;;; $8000..8686: Common to all enemy banks ;;;
;;; $8687..878A: Unused spinning turtle eye ;;;
    ;;; $8687: Palette - enemy $F153 (unused spinning turtle eye) ;;;
    ;;; $86A7: Instruction list - initial ;;;
    ;;; $86CB: Unused. Instruction list ;;;
    ;;; $86DB: Unused. Instruction list ;;;
    ;;; $86EB: Unused. Instruction list ;;;
    ;;; $86FB: Initialisation AI - enemy $F153 (unused spinning turtle eye) ;;;
    ;;; $870E: Main AI - enemy $F153 (unused spinning turtle eye) ;;;
    ;;; $8712: RTL ;;;
    ;;; $8713: RTL ;;;
    ;;; $8714: Unused spinning turtle eye spritemaps ;;;
;;; $878B..8AC0: Zeb / zebbo ;;;
    ;;; $878B: Palette - enemy $F193 (zeb) ;;;
    ;;; $87AB: Instruction list - facing left - rising ;;;
    ;;; $87CF: Instruction list - facing left - shooting ;;;
    ;;; $87EB: Instruction list - facing right - rising ;;;
    ;;; $880F: Instruction list - facing right - shooting ;;;
    ;;; $882B: Instruction list pointers - zeb ;;;
    ;;; $8833: Instruction list pointers - zebbo ;;;
    ;;; $883B: Initialisation AI - enemy $F193/$F1D3 (zeb / zebbo) ;;;
    ;;; $887A: Main AI - enemy $F193/$F1D3 (zeb / zebbo) ;;;
    ;;; $8880: Zeb/zebbo function - wait until on screen ;;;
    ;;; $8890: Zeb/zebbo function - wait for Samus to get near ;;;
    ;;; $88E3: Zeb/zebbo function - rising ;;;
    ;;; $891C: Zeb/zebbo function - shooting ;;;
    ;;; $897E: Zeb/zebbo function - spawn delay ;;;
    ;;; $898B: Set zeb/zebbo instruction list ;;;
    ;;; $89B7: Spritemaps ;;;
    ;;; $89FD: Palette - enemy $F1D3 (zebbo) ;;;
    ;;; $8A1D: Instruction list - facing left - rising ;;;
    ;;; $8A31: Instruction list - facing left - shooting ;;;
    ;;; $8A45: Instruction list - facing right - rising ;;;
    ;;; $8A59: Instruction list - facing right - shooting ;;;
    ;;; $8A6D: Spritemaps ;;;
;;; $8AC1..8EDB: Gamet ;;;
    ;;; $8AC1: Palette - enemy $F213 (gamet) ;;;
    ;;; $8AE1: Instruction list - facing left - rising ;;;
    ;;; $8B05: Instruction list - facing left - shooting ;;;
    ;;; $8B21: Instruction list - facing right - rising ;;;
    ;;; $8B45: Instruction list - facing right - shooting ;;;
    ;;; $8B61: Initialisation AI - enemy $F213 (gamet) ;;;
    ;;; $8B9E: Main AI - enemy $F213 (gamet) ;;;
    ;;; $8BA8: Reset enemy if off-screen ;;;
    ;;; $8BCD: Gamet function - wait until everyone's ready ;;;
    ;;; $8BFF: Gamet function - wait for Samus to get near ;;;
    ;;; $8C52: Set up Gamet formation ;;;
    ;;; $8CA6: Gamet function - rising ;;;
    ;;; $8CFF: Gamet function - move to formation - centre ;;;
    ;;; $8D0C: Gamet function - move to formation - upper middle ;;;
    ;;; $8D4E: Gamet function - move to formation - top ;;;
    ;;; $8D90: Gamet function - move to formation - lower middle ;;;
    ;;; $8DD2: Gamet function - move to formation - bottom ;;;
    ;;; $8E14: Gamet function - shooting left ;;;
    ;;; $8E35: Gamet function - shooting right ;;;
    ;;; $8E56: Unused. RTS ;;;
    ;;; $8E5A: Gamet function - shoot delay ;;;
    ;;; $8E94: RTL ;;;
    ;;; $8E95: RTL ;;;
    ;;; $8E96: Spritemaps ;;;
;;; $8EDC..9318: Geega ;;;
    ;;; $8EDC: Palette - enemy $F253 (geega) ;;;
    ;;; $8EFC: Instruction list - facing left - rising ;;;
    ;;; $8F10: Instruction list - facing left - shooting ;;;
    ;;; $8F24: Instruction list - facing right - rising ;;;
    ;;; $8F38: Instruction list - facing right - shooting ;;;
    ;;; $8F4C: Initialisation AI - enemy $F253 (geega) ;;;
    ;;; $8FAE: Main AI - enemy $F253 (geega) ;;;
    ;;; $8FB5: Geega function - wait for Samus to get near ;;;
    ;;; $8FF5: Geega function - shoot delay ;;;
    ;;; $9028: Geega function - shooting left ;;;
    ;;; $90A1: Move geega left ;;;
    ;;; $90BD: Geega function - shooting right ;;;
    ;;; $913A: Move geega right ;;;
    ;;; $915A: Geega function - dipping left ;;;
    ;;; $91D8: Geega function - dipping right ;;;
    ;;; $9256: Move geega up ;;;
    ;;; $927A: Move geega down ;;;
    ;;; $92AB: RTL ;;;
    ;;; $92AC: RTL ;;;
    ;;; $92AD: Spritemaps ;;;
    ;;; $9301: Unused. Spritemap pointers ;;;
;;; $9319..E524: Botwoon ;;;
    ;;; $9319: Palette - enemy $F293 (Botwoon) ;;;
    ;;; $9339..946A: Instruction lists - Botwoon ;;;
        ;;; $9339: Unused. Instruction list - mouth closed - aiming up (facing left) ;;;
        ;;; $9341: Instruction list - mouth closed - aiming up-left ;;;
        ;;; $9349: Instruction list - mouth closed - aiming left ;;;
        ;;; $9351: Instruction list - mouth closed - aiming down-left ;;;
        ;;; $9359: Unused. Instruction list - mouth closed - aiming down (facing left) ;;;
        ;;; $9361: Instruction list - mouth closed - aiming down (facing right) ;;;
        ;;; $9369: Instruction list - mouth closed - aiming down-right ;;;
        ;;; $9371: Instruction list - mouth closed - aiming right ;;;
        ;;; $9379: Instruction list - mouth closed - aiming up-right ;;;
        ;;; $9381: Instruction list - mouth closed - aiming up (facing right) ;;;
        ;;; $9389: Instruction list - hide ;;;
        ;;; $938F: Unused. Instruction list - spit - aiming up (facing left) ;;;
        ;;; $939F: Instruction list - spit - aiming up-left ;;;
        ;;; $93AF: Instruction list - spit - aiming left ;;;
        ;;; $93BF: Instruction list - spit - aiming down-left ;;;
        ;;; $93CF: Unused. Instruction list - spit - aiming down (facing left) ;;;
        ;;; $93DF: Instruction list - spit - aiming down (facing right) ;;;
        ;;; $93EF: Instruction list - spit - aiming down-right ;;;
        ;;; $93FF: Instruction list - spit - aiming right ;;;
        ;;; $940F: Instruction list - spit - aiming up-right ;;;
        ;;; $941F: Instruction list - spit - aiming up (facing right) ;;;
        ;;; $942F: Unused. Instruction list - hidden - aiming up (facing left) ;;;
        ;;; $9435: Instruction list - hidden - aiming up-left ;;;
        ;;; $943B: Instruction list - hidden - aiming left ;;;
        ;;; $9441: Instruction list - hidden - aiming down-left ;;;
        ;;; $9447: Unused. Instruction list - hidden - aiming down (facing left) ;;;
        ;;; $944D: Instruction list - hidden - aiming down (facing right) ;;;
        ;;; $9453: Instruction list - hidden - aiming down-right ;;;
        ;;; $9459: Instruction list - hidden - aiming right ;;;
        ;;; $945F: Instruction list - hidden - aiming up-right ;;;
        ;;; $9465: Instruction list - hidden - aiming up (facing right) ;;;
    ;;; $946B: Botwoon instruction list pointers ;;;
    ;;; $949B: Botwoon hole hitboxes ;;;
    ;;; $94BB: Botwoon speed table ;;;
    ;;; $94C7..9579: Botwoon instructions ;;;
        ;;; $94C7: Instruction - enemy radius = 8 x 10h ;;;
        ;;; $94D7: Instruction - enemy radius = Ch x Ch ;;;
        ;;; $94E7: Instruction - enemy radius = 10h x 8 ;;;
        ;;; $94F7: Instruction - enemy radius = Ch x Ch ;;;
        ;;; $9507: Instruction - enemy radius = 8 x 10h ;;;
        ;;; $9517: Instruction - enemy radius = 8 x 10h ;;;
        ;;; $9527: Instruction - enemy radius = Ch x Ch ;;;
        ;;; $9537: Instruction - enemy radius = 10h x 8 ;;;
        ;;; $9547: Instruction - enemy radius = Ch x Ch ;;;
        ;;; $9557: Instruction - enemy radius = 8 x 10h ;;;
        ;;; $9567: Instruction - set Botwoon spitting flag ;;;
        ;;; $9572: Instruction - queue Botwoon spit sound effect ;;;
    ;;; $957A: RTL ;;;
    ;;; $957B: Queue small explosion sound effect ;;;
    ;;; $9583: Initialisation AI - enemy $F293 (Botwoon) ;;;
    ;;; $9668: Main AI - enemy $F293 (Botwoon) ;;;
    ;;; $9675:  ;;;
    ;;; $967B: Unused ;;;
    ;;; $9696: Unused ;;;
    ;;; $96C6: Botwoon death check ;;;
    ;;; $96F5: Set Botwoon as intangible ;;;
    ;;; $96FF: Unused. Set Botwoon body enemy projectiles as intangible ;;;
    ;;; $971B: Botwoon health-based palettes ;;;
    ;;; $981B: Botwoon health thresholds for palette change ;;;
    ;;; $982B: Botwoon health-based palette handling ;;;
    ;;; $9878: Botwoon function - initial ;;;
    ;;; $988D: Botwoon leave hole action jump table ;;;
    ;;; $989D: Botwoon function - go through hole ;;;
    ;;; $98EC: Set up Botwoon moving around ;;;
    ;;; $9913: Set up Botwoon spitting ;;;
    ;;; $9933: Choose Botwoon movement path ;;;
    ;;; $995D: Set Botwoon speed ;;;
    ;;; $99A4: Botwoon function - moving around ;;;
    ;;; $99E4: Botwoon function - spitting ;;;
    ;;; $9A46: Botwoon function - death sequence - pre-death delay ;;;
    ;;; $9A5E: Botwoon function - death sequence - falling to ground ;;;
    ;;; $9ACA: Botwoon function - death sequence - wait for body to fall to ground ;;;
    ;;; $9ADD: Spawn Botwoon item drops and start crumbling wall ;;;
    ;;; $9AF9: Botwoon function - death sequence - crumbling wall ;;;
    ;;; $9BB7: Botwoon movement function - move directly toward target hole ;;;
    ;;; $9BF8: Calculate X/Y offsets to target hole ;;;
    ;;; $9C48: Move Botwoon according to speed and angle to target hole ;;;
    ;;; $9C7B: Update Botwoon position history ;;;
    ;;; $9C90: Update Botwoon body projectile positions ;;;
    ;;; $9D3C: Update Botwoon position history index ;;;
    ;;; $9D4D: Set Botwoon body instruction list table indices ;;;
    ;;; $9DC0: Botwoon head function - moving around ;;;
    ;;; $9E77: Botwoon spit speeds ;;;
    ;;; $9E7D: Botwoon head function - spitting - set angle and show ;;;
    ;;; $9EE0: Botwoon head function - spitting - spawn 5 spit projectiles ;;;
    ;;; $9F34: Botwoon head function - spitting - spawn 3 spit projectiles ;;;
    ;;; $9F7A: Botwoon head function - spitting - cooldown ;;;
    ;;; $9F93: Botwoon / hole collision detection ;;;
    ;;; $9FFF: Enemy touch - enemy $F293 (Botwoon) ;;;
    ;;; $A016: Enemy shot - enemy $F293 (Botwoon) ;;;
    ;;; $A041: Power bomb reaction - enemy $F293 (Botwoon) ;;;
    ;;; $A058: Botwoon movement data ;;;
    ;;; $E150: Botwoon movement table ;;;
    ;;; $E250: Botwoon movement function - start moving Botwoon according to movement data ;;;
    ;;; $E28C: Botwoon movement function - move Botwoon according to movement data ;;;
    ;;; $E31D: Spritemaps - Botwoon ;;;
;;; $E525..E943: Escape etecoon ;;;
    ;;; $E525: Palette - enemy $F2D3 (escape etecoon) ;;;
    ;;; $E545: Instruction - go to [[Y]] if [acid Y position] < CEh ;;;
    ;;; $E555: RTS ;;;
    ;;; $E556: Instruction list - running left - low tide ;;;
    ;;; $E56E: Instruction list - running left - high tide ;;;
    ;;; $E582: Instruction list - running right - low tide ;;;
    ;;; $E59A: Instruction list - running right - high tide ;;;
    ;;; $E5AE: Instruction list - running for escape ;;;
    ;;; $E5C6: Instruction list - stationary ;;;
    ;;; $E5DA: Instruction list - express gratitude then escape ;;;
    ;;; $E610: Instruction - enemy X position += [[Y]] ;;;
    ;;; $E61D: Unused. Instruction list ;;;
    ;;; $E623: Unused. Instruction list ;;;
    ;;; $E639: Unused. Instruction list ;;;
    ;;; $E63F: Unused. Instruction list ;;;
    ;;; $E655: Main AI - enemy $F2D3 (escape etecoon) ;;;
    ;;; $E65C: Escape etecoon function - running for escape ;;;
    ;;; $E670: Escape etecoon function - stationary (waiting to express gratitude) ;;;
    ;;; $E680: Escape etecoon function - running around aimlessly ;;;
    ;;; $E6CB: Initialisation AI - enemy $F2D3 (escape etecoon) ;;;
    ;;; $E736: Escape etecoon spritemaps ;;;
;;; $E944..ED76: Escape dachora ;;;
    ;;; $E944: Palette - enemy $F313 (escape dachora) ;;;
    ;;; $E964: Instruction list - running around aimlessly - low tide ;;;
    ;;; $E9D0: Instruction list - running around aimlessly - high tide ;;;
    ;;; $EA34: Instruction list - running for escape ;;;
    ;;; $EAA8: Instruction - go to [[Y]] if [acid Y position] < CEh ;;;
    ;;; $EAB8: Instruction - go to [[Y]] if critters escaped ;;;
    ;;; $EAC9: Instruction - enemy X position -= 6 ;;;
    ;;; $EAD7: Instruction - enemy X position += 6 ;;;
    ;;; $EAE5: Initialisation AI - enemy $F313 (escape dachora) ;;;
    ;;; $EB1A: RTL. Main AI - enemy $F313 (escape dachora) ;;;
    ;;; $EB1B: Escape dachora spritemaps ;;;
;;; $ED77: Free space ;;;