Enemy/Room Projectile data (Bank 86) Projectile headers look like they're E bytes each Draygon's gunk (8E50): 04 8D 0F 8E 3A 8C 08 08 00 D0 38 8C 58 8C Init. First First X Y Touch Touch Proj. AI Graph radii Flags Graph Graph AI +Damg AI AI Kago's bugs (D02E): 88 D0 EB D0 7D 9C 04 04 14 00 00 00 64 D0 Bytes 0-1: Initialization code Bytes 2-3: Pointer of first AI to run (Run once every frame before any other part of the projectile) Bytes 4-5: Pointer of first graphic AI to run (Same as PLM format and enemy graphic AI) Byte 6: X 'radius' (1/2 width) of hit box Byte 7: Y 'radius' (1/2 height) of hit box Bytes 8-9: 8000 = Check for collisions with Samus's projectiles, 4000 = DON'T die on collision with Samus, 2000 = Disable collision with Samus, 1000 = Invisible. 0XXX = Damage to Samus Bytes A-B: Pointer to new graphic AI on hit contact. Bytes C-D: Pointer to new graphic AI on Samus's projectile contact. (Only for normal collisions - 7EF380,X = 0000)