F: Instruction ;;;
    ;;; $DF63: Instruction ;;;
    ;;; $DF71: Instruction ;;;
    ;;; $DF9C: RTL ;;;
    ;;; $DF9D:  ;;;
    ;;; $DFA2: Walking lava seahorse spritemaps ;;;
;;; $E230..E586: Wrecked Ship orbs ;;;
    ;;; $E230: Palette - enemy $E9FF (Wrecked Ship orbs) ;;;
    ;;; $E250: Palettes - Wrecked Ship orbs ;;;
    ;;; $E310..7F: Instruction lists - Wrecked Ship orbs ;;;
        ;;; $E310: Instruction list -  ;;;
        ;;; $E32C: Instruction list -  ;;;
        ;;; $E348: Instruction list -  ;;;
        ;;; $E364: Instruction list -  ;;;
    ;;; $E380: Wrecked Ship orbs instruction list pointers ;;;
    ;;; $E388: Initialisation AI - enemy $E9FF (Wrecked Ship orbs) ;;;
    ;;; $E3C3: Main AI - enemy $E9FF (Wrecked Ship orbs) ;;;
    ;;; $E3D9:  ;;;
    ;;; $E3EF:  ;;;
    ;;; $E405:  ;;;
    ;;; $E424:  ;;;
    ;;; $E443:  ;;;
    ;;; $E462:  ;;;
    ;;; $E481:  ;;;
    ;;; $E485:  ;;;
    ;;; $E489: Spritemaps - Wrecked Ship orbs ;;;
;;; $E587..E7AB: Wrecked Ship spark ;;;
    ;;; $E587: Palette - enemy $EA3F (Wrecked Ship spark) ;;;
    ;;; $E5A7..E61C: Wrecked Ship spark instruction lists ;;;
        ;;; $E5A7: Instruction list ;;;
        ;;; $E5D1: Instruction list - initial - parameter 1 = 0/1 ;;;
        ;;; $E5E5: Instruction list ;;;
        ;;; $E609: Instruction list - initial - parameter 1 = 2 ;;;
    ;;; $E61D: Instruction - set enemy as intangible ;;;
    ;;; $E62A: Instruction - set enemy as tangible ;;;
    ;;; $E637: Initialisation AI - enemy $EA3F (Wrecked Ship spark) ;;;
    ;;; $E68E: Main AI - enemy $EA3F (Wrecked Ship spark) ;;;
    ;;; $E694: RTL. Wrecked Ship spark function - parameter 1 = 0 ;;;
    ;;; $E695: Wrecked Ship spark function ;;;
    ;;; $E6B7: Wrecked Ship spark function - parameter 1 = 1 ;;;
    ;;; $E6DC: Wrecked Ship spark function - parameter 1 = 2 ;;;
    ;;; $E6F6:  ;;;
    ;;; $E70D: RTL ;;;
    ;;; $E70E: Enemy shot - enemy $EA3F (Wrecked Ship spark) ;;;
    ;;; $E71F: Spritemaps - Wrecked Ship spark ;;;
;;; $E7AC..E999: Blue Brinstar face block ;;;
    ;;; $E7AC: Palette - enemy $EA7F (blue Brinstar face block) ;;;
    ;;; $E7CC: Blue Brinstar face block glow colours ;;;
    ;;; $E80C: Instruction list -  ;;;
    ;;; $E81A: Instruction list -  ;;;
    ;;; $E828: Instruction list -  ;;;
    ;;; $E82E: Initialisation AI - enemy $EA7F (blue Brinstar face block) ;;;
    ;;; $E86E: Enemy graphics drawn hook - blue Brinstar face block - periodically cycle between palettes ;;;
    ;;; $E8AE: Main AI - enemy $EA7F (blue Brinstar face block) ;;;
    ;;; $E91C: RTL ;;;
    ;;; $E91D: Enemy shot - enemy $EA7F (blue Brinstar face block) ;;;
    ;;; $E92C: Blue Brinstar face block spritemaps ;;;
;;; $E99A..F9BD: Ki-hunter ;;;
    ;;; $E99A: Palette - enemy $EABF/$EAFF (green ki-hunter) ;;;
    ;;; $E9BA: Palette - enemy $EB3F/$EB7F (yellow ki-hunter) ;;;
    ;;; $E9DA: Palette - enemy $EB7F/$EBBF (red ki-hunter) ;;;
    ;;; $E9FA..EB2D: Instruction lists - ki-hunter ;;;
        ;;; $E9FA: Instruction list -  ;;;
        ;;; $EA24: Instruction list -  ;;;
        ;;; $EA4E: Instruction list -  ;;;
        ;;; $EA5E: Instruction list -  ;;;
        ;;; $EA6E: Instruction list -  ;;;
        ;;; $EA76: Instruction list -  ;;;
        ;;; $EA7E: Instruction list -  ;;;
        ;;; $EA84: Instruction list -  ;;;
        ;;; $EA8A: Instruction list -  ;;;
        ;;; $EAA6: Instruction list -  ;;;
        ;;; $EAC2: Instruction list -  ;;;
        ;;; $EADA: Instruction list -  ;;;
        ;;; $EAF2: Instruction list -  ;;;
        ;;; $EB10: Instruction list -  ;;;
    ;;; $EB2E: Ki-hunter spritemaps ;;;
    ;;; $F180: Ki-hunter constants ;;;
    ;;; $F188: Initialisation AI - enemy $EABF/$EB3F/$EBBF (ki-hunter) ;;;
    ;;; $F214: Initialisation AI - enemy $EAFF/$EB7F/$EBFF (ki-hunter wings) ;;;
    ;;; $F25C: Main AI - enemy $EABF/$EB3F/$EBBF (ki-hunter) ;;;
    ;;; $F262: Main AI - enemy $EAFF/$EB7F/$EBFF (ki-hunter wings) ;;;
    ;;; $F268:  ;;;
    ;;; $F3B8:  ;;;
    ;;; $F4ED:  ;;;
    ;;; $F526:  ;;;
    ;;; $F55A:  ;;;
    ;;; $F58B:  ;;;
    ;;; $F5E4:  ;;;
    ;;; $F5F0:  ;;;
    ;;; $F67F: Instruction ;;;
    ;;; $F68B:  ;;;
    ;;; $F6B3:  ;;;
    ;;; $F6D2:  ;;;
    ;;; $F6D8:  ;;;
    ;;; $F6DC:  ;;;
    ;;; $F6F3:  ;;;
    ;;; $F700: RTL ;;;
    ;;; $F701: Enemy shot - enemy $EABF/$EB3F/$EBBF (ki-hunter) ;;;
    ;;; $F7CF:  ;;;
    ;;; $F7DB:  ;;;
    ;;; $F851:  ;;;
    ;;; $F87F:  ;;;
    ;;; $F8AD:  ;;;
    ;;; $F947:  ;;;
    ;;; $F96A:  ;;;
    ;;; $F98D:  ;;;
;;; $F9BE: Free space ;;;