C2/0000: 4C 0C 00 JMP $000C C2/0003: 4C 1B 11 JMP $111B C2/0006: 4C 77 0E JMP $0E77 C2/0009: 4C 30 47 JMP $4730 C2/000C: 08 PHP C2/000D: E2 30 SEP #$30 C2/000F: A9 7E LDA #$7E C2/0011: 48 PHA C2/0012: AB PLB C2/0013: 20 1E 26 JSR $261E C2/0016: 20 ED 23 JSR $23ED C2/0019: E6 BE INC $BE C2/001B: AD 02 34 LDA $3402 C2/001E: D0 03 BNE $0023 C2/0020: CE 02 34 DEC $3402 C2/0023: A9 01 LDA #$01 C2/0025: 20 11 64 JSR $6411 C2/0028: 20 95 20 JSR $2095 C2/002B: AD 58 3A LDA $3A58 C2/002E: F0 03 BEQ $0033 C2/0030: 20 CC 00 JSR $00CC C2/0033: AD 0A 34 LDA $340A C2/0036: C9 FF CMP #$FF C2/0038: F0 03 BEQ $003D C2/003A: 4C 63 21 JMP $2163 C2/003D: A9 04 LDA #$04 C2/003F: 1C 46 3A TRB $3A46 C2/0042: F0 05 BEQ $0049 C2/0044: 20 91 0A JSR $0A91 C2/0047: 80 D0 BRA $0019 C2/0049: AE 07 34 LDX $3407 C2/004C: 10 11 BPL $005F C2/004E: AE 68 3A LDX $3A68 C2/0051: EC 69 3A CPX $3A69 C2/0054: F0 0C BEQ $0062 C2/0056: EE 68 3A INC $3A68 C2/0059: BD 20 39 LDA $3920,X C2/005C: 30 F0 BMI $004E C2/005E: AA TAX C2/005F: 4C 7B 4B JMP $4B7B C2/0062: AD 3A 3A LDA $3A3A C2/0065: 2D 2F 2F AND $2F2F C2/0068: F0 05 BEQ $006F C2/006A: 1C 2F 2F TRB $2F2F C2/006D: 80 AA BRA $0019 C2/006F: A9 20 LDA #$20 C2/0071: 14 B0 TRB $B0 C2/0073: F0 08 BEQ $007D C2/0075: 20 73 5C JSR $5C73 C2/0078: A9 06 LDA #$06 C2/007A: 20 11 64 JSR $6411 C2/007D: A9 04 LDA #$04 C2/007F: 14 B0 TRB $B0 C2/0081: 20 ED 47 JSR $47ED C2/0084: A9 FF LDA #$FF C2/0086: A2 03 LDX #$03 C2/0088: 9D FC 33 STA $33FC,X C2/008B: CA DEX C2/008C: 10 FA BPL $0088 C2/008E: A9 01 LDA #$01 C2/0090: 14 B1 TRB $B1 C2/0092: AE 64 3A LDX $3A64 C2/0095: EC 65 3A CPX $3A65 C2/0098: F0 0C BEQ $00A6 C2/009A: EE 64 3A INC $3A64 C2/009D: BD 20 37 LDA $3720,X C2/00A0: 30 F0 BMI $0092 C2/00A2: AA TAX C2/00A3: 4C 88 21 JMP $2188 C2/00A6: AE 06 34 LDX $3406 C2/00A9: 10 17 BPL $00C2 C2/00AB: AE 66 3A LDX $3A66 C2/00AE: EC 67 3A CPX $3A67 C2/00B1: D0 06 BNE $00B9 C2/00B3: 9C 95 3A STZ $3A95 C2/00B6: 4C 19 00 JMP $0019 C2/00B9: EE 66 3A INC $3A66 C2/00BC: BD 20 38 LDA $3820,X C2/00BF: 30 EA BMI $00AB C2/00C1: AA TAX C2/00C2: 4C F9 00 JMP $00F9 C2/00C5: A9 09 LDA #$09 C2/00C7: 20 11 64 JSR $6411 C2/00CA: 28 PLP C2/00CB: 6B RTL C2/00CC: A2 06 LDX #$06 C2/00CE: BD 18 30 LDA $3018,X C2/00D1: 1C 58 3A TRB $3A58 C2/00D4: F0 09 BEQ $00DF C2/00D6: 86 10 STX $10 C2/00D8: 46 10 LSR $10 C2/00DA: A9 0B LDA #$0B C2/00DC: 20 11 64 JSR $6411 C2/00DF: CA DEX C2/00E0: CA DEX C2/00E1: 10 EB BPL $00CE C2/00E3: 60 RTS C2/00E4: 0C 2C 3F TSB $3F2C C2/00E7: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/00E9: BD A0 3A LDA $3AA0,X C2/00EC: 09 08 ORA #$08 C2/00EE: 29 DF AND #$DF C2/00F0: 9D A0 3A STA $3AA0,X C2/00F3: 9E B5 3A STZ $3AB5,X C2/00F6: 4C 66 4E JMP $4E66 C2/00F9: 38 SEC C2/00FA: 6E 06 34 ROR $3406 C2/00FD: F4 18 00 PEA $0018 C2/0100: A9 12 LDA #$12 C2/0102: 85 B5 STA $B5 (Set command to Mimic) C2/0104: 8D 7C 3A STA $3A7C C2/0107: BD CC 32 LDA $32CC,X C2/010A: 30 77 BMI $0183 C2/010C: 0A ASL C2/010D: A8 TAY C2/010E: B9 20 34 LDA $3420,Y C2/0111: C9 12 CMP #$12 C2/0113: D0 03 BNE $0118 (Branch if not mimic) C2/0115: 20 D9 01 JSR $01D9 C2/0118: 38 SEC C2/0119: 20 76 02 JSR $0276 C2/011C: C9 1F CMP #$1F C2/011E: D0 1E BNE $013E C2/0120: 20 01 03 JSR $0301 C2/0123: AD 97 3A LDA $3A97 C2/0126: D0 0C BNE $0134 C2/0128: BD 95 33 LDA $3395,X C2/012B: 10 07 BPL $0134 (If the monster is charmed) C2/012D: BD E5 3E LDA $3EE5,X C2/0130: 89 30 BIT #$30 C2/0132: F0 05 BEQ $0139 (Branch if not Berserk or confuse) C2/0134: 20 34 06 JSR $0634 (Picked confused command for monsters) C2/0137: 80 C7 BRA $0100 C2/0139: 20 DC 02 JSR $02DC (Pick command for monster) C2/013C: 80 C2 BRA $0100 C2/013E: C9 16 CMP #$16 C2/0140: D0 0C BNE $014E C2/0142: C2 20 REP #$20 (Set 16-bit Accumulator) C2/0144: BD 18 30 LDA $3018,X C2/0147: 1C 2C 3F TRB $3F2C C2/014A: F0 98 BEQ $00E4 C2/014C: E2 20 SEP #$20 C2/014E: BD CC 32 LDA $32CC,X C2/0151: A8 TAY C2/0152: B9 84 31 LDA $3184,Y C2/0155: DD CC 32 CMP $32CC,X C2/0158: D0 13 BNE $016D C2/015A: A9 80 LDA #$80 C2/015C: 14 B1 TRB $B1 C2/015E: A9 FF LDA #$FF C2/0160: EC 04 34 CPX $3404 C2/0163: D0 08 BNE $016D C2/0165: CE 02 34 DEC $3402 C2/0168: D0 03 BNE $016D C2/016A: 8D 04 34 STA $3404 C2/016D: EB XBA C2/016E: BD A0 3A LDA $3AA0,X C2/0171: 89 50 BIT #$50 C2/0173: F0 05 BEQ $017A C2/0175: A9 80 LDA #$80 C2/0177: 4C AB 5B JMP $5BAB C2/017A: A9 FF LDA #$FF C2/017C: 99 84 31 STA $3184,Y C2/017F: EB XBA C2/0180: 9D CC 32 STA $32CC,X C2/0183: BD A0 3A LDA $3AA0,X C2/0186: 29 D7 AND #$D7 C2/0188: 09 40 ORA #$40 C2/018A: 9D A0 3A STA $3AA0,X C2/018D: 4A LSR C2/018E: 90 16 BCC $01A6 C2/0190: BD 04 32 LDA $3204,X C2/0193: 09 04 ORA #$04 C2/0195: 9D 04 32 STA $3204,X C2/0198: BD 05 32 LDA $3205,X C2/019B: 09 80 ORA #$80 C2/019D: 9D 05 32 STA $3205,X C2/01A0: 20 D3 13 JSR $13D3 C2/01A3: 20 1E 02 JSR $021E C2/01A6: A9 A0 LDA #$A0 C2/01A8: 04 B0 TSB $B0 C2/01AA: A9 10 LDA #$10 C2/01AC: 1C 46 3A TRB $3A46 C2/01AF: D0 06 BNE $01B7 C2/01B1: BD CC 32 LDA $32CC,X C2/01B4: 1A INC C2/01B5: D0 1E BNE $01D5 C2/01B7: BD A0 3A LDA $3AA0,X C2/01BA: 89 08 BIT #$08 C2/01BC: D0 08 BNE $01C6 C2/01BE: FE 19 32 INC $3219,X C2/01C1: D0 03 BNE $01C6 C2/01C3: DE 19 32 DEC $3219,X C2/01C6: A9 FF LDA #$FF C2/01C8: 9D 2C 32 STA $322C,X C2/01CB: 9E B5 3A STZ $3AB5,X C2/01CE: A9 80 LDA #$80 C2/01D0: 14 B0 TRB $B0 C2/01D2: 4C 67 02 JMP $0267 C2/01D5: 8E 06 34 STX $3406 C2/01D8: 60 RTS Mimic C2/01D9: AD 28 3F LDA $3F28 C2/01DC: C9 16 CMP #$16 C2/01DE: D0 11 BNE $01F1 C2/01E0: C2 20 REP #$20 C2/01E2: AD 28 3F LDA $3F28 C2/01E5: 99 20 34 STA $3420,Y C2/01E8: AD 2A 3F LDA $3F2A C2/01EB: 99 20 35 STA $3520,Y C2/01EE: E2 20 SEP #$20 C2/01F0: 60 RTS C2/01F1: C2 20 REP #$20 C2/01F3: AD 20 3F LDA $3F20 C2/01F6: 99 20 34 STA $3420,Y C2/01F9: AD 22 3F LDA $3F22 C2/01FC: 99 20 35 STA $3520,Y C2/01FF: E2 20 SEP #$20 C2/0201: AD 24 3F LDA $3F24 C2/0204: C9 12 CMP #$12 C2/0206: F0 D0 BEQ $01D8 C2/0208: C2 20 REP #$20 C2/020A: AD 24 3F LDA $3F24 C2/020D: 8D 7A 3A STA $3A7A C2/0210: AD 26 3F LDA $3F26 C2/0213: 85 B8 STA $B8 C2/0215: E2 20 SEP #$20 C2/0217: A9 40 LDA #$40 C2/0219: 04 B1 TSB $B1 C2/021B: 4C CB 4E JMP $4ECB C2/021E: DA PHX C2/021F: 08 PHP C2/0220: E0 08 CPX #$08 C2/0222: B0 40 BCS $0264 C2/0224: AD 7C 3A LDA $3A7C C2/0227: C9 1E CMP #$1E C2/0229: B0 39 BCS $0264 C2/022B: 0A ASL C2/022C: AA TAX C2/022D: BF 00 FE CF LDA $CFFE00,X C2/0231: 89 02 BIT #$02 C2/0233: F0 2F BEQ $0264 C2/0235: A9 12 LDA #$12 C2/0237: 8D 28 3F STA $3F28 C2/023A: AD 7C 3A LDA $3A7C C2/023D: C9 17 CMP #$17 C2/023F: F0 15 BEQ $0256 C2/0241: A9 12 LDA #$12 C2/0243: 8D 24 3F STA $3F24 C2/0246: C2 20 REP #$20 C2/0248: AD 7C 3A LDA $3A7C C2/024B: 8D 20 3F STA $3F20 C2/024E: AD 30 3A LDA $3A30 C2/0251: 8D 22 3F STA $3F22 C2/0254: 80 0E BRA $0264 C2/0256: C2 20 REP #$20 C2/0258: AD 7C 3A LDA $3A7C C2/025B: 8D 24 3F STA $3F24 C2/025E: AD 30 3A LDA $3A30 C2/0261: 8D 26 3F STA $3F26 C2/0264: 28 PLP C2/0265: FA PLX C2/0266: 60 RTS C2/0267: A9 0D LDA #$0D C2/0269: 8D 6E 2D STA $2D6E C2/026C: A9 FF LDA #$FF C2/026E: 8D 72 2D STA $2D72 C2/0271: A9 04 LDA #$04 C2/0273: 4C 11 64 JMP $6411 C2/0276: 08 PHP C2/0277: C2 20 REP #$20 (Set 16-bit Accumulator) C2/0279: B9 20 35 LDA $3520,Y C2/027C: 85 B8 STA $B8 C2/027E: B9 20 34 LDA $3420,Y C2/0281: 8D 7C 3A STA $3A7C C2/0284: 85 B5 STA $B5 C2/0286: 28 PLP C2/0287: 48 PHA C2/0288: 90 10 BCC $029A C2/028A: C9 1D CMP #$1D C2/028C: B0 0C BCS $029A (Branch if not character command) C2/028E: BD 18 30 LDA $3018,X C2/0291: 1C 4A 3A TRB $3A4A C2/0294: F0 04 BEQ $029A C2/0296: 64 B8 STZ $B8 C2/0298: 64 B9 STZ $B9 C2/029A: B9 20 36 LDA $3620,Y C2/029D: 8D 4C 3A STA $3A4C C2/02A0: BD E4 3E LDA $3EE4,X C2/02A3: 89 20 BIT #$20 (Check for Imp Status) C2/02A5: F0 33 BEQ $02DA (If not imp) C2/02A7: A5 B5 LDA $B5 C2/02A9: C9 1E CMP #$1E C2/02AB: B0 2D BCS $02DA C2/02AD: DA PHX C2/02AE: 0A ASL C2/02AF: AA TAX C2/02B0: BF 00 FE CF LDA $CFFE00,X C2/02B4: FA PLX C2/02B5: 89 04 BIT #$04 C2/02B7: D0 21 BNE $02DA C2/02B9: 9C 4C 3A STZ $3A4C C2/02BC: DA PHX C2/02BD: 7B TDC C2/02BE: E0 08 CPX #$08 C2/02C0: 2A ROL C2/02C1: AA TAX C2/02C2: B5 B8 LDA $B8,X C2/02C4: 3D 40 3A AND $3A40,X C2/02C7: 95 B8 STA $B8,X C2/02C9: C2 20 REP #$20 C2/02CB: 9C 7C 3A STZ $3A7C C2/02CE: 64 B5 STZ $B5 C2/02D0: A5 B8 LDA $B8 C2/02D2: 20 2A 52 JSR $522A C2/02D5: 85 B8 STA $B8 C2/02D7: E2 20 SEP #$20 C2/02D9: FA PLX C2/02DA: 68 PLA C2/02DB: 60 RTS C2/02DC: C2 20 REP #$20 C2/02DE: 9C 98 3A STZ $3A98 C2/02E1: BD 54 32 LDA $3254,X C2/02E4: 85 F0 STA $F0 C2/02E6: BD 0C 3D LDA $3D0C,X C2/02E9: 85 F2 STA $F2 C2/02EB: BD 40 32 LDA $3240,X C2/02EE: 85 F4 STA $F4 C2/02F0: 18 CLC C2/02F1: 20 2F 1A JSR $1A2F C2/02F4: A5 F2 LDA $F2 C2/02F6: 9D 0C 3D STA $3D0C,X C2/02F9: E2 20 SEP #$20 C2/02FB: A5 F5 LDA $F5 C2/02FD: 9D 40 32 STA $3240,X C2/0300: 60 RTS C2/0301: BD CC 32 LDA $32CC,X C2/0304: 30 15 BMI $031B C2/0306: 5A PHY C2/0307: A8 TAY C2/0308: B9 84 31 LDA $3184,Y C2/030B: DD CC 32 CMP $32CC,X C2/030E: D0 02 BNE $0312 C2/0310: A9 FF LDA #$FF C2/0312: 9D CC 32 STA $32CC,X C2/0315: A9 FF LDA #$FF C2/0317: 99 84 31 STA $3184,Y C2/031A: 7A PLY C2/031B: 60 RTS C2/031C: 64 B8 STZ $B8 C2/031E: 64 B9 STZ $B9 C2/0320: FE 2C 32 INC $322C,X C2/0323: F0 03 BEQ $0328 C2/0325: DE 2C 32 DEC $322C,X C2/0328: 20 41 0A JSR $0A41 (Clear defend bit) C2/032B: BD 4C 3E LDA $3E4C,X C2/032E: 29 FA AND #$FA C2/0330: 9D 4C 3E STA $3E4C,X (Clear bit retort and runic) C2/0333: E0 08 CPX #$08 C2/0335: 90 0D BCC $0344 C2/0337: BD CC 32 LDA $32CC,X C2/033A: 10 1B BPL $0357 C2/033C: A9 1F LDA #$1F C2/033E: 8D 7A 3A STA $3A7A C2/0341: 4C CB 4E JMP $4ECB C2/0344: BD 18 30 LDA $3018,X C2/0347: 1C 4A 3A TRB $3A4A C2/034A: BD 55 32 LDA $3255,X C2/034D: 30 03 BMI $0352 C2/034F: 4C DC 02 JMP $02DC C2/0352: BD CC 32 LDA $32CC,X C2/0355: 30 24 BMI $037B C2/0357: 48 PHA C2/0358: 0A ASL C2/0359: A8 TAY C2/035A: C2 20 REP #$20 C2/035C: B9 20 35 LDA $3520,Y C2/035F: 85 B8 STA $B8 C2/0361: B9 20 34 LDA $3420,Y C2/0364: 20 E4 03 JSR $03E4 C2/0367: A5 B8 LDA $B8 C2/0369: 99 20 35 STA $3520,Y C2/036C: E2 20 SEP #$20 C2/036E: 68 PLA C2/036F: A8 TAY C2/0370: D9 84 31 CMP $3184,Y C2/0373: F0 05 BEQ $037A C2/0375: B9 84 31 LDA $3184,Y C2/0378: 80 DD BRA $0357 C2/037A: 60 RTS Pick an action if confused, berserked, or in colloseum C2/037B: BD F8 3E LDA $3EF8,X C2/037E: 4A LSR C2/037F: B0 56 BCS $03D7 (Branch if Dance) C2/0381: BD F9 3E LDA $3EF9,X C2/0384: 4A LSR C2/0385: B0 47 BCS $03CE (Branch if Rage) C2/0387: BD E4 3E LDA $3EE4,X C2/038A: 89 08 BIT #$08 C2/038C: D0 38 BNE $03C6 (Branch if M-Tek Status) C2/038E: 20 20 04 JSR $0420 (Pick which action to use) C2/0391: C9 17 CMP #$17 C2/0393: D0 1B BNE $03B0 (Branch if not X-Magic) C2/0395: 48 PHA C2/0396: EB XBA C2/0397: 48 PHA C2/0398: 48 PHA C2/0399: 9B TXY C2/039A: 20 1A 05 JSR $051A (Pick another spell for X-Magic to use) C2/039D: 83 01 STA $01,S C2/039F: 68 PLA C2/03A0: EB XBA C2/03A1: A9 02 LDA #$02 C2/03A3: 20 E4 03 JSR $03E4 C2/03A6: 20 CB 4E JSR $4ECB C2/03A9: 64 B8 STZ $B8 C2/03AB: 64 B9 STZ $B9 C2/03AD: 68 PLA C2/03AE: EB XBA C2/03AF: 68 PLA C2/03B0: 20 B9 03 JSR $03B9 C2/03B3: 20 E4 03 JSR $03E4 C2/03B6: 4C CB 4E JMP $4ECB C2/03B9: 08 PHP C2/03BA: C2 20 REP #$20 C2/03BC: C9 0C 8C CMP #$8C0C C2/03BF: D0 03 BNE $03C4 C2/03C1: A9 1E 8C LDA #$8C1E C2/03C4: 28 PLP C2/03C5: 60 RTS C2/03C6: 20 84 05 JSR $0584 C2/03C9: EB XBA C2/03CA: A9 1D LDA #$1D C2/03CC: 80 10 BRA $03DE Pick which rage action to use while confused and raging C2/03CE: 9B TXY C2/03CF: 20 D1 05 JSR $05D1 C2/03D2: EB XBA C2/03D3: A9 10 LDA #$10 C2/03D5: 80 07 BRA $03DE Pick a dance move to use while confused and dancing C2/03D7: 9B TXY C2/03D8: 20 9C 05 JSR $059C (Pick a dance move to use) C2/03DB: EB XBA C2/03DC: A9 13 LDA #$13 C2/03DE: 20 E4 03 JSR $03E4 C2/03E1: 4C CB 4E JMP $4ECB C2/03E4: 08 PHP C2/03E5: E2 30 SEP #$30 (Set 8-bit A,X, & Y) C2/03E7: 8D 7A 3A STA $3A7A (Set Command to low byte of A) C2/03EA: EB XBA C2/03EB: 8D 7B 3A STA $3A7B (Set Attack to high byte of a) C2/03EE: EB XBA C2/03EF: C9 1E CMP #$1E (Check if it's a standard or special command) C2/03F1: B0 2B BCS $041E C2/03F3: 48 PHA C2/03F4: DA PHX C2/03F5: AA TAX C2/03F6: BF 7B 06 C2 LDA $C2067B,X C2/03FA: FA PLX C2/03FB: 18 CLC C2/03FC: 7D 2C 32 ADC $322C,X C2/03FF: B0 03 BCS $0404 C2/0401: 1A INC C2/0402: D0 02 BNE $0406 C2/0404: A9 FF LDA #$FF C2/0406: 3A DEC C2/0407: 9D 2C 32 STA $322C,X C2/040A: 68 PLA C2/040B: 20 D3 26 JSR $26D3 C2/040E: A9 04 LDA #$04 C2/0410: 14 BA TRB $BA C2/0412: C2 20 REP #$20 C2/0414: A5 B8 LDA $B8 C2/0416: D0 06 BNE $041E C2/0418: 9C 4E 3A STZ $3A4E C2/041B: 20 7E 58 JSR $587E C2/041E: 28 PLP C2/041F: 60 RTS Pick action to take if confused, berserked, or in colloseum C2/0420: 8A TXA C2/0421: EB XBA C2/0422: A9 06 LDA #$06 C2/0424: 20 81 47 JSR $4781 (X * 6) C2/0427: A8 TAY C2/0428: 64 FE STZ $FE C2/042A: 64 FF STZ $FF C2/042C: B9 2E 20 LDA $202E,Y C2/042F: 85 F6 STA $F6 C2/0431: B9 31 20 LDA $2031,Y C2/0434: 85 F8 STA $F8 C2/0436: B9 34 20 LDA $2034,Y C2/0439: 85 FA STA $FA C2/043B: B9 37 20 LDA $2037,Y C2/043E: 85 FC STA $FC C2/0440: A9 05 LDA #$05 C2/0442: 85 F5 STA $F5 C2/0444: BD E5 3E LDA $3EE5,X C2/0447: 0A ASL C2/0448: 0A ASL C2/0449: 85 F4 STA $F4 C2/044B: 0A ASL C2/044C: 10 04 BPL $0452 (Branch if no Berserk status) C2/044E: 64 F4 STZ $F4 C2/0450: 80 0C BRA $045E C2/0452: BD 95 33 LDA $3395,X (Which target charmed you) C2/0455: 49 80 EOR #$80 (Toggle bit 7) C2/0457: 04 F4 TSB $F4 C2/0459: AD 97 3A LDA $3A97 C2/045C: 04 F4 TSB $F4 C2/045E: 9B TXY C2/045F: DA PHX C2/0460: A2 06 LDX #$06 C2/0462: DA PHX C2/0463: B5 F6 LDA $F6,X C2/0465: 48 PHA C2/0466: 30 1A BMI $0482 C2/0468: 18 CLC C2/0469: 20 17 52 JSR $5217 (X=A DIV 8, A=2^(A MOD 8)) C2/046C: 3F D0 04 C2 AND $C204D0,X (Check if command can be used confused) C2/0470: F0 10 BEQ $0482 (Branch if command can't be used while confused) C2/0472: A5 F4 LDA $F4 C2/0474: 30 12 BMI $0488 (Branch if confused but not Berserked) C2/0476: A3 01 LDA $01,S C2/0478: 18 CLC C2/0479: 20 17 52 JSR $5217 (X=A DIV 8, A=2^(A MOD 8)) C2/047C: 3F D4 04 C2 AND $C204D4,X C2/0480: D0 06 BNE $0488 (Branch if command can be used while Berserk) C2/0482: A9 FF LDA #$FF (Set command to not used) C2/0484: 83 01 STA $01,S C2/0486: C6 F5 DEC $F5 (Reduce number of usable commands) C2/0488: 7B TDC C2/0489: A3 01 LDA $01,S C2/048B: A2 08 LDX #$08 C2/048D: DF D8 04 C2 CMP $C204D8,X C2/0491: D0 06 BNE $0499 C2/0493: FC E2 04 JSR ($04E2,X) (Set action to specific spell, swdtech, blitz, etc.) C2/0496: EB XBA C2/0497: 80 10 BRA $04A9 C2/0499: DF D9 04 C2 CMP $C204D9,X C2/049D: D0 06 BNE $04A5 C2/049F: FC EC 04 JSR ($04EC,X) (Set action to specific spell, swdtech, blitz, etc.) C2/04A2: EB XBA C2/04A3: 80 04 BRA $04A9 C2/04A5: CA DEX C2/04A6: CA DEX C2/04A7: 10 E4 BPL $048D C2/04A9: 68 PLA C2/04AA: FA PLX C2/04AB: 95 F6 STA $F6,X C2/04AD: EB XBA C2/04AE: 95 F7 STA $F7,X C2/04B0: CA DEX C2/04B1: CA DEX C2/04B2: 10 AE BPL $0462 C2/04B4: A5 F5 LDA $F5 (Number of usable commands) C2/04B6: 20 65 4B JSR $4B65 (Pick a command to use) C2/04B9: A8 TAY C2/04BA: A2 08 LDX #$08 C2/04BC: B5 F6 LDA $F6,X C2/04BE: 30 03 BMI $04C3 (Branch if not a usable command) C2/04C0: 88 DEY C2/04C1: 30 07 BMI $04CA C2/04C3: CA DEX C2/04C4: CA DEX C2/04C5: 10 F5 BPL $04BC C2/04C7: 7B TDC C2/04C8: 80 04 BRA $04CE C2/04CA: EB XBA C2/04CB: B5 F7 LDA $F7,X (Load command to use) C2/04CD: EB XBA C2/04CE: FA PLX C2/04CF: 60 RTS Commands capable of being used while confused or berserked C2/04D0: ED (Fight, Magic, Morph, Steal, Capture, Swdtech) C2/04D1: 3E (Tools, Blitz, Runic, Lore, Sketch) C2/04D2: DD (Rage, Mimic, Dance, Row, Jump, X-Magic) C2/04D3: 2D (GP rain, Health, Shock, Magitek) Commands capable of being used while berserked C2/04D4: 41 (Fight, Capture) C2/04D5: 00 C2/04D6: 41 (Rage, Jump) C2/04D7: 20 (Magitek) Commands C2/04D8: 02 (Magic) C2/04D9: 17 (X-Magic) C2/04DA: 07 (Swdtech) C2/04DB: 0A (Blitz) C2/04DC: 10 (Rage) C2/04DD: 13 (Dance) C2/04DE: 0C (Lore) C2/04DF: 03 (Morph) C2/04E0: 1D (Magitek) C2/04E1: 09 (Tools) Code pointers C2/04E2: 1A 05 (Magic) C2/04E4: 60 05 (Swdtech) C2/04E6: D1 05 (Rage) C2/04E8: F6 04 (Lore) C2/04EA: 84 04 (Magitek) C2/04EC: 1A 05 (X-Magic) C2/04EE: 75 05 (Blitz) C2/04F0: 9C 05 (Dance) C2/04F2: 57 05 (Morph) C2/04F4: 8D 05 (Tools) Pick a Lore to use C2/04F6: B9 E5 3E LDA $3EE5,Y C2/04F9: 89 08 BIT #$08 C2/04FB: D0 52 BNE $054F (If mute, won't use Lore) C2/04FD: AD 87 3A LDA $3A87 (Check number of lores known) C2/0500: F0 4D BEQ $054F (Won't use Lore if no Lores known) C2/0502: 48 PHA C2/0503: C2 21 REP #$21 C2/0505: B9 2C 30 LDA $302C,Y C2/0508: 69 D8 00 ADC #$00D8 C2/050B: 85 EE STA $EE C2/050D: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/050F: 68 PLA C2/0510: EB XBA C2/0511: A9 60 LDA #$60 C2/0513: 20 34 05 JSR $0534 C2/0516: 18 CLC C2/0517: 69 8B ADC #$8B C2/0519: 60 RTS Pick a Spell to cast C2/051A: B9 E5 3E LDA $3EE5,Y C2/051D: 89 08 BIT #$08 C2/051F: D0 2E BNE $054F (If Mute won't use Magic or X-magic) C2/0521: B9 F8 3C LDA $3CF8,Y C2/0524: F0 29 BEQ $054F C2/0526: 48 PHA C2/0527: C2 20 REP #$20 (Set 16-bit Accumulator) C2/0529: B9 2C 30 LDA $302C,Y C2/052C: 85 EE STA $EE C2/052E: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/0530: 68 PLA C2/0531: EB XBA C2/0532: A9 D8 LDA #$D8 C2/0534: DA PHX C2/0535: 5A PHY C2/0536: A8 TAY C2/0537: EB XBA C2/0538: 20 65 4B JSR $4B65 (0 to A - 1) C2/053B: AA TAX C2/053C: B1 EE LDA ($EE),Y C2/053E: C9 FF CMP #$FF C2/0540: F0 03 BEQ $0545 C2/0542: CA DEX C2/0543: 30 07 BMI $054C C2/0545: 88 DEY C2/0546: 88 DEY C2/0547: 88 DEY C2/0548: 88 DEY C2/0549: D0 F1 BNE $053C C2/054B: 7B TDC C2/054C: 7A PLY C2/054D: FA PLX C2/054E: 60 RTS Remove command from usable command list C2/054F: C6 F5 DEC $F5 C2/0551: A9 FF LDA #$FF C2/0553: 83 03 STA $03,S C2/0555: 7B TDC C2/0556: 60 RTS Check if enough Morph time is left to Morph C2/0557: A9 0F LDA #$0F C2/0559: CD F6 1C CMP $1CF6 C2/055C: 7B TDC C2/055D: B0 F0 BCS $054F (Morph won't be used if morph time is under 16) C2/055F: 60 RTS Pick a Swdtech to use C2/0560: B9 A4 3B LDA $3BA4,Y C2/0563: 19 A5 3B ORA $3BA5,Y C2/0566: 89 02 BIT #$02 C2/0568: F0 E5 BEQ $054F (Remove from command list if equipped weapon can't Swdtech) C2/056A: AD 20 20 LDA $2020 (# of known Swdtechs) C2/056D: 1A INC C2/056E: 20 65 4B JSR $4B65 (Pick a known Swdtech) C2/0571: 18 CLC C2/0572: 69 55 ADC #$55 C2/0574: 60 RTS Pick a blitz to use C2/0575: 7B TDC C2/0576: AD 28 1D LDA $1D28 (Known Blitzes) C2/0579: 20 2A 52 JSR $522A (Pick a random known blitz) C2/057C: 20 F0 51 JSR $51F0 C2/057F: 8A TXA C2/0580: 18 CLC C2/0581: 69 5D ADC #$5D C2/0583: 60 RTS C2/0584: A9 03 LDA #$03 C2/0586: 20 65 4B JSR $4B65 (0 to 2) C2/0589: 18 CLC C2/058A: 69 83 ADC #$83 C2/058C: 60 RTS Pick a tool to use C2/058D: 7B TDC C2/058E: AD 9B 3A LDA $3A9B (Which tools are owned C2/0591: 20 2A 52 JSR $522A (Pick a random tool that is owned) C2/0594: 20 F0 51 JSR $51F0 C2/0597: 8A TXA C2/0598: 18 CLC C2/0599: 69 A3 ADC #$A3 C2/059B: 60 RTS Picks dance, and dance move C2/059C: DA PHX C2/059D: B9 E1 32 LDA $32E1,Y C2/05A0: C9 FF CMP #$FF C2/05A2: D0 0E BNE $05B2 (Don't pick a new dance if one is already selected) C2/05A4: 7B TDC C2/05A5: AD 4C 1D LDA $1D4C C2/05A8: 20 2A 52 JSR $522A (Pick a random bit that is set) C2/05AB: 20 F0 51 JSR $51F0 (Get which bit is set) C2/05AE: 8A TXA C2/05AF: 99 E1 32 STA $32E1,Y (Set dance to use) C2/05B2: 0A ASL C2/05B3: 0A ASL C2/05B4: 85 EE STA $EE C2/05B6: 20 5A 4B JSR $4B5A (0 to 255) C2/05B9: A2 02 LDX #$02 C2/05BB: DF CE 05 C2 CMP $C205CE,X C2/05BF: B0 02 BCS $05C3 C2/05C1: E6 EE INC $EE C2/05C3: CA DEX C2/05C4: 10 F5 BPL $05BB C2/05C6: A6 EE LDX $EE C2/05C8: BF 80 FE CF LDA $CFFE80,X (Set dance move used) C2/05CC: FA PLX C2/05CD: 60 RTS Data for how often to do each dance move C2/05CE: 10 30 90 Pick which rage and rage action to use C2/05D1: DA PHX C2/05D2: 08 PHP C2/05D3: 7B TDC C2/05D4: 99 A9 33 STA $33A9,Y C2/05D7: B9 A8 33 LDA $33A8,Y (Which rage is being used) C2/05DA: C9 FF CMP #$FF C2/05DC: D0 22 BNE $0600 (Branch if already raging) C2/05DE: 1A INC C2/05DF: 99 A8 33 STA $33A8,Y C2/05E2: AD 9A 3A LDA $3A9A (Number of rages known) C2/05E5: 20 65 4B JSR $4B65 C2/05E8: 1A INC (Random Number: 1 to # of rages) C2/05E9: 85 EE STA $EE C2/05EB: A2 00 LDX #$00 C2/05ED: BD 7E 25 LDA $257E,X C2/05F0: C9 FF CMP #$FF C2/05F2: F0 0C BEQ $0600 C2/05F4: C6 EE DEC $EE C2/05F6: F0 05 BEQ $05FD C2/05F8: E8 INX C2/05F9: D0 F2 BNE $05ED C2/05FB: 80 03 BRA $0600 C2/05FD: 99 A8 33 STA $33A8,Y (Set to which rage to use) C2/0600: 20 53 4B JSR $4B53 (Pick which rage action to use) C2/0603: C2 30 REP #$30 (Set 16-bit A, X, & Y) C2/0605: 2A ROL C2/0606: AA TAX C2/0607: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/0609: BF 00 46 CF LDA $CF4600,X (Rage Actions) C2/060D: 28 PLP C2/060E: FA PLX C2/060F: 60 RTS Set Statuses, elemental resistances, etc. for raged character C2/0610: 08 PHP C2/0611: B9 A8 33 LDA $33A8,Y (Which rage is used) C2/0614: AA TAX C2/0615: EB XBA C2/0616: BF C0 37 CF LDA $CF37C0,X C2/061A: 99 81 3C STA $3C81,Y C2/061D: A9 20 LDA #$20 C2/061F: 20 81 47 JSR $4781 C2/0622: C2 10 REP #$10 (Set 16-bit X & Y) C2/0624: AA TAX C2/0625: BF 1A 00 CF LDA $CF001A,X (Attack Type for monster) C2/0629: 99 A8 3C STA $3CA8,Y (Right hand weapon) C2/062C: 99 A9 3C STA $3CA9,Y (Left hand weapon) C2/062F: 20 C1 2D JSR $2DC1 C2/0632: 28 PLP C2/0633: 60 RTS Picks command for confused monsters C2/0634: DA PHX C2/0635: C2 30 REP #$30 (Set 16-bit A,X & Y) C2/0637: BD F9 1F LDA $1FF9,X (Which monster it is) C2/063A: 0A ASL C2/063B: 0A ASL C2/063C: AA TAX C2/063D: BF 00 3D CF LDA $CF3D00,X (Confused commands) C2/0641: 85 F0 STA $F0 C2/0643: BF 02 3D CF LDA $CF3D02,X (Confused commands) C2/0647: 85 F2 STA $F2 C2/0649: E2 30 SEP #$30 (Set 8-bit A,X, & Y) C2/064B: 64 EE STZ $EE C2/064D: 20 5A 4B JSR $4B5A (0 to 255) C2/0650: 29 03 AND #$03 (0 to 3) C2/0652: AA TAX C2/0653: B5 F0 LDA $F0,X C2/0655: C9 FF CMP #$FF C2/0657: D0 0B BNE $0664 (If command does not equal nothing) C2/0659: CA DEX C2/065A: 10 F7 BPL $0653 C2/065C: E6 EE INC $EE C2/065E: F0 04 BEQ $0664 C2/0660: A2 03 LDX #$03 C2/0662: 80 EF BRA $0653 C2/0664: FA PLX C2/0665: 48 PHA C2/0666: BD E5 3E LDA $3EE5,X C2/0669: 89 10 BIT #$10 C2/066B: F0 04 BEQ $0671 (Branch if not Berserk) C2/066D: A9 EE LDA #$EE C2/066F: 83 01 STA $01,S (Set command to fight if berserked) C2/0671: 68 PLA C2/0672: 20 BF 1D JSR $1DBF C2/0675: 20 E4 03 JSR $03E4 C2/0678: 4C CB 4E JMP $4ECB Data C2/067B: 10 10 BPL $068D C2/067D: 20 00 00 JSR $0000 C2/0680: 10 10 BPL $0692 C2/0682: 10 10 BPL $0694 C2/0684: 10 10 BPL $0696 C2/0686: 10 20 BPL $06A8 C2/0688: 10 10 BPL $069A C2/068A: 10 10 BPL $069C C2/068C: 10 10 BPL $069E C2/068E: 10 10 BPL $06A0 C2/0690: 10 E0 BPL $0672 C2/0692: 20 10 10 JSR $1010 C2/0695: 20 20 10 JSR $1020 C2/0698: 10 00 BPL $069A C2/069A: 00 C2/069B: A2 12 LDX #$12 C2/069D: BD A0 3A LDA $3AA0,X C2/06A0: 4A LSR C2/06A1: 90 5D BCC $0700 C2/06A3: C2 20 REP #$20 C2/06A5: BD 18 30 LDA $3018,X C2/06A8: 2C 4E 2F BIT $2F4E C2/06AB: E2 20 SEP #$20 C2/06AD: D0 51 BNE $0700 C2/06AF: 20 AD 07 JSR $07AD C2/06B2: BD E4 3E LDA $3EE4,X C2/06B5: 89 82 BIT #$82 (Check for Dead or Zombie Status) C2/06B7: F0 06 BEQ $06BF C2/06B9: 9E F4 3B STZ $3BF4,X (Set HP to 0) C2/06BC: 9E F5 3B STZ $3BF5,X C2/06BF: BD E4 3E LDA $3EE4,X C2/06C2: 89 C2 BIT #$C2 (Check for Dead, Zombie, or Stone Status) C2/06C4: F0 09 BEQ $06CF C2/06C6: BD 19 30 LDA $3019,X C2/06C9: 0C 3A 3A TSB $3A3A C2/06CC: 20 C8 07 JSR $07C8 C2/06CF: BD E4 3E LDA $3EE4,X C2/06D2: 10 2C BPL $0700 (Branch if alive) C2/06D4: E0 08 CPX #$08 C2/06D6: B0 0C BCS $06E4 (Branch if not a character) C2/06D8: BD D8 3E LDA $3ED8,X (Which character attacker is) C2/06DB: C9 0E CMP #$0E C2/06DD: D0 05 BNE $06E4 (Branch if not Banon) C2/06DF: A9 06 LDA #$06 C2/06E1: 8D 6E 3A STA $3A6E (Method used to end combat) C2/06E4: 20 10 07 JSR $0710 C2/06E7: BD E4 3E LDA $3EE4,X C2/06EA: 89 02 BIT #$02 (Check for Zombie Status) C2/06EC: F0 03 BEQ $06F1 C2/06EE: 20 28 07 JSR $0728 C2/06F1: BD E4 3E LDA $3EE4,X C2/06F4: 10 0A BPL $0700 (Branch if alive) C2/06F6: BD F9 3E LDA $3EF9,X C2/06F9: 89 04 BIT #$04 C2/06FB: F0 03 BEQ $0700 C2/06FD: 20 99 07 JSR $0799 C2/0700: CA DEX C2/0701: CA DEX C2/0702: 10 99 BPL $069D C2/0704: A2 12 LDX #$12 C2/0706: 20 39 07 JSR $0739 C2/0709: CA DEX C2/070A: CA DEX C2/070B: 10 F9 BPL $0706 C2/070D: 4C 26 5D JMP $5D26 C2/0710: C2 20 REP #$20 C2/0712: BD 18 30 LDA $3018,X C2/0715: 2C 2C 3F BIT $3F2C C2/0718: E2 20 SEP #$20 C2/071A: F0 0B BEQ $0727 (Exit function) C2/071C: 20 28 07 JSR $0728 C2/071F: BD 05 32 LDA $3205,X C2/0722: 29 FB AND #$FB C2/0724: 9D 05 32 STA $3205,X (Set Air Anchor effect) C2/0727: 60 RTS C2/0728: BD E4 3E LDA $3EE4,X C2/072B: 29 7F AND #$7F (Clear death status) C2/072D: 9D E4 3E STA $3EE4,X C2/0730: BD 04 32 LDA $3204,X C2/0733: 29 BF AND #$BF C2/0735: 9D 04 32 STA $3204,X C2/0738: 60 RTS C2/0739: BD B9 32 LDA $32B9,X C2/073C: C9 FF CMP #$FF C2/073E: F0 08 BEQ $0748 C2/0740: 10 06 BPL $0748 C2/0742: 29 7F AND #$7F C2/0744: A8 TAY C2/0745: 20 5B 07 JSR $075B C2/0748: BD B8 32 LDA $32B8,X C2/074B: C9 FF CMP #$FF C2/074D: F0 0B BEQ $075A C2/074F: 10 09 BPL $075A C2/0751: 29 7F AND #$7F C2/0753: DA PHX C2/0754: 9B TXY C2/0755: AA TAX C2/0756: 20 5B 07 JSR $075B C2/0759: FA PLX C2/075A: 60 RTS C2/075B: B9 4D 3E LDA $3E4D,Y C2/075E: 29 FE AND #$FE C2/0760: 99 4D 3E STA $3E4D,Y C2/0763: B9 F9 3E LDA $3EF9,Y C2/0766: 29 EF AND #$EF C2/0768: 99 F9 3E STA $3EF9,Y C2/076B: A9 FF LDA #$FF C2/076D: 9D B9 32 STA $32B9,X C2/0770: 99 B8 32 STA $32B8,Y C2/0773: BD 19 30 LDA $3019,X C2/0776: 1C 54 2F TRB $2F54 C2/0779: DA PHX C2/077A: 20 83 07 JSR $0783 C2/077D: BB TYX C2/077E: 20 83 07 JSR $0783 C2/0781: FA PLX C2/0782: 60 RTS C2/0783: A9 40 LDA #$40 C2/0785: 20 AB 5B JSR $5BAB C2/0788: BD 04 32 LDA $3204,X C2/078B: 09 40 ORA #$40 C2/078D: 9D 04 32 STA $3204,X C2/0790: A9 7F LDA #$7F C2/0792: 3D A0 3A AND $3AA0,X C2/0795: 9D A0 3A STA $3AA0,X C2/0798: 60 RTS C2/0799: 29 FB AND #$FB C2/079B: 9D F9 3E STA $3EF9,X C2/079E: BD 19 30 LDA $3019,X C2/07A1: 1C 2F 2F TRB $2F2F C2/07A4: A9 30 LDA #$30 C2/07A6: 85 B8 STA $B8 C2/07A8: A9 26 LDA #$26 C2/07AA: 4C 91 4E JMP $4E91 C2/07AD: F4 C2 B0 PEA $B0C2 (Sleep, Confuse, Berserk, Death, Stone, Zombie) C2/07B0: F4 11 03 PEA $0311 (Rage, Freeze, Dance, Stop) C2/07B3: 9B TXY C2/07B4: 20 64 58 JSR $5864 C2/07B7: B0 0E BCS $07C7 (Exit function if any not set) C2/07B9: 1E B8 32 ASL $32B8,X C2/07BC: 38 SEC C2/07BD: 7E B8 32 ROR $32B8,X C2/07C0: 1E B9 32 ASL $32B9,X C2/07C3: 38 SEC C2/07C4: 7E B9 32 ROR $32B9,X C2/07C7: 60 RTS C2/07C8: EC F9 33 CPX $33F9 C2/07CB: D0 28 BNE $07F5 C2/07CD: DA PHX C2/07CE: AE F8 33 LDX $33F8 C2/07D1: BD 19 30 LDA $3019,X C2/07D4: 85 B9 STA $B9 C2/07D6: A9 04 LDA #$04 C2/07D8: 85 B8 STA $B8 C2/07DA: A2 00 LDX #$00 C2/07DC: A9 24 LDA #$24 C2/07DE: 20 91 4E JSR $4E91 C2/07E1: A9 02 LDA #$02 C2/07E3: 85 B8 STA $B8 C2/07E5: A2 08 LDX #$08 C2/07E7: A9 24 LDA #$24 C2/07E9: 20 91 4E JSR $4E91 C2/07EC: A9 FF LDA #$FF C2/07EE: 8D F8 33 STA $33F8 C2/07F1: 8D F9 33 STA $33F9 C2/07F4: FA PLX C2/07F5: BD 6C 33 LDA $336C,X C2/07F8: 30 04 BMI $07FE C2/07FA: A8 TAY C2/07FB: 20 2D 08 JSR $082D (Clear Love Token) C2/07FE: BD 6D 33 LDA $336D,X C2/0801: 30 07 BMI $080A C2/0803: DA PHX C2/0804: 9B TXY C2/0805: AA TAX C2/0806: 20 2D 08 JSR $082D (Clear Love Token) C2/0809: FA PLX C2/080A: BD 94 33 LDA $3394,X C2/080D: 30 04 BMI $0813 C2/080F: A8 TAY C2/0810: 20 36 08 JSR $0836 (Clear Charm) C2/0813: BD 95 33 LDA $3395,X C2/0816: 30 07 BMI $081F (Branch if charmed) C2/0818: DA PHX C2/0819: 9B TXY C2/081A: AA TAX C2/081B: 20 36 08 JSR $0836 (Clear Charm) C2/081E: FA PLX C2/081F: EC 04 34 CPX $3404 C2/0822: D0 08 BNE $082C (Exit If this actor does not get extra turn due to quick) C2/0824: A9 FF LDA #$FF C2/0826: 8D 04 34 STA $3404 C2/0829: 8D 02 34 STA $3402 C2/082C: 60 RTS Clear Love Toekn effects C2/082D: A9 FF LDA #$FF C2/082F: 9D 6C 33 STA $336C,X C2/0832: 99 6D 33 STA $336D,Y C2/0835: 60 RTS Clear Charm effects C2/0836: A9 FF LDA #$FF C2/0838: 9D 94 33 STA $3394,X C2/083B: 99 95 33 STA $3395,Y C2/083E: 60 RTS C2/083F: A2 12 LDX #$12 C2/0841: BD A0 3A LDA $3AA0,X C2/0844: 4A LSR C2/0845: 90 77 BCC $08BE C2/0847: 1E E0 32 ASL $32E0,X C2/084A: 5E E0 32 LSR $32E0,X C2/084D: BD E4 3E LDA $3EE4,X C2/0850: 30 07 BMI $0859 (Branch if dead) C2/0852: BD A1 3A LDA $3AA1,X C2/0855: 89 40 BIT #$40 C2/0857: F0 03 BEQ $085C (Branch if controlled) C2/0859: 20 77 09 JSR $0977 C2/085C: BD 04 32 LDA $3204,X C2/085F: F0 4A BEQ $08AB C2/0861: 4A LSR C2/0862: 90 03 BCC $0867 C2/0864: 20 4A 0B JSR $0B4A (If bit 0 of $3204,X is set) C2/0867: 1E 04 32 ASL $3204,X C2/086A: 90 03 BCC $086F C2/086C: 20 63 57 JSR $5763 (If bit 7 of $3204,X is set) C2/086F: 1E 04 32 ASL $3204,X C2/0872: 90 08 BCC $087C C2/0874: 20 0F 0A JSR $0A0F (If bit 6 of $3204,X is set) C2/0877: A9 80 LDA #$80 C2/0879: 20 AB 5B JSR $5BAB (Set bit 7 of $3AA1) C2/087C: 1E 04 32 ASL $3204,X C2/087F: 90 03 BCC $0884 C2/0881: 20 B4 09 JSR $09B4 (If bit 5 0f $3204,X is set) C2/0884: 1E 04 32 ASL $3204,X C2/0887: 90 03 BCC $088C C2/0889: 20 CE 09 JSR $09CE (If bit 4 of $3204,X is set) C2/088C: 1E 04 32 ASL $3204,X C2/088F: 90 07 BCC $0898 C2/0891: E0 08 CPX #$08 (If bit 3 of $3204,X is set) C2/0893: B0 03 BCS $0898 "" C2/0895: 20 7D 52 JSR $527D "" C2/0898: 1E 04 32 ASL $3204,X C2/089B: 90 03 BCC $08A0 C2/089D: 20 D2 09 JSR $09D2 (If bit 2 of $3204,X is set) C2/08A0: 1E 04 32 ASL $3204,X C2/08A3: 90 03 BCC $08A8 C2/08A5: 20 A8 0A JSR $0AA8 (If bit 1 of $3204,X is set) C2/08A8: 1E 04 32 ASL $3204,X C2/08AB: 20 1F 09 JSR $091F C2/08AE: 20 C6 08 JSR $08C6 C2/08B1: BD A0 3A LDA $3AA0,X C2/08B4: 89 50 BIT #$50 C2/08B6: F0 03 BEQ $08BB C2/08B8: 20 41 0A JSR $0A41 (Clear defend bit) C2/08BB: 20 4A 0A JSR $0A4A C2/08BE: CA DEX C2/08BF: CA DEX C2/08C0: 30 03 BMI $08C5 C2/08C2: 4C 41 08 JMP $0841 C2/08C5: 60 RTS C2/08C6: A9 50 LDA #$50 C2/08C8: 20 B4 11 JSR $11B4 C2/08CB: AD 04 34 LDA $3404 C2/08CE: 30 05 BMI $08D5 C2/08D0: EC 04 34 CPX $3404 C2/08D3: D0 F0 BNE $08C5 C2/08D5: BD E4 3E LDA $3EE4,X C2/08D8: 89 C0 BIT #$C0 C2/08DA: D0 E9 BNE $08C5 (Exit if dead or stone) C2/08DC: BD F8 3E LDA $3EF8,X C2/08DF: 89 10 BIT #$10 C2/08E1: D0 E2 BNE $08C5 (Exit if stop) C2/08E3: A9 EF LDA #$EF C2/08E5: 20 92 07 JSR $0792 C2/08E8: BD B9 32 LDA $32B9,X C2/08EB: 10 D8 BPL $08C5 (Exit if you are controlled) C2/08ED: BD E5 3E LDA $3EE5,X C2/08F0: 30 D3 BMI $08C5 (Exit if asleep) C2/08F2: BD F9 3E LDA $3EF9,X C2/08F5: 89 02 BIT #$02 C2/08F7: D0 CC BNE $08C5 (Exit if life 3) C2/08F9: BD 59 33 LDA $3359,X C2/08FC: 10 C7 BPL $08C5 (Exit if seized) C2/08FE: A9 BF LDA #$BF C2/0900: 20 92 07 JSR $0792 C2/0903: BD A1 3A LDA $3AA1,X C2/0906: 10 BD BPL $08C5 (Exit if bit 7 of $3AA1 is not set) C2/0908: 29 7F AND #$7F (Clear bit 7) C2/090A: 9D A1 3A STA $3AA1,X C2/090D: BD CC 32 LDA $32CC,X C2/0910: 1A INC C2/0911: F0 B2 BEQ $08C5 (Exit if $32CC is #$FF) C2/0913: BD A1 3A LDA $3AA1,X C2/0916: 4A LSR C2/0917: 90 03 BCC $091C (Branch if bit 0 of $3AA1 is not set) C2/0919: 4C 77 4E JMP $4E77 C2/091C: 4C 66 4E JMP $4E66 C2/091F: E0 08 CPX #$08 C2/0921: B0 A2 BCS $08C5 C2/0923: BD D8 3E LDA $3ED8,X (Which character it is) C2/0926: C9 0D CMP #$0D C2/0928: F0 9B BEQ $08C5 (Exit if Umaro) C2/092A: BD 55 32 LDA $3255,X C2/092D: 10 96 BPL $08C5 C2/092F: AD 97 3A LDA $3A97 C2/0932: D0 91 BNE $08C5 C2/0934: A9 02 LDA #$02 C2/0936: 85 EE STA $EE C2/0938: EC 04 34 CPX $3404 C2/093B: D0 04 BNE $0941 C2/093D: A9 88 LDA #$88 C2/093F: 04 EE TSB $EE C2/0941: A5 EE LDA $EE C2/0943: 20 B4 11 JSR $11B4 C2/0946: BD 18 30 LDA $3018,X C2/0949: 2C 4C 2F BIT $2F4C C2/094C: D0 38 BNE $0986 C2/094E: BD 59 33 LDA $3359,X C2/0951: 3D 95 33 AND $3395,X C2/0954: 10 30 BPL $0986 (If not seized or charmed) C2/0956: F4 C2 B0 PEA $B0C2 (Sleep, Confuse, Berserk, Death, Stone, Zombie) C2/0959: F4 01 21 PEA $2101 (Dance, Hide, Rage) C2/095C: 9B TXY C2/095D: 20 64 58 JSR $5864 C2/0960: 90 24 BCC $0986 (Branch if any set) C2/0962: BD A0 3A LDA $3AA0,X C2/0965: 10 66 BPL $09CD C2/0967: BD CC 32 LDA $32CC,X C2/096A: 10 61 BPL $09CD C2/096C: BD A0 3A LDA $3AA0,X C2/096F: 09 08 ORA #$08 C2/0971: 9D A0 3A STA $3AA0,X C2/0974: 4C EF 11 JMP $11EF C2/0977: C2 20 REP #$20 C2/0979: A9 D3 LDA #$D3 C2/097B: BF 20 92 07 LDA $079220,X C2/097F: E2 20 SEP #$20 C2/0981: A9 01 LDA #$01 C2/0983: 9D 19 32 STA $3219,X C2/0986: A9 F9 LDA #$F9 C2/0988: EB XBA C2/0989: BD F9 3E LDA $3EF9,X C2/098C: 89 20 BIT #$20 C2/098E: D0 13 BNE $09A3 (Branch if Hide status) C2/0990: BD 18 30 LDA $3018,X C2/0993: 2C 4C 2F BIT $2F4C C2/0996: D0 0B BNE $09A3 C2/0998: BD A0 3A LDA $3AA0,X C2/099B: 10 06 BPL $09A3 (Branch if bit 7 of $3AA0 is not set) C2/099D: A9 79 LDA #$79 C2/099F: EB XBA C2/09A0: 20 66 4E JSR $4E66 C2/09A3: EB XBA C2/09A4: 20 92 07 JSR $0792 C2/09A7: E0 08 CPX #$08 C2/09A9: B0 22 BCS $09CD (Exit function) C2/09AB: 8A TXA C2/09AC: 4A LSR C2/09AD: 85 10 STA $10 C2/09AF: A9 03 LDA #$03 C2/09B1: 4C 11 64 JMP $6411 Set Doom Countdown counter C2/09B4: AD AF 11 LDA $11AF (Level) C2/09B7: 20 65 4B JSR $4B65 (0 to Level - 1) C2/09BA: 18 CLC C2/09BB: 6D AF 11 ADC $11AF (Add to level) C2/09BE: 85 EE STA $EE C2/09C0: 38 SEC C2/09C1: A9 3C LDA #$3C C2/09C3: E5 EE SBC $EE (Subtract from #$3B) C2/09C5: B0 01 BCS $09C8 C2/09C7: 7B TDC (Set to 0 if less than 0) C2/09C8: 69 14 ADC #$14 (Add #$14) C2/09CA: 9D 05 3B STA $3B05,X (Set countdown counter) C2/09CD: 60 RTS C2/09CE: 9E 05 3B STZ $3B05,X (Set countdown counter to 0) C2/09D1: 60 RTS Battle Time Counter function C2/09D2: 08 PHP C2/09D3: A0 20 LDY #$20 (ATB multiplier = 32 if slowed)) C2/09D5: BD F8 3E LDA $3EF8,X C2/09D8: 89 04 BIT #$04 C2/09DA: D0 08 BNE $09E4 (Branch if Slow) C2/09DC: A0 40 LDY #$40 (ATB multiplier = 64 normally) C2/09DE: 89 08 BIT #$08 C2/09E0: F0 02 BEQ $09E4 (Branch if not Haste) C2/09E2: A0 54 LDY #$54 (ATB multiplier = 84 if hasted) C2/09E4: 98 TYA C2/09E5: 9D DD 3A STA $3ADD,X (ATB multiplier) C2/09E8: 98 TYA C2/09E9: 48 PHA C2/09EA: 18 CLC C2/09EB: 4A LSR C2/09EC: 63 01 ADC $01,S C2/09EE: 83 01 STA $01,S (ATB multiplier *= 1.5) C2/09F0: BD 19 3B LDA $3B19,X (Speed) C2/09F3: 69 14 ADC #$14 (Add 20) C2/09F5: EB XBA C2/09F6: E0 08 CPX #$08 C2/09F8: 90 06 BCC $0A00 (Branch if character) C2/09FA: AD 90 3A LDA $3A90 (256 - (Battle Speed - 1) * 24) C2/09FD: 20 81 47 JSR $4781 (For monsters, multiplier *= $3A90 / 256) C2/0A00: 68 PLA C2/0A01: 20 81 47 JSR $4781 (ATB multiplier * (speed + 20)) C2/0A04: C2 20 REP #$20 (Set 16-bit A) C2/0A06: 4A LSR C2/0A07: 4A LSR C2/0A08: 4A LSR C2/0A09: 4A LSR C2/0A0A: 9D C8 3A STA $3AC8,X (Amount to add to gauge = (ATB multiplier * (speed + 20)) / 16 C2/0A0D: 28 PLP C2/0A0E: 60 RTS C2/0A0F: 20 01 03 JSR $0301 C2/0A12: BD CC 32 LDA $32CC,X C2/0A15: 10 F8 BPL $0A0F C2/0A17: AC 64 3A LDY $3A64 C2/0A1A: 8A TXA C2/0A1B: D9 20 37 CMP $3720,Y C2/0A1E: D0 05 BNE $0A25 C2/0A20: A9 FF LDA #$FF C2/0A22: 99 20 37 STA $3720,Y C2/0A25: C8 INY C2/0A26: CC 65 3A CPY $3A65 C2/0A29: 90 EF BCC $0A1A C2/0A2B: BD 19 32 LDA $3219,X C2/0A2E: D0 08 BNE $0A38 C2/0A30: DE 19 32 DEC $3219,X C2/0A33: A9 D3 LDA #$D3 C2/0A35: 20 92 07 JSR $0792 C2/0A38: E0 08 CPX #$08 C2/0A3A: B0 0D BCS $0A49 C2/0A3C: A9 2C LDA #$2C C2/0A3E: 4C 91 4E JMP $4E91 Clear defend bit C2/0A41: A9 FD LDA #$FD C2/0A43: 3D A1 3A AND $3AA1,X C2/0A46: 9D A1 3A STA $3AA1,X (Clear defend) C2/0A49: 60 RTS C2/0A4A: BD A0 3A LDA $3AA0,X C2/0A4D: 89 10 BIT #$10 C2/0A4F: D0 3F BNE $0A90 (Exit function if bit 4 of $3AA0,X is set) C2/0A51: A9 02 LDA #$02 C2/0A53: 3C E5 3E BIT $3EE5,X C2/0A56: F0 38 BEQ $0A90 (Branch if not Weak) C2/0A58: 3C 05 32 BIT $3205,X C2/0A5B: F0 33 BEQ $0A90 C2/0A5D: 5D 05 32 EOR $3205,X C2/0A60: 9D 05 32 STA $3205,X C2/0A63: BD 59 3C LDA $3C59,X C2/0A66: 4A LSR C2/0A67: 90 0B BCC $0A74 (Branch if not shell when low HP) C2/0A69: 48 PHA C2/0A6A: A9 25 LDA #$25 C2/0A6C: 85 B8 STA $B8 C2/0A6E: A9 26 LDA #$26 C2/0A70: 20 91 4E JSR $4E91 C2/0A73: 68 PLA C2/0A74: 4A LSR C2/0A75: 90 0B BCC $0A82 C2/0A77: 48 PHA C2/0A78: A9 1C LDA #$1C C2/0A7A: 85 B8 STA $B8 C2/0A7C: A9 26 LDA #$26 C2/0A7E: 20 91 4E JSR $4E91 C2/0A81: 68 PLA C2/0A82: 4A LSR C2/0A83: 90 0B BCC $0A90 C2/0A85: 48 PHA C2/0A86: A9 24 LDA #$24 C2/0A88: 85 B8 STA $B8 C2/0A8A: A9 26 LDA #$26 C2/0A8C: 20 91 4E JSR $4E91 C2/0A8F: 68 PLA C2/0A90: 60 RTS C2/0A91: A2 06 LDX #$06 C2/0A93: BD 18 30 LDA $3018,X C2/0A96: 2C 74 3A BIT $3A74 (Characters that are alive and present) C2/0A99: F0 08 BEQ $0AA3 C2/0A9B: 2C 2C 3F BIT $3F2C C2/0A9E: D0 03 BNE $0AA3 C2/0AA0: 20 0F 0A JSR $0A0F C2/0AA3: CA DEX C2/0AA4: CA DEX C2/0AA5: 10 EC BPL $0A93 C2/0AA7: 60 RTS C2/0AA8: A5 B1 LDA $B1 C2/0AAA: 4A LSR C2/0AAB: B0 0A BCS $0AB7 C2/0AAD: BD 19 32 LDA $3219,X C2/0AB0: D0 05 BNE $0AB7 C2/0AB2: A9 88 LDA #$88 C2/0AB4: 20 B4 11 JSR $11B4 C2/0AB7: DA PHX C2/0AB8: BD F9 3E LDA $3EF9,X C2/0ABB: 49 08 EOR #$08 (Toggle Morph status) C2/0ABD: 4A LSR C2/0ABE: 4A LSR C2/0ABF: 4A LSR C2/0AC0: 4A LSR C2/0AC1: 08 PHP C2/0AC2: 7B TDC C2/0AC3: 69 03 ADC #$03 C2/0AC5: 85 EE STA $EE C2/0AC7: 8A TXA C2/0AC8: EB XBA C2/0AC9: A9 06 LDA #$06 C2/0ACB: 20 81 47 JSR $4781 C2/0ACE: AA TAX C2/0ACF: A0 04 LDY #$04 C2/0AD1: BD 2E 20 LDA $202E,X C2/0AD4: C5 EE CMP $EE C2/0AD6: D0 05 BNE $0ADD C2/0AD8: 49 07 EOR #$07 C2/0ADA: 9D 2E 20 STA $202E,X C2/0ADD: E8 INX C2/0ADE: E8 INX C2/0ADF: E8 INX C2/0AE0: 88 DEY C2/0AE1: D0 EE BNE $0AD1 C2/0AE3: 28 PLP C2/0AE4: FA PLX C2/0AE5: 90 1A BCC $0B01 (Branch if not morph after toggle) C2/0AE7: 08 PHP C2/0AE8: 20 36 0B JSR $0B36 C2/0AEB: A9 FF LDA #$FF C2/0AED: 8D E2 3E STA $3EE2 C2/0AF0: 9E 04 3B STZ $3B04,X C2/0AF3: E0 08 CPX #$08 C2/0AF5: B0 03 BCS $0AFA C2/0AF7: 20 7D 52 JSR $527D C2/0AFA: C2 20 REP #$20 C2/0AFC: 9C 30 3F STZ $3F30 C2/0AFF: 28 PLP C2/0B00: 60 RTS C2/0B01: DA PHX C2/0B02: 08 PHP C2/0B03: AD E2 3E LDA $3EE2 C2/0B06: 10 2B BPL $0B33 (Exit function if bit 7 of $3EE2 not set) C2/0B08: AD BB 3E LDA $3EBB C2/0B0B: 4A LSR C2/0B0C: 4A LSR C2/0B0D: 6A ROR C2/0B0E: B0 23 BCS $0B33 (Exit function if bit 2 of $3EBB is set) C2/0B10: 0A ASL C2/0B11: 8E E2 3E STX $3EE2 C2/0B14: 7B TDC C2/0B15: C2 20 REP #$20 (Set 16-bit Accumulator) C2/0B17: 3A DEC C2/0B18: 8D 30 3F STA $3F30 (Morph time counter) C2/0B1B: AE F6 1C LDX $1CF6 (Morph length counter) C2/0B1E: 20 92 47 JSR $4792 C2/0B21: 90 01 BCC $0B24 (Branch if bit 1 of $3EBB not set) C2/0B23: 4A LSR C2/0B24: 4A LSR C2/0B25: 4A LSR C2/0B26: 4A LSR C2/0B27: C9 00 08 CMP #$0800 C2/0B2A: 90 03 BCC $0B2F C2/0B2C: A9 FF 07 LDA #$07FF C2/0B2F: 1A INC C2/0B30: 8D 32 3F STA $3F32 (Amount to decrement morph time counter) C2/0B33: 28 PLP C2/0B34: FA PLX C2/0B35: 60 RTS C2/0B36: AD E2 3E LDA $3EE2 C2/0B39: 30 0E BMI $0B49 C2/0B3B: AD F6 1C LDA $1CF6 C2/0B3E: EB XBA C2/0B3F: AD 31 3F LDA $3F31 C2/0B42: 20 81 47 JSR $4781 C2/0B45: EB XBA C2/0B46: 8D F6 1C STA $1CF6 C2/0B49: 60 RTS C2/0B4A: C2 20 REP #$20 (Set 16-bit Accumulator) C2/0B4C: BD 18 30 LDA $3018,X C2/0B4F: 0C 2C 3F TSB $3F2C C2/0B52: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/0B54: BD A0 3A LDA $3AA0,X C2/0B57: 29 9B AND #$9B C2/0B59: 09 08 ORA #$08 C2/0B5B: 9D A0 3A STA $3AA0,X C2/0B5E: AC 66 3A LDY $3A66 C2/0B61: 8A TXA C2/0B62: D9 20 38 CMP $3820,Y C2/0B65: D0 05 BNE $0B6C C2/0B67: A9 FF LDA #$FF C2/0B69: 99 20 38 STA $3820,Y C2/0B6C: C8 INY C2/0B6D: CC 67 3A CPY $3A67 C2/0B70: 90 EF BCC $0B61 C2/0B72: BD 05 32 LDA $3205,X C2/0B75: 29 7F AND #$7F C2/0B77: 9D 05 32 STA $3205,X C2/0B7A: 9E B5 3A STZ $3AB5,X C2/0B7D: A9 E0 LDA #$E0 C2/0B7F: 9D 2C 32 STA $322C,X C2/0B82: 60 RTS Modify Damage, Heal Undead, and Elemental modification C2/0B83: 08 PHP C2/0B84: E2 20 SEP #$20 C2/0B86: AD A6 11 LDA $11A6 (Battle Power) C2/0B89: D0 03 BNE $0B8E (Branch if not 0) C2/0B8B: 4C 2B 0C JMP $0C2B (Exit function if Battle Power is 0) C2/0B8E: AD A4 11 LDA $11A4 (Special Byte 2) C2/0B91: 30 05 BMI $0B98 (Branch if power = factor of HP) C2/0B93: 20 9E 0C JSR $0C9E (Damage modification) C2/0B96: 80 03 BRA $0B9B C2/0B98: 20 87 0D JSR $0D87 (Figure HP based damage) C2/0B9B: 64 F2 STZ $F2 C2/0B9D: B9 E4 3E LDA $3EE4,Y (Status byte 1 of target) C2/0BA0: 0A ASL C2/0BA1: 30 57 BMI $0BFA (Branch if target is Stone, damage = 0) C2/0BA3: AD A4 11 LDA $11A4 C2/0BA6: 85 F2 STA $F2 (Store special byte 2 in $F2) C2/0BA8: AD A2 11 LDA $11A2 C2/0BAB: 89 08 BIT #$08 C2/0BAD: F0 24 BEQ $0BD3 (Branch if not heal undead) C2/0BAF: B9 95 3C LDA $3C95,Y C2/0BB2: 10 0B BPL $0BBF (If not undead) C2/0BB4: AD AA 11 LDA $11AA C2/0BB7: 89 82 BIT #$82 (Check if dead or zombie attack) C2/0BB9: D0 70 BNE $0C2B (Exit if ^) C2/0BBB: 64 F2 STZ $F2 (Clear heal) C2/0BBD: 80 07 BRA $0BC6 C2/0BBF: B9 E4 3E LDA $3EE4,Y C2/0BC2: 89 02 BIT #$02 (Check for Zombie status) C2/0BC4: F0 0D BEQ $0BD3 (Branch if not zombie) C2/0BC6: AD A4 11 LDA $11A4 C2/0BC9: 89 02 BIT #$02 C2/0BCB: F0 06 BEQ $0BD3 (Branch if not redirection) C2/0BCD: A5 F2 LDA $F2 C2/0BCF: 49 01 EOR #$01 C2/0BD1: 85 F2 STA $F2 (Toggle heal status) C2/0BD3: AD A1 11 LDA $11A1 C2/0BD6: F0 46 BEQ $0C1E (Branch if non-elemental) C2/0BD8: AD C8 3E LDA $3EC8 (Forcefield nullified elements) C2/0BDB: 49 FF EOR #$FF C2/0BDD: 2D A1 11 AND $11A1 C2/0BE0: F0 18 BEQ $0BFA (Set damage to 0 if element nullified) C2/0BE2: B9 CC 3B LDA $3BCC,Y (Absorbed elements) C2/0BE5: 2C A1 11 BIT $11A1 C2/0BE8: F0 08 BEQ $0BF2 C2/0BEA: A5 F2 LDA $F2 C2/0BEC: 49 01 EOR #$01 (Toggle heal) C2/0BEE: 85 F2 STA $F2 C2/0BF0: 80 2C BRA $0C1E C2/0BF2: B9 CD 3B LDA $3BCD,Y (Nullified elements) C2/0BF5: 2C A1 11 BIT $11A1 C2/0BF8: F0 06 BEQ $0C00 C2/0BFA: 64 F0 STZ $F0 C2/0BFC: 64 F1 STZ $F1 (Set damage to 0) C2/0BFE: 80 1E BRA $0C1E C2/0C00: B9 E1 3B LDA $3BE1,Y (Elements cut in half) C2/0C03: 2C A1 11 BIT $11A1 C2/0C06: F0 06 BEQ $0C0E C2/0C08: 46 F1 LSR $F1 C2/0C0A: 66 F0 ROR $F0 (Cut damage in half) C2/0C0C: 80 10 BRA $0C1E C2/0C0E: B9 E0 3B LDA $3BE0,Y (Weak elements) C2/0C11: 2C A1 11 BIT $11A1 C2/0C14: F0 08 BEQ $0C1E C2/0C16: A5 F1 LDA $F1 C2/0C18: 30 04 BMI $0C1E (Don't double if over 32768) C2/0C1A: 06 F0 ASL $F0 C2/0C1C: 26 F1 ROL $F1 (Double damage) C2/0C1E: AD A9 11 LDA $11A9 C2/0C21: C9 04 CMP #$04 C2/0C23: D0 03 BNE $0C28 (If not Atma weapon) C2/0C25: 20 39 0E JSR $0E39 (Atma weapon damage modification) C2/0C28: 20 2D 0C JSR $0C2D C2/0C2B: 28 PLP C2/0C2C: 60 RTS C2/0C2D: AD A2 11 LDA $11A2 C2/0C30: 4A LSR C2/0C31: 90 2A BCC $0C5D (Branch if not physical damage) C2/0C33: AD 82 3A LDA $3A82 C2/0C36: 2D 83 3A AND $3A83 C2/0C39: 10 22 BPL $0C5D (Branch if blocked by Golem or dog) C2/0C3B: BD E4 3E LDA $3EE4,X C2/0C3E: 89 02 BIT #$02 (Check for Zombie Status) C2/0C40: F0 03 BEQ $0C45 (Branch if no zombie) C2/0C42: 20 21 0E JSR $0E21 (Poison / Zombie status for zombies) C2/0C45: AD AB 11 LDA $11AB (Status set by attack 2) C2/0C48: 49 A0 EOR #$A0 (Sleep & Confuse) C2/0C4A: 29 A0 AND #$A0 C2/0C4C: 39 E5 3E AND $3EE5,Y (Status byte 2) C2/0C4F: 19 FD 3D ORA $3DFD,Y C2/0C52: 99 FD 3D STA $3DFD,Y (Clear Sleep & Confuse) C2/0C55: B9 B9 32 LDA $32B9,Y C2/0C58: 09 80 ORA #$80 C2/0C5A: 99 B9 32 STA $32B9,Y (Set to no target controlling you) C2/0C5D: AD A4 11 LDA $11A4 C2/0C60: 89 02 BIT #$02 C2/0C62: F0 11 BEQ $0C75 (Branch if not redirection) C2/0C64: 20 ED 0D JSR $0DED C2/0C67: DA PHX C2/0C68: 5A PHY C2/0C69: 5A PHY C2/0C6A: 9B TXY C2/0C6B: FA PLX C2/0C6C: 20 2F 36 JSR $362F C2/0C6F: 38 SEC C2/0C70: 20 76 0C JSR $0C76 C2/0C73: 7A PLY C2/0C74: FA PLX C2/0C75: 18 CLC C2/0C76: 5A PHY C2/0C77: 08 PHP C2/0C78: 2A ROL C2/0C79: 45 F2 EOR $F2 C2/0C7B: 4A LSR C2/0C7C: 90 04 BCC $0C82 C2/0C7E: 98 TYA C2/0C7F: 69 13 ADC #$13 C2/0C81: A8 TAY C2/0C82: C2 20 REP #$20 C2/0C84: B9 D0 33 LDA $33D0,Y (Damage Taken) C2/0C87: 1A INC C2/0C88: F0 01 BEQ $0C8B C2/0C8A: 3A DEC C2/0C8B: 18 CLC C2/0C8C: 65 F0 ADC $F0 C2/0C8E: B0 05 BCS $0C95 C2/0C90: C9 10 27 CMP #$2710 (If over 9999) C2/0C93: 90 03 BCC $0C98 C2/0C95: A9 0F 27 LDA #$270F (Truncate Damage to 9999) C2/0C98: 99 D0 33 STA $33D0,Y (Damage Taken) C2/0C9B: 28 PLP C2/0C9C: 7A PLY C2/0C9D: 60 RTS Damage modification (Randomness, Row, Self Damage, and more) C2/0C9E: 08 PHP C2/0C9F: C2 20 REP #$20 C2/0CA1: AD B0 11 LDA $11B0 (Maximum Damage) C2/0CA4: 85 F0 STA $F0 C2/0CA6: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/0CA8: AD 14 34 LDA $3414 C2/0CAB: D0 03 BNE $0CB0 C2/0CAD: 4C 3B 0D JMP $0D3B (Exit if $3414 = 0) C2/0CB0: 20 5A 4B JSR $4B5A (Random number 0 to 255) C2/0CB3: 09 E0 ORA #$E0 (Set bits 7,6,5, bits 0,1,2,3,4 are random)) C2/0CB5: 85 E8 STA $E8 (Random number [224..255]) C2/0CB7: 20 3D 0D JSR $0D3D (Damage randomness) C2/0CBA: 18 CLC C2/0CBB: AD A3 11 LDA $11A3 C2/0CBE: 30 04 BMI $0CC4 (Branch if Concern MP) C2/0CC0: AD A2 11 LDA $11A2 C2/0CC3: 4A LSR C2/0CC4: AD A2 11 LDA $11A2 C2/0CC7: 89 20 BIT #$20 C2/0CC9: D0 57 BNE $0D22 (Branch if ignores defense) C2/0CCB: 08 PHP C2/0CCC: B9 B9 3B LDA $3BB9,Y (Magic Defense) C2/0CCF: 90 03 BCC $0CD4 (Branch if concern MP or Magical damage) C2/0CD1: B9 B8 3B LDA $3BB8,Y (Defense) C2/0CD4: 1A INC C2/0CD5: F0 10 BEQ $0CE7 (If = 255) C2/0CD7: EB XBA C2/0CD8: AD 82 3A LDA $3A82 C2/0CDB: 2D 83 3A AND $3A83 C2/0CDE: 30 03 BMI $0CE3 (If Blocked by Golem or Dog, defense = 192) C2/0CE0: A9 C1 LDA #$C1 C2/0CE2: EB XBA C2/0CE3: EB XBA C2/0CE4: 3A DEC C2/0CE5: 49 FF EOR #$FF C2/0CE7: 85 E8 STA $E8 C2/0CE9: 20 3D 0D JSR $0D3D (Multiply damage by 255 - Defense / 256) C2/0CEC: A3 01 LDA $01,S C2/0CEE: 4A LSR C2/0CEF: B9 F8 3E LDA $3EF8,Y (Status byte 3) C2/0CF2: B0 01 BCS $0CF5 (Branch if physical attack) C2/0CF4: 0A ASL C2/0CF5: 0A ASL C2/0CF6: 10 07 BPL $0CFF (Branch if no safe / shell) C2/0CF8: A9 AA LDA #$AA C2/0CFA: 85 E8 STA $E8 C2/0CFC: 20 3D 0D JSR $0D3D (Multiply damage by 170 / 256) (roughly 2/3) C2/0CFF: 28 PLP C2/0D00: 90 15 BCC $0D17 (Skip row check if magical attack) C2/0D02: B9 A1 3A LDA $3AA1,Y C2/0D05: 89 02 BIT #$02 C2/0D07: F0 04 BEQ $0D0D (Branch if not defending) C2/0D09: 46 F1 LSR $F1 C2/0D0B: 66 F0 ROR $F0 (Cut damage in half) C2/0D0D: 89 20 BIT #$20 (Check row) C2/0D0F: F0 11 BEQ $0D22 (Branch if target in front row) C2/0D11: 46 F1 LSR $F1 C2/0D13: 66 F0 ROR $F0 (Cut damage in half) C2/0D15: 80 0B BRA $0D22 (Skip morph if physical attack) C2/0D17: B9 F9 3E LDA $3EF9,Y C2/0D1A: 89 08 BIT #$08 C2/0D1C: F0 04 BEQ $0D22 (Branch if not morph) C2/0D1E: 46 F1 LSR $F1 C2/0D20: 66 F0 ROR $F0 (Cut damage in half) C2/0D22: C2 20 REP #$20 (Set 16-bit Accumulator) C2/0D24: AD A4 11 LDA $11A4 C2/0D27: 4A LSR C2/0D28: B0 0A BCS $0D34 (Branch if heal, heal skips self damage) C2/0D2A: C0 08 CPY #$08 C2/0D2C: B0 06 BCS $0D34 (Branch if target is a monster) C2/0D2E: E0 08 CPX #$08 C2/0D30: B0 02 BCS $0D34 (Branch if attacker is monster) C2/0D32: 46 F0 LSR $F0 (Cut damage in half if party attacks party) C2/0D34: A5 F0 LDA $F0 C2/0D36: 20 0B 37 JSR $370B (Increment damage using $BC) C2/0D39: 85 F0 STA $F0 C2/0D3B: 28 PLP C2/0D3C: 60 RTS Multiplies damage by $E8 / 256 and adds 1 (Used by damage randomness etc.) C2/0D3D: 08 PHP C2/0D3E: C2 20 REP #$20 (Set 16-bit Accumulator) C2/0D40: A5 F0 LDA $F0 (Load damage) C2/0D42: 20 B7 47 JSR $47B7 (Multiply by randomness byte) C2/0D45: 1A INC (Add 1 to damage) C2/0D46: 85 F0 STA $F0 C2/0D48: 28 PLP C2/0D49: 60 RTS Atlas Armlet / Earring Function C2/0D4A: 08 PHP C2/0D4B: AD A4 11 LDA $11A4 (s Byte 2) C2/0D4E: 4A LSR C2/0D4F: B0 34 BCS $0D85 (Exits function if attack heals) C2/0D51: AD A3 11 LDA $11A3 C2/0D54: 30 04 BMI $0D5A (Branch if concern MP) C2/0D56: AD A2 11 LDA $11A2 (Special Byte 1) C2/0D59: 4A LSR (Check for physical / magic) C2/0D5A: C2 20 REP #$20 (Set 16-bit Accumulator) C2/0D5C: AD B0 11 LDA $11B0 (Max Damage) C2/0D5F: 85 EE STA $EE (Stores damage at $EE) C2/0D61: BD 44 3C LDA $3C44,X (Relic effects) C2/0D64: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/0D66: B0 06 BCS $0D6E (Branch if physical damage unless concerns mp) C2/0D68: 89 02 BIT #$02 C2/0D6A: D0 09 BNE $0D75 (Branch double earrings - add 50% damage) C2/0D6C: EB XBA C2/0D6D: 4A LSR C2/0D6E: 4A LSR C2/0D6F: 90 14 BCC $0D85 (Exits function if not Atlas Armlet / Earring) C2/0D71: 46 EF LSR $EF (Halves damage) C2/0D73: 66 EE ROR $EE C2/0D75: C2 20 REP #$20 (Set 16-bit Accumulator) C2/0D77: A5 EE LDA $EE C2/0D79: 4A LSR (Halves damage) C2/0D7A: 18 CLC C2/0D7B: 6D B0 11 ADC $11B0 (Adds to damage) C2/0D7E: 90 02 BCC $0D82 C2/0D80: 7B TDC C2/0D81: 3A DEC C2/0D82: 8D B0 11 STA $11B0 (Stores result back in damage) C2/0D85: 28 PLP C2/0D86: 60 RTS Figure damage if based on HP C2/0D87: DA PHX C2/0D88: 5A PHY C2/0D89: 08 PHP C2/0D8A: C2 20 REP #$20 (Set 16-bit Accumulator) C2/0D8C: B9 D0 33 LDA $33D0,Y (Damage Taken) C2/0D8F: 1A INC C2/0D90: F0 01 BEQ $0D93 (If damage taken is none set to 0) C2/0D92: 3A DEC C2/0D93: 85 EE STA $EE C2/0D95: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/0D97: 20 DD 0D JSR $0DDD (Use MP if concerns MP) C2/0D9A: AD A6 11 LDA $11A6 (Spell Power) C2/0D9D: 85 E8 STA $E8 C2/0D9F: A5 B5 LDA $B5 C2/0DA1: C9 01 CMP #$01 C2/0DA3: F0 06 BEQ $0DAB (if command = item, then always use Max HP) C2/0DA5: AD A2 11 LDA $11A2 C2/0DA8: 4A LSR C2/0DA9: 4A LSR C2/0DAA: 4A LSR C2/0DAB: C2 20 REP #$20 (Set 16-bit Accumulator) C2/0DAD: B0 0B BCS $0DBA (If Target only dead allies, then use Max HP) C2/0DAF: 38 SEC (Else use current HP) C2/0DB0: B9 F4 3B LDA $3BF4,Y (HP) C2/0DB3: E5 EE SBC $EE (Subtract damage taken) C2/0DB5: B0 06 BCS $0DBD C2/0DB7: 7B TDC C2/0DB8: 80 03 BRA $0DBD C2/0DBA: B9 1C 3C LDA $3C1C,Y (Max HP) C2/0DBD: 20 CB 0D JSR $0DCB C2/0DC0: 48 PHA C2/0DC1: 68 PLA C2/0DC2: D0 01 BNE $0DC5 C2/0DC4: 1A INC C2/0DC5: 85 F0 STA $F0 C2/0DC7: 28 PLP C2/0DC8: 7A PLY C2/0DC9: FA PLX C2/0DCA: 60 RTS Spell Power * HP / 16 C2/0DCB: 20 B7 47 JSR $47B7 C2/0DCE: A9 03 LDA #$0003 C2/0DD1: DA PHX C2/0DD2: AA TAX C2/0DD3: A5 E8 LDA $E8 (Spell Power * HP) C2/0DD5: 46 EA LSR $EA (Cut in half) C2/0DD7: 6A ROR C2/0DD8: CA DEX C2/0DD9: 10 FA BPL $0DD5 (Do 4 times) C2/0DDB: FA PLX C2/0DDC: 60 RTS Make damage affect MP if concerns MP C2/0DDD: AD A3 11 LDA $11A3 C2/0DE0: 10 0A BPL $0DEC (Branch if not Concern MP) C2/0DE2: 98 TYA C2/0DE3: 18 CLC C2/0DE4: 69 14 ADC #$14 C2/0DE6: A8 TAY C2/0DE7: 8A TXA C2/0DE8: 18 CLC C2/0DE9: 69 14 ADC #$14 C2/0DEB: AA TAX C2/0DEC: 60 RTS Set $F0 to lowest of ($F0, HP of target, Max HP - HP of attacker) If bit 7 of $F2 is not set switch attacker and target If bit 7 of $B1 is not set compare only $F0 and HP of target C2/0DED: DA PHX C2/0DEE: 5A PHY C2/0DEF: 08 PHP C2/0DF0: 20 DD 0D JSR $0DDD (Set to use MP if concern MP) C2/0DF3: AD 14 34 LDA $3414 C2/0DF6: 10 25 BPL $0E1D (Exit if bit 7 $3414 is 0) C2/0DF8: C2 20 REP #$20 C2/0DFA: A5 F2 LDA $F2 C2/0DFC: 4A LSR C2/0DFD: 90 03 BCC $0E02 C2/0DFF: DA PHX C2/0E00: BB TYX C2/0E01: 7A PLY (Switch target and attacker) C2/0E02: B9 F4 3B LDA $3BF4,Y (HP of target) C2/0E05: C5 F0 CMP $F0 C2/0E07: B0 02 BCS $0E0B (If HP >= $F0) C2/0E09: 85 F0 STA $F0 C2/0E0B: A5 B1 LDA $B1 C2/0E0D: 10 0E BPL $0E1D C2/0E0F: 9B TXY (Make attacker the target) C2/0E10: 38 SEC C2/0E11: B9 1C 3C LDA $3C1C,Y (Max HP of target) C2/0E14: F9 F4 3B SBC $3BF4,Y (HP of target) C2/0E17: C5 F0 CMP $F0 C2/0E19: B0 02 BCS $0E1D (If >= $F0) C2/0E1B: 85 F0 STA $F0 C2/0E1D: 28 PLP C2/0E1E: 7A PLY C2/0E1F: FA PLX C2/0E20: 60 RTS Called if zombie 1 in 16 chance inflict blind 1 in 16 chance inflict poison C2/0E21: 20 5A 4B JSR $4B5A (Random number 0 to 255) C2/0E24: C9 10 CMP #$10 C2/0E26: B0 04 BCS $0E2C C2/0E28: A9 04 LDA #$04 C2/0E2A: 80 06 BRA $0E32 C2/0E2C: C9 20 CMP #$20 C2/0E2E: B0 F0 BCS $0E20 (Exit function) C2/0E30: A9 01 LDA #$01 C2/0E32: 19 D4 3D ORA $3DD4,Y (Status to set byte 1) C2/0E35: 99 D4 3D STA $3DD4,Y C2/0E38: 60 RTS Atma Weapon Damage C2/0E39: 08 PHP C2/0E3A: DA PHX C2/0E3B: 5A PHY C2/0E3C: 9B TXY C2/0E3D: B9 F5 3B LDA $3BF5,Y (HP / 256) C2/0E40: 1A INC ((HP / 256) + 1)) C2/0E41: EB XBA C2/0E42: B9 18 3B LDA $3B18,Y (Level) C2/0E45: 20 81 47 JSR $4781 (Level * ((HP / 256) + 1)) C2/0E48: BE 1D 3C LDX $3C1D,Y (Max HP / 256) C2/0E4B: E8 INX ((Max HP / 256) + 1)) C2/0E4C: 20 92 47 JSR $4792 ((Level * ((HP / 256) + 1)) / ((Max HP / 256) + 1)) C2/0E4F: 85 E8 STA $E8 C2/0E51: C2 20 REP #$20 (Set 16-bit A) C2/0E53: A5 F0 LDA $F0 C2/0E55: 20 B7 47 JSR $47B7 ($E8 * damage) C2/0E58: A9 05 00 LDA #$0005 C2/0E5B: 20 D1 0D JSR $0DD1 (Final Damage / 64) C2/0E5E: 1A INC (+1) C2/0E5F: 85 F0 STA $F0 C2/0E61: C9 F5 01 CMP #$01F5 (501) C2/0E64: 90 0D BCC $0E73 C2/0E66: A2 5B LDX #$5B C2/0E68: C9 E9 03 CMP #$03E9 (1001) C2/0E6B: 90 01 BCC $0E6E C2/0E6D: E8 INX C2/0E6E: 86 B7 STX $B7 C2/0E70: 20 BB 35 JSR $35BB C2/0E73: 7A PLY C2/0E74: FA PLX C2/0E75: 28 PLP C2/0E76: 60 RTS ??? Function (Called from other bank) C2/0E77: DA PHX C2/0E78: 5A PHY C2/0E79: 8B PHB C2/0E7A: 08 PHP C2/0E7B: E2 30 SEP #$30 C2/0E7D: 48 PHA C2/0E7E: 29 0F AND #$0F C2/0E80: A9 7E LDA #$7E C2/0E82: 48 PHA C2/0E83: AB PLB C2/0E84: 68 PLA C2/0E85: A2 3E LDX #$3E C2/0E87: 9E A0 11 STZ $11A0,X C2/0E8A: CA DEX C2/0E8B: 10 FA BPL $0E87 C2/0E8D: 1A INC C2/0E8E: EB XBA C2/0E8F: A9 25 LDA #$25 C2/0E91: 20 81 47 JSR $4781 C2/0E94: C2 10 REP #$10 C2/0E96: AA TAX C2/0E97: BD DB 15 LDA $15DB,X C2/0E9A: EB XBA C2/0E9B: A9 16 LDA #$16 C2/0E9D: 20 81 47 JSR $4781 C2/0EA0: DA PHX C2/0EA1: AA TAX C2/0EA2: BF AA 7C ED LDA $ED7CAA,X C2/0EA6: 8D AC 11 STA $11AC C2/0EA9: 8D AD 11 STA $11AD C2/0EAC: C2 20 REP #$20 C2/0EAE: BF AB 7C ED LDA $ED7CAB,X C2/0EB2: 8D BA 11 STA $11BA C2/0EB5: BF AD 7C ED LDA $ED7CAD,X C2/0EB9: E2 20 SEP #$20 C2/0EBB: 8D A8 11 STA $11A8 C2/0EBE: EB XBA C2/0EBF: 8D AA 11 STA $11AA C2/0EC2: BF B5 7C ED LDA $ED7CB5,X ("Lev. Factor") C2/0EC6: 29 03 AND #$03 C2/0EC8: 49 03 EOR #$03 C2/0ECA: 1A INC C2/0ECB: 1A INC C2/0ECC: 8D DC 11 STA $11DC C2/0ECF: FA PLX C2/0ED0: A0 06 00 LDY #$0006 C2/0ED3: BD F5 15 LDA $15F5,X C2/0ED4: F5 15 SBC $15,X C2/0ED6: 99 A0 11 STA $11A0,Y C2/0ED9: E8 INX C2/0EDA: 88 DEY C2/0EDB: 88 DEY C2/0EDC: 10 F5 BPL $0ED3 C2/0EDE: BD EB 15 LDA $15EB,X C2/0EE1: 85 FE STA $FE C2/0EE3: A0 05 00 LDY #$0005 C2/0EE6: BD FB 15 LDA $15FB,X C2/0EE8: 99 C6 11 STA $11C6,Y C2/0EEC: 20 9A 0F JSR $0F9A C2/0EEF: CA DEX C2/0EF0: 88 DEY C2/0EF1: 10 F3 BPL $0EE6 C2/0EF3: BD ED 15 LDA $15ED,X C2/0EF6: 29 3F AND #$3F C2/0EF8: 85 FF STA $FF C2/0EFA: A9 40 LDA #$40 C2/0EFC: 20 7D 0F JSR $0F7D C2/0EFF: 05 FF ORA $FF C2/0F01: 9D ED 15 STA $15ED,X C2/0F04: BD E9 15 LDA $15E9,X C2/0F07: 29 3F AND #$3F C2/0F09: 85 FF STA $FF C2/0F0B: A9 08 LDA #$08 C2/0F0D: 20 7D 0F JSR $0F7D C2/0F10: 05 FF ORA $FF C2/0F12: 9D E9 15 STA $15E9,X C2/0F15: A2 0A 00 LDX #$000A C2/0F18: BD A1 11 LDA $11A1,X C2/0F1B: F0 09 BEQ $0F26 C2/0F1D: 0A ASL C2/0F1E: 7B TDC C2/0F1F: B0 02 BCS $0F23 C2/0F21: A9 FF LDA #$FF C2/0F23: 9D A0 11 STA $11A0,X C2/0F26: CA DEX C2/0F27: CA DEX C2/0F28: 10 EE BPL $0F18 C2/0F2A: AE CE 11 LDX $11CE C2/0F2D: FC 47 0F JSR ($0F47,X) C2/0F30: AD D7 11 LDA $11D7 C2/0F33: 10 0D BPL $0F42 C2/0F35: C2 20 REP #$20 (Set 16-bit Accumulator) C2/0F37: AD A6 11 LDA $11A6 C2/0F3A: 4A LSR C2/0F3B: 18 CLC C2/0F3C: 6D A6 11 ADC $11A6 C2/0F3F: 8D A6 11 STA $11A6 C2/0F42: 28 PLP C2/0F43: AB PLB C2/0F44: 7A PLY C2/0F45: FA PLX C2/0F46: 6B RTL Code Pointers C2/0F47: 67 0F (Do nothing) C2/0F49: 61 0F C2/0F4B: 68 0F C2/0F4D: 6F 0F C2/0F4F: 61 0F C2/0F51: 67 0F (Do nothing) C2/0F53: 6B 0F C2/0F55: 67 0F (Do nothing) C2/0F57: 68 0F C2/0F59: 64 0F C2/0F5B: 67 0F (Do nothing) C2/0F5D: 67 0F (Do nothing) C2/0F5F: 68 0F C2/0F61: 20 74 0F JSR $0F74 C2/0F64: 9C AC 11 STZ $11AC C2/0F67: 60 RTS C2/0F68: 20 74 0F JSR $0F74 C2/0F6B: 9C AD 11 STZ $11AD C2/0F6E: 60 RTS C2/0F6F: A9 10 LDA #$10 (Genji Glove Effect) C2/0F71: 0C CF 11 TSB $11CF (Sets Genji Glove effect to be cleared) C2/0F74: A9 40 LDA #$40 C2/0F76: 1C DA 11 TRB $11DA C2/0F79: 1C DB 11 TRB $11DB C2/0F7C: 60 RTS C2/0F7D: 2C D5 11 BIT $11D5 C2/0F80: F0 03 BEQ $0F85 C2/0F82: A9 80 LDA #$80 C2/0F84: 60 RTS C2/0F85: 4A LSR C2/0F86: 2C D5 11 BIT $11D5 C2/0F89: F0 03 BEQ $0F8E C2/0F8B: A9 40 LDA #$40 C2/0F8D: 60 RTS C2/0F8E: 0A ASL C2/0F8F: 0A ASL C2/0F90: 2C D5 11 BIT $11D5 C2/0F93: F0 03 BEQ $0F98 C2/0F95: A9 C0 LDA #$C0 C2/0F97: 60 RTS C2/0F98: 7B TDC C2/0F99: 60 RTS Loads item data into memory C2/0F9A: DA PHX C2/0F9B: 5A PHY C2/0F9C: EB XBA C2/0F9D: A9 1E LDA #$1E C2/0F9F: 20 81 47 JSR $4781 (Multiply index by size of item data block) C2/0FA2: AA TAX C2/0FA3: BF 05 50 D8 LDA $D85005,X C2/0FA7: 0C DF 11 TSB $11DF C2/0FAA: C2 20 REP #$20 C2/0FAC: BF 06 50 D8 LDA $D85006,X C2/0FB0: 0C D2 11 TSB $11D2 C2/0FB3: BF 08 50 D8 LDA $D85008,X C2/0FB7: 0C D4 11 TSB $11D4 (Equipment status byte 3) C2/0FBA: BF 0A 50 D8 LDA $D8500A,X C2/0FBE: 0C D6 11 TSB $11D6 C2/0FC1: BF 0C 50 D8 LDA $D8500C,X C2/0FC5: 0C D8 11 TSB $11D8 C2/0FC8: BF 10 50 D8 LDA $D85010,X C2/0FCC: A0 06 00 LDY #$0006 C2/0FCF: 48 PHA C2/0FD0: 29 0F AND #$000F C2/0FD3: 89 08 00 BIT #$0008 C2/0FD6: F0 04 BEQ $0FDB C2/0FD8: 49 F7 FF EOR #$FFF7 C2/0FDB: 1A INC C2/0FDC: 18 CLC C2/0FDD: 79 A0 11 ADC $11A0,Y C2/0FE0: 99 A0 11 STA $11A0,Y C2/0FE3: 68 PLA C2/0FE4: 4A LSR C2/0FE5: 4A LSR C2/0FE6: 4A LSR C2/0FE7: 4A LSR C2/0FE8: 88 DEY C2/0FE9: 88 DEY C2/0FEA: 10 E3 BPL $0FCF C2/0FEC: BF 1A 50 D8 LDA $D8501A,X C2/0FF0: DA PHX C2/0FF1: 48 PHA C2/0FF2: 29 0F 00 AND #$000F C2/0FF5: 0A ASL C2/0FF6: AA TAX C2/0FF7: BF 05 11 C2 LDA $C21105,X C2/0FFB: 18 CLC C2/0FFC: 6D A8 11 ADC $11A8 C2/0FFF: 8D A8 11 STA $11A8 C2/1002: 68 PLA C2/1003: 29 F0 00 AND #$00F0 C2/1006: 4A LSR C2/1007: 4A LSR C2/1008: 4A LSR C2/1009: AA TAX C2/100A: BF 05 11 C2 LDA $C21105,X C2/100E: 18 CLC C2/100F: 6D AA 11 ADC $11AA C2/1012: 8D AA 11 STA $11AA C2/1015: FA PLX C2/1016: E2 20 SEP #$20 C2/1018: BF 14 50 D8 LDA $D85014,X C2/101C: EB XBA C2/101D: BF 02 50 D8 LDA $D85002,X C2/1021: 0A ASL C2/1022: 0A ASL C2/1023: A5 FE LDA $FE C2/1025: B0 02 BCS $1029 C2/1027: 49 20 EOR #$20 C2/1029: 89 20 BIT #$20 C2/102B: D0 03 BNE $1030 C2/102D: A9 01 LDA #$01 C2/102F: EB XBA C2/1030: EB XBA C2/1031: 85 FD STA $FD C2/1033: BF 00 50 D8 LDA $D85000,X (Item type) C2/1037: 29 07 AND #$07 (Isolate classification) C2/1039: 3A DEC C2/103A: F0 76 BEQ $10B2 (if it's a weapon, branch) C2/103C: BF 19 50 D8 LDA $D85019,X C2/1040: 0C BC 11 TSB $11BC (Equipment status byte 2) C2/1043: BF 0F 50 D8 LDA $D8500F,X C2/1047: EB XBA C2/1048: BF 18 50 D8 LDA $D85018,X C2/104C: C2 20 REP #$20 C2/104E: 0C B8 11 TSB $11B8 C2/1051: BF 16 50 D8 LDA $D85016,X C2/1055: 0C B6 11 TSB $11B6 C2/1058: E2 20 SEP #$20 C2/105A: 18 CLC C2/105B: A5 FD LDA $FD C2/105D: 6D BA 11 ADC $11BA C2/1060: 90 02 BCC $1064 C2/1062: A9 FF LDA #$FF C2/1064: 8D BA 11 STA $11BA C2/1067: 18 CLC C2/1068: BF 15 50 D8 LDA $D85015,X C2/106C: 6D BB 11 ADC $11BB C2/106F: 90 02 BCC $1073 C2/1071: A9 FF LDA #$FF C2/1073: 8D BB 11 STA $11BB C2/1076: 7A PLY C2/1077: A9 02 LDA #$02 C2/1079: 1C D5 11 TRB $11D5 C2/107C: F0 08 BEQ $1086 C2/107E: 0C D7 11 TSB $11D7 C2/1081: F0 03 BEQ $1086 C2/1083: 0C D5 11 TSB $11D5 C2/1086: 7B TDC C2/1087: BF 1B 50 D8 LDA $D8501B,X (Item byte 1B, special action) C2/108B: 99 BE 11 STA $11BE,Y C2/108E: 89 0C BIT #$0C (Shield animation for blocked physical/magic attacks or weapon parry?) C2/1090: F0 1E BEQ $10B0 (if none of above, branch) C2/1092: 48 PHA (save old Byte 1B) C2/1093: 29 03 AND #$03 (isolate bottom 2 bits. for a given item: bit 0 = big weapon parry anim. bit 1 = "any" shield block, all except cursed shld. both = zephyr cape. neither = small weapon parry bit 2 = physical shield block, or weapon parry bit 3 = magical shield block. shields only? ) C2/1095: AA TAX (Put Acc in X. Following loop gives us 2^X) C2/1096: 7B TDC (Clear Acc) C2/1097: 38 SEC (Set carry flag) C2/1098: 2A ROL (Rotate carry into lowest bit of Acc) C2/1099: CA DEX (Decrement X, which was 0-3) C2/109A: 10 FC BPL $1098 (Loop if X>=0) C2/109C: EB XBA C2/109D: 68 PLA (Retrieve item byte 1B) C2/109E: 89 04 BIT #$04 C2/10A0: F0 05 BEQ $10A7 (Branch if physical shield or weapon parry not set) C2/10A2: EB XBA C2/10A3: 0C D0 11 TSB $11D0 (If one of above was set, store our 2^X value) C2/10A6: EB XBA C2/10A7: 89 08 BIT #$08 C2/10A9: F0 05 BEQ $10B0 (If no magic attack block for shield, branch) C2/10AB: EB XBA C2/10AC: 0C D1 11 TSB $11D1 (If there was, store our 2^X value) C2/10AF: EB XBA C2/10B0: FA PLX C2/10B1: 60 RTS C2/10B2: 7B TDC C2/10B3: 1A INC C2/10B4: A8 TAY C2/10B5: 1A INC C2/10B6: 85 FF STA $FF C2/10B8: A3 01 LDA $01,S C2/10BA: C9 02 CMP #$02 C2/10BC: B0 B8 BCS $1076 C2/10BE: 3A DEC C2/10BF: F0 03 BEQ $10C4 C2/10C1: 88 DEY C2/10C2: 06 FF ASL $FF C2/10C4: B9 C6 11 LDA $11C6,Y C2/10C7: 1A INC C2/10C8: D0 04 BNE $10CE C2/10CA: 06 FF ASL $FF C2/10CC: 06 FF ASL $FF C2/10CE: A5 FF LDA $FF C2/10D0: 0C CE 11 TSB $11CE C2/10D3: BF 16 50 D8 LDA $D85016,X C2/10D7: 99 B2 11 STA $11B2,Y C2/10DA: BF 0F 50 D8 LDA $D8500F,X C2/10DE: 99 B0 11 STA $11B0,Y C2/10E1: A5 FD LDA $FD C2/10E3: 79 AC 11 ADC $11AC,Y C2/10E6: 90 02 BCC $10EA C2/10E8: A9 FF LDA #$FF C2/10EA: 99 AC 11 STA $11AC,Y C2/10ED: BF 15 50 D8 LDA $D85015,X C2/10F1: 99 AE 11 STA $11AE,Y C2/10F4: BF 12 50 D8 LDA $D85012,X C2/10F8: 99 B4 11 STA $11B4,Y C2/10FB: BF 13 50 D8 LDA $D85013,X C2/10FF: 99 DA 11 STA $11DA,Y C2/1102: 4C 76 10 JMP $1076 Data C2/1105: 00 00 BRK $00 C2/1107: 0A ASL C2/1108: 00 14 BRK $14 C2/110A: 00 1E BRK $1E C2/110C: 00 28 BRK $28 C2/110E: 00 32 BRK $32 C2/1110: 00 F6 BRK $F6 C2/1112: FF EC FF E2 SBC $E2FFEC,X C2/1116: FF D8 FF CE SBC $CEFFD8,X C2/111A: FF C2/111B :08 PHP C2/111C: E2 30 SEP #$30 (Set 8-bit A, X, & Y) C2/111E: 20 1F 4D JSR $4D1F C2/1121: AD 41 2F LDA $2F41 C2/1124: 2D 8F 3A AND $3A8F C2/1127: D0 62 BNE $118B (Exit function if set to wait battle and in a menu) C2/1129: AD 6C 3A LDA $3A6C C2/112C: A2 02 LDX #$02 C2/112E: C5 0E CMP $0E C2/1130: F0 5E BEQ $1190 (Exit function if $3A6C = $000E) (Exit if function called last frame) C2/1132: 1A INC C2/1133: CA DEX C2/1134: D0 F8 BNE $112E (Check and exit if $3A6C + 1 = $000E) C2/1136: EE 3E 3A INC $3A3E (Increment battle time counter) C2/1139: D0 03 BNE $113E C2/113B: EE 3F 3A INC $3A3F (Increment battle time counter) C2/113E: 20 83 5A JSR $5A83 C2/1141: A2 12 LDX #$12 C2/1143: EC E2 3E CPX $3EE2 C2/1146: D0 03 BNE $114B C2/1148: 20 11 12 JSR $1211 C2/114B: BD A0 3A LDA $3AA0,X C2/114E: 4A LSR C2/114F: 90 33 BCC $1184 (Branch if bit 0 of $3AA0,X is not set) C2/1151: EC F8 33 CPX $33F8 C2/1154: F0 2E BEQ $1184 (Branch if X = $33F8) C2/1156: 89 3A BIT #$3A C2/1158: D0 2A BNE $1184 (Branch if bits 1,3,4,5 of $3AA0,X not all 0) C2/115A: 89 04 BIT #$04 C2/115C: F0 1E BEQ $117C (Branch if bit 2 of $3AA0,X is not set) C2/115E: AD 45 2F LDA $2F45 C2/1161: F0 16 BEQ $1179 (Branch if $2F45 = 0) C2/1163: BD E4 3E LDA $3EE4,X C2/1166: 89 02 BIT #$02 (Check for Zombie Status) C2/1168: D0 0F BNE $1179 (Branch if zombie) C2/116A: BD 18 30 LDA $3018,X C2/116D: F0 0A BEQ $1179 (Branch if monster) C2/116F: 2C 2C 3F BIT $3F2C C2/1172: D0 05 BNE $1179 C2/1174: 2C 40 3A BIT $3A40 C2/1177: F0 03 BEQ $117C C2/1179: 20 93 11 JSR $1193 (Advance ATB counter) C2/117C: BD 19 32 LDA $3219,X C2/117F: F0 03 BEQ $1184 C2/1181: 20 BB 11 JSR $11BB C2/1184: CA DEX C2/1185: CA DEX C2/1186: 10 BB BPL $1143 C2/1188: 20 54 5C JSR $5C54 C2/118B: A5 0E LDA $0E C2/118D: 8D 6C 3A STA $3A6C C2/1190: 7B TDC C2/1191: 28 PLP C2/1192: 6B RTL C2/1193: C2 20 REP #$20 (Set 16-bit A) C2/1195: BD C8 3A LDA $3AC8,X (Amount to add to ATB gauge) C2/1198: 4A LSR C2/1199: 18 CLC C2/119A: 7D B4 3A ADC $3AB4,X C2/119D: 9D B4 3A STA $3AB4,X C2/11A0: E2 20 SEP #$20 (Set 8-bit A) C2/11A2: B0 06 BCS $11AA C2/11A4: EB XBA C2/11A5: DD 2C 32 CMP $322C,X C2/11A8: 90 10 BCC $11BA C2/11AA: A9 FF LDA #$FF C2/11AC: 9D 2C 32 STA $322C,X C2/11AF: 20 77 4E JSR $4E77 C2/11B2: A9 20 LDA #$20 C2/11B4: 1D A0 3A ORA $3AA0,X C2/11B7: 9D A0 3A STA $3AA0,X C2/11BA: 60 RTS C2/11BB: C2 21 REP #$21 C2/11BD: BD 18 32 LDA $3218,X C2/11C0: 7D C8 3A ADC $3AC8,X C2/11C3: 9D 18 32 STA $3218,X C2/11C6: E2 20 SEP #$20 C2/11C8: 90 F0 BCC $11BA C2/11CA: E0 08 CPX #$08 C2/11CC: B0 03 BCS $11D1 C2/11CE: 20 E2 5B JSR $5BE2 C2/11D1: 9E 19 32 STZ $3219,X C2/11D4: 9E B5 3A STZ $3AB5,X C2/11D7: A9 FF LDA #$FF C2/11D9: 9D 2C 32 STA $322C,X C2/11DC: A9 08 LDA #$08 C2/11DE: 3C A0 3A BIT $3AA0,X C2/11E1: D0 07 BNE $11EA C2/11E3: 20 B4 11 JSR $11B4 C2/11E6: 89 02 BIT #$02 C2/11E8: F0 24 BEQ $120E C2/11EA: A9 80 LDA #$80 C2/11EC: 20 B4 11 JSR $11B4 C2/11EF: E0 08 CPX #$08 C2/11F1: B0 1B BCS $120E C2/11F3: BD 05 32 LDA $3205,X C2/11F6: 10 C2 BPL $11BA (Exit function) C2/11F8: A5 B1 LDA $B1 C2/11FA: 30 BE BMI $11BA (Exit function) C2/11FC: A9 04 LDA #$04 C2/11FE: 20 B4 11 JSR $11B4 C2/1201: BD 4D 3E LDA $3E4D,X C2/1204: 4A LSR C2/1205: 8A TXA C2/1206: 6A ROR C2/1207: 85 10 STA $10 C2/1209: A9 02 LDA #$02 C2/120B: 4C 11 64 JMP $6411 C2/120E: 4C 66 4E JMP $4E66 C2/1211: C2 20 REP #$20 (Set 16-bit A) C2/1213: 38 SEC C2/1214: AD 30 3F LDA $3F30 C2/1217: ED 32 3F SBC $3F32 C2/121A: 8D 30 3F STA $3F30 C2/121D: E2 20 SEP #$20 C2/121F: B0 13 BCS $1234 C2/1221: 9C 31 3F STZ $3F31 C2/1224: 20 36 0B JSR $0B36 C2/1227: A9 FF LDA #$FF C2/1229: 8D E2 3E STA $3EE2 C2/122C: A9 04 LDA #$04 C2/122E: 8D 7A 3A STA $3A7A C2/1231: 20 B2 4E JSR $4EB2 C2/1234: AD 31 3F LDA $3F31 C2/1237: 9D 04 3B STA $3B04,X C2/123A: 60 RTS True Knight and Love Token C2/123B: DA PHX C2/123C: 08 PHP C2/123D: A5 B2 LDA $B2 C2/123F: 89 02 00 BIT #$0002 C2/1242: D0 61 BNE $12A5 (Exit) C2/1244: A5 B8 LDA $B8 C2/1246: F0 5D BEQ $12A5 (Exit) C2/1248: A0 FF LDY #$FF C2/124A: 84 F4 STY $F4 C2/124C: 20 F9 51 JSR $51F9 C2/124F: 84 F8 STY $F8 C2/1251: 64 F2 STZ $F2 C2/1253: DA PHX C2/1254: BE 6C 33 LDX $336C,Y (Which target you take damage for) C2/1257: 30 06 BMI $125F (Branch if don't take damage for others) C2/1259: 20 C0 12 JSR $12C0 C2/125C: 20 A8 12 JSR $12A8 C2/125F: FA PLX C2/1260: B9 E4 3E LDA $3EE4,Y C2/1263: 89 00 02 BIT #$0200 C2/1266: F0 3D BEQ $12A5 (Branch if not Weak) C2/1268: 89 10 00 BIT #$0010 C2/126B: D0 38 BNE $12A5 (Branch if M-Tek) C2/126D: B9 58 33 LDA $3358,Y C2/1270: 10 33 BPL $12A5 (Branch if target is seized) C2/1272: A9 0F 00 LDA #$000F C2/1275: C0 08 CPY #$08 C2/1277: 90 03 BCC $127C (Branch if monster?) C2/1279: A9 00 3F LDA #$3F00 C2/127C: 85 F0 B9 STA $F0 C2/127E: B9 18 30 LDA $3018,X C2/1281: 1D 18 30 ORA $3018,X (??) C2/1284: 14 F0 TRB $F0 (Clear attacker from $F0) C2/1286: A2 12 LDX #$12 C2/1288: BD 58 3C LDA $3C58,X C2/128B: 89 40 00 BIT #$0040 C2/128E: F0 0A BEQ $129A (Branch if no True Knight effect) C2/1290: BD 18 30 LDA $3018,X C2/1293: 24 F0 BIT $F0 C2/1295: F0 03 BEQ $129A (Branch if attacker has true knight)? C2/1297: 20 C0 12 JSR $12C0 C2/129A: CA DEX C2/129B: CA DEX C2/129C: 10 EA BPL $1288 (Do for all characters and monsters) C2/129E: A5 F2 LDA $F2 C2/12A0: F0 03 BEQ $12A5 C2/12A2: 20 A8 12 JSR $12A8 C2/12A5: 28 PLP C2/12A6: FA PLX C2/12A7: 60 RTS C2/12A8: A6 F4 LDX $F4 C2/12AA: 30 13 BMI $12BF (Exit) C2/12AC: C4 F8 CPY $F8 C2/12AE: D0 0F BNE $12BF (Exit) C2/12B0: 86 F8 STX $F8 C2/12B2: 84 A8 STY $A8 C2/12B4: 46 A8 LSR $A8 C2/12B6: 08 PHP C2/12B7: C2 20 REP #$20 C2/12B9: BD 18 30 LDA $3018,X C2/12BC: 85 B8 STA $B8 C2/12BE: 28 PLP C2/12BF: 60 RTS C2/12C0: 08 PHP C2/12C1: C2 20 REP #$20 (Set 16-bit Accumulator) C2/12C3: BD A0 3A LDA $3AA0,X C2/12C6: 4A LSR C2/12C7: 90 2A BCC $12F3 (Exit function if bit 0 of $3AA0,X is clear) C2/12C9: BD B8 32 LDA $32B8,X (Which target you control) C2/12CC: 10 25 BPL $12F3 (Exit if control a target)? C2/12CE: BD 58 33 LDA $3358,X (Which target you have seized) C2/12D1: 10 20 BPL $12F3 (Exit if you have a target seized)? C2/12D3: BD E4 3E LDA $3EE4,X C2/12D6: 89 D2 A0 BIT #$A0D2 (Death, Stone, Invisible, Zombie, Sleep, Confuse) C2/12D9: D0 18 BNE $12F3 (Exit if any set) C2/12DB: BD F8 3E LDA $3EF8,X C2/12DE: 89 10 32 BIT #$3210 (Stop, Freeze, Spell, Hide) C2/12E1: D0 10 BNE $12F3 (Exit if any set) C2/12E3: BD 18 30 LDA $3018,X C2/12E6: 04 A6 TSB $A6 C2/12E8: BD F4 3B LDA $3BF4,X (HP) C2/12EB: C5 F2 CMP $F2 C2/12ED: 90 04 BCC $12F3 (Exit if HP >= $F2?) C2/12EF: 85 F2 STA $F2 C2/12F1: 86 F4 INC $F4,X C2/12F3: 28 PLP C2/12F4: 60 RTS C2/12F5: DA PHX C2/12F6: 08 PHP C2/12F7: A2 02 LDX #$02 C2/12F9: AD A2 11 LDA $11A2 C2/12FC: 30 02 BMI $1300 (Branch if concerns MP) C2/12FE: A2 00 LDX #$00 C2/1300: FC 1F 13 JSR ($131F,X) (Deal damage) C2/1303: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/1305: 90 15 BCC $131C (Branch if target not dead from this damage) C2/1307: A3 02 LDA $02,S C2/1309: AA TAX C2/130A: 86 EE STX $EE C2/130C: 20 2F 36 JSR $362F C2/130F: C4 EE CPY $EE C2/1311: F0 09 BEQ $131C C2/1313: 99 7C 32 STA $327C,Y C2/1316: B9 18 30 LDA $3018,Y C2/1319: 1C 19 34 TRB $3419 C2/131C: 28 PLP C2/131D: FA PLX C2/131E: 60 RTS Code pointers C2/131F: 23 13 (HP damage) C2/1321: 50 13 (MP damage) Deal HP damage C2/1323: 20 A7 13 JSR $13A7 C2/1326: F0 13 BEQ $133B (Exit function if 0 damage) C2/1328: 90 13 BCC $133D (Deal HP damage) C2/132A: 18 CLC C2/132B: 79 F4 3B ADC $3BF4,Y (Add to HP) C2/132E: B0 05 BCS $1335 C2/1330: D9 1C 3C CMP $3C1C,Y C2/1333: 90 03 BCC $1338 C2/1335: B9 1C 3C LDA $3C1C,Y (If over Max HP set to Max HP) C2/1338: 99 F4 3B STA $3BF4,Y C2/133B: 18 CLC C2/133C: 60 RTS C2/133D: 49 FF FF EOR #$FFFF C2/1340: 85 EE STA $EE C2/1342: B9 F4 3B LDA $3BF4,Y C2/1345: E5 EE SBC $EE (Subtract damage from HP) C2/1347: 99 F4 3B STA $3BF4,Y C2/134A: F0 44 BEQ $1390 (If 0 HP) C2/134C: B0 EE BCS $133C (Exit If > 0 HP) C2/134E: 80 40 BRA $1390 (If < 0 HP) Deal MP Damage C2/1350: 20 A7 13 JSR $13A7 C2/1353: F0 E6 BEQ $133B (Exit function if 0 damage) C2/1355: 90 14 BCC $136B C2/1357: 18 CLC C2/1358: 79 08 3C ADC $3C08,Y (Add A to MP) C2/135B: B0 05 BCS $1362 C2/135D: D9 30 3C CMP $3C30,Y C2/1360: 90 03 BCC $1365 C2/1362: B9 30 3C LDA $3C30,Y (If over Max MP set to Max MP) C2/1365: 99 08 3C STA $3C08,Y C2/1368: 18 CLC C2/1369: 80 1F BRA $138A C2/136B: 49 FF FF EOR #$FFFF C2/136E: 85 EE STA $EE C2/1370: B9 08 3C LDA $3C08,Y C2/1373: E5 EE SBC $EE C2/1375: 99 08 3C STA $3C08,Y (Subtract from MP) C2/1378: F0 02 BEQ $137C (If = 0) C2/137A: B0 0E BCS $138A (If > 0) C2/137C: 7B TDC C2/137D: 99 08 3C STA $3C08,Y (Store 0 in MP) C2/1380: B9 95 3C LDA $3C95,Y C2/1383: 4A LSR C2/1384: 90 03 BCC $1389 (If not die at 0 MP) C2/1386: 20 90 13 JSR $1390 (Call lethal damage function if dies at 0 MP) C2/1389: 38 SEC C2/138A: A9 80 00 LDA #$0080 C2/138D: 4C 4C 46 JMP $464C If monster takes lethal damage C2/1390: 38 SEC C2/1391: 7B TDC (Clear accumulator) C2/1392: AA TAX C2/1393: 8E 89 3A STX $3A89 (Set to use no addition magic) C2/1396: 99 F4 3B STA $3BF4,Y (Set HP to 0) C2/1399: B9 E4 3E LDA $3EE4,Y C2/139C: 89 02 00 BIT #$0002 C2/139F: D0 9B BNE $133C (Exit function if Zombie) C2/13A1: A9 80 00 LDA #$0080 C2/13A4: 4C 32 0E JMP $0E32 (Sets $3DD4 for death status) Returns Damage Healed - Damage Taken C2/13A7: B9 D0 33 LDA $33D0,Y (Damage Taken) C2/13AA: 1A INC C2/13AB: F0 0F BEQ $13BC (If no damage) C2/13AD: B9 18 30 LDA $3018,Y C2/13B0: 2C 3C 3A BIT $3A3C C2/13B3: F0 04 BEQ $13B9 (Branch if not invincible) C2/13B5: 7B TDC C2/13B6: 99 D0 33 STA $33D0,Y (Set damage to 0) C2/13B9: B9 D0 33 LDA $33D0,Y C2/13BC: 85 EE STA $EE C2/13BE: AD 81 3A LDA $3A81 C2/13C1: 2D 82 3A AND $3A82 C2/13C4: 30 02 BMI $13C8 (Branch if no Golem or dog block) C2/13C6: 64 EE STZ $EE (Set damage to 0) C2/13C8: B9 E4 33 LDA $33E4,Y (Damage Healed) C2/13CB: 1A INC C2/13CC: F0 01 BEQ $13CF C2/13CE: 3A DEC C2/13CF: 38 SEC C2/13D0: E5 EE SBC $EE (Subtract damage) C2/13D2: 60 RTS Combat Code C2/13D3: DA PHX C2/13D4: 08 PHP C2/13D5: 20 39 26 JSR $2639 C2/13D8: A9 10 LDA #$10 C2/13DA: 04 B0 TSB $B0 C2/13DC: A9 06 LDA #$06 C2/13DE: 85 B4 STA $B4 C2/13E0: 64 BD STZ $BD C2/13E2: 9C 89 3A STZ $3A89 C2/13E5: 9C C9 3E STZ $3EC9 C2/13E8: 9C 8E 3A STZ $3A8E C2/13EB: 9B TXY C2/13EC: A9 FF LDA #$FF C2/13EE: 85 B2 STA $B2 C2/13F0: 85 B3 STA $B3 C2/13F2: A2 0F LDX #$0F C2/13F4: 9D 10 34 STA $3410,X C2/13F7: CA DEX C2/13F8: 10 FA BPL $13F4 C2/13FA: A5 B5 LDA $B5 (Load command) C2/13FC: 0A ASL C2/13FD: AA TAX C2/13FE: FC C7 19 JSR ($19C7,X) C2/1401: A9 FF LDA #$FF C2/1403: 8D 17 34 STA $3417 C2/1406: 20 9B 62 JSR $629B C2/1409: 20 9B 06 JSR $069B C2/140C: 20 5B 4C JSR $4C5B C2/140F: 20 29 14 JSR $1429 C2/1412: A9 04 LDA #$04 C2/1414: 20 11 64 JSR $6411 (Shows action?) C2/1417: 20 B9 4A JSR $4AB9 C2/141A: 20 7A 14 JSR $147A C2/141D: 20 3F 08 JSR $083F C2/1420: 20 4F 14 JSR $144F C2/1423: 20 C7 62 JSR $62C7 C2/1426: 28 PLP C2/1427: FA PLX C2/1428: 60 RTS C2/1429: A2 0A LDX #$0A C2/142B: BD 21 30 LDA $3021,X C2/142E: 2C 3A 3A BIT $3A3A C2/1431: F0 17 BEQ $144A C2/1433: EB XBA C2/1434: BD 01 3F LDA $3F01,X C2/1437: 89 20 BIT #$20 C2/1439: D0 0B BNE $1446 C2/143B: BD 54 3E LDA $3E54,X C2/143E: 30 06 BMI $1446 C2/1440: BD D5 32 LDA $32D5,X C2/1443: 1A INC C2/1444: D0 04 BNE $144A C2/1446: EB XBA C2/1447: 1C 2F 2F TRB $2F2F C2/144A: CA DEX C2/144B: CA DEX C2/144C: 10 DD BPL $142B C2/144E: 60 RTS C2/144F: 08 PHP C2/1450: C2 20 REP #$20 C2/1452: A2 12 LDX #$12 C2/1454: BD 18 30 LDA $3018,X C2/1457: 1C 4C 2F TRB $2F4C C2/145A: F0 18 BEQ $1474 C2/145C: E2 20 SEP #$20 C2/145E: EB XBA C2/145F: 1C 2F 2F TRB $2F2F C2/1462: A9 FE LDA #$FE C2/1464: 20 92 07 JSR $0792 C2/1467: BD F9 3E LDA $3EF9,X C2/146A: 09 20 ORA #$20 C2/146C: 9D F9 3E STA $3EF9,X (Set Hide status) C2/146F: 20 C8 07 JSR $07C8 C2/1472: C2 20 REP #$20 C2/1474: CA DEX C2/1475: CA DEX C2/1476: 10 DC BPL $1454 C2/1478: 28 PLP C2/1479: 60 RTS C2/147A: 08 PHP C2/147B: C2 20 REP #$20 C2/147D: A2 12 LDX #$12 C2/147F: BD 18 30 LDA $3018,X C2/1482: 1C 4E 2F TRB $2F4E C2/1485: F0 20 BEQ $14A7 C2/1487: E2 20 SEP #$20 C2/1489: EB XBA C2/148A: 0C 2F 2F TSB $2F2F C2/148D: A9 01 LDA #$01 C2/148F: 20 B4 11 JSR $11B4 C2/1492: BD E4 3E LDA $3EE4,X C2/1495: 29 1D AND #$1D C2/1497: 9D E4 3E STA $3EE4,X (Clear Zombie, Imp, Stone, Death) C2/149A: BD F9 3E LDA $3EF9,X C2/149D: 29 DF AND #$DF C2/149F: 9D F9 3E STA $3EF9,X (Clear Hide) C2/14A2: 20 A0 2D JSR $2DA0 C2/14A5: C2 20 REP #$20 C2/14A7: CA DEX C2/14A8: CA DEX C2/14A9: 10 D4 BPL $147F C2/14AB: 28 PLP C2/14AC: 60 RTS Check if hitting target(s) in back C2/14AD: AD A2 11 LDA $11A2 C2/14B0: 4A LSR C2/14B1: 90 5E BCC $1511 (Exit function if magical damage) C2/14B3: E0 08 CPX #$08 C2/14B5: B0 2E BCS $14E5 (Branch if monster) C2/14B7: AD 1F 20 LDA $201F C2/14BA: C9 03 CMP #$03 C2/14BC: D0 53 BNE $1511 (Exit function if not Side attack) C2/14BE: BD 18 30 LDA $3018,X C2/14C1: 2D 50 2F AND $2F50 (Monster facing) C2/14C4: 85 EE STA $EE C2/14C6: A0 0A LDY #$0A C2/14C8: A5 EE LDA $EE C2/14CA: EB XBA C2/14CB: B9 21 30 LDA $3021,Y C2/14CE: 2C 51 2F BIT $2F51 (Character facing) C2/14D1: F0 05 BEQ $14D8 C2/14D3: EB XBA C2/14D4: 5D 18 30 EOR $3018,X C2/14D7: EB XBA C2/14D8: EB XBA C2/14D9: D0 04 BNE $14DF C2/14DB: EB XBA C2/14DC: 0C 55 3A TSB $3A55 C2/14DF: 88 DEY C2/14E0: 88 DEY C2/14E1: 10 E5 BPL $14C8 C2/14E3: 80 2C BRA $1511 (Exit Function) C2/14E5: AD 1F 20 LDA $201F C2/14E8: C9 02 CMP #$02 C2/14EA: D0 25 BNE $1511 (Branch if not pincer attack) C2/14EC: BD 19 30 LDA $3019,X C2/14EF: 2D 51 2F AND $2F51 (Character facing) C2/14F2: 85 EE STA $EE C2/14F4: A0 06 LDY #$06 C2/14F6: A5 EE LDA $EE C2/14F8: EB XBA C2/14F9: B9 18 30 LDA $3018,Y C2/14FC: 2C 50 2F BIT $2F50 (Monster facing) C2/14FF: F0 05 BEQ $1506 C2/1501: EB XBA C2/1502: 5D 19 30 EOR $3019,X C2/1505: EB XBA C2/1506: EB XBA C2/1507: D0 04 BNE $150D C2/1509: EB XBA C2/150A: 0C 54 3A TSB $3A54 C2/150D: 88 DEY C2/150E: 88 DEY C2/150F: 10 E5 BPL $14F6 C2/1511: 60 RTS Set $BD to 2 if A is between $1D and $24 (inclusive) Increment damage if weapon is spear C2/1512: C9 1D CMP #$1D C2/1514: 90 08 BCC $151E (Exit) C2/1516: C9 25 CMP #$25 C2/1518: B0 04 BCS $151E (Exit) C2/151A: A9 02 LDA #$02 C2/151C: 85 BD STA $BD C2/151E: 60 RTS Sketch C2/151F: BB TYX C2/1520: 20 8A 29 JSR $298A (Clear special effect, magic power, etc.) C2/1523: A9 FF LDA #$FF C2/1525: 85 B7 STA $B7 C2/1527: A9 AA LDA #$AA C2/1529: 8D A9 11 STA $11A9 (Store sketch in special effect) C2/152C: 20 7B 31 JSR $317B C2/152F: AC 17 34 LDY $3417 C2/1532: 30 EA BMI $151E (Exit) C2/1534: 8E 17 34 STX $3417 C2/1537: B9 81 3C LDA $3C81,Y C2/153A: 9D 81 3C STA $3C81,X C2/153D: B9 2D 32 LDA $322D,Y C2/1540: 9D 2D 32 STA $322D,X C2/1543: 9C 15 34 STZ $3415 C2/1546: AD 00 34 LDA $3400 C2/1549: 85 B6 STA $B6 C2/154B: A9 FF LDA #$FF C2/154D: 8D 00 34 STA $3400 C2/1550: A9 01 LDA #$01 C2/1552: 04 B2 TSB $B2 C2/1554: A5 B6 LDA $B6 C2/1556: 20 BF 1D JSR $1DBF C2/1559: 85 B5 STA $B5 C2/155B: 0A ASL C2/155C: AA TAX C2/155D: 7C C7 19 JMP ($19C7,X) Rage C2/1560: B9 A8 33 LDA $33A8,Y C2/1563: 1A INC C2/1564: D0 13 BNE $1579 (Branch if already raging) C2/1566: AE 93 3A LDX $3A93 C2/1569: E0 14 CPX #$14 C2/156B: 90 02 BCC $156F C2/156D: A2 00 LDX #$00 C2/156F: BD A8 33 LDA $33A8,X C2/1572: 99 A8 33 STA $33A8,Y C2/1575: 7B TDC C2/1576: 99 A9 33 STA $33A9,Y C2/1579: 8C 93 3A STY $3A93 C2/157C: B9 F9 3E LDA $3EF9,Y C2/157F: 09 01 ORA #$01 C2/1581: 99 F9 3E STA $3EF9,Y (Set Rage status) C2/1584: 20 10 06 JSR $0610 (Set statuses, elemental resistances, etc.) C2/1587: BB TYX C2/1588: 20 50 26 JSR $2650 C2/158B: 20 54 15 JSR $1554 (Commands code) C2/158E: 4C 75 26 JMP $2675 Steal C2/1591: BB TYX C2/1592: 20 8A 29 JSR $298A (Clear special effect, magic power, etc.) C2/1595: A9 A4 LDA #$A4 C2/1597: 8D A9 11 STA $11A9 (Store steal in special effect) C2/159A: 4C 7B 31 JMP $317B Blitz C2/159D: A5 B6 LDA $B6 C2/159F: 10 0F BPL $15B0 C2/15A1: A9 01 LDA #$01 C2/15A3: 14 B3 TRB $B3 C2/15A5: A9 43 LDA #$43 C2/15A7: 8D 01 34 STA $3401 C2/15AA: A9 5D LDA #$5D C2/15AC: 85 B6 STA $B6 C2/15AE: 80 05 BRA $15B5 C2/15B0: A9 08 LDA #$08 C2/15B2: 8D 12 34 STA $3412 C2/15B5: A5 B6 LDA $B6 C2/15B7: 48 PHA C2/15B8: 38 SEC C2/15B9: E9 5D SBC #$5D C2/15BB: 85 B6 STA $B6 C2/15BD: 68 PLA C2/15BE: BB TYX C2/15BF: 20 C1 19 JSR $19C1 C2/15C2: 20 51 29 JSR $2951 C2/15C5: 4C 7B 31 JMP $317B Desperation attack C2/15C8: C0 08 CPY #$08 C2/15CA: B0 44 BCS $1610 (No DA if monster) C2/15CC: AD 3F 3A LDA $3A3F C2/15CF: C9 03 CMP #$03 C2/15D1: 90 3D BCC $1610 (No DA if time counter is 767 or less) C2/15D3: B9 E5 3E LDA $3EE5,Y C2/15D6: 89 02 BIT #$02 C2/15D8: F0 36 BEQ $1610 (No DA If not weak) C2/15DA: 89 24 BIT #$24 C2/15DC: D0 32 BNE $1610 (No DA If Confuse or Image) C2/15DE: B9 E4 3E LDA $3EE4,Y C2/15E1: 89 12 BIT #$12 C2/15E3: D0 2B BNE $1610 (No DA If Vanish or Zombie) C2/15E5: A5 B9 LDA $B9 C2/15E7: F0 27 BEQ $1610 (No DA if $B9 = 0) C2/15E9: 20 5A 4B JSR $4B5A (Random number 0 to 255) C2/15EC: 29 0F AND #$0F (0 to 15) C2/15EE: D0 20 BNE $1610 (1 in 16 chance for DA) C2/15F0: B9 18 30 LDA $3018,Y C2/15F3: 0C 2F 3F TSB $3F2F C2/15F6: D0 18 BNE $1610 (No DA if this character already used it this combat) C2/15F8: B9 D8 3E LDA $3ED8,Y (Which character it is) C2/15FB: C9 0C CMP #$0C C2/15FD: F0 05 BEQ $1604 (Branch if Gogo) C2/15FF: C9 0B CMP #$0B C2/1601: B0 0D BCS $1610 (Branch if Gau, Gogo, Umaro, or special character) C2/1603: 1A INC C2/1604: 3A DEC C2/1605: 09 F0 ORA #$F0 C2/1607: 85 B6 STA $B6 (Spell animation) C2/1609: A9 10 LDA #$10 C2/160B: 14 B0 TRB $B0 C2/160D: 4C 14 17 JMP $1714 C2/1610: C0 08 CPY #$08 C2/1612: B0 07 BCS $161B (If monster) C2/1614: B9 D8 3E LDA $3ED8,Y (Which character it is) C2/1617: C9 0D CMP #$0D C2/1619: F0 20 BEQ $163B (Branch if Umaro) C2/161B: BB TYX C2/161C: BD 58 3C LDA $3C58,X C2/161F: 4A LSR C2/1620: A9 01 LDA #$01 C2/1622: 90 02 BCC $1626 (Branch if no offering) C2/1624: A9 07 LDA #$07 C2/1626: 8D 70 3A STA $3A70 (# of attacks) C2/1629: 20 4D 5A JSR $5A4D (Remove dead and hidden targets) C2/162C: 20 65 38 JSR $3865 C2/162F: A9 02 LDA #$02 C2/1631: 14 B2 TRB $B2 (Clear no critical & ignore true knight) C2/1633: A5 B5 LDA $B5 C2/1635: 8D 13 34 STA $3413 C2/1638: 4C 7B 31 JMP $317B Determine which type of attack Umaro uses C2/163B: 64 FE STZ $FE C2/163D: A9 C6 LDA #$C6 C2/163F: D9 D0 3C CMP $3CD0,Y C2/1642: F0 05 BEQ $1649 (Branch if Rage Ring equipped in slot 1) C2/1644: D9 D1 3C CMP $3CD1,Y (Check Slot 2) C2/1647: D0 0D BNE $1656 (Branch if Rage Ring not equipped) C2/1649: 7B TDC C2/164A: B9 18 30 LDA $3018,Y C2/164D: 4D 74 3A EOR $3A74 C2/1650: F0 04 BEQ $1656 (Branch if Umaro is the only character alive) C2/1652: A9 04 LDA #$04 C2/1654: 04 FE TSB $FE C2/1656: A9 C5 LDA #$C5 C2/1658: D9 D0 3C CMP $3CD0,Y C2/165B: F0 05 BEQ $1662 (Branch if Blizzard Orb equipped in slot 1) C2/165D: D9 D1 3C CMP $3CD1,Y (Check Slot 2) C2/1660: D0 04 BNE $1666 (Branch if Blizzard Orb not equipped) C2/1662: A9 08 LDA #$08 C2/1664: 04 FE TSB $FE C2/1666: A5 FE LDA $FE C2/1668: AA TAX C2/1669: 09 30 ORA #$30 C2/166B: 0A ASL C2/166C: 0A ASL C2/166D: 20 47 52 JSR $5247 (Pick attack type to use) C2/1670: 8A TXA C2/1671: 0A ASL C2/1672: AA TAX C2/1673: 7C 76 16 JMP ($1676,X) Code pointers C2/1676: 92 16 (Throw character) C2/1678: 0D 17 (Storm) C2/167A: 7E 16 (Charge) C2/167C: 1B 16 (Normal attack) Umaro's Charge attack C2/167E: BB TYX C2/167F: 20 C7 17 JSR $17C7 C2/1682: A9 20 LDA #$20 C2/1684: 0C A2 11 TSB $11A2 (Set ignore defense) C2/1687: A9 02 LDA #$02 C2/1689: 14 B2 TRB $B2 (Clear no critical and ignore True Knight) C2/168B: A9 23 LDA #$23 C2/168D: 85 B5 STA $B5 (Set command to #$23) C2/168F: 4C 7B 31 JMP $317B Umaro's Throw character attack C2/1692: BB TYX C2/1693: 20 C7 17 JSR $17C7 C2/1696: BD 18 30 LDA $3018,X C2/1699: 4D 74 3A EOR $3A74 (Remove Umaro from possible characters to throw) C2/169C: A2 06 LDX #$06 C2/169E: 3C 18 30 BIT $3018,X (Check each character) C2/16A1: F0 1C BEQ $16BF (Chance next character if this one is not present) C2/16A3: EB XBA C2/16A4: BD F9 3E LDA $3EF9,X C2/16A7: 89 20 BIT #$20 C2/16A9: F0 07 BEQ $16B2 (Branch if not hide) C2/16AB: EB XBA C2/16AC: 5D 18 30 EOR $3018,X (Remove this character from list of characters to throw) C2/16AF: EB XBA C2/16B0: 80 0C BRA $16BE (Check next character) C2/16B2: BD E5 3E LDA $3EE5,X C2/16B5: 89 A0 BIT #$A0 C2/16B7: F0 05 BEQ $16BE (Branch if no confuse or sleep) C2/16B9: EB XBA C2/16BA: BD 18 30 LDA $3018,X (Set to automatically throw this character) C2/16BD: EB XBA C2/16BE: EB XBA C2/16BF: CA DEX C2/16C0: CA DEX C2/16C1: 10 DB BPL $169E C2/16C3: 48 PHA C2/16C4: 7B TDC C2/16C5: 68 PLA C2/16C6: F0 B6 BEQ $167E (Do Umaro's charge attack if no characters can be thrown) C2/16C8: 20 2A 52 JSR $522A (Pick a random character to throw) C2/16CB: 20 F9 51 JSR $51F9 (Set Y to character thrown) C2/16CE: BB TYX C2/16CF: BD D8 3E LDA $3ED8,X (Which character is thrown) C2/16D2: C9 0A CMP #$0A C2/16D4: D0 04 BNE $16DA (Branch if not Mog) C2/16D6: A9 02 LDA #$02 C2/16D8: 14 B3 TRB $B3 (Set always critical) C2/16DA: BD 68 3B LDA $3B68,X (Battle power of thrown character) C2/16DD: 7D 69 3B ADC $3B69,X C2/16E0: 90 02 BCC $16E4 C2/16E2: A9 FE LDA #$FE C2/16E4: 6D A6 11 ADC $11A6 (Add battle power of attack) C2/16E7: 90 02 BCC $16EB C2/16E9: A9 FF LDA #$FF C2/16EB: 8D A6 11 STA $11A6 (Store in new battle power for attack) C2/16EE: A9 24 LDA #$24 C2/16F0: 85 B5 STA $B5 (Set command to #$24) C2/16F2: A9 20 LDA #$20 C2/16F4: 0C A2 11 TSB $11A2 (Set ignore defense) C2/16F7: A9 02 LDA #$02 C2/16F9: 14 B2 TRB $B2 (Clear no critical and ignore True Knight) C2/16FB: A9 01 LDA #$01 C2/16FD: 04 BA TSB $BA C2/16FF: BD E5 3E LDA $3EE5,X C2/1702: 29 A0 AND #$A0 C2/1704: 1D FD 3D ORA $3DFD,X C2/1707: 9D FD 3D STA $3DFD,X (Set to clear sleep and confuse on thrown character) C2/170A: 4C 7B 31 JMP $317B Storm C2/170D: 9C 15 34 STZ $3415 C2/1710: A9 54 LDA #$54 (Storm) C2/1712: 85 B6 STA $B6 (Set spell/animation) C2/1714: A9 02 LDA #$02 (Magic) C2/1716: 85 B5 STA $B5 (Set command) C2/1718: 80 45 BRA $175F Shock C2/171A: A9 82 LDA #$82 C2/171C: 80 02 BRA $1720 Health C2/171E: A9 2E LDA #$2E C2/1720: 85 B6 STA $B6 C2/1722: A9 05 LDA #$05 C2/1724: 80 3F BRA $1765 Slot C2/1726: A9 10 LDA #$10 C2/1728: 14 B0 TRB $B0 C2/172A: A5 B6 LDA $B6 C2/172C: C9 94 CMP #$94 C2/172E: D0 04 BNE $1734 C2/1730: A9 07 LDA #$07 C2/1732: 80 31 BRA $1765 C2/1734: C9 51 CMP #$51 C2/1736: 90 2B BCC $1763 C2/1738: C9 FE CMP #$FE C2/173A: D0 05 BNE $1741 (Branch if not Lagomorph) C2/173C: A9 07 LDA #$07 C2/173E: 8D 01 34 STA $3401 (Set to display text 7) C2/1741: C0 08 CPY #$08 C2/1743: B0 1A BCS $175F (Branch if target is monster) C2/1745: B9 D8 3E LDA $3ED8,Y C2/1748: C9 00 CMP #$00 C2/174A: D0 13 BNE $175F (Branch if not Terra) C2/174C: A9 02 LDA #$02 C2/174E: 1C BC 3E TRB $3EBC C2/1751: F0 0C BEQ $175F C2/1753: A2 06 LDX #$06 (Attack) C2/1755: A9 23 LDA #$23 (Command) C2/1757: 20 91 4E JSR $4E91 C2/175A: A9 20 LDA #$20 C2/175C: 0C A4 11 TSB $11A4 (Set can't be dodged) C2/175F: A9 00 LDA #$00 (Magitek command jumps here) C2/1761: 80 02 BRA $1765 C2/1763: A9 02 LDA #$02 C2/1765: 8D 12 34 STA $3412 C2/1768: BB TYX C2/1769: A5 B6 LDA $B6 C2/176B: 20 C1 19 JSR $19C1 C2/176E: 20 51 29 JSR $2951 C2/1771: A5 B5 LDA $B5 C2/1773: C9 0F CMP #$0F C2/1775: D0 03 BNE $177A C2/1777: 9C A5 11 STZ $11A5 (Set MP cost to 0) C2/177A: 4C 7B 31 JMP $317B Dance C2/177D: B9 F8 3E LDA $3EF8,Y C2/1780: 09 01 ORA #$01 C2/1782: 99 F8 3E STA $3EF8,Y (Set Dance) C2/1785: A9 FF LDA #$FF C2/1787: 85 B7 STA $B7 C2/1789: B9 E1 32 LDA $32E1,Y (Which dance is selected) C2/178C: 10 06 BPL $1794 C2/178E: AD 6F 3A LDA $3A6F C2/1791: 99 E1 32 STA $32E1,Y C2/1794: AE E2 11 LDX $11E2 C2/1797: DF 5B 8E ED CMP $ED8E5B,X (Check if background is same as dance) C2/179B: F0 A4 BEQ $1741 (Branch if it is) C2/179D: 20 53 4B JSR $4B53 C2/17A0: 90 0D BCC $17AF (50% chance of branch) C2/17A2: AA TAX C2/17A3: BF AB F9 D1 LDA $D1F9AB,X C2/17A7: 85 B7 STA $B7 C2/17A9: 8D E2 11 STA $11E2 (Change background to dance background) C2/17AC: 4C 41 17 JMP $1741 Stumble when trying to dance C2/17AF: B9 F8 3E LDA $3EF8,Y C2/17B2: 29 FE AND #$FE C2/17B4: 99 F8 3E STA $3EF8,Y (Clear dance) C2/17B7: BB TYX C2/17B8: A9 06 LDA #$06 C2/17BA: 8D 01 34 STA $3401 (Set to display stumble message) C2/17BD: A9 20 LDA #$20 C2/17BF: 85 B5 STA $B5 C2/17C1: 20 8D 29 JSR $298D C2/17C4: 4C 67 31 JMP $3167 C2/17C7: 20 8A 29 JSR $298A (Clear special effect, magic power, etc.) C2/17CA: 18 CLC C2/17CB: BD 68 3B LDA $3B68,X (Battle Power) C2/17CE: 7D 69 3B ADC $3B69,X (???) C2/17D1: 90 02 BCC $17D5 C2/17D3: A9 FF LDA #$FF C2/17D5: 8D A6 11 STA $11A6 (Battle Power or Spell Power) C2/17D8: BD 18 3B LDA $3B18,X (Level) C2/17DB: 8D AF 11 STA $11AF (Level) C2/17DE: BD 2C 3B LDA $3B2C,X (Vigor * 2) C2/17E1: 8D AE 11 STA $11AE (Vigor * 2 or Magic Power) C2/17E4: 60 RTS Possess C2/17E5: BB TYX C2/17E6: 20 C1 19 JSR $19C1 C2/17E9: A9 20 LDA #$20 C2/17EB: 0C A4 11 TSB $11A4 (Set can't be dodged) C2/17EE: A9 A0 LDA #$A0 C2/17F0: 8D A9 11 STA $11A9 (Stores Possess in special effect) C2/17F3: 4C 7B 31 JMP $317B Jump C2/17F6: BB TYX C2/17F7: 20 C1 19 JSR $19C1 C2/17FA: BD 69 3B LDA $3B69,X C2/17FD: F0 09 BEQ $1808 C2/17FF: 38 SEC C2/1800: BD 68 3B LDA $3B68,X (Battle Power) C2/1803: F0 03 BEQ $1808 C2/1805: 20 53 4B JSR $4B53 (0 or 1) C2/1808: 20 9F 29 JSR $299F (Sniper, Offering and more) C2/180B: A9 20 LDA #$20 C2/180D: 8D A4 11 STA $11A4 (Set can't be dodged only) C2/1810: 04 B3 TSB $B3 (Set ignore row) C2/1812: E6 BD INC $BD (Increment damage) C2/1814: BD A8 3C LDA $3CA8,X (Weapon in right hand) C2/1817: 20 12 15 JSR $1512 (Set BD to 2 if spear) C2/181A: BD A9 3C LDA $3CA9,X (Weapon in left hand) C2/181D: 20 12 15 JSR $1512 (Set BD to 2 if spear) C2/1820: BD 44 3C LDA $3C44,X C2/1823: 10 17 BPL $183C (Branch if not jump continously) C2/1825: CE 8E 3A DEC $3A8E C2/1828: 20 5A 4B JSR $4B5A (0 to 255) C2/182B: EE 70 3A INC $3A70 (Add 1 attack) C2/182E: C9 40 CMP #$40 C2/1830: B0 0A BCS $183C (75% chance branch) C2/1832: EE 70 3A INC $3A70 (Add 1 attack) C2/1835: C9 10 CMP #$10 C2/1837: B0 03 BCS $183C (15 in 16 chance branch) C2/1839: EE 70 3A INC $3A70 (Add 1 attack) C2/183C: BD F9 3E LDA $3EF9,X C2/183F: 29 DF AND #$DF C2/1841: 9D F9 3E STA $3EF9,X (Clear hide) C2/1844: 4C 7B 31 JMP $317B Swdtech C2/1847: BB TYX C2/1848: A5 B6 LDA $B6 (Battle animation) C2/184A: 48 PHA C2/184B: 38 SEC C2/184C: E9 55 SBC #$55 C2/184E: 85 B6 STA $B6 C2/1850: 68 PLA C2/1851: 20 C1 19 JSR $19C1 C2/1854: 20 51 29 JSR $2951 C2/1857: A5 B6 LDA $B6 C2/1859: C9 01 CMP #$01 C2/185B: D0 20 BNE $187D C2/185D: BD 4C 3E LDA $3E4C,X C2/1860: 49 01 EOR #$01 C2/1862: 9D 4C 3E STA $3E4C,X (Toggle retort) C2/1865: 4A LSR C2/1866: 90 11 BCC $1879 C2/1868: 66 B6 ROR $B6 C2/186A: 9C A6 11 STZ $11A6 (Sets power to 0) C2/186D: A9 20 LDA #$20 C2/186F: 0C A4 11 TSB $11A4 (Set can't be dodged) C2/1872: A9 01 LDA #$01 C2/1874: 1C A2 11 TRB $11A2 (Sets to magical damage) C2/1877: 80 09 BRA $1882 C2/1879: A9 10 LDA #$10 C2/187B: 14 B0 TRB $B0 C2/187D: A9 04 LDA #$04 C2/187F: 8D 12 34 STA $3412 C2/1882: 4C 7B 31 JMP $317B C2/1885: A5 B6 LDA $B6 C2/1887: E9 A2 SBC #$A2 C2/1889: 85 B6 STA $B6 C2/188B: 80 11 BRA $189E Throw C2/188D: A9 02 LDA #$02 C2/188F: 85 BD STA $BD (Set to increment damage by 100%) C2/1891: A9 10 LDA #$10 C2/1893: 14 B3 TRB $B3 (Clear ignore increment on ignore defense) C2/1895: 80 07 BRA $189E Set to item magic C2/1897: 9C 14 34 STZ $3414 (Set ignore damage modification) C2/189A: A9 80 LDA #$80 C2/189C: 14 B3 TRB $B3 (Set ignore vanish) C2/189E: BB TYX C2/189F: A9 01 LDA #$01 C2/18A1: 8D 12 34 STA $3412 C2/18A4: AD 7D 3A LDA $3A7D C2/18A7: 20 C1 19 JSR $19C1 C2/18AA: A9 10 LDA #$10 C2/18AC: 14 B1 TRB $B1 C2/18AE: D0 05 BNE $18B5 C2/18B0: A9 FF LDA #$FF C2/18B2: 9D F4 32 STA $32F4,X C2/18B5: BD 18 30 LDA $3018,X C2/18B8: 0C 8C 3A TSB $3A8C C2/18BB: A5 B5 LDA $B5 C2/18BD: 90 24 BCC $18E3 C2/18BF: C9 02 CMP #$02 C2/18C1: AD 11 34 LDA $3411 C2/18C4: 20 37 2A JSR $2A37 C2/18C7: AD AA 11 LDA $11AA C2/18CA: 89 C2 BIT #$C2 (Check if Dead, Stone or Zombie attack) C2/18CC: D0 12 BNE $18E0 (Branch if any set) C2/18CE: C2 20 REP #$20 C2/18D0: AD 74 3A LDA $3A74 (Characters that are alive and present) C2/18D3: 0D 42 3A ORA $3A42 C2/18D6: 25 B8 AND $B8 C2/18D8: 85 B8 STA $B8 C2/18DA: E2 20 SEP #$20 C2/18DC: A9 04 LDA #$04 C2/18DE: 14 B3 TRB $B3 C2/18E0: 4C 7B 31 JMP $317B C2/18E3: C9 01 CMP #$01 C2/18E5: D0 07 BNE $18EE C2/18E7: E6 B5 INC $B5 C2/18E9: AD 10 34 LDA $3410 C2/18EC: 85 B6 STA $B6 C2/18EE: 64 BD STZ $BD C2/18F0: 20 51 29 JSR $2951 C2/18F3: A9 02 LDA #$02 C2/18F5: 0C A3 11 TSB $11A3 (Set Not reflectable) C2/18F8: A9 20 LDA #$20 C2/18FA: 0C A4 11 TSB $11A4 (Set unblockable) C2/18FD: A9 08 LDA #$08 C2/18FF: 14 BA TRB $BA (Clear target only dead allies) C2/1901: 9C A5 11 STZ $11A5 C2/1904: 4C 7B 31 JMP $317B GP Rain C2/1907: BB TYX C2/1908: 20 8A 29 JSR $298A (Clear special effect, magic power, etc.) C2/190B: EE A6 11 INC $11A6 (Set spell power to 1) C2/190E: A9 60 LDA #$60 C2/1910: 0C A2 11 TSB $11A2 (Set ignore defense, no split damage) C2/1913: 9C 14 34 STZ $3414 (Skip damage modification) C2/1916: E0 08 CPX #$08 C2/1918: 90 05 BCC $191F C2/191A: A9 05 LDA #$05 C2/191C: 8D 12 34 STA $3412 C2/191F: A9 A2 LDA #$A2 C2/1921: 8D A9 11 STA $11A9 (Store GP Rain in special effect) C2/1924: 4C 7B 31 JMP $317B C2/1927: B9 F9 3E LDA $3EF9,Y C2/192A: 89 08 BIT #$08 C2/192C: D0 09 BNE $1937 (Branch if not morph) C2/192E: 98 TYA C2/192F: 4A LSR C2/1930: EB XBA C2/1931: A9 0E LDA #$0E C2/1933: 4C BF 62 JMP $62BF C2/1936: 38 SEC C2/1937: 08 PHP C2/1938: BB TYX C2/1939: 20 8A 29 JSR $298A (Clear special effect, magic power, etc.) C2/193C: 28 PLP C2/193D: A9 08 LDA #$08 C2/193F: 8D AD 11 STA $11AD C2/1942: 90 01 BCC $1945 C2/1944: 7B TDC C2/1945: 4A LSR C2/1946: 0C A4 11 TSB $11A4 C2/1949: 4C 67 31 JMP $3167 Row C2/194C: BB TYX C2/194D: BD A1 3A LDA $3AA1,X C2/1950: 49 20 EOR #$20 C2/1952: 9D A1 3A STA $3AA1,X (Toggle Row) C2/1955: 20 8A 29 JSR $298A (Clear special effect, magic power, etc.) C2/1958: 4C 67 31 JMP $3167 Runic C2/195B: BB TYX C2/195C: BD 4C 3E LDA $3E4C,X C2/195F: 09 04 ORA #$04 C2/1961: 9D 4C 3E STA $3E4C,X (Set runic) C2/1964: 20 8A 29 JSR $298A (Clear special effect, magic power, etc.) C2/1967: 4C 67 31 JMP $3167 C2/196A: BB TYX C2/196B: A9 02 LDA #$02 C2/196D: 20 AB 5B JSR $5BAB C2/1970: 20 8A 29 JSR $298A (Clear special effect, magic power, etc.) C2/1973: 4C 67 31 JMP $3167 Control C2/1976: B9 F9 3E LDA $3EF9,Y C2/1979: 89 10 BIT #$10 C2/197B: F0 0A BEQ $1987 (If no spell status) C2/197D: 20 2E 19 JSR $192E C2/1980: B9 B8 32 LDA $32B8,Y C2/1983: A8 TAY C2/1984: 4C 54 15 JMP $1554 (Commands code) C2/1987: BB TYX C2/1988: 20 8A 29 JSR $298A (Clear special effect, magic power, etc.) C2/198B: A9 A6 LDA #$A6 C2/198D: 8D A9 11 STA $11A9 (Store control in special effect) C2/1990: A9 01 LDA #$01 C2/1992: 1C A2 11 TRB $11A2 (Sets to magical damage) C2/1995: A9 20 LDA #$20 C2/1997: 0C A4 11 TSB $11A4 (Sets unblockable) C2/199A: 4C 7B 31 JMP $317B Leap C2/199D: BB TYX C2/199E: 20 8A 29 JSR $298A (Clear special effect, magic power, etc.) C2/19A1: A9 A8 LDA #$A8 C2/19A3: 8D A9 11 STA $11A9 (Store Leap in special effect) C2/19A6: A9 01 LDA #$01 C2/19A8: 1C A2 11 TRB $11A2 (Sets to magical damage) C2/19AB: A9 40 LDA #$40 C2/19AD: 85 BB STA $BB (Sets to Cursor start on enemy only) C2/19AF: 4C 7B 31 JMP $317B C2/19B2: A9 0C LDA #$0C C2/19B4: 85 B5 STA $B5 (Sets command to Lore) C2/19B6: 20 5F 17 JSR $175F C2/19B9: A9 21 LDA #$21 C2/19BB: EB XBA C2/19BC: A9 06 LDA #$06 C2/19BE: 4C BF 62 JMP $62BF C2/19C1: EB XBA C2/19C2: A5 B5 LDA $B5 C2/19C4: 4C D3 26 JMP $26D3 Code pointers for commands C2/19C7: C8 15 (Fight) C2/19C9: 97 18 (Item) C2/19CB: 41 17 (Magic) C2/19CD: 36 19 (Morph) C2/19CF: 27 19 (Revert) C2/19D1: 91 15 (Steal) (05) C2/19D3: 10 16 (Capture) C2/19D5: 47 18 (Swdtech) C2/19D7: 8D 18 (Throw) C2/19D9: 85 18 (Tools) C2/19DB: 9D 15 (Blitz) (0A) C2/19DD: 5B 19 (Runic) C2/19DF: 5F 17 (Lore) C2/19E1: 1F 15 (Sketch) C2/19E3: 76 19 (Control) C2/19E5: 26 17 (Slot) C2/19E7: 60 15 (Rage) (10) C2/19E9: 9D 19 (Leap) C2/19EB: 1E 15 (Mimic) C2/19ED: 7D 17 (Dance) C2/19EF: 4C 19 (Row) C2/19F1: 6A 19 (Def.) (15) C2/19F3: F6 17 (Jump) C2/19F5: 41 17 (X-Magic) C2/19F7: 07 19 (GP Rain) C2/19F9: 63 17 (Summon) C2/19FB: 1E 17 (Health) (1A) C2/19FD: 1A 17 (Shock) C2/19FF: E5 17 (Possess) C2/1A01: 5F 17 (Magitek) Code pointers for special commands C2/1A03: B2 19 (1E) C2/1A05: 1E 15 (1F) (Jumps to RTS) C2/1A07: 72 50 (20) (#$F2 Command script) C2/1A09: D1 50 (21) (#$F3 Command script) C2/1A0B: 0B 50 (22) (Poison, Regen, and Seizure Damage) C2/1A0D: 57 4F (23) (#$F7 Command script) C2/1A0F: 97 4F (24) (#$F5 Command script) C2/1A11: CD 50 (25) C2/1A13: 5F 4F (26) (Doom countdown) C2/1A15: DD 50 (27) C1/1A17: 1E 15 (28) (Jumps to RTS) C2/1A19: 61 51 (29) (Remove Stop, Wall, Freeze, or Sleep when time is up) C2/1A1B: DE 20 (2A) (Run) C2/1A1D: 2D 64 (2B) (#$FA Command script) C2/1A1F: A8 51 (2C) C2/1A21: B2 51 (2D) (Drain from being seized) C2/1A23: FA 1D (2E) (#$F8 Command script) C2/1A25: 1A 1E (2F) (#$F9 Command script) C2/1A27: 5E 1E (30) (#$FB Command script) C2/1A29: 1E 15 (31) (Jumps to RTS) C2/1A2B: 1E 15 (32) (Jumps to RTS) C2/1A2D: 1E 15 (33) (Jumps to RTS) C2/1A2F: DA PHX C2/1A30: 08 PHP C2/1A31: A5 B8 LDA $B8 (Targets of attack) C2/1A33: 85 FC STA $FC C2/1A35: 85 FE STA $FE C2/1A37: E2 20 SEP #$20 C2/1A39: 64 F5 STZ $F5 C2/1A3B: 86 F6 STX $F6 C2/1A3D: 20 AF 1A JSR $1AAF C2/1A40: 28 PLP C2/1A41: FA PLX C2/1A42: 60 RTS Read command script C2/1A43: 7B TDC C2/1A44: BF 00 87 CF LDA $CF8700,X C2/1A48: E8 INX C2/1A49: C9 FE CMP #$FE C2/1A4B: B0 F5 BCS $1A42 (Exit if #$FE or #$FF - Done with commands) C2/1A4D: E9 EF SBC #$EF C2/1A4F: 90 F3 BCC $1A44 (Branch if not control command) C2/1A51: DA PHX C2/1A52: AA TAX C2/1A53: BF AF 1D C2 LDA $C21DAF,X (# of bytes following control command) C2/1A57: FA PLX C2/1A58: CA DEX C2/1A59: E8 INX C2/1A5A: 3A DEC C2/1A5B: D0 FC BNE $1A59 C2/1A5D: 80 E5 BRA $1A44 Read 4 bytes from command script C2/1A5F: 08 PHP C2/1A60: C2 20 REP #$20 C2/1A62: A6 F0 LDX $F0 C2/1A64: BF 02 87 CF LDA $CF8702,X C2/1A68: 8D 2E 3A STA $3A2E C2/1A6B: BF 00 87 CF LDA $CF8700,X (Command scripts) C2/1A6F: 8D 2C 3A STA $3A2C C2/1A72: 28 PLP C2/1A73: 60 RTS Command Script #$FD C2/1A74: C2 20 REP #$20 (Set 16-bit Accumulator) C2/1A76: A5 F0 LDA $F0 C2/1A78: 85 F2 STA $F2 C2/1A7A: 60 RTS Command Script #$FE and #$FF C2/1A7B: A9 FF LDA #$FF C2/1A7D: 85 F5 STA $F5 C2/1A7F: 60 RTS C2/1A80: A9 03 LDA #$03 C2/1A82: 20 65 4B JSR $4B65 (0 to 2) C2/1A85: AA TAX C2/1A86: BD 2D 3A LDA $3A2D,X (Byte 1 to 3 of 4 byte command) C2/1A89: C9 FE CMP #$FE C2/1A8B: D0 B5 BNE $1A42 (Exit) C2/1A8D: 68 PLA C2/1A8E: 68 PLA C2/1A8F: 80 23 BRA $1AB4 Command Script #$FC C2/1A91: AD 2D 3A LDA $3A2D (Byte 1 of command) C2/1A94: 0A ASL C2/1A95: AA TAX C2/1A96: FC 55 1D JSR ($1D55,X) C2/1A99: B0 19 BCS $1AB4 C2/1A9B: C2 30 REP #$30 (Set 16-bit A,X, & Y) C2/1A9D: A5 FE LDA $FE C2/1A9F: 85 FC STA $FC C2/1AA1: E2 20 SEP #$20 (Set 8-bit A) C2/1AA3: A6 F0 LDX $F0 C2/1AA5: 20 43 1A JSR $1A43 (Read command script) C2/1AA8: 1A INC C2/1AA9: F0 D0 BEQ $1A7B C2/1AAB: 86 F0 STX $F0 C2/1AAD: E6 F5 INC $F5 C2/1AAF: AD 98 3A LDA $3A98 C2/1AB2: 85 F8 STA $F8 C2/1AB4: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/1AB6: C2 10 REP #$10 (Set 16-bit X, & Y) C2/1AB8: 20 5F 1A JSR $1A5F (Read 4 bytes from command script) C2/1ABB: C9 FC CMP #$FC C2/1ABD: B0 11 BCS $1AD0 (Branch if FD or FE) C2/1ABF: A5 F5 LDA $F5 C2/1AC1: C5 F4 CMP $F4 C2/1AC3: D0 0B BNE $1AD0 C2/1AC5: A9 FF LDA #$FF C2/1AC7: 85 F4 STA $F4 C2/1AC9: A6 F2 LDX $F2 C2/1ACB: 86 F0 STX $F0 C2/1ACD: 20 5F 1A JSR $1A5F (Read 4 bytes from command script) C2/1AD0: 7B TDC C2/1AD1: 38 SEC C2/1AD2: 9B TXY C2/1AD3: AD 2C 3A LDA $3A2C (Command to execute) C2/1AD6: E9 F0 SBC #$F0 C2/1AD8: B0 02 BCS $1ADC (Branch if control command) C2/1ADA: A9 0F LDA #$0F C2/1ADC: AA TAX C2/1ADD: BF AF 1D C2 LDA $C21DAF,X (# of bytes following command) C2/1AE1: AA TAX C2/1AE2: C8 INY C2/1AE3: CA DEX C2/1AE4: D0 FC BNE $1AE2 C2/1AE6: 84 F0 STY $F0 C2/1AE8: E2 10 SEP #$10 (Set 8-bit X, & Y) C2/1AEA: A5 F8 LDA $F8 C2/1AEC: F0 07 BEQ $1AF5 C2/1AEE: AD 2C 3A LDA $3A2C (Command to execute) C2/1AF1: C9 FC CMP #$FC C2/1AF3: 90 A6 BCC $1A9B C2/1AF5: A4 F6 LDY $F6 C2/1AF7: AD 2C 3A LDA $3A2C (Command to execute) C2/1AFA: C9 F0 CMP #$F0 C2/1AFC: 90 27 BCC $1B25 (Branch if not control command) C2/1AFE: 29 0F AND #$0F C2/1B00: 0A ASL C2/1B01: AA TAX C2/1B02: 7C 8F 1D JMP ($1D8F,X) Command Script #$F6 C2/1B05: A9 01 LDA #$01 C2/1B07: EB XBA C2/1B08: AD 2D 3A LDA $3A2D (Item or Throw) C2/1B0B: F0 03 BEQ $1B10 (Branch if item) C2/1B0D: A9 08 LDA #$08 C2/1B0F: EB XBA C2/1B10: AD 2E 3A LDA $3A2E (Item to use or throw) C2/1B13: 8D 2D 3A STA $3A2D C2/1B16: 20 80 1A JSR $1A80 C2/1B19: EB XBA C2/1B1A: 80 0C BRA $1B28 Command Script #$F4 C2/1B1C: 7B TDC C2/1B1D: 20 80 1A JSR $1A80 C2/1B20: 80 06 BRA $1B28 Command Script #$F0 C2/1B22: 20 80 1A JSR $1A80 (Pick which command to use) C2/1B25: 20 BF 1D JSR $1DBF C2/1B28: BB TYX C2/1B29: C2 20 REP #$20 C2/1B2B: 48 PHA C2/1B2C: A5 FC LDA $FC C2/1B2E: 85 B8 STA $B8 C2/1B30: BD E4 3E LDA $3EE4,X C2/1B33: 89 00 20 BIT #$2000 C2/1B36: F0 02 BEQ $1B3A (If not Confuse) C2/1B38: 64 B8 STZ $B8 C2/1B3A: 68 PLA C2/1B3B: 20 B9 03 JSR $03B9 C2/1B3E: 20 E4 03 JSR $03E4 C2/1B41: 20 AD 4E JSR $4EAD C2/1B44: 4C B4 1A JMP $1AB4 Command Script #$F1 C2/1B47: AD 2D 3A LDA $3A2D (Script byte 1) C2/1B4A: 18 CLC C2/1B4B: 20 25 1F JSR $1F25 C2/1B4E: C2 20 REP #$20 C2/1B50: A5 B8 LDA $B8 C2/1B52: 85 FC STA $FC C2/1B54: 4C B4 1A JMP $1AB4 Command Script #$F5 C2/1B57: AD 2F 3A LDA $3A2F C2/1B5A: D0 06 BNE $1B62 C2/1B5C: B9 19 30 LDA $3019,Y C2/1B5F: 8D 2F 3A STA $3A2F C2/1B62: A9 24 LDA #$24 C2/1B64: 80 12 BRA $1B78 Command Script #$F3 C2/1B66: A9 21 LDA #$21 C2/1B68: 80 0E BRA $1B78 Command Script #$FB C2/1B6A: A9 30 LDA #$30 C2/1B6C: 80 0A BRA $1B78 Command Script #$F2 C2/1B6E: A9 20 LDA #$20 C2/1B70: 80 06 BRA $1B78 Command Script #$F8 C2/1B72: A9 2E LDA #$2E C2/1B74: 80 02 BRA $1B78 Command Script #$F9 C2/1B76: A9 2F LDA #$2F C2/1B78: EB XBA C2/1B79: AD 2D 3A LDA $3A2D C2/1B7C: EB XBA C2/1B7D: C2 20 REP #$20 (Set 16-bit Accumulator) C2/1B7F: 8D 7A 3A STA $3A7A C2/1B82: AD 2E 3A LDA $3A2E C2/1B85: 85 B8 STA $B8 C2/1B87: BB TYX C2/1B88: 20 AD 4E JSR $4EAD C2/1B8B: 4C B4 1A JMP $1AB4 Command Script #$F7 C2/1B8E: BB TYX C2/1B8F: A9 23 LDA #$23 C2/1B91: 8D 7A 3A STA $3A7A C2/1B94: AD 2D 3A LDA $3A2D C2/1B97: 8D 7B 3A STA $3A7B C2/1B9A: 20 AD 4E JSR $4EAD C2/1B9D: 4C B4 1A JMP $1AB4 Command Script #$FA C2/1BA0: BB TYX C2/1BA1: AD 2D 3A LDA $3A2D C2/1BA4: EB XBA C2/1BA5: A9 2B LDA #$2B C2/1BA7: C2 20 REP #$20 C2/1BA9: 8D 7A 3A STA $3A7A C2/1BAC: AD 2E 3A LDA $3A2E C2/1BAF: 85 B8 STA $B8 C2/1BB1: 20 AD 4E JSR $4EAD C2/1BB4: 4C B4 1A JMP $1AB4 Command 06 for FC C2/1BB7: 20 34 1D JSR $1D34 (Set who to check for using command 17) C2/1BBA: 90 0B BCC $1BC7 (Exit if no counter for command 17) C2/1BBC: 7B TDC C2/1BBD: AD 2F 3A LDA $3A2F C2/1BC0: EB XBA C2/1BC1: C2 20 REP #$20 C2/1BC3: 4A LSR C2/1BC4: D9 F4 3B CMP $3BF4,Y (Compare HP vs. second byte * 128) C2/1BC7: 60 RTS Command 07 for FC C2/1BC8: 20 34 1D JSR $1D34 (Do command 17 for FC) C2/1BCB: 90 09 BCC $1BD6 (Exit if no counter for command 17) C2/1BCD: 7B TDC C2/1BCE: AD 2F 3A LDA $3A2F (Second byte for FC) C2/1BD1: C2 20 REP #$20 C2/1BD3: D9 08 3C CMP $3C08,Y (Compare MP vs. second byte) C2/1BD6: 60 RTS Command 08 for FC C2/1BD7: 20 34 1D JSR $1D34 (Do command 17 for FC) C2/1BDA: 90 49 BCC $1C25 (Exit if no counter for command 17) C2/1BDC: AD 2F 3A LDA $3A2F (Second byte for FC) C2/1BDF: C9 10 CMP #$10 C2/1BE1: 90 0B BCC $1BEE (Branch if less than #$10) C2/1BE3: C2 20 REP #$20 (Set 8-bit A) C2/1BE5: AD 74 3A LDA $3A74 C2/1BE8: 25 FC AND $FC (Clear dead targets) C2/1BEA: 85 FC STA $FC C2/1BEC: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/1BEE: A9 10 LDA #$10 C2/1BF0: 1C 2F 3A TRB $3A2F (Second byte for FC) C2/1BF3: C2 20 REP #$20 (Set 16-bit Accumulator) C2/1BF5: D0 05 BNE $1BFC (Branch if FC over #$10) C2/1BF7: A9 E4 3E LDA #$3EE4 (Status byte 1) C2/1BFA: 80 03 BRA $1BFF C2/1BFC: A9 F8 3E LDA #$3EF8 (Status byte 3) C2/1BFF: 85 FA STA $FA C2/1C01: AE 2F 3A LDX $3A2F (Second byte for FC) C2/1C04: 20 2D 1D JSR $1D2D (Set bit #X in A) C2/1C07: 85 EE STA $EE C2/1C09: A0 12 LDY #$12 C2/1C0B: B1 FA LDA ($FA),Y C2/1C0D: 24 EE BIT $EE C2/1C0F: D0 05 BNE $1C16 C2/1C11: B9 18 30 LDA $3018,Y C2/1C14: 14 FC TRB $FC C2/1C16: 88 DEY C2/1C17: 88 DEY C2/1C18: 10 F1 BPL $1C0B C2/1C1A: 18 CLC C2/1C1B: A5 FC LDA $FC C2/1C1D: F0 06 BEQ $1C25 C2/1C1F: 20 2A 52 JSR $522A (Pick a random bit that is set) C2/1C22: 85 FC STA $FC C2/1C24: 38 SEC C2/1C25: 60 RTS Command 09 for FC C2/1C26: 20 D7 1B JSR $1BD7 (Do command 08 for FC) C2/1C29: 4C 26 1D JMP $1D26 Command 1A for FC C2/1C2C: 20 34 1D JSR $1D34 (Do command 17 for FC) C2/1C2F: 90 09 BCC $1C3A C2/1C31: B9 E0 3B LDA $3BE0,Y C2/1C34: 2C 2F 3A BIT $3A2F C2/1C37: D0 01 BNE $1C3A C2/1C39: 18 CLC C2/1C3A: 60 RTS Command 02 for FC C2/1C3B: 98 TYA C2/1C3C: 69 13 ADC #$13 C2/1C3E: A8 TAY C2/1C3F: C8 INY (Command 03 for FC jumps here) C2/1C40: BB TYX (Command 01 for FC jumps here) C2/1C41: BC 90 32 LDY $3290,X C2/1C44: 30 0D BMI $1C53 C2/1C46: BD 48 3D LDA $3D48,X C2/1C49: CD 2E 3A CMP $3A2E C2/1C4C: F0 07 BEQ $1C55 C2/1C4E: CD 2F 3A CMP $3A2F C2/1C51: F0 02 BEQ $1C55 C2/1C53: 18 CLC C2/1C54: 60 RTS C2/1C55: C2 20 REP #$20 C2/1C57: B9 18 30 LDA $3018,Y C2/1C5A: 85 FC STA $FC C2/1C5C: 38 SEC C2/1C5D: 60 RTS Command 04 for FC C2/1C5E: 98 TYA C2/1C5F: 69 15 ADC #$15 C2/1C61: AA TAX C2/1C62: BC 90 32 LDY $3290,X C2/1C65: 30 08 BMI $1C6F C2/1C67: BD 48 3D LDA $3D48,X C2/1C6A: 2C 2E 3A BIT $3A2E C2/1C6D: D0 E6 BNE $1C55 C2/1C6F: 60 RTS Command 05 for FC C2/1C70: BB TYX C2/1C71: BC 7C 32 LDY $327C,X C2/1C74: 30 08 BMI $1C7E C2/1C76: C2 20 REP #$20 C2/1C78: B9 18 30 LDA $3018,Y C2/1C7B: 85 FC STA $FC C2/1C7D: 38 SEC C2/1C7E: 60 RTS Command 16 for FC C2/1C7F: C2 20 REP #$20 C2/1C81: AD 44 3A LDA $3A44 C2/1C84: 80 05 BRA $1C8B Command 0B for FC C2/1C86: C2 20 REP #$20 C2/1C88: B9 C0 3D LDA $3DC0,Y C2/1C8B: 4A LSR C2/1C8C: CD 2E 3A CMP $3A2E C2/1C8F: 60 RTS Command 0D for FC C2/1C90: AE 2E 3A LDX $3A2E (First byte for FC) C2/1C93: 20 45 1E JSR $1E45 ($EE = variable #X) C2/1C96: A5 EE LDA $EE C2/1C98: CD 2F 3A CMP $3A2F C2/1C9B: 60 RTS Command 0C for FC C2/1C9C: 20 90 1C JSR $1C90 (Do command 0D for FC) C2/1C9F: 4C 26 1D JMP $1D26 Command 14 for FC C2/1CA2: AE 2F 3A LDX $3A2F (Second byte for FC) C2/1CA5: 20 2D 1D JSR $1D2D (Set bit #X in A) C2/1CA8: AE 2E 3A LDX $3A2E (First byte for FC) C2/1CAB: 20 45 1E JSR $1E45 ($EE = variable #X) C2/1CAE: 24 EE BIT $EE C2/1CB0: F0 01 BEQ $1CB3 C2/1CB2: 38 SEC C2/1CB3: 60 RTS Command 15 for FC C2/1CB4: 20 A2 1C JSR $1CA2 (Do command 14 for FC) C2/1CB7: 4C 26 1D JMP $1D26 Command 0F for FC C2/1CBA: 20 34 1D JSR $1D34 (Do command 17 for FC) C2/1CBD: 90 06 BCC $1CC5 C2/1CBF: B9 18 3B LDA $3B18,Y (Level) C2/1CC2: CD 2F 3A CMP $3A2F C2/1CC5: 60 RTS Command 0E for FC C2/1CC6: 20 BA 1C JSR $1CBA (Do command 0F for FC) C2/1CC9: 4C 26 1D JMP $1D26 Command 10 for FC C2/1CCC: A9 01 LDA #$01 C2/1CCE: CD CA 3E CMP $3ECA (Only counter if one type of monster active) C2/1CD1: 60 RTS Command 19 for FC C2/1CD2: B9 19 30 LDA $3019,Y C2/1CD5: 2C 2E 3A BIT $3A2E C2/1CD8: F0 01 BEQ $1CDB C2/1CDA: 38 SEC C2/1CDB: 60 RTS Command 11 for FC C2/1CDC: 20 EE 1D JSR $1DEE C2/1CDF: AD 75 3A LDA $3A75 C2/1CE2: 80 0B BRA $1CEF Command 12 for FC C2/1CE4: 64 F8 STZ $F8 C2/1CE6: 20 EE 1D JSR $1DEE C2/1CE9: AD 73 3A LDA $3A73 C2/1CEC: 4D 75 3A EOR $3A75 C2/1CEF: 2D 2E 3A AND $3A2E C2/1CF2: CD 2E 3A CMP $3A2E C2/1CF5: 18 CLC C2/1CF6: D0 01 BNE $1CF9 C2/1CF8: 38 SEC C2/1CF9: 60 RTS Command 13 for FC C2/1CFA: AD 2E 3A LDA $3A2E (First byte for FC) C2/1CFD: D0 07 BNE $1D06 C2/1CFF: AD 76 3A LDA $3A76 C2/1D02: CD 2F 3A CMP $3A2F (Second byte for FC) C2/1D05: 60 RTS C2/1D06: AD 2F 3A LDA $3A2F (Second byte for FC) C2/1D09: CD 77 3A CMP $3A77 C2/1D0C: 60 RTS Command 18 for FC C2/1D0D: AD DF 1E LDA $1EDF C2/1D10: 89 08 BIT #$08 C2/1D12: D0 01 BNE $1D15 C2/1D14: 38 SEC C2/1D15: 60 RTS Command 1B for FC C2/1D16: C2 20 REP #$20 C2/1D18: AD 2E 3A LDA $3A2E (First byte for FC) C2/1D1B: CD E0 11 CMP $11E0 (Battle formation) C2/1D1E: F0 01 BEQ $1D21 C2/1D20: 18 CLC C2/1D21: 60 RTS Command 1C for FC C2/1D22: 64 F8 STZ $F8 C2/1D24: 38 SEC C2/1D25: 60 RTS C2/1D26: E2 20 SEP #$20 C2/1D28: 2A ROL C2/1D29: 49 01 EOR #$01 C2/1D2B: 4A LSR C2/1D2C: 60 RTS C2/1D2D: 7B TDC C2/1D2E: 38 SEC C2/1D2F: 2A ROL C2/1D30: CA DEX C2/1D31: 10 FC BPL $1D2F C2/1D33: 60 RTS Command 17 for FC C2/1D34: AD 2E 3A LDA $3A2E (Load first byte for FC) C2/1D37: 48 PHA C2/1D38: 38 SEC C2/1D39: 20 25 1F JSR $1F25 (Set target using first byte as parameter) C2/1D3C: 90 0B BCC $1D49 (If invalid or no targets) C2/1D3E: C2 20 REP #$20 (Set 16-bit Accumulator) C2/1D40: A5 B8 LDA $B8 C2/1D42: 85 FC STA $FC C2/1D44: 20 F9 51 JSR $51F9 (Y = highest targest number) C2/1D47: E2 21 SEP #$21 C2/1D49: 68 PLA C2/1D4A: 08 PHP C2/1D4B: C9 36 CMP #$36 C2/1D4D: D0 04 BNE $1D53 (Branch if not targetting self) C2/1D4F: 64 FC STZ $FC (Clear targets) C2/1D51: 64 FC STZ $FC (Clear targets) C2/1D53: 28 PLP C2/1D54: 60 RTS Code pointers for command #$FC C2/1D55: 2C 1D (00) (Nothing) C2/1D57: 40 1C (01) (Command counter) C2/1D59: 3F 1C (02) (Spell counter) C2/1D5B: 3B 1C (03) (Item counter) C2/1D5D: 5E 1C (04) (Elemental counter) C2/1D5F: 70 1C (05) C2/1D61: B7 1B (06) (HP low counter) C2/1D63: C8 1B (07) (MP low counter) C2/1D65: D7 1B (08) C2/1D67: 26 1C (09) C2/1D69: 2C 1D (0A) (Nothing) C2/1D6B: 86 1C (0B) C2/1D6D: 9C 1C (0C) C2/1D6F: 90 1C (0D) C2/1D71: C6 1C (0E) C2/1D73: BA 1C (0F) C2/1D75: CC 1C (10) C2/1D77: DC 1C (11) C2/1D79: E4 1C (12) C2/1D7A: FA 1C (13) C2/1D7D: A2 1C (14) C2/1D7F: B4 1C (15) C2/1D81: 7F 1C (16) C2/1D83: 34 1D (17) C2/1D85: 0D 1D (18) C2/1D87: D2 1C (19) C2/1D89: 2C 1C (1A) C2/1D8B: 16 1D (1B) C2/1D8D: 22 1D (1C) Code pointers for control commands (monster scripts) C2/1D8F: 22 1B (F0) C2/1D91: 47 1B (F1) C2/1D93: 6E 1B (F2) C2/1D95: 66 1B (F3) C2/1D97: 1C 1B (F4) C2/1D99: 57 1B (F5) C2/1D9B: 05 1B (F6) C2/1D9D: 8E 1B (F7) C2/1D9F: 72 1B (F8) C2/1DA1: 76 1B (F9) C2/1DA3: A0 1B (FA) C2/1DA5: 6A 1B (FB) C2/1DA7: 91 1A (FC) C2/1DA9: 74 1A (FD) C2/1DAB: 7B 1A (FE) C2/1DAD: 7B 1A (FF) # of bytes for control command C2/1DAF: 04 (F0) C2/1DB0: 02 (F1) C2/1DB1: 04 (F2) C2/1DB2: 03 (F3) C2/1DB3: 04 (F4) C2/1DB4: 04 (F5) C2/1DB5: 04 (F6) C2/1DB6: 02 (F7) C2/1DB7: 03 (F8) C2/1DB8: 04 (F9) C2/1DB9: 04 (FA) C2/1DBA: 03 (FB) C2/1DBB: 04 (FC) C2/1DBC: 01 (FD) C2/1DBD: 01 (FE) C2/1DBE: 01 (FF) Figure what type of attack it is (spell, esper, blitz, etc.) C2/1DBF: DA PHX C2/1DC0: 48 PHA C2/1DC1: EB XBA C2/1DC2: 68 PLA C2/1DC3: A2 0A LDX #$0A C2/1DC5: DF D8 1D C2 CMP $C21DD8,X C2/1DC9: 90 06 BCC $1DD1 C2/1DCB: BF E3 1D C2 LDA $C21DE3,X C2/1DCF: 80 05 BRA $1DD6 C2/1DD1: CA DEX C2/1DD2: 10 F1 BPL $1DC5 C2/1DD4: A9 02 LDA #$02 C2/1DD6: FA PLX C2/1DD7: 60 RTS Data C2/1DD8: 36 (Magic) C2/1DD9: 51 (Esper) C2/1DDA: 55 (Skean) C2/1DDB: 5D (Swdtech) C2/1DDC: 65 (Blitz) C2/1DDD: 7D (Dance Move) C2/1DDE: 82 (Slot Move) C2/1DDF: 83 (Shock) C2/1DE0: 8B (Magitek) C2/1DE1: EE (Enemy Attack) C2/1DE2: F0 (Battle, Special) (Desperation Attack, Interceptor) C2/1DE3: 19 C2/1DE4: 02 07 C2/1DE6: 0A C2/1DE7: 02 09 C2/1DE9: 1B C2/1DEA: 1D 0C 00 ORA $000C,X C2/1DED: 02 C2/1DEE: AD 2E 3A LDA $3A2E C2/1DF1: D0 06 BNE $1DF9 C2/1DF3: B9 19 30 LDA $3019,Y C2/1DF6: 8D 2E 3A STA $3A2E C2/1DF9: 60 RTS Variable Manipulation C2/1DFA: A6 B6 LDX $B6 C2/1DFC: 20 45 1E JSR $1E45 C2/1DFF: A9 80 LDA #$80 C2/1E01: 14 B8 TRB $B8 (Clear bit 7 of byte 1) C2/1E03: D0 05 BNE $1E0A (If bit 7 of byte 1 is set) C2/1E05: 4A LSR C2/1E06: 14 B8 TRB $B8 (Clear bit 6 of byte 1) C2/1E08: 64 EE STZ $EE C2/1E0A: A5 B8 LDA $B8 C2/1E0C: 89 40 BIT #$40 C2/1E0E: F0 03 BEQ $1E13 (If bit 6 of byte 1 is clear) C2/1E10: 49 BF EOR #$BF (Toggle all but bit 6) C2/1E12: 1A INC C2/1E13: 65 EE ADC $EE C2/1E15: 85 EE STA $EE C2/1E17: 4C 38 1E JMP $1E38 Code for command #$2F (used by #$F9 monster script command) C2/1E1A: A6 B9 LDX $B9 (Byte 3) C2/1E1C: 20 57 1E JSR $1E57 (Set only bit #X in A) C2/1E1F: A6 B8 LDX $B8 (Byte 2) C2/1E21: 20 45 1E JSR $1E45 (Load variable X into $EE) C2/1E24: C6 B6 DEC $B6 (Byte 1) C2/1E26: 10 04 BPL $1E2C C2/1E28: 45 EE EOR $EE C2/1E2A: 80 0C BRA $1E38 C2/1E2C: C6 B6 DEC $B6 C2/1E2E: 10 04 BPL $1E34 C2/1E30: 05 EE ORA $EE C2/1E32: 80 04 BRA $1E38 C2/1E34: 49 FF EOR #$FF C2/1E36: 25 EE AND $EE C2/1E38: E0 24 CPX #$24 C2/1E3A: B0 05 BCS $1E41 C2/1E3C: 9D B0 3E STA $3EB0,X C2/1E3F: 80 03 BRA $1E44 C2/1E41: 99 AC 3D STA $3DAC,Y C2/1E44: 60 RTS Load variable X into A and $EE C2/1E45: 48 PHA C2/1E46: E0 24 CPX #$24 C2/1E48: B0 05 BCS $1E4F C2/1E4A: BD B0 3E LDA $3EB0,X C2/1E4D: 80 03 BRA $1E52 C2/1E4F: B9 AC 3D LDA $3DAC,Y C2/1E52: 85 EE STA $EE C2/1E54: 68 PLA C2/1E55: 18 CLC C2/1E56: 60 RTS Sets bit #X in A C2/1E57: 7B TDC C2/1E58: 38 SEC C2/1E59: 2A ROL C2/1E5A: CA DEX C2/1E5B: 10 FC BPL $1E59 C2/1E5D: 60 RTS Monster command script comamnd #$FB C2/1E5E: A5 B6 LDA $B6 C2/1E60: 0A ASL C2/1E61: AA TAX C2/1E62: A5 B8 LDA $B8 C2/1E64: 7C 09 1F JMP ($1F09,X) Operation 0 for #$FB Clears monster time counter C2/1E67: 7B TDC C2/1E68: 99 C0 3D STA $3DC0,Y C2/1E6B: 99 C1 3D STA $3DC1,Y C2/1E6E: 60 RTS Operation 9 for #$FB C2/1E6F: A9 0A LDA #$0A C2/1E71: 80 02 BRA $1E75 C2/1E73: A9 08 LDA #$08 (Operation 2 jumps here) C2/1E75: 8D 6E 3A STA $3A6E C2/1E78: 60 RTS Operation 1 for #$FB C2/1E79: 08 PHP C2/1E7A: 38 SEC C2/1E7B: 20 25 1F JSR $1F25 C2/1E7E: C2 20 REP #$20 C2/1E80: A5 B8 LDA $B8 C2/1E82: 0C 3C 3A TSB $3A3C C2/1E85: 28 PLP C2/1E86: 60 RTS Operation 5 for #$FB C2/1E87: 08 PHP C2/1E88: 38 SEC C2/1E89: 20 25 1F JSR $1F25 C2/1E8C: C2 20 REP #$20 C2/1E8E: A5 B8 LDA $B8 C2/1E90: 1C 3C 3A TRB $3A3C C2/1E93: 28 PLP C2/1E94: 60 RTS Operation 6 for #$FB C2/1E95: 38 SEC C2/1E96: 20 25 1F JSR $1F25 C2/1E99: A5 B9 LDA $B9 C2/1E9B: 0C 46 2F TSB $2F46 C2/1E9E: 60 RTS Operation 7 for #$FB C2/1E9F: 38 SEC C2/1EA0: 20 25 1F JSR $1F25 C2/1EA3: A5 B9 LDA $B9 C2/1EA5: 1C 46 2F TRB $2F46 C2/1EA8: 60 RTS Operation 3 for #$FB C2/1EA9: A9 08 LDA #$08 C2/1EAB: 0C DF 1E TSB $1EDF C2/1EAE: B9 D9 3E LDA $3ED9,Y C2/1EB1: AA TAX C2/1EB2: BD 50 18 LDA $1850,X C2/1EB5: 09 40 ORA #$40 C2/1EB7: 29 E0 AND #$E0 C2/1EB9: 0D 6D 1A ORA $1A6D C2/1EBC: 85 EE STA $EE C2/1EBE: 98 TYA C2/1EBF: 0A ASL C2/1EC0: 0A ASL C2/1EC1: 05 EE ORA $EE C2/1EC3: 9D 50 18 STA $1850,X C2/1EC6: 60 RTS Operation 4 for #$FB C2/1EC7: 9C 44 3A STZ $3A44 C2/1ECA: 9C 45 3A STZ $3A45 C2/1ECD: 60 RTS Operation 8 for #$FB C2/1ECE: 38 SEC C2/1ECF: 20 25 1F JSR $1F25 C2/1ED2: 90 05 BCC $1ED9 C2/1ED4: A9 FF LDA #$FF C2/1ED6: 99 C9 3A STA $3AC9,Y C2/1ED9: 60 RTS Operation C for #$FB C2/1EDA: 20 EB 1E JSR $1EEB C2/1EDD: A9 04 LDA #$04 C2/1EDF: 0C A4 11 TSB $11A4 C2/1EE2: 4C 67 31 JMP $3167 Operation B for #$FB C2/1EE5: 20 EB 1E JSR $1EEB C2/1EE8: 4C 67 31 JMP $3167 C2/1EEB: 20 8A 29 JSR $298A (Clear special effect, magic power, etc.) C2/1EEE: 18 CLC C2/1EEF: A5 B8 LDA $B8 C2/1EF1: 20 17 52 JSR $5217 C2/1EF4: 1D AA 11 ORA $11AA,X C2/1EF7: 9D AA 11 STA $11AA,X C2/1EFA: BB TYX C2/1EFB: A9 12 LDA #$12 C2/1EFD: 85 B5 STA $B5 (Store Mimic in command)? C2/1EFF: 60 RTS Operation D for #$FB C2/1F00: B9 F9 3E LDA $3EF9,Y C2/1F03: 09 20 ORA #$20 C2/1F05: 99 F9 3E STA $3EF9,Y (Set Hide status) C2/1F08: 60 RTS Code pointers for command #$FB C2/1F09: 67 1E (00) C2/1F0B: 79 1E (01) C2/1F0D: 73 1E (02) C2/1F0F: A9 1E (03) C2/1F11: C7 1E (04) C2/1F13: 87 1E (05) C2/1F15: 95 1E (06) C2/1F17: 9F 1E (07) C2/1F19: CE 1E (08) C2/1F1B: 6F 1E (09) C2/1F1D: 08 1F (0A) (jumps to RTS) C2/1F1F: E5 1E (0B) C2/1F21: DA 1E (0C) C2/1F23: 00 1F (0D) C2/1F25: DA PHX C2/1F26: 5A PHY C2/1F27: 48 PHA C2/1F28: 64 B8 STZ $B8 C2/1F2A: A2 06 LDX #$06 C2/1F2C: BD D8 3E LDA $3ED8,X (Which character it is) C2/1F2F: 30 05 BMI $1F36 (Branch if not present) C2/1F31: BD 18 30 LDA $3018,X C2/1F34: 04 B8 TSB $B8 (Set character as target) C2/1F36: CA DEX C2/1F37: CA DEX C2/1F38: 10 F2 BPL $1F2C C2/1F3A: 64 B9 STZ $B9 (Set no monsters as target) C2/1F3C: A2 0A LDX #$0A C2/1F3E: BD 02 20 LDA $2002,X C2/1F41: 30 05 BMI $1F48 C2/1F43: BD 21 30 LDA $3021,X C2/1F46: 04 B9 TSB $B9 (Set monster as target) C2/1F48: CA DEX C2/1F49: CA DEX C2/1F4A: 10 F2 BPL $1F3E C2/1F4C: B0 06 BCS $1F54 C2/1F4E: 20 4D 5A JSR $5A4D (Remove dead and hidden targets) C2/1F51: 20 17 59 JSR $5917 C2/1F54: 68 PLA C2/1F55: C9 30 CMP #$30 C2/1F57: B0 14 BCS $1F6D C2/1F59: A2 06 LDX #$06 C2/1F5B: DD D8 3E CMP $3ED8,X (Which character it is) C2/1F5E: D0 07 BNE $1F67 C2/1F60: BD 18 30 LDA $3018,X C2/1F63: 85 B8 STA $B8 C2/1F65: 80 3A BRA $1FA1 C2/1F67: CA DEX C2/1F68: CA DEX C2/1F69: 10 F0 BPL $1F5B C2/1F6B: 80 32 BRA $1F9F C2/1F6D: C9 36 CMP #$36 C2/1F6F: B0 10 BCS $1F81 C2/1F71: E9 2F SBC #$2F C2/1F73: 0A ASL C2/1F74: AA TAX C2/1F75: BD 02 20 LDA $2002,X C2/1F78: 30 25 BMI $1F9F C2/1F7A: BD 21 30 LDA $3021,X C2/1F7D: 85 B9 STA $B9 C2/1F7F: 80 27 BRA $1FA8 C2/1F81: E9 36 SBC #$36 C2/1F83: 0A ASL C2/1F84: AA TAX C2/1F85: 7C 65 20 JMP ($2065,X) C2/1F88: 64 B9 STZ $B9 C2/1F8A: C2 20 REP #$20 C2/1F8C: A5 B8 LDA $B8 C2/1F8E: 20 2A 52 JSR $522A (Pick a bit that is set) C2/1F91: 85 B8 STA $B8 C2/1F93: C2 20 REP #$20 (46 jumps here) C2/1F95: A5 B8 LDA $B8 C2/1F97: E2 21 SEP #$21 C2/1F99: D0 01 BNE $1F9C C2/1F9B: 18 CLC C2/1F9C: 7A PLY C2/1F9D: FA PLX C2/1F9E: 60 RTS (47) C2/1F9F: 64 B8 STZ $B8 C2/1FA1: 64 B9 STZ $B9 (43 jumps here) C2/1FA3: 80 EE BRA $1F93 (37) C2/1FA5: 20 2D 20 JSR $202D C2/1FA8: 64 B8 STZ $B8 (38 jumps here) C2/1FAA: 80 E7 BRA $1F93 (39) C2/1FAC: 20 2D 20 JSR $202D C2/1FAF: 64 B8 STZ $B8 (3A jumps here) C2/1FB1: 80 D7 BRA $1F8A (3B) C2/1FB3: 20 37 20 JSR $2037 C2/1FB6: 80 E9 BRA $1FA1 (3C) C2/1FB8: 20 37 20 JSR $2037 C2/1FBB: 80 CB BRA $1F88 (3D) C2/1FBD: 20 37 20 JSR $2037 C2/1FC0: 80 E6 BRA $1FA8 (3E) C2/1FC2: 20 37 20 JSR $2037 C2/1FC5: 80 E8 BRA $1FAF (3F) C2/1FC7: 20 4E 20 JSR $204E C2/1FCA: 80 D5 BRA $1FA1 (40) C2/1FCC: 20 4E 20 JSR $204E C2/1FCF: 80 B7 BRA $1F88 (41) C2/1FD1: 20 4E 20 JSR $204E C2/1FD4: 80 D2 BRA $1FA8 (42) C2/1FD6: 20 4E 20 JSR $204E C2/1FD9: 80 D4 BRA $1FAF (4C) C2/1FDB: 20 2D 20 JSR $202D (Remove self as target) C2/1FDE: 20 53 4B JSR $4B53 (0 or 1) C2/1FE1: 90 A7 BCC $1F8A C2/1FE3: 80 AE BRA $1F93 (4D) C2/1FE5: BE F5 32 LDX $32F5,Y C2/1FE8: 30 B5 BMI $1F9F (No targets) C2/1FEA: A9 FF LDA #$FF C2/1FEC: 99 F5 32 STA $32F5,Y C2/1FEF: C2 20 REP #$20 C2/1FF1: BD 18 30 LDA $3018,X C2/1FF4: 85 B8 STA $B8 C2/1FF6: 20 4D 5A JSR $5A4D (Remove dead and hidden targets) C2/1FF9: 80 98 BRA $1F93 (45) C2/1FFB: 64 B8 STZ $B8 C2/1FFD: 64 B9 STZ $B9 C2/1FFF: B9 E0 32 LDA $32E0,Y C2/2002: C9 0A CMP #$0A C2/2004: B0 8D BCS $1F93 C2/2006: 0A ASL C2/2007: AA TAX C2/2008: C2 20 REP #$20 C2/200A: BD 18 30 LDA $3018,X C2/200D: 85 B8 STA $B8 C2/200F: 80 82 BRA $1F93 (48) (49) (4A) (4B) C2/2011: 8A TXA C2/2012: 38 SEC C2/2013: E9 24 SBC #$24 C2/2015: AA TAX C2/2016: BD A0 3A LDA $3AA0,X C2/2019: 4A LSR C2/201A: 90 83 BCC $1F9F C2/201C: BD 18 30 LDA $3018,X C2/201F: 85 B8 STA $B8 C2/2021: 80 A7 BRA $1FCA (36) C2/2023: C2 20 REP #$20 C2/2025: B9 18 30 LDA $3018,Y C2/2028: 85 B8 STA $B8 C2/202A: 4C 93 1F JMP $1F93 Remove self as target C2/202D: 08 PHP C2/202E: C2 20 REP #$20 C2/2030: B9 18 30 LDA $3018,Y C2/2033: 14 B8 TRB $B8 C2/2035: 28 PLP C2/2036: 60 RTS Sets targets to all dead monsters and characters C2/2037: 08 PHP (Set 16-bit Accumulator) C2/2038: C2 20 REP #$20 C2/203A: 64 B8 STZ $B8 C2/203C: A2 12 LDX #$12 C2/203E: BD E3 3E LDA $3EE3,X C2/2041: 10 05 BPL $2048 (Branch if not dead) C2/2043: BD 18 30 LDA $3018,X C2/2046: 04 B8 TSB $B8 C2/2048: CA DEX C2/2049: CA DEX C2/204A: 10 F2 BPL $203E C2/204C: 28 PLP C2/204D: 60 RTS Sets all monsters and characters with wall status as targets C2/204E: 08 PHP C2/204F: C2 20 REP #$20 (Set 16-bit Accumulator) C2/2051: 64 B8 STZ $B8 C2/2053: A2 12 LDX #$12 C2/2055: BD F7 3E LDA $3EF7,X C2/2058: 10 05 BPL $205F (Branch if not wall status) C2/205A: BD 18 30 LDA $3018,X C2/205D: 04 B8 TSB $B8 C2/205F: CA DEX C2/2060: CA DEX C2/2061: 10 F2 BPL $2055 C2/2063: 28 PLP C2/2064: 60 RTS Code pointers for command F1 targets C2/2065: 23 20 (36) C2/2067: A5 1F (37) C2/2069: A8 1F (38) C2/206B: AC 1F (39) C2/206D: AF 1F (3A) C2/206F: B3 1F (3B) C2/2071: B8 1F (3C) C2/2073: BD 1F (3D) C2/2075: C2 1F (3E) C2/2077: C7 1F (3F) C2/2079: CC 1F (40) C2/207B: D1 1F (41) C2/207D: D6 1F (42) C2/207F: A1 1F (43) C2/2081: 88 1F (44) C2/2083: FB 1F (45) C2/2085: 93 1F (46) C2/2087: 9F 1F (47) C2/2089: 11 20 (48) C2/208B: 11 20 (49) C2/208D: 11 20 (4A) C2/208F: 11 20 (4B) C2/2091: DB 1F (4C) C2/2093: E5 1F (4D) C2/2095: A2 03 C2/2096: 03 BD ORA $BD,S C2/2098: 30 2F BMI $20C9 C2/209A: F0 3E BEQ $20DA C2/209C: 9E 30 2F STZ $2F30,X C2/209F: DA PHX C2/20A0: 5A PHY C2/20A1: 8A TXA C2/20A2: 85 EE STA $EE C2/20A4: 0A ASL C2/20A5: 85 EF STA $EF C2/20A7: 0A ASL C2/20A8: 65 EE ADC $EE C2/20AA: AA TAX C2/20AB: BD 86 2B LDA $2B86,X C2/20AE: EB XBA C2/20AF: BD 9A 2B LDA $2B9A,X C2/20B2: A6 EF LDX $EF C2/20B4: C2 10 REP #$10 C2/20B6: BC 10 30 LDY $3010,X C2/20B9: 99 20 16 STA $1620,Y C2/20BC: EB XBA C2/20BD: 99 1F 16 STA $161F,Y C2/20C0: BD E4 3E LDA $3EE4,X C2/20C3: 99 14 16 STA $1614,Y C2/20C6: E2 10 SEP #$10 C2/20C8: BD D9 3E LDA $3ED9,X C2/20CB: 22 77 0E C2 JSR $C20E77 C2/20CF: 20 6D 28 JSR $286D C2/20D2: 20 7D 52 JSR $527D C2/20D5: 20 75 26 JSR $2675 C2/20D8: 7A PLY C2/20D9: FA PLX C2/20DA: CA DEX C2/20DB: 10 BA BPL $2097 C2/20DD: 60 RTS Command #$2A (Run) C2/20DE: AD 45 2F LDA $2F45 C2/20E1: F0 7F BEQ $2162 (Exit if not trying to run) C2/20E3: C2 20 REP #$20 (Set 16-bit A) C2/20E5: A9 02 09 LDA #$0902 C2/20E8: 8D 28 3A STA $3A28 C2/20EB: E2 20 SEP #$20 C2/20ED: A5 B1 LDA $B1 C2/20EF: 89 02 BIT #$02 C2/20F1: D0 6C BNE $215F C2/20F3: AD 38 3A LDA $3A38 C2/20F6: F0 6A BEQ $2162 C2/20F8: 85 B8 STA $B8 C2/20FA: 9C 38 3A STZ $3A38 C2/20FD: 20 00 64 JSR $6400 (Sets $A0 to $AF to 0) C2/2100: A2 06 LDX #$06 C2/2102: BD 18 30 LDA $3018,X C2/2105: 14 B8 TRB $B8 C2/2107: F0 3B BEQ $2144 C2/2109: EB XBA C2/210A: BD 19 32 LDA $3219,X C2/210D: D0 35 BNE $2144 C2/210F: BD A0 3A LDA $3AA0,X C2/2112: 89 50 BIT #$50 C2/2114: D0 2E BNE $2144 C2/2116: 4A LSR C2/2117: 90 2B BCC $2144 C2/2119: BD E4 3E LDA $3EE4,X C2/211C: 89 02 BIT #$02 (Check for Zombie status) C2/211E: D0 24 BNE $2144 C2/2120: BD F9 3E LDA $3EF9,X C2/2123: 89 20 BIT #$20 C2/2125: D0 1D BNE $2144 (Branch if hide status) C2/2127: EB XBA C2/2128: 04 B8 TSB $B8 C2/212A: 0C 39 3A TSB $3A39 C2/212D: 0C 4C 2F TSB $2F4C C2/2130: BD A1 3A LDA $3AA1,X C2/2133: 09 40 ORA #$40 C2/2135: 9D A1 3A STA $3AA1,X (Set controlled bit) C2/2138: BD 04 32 LDA $3204,X C2/213B: 09 40 ORA #$40 C2/213D: 9D 04 32 STA $3204,X C2/2140: 20 C8 07 JSR $07C8 C2/2143: 9B TXY C2/2144: CA DEX C2/2145: CA DEX C2/2146: 10 BA BPL $2102 C2/2148: A5 B8 LDA $B8 C2/214A: F0 16 BEQ $2162 C2/214C: 64 B9 STZ $B9 C2/214E: BB TYX C2/214F: 20 C2 57 JSR $57C2 C2/2152: 20 DB 63 JSR $63DB C2/2155: C2 20 REP #$20 C2/2157: A9 06 22 LDA #$2206 C2/215A: 8D 28 3A STA $3A28 C2/215D: E2 20 SEP #$20 C2/215F: 20 9E 62 JSR $629E C2/2162: 60 RTS C2/2163: F4 18 00 PEA $0018 C2/2166: 48 PHA C2/2167: 0A ASL C2/2168: A8 TAY C2/2169: 18 CLC C2/216A: 20 76 02 JSR $0276 C2/216D: 68 PLA C2/216E: A8 TAY C2/216F: B9 84 31 LDA $3184,Y C2/2172: CD 0A 34 CMP $340A C2/2175: D0 02 BNE $2179 C2/2177: A9 FF LDA #$FF C2/2179: 8D 0A 34 STA $340A C2/217C: A9 FF LDA #$FF C2/217E: 99 84 31 STA $3184,Y C2/2181: A9 01 LDA #$01 C2/2183: 04 B1 TSB $B1 C2/2185: 4C D3 13 JMP $13D3 C2/2188: A9 80 LDA #$80 C2/218A: 20 AB 5B JSR $5BAB C2/218D: BD A0 3A LDA $3AA0,X C2/2190: 89 50 BIT #$50 C2/2192: D0 76 BNE $220A C2/2194: BD A1 3A LDA $3AA1,X C2/2197: 29 7F AND #$7F (Clear bit 7) C2/2199: 09 01 ORA #$01 (Set bit 0) C2/219B: 9D A1 3A STA $3AA1,X C2/219E: 20 1C 03 JSR $031C C2/21A1: BD CC 32 LDA $32CC,X C2/21A4: 30 64 BMI $220A C2/21A6: 0A ASL C2/21A7: A8 TAY C2/21A8: B9 20 34 LDA $3420,Y C2/21AB: C9 1E CMP #$1E C2/21AD: B0 5B BCS $220A C2/21AF: 8D 6F 2D STA $2D6F C2/21B2: C9 16 CMP #$16 C2/21B4: F0 06 BEQ $21BC C2/21B6: E0 08 CPX #$08 C2/21B8: 90 2C BCC $21E6 C2/21BA: 80 4E BRA $220A C2/21BC: BD 05 32 LDA $3205,X C2/21BF: 10 49 BPL $220A C2/21C1: C2 20 REP #$20 C2/21C3: E0 08 CPX #$08 C2/21C5: B0 0C BCS $21D3 C2/21C7: A9 16 00 LDA #$0016 C2/21CA: 8D 28 3F STA $3F28 C2/21CD: B9 20 35 LDA $3520,X C2/21D0: 8D 2A 3F STA $3F2A C2/21D3: BD 18 30 LDA $3018,X C2/21D6: 0C 2C 3F TSB $3F2C C2/21D9: E2 20 SEP #$20 C2/21DB: BD F9 3E LDA $3EF9,X C2/21DE: 09 20 ORA #$20 C2/21E0: 9D F9 3E STA $3EF9,X (Set Hide Status) C2/21E3: 20 26 5D JSR $5D26 C2/21E6: 20 39 26 JSR $2639 C2/21E9: 20 00 64 JSR $6400 C2/21EC: C2 20 REP #$20 C2/21EE: B9 20 35 LDA $3520,Y C2/21F1: 85 B8 STA $B8 C2/21F3: E2 20 SEP #$20 C2/21F5: A9 0C LDA #$0C C2/21F7: 8D 6E 2D STA $2D6E C2/21FA: A9 FF LDA #$FF C2/21FC: 8D 72 2D STA $2D72 C2/21FF: 20 C2 57 JSR $57C2 C2/2202: 20 DB 63 JSR $63DB C2/2205: A9 04 LDA #$04 C2/2207: 20 11 64 JSR $6411 C2/220A: 4C 19 00 JMP $0019 Determine if attack hits C2/220D: 48 PHA C2/220E: DA PHX C2/220F: 18 CLC C2/2210: 08 PHP C2/2211: E2 20 SEP #$20 C2/2213: 64 FE STZ $FE C2/2215: A5 B3 LDA $B3 C2/2217: 10 1C BPL $2235 (Skip vanish check if bit 7 of $B3 not set) C2/2219: B9 E4 3E LDA $3EE4,Y C2/221C: 89 10 BIT #$10 (Check for Vanish Status) C2/221E: F0 15 BEQ $2235 (Branch if not vanished) C2/2220: AD A4 11 LDA $11A4 C2/2223: 0A ASL C2/2224: 30 07 BMI $222D (Branch if L. ? spell) C2/2226: AD A2 11 LDA $11A2 C2/2229: 4A LSR C2/222A: 4C B3 22 JMP $22B3 (If physical attack then miss, otherwise hit) C2/222D: B9 FC 3D LDA $3DFC,Y C2/2230: 09 10 ORA #$10 C2/2232: 99 FC 3D STA $3DFC,Y C2/2235: AD A3 11 LDA $11A3 C2/2238: 89 02 BIT #$02 (Check for not reflectable) C2/223A: D0 0F BNE $224B (Branch if ^) C2/223C: B9 F8 3E LDA $3EF8,Y C2/223F: 10 0A BPL $224B (Branch if target does not have wall) C2/2241: C2 20 REP #$20 C2/2243: B9 18 30 LDA $3018,Y C2/2246: 04 A6 TSB $A6 C2/2248: 4C E5 22 JMP $22E5 (Always miss if target has wall) C2/224B: AD A2 11 LDA $11A2 C2/224E: 89 02 BIT #$02 (Check for spell miss if death prot.) C2/2250: F0 07 BEQ $2259 (Branch if not ^) C2/2252: B9 A1 3A LDA $3AA1,Y C2/2255: 89 04 BIT #$04 C2/2257: D0 5C BNE $22B5 (Always miss if Prot. from death) C2/2259: AD A2 11 LDA $11A2 C2/225C: 89 04 BIT #$04 (Check for target only dead allies) C2/225E: F0 08 BEQ $2268 C2/2260: B9 E4 3E LDA $3EE4,Y C2/2263: 59 95 3C EOR $3C95,Y C2/2266: 10 4D BPL $22B5 (If no death status then miss) C2/2268: A5 B5 LDA $B5 C2/226A: C9 00 CMP #$00 C2/226C: F0 04 BEQ $2272 (Branch if fight) C2/226E: C9 06 CMP #$06 C2/2270: D0 2F BNE $22A1 (Branch if not capture) C2/2272: AD A9 11 LDA $11A9 C2/2275: D0 2A BNE $22A1 (Branch if has special effect) C2/2277: AD C9 3E LDA $3EC9 C2/227A: C9 01 CMP #$01 C2/227C: D0 23 BNE $22A1 C2/227E: C0 08 CPY #$08 C2/2280: B0 1F BCS $22A1 (Branch if target is monster) C2/2282: B9 F9 3E LDA $3EF9,Y C2/2285: 0A ASL C2/2286: 10 0B BPL $2293 (Branch if not dog block) C2/2288: 20 53 4B JSR $4B53 (0 or 1) C2/228B: 90 06 BCC $2293 (50% chance) C2/228D: A9 40 LDA #$40 C2/228F: 85 FE STA $FE C2/2291: 80 22 BRA $22B5 (Miss) C2/2293: AD 36 3A LDA $3A36 (HP golem will block) C2/2296: 0D 37 3A ORA $3A37 C2/2299: F0 06 BEQ $22A1 (Branch if no Golem) C2/229B: A9 20 LDA #$20 C2/229D: 85 FE STA $FE (Store the golem blocking) C2/229F: 80 14 BRA $22B5 (Miss) C2/22A1: AD A4 11 LDA $11A4 C2/22A4: 89 20 BIT #$20 (Check for can't be dodged) C2/22A6: D0 40 BNE $22E8 (Always hit if can't be dodged) C2/22A8: 89 40 BIT #$40 C2/22AA: D0 40 BNE $22EC (Check if hit for L? Spells) C2/22AC: 89 10 BIT #$10 C2/22AE: F0 4B BEQ $22FB (Check if hit if Stamina not involved) C2/22B0: 20 9C 23 JSR $239C (Check if hit if Stamina involved) C2/22B3: 90 33 BCC $22E8 (If not taken then always miss) C2/22B5: B9 E4 3E LDA $3EE4,Y C2/22B8: 89 1A BIT #$1A (Check for Invisible, M-Tek, or Zombie) C2/22BA: D0 15 BNE $22D1 (Always miss if ^) C2/22BC: C0 08 CPY #$08 (Check if target is monster) C2/22BE: B0 11 BCS $22D1 (Always miss if ^) C2/22C0: 20 BF 23 JSR $23BF (Determine miss animation) C2/22C3: C9 06 CMP #$06 C2/22C5: 90 0A BCC $22D1 (Always miss) C2/22C7: A2 03 LDX #$03 C2/22C9: 9E AA 11 STZ $11AA,X (Clear all status setting effects of attack) C2/22CC: CA DEX C2/22CD: 10 FA BPL $22C9 C2/22CF: 80 17 BRA $22E8 (Always hit) C2/22D1: A9 02 LDA #$02 C2/22D3: 04 B2 TSB $B2 (Set no critical and ignore True Knight) C2/22D5: 9C 89 3A STZ $3A89 (Set to use no addition magic) C2/22D8: AD 1C 34 LDA $341C C2/22DB: F0 08 BEQ $22E5 C2/22DD: C2 20 REP #$20 C2/22DF: B9 18 30 LDA $3018,Y C2/22E2: 0C 5A 3A TSB $3A5A (Set target as missed) C2/22E5: 28 PLP C2/22E6: 38 SEC (Makes attack miss) C2/22E7: 08 PHP C2/22E8: 28 PLP C2/22E9: FA PLX C2/22EA: 68 PLA C2/22EB: 60 RTS Determines if attack hits for L? spells C2/22EC: AE A8 11 LDX $11A8 (Hit Rate) C2/22EF: 7B TDC C2/22F0: B9 18 3B LDA $3B18,Y (Level) C2/22F3: 20 92 47 JSR $4792 (Division) C2/22F6: 8A TXA C2/22F7: D0 D8 BNE $22D1 (Always miss) C2/22F9: 80 ED BRA $22E8 (Always Hit) Determines if attack hits C2/22FB: F4 40 80 PEA $8040 (Sleep, Stone) C2/22FE: F4 10 02 PEA $0210 (Freeze, Stop) C2/2301: 20 64 58 JSR $5864 C2/2304: 90 E2 BCC $22E8 (Always hit if any set) C2/2306: C2 20 REP #$20 C2/2308: B9 18 30 LDA $3018,Y C2/230B: 2C 54 3A BIT $3A54 (Check if hitting in back) C2/230E: E2 20 SEP #$20 (Set 8-bit A) C2/2310: D0 D6 BNE $22E8 (Always hit if hitting back of target) C2/2312: AD A8 11 LDA $11A8 (Hit Rate) C2/2315: C9 FF CMP #$FF C2/2317: F0 CF BEQ $22E8 (Automatically hit if Hit Rate is 255) C2/2319: 85 EE STA $EE C2/231B: AD A2 11 LDA $11A2 C2/231E: 4A LSR C2/231F: 90 1E BCC $233F (If Magic attack then skip this next code) C2/2321: B9 4C 3E LDA $3E4C,Y C2/2324: 4A LSR (Check for retort) C2/2325: B0 C1 BCS $22E8 (Always hits) C2/2327: B9 E5 3E LDA $3EE5,Y (Check for image status) C2/232A: 89 04 BIT #$04 C2/232C: F0 11 BEQ $233F (Branch if not image status) C2/232E: 20 5A 4B JSR $4B5A C2/2331: C9 40 CMP #$40 (1 in 4 chance clear image status) C2/2333: B0 9C BCS $22D1 (Always misses) C2/2335: B9 FD 3D LDA $3DFD,Y C2/2338: 09 04 ORA #$04 C2/233A: 99 FD 3D STA $3DFD,Y (Clear Image status) C2/233D: 80 92 BRA $22D1 (Always misses) C2/233F: B9 54 3B LDA $3B54,Y (Evade) C2/2342: B0 03 BCS $2347 C2/2344: B9 55 3B LDA $3B55,Y (MBlock) C2/2347: 48 PHA C2/2348: 90 3E BCC $2388 C2/234A: BD E4 3E LDA $3EE4,X C2/234D: 4A LSR C2/234E: 90 02 BCC $2352 (Branch if not blind) C2/2350: 46 EE LSR $EE (Cut hit rate in half) C2/2352: B9 58 3C LDA $3C58,Y C2/2355: 89 04 BIT #$04 C2/2357: F0 02 BEQ $235B (Branch if no beads) C2/2359: 46 EE LSR $EE (Cut hit rate in half) C2/235B: F4 03 20 PEA $2003 (Confuse, Blind, Zombie) C2/235E: F4 04 04 PEA $0404 (Life 3, Slow) C2/2361: 20 64 58 JSR $5864 C2/2364: B0 0C BCS $2372 (Branch if none set) C2/2366: A5 EE LDA $EE C2/2368: 4A LSR C2/2369: 4A LSR C2/236A: 65 EE ADC $EE (Adds 1/4 to hit rate) C2/236C: 90 02 BCC $2370 C2/236E: A9 FF LDA #$FF C2/2370: 85 EE STA $EE C2/2372: F4 04 42 PEA $4204 (Seizure, Weak, Poison) C2/2375: F4 08 00 PEA $0008 (Haste) C2/2378: 20 64 58 JSR $5864 C2/237B: B0 0B BCS $2388 (Branch if none set) C2/237D: A5 EE LDA $EE C2/237F: 46 EE LSR $EE C2/2381: 46 EE LSR $EE C2/2383: 38 SEC C2/2384: E5 EE SBC $EE (Subtracts 1/4 from hit rate) C2/2386: 85 EE STA $EE C2/2388: 68 PLA C2/2389: EB XBA C2/238A: A5 EE LDA $EE (Hit Rate) C2/238C: 20 81 47 JSR $4781 (Multiply Evade/Mblock * Hit Rate) C2/238F: EB XBA C2/2390: 85 EE STA $EE (High byte of Evade/Mblock * Hit Rate) C2/2392: A9 64 LDA #$64 C2/2394: 20 65 4B JSR $4B65 (Random number 0 to 99) C2/2397: C5 EE CMP $EE C2/2399: 4C B3 22 JMP $22B3 Check if hit if Stamina involved C2/239C: B9 55 3B LDA $3B55,Y (MBlock) C2/239F: EB XBA C2/23A0: AD A8 11 LDA $11A8 (Hit Rate) C2/23A3: 20 81 47 JSR $4781 (Multiplication Function) C2/23A6: EB XBA C2/23A7: 85 EE STA $EE (High byte of Mblock * Hit Rate) C2/23A9: A9 64 LDA #$64 C2/23AB: 20 65 4B JSR $4B65 (Random Number 0 to 99) C2/23AE: C5 EE CMP $EE C2/23B0: B0 0C BCS $23BE C2/23B2: 20 5A 4B JSR $4B5A (Random Number 0 to 255) C2/23B5: 29 7F AND #$7F (0 to 127) C2/23B7: 85 EE STA $EE C2/23B9: B9 40 3B LDA $3B40,Y (Stamina) C2/23BC: C5 EE CMP $EE C2/23BE: 60 RTS Dog/Golem/Equipment miss check C2/23BF: 5A PHY C2/23C0: AD A2 11 LDA $11A2 C2/23C3: 4A LSR C2/23C4: B0 01 BCS $23C7 (Branch if physical attack) C2/23C6: C8 INY (if it was magical, read from 3CE5,old_Y instead) C2/23C7: 7B TDC C2/23C8: B9 E4 3C LDA $3CE4,Y (shield/weapon miss animations) C2/23CB: 05 FE ORA $FE (miss due to dog/golem) C2/23CD: F0 1C BEQ $23EB (Exit function if none of above) C2/23CF: 20 2A 52 JSR $522A (Pick a random bit that is set) C2/23D2: 89 40 BIT #$40 C2/23D4: F0 03 BEQ $23D9 (Branch if no dog protection) C2/23D6: 8C 83 3A STY $3A83 C2/23D9: 89 20 BIT #$20 C2/23DB: F0 03 BEQ $23E0 (Branch if no golem protection) C2/23DD: 8C 82 3A STY $3A82 C2/23E0: 20 F0 51 JSR $51F0 (X is highest bit that is set) C2/23E3: 98 TYA C2/23E4: 4A LSR C2/23E5: A8 TAY (Y = Y DIV 2, so it won't matter if Y was incremented above) C2/23E6: 8A TXA C2/23E7: 1A INC C2/23E8: 99 AA 00 STA $00AA,Y C2/23EB: 7A PLY C2/23EC: 60 RTS C2/23ED: 08 PHP C2/23EE: C2 30 REP #$30 (Set 16-bit A, X, & Y) C2/23F0: A2 58 02 LDX #$0258 C2/23F3: 9E 20 3A STZ $3A20,X C2/23F6: 9E 7A 3C STZ $3C7A,X C2/23F9: CA DEX C2/23FA: CA DEX C2/23FB: 10 F6 BPL $23F3 C2/23FD: 7B TDC C2/23FE: 3A DEC C2/23FF: A2 0E 0A LDX #$0A0E C2/2402: 9D 00 20 STA $2000,X C2/2405: 9D 10 2A STA $2A10,X C2/2408: CA DEX C2/2409: CA DEX C2/240A: 10 F6 BPL $2402 C2/240C: 9C 44 2F STZ $2F44 C2/240F: 9C 4C 2F STZ $2F4C C2/2412: 9C 4E 2F STZ $2F4E C2/2415: 9C 53 2F STZ $2F53 C2/2418: 64 B0 STZ $B0 C2/241A: 64 B2 STZ $B2 C2/241C: A2 02 26 LDX #$2602 C2/241F: A0 18 30 LDY $3018 C2/2422: A9 1B 00 LDA #$001B C2/2424: 54 7E C2 MVN #$C2,7E C2/2427: AD 11 E0 LDA $11E0 C2/242B: C9 D7 01 CMP #$01D7 (Check for Short Arm, Long arm, Face formation) C2/242E: E2 30 SEP #$30 (Set 8-bit A, X & Y) C2/2430: D0 03 BNE $2435 C2/2432: 9C E0 3E STZ $3EE0 C2/2435: A2 13 LDX #$13 C2/2437: BD C9 1D LDA $1DC9,X C2/243A: 9D B4 3E STA $3EB4,X C2/243D: CA DEX C2/243E: 10 F7 BPL $2437 C2/2440: AD 1E 02 LDA $021E C2/2443: 0A ASL C2/2444: 0A ASL C2/2445: 85 BE STA $BE C2/2447: 20 E8 30 JSR $30E8 (Loads battle formation data) C2/244A: 20 2F 2F JSR $2F2F C2/244D: A9 80 LDA #$80 C2/244F: 1C BB 3E TRB $3EBB C2/2452: A9 91 LDA #$91 C2/2454: 1C BC 3E TRB $3EBC C2/2457: A2 12 LDX #$12 C2/2459: 20 5A 4B JSR $4B5A (0 to 255) C2/245C: 9D F0 3A STA $3AF0,X (Store random number at $3AF0,X) C2/245F: A9 BC LDA #$BC C2/2461: EC E2 3E CPX $3EE2 C2/2464: D0 02 BNE $2468 C2/2466: 09 02 ORA #$02 C2/2468: 9D 04 32 STA $3204,X C2/246B: CA DEX C2/246C: CA DEX C2/246D: 10 EA BPL $2459 C2/246F: 20 44 25 JSR $2544 C2/2472: AD 4D 1D LDA $1D4D C2/2475: 30 03 BMI $247A C2/2477: 9C 2E 2F STZ $2F2E C2/247A: 89 08 BIT #$08 C2/247C: F0 03 BEQ $2481 C2/247E: EE 8F 3A INC $3A8F C2/2481: 29 07 AND #$07 C2/2483: 0A ASL C2/2484: 0A ASL C2/2485: 0A ASL C2/2486: 85 EE STA $EE C2/2488: 0A ASL C2/2489: 65 EE ADC $EE C2/248B: 49 FF EOR #$FF C2/248D: 8D 90 3A STA $3A90 C2/2490: AD 4E 1D LDA $1D4E C2/2493: 10 03 BPL $2498 C2/2495: 9C 21 20 STZ $2021 C2/2498: 9C 41 2F STZ $2F41 C2/249B: 20 6E 54 JSR $546E C2/249E: 20 0C 58 JSR $580C C2/24A1: 20 E1 2E JSR $2EE1 C2/24A4: 20 91 43 JSR $4391 (Status effects) C2/24A7: 20 9B 06 JSR $069B C2/24AA: A9 14 LDA #$14 C2/24AC: 8D AF 11 STA $11AF C2/24AF: 20 3F 08 JSR $083F C2/24B2: 20 B9 4A JSR $4AB9 C2/24B5: 20 3A 2E JSR $2E3A C2/24B8: 20 C9 26 JSR $26C9 C2/24BB: 20 68 2E JSR $2E68 C2/24BE: 20 75 25 JSR $2575 C2/24C1: A2 00 LDX #$00 C2/24C3: AD 4B 2F LDA $2F4B C2/24C6: 89 04 BIT #$04 C2/24C8: D0 20 BNE $24EA (Branch if bit 2 of $2F4B is set) C2/24CA: AD 1F 20 LDA $201F C2/24CD: C9 01 CMP #$01 C2/24CF: D0 04 BNE $24D5 (Branch if not back attack) C2/24D1: A2 23 LDX #$23 C2/24D3: 80 15 BRA $24EA C2/24D5: C9 02 CMP #$02 C2/24D7: D0 04 BNE $24DD (Branch if not pincer attack) C2/24D9: A2 25 LDX #$25 C2/24DB: 80 0D BRA $24EA C2/24DD: C9 03 CMP #$03 C2/24DF: D0 02 BNE $24E3 (Branch if not side attack) C2/24E1: A2 24 LDX #$24 C2/24E3: A5 B0 LDA $B0 C2/24E5: 0A ASL C2/24E6: 10 02 BPL $24EA C2/24E8: A2 22 LDX #$22 C2/24EA: 9B TXY C2/24EB: F0 05 BEQ $24F2 C2/24ED: A9 25 LDA #$25 C2/24EF: 20 91 4E JSR $4E91 C2/24F2: 20 73 5C JSR $5C73 C2/24F5: 20 54 5C JSR $5C54 C2/24F8: 64 B8 STZ $B8 C2/24FA: 64 B9 STZ $B9 C2/24FC: A2 06 LDX #$06 C2/24FE: BD 18 30 LDA $3018,X C2/2501: 2C 2C 3F BIT $3F2C C2/2504: F0 16 BEQ $251C C2/2506: BD A0 3A LDA $3AA0,X C2/2509: 09 28 ORA #$28 C2/250B: 9D A0 3A STA $3AA0,X C2/250E: 9E 19 32 STZ $3219,X C2/2511: 20 77 4E JSR $4E77 C2/2514: A9 16 LDA #$16 C2/2516: 8D 7A 3A STA $3A7A C2/2519: 20 CB 4E JSR $4ECB C2/251C: CA DEX C2/251D: CA DEX C2/251E: 10 DE BPL $24FE C2/2520: AD E1 3E LDA $3EE1 C2/2523: 1A INC C2/2524: F0 19 BEQ $253F C2/2526: 3A DEC C2/2527: 8D 6F 2D STA $2D6F C2/252A: A9 12 LDA #$12 C2/252C: 8D 6E 2D STA $2D6E C2/252F: AD 75 3A LDA $3A75 C2/2532: 8D 71 2D STA $2D71 C2/2535: A9 FF LDA #$FF C2/2537: 8D 70 2D STA $2D70 C2/253A: 8D 72 2D STA $2D72 C2/253D: A9 04 LDA #$04 C2/253F: 20 11 64 JSR $6411 C2/2542: 28 PLP C2/2543: 60 RTS C2/2544: 20 51 55 JSR $5551 C2/2547: A2 06 LDX #$06 C2/2549: BD D8 3E LDA $3ED8,X (Which character it is) C2/254C: 30 22 BMI $2570 (Branch if monster) C2/254E: C9 10 CMP #$10 C2/2550: B0 05 BCS $2557 C2/2552: A8 TAY C2/2553: 8A TXA C2/2554: 99 00 30 STA $3000,Y C2/2557: BD 18 30 LDA $3018,X C2/255A: 0C 8D 3A TSB $3A8D C2/255D: BD D9 3E LDA $3ED9,X C2/2560: 22 77 0E C2 JSR $C20E77 C2/2564: 20 6D 28 JSR $286D C2/2567: 20 A8 27 JSR $27A8 C2/256A: 20 8D 56 JSR $568D C2/256D: 20 2C 53 JSR $532C C2/2570: CA DEX C2/2571: CA DEX C2/2572: 10 D5 BPL $2549 C2/2574: 60 RTS C2/2575: 08 PHP C2/2576: 64 F3 STZ $F3 C2/2578: A0 12 LDY #$12 C2/257A: B9 A0 3A LDA $3AA0,Y C2/257D: 4A LSR C2/257E: B0 07 BCS $2587 C2/2580: 18 CLC C2/2581: A9 10 LDA #$10 C2/2583: 65 F3 ADC $F3 C2/2585: 85 F3 STA $F3 C2/2587: 88 DEY C2/2588: 88 DEY C2/2589: 10 EF BPL $257A C2/258B: C2 20 REP #$20 C2/258D: A9 FF LDA #$FF C2/258F: 03 85 ORA $85,S C2/2591: F0 A0 BEQ $2533 C2/2593: 12 A5 ORA ($A5) C2/2595: F0 20 BEQ $25B7 C2/2597: 2A ROL C2/2598: 52 14 EOR ($14) C2/259A: F0 20 BEQ $25BC C2/259C: F0 51 BEQ $25EF C2/259E: E2 20 SEP #$20 C2/25A0: 8A TXA C2/25A1: 0A ASL C2/25A2: 0A ASL C2/25A3: 0A ASL C2/25A4: 85 F2 STA $F2 C2/25A6: B9 19 32 LDA $3219,Y C2/25A9: 1A INC C2/25AA: D0 4E BNE $25FA C2/25AC: AD E1 3E LDA $3EE1 C2/25AF: 1A INC C2/25B0: D0 48 BNE $25FA C2/25B2: AE 1F 20 LDX $201F C2/25B5: B9 18 30 LDA $3018,Y C2/25B8: 2C 40 3A BIT $3A40 C2/25BB: D0 14 BNE $25D1 C2/25BD: C0 08 CPY #$08 C2/25BF: B0 10 BCS $25D1 C2/25C1: A5 B0 LDA $B0 C2/25C3: 0A ASL C2/25C4: 30 34 BMI $25FA C2/25C6: CA DEX C2/25C7: 30 15 BMI $25DE (Branch if not side, back or pincer attack) C2/25C9: CA DEX C2/25CA: CA DEX C2/25CB: F0 2D BEQ $25FA (Branch if side attack) C2/25CD: A5 F2 LDA $F2 C2/25CF: 80 22 BRA $25F3 C2/25D1: A5 B0 LDA $B0 C2/25D3: 0A ASL C2/25D4: 30 04 BMI $25DA C2/25D6: E0 03 CPX #$03 C2/25D8: D0 04 BNE $25DE (Branch if not side attack) C2/25DA: A9 01 LDA #$01 C2/25DC: 80 15 BRA $25F3 C2/25DE: B9 19 3B LDA $3B19,Y C2/25E1: 20 65 4B JSR $4B65 C2/25E4: 79 19 3B ADC $3B19,Y C2/25E7: B0 08 BCS $25F1 C2/25E9: 65 F2 ADC $F2 C2/25EB: B0 04 BCS $25F1 C2/25ED: 65 F3 ADC $F3 C2/25EF: 90 02 BCC $25F3 C2/25F1: A9 FF LDA #$FF C2/25F3: 1A INC C2/25F4: D0 01 BNE $25F7 C2/25F6: 3A DEC C2/25F7: 99 19 32 STA $3219,Y C2/25FA: C2 20 REP #$20 C2/25FC: 88 DEY C2/25FD: 88 DEY C2/25FE: 10 94 BPL $2594 C2/2600: 28 PLP C2/2601: 60 RTS Data to load into $3018 and $3019 C2/2602: 01 00 C2/2604: 02 00 C2/2606: 04 00 C2/2608: 08 00 C2/260A: 00 01 C2/260C: 00 02 C2/260E: 00 04 C2/2610: 00 08 C2/2612: 00 10 C2/2614: 00 20 Data C2/2616: 8E C2/2617: 20 C2/2618: CA C2/2619: 21 C2/261A: 06 C2/261B: 23 C2/261C: 42 C2/261D: 24 C2/261E: 7B TDC C2/261F: A2 5F LDX #$5F C2/2621: 9D E4 3E STA $3EE4,X (Clear all status bytes 1 & 2) C2/2624: CA DEX C2/2625: 10 FA BPL $2621 (Clear all for every monster and character) C2/2627: 3A DEC C2/2628: A2 0F LDX #$0F C2/262A: 9D D4 3E STA $3ED4,X (Clear all status bytes 3 & 4) C2/262D: CA DEX C2/262E: 10 FA BPL $262A (Clear all for every monster and character) C2/2630: A9 12 LDA #$12 C2/2632: 8D 28 3F STA $3F28 C2/2635: 8D 24 3F STA $3F24 C2/2638: 60 RTS C2/2639: 08 PHP C2/263A: 9C 72 3A STZ $3A72 C2/263D: 9C 70 3A STZ $3A70 C2/2640: C2 20 REP #$20 C2/2642: 9C 32 3A STZ $3A32 C2/2645: 9C 34 3A STZ $3A34 C2/2648: 9C 30 3A STZ $3A30 C2/264B: 9C 4E 3A STZ $3A4E C2/264E: 28 PLP C2/264F: 60 RTS C2/2650: BD A1 3A LDA $3AA1,X C2/2653: 29 FB AND #$FB (Clear prot. from death) C2/2655: EB XBA C2/2656: BD 1C 33 LDA $331C,X (Blocked status byte 1) C2/2659: 30 06 BMI $2661 (Branch if not block death) C2/265B: 09 80 ORA #$80 (Clear block death) C2/265D: EB XBA C2/265E: 09 04 ORA #$04 (Set prot. from death) C2/2660: EB XBA C2/2661: EB XBA C2/2662: 9D A1 3A STA $3AA1,X C2/2665: BD CD 3B LDA $3BCD,X (Nullified elements) C2/2668: 89 08 BIT #$08 C2/266A: F0 04 BEQ $2670 (Branch if not nullify poison) C2/266C: EB XBA C2/266D: 29 FB AND #$FB (Set block poison status if) C2/266F: EB XBA C2/2670: EB XBA C2/2671: 9D 1C 33 STA $331C,X C2/2674: 60 RTS C2/2675: BD 31 33 LDA $3331,X C2/2678: EB XBA (put blocked status byte 4 in top of A) C2/2679: BD 6D 3C LDA $3C6D,X (monster/equip status byte 3) C2/267C: 4A LSR C2/267D: 90 04 BCC $2683 (if perm-float (aka dance) wasn't set, branch) C2/267F: EB XBA C2/2680: 29 7F AND #$7F C2/2682: EB XBA (if it^ was, then block float. thus the permanence) C2/2683: AD BB 3E LDA $3EBB (??? morph related ???) C2/2686: 89 04 BIT #$04 C2/2688: F0 04 BEQ $268E C2/268A: EB XBA C2/268B: 29 F7 AND #$F7 C2/268D: EB XBA C2/268E: EB XBA C2/268F: 9D 31 33 STA $3331,X (update blocked status #4) C2/2692: BD 30 33 LDA $3330,X C2/2695: EB XBA C2/2696: BD 1D 33 LDA $331D,X (A.top=blocked status byte 3, A.btm=blocked status #2) C2/2699: C2 20 REP #$20 C2/269B: 85 EE STA $EE C2/269D: BD 6C 3C LDA $3C6C,X (monster/equip status bytes 2-3) C2/26A0: 29 78 EE AND #$EE78 (dance,stop,sleep,count,weak,image will all be 0) C2/26A3: 49 FF FF EOR #$FFFF (now they'll all be 1) C2/26A6: 25 EE AND $EE (SO Blocked Statuses = what you were blocking before, plus whatever the enemy/equip has. with the exception of the above.. which will only be blocked if they were before) C2/26A8: 89 00 02 BIT #$0200 C2/26AB: F0 05 BEQ $26B2 (if Regen blocked, branch) C2/26AD: 89 40 00 BIT #$0040 C2/26B0: D0 03 BNE $26B5 (if Seizure isn't blocked, branch) C2/26B2: 29 BF FD AND #$FDBF (SO if either Regen or Seizure is blocked, block both. should explain Regen failing on Ribbon) C2/26B5: E2 20 SEP #$20 C2/26B7: 9D 1D 33 STA $331D,X (update blocked status byte #2) C2/26BA: EB XBA (now examine #3) C2/26BB: 89 04 BIT #$04 C2/26BD: F0 04 BEQ $26C3 (if Slow blocked, branch) C2/26BF: 89 08 BIT #$08 C2/26C1: D0 02 BNE $26C5 (if Haste isn't blocked, branch) C2/26C3: 29 F3 AND #$F3 (SO if either Slow or Haste is blocked, block 'em both should explain Slow failing on RunningShoes) C2/26C5: 9D D0 33 STA $3330,X C2/26C8: 60 RTS C2/26C9: A2 12 LDX #$12 (start from 6th enemy) C2/26CB: 20 75 26 JSR $2675 C2/26CE: CA DEX C2/26CF: CA DEX C2/26D0: 10 F9 BPL $26CB (and do function 2675 for everybody in the battle) C2/26D2: 60 RTS When called: A Low = $B5 A High = $B6 C2/26D3: DA PHX C2/26D4: 5A PHY C2/26D5: 48 PHA C2/26D6: 64 BA STZ $BA C2/26D8: A2 40 LDX #$40 C2/26DA: 86 BB STX $BB C2/26DC: A2 00 LDX #$00 C2/26DE: C9 1E CMP #$1E C2/26E0: B0 1F BCS $2701 C2/26E2: AA TAX C2/26E3: BF 8A 27 C2 LDA $C2278A,X C2/26E7: 48 PHA C2/26E8: 29 E1 AND #$E1 C2/26EA: 85 BA STA $BA C2/26EC: A3 01 LDA $01,S C2/26EE: 29 18 AND #$18 C2/26F0: 4A LSR C2/26F1: 04 BA TSB $BA C2/26F3: 8A TXA C2/26F4: 0A ASL C2/26F5: AA TAX C2/26F6: BF 01 FE CF LDA $CFFE01,X (Blitz Description?) C2/26FA: 85 BB STA $BB C2/26FC: 68 PLA C2/26FD: 29 06 AND #$06 C2/26FF: AA TAX C2/2700: EB XBA C2/2701: FC 82 27 JSR ($2782,X) C2/2704: 68 PLA C2/2705: 7A PLY C2/2706: FA PLX C2/2707: 60 RTS C2/2708: A2 04 LDX #$04 C2/270A: DF 78 27 C2 CMP $C22778,X C2/270E: D0 06 BNE $2716 C2/2710: FF 7D 27 C2 SBC $C2277D,X C2/2714: 80 37 BRA $274D C2/2716: CA DEX C2/2717: 10 F1 BPL $270A C2/2719: 38 SEC C2/271A: 8D 11 34 STA $3411 C2/271D: 20 63 2B JSR $2B63 (Multiply A by 30) C2/2720: C2 10 REP #$10 C2/2722: AA TAX C2/2723: BF 0E 50 D8 LDA $D8500E,X (Targetting byte) C2/2727: 85 BB STA $BB C2/2729: BF 15 50 D8 LDA $D85015,X (Condition 1 when Item used) C2/272D: 89 C2 BIT #$C2 C2/272F: D0 04 BNE $2735 (Branch if Death, Zombie, or Stone set) C2/2731: A9 08 LDA #$08 C2/2733: 14 BA TRB $BA (Clear target only dead allies) C2/2735: BF 12 50 D8 LDA $D85012,X C2/2739: E2 10 SEP #$10 C2/273B: 60 RTS C2/273C: C9 E6 CMP #$E6 C2/273E: 20 1A 27 JSR $271A C2/2741: B0 C4 BCS $2707 C2/2743: 30 06 BMI $274B C2/2745: EB XBA C2/2746: A9 10 LDA #$10 C2/2748: 04 B1 TSB $B1 C2/274A: EB XBA C2/274B: 29 3F AND #$3F C2/274D: 8D 10 34 STA $3410 C2/2750: 80 02 BRA $2754 C2/2752: A9 EE LDA #$EE C2/2754: 20 66 29 JSR $2966 C2/2757: A5 BB LDA $BB C2/2759: 1A INC C2/275A: D0 05 BNE $2761 C2/275C: AD A0 11 LDA $11A0 C2/275F: 85 BB STA $BB C2/2761: AD A2 11 LDA $11A2 C2/2764: 48 PHA C2/2765: 29 04 AND #$04 (Target only dead allies) C2/2767: 0A ASL C2/2768: 04 BA TSB $BA (Sets target only dead allies) C2/276A: A3 01 LDA $01,S C2/276C: 29 10 AND #$10 (Randomize target) C2/276E: 0A ASL C2/276F: 0A ASL C2/2770: 04 BA TSB $BA (Sets randomize target) C2/2772: 68 PLA C2/2773: 29 80 AND #$80 (Abort on allies) C2/2775: 04 BA TSB $BA (Sets abort on allies) C2/2777: 60 RTS Data C2/2778: A4 C2/2779: A5 C2/277A: AB C2/277B: AC C2/277C: AD C2/277D: 27 C2/277E: 27 C2/277F: 5A C2/2780: 5A C2/2781: 5A Code Pointers C2/2782: 52 27 C2/2784: 3C 27 C2/2786: 4D 27 C2/2788: 08 27 Data C2/278A: 20 AND [$20] C2/278B: 1A INC C2/278C: 04 18 TSB $18 C2/278E: 18 CLC C2/278F: 00 20 BRK $20 C2/2791: 24 06 BIT $06 C2/2793: 06 04 ASL $04 C2/2795: 18 CLC C2/2796: 04 80 TSB $80 C2/2798: 80 04 BRA $279E C2/279A: 04 80 TSB $80 C2/279C: 18 CLC C2/279D: 04 18 TSB $18 C2/279F: 18 CLC C2/27A0: 21 04 AND ($04,X) C2/27A2: 01 04 ORA ($04,X) C2/27A4: 04 04 TSB $04 C2/27A6: 81 04 STA ($04,X) C2/27A8: 08 PHP C2/27A9: C2 30 REP #$30 (Set 16-bit Accumulator & Index Registers) C2/27AB: BC 10 30 LDY $3010,X C2/27AE: B9 09 16 LDA $1609,Y C2/27B1: 9D F4 3B STA $3BF4,X (HP) C2/27B4: B9 0D 16 LDA $160D,Y C2/27B7: 9D 08 3C STA $3C08,X (MP) C2/27BA: B9 0B 16 LDA $160B,Y C2/27BD: 20 3C 28 JSR $283C C2/27C0: C9 10 27 CMP #$2710 C2/27C3: 90 03 BCC $27C8 C2/27C5: A9 0F 27 LDA #$270F C2/27C8: 9D 1C 3C STA $3C1C,X (Max HP) C2/27CB: B9 0F 16 LDA $160F,Y C2/27CE: 20 3C 28 JSR $283C C2/27D1: C9 E8 03 CMP #$03E8 C2/27D4: 90 03 BCC $27D9 C2/27D6: A9 E7 03 LDA #$03E7 C2/27D9: 9D 30 3C STA $3C30,X (Max MP) C2/27DC: BD 18 30 LDA $3018,X C2/27DF: 24 B8 BIT $B8 C2/27E1: F0 15 BEQ $27F8 C2/27E3: BD 1C 3C LDA $3C1C,X (Max HP) C2/27E6: 9D F4 3B STA $3BF4,X (HP) C2/27E9: BD 30 3C LDA $3C30,X (Max MP) C2/27EC: 9D 08 3C STA $3C08,X (MP) C2/27EF: B9 14 16 LDA $1614,Y (Outside battle statuses 1-2? from tashibana doc) (^ statuses correspond to inbattle statuses 1+4) C2/27F2: 29 2D FF AND #$FF2D C2/27F5: 99 14 16 STA $1614,Y (Remove invis,stone,death,zombie.. Colosseum related?) C2/27F8: BD 6C 3C LDA $3C6C,X (Monster/equip status bytes 2-3) C2/27FB: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/27FD: 9D D5 3D STA $3DD5,X (Status to set byte 2) C2/2800: 4A LSR C2/2801: 90 08 BCC $280B (If not count) C2/2803: BD 04 32 LDA $3204,X C2/2806: 29 EF AND #$EF C2/2808: 9D 04 32 STA $3204,X C2/280B: B9 14 16 LDA $1614,Y C2/280E: 9D D4 3D STA $3DD4,X (Status to set byte 1) C2/2811: 89 08 BIT #$08 C2/2813: F0 0A BEQ $281F (If not set M-Tek) C2/2815: A9 1D LDA #$1D C2/2817: 8D 20 3F STA $3F20 C2/281A: A9 83 LDA #$83 C2/281C: 8D 21 3F STA $3F21 C2/281F: B9 15 16 LDA $1615,Y C2/2822: 29 C0 AND #$C0 C2/2824: EB XBA C2/2825: 4A LSR C2/2826: 90 04 BCC $282C C2/2828: EB XBA C2/2829: 09 80 ORA #$80 C2/282B: EB XBA C2/282C: 0A ASL C2/282D: 9D E8 3D STA $3DE8,X (Status to set byte 3) C2/2830: EB XBA C2/2831: 9D E9 3D STA $3DE9,X (Status to set byte 4) C2/2834: B9 08 16 LDA $1608,Y C2/2837: 9D 18 3B STA $3B18,X (Level) C2/283A: 28 PLP C2/283B: 60 RTS C2/283C: DA PHX C2/283D: 0A ASL C2/283E: 2A ROL C2/283F: 85 EE STA $EE C2/2841: 2A ROL C2/2842: 2A ROL C2/2843: 29 06 AND #$06 C2/2845: 00 AA BRK $AA C2/2847: A5 EE LDA $EE C2/2849: 4A LSR C2/284A: 4A LSR C2/284B: 85 EE STA $EE C2/284D: 7C 59 28 JMP ($2859,X) C2/2850: 7B TDC C2/2851: 4A LSR C2/2852: 4A LSR C2/2853: 4A LSR C2/2854: 18 CLC C2/2855: 65 EE ADC $EE C2/2857: FA PLX C2/2858: 60 RTS Code Pointers C2/2859: 50 28 BVC $2883 C2/285B: 52 28 EOR ($28) C2/285D: 53 28 EOR ($28,S),Y C2/285F: 51 28 EOR ($28),Y C2/2861: 0A ASL C2/2862: 90 02 BCC $2866 C2/2864: A9 FF LDA #$FF C2/2866: 49 FF EOR #$FF C2/2868: 1A INC C2/2869: D0 01 BNE $286C C2/286B: 3A DEC C2/286C: 60 RTS C2/286D: 0B PHD C2/286E: F4 00 11 PEA $1100 (Set direct page register 11 $1100) C2/2871: 2B PLD C2/2872: A5 C9 LDA $C9 ($11C9) C2/2874: C9 9F CMP #$9F C2/2876: D0 0B BNE $2883 C2/2878: 8A TXA C2/2879: 0A ASL C2/287A: 0A ASL C2/287B: 0A ASL C2/287C: 0A ASL C2/287D: A8 TAY C2/287E: A9 0A LDA #$0A C2/2880: 99 AE 2E STA $2EAE,Y C2/2883: 8A TXA C2/2884: 4A LSR C2/2885: A8 TAY C2/2886: A5 D8 LDA $D8 ($11D8) C2/2888: 29 10 AND #$10 C2/288A: 99 6E 2E STA $2E6E,Y C2/288D: 18 CLC C2/288E: A5 A6 LDA $A6 ($11A6) C2/2890: 65 A6 ADC $A6 ($11A6) C2/2892: 90 02 BCC $2896 C2/2894: A9 FF LDA #$FF C2/2896: 9D 2C 3B STA $3B2C,X C2/2899: A5 A4 LDA $A4 ($11A4) C2/289B: 9D 2D 3B STA $3B2D,X C2/289E: 9D 19 3B STA $3B19,X C2/28A1: A5 A2 LDA $A2 ($11A2) C2/28A3: 9D 40 3B STA $3B40,X C2/28A6: A5 A0 LDA $A0 ($11A0) C2/28A8: 9D 41 3B STA $3B41,X C2/28AB: A5 A8 LDA $A8 ($11A8) C2/28AD: 20 61 28 JSR $2861 C2/28B0: 9D 54 3B STA $3B54,X C2/28B3: A5 AA LDA $AA ($11AA) C2/28B5: 20 61 28 JSR $2861 C2/28B8: 9D 55 3B STA $3B55,X C2/28BB: A5 CF LDA $CF ($11CF) C2/28BD: 14 D8 TRB $D8 ($11D8) C2/28BF: A5 BC LDA $BC ($11BC) C2/28C1: 9D 6C 3C STA $3C6C,X C2/28C4: A5 D4 LDA $D4 ($11D4) C2/28C6: 9D 6D 3C STA $3C6D,X C2/28C9: A5 DC LDA $DC ($11DC) C2/28CB: 9D 71 3D STA $3D71,X C2/28CE: A5 D9 LDA $D9 ($11D9) C2/28D0: 29 80 AND #$80 C2/28D2: 09 10 ORA #$10 C2/28D4: 9D 95 3C STA $3C95,X C2/28D7: A5 D5 LDA $D5 ($11D5) C2/28D9: 0A ASL C2/28DA: EB XBA C2/28DB: A5 D6 LDA $D6 ($11D6) C2/28DD: 0C 6D 3A TSB $3A6D C2/28E0: 0A ASL C2/28E1: A5 D7 LDA $D7 ($11D7) C2/28E3: EB XBA C2/28E4: 6A ROR C2/28E5: C2 20 REP #$20 (Set 16-bit Accumulator) C2/28E7: 9D 44 3C STA $3C44,X C2/28EA: A5 AC LDA $AC ($11AC) C2/28EC: 9D 68 3B STA $3B68,X C2/28EF: A5 AE LDA $AE ($11AE) C2/28F1: 9D 7C 3B STA $3B7C,X C2/28F4: A5 B4 LDA $B4 ($11B4) C2/28F6: 9D 34 3D STA $3D34,X C2/28F9: A5 B0 LDA $B0 ($11B0) C2/28FB: 9D 90 3B STA $3B90,X C2/28FE: A5 D8 LDA $D8 ($11D8) C2/2900: 89 08 00 BIT #$0008 C2/2902: D0 05 BNE $2908 C2/2904: A9 40 40 LDA #$4040 C2/2908: 14 DA TRB $DA ($11DA) C2/290A: A5 DA LDA $DA ($11DA) C2/290C: 9D A4 3B STA $3BA4,X C2/290F: A5 BA LDA $BA ($11BA) C2/2911: 9D B8 3B STA $3BB8,X C2/2914: A9 FF FF LDA #$FFFF C2/2917: 9D 1C 33 STA $331C,X C2/291A: 45 D2 EOR $D2 ($11D2) C2/291C: 9D 1C 33 STA $331C,X C2/291F: A5 B6 LDA $B6 ($11B6) C2/2921: 9D CC 3B STA $3BCC,X C2/2924: A5 B8 LDA $B8 ($11B8) C2/2926: 9D E0 3B STA $3BE0,X C2/2929: A5 BE LDA $BE ($11BE) C2/292B: 9D BC 3C STA $3CBC,X C2/292E: A5 C6 LDA $C6 ($11C6) C2/2930: 9D A8 3C STA $3CA8,X C2/2933: A5 CA LDA $CA ($11CA) C2/2935: 9D D0 3C STA $3CD0,X C2/2938: A5 D0 LDA $D0 ($11D0) C2/293A: 9D E4 3C STA $3CE4,X (Deals with weapon and shield animation for blocking magical and physical attacks) C2/293D: A5 D8 LDA $D8 ($11D8) C2/293F: 9D 58 3C STA $3C58,X C2/2942: E2 20 SEP #$20 C2/2944: 1E 21 3A ASL $3A21,X C2/2947: 0A ASL C2/2948: 0A ASL C2/2949: 0A ASL C2/294A: 7E 21 3A ROR $3A21,X C2/294D: 2B PLD C2/294E: 4C 50 26 JMP $2650 C2/2951: AD A2 11 LDA $11A2 C2/2954: 4A LSR C2/2955: BD 41 3B LDA $3B41,X C2/2958: 90 03 BCC $295D (Branch if not abort on allies) C2/295A: BD 2C 3B LDA $3B2C,X C2/295D: 8D AE 11 STA $11AE C2/2960: 9C 89 3A STZ $3A89 (Set to use no addition magic) C2/2963: 4C 21 2C JMP $2C21 C2/2966: DA PHX C2/2967: 08 PHP C2/2968: EB XBA C2/2969: A9 0E LDA #$0E C2/296B: 20 81 47 JSR $4781 C2/296E: C2 31 REP #$31 C2/2970: 69 C0 6A ADC #$6AC0 C2/2973: AA TAX C2/2974: A0 A0 11 LDY #$11A0 C2/2977: A9 0D 00 LDA #$000D C2/297A: 54 7E C4 MVN #$C4,7E C2/297D: E2 20 SEP #$20 C2/297F: 0E A9 11 ASL $11A9 C2/2982: 90 03 BCC $2987 C2/2984: 9C A9 11 STZ $11A9 C2/2987: 28 PLP C2/2988: FA PLX C2/2989: 60 RTS Clears special effect, sets unblockable, sets level, vigor to 0 C2/298A: AD 7C 3A LDA $3A7C C2/298D: 20 D3 26 JSR $26D3 C2/2990: A9 20 LDA #$20 C2/2992: 0C A4 11 TSB $11A4 (Set Unblockable) C2/2995: 9C A9 11 STZ $11A9 (Clear special effects) C2/2998: 9C AF 11 STZ $11AF (Set Level to 0) C2/299B: 9C AE 11 STZ $11AE (Set Vigor / M. Power to 0) C2/299E: 60 RTS C2/299F: 08 PHP C2/29A0: BD 2C 3B LDA $3B2C,X C2/29A3: 8D AE 11 STA $11AE (Vigor * 2 / Magic Power) C2/29A6: 20 21 2C JSR $2C21 C2/29A9: BD 45 3C LDA $3C45,X C2/29AC: 89 10 BIT #$10 C2/29AE: F0 05 BEQ $29B5 (If no Sniper Sight) C2/29B0: A9 20 LDA #$20 C2/29B2: 0C A4 11 TSB $11A4 (Sets Can't be Dodged) C2/29B5: A5 B6 LDA $B6 C2/29B7: C9 EF CMP #$EF C2/29B9: D0 0C BNE $29C7 (Branch if not battle) C2/29BB: BD E4 3E LDA $3EE4,X C2/29BE: 89 20 BIT #$20 (Check for Imp status) C2/29C0: D0 05 BNE $29C7 C2/29C2: A9 06 LDA #$06 C2/29C4: 8D 12 34 STA $3412 C2/29C7: 28 PLP C2/29C8: DA PHX C2/29C9: 66 B6 ROR $B6 C2/29CB: 10 01 BPL $29CE C2/29CD: E8 INX C2/29CE: BD 68 3B LDA $3B68,X C2/29D1: 8D A6 11 STA $11A6 (Battle Power) C2/29D4: A9 62 LDA #$62 C2/29D6: 04 B3 TSB $B3 C2/29D8: BD A4 3B LDA $3BA4,X C2/29DB: 29 60 AND #$60 C2/29DD: 49 20 EOR #$20 C2/29DF: 14 B3 TRB $B3 (Toggle ignore row)? C2/29E1: BD 90 3B LDA $3B90,X C2/29E4: 8D A1 11 STA $11A1 (Element) C2/29E7: BD 7C 3B LDA $3B7C,X C2/29EA: 8D A8 11 STA $11A8 (Hit Rate) C2/29ED: BD 34 3D LDA $3D34,X C2/29F0: 8D 89 3A STA $3A89 (Addition Magic) C2/29F3: BD BC 3C LDA $3CBC,X C2/29F6: 29 F0 AND #$F0 C2/29F8: 4A LSR C2/29F9: 4A LSR C2/29FA: 4A LSR C2/29FB: 8D A9 11 STA $11A9 (Special effect) C2/29FE: BD A8 3C LDA $3CA8,X C2/2A01: 1A INC C2/2A02: 85 B7 STA $B7 C2/2A04: FA PLX C2/2A05: BD 58 3C LDA $3C58,X (Check for offering) C2/2A08: 4A LSR C2/2A09: 90 10 BCC $2A1B (Branch if no Offering) C2/2A0B: A9 20 LDA #$20 C2/2A0D: 0C A4 11 TSB $11A4 (Set Can't be dodged) C2/2A10: A9 40 LDA #$40 C2/2A12: 04 BA TSB $BA (Sets randomize target) C2/2A14: A9 02 LDA #$02 C2/2A16: 04 B2 TSB $B2 (Set no critical and ignore True Knight) C2/2A18: 9C 89 3A STZ $3A89 (Set to use no addition magic) C2/2A1B: AD A6 11 LDA $11A6 C2/2A1E: F0 16 BEQ $2A36 (Exit if 0 Battle Power) C2/2A20: E0 08 CPX #$08 C2/2A22: 90 12 BCC $2A36 (Exit if character) C2/2A24: A9 20 LDA #$20 C2/2A26: 3C E4 3E BIT $3EE4,X C2/2A29: F0 0B BEQ $2A36 (Exit if not Imp) C2/2A2B: 0A ASL C2/2A2C: 3C 95 3C BIT $3C95,X (Check for auto critical if Imp) C2/2A2F: D0 05 BNE $2A36 (If set then exit) C2/2A31: A9 01 LDA #$01 C2/2A33: 8D A6 11 STA $11A6 (Set Battle Power to 1) C2/2A36: 60 RTS C2/2A37: DA PHX C2/2A38: 08 PHP C2/2A39: 48 PHA C2/2A3A: DA PHX C2/2A3B: A2 0F LDX #$0F C2/2A3D: 9E A0 11 STZ $11A0,X C2/2A40: CA DEX C2/2A41: 10 FA BPL $2A3D C2/2A43: FA PLX C2/2A44: A9 21 LDA #$21 C2/2A46: 8D A2 11 STA $11A2 (Set to ignore defense, physical attack) C2/2A49: A9 22 LDA #$22 C2/2A4B: 8D A3 11 STA $11A3 (Set attack to retarget if target dead, not reflectable) C2/2A4E: A9 20 LDA #$20 C2/2A50: 8D A4 11 STA $11A4 (Set to unblockable) C2/2A53: 90 09 BCC $2A5E C2/2A55: BD 2C 3B LDA $3B2C,X C2/2A58: 8D AE 11 STA $11AE (Vigor * 2 or Magic Power) C2/2A5B: 20 21 2C JSR $2C21 C2/2A5E: A3 01 LDA $01,S C2/2A60: 20 63 2B JSR $2B63 (Multiply A by 30) C2/2A63: C2 10 REP #$10 C2/2A65: AA TAX C2/2A66: BF 14 50 D8 LDA $D85014,X (Item "HP/MP affected", aka power) C2/2A6A: 8D A6 11 STA $11A6 C2/2A6D: BF 0F 50 D8 LDA $D8500F,X (Item's element) C2/2A71: 8D A1 11 STA $11A1 C2/2A74: B0 66 BCS $2ADC C2/2A76: A9 01 LDA #$01 C2/2A78: 1C A2 11 TRB $11A2 (Sets to magical attack) C2/2A7B: BF 1B 50 D8 LDA $D8501B,X (item special action) C2/2A7F: 0A ASL C2/2A80: B0 05 BCS $2A87 (Branch if top bit set, i.e. no action, usually FFh) C2/2A82: 69 90 ADC #$90 C2/2A84: 8D A9 11 STA $11A9 (Else store 90h + (action*2) in special effect) C2/2A87: C2 20 REP #$20 (set 16-bit accumulator) C2/2A89: BF 15 50 D8 LDA $D85015,X (Item conditions 1+2 when used) C2/2A8D: 8D AA 11 STA $11AA C2/2A90: BF 17 50 D8 LDA $D85017,X (Item conditions 3+4 when used) C2/2A94: 8D AC 11 STA $11AC C2/2A97: E2 20 SEP #$20 (Set 8-bit accumulator) C2/2A99: BF 13 50 D8 LDA $D85013,X (Get Item Properties) C2/2A9D: 85 FE STA $FE C2/2A9F: 06 FE ASL $FE (Does it manipulate 1/16th of actual values?) C2/2AA1: 90 05 BCC $2AA8 (If not ^, branch) C2/2AA3: A9 80 LDA #$80 C2/2AA5: 0C A4 11 TSB $11A4 (Set bit to take HP at fraction of spell byte 7) C2/2AA8: 06 FE ASL $FE C2/2AAA: 06 FE ASL $FE C2/2AAC: 90 05 BCC $2AB3 (If item doesn't remove status conditions, branch) C2/2AAE: A9 04 LDA #$04 C2/2AB0: 0C A4 11 TSB $11A4 (Set remove status spell bit) C2/2AB3: 06 FE ASL $FE C2/2AB5: 90 07 BCC $2ABE (Branch if "restore MP" item bit unset) C2/2AB7: A9 80 LDA #$80 C2/2AB9: 0C A3 11 TSB $11A3 (Set spell to concern MP) C2/2ABC: 04 FE TSB $FE (And automatically set "restore HP" in item properties, so MP-related items always try to give MP, not take it) C2/2ABE: 06 FE ASL $FE C2/2AC0: 90 05 BCC $2AC7 (Branch if "restore HP" (or restore MP) bit unset) C2/2AC2: A9 01 LDA #$01 C2/2AC4: 0C A4 11 TSB $11A4 (Set Heal spell bit) C2/2AC7: 06 FE ASL $FE C2/2AC9: 06 FE ASL $FE C2/2ACB: 90 05 BCC $2AD2 (Branch if Item doesn't reverse damage on undead) C2/2ACD: A9 08 LDA #$08 C2/2ACF: 0C A2 11 TSB $11A2 (Sets Cures undead) C2/2AD2: AD AA 11 LDA $11AA C2/2AD5: 10 05 BPL $2ADC (Branch if not death attack) C2/2AD7: A9 0C LDA #$0C C2/2AD9: 0C A2 11 TSB $11A2 (Sets Cures undead and Target only dead allies) C2/2ADC: A3 01 LDA $01,S C2/2ADE: C9 AE CMP #$AE C2/2AE0: D0 07 BNE $2AE9 C2/2AE2: A9 10 LDA #$10 C2/2AE4: 0C AA 11 TSB $11AA (Set Invisible effect to attack) C2/2AE7: 80 09 BRA $2AF2 C2/2AE9: C9 AF CMP #$AF C2/2AEB: D0 05 BNE $2AF2 C2/2AED: A9 04 LDA #$04 C2/2AEF: 0C AB 11 TSB $11AB C2/2AF2: BF 00 50 D8 LDA $D85000,X (Item type) C2/2AF6: 29 07 AND #$07 C2/2AF8: D0 1C BNE $2B16 (If item's not a Tool, branch) C2/2AFA: A9 20 LDA #$20 C2/2AFC: 1C A2 11 TRB $11A2 (Clears ignore defense) C2/2AFF: 1C A4 11 TRB $11A4 (Clears unblockable) C2/2B02: BF 15 50 D8 LDA $D85015,X C2/2B06: 8D A8 11 STA $11A8 (Get and store hitrate) C2/2B09: 7B TDC C2/2B0A: A3 01 LDA $01,S C2/2B0C: 38 SEC C2/2B0D: E9 A3 SBC #$A3 C2/2B0F: 29 07 AND #$07 C2/2B11: 0A ASL C2/2B12: AA TAX C2/2B13: FC 1A 2B JSR ($2B1A,X) C2/2B16: 68 PLA C2/2B17: 28 PLP C2/2B18: FA PLX C2/2B19: 60 RTS Code pointers C2/2B1A: 2A 2B (Noise Blaster) C2/2B1C: 2F 2B (Bio Blaster) C2/2B1E: 2F 2B (Flash) C2/2B20: 30 2B (Chainsaw) C2/2B22: 53 2B (Debilitator) C2/2B24: 4D 2B (Drill) C2/2B26: 57 2B (Air Anchor) C2/2B28: 5D 2B (Autocrossbow) Noiseblaster effect C2/2B2A: A9 20 LDA #$20 C2/2B2C: 8D AB 11 STA $11AB (Set confuse) C2/2B2F: 60 RTS Chainsaw effect C2/2B30: 20 5A 4B JSR $4B5A (0 to 255) C2/2B33: 29 03 AND #$03 C2/2B35: D0 16 BNE $2B4D (75% chance) C2/2B37: A9 08 LDA #$08 C2/2B39: 85 B6 STA $B6 (Animation) C2/2B3B: 9C A6 11 STZ $11A6 (Battle power) C2/2B3E: A9 80 LDA #$80 C2/2B40: 0C AA 11 TSB $11AA (Set death status) C2/2B43: A9 10 LDA #$10 C2/2B45: 8D A4 11 STA $11A4 (Set stamina can block) C2/2B48: A9 02 LDA #$02 C2/2B4A: 0C A2 11 TSB $11A2 (Set miss if death prot.) C2/2B4D: A9 20 LDA #$20 C2/2B4F: 0C A2 11 TSB $11A2 (Set ignore defense) C2/2B52: 60 RTS Debilitator Effect C2/2B53: A9 AC LDA #$AC C2/2B55: 80 02 BRA $2B59 (Set Debilitator effect) Air Anchor effect C2/2B57: A9 AE LDA #$AE (Add Air Anchor effect) C2/2B59: 8D A9 11 STA $11A9 C2/2B5C: 60 RTS Autocrossbow effect C2/2B5D: A9 40 LDA #$40 C2/2B5F: 0C A2 11 TSB $11A2 (Set no split damage) C2/2B62: 60 RTS Multiplies A by 30 C2/2B63: EB XBA C2/2B64: A9 1E LDA #$1E C2/2B66: 4C 81 47 JMP $4781 Magic Damage Calculation: Results: $11B0 = Spell Power * 4 + (Level * Magic Power * Spell Power) / 32 C2/2B69: AD AF 11 LDA $11AF (Level) C2/2B6C: 85 E8 STA $E8 C2/2B6E: C9 01 CMP #$01 C2/2B70: 7B TDC (Clear 16-bit A) C2/2B71: AD A6 11 LDA $11A6 (Spell Power) C2/2B74: C2 20 REP #$20 (Set 16-bit Accumulator) C2/2B76: 90 02 BCC $2B7A (If Level > 0, Spell Power *= 4) C2/2B78: 0A ASL C2/2B79: 0A ASL C2/2B7A: 8D B0 11 STA $11B0 (Maximum Damage) C2/2B7D: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/2B7F: AD AE 11 LDA $11AE (Magic Power) C2/2B82: EB XBA C2/2B83: AD A6 11 LDA $11A6 (Spell Power) C2/2B86: 20 81 47 JSR $4781 (Multiplication Function) C2/2B89: 20 B7 47 JSR $47B7 (Multiplication Function 2) C2/2B8C: A9 04 LDA #$04 C2/2B8E: C2 20 REP #$20 (Set 16-bit Accumulator) C2/2B90: 20 D1 0D JSR $0DD1 (Damage /= 32) C2/2B93: 18 CLC C2/2B94: 6D B0 11 ADC $11B0 (Maximum Damage) C2/2B97: 8D B0 11 STA $11B0 (Maximum Damage) C2/2B9A: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/2B9C: 60 RTS Physical Damage Calculation: Results: $11B0 = Battle Power + (trunc((Level * Level * (Battle Power + Vigor * 2)) / 256)) * 3 / 2 For monsters: $11B0 = Level * Level * (Battle Power * 4 + Vigor) / 256 Vigor = Random number 56 to 63 C2/2B9D: AD A2 11 LDA $11A2 (Check if magic attack) C2/2BA0: 4A LSR C2/2BA1: B0 03 BCS $2BA6 C2/2BA3: 4C 69 2B JMP $2B69 (Magical Damage Calculation) C2/2BA6: 08 PHP C2/2BA7: AD AF 11 LDA $11AF (Level) C2/2BAA: 48 PHA C2/2BAB: 85 E8 STA $E8 C2/2BAD: 7B TDC C2/2BAE: AD A6 11 LDA $11A6 (Battle Power) C2/2BB1: C2 20 REP #$20 (Set 16-bit Accumulator) C2/2BB3: E0 08 CPX #$08 (If monster then Battle Power *= 4) C2/2BB5: 90 02 BCC $2BB9 C2/2BB7: 0A ASL C2/2BB8: 0A ASL C2/2BB9: 48 PHA C2/2BBA: A5 B2 LDA $B2 C2/2BBC: 89 00 40 BIT #$4000 C2/2BBF: D0 0C BNE $2BCD (If Gauntlet is not equipped branch) C2/2BC1: A3 01 LDA $01,S (Battle Power *= 7/4) C2/2BC3: 4A LSR C2/2BC4: 18 CLC C2/2BC5: 63 01 ADC $01,S C2/2BC7: 4A LSR C2/2BC8: 18 CLC C2/2BC9: 63 01 ADC $01,S C2/2BCB: 83 01 STA $01,S C2/2BCD: 68 PLA C2/2BCE: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/2BD0: 6D AE 11 ADC $11AE (Vigor * 2) C2/2BD3: EB XBA C2/2BD4: 69 00 ADC #$00 (Clear High byte of A) C2/2BD6: EB XBA C2/2BD7: 20 B7 47 JSR $47B7 (Multiplication Function 2) C2/2BDA: A5 E8 LDA $E8 C2/2BDC: 85 EA STA $EA C2/2BDE: 68 PLA C2/2BDF: 85 E8 STA $E8 C2/2BE1: C2 20 REP #$20 (Set 16-bit Accumulator) C2/2BE3: A5 E9 LDA $E9 C2/2BE5: EB XBA C2/2BE6: 20 B7 47 JSR $47B7 (Multiplication Function 2) C2/2BE9: 8D B0 11 STA $11B0 (Maximum Damage) C2/2BEC: E0 08 CPX #$08 (If Player then multiple $11B0 by 3/2) C2/2BEE: B0 2F BCS $2C1F (And add Battle Power) C2/2BF0: AD A6 11 LDA $11A6 (Battle Power) C2/2BF3: 29 FF AND #$00FF C2/2BF6: 0A ASL C2/2BF7: 6D B0 11 ADC $11B0 (Maximum Damage) C2/2BFA: 4A LSR C2/2BFB: 18 CLC C2/2BFC: 6D B0 11 ADC $11B0 (Maximum Damage) C2/2BFF: 8D B0 11 STA $11B0 (Maximum Damage) C2/2C02: BD 58 3C LDA $3C58,X C2/2C05: 4A LSR C2/2C06: 90 03 BCC $2C0B (Check for offering) C2/2C08: 4E B0 11 LSR $11B0 (Halves damage) C2/2C0B: 89 08 00 BIT #$0008 C2/2C0E: F0 0F BEQ $2C1F (Check for Genji Glove) C2/2C10: AD B0 11 LDA $11B0 (Maximum Damage) C2/2C13: 4A LSR C2/2C14: 4A LSR C2/2C15: 49 FF FF EOR #$FFFF C2/2C18: 38 SEC C2/2C19: 6D B0 11 ADC $11B0 (Maximum Damage) C2/2C1B: 8D B0 11 STA $11B0 (Subtract 1/4 from Maximum Damage) C2/2C1F: 28 PLP C2/2C20: 60 RTS C2/2C21: DA PHX C2/2C22: AD 17 34 LDA $3417 C2/2C25: 30 01 BMI $2C28 C2/2C27: AA TAX C2/2C28: BD 18 3B LDA $3B18,X (Level) C2/2C2B: 8D AF 11 STA $11AF (Level) C2/2C2E: FA PLX C2/2C2F: 60 RTS C2/2C30: DA PHX C2/2C31: 08 PHP C2/2C32: C2 30 REP #$30 C2/2C34: 99 F9 1F STA $1FF9,Y C2/2C37: 99 A8 33 STA $33A8,Y C2/2C3A: 20 71 2D JSR $2D71 (Read command script) C2/2C3D: 0A ASL C2/2C3E: 0A ASL C2/2C3F: 48 PHA C2/2C40: AA TAX C2/2C41: BF 00 30 CF LDA $CF3000,X C2/2C45: 99 08 33 STA $3308,Y C2/2C48: 68 PLA C2/2C49: 0A ASL C2/2C4A: 48 PHA C2/2C4B: DA PHX C2/2C4C: 5A PHY C2/2C4D: AA TAX C2/2C4E: B9 F9 1F LDA $1FF9,Y C2/2C51: 99 80 33 STA $3380,Y C2/2C54: 7B TDC C2/2C55: A8 TAY C2/2C56: BF 50 C0 CF LDA $CFC050,X C2/2C5A: 99 F8 00 STA $00F8,Y C2/2C5D: E8 INX C2/2C5E: E8 INX C2/2C5F: C8 INY C2/2C60: C8 INY C2/2C61: C0 08 CPY #$08 C2/2C63: 00 90 BRK $90 C2/2C65: F0 A0 BEQ $2C07 C2/2C67: 12 00 ORA ($00) C2/2C69: B9 F9 1F LDA $1FF9,Y C2/2C6C: 30 28 BMI $2C96 C2/2C6E: 5A PHY C2/2C6F: 0A ASL C2/2C70: 0A ASL C2/2C71: 0A ASL C2/2C72: AA TAX C2/2C73: 7B TDC C2/2C74: A8 TAY C2/2C75: B9 F8 00 LDA $00F8,Y C2/2C78: DF 50 C0 CF CMP $CFC050,X C2/2C7C: 18 CLC C2/2C7D: D0 09 BNE $2C88 C2/2C7F: E8 INX C2/2C80: E8 INX C2/2C81: C8 INY C2/2C82: C8 INY C2/2C83: C0 08 CPY #$08 C2/2C85: 00 90 BRK $90 C2/2C87: ED 7A 90 SBC $907A C2/2C8A: 0B PHD C2/2C8B: A3 01 LDA $01,S C2/2C8D: AA TAX C2/2C8E: B9 F9 1F LDA $1FF9,Y C2/2C91: 9D 80 33 STA $3380,X C2/2C94: 80 07 BRA $2C9D C2/2C96: 88 DEY C2/2C97: 88 DEY C2/2C98: C0 08 CPY #$08 C2/2C9A: 00 B0 BRK $B0 C2/2C9C: CC 7A FA CPY $FA7A C2/2C9F: 68 PLA C2/2CA0: 0A ASL C2/2CA1: 0A ASL C2/2CA2: AA TAX C2/2CA3: BF 05 00 CF LDA $CF0005,X (Defense) C2/2CA7: 99 B8 3B STA $3BB8,Y C2/2CAA: BF 0C 00 CF LDA $CF000C,X (XP) C2/2CAE: 99 84 3D STA $3D84,Y C2/2CB1: BF 0E 00 CF LDA $CF000E,X (GP) C2/2CB5: 99 98 3D STA $3D98,Y C2/2CB8: AD 46 3A LDA $3A46 C2/2CBB: 30 27 BMI $2CE4 C2/2CBD: BF 0A 00 CF LDA $CF000A,X (MP) C2/2CC1: 99 08 3C STA $3C08,Y C2/2CC4: 99 30 3C STA $3C30,Y C2/2CC7: BF 08 00 CF LDA $CF0008,X (HP) C2/2CCB: 99 F4 3B STA $3BF4,Y C2/2CCE: 99 1C 3C STA $3C1C,Y C2/2CD1: AD D4 3E LDA $3ED4 (Battle formation) C2/2CD4: C9 CF 01 CMP #$01CF C2/2CD7: D0 0B BNE $2CE4 (Branch if not Doom Gaze's formation) C2/2CD9: 8C FA 33 STY $33FA C2/2CDC: AD BE 3E LDA $3EBE (Doom Gaze's HP) C2/2CDF: F0 03 BEQ $2CE4 C2/2CE1: 99 F4 3B STA $3BF4,Y (Set current HP to Doom Gaze's HP) C2/2CE4: E2 21 SEP #$21 (Set 8-bit Accumulator) C2/2CE6: B9 1D 3C LDA $3C1D,Y (High byte of max HP) C2/2CE9: 4A LSR C2/2CEA: C9 19 CMP #$19 C2/2CEC: 90 02 BCC $2CF0 C2/2CEE: A9 17 LDA #$17 C2/2CF0: 69 10 ADC #$10 C2/2CF2: 99 40 3B STA $3B40,Y (Stamina) C2/2CF5: BF 01 00 CF LDA $CF0001,X C2/2CF9: 99 68 3B STA $3B68,Y (Battle Power) C2/2CFC: BF 1A 00 CF LDA $CF001A,X C2/2D00: 99 A8 3C STA $3CA8,Y (Attack Type?) C2/2D03: BF 03 00 CF LDA $CF0003,X (Evade) C2/2D07: 20 61 28 JSR $2861 C2/2D0A: 99 54 3B STA $3B54,Y (255 - Evade * 2 + 1) C2/2D0D: BF 04 00 CF LDA $CF0004,X (MBlock) C2/2D11: 20 61 28 JSR $2861 C2/2D14: 99 55 3B STA $3B55,Y (255 - MBlock * 2 + 1) C2/2D17: BF 02 00 CF LDA $CF0002,X C2/2D1B: 99 7C 3B STA $3B7C,Y (Hit Rate) C2/2D1E: BF 10 00 CF LDA $CF0010,X C2/2D22: 99 18 3B STA $3B18,Y (Level) C2/2D25: BF 00 00 CF LDA $CF0000,X C2/2D29: 99 19 3B STA $3B19,Y (Speed) C2/2D2C: BF 07 00 CF LDA $CF0007,X (Magic Power) C2/2D30: 20 D6 47 JSR $47D6 (* 1.5) C2/2D33: 99 41 3B STA $3B41,Y (Magic Power) C2/2D36: BF 1E 00 CF LDA $CF001E,X C2/2D3A: 29 82 AND #$82 C2/2D3C: 19 4C 3E ORA $3E4C,Y C2/2D3F: 99 4C 3E STA $3E4C,Y C2/2D42: BF 13 00 CF LDA $CF0013,X C2/2D46: 99 80 3C STA $3C80,Y (Special Byte 2) C2/2D49: 20 C1 2D JSR $2DC1 C2/2D4C: BE A8 33 LDX $33A8,Y C2/2D4F: BF C0 37 CF LDA $CF37C0,X C2/2D53: 99 81 3C STA $3C81,Y C2/2D56: E2 10 SEP #$10 C2/2D58: 20 99 2D JSR $2D99 C2/2D5B: 7B TDC C2/2D5C: 6A ROR C2/2D5D: 04 B1 TSB $B1 C2/2D5F: 20 5A 4B JSR $4B5A (0 to 255) C2/2D62: 29 07 AND #$07 (0 to 7) C2/2D64: 18 CLC C2/2D65: 69 38 ADC #$38 (56 to 63) C2/2D67: 99 2C 3B STA $3B2C,Y (Sets monster's Vigor stat) C2/2D6A: BB TYX C2/2D6B: 20 50 26 JSR $2650 C2/2D6E: 28 PLP C2/2D6F: FA PLX C2/2D70: 60 RTS Read command script at start of combat A = Monster number C2/2D71: DA PHX C2/2D72: 48 PHA C2/2D73: 08 PHP C2/2D74: C2 20 REP #$20 C2/2D76: 0A ASL C2/2D77: AA TAX C2/2D78: BF 00 84 CF LDA $CF8400,X (Monster command script pointers) C2/2D7C: 99 54 32 STA $3254,Y (Index into command script) C2/2D7F: AA TAX C2/2D80: E2 20 SEP #$20 C2/2D82: 20 43 1A JSR $1A43 C2/2D85: 1A INC C2/2D86: D0 FA BNE $2D82 C2/2D88: BF 00 87 CF LDA $CF8700,X (Monster command scripts) C2/2D8C: 1A INC C2/2D8D: F0 06 BEQ $2D95 C2/2D8F: C2 20 REP #$20 (Set 16-bit Accumulator) C2/2D91: 8A TXA C2/2D92: 99 68 32 STA $3268,Y (Index into command script for counter) C2/2D95: 28 PLP C2/2D96: 68 PLA C2/2D97: FA PLX C2/2D98: 60 RTS C2/2D99: DA PHX C2/2D9A: BB TYX C2/2D9B: 20 A0 2D JSR $2DA0 C2/2D9E: FA PLX C2/2D9F: 60 RTS C2/2DA0: 18 CLC C2/2DA1: BD 80 3C LDA $3C80,X C2/2DA4: 89 02 BIT #$02 C2/2DA6: F0 18 BEQ $2DC0 (Exit if not "Atk First") C2/2DA8: BD A0 3A LDA $3AA0,X C2/2DAB: 89 01 BIT #$01 C2/2DAD: F0 11 BEQ $2DC0 C2/2DAF: 09 08 ORA #$08 C2/2DB1: 9D A0 3A STA $3AA0,X C2/2DB4: 9E 19 32 STZ $3219,X C2/2DB7: A9 FF LDA #$FF C2/2DB9: 9D B5 3A STA $3AB5,X C2/2DBC: 20 66 4E JSR $4E66 C2/2DBF: 38 SEC C2/2DC0: 60 RTS C2/2DC1: 08 PHP C2/2DC2: BF 1F 00 CF LDA $CF001F,X (Special attack) C2/2DC6: 99 2D 32 STA $322D,Y C2/2DC9: BF 19 00 CF LDA $CF0019,X C2/2DCD: 19 E0 3B ORA $3BE0,Y C2/2DD0: 99 E0 3B STA $3BE0,Y C2/2DD3: BF 16 00 CF LDA $CF0016,X (blocked status byte 3) C2/2DD7: 49 FF EOR #$FF (invert it) C2/2DD9: 39 30 33 AND $3330,Y C2/2DDC: 99 30 33 STA $3330,Y C2/2DDF: A9 FF LDA #$FF C2/2DE1: 39 31 33 AND $3331,Y C2/2DE4: 99 31 33 STA $3331,Y C2/2DE7: C2 20 REP #$20 (Set 16-bit Accumulator) C2/2DE9: BF 1B 00 CF LDA $CF001B,X (monster status bytes 1-2) C2/2DED: 99 D4 3D STA $3DD4,Y (copy into "status to set" bytes) C2/2DF0: BF 1D 00 CF LDA $CF001D,X (get monster status bytes 3-4) C2/2DF4: 48 PHA C2/2DF5: 29 01 00 AND #$0001 C2/2DF8: 4A LSR C2/2DF9: 6A ROR C2/2DFA: 03 01 ORA $01,S (this moves B3,b0 into B4,b7 position) C2/2DFC: 29 FE 84 AND #$84FE (filter out character stats like dog and rage) C2/2DFF: 99 E8 3D STA $3DE8,Y (put in "status to set") C2/2E02: 68 PLA C2/2E03: EB XBA (now swap enemy status bytes 3<->4 within A) C2/2E04: 4A LSR C2/2E05: 90 09 BCC $2E10 (if byte4, bit 1 (aka "Rage") had not been set, branch) C2/2E07: B9 58 3C LDA $3C58,Y C2/2E0A: 09 40 00 ORA #$0040 C2/2E0D: 99 58 3C STA $3C58,Y C2/2E10: BF 1C 00 CF LDA $CF001C,X (monster status bytes 2-3) C2/2E14: 19 6C 3C ORA $3C6C,Y (this makes a copy of ^, used in procs like c2/2675) C2/2E17: 99 6C 3C STA $3C6C,Y C2/2E1A: BF 14 00 CF LDA $CF0014,X (blocked status bytes 1-2) C2/2E1E: 49 FF EOR #$FFFF (invert 'em) C2/2E20: 39 1C 33 AND $331C,Y C2/2E24: 99 1C 33 STA $331C,Y C2/2E27: BF 17 00 CF LDA $CF0017,X C2/2E2B: 19 CC 3B ORA $3BCC,Y C2/2E2E: 99 CC 3B STA $3BCC,Y C2/2E31: BF 11 00 CF LDA $CF0011,X C2/2E35: 99 94 3C STA $3C94,Y C2/2E38: 28 PLP C2/2E39: 60 RTS Determine if back, pincer, or side attack C2/2E3A: AD 6D 3A LDA $3A6D C2/2E3D: 4A LSR C2/2E3E: 4A LSR C2/2E3F: AD 48 2F LDA $2F48 C2/2E42: 90 0C BCC $2E50 (Branch if no back guard equipped) C2/2E44: 89 B0 BIT #$B0 C2/2E46: F0 02 BEQ $2E4A (Branch if only back attacks allowed) C2/2E48: 29 B0 AND #$B0 (Disable back attacks) C2/2E4A: 89 D0 BIT #$D0 C2/2E4C: F0 02 BEQ $2E50 (Branch if only pincer attacks allowed) C2/2E4E: 29 D0 AND #$D0 (Disable pincer attacks) C2/2E50: 48 PHA C2/2E51: AD 76 3A LDA $3A76 (Number of characters in party) C2/2E54: C9 03 CMP #$03 C2/2E56: 68 PLA C2/2E57: B0 06 BCS $2E5F (Branch if 3 more in party) C2/2E59: 89 70 BIT #$70 C2/2E5B: F0 02 BEQ $2E5F (Branch if only side attacks allowed) C2/2E5D: 29 70 AND #$70 (Disable side attacks) C2/2E5F: A2 10 LDX #$10 C2/2E61: 20 47 52 JSR $5247 C2/2E64: 8E 1F 20 STX $201F C2/2E67: 60 RTS C2/2E68: AE 1F 20 LDX $201F C2/2E6B: E0 00 CPX #$00 C2/2E6D: F0 05 BEQ $2E74 (Branch if not back, pincer, or side attack) C2/2E6F: A9 01 LDA #$01 C2/2E71: 1C E4 11 TRB $11E4 C2/2E74: 8A TXA C2/2E75: 0A ASL C2/2E76: AA TAX C2/2E77: FC 93 2E JSR ($2E93,X) (Change rows for pincer and back, see if preemptive attack) C2/2E7A: A2 06 LDX #$06 C2/2E7C: DA PHX C2/2E7D: BD A1 3A LDA $3AA1,X C2/2E80: 29 20 AND #$20 (Check row) C2/2E82: 48 PHA C2/2E83: 8A TXA C2/2E84: 0A ASL C2/2E85: 0A ASL C2/2E86: 0A ASL C2/2E87: 0A ASL C2/2E88: AA TAX C2/2E89: 68 PLA C2/2E8A: 9D C5 2E STA $2EC5,X C2/2E8D: FA PLX C2/2E8E: CA DEX C2/2E8F: CA DEX C2/2E90: 10 EA BPL $2E7C C2/2E92: 60 RTS (Code Pointers) C2/2E93: 9B 2E (Normal attack) C2/2E95: CE 2E (Back attack) C2/2E97: C1 2E (Pincer attack) C2/2E99: 9B 2E (Side attack) (Determines if a battle is a preemptive attack) (Preemptive attack chance = 1 in 8 for normal attacks, 7 in 32 for side attacks) (Gale Hairpin doubles chance) C2/2E9B: A5 B1 LDA $B1 C2/2E9D: 30 21 BMI $2EC0 (Exit function if bit 7 of $B1 is set) C2/2E9F: AD 4B 2F LDA $2F4B C2/2EA2: 89 04 BIT #$04 C2/2EA4: D0 1A BNE $2EC0 (Exit function if bit 2 of $2F4B is set) C2/2EA6: 8A TXA C2/2EA7: 0A ASL C2/2EA8: 0A ASL C2/2EA9: 09 20 ORA #$20 C2/2EAB: 85 EE STA $EE ($EE = $201F * 8 + #$20) C2/2EAD: AD 6D 3A LDA $3A6D C2/2EB0: 4A LSR C2/2EB1: 90 02 BCC $2EB5 (Branch if no gale hairpin equipped) C2/2EB3: 06 EE ASL $EE (Double chance of preemptive attack) C2/2EB5: 20 5A 4B JSR $4B5A (0 to 255) C2/2EB8: C5 EE CMP $EE ($EE = chance to do preemptive attack) C2/2EBA: B0 04 BCS $2EC0 (Branch if random number >= $EE) C2/2EBC: A9 40 LDA #$40 C2/2EBE: 04 B0 TSB $B0 (Set preemptive attack) C2/2EC0: 60 RTS (Sets all characters to front row for pincer attacks) C2/2EC1: A2 06 LDX #$06 C2/2EC3: A9 DF LDA #$DF C2/2EC5: 20 43 0A JSR $0A43 (Sets character X to front row) C2/2EC8: CA DEX C2/2EC9: CA DEX C2/2ECA: 10 F7 BPL $2EC3 C2/2ECC: 80 0E BRA $2EDC (Switches character's row placement for back attacks) C2/2ECE: A2 06 LDX #$06 C2/2ED0: BD A1 3A LDA $3AA1,X C2/2ED3: 49 20 EOR #$20 C2/2ED5: 9D A1 3A STA $3AA1,X (Toggle Row) C2/2ED8: CA DEX C2/2ED9: CA DEX C2/2EDA: 10 F4 BPL $2ED0 C2/2EDC: A9 20 LDA #$20 C2/2EDE: 04 B1 TSB $B1 C2/2EE0: 60 RTS C2/2EE1: 08 PHP C2/2EE2: C2 10 REP #$10 C2/2EE4: AD 45 3F LDA $3F45 C2/2EE7: A2 0A LDX #$0A C2/2EE9: 00 0A BRK $0A C2/2EEB: 0A ASL C2/2EEC: 9E A8 3A STZ $3AA8,X C2/2EEF: 0A ASL C2/2EF0: 3E A8 3A ROL $3AA8,X C2/2EF3: CA DEX C2/2EF4: CA DEX C2/2EF5: 10 F5 BPL $2EEC C2/2EF7: AD 52 3F LDA $3F52 C2/2EFA: 0A ASL C2/2EFB: 0A ASL C2/2EFC: 85 EE STA $EE C2/2EFE: A2 05 LDX #$05 C2/2F00: 00 A0 BRK $A0 C2/2F02: 12 00 ORA ($00) C2/2F04: 7B TDC C2/2F05: 0E 73 3A ASL $3A73 C2/2F08: 06 EE ASL $EE C2/2F0A: 2A ROL C2/2F0B: EB XBA C2/2F0C: AD 97 3A LDA $3A97 C2/2F0F: 0A ASL C2/2F10: BD 46 3F LDA $3F46,X C2/2F13: 90 05 BCC $2F1A C2/2F15: AD 06 02 LDA $0206 C2/2F18: 80 04 BRA $2F1E C2/2F1A: C9 FF CMP #$FF C2/2F1C: D0 04 BNE $2F22 C2/2F1E: EB XBA C2/2F1F: D0 07 BNE $2F28 C2/2F21: EB XBA C2/2F22: 20 30 2C JSR $2C30 C2/2F25: EE 73 3A INC $3A73 C2/2F28: 88 DEY C2/2F29: 88 DEY C2/2F2A: CA DEX C2/2F2B: 10 D7 BPL $2F04 C2/2F2D: 28 PLP C2/2F2E: 60 RTS C2/2F2F: 08 PHP C2/2F30: C2 10 REP #$10 (Set 16-bit X & Y) C2/2F32: 64 FC STZ $FC C2/2F34: 64 B8 STZ $B8 C2/2F36: AD E0 3E LDA $3EE0 C2/2F39: D0 3A BNE $2F75 C2/2F3B: A2 00 00 LDX #$0000 C2/2F3E: A9 FF 9D LDA $9DFF C2/2F41: D9 3E DD CMP $DD3E,Y C2/2F43: DD D8 3E CMP $3ED8,X C2/2F46: D0 24 BNE $2F6C C2/2F48: A0 00 00 LDY #$0000 C2/2F4B: B9 05 02 LDA $0205,Y C2/2F4E: C9 FF CMP #$FF C2/2F50: F0 14 BEQ $2F66 C2/2F52: EB XBA C2/2F53: A9 FF LDA #$FF C2/2F55: 99 05 02 STA $0205,Y C2/2F58: A9 25 LDA #$25 C2/2F5A: 20 81 47 JSR $4781 C2/2F5D: A8 TAY C2/2F5E: B9 00 16 LDA $1600,Y C2/2F61: 9D D8 3E STA $3ED8,X C2/2F64: 80 06 BRA $2F6C C2/2F66: C8 INY C2/2F67: C0 0C 00 CPY #$000C C2/2F6A: 90 DF BNE ??? C2/2F6C: E8 INX C2/2F6D: E8 INX C2/2F70: E0 08 00 CPX #$0008 C2/2F70: 90 CB BCC ??? C2/2F73: 80 64 BRA $2FD9 C2/2F75: AE D4 3E LDX $3ED4 (Battle formation) C2/2F78: E0 3E 02 CPX #$023E (Compare with Shadow at colloseum formation) C2/2F7B: 90 0F BCC $2F8C (Branch if not a collosuem formation) C2/2F7D: AD 08 02 LDA $0208 C2/2F80: 8D D8 3E STA $3ED8 C2/2F83: A9 01 LDA #$01 C2/2F85: 04 B8 TSB $B8 C2/2F87: CE 97 3A DEC $3A97 C2/2F8A: 80 4D BRA $2FD9 C2/2F8C: A0 0F 00 LDY #$000F C2/2F8F: B9 50 18 LDA $1850,Y C2/2F92: 85 FE STA $FE C2/2F94: 29 07 AND #$07 C2/2F96: CD 6D 1A CMP $1A6D C2/2F99: D0 12 BNE $2FAD C2/2F9B: 5A PHY C2/2F9C: E6 FC INC $FC C2/2F9E: 7B TDC C2/2F9F: A5 FE LDA $FE C2/2FA1: 29 18 AND #$18 C2/2FA3: 4A LSR C2/2FA4: 4A LSR C2/2FA5: AA TAX C2/2FA6: 20 DC 30 JSR $30DC C2/2FA9: 9D D8 3E STA $3ED8,X C2/2FAC: 7A PLY C2/2FAD: 88 DEY C2/2FAE: 10 DF BPL $2F8F C2/2FB0: AD DF 1E LDA $1EDF C2/2FB3: 89 08 BIT #$08 C2/2FB5: D0 0C BNE $2FC3 C2/2FB7: AD 4B 3F LDA $3F4B C2/2FBA: 1A INC C2/2FBB: D0 06 BNE $2FC3 C2/2FBD: A5 FC LDA $FC C2/2FBF: C9 04 CMP #$04 C2/2FC1: 90 05 BCC $2FC8 C2/2FC3: A9 01 LDA #$01 C2/2FC5: 1C E4 11 TRB $11E4 C2/2FC8: A9 01 LDA #$01 C2/2FCA: 2C E4 11 BIT $11E4 C2/2FCD: F0 0A BEQ $2FD9 C2/2FCF: A9 0A LDA #$0A C2/2FD1: 8D 4A 2F STA $2F4A C2/2FD4: A9 80 LDA #$80 C2/2FD6: 0C 49 2F TSB $2F49 C2/2FD9: AD 49 2F LDA $2F49 C2/2FDC: 10 6C BPL $304A C2/2FDE: AD 4A 2F LDA $2F4A C2/2FE1: EB XBA C2/2FE2: A9 18 LDA #$18 C2/2FE4: 20 81 47 JSR $4781 C2/2FE7: AA TAX C2/2FE8: BF 00 FD D0 LDA $D0FD00,X C2/2FEC: 10 0C BPL $2FFA C2/2FEE: A0 06 00 LDY #$0006 C2/2FF1: A9 LDA #$FF C2/2FF3: 99 D8 3E STA $3ED8,Y C2/2FF6: 88 DEY C2/2FF7: 88 DEY C2/2FF8: 10 F7 BPL $2FF1 C2/2FFA: A0 04 00 LDY #$0004 C2/2FFD: 5A PHY C2/2FFE: BF 04 FD D0 LDA $D0FD04,X C2/3002: C9 FF CMP #$FF C2/3004: F0 3B BEQ $3041 C2/3006: 29 3F AND #$3F C2/3008: A0 06 00 LDY #$0006 C2/300B: D9 D8 3E CMP $3ED8,Y (Which character it is) C2/300E: F0 13 BEQ ???? C2/3010: 88 DEY C2/3011: 88 DEY C2/3012: 10 F7 BPL $300B C2/3014: C8 INY C2/3015: C8 INY C2/3016: B9 D8 3E LDA $3ED8,Y C2/3019: 1A INC C2/301A: F0 07 BEQ $3023 C2/301C: C0 06 CPY #$0006 C2/301F: 90 F3 BCC ??? C2/3021: 80 1E BRA ??? C2/3023: B9 18 30 LDA $3018,Y C2/3026: 04 B8 TSB $B8 C2/3028: C2 20 REP #$20 C2/302A: BF 04 FD D0 LDA $D0FD04,X C2/302E: 99 D8 3E STA $3ED8,Y C2/3031: E2 20 SEP #$20 C2/3033: A9 01 LDA #$01 C2/3035: EB XBA C2/3036: BF 06 FD D0 LDA $D0FD06,X C2/303A: C9 FF CMP #$FF C2/303C: F0 03 BEQ $3041 C2/303E: 20 71 2D JSR $2D71 C2/3041: 7A PLY C2/3042: E8 INX C2/3043: E8 INX C2/3044: E8 INX C2/3045: E8 INX C2/3046: E8 INX C2/3047: 88 DEY C2/3048: D0 B3 BNE $2FFD C2/304A: A2 06 00 LDX #$0006 C2/304D: BD D8 3E LDX $3ED8,X C2/3050: C9 FF CMP #FF C2/3052: F0 7F BEQ $30D3 (Branch If monster) C2/3054: 0A ASL C2/3055: B0 03 BCS $305A C2/3057: FE A0 3A INC $3AA0,X C2/305A: 0A ASL C2/305B: 90 08 BCC $3065 C2/305D: 48 PHA C2/305E: BD 18 30 LDA $3018,X C2/3061: 0C 40 3A TSB $3A40 C2/3064: 68 PLA C2/3065: 4A LSR C2/3066: 4A LSR C2/3067: 9D D8 3E STA $3ED8,X C2/306A: A0 0F LDY #$0F C2/306C: 00 5A BRK $5A C2/306E: 48 PHA C2/306F: B9 50 18 LDA $1850,Y C2/3072: 29 20 AND #$20 C2/3074: 85 FE STA $FE C2/3076: 20 DC 30 JSR $30DC C2/3079: C3 01 CMP $01,S C2/307B: D0 51 BNE $30CE C2/307D: DA PHX C2/307E: 48 PHA C2/307F: A5 FE LDA $FE C2/3081: 9D A1 3A STA $3AA1,X C2/3084: BD D9 3E LDA $3ED9,X C2/3087: 48 PHA C2/3088: A3 06 LDA $06,S C2/308A: 9D D9 3E STA $3ED9,X C2/308D: 7B TDC C2/308E: 8A TXA C2/308F: 0A ASL C2/3090: 0A ASL C2/3091: 0A ASL C2/3092: 0A ASL C2/3093: AA TAX C2/3094: 68 PLA C2/3095: C9 FF CMP #$FF C2/3097: D0 03 BNE $309C C2/3099: B9 01 16 LDA $1601,Y C2/309C: 9D AE 2E STA $2EAE,X C2/309F: 7B TDC C2/30A0: 68 PLA C2/30A1: 9D C6 2E STA $2EC6,X C2/30A4: C9 0E CMP #$0E C2/30A6: C2 20 REP #$20 C2/30A8: 48 PHA C2/30A9: B9 02 16 LDA $1602,Y C2/30AC: 9D AF 2E STA $2EAF,X C2/30AF: B9 04 16 LDA $1604,Y C2/30B2: 9D B1 2E STA $2EB1,X C2/30B5: B9 06 16 LDA $1606,Y C2/30B8: 9D B3 2E STA $2EB3,X C2/30BB: FA PLX C2/30BC: B0 06 BCS $30C4 C2/30BE: 7B TDC C2/30BF: 38 SEC C2/30C0: 2A ROL C2/30C1: CA DEX C2/30C2: 10 FC BPL $30C0 C2/30C4: FA PLX C2/30C5: 9D 20 3A STA $3A20,X C2/30C8: 98 TYA C2/30C9: 9D 10 30 STA $3010,X C2/30CC: E2 20 SEP #$20 C2/30CE: 68 PLA C2/30CF: 7A PLY C2/30D0: 88 DEY C2/30D1: 10 9A BPL $306D C2/30D3: CA DEX C2/30D4: CA DEX C2/30D5: 30 03 BMI $30DA C2/30D7: 4C 4D 30 JMP $304D C2/30DA: 28 PLP C2/30DB: 60 RTS C2/30DC: 98 TYA C2/30DD: EB XBA C2/30DE: A9 25 LDA #$25 C2/30E0: 20 81 47 JSR $4781 C2/30E3: A8 TAY C2/30E4: B9 00 16 LDA $1600,Y C2/30E7: 60 RTS Loads battle formation data C2/30E8: 08 PHP C2/30E9: C2 30 REP #$30 (Set 16-bit A, X, & Y) C2/30EB: AD B9 3E LDA $3EB9 C2/30EE: 85 EE STA $EE C2/30F0: A2 1C 00 LDX #$001C C2/30F3: A5 EE LDA $EE C2/30F5: 10 10 BPL $3107 C2/30F7: BF 80 37 CF LDA $CF3780,X C2/30FB: CD E0 11 CMP $11E0 C2/30FE: D0 07 BNE $3107 (If Battle formation is not 1C4 (SrBehemoth)) C2/3100: BF 82 37 CF LDA $CF3782,X C2/3104: 8D E0 11 STA $11E0 (Change Battle formation to 1A8 (SrBehemoth undead)) C2/3107: 06 EE ASL $EE C2/3109: CA DEX C2/310A: CA DEX C2/310B: CA DEX C2/310C: CA DEX C2/310D: 10 E4 BPL $30F3 C2/310F: A9 00 80 LDA #$8000 C2/3112: 1C E0 11 TRB $11E0 (Clear highest bit of battle formation) C2/3115: F0 10 BEQ $3127 (Branch if not rand w/ next 3) C2/3117: E2 30 SEP #$30 C2/3119: 7B TDC C2/311A: 20 5A 4B JSR $4B5A (0 to 255) C2/311D: 29 03 AND #$03 (0 to 3) C2/311F: C2 31 REP #$31 C2/3121: 6D E0 11 ADC $11E0 C2/3124: 8D E0 11 STA $11E0 (Add 0 to 3 to battle formation) C2/3127: AD D4 3E LDA $3ED4 C2/312A: 0A ASL C2/312B: AD E0 11 LDA $11E0 (Battle formation) C2/312E: 90 03 BCC $3133 (If highest bit of Battle formation not set) C2/3130: 8D D4 3E STA $3ED4 C2/3133: 0A ASL C2/3134: 0A ASL C2/3135: AA TAX C2/3136: BF 02 59 CF LDA $CF5902,X C2/313A: 8D 4A 2F STA $2F4A C2/313D: BF 00 59 CF LDA $CF5900,X C2/3141: 49 F0 00 EOR #$00F0 C2/3143: 8D 48 2F STA $2F48 C2/3147: AD E0 11 LDA $11E0 C2/314A: 0A ASL C2/314B: 0A ASL C2/314C: 0A ASL C2/314D: 0A ASL C2/314E: 38 SEC C2/314F: ED E0 11 SBC $11E0 (A = Monster formation * 15) C2/3152: AA TAX C2/3153: 7B TDC C2/3154: A8 TAY C2/3155: BF 00 62 CF LDA $CF6200,X (Load Battle formation data) C2/3159: 99 44 3F STA $3F44,Y C2/315C: E8 INX C2/315D: E8 INX C2/315E: C8 INY C2/315F: C8 INY C2/3160: C0 10 00 CPY #$0010 C2/3163: 90 F0 BCC $3155 C2/3165: 28 PLP C2/3166: 60 RTS C2/3167: A9 80 LDA #$80 C2/3169: 14 B3 TRB $B3 (Set ignore vanish) C2/316B: A9 0C LDA #$0C C2/316D: 04 BA TSB $BA (Sets target only dead allies, and something else)? C2/316F: 9C 1B 34 STZ $341B C2/3172: C2 20 REP #$20 C2/3174: BD 18 30 LDA $3018,X C2/3177: 85 B8 STA $B8 (Sets attacker as target) C2/3179: E2 20 SEP #$20 Combat Action Function C2/317B: DA PHX C2/317C: A5 BD LDA $BD C2/317E: 85 BC STA $BC (Damage increment) C2/3180: A9 FF LDA #$FF C2/3182: 8D 82 3A STA $3A82 C2/3185: 8D 83 3A STA $3A83 C2/3188: AD 00 34 LDA $3400 C2/318B: 1A INC C2/318C: D0 25 BNE $31B3 (If Spell != Nothing) C2/318E: AD 13 34 LDA $3413 C2/3191: 30 20 BMI $31B3 C2/3193: 85 B5 STA $B5 C2/3195: 20 D3 26 JSR $26D3 C2/3198: AD 70 3A LDA $3A70 C2/319B: 1A INC C2/319C: 4A LSR C2/319D: 20 9F 29 JSR $299F (Sniper, Offering, and more) C2/31A0: AD A6 11 LDA $11A6 C2/31A3: D0 03 BNE $31A8 (Branch if spell power not 0) C2/31A5: 4C 75 32 JMP $3275 C2/31A8: A5 B5 LDA $B5 C2/31AA: C9 06 CMP #$06 C2/31AC: D0 05 BNE $31B3 (Branch if not capture) C2/31AE: A9 A4 LDA #$A4 (Causes attack to also steal) C2/31B0: 8D A9 11 STA $11A9 C2/31B3: 20 EB 37 JSR $37EB C2/31B6: A9 20 LDA #$20 C2/31B8: 14 B2 TRB $B2 C2/31BA: F0 05 BEQ $31C1 C2/31BC: 2C A3 11 BIT $11A3 C2/31BF: D0 04 BNE $31C5 (Branch if Retarget if target dead) C2/31C1: A9 04 LDA #$04 C2/31C3: 04 BA TSB $BA C2/31C5: A5 B8 LDA $B8 C2/31C7: 05 B9 ORA $B9 C2/31C9: D0 08 BNE $31D3 C2/31CB: A9 04 LDA #$04 C2/31CD: 24 B3 BIT $B3 C2/31CF: F0 02 BEQ $31D3 C2/31D1: 14 BA TRB $BA C2/31D3: AD 15 34 LDA $3415 C2/31D6: 30 04 BMI $31DC (Branch if bit 7 of $3415 is set) C2/31D8: A9 40 LDA #$40 C2/31DA: 04 BA TSB $BA (Set randomize targets) C2/31DC: A5 B3 LDA $B3 C2/31DE: 4A LSR C2/31DF: B0 08 BCS $31E9 C2/31E1: A9 04 LDA #$04 C2/31E3: 04 BA TSB $BA C2/31E5: 64 B8 STZ $B8 C2/31E7: 64 B9 STZ $B9 C2/31E9: 20 66 36 JSR $3666 C2/31EC: AD 17 34 LDA $3417 C2/31EF: 30 01 BMI $31F2 C2/31F1: AA TAX C2/31F2: AD 7C 3A LDA $3A7C C2/31F5: C9 1E CMP #$1E C2/31F7: D0 08 BNE $3201 C2/31F9: 64 B8 STZ $B8 C2/31FB: 64 B9 STZ $B9 C2/31FD: A9 04 LDA #$04 C2/31FF: 85 BA STA $BA C2/3201: AD A5 11 LDA $11A5 C2/3204: F0 1F BEQ $3225 (If 0 MP cost) C2/3206: BD E5 3E LDA $3EE5,X C2/3209: 89 08 BIT #$08 C2/320B: D0 0E BNE $321B (Branch if Mute) C2/320D: BD E4 3E LDA $3EE4,X C2/3210: 89 20 BIT #$20 (Check for Imp status) C2/3212: F0 11 BEQ $3225 (Branch if not ^) C2/3214: AD 10 34 LDA $3410 C2/3217: C9 23 CMP #$23 C2/3219: F0 0A BEQ $3225 (Branch if $3410 != #$23) C2/321B: 8A TXA C2/321C: 4A LSR C2/321D: EB XBA C2/321E: A9 0E LDA #$0E C2/3220: 20 BF 62 JSR $62BF C2/3223: 80 50 BRA $3275 C2/3225: 20 2B 35 JSR $352B C2/3228: 20 38 38 JSR $3838 (Check Air Anchor action death) C2/322B: 20 9D 2B JSR $2B9D (Damage Calculation) C2/322E: 20 4A 0D JSR $0D4A (Atlas Armlet / Earring) C2/3231: C2 20 REP #$20 C2/3233: 20 92 32 JSR $3292 C2/3236: AD A2 11 LDA $11A2 C2/3239: 4A LSR C2/323A: B0 07 BCS $3243 (Skip JSR to $3483 if physical attack) C2/323C: A5 A6 LDA $A6 C2/323E: F0 03 BEQ $3243 (Skip JSR to $3483 if $A6 = 0) C2/3240: 20 83 34 JSR $3483 C2/3243: AD 30 3A LDA $3A30 C2/3246: 85 B8 STA $B8 C2/3248: E2 20 SEP #$20 C2/324A: 20 91 43 JSR $4391 C2/324D: 20 3E 36 JSR $363E C2/3250: AD 01 34 LDA $3401 C2/3253: C9 FF CMP #$FF C2/3255: F0 0B BEQ $3262 C2/3257: EB XBA C2/3258: A9 02 LDA #$02 C2/325A: 20 BF 62 JSR $62BF C2/325D: A9 FF LDA #$FF C2/325F: 8D 01 34 STA $3401 C2/3262: AD A7 11 LDA $11A7 C2/3265: 89 02 BIT #$02 C2/3267: F0 0C BEQ $3275 C2/3269: E0 08 CPX #$08 C2/326B: 90 08 BCC $3275 C2/326D: A5 B6 LDA $B6 C2/326F: EB XBA C2/3270: A9 02 LDA #$02 C2/3272: 20 BF 62 JSR $62BF C2/3275: A9 FF LDA #$FF C2/3277: 8D 14 34 STA $3414 C2/327A: 8D 15 34 STA $3415 C2/327D: 8D 1C 34 STA $341C C2/3280: AD 83 3A LDA $3A83 C2/3283: 30 03 BMI $3288 C2/3285: 8D 16 34 STA $3416 C2/3288: FA PLX C2/3289: CE 70 3A DEC $3A70 C2/328C: 30 03 BMI $3291 C2/328E: F4 7A 31 PEA $317A C2/3291: 60 RTS C2/3292: 9C 5A 3A STZ $3A5A C2/3295: 9C 54 3A STZ $3A54 C2/3298: 20 00 64 JSR $6400 (Sets $A0 to $AF to 0) C2/329B: 20 7E 58 JSR $587E C2/329E: DA PHX C2/329F: A5 B8 LDA $B8 C2/32A1: 20 0E 52 JSR $520E (Number of bits set in A) C2/32A4: 8E C9 3E STX $3EC9 (# of targets) C2/32A7: FA PLX C2/32A8: 20 3B 12 JSR $123B (True Knight and Love Token) C2/32AB: 20 C2 57 JSR $57C2 C2/32AE: 20 65 38 JSR $3865 C2/32B1: AD 4C 3A LDA $3A4C C2/32B4: F0 36 BEQ $32EC C2/32B6: 38 SEC C2/32B7: BD 08 3C LDA $3C08,X C2/32BA: ED 4C 3A SBC $3A4C C2/32BD: 9C 4C 3A STZ $3A4C C2/32C0: B0 1E BCS $32E0 C2/32C2: E0 08 CPX #$08 C2/32C4: 90 04 BCC $32CA C2/32C6: A0 12 LDY #$12 C2/32C8: 84 B5 STY $B5 C2/32CA: 20 AD 35 JSR $35AD C2/32CD: 64 A2 STZ $A2 C2/32CF: 64 A4 STZ $A4 C2/32D1: A9 02 LDA #$02 C2/32D3: 00 1C BRK $1C C2/32D5: A7 11 LDA [$11] C2/32D7: A9 02 LDA #$02 C2/32D9: 28 PLP C2/32DA: 20 9B 62 JSR $629B C2/32DD: 4C DB 63 JMP $63DB C2/32E0: 9D 08 3C STA $3C08,X C2/32E3: A9 80 LDA #$80 C2/32E5: 00 1D BRK $1D C2/32E7: 04 32 TSB $32 C2/32E9: 9D 04 32 STA $3204,X C2/32EC: E2 20 SEP #$20 C2/32EE: AD 12 34 LDA $3412 C2/32F1: C9 06 CMP #$06 C2/32F3: D0 5A BNE $334F C2/32F5: DA PHX C2/32F6: A9 02 LDA #$02 C2/32F8: 04 B2 TSB $B2 (Set no critical & ignore True Knight) C2/32FA: 4A LSR C2/32FB: 04 A0 TSB $A0 C2/32FD: BD 81 3C LDA $3C81,X C2/3300: 85 B7 STA $B7 C2/3302: BD 2D 32 LDA $322D,X C2/3305: 48 PHA C2/3306: 0A ASL C2/3307: 10 08 BPL $3311 C2/3309: 9C A6 11 STZ $11A6 C2/330C: A9 01 LDA #$01 C2/330E: 0C A7 11 TSB $11A7 C2/3311: 90 05 BCC $3318 C2/3313: A9 20 LDA #$20 C2/3315: 0C A4 11 TSB $11A4 (Set can't be dodged) C2/3318: 68 PLA C2/3319: 29 3F AND #$3F C2/331B: C9 30 CMP #$30 C2/331D: 90 1A BCC $3339 C2/331F: C9 32 CMP #$32 C2/3321: B0 0F BCS $3332 C2/3323: 4A LSR C2/3324: A9 02 LDA #$02 C2/3326: 0C A4 11 TSB $11A4 C2/3329: 90 23 BCC $334E C2/332B: A9 80 LDA #$80 C2/332D: 0C A3 11 TSB $11A3 (Set to Concern MP) C2/3330: 80 1C BRA $334E C2/3332: A9 04 LDA #$04 C2/3334: 0C A4 11 TSB $11A4 C2/3337: A9 17 LDA #$17 C2/3339: C9 20 CMP #$20 C2/333B: 90 08 BCC $3345 C2/333D: E9 20 SBC #$20 C2/333F: 65 BC ADC $BC C2/3341: 85 BC STA $BC C2/3343: 80 09 BRA $334E C2/3345: 20 17 52 JSR $5217 C2/3348: 1D AA 11 ORA $11AA,X C2/334B: 9D AA 11 STA $11AA,X C2/334E: FA PLX C2/334F: A9 40 LDA #$40 C2/3351: 04 B2 TSB $B2 C2/3353: D0 0F BNE $3364 C2/3355: A9 25 LDA #$25 C2/3357: EB XBA C2/3358: A9 06 LDA #$06 C2/335A: 20 BF 62 JSR $62BF C2/335D: 20 DB 63 JSR $63DB C2/3360: A9 10 LDA #$10 C2/3362: 14 A0 TRB $A0 C2/3364: A9 08 LDA #$08 C2/3366: 3C F9 3E BIT $3EF9,X C2/3369: F0 04 BEQ $336F (Branch if attacker not morphed) C2/336B: E6 BC INC $BC C2/336D: E6 BC INC $BC (Double damage if morphed) C2/336F: AD A2 11 LDA $11A2 C2/3372: 4A LSR C2/3373: 90 09 BCC $337E (Branch if magic damage) C2/3375: A9 10 LDA #$10 C2/3377: 3C E5 3E BIT $3EE5,X C2/337A: F0 02 BEQ $337E (Branch if attacker not berserk) C2/337C: E6 BC INC $BC (Add 50% damage if berserk and physical attack) C2/337E: AD A2 11 LDA $11A2 C2/3381: 89 40 BIT #$40 C2/3383: D0 0D BNE $3392 (Branch if no split damage) C2/3385: AD C9 3E LDA $3EC9 C2/3388: C9 02 CMP #$02 C2/338A: 90 06 BCC $3392 (Branch if only one target) C2/338C: 4E B1 11 LSR $11B1 C2/338F: 6E B0 11 ROR $11B0 (Cut damage in half) C2/3392: A9 20 LDA #$20 C2/3394: 24 B3 BIT $B3 C2/3396: D0 0B BNE $33A3 (Branch if ignore row) C2/3398: 3C A1 3A BIT $3AA1,X C2/339B: F0 06 BEQ $33A3 (Branch if Attacker is not in back Row) C2/339D: 4E B1 11 LSR $11B1 C2/33A0: 6E B0 11 ROR $11B0 (Cut damage in half) C2/33A3: 20 AD 14 JSR $14AD (Determine if hitting target's back) C2/33A6: 20 7D 3E JSR $3E7D (Special effect code from 42E1) C2/33A9: C2 20 REP #$20 C2/33AB: AC 05 34 LDY $3405 C2/33AE: 30 01 BMI $33B1 C2/33B0: 60 RTS Combat function C2/33B1: A0 12 LDY #$12 C2/33B3: B9 18 30 LDA $3018,Y C2/33B6: 24 A4 BIT $A4 C2/33B8: F0 07 BEQ $33C1 (Skip if spell doesn't target that target) C2/33BA: 20 0D 22 JSR $220D (Hit or miss function) C2/33BD: 90 02 BCC $33C1 C2/33BF: 14 A4 TRB $A4 (Makes attack miss target) C2/33C1: 88 DEY C2/33C2: 88 DEY C2/33C3: 10 EE BPL $33B3 (Do for all 10 possible targets) C2/33C5: E2 20 SEP #$20 (Set 8-bit accumulator) C2/33C7: AD 1C 34 LDA $341C C2/33CA: 30 0A BMI $33D6 C2/33CC: A5 A4 LDA $A4 C2/33CE: 05 A5 ORA $A5 C2/33D0: D0 04 BNE $33D6 (Branch if at least one target hit) C2/33D2: A9 12 LDA #$12 C2/33D4: 85 B5 STA $B5 (Sets command to Mimic) C2/33D6: AD 1D 34 LDA $341D C2/33D9: 30 0A BMI $33E5 C2/33DB: A5 A2 LDA $A2 C2/33DD: 05 A3 ORA $A3 C2/33DF: D0 04 BNE $33E5 (Branch if at least one target targetted)? C2/33E1: A9 12 LDA #$12 C2/33E3: 85 B5 STA $B5 (Sets command to Mimic) C2/33E5: A9 40 LDA #$40 C2/33E7: 3C 95 3C BIT $3C95,X C2/33EA: F0 06 BEQ $33F2 (Branch if not auto critical when Imp) C2/33EC: 4A LSR C2/33ED: 3C E4 3E BIT $3EE4,X C2/33F0: D0 1A BNE $340C (If Attacker is imp do auto critical) C2/33F2: A9 02 LDA #$02 C2/33F4: 24 B3 BIT $B3 C2/33F6: F0 14 BEQ $340C (Automatic critical if bit 1 of $B3 not set) C2/33F8: 24 B2 BIT $B2 C2/33FA: D0 18 BNE $3414 (No critical if bit 1 of $B2 set) C2/33FC: 24 BA BIT $BA C2/33FE: F0 14 BEQ $3414 (No critical if bit 1 of $BA not set) C2/3400: 20 5A 4B JSR $4B5A (Random Number 0 to 255) C2/3403: C9 08 CMP #$08 (1 in 32 chance) C2/3405: B0 0D BCS $3414 C2/3407: AD C9 3E LDA $3EC9 C2/340A: F0 08 BEQ $3414 (No critical if no targets) C2/340C: E6 BC INC $BC (Critical hit x2 damage) C2/340E: E6 BC INC $BC C2/3410: A9 20 LDA #$20 C2/3412: 04 A0 TSB $A0 (Set to flash screen?) C2/3414: 20 AD 35 JSR $35AD C2/3417: C2 20 REP #$20 C2/3419: AD B0 11 LDA $11B0 (Maximum Damage) C2/341C: 20 0B 37 JSR $370B (Increment damage function) C2/341F: 8D B0 11 STA $11B0 (Maximum Damage) C2/3422: E2 20 SEP #$20 C2/3424: AD A3 11 LDA $11A3 C2/3427: 0A ASL C2/3428: 10 04 BPL $342E (Branch if not Caster dies) C2/342A: 9B TXY C2/342B: 20 52 38 JSR $3852 (Kill caster) C2/342E: BC B9 32 LDY $32B9,X C2/3431: 30 09 BMI $343C C2/3433: DA PHX C2/3434: BB TYX C2/3435: BC B8 32 LDY $32B8,X C2/3438: 20 2F 37 JSR $372F C2/343B: FA PLX C2/343C: C2 20 REP #$20 (Set 16-bit A) C2/343E: A0 12 LDY #$12 C2/3440: B9 18 30 LDA $3018,Y C2/3443: 14 A4 TRB $A4 (Make spell miss target) C2/3445: F0 25 BEQ $346C (Skip if not target of spell) C2/3447: 2C 54 3A BIT $3A54 (Check if hitting back of target) C2/344A: F0 02 BEQ $344E C2/344C: E6 BC INC $BC (Increment damage if hitting back) C2/344E: 20 E3 35 JSR $35E3 C2/3451: CC F8 33 CPY $33F8 C2/3454: F0 16 BEQ $346C C2/3456: 9C 48 3A STZ $3A48 C2/3459: 20 06 44 JSR $4406 (Set status function) C2/345C: 20 7E 38 JSR $387E (Special effect code from 3DCD) C2/345F: AD 48 3A LDA $3A48 C2/3462: D0 08 BNE $346C (Branch If $3A48 is not 0) C2/3464: B9 18 30 LDA $3018,Y C2/3467: 04 A4 TSB $A4 (Make attack hit target) C2/3469: 20 83 0B JSR $0B83 (Modify Damage, Heal Undead, and Elemental modification) C2/346C: 88 DEY C2/346D: 88 DEY C2/346E: 10 D0 BPL $3440 C2/3470: 20 EF 62 JSR $62EF C2/3473: 20 D6 36 JSR $36D6 (Learn lore) C2/3476: A5 A4 LDA $A4 C2/3478: D0 06 BNE $3480 (Branch if 1 or more targets) C2/347A: A9 02 00 LDA #$0002 C2/347D: 1C A7 11 TRB $11A7 (Clear text if hit if no targets hit) C2/3480: 4C DB 63 JMP $63DB Retarget reflected spells? C2/3483: DA PHX C2/3484: 48 PHA C2/3485: 20 00 64 JSR $6400 (Clears targets?) C2/3488: 9C 5A 3A STZ $3A5A (Clears missed targets) C2/348B: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/348D: A9 22 LDA #$22 C2/348F: 0C A3 11 TSB $11A3 (Set Retarget on dead, not reflectable) C2/3492: A9 40 LDA #$40 C2/3494: 85 BB STA $BB (Set to cursor start on enemy) C2/3496: A9 50 LDA #$50 C2/3498: 04 BA TSB $BA (Sets randomize target & something else) C2/349A: A5 B6 LDA $B6 C2/349C: 8D 2A 3A STA $3A2A (Stores final damage) C2/349F: AE 05 34 LDX $3405 C2/34A2: 30 08 BMI $34AC C2/34A4: A9 10 LDA #$10 C2/34A6: 14 BA TRB $BA C2/34A8: A9 15 LDA #$15 C2/34AA: 80 02 BRA $34AE C2/34AC: A9 09 LDA #$09 C2/34AE: 20 9B 62 JSR $629B C2/34B1: A9 FF LDA #$FF C2/34B3: A0 09 LDY #$09 C2/34B5: 99 A0 00 STA $00A0,Y (Sets A0 to A9 to #$FF) C2/34B8: 88 DEY C2/34B9: 10 FA BPL $34B5 C2/34BB: C2 20 REP #$20 (Set 16-bit A) C2/34BD: 4E B0 11 LSR $11B0 (Halves damage) C2/34C0: A0 12 LDY #$12 C2/34C2: B9 18 30 LDA $3018,Y C2/34C5: 23 01 AND $01,S C2/34C7: F0 46 BEQ $350F (Branch if not original target hit by spell) C2/34C9: BB TYX C2/34CA: 20 7E 58 JSR $587E C2/34CD: A5 B8 LDA $B8 C2/34CF: F0 3E BEQ $350F C2/34D1: 5A PHY C2/34D2: 20 F9 51 JSR $51F9 C2/34D5: DA PHX C2/34D6: E2 20 SEP #$20 C2/34D8: 8A TXA C2/34D9: 4A LSR C2/34DA: AA TAX C2/34DB: AD 05 34 LDA $3405 C2/34DE: 30 04 BMI $34E4 C2/34E0: CE 05 34 DEC $3405 C2/34E3: AA TAX C2/34E4: 98 TYA C2/34E5: 4A LSR C2/34E6: 95 A0 STA $A0,X C2/34E8: C2 20 REP #$20 C2/34EA: FA PLX C2/34EB: 20 0D 22 JSR $220D C2/34EE: B0 19 BCS $3509 C2/34F0: 9C 48 3A STZ $3A48 C2/34F3: 20 E3 35 JSR $35E3 C2/34F6: 20 06 44 JSR $4406 (Set status function) C2/34F9: 20 7E 38 JSR $387E (Special effect code from 3DCD) C2/34FC: AD 48 3A LDA $3A48 C2/34FF: D0 08 BNE $3509 C2/3501: BD 18 30 LDA $3018,X C2/3504: 04 AE TSB $AE C2/3506: 20 83 0B JSR $0B83 (Modify Damage, Heal Undead, and Elemental modification) C2/3509: 7A PLY C2/350A: AE 05 34 LDX $3405 C2/350D: 10 B3 BPL $34C2 C2/350F: 88 DEY C2/3510: 88 DEY C2/3511: 10 AF BPL $34C2 C2/3513: 68 PLA C2/3514: FA PLX C2/3515: A9 10 00 LDA #$0010 C2/3518: 24 BA BIS $BA C2/351A: D0 09 BNE $3525 C2/351C: BD 18 30 LDA $3018,X C2/351F: 85 AE STA $AE C2/3521: 64 AA STZ $AA C2/3523: 64 AC STZ $AC C2/3525: 20 EF 62 JSR $62EF C2/3528: 4C DB 63 JMP $63DB Runic Function C2/352B: AD A3 11 LDA $11A3 C2/352E: 89 08 BIT #$08 (Check for enable runic) C2/3530: F0 7A BEQ $35AC (Exits function if not ^) C2/3532: 64 EE STZ $EE C2/3534: 64 EF STZ $EF C2/3536: A0 12 LDY #$12 C2/3538: B9 A0 3A LDA $3AA0,Y C2/353B: 4A LSR C2/353C: 90 20 BCC $355E C2/353E: B9 4C 3E LDA $3E4C,Y C2/3541: 89 06 BIT #$06 C2/3543: F0 19 BEQ $355E (Branch if not runic or enemy runic) C2/3545: 29 FB AND #$FB C2/3547: 99 4C 3E STA $3E4C,Y C2/354A: F4 C0 80 PEA $80C0 (Sleep, Death, Stone) C2/354D: F4 10 22 PEA $2210 (Freeze, Hide, Stop) C2/3550: 20 64 58 JSR $5864 C2/3553: 90 09 BCC $355E (Branch if any set) C2/3555: C2 20 REP #$20 C2/3557: B9 18 30 LDA $3018,Y C2/355A: 04 EE TSB $EE C2/355C: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/355E: 88 DEY C2/355F: 88 DEY C2/3560: 10 D6 BPL $3538 C2/3562: A5 EE LDA $EE C2/3564: 05 EF ORA $EF C2/3566: F0 44 BEQ $35AC (Exits function) C2/3568: DA PHX C2/3569: 20 65 38 JSR $3865 C2/356C: 9C 15 34 STZ $3415 C2/356F: C2 20 REP #$20 (Set 16-bit Accumulator) C2/3571: A5 EE LDA $EE C2/3573: 85 B8 STA $B8 C2/3575: 20 0E 52 JSR $520E (x = # of bits set in $EE) C2/3578: 9C AA 11 STZ $11AA (Make attack set no statuses) C2/357B: 9C AC 11 STZ $11AC C2/357E: A9 82 21 LDA #$2182 C2/3581: 8D A3 11 STA $11A3 (Set concern MP, not reflectable, Unblockable, Heal) C2/3584: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/3586: A9 60 LDA #$60 C2/3588: 8D A2 11 STA $11A2 (Set ignore defense, no split damage) C2/358B: 7B TDC C2/358C: AD A5 11 LDA $11A5 (MP cost of spell) C2/358F: 20 92 47 JSR $4792 C2/3592: 8D A6 11 STA $11A6 (Battle Power) C2/3595: 20 5E 38 JSR $385E (Sets level, magic power to 0) C2/3598: 9C 14 34 STZ $3414 (Skip damage modification) C2/359B: A9 40 LDA #$40 C2/359D: 14 B2 TRB $B2 C2/359F: A9 04 LDA #$04 C2/35A1: 85 BA STA $BA C2/35A3: A9 03 LDA #$03 C2/35A5: 1C A7 11 TRB $11A7 (Clear special byte 3) C2/35A8: 9C A9 11 STZ $11A9 (Set atack to no special effect) C2/35AB: FA PLX C2/35AC: 60 RTS C2/35AD: DA PHX C2/35AE: AE 72 3A LDX $3A72 C2/35B1: 8E 71 3A STX $3A71 C2/35B4: FA PLX C2/35B5: 20 D4 35 JSR $35D4 C2/35B8: 4C 9E 62 JMP $629E Change Atma Weapon length C2/35BB: 20 D4 35 JSR $35D4 C2/35BE: DA PHX C2/35BF: 08 PHP C2/35C0: AE 72 3A LDX $3A72 C2/35C3: DA PHX C2/35C4: AE 71 3A LDX $3A71 C2/35C7: 8E 72 3A STX $3A72 C2/35CA: 20 9E 62 JSR $629E C2/35CD: FA PLX C2/35CE: 8E 72 3A STX $3A72 C2/35D1: 28 PLP C2/35D2: FA PLX C2/35D3: 60 RTS C2/35D4: 08 PHP C2/35D5: C2 20 REP #$20 (Set 16-bit Accumulator) C2/35D7: A5 B4 LDA $B4 C2/35D9: 8D 28 3A STA $3A28 C2/35DC: A5 B6 LDA $B6 C2/35DE: 8D 2A 3A STA $3A2A C2/35E1: 28 PLP C2/35E2: 60 RTS C2/35E3: 08 PHP C2/35E4: E2 30 SEP #$30 C2/35E6: 20 1B 36 JSR $361B C2/35E9: 8A TXA C2/35EA: 99 90 32 STA $3290,Y C2/35ED: AD 7C 3A LDA $3A7C C2/35F0: 99 48 3D STA $3D48,Y C2/35F3: AD 10 34 LDA $3410 C2/35F6: C9 FF CMP #$FF C2/35F8: F0 07 BEQ $3601 C2/35FA: 99 49 3D STA $3D49,Y C2/35FD: 8A TXA C2/35FE: 99 91 32 STA $3291,Y C2/3601: AD 11 34 LDA $3411 C2/3604: C9 FF CMP #$FF C2/3606: F0 07 BEQ $360F C2/3608: 99 5C 3D STA $3D5C,Y C2/360B: 8A TXA C2/360C: 99 A4 32 STA $32A4,Y C2/360F: AD A1 11 LDA $11A1 C2/3612: 99 5D 3D STA $3D5D,Y C2/3615: 8A TXA C2/3616: 99 A5 32 STA $32A5,Y C2/3619: 28 PLP C2/361A: 60 RTS C2/361B: 08 PHP C2/361C: E2 21 SEP #$21 C2/361E: B9 E0 32 LDA $32E0,Y C2/3621: 10 05 BPL $3628 C2/3623: 20 53 4B JSR $4B53 C2/3626: 90 05 BCC $362D C2/3628: 8A TXA C2/3629: 6A ROR C2/362A: 99 E0 32 STA $32E0,Y C2/362D: 28 PLP C2/362E: 60 RTS C2/362F: 48 PHA C2/3630: 08 PHP C2/3631: B9 E0 32 LDA $32E0,Y C2/3634: 30 05 BMI $363B (Exit if bit 7 of $32E0 is set) C2/3636: 8A TXA C2/3637: 6A ROR C2/3638: 99 E0 32 STA $32E0,Y C2/363B: 28 PLP C2/363C: 68 PLA C2/363D: 60 RTS C2/363E: A5 B5 LDA $B5 C2/3640: C9 16 CMP #$16 C2/3642: D0 05 BNE $3649 C2/3644: AD 70 3A LDA $3A70 C2/3647: D0 1C BNE $3665 C2/3649: AD 89 3A LDA $3A89 (Weapon addition magic) C2/364C: 89 40 BIT #$40 C2/364E: F0 15 BEQ $3665 (Exit function if not randomly cast spell) C2/3650: EB XBA C2/3651: 20 5A 4B JSR $4B5A (0 to 255) C2/3654: C9 40 CMP #$40 C2/3656: B0 0D BCS $3665 (Branch if >= 64) (1 in 4 chance to cast spell) C2/3658: EB XBA C2/3659: 29 3F AND #$3F C2/365B: 8D 00 34 STA $3400 (Store spell to cast) C2/365E: A9 10 LDA #$10 C2/3660: 14 B2 TRB $B2 C2/3662: EE 70 3A INC $3A70 C2/3665: 60 RTS C2/3666: A9 01 LDA #$01 C2/3668: 14 B2 TRB $B2 C2/366A: F0 F9 BEQ $3665 C2/366C: AD 12 34 LDA $3412 C2/366F: 30 F4 BMI $3665 C2/3671: DA PHX C2/3672: 9B TXY C2/3673: 8D 29 3A STA $3A29 C2/3676: 0A ASL C2/3677: AA TAX C2/3678: A9 01 LDA #$01 C2/367A: 8D 28 3A STA $3A28 C2/367D: FC C4 36 JSR ($36C4,X) C2/3680: 8D 2A 3A STA $3A2A C2/3683: FA PLX C2/3684: 4C 9E 62 JMP $629E C2/3687: A5 B6 LDA $B6 C2/3689: 60 RTS C2/368A: AD 7D 3A LDA $3A7D C2/368D: 60 RTS C2/368E: 38 SEC C2/368F: A5 B6 LDA $B6 C2/3691: E9 36 SBC #$36 C2/3693: 60 RTS C2/3694: A5 B5 LDA $B5 C2/3696: 60 RTS C2/3697: A9 11 LDA #$11 C2/3699: 8D 28 3A STA $3A28 C2/369C: B9 A8 33 LDA $33A8,Y C2/369F: 8D 29 3A STA $3A29 C2/36A2: B9 A9 33 LDA $33A9,Y C2/36A5: 60 RTS C2/36A6: A9 02 LDA #$02 C2/36A8: 0C 46 3A TSB $3A46 C2/36AB: 1C A2 11 TRB $11A2 (Clear miss if death prot.)? C2/36AE: A9 20 LDA #$20 C2/36B0: 0C A4 11 TSB $11A4 (Sets unblockable) C2/36B3: A9 00 LDA #$00 C2/36B5: 8D 29 3A STA $3A29 C2/36B8: A9 55 LDA #$55 C2/36BA: 60 RTS C2/36BB: A9 00 LDA #$00 C2/36BD: 8D 29 3A STA $3A29 C2/36C0: AD 7D 3A LDA $3A7D C2/36C3: 60 RTS Pointers to code C2/36C4: 87 36 C2/36C6: 8A 36 C2/36C8: 3E 36 C2/36CA: 65 36 C2/36CC: 87 36 C2/36CE: 94 36 C2/36D0: 97 36 C2/36D2: A6 36 C2/36D4: BB 36 Learn lore if casted C2/36D6: DA PHX C2/36D7: 08 PHP C2/36D8: E2 20 SEP #$20 C2/36DA: AD A3 11 LDA $11A3 C2/36DD: 89 04 BIT #$04 C2/36DF: F0 27 BEQ $3708 (Branch if not learn when casted) C2/36E1: AC 07 30 LDY $3007 C2/36E4: 30 22 BMI $3708 (Exit if Strago not in party) C2/36E6: F4 C3 B0 PEA $B0C3 (Death, Stone, Zombie, Blind, Sleep, Confuse, Berserk) C2/36E9: F4 10 23 PEA $2310 (Stop, Hide, Rage, Freeze) C2/36EC: 20 64 58 JSR $5864 C2/36EF: 90 17 BCC $3708 (Exit function if any set) C2/36F1: A5 B6 LDA $B6 C2/36F3: E9 8B SBC #$8B C2/36F5: 18 CLC C2/36F6: 20 17 52 JSR $5217 C2/36F9: E0 03 CPX #$03 C2/36FB: B0 0B BCS $3708 C2/36FD: 3C 29 1D BIT $1D29,X (Known lores) C2/3700: D0 06 BNE $3708 C2/3702: 1D 84 3A ORA $3A84,X (Lores to learn) C2/3705: 9D 84 3A STA $3A84,X C2/3708: 28 PLP C2/3709: FA PLX C2/370A: 60 RTS Damage increment function C2/370B: 5A PHY C2/370C: A4 BC LDY $BC C2/370E: F0 1D BEQ $372D (Exit if $BC = 0) C2/3710: 48 PHA C2/3711: A5 B2 LDA $B2 C2/3713: 0A ASL C2/3714: 2D A1 11 AND $11A1 C2/3717: 0A ASL C2/3718: 0A ASL C2/3719: 0A ASL C2/371A: 68 PLA C2/371B: B0 10 BCS $372D (Exit function if Ignores defense and bit 4 of $B3 is set) C2/371D: 85 EE STA $EE C2/371F: 46 EE LSR $EE C2/3721: 18 CLC C2/3722: 65 EE ADC $EE (Add 50% damage) C2/3724: 90 02 BCC $3728 C2/3726: 7B TDC C2/3727: 3A DEC (Set damage to 65535) C2/3728: 88 DEY C2/3729: D0 F6 BNE $3721 (Do this $BC times) C2/372B: 84 BC STY $BC (Store 0 in $BC) C2/372D: 7A PLY C2/372E: 60 RTS C2/372F: DA PHX C2/3730: 5A PHY C2/3731: 08 PHP C2/3732: C2 31 REP #$31 C2/3734: BF 4A 54 C2 LDA $C2544A,X C2/3738: 69 30 00 ADC #$0030 C2/373B: 8F 81 21 00 STA $002180 C2/373F: BB TYX C2/3740: BD 08 3C LDA $3C08,X C2/3743: 1A INC C2/3744: 85 EE STA $EE C2/3746: BD F9 1F LDA $1FF9,X (Monster Type) C2/3749: 0A ASL C2/374A: 0A ASL C2/374B: AA TAX C2/374C: E2 20 SEP #$20 C2/374E: 7B TDC C2/374F: 8F 83 21 00 STA $002183 C2/3753: A0 04 00 LDY #$0004 C2/3756: 7B TDC C2/3757: 48 PHA C2/3758: BF 00 3D CF LDA $CF3D00,X C2/375C: 8F 80 21 00 STA $002180 C2/3760: C9 FF CMP #$FF C2/3762: F0 1C BEQ $3780 C2/3764: EB XBA C2/3765: A9 0E LDA #$0E C2/3767: 20 81 47 JSR $4781 C2/376A: DA PHX C2/376B: AA TAX C2/376C: BF C5 6A C4 LDA $C46AC5,X C2/3770: EB XBA C2/3771: BF C0 6A C4 LDA $C46AC0,X C2/3775: FA PLX C2/3776: 83 01 STA $01,S C2/3778: 18 CLC C2/3779: A5 EF LDA $EF C2/377B: D0 03 BNE $3780 C2/377D: EB XBA C2/377E: C5 EE CMP $EE C2/3780: 6A ROR C2/3781: 8F 80 21 00 STA $002180 C2/3785: 68 PLA C2/3786: 8F 80 21 00 STA $002180 C2/378A: E8 INX C2/378B: 88 DEY C2/378C: D0 C8 BNE $3756 C2/378E: 28 PLP C2/378F: 7A PLY C2/3790: FA PLX C2/3791: 60 RTS Sketch chance C2/3792: DA PHX C2/3793: B9 18 3B LDA $3B18,Y (Target's Level) C2/3796: 90 07 BCC $379F C2/3798: EB XBA C2/3799: A9 AA LDA #$AA C2/379B: 20 81 47 JSR $4781 (Multiply level by #$AA) C2/379E: EB XBA (Multiply level by 170 / 256) (roughly 2 / 3) C2/379F: 48 PHA C2/37A0: 7B TDC C2/37A1: BD 18 3B LDA $3B18,X (Attacker's Level) C2/37A4: EB XBA (* 256) C2/37A5: FA PLX C2/37A6: 20 92 47 JSR $4792 (A / X) C2/37A9: 48 PHA C2/37AA: 18 CLC C2/37AB: EB XBA C2/37AC: D0 05 BNE $37B3 (Automatically miss) C2/37AE: 20 5A 4B JSR $4B5A (0 to 255) C2/37B1: C3 01 CMP $01,S C2/37B3: 68 PLA C2/37B4: FA PLX C2/37B5: 60 RTS Damage dealt by GP Rain Gold = Gold - Level * 30 A = Level * 30 (Gold if gold < level * 30) C2/37B6: 48 PHA C2/37B7: 38 SEC C2/37B8: AD 60 18 LDA $1860 C2/37BB: 85 EE STA $EE C2/37BD: E3 01 SBC $01,S C2/37BF: 8D 60 18 STA $1860 C2/37C2: E2 20 SEP #$20 C2/37C4: AD 62 18 LDA $1862 C2/37C7: E9 00 SBC #$00 C2/37C9: 8D 62 18 STA $1862 C2/37CC: C2 20 REP #$20 C2/37CE: B0 0A BCS $37DA C2/37D0: A5 EE LDA $EE C2/37D2: 83 01 STA $01,S C2/37D4: 9C 60 18 STZ $1860 C2/37D7: 9C 61 18 STZ $1861 C2/37DA: 68 PLA C2/37DB: 60 RTS Pick a random Esper (not Odin or Raiden) C2/37DC: A9 19 LDA #$19 C2/37DE: 20 65 4B JSR $4B65 (0 to $18) C2/37E1: C9 0B CMP #$0B C2/37E3: 90 02 BCC $37E7 (Branch if A < $0B) C2/37E5: 1A INC (Add 2 if over $0B) C2/37E6: 1A INC C2/37E7: 18 CLC C2/37E8: 69 36 ADC #$36 C2/37EA: 60 RTS C2/37EB: AD 00 34 LDA $3400 C2/37EE: C9 FF CMP #$FF C2/37F0: F0 45 BEQ $3837 (Exit if $3400 = #$FF) C2/37F2: 85 B6 STA $B6 (Set spell animation) C2/37F4: 20 BF 1D JSR $1DBF (Figure what type of attack it is) C2/37F7: 85 B5 STA $B5 (Set command to that type) C2/37F9: 20 D3 26 JSR $26D3 C2/37FC: 20 51 29 JSR $2951 (Load Magic Power / Vigor and Level) C2/37FF: 9C A5 11 STZ $11A5 (Set MP cost to 0) C2/3802: A9 FF LDA #$FF C2/3804: 8D 00 34 STA $3400 C2/3807: A9 02 LDA #$02 C2/3809: 04 B2 TSB $B2 (Set no critical & ignore True Knight) C2/380B: A9 10 LDA #$10 C2/380D: 24 B2 BIT $B2 C2/380F: F0 03 BEQ $3814 (Branch if bit 4 of $B2 is not set) C2/3811: 9C 15 34 STZ $3415 C2/3814: D0 17 BNE $382D C2/3816: A9 0C LDA #$0C C2/3818: 1C A3 11 TRB $11A3 (Clear learn if cast, enable runic) C2/381B: 04 BA TSB $BA C2/381D: A9 40 LDA #$40 C2/381F: 85 BB STA $BB (Set to cursor start on enemy) C2/3821: A9 10 LDA #$10 C2/3823: 2C A4 11 BIT $11A4 C2/3826: F0 05 BEQ $382D (Branch if Stamina can't block) C2/3828: 9C 1C 34 STZ $341C C2/382B: 80 05 BRA $3832 C2/382D: A9 20 LDA #$20 C2/382F: 0C A4 11 TSB $11A4 (Set can't be dodged) C2/3832: A9 02 LDA #$02 C2/3834: 0C A3 11 TSB $11A3 (Set Not Reflectable) C2/3837: 60 RTS Set attacker to die if under Air Anchor effect C2/3838: BD 05 32 LDA $3205,X C2/383B: 89 04 BIT #$04 C2/383D: D0 0A BNE $3849 (Exit function if under Air Anchor effect) C2/383F: 09 04 ORA #$04 C2/3841: 9D 05 32 STA $3205,X (Clear Air Anchor effect) C2/3844: A9 40 LDA #$40 C2/3846: 0C A3 11 TSB $11A3 (Set caster dies) C2/3849: 60 RTS C2/384A: BD E9 3D LDA $3DE9,X C2/384D: 09 20 ORA #$20 C2/384F: 9D E9 3D STA $3DE9,X (Set Hide) C2/3852: 20 2F 36 JSR $362F C2/3855: A9 80 LDA #$80 C2/3857: 1D D4 3D ORA $3DD4,X C2/385A: 9D D4 3D STA $3DD4,X (Set Death) C2/385D: 60 RTS Sets level, and magic power for attack to 0 C2/385E: 9C AF 11 STZ $11AF C2/3861: 9C AE 11 STZ $11AE C2/3864: 60 RTS C2/3865: 08 PHP C2/3866: C2 20 REP #$20 C2/3868: AD 14 34 LDA $3414 C2/386B: 30 07 BMI $3874 C2/386D: AD 30 3A LDA $3A30 C2/3870: 85 B8 STA $B8 C2/3872: 80 08 BRA $387C C2/3874: A5 B8 LDA $B8 C2/3876: 8D 30 3A STA $3A30 C2/3879: 0C 4E 3A TSB $3A4E C2/387C: 28 PLP C2/387D: 60 RTS Calls special effect code C2/387E: DA PHX C2/387F: 5A PHY C2/3880: 08 PHP C2/3881: E2 30 SEP #$30 C2/3883: AE A9 11 LDX $11A9 C2/3886: FC CD 3D JSR ($3DCD,X) C2/3889: 28 PLP C2/388A: 7A PLY C2/388B: FA PLX C2/388C: 60 RTS Kill effect C2/388D: 38 SEC C2/388E: A9 EE LDA #$EE C2/3890: EB XBA C2/3891: B9 A1 3A LDA $3AA1,Y C2/3894: 89 04 BIT #$04 C2/3896: D0 F4 BNE $388C (Exit function if prot. from death) C2/3898: B0 05 BCS $389F (Skip code to make auto hit undead) C2/389A: B9 95 3C LDA $3C95,Y C2/389D: 30 0C BMI $38AB (If Undead auto hit 100% of time) C2/389F: 20 5A 4B JSR $4B5A (Random number 0 to 255) C2/38A2: C9 40 CMP #$40 C2/38A4: B0 E6 BCS $388C (Exit 75% chance) C2/38A6: 20 B2 23 JSR $23B2 (Check if Stamina blocks) C2/38A9: B0 E1 BCS $388C (Exit if it does) C2/38AB: AD 70 3A LDA $3A70 C2/38AE: F0 06 BEQ $38B6 C2/38B0: A5 B5 LDA $B5 C2/38B2: C9 16 CMP #$16 C2/38B4: F0 D6 BEQ $388C (Exit if Jumping) C2/38B6: B9 18 30 LDA $3018,Y C2/38B9: 04 A4 TSB $A4 (Make attack miss?) C2/38BB: 1C 4E 3A TRB $3A4E C2/38BE: B9 19 30 LDA $3019,Y C2/38C1: 04 A5 TSB $A5 C2/38C3: 1C 4F 3A TRB $3A4F C2/38C6: A9 10 LDA #$10 C2/38C8: 04 A0 TSB $A0 C2/38CA: A9 80 LDA #$80 C2/38CC: 20 32 0E JSR $0E32 (Set death status) C2/38CF: 9C 1D 34 STZ $341D C2/38D2: 9C A6 11 STZ $11A6 (set Battle Power to 0) C2/38D5: A9 02 LDA #$02 C2/38D7: 85 B5 STA $B5 C2/38D9: EB XBA C2/38DA: 85 B6 STA $B6 C2/38DC: C9 EE CMP #$EE C2/38DE: D0 0C BNE $38EC (Kill with 'X' branches) C2/38E0: C0 08 CPY #$08 (Check for monster or character) C2/38E2: 90 08 BCC $38EC C2/38E4: B9 E9 3D LDA $3DE9,Y C2/38E7: 09 20 ORA #$20 C2/38E9: 99 E9 3D STA $3DE9,Y (Set Hide) C2/38EC: 20 AD 35 JSR $35AD C2/38EF: 4C DB 63 JMP $63DB Special Effect 4 x2 Damage vs. Humans C2/38F2: B9 95 3C LDA $3C95,Y C2/38F5: 89 10 BIT #$10 C2/38F7: F0 04 BEQ $38FD (Exit if target not human) C2/38F9: E6 BC INC $BC C2/38FB: E6 BC INC $BC (Double damage dealt) C2/38FD: 60 RTS Sniper/Hawkeye effect? C2/38FE: 20 53 4B JSR $4B53 (0 or 1) C2/3901: 90 FA BCC $38FD (50% chance exit) C2/3903: E6 BC INC $BC C2/3905: B9 F9 3E LDA $3EF9,Y C2/3908: 10 F3 BPL $38FD (Exit if not float) C2/390A: A5 B5 LDA $B5 C2/390C: C9 00 CMP #$00 C2/390E: D0 ED BNE $38FD (Exit if $B5 is not 0) C2/3910: E6 BC INC $BC C2/3912: E6 BC INC $BC C2/3914: E6 BC INC $BC C2/3916: A9 08 LDA #$08 C2/3918: 85 B5 STA $B5 C2/391A: A5 B7 LDA $B7 C2/391C: 3A DEC C2/391D: 85 B6 STA $B6 C2/391F: 4C BB 35 JMP $35BB Stone C2/3922: A3 05 LDA $05,S C2/3924: AA TAX C2/3925: BD 18 3B LDA $3B18,X (Attacker's level) C2/3928: D9 18 3B CMP $3B18,Y (Target's Level) C2/392B: D0 06 BNE $3933 (If not same level, exit) C2/392D: A9 0D LDA #$0D (Add 13 to damage incrementer) C2/392F: 65 BC ADC $BC C2/3931: 85 BC STA $BC C2/3933: 60 RTS Palidor C2/3934: A9 01 LDA #$01 C2/3936: 20 4C 46 JSR $464C C2/3939: B9 CC 32 LDA $32CC,Y C2/393C: 48 PHA C2/393D: 20 54 4E JSR $4E54 C2/3940: 99 CC 32 STA $32CC,Y C2/3943: A8 TAY C2/3944: 0A ASL C2/3945: AA TAX C2/3946: 68 PLA C2/3947: C9 FF CMP #$FF C2/3949: F0 03 BEQ $394E C2/394B: 99 84 31 STA $3184,Y C2/394E: 7B TDC C2/394F: 9D 20 36 STA $3620,X C2/3952: C2 20 REP #$20 C2/3954: 9D 20 35 STA $3520,X C2/3957: A9 16 00 LDA #$0016 C2/395A: 9D 20 34 STA $3420,X C2/395D: 60 RTS Special effect $39 - Engulf C2/395E: B9 18 30 LDA $3018,Y C2/3961: 0C 8A 3A TSB $3A8A (Set character as engulfed) C2/3964: 80 06 BRA $396C (Branch to remove from combat code) Bababreath from 3DCD C2/3966: B9 18 30 LDA $3018,Y C2/3969: 0C 88 3A TSB $3A88 C2/396C: C2 20 REP #$20 (Special effect $27 & $38 jump here) (Escape, Sneeze) C2/396E: B9 18 30 LDA $3018,Y C2/3971: 0C 4C 2F TSB $2F4C C2/3974: 0C 39 3A TSB $3A39 C2/3977: 60 RTS Dischord C2/3978: BB TYX C2/3979: FE 18 3B INC $3B18,X (Level) C2/397C: 5E 18 3B LSR $3B18,X (Half level rounded up) C2/397F: 60 RTS R. Polarity C2/3980: B9 A1 3A LDA $3AA1,Y (Target's Row) C2/3983: 49 20 EOR #$20 C2/3985: 99 A1 3A STA $3AA1,Y (Switch) C2/3988: 60 RTS Wall Change C2/3989: 7B TDC C2/398A: A9 FF LDA #$FF C2/398C: 20 2A 52 JSR $522A (Pick a random bit) C2/398F: 99 E0 3B STA $3BE0,Y (Set your weakness to A) C2/3992: 49 FF EOR #$FF C2/3994: 99 CD 3B STA $3BCD,Y (Nullify all other elements) C2/3997: 20 2A 52 JSR $522A (Pick a random bit, not the one picked for weakness) C2/399A: 99 CC 3B STA $3BCC,Y (Absorb that element) C2/399D: 60 RTS Steal function C2/399E: A3 05 LDA $05,S C2/39A0: AA TAX C2/39A1: A9 01 LDA #$01 C2/39A3: 8D 01 34 STA $3401 (=1) C2/39A6: E0 08 CPX #$08 (Check if monster) C2/39A8: B0 5F BCS $3A09 (Branch if monster) C2/39AA: C2 20 REP #$20 (Set 16-bit accumulator) C2/39AC: B9 08 33 LDA $3308,Y (Target's stolen item?) C2/39AF: 1A INC C2/39B0: E2 21 SEP #$21 (Set 8-bit Accumulator) C2/39B2: F0 4D BEQ $3A01 (Fail to steal if no items) C2/39B4: EE 01 34 INC $3401 (now = 2) C2/39B7: BD 18 3B LDA $3B18,X (Attacker's Level) C2/39BA: 69 32 ADC #$32 C2/39BC: B0 1A BCS $39D8 (Automatically steal if level > 205)) C2/39BE: F9 18 3B SBC $3B18,Y (Target's Level) C2/39C1: 90 3E BCC $3A01 (Fail to steal if target level > attacker level + 50) C2/39C3: 30 13 BMI $39D8 (Automatically steal if attacker level + 50 - target level >= 128) C2/39C5: 85 EE STA $EE (Attacker's level + 50 - target's level) C2/39C7: BD 45 3C LDA $3C45,X C2/39CA: 4A LSR C2/39CB: 90 02 BCC $39CF (If no sneak ring) C2/39CD: 06 EE ASL $EE (Double value) C2/39CF: A9 64 LDA #$64 C2/39D1: 20 65 4B JSR $4B65 (0 to 99) C2/39D4: C5 EE CMP $EE C2/39D6: B0 29 BCS $3A01 (Fail to steal) C2/39D8: 5A PHY C2/39D9: 20 5A 4B JSR $4B5A (0 to 255) C2/39DC: C9 20 CMP #$20 C2/39DE: 90 01 BCC $39E1 C2/39E0: C8 INY C2/39E1: B9 08 33 LDA $3308,Y (Target's stolen item? (second byte)) C2/39E4: 7A PLY C2/39E5: C9 FF CMP #$FF (If no item) C2/39E7: F0 18 BEQ $3A01 (Fail to steal) C2/39E9: 8D 35 2F STA $2F35 (Item stolen) C2/39EC: 9D F4 32 STA $32F4,X C2/39EF: BD 18 30 LDA $3018,X C2/39F2: 0C 8C 3A TSB $3A8C C2/39F5: A9 FF LDA #$FF C2/39F7: 99 08 33 STA $3308,Y (Set to no item to steal) C2/39FA: 99 09 33 STA $3309,Y (in both slots) C2/39FD: EE 01 34 INC $3401 (now = 3) C2/3A00: 60 RTS If no items to steal C2/3A01: E2 20 SEP #$20 C2/3A03: A9 00 LDA #$00 C2/3A05: 99 48 3D STA $3D48,Y C2/3A08: 60 RTS Steal for monsters C2/3A09: 9C 3A 2F STZ $2F3A C2/3A0C: EE 01 34 INC $3401 C2/3A0F: 20 5A 4B JSR $4B5A C2/3A12: C9 C0 CMP #$C0 C2/3A14: B0 EB BCS $3A01 C2/3A16: CE 01 34 DEC $3401 C2/3A19: BD 18 3B LDA $3B18,X C2/3A1C: EB XBA C2/3A1D: A9 14 LDA #$14 C2/3A1F: C2 20 REP #$20 C2/3A21: 20 B6 37 JSR $37B6 C2/3A24: F0 DB BEQ $3A01 C2/3A26: 8D 38 2F STA $2F38 C2/3A29: 18 CLC C2/3A2A: 7D 98 3D ADC $3D98,X C2/3A2D: 90 02 BCC $3A31 C2/3A2F: 7B TDC C2/3A30: 3A DEC C2/3A31: 9D 98 3D STA $3D98,X C2/3A34: E2 20 SEP #$20 C2/3A36: A9 3F LDA #$3F C2/3A38: 8D 01 34 STA $3401 C2/3A3B: 60 RTS Metamorph C2/3A3C: C0 08 CPY #$08 (Checks if target is monster) C2/3A3E: 90 4A BCC $3A8A C2/3A40: B9 94 3C LDA $3C94,Y (Morph Chance * $20) C2/3A43: 48 PHA C2/3A44: 29 1F AND #$1F C2/3A46: 20 53 4B JSR $4B53 (Random number 0 or 1) C2/3A49: 2A ROL C2/3A4A: 20 53 4B JSR $4B53 (Random number 0 or 1) C2/3A4D: 2A ROL C2/3A4E: AA TAX C2/3A4F: BF 40 7F C4 LDA $C47F40,X C2/3A53: 8D 35 2F STA $2F35 C2/3A56: A9 02 LDA #$02 C2/3A58: 8D 28 3A STA $3A28 C2/3A5B: A9 1D LDA #$1D C2/3A5D: 8D 29 3A STA $3A29 C2/3A60: 20 BE 35 JSR $35BE C2/3A63: 20 AD 35 JSR $35AD C2/3A66: 68 PLA C2/3A67: 4A LSR C2/3A68: 4A LSR C2/3A69: 4A LSR C2/3A6A: 4A LSR C2/3A6B: 4A LSR C2/3A6C: AA TAX C2/3A6D: 20 5A 4B JSR $4B5A (Random number 0 to 255) C2/3A70: DF C5 3D C2 CMP $C23DC5,X C2/3A74: B0 14 BCS $3A8A C2/3A76: A3 05 LDA $05,S C2/3A78: AA TAX C2/3A79: AD 35 2F LDA $2F35 C2/3A7C: 9D F4 32 STA $32F4,X C2/3A7F: BD 18 30 LDA $3018,X C2/3A82: 0C 8C 3A TSB $3A8C C2/3A85: A9 80 LDA #$80 C2/3A87: 4C 32 0E JMP $0E32 (Set death status) C2/3A8A: 4C 1B 3B JMP $3B1B Special Efect $56 Debilitator C2/3A8D: 7B TDC C2/3A8E: B9 E0 3B LDA $3BE0,Y (Elements weak against) C2/3A91: 0D C8 3E ORA $3EC8 (Elements nullified) C2/3A94: 49 FF EOR #$FF C2/3A96: F0 F2 BEQ $3A8A (Miss if weak to all) C2/3A98: 20 2A 52 JSR $522A (Randomly pick an element not weak to) C2/3A9B: 48 PHA C2/3A9C: 20 F0 51 JSR $51F0 C2/3A9F: 8A TXA C2/3AA0: 18 CLC C2/3AA1: 69 0B ADC #$0B C2/3AA3: 8D 01 34 STA $3401 (Set to display that element as text) C2/3AA6: A3 01 LDA $01,S C2/3AA8: 19 E0 3B ORA $3BE0,Y C2/3AAB: 99 E0 3B STA $3BE0,Y (Make weak vs. that element) C2/3AAE: 68 PLA C2/3AAF: 49 FF EOR #$FF C2/3AB1: 48 PHA C2/3AB2: 39 E1 3B AND $3BE1,Y C2/3AB5: 99 E1 3B STA $3BE1,Y (Make not resist that element) C2/3AB8: A3 01 LDA $01,S C2/3ABA: EB XBA C2/3ABB: 68 PLA C2/3ABC: C2 20 REP #$20 C2/3ABE: 39 CC 3B AND $3BCC,Y C2/3AC1: 99 CC 3B STA $3BCC,Y (Make not absorb that element) C2/3AC4: 60 RTS Special effect $53 Control C2/3AC5: C0 08 CPY #$08 C2/3AC7: 90 4D BCC $3B16 (Miss w/text if target is character) C2/3AC9: B9 80 3C LDA $3C80,Y C2/3ACC: 30 48 BMI $3B16 (Miss w/text if Can't Control bit set) C2/3ACE: F4 D2 B0 PEA $B0D2 (Death,Stone,Invisible,Zombie,Sleep,Confuse,Berserk) C2/3AD1: F4 00 29 PEA $2900 (Rage,Morph,Hide) C2/3AD4: 20 64 58 JSR $5864 C2/3AD7: 90 3D BCC $3B16 (Miss w/text if any set on target) C2/3AD9: B9 B9 32 LDA $32B9,Y C2/3ADC: 10 38 BPL $3B16 (If already controlled then miss w/text) C2/3ADE: A3 05 LDA $05,S C2/3AE0: AA TAX C2/3AE1: BD 45 3C LDA $3C45,X C2/3AE4: 4A LSR C2/3AE5: 4A LSR C2/3AE6: 4A LSR C2/3AE7: 4A LSR C2/3AE8: 20 92 37 JSR $3792 (Sketch Chance - pass bit 3 of $3C45 as carry) C2/3AEB: B0 2E BCS $3B1B (Miss w/o text) C2/3AED: 98 TYA C2/3AEE: 9D B8 32 STA $32B8,X C2/3AF1: 8A TXA C2/3AF2: 99 B9 32 STA $32B9,Y C2/3AF5: B9 19 30 LDA $3019,Y C2/3AF8: 0C 54 2F TSB $2F54 C2/3AFB: BD 4D 3E LDA $3E4D,X C2/3AFE: 09 01 ORA #$01 C2/3B00: 9D 4D 3E STA $3E4D,X C2/3B03: BD F9 3E LDA $3EF9,X C2/3B06: 09 10 ORA #$10 C2/3B08: 9D F9 3E STA $3EF9,X (Set spell status to attacker) C2/3B0B: B9 A1 3A LDA $3AA1,Y C2/3B0E: 09 40 ORA #$40 C2/3B10: 99 A1 3A STA $3AA1,Y (Set controlled bit to target) C2/3B13: 4C 2F 37 JMP $372F C2/3B16: A9 04 LDA #$04 C2/3B18: 8D 01 34 STA $3401 (Set to display text #4) C2/3B1B: C2 20 REP #$20 C2/3B1D: B9 18 30 LDA $3018,Y C2/3B20: 8D 48 3A STA $3A48 C2/3B23: 0C 5A 3A TSB $3A5A (Set target as missed) C2/3B26: 14 A4 TRB $A4 (Miss target) C2/3B28: 60 RTS Sketch C2/3B29: C0 08 CPY #$08 C2/3B2B: 90 EE BCC $3B1B (Miss if aimed at party) C2/3B2D: B9 80 3C LDA $3C80,Y C2/3B30: 89 20 BIT #$20 C2/3B32: D0 30 BNE $3B64 (Branch if can't sketch) C2/3B34: A3 05 LDA $05,S C2/3B36: AA TAX C2/3B37: BD 45 3C LDA $3C45,X C2/3B3A: 4A LSR C2/3B3B: 4A LSR C2/3B3C: 4A LSR C2/3B3D: 20 92 37 JSR $3792 (Sketch chance - pass bit 2 of $3C45 as carry) C2/3B40: B0 D9 BCS $3B1B (If sketch missed) C2/3B42: 8C 17 34 STY $3417 C2/3B45: 98 TYA C2/3B46: E9 07 SBC #$07 C2/3B48: 4A LSR C2/3B49: 85 B7 STA $B7 C2/3B4B: 20 BB 35 JSR $35BB C2/3B4E: 20 5A 4B JSR $4B5A (0 to 255) C2/3B51: C9 40 CMP #$40 (25% chance for second sketch attack) C2/3B53: C2 30 REP #$30 (Set 16-bit Accumulator and Index registers) C2/3B55: B9 F9 1F LDA $1FF9,Y C2/3B58: 2A ROL C2/3B59: AA TAX C2/3B5A: BF 00 43 CF LDA $CF4300,X C2/3B5E: E2 30 SEP #$30 (Set 8-bit A,X & Y) C2/3B60: 8D 00 34 STA $3400 (Set attack to sketched attack) C2/3B63: 60 RTS C2/3B64: A9 1F LDA #$1F C2/3B66: 8D 01 34 STA $3401 (Store can't sketch message) C2/3B69: 80 B0 BRA $3B1B (Make attack miss) Special Effect $25 (Quake) C2/3B6B: B9 F9 3E LDA $3EF9,Y C2/3B6E: 30 AB BMI $3B1B (If float status set miss) C2/3B70: 60 RTS Leap C2/3B71: AD 49 2F LDA $2F49 C2/3B74: 89 08 BIT #$08 C2/3B76: D0 18 BNE $3B90 (Miss w/text) C2/3B78: AD 76 3A LDA $3A76 C2/3B7B: C9 02 CMP #$02 C2/3B7D: 90 11 BCC $3B90 (Miss w/text) C2/3B7F: A3 05 LDA $05,S C2/3B81: AA TAX C2/3B82: BD E9 3D LDA $3DE9,X C2/3B85: 09 20 ORA #$20 C2/3B87: 9D E9 3D STA $3DE9,X (Set Hide status in attacker) C2/3B8A: A9 04 LDA #$04 C2/3B8C: 8D 6E 3A STA $3A6E C2/3B8F: 60 RTS C2/3B90: A9 05 LDA #$05 C2/3B92: 8D 01 34 STA $3401 (Set to display text #5) C2/3B95: 4C 1B 3B JMP $3B1B (Miss target) Special Effect $50 C2/3B98: A3 05 LDA $05,S C2/3B9A: AA TAX C2/3B9B: BD 18 30 LDA $3018,X C2/3B9E: 0C 4C 2F TSB $2F4C C2/3BA1: 0C 88 3A TSB $3A88 C2/3BA4: 20 4A 38 JSR $384A C2/3BA7: DA PHX C2/3BA8: BB TYX C2/3BA9: 20 4A 38 JSR $384A C2/3BAC: 7A PLY C2/3BAD: 4C 1B 36 JMP $361B Mind Blast C2/3BB0: C2 20 REP #$20 (Set 16-bit Accumulator) C2/3BB2: 20 FF 44 JSR $44FF (Clear set and clear status bytes) C2/3BB5: B9 18 30 LDA $3018,Y C2/3BB8: A2 06 LDX #$06 C2/3BBA: 3C 5C 3A BIT $3A5C,X C2/3BBD: F0 07 BEQ $3BC6 C2/3BBF: 48 PHA C2/3BC0: DA PHX C2/3BC1: 20 D0 3B JSR $3BD0 (Randomly set a status) C2/3BC4: FA PLX C2/3BC5: 68 PLA C2/3BC6: CA DEX C2/3BC7: CA DEX C2/3BC8: 10 F0 BPL $3BBA (Do for all characters) C2/3BCA: 60 RTS Evil Toot (Sets a random status) C2/3BCB: C2 20 REP #$20 (Set 16-bit Accumulator) C2/3BCD: 20 FF 44 JSR $44FF (Clear all set and clear status bytes) C2/3BD0: AD AA 11 LDA $11AA C2/3BD3: 20 0E 52 JSR $520E (Number of statuses set by attack in bytes 1 & 2) C2/3BD6: 86 EE STX $EE C2/3BD8: AD AC 11 LDA $11AC C2/3BDB: 20 0E 52 JSR $520E (Number of statuses set by attack in bytes 3 & 4) C2/3BDE: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/3BE0: 8A TXA C2/3BE1: 18 CLC C2/3BE2: 65 EE ADC $EE C2/3BE4: 20 65 4B JSR $4B65 (0 to A - 1) C2/3BE7: C5 EE CMP $EE C2/3BE9: C2 20 REP #$20 (Set 16-bit Accumulator) C2/3BEB: 08 PHP C2/3BEC: AD AA 11 LDA $11AA C2/3BEF: 90 03 BCC $3BF4 C2/3BF1: AD AC 11 LDA $11AC C2/3BF4: 20 2A 52 JSR $522A (Pick a random status set by attack) C2/3BF7: 28 PLP C2/3BF8: B0 03 BCS $3BFD C2/3BFA: 4C 32 0E JMP $0E32 (Set status picked bytes 1 and 2) C2/3BFD: 19 E8 3D ORA $3DE8,Y (Set status picked bytes 3 and 4) C2/3C00: 99 E8 3D STA $3DE8,Y C2/3C03: 60 RTS Rippler Effect C2/3C04: A3 05 LDA $05,S C2/3C06: AA TAX (X = caster) C2/3C07: C2 20 REP #$20 (Set 16-bit A) C2/3C09: BD E4 3E LDA $3EE4,X C2/3C0C: 39 E4 3E AND $3EE4,Y (A = statuses set on both target and caster) C2/3C0F: 49 FF FF EOR #$FFFF (A = statuses not set) C2/3C12: 85 EE STA $EE ($EE = statuses not set on target and caster) C2/3C14: BD E4 3E LDA $3EE4,X C2/3C17: 25 EE AND $EE (A = statuses to remove from caster, set on target) C2/3C19: 99 D4 3D STA $3DD4,Y C2/3C1C: 9D FC 3D STA $3DFC,X C2/3C1F: B9 E4 3E LDA $3EE4,Y C2/3C22: 25 EE AND $EE (A = statuses to set on caster, remove from target) C2/3C24: 9D D4 3D STA $3DD4,X (Repeat for other two status bytes) C2/3C27: 99 FC 3D STA $3DFC,Y C2/3C2A: BD F8 3E LDA $3EF8,X C2/3C2D: 39 F8 3E AND $3EF8,Y C2/3C30: 49 FF FF EOR #$FFFF C2/3C33: 85 EE STA $EE C2/3C35: BD F8 3E LDA $3EF8,X C2/3C38: 25 EE AND $EE C2/3C3A: 99 E8 3D STA $3DE8,Y C2/3C3D: 9D 10 3E STA $3E10,X C2/3C40: B9 F8 3E LDA $3EF8,Y C2/3C43: 25 EE AND $EE C2/3C45: 9D E8 3D STA $3DE8,X C2/3C48: 99 10 3E STA $3E10,Y C2/3C4B: 60 RTS Exploder effect from 3DCD C2/3C4C: A3 05 LDA $05,S C2/3C4E: AA TAX C2/3C4F: 86 EE STX $EE C2/3C51: C4 EE CPY $EE C2/3C53: D0 05 BNE $3C5A C2/3C55: BD 18 30 LDA $3018,X C2/3C58: 14 A4 TRB $A4 C2/3C5A: 60 RTS Scan effect C2/3C5B: B9 80 3C LDA $3C80,Y C2/3C5E: 89 10 BIT #$10 C2/3C60: D0 06 BNE $3C68 (If can't scan) C2/3C62: BB TYX C2/3C63: A9 27 LDA #$27 C2/3C65: 4C 91 4E JMP $4E91 C2/3C68: A9 2C LDA #$2C C2/3C6A: 8D 01 34 STA $3401 (Store can't scan message) C2/3C6D: 60 RTS Suplex code from $3DCD (Makes Attack miss if target can't be suplexed) C2/3C6E: B9 80 3C LDA $3C80,Y C2/3C71: 89 04 BIT #$04 C2/3C73: F0 E5 BEQ $3C5A (Exit function) C2/3C75: 4C 1B 3B JMP $3B1B (Makes miss) Special Effect $57 - Air Anchor C2/3C78: B9 A1 3A LDA $3AA1,Y C2/3C7B: 89 04 BIT #$04 C2/3C7D: D0 F6 BNE $3C75 (Miss if death prot.) C2/3C7F: A9 13 LDA #$13 C2/3C81: 8D 01 34 STA $3401 (Display text 13) C2/3C84: B9 05 32 LDA $3205,Y C2/3C87: 29 FB AND #$FB C2/3C89: 99 05 32 STA $3205,Y (Set Air Anchor effect) C2/3C8C: 9C 1A 34 STZ $341A (Special Effect $23 jumps here) C2/3C8F: 60 RTS L? Pearl from 3DCD C2/3C90: 60 RTS Charm C2/3C91: A3 05 LDA $05,S C2/3C93: AA TAX C2/3C94: BD 94 33 LDA $3394,X C2/3C97: 10 DC BPL $3C75 (Miss if you already charmed a target) C2/3C99: 98 TYA C2/3C9A: 9D 94 33 STA $3394,X (Which target you charmed) C2/3C9D: 8A TXA C2/3C9E: 99 95 33 STA $3395,Y (Which targets has charmed you) C2/3CA1: 60 RTS Special Effect $17 (Tapir) C2/3CA2: B9 E5 3E LDA $3EE5,Y C2/3CA5: 10 CE BPL $3C75 (Miss if not target is not asleep) C2/3CA7: C2 20 REP #$20 C2/3CA9: B9 1C 3C LDA $3C1C,Y C2/3CAC: 99 F4 3B STA $3BF4,Y (Set HP to max HP) C2/3CAF: C2 20 REP #$20 C2/3CB1: B9 30 3C LDA $3C30,Y C2/3CB4: 99 08 3C STA $3C08,Y (Set MP to max MP) C2/3CB7: 60 RTS Pep Up C2/3CB8: A3 05 LDA $05,S C2/3CBA: AA TAX C2/3CBB: 20 4A 38 JSR $384A (Set death and hide) C2/3CBE: C2 20 REP #$20 (Set 16-bit Accumulator) C2/3CC0: BD 18 30 LDA $3018,X C2/3CC3: 0C 4C 2F TSB $2F4C C2/3CC6: 9E F4 3B STZ $3BF4,X (Set HP to 0) C2/3CC9: 9E 08 3C STZ $3C08,X (Set MP to 0) C2/3CCC: 80 E1 BRA $3CAF (Set target's MP to max MP) Special Effect $2E - Seize C2/3CCE: A3 05 LDA $05,S C2/3CD0: AA TAX C2/3CD1: BD 58 33 LDA $3358,X (If you already have a seized character) C2/3CD4: 10 9F BPL $3C75 (Jumps to $3B1B - Miss) C2/3CD6: C0 08 CPY #$08 C2/3CD8: B0 9B BCS $3C75 (If target is not character - Miss) C2/3CDA: 98 TYA C2/3CDB: 9D 58 33 STA $3358,X C2/3CDE: 8A TXA C2/3CDF: 99 59 33 STA $3359,Y C2/3CE2: BD AC 3D LDA $3DAC,X C2/3CE5: 09 80 ORA #$80 C2/3CE7: 9D AC 3D STA $3DAC,X C2/3CEA: B9 18 30 LDA $3018,Y C2/3CED: 1C 03 34 TRB $3403 C2/3CF0: B9 A0 3A LDA $3AA0,Y C2/3CF3: 29 7F AND #$7F (Clear bit 7) C2/3CF5: 99 A0 3A STA $3AA0,Y C2/3CF8: A9 40 LDA #$40 C2/3CFA: 4C 4C 46 JMP $464C Discard C2/3CFD: A3 05 LDA $05,S C2/3CFF: AA TAX C2/3D00: BD AC 3D LDA $3DAC,X C2/3D03: 29 7F AND #$7F C2/3D05: 9D AC 3D STA $3DAC,X C2/3D08: A9 FF LDA #$FF C2/3D0A: 9D 58 33 STA $3358,X C2/3D0D: 99 59 33 STA $3359,Y C2/3D10: B9 18 30 LDA $3018,Y C2/3D13: 0C 03 34 TSB $3403 C2/3D16: 60 RTS Special effect $4C C2/3D17: A9 80 LDA #$80 C2/3D19: 20 4C 46 JSR $464C (Sets bit 7 in $3204,Y) C2/3D1C: 80 91 BRA $3CAF (Set MP to Max MP) Overcast C2/3D1E: B9 4D 3E LDA $3E4D,Y (??) C2/3D21: 09 02 ORA #$02 C2/3D23: 99 4D 3E STA $3E4D,Y C2/3D26: 60 RTS Zinger C2/3D27: A3 05 LDA $05,S C2/3D29: AA TAX C2/3D2A: 8E F8 33 STX $33F8 C2/3D2D: 8C F9 33 STY $33F9 C2/3D30: BD 19 30 LDA $3019,X C2/3D33: 0C 4D 2F TSB $2F4D C2/3D36: 60 RTS Love Token C2/3D37: A3 05 LDA $05,S C2/3D39: AA TAX C2/3D3A: 98 TYA C2/3D3B: 9D 6C 33 STA $336C,X (Which target to take damage for) C2/3D3E: 8A TXA C2/3D3F: 99 6D 33 STA $336D,Y (Which target takes damage for you) C2/3D42: 60 RTS Kill with 'X' effect (Auto hit undead, Restores undead) C2/3D43: 18 CLC C2/3D44: A9 7E LDA #$7E C2/3D46: 20 90 38 JSR $3890 C2/3D49: B9 95 3C LDA $3C95,Y (Doom effect jumps here) C2/3D4C: 10 14 BPL $3D62 (Exit function if not undead) C2/3D4E: C0 08 CPY #$08 C2/3D50: B0 11 BCS $3D63 (If not character) C2/3D52: B9 D4 3D LDA $3DD4,Y (Remove death status) C2/3D55: 29 7F AND #$7F C2/3D57: 99 D4 3D STA $3DD4,Y C2/3D5A: C2 20 REP #$20 C2/3D5C: B9 1C 3C LDA $3C1C,Y (Fully heal) C2/3D5F: 99 F4 3B STA $3BF4,Y C2/3D62: 60 RTS C2/3D63: 7B TDC C2/3D64: B9 E9 3D LDA $3DE9,Y C2/3D67: 09 20 ORA #$20 C2/3D69: 99 E9 3D STA $3DE9,Y (Add hide to target) C2/3D6C: B9 19 30 LDA $3019,Y C2/3D6F: EB XBA C2/3D70: C2 20 REP #$20 (Set 16-bit Accumulator) C2/3D72: 85 B8 STA $B8 C2/3D74: A2 0A LDX #$0A C2/3D76: A9 24 00 LDA #$0024 C2/3D79: 4C 91 4E JMP $4E91 Phantasm C2/3D7C: B9 4D 3E LDA $3E4D,Y C2/3D7F: 09 40 ORA #$40 C2/3D81: 99 4D 3E STA $3E4D,Y C2/3D84: 60 RTS Stunner C2/3D85: 20 5A 4B JSR $4B5A (0 to 255) C2/3D88: CD A8 11 CMP $11A8 C2/3D8B: 90 1A BCC $3DA7 (If more than hit rate then exit) C2/3D8D: C2 20 REP #$20 (Set 16-bit Accumulator) C2/3D8F: AD AA 11 LDA $11AA (Status to set) C2/3D92: 49 FF FF EOR #$FFFF C2/3D95: 39 D4 3D AND $3DD4,Y (Status to set byte 1) C2/3D98: 99 D4 3D STA $3DD4,Y C2/3D9B: AD AC 11 LDA $11AC (Status to set) C2/3D9E: 49 FF FF EOR #$FFFF C2/3DA1: 39 E8 3D AND $3DE8,Y (Status to set byte 3) C2/3DA4: 99 E8 3D STA $3DE8,Y C2/3DA7: 60 RTS Targeting C2/3DA8: A3 05 LDA $05,S C2/3DAA: AA TAX C2/3DAB: 98 TYA C2/3DAC: 9D F5 32 STA $32F5,X (Stores target) C2/3DAF: 60 RTS Fallen One C2/3DB0: C2 20 REP #$20 (Set 16-bit Accumulator) C2/3DB2: 7B TDC (Clear Accumulator) C2/3DB3: 1A INC C2/3DB4: 99 F4 3B STA $3BF4,Y (Store 1 in HP) C2/3DB7: 60 RTS Special effect $4A C2/3DB8: 20 5A 4B JSR $4B5A (Random Number 0 to 255) C2/3DBB: 29 07 AND #$07 (Random Number 0 to 7) C2/3DBD: 1A INC (1 to 8) C2/3DBE: 8D B1 11 STA $11B1 (Set damage to 256 to 2048 in steps of 256) C2/3DC1: 9C B0 11 STZ $11B0 C2/3DC4: 60 RTS Morph Chance C2/3DC5: FF C2/3DC6: C0 C2/3DC7: 80 C2/3DC8: 40 C2/3DC9: 20 C2/3DCA: 10 C2/3DCB: 08 C2/3DCC: 00 Table for special effects code pointers 1 C2/3DCD: 8C 38 C2/3DCF: 8C 38 C2/3DD1: 8C 38 C2/3DD3: 43 3D ($03) C2/3DD5: F2 38 ($04) C2/3DD7: 8C 38 C2/3DD9: 8C 38 C2/3DDB: 8C 38 C2/3DDD: FE 38 ($08) C2/3DDF: 8C 38 C2/3DE1: 8C 38 C2/3DE3: 8C 38 C2/3DE5: 8C 38 C2/3DE7: 8D 38 ($0D) C2/3DE9: 8C 38 C2/3DEB: 8C 38 C2/3DED: 5B 3C ($10) C2/3DED: 8C 38 C2/3DF1: 3C 3A ($12) C2/3DF3: 34 39 ($13) C2/3DF5: 8C 38 C2/3DF7: 8C 38 C2/3DF9: 8C 38 C2/3DFB: A2 3C ($17) C2/3DFD: 8C 38 C2/3DFF: 4C 3C ($19) C2/3E01: 8C 38 C2/3E03: 8C 38 C2/3E05: 90 3C ($1C) C2/3E08: 8C 38 C2/3E09: 8C 38 C2/3E0B: 78 39 ($1F) C2/3E0D: B8 3C ($20) C2/3E0F: 04 3C ($21) C2/3E11: 22 39 ($22) C2/3E13: 8C 3C ($23) C2/3E15: 8C 38 C2/3E17: 6B 3B ($25) C2/3E19: 89 39 ($26) C2/3E1B: 6C 39 ($27) C2/3E1D: B0 3B ($28) C2/3E1F: 8C 38 C2/3E21: 8C 38 C2/3E23: 80 39 ($2B) C2/3E25: 8C 38 C2/3E27: 37 3D ($2D) C2/3E29: CE 3C ($2E) C2/3E2B: A8 3D ($2F) C2/3E2D: 6E 3C ($30) C2/3E2F: 8C 38 C2/3E31: 8C 38 C2/3E33: 66 39 ($33) C2/3E35: 91 3C ($34) C2/3E37: 49 3D ($35) C2/3E39: 8C 38 C2/3E3B: 1E 3D ($37) C2/3E3D: 6C 39 ($38) C2/3E3F: 5E 39 ($39) C2/3E41: 27 3D ($3A) C2/3E43: CB 3B ($3B) C2/3E45: 8C 38 C2/3E47: 8C 38 C2/3E49: 7C 3D ($3E) C2/3E4B: 85 3D ($3F) C2/3E4D: B0 3D ($40) C2/3E4F: 8C 38 C2/3E51: 8C 38 C2/3E53: 8C 38 C2/3E55: FD 3C ($44) C2/3E57: 8C 38 C2/3E59: 8C 38 C2/3E5B: 8C 38 C2/3E5D: 8C 38 C2/3E5F: 8C 38 C2/3E61: B8 3D ($4A) C2/3E63: 6C 39 ($4B) C2/3E65: 17 3D ($4C) C2/3E67: 8C 38 C2/3E69: 8C 38 C2/3E6B: 8C 38 C2/3E6D: 98 3B ($50) C2/3E6F: 8C 38 C2/3E71: 9E 39 ($52) C2/3E73: C5 3A ($53) C2/3E75: 71 3B ($54) C2/3E77: 29 3B ($55) C2/3E79: 8D 3A ($56) C2/3E7B: 78 3C ($57) C2/3E7D: DA PHX C2/3E7E: 08 PHP C2/3E7F: E2 30 SEP #$30 C2/3E81: 9B TXY C2/3E82: AE A9 11 LDX $11A9 C2/3E85: FC E1 42 JSR ($42E1,X) (Calls special effect code) C2/3E88: 28 PLP C2/3E89: FA PLX C2/3E8A: 60 RTS Random Steal Effect (Special Effect 1) C2/3E8B: 20 53 4B JSR $4B53 (50% chance to steal) C2/3E8E: B0 0F BCS $3E9F C2/3E90: A9 A4 LDA #$A4 (Add steal effect to attack) C2/3E92: 8D A9 11 STA $11A9 C2/3E95: A5 B5 LDA $B5 C2/3E97: C9 00 CMP #$00 C2/3E99: D0 04 BNE $3E9F (Exit if $B5 is not 0) C2/3E9B: A9 06 LDA #$06 C2/3E9D: 85 B5 STA $B5 (Set $B5 to $06) C2/3E9F: 60 RTS Step Mine C2/3EA0: 9C 14 34 STZ $3414 (Set to ignore damage modifiers) C2/3EA3: C2 20 REP #$20 (Set 16-bit Accumulator) C2/3EA5: 7B TDC C2/3EA6: 3A DEC C2/3EA7: 8D B0 11 STA $11B0 (Store 65535 in maximum damage) C2/3EAA: AD 67 18 LDA $1867 (Steps High 2 Bytes) C2/3EAD: AE A6 11 LDX $11A6 (Spell Power) C2/3EB0: 20 92 47 JSR $4792 (Division function Steps / Spell Power) C2/3EB3: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/3EB5: EB XBA C2/3EB6: D0 11 BNE $3EC9 (Exit if no targets) C2/3EB8: 8A TXA C2/3EB9: EB XBA C2/3EBA: 8D B1 11 STA $11B1 (Store in Maximum Damage high byte) C2/3EBD: AD 66 18 LDA $1866 (Steps Low Byte) C2/3EC0: AE A6 11 LDX $11A6 (Spell Power) C2/3EC3: 20 92 47 JSR $4792 (Division function) C2/3EC6: 8D B0 11 STA $11B0 (Store in Maximum Damage low byte) C2/3EC9: 60 RTS Weapon Breaks C2/3ECA: A5 B1 LDA $B1 C2/3ECC: 4A LSR C2/3ECD: B0 53 BCS $3F22 (Jump to code for attack with MP if bit 0 of $B1 is set) C2/3ECF: B9 A0 3A LDA $3AA0,Y C2/3ED2: 89 04 BIT #$04 C2/3ED4: D0 4C BNE $3F22 (Jump to code for attack with MP if bit 3 of $3AA0,Y is set) C2/3ED6: B9 F5 3B LDA $3BF5,Y (Load high byte of HP) C2/3ED9: EB XBA C2/3EDA: B9 F4 3B LDA $3BF4,Y (Load low byte of HP) C2/3EDD: A2 0A LDX #$0A C2/3EDF: 20 92 47 JSR $4792 (HP / 10) C2/3EE2: E8 INX C2/3EE3: 8A TXA C2/3EE4: 20 65 4B JSR $4B65 (Random number 0 to last digit of HP + 1) C2/3EE7: 3A DEC C2/3EE8: 10 38 BPL $3F22 (If number was not 0) C2/3EEA: 98 TYA C2/3EEB: 4A LSR C2/3EEC: AA TAX (X = target(not * 2)) C2/3EED: FE 30 2F INC $2F30,X (??) C2/3EF0: EB XBA C2/3EF1: A9 05 LDA #$05 C2/3EF3: 20 81 47 JSR $4781 (Multiplication function) C2/3EF6: 85 EE STA $EE C2/3EF8: BB TYX C2/3EF9: AD 70 3A LDA $3A70 C2/3EFC: 4A LSR C2/3EFD: B0 07 BCS $3F06 C2/3EFF: E8 INX C2/3F00: A5 EE LDA $EE C2/3F02: 69 14 ADC #$14 C2/3F04: 85 EE STA $EE C2/3F06: 9E 68 3B STZ $3B68,X (Battle Power) C2/3F09: A6 EE LDX $EE C2/3F0B: BD 86 2B LDA $2B86,X C2/3F0E: C9 17 CMP #$17 C2/3F10: D0 10 BNE $3F22 (Branch if not equipped with Ogre Nix) C2/3F12: A9 FF LDA #$FF C2/3F14: 9D 86 2B STA $2B86,X C2/3F17: 9D 87 2B STA $2B87,X C2/3F1A: 9E 89 2B STZ $2B89,X C2/3F1D: A9 44 LDA #$44 C2/3F1F: 8D 01 34 STA $3401 (Display weapon broke text) C2/3F22: A9 0C LDA #$0C (Special Effect 7 jumps here) C2/3F24: 85 EE STA $EE C2/3F26: A5 B2 LDA $B2 C2/3F28: 89 02 BIT #$02 C2/3F2A: D0 23 BNE $3F4F (Exit function if bit 1 of $B2 is set) C2/3F2C: AD C9 3E LDA $3EC9 C2/3F2F: F0 1E BEQ $3F4F (Exit function if no targets) C2/3F31: 7B TDC (Clear 16-bit A) C2/3F32: 20 5A 4B JSR $4B5A (0 to 255) C2/3F35: 29 07 AND #$07 (0 to 7) C2/3F37: 18 CLC C2/3F38: 65 EE ADC $EE (Add to $EE [#$0C]) C2/3F3A: C2 20 REP #$20 (Set 16-bit Accumulator) C2/3F3C: 85 EE STA $EE C2/3F3E: B9 08 3C LDA $3C08,Y (MP) C2/3F41: C5 EE CMP $EE C2/3F43: 90 0A BCC $3F4F (Exit function) C2/3F45: E5 EE SBC $EE C2/3F47: 99 08 3C STA $3C08,Y (MP - $EE) C2/3F4A: A9 00 02 LDA #$0200 C2/3F4D: 14 B2 TRB $B2 (Set always critical) C2/3F4F: 60 RTS Special Effect $0F C2/3F50: A9 1C LDA #$1C C2/3F52: 80 D0 BRA $3F24 Pearl Wind C2/3F54: A9 60 LDA #$60 C2/3F56: 0C A2 11 TSB $11A2 (Sets no split damage, and ignore defense) C2/3F59: 9C 14 34 STZ $3414 (Set to not modify damage) C2/3F5C: C2 20 REP #$20 C2/3F5E: B9 F4 3B LDA $3BF4,Y (HP) C2/3F61: 8D B0 11 STA $11B0 (Maximum Damage = HP) C2/3F64: 60 RTS Golem C2/3F65: C2 20 REP #$20 C2/3F67: B9 F4 3B LDA $3BF4,Y (HP) C2/3F6A: 8D 36 3A STA $3A36 (HP that Golem will absorb) C2/3F6D: 60 RTS Special Effect 6 Soul Sabre C2/3F6E: A9 80 LDA #$80 C2/3F70: 0C A3 11 TSB $11A3 (Sets attack to Concern MP) C2/3F73: A9 08 LDA #$08 (Special Effect 5 jumps here) C2/3F75: 0C A2 11 TSB $11A2 (Sets attack to heal undead) C2/3F78: A9 02 LDA #$02 C2/3F7A: 0C A4 11 TSB $11A4 (Sets attack to redirection) C2/3F7D: 60 RTS Recover HP C2/3F7E: A9 20 LDA #$20 C2/3F80: 0C A2 11 TSB $11A2 (Sets attack to ignore defense) C2/3F83: A9 01 LDA #$01 C2/3F85: 0C A4 11 TSB $11A4 (Sets attack to heal) C2/3F88: 60 RTS Valiant Knife C2/3F89: A9 20 LDA #$20 C2/3F8B: 0C A2 11 TSB $11A2 (Sets attack to ignore defense) C2/3F8E: C2 20 REP #$20 C2/3F90: 38 SEC C2/3F91: B9 1C 3C LDA $3C1C,Y (Max HP) C2/3F94: F9 F4 3B SBC $3BF4,Y (HP) C2/3F97: 18 CLC C2/3F98: 6D B0 11 ADC $11B0 (Add Max HP - Current HP to damage) C2/3F9B: 8D B0 11 STA $11B0 C2/3F9E: 60 RTS Wind Attack C2/3F9F: 20 5A 4B JSR $4B5A (Random Number Function 0 to 255) C2/3FA2: C9 80 CMP #$80 C2/3FA4: B0 10 BCS $3FB6 (50% chance exit function) C2/3FA6: 9C A6 11 STZ $11A6 (Battle Power) C2/3FA9: A9 65 LDA #$65 C2/3FAB: 80 03 BRA $3FB0 Magicite C2/3FAD: 20 DC 37 JSR $37DC (Picks random Esper, not Odin or Raiden) C2/3FB0: 8D 00 34 STA $3400 C2/3FB3: EE 70 3A INC $3A70 C2/3FB6: 60 RTS Special effect $51 GP Rain C2/3FB7: B9 18 3B LDA $3B18,Y (Attacker's Level) C2/3FBA: EB XBA C2/3FBB: A9 1E LDA #$1E C2/3FBD: 20 81 47 JSR $4781 (Attacker's Level * 30) C2/3FC0: C2 20 REP #$20 (Set 16-bit accumulator) C2/3FC2: C0 08 CPY #$08 (Check if target is monster) C2/3FC4: B0 0D BCS $3FD3 (Branch if target is monster) C2/3FC6: 20 B6 37 JSR $37B6 C2/3FC9: D0 1E BNE $3FE9 C2/3FCB: 64 A4 STZ $A4 (Makes attack target nothing) C2/3FCD: A2 08 LDX #$08 C2/3FCF: 8E 01 34 STX $3401 (Set to display text 8) C2/3FD2: 60 RTS C2/3FD3: 85 EE STA $EE (Level * 30) C2/3FD5: B9 98 3D LDA $3D98,Y (Gold monster gives) C2/3FD8: F0 F1 BEQ $3FCB (Miss all w/text if = 0) C2/3FDA: E5 EE SBC $EE C2/3FDC: B0 06 BCS $3FE4 (If gold > Level * 30) C2/3FDE: B9 98 3D LDA $3D98,Y C2/3FE1: 85 EE STA $EE (Set $EE to Gold) C2/3FE3: 7B TDC C2/3FE4: 99 98 3D STA $3D98,Y (Set Gold to 0 or Gold - Level * 30) C2/3FE7: A5 EE LDA $EE C2/3FE9: A2 02 LDX #$02 C2/3FEB: 86 E8 STX $E8 C2/3FED: 20 B7 47 JSR $47B7 (A = $EE / 128) C2/3FF0: A5 E8 LDA $E8 ($EE * 2) C2/3FF2: AE C9 3E LDX $3EC9 (Number of targets) C2/3FF5: 20 92 47 JSR $4792 (A / number of targets) C2/3FF8: 8D B0 11 STA $11B0 (Sets maximum damage) C2/3FFB: 60 RTS Exploder effect from 42E1 C2/3FFC: BB TYX C2/3FFD: 64 BC STZ $BC C2/3FFF: A9 10 LDA #$10 C2/4001: 04 B0 TSB $B0 C2/4003: 9C 14 34 STZ $3414 (Set to not modify damage) C2/4006: C2 20 REP #$20 (Set 16-bit A) C2/4008: A5 A4 LDA $A4 (Load target hit) C2/400A: 48 PHA C2/400B: BD 18 30 LDA $3018,X C2/400E: 85 B8 STA $B8 C2/4010: 20 C2 57 JSR $57C2 C2/4013: 20 DB 63 JSR $63DB C2/4016: A3 01 LDA $01,S C2/4018: 85 B8 STA $B8 C2/401A: 20 C2 57 JSR $57C2 C2/401D: 68 PLA C2/401E: 1D 18 30 ORA $3018,X C2/4021: 85 A4 STA $A4 C2/4023: BD F4 3B LDA $3BF4,X C2/4026: 8D B0 11 STA $11B0 (Sets damage to HP) C2/4029: 4C AD 35 JMP $35AD Special effect $4A C2/402C: A9 7D LDA #$7D C2/402E: 85 B6 STA $B6 (Set Animation) C2/4030: 20 5A 4B JSR $4B5A (0 to 255) C2/4033: 29 03 AND #$03 (0 to 3) C2/4035: 80 02 BRA $4039 C2/4037: A9 07 LDA #$07 (Special Effect $2C jumps here) C2/4039: 8D 05 34 STA $3405 C2/403C: C2 20 REP #$20 (Set 16-bit Accumulator) C2/403E: B9 18 30 LDA $3018,Y C2/4041: 85 A6 STA $A6 C2/4043: 60 RTS Special Effect 2 Atma Weapon C2/4044: A9 20 LDA #$20 C2/4046: 0C A2 11 TSB $11A2 (Set attack to ignore defense) C2/4049: A9 02 LDA #$02 C2/404B: 04 B2 TSB $B2 (Set no critical & ignore True Knight) C2/404D: 60 RTS Warp effect C2/404E: A5 B1 LDA $B1 C2/4050: 89 04 BIT #$04 C2/4052: D0 06 BNE $405A (Branch if can't run) C2/4054: A9 02 LDA #$02 C2/4056: 8D 6E 3A STA $3A6E C2/4059: 60 RTS C2/405A: A9 0A LDA #$0A C2/405C: 8D 01 34 STA $3401 (Display can't run text) C2/405F: 80 3B BRA $409C (Miss all targets) Bababreath from 42E1 C2/4061: 64 EE STZ $EE C2/4063: A2 06 LDX #$06 C2/4065: BD A0 3A LDA $3AA0,X C2/4068: 4A LSR C2/4069: 90 11 BCC $407C C2/406B: BD E4 3E LDA $3EE4,X (Status byte 1) C2/406E: 89 C2 BIT #$C2 (Check for Dead, Zombie, or Stone) C2/4070: F0 0A BEQ $407C (Branch If any set) C2/4072: BD 18 30 LDA $3018,X C2/4075: 2C 2C 3F BIT $3F2C C2/4078: D0 02 BNE $407C C2/407A: 85 EE STA $EE C2/407C: CA DEX C2/407D: CA DEX C2/407E: 10 E5 BPL $4065 (Loop through all characters) C2/4080: A5 EE LDA $EE C2/4082: D0 09 BNE $408D C2/4084: AD 76 3A LDA $3A76 C2/4087: C9 02 CMP #$02 C2/4089: B0 2F BCS $40BA (Exit function) C2/408B: 80 0F BRA $409C (Miss all targets) C2/408D: 85 B8 STA $B8 C2/408F: 64 B9 STZ $B9 C2/4091: BB TYX C2/4092: 4C C2 57 JMP $57C2 Special effect $50 106/256 chance to miss C2/4095: 20 5A 4B JSR $4B5A (Random Number Function 0 to 255) C2/4098: C9 96 CMP #$96 C2/409A: 90 1E BCC $40BA (Exit function if A < #$96) C2/409C: 64 A4 STZ $A4 (Make target nothing) C2/409E: 64 A5 STZ $A5 C2/40A0: 60 RTS L? Pearl from 42E1 C2/40A1: AD 62 18 LDA $1862 C2/40A4: EB XBA C2/40A5: AD 61 18 LDA $1861 C2/40A8: A2 0A LDX #$0A C2/40AA: 20 92 47 JSR $4792 (Divides gold by 10) C2/40AD: 8A TXA C2/40AE: EB XBA C2/40AF: AD 60 18 LDA $1860 C2/40B2: A2 0A LDX #$0A C2/40B4: 20 92 47 JSR $4792 C2/40B7: 8E A8 11 STX $11A8 (Hit rate / level multiplier for LX spells) C2/40BA: 60 RTS Escape C2/40BB: C0 08 CPY #$08 C2/40BD: B0 FB BCS $40BA (Exit if character) C2/40BF: A9 22 LDA #$22 C2/40C1: 85 B5 STA $B5 C2/40C3: A9 10 LDA #$10 C2/40C5: 04 A0 TSB $A0 C2/40C7: 60 RTS Special effect $4B C2/40C8: A9 04 LDA #$04 C2/40CA: 24 B1 BIT $B1 C2/40CC: F0 EC BEQ $40BA (Exit if can't run) C2/40CE: 20 9C 40 JSR $409C (Set to no targets) C2/40D1: 9C A9 11 STZ $11A9 (Clear special effect) C2/40D4: A9 09 LDA #$09 C2/40D6: 8D 01 34 STA $3401 (Display text #9) C2/40D9: 60 RTS Forcefield C2/40DA: 7B TDC (Clear Accumulator) C2/40DB: A9 FF LDA #$FF C2/40DD: 4D C8 3E EOR $3EC8 C2/40E0: F0 BA BEQ $409C (Miss if all elements nullified) C2/40E2: 20 2A 52 JSR $522A (Randomly pick a set bit) C2/40E5: 0C C8 3E TSB $3EC8 (Set that bit in $3EC8) C2/40E8: 20 F0 51 JSR zF0 C2/40EB: 8A TXA C2/40EC: 18 CLC C2/40ED: 69 37 ADC #$37 C2/40EF: 80 E5 BRA $40D6 Quadra Slam, Quadra Slice, etc. 4 Random attacks C2/40F1: A9 03 LDA #$03 C2/40F3: 8D 70 3A STA $3A70 (# of attacks) C2/40F6: A9 40 LDA #$40 C2/40F8: 04 BA TSB $BA (Sets randomize target) C2/40FA: 9C A9 11 STZ $11A9 (Clears special effect) C2/40FD: 60 RTS Blow Fish C2/40FE: A9 60 LDA #$60 C2/4100: 0C A2 11 TSB $11A2 (Set Ignore defense, and no split damage) C2/4103: 9C 14 34 STZ $3414 (Set to not modify damage) C2/4106: C2 20 REP #$20 (Set 16-bit Accumulator) C2/4108: A9 E8 03 LDA #$03E8 C2/410B: 8D B0 11 STA $11B0 (Set damage to 1000) C2/410E: 60 RTS Flare Star C2/410F: 9C 14 34 STZ $3414 (Set to not modify damage) C2/4112: C2 20 REP #$20 (Set 16-bit Accumulator) C2/4114: A5 A2 LDA $A2 C2/4116: 20 2A 52 JSR $522A (A = a random bit set in $A2) C2/4119: 20 F9 51 JSR $51F9 (Y = bit number of highest bit set in A) C2/411C: A5 A2 LDA $A2 C2/411E: 20 0E 52 JSR $520E (X = number of bits set in A) C2/4121: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/4123: B9 18 3B LDA $3B18,Y (Level) C2/4126: EB XBA C2/4127: AD A6 11 LDA $11A6 (Spell Power) C2/412A: 20 81 47 JSR $4781 (Spell Power * Level) C2/412D: 20 92 47 JSR $4792 (Divide by X) C2/4130: C2 20 REP #$20 (Set 16-bit Accumulator) C2/4132: 8D B0 11 STA $11B0 (Store in maximum damage) C2/4135: 60 RTS Special effect $4C C2/4136: A9 80 LDA #$80 C2/4138: 1C A3 11 TRB $11A3 (Clears concern MP) C2/413B: 60 RTS Special effect $28 Mind Blast C2/413C: C2 20 REP #$20 (Set 16-bit Accumulator) C2/413E: A0 06 LDY #$06 C2/4140: A5 A4 LDA $A4 C2/4142: 20 2A 52 JSR $522A (Randomly pick a target from among characters) C2/4145: 99 5C 3A STA $3A5C,Y C2/4148: 88 DEY C2/4149: 88 DEY C2/414A: 10 F4 BPL $4140 (Do for all characters) C2/414C: 60 RTS Miss random targets Special Effect $29 C2/414D: 20 5A 4B JSR $4B5A (0 to 255) C2/4150: 14 A4 TRB $A4 C2/4152: 20 5A 4B JSR $4B5A (0 to 255) C2/4155: 14 A5 TRB $A5 C2/4157: 60 RTS Dice Effect C2/4158: 9C 14 34 STZ $3414 (Set to not modify damage) C2/415B: A9 20 LDA #$20 C2/415D: 0C A4 11 TSB $11A4 (Makes unblockable) C2/4160: A9 0F LDA #$0F C2/4162: 85 B6 STA $B6 C2/4164: 7B TDC C2/4165: 20 5A 4B JSR $4B5A (Random Number Function 0 to 255) C2/4168: 48 PHA C2/4169: 29 0F AND #$0F (0 to 15) C2/416B: A2 06 LDX #$06 C2/416D: 20 92 47 JSR $4792 (Division A/X) C2/4170: 86 B7 STX $B7 (0 to 5) C2/4172: E8 INX C2/4173: 86 EE STX $EE (1 to 6) C2/4175: 68 PLA C2/4176: A2 60 LDX #$60 C2/4178: 20 92 47 JSR $4792 (Division A/X) C2/417B: 8A TXA C2/417C: 29 F0 AND #$F0 (0 to 5) C2/417E: 05 B7 ORA $B7 C2/4180: 85 B7 STA $B7 C2/4182: 4A LSR C2/4183: 4A LSR C2/4184: 4A LSR C2/4185: 4A LSR C2/4186: 1A INC C2/4187: EB XBA (1 to 6) C2/4188: A5 EE LDA $EE (Other 1 to 6) C2/418A: 20 81 47 JSR $4781 (Multiply) C2/418D: 85 EE STA $EE (roll * roll) C2/418F: AD A8 11 LDA $11A8 (# of dice) C2/4192: C9 03 CMP #$03 C2/4194: 90 15 BCC $41AB C2/4196: 7B TDC (Clear Accumulator) C2/4197: AD 1E 02 LDA $021E (???) C2/419A: A2 06 LDX #$06 C2/419C: 20 92 47 JSR $4792 C2/419F: 8A TXA C2/41A0: 85 B6 STA $B6 C2/41A2: 1A INC C2/41A3: EB XBA C2/41A4: A5 EE LDA $EE C2/41A6: 20 81 47 JSR $4781 (roll * roll * new roll) C2/41A9: 85 EE STA $EE C2/41AB: A2 00 LDX #$00 C2/41AD: A5 B6 LDA $B6 (0 to 5 or F if only 2 dice) C2/41AF: 0A ASL C2/41B0: 0A ASL C2/41B1: 0A ASL C2/41B2: 0A ASL C2/41B3: 05 B6 ORA $B6 C2/41B5: C5 B7 CMP $B7 C2/41B7: D0 02 BNE $41BB C2/41B9: A6 B6 LDX $B6 C2/41BB: A5 EE LDA $EE C2/41BD: EB XBA C2/41BE: AD AF 11 LDA $11AF (Level) C2/41C1: 0A ASL C2/41C2: 20 81 47 JSR $4781 (Level * roll * roll * roll * 2) C2/41C5: C2 20 REP #$20 (16 bit-Accumulator) C2/41C7: 85 EE STA $EE C2/41C9: 18 CLC C2/41CA: 8D B0 11 STA $11B0 C2/41CD: A5 EE LDA $EE C2/41CF: 6D B0 11 ADC $11B0 C2/41D2: 90 02 BCC $41D6 C2/41D4: 7B TDC C2/41D5: 3A DEC C2/41D6: CA DEX C2/41D7: 10 F0 BPL $41C9 C2/41D9: E2 20 SEP #$20 (8-bit Accumulator) C2/41DB: A5 B5 LDA $B5 C2/41DD: C9 00 CMP #$00 C2/41DF: D0 02 BNE $41E3 C2/41E1: A9 26 LDA #$26 C2/41E3: 85 B5 STA $B5 C2/41E5: 60 RTS Revenge C2/41E6: 9C 14 34 STZ $3414 (Set to not modify damage) C2/41E9: C2 20 REP #$20 (Set 16-bit Accumulator) C2/41EB: 38 SEC C2/41EC: B9 1C 3C LDA $3C1C,Y (Max HP) C2/41EF: F9 F4 3B SBC $3BF4,Y (HP) C2/41F2: 8D B0 11 STA $11B0 (Damage = Max HP - HP) C2/41F5: 60 RTS Palidor from $42E1 Makes not jump if you have Stone, Sleep, Stop, Hide, or Freeze status C2/41F6: A9 10 LDA #$10 C2/41F8: 0C 46 3A TSB $3A46 C2/41FB: C2 20 REP #$20 C2/41FD: A2 12 LDX #$12 C2/41FF: BD E4 3E LDA $3EE4,X C2/4202: 89 40 80 BIT #$8040 (Check for Stone or Sleep) C2/4205: D0 08 BNE $420F C2/4207: BD F8 3E LDA $3EF8,X C2/420A: 89 10 22 BIT #$2210 (Check for Stop, Hide, or Freeze) C2/420D: F0 07 BEQ $4216 C2/420F: BD 18 30 LDA $3018,X C2/4212: 14 A2 TRB $A2 (Remove from being a target) C2/4214: 14 A4 TRB $A4 C2/4216: CA DEX C2/4217: CA DEX C2/4218: 10 E5 BPL $41FF C2/421A: 60 RTS Empower C2/421B: AD A3 11 LDA $11A3 C2/421E: 49 80 EOR #$80 (Toggle Concern MP) C2/4220: 8D A3 11 STA $11A3 C2/4223: 10 05 BPL $422A (If not concern MP) C2/4225: A9 12 LDA #$12 C2/4227: 85 B5 STA $B5 C2/4229: 60 RTS C2/422A: EE 70 3A INC $3A70 C2/422D: 4E A6 11 LSR $11A6 C2/4230: 4E A6 11 LSR $11A6 (Cut Spell Power to 1/4) C2/4233: 60 RTS Spiraler C2/4234: BB TYX C2/4235: BD 18 30 LDA $3018,X C2/4238: 14 A2 TRB $A2 C2/423A: 14 A4 TRB $A4 (Miss yourself) C2/423C: 0C 4C 2F TSB $2F4C C2/423F: 20 4A 38 JSR $384A C2/4242: C2 20 REP #$20 (Set 16-bit Accumulator) C2/4244: 9E F4 3B STZ $3BF4,X (Zeroes HP of attacker) C2/4247: 9E 08 3C STZ $3C08,X (Zeroes MP of attacker) C2/424A: 60 RTS Discard C2/424B: 20 9C 40 JSR $409C (Miss all targets?) C2/424E: A9 20 LDA #$20 C2/4250: 0C A4 11 TSB $11A4 (Set Can't be dodged) C2/4253: BE 58 33 LDX $3358,Y C2/4256: 30 F2 BMI $424A (Exit if no target is seized) C2/4258: BD 18 30 LDA $3018,X C2/425B: 85 B8 STA $B8 C2/425D: 64 B9 STZ $B9 C2/425F: BB TYX C2/4260: 4C C2 57 JMP $57C2 Mantra C2/4263: A9 60 LDA #$60 C2/4265: 0C A2 11 TSB $11A2 (Set no split damage, & ignore defense) C2/4268: 9C 14 34 STZ $3414 (Set to not modify damage) C2/426B: C2 20 REP #$20 (Set 16-bit Accumulator) C2/426D: B9 18 30 LDA $3018,Y C2/4270: 14 A4 TRB $A4 (Make miss yourself) C2/4272: AE C9 3E LDX $3EC9 (Number of targets) C2/4275: CA DEX C2/4276: B9 F4 3B LDA $3BF4,Y C2/4279: 20 92 47 JSR $4792 (HP / Number of targets - 1) C2/427C: 8D B0 11 STA $11B0 (Set damage) C2/427F: 60 RTS Special Effect $42 Cuts damage to 1/4 C2/4280: C2 20 REP #$20 (Set 16-bit Accumulator) C2/4282: 4E B0 11 LSR $11B0 (Halves damage) C2/4285: C2 20 REP #$20 (Special effect $41 jumps here) C2/4287: 4E B0 11 LSR $11B0 (Halves damage) C2/428A: 60 RTS Suplex code from 42E1 (Picks a random target) C2/428B: A9 10 LDA #$10 C2/428D: 04 B0 TSB $B0 C2/428F: C2 20 REP #$20 (Set 16-bit Accumulator) C2/4291: A5 A2 LDA $A2 (Targets) C2/4293: 85 EE STA $EE C2/4295: A2 0A LDX #$0A C2/4297: BD 88 3C LDA $3C88,X C2/429A: 89 04 00 BIT #$0004 C2/429D: F0 05 BEQ $42A4 (Check next target if this one can't be suplexed) C2/429F: BD 20 30 LDA $3020,X C2/42A2: 14 EE TRB $EE C2/42A4: CA DEX C2/42A5: CA DEX C2/42A6: 10 EF BPL $4297 C2/42A8: A5 EE LDA $EE C2/42AA: D0 02 BNE $42AE C2/42AC: A5 A2 LDA $A2 (Targets) C2/42AE: 20 2A 52 JSR $522A (Randomly pick a bit) C2/42B1: 85 B8 STA $B8 C2/42B3: BB TYX C2/42B4: 4C C2 57 JMP $57C2 Reflect??? C2/42B7: C2 20 REP #$20 C2/42B9: A2 12 LDX #$12 C2/42BB: BD F7 3E LDA $3EF7,X C2/42BE: 30 05 BMI $42C5 (Branch if reflect status) C2/42C0: BD 18 30 LDA $3018,X C2/42C3: 14 A4 TRB $A4 (Make miss target) C2/42C5: CA DEX C2/42C6: CA DEX C2/42C7: 10 F2 BPL $42BB C2/42C9: 60 RTS Quick C2/42CA: AD 02 34 LDA $3402 C2/42CD: 10 09 BPL $42D8 (If already under influence of Quick) C2/42CF: 8C 04 34 STY $3404 C2/42D2: A9 02 LDA #$02 C2/42D4: 8D 02 34 STA $3402 C2/42D7: 60 RTS C2/42D8: C2 20 REP #$20 (Set 16-bit Accumulator) C2/42DA: B9 18 30 LDA $3018,Y C2/42DD: 0C 5A 3A TSB $3A5A (Set target as missed) C2/42E0: 60 RTS Table for special effects code pointers 2 C2/42E1: 8A 3E C2/42E3: 8B 3E C2/42E5: 44 40 ($02) C2/42E7: 8A 3E C2/42E9: 8A 3E C2/42EB: 73 3F ($05) C2/42ED: 6E 3F ($06) C2/42EF: 22 3F ($07) C2/42F1: 8A 3E C2/42F3: 58 41 ($09) C2/42F5: 89 3F ($0A) C2/42F7: 9F 3F ($0B) C2/42F9: 7E 3F ($0C) C2/42FB: 8A 3E C2/42FD: CA 3E ($0E) C2/42FF: 50 3F ($0F) C2/4301: 8A 3E C2/4303: 65 3F ($11) C2/4305: 8A 3E C2/4307: F6 41 ($13) C2/4309: 8A 3E C2/430B: 63 42 ($15) C2/430D: 34 42 ($16) C2/430F: 8A 3E C2/4311: 4E 40 ($18) C2/4313: FC 3F ($19) C2/4315: FE 40 ($1A) C2/4317: 54 3F ($1B) C2/4319: B7 42 ($1C) C2/431B: A1 40 ($1D) C2/431D: A0 3E ($1E) C2/431F: 8A 3E C2/4321: 8A 3E C2/4323: 8A 3E C2/4325: 8A 3E C2/4327: 8A 3E C2/4329: 8A 3E C2/432B: 8A 3E C2/432D: 8A 3E C2/432F: BB 40 ($27) C2/4331: 3C 41 ($28) C2/4333: 4D 41 ($29) C2/4335: 0F 41 ($2A) C2/4337: 8A 3E C2/4339: 37 40 ($2C) C2/433B: 8A 3E C2/433D: 8A 3E C2/433F: 8A 3E C2/4341: 8B 42 ($30) C2/4343: DA 40 ($31) C2/4345: F1 40 ($32) C2/4347: 61 40 ($33) C2/4349: 8A 3E C2/434B: 8A 3E C2/434D: 1B 42 ($36) C2/434F: 8A 3E C2/4351: 8A 3E C2/4353: 8A 3E C2/4354: 8A 3E C2/4357: 8A 3E C2/4359: 8A 3E C2/435B: E6 41 ($3D) C2/435D: 8A 3E C2/435F: 8A 3E C2/4361: 8A 3E C2/4363: 85 42 ($41) C2/4365: 80 42 ($42) C2/4367: CA 42 ($43) C2/4369: 4B 42 ($44) C2/436B: 8A 3E C2/436D: 8A 3E C2/436F: 8A 3E C2/4371: 8A 3E C2/4373: AD 3F ($49) C2/4375: 2C 40 ($4A) C2/4377: C8 40 ($4B) C2/4379: 36 41 ($4C) C2/437B: 4E 40 ($4D) C2/437D: 8A 3E C2/437F: 8A 3E C2/4381: 95 40 ($50) C2/4383: B7 3F ($51) C2/4385: 8A 3E C2/4387: 8A 3E C2/4389: 8A 3E C2/438B: 8A 3E C2/438D: 8A 3E C2/438F: 8A 3E Set new status for attack C2/4391: DA PHX C2/4392: 08 PHP C2/4393: C2 20 REP #$20 (Set 16-bit Accumulator) C2/4395: A0 12 LDY #$12 C2/4397: B9 A0 3A LDA $3AA0,Y C2/439A: 4A LSR C2/439B: 90 62 BCC $43FF (Skip this character if bit 0 of $3AA0,Y is not set) C2/439D: 20 0D 45 JSR $450D (Get new status) C2/43A0: A5 FC LDA $FC C2/43A2: F0 0F BEQ $43B3 (If no status to add) C2/43A4: 85 F0 STA $F0 C2/43A6: A2 1E LDX #$1E C2/43A8: 06 F0 ASL $F0 C2/43AA: 90 03 BCC $43AF (Skip if status not to be set) C2/43AC: FC B0 46 JSR ($46B0,X) (Call for each status to be set) C2/43AF: CA DEX C2/43B0: CA DEX C2/43B1: 10 F5 BPL $43A8 (Loop through all status in byte 1 & 2) C2/43B3: A5 FE LDA $FE C2/43B5: F0 0F BEQ $43C6 C2/43B7: 85 F0 STA $F0 C2/43B9: A2 1E LDX #$1E C2/43BB: 06 F0 ASL $F0 C2/43BD: 90 03 BCC $43C2 C2/43BF: FC D0 46 JSR ($46D0,X) (Call for each status to be set byte 3 & 4) C2/43C2: CA DEX C2/43C3: CA DEX C2/43C4: 10 F5 BPL $43BB C2/43C6: A5 F4 LDA $F4 C2/43C8: 39 1C 33 AND $331C,Y C2/43CB: 85 F4 STA $F4 C2/43CD: F0 0F BEQ $43DE C2/43CF: 85 F0 STA $F0 C2/43D1: A2 1E LDX #$1E C2/43D3: 06 F0 ASL $F0 C2/43D5: 90 03 BCC $43DA C2/43D7: FC F0 46 JSR ($46F0,X) (Call for each status to be clear byte 1 & 2) C2/43DA: CA DEX C2/43DB: CA DEX C2/43DC: 10 F5 BPL $43D3 C2/43DE: A5 F6 LDA $F6 C2/43E0: 39 30 33 AND $3330,Y C2/43E3: 85 F6 STA $F6 C2/43E5: F0 0F BEQ $43F6 C2/43E7: 85 F0 STA $F0 C2/43E9: A2 1E LDX #$1E C2/43EB: 06 F0 ASL $F0 C2/43ED: 90 03 BCC $43F2 C2/43EF: FC 10 47 JSR ($4710,X) (Call for each status to be clear byte 3 & 4) C2/43F2: CA DEX C2/43F3: CA DEX C2/43F4: 10 F5 BPL $43EB C2/43F6: 20 7F 44 JSR $447F (Get new status) C2/43F9: 20 85 45 JSR $4585 (Store in 3EE4 & 3EF8) C2/43FC: 20 FF 44 JSR $44FF (Clear set and clear status bytes) C2/43FF: 88 DEY C2/4400: 88 DEY C2/4401: 10 94 BPL $4397 C2/4403: 28 PLP C2/4404: FA PLX C2/4405: 60 RTS Sets status when attack hits C2/4406: 08 PHP C2/4407: C2 20 REP #$20 C2/4409: B9 E4 3E LDA $3EE4,Y C2/440C: 85 F8 STA $F8 C2/440E: B9 F8 3E LDA $3EF8,Y C2/4411: 85 FA STA $FA C2/4413: 20 90 44 JSR $4490 (Remove Vanish / Freeze) C2/4416: E2 20 SEP #$20 C2/4418: A5 B3 LDA $B3 C2/441A: 30 04 BMI $4420 (if not ignore vanish) C2/441C: A9 10 LDA #$10 C2/441E: 14 F4 TRB $F4 (Set to clear vanish) C2/4420: B9 95 3C LDA $3C95,Y C2/4423: 10 18 BPL $443D (Branch if not undead) C2/4425: A9 08 LDA #$08 C2/4427: 2C A2 11 BIT $11A2 C2/442A: F0 11 BEQ $443D (Branch if heal undead) C2/442C: 4A LSR C2/442D: 2C A4 11 BIT $11A4 C2/4430: F0 0B BEQ $443D (Branch if lift status) C2/4432: AD AA 11 LDA $11AA C2/4435: 89 82 BIT #$82 C2/4437: F0 04 BEQ $443D (Branch if attack not set death or zombie) C2/4439: A9 80 LDA #$80 C2/443B: 04 FC TSB $FC C2/443D: C2 20 REP #$20 C2/443F: A5 FC LDA $FC C2/4441: 20 32 0E JSR $0E32 (Sets statuses) C2/4444: A5 FE LDA $FE C2/4446: 19 E8 3D ORA $3DE8,Y C2/4449: 99 E8 3D STA $3DE8,Y C2/444C: A5 F4 LDA $F4 C2/444E: 19 FC 3D ORA $3DFC,Y C2/4451: 99 FC 3D STA $3DFC,Y C2/4454: A5 F6 LDA $F6 C2/4456: 19 10 3E ORA $3E10,Y C2/4459: 99 10 3E STA $3E10,Y C2/445C: AD A7 11 LDA $11A7 C2/445F: 4A LSR C2/4460: 90 1B BCC $447D (Exit function) C2/4462: A5 FC LDA $FC C2/4464: 05 F4 ORA $F4 C2/4466: 39 1C 33 AND $331C,Y C2/4469: D0 12 BNE $447D (Exit function) C2/446B: A5 FE LDA $FE C2/446D: 05 F6 ORA $F6 C2/446F: 39 30 33 AND $3330,Y C2/4472: D0 09 BNE $447D (Exit function) C2/4474: B9 18 30 LDA $3018,Y C2/4477: 8D 48 3A STA $3A48 C2/447A: 0C 5A 3A TSB $3A5A (Spell misses if prot. from ailments) C2/447D: 28 PLP C2/447E: 60 RTS Get status after attack C2/447F: A5 F8 LDA $F8 (status) C2/4481: 04 FC TSB $FC (Status to set) C2/4483: A5 F4 LDA $F4 (Status to clear) C2/4485: 14 FC TRB $FC (Status to set) C2/4487: A5 FA LDA $FA (Status byte 3 & 4) C2/4489: 04 FE TSB $FE (Status to set byte 3 & 4) C2/448B: A5 F6 LDA $F6 (Status to clear byte 3 & 4) C2/448D: 14 FE TRB $FE (Status to set byte 3 & 4) C2/448F: 60 RTS Remove Vanish / Freeze C2/4490: DA PHX C2/4491: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/4493: AD A4 11 LDA $11A4 (Special Byte 2) C2/4496: 29 0C AND #$0C C2/4498: 4A LSR C2/4499: AA TAX (X = 0 if set status, 2 = lift status, 4 = toggle status) C2/449A: C2 20 REP #$20 C2/449C: 64 FC STZ $FC (Clear status to clear and set bytes) C2/449E: 64 FE STZ $FE C2/44A0: 64 F4 STZ $F4 C2/44A2: 64 F6 STZ $F6 C2/44A4: FC D1 44 JSR ($44D1,X) C2/44A7: AD A2 11 LDA $11A2 C2/44AA: 4A LSR C2/44AB: B0 0E BCS $44BB (If physical attack) C2/44AD: A9 10 00 LDA #$10 C2/44B0: 24 F8 BIT $F8 C2/44B2: F0 07 BEQ $44BB (If not vanished) C2/44B4: 2C AA 11 BIT $11AA C2/44B7: D0 02 BNE $44BB (If attack causes vanish) C2/44B9: 04 F4 TSB $F4 (Clear Vanish status) C2/44BB: AD A1 11 LDA $11A1 C2/44BE: 4A LSR C2/44BF: 90 0E BCC $44CF (Exit if not element Fire) C2/44C1: A9 00 02 LDA #$0200 C2/44C4: 24 FA BIT $FA C2/44C6: F0 07 BEQ $44CF (Exit if freeze not set) C2/44C8: 2C AC 11 BIT $11AC C2/44CB: D0 02 BNE $44CF (Exit if not setting freeze) C2/44CD: 04 F6 TSB $F6 (Set to clear freeze) C2/44CF: FA PLX C2/44D0: 60 RTS Code Pointers C2/44D1: D7 44 C2/44D3: EA 44 C2/44D5: F9 44 C2/44D7: AD AA 11 LDA $11AA C2/44DA: 85 FC STA $FC C2/44DC: A5 F8 LDA $F8 C2/44DE: 14 FC TRB $FC C2/44E0: AD AC 11 LDA $11AC C2/44E3: 85 FE STA $FE C2/44E5: A5 FA LDA $FA C2/44E7: 14 FE TRB $FE C2/44E9: 60 RTS C2/44EA: AD AA 11 LDA $11AA C2/44ED: 25 F8 AND $F8 C2/44EF: 85 F4 STA $F4 C2/44F1: AD AC 11 LDA $11AC C2/44F4: 25 FA AND $FA C2/44F6: 85 F6 STA $F6 C2/44F8: 60 RTS C2/44F9: 20 D7 44 JSR $44D7 C2/44FC: 4C EA 44 JMP $44EA Clear status to set and status to clear bytes C2/44FF: 7B TDC C2/4500: 99 D4 3D STA $3DD4,Y C2/4503: 99 E8 3D STA $3DE8,Y C2/4506: 99 FC 3D STA $3DFC,Y C2/4509: 99 10 3E STA $3E10,Y C2/450C: 60 RTS Put status to be set / clear into $F? New status in $3E60 & $3E74 C2/450D: B9 FC 3D LDA $3DFC,Y C2/4510: 85 F4 STA $F4 C2/4512: B9 10 3E LDA $3E10,Y C2/4515: 85 F6 STA $F6 C2/4517: B9 D4 3D LDA $3DD4,Y C2/451A: 39 1C 33 AND $331C,Y C2/451D: 85 FC STA $FC C2/451F: B9 E8 3D LDA $3DE8,Y C2/4522: 39 30 33 AND $3330,Y C2/4525: 85 FE STA $FE C2/4527: B9 E4 3E LDA $3EE4,Y (Load status of targets) C2/452A: 85 F8 STA $F8 C2/452C: 29 40 00 AND #$0040 (Clear all but stone) C2/452F: 04 FC TSB $FC C2/4531: B9 F8 3E LDA $3EF8,Y (Status byte 3 & 4) C2/4534: 85 FA STA $FA C2/4536: B9 1C 3C LDA $3C1C,Y (Max HP) C2/4539: 4A LSR C2/453A: 4A LSR C2/453B: 4A LSR (Divide by 8) C2/453C: D9 F4 3B CMP $3BF4,Y (Current HP) C2/453F: A9 00 02 LDA #$0200 C2/4542: 24 F8 BIT $F8 C2/4544: D0 04 BNE $454A (Branch if weak) C2/4546: 90 06 BCC $454E C2/4548: 04 FC TSB $FC (Set weak status) C2/454A: B0 02 BCS $454E C2/454C: 04 F4 TSB $F4 (Clear weak) C2/454E: A5 FB LDA $FB C2/4550: 10 14 BPL $4566 (If no death status) C2/4552: B9 4D 3E LDA $3E4D,Y C2/4555: 29 02 00 AND #$0200 C2/4558: F0 0C BEQ $4566 C2/455A: 05 FC ORA $FC C2/455C: 29 7F FF AND #$7FFF (Clear death status) C2/455F: 85 FC STA $FC C2/4561: A9 00 01 LDA #$0001 C2/4564: 04 F4 TSB $F4 C2/4566: B9 DF 32 LDA $32DF,Y C2/4569: 10 19 BPL $4584 (Exit function) C2/456B: A5 FC LDA $FC C2/456D: 48 PHA C2/456E: A5 FE LDA $FE C2/4570: 48 PHA C2/4571: 20 7F 44 JSR $447F (Get new status) C2/4574: A5 FC LDA $FC C2/4576: 99 60 3E STA $3E60,Y C2/4579: A5 FE LDA $FE C2/457B: 99 74 3E STA $3E74,Y C2/457E: 68 PLA C2/457F: 85 FE STA $FE C2/4581: 68 PLA C2/4582: 85 FC STA $FC C2/4584: 60 RTS C2/4585: A5 FC LDA $FC C2/4587: 89 02 00 BIT #$0200 C2/458A: F0 03 BEQ $458F (If not zombie) C2/458C: 29 FA 4D AND #$4DFA (Clear count, image, stone, imp, & poison?) C2/458F: 99 E4 3E STA $3EE4,Y (Store in status) C2/4592: A5 FE LDA $FE C2/4594: 99 F8 3E STA $3EF8,Y (Store new status in 3EF8) C2/4597: 60 RTS C2/4598: 48 PHA C2/4599: A5 F8 LDA $F8 C2/459B: 05 FC ORA $FC C2/459D: 23 01 AND $01,S C2/459F: 04 F4 TSB $F4 C2/45A1: 68 PLA C2/45A2: 60 RTS C2/45A3: A9 80 00 LDA #$0080 C2/45A6: 20 98 45 JSR $4598 C2/45A9: 20 A9 46 JSR $46A9 C2/45AA: A9 80 LDA #$46 C2/45AC: 80 13 BRA $45C1 Set Zombie status C2/45AE: 20 9C 46 JSR $469C C2/45B1: 80 0E BRA $45C1 Set Confuse status C2/45B3: B9 18 30 LDA $3018,Y C2/45B6: 0C 53 2F TSB $2F53 C2/45B9: 80 06 BRA $45C1 C2/45BB: B9 18 30 LDA $3018,Y C2/45BE: 1C 53 2F TRB $2F53 C2/45C1: DA PHX C2/45C2: BE 18 30 LDX $3018,Y C2/45C5: 8A TXA C2/45C6: 0C 4A 3A TSB $3A4A C2/45C9: FA PLX C2/45CA: 60 RTS Set Invisible status C2/45CB: DA PHX C2/45CC: BE 19 30 LDX $3019,Y C2/45CF: 8A TXA C2/45D0: 0C 44 2F TSB $2F44 C2/45D3: FA PLX C2/45D4: 60 RTS C2/45D5: DA PHX C2/45D6: BE 19 30 LDX $3019,Y C2/45D9: 8A TXA C2/45DA: 1C 44 2F TRB $2F44 C2/45DD: FA PLX C2/45DE: 60 RTS C2/45DF: A9 88 00 LDA #$0088 C2/45E2: 20 4C 46 JSR $464C C2/45E5: C0 08 CPY #$08 C2/45E7: B0 08 BCS $45F1 (Exit function) C2/45E9: DA PHX C2/45EA: 98 TYA C2/45EB: 4A LSR C2/45EC: AA TAX C2/45ED: FE 30 2F INC $2F30,X C2/45F0: FA PLX C2/45F1: 60 RTS C2/45F2: 20 9C 46 JSR $469C C2/45F5: A9 00 40 LDA #$4000 C2/45F8: 20 56 46 JSR $4656 C2/45FB: A9 40 00 LDA #$0040 C2/45FE: 80 4C BRA $464C Set Death status C2/4600: A9 40 01 LDA #$0140 C2/4603: 20 98 45 JSR $4598 C2/4606: A9 80 00 LDA #$0080 C2/4609: 14 F4 TRB $F4 C2/460B: 20 A9 46 JSR $46A9 (Mark as having died) C2/460E: A9 15 FE LDA #$FE15 C2/4611: 20 98 45 JSR $4598 C2/4614: A5 LDA $FA C2/4616: 05 FE ORA $FE C2/4618: 29 FF 9B AND #$9BFF C2/461B: 04 F6 TSB $F6 C2/461D: B9 4C 3E LDA $3E4C,Y C2/4620: 29 FF BF AND #$BFFF C2/4623: 99 4C 3E STA $3E4C,Y C2/4626: B9 A0 3A LDA $3AA0,Y C2/4629: 29 7F FF AND #$FF7F C2/462C: 99 A0 3A STA $3AA0,Y C2/462F: A9 40 00 LDA #$0040 C2/4632: 80 16 BRA ??? C2/4633: 18 CLC C2/4634: 08 PHP C2/4635: E2 20 SEP #$20 C2/4637: A9 12 LDA #$12 C2/4639: 99 F9 3C STA $3CF9,Y C2/463C: 28 PLP C2/463D: 80 E7 BRA $4626 C2/463F: A9 20 00 LDA #$0020 C2/4642: 80 08 BRA ??? C2/4644: A9 10 00 LDA #$0010 C2/4647: 80 03 BRA $464C C2/4649: A9 08 00 LDA #$0008 C2/464C: 19 04 32 ORA $3204,Y C2/464F: 99 04 32 STA $3204,Y C2/4652: 60 RTS C2/4653: A9 00 40 LDA #$4000 C2/4656: 19 A0 3A ORA $3AA0,Y C2/4659: 99 A0 3A STA $3AA0,Y C2/465C: 60 RTS C2/465D: A9 02 LDA #$02 C2/465F: 00 04 BRK $04 C2/4661: F6 60 INC $60,X C2/4663: A9 00 LDA #$00 C2/4665: 40 RTI C2/4666: 04 F4 TSB $F4 C2/4668: 60 RTS C2/4669: A9 08 00 LDA #$0008 C2/466C: 80 03 BRA $4671 C2/466E: A9 04 00 LDA #$0004 C2/4671: 04 F6 TSB $F6 C2/4673: A9 04 00 LDA #$0004 C2/4676: 80 D4 BRA ??? C2/4678: A9 02 00 LDA #$0002 C2/467B: 80 CF BRA $464C Set Timer for time Stop wearing off C2/467D: 08 PHP C2/467E: E2 20 SEP #$20 (Set 8-bit A) C2/4680: A9 12 LDA #$12 C2/4682: 99 F1 3A STA $3AF1,Y (Time until Stop wears off) C2/4685: 28 PLP C2/4686: 60 RTS Set Timer for Wall wearing off C2/4687: 08 PHP C2/4688: E2 20 SEP #$20 C2/468A: A9 1A LDA #$1A C2/468C: 99 0C 3F STA $3F0C,Y C2/468F: 28 PLP C2/4690: 60 RTS Set Timer for Freeze wearing off C2/4691: 08 PHP C2/4692: E2 20 SEP #$20 C2/4694: A9 22 LDA #$22 C2/4696: 99 0D 3F STA $3F0D,Y C2/4699: 28 PLP C2/469A: 60 RTS C2/469B: 60 RTS C2/469C: DA PHX C2/469D: BE 19 30 LDX $3019,Y C2/46A0: 8A TXA C2/46A1: 0C 2F 2F TSB $2F2F C2/46A4: 1C 3A 3A TRB $3A3A C2/46A7: FA PLX C2/46A8: 60 RTS C2/46A9: B9 18 30 LDA $3018,Y C2/46AC: 0C 56 3A TSB $3A56 (Mark this character as having died) C2/46AF: 60 RTS Set status pointers: C2/46B0: 9B 46 (Blind) (Jumps to RTS) C2/46B2: A3 45 (Zombie) C2/46B4: 9B 46 (Poison) (Jumps to RTS) C2/46B6: 9B 46 (M-Tek) (Jumps to RTS) C2/46B8: CB 45 (Invizible) C2/46BA: DF 45 (Imp) C2/46BC: 0B 46 (Stone) C2/46BE: 00 46 (Death) C2/46C0: 3F 46 (Count) C2/46C2: 9B 46 (Weak) (Jumps to RTS) C2/46C4: 9B 46 (Image) (Jumps to RTS) C2/46C6: 49 46 (Mute) C2/46C8: 9B 46 (Berserk) (Jumps to RTS) C2/46CA: B3 45 (Confuse) C2/46CC: 5D 46 (Seizure) C2/46CE: 34 46 (Sleep) C2/46D0: 9B 46 (Dance) (Jumps to RTS) C2/46D2: 63 46 (Regen) C2/46D4: 69 46 (Slow) C2/46D6: 6E 46 (Haste) C2/46D8: 7D 46 (Stop) C2/46DA: 9B 46 (Shell) (Jumps to RTS) C2/46DC: 9B 46 (Safe) (Jumps to RTS) C2/46DE: 87 46 (Wall) C2/46E0: 9B 46 (Rage) (Jumps to RTS) C2/46E2: 91 46 (Freeze) C2/46E4: 9B 46 (Life 3) (Jumps to RTS) C2/46E6: 78 46 (Morph) C2/46E8: 9B 46 (Spell) (Jumps to RTS) C2/46EA: 9B 46 (Hide) (Jumps to RTS) C2/46EC: 9B 46 (Dog Block) (Jumps to RTS) C2/46EE: 9B 46 (Float) (Jumps to RTS) Clear status pointers: C2/46F0: 9B 46 (Blind) (Jumps to RTS) C2/46F2: AE 45 (Zombie) C2/46F4: 9B 46 (Poison) (Jumps to RTS) C2/46F6: 9B 46 (M-Tek) (Jumps to RTS) C2/46F8: D5 45 (Invisible) C2/46FA: DF 45 (Imp) C2/46FC: F2 45 (Stone) C2/46FE: F2 45 (Death) C2/4700: 44 46 (Count) C2/4702: 9B 46 (Weak) (Jumps to RTS) C2/4704: 9B 46 (Image) (Jumps to RTS) C2/4706: 49 46 (Mute) C2/4708: 9B 46 (Berserk) (Jumps to RTS) C2/470A: BB 45 (Confuse) C2/470C: 9B 46 (Seizure) (Jumps to RTS) C2/470E: 53 46 (Sleep) C2/4710: 9B 46 (Dance) (Jumps to RTS) C2/4712: 9B 46 (Regen) (Jumps to RTS) C2/4714: 73 46 (Slow) C2/4716: 73 46 (Haste) C2/4718: 9B 46 (Stop) (Jumps to RTS) C2/471A: 9B 46 (Shell) (Jumps to RTS) C2/471C: 9B 46 (Safe) (Jumps to RTS) C2/471E: 9B 46 (Wall) (Jumps to RTS) C2/4720: E5 45 (Rage) C2/4722: 9B 46 (Freeze) (Jumps to RTS) C2/4724: 9B 46 (Life 3) (Jumps to RTS) C2/4726: 78 46 (Morph) C2/4728: 9B 46 (Spell) (Jumps to RTS) C2/472A: 9B 46 (Hide) (Jumps to RTS) C2/472C: 9B 46 (Dog Block) (Jumps to RTS) C2/472E: 9B 46 (Float) (Jumps to RTS) ??? Function (Called from other bank) C2/4730: DA PHX C2/4731: 5A PHY C2/4732: 8B PHB C2/4733: 08 PHP C2/4734: E2 30 SEP #$30 C2/4736: 48 PHA C2/4737: A9 7E LDA #$7E C2/4739: 48 PHA C2/473A: AB PLB C2/473B: 68 PLA C2/473C: 18 CLC C2/473D: FC 4B 47 JSR ($474B,X) C2/4740: 20 90 44 JSR $4490 C2/4743: 20 7F 44 JSR $447F C2/4746: 28 PLP C2/4747: AB PLB C2/4748: 7A PLY C2/4749: FA PLX C2/474A: 6B RTL Pointers C2/474B: 4F 47 C2/474D: 78 47 C2/474F: 20 66 29 JSR $2966 C2/4752: AD A4 11 LDA $11A4 C2/4755: 10 1E BPL $4775 (Branch if damage based on HP) C2/4757: AD A6 11 LDA $11A6 (Spell Power) C2/475A: 85 E8 STA $E8 C2/475C: C2 30 REP #$30 C2/475E: AD B2 11 LDA $11B2 C2/4761: 20 3C 28 JSR $283C C2/4764: C9 10 27 CMP #$2710 (10,000) C2/4767: 90 03 BCC $476C C2/4769: A9 0F 27 LDA #$270F (9999) C2/476C: E2 10 SEP #$10 C2/476E: 20 CB 0D JSR $0DCB C2/4771: 8D B0 11 STA $11B0 (Damage) C2/4774: 60 RTS C2/4775: 4C 69 2B JMP $2B69 C2/4778: 20 37 2A JSR $2A37 C2/477B: A9 01 LDA #$01 C2/477D: 0C A2 11 TSB $11A2 (Sets physical attack) C2/4780: 60 RTS Multiplication Function Multiplies low bit of A * high bit of A. Stores result in 16-bit A. C2/4781: 08 PHP C2/4782: C2 20 REP #$20 C2/4784: 8F 02 42 00 STA $004202 C2/4788: EA NOP C2/4789: EA NOP C2/478A: EA NOP C2/478B: EA NOP C2/478C: AF 16 42 00 LDA $004216 C2/4790: 28 PLP C2/4791: 60 RTS Division Function Divides 16-bit A / 8-bit X Stores answer in 16-bit A. Stores remainder in 8-bit X C2/4792: 5A PHY C2/4793: 08 PHP C2/4794: C2 20 REP #$20 C2/4796: 8F 04 42 00 STA $004204 C2/479A: E2 30 SEP #$30 C2/479C: 8A TXA C2/479D: 8F 06 42 00 STA $004206 C2/47A1: EA NOP C2/47A2: EA NOP C2/47A3: EA NOP C2/47A4: EA NOP C2/47A5: EA NOP C2/47A6: EA NOP C2/47A7: EA NOP C2/47A8: EA NOP C2/47A9: AF 16 42 00 LDA $004216 C2/47AD: AA TAX C2/47AE: C2 20 REP #$20 C2/47B0: AF 14 42 00 LDA $004214 C2/47B4: 28 PLP C2/47B5: 7A PLY C2/47B6: 60 RTS Multiplication Function 2 Results: 16-bit A = (8-bit $E8 * 16-bit A) / 256 24-bit $E8 = 3 byte (8-bit $E8 * 16-bit A) 16-bit $EC = 8-bit $E8 * high byte of A C2/47B7: 08 PHP C2/47B8: E2 20 SEP #$20 C2/47BA: 64 EA STZ $EA C2/47BC: 85 E9 STA $E9 C2/47BE: A5 E8 LDA $E8 C2/47C0: 20 81 47 JSR $4781 C2/47C3: C2 21 REP #$21 C2/47C5: 85 EC STA $EC C2/47C7: A5 E8 LDA $E8 C2/47C9: 20 81 47 JSR $4781 C2/47CC: 85 E8 STA $E8 C2/47CE: A5 EC LDA $EC C2/47D0: 65 E9 ADC $E9 C2/47D2: 85 E9 STA $E9 C2/47D4: 28 PLP C2/47D5: 60 RTS Multiplies A (1 byte) by * 1.5 Sets to 255 if over 255 C2/47D6: 48 PHA C2/47D7: 4A LSR C2/47D8: 18 CLC C2/47D9: 63 01 ADC $01,S C2/47DB: 90 02 BCC $47DF C2/47DD: A9 FF LDA #$FF C2/47DF: 83 01 STA $01,S C2/47E1: 68 PLA C2/47E2: 60 RTS C2/47E3: DA PHX C2/47E4: BD D9 3E LDA $3ED9,X C2/47E7: AA TAX C2/47E8: 9E 50 18 STZ $1850,X C2/47EB: FA PLX C2/47EC: 60 RTS C2/47ED: AD E0 3E LDA $3EE0 C2/47F0: F0 09 BEQ $47FB C2/47F2: AD 6E 3A LDA $3A6E (Method used to end combat?) C2/47F5: F0 04 BEQ $47FB (Branch if no special end?) C2/47F7: AA TAX C2/47F8: 7C F5 48 JMP ($48F5,X) C2/47FB: AD D1 1D LDA $1DD1 ($1DD1 = $3EB8) C2/47FE: 29 20 AND #$20 C2/4800: F0 05 BEQ $4807 C2/4802: 0C BC 3E TSB $3EBC C2/4805: 80 19 BRA $4820 C2/4807: AD 95 3A LDA $3A95 C2/480A: D0 E0 BNE $47EC (Exit if $3A95 != 0) C2/480C: AD 74 3A LDA $3A74 C2/480F: D0 22 BNE $4833 (Branch if at least one character present and alive) C2/4811: AD 8A 3A LDA $3A8A C2/4814: F0 0C BEQ $4822 (If no characters engulfed) C2/4816: CD 8D 3A CMP $3A8D C2/4819: D0 07 BNE $4822 C2/481B: A9 80 LDA #$80 C2/481D: 0C BC 3E TSB $3EBC C2/4820: 80 7F BRA $48A1 C2/4822: AD 39 3A LDA $3A39 C2/4825: D0 70 BNE $4897 (If 1 or more characters escaped) C2/4827: AD 97 3A LDA $3A97 C2/482A: D0 02 BNE $482E C2/482C: A9 29 LDA #$29 C2/482E: 20 CA 5F JSR $5FCA C2/4831: 80 5C BRA $488F C2/4833: AD 77 3A LDA $3A77 (Number of monsters left in combat) C2/4836: D0 B4 BNE $47EC (Exit if 1 or more monsters still alive) C2/4838: AD E0 3E LDA $3EE0 C2/483B: D0 03 BNE $4840 C2/483D: 20 76 4A JSR $4A76 C2/4840: AE 0B 30 LDX $300B (Which character is Gau) C2/4843: 30 1C BMI $4861 (If Gau not in party) C2/4845: A9 01 LDA #$01 C2/4847: 1C E4 11 TRB $11E4 C2/484A: F0 15 BEQ $4861 C2/484C: 20 5A 4B JSR $4B5A (0 to 255) C2/484F: C9 A0 CMP #$A0 C2/4851: B0 0E BCS $4861 (3 in 8 chance branch) C2/4853: AD BD 3E LDA $3EBD C2/4856: 89 02 BIT #$02 C2/4858: D0 74 BNE $48CE C2/485A: AD 76 3A LDA $3A76 (Number of live characters in party) C2/485D: C9 02 CMP #$02 C2/485F: B0 6D BCS $48CE (Branch if only one live character in party) C2/4861: AE 03 30 LDX $3003 (Which character is Shadow) C2/4864: 30 26 BMI $488C (Branch if Shadow not in party) C2/4866: 20 5A 4B JSR $4B5A (0 to 255) C2/4869: C9 10 CMP #$10 C2/486B: B0 1F BCS $488C (15 in 16 chance branch) C2/486D: AD 1F 20 LDA $201F C2/4870: D0 1A BNE $488C (Branch if back, pincer or side attack) C2/4872: AD 76 3A LDA $3A76 (Number of characters in party) C2/4875: C9 02 CMP #$02 C2/4877: 90 13 BCC $488C (Branch if only 1 character in party) C2/4879: BD E4 3E LDA $3EE4,X C2/487C: 89 C2 BIT #$C2 (Check for Dead, Zombie, or Stone) C2/487E: D0 0C BNE $488C (Branch if any set on Shadow) C2/4880: A9 08 LDA #$08 C2/4882: 2C BD 3E BIT $3EBD C2/4885: D0 05 BNE $488C C2/4887: 2C DE 1E BIT $1EDE (Which characters are in party) C2/488A: D0 1A BNE $48A6 (Branch if Shadow in party) C2/488C: 20 57 5D JSR $5D57 C2/488F: 20 36 49 JSR $4936 C2/4892: 68 PLA C2/4893: 68 PLA C2/4894: 4C C5 00 JMP $00C5 C2/4897: A9 FF LDA #$FF C2/4899: 8D 05 02 STA $0205 C2/489C: A9 10 LDA #$10 C2/489E: 0C BC 3E TSB $3EBC C2/48A1: 20 03 49 JSR $4903 C2/48A4: 80 E9 BRA $488F Shadow leaves in Sabin's Scenario C2/48A6: 1C DE 1E TRB $1EDE (Remove Shadow from party) C2/48A9: 20 E3 47 JSR $47E3 C2/48AC: C2 10 REP #$10 C2/48AE: BC 10 30 LDY $3010,X C2/48B1: A9 FF LDA #$FF C2/48B3: 99 1E 16 STA $161E,Y C2/48B6: E2 10 SEP #$10 C2/48B8: A9 FE LDA #$FE C2/48BA: 20 92 07 JSR $0792 C2/48BD: A9 02 LDA #$02 C2/48BF: 0C 49 2F TSB $2F49 C2/48C2: A2 0B LDX #$0B C2/48C4: 68 PLA C2/48C5: 68 PLA C2/48C6: A9 23 LDA #$23 C2/48C8: 20 91 4E JSR $4E91 C2/48CB: 4C 19 00 JMP $0019 C2/48CE: BD 18 30 LDA $3018,X C2/48D1: 0C 4E 2F TSB $2F4E C2/48D4: 0C 40 3A TSB $3A40 C2/48D7: A9 04 LDA #$04 C2/48D9: 0C 46 3A TSB $3A46 C2/48DC: A2 1B LDX #$1B C2/48DE: 80 E4 BRA $48C4 C2/48E0: AE 0B 30 LDX $300B C2/48E3: 20 E3 47 JSR $47E3 C2/48E6: A9 08 LDA #$08 C2/48E8: 1C DF 1E TRB $1EDF C2/48EB: 20 07 4A JSR $4A07 C2/48EE: 80 9F BRA $488F C2/48F0: A9 36 LDA #$36 C2/48F2: 20 CA 5F JSR $5FCA Code pointers C2/48F5: 80 98 C2/48F7: 97 48 C2/48F9: E0 48 C2/48FB: F0 48 C2/48FD: A1 48 C2/48FF: EB 48 C2/4901: 22 4A C2/4903: 20 36 0B JSR $0B36 C2/4906: A2 06 LDX #$06 C2/4908: 9E 04 3B STZ $3B04,X C2/490B: 8A TXA C2/490C: 4A LSR C2/490D: 85 10 STA $10 C2/490F: A9 03 LDA #$03 C2/4911: 20 11 64 JSR $6411 C2/4914: CA DEX C2/4915: CA DEX C2/4916: 10 F0 BPL $4908 C2/4918: A9 80 LDA #$80 C2/491A: 04 B1 TSB $B1 C2/491C: A2 20 LDX #$20 C2/491E: A9 01 LDA #$01 C2/4920: 20 11 64 JSR $6411 C2/4923: CA DEX C2/4924: D0 F8 BNE $491E C2/4926: A9 0F LDA #$0F C2/4928: 0C 8C 3A TSB $3A8C C2/492B: 20 C7 62 JSR $62C7 C2/492E: A9 0A LDA #$0A C2/4930: 20 11 64 JSR $6411 C2/4933: 4C 95 20 JMP $2095 C2/4936: A2 06 LDX #$06 C2/4938: BD D8 3E LDA $3ED8,X C2/493B: 30 3E BMI $497B C2/493D: C9 10 CMP #$10 C2/493F: F0 04 BEQ $4945 C2/4941: C9 11 CMP #$11 C2/4943: D0 07 BNE $494C C2/4945: BD E4 3E LDA $3EE4,X (Check for Dead, Zombie, or Stone) C2/4948: 89 C2 BIT #$C2 C2/494A: D0 08 BNE $4954 C2/494C: BD 18 30 LDA $3018,X C2/494F: 2C 88 3A BIT $3A88 C2/4952: F0 03 BEQ $4957 C2/4954: 20 E3 47 JSR $47E3 C2/4957: BD F9 3E LDA $3EF9,X C2/495A: 29 C0 AND #$C0 C2/495C: EB XBA C2/495D: BD E4 3E LDA $3EE4,X C2/4960: C2 30 REP #$30 C2/4962: BC 10 30 LDY $3010,X C2/4965: 99 14 16 STA $1614,Y C2/4968: BD F4 3B LDA $3BF4,X C2/496B: 99 09 16 STA $1609,Y C2/496E: BD 30 3C LDA $3C30,X C2/4971: F0 06 BEQ $4979 C2/4973: BD 08 3C LDA $3C08,X C2/4976: 99 0D 16 STA $160D,Y C2/4979: E2 30 SEP #$30 C2/497B: CA DEX C2/497C: CA DEX C2/497D: 10 B9 BPL $4938 C2/497F: C2 10 REP #$10 C2/4981: A2 FF 00 LDX #$00FF C2/4984: A0 FB 04 LDY #$04FB C2/4987: B9 86 26 LDA $2686,Y C2/498A: 9D 69 18 STA $1869,X C2/498D: 1A INC C2/498E: F0 03 BEQ $4993 C2/4990: B9 89 26 LDA $2689,Y C2/4993: 9D 69 19 STA $1969,X C2/4996: 88 DEY C2/4997: 88 DEY C2/4998: 88 DEY C2/4999: 88 DEY C2/499A: 88 DEY C2/499B: CA DEX C2/499C: 10 E9 BPL $4987 C2/499E: AD 97 3A LDA $3A97 C2/49A1: F0 21 BEQ $49C4 C2/49A3: AD 05 02 LDA $0205 C2/49A6: C9 FF CMP #$FF C2/49A8: F0 1A BEQ $49C4 C2/49AA: A2 FF LDX #$00FF C2/49AD: DD 69 18 CMP $1869,X C2/49B0: D0 0F BNE $49C1 C2/49B2: DE 69 19 DEC $1969,X C2/49B5: F0 02 BEQ $49B9 C2/49B7: 10 08 BPL $49C1 C2/49B9: A9 FF LDA #$FF C2/49BB: 9D 69 18 STA $1869,X C2/49BE: 9E 69 19 STZ $1969,X C2/49C1: CA DEX C2/49C2: 10 E9 BPL $49AD C2/49C4: E2 10 SEP #$10 C2/49C6: AE FA 33 LDX $33FA C2/49C9: 30 0A BMI $49D5 (If Doom Gaze not in battle) C2/49CB: C2 20 REP #$20 C2/49CD: BD F4 3B LDA $3BF4,X (Monster's HP) C2/49D0: 8D BE 3E STA $3EBE (Set Doom Gaze's HP to monster's HP) C2/49D3: E2 20 SEP #$20 (Set 8-bit A) C2/49D5: A2 13 LDX #$13 C2/49D7: BD B4 3E LDA $3EB4,X (Command script variables) C2/49DA: 9D C9 1D STA $1DC9,X (Move variables to permanent memory) C2/49DD: CA DEX C2/49DE: 10 F7 BPL $49D7 (Move all variables) C2/49E0: AD 4B 2F LDA $2F4B C2/49E3: 89 02 BIT #$02 C2/49E5: D0 1F BNE $4A06 (Won't appear on Veldt if bit 1 of $2F4B is set) C2/49E7: A2 0A LDX #$0A C2/49E9: BD 02 20 LDA $2002,X (Get MSB of monster #) C2/49EC: D0 14 BNE $4A02 (If they're a boss, don't mark formation as found) C2/49EE: AD D5 3E LDA $3ED5 C2/49F1: 4A LSR (Get bit 9 of formation #) C2/49F2: D0 12 BNE $4A06 (If set^, formation # over 511. skip it) C2/49F4: AD D4 3E LDA $3ED4 (Get battle formation) C2/49F7: 20 17 52 JSR $5217 (X=formation DIV 8, A=2^(formation MOD 8) ) C2/49FA: 1D DD 1D ORA $1DDD,X C2/49FD: 9D DD 1D STA $1DDD,X (Update structure of encountered groups for veldt) C2/4A00: 80 04 BRA $4A06 (Once veldt structure is updated once, we can exit) C2/4A02: CA DEX C2/4A03: CA DEX C2/4A04: 10 E3 BPL $49E9 (Move to next enemy and loop) C2/4A06: 60 RTS Add rages learned in battle C2/4A07: A2 0A LDX #$0A C2/4A09: BD 02 20 LDA $2002,X C2/4A0C: D0 0F BNE $4A1D (Branch if monster # > 256) C2/4A0E: DA PHX C2/4A0F: 18 CLC C2/4A10: BD 01 20 LDA $2001,X (Low byte of monster #) C2/4A13: 20 17 52 JSR $5217 (X=monster # DIV 8, A=2^(monster # MOD 8)) C2/4A16: 1D 2C 1D ORA $1D2C,X C2/4A19: 9D 2C 1D STA $1D2C,X (Add rage) C2/4A1C: FA PLX C2/4A1D: CA DEX C2/4A1E: CA DEX C2/4A1F: 10 E8 BPL $4A09 (Check for all monsters) C2/4A21: 60 RTS C2/4A22: 20 67 02 JSR $0267 C2/4A25: 20 03 49 JSR $4903 C2/4A28: 20 36 49 JSR $4936 C2/4A2B: A2 12 LDX #$12 C2/4A2D: E0 08 CPX #$08 C2/4A2F: B0 34 BCS $4A65 C2/4A31: BD A0 3A LDA $3AA0,X C2/4A34: 4A LSR C2/4A35: 90 1D BCC $4A54 C2/4A37: BD E4 3E LDA $3EE4,X C2/4A3A: 89 C2 BIT #$C2 (Check for Dead, Zombie, or Stone) C2/4A3C: D0 16 BNE $4A54 C2/4A3E: BD 05 32 LDA $3205,X C2/4A41: 89 04 BIT #$04 C2/4A43: F0 0F BEQ $4A54 C2/4A45: C2 20 REP #$20 C2/4A47: BD F8 3E LDA $3EF8,X C2/4A4A: 29 FE AND #$FE C2/4A4C: EE 9D F8 INC $F89D C2/4A4F: 3E E2 20 ROL $20E2,X C2/4A52: 80 14 BRA $4A68 C2/4A54: A9 FF LDA #$FF C2/4A56: 9D D8 3E STA $3ED8,X C2/4A59: BD 18 30 LDA $3018,X C2/4A5C: 1C 2C 3F TRB $3F2C C2/4A5F: 1C 2E 3F TRB $3F2E C2/4A62: 1C 2F 3F TRB $3F2F C2/4A65: 20 9E 4A JSR $4A9E (Clear all statuses) C2/4A68: CA DEX C2/4A69: CA DEX C2/4A6A: 10 C1 BPL $4A2D C2/4A6C: A9 0C LDA #$0C C2/4A6E: 20 11 64 JSR $6411 C2/4A71: 68 PLA C2/4A72: 68 PLA C2/4A73: 4C 16 00 JMP $0016 Change to next tier in last battle if all monsters dead C2/4A76: C2 20 REP #$20 (Set 16-bit A) C2/4A78: A2 04 LDX #$04 C2/4A7A: BF AB 4A C2 LDA $C24AAB,X C2/4A7E: CD E0 11 CMP $11E0 (Battle formation) C2/4A81: D0 14 BNE $4A97 C2/4A83: BF AD 4A C2 LDA $C24AAD,X C2/4A87: 8D E0 11 STA $11E0 (Battle formation) C2/4A8A: E2 20 SEP #$20 (Set 8-bit A) C2/4A8C: BF B3 4A C2 LDA $C24AB3,X C2/4A90: 8D E1 3E STA $3EE1 C2/4A93: 68 PLA C2/4A94: 68 PLA C2/4A95: 80 8B BRA $4A22 C2/4A97: CA DEX C2/4A98: CA DEX C2/4A99: 10 DF BPL $4A7A C2/4A9B: E2 20 SEP #$20 C2/4A9D: 60 RTS Clears all statuses C2/4A9E: 9E E4 3E STZ $3EE4,X (Clear Status Byte 1) C2/4AA1: 9E E5 3E STZ $3EE5,X (Clear Status Byte 2) C2/4AA4: 9E F8 3E STZ $3EF8,X (Clear Status Byte 3) C2/4AA7: 9E F9 3E STZ $3EF9,X (Clear Status Byte 4) C2/4AAA: 60 RTS Data for changing formations in last battle C2/4AAB: D7 01 (Short Arm, Long Arm, Face) C2/4AAD: 00 02 (Hit, Tiger, Tools) C2/4AAF: 01 02 (Girl, Sleep) C2/4AB1: 02 02 (Final Kefka) C2/4AB3: 90 90 C2/4AB5: 90 90 C2/4AB7: 8F 8F C2/4AB9: C2 20 REP #$20 (Set 16-bit Accumulator) C2/4ABB: AD 4C 2F LDA $2F4C C2/4ABE: 49 FF FF EOR #$FFFF C2/4AC1: 2D 4E 2F AND $2F4E C2/4AC4: 8D 4E 2F STA $2F4E C2/4AC7: 8D 78 3A STA $3A78 C2/4ACA: 9C 74 3A STZ $3A74 C2/4ACD: 9C 42 3A STZ $3A42 C2/4AD0: E2 20 SEP #$20 C2/4AD2: A2 06 LDX #$06 C2/4AD4: BD A0 3A LDA $3AA0,X C2/4AD7: 4A LSR C2/4AD8: BD 18 30 LDA $3018,X C2/4ADB: 2C 4C 2F BIT $2F4C C2/4ADE: D0 22 BNE $4B02 C2/4AE0: 2C 4E 2F BIT $2F4E C2/4AE3: D0 0E BNE $4AF3 C2/4AE5: 90 1B BCC $4B02 C2/4AE7: 0C 78 3A TSB $3A78 C2/4AEA: EB XBA C2/4AEB: BD E4 3E LDA $3EE4,X C2/4AEE: 89 C2 BIT #$C2 C2/4AF0: D0 10 BNE $4B02 C2/4AF2: EB XBA C2/4AF3: 2D 08 34 AND $3408 C2/4AF6: 0C 74 3A TSB $3A74 C2/4AF9: 2D 40 3A AND $3A40 C2/4AFC: 0C 42 3A TSB $3A42 C2/4AFF: 1C 74 3A TRB $3A74 C2/4B02: CA DEX C2/4B03: CA DEX C2/4B04: 10 CE BPL $4AD4 C2/4B06: A2 0A LDX #$0A C2/4B08: BD A8 3A LDA $3AA8,X C2/4B0B: 4A LSR C2/4B0C: BD 21 30 LDA $3021,X C2/4B0F: 2C 4D 2F BIT $2F4D C2/4B12: D0 1E BNE $4B32 C2/4B14: 2C 4F 2F BIT $2F4F C2/4B17: D0 13 BNE $4B2C C2/4B19: 90 17 BCC $4B32 C2/4B1B: 0C 79 3A TSB $3A79 C2/4B1E: 2C 3A 3A BIT $3A3A C2/4B21: D0 0F BNE $4B32 C2/4B23: EB XBA C2/4B24: BD EC 3E LDA $3EEC,X C2/4B27: 89 C2 BIT #$C2 C2/4B29: D0 07 BNE $4B32 C2/4B2B: EB XBA C2/4B2C: 2D 09 34 AND $3409 C2/4B2F: 0C 75 3A TSB $3A75 C2/4B32: CA DEX C2/4B33: CA DEX C2/4B34: 10 D2 BPL $4B08 C2/4B36: DA PHX C2/4B37: 08 PHP C2/4B38: AD 74 3A LDA $3A74 C2/4B3B: 20 0E 52 JSR $520E C2/4B3E: 8E 76 3A STX $3A76 (Set to number of characters alive) C2/4B41: AD 75 3A LDA $3A75 C2/4B44: EB XBA C2/4B45: AD 42 3A LDA $3A42 C2/4B48: C2 20 REP #$20 (Set 16-bit Accumulator) C2/4B4A: 20 0E 52 JSR $520E C2/4B4D: 8E 77 3A STX $3A77 (Set to number of bits set in $3A42 & $3A75) C2/4B50: 28 PLP C2/4B51: FA PLX C2/4B52: 60 RTS Random Number Generator 1 (0 or 1, carry clear or set) C2/4B53: 48 PHA C2/4B54: 20 5A 4B JSR $4B5A C2/4B57: 4A LSR C2/4B58: 68 PLA C2/4B59: 60 RTS Random Number Generator 2 (0 to 255) C2/4B5A: DA PHX C2/4B5B: E6 BE INC $BE C2/4B5D: A6 BE LDX $BE C2/4B5F: BF 00 FD C0 LDA $C0FD00,X C2/4B63: FA PLX C2/4B64: 60 RTS Random Number Generator 3 (0 to accumulator - 1) C2/4B65: DA PHX C2/4B66: 08 PHP C2/4B67: E2 30 SEP #$30 C2/4B69: EB XBA C2/4B6A: 48 PHA C2/4B6B: E6 BE INC $BE C2/4B6D: A6 BE LDX $BE C2/4B6F: BF 00 FD C0 LDA $C0FD00,X C2/4B73: 20 81 47 JSR $4781 C2/4B76: 68 PLA C2/4B77: EB XBA C2/4B78: 28 PLP C2/4B79: FA PLX C2/4B7A: 60 RTS C2/4B7B: 38 SEC C2/4B7C: 6E 07 34 ROR $3407 C2/4B7F: A9 01 LDA #$01 C2/4B81: 04 B1 TSB $B1 C2/4B83: F4 18 00 PEA $0018 C2/4B86: BD CD 32 LDA $32CD,X C2/4B89: 30 68 BMI $4BF3 (Exit if bit 7 of $32CD,X is set) C2/4B8B: 0A ASL C2/4B8C: A8 TAY C2/4B8D: 20 76 02 JSR $0276 C2/4B90: C9 1F CMP #$1F C2/4B92: D0 08 BNE $4B9C C2/4B94: 20 54 4C JSR $4C54 C2/4B97: 20 F4 4B JSR $4BF4 C2/4B9A: 80 EA BRA $4B86 C2/4B9C: BD CD 32 LDA $32CD,X C2/4B9F: A8 TAY C2/4BA0: B9 84 31 LDA $3184,Y C2/4BA3: DD CD 32 CMP $32CD,X C2/4BA6: D0 02 BNE $4BAA C2/4BA8: A9 FF LDA #$FF C2/4BAA: 9D CD 32 STA $32CD,X C2/4BAD: A9 FF LDA #$FF C2/4BAF: 99 84 31 STA $3184,Y C2/4BB2: A5 B5 LDA $B5 (Attack's command) C2/4BB4: C9 1E CMP #$1E C2/4BB6: B0 1D BCS $4BD5 C2/4BB8: E0 08 CPX #$08 C2/4BBA: B0 19 BCS $4BD5 C2/4BBC: BD 18 30 LDA $3018,X C2/4BBF: 2C 39 3A BIT $3A39 C2/4BC2: D0 1F BNE $4BE3 C2/4BC4: 2C 40 3A BIT $3A40 C2/4BC7: D0 0C BNE $4BD5 C2/4BC9: AD 77 3A LDA $3A77 C2/4BCC: F0 15 BEQ $4BE3 C2/4BCE: BD A0 3A LDA $3AA0,X C2/4BD1: 89 50 BIT #$50 C2/4BD3: D0 0E BNE $4BE3 C2/4BD5: BD 04 32 LDA $3204,X C2/4BD8: 09 04 ORA #$04 C2/4BDA: 9D 04 32 STA $3204,X C2/4BDD: 20 D3 13 JSR $13D3 (Combat code) C2/4BE0: 20 1E 02 JSR $021E C2/4BE3: BD CD 32 LDA $32CD,X C2/4BE6: 1A INC C2/4BE7: D0 07 BNE $4BF0 C2/4BE9: A5 B0 LDA $B0 C2/4BEB: 30 06 BMI $4BF3 (Exit if bit 7 of $B0 is set) C2/4BED: 4C 67 02 JMP $0267 C2/4BF0: 8E 07 34 STX $3407 C2/4BF3: 60 RTS C2/4BF4: 08 PHP C2/4BF5: C2 20 REP #$20 C2/4BF7: 9C 98 3A STZ $3A98 C2/4BFA: BD 18 30 LDA $3018,X C2/4BFD: 1C FC 33 TRB $33FC C2/4C00: F0 50 BEQ $4C52 C2/4C02: 1C 56 3A TRB $3A56 C2/4C05: D0 21 BNE $4C28 C2/4C07: AD 03 34 LDA $3403 C2/4C0A: 30 05 BMI $4C11 C2/4C0C: EC 04 34 CPX $3404 C2/4C0F: D0 1F BNE $4C30 C2/4C11: BD 60 3E LDA $3E60,X C2/4C14: 89 00 B0 BIT #$B000 C2/4C17: D0 17 BNE $4C30 C2/4C19: BD 74 3E LDA $3E74,X C2/4C1C: 89 10 02 BIT #$0210 C2/4C1F: D0 0F BNE $4C30 C2/4C21: BD 94 33 LDA $3394,X C2/4C24: 10 0A BPL $4C30 C2/4C26: 80 0B BRA $4C33 C2/4C28: BD 18 30 LDA $3018,X C2/4C2B: 0C FE 33 TSB $33FE C2/4C2E: F0 E1 BEQ $4C11 C2/4C30: CE 98 3A DEC $3A98 C2/4C33: BD 68 32 LDA $3268,X (Index into monster command script for counters) C2/4C36: 85 F0 STA $F0 C2/4C38: BD 20 3D LDA $3D20,X C2/4C3B: 85 F2 STA $F2 C2/4C3D: BD 41 32 LDA $3241,X C2/4C40: 85 F4 STA $F4 C2/4C42: 18 CLC C2/4C43: 20 2F 1A JSR $1A2F (Execute monster's counter attack(s)) C2/4C46: A5 F2 LDA $F2 C2/4C48: 9D 20 3D STA $3D20,X C2/4C4B: E2 20 SEP #$20 C2/4C4D: A5 F5 LDA $F5 C2/4C4F: 9D 41 32 STA $3241,X C2/4C52: 28 PLP C2/4C53: 60 RTS C2/4C54: DA PHX C2/4C55: E8 INX C2/4C56: 20 01 03 JSR $0301 C2/4C59: FA PLX C2/4C5A: 60 RTS Counter attacks (retort, interceptor, black belt) C2/4C5B: A2 12 LDX #$12 C2/4C5D: BD A0 3A LDA $3AA0,X C2/4C60: 4A LSR C2/4C61: 90 5B BCC $4CBE C2/4C63: AD 1A 34 LDA $341A C2/4C66: F0 56 BEQ $4CBE (Skip this character if $341A is 0) C2/4C68: 64 B8 STZ $B8 C2/4C6A: 64 B9 STZ $B9 C2/4C6C: BD E0 32 LDA $32E0,X C2/4C6F: 10 15 BPL $4C86 (Branch if this attack does not target them) C2/4C71: 0A ASL C2/4C72: 85 EE STA $EE C2/4C74: E4 EE CPX $EE C2/4C76: F0 0E BEQ $4C86 (Branch if targetting yourself) C2/4C78: A8 TAY C2/4C79: C2 20 REP #$20 C2/4C7B: B9 18 30 LDA $3018,Y C2/4C7E: 85 B8 STA $B8 (Put attacker in $B8) C2/4C80: BD 18 30 LDA $3018,X C2/4C83: 1C FE 33 TRB $33FE C2/4C86: C2 20 REP #$20 C2/4C88: BD 18 30 LDA $3018,X C2/4C8B: 2C 56 3A BIT $3A56 C2/4C8E: E2 20 SEP #$20 C2/4C90: D0 0B BNE $4C9D (Branch if died already this combat) C2/4C92: A5 B1 LDA $B1 C2/4C94: 4A LSR C2/4C95: B0 27 BCS $4CBE (No counter if bit 0 of $b1 set) C2/4C97: A5 B8 LDA $B8 C2/4C99: 05 B9 ORA $B9 C2/4C9B: F0 21 BEQ $4CBE (No counter if not target of attack) C2/4C9D: BD 69 32 LDA $3269,X C2/4CA0: 30 0F BMI $4CB1 C2/4CA2: BD CD 32 LDA $32CD,X C2/4CA5: 10 0A BPL $4CB1 C2/4CA7: A9 1F LDA #$1F C2/4CA9: 8D 7A 3A STA $3A7A (Set command to $1F (counter attack)) C2/4CAC: 20 B2 4E JSR $4EB2 C2/4CAF: 80 0D BRA $4CBE (No counter) C2/4CB1: E0 08 CPX #$08 C2/4CB3: B0 09 BCS $4CBE (No counter) C2/4CB5: AD A2 11 LDA $11A2 C2/4CB8: 4A LSR C2/4CB9: 90 03 BCC $4CBE (Branch if magical attack) C2/4CBB: 20 C3 4C JSR $4CC3 (Do retort counter) C2/4CBE: CA DEX C2/4CBF: CA DEX C2/4CC0: 10 9B BPL $4C5D (Check for each character and monster) C2/4CC2: 60 RTS Retort C2/4CC3: BD 4C 3E LDA $3E4C,X C2/4CC6: 4A LSR C2/4CC7: 90 0D BCC $4CD6 (Branch if no retort, check dog block) C2/4CC9: A9 07 LDA #$07 C2/4CCB: 8D 7A 3A STA $3A7A C2/4CCE: A9 56 LDA #$56 C2/4CD0: 8D 7B 3A STA $3A7B C2/4CD3: 4C B2 4E JMP $4EB2 Dog Block C2/4CD6: A5 B9 LDA $B9 C2/4CD8: F0 E8 BEQ $4CC2 (Exit function if attacked by party) C2/4CDA: EC 16 34 CPX $3416 C2/4CDD: D0 15 BNE $4CF4 (Branch to Black Belt) C2/4CDF: 20 5A 4B JSR $4B5A (0 to 255) C2/4CE2: 4A LSR C2/4CE3: 90 0F BCC $4CF4 (50% chance branch to Black Belt) C2/4CE5: 4A LSR C2/4CE6: 7B TDC C2/4CE7: 69 FC ADC #$FC C2/4CE9: 8D 7B 3A STA $3A7B (Store Wild Fang or Take Down) C2/4CEC: A9 02 LDA #$02 C2/4CEE: 8D 7A 3A STA $3A7A C2/4CF1: 4C B2 4E JMP $4EB2 Black Belt Counter C2/4CF4: BD 18 30 LDA $3018,X C2/4CF7: 2C 19 34 BIT $3419 C2/4CFA: D0 C6 BNE $4CC2 (Exit if set) C2/4CFC: BD 58 3C LDA $3C58,X C2/4CFF: 89 02 BIT #$02 (Check for Black Belt) C2/4D01: F0 BF BEQ $4CC2 (Exit if no Black Belt) C2/4D03: 20 5A 4B JSR $4B5A (0 to 255) C2/4D06: C9 C0 CMP #$C0 C2/4D08: B0 B8 BCS $4CC2 (Exit 75% chance) C2/4D0A: 9B TXY C2/4D0B: F4 CA A0 PEA $A0CA (Death, Stone, M-Tek, Zombie, Sleep, Confuse) C2/4D0E: F4 11 32 PEA $3211 (Stop, Dance, Freeze, Spell, Hide) C2/4D11: 20 64 58 JSR $5864 C2/4D14: 90 AC BCC $4CC2 (Exit if any set) C2/4D16: 9C 7A 3A STZ $3A7A C2/4D19: 9C 7B 3A STZ $3A7B C2/4D1C: 4C B2 4E JMP $4EB2 C2/4D1F: AC 6A 3A LDY $3A6A C2/4D22: B9 AE 2B LDA $2BAE,Y C2/4D25: 30 45 BMI $4D6C (Exit function if bit 7 of $2BAE,Y is set) C2/4D27: 0A ASL C2/4D28: AA TAX C2/4D29: 20 66 4E JSR $4E66 C2/4D2C: A9 7B LDA #$7B C2/4D2E: 20 92 07 JSR $0792 (Clears bits 2 & 7 of $3AA0,X) C2/4D31: A9 FF LDA #$FF C2/4D33: 99 AE 2B STA $2BAE,Y C2/4D36: 98 TYA C2/4D37: 69 08 ADC #$08 C2/4D39: 29 18 AND #$18 C2/4D3B: 8D 6A 3A STA $3A6A C2/4D3E: 20 6D 4D JSR $4D6D (Sets 2 byte $B8 (targets?) to $2BB1,Y) C2/4D41: B9 B0 2B LDA $2BB0,Y C2/4D44: EB XBA C2/4D45: B9 AF 2B LDA $2BAF,Y (A low = command high = spell) C2/4D48: 20 89 4D JSR $4D89 C2/4D4B: 20 77 4D JSR $4D77 (Clears target if attacker is zombie or confuse) C2/4D4E: 20 CB 4E JSR $4ECB C2/4D51: B9 AF 2B LDA $2BAF,Y (Load command) C2/4D54: C9 17 CMP #$17 C2/4D56: D0 C7 BNE $4D1F (Branch if not X-Magic) C2/4D58: C8 INY C2/4D59: C8 INY C2/4D5A: C8 INY C2/4D5B: 20 6D 4D JSR $4D6D (Sets 2 byte $B8 (targets?) to $2BB1,Y) C2/4D5E: B9 B0 2B LDA $2BB0,Y C2/4D61: EB XBA C2/4D62: A9 17 LDA #$17 (A low = X-Magic (#$17) high = spell) C2/4D64: 20 77 4D JSR $4D77 (Clears target if attacker is zombie or confuse) C2/4D67: 20 CB 4E JSR $4ECB C2/4D6A: 80 B3 BRA $4D1F (Branch back to beginning of function) C2/4D6C: 60 RTS C2/4D6D: 08 PHP C2/4D6E: C2 20 REP #$20 (Set 16-bit A) C2/4D70: B9 B1 2B LDA $2BB1,Y C2/4D73: 85 B8 STA $B8 (Set targets?) C2/4D75: 28 PLP C2/4D76: 60 RTS Clears target if attacker is zombie or confuse C2/4D77: 08 PHP C2/4D78: C2 20 REP #$20 C2/4D7A: 8D 7A 3A STA $3A7A C2/4D7D: BD E4 3E LDA $3EE4,X C2/4D80: 89 02 20 BIT #$2002 C2/4D83: F0 02 BEQ $4D87 (Branch if not Zombie of Confuse) C2/4D85: 64 B8 STZ $B8 (Clear target) C2/4D87: 28 PLP C2/4D88: 60 RTS C2/4D89: DA PHX C2/4D8A: 5A PHY C2/4D8B: 9B TXY C2/4D8C: C9 17 CMP #$17 C2/4D8E: D0 02 BNE $4D92 (Branch if not X-Magic) C2/4D90: A9 02 LDA #$02 (Set command to Magic) C2/4D92: C9 19 CMP #$19 C2/4D94: D0 11 BNE $4DA7 (Branch if not Summon) C2/4D96: 48 PHA C2/4D97: EB XBA C2/4D98: C9 FF CMP #$FF (Check if no Esper equipped) C2/4D9A: D0 03 BNE $4D9F C2/4D9C: B9 44 33 LDA $3344,Y C2/4D9F: EB XBA C2/4DA0: B9 18 30 LDA $3018,Y C2/4DA3: 0C 2E 3F TSB $3F2E C2/4DA6: 68 PLA C2/4DA7: C9 01 CMP #$01 C2/4DA9: F0 04 BEQ $4DAF (Branch if Item) C2/4DAB: C9 08 CMP #$08 C2/4DAD: D0 05 BNE $4DB4 (Branch if not Throw) C2/4DAF: EB XBA C2/4DB0: 99 F4 32 STA $32F4,Y C2/4DB3: EB XBA C2/4DB4: C9 0F CMP #$0F C2/4DB6: D0 23 BNE $4DDB (Branch if not Slot) C2/4DB8: 48 PHA C2/4DB9: EB XBA C2/4DBA: AA TAX C2/4DBB: BF 4A 4E C2 LDA $C24E4A,X C2/4DBF: E0 02 CPX #$02 C2/4DC1: B0 0F BCS $4DD2 C2/4DC3: 48 PHA C2/4DC4: BF 52 4E C2 LDA $C24E52,X C2/4DC8: 95 B8 STA $B8,X C2/4DCA: A5 B8 LDA $B8 C2/4DCC: 4D 40 3A EOR $3A40 C2/4DCF: 85 B8 STA $B8 C2/4DD1: 68 PLA C2/4DD2: C9 FF CMP #$FF C2/4DD4: D0 03 BNE $4DD9 C2/4DD6: 20 DC 37 JSR $37DC (Pick random esper) C2/4DD9: EB XBA C2/4DDA: 68 PLA C2/4DDB: C9 13 CMP #$13 C2/4DDD: D0 0D BNE $4DEC (Branch if not Dance) C2/4DDF: 48 PHA C2/4DE0: EB XBA C2/4DE1: 99 E1 32 STA $32E1,Y C2/4DE4: 8D 6F 3A STA $3A6F C2/4DE7: 20 9C 05 JSR $059C (Pick dance and dance move) C2/4DEA: EB XBA C2/4DEB: 68 PLA C2/4DEC: C9 10 CMP #$10 C2/4DEE: D0 0A BNE $4DFA (Branch if not Rage) C2/4DF0: 48 PHA C2/4DF1: EB XBA C2/4DF2: 99 A8 33 STA $33A8,Y (Which rage is being used) C2/4DF5: 20 D1 05 JSR $05D1 C2/4DF8: EB XBA C2/4DF9: 68 PLA C2/4DFA: C9 0A CMP #$0A C2/4DFC: D0 15 BNE $4E13 (Branch if not Blitz) C2/4DFE: 48 PHA C2/4DFF: EB XBA C2/4E00: 48 PHA C2/4E01: 30 0D BMI $4E10 (If no blitz selected) C2/4E03: AA TAX C2/4E04: 20 57 1E JSR $1E57 C2/4E07: 2C 28 1D BIT $1D28 C2/4E0A: D0 04 BNE $4E10 (Branch if selected blitz is not known) C2/4E0C: A9 FF LDA #$FF C2/4E0E: 83 01 STA $01,S C2/4E10: 68 PLA C2/4E11: EB XBA C2/4E12: 68 PLA C2/4E13: A2 04 LDX #$04 C2/4E15: DF 3C 4E C2 CMP $C24E3C,X C2/4E19: D0 0B BNE $4E26 C2/4E1B: EB XBA C2/4E1C: 18 CLC C2/4E1D: 7F 41 4E C2 ADC $C24E41,X C2/4E21: 90 02 BCC $4E25 C2/4E23: A9 EE LDA #$EE C2/4E25: EB XBA C2/4E26: CA DEX C2/4E27: 10 EC BPL $4E15 C2/4E29: 48 PHA C2/4E2A: 18 CLC C2/4E2B: 20 17 52 JSR $5217 C2/4E2E: 3F 46 4E C2 AND $C24E46,X C2/4E32: F0 04 BEQ $4E38 (Branch if command doesn't need to retarget) C2/4E34: 64 B8 STZ $B8 C2/4E36: 64 B9 STZ $B9 C2/4E38: 68 PLA C2/4E39: 7A PLY C2/4E3A: FA PLX C2/4E3B: 60 RTS Data C2/4E3C: 19 (Summon) C2/4E3D: 0C (Lore) C2/4E3E: 1D (Magitek) C2/4E3F: 0A (Blitz) C2/4E40: 07 (Swdtech) C2/4E41: 36 (Espers) C2/4E42: 8B (Lores) C2/4E43: 83 (Magitek commands) C2/4E44: 5D (Blitzes) C2/4E45: 55 (Swdtech) C2/4E46: 80 (Swdtech) C2/4E47: 04 (Blitz) C2/4E48: 0B (Rage, Leap, Dance) C2/4E49: 00 C2/4E4A: 94 (L.5 Doom) C2/4E4B: 94 (L.5 Doom) C2/4E4C: 43 (Bahamut) C2/4E4D: FF (Nothing) C2/4E4E: 80 (H-Bomb) C2/4E4F: 7F (Chocobop) C2/4E50: 81 (7-Flush) C2/4E51: FE (Lagomorph) C2/4E52: 0F 3F C2/4E54: DA PHX C2/4E55: A2 7F LDX #$7F C2/4E57: BD 84 31 LDA $3184,X C2/4E5A: 30 04 BMI $4E60 C2/4E5C: CA DEX C2/4E5D: 10 F8 BPL $4E57 C2/4E5F: E8 INX C2/4E60: 8A TXA C2/4E61: 9D 84 31 STA $3184,X C2/4E64: FA PLX C2/4E65: 60 RTS C2/4E66: 8A TXA C2/4E67: DA PHX C2/4E68: AE 65 3A LDX $3A65 C2/4E6B: 9D 20 37 STA $3720,X C2/4E6E: FA PLX C2/4E6F: EE 65 3A INC $3A65 C2/4E72: A9 FE LDA #$FE C2/4E74: 4C 43 0A JMP $0A43 (Clear bit 7 of $3AA1,X) C2/4E77: 8A TXA C2/4E78: DA PHX C2/4E79: AE 67 3A LDX $3A67 C2/4E7C: 9D 20 38 STA $3820,X C2/4E7F: FA PLX C2/4E80: EE 67 3A INC $3A67 C2/4E83: 60 RTS C2/4E84: 8A TXA C2/4E85: DA PHX C2/4E86: AE 69 3A LDX $3A69 C2/4E89: 9D 20 39 STA $3920,X C2/4E8C: FA PLX C2/4E8D: EE 69 3A INC $3A69 C2/4E90: 60 RTS C2/4E91: 5A PHY C2/4E92: 08 PHP C2/4E93: E2 20 SEP #$20 C2/4E95: 8D 7A 3A STA $3A7A (Set command) C2/4E98: 8E 7B 3A STX $3A7B (Set attack) C2/4E9B: 20 54 4E JSR $4E54 C2/4E9E: 48 PHA C2/4E9F: AD 0A 34 LDA $340A C2/4EA2: C9 FF CMP #$FF C2/4EA4: D0 39 BNE $4EDF C2/4EA6: A3 01 LDA $01,S C2/4EA8: 8D 0A 34 STA $340A C2/4EAB: 80 32 BRA $4EDF C2/4EAD: A5 B1 LDA $B1 C2/4EAF: 4A LSR C2/4EB0: 90 19 BCC $4ECB C2/4EB2: 5A PHY C2/4EB3: 08 PHP C2/4EB4: E2 20 SEP #$20 C2/4EB6: 20 54 4E JSR $4E54 C2/4EB9: 48 PHA C2/4EBA: BD CD 32 LDA $32CD,X C2/4EBD: C9 FF CMP #$FF C2/4EBF: D0 1E BNE $4EDF C2/4EC1: 20 84 4E JSR $4E84 C2/4EC4: A3 01 LDA $01,S C2/4EC6: 9D CD 32 STA $32CD,X C2/4EC9: 80 14 BRA $4EDF C2/4ECB: 5A PHY C2/4ECC: 08 PHP C2/4ECD: E2 20 SEP #$20 (Set 16-bit Accumulator) C2/4ECF: 20 54 4E JSR $4E54 C2/4ED2: 48 PHA C2/4ED3: BD CC 32 LDA $32CC,X C2/4ED6: C9 FF CMP #$FF C2/4ED8: D0 05 BNE $4EDF C2/4EDA: A3 01 LDA $01,S C2/4EDC: 9D CC 32 STA $32CC,X C2/4EDF: A8 TAY C2/4EE0: D9 84 31 CMP $3184,Y C2/4EE3: F0 07 BEQ $4EEC C2/4EE5: B9 84 31 LDA $3184,Y C2/4EE8: 30 02 BMI $4EEC C2/4EEA: 80 F3 BRA $4EDF C2/4EEC: 68 PLA C2/4EED: 99 84 31 STA $3184,Y C2/4EF0: 0A ASL C2/4EF1: A8 TAY C2/4EF2: 20 08 4F JSR $4F08 C2/4EF5: 99 20 36 STA $3620,Y C2/4EF8: C2 20 REP #$20 C2/4EFA: AD 7A 3A LDA $3A7A C2/4EFD: 99 20 34 STA $3420,Y C2/4F00: A5 B8 LDA $B8 C2/4F02: 99 20 35 STA $3520,Y C2/4F05: 28 PLP C2/4F06: 7A PLY C2/4F07: 60 RTS C2/4F08: DA PHX C2/4F09: 08 PHP C2/4F0A: 7B TDC C2/4F0B: A9 40 LDA #$40 C2/4F0D: 14 B1 TRB $B1 C2/4F0F: D0 42 BNE $4F53 C2/4F11: AD 7A 3A LDA $3A7A C2/4F14: C9 19 CMP #$19 C2/4F16: F0 0C BEQ $4F24 C2/4F18: C9 0C CMP #$0C C2/4F1A: F0 08 BEQ $4F24 C2/4F1C: C9 02 CMP #$02 C2/4F1E: F0 04 BEQ $4F24 C2/4F20: C9 17 CMP #$17 C2/4F22: D0 2F BNE $4F53 C2/4F24: C2 10 REP #$10 C2/4F26: AD 7B 3A LDA $3A7B C2/4F29: E0 08 CPX #$08 C2/4F2B: 00 B0 BRK $B0 C2/4F2D: 19 DA AA ORA $AADA,Y C2/4F30: BD 84 30 LDA $3084,X C2/4F33: FA PLX C2/4F34: C9 FF CMP #$FF C2/4F36: F0 1B BEQ $4F53 C2/4F38: C2 20 REP #$20 C2/4F3A: 0A ASL C2/4F3B: 0A ASL C2/4F3C: 7D 2C 30 ADC $302C,X C2/4F3F: AA TAX C2/4F40: E2 20 SEP #$20 C2/4F42: BD 03 00 LDA $0003,X C2/4F45: 80 0D BRA $4F54 C2/4F47: EB XBA C2/4F48: A9 0E LDA #$0E C2/4F4A: 20 81 47 JSR $4781 C2/4F4D: AA TAX C2/4F4E: BF C5 6A C4 LDA $C46AC5,X C2/4F52: EB XBA C2/4F53: EB XBA C2/4F54: 28 PLP C2/4F55: FA PLX C2/4F56: 60 RTS Monster command script command #$F7 C2/4F57: A5 B6 LDA $B6 C2/4F59: EB XBA C2/4F5A: A9 0F LDA #$0F C2/4F5C: 4C BF 62 JMP $62BF Command #$26 - Doom cast when countdown reaches 0 $B8 is normally #$0D C2/4F5F: A5 B8 LDA $B8 C2/4F61: A6 B6 LDX $B6 C2/4F63: 85 B6 STA $B6 C2/4F65: C9 0D CMP #$0D C2/4F67: D0 0F BNE $4F78 C2/4F69: BD 04 32 LDA $3204,X C2/4F6C: 09 10 ORA #$10 C2/4F6E: 9D 04 32 STA $3204,X C2/4F71: AD 77 3A LDA $3A77 C2/4F74: F0 69 BEQ $4FDF (Exit function if no monsters are alive) C2/4F76: A9 0D LDA #$0D (Set spell to Doom) C2/4F78: EB XBA C2/4F79: A9 02 LDA #$02 C2/4F7B: 85 B5 STA $B5 (Set command to magic) C2/4F7D: 20 D3 26 JSR $26D3 C2/4F80: 20 51 29 JSR $2951 C2/4F83: A9 10 LDA #$10 C2/4F85: 14 B0 TRB $B0 C2/4F87: A9 02 LDA #$02 C2/4F89: 8D A3 11 STA $11A3 (Set attack to only not reflectable) C2/4F8C: A9 20 LDA #$20 C2/4F8E: 0C A4 11 TSB $11A4 (Set can't be dodged) C2/4F91: 9C A5 11 STZ $11A5 (Set to 0 MP cost) C2/4F94: 4C 67 31 JMP $3167 Monster command script command #$F5 C2/4F97: 9C 2A 3A STZ $3A2A (Set to zero damage) C2/4F9A: 9C 2B 3A STZ $3A2B C2/4F9D: AD 73 3A LDA $3A73 C2/4FA0: 49 FF EOR #$FF C2/4FA2: 14 B9 TRB $B9 (Clear monsters that aren't in template) C2/4FA4: A5 B8 LDA $B8 C2/4FA6: 0A ASL C2/4FA7: AA TAX C2/4FA8: A0 12 LDY #$12 C2/4FAA: B9 19 30 LDA $3019,Y C2/4FAD: 24 B9 BIT $B9 C2/4FAF: F0 03 BEQ $4FB4 C2/4FB1: FC E4 51 JSR ($51E4,X) C2/4FB4: 88 DEY C2/4FB5: 88 DEY C2/4FB6: C0 08 CPY #$08 C2/4FB8: B0 F0 BCS $4FAA C2/4FBA: A5 B6 LDA $B6 C2/4FBC: EB XBA C2/4FBD: A9 13 LDA #$13 C2/4FBF: 4C BF 62 JMP $62BF C2/4FC2: 48 PHA C2/4FC3: A9 FF LDA #$FF C2/4FC5: 8D 95 3A STA $3A95 C2/4FC8: 68 PLA C2/4FC9: 80 03 BRA $4FCE C2/4FCB: 0C 4D 2F TSB $2F4D C2/4FCE: 1C 09 34 TRB $3409 C2/4FD1: 1C 2F 2F TRB $2F2F C2/4FD4: 0C 2A 3A TSB $3A2A C2/4FD7: B9 F9 3E LDA $3EF9,Y C2/4FDA: 09 20 ORA #$20 C2/4FDC: 99 F9 3E STA $3EF9,Y C2/4FDF: 60 RTS C2/4FE0: 48 PHA C2/4FE1: C2 20 REP #$20 C2/4FE3: B9 1C 3C LDA $3C1C,Y (Max HP) C2/4FE6: 99 F4 3B STA $3BF4,Y (Current HP) C2/4FE9: E2 20 SEP #$20 C2/4FEB: 68 PLA C2/4FEC: 1C 3A 3A TRB $3A3A C2/4FEF: 0C 2F 2F TSB $2F2F C2/4FF2: 0C 2B 3A TSB $3A2B C2/4FF5: 0C 4F 2F TSB $2F4F C2/4FF8: 0C 09 34 TSB $3409 C2/4FFB: 9C 95 3A STZ $3A95 C2/4FFE: 60 RTS C2/4FFF: 20 CE 4F JSR $4FCE C2/5002: B9 E4 3E LDA $3EE4,Y C2/5005: 09 80 ORA #$80 (Clear all but dead status) C2/5007: 99 E4 3E STA $3EE4,Y C2/500A: 60 RTS Regen, Poison, and Seizure C2/500B: AD 77 3A LDA $3A77 C2/500E: F0 CF BEQ $4FDF (Exit if no monsters are alive) C2/5010: B9 A1 3A LDA $3AA1,Y C2/5013: 29 EF AND #$EF (Clear bit 4 of $3AA1,Y) C2/5015: 99 A1 3A STA $3AA1,Y C2/5018: B9 A0 3A LDA $3AA0,Y C2/501B: 89 10 BIT #$10 C2/501D: D0 C0 BNE $4FDF (Exit if bit 4 of $3AA0,Y is set) C2/501F: 20 8A 29 JSR $298A (Clear special effect, magic power, etc.) C2/5022: A9 90 LDA #$90 C2/5024: 14 B3 TRB $B3 (Set ignore vanish and something else) C2/5026: A9 12 LDA #$12 C2/5028: 85 B5 STA $B5 (Set command to Mimic) C2/502A: A9 68 LDA #$68 C2/502C: 8D A2 11 STA $11A2 (Sets to only ignore defense, no split damage, heals undead) C2/502F: 4E A4 11 LSR $11A4 C2/5032: A5 B6 LDA $B6 C2/5034: 4A LSR C2/5035: 4A LSR C2/5036: 2E A4 11 ROL $11A4 (Set to heal for regen, damage for poison & seizure) C2/5039: 4A LSR C2/503A: 90 15 BCC $5051 (Branch if not poison) C2/503C: B9 24 3E LDA $3E24,Y (Amount to increment damage) C2/503F: 85 BD STA $BD C2/5041: 1A INC C2/5042: 1A INC C2/5043: C9 0F CMP #$0F C2/5045: 90 02 BCC $5049 (Branch if under 15) C2/5047: A9 0E LDA #$0E (Set to 14 if over 14) C2/5049: 99 24 3E STA $3E24,Y C2/504C: A9 08 LDA #$08 C2/504E: 8D A1 11 STA $11A1 (Set element to poison) C2/5051: B9 40 3B LDA $3B40,Y (Stamina) (Figure damage) C2/5054: 85 E8 STA $E8 C2/5056: C2 20 REP #$20 C2/5058: B9 1C 3C LDA $3C1C,Y (Max HP) C2/505B: 20 B7 47 JSR $47B7 (Max HP * Stamina / 256) C2/505E: 4A LSR C2/505F: 4A LSR C2/5060: C9 FE CMP #$00FE C2/5063: E2 20 SEP #$20 C2/5065: 90 02 BCC $5069 (If under 254) C2/5067: A9 FC LDA #$FC (set to 253) C2/5069: 69 02 ADC #$02 C2/506B: 8D A6 11 STA $11A6 (Store damage in battle power) C2/506E: BB TYX C2/506F: 4C 67 31 JMP $3167 Monster command script command #$F2 C2/5072: A5 B8 LDA $B8 (Byte 2) C2/5074: 8D E0 11 STA $11E0 (Monster formation) C2/5077: 0E 47 3A ASL $3A47 C2/507A: A5 B9 LDA $B9 (Byte 3) C2/507C: 49 80 EOR #$80 C2/507E: 0A ASL C2/507F: 6E 47 3A ROR $3A47 C2/5082: 4A LSR C2/5083: 8D E1 11 STA $11E1 (Monster formation byte 2) C2/5086: 20 E8 30 JSR $30E8 C2/5089: C2 20 REP #$20 C2/508B: A2 0A LDX #$0A C2/508D: 9E A8 3A STZ $3AA8,X C2/5090: 9E 54 3E STZ $3E54,X C2/5093: 7B TDC C2/5094: 3A DEC C2/5095: 9D 01 20 STA $2001,X C2/5098: A9 BC LDA #$BC C2/509A: FF 9D 0C 32 SBC $320C9D,X C2/509E: CA DEX C2/509F: CA DEX C2/50A0: 10 EB BPL $508D C2/50A2: E2 20 SEP #$20 C2/50A4: 20 E1 2E JSR $2EE1 C2/50A7: 20 91 43 JSR $4391 C2/50AA: 20 9B 06 JSR $069B C2/50AD: 20 3F 08 JSR $083F C2/50B0: 20 B9 4A JSR $4AB9 C2/50B3: 20 C9 26 JSR $26C9 C2/50B6: 20 3A 2E JSR $2E3A C2/50B9: AD 75 3A LDA $3A75 C2/50BC: 8D 2B 3A STA $3A2B C2/50BF: AD 1E 20 LDA $201E C2/50C2: 8D 2A 3A STA $3A2A C2/50C5: A5 B6 LDA $B6 C2/50C7: EB XBA C2/50C8: A9 12 LDA #$12 C2/50CA: 4C BF 62 JMP $62BF Command #$25 C2/50CD: A9 02 LDA #$02 C2/50CF: 80 02 BRA $50D3 C2/50D1: A9 10 LDA #$10 C2/50D3: EB XBA C2/50D4: A5 B6 LDA $B6 C2/50D6: EB XBA C2/50D7: 9C 2A 3A STZ $3A2A (Sets final damage to 0) C2/50DA: 4C BF 62 JMP $62BF Command #$27 C2/50DD: A6 B6 LDX $B6 C2/50DF: A9 FF LDA #$FF C2/50E1: 8D 72 2D STA $2D72 C2/50E4: A9 02 LDA #$02 C2/50E6: 8D 6E 2D STA $2D6E C2/50E9: 9C 36 2F STZ $2F36 C2/50EC: 9C 37 2F STZ $2F37 C2/50EF: 9C 3A 2F STZ $2F3A C2/50F2: BD 18 3B LDA $3B18,X C2/50F5: 8D 35 2F STA $2F35 C2/50F8: A9 34 LDA #$34 C2/50FA: 8D 6F 2D STA $2D6F C2/50FD: A9 04 LDA #$04 C2/50FF: 20 11 64 JSR $6411 C2/5102: C2 20 REP #$20 C2/5104: BD F4 3B LDA $3BF4,X (Current HP) C2/5107: 8D 35 2F STA $2F35 C2/510A: BD 1C 3C LDA $3C1C,X (Max HP) C2/510D: 8D 38 2F STA $2F38 C2/5110: E2 20 SEP #$20 C2/5112: A9 30 LDA #$30 C2/5114: 8D 6F 2D STA $2D6F C2/5117: A9 04 LDA #$04 C2/5119: 20 11 64 JSR $6411 C2/511C: C2 20 REP #$20 C2/511E: BD 08 3C LDA $3C08,X (Current MP) C2/5121: 8D 35 2F STA $2F35 C2/5124: BD 30 3C LDA $3C30,X (Max MP) C2/5127: 8D 38 2F STA $2F38 C2/512A: E2 20 SEP #$20 C2/512C: F0 0A BEQ $5138 C2/512E: A9 31 LDA #$31 C2/5130: 8D 6F 2D STA $2D6F C2/5133: A9 04 LDA #$04 C2/5135: 20 11 64 JSR $6411 C2/5138: A9 15 LDA #$15 C2/513A: 8D 6F 2D STA $2D6F C2/513D: BD E0 3B LDA $3BE0,X C2/5140: 85 EE STA $EE C2/5142: BD E1 3B LDA $3BE1,X C2/5145: 1D CC 3B ORA $3BCC,X C2/5148: 1D CD 3B ORA $3BCD,X C2/514B: 14 EE TRB $EE C2/514D: A9 01 LDA #$01 C2/514F: 24 EE BIT $EE C2/5151: F0 07 BEQ $515A C2/5153: 48 PHA C2/5154: A9 04 LDA #$04 C2/5156: 20 11 64 JSR $6411 C2/5159: 68 PLA C2/515A: EE 6F 2D INC $2D6F C2/515D: 0A ASL C2/515E: 90 EF BCC $514F C2/5160: 60 RTS Remove Stop, Wall, Freeze, or Sleep when time is up C2/5161: AE 7D 3A LDX $3A7D C2/5164: 20 8A 29 JSR $298A (Clear special effect, magic power, etc.) C2/5167: A9 12 LDA #$12 C2/5169: 85 B5 STA $B5 (Set command to mimic) C2/516B: A9 10 LDA #$10 C2/516D: 14 B0 TRB $B0 C2/516F: 46 B8 LSR $B8 C2/5171: 90 05 BCC $5178 (Branch if bit 0 of $B8 is 0) C2/5173: A9 10 LDA #$10 C2/5175: 0C AC 11 TSB $11AC (Attack clears stop) C2/5178: 46 B8 LSR $B8 C2/517A: 90 05 BCC $5181 (Branch if bit 1 of $B8 is 0) C2/517C: A9 80 LDA #$80 C2/517E: 0C AC 11 TSB $11AC (Attack clears wall) C2/5181: 46 B8 LSR $B8 C2/5183: 90 05 BCC $518A (Branch if bit 2 of $B8 is 0) C2/5185: A9 02 LDA #$02 C2/5187: 0C AD 11 TSB $11AD (Attack clears freeze) C2/518A: 46 B8 LSR $B8 C2/518C: 90 12 BCC $51A0 (Branch if bit 3 of $B8 is 0) C2/518E: A9 80 LDA #$80 C2/5190: 3D E5 3E AND $3EE5,X C2/5193: F0 0B BEQ $51A0 (Branch if not sleeping) C2/5195: 0C AB 11 TSB $11AB (Attack clears sleep) C2/5198: A9 02 LDA #$02 C2/519A: 85 B5 STA $B5 (Set command to magic) C2/519C: A9 78 LDA #$78 C2/519E: 85 B6 STA $B6 (Set spell to Tapir) C2/51A0: A9 04 LDA #$04 C2/51A2: 0C A4 11 TSB $11A4 (Set to lift statuses) C2/51A5: 4C 67 31 JMP $3167 C2/51A8: AD 7D 3A LDA $3A7D C2/51AB: 4A LSR C2/51AC: EB XBA C2/51AD: A9 0E LDA #$0E C2/51AF: 4C BF 62 JMP $62BF Command #$2D (Drain from being seized) C2/51B2: B9 A1 3A LDA $3AA1,Y C2/51B5: 29 EF AND #$EF C2/51B7: 99 A1 3A STA $3AA1,Y (Clear bit 4 of $3AA1,Y) C2/51BA: BB TYX C2/51BB: 20 8A 29 JSR $298A (Clear special effect, magic power, etc.) C2/51BE: 9C AE 11 STZ $11AE (Set Magic Power to 0) C2/51C1: A9 10 LDA #$10 C2/51C3: 8D AF 11 STA $11AF (Set Level to 16) C2/51C6: 8D A6 11 STA $11A6 (Set Spell Power to 16) C2/51C9: A9 28 LDA #$28 C2/51CB: 8D A2 11 STA $11A2 (Sets to only ignore defense, heal undead) C2/51CE: A9 02 LDA #$02 C2/51D0: 8D A3 11 STA $11A3 (Sets to Not reflectable only) C2/51D3: 0C A4 11 TSB $11A4 (Sets Redirection) C2/51D6: 0C 46 3A TSB $3A46 C2/51D9: A9 80 LDA #$80 C2/51DB: 14 B2 TRB $B2 C2/51DD: A9 12 LDA #$12 C2/51DF: 85 B5 STA $B5 (Sets command to Mimic) C2/51E1: 4C 7B 31 JMP $317B Code pointers for command #$F5 C2/51E4: E0 4F C2/51E6: CB 4F C2/51E8: EC 4F C2/51EA: CE 4F C2/51EC: C2 4F C2/51EE: FF 4F X = Highest bit in A that is 1 (bit 0 = 0, 1 = 1, etc.) C2/51F0: A2 00 LDX #$00 C2/51F2: 4A LSR C2/51F3: F0 03 BEQ $51F8 (Exit if all bits are 0) C2/51F5: E8 INX C2/51F6: 80 FA BRA $51F2 C2/51F8: 60 RTS Y = bit number of highest bit set in A (0 for bit 0, 2 for bit 1, 4 for bit 2, etc.) C2/51F9: DA PHX C2/51FA: 08 PHP C2/51FB: C2 20 REP #$20 (Set 16-bit Accumulator) C2/51FD: E2 10 SEP #$10 (Set 8-bit Index Registers) C2/51FF: A2 12 LDX #$12 C2/5201: 3C 18 30 BIT $3018,X C2/5204: D0 04 BNE $520A (Exit function if bit set) C2/5206: CA DEX C2/5207: CA DEX C2/5208: 10 F7 BPL $5201 C2/520A: 9B TXY C2/520B: 28 PLP C2/520C: FA PLX C2/520D: 60 RTS Sets X to number of bits set in A C2/520E: A2 00 LDX #$00 C2/5210: 4A LSR C2/5211: 90 01 BCC $5214 C2/5213: E8 INX C2/5214: D0 FA BNE $5210 C2/5216: 60 RTS X = A / 8 A = 1 if (A % 8) = 0, 2 if (A % 8) = 1, 4 if (A % 8) = 2, 8 if (A % 8) = 3, 16 if (A % 8) = 4, etc. (X=A DIV 8, A=2^(A MOD 8)) C2/5217: 5A PHY C2/5218: 48 PHA C2/5219: 6A ROR C2/521A: 4A LSR C2/521B: 4A LSR C2/521C: AA TAX C2/521D: 68 PLA C2/521E: 29 07 AND #$07 C2/5220: A8 TAY C2/5221: A9 00 LDA #$00 C2/5223: 38 SEC C2/5224: 2A ROL C2/5225: 88 DEY C2/5226: 10 FC BPL $5224 C2/5228: 7A PLY C2/5229: 60 RTS Randomly picks a bit set in A C2/522A: 5A PHY C2/522B: 08 PHP C2/522C: C2 20 REP #$20 (Set 16-bit Accumulator) C2/522E: 85 EE STA $EE C2/5230: 20 0E 52 JSR $520E (X = number of bits set in A) C2/5233: 8A TXA C2/5234: F0 0E BEQ $5244 (Exit if no bits set) C2/5236: 20 65 4B JSR $4B65 (0 to A - 1) C2/5239: AA TAX C2/523A: 38 SEC C2/523B: 7B TDC C2/523C: 2A ROL C2/523D: 24 EE BIT $EE C2/523F: F0 FB BEQ $523C C2/5241: CA DEX C2/5242: 10 F8 BPL $523C C2/5244: 28 PLP C2/5245: 7A PLY C2/5246: 60 RTS (Determine if back, pincer, or side attack) (Also used for determining which attack Umaro should use) (X = #$10 when called for choosing type of attack) (X = #$00 for no Rage Ring or Blizzard Orb, #$04 for Rage Ring, #$08 for Blizzard Orb, #$0C for both) (A = Which types to allow, bit 7 = side, 6 = pincer, 5 = back, 4 = normal) C2/5247: 5A PHY C2/5248: EB XBA C2/5249: A9 00 LDA #$00 C2/524B: A0 03 LDY #$03 C2/524D: EB XBA C2/524E: 0A ASL C2/524F: EB XBA C2/5250: 90 04 BCC $5256 (Branch if type not allowed) C2/5252: 7F 69 52 C2 ADC $C25269,X (Add chance to get that type) C2/5256: 99 FC 00 STA $00FC,Y C2/5259: E8 INX C2/525A: 88 DEY C2/525B: 10 F0 BPL $524D (Check for all 4 types) C2/525D: 20 65 4B JSR $4B65 (0 to A - 1) C2/5260: A2 04 LDX #$04 C2/5262: CA DEX C2/5263: D5 FC CMP $FC,X C2/5265: B0 FB BCS $5262 (Check next type if A >= $FC,X) C2/5267: 7A PLY C2/5268: 60 RTS (Return X = Battle type / Attack to use) C2/5269: 9E 5F FF FF (No Rage Ring or Blizzard Orb) C2/526D: 5E 3F FF 5F (Rage Ring) C2/5271: 5E 3F 5F FF (Blizzard Orb) C2/5275: 3E 3F 3F 3F (Both) C2/5279: 1E 07 07 CF (For choosing type of battle) C2/527D: DA PHX C2/527E: 08 PHP C2/527F: C2 30 REP #$30 (Set 16-bit A,X & Y) C2/5281: 9B TXY C2/5282: BF 4A 54 C2 LDA $C2544A,X C2/5286: AA TAX C2/5287: E2 20 SEP #$20 C2/5289: B9 18 30 LDA $3018,Y C2/528C: 0C 58 3A TSB $3A58 C2/528F: B9 E4 3E LDA $3EE4,Y C2/5292: 29 20 AND #$20 (Set Imp status) C2/5294: 85 EF STA $EF C2/5296: B9 A4 3B LDA $3BA4,Y C2/5299: 19 A5 3B ORA $3BA5,Y C2/529C: 49 FF EOR #$FF C2/529E: 29 82 AND #$82 C2/52A0: 04 EF TSB $EF C2/52A2: A9 04 LDA #$04 C2/52A4: 85 EE STA $EE C2/52A6: DA PHX C2/52A7: 38 SEC C2/52A8: 7B TDC C2/52A9: BD 00 00 LDA $0000,X C2/52AC: 30 2D BMI $52DB C2/52AE: 48 PHA C2/52AF: 18 CLC C2/52B0: A5 EF LDA $EF C2/52B2: 89 20 BIT #$20 C2/52B4: F0 0D BEQ $52C3 C2/52B6: A3 01 LDA $01,S C2/52B8: 0A ASL C2/52B9: AA TAX C2/52BA: BF 00 FE CF LDA $CFFE00,X C2/52BE: 89 04 BIT #$04 C2/52C0: D0 01 BNE $52C3 C2/52C2: 38 SEC C2/52C3: 68 PLA C2/52C4: B0 15 BCS $52DB C2/52C6: A2 07 LDX #$07 C2/52C8: 00 DF BRK $DF C2/52CA: E9 52 SBC #$52 C2/52CC: C2 D0 REP #$D0 C2/52CE: 08 PHP C2/52CF: 8A TXA C2/52D0: 0A ASL C2/52D1: AA TAX C2/52D2: FC F1 52 JSR ($52F1,X) C2/52D5: 80 04 BRA $52DB C2/52D7: CA DEX C2/52D8: 10 EF BPL $52C9 C2/52DA: 18 CLC C2/52DB: FA PLX C2/52DC: 7E 01 00 ROR $0001,X C2/52DF: E8 INX C2/52E0: E8 INX C2/52E1: E8 INX C2/52E2: C6 EE DEC $EE C2/52E4: D0 C0 BNE $52A6 C2/52E6: 28 PLP C2/52E7: FA PLX C2/52E8: 60 RTS Data C2/52E9: 03 0B ORA $0B,S C2/52EB: 07 0C ORA [$0C] C2/52ED: 17 02 ORA [$02],Y C2/52EF: 06 00 ASL $00 C2/52F1: 26 53 ROL $53 C2/52F3: 22 53 1D 53 JSR $531D53 C2/52F7: 14 53 TRB $53 C2/52F9: 14 53 TRB $53 C2/52FB: 14 53 TRB $53 C2/52FD: 01 53 ORA ($53,X) C2/52FF: 01 53 ORA ($53,X) C2/5301: B9 58 3C LDA $3C58,Y (Check for offering) C2/5304: 4A LSR C2/5305: 90 0C BCC $5313 (Exit if no Offering) C2/5307: C2 21 REP #$21 (Set 16-bit Accumulator) C2/5309: A3 03 LDA $03,S C2/530B: AA TAX C2/530C: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/530E: A9 4E LDA #$4E C2/5310: 9D 02 00 STA $0002,X C2/5313: 60 RTS C2/5314: B9 E5 3E LDA $3EE5,Y C2/5317: 89 08 BIT #$08 C2/5319: F0 01 BEQ $531C C2/531B: 38 SEC C2/531C: 60 RTS C2/531D: A5 EF LDA $EF C2/531F: 4A LSR C2/5320: 4A LSR C2/5321: 60 RTS C2/5322: A5 EF LDA $EF C2/5324: 0A ASL C2/5325: 60 RTS C2/5326: A9 0F LDA #$0F C2/5328: CD F6 1C CMP $1CF6 C2/532B: 60 RTS C2/532C: DA PHX C2/532D: 08 PHP C2/532E: C2 30 REP #$30 C2/5330: BC 10 30 LDY $3010,X C2/5333: BF 4A 54 C2 LDA $C2544A,X C2/5337: 8F 81 21 00 STA $002181 C2/533B: B9 16 16 LDA $1616,Y C2/533E: 85 FC STA $FC C2/5340: B9 18 16 LDA $1618,Y C2/5343: 85 FE STA $FE C2/5345: B9 14 16 LDA $1614,Y C2/5348: E2 30 SEP #$30 C2/534A: 89 08 BIT #$08 C2/534C: D0 06 BNE $5354 C2/534E: AD BB 3E LDA $3EBB C2/5351: 4A LSR C2/5352: 90 49 BCC $539D C2/5354: BD D8 3E LDA $3ED8,X C2/5357: EB XBA C2/5358: A2 03 LDX #$03 C2/535A: B5 FC LDA $FC,X C2/535C: C9 01 CMP #$01 C2/535E: F0 3A BEQ $539A C2/5360: C9 12 CMP #$12 (Mimic?) C2/5362: F0 36 BEQ $539A C2/5364: EB XBA C2/5365: C9 0B CMP #$0B C2/5367: D0 08 BNE $5371 C2/5369: EB XBA C2/536A: C9 10 CMP #$10 C2/536C: D0 02 BNE $5370 C2/536E: A9 00 LDA #$00 C2/5370: EB XBA C2/5371: EB XBA C2/5372: C9 00 CMP #$00 C2/5374: D0 04 BNE $537A C2/5376: A9 1D LDA #$1D C2/5378: 80 06 BRA $5380 C2/537A: C9 02 CMP #$02 C2/537C: F0 02 BEQ $5380 C2/537E: A9 FF LDA #$FF C2/5380: 95 FC STA $FC,X C2/5382: AD BB 3E LDA $3EBB C2/5385: 4A LSR C2/5386: 90 12 BCC $539A C2/5388: B5 FC LDA $FC,X C2/538A: C9 02 CMP #$02 C2/538C: F0 08 BEQ $5396 C2/538E: C9 1D CMP #$1D C2/5390: D0 06 BNE $5398 C2/5392: A9 02 LDA #$02 C2/5394: 80 02 BRA $5398 C2/5396: A9 FF LDA #$FF C2/5398: 95 FC STA $FC,X C2/539A: CA DEX C2/539B: 10 BD BPL $535A C2/539D: 7B TDC C2/539E: 85 F8 STA $F8 C2/53A0: 8F 83 21 00 STA $002183 C2/53A4: A8 TAY C2/53A5: B9 FC 00 LDA $00FC,Y C2/53A8: A2 04 LDX #$04 C2/53AA: 48 PHA C2/53AB: A9 04 LDA #$04 C2/53AD: 85 EE STA $EE C2/53AF: BF 52 54 C2 LDA $C25452,X C2/53B3: C3 01 CMP $01,S C2/53B5: D0 0D BNE $53C4 C2/53B7: AD D6 11 LDA $11D6 C2/53BA: 24 EE BIT $EE C2/53BC: F0 06 BEQ $53C4 C2/53BE: BF 57 54 C2 LDA $C25457,X C2/53C2: 83 01 STA $01,S C2/53C4: 06 EE ASL $EE C2/53C6: CA DEX C2/53C7: 10 E6 BPL $53AF C2/53C9: A3 01 LDA $01,S C2/53CB: A2 05 LDX #$05 C2/53CD: DF 68 54 C2 CMP $C25468,X C2/53D1: D0 08 BNE $53DB C2/53D3: 8A TXA C2/53D4: 0A ASL C2/53D5: AA TAX C2/53D6: FC 5C 54 JSR ($545C,X) C2/53D9: 80 03 BRA $53DE C2/53DB: CA DEX C2/53DC: 10 EF BPL $53CD C2/53DE: 68 PLA C2/53DF: 8F 80 21 00 STA $002180 C2/53E3: 8F 80 21 00 STA $002180 C2/53E7: 0A ASL C2/53E8: AA TAX C2/53E9: 7B TDC C2/53EA: B0 04 BCS $53F0 C2/53EC: BF 01 FE CF LDA $CFFE01,X C2/53F0: 8F 80 21 00 STA $002180 C2/53F4: C8 INY C2/53F5: C0 04 CPY #$04 C2/53F7: D0 AC BNE $53A5 C2/53F9: 46 F8 LSR $F8 C2/53FB: B0 0B BCS $5408 C2/53FD: A3 02 LDA $02,S C2/53FF: AA TAX C2/5400: C2 20 REP #$20 C2/5402: 9E 08 3C STZ $3C08,X C2/5405: 9E 30 3C STZ $3C30,X C2/5408: 28 PLP C2/5409: FA PLX C2/540A: 60 RTS C2/540B: A9 04 LDA #$04 C2/540D: 2C BC 3E BIT $3EBC C2/5410: F0 22 BEQ $5434 C2/5412: 2C BB 3E BIT $3EBB C2/5415: F0 21 BEQ $5438 C2/5417: A3 05 LDA $05,S C2/5419: AA TAX C2/541A: BD E9 3D LDA $3DE9,X C2/541D: 09 08 ORA #$08 C2/541F: 9D E9 3D STA $3DE9,X (Cause attack to set Morph) C2/5422: A9 FF LDA #$FF C2/5424: 8D F6 1C STA $1CF6 C2/5427: 80 0B BRA $5434 C2/5429: A5 F6 LDA $F6 C2/542B: D0 18 BNE $5445 C2/542D: A5 F7 LDA $F7 C2/542F: 1A INC C2/5430: D0 13 BNE $5445 C2/5432: D0 04 BNE $5438 C2/5434: A9 FF LDA #$FF C2/5436: 83 03 STA $03,S C2/5438: 60 RTS C2/5439: AD 4C 1D LDA $1D4C C2/543C: 80 F4 BRA $5432 C2/543E: AD E4 11 LDA $11E4 C2/5441: 89 02 BIT #$02 C2/5443: 80 ED BRA $5432 C2/5445: A9 01 LDA #$01 C2/5447: 04 F8 TSB $F8 C2/5449: 60 RTS Data C2/544A: 2E 20 3A C2/544D: 20 46 20 C2/5450: 52 20 C2/5452: 05 0F C2/5454: 0D 02 00 C2/5457: 06 18 C2/5459: 0E 17 16 Pointers C2/545C: 0B 54 C2/545E: 3E 54 C2/5460: 39 54 C2/5462: 29 54 C2/5464: 29 54 C2/5466: 45 54 C2/5468: 03 11 C2/546A: 13 02 C2/546C: 17 0C C2/546E: 08 PHP C2/546F: C2 30 REP #$30 C2/5471: A0 AD LDY #$AD C2/5473: 2B PLD C2/5474: A9 01 LDA #$01 C2/5476: 00 8D BRK $8D C2/5478: 75 2E ADC $2E,X C2/547A: A2 06 LDX #$06 C2/547C: 00 5A BRK $5A C2/547E: BC 10 30 LDY $3010,X C2/5481: B9 20 16 LDA $1620,Y C2/5484: 7A PLY C2/5485: 20 CD 54 JSR $54CD C2/5488: CA DEX C2/5489: CA DEX C2/548A: 10 F1 BPL $547D C2/548C: A2 06 LDX #$06 C2/548E: 00 5A BRK $5A C2/5490: BC 10 30 LDY $3010,X C2/5493: B9 1F 16 LDA $161F,Y C2/5496: 7A PLY C2/5497: 20 CD 54 JSR $54CD C2/549A: CA DEX C2/549B: CA DEX C2/549C: 10 F1 BPL $548F C2/549E: A2 FF LDX #$FF C2/54A0: 00 BD BRK $BD C2/54A2: 69 19 ADC #$19 C2/54A4: 8D 75 2E STA $2E75 C2/54A7: BD 69 18 LDA $1869,X C2/54AA: 20 CD 54 JSR $54CD C2/54AD: CA DEX C2/54AE: 10 F1 BPL $54A1 C2/54B0: E2 30 SEP #$30 C2/54B2: 7B TDC C2/54B3: A8 TAY C2/54B4: B9 69 18 LDA $1869,Y C2/54B7: C9 A3 CMP #$A3 C2/54B9: 90 0D BCC $54C8 C2/54BB: E9 A3 SBC #$A3 C2/54BD: C9 08 CMP #$08 C2/54BF: B0 07 BCS $54C8 C2/54C1: AA TAX C2/54C2: 20 57 1E JSR $1E57 C2/54C5: 0C 9B 3A TSB $3A9B C2/54C8: C8 INY C2/54C9: D0 E9 BNE $54B4 C2/54CB: 28 PLP C2/54CC: 60 RTS C2/54CD: DA PHX C2/54CE: 20 DC 54 JSR $54DC C2/54D1: A2 76 LDX #$76 C2/54D3: 2E A9 04 ROL $04A9 C2/54D6: 00 44 BRK $44 C2/54D8: 7E 7E FA ROR $FA7E,X C2/54DB: 60 RTS C2/54DC: DA PHX C2/54DD: 08 PHP C2/54DE: C2 10 REP #$10 C2/54E0: E2 20 SEP #$20 C2/54E2: 48 PHA C2/54E3: A9 80 LDA #$80 C2/54E5: 8D 73 2E STA $2E73 C2/54E8: A9 FF LDA #$FF C2/54EA: 8D 76 2E STA $2E76 C2/54ED: 68 PLA C2/54EE: 8D 72 2E STA $2E72 C2/54F1: C9 FF CMP #$FF C2/54F3: F0 51 BEQ $5546 (Exit function) C2/54F5: EB XBA C2/54F6: A9 1E LDA #$1E C2/54F8: 20 81 47 JSR $4781 C2/54FB: AA TAX C2/54FC: BF 0E 50 D8 LDA $D8500E,X C2/5500: 8D 74 2E STA $2E74 C2/5503: BF 00 50 D8 LDA $D85000,X C2/5507: 48 PHA C2/5508: 48 PHA C2/5509: 0A ASL C2/550A: 0A ASL C2/550B: 29 80 AND #$80 C2/550D: 1C 73 2E TRB $2E73 C2/5510: 68 PLA C2/5511: 0A ASL C2/5512: 29 20 AND #$20 C2/5514: 0C 73 2E TSB $2E73 C2/5517: 7B TDC C2/5518: 68 PLA C2/5519: 29 07 AND #$07 C2/551B: DA PHX C2/551C: AA TAX C2/551D: BF 49 55 C2 LDA $C25549,X C2/5521: FA PLX C2/5522: 0A ASL C2/5523: 0C 73 2E TSB $2E73 C2/5526: B0 1E BCS $5546 C2/5528: C2 21 REP #$21 C2/552A: 64 EE STZ $EE C2/552C: BF 01 50 D8 LDA $D85001,X C2/5530: A2 06 00 LDX #$0006 C2/5533: 3C BIT $3A20,X C2/5536: D0 01 BNE $5539 C2/5538: 38 SEC C2/5539: 26 EE ROL $EE C2/553B: CA DEX C2/553C: CA DEX C2/553D: 10 F4 BPL $5533 C2/553F: E2 20 SEP #$20 C2/5541: A5 EE LDA $EE C2/5543: 8D 76 2E STA $2E76 C2/5546: 28 PLP C2/5547: FA PLX C2/5548: 60 RTS Data C2/5549: A0 08 C2/554B: 80 04 C2/554D: 80 80 C2/554F: 00 00 C2/5551: 08 PHP C2/5552: A2 1A LDX #$1A C2/5554: 9E BA 30 STZ $30BA,X C2/5557: CA DEX C2/5558: 10 FA BPL $5554 C2/555A: A9 FF LDA #$FF C2/555C: A2 35 LDX #$35 C2/555E: 9D A0 11 STA $11A0,X C2/5561: CA DEX C2/5562: 10 FA BPL $555E C2/5564: A0 17 LDY #$17 C2/5566: A2 02 LDX #$02 C2/5568: 7B TDC C2/5569: 38 SEC C2/556A: 6A ROR C2/556B: 90 02 BCC $556F C2/556D: 6A ROR C2/556E: CA DEX C2/556F: 3C 29 1D BIT $1D29,X C2/5572: F0 10 BEQ $5584 C2/5574: EE 87 3A INC $3A87 C2/5577: 48 PHA C2/5578: 98 TYA C2/5579: 69 37 ADC #$37 C2/557B: 99 0F 31 STA $310F,Y C2/557E: 69 54 ADC #$54 C2/5580: 99 6A 30 STA $306A,Y C2/5583: 68 PLA C2/5584: 88 DEY C2/5585: 10 E3 BPL $556A C2/5587: A2 06 LDX #$06 C2/5589: BD D8 3E LDA $3ED8,X C2/558C: C9 0C CMP #$0C C2/558E: B0 1E BCS $55AE C2/5590: EB XBA C2/5591: A9 36 LDA #$36 C2/5593: 20 81 47 JSR $4781 C2/5596: C2 21 REP #$21 C2/5598: 69 6E ADC #$6E C2/559A: 1A INC C2/559B: F0 STA $F0 C2/559D: E2 20 SEP #$20 C2/559F: A0 35 LDY #$35 C2/55A1: B1 F0 LDA ($F0),Y C2/55A3: C9 FF CMP #$FF C2/55A5: D0 04 BNE $55AB C2/55A7: 98 TYA C2/55A8: 99 34 30 STA $3034,Y C2/55AB: 88 DEY C2/55AC: 10 F3 BPL $55A1 C2/55AE: CA DEX C2/55AF: CA DEX C2/55B0: 10 D7 BPL $5589 C2/55B2: AD 54 1D LDA $1D54 C2/55B5: 29 07 AND #$07 C2/55B7: AA TAX C2/55B8: A0 35 LDY #$35 C2/55BA: B9 34 30 LDA $3034,Y C2/55BD: C9 18 CMP #$18 C2/55BF: B0 06 BCS $55C7 C2/55C1: 7F 4B 57 C2 ADC $C2574B,X C2/55C5: 80 12 BRA $55D9 C2/55C7: C9 2D CMP #$2D C2/55C9: B0 06 BCS $55D1 C2/55CB: 7F 51 57 C2 ADC $C25751,X C2/55CF: 80 08 BRA $55D9 C2/55D1: C9 36 CMP #$36 C2/55D3: B0 0B BCS $55E0 C2/55D5: 7F 57 57 C2 ADC $C25757,X C2/55D9: DA PHX C2/55DA: AA TAX C2/55DB: 98 TYA C2/55DC: 9D A0 11 STA $11A0,X C2/55DF: FA PLX C2/55E0: 88 DEY C2/55E1: 10 D7 BPL $55BA C2/55E3: A9 FF LDA #$FF C2/55E5: A2 35 LDX #$35 C2/55E7: 9D 34 30 STA $3034,X C2/55EA: CA DEX C2/55EB: 10 FA BPL $55E7 C2/55ED: 7B TDC C2/55EE: AA TAX C2/55EF: A8 TAY C2/55F0: BD A0 11 LDA $11A0,X C2/55F3: 1A INC C2/55F4: D0 0C BNE $5602 C2/55F6: BD A1 11 LDA $11A1,X C2/55F9: 1A INC C2/55FA: D0 06 BNE $5602 C2/55FC: BD A2 11 LDA $11A2,X C2/55FF: 1A INC C2/5600: F0 15 BEQ $5617 C2/5602: BD A0 11 LDA $11A0,X C2/5605: 99 34 30 STA $3034,Y C2/5608: BD A1 11 LDA $11A1,X C2/560B: 99 35 30 STA $3035,Y C2/560E: BD A2 11 LDA $11A2,X C2/5611: 99 36 30 STA $3036,Y C2/5614: C8 INY C2/5615: C8 INY C2/5616: C8 INY C2/5617: E8 INX C2/5618: E8 INX C2/5619: E8 INX C2/561A: E0 36 CPX #$36 C2/561C: 90 D2 BCC $55F0 C2/561E: A2 35 LDX #$35 C2/5620: BD 34 30 LDA $3034,X C2/5623: C9 FF CMP #$FF C2/5625: F0 06 BEQ $562D C2/5627: A8 TAY C2/5628: 8A TXA C2/5629: 1A INC C2/562A: 99 84 30 STA $3084,Y C2/562D: CA DEX C2/562E: 10 F0 BPL $5620 C2/5630: C2 10 REP #$10 C2/5632: A2 4D 00 LDX #$004D C2/5635: 7B TDC C2/5636: BD 34 30 LDA $3034,X C2/5639: C9 FF CMP #$FF C2/563B: F0 4B BEQ $5688 C2/563D: 48 PHA C2/563E: A8 TAY C2/563F: B9 84 30 LDA $3084,Y C2/5642: C2 20 REP #$20 C2/5644: 0A ASL C2/5645: 0A ASL C2/5646: E2 20 SEP #$20 C2/5648: A8 TAY C2/5649: A3 01 LDA $01,S C2/564B: C9 8B CMP #$8B C2/564D: 90 02 BCC $5651 C2/564F: E9 8B SBC #$8B C2/5651: 99 8E 20 STA $208E,Y C2/5654: 99 CA 21 STA $21CA,Y C2/5657: 99 06 23 STA $2306,Y C2/565A: 99 42 24 STA $2442,Y C2/565D: 68 PLA C2/565E: 20 23 57 JSR $5723 C2/5661: 99 90 20 STA $2090,Y C2/5664: 99 CC 21 STA $21CC,Y C2/5667: 99 08 23 STA $2308,Y C2/566A: 99 44 24 STA $2444,Y C2/566D: EB XBA C2/566E: E0 44 00 CPX #$0044 C2/5671: D0 09 BNE $567C C2/5673: AD C2/5674: 64 18 C2/5676: C9 1E C2/5678: AD 63 18 C2/567B: 2A C2/567C: 99 91 20 STA $2091,Y C2/567F: 99 CD 21 STA $21CD,Y C2/5682: 99 09 23 STA $2309,Y C2/5685: 99 45 24 STA $2445,Y C2/5688: CA DEX C2/5689: 10 AA BPL $5635 C2/568B: 28 PLP C2/568C: 60 RTS C2/568D: DA PHX C2/568E: 08 PHP C2/568F: C2 10 REP #$10 C2/5691: BD 45 3C LDA $3C45,X C2/5694: 85 F8 STA $F8 C2/5696: 64 F6 STZ $F6 C2/5698: BC 2C 30 LDY $302C,X C2/569B: 84 F2 STY $F2 C2/569D: C8 INY C2/569E: C8 INY C2/569F: C8 INY C2/56A0: 84 F4 STY $F4 C2/56A2: BC 10 30 LDY $3010,X C2/56A5: B9 1E 16 LDA $161E,Y C2/56A8: 85 F7 STA $F7 C2/56AA: 30 1B BMI $56C7 C2/56AC: 9D 44 33 STA $3344,X C2/56AF: A4 F2 LDY $F2 C2/56B1: 99 00 00 STA $0000,Y C2/56B4: 18 CLC C2/56B5: 69 36 ADC #$36 C2/56B7: 20 23 57 JSR $5723 C2/56BA: 99 02 00 STA $0002,Y C2/56BD: 9D 45 33 STA $3345,X C2/56C0: EB XBA C2/56C1: 20 36 57 JSR $5736 C2/56C4: 99 03 00 STA $0003,Y C2/56C7: 7B TDC C2/56C8: A8 TAY C2/56C9: BD D8 3E LDA $3ED8,X C2/56CC: C9 0C CMP #$0C C2/56CE: F0 15 BEQ $56E5 C2/56D0: C8 INY C2/56D1: C8 INY C2/56D2: B0 11 BCS $56E5 C2/56D4: C8 INY C2/56D5: C8 INY C2/56D6: EB XBA C2/56D7: A9 36 LDA #$36 C2/56D9: 20 81 47 JSR $4781 C2/56DC: C2 21 REP #$21 C2/56DE: 69 6E ADC #$6E C2/56E0: 1A INC C2/56E1: 85 F0 STA $F0 C2/56E3: E2 20 SEP #$20 C2/56E5: BB TYX C2/56E6: A0 38 01 LDY #$0138 C2/56E9: 7B TDC C2/56EA: B1 F2 LDA ($F2),Y C2/56EC: C9 FF CMP #$FF C2/56EE: F0 1E BEQ $570E C2/56F0: C0 DC 00 CPY #$DC C2/56F3: 7C 5D 57 JMP ($575D,X) C2/56F6: 88 DEY C2/56F7: 88 DEY C2/56F8: 88 DEY C2/56F9: 88 DEY C2/56FA: D0 ED BNE $56E9 C2/56FC: 28 PLP C2/56FD: FA PLX C2/56FE: A5 F6 LDA $F6 C2/5700: 9D F8 3C STA $3CF8,X C2/5703: 60 RTS C2/5704: B0 10 BCS $5716 C2/5706: 5A PHY C2/5707: A8 TAY C2/5708: B1 F0 LDA ($F0),Y C2/570A: 7A PLY C2/570B: 1A INC C2/570C: F0 08 BEQ $5716 C2/570E: 7B TDC C2/570F: 91 F4 STA ($F4),Y C2/5711: 3A DEC C2/5712: 91 F2 STA ($F2),Y C2/5714: 80 E0 BRA $56F6 C2/5716: B0 02 BCS $571A C2/5718: E6 F6 INC $F6 C2/571A: B1 F4 LDA ($F4),Y C2/571C: 20 36 57 JSR $5736 C2/571F: 91 F4 STA ($F4),Y C2/5721: 80 D3 BRA $56F6 C2/5723: DA PHX C2/5724: EB XBA C2/5725: A9 0E LDA #$0E C2/5727: 20 81 47 JSR $4781 C2/572A: AA TAX C2/572B: BF C5 6A C4 LDA $C46AC5,X C2/572F: EB XBA C2/5730: BF C0 6A C4 LDA $C46AC0,X C2/5734: FA PLX C2/5735: 60 RTS C2/5736: EB XBA C2/5737: A5 F8 LDA $F8 C2/5739: 89 20 BIT #$20 C2/573B: F0 04 BEQ $5741 C2/573D: EB XBA C2/573E: 1A INC C2/573F: 4A LSR C2/5740: EB XBA C2/5741: 89 40 BIT #$40 C2/5743: F0 04 BEQ $5749 C2/5745: EB XBA C2/5746: A9 01 LDA #$01 C2/5748: EB XBA C2/5749: EB XBA C2/574A: 60 RTS C2/574B: 09 1E ORA #$1E C2/574D: 00 00 BRK $00 C2/574F: 1E 15 09 ASL $0915,X C2/5752: F1 00 SBC ($00),Y C2/5754: 09 E8 ORA #$E8 C2/5756: E8 INX C2/5757: D3 D3 CMP ($D3,S),Y C2/5759: 00 EB BRK $EB C2/575B: E8 INX C2/575C: 00 C2/575D: 16 57 C2/575F: 0E 57 C2/5761: 04 57 C2/5763: E0 08 CPX #$08 C2/5764: 08 PHP C2/5765: B0 42 BCS $57A9 (Exit function) C2/5767: DA PHX C2/5768: 5A PHY C2/5769: 08 PHP C2/576A: BD 09 3C LDA $3C09,X C2/576D: D0 06 BNE $5775 C2/576F: BD 08 3C LDA $3C08,X C2/5772: 1A INC C2/5773: D0 02 BNE $5777 C2/5775: A9 FF LDA #$FF C2/5777: 8D 4C 3A STA $3A4C C2/577A: BD E4 3E LDA $3EE4,X C2/577D: 0A ASL C2/577E: 0A ASL C2/577F: 85 EF STA $EF C2/5781: C2 10 REP #$10 C2/5783: BD 18 30 LDA $3018,X C2/5786: BC 2C 30 LDY $302C,X C2/5789: BB TYX C2/578A: 38 SEC C2/578B: 2C 2E 3F BIT $3F2E C2/578E: D0 03 BNE $5793 C2/5790: 20 AA 57 JSR $57AA C2/5793: 7E 01 00 ROR $0001,X C2/5796: A0 4D LDY #$4D C2/5798: 00 E8 BRK $E8 C2/579A: E8 INX C2/579B: E8 INX C2/579C: E8 INX C2/579D: 20 AA 57 JSR $57AA C2/57A0: 7E 01 00 ROR $0001,X C2/57A3: 88 DEY C2/57A4: 10 F3 BPL $5799 C2/57A6: 28 PLP C2/57A7: 7A PLY C2/57A8: FA PLX C2/57A9: 60 RTS C2/57AA: BD 00 00 LDA $0000,X C2/57AD: 30 0A BMI $57B9 C2/57AF: EB XBA C2/57B0: A5 EF LDA $EF C2/57B2: 10 07 BPL $57BB C2/57B4: EB XBA C2/57B5: C9 23 CMP #$23 C2/57B7: F0 02 BEQ $57BB C2/57B9: 38 SEC C2/57BA: 60 RTS C2/57BB: BD 03 00 LDA $0003,X C2/57BE: CD 4C 3A CMP $3A4C C2/57C1: 60 RTS C2/57C2: 08 PHP C2/57C3: E2 30 SEP #$30 C2/57C5: 64 A0 STZ $A0 C2/57C7: 8A TXA C2/57C8: 4A LSR C2/57C9: 85 A1 STA $A1 C2/57CB: C9 04 CMP #$04 C2/57CD: 90 02 BCC $57D1 C2/57CF: 66 A0 ROR $A0 C2/57D1: A5 B9 LDA $B9 C2/57D3: 85 A3 STA $A3 C2/57D5: 85 A5 STA $A5 C2/57D7: A5 B8 LDA $B8 C2/57D9: 85 A2 STA $A2 C2/57DB: 85 A4 STA $A4 C2/57DD: D0 04 BNE $57E3 C2/57DF: A9 40 LDA #$40 C2/57E1: 04 A0 TSB $A0 C2/57E3: A5 A0 LDA $A0 C2/57E5: 0A ASL C2/57E6: 90 02 BCC $57EA C2/57E8: 49 80 EOR #$80 C2/57EA: 10 04 BPL $57F0 C2/57EC: A9 02 LDA #$02 C2/57EE: 04 BA TSB $BA (Clear no critical) C2/57F0: A9 10 LDA #$10 C2/57F2: 14 B0 TRB $B0 C2/57F4: D0 02 BNE $57F8 C2/57F6: 04 A0 TSB $A0 C2/57F8: AD 70 3A LDA $3A70 C2/57FB: F0 0D BEQ $580A C2/57FD: AD 8E 3A LDA $3A8E C2/5800: F0 08 BEQ $580A C2/5802: A9 02 LDA #$02 C2/5804: 04 A0 TSB $A0 C2/5806: A9 60 LDA #$60 C2/5808: 04 BA TSB $BA C2/580A: 28 PLP C2/580B: 60 RTS C2/580C: 7B TDC C2/580D: AD F7 1C LDA $1CF7 C2/5810: 20 0E 52 JSR $520E (Number of bits set in $1CF7) C2/5813: CA DEX C2/5814: 8E 20 20 STX $2020 C2/5817: 7B TDC C2/5818: AD 28 1D LDA $1D28 C2/581B: 20 0E 52 JSR $520E (X = Number of known blitzes) C2/581E: 8E 80 3A STX $3A80 C2/5821: AD 4C 1D LDA $1D4C (Known Dances) C2/5824: 85 EE STA $EE C2/5826: A2 07 LDX #$07 C2/5828: 06 EE ASL $EE C2/582A: A9 FF LDA #$FF C2/582C: 90 01 BCC $582F C2/582E: 8A TXA C2/582F: 9D 7E 26 STA $267E,X C2/5832: CA DEX C2/5833: 10 F3 BPL $5828 C2/5835: C2 20 REP #$20 (Set 16-bit A) C2/5837: A9 7E 25 LDA #$257E C2/583A: 8F 81 21 00 STA $002181 C2/583E: E2 20 SEP #$20 (Set 8-bit A) C2/5840: 7B TDC C2/5841: A8 TAY C2/5842: AA TAX C2/5843: 8F 83 21 00 STA $002183 C2/5847: 89 07 BIT #$07 C2/5849: D0 08 BNE $5853 C2/584B: 48 PHA C2/584C: BD 2C 1D LDA $1D2C,X (Known rages) C2/584F: 85 EE STA $EE C2/5851: E8 INX C2/5852: 68 PLA C2/5853: 46 EE LSR $EE C2/5855: 90 07 BCC $585E C2/5857: EE 9A 3A INC $3A9A (Number of rages known) C2/585A: 8F 80 21 00 STA $002180 C2/585E: 1A INC C2/585F: C9 FF CMP #$FF C2/5861: D0 E4 BNE $5847 C2/5863: 60 RTS Checks for statuses Doesn't set carry if any are set Carry clear = one or more set Carry set = none set C2/5864: C2 21 REP #$21 (Set 16-bit Accumulator) C2/5866: B9 E4 3E LDA $3EE4,Y (Target status byte 1 & 2) C2/5869: 23 05 AND $05,S C2/586B: D0 08 BNE $5875 C2/586D: B9 F8 3E LDA $3EF8,Y (Target status byte 3 & 4) C2/5870: 23 03 AND $03,S C2/5872: D0 01 BNE $5875 C2/5874: 38 SEC C2/5875: A3 01 LDA $01,S C2/5877: 83 05 STA $05,S C2/5879: 68 PLA C2/587A: 68 PLA C2/587B: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/587D: 60 RTS C2/587E: DA PHX C2/587F: 5A PHY C2/5880: 08 PHP C2/5881: E2 30 SEP #$30 C2/5883: A5 BB LDA $BB C2/5885: C9 02 CMP #$02 C2/5887: D0 0C BNE $5895 C2/5889: BD 18 30 LDA $3018,X C2/588C: 85 B8 STA $B8 C2/588E: BD 19 30 LDA $3019,X C2/5891: 85 B9 STA $B9 C2/5893: 80 61 BRA $58F6 C2/5895: 20 FA 58 JSR $58FA C2/5898: A5 BA LDA $BA C2/589A: 89 40 BIT #$40 C2/589C: D0 1B BNE $58B9 (Branch if randomize targets) C2/589E: 89 08 BIT #$08 C2/58A0: D0 03 BNE $58A5 (Branch if target only dead allies) C2/58A2: 20 4D 5A JSR $5A4D (Remove dead and hidden targets) C2/58A5: A5 B8 LDA $B8 C2/58A7: 05 B9 ORA $B9 C2/58A9: F0 08 BEQ $58B3 (Branch if no targets) C2/58AB: A5 BB LDA $BB C2/58AD: 89 2C BIT #$2C C2/58AF: F0 3C BEQ $58ED C2/58B1: 80 43 BRA $58F6 C2/58B3: A5 BA LDA $BA C2/58B5: 89 04 BIT #$04 C2/58B7: D0 0F BNE $58C8 C2/58B9: 20 37 59 JSR $5937 C2/58BC: 20 FA 58 JSR $58FA C2/58BF: A5 BA LDA $BA C2/58C1: 89 08 BIT #$08 C2/58C3: D0 03 BNE $58C8 (Branch if target only dead allies) C2/58C5: 20 4D 5A JSR $5A4D (Remove dead and hidden targets) C2/58C8: 20 AC 59 JSR $59AC C2/58CB: A5 BA LDA $BA C2/58CD: 89 20 BIT #$20 C2/58CF: F0 0D BEQ $58DE C2/58D1: C2 20 REP #$20 C2/58D3: A5 B8 LDA $B8 C2/58D5: D0 05 BNE $58DC C2/58D7: AD 4E 3A LDA $3A4E C2/58DA: 85 B8 STA $B8 C2/58DC: E2 20 SEP #$20 C2/58DE: A5 BB LDA $BB C2/58E0: 89 0C BIT #$0C C2/58E2: D0 12 BNE $58F6 C2/58E4: 89 20 BIT #$20 C2/58E6: F0 05 BEQ $58ED C2/58E8: 20 53 4B JSR $4B53 C2/58EB: B0 09 BCS $58F6 C2/58ED: C2 20 REP #$20 C2/58EF: A5 B8 LDA $B8 C2/58F1: 20 2A 52 JSR $522A C2/58F4: 85 B8 STA $B8 C2/58F6: 28 PLP C2/58F7: 7A PLY C2/58F8: FA PLX C2/58F9: 60 RTS C2/58FA: 08 PHP C2/58FB: A9 02 LDA #$02 C2/58FD: 1C 46 3A TRB $3A46 C2/5900: D0 13 BNE $5915 C2/5902: 20 17 59 JSR $5917 C2/5905: A5 BA LDA $BA C2/5907: 10 02 BPL $590B (If not abort on allies) C2/5909: 64 B8 STZ $B8 C2/590B: 4A LSR C2/590C: 90 07 BCC $5915 C2/590E: C2 20 REP #$20 C2/5910: BD 18 30 LDA $3018,X C2/5913: 14 B8 TRB $B8 C2/5915: 28 PLP C2/5916: 60 RTS C2/5917: 08 PHP C2/5918: AD 46 2F LDA $2F46 C2/591B: EB XBA C2/591C: AD 03 34 LDA $3403 C2/591F: C2 20 REP #$20 C2/5921: 2D 78 3A AND $3A78 C2/5924: 2D 08 34 AND $3408 C2/5927: 25 B8 AND $B8 C2/5929: 85 B8 STA $B8 C2/592B: AD 1A 34 LDA $341A C2/592E: 10 05 BPL $5935 (Branch if bit 7 of $341A is 0) C2/5930: AD 2C 3F LDA $3F2C C2/5933: 14 B8 TRB $B8 (Target of attack) C2/5935: 28 PLP C2/5936: 60 RTS C2/5937: 64 B9 STZ $B9 C2/5939: 7B TDC C2/593A: E0 08 CPX #$08 C2/593C: 6A ROR C2/593D: 85 B8 STA $B8 C2/593F: A5 BA LDA $BA C2/5941: 89 10 BIT #$10 C2/5943: D0 41 BNE $5986 C2/5945: BD 95 33 LDA $3395,X C2/5948: 30 06 BMI $5950 (Branch if charmed) C2/594A: A9 80 LDA #$80 C2/594C: 45 B8 EOR $B8 C2/594E: 85 B8 STA $B8 C2/5950: BD 18 30 LDA $3018,X C2/5953: 2C 40 3A BIT $3A40 C2/5956: F0 06 BEQ $595E C2/5958: A9 80 LDA #$80 C2/595A: 45 B8 EOR $B8 C2/595C: 85 B8 STA $B8 C2/595E: A5 BB LDA $BB C2/5960: 29 0C AND #$0C C2/5962: C9 04 CMP #$04 C2/5964: D0 04 BNE $596A C2/5966: A9 40 LDA #$40 C2/5968: 04 B8 TSB $B8 C2/596A: A5 BB LDA $BB C2/596C: 29 40 AND #$40 C2/596E: 0A ASL C2/596F: 45 B8 EOR $B8 C2/5971: 85 B8 STA $B8 C2/5973: BD E4 3E LDA $3EE4,X C2/5976: 4A LSR C2/5977: 4A LSR C2/5978: 90 04 BCC $597E (Branch if not zombie) C2/597A: A9 40 LDA #$40 C2/597C: 04 B8 TSB $B8 C2/597E: BD E5 3E LDA $3EE5,X C2/5981: 0A ASL C2/5982: 0A ASL C2/5983: 0A ASL C2/5984: 90 06 BCC $598C (Branch if not confuse) C2/5986: A9 80 LDA #$80 C2/5988: 45 B8 EOR $B8 C2/598A: 85 B8 STA $B8 C2/598C: A5 B8 LDA $B8 C2/598E: 0A ASL C2/598F: 64 B8 STZ $B8 C2/5991: 30 02 BMI $5995 C2/5993: 90 0B BCC $59A0 C2/5995: 08 PHP C2/5996: A9 3F LDA #$3F C2/5998: 04 B9 TSB $B9 C2/599A: AD 40 3A LDA $3A40 C2/599D: 04 B8 TSB $B8 C2/599F: 28 PLP C2/59A0: 30 02 BMI $59A4 C2/59A2: B0 07 BCS $59AB C2/59A4: A9 0F LDA #$0F C2/59A6: 4D 40 3A EOR $3A40 C2/59A9: 04 B8 TSB $B8 C2/59AB: 60 RTS C2/59AC: A5 BA LDA $BA C2/59AE: 89 10 BIT #$10 C2/59B0: F0 28 BEQ $59DA C2/59B2: 89 02 BIT #$02 C2/59B4: F0 23 BEQ $59D9 C2/59B6: BD E5 3E LDA $3EE5,X C2/59B9: 89 20 BIT #$20 C2/59BB: D0 1C BNE $59D9 C2/59BD: 20 53 4B JSR $4B53 C2/59C0: B0 17 BCS $59D9 C2/59C2: DA PHX C2/59C3: AE 32 3A LDX $3A32 C2/59C6: BD 5F 2C LDA $2C5F,X C2/59C9: 0A ASL C2/59CA: AA TAX C2/59CB: C2 20 REP #$20 C2/59CD: BD 18 30 LDA $3018,X C2/59D0: 24 B8 BIT $B8 C2/59D2: F0 02 BEQ $59D6 C2/59D4: 85 B8 STA $B8 C2/59D6: E2 20 SEP #$20 C2/59D8: FA PLX C2/59D9: 60 RTS C2/59DA: A5 BB LDA $BB C2/59DC: 29 0C AND #$0C C2/59DE: 48 PHA C2/59DF: 89 04 BIT #$04 C2/59E1: D0 52 BNE $5A35 C2/59E3: AD 1F 20 LDA $201F C2/59E6: C9 02 CMP #$02 C2/59E8: D0 23 BNE $5A0D (Branch if not pincer attack) C2/59EA: AD AD 2E LDA $2EAD C2/59ED: EB XBA C2/59EE: AD AC 2E LDA $2EAC C2/59F1: E0 08 CPX #$08 C2/59F3: 90 07 BCC $59FC C2/59F5: 3C 19 30 BIT $3019,X C2/59F8: F0 11 BEQ $5A0B C2/59FA: 80 0E BRA $5A0A C2/59FC: 24 B9 BIT $B9 C2/59FE: F0 0D BEQ $5A0D C2/5A00: EB XBA C2/5A01: 24 B9 BIT $B9 C2/5A03: F0 08 BEQ $5A0D C2/5A05: 20 53 4B JSR $4B53 (0 or 1) C2/5A08: 90 01 BCC $5A0B C2/5A0A: EB XBA C2/5A0B: 14 B9 TRB $B9 C2/5A0D: AD 1F 20 LDA $201F C2/5A10: C9 03 CMP #$03 C2/5A12: D0 21 BNE $5A35 (Branch if not side attack) C2/5A14: A9 0C LDA #$0C C2/5A16: EB XBA C2/5A17: A9 03 LDA #$03 C2/5A19: E0 08 CPX #$08 C2/5A1B: B0 07 BCS $5A24 C2/5A1D: 3C 18 30 BIT $3018,X C2/5A20: F0 11 BEQ $5A33 C2/5A22: 80 0E BRA $5A32 C2/5A24: 24 B8 BIT $B8 (Target of attack) C2/5A26: F0 0D BEQ $5A35 C2/5A28: EB XBA C2/5A29: 24 B8 BIT $B8 (Target of attack) C2/5A2B: F0 08 BEQ $5A35 C2/5A2D: 20 53 4B JSR $4B53 (0 or 1) C2/5A30: 90 01 BCC $5A33 C2/5A32: EB XBA C2/5A33: 14 B8 TRB $B8 C2/5A35: 68 PLA C2/5A36: C9 04 CMP #$04 C2/5A38: F0 12 BEQ $5A4C (Branch if $201F == 4?) C2/5A3A: A5 B8 LDA $B8 C2/5A3C: F0 0E BEQ $5A4C C2/5A3E: A5 B9 LDA $B9 C2/5A40: F0 0A BEQ $5A4C C2/5A42: 20 5A 4B JSR $4B5A (0 to 255) C2/5A45: DA PHX C2/5A46: 29 01 AND #$01 C2/5A48: AA TAX C2/5A49: 74 B8 STZ $B8,X C2/5A4B: FA PLX C2/5A4C: 60 RTS Removes dead and hidden targets C2/5A4D: DA PHX C2/5A4E: 08 PHP C2/5A4F: C2 20 REP #$20 C2/5A51: A2 12 LDX #$12 C2/5A53: BD 18 30 LDA $3018,X C2/5A56: 24 B8 BIT $B8 C2/5A58: F0 22 BEQ $5A7C (Branch if not a target) C2/5A5A: BD A0 3A LDA $3AA0,X C2/5A5D: 4A LSR C2/5A5E: 90 17 BCC $5A77 C2/5A60: A9 C2 00 LDA #$00C2 C2/5A63: E0 08 CPX #$08 C2/5A65: B0 03 BCS $5A6A (Branch if monster) C2/5A67: A9 80 00 LDA #$0080 C2/5A6A: 3C E4 3E BIT $3EE4,X C2/5A6D: D0 08 BNE $5A77 (Branch if death status, and zombie and stone for monsters) C2/5A6F: BD F8 3E LDA $3EF8,X C2/5A72: 89 00 20 BIT #$2000 C2/5A75: F0 05 BEQ $5A7C (Branch if not hidden) C2/5A77: BD 18 30 LDA $3018,X C2/5A7A: 14 B8 TRB $B8 C2/5A7C: CA DEX C2/5A7D: CA DEX C2/5A7E: 10 D3 BPL $5A53 C2/5A80: 28 PLP C2/5A81: FA PLX C2/5A82: 60 RTS C2/5A83: AD 91 3A LDA $3A91 (Lower byte of time counter) C2/5A86: EE 91 3A INC $3A91 C2/5A89: 29 0F AND #$0F C2/5A8B: C9 0A CMP #$0A C2/5A8D: B0 52 BCS $5AE1 (Branch if lower nibble of time counter >= #$0A) C2/5A8F: 0A ASL C2/5A90: AA TAX C2/5A91: BD A0 3A LDA $3AA0,X C2/5A94: 4A LSR C2/5A95: 90 52 BCC $5AE9 (Exit if bit 0 of $3AA0,X is clear) C2/5A97: 18 CLC C2/5A98: BD DC 3A LDA $3ADC,X C2/5A9B: 7D DD 3A ADC $3ADD,X (Add ATB multiplier (set at C2/09D2)) C2/5A9E: 9D DC 3A STA $3ADC,X C2/5AA1: 90 46 BCC $5AE9 (Exit if no carry set from addition) C2/5AA3: BD F1 3A LDA $3AF1,X (Set to #$12 at C2/467D) C2/5AA6: F0 09 BEQ $5AB1 (Branch if Stop timer is 0) C2/5AA8: DE F1 3A DEC $3AF1,X (Decrement Stop timer) C2/5AAB: D0 3C BNE $5AE9 (Exit if Stop timer is not 0 after decrement) C2/5AAD: A9 01 LDA #$01 C2/5AAF: 80 55 BRA $5B06 (Set Stop to wear off) C2/5AB1: BD A0 3A LDA $3AA0,X C2/5AB4: 89 10 BIT #$10 C2/5AB6: D0 31 BNE $5AE9 (Exit if bit 4 of $3AA0,X is set) C2/5AB8: BD 05 3B LDA $3B05,X (Countdown counter - set at C2/09B4) C2/5ABB: C9 02 CMP #$02 C2/5ABD: 90 0A BCC $5AC9 (Branch if counter < 2) C2/5ABF: 3A DEC (Decrement counter) C2/5AC0: 9D 05 3B STA $3B05,X C2/5AC3: 3A DEC C2/5AC4: D0 03 BNE $5AC9 (Branch if counter = 1 before decrement) C2/5AC6: 20 C7 5B JSR $5BC7 (Cast Doom when countdown reaches 0) C2/5AC9: 20 1B 5C JSR $5C1B (Check if runs from combat) C2/5ACC: 20 4F 5B JSR $5B4F (Trigger poison, seizure, regen damage) C2/5ACF: 7B TDC C2/5AD0: 20 06 5B JSR $5B06 (Check if Stop, Wall, Freeze, or Sleep has worn off) C2/5AD3: FE F0 3A INC $3AF0,X C2/5AD6: BD F0 3A LDA $3AF0,X C2/5AD9: 9B TXY C2/5ADA: 29 07 AND #$07 C2/5ADC: 0A ASL C2/5ADD: AA TAX C2/5ADE: 7C EA 5A JMP ($5AEA,X) C2/5AE1: E9 0A SBC #$0A C2/5AE3: 0A ASL C2/5AE4: AA TAX C2/5AE5: 7C FA 5A JMP ($5AFA,X) C2/5AE8: BB TYX C2/5AE9: 60 RTS Code pointers C2/5AEA: 45 5B (Set bit 3 of $3E4C,X - check regen, seizure) C2/5AEC: E8 5A (RTS) C2/5AEE: 3B 5B (Set bit 4 of $3E4C,X - check poison) C2/5AF0: E8 5A (RTS) C2/5AF2: 45 5B (Set bit 3 of $3E4C,X - check regen, seizure) C2/5AF4: E8 5A (RTS) C2/5AF6: E8 5A (RTS) C2/5AF8: E8 5A (RTS) Code Pointers C2/5AFA: B2 5B (Doom countdown?) C2/5AFC: FC 5B (Increment time counters) C2/5AFE: E9 5A (RTS) C2/5B00: E9 5A (RTS) C2/5B02: E9 5A (RTS) C2/5B04: D0 5B (Check if characters run?) Check if Stop, Wall, Freeze, or Sleep has worn off C2/5B06: 85 B8 STA $B8 C2/5B08: BD 0C 3F LDA $3F0C,X (Time until Wall wears off) (Set to #$1A at C2/4687) C2/5B0B: F0 09 BEQ $5B16 C2/5B0D: DE 0C 3F DEC $3F0C,X (Decrement Wall timer) C2/5B10: D0 04 BNE $5B16 C2/5B12: A9 02 LDA #$02 C2/5B14: 04 B8 TSB $B8 (If Wall timer = 0, set to remove Wall) C2/5B16: BD 0D 3F LDA $3F0D,X (Time until Freeze wears off) (Set to #$22 at C2/4691) C2/5B19: F0 09 BEQ $5B24 C2/5B1B: DE 0D 3F DEC $3F0D,X (Decrement Freeze timer) C2/5B1E: D0 04 BNE $5B24 C2/5B20: A9 04 LDA #$04 C2/5B22: 04 B8 TSB $B8 (If Freeze timer = 0, set to remove Freeze) C2/5B24: BD F9 3C LDA $3CF9,X (Time until Sleep wears off) (Set to #$12 at C2/4633) C2/5B27: F0 09 BEQ $5B32 C2/5B29: DE F9 3C DEC $3CF9,X (Decrement Sleep timer) C2/5B2C: D0 04 BNE $5B32 C2/5B2E: A9 08 LDA #$08 C2/5B30: 04 B8 TSB $B8 (If Sleep timer = 0, set to remove Sleep) C2/5B32: A5 B8 LDA $B8 C2/5B34: F0 B3 BEQ $5AE9 (Exit if $B8 = 0) C2/5B36: A9 29 LDA #$29 C2/5B38: 4C 91 4E JMP $4E91 Set to check for poison C2/5B3B: BB TYX C2/5B3C: BD 4C 3E LDA $3E4C,X C2/5B3F: 09 10 ORA #$10 C2/5B41: 9D 4C 3E STA $3E4C,X (Set bit 4 of $3E4C,X) C2/5B44: 60 RTS Set to check for regen, seizure C2/5B45: BB TYX C2/5B46: BD 4C 3E LDA $3E4C,X C2/5B49: 09 08 ORA #$08 C2/5B4B: 9D 4C 3E STA $3E4C,X (Set bit 3 of $3E4C,X) C2/5B4E: 60 RTS Trigger Poison, Regen, or Seizure attack C2/5B4F: A9 10 LDA #$10 C2/5B51: 3C A1 3A BIT $3AA1,X C2/5B54: D0 F8 BNE $5B4E (Exit if bit 4 of $3AA1,X is set) C2/5B56: BD 4C 3E LDA $3E4C,X C2/5B59: 89 10 BIT #$10 C2/5B5B: F0 0E BEQ $5B6B (Branch if bit 4 of $3E4C,X is not set) (Check regen and seizure if set, poison if not set) C2/5B5D: 29 EF AND #$EF C2/5B5F: 9D 4C 3E STA $3E4C,X (Clear bit 4 of $3E4C,X) C2/5B62: BD E4 3E LDA $3EE4,X (Status byte 1) C2/5B65: 29 04 AND #$04 C2/5B67: F0 E5 BEQ $5B4E (Exit if not poisoned) C2/5B69: 80 1A BRA $5B85 Check Seizure and Regen C2/5B6B: 89 08 BIT #$08 C2/5B6D: F0 23 BEQ $5B92 (Branch if bit 3 of $3E4C,X is not set) C2/5B6F: 29 F7 AND #$F7 C2/5B71: 9D 4C 3E STA $3E4C,X (Clear bit 3 of $3E4C,X) C2/5B74: BD E5 3E LDA $3EE5,X C2/5B77: 1D 4D 3E ORA $3E4D,X (???) (Phantasm?) C2/5B7A: 29 40 AND #$40 C2/5B7C: D0 07 BNE $5B85 (Branch if seizure status) C2/5B7E: BD F8 3E LDA $3EF8,X C2/5B81: 29 02 AND #$02 C2/5B83: F0 C9 BEQ $5B4E (Exit if no regen status) C2/5B85: 8D 7B 3A STA $3A7B (Set spell) (2 = regen, 4 = poison, 40 = seizure) C2/5B88: A9 22 LDA #$22 C2/5B8A: 8D 7A 3A STA $3A7A (Set command to #$22 Poison, Regen, Seizure) C2/5B8D: 20 B2 4E JSR $4EB2 C2/5B90: 80 17 BRA $5BA9 Check Drain from being seized C2/5B92: BC 58 33 LDY $3358,X C2/5B95: 30 B7 BMI $5B4E (Exit if monster doesn't have a character seized) C2/5B97: C2 20 REP #$20 (Set 16-bit A) C2/5B99: B9 18 30 LDA $3018,Y C2/5B9C: 85 B8 STA $B8 (Set target to character monster has seized) C2/5B9E: A9 2D LDA #$002D C2/5BA1: 8D 7A 3A STA $3A7A (Set command to #$2D drain from being seized) C2/5BA4: E2 20 SEP #$20 (Set 8-bit A) C2/5BA6: 20 B2 4E JSR $4EB2 C2/5BA9: A9 10 LDA #$10 C2/5BAB: 1D A1 3A ORA $3AA1,X C2/5BAE: 9D A1 3A STA $3AA1,X (Set bit 4 of $3AA1,X) C2/5BB1: 60 RTS C2/5BB2: AD 43 2F LDA $2F43 C2/5BB5: 30 97 BMI $5B4E (Exit if bit 7 of $2F43 is set) C2/5BB7: C2 20 REP #$20 (Set 16-bit A) C2/5BB9: AD 42 2F LDA $2F42 C2/5BBC: 20 F9 51 JSR $51F9 (Y = bit number of highest bit set in A (0 for bit 0, 2 for bit 1, 4 for bit 2, etc.) C2/5BBF: 7B TDC C2/5BC0: 3A DEC C2/5BC1: 8D 42 2F STA $2F42 (Set $2F42 to #$FFFF) C2/5BC4: E2 20 SEP #$20 (Set 8-bit A) C2/5BC6: BB TYX C2/5BC7: A9 0D LDA #$0D C2/5BC9: 85 B8 STA $B8 C2/5BCB: A9 26 LDA #$26 (Doom countdown) C2/5BCD: 4C 91 4E JMP $4E91 C2/5BD0: AD 45 2F LDA $2F45 C2/5BD3: F0 45 BEQ $5C1A (Exit if not trying to run) C2/5BD5: A5 B1 LDA $B1 C2/5BD7: 89 02 BIT #$02 C2/5BD9: D0 16 BNE $5BF1 C2/5BDB: AD 91 3A LDA $3A91 (Lower byte of time counter) C2/5BDE: 29 70 AND #$70 C2/5BE0: D0 38 BNE $5C1A (Exit function if time counter AND #$70 != 0) C2/5BE2: AD 45 2F LDA $2F45 C2/5BE5: F0 33 BEQ $5C1A (Exit if not trying to run) C2/5BE7: AD 38 3A LDA $3A38 C2/5BEA: F0 2E BEQ $5C1A (Exit function if no characters successfully ran) C2/5BEC: AD 97 3A LDA $3A97 (???) C2/5BEF: D0 29 BNE $5C1A (Exit function) C2/5BF1: A9 04 LDA #$04 C2/5BF3: 04 B0 TSB $B0 C2/5BF5: D0 23 BNE $5C1A (Exit function) C2/5BF7: A9 2A LDA #$2A (Set command to #$2A - run) C2/5BF9: 4C 91 4E JMP $4E91 Increment time counters C2/5BFC: 08 PHP C2/5BFD: C2 20 REP #$20 (Set 16-bit A) C2/5BFF: EE 44 3A INC $3A44 (Time counter in battle) C2/5C02: A2 12 LDX #$12 C2/5C04: BD A0 3A LDA $3AA0,X C2/5C07: 4A LSR C2/5C08: 90 0B BCC $5C15 (Skip if bit 0 of $3AA0,X is not set) C2/5C0A: BD E4 3E LDA $3EE4,X C2/5C0D: 89 C0 BIT #$00C0 C2/5C10: D0 03 BNE $5C15 (Branch if dead or stone) C2/5C12: FE C0 3D INC $3DC0,X (Increment monster time counter) C2/5C15: CA DEX C2/5C16: CA DEX C2/5C17: 10 EB BPL $5C04 (Do for all monsters and characters) C2/5C19: 28 PLP C2/5C1A: 60 RTS Check if character runs from combat C2/5C1B: E0 08 CPX #$08 C2/5C1D: B0 34 BCS $5C53 (Exit function if monster) C2/5C1F: AD 45 2F LDA $2F45 C2/5C22: F0 2F BEQ $5C53 (Exit function if not trying to run) C2/5C24: AD 39 3A LDA $3A39 C2/5C27: 0D 40 3A ORA $3A40 C2/5C2A: 3C 18 30 BIT $3018,X C2/5C2D: D0 24 BNE $5C53 (Exit function if character has escaped) C2/5C2F: AD 3B 3A LDA $3A3B C2/5C32: D0 06 BNE $5C3A (Refigure "run success" and try to run) C2/5C34: 20 4D 5C JSR $5C4D (Try to run) C2/5C37: 4C E2 5B JMP $5BE2 Figure character's "Run Success" variable and attempt to run C2/5C3A: BD 71 3D LDA $3D71,X (((Level Multiplier & 3) ^ 3) + 2) C2/5C3D: 20 65 4B JSR $4B65 (0 to A - 1) C2/5C40: 1A INC (1 to A) C2/5C41: 18 CLC C2/5C42: 7D 70 3D ADC $3D70,X C2/5C45: 9D 70 3D STA $3D70,X C2/5C48: CD 3B 3A CMP $3A3B C2/5C4B: 90 06 BCC $5C53 C2/5C4D: BD 18 30 LDA $3018,X C2/5C50: 0C 38 3A TSB $3A38 C2/5C53: 60 RTS C2/5C54: E2 30 SEP #$30 C2/5C56: A2 06 LDX #$06 C2/5C58: A0 03 LDY #$03 C2/5C5A: BD 19 32 LDA $3219,X C2/5C5D: 3A DEC C2/5C5E: 99 22 20 STA $2022,Y (ATB gauge) C2/5C61: BD 04 3B LDA $3B04,X C2/5C64: 99 26 20 STA $2026,Y C2/5C67: BD 05 3B LDA $3B05,X C2/5C6A: 99 2A 20 STA $202A,Y C2/5C6D: CA DEX C2/5C6E: CA DEX C2/5C6F: 88 DEY C2/5C70: 10 E8 BPL $5C5A C2/5C72: 60 RTS C2/5C73: C2 20 REP #$20 C2/5C75: A0 08 LDY #$08 C2/5C77: 7B TDC C2/5C78: 99 13 20 STA $2013,Y C2/5C7B: 3A DEC C2/5C7C: 99 0B 20 STA $200B,Y C2/5C7F: 88 DEY C2/5C80: 88 DEY C2/5C81: D0 F4 BNE $5C77 C2/5C83: E2 20 SEP #$20 C2/5C85: A9 06 LDA #$06 C2/5C87: 14 B1 TRB $B1 C2/5C89: AD 1F 20 LDA $201F C2/5C8C: C9 02 CMP #$02 C2/5C8E: D0 14 BNE $5CA4 (Branch if not pincer attack) C2/5C90: AD AC 2E LDA $2EAC C2/5C93: 2D 2F 2F AND $2F2F C2/5C96: F0 0C BEQ $5CA4 C2/5C98: AD AD 2E LDA $2EAD C2/5C9B: 2D 2F 2F AND $2F2F C2/5C9E: F0 04 BEQ $5CA4 C2/5CA0: A9 02 LDA #$02 C2/5CA2: 04 B1 TSB $B1 C2/5CA4: 9C 3B 3A STZ $3A3B C2/5CA7: 9C CA 3E STZ $3ECA C2/5CAA: B9 A8 3A LDA $3AA8,Y C2/5CAD: 4A LSR C2/5CAE: 90 54 BCC $5D04 C2/5CB0: B9 21 30 LDA $3021,Y C2/5CB3: 2C 3A 3A BIT $3A3A C2/5CB6: D0 4C BNE $5D04 C2/5CB8: 2C 09 34 BIT $3409 C2/5CBB: F0 47 BEQ $5D04 C2/5CBD: B9 EC 3E LDA $3EEC,Y C2/5CC0: 89 C2 BIT #$C2 C2/5CC2: D0 40 BNE $5D04 C2/5CC4: B9 88 3C LDA $3C88,Y C2/5CC7: 4A LSR C2/5CC8: 89 04 BIT #$04 C2/5CCA: F0 04 BEQ $5CD0 (Branch if can't run bit is not set) C2/5CCC: A9 06 LDA #$06 C2/5CCE: 04 B1 TSB $B1 (Set can't run bit in $B1 and something else) C2/5CD0: 7B TDC C2/5CD1: 2A ROL C2/5CD2: 38 SEC C2/5CD3: 2A ROL C2/5CD4: 0A ASL C2/5CD5: 6D 3B 3A ADC $3A3B (Add 2, or 6 if "Wait Atk." bit is set) C2/5CD8: 8D 3B 3A STA $3A3B C2/5CDB: B9 9D 3C LDA $3C9D,Y C2/5CDE: 89 04 BIT #$04 C2/5CE0: D0 22 BNE $5D04 C2/5CE2: C2 20 REP #$20 C2/5CE4: A2 00 LDX #$00 C2/5CE6: BD 0D 20 LDA $200D,X C2/5CE9: 10 09 BPL $5CF4 C2/5CEB: B9 88 33 LDA $3388,Y C2/5CEE: 9D 0D 20 STA $200D,X C2/5CF1: EE CA 3E INC $3ECA C2/5CF4: D9 88 33 CMP $3388,Y C2/5CF7: D0 05 BNE $5CFE C2/5CF9: FE 15 20 INC $2015,X C2/5CFC: 80 06 BRA $5D04 C2/5CFE: E8 INX C2/5CFF: E8 INX C2/5D00: E0 08 CPX #$08 C2/5D02: 90 E2 BCC $5CE6 C2/5D04: E2 20 SEP #$20 C2/5D06: C8 INY C2/5D07: C8 INY C2/5D08: C0 0C CPY #$0C C2/5D0A: 90 9E BCC $5CAA C2/5D0C: AD 1F 20 LDA $201F C2/5D0F: C9 03 CMP #$03 C2/5D11: F0 06 BEQ $5D19 (Branch if not side attack) C2/5D13: A5 B0 LDA $B0 C2/5D15: 89 40 BIT #$40 C2/5D17: F0 03 BEQ $5D1C C2/5D19: 9C 3B 3A STZ $3A3B C2/5D1C: AD 42 3A LDA $3A42 C2/5D1F: F0 04 BEQ $5D25 C2/5D21: A9 02 LDA #$02 C2/5D23: 04 B1 TSB $B1 C2/5D25: 60 RTS Switch combat status to permanent status C2/5D26: 08 PHP C2/5D27: C2 20 REP #$20 C2/5D29: E2 10 SEP #$10 C2/5D2B: A0 06 LDY #$06 C2/5D2D: B9 F4 3B LDA $3BF4,Y C2/5D30: 99 78 2E STA $2E78,Y C2/5D33: B9 1C 3C LDA $3C1C,Y C2/5D36: 99 80 2E STA $2E80,Y C2/5D39: B9 08 3C LDA $3C08,Y C2/5D3C: 99 88 2E STA $2E88,Y C2/5D3F: B9 30 3C LDA $3C30,Y C2/5D42: 99 90 2E STA $2E90,Y C2/5D45: B9 E4 3E LDA $3EE4,Y C2/5D48: 99 98 2E STA $2E98,Y C2/5D4B: B9 F8 3E LDA $3EF8,Y C2/5D4E: 99 A0 2E STA $2EA0,Y C2/5D51: 88 DEY C2/5D52: 88 DEY C2/5D53: 10 D8 BPL $5D2D C2/5D55: 28 PLP C2/5D56: 60 RTS C2/5D57: 08 PHP C2/5D58: 20 67 02 JSR $0267 C2/5D5B: A2 06 LDX #$06 C2/5D5D: 9E 99 2E STZ $2E99,X C2/5D60: CA DEX C2/5D61: CA DEX C2/5D62: 10 F9 BPL $5D5D C2/5D64: A2 0B LDX #$0B C2/5D66: 9E 35 2F STZ $2F35,X C2/5D69: CA DEX C2/5D6A: 10 FA BPL $5D66 C2/5D6C: A9 08 LDA #$08 C2/5D6E: 20 11 64 JSR $6411 C2/5D71: 20 03 49 JSR $4903 C2/5D74: AD 97 3A LDA $3A97 C2/5D77: F0 18 BEQ $5D91 C2/5D79: A9 01 LDA #$01 C2/5D7B: 8D 75 2E STA $2E75 C2/5D7E: AD 07 02 LDA $0207 C2/5D81: 8D 35 2F STA $2F35 C2/5D84: 20 DC 54 JSR $54DC C2/5D87: 20 79 62 JSR $6279 C2/5D8A: A9 20 LDA #$20 C2/5D8C: 20 D4 5F JSR $5FD4 C2/5D8F: 28 PLP C2/5D90: 60 RTS Called at end of combat C2/5D91: C2 10 REP #$10 C2/5D93: 7B TDC C2/5D94: AE D4 3E LDX $3ED4 C2/5D97: E0 00 02 CPX #$0200 C2/5D9A: B0 04 BCS $5DA0 C2/5D9C: BF 00 B4 DF LDA $DFB400,X C2/5DA0: 85 FB STA $FB C2/5DA2: 64 STZ $F0 C2/5DA4: AD BC 3E LDA $3EBC C2/5DA7: 29 08 AND #$08 C2/5DA9: 85 F1 STA $F1 C2/5DAB: C2 20 REP #$20 C2/5DAD: A2 0A 00 LDX #$000A C2/5DB0: BD EC 3E LDA $3EEC,X C2/5DB3: 89 C2 00 BIT #$00C2 C2/5DB6: F0 26 BEQ $5DDE C2/5DB8: AD E4 11 LDA $11E4 C2/5DBB: 89 02 00 BIT #$0002 C2/5DBE: D0 0F BNE $5DCF C2/5DC0: 18 CLC C2/5DC2: BD 8C 3D LDA $3D8C,X C2/5DC4: 6D 35 2F ADC $2F35 C2/5DC7: 8D 35 2F STA $2F35 C2/5DCA: 90 03 BCC $5DCF C2/5DCC: EE 37 2F INC $2F37 C2/5DCF: 18 CLC C2/5DD0: BD A0 3D LDA $3DA0,X C2/5DD3: 6D 3E 2F ADC $2F3E C2/5DD6: 8D 3E 2F STA $2F3E C2/5DD9: 90 03 BCC $5DDE C2/5DDB: EE 40 2F INC $2F40 C2/5DDE: CA DEX C2/5DDF: CA DEX C2/5DE0: 10 CE BPL $5DB0 C2/5DE2: AD 35 2F LDA $2F35 C2/5DE5: 85 E8 STA $E8 C2/5DE7: AD 36 2F LDA $2F36 C2/5DEA: AE 76 3A LDX $3A76 C2/5DED: DA PHX C2/5DEE: 20 92 47 JSR $4792 C2/5DF1: 85 EC STA $EC C2/5DF3: 86 E9 STX $E9 C2/5DF5: A5 E8 LDA $E8 C2/5DF7: FA PLX C2/5DF8: 20 92 47 JSR $4792 C2/5DFB: 8D 35 2F STA $2F35 C2/5DFE: A5 EC LDA $EC C2/5E00: 8D 36 2F STA $2F36 C2/5E03: 0D 35 2F ORA $2F35 C2/5E06: F0 06 BEQ $5E0E C2/5E08: A9 27 00 LDA #$0027 C2/5E0B: 20 D4 5F JSR $5FD4 C2/5E0E: E2 20 SEP #$20 C2/5E10: A0 06 00 LDY #$0006 C2/5E13: B9 18 30 LDA $3018,Y C2/5E16: 2C 74 3A BIT $3A74 C2/5E19: F0 58 BEQ $5E73 (Branch if character dead or not present) C2/5E1B: B9 59 3C LDA $3C59,Y C2/5E1E: 29 10 AND #$10 C2/5E20: F0 0D BEQ $5E2F (Branch if not x2 Gold) C2/5E22: 04 F0 TSB $F0 C2/5E24: D0 09 BNE $5E2F (Branch if gold has already been doubled by another character) C2/5E26: 0E 3E 2F ASL $2F3E C2/5E29: 2E 3F 2F ROL $2F3F C2/5E2C: 2E 40 2F ROL $2F40 C2/5E2F: B9 D8 3E LDA $3ED8,Y (Which character it is) C2/5E32: C9 00 CMP #$00 C2/5E34: D0 13 BNE $5E49 (Branch if not Terra) C2/5E36: A5 F1 LDA $F1 C2/5E38: F0 0F BEQ $5E49 C2/5E3A: 04 F0 TSB $F0 C2/5E3C: A5 FB LDA $FB (Number of Magic Points gained from battle) C2/5E3E: 0A ASL (* 2) C2/5E3F: 6D F6 1C ADC $1CF6 (Add to time Morph will last counter) C2/5E42: 90 02 BCC $5E46 C2/5E44: A9 FF LDA #$FF C2/5E46: 8D F6 1C STA $1CF6 C2/5E49: BE 10 30 LDX $3010,Y C2/5E4C: 20 35 62 JSR $6235 (Add XP for battle) C2/5E4F: B9 59 3C LDA $3C59,Y C2/5E52: 89 08 BIT #$08 C2/5E54: F0 03 BEQ $5E59 (Branch if not x2 XP) C2/5E56: 20 35 62 JSR $6235 (Add XP for battle) C2/5E59: B9 D8 3E LDA $3ED8,Y (Which character it is) C2/5E5C: C9 0C CMP #$0C C2/5E5E: B0 13 BCS $5E73 (Branch if Gogo, Umaro or special character) C2/5E60: 20 83 62 JSR $6283 (Stores address for spells known by character in $F4) C2/5E63: BE 10 30 LDX $3010,Y C2/5E66: 5A PHY C2/5E67: 20 EF 5F JSR $5FEF (Cursed Shield check) C2/5E6A: BD 1E 16 LDA $161E,X (Esper equipped) C2/5E6D: 30 03 BMI $5E72 (Branch if no esper equipped) C2/5E6F: 20 2A 60 JSR $602A (Learn spells taught by esper) C2/5E72: 7A PLY C2/5E73: 88 DEY C2/5E74: 88 DEY C2/5E75: 10 9C BPL $5E13 (Check next character) C2/5E77: A5 F1 LDA $F1 C2/5E79: 25 F0 AND $F0 C2/5E7B: F0 12 BEQ $5E8F C2/5E7D: A5 FB LDA $FB (Magic points gained from battle) C2/5E7F: F0 0E BEQ $5E8F C2/5E81: 8D 35 2F STA $2F35 C2/5E84: 9C 36 2F STZ $2F36 C2/5E87: 9C 37 2F STZ $2F37 C2/5E8A: A9 35 LDA #$35 C2/5E8C: 20 D4 5F JSR $5FD4 C2/5E8F: A0 06 00 LDY #$0006 C2/5E92: B9 18 30 LDA $3018,Y C2/5E95: 2C 74 3A BIT $3A74 C2/5E98: F0 1F BEQ $5EB9 C2/5E9A: B9 D8 3E LDA $3ED8,Y C2/5E9D: 20 83 62 JSR $6283 C2/5EA0: BE 10 30 LDX $3010,Y C2/5EA3: 98 TYA C2/5EA4: 4A LSR C2/5EA5: 8D 38 2F STA $2F38 C2/5EA8: A9 2E LDA #$2E C2/5EAA: 85 F2 STA $F2 C2/5EAC: 20 6D 60 JSR $606D C2/5EAF: B9 D8 3E LDA $3ED8,Y C2/5EB2: C9 0C CMP #$0C C2/5EB4: B0 03 BCS $5EB9 (Branch if Gogo, Umaro or special character) C2/5EB6: 20 33 61 JSR $6133 C2/5EB9: 88 DEY C2/5EBA: 88 DEY C2/5EBB: 10 D5 BPL $5E92 C2/5EBD: E2 10 SEP #$10 C2/5EBF: 7B TDC C2/5EC0: 38 SEC C2/5EC1: A2 02 LDX #$02 C2/5EC3: A0 17 LDY #$17 C2/5EC5: 6A ROR C2/5EC6: 90 02 BCC $5ECA C2/5EC8: 6A ROR C2/5EC9: CA DEX C2/5ECA: 3C 84 3A BIT $3A84,X (Lores to learn) C2/5ECD: F0 13 BEQ $5EE2 C2/5ECF: 48 PHA C2/5ED0: 1D 29 1D ORA $1D29,X C2/5ED3: 9D 29 1D STA $1D29,X (Add to known lores) C2/5ED6: 98 TYA C2/5ED7: 69 8B ADC #$8B C2/5ED9: 8D 35 2F STA $2F35 C2/5EDC: A9 2D LDA #$2D C2/5EDE: 20 D4 5F JSR $5FD4 C2/5EE1: 68 PLA C2/5EE2: 88 DEY C2/5EE3: 10 E0 BPL $5EC5 (Loop for all lores) C2/5EE5: AD 0A 30 LDA $300A C2/5EE8: 30 16 BMI $5F00 (Branch if Mog not in party) C2/5EEA: AE E2 11 LDX $11E2 (get combat background) C2/5EED: BF 5B 8E ED LDA $ED8E5B,X (get corresponding dance #) C2/5EF1: 30 0D BMI $5F00 (branch if it's negative - presumably FF) C2/5EF3: 20 17 52 JSR $5217 C2/5EF6: 0C 4C 1D TSB $1D4C (Add new dance) C2/5EF9: D0 05 BNE $5F00 (Branch if previously known) C2/5EFB: A9 40 LDA #$40 C2/5EFD: 20 D4 5F JSR $5FD4 C2/5F00: A5 F0 LDA $F0 C2/5F02: 4A LSR C2/5F03: 90 05 BCC $5F0A C2/5F05: A9 2A LDA #$2A C2/5F07: 20 D4 5F JSR $5FD4 C2/5F0A: A2 05 LDX #$05 (with up to 6 different enemies, you can win up to 6 different types of items) C2/5F0C: 7B TDC (clear A) C2/5F0D: 3A DEC (set A to FF) C2/5F0E: 95 F0 STA $F0,X (item type) C2/5F10: 74 F6 STZ $F6,X (quantity of that item) C2/5F12: CA DEX C2/5F13: 10 F7 BPL $5F0C (loop. so in all 6 item slots, we'll have 0 of item #255) C2/5F15: A0 0A LDY #$0A (point to last enemy) C2/5F17: B9 EC 3E LDA $3EEC,Y (check enemy's 1st status byte) C2/5F1A: 89 C2 BIT #$C2 (stone, death, or zombied?) C2/5F1C: F0 30 BEQ $5F4E (if not, skip this enemy) C2/5F1E: 20 5A 4B JSR $4B5A (random, 0 to 255) C2/5F21: C9 20 CMP #$20 (carry=0 if A = 20h) C2/5F23: C2 30 REP #$30 (Acc and Index regs 16-bit) C2/5F25: 7B TDC (clear A) C2/5F26: 6A ROR (put carry in highest bit of A) C2/5F27: 79 01 20 ADC $2001,Y (enemy number $2001 is filled by code handling F2 script command, which handles enemy formation) C2/5F2A: 0A ASL (multiply enemy # by 2, as Dropped Item block is 2 bytes) C2/5F2B: 2A ROL (put carry into lowest bit. Rare when bit is 0, Common for 1) C2/5F2C: AA TAX (updated index with enemy num and rare/common slot) C2/5F2D: BF 02 30 CF LDA $CF3002,X (item dropped - CF3002 is rare, CF3003 is common) C2/5F31: E2 30 SEP #$30 (Acc and index regs 8-bit) C2/5F33: C9 FF CMP #$FF (does chosen enemy slot have empty FF item?) C2/5F35: F0 17 BEQ $5F4E (if so, skip to next enemy) C2/5F37: A2 05 LDX #$05 C2/5F39: D5 F0 CMP $F0,X (is Item # the same as any of the others won?) C2/5F3B: F0 0F BEQ $5F4C (if so, branch to increment its quantity) C2/5F3D: EB XBA C2/5F3E: B5 F0 LDA $F0,X (if not, check if current battle slot is empty) C2/5F40: 1A INC C2/5F41: D0 05 BNE $5F48 (if it wasn't empty, branch to check another battle slot) C2/5F43: EB XBA C2/5F44: 95 F0 STA $F0,X (if it was, we can store our item there) C2/5F46: 80 04 BRA $5F4C C2/5F48: EB XBA C2/5F49: CA DEX C2/5F4A: 10 ED BPL $5F39 (compare item won to next slot) C2/5F4C: F6 F6 INC $F6,X (increment the quantity of the item won) C2/5F4E: 88 DEY C2/5F4F: 88 DEY (move down to next enemy) C2/5F50: 10 C5 BPL $5F17 (loop for all the critters) C2/5F52: A2 05 LDX #$05 C2/5F54: B5 F0 LDA $F0,X C2/5F56: C9 FF CMP #$FF C2/5F58: F0 1B BEQ $5F75 C2/5F5A: 8D 35 2F STA $2F35 C2/5F5D: 20 DC 54 JSR $54DC C2/5F60: B5 F6 LDA $F6,X C2/5F62: 8D 38 2F STA $2F38 C2/5F65: 8D 75 2E STA $2E75 C2/5F68: 20 79 62 JSR $6279 C2/5F6B: A9 20 LDA #$20 C2/5F6D: D6 F6 DEC $F6,X C2/5F6F: F0 01 BEQ $5F72 C2/5F71: 1A INC C2/5F72: 20 D4 5F JSR $5FD4 C2/5F75: CA DEX C2/5F76: 10 DC BPL $5F54 C2/5F78: AD 3E 2F LDA $2F3E C2/5F7B: 0D 3F 2F ORA $2F3F C2/5F7E: 0D 40 2F ORA $2F40 C2/5F81: F0 42 BEQ $5FC5 C2/5F83: AD 3E 2F LDA $2F3E C2/5F86: 8D 38 2F STA $2F38 C2/5F89: AD 3F 2F LDA $2F3F C2/5F8C: 8D 39 2F STA $2F39 C2/5F8F: AD 40 2F LDA $2F40 C2/5F92: 8D 3A 2F STA $2F3A C2/5F95: A9 26 LDA #$26 C2/5F97: 20 D4 5F JSR $5FD4 C2/5F9A: 18 CLC C2/5F9B: A2 FD LDX #$FD C2/5F9D: BD 63 17 LDA $1763,X C2/5FA0: 7D 41 2E ADC $2E41,X C2/5FA3: 9D 63 17 STA $1763,X C2/5FA6: E8 INX C2/5FA7: D0 F4 BNE $5F9D C2/5FA9: A2 02 LDX #$02 (Check if gold is over 9999999) C2/5FAB: BF C7 5F C2 LDA $C25FC7,X C2/5FAF: DD 60 18 CMP $1860,X C2/5FB2: F0 0E BEQ $5FC2 C2/5FB4: B0 0F BCS $5FC5 C2/5FB6: A2 02 LDX #$02 C2/5FB8: BF C7 5F C2 LDA $C25FC7,X C2/5FBC: 9D 60 18 STA $1860,X C2/5FBF: CA DEX C2/5FC0: 10 F6 BPL $5FB8 C2/5FC2: CA DEX C2/5FC3: 10 E6 BPL $5FAB C2/5FC5: 28 PLP C2/5FC6: 60 RTS Data C2/5FC7: 7F 96 98 C2/5FCA: 48 PHA C2/5FCB: A9 01 LDA #$01 C2/5FCD: 0C BC 3E TSB $3EBC C2/5FD0: 20 03 49 JSR $4903 C2/5FD3: 68 PLA C2/5FD4: 08 PHP C2/5FD5: E2 20 SEP #$20 C2/5FD7: C9 FF CMP #$FF C2/5FD9: F0 12 BEQ $5FED C2/5FDB: 8D 6F 2D STA $2D6F C2/5FDE: A9 02 LDA #$02 C2/5FE0: 8D 6E 2D STA $2D6E C2/5FE3: A9 FF LDA #$FF C2/5FE5: 8D 72 2D STA $2D72 C2/5FE8: A9 04 LDA #$04 C2/5FEA: 20 11 64 JSR $6411 C2/5FED: 28 PLP C2/5FEE: 60 RTS C2/5FEF: DA PHX C2/5FF0: A0 06 00 LDY #$0006 (Check all equipment and relic slots) C2/5FF3: BD 1F 16 LDA $161F,X (Item equipped, X determines slot to check) C2/5FF6: C9 FF CMP #$FF C2/5FF8: F0 2A BEQ $6024 (Branch if no item equipped) C2/5FFA: C9 66 CMP #$66 C2/5FFC: D0 0E BNE $600C (Branch if no cursed shield equipped) C2/5FFE: EE C0 3E INC $3EC0 (Increment number of battles fought with cursed shield) C2/6001: D0 09 BNE $600C (Branch if not 256 battles) C2/6003: A9 01 LDA #$01 C2/6005: 04 F0 TSB $F0 C2/6007: A9 67 LDA #$67 C2/6009: 9D 1F 16 STA $161F,X (Change to Paladin Shield) C2/600C: EB XBA C2/600D: A9 1E LDA #$1E C2/600F: 20 81 47 JSR $4781 C2/6012: DA PHX C2/6013: 5A PHY C2/6014: AA TAX C2/6015: 7B TDC C2/6016: BF 04 50 D8 LDA $D85004,X (Spell item teaches) C2/601A: A8 TAY C2/601B: BF 03 50 D8 LDA $D85003,X (Rate spell is learned) C2/601F: 20 4B 60 JSR $604B (Learn spell for equipped item) C2/6022: 7A PLY C2/6023: FA PLX C2/6024: E8 INX (Check next equipment slot) C2/6025: 88 DEY C2/6026: D0 CB BNE $5FF3 (Branch if not last slot to check) C2/6028: FA PLX C2/6029: 60 RTS C2/602A: DA PHX C2/602B: 20 93 62 JSR $6293 (Multiply A by #$0B and store in X) C2/602E: A0 05 00 LDY #$0005 (Do for each spell taught by esper) C2/6031: 7B TDC (Clear A) C2/6032: BF 01 6E D8 LDA $D86E01,X (Spell taught) C2/6036: C9 FF CMP #$FF C2/6038: F0 0A BEQ $6044 (Branch if no spell taught) C2/603A: 5A PHY C2/603B: A8 TAY C2/603C: BF 00 6E D8 LDA $D86E00,X (Spell learn rate) C2/6040: 20 4B 60 JSR $604B (Add amount to known% for spell) C2/6043: 7A PLY C2/6044: E8 INX C2/6045: E8 INX C2/6046: 88 DEY C2/6047: D0 E8 BNE $6031 (Check next spell taught) C2/6049: FA PLX C2/604A: 60 RTS Learn Spell C2/604B: F0 1F BEQ $606C (If no spell to learn) C2/604D: EB XBA C2/604E: A5 FB LDA $FB (Magic points gained from the battle) C2/6050: 20 81 47 JSR $4781 (Multiply by spell learn rate) C2/6053: 85 EE STA $EE (Store this amount in $EE) C2/6055: B1 F4 LDA ($F4),Y C2/6057: C9 FF CMP #$FF C2/6059: F0 11 BEQ $606C (Branch if spell already known) C2/605B: 18 CLC C2/605C: 65 EE ADC $EE (Add amount learned to % known for spell) C2/605E: B0 04 BCS $6064 C2/6060: C9 64 CMP #$64 C2/6062: 90 02 BCC $6066 C2/6064: A9 80 LDA #$80 C2/6066: 91 F4 STA ($F4),Y C2/6068: A5 F1 LDA $F1 C2/606A: 04 F0 TSB $F0 C2/606C: 60 RTS C2/606D: 64 F8 STZ $F8 C2/606F: 7B TDC C2/6070: BD 08 16 LDA $1608,X C2/6073: C9 63 CMP #$63 C2/6075: B0 F5 BCS $606C C2/6077: C2 20 REP #$20 C2/6079: 0A ASL C2/607A: DA PHX C2/607B: AA TAX C2/607C: 7B TDC C2/607D: 18 CLC C2/607E: 7F 1E 82 ED ADC $ED821E,X C2/6082: 90 02 BCC $6086 C2/6084: E6 F8 INC $F8 C2/6086: CA DEX C2/6087: CA DEX C2/6088: D0 F3 BNE $607D C2/608A: FA PLX C2/608B: 0A ASL C2/608C: 26 F8 ROL $F8 C2/608E: 0A ASL C2/608F: 26 F8 ROL $F8 C2/6091: 0A ASL C2/6092: 26 F8 ROL $F8 C2/6094: 85 F6 STA $F6 C2/6096: BD 12 16 LDA $1612,X C2/6099: C5 F7 CMP $F7 C2/609B: E2 20 SEP #$20 C2/609D: 90 CD BCC $606C C2/609F: D0 07 BNE $60A8 C2/60A1: BD 11 16 LDA $1611,X C2/60A4: C5 F6 CMP $F6 C2/60A6: 90 C4 BCC $606C C2/60A8: A5 F2 LDA $F2 C2/60AA: F0 05 BEQ $60B1 C2/60AC: 64 F2 STZ $F2 C2/60AE: 20 D4 5F JSR $5FD4 C2/60B1: 20 C2 60 JSR $60C2 C2/60B4: DA PHX C2/60B5: BD 08 16 LDA $1608,X C2/60B8: EB XBA C2/60B9: BD 00 16 LDA $1600,X C2/60BC: 20 B6 61 JSR $61B6 C2/60BF: FA PLX C2/60C0: 80 AB BRA $606D C2/60C2: 08 PHP C2/60C3: FE 08 16 INC $1608,X C2/60C6: 64 FD STZ $FD C2/60C8: 64 FF STZ $FF C2/60CA: DA PHX C2/60CB: 7B TDC C2/60CC: BD 08 16 LDA $1608,X C2/60CF: AA TAX C2/60D0: BF 00 F5 E6 LDA $E6F500,X C2/60D4: 85 FE STA $FE C2/60D6: BF 9E F4 E6 LDA $E6F49E,X C2/60DA: 85 FC STA $FC C2/60DC: FA PLX C2/60DD: BD 1E 16 LDA $161E,X C2/60E0: 30 14 BMI $60F6 C2/60E2: 5A PHY C2/60E3: DA PHX C2/60E4: 9B TXY C2/60E5: 20 93 62 JSR $6293 C2/60E8: 7B TDC C2/60E9: BF 0A 6E D8 LDA $D86E0A,X C2/60ED: 30 05 BMI $60F4 C2/60EF: 0A ASL C2/60F0: AA TAX C2/60F1: FC 4E 61 JSR ($614E,X) C2/60F4: FA PLX C2/60F5: 7A PLY C2/60F6: C2 21 REP #$21 C2/60F8: BD 0B 16 LDA $160B,X C2/60FB: 48 PHA C2/60FC: 29 00 C0 AND #$C000 C2/60FF: 85 EE STA $EE C2/6101: 68 PLA C2/6102: 29 FF 3F AND #$3FFF C2/6105: 65 FC ADC $FC C2/6107: C9 10 27 CMP #$2710 C2/610A: 90 03 BCC $610F C2/610C: A9 0F 27 LDA #$270F (9999) C2/610F: 05 EE ORA $EE C2/6111: 9D 0B 16 STA $160B,X C2/6114: 18 CLC C2/6115: BD 0F 16 LDA $160F,X C2/6118: 48 PHA C2/6119: 29 00 AND #$C000 C2/611C: 85 EE STA $EE C2/611E: 68 PLA C2/611F: 29 FF 3F AND #$3FFF C2/6122: 65 FE ADC $FE C2/6124: C9 E8 03 CMP #$03E8 C2/6127: 90 03 BCC $612C C2/6129: A9 E7 03 LDA #$03E7 C2/612C: 05 EE ORA $EE C2/612E: 9D 0F 16 STA $160F,X C2/6131: 28 PLP C2/6132: 60 RTS C2/6133: 5A PHY C2/6134: A0 35 LDY #$35 C2/6136: 00 B1 BRK $B1 C2/6138: F4 C9 80 PEA $80C9 C2/613B: D0 0C BNE $6149 C2/613D: A9 FF LDA #$FF C2/613F: 91 F4 STA ($F4),Y C2/6141: 8C 35 2F STY $2F35 C2/6144: A9 32 LDA #$32 C2/6146: 20 D4 5F JSR $5FD4 C2/6149: 88 DEY C2/614A: 10 EB BPL $6137 C2/614C: 7A PLY C2/614D: 60 RTS Code Pointers C2/614E: 70 61 BVS $61B1 C2/6150: 74 61 STZ $61,X C2/6152: 78 SEI C2/6153: 61 70 ADC ($70,X) C2/6155: 61 74 ADC ($74,X) C2/6157: 61 78 ADC ($78,X) C2/6159: 61 B0 ADC ($B0,X) C2/615B: 61 97 ADC ($97,X) C2/615D: 61 97 ADC ($97,X) C2/615F: 61 9B ADC ($9B,X) C2/6161: 61 9B ADC ($9B,X) C2/6163: 61 9A ADC ($9A,X) C2/6165: 61 9A ADC ($9A,X) C2/6167: 61 99 ADC ($99,X) C2/6169: 61 99 ADC ($99,X) C2/616B: 61 98 ADC ($98,X) C2/616D: 61 98 ADC ($98,X) C2/616F: 61 A9 ADC ($A9,X) C2/6171: 1A INC C2/6172: 80 06 BRA $617A C2/6174: A9 4E LDA #$4E C2/6176: 80 02 BRA $617A C2/6178: A9 80 LDA #$80 C2/617A: E0 06 CPX #$06 C2/617C: 00 A2 BRK $A2 C2/617E: 00 00 BRK $00 C2/6180: 90 02 BCC $6184 C2/6182: E8 INX C2/6183: E8 INX C2/6184: EB XBA C2/6185: B5 FC LDA $FC,X C2/6187: 20 81 47 JSR $4781 C2/618A: EB XBA C2/618B: D0 01 BNE $618E C2/618D: 1A INC C2/618E: 18 CLC C2/618F: 75 FC ADC $FC,X C2/6191: 95 FC STA $FC,X C2/6193: 90 02 BCC $6197 C2/6195: F6 FD INC $FD,X C2/6197: 60 RTS C2/6198: C8 INY C2/6199: C8 INY C2/619A: C8 INY C2/619B: 8A TXA C2/619C: 4A LSR C2/619D: 4A LSR C2/619E: BB TYX C2/619F: BD 1A 16 LDA $161A,X C2/61A2: 1A INC C2/61A3: B0 01 BCS $61A6 C2/61A5: 1A INC C2/61A6: C9 81 CMP #$81 C2/61A8: 90 02 BCC $61AC C2/61AA: A9 80 LDA #$80 C2/61AC: 9D 1A 16 STA $161A,X C2/61AF: 60 RTS C2/61B0: 7B TDC C2/61B1: AA TAX C2/61B2: A5 FC LDA $FC C2/61B4: 80 D8 BRA $618E C2/61B6: A2 00 LDX #$00 C2/61B8: 00 C9 BRK $C9 C2/61BA: 00 F0 BRK $F0 C2/61BC: 3F A2 20 00 AND $0020A2,X C2/61C0: C9 06 CMP #$06 C2/61C2: F0 38 BEQ $61FC C2/61C4: A2 00 LDX #$00 C2/61C6: 00 C9 BRK $C9 C2/61C8: 02 D0 COP $D0 C2/61CA: 15 20 ORA $20,X C2/61CC: 22 62 F0 51 JSR $51F062 C2/61D0: 0C F7 1C TSB $1CF7 C2/61D3: D0 4C BNE $6221 C2/61D5: A9 40 LDA #$40 C2/61D7: 04 F0 TSB $F0 C2/61D9: D0 46 BNE $6221 C2/61DB: A9 42 LDA #$42 C2/61DD: 4C D4 5F JMP $5FD4 C2/61E0: A2 08 LDX #$08 C2/61E2: 00 C9 BRK $C9 C2/61E4: 05 D0 ORA $D0 C2/61E6: 3A DEC C2/61E7: 20 22 62 JSR $6222 C2/61EA: F0 35 BEQ $6221 C2/61EC: 0C 28 1D TSB $1D28 C2/61EF: D0 30 BNE $6221 C2/61F1: A9 80 LDA #$80 C2/61F3: 04 F0 TSB $F0 C2/61F5: D0 2A BNE $6221 C2/61F7: A9 33 LDA #$33 C2/61F9: 4C D4 5F JMP $5FD4 C2/61FC: 5A PHY C2/61FD: EB XBA C2/61FE: A0 10 LDY #$10 C2/6200: 00 DF BRK $DF C2/6202: C1 E3 CMP ($E3,X) C2/6204: EC D0 14 CPX $14D0 C2/6207: 48 PHA C2/6208: 5A PHY C2/6209: 7B TDC C2/620A: BF C0 E3 EC LDA $ECE3C0,X C2/620E: A8 TAY C2/620F: B1 F4 LDA ($F4),Y C2/6211: C9 FF CMP #$FF C2/6213: F0 04 BEQ $6219 C2/6215: A9 80 LDA #$80 C2/6217: 91 F4 STA ($F4),Y C2/6219: 7A PLY C2/621A: 68 PLA C2/621B: E8 INX C2/621C: E8 INX C2/621D: 88 DEY C2/621E: D0 E1 BNE $6201 C2/6220: 7A PLY C2/6221: 60 RTS C2/6222: A9 01 LDA #$01 C2/6224: 85 EE STA $EE C2/6226: EB XBA C2/6227: DF 90 F4 E6 CMP $E6F490,X C2/622B: F0 05 BEQ $6232 C2/622D: E8 INX C2/622E: 06 EE ASL $EE C2/6230: 90 F5 BCC $6227 C2/6232: A5 EE LDA $EE C2/6234: 60 RTS Add XP for battle to character If XP over 15,000,000 sets XP to 15,000,000 C2/6235: 08 PHP C2/6236: C2 21 REP #$21 C2/6238: AD 35 2F LDA $2F35 (XP Gained from battle) C2/623B: 7D 11 16 ADC $1611,X (Add to XP for character) C2/623E: 85 F6 STA $F6 C2/6240: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/6242: AD 37 2F LDA $2F37 (Do third byte of XP) C2/6245: 7D 13 16 ADC $1613,X C2/6248: 85 F8 STA $F8 C2/624A: DA PHX C2/624B: A2 02 00 LDX #$0002 C2/624E: BF 76 62 C2 LDA $C26276,X C2/6252: D5 F6 CMP $F6,X C2/6254: F0 0E BEQ $6264 C2/6256: B0 0F BCS $6267 C2/6258: A2 02 LDX #$0002 C2/625B: BF 76 62 C2 LDA $C26276,X C2/625F: 95 F6 STA $F6,X C2/6261: CA DEX C2/6262: 10 F7 BPL $625B C2/6264: CA DEX C2/6265: 10 E7 BPL $624E C2/6267: FA PLX C2/6268: A5 F8 LDA $F8 C2/626A: 9D 13 16 STA $1613,X C2/626D: C2 20 REP #$20 C2/626F: A5 F6 LDA $F6 C2/6271: 9D 11 16 STA $1611,X C2/6274: 28 PLP C2/6275: 60 RTS Data C2/6276: C0 C2/6277: E1 C2/6278: E4 C2/6279: A9 C2/627A: 05 C2/627B: 20 C2/627C: 11 C2/627D: 64 C2/627E: A9 C2/627F: 0A C2/6280: 4C C2/6281: 11 C2/6282: 64 Stores address for spells known by character in $F4 C2/6283: 08 PHP C2/6284: EB XBA C2/6285: A9 36 LDA #$36 C2/6287: 20 81 47 JSR $4781 C2/628A: C2 21 REP #$21 C2/628C: 69 6E 1A ADC #$1A6E C2/628F: 85 F4 STA $F4 C2/6291: 28 PLP C2/6292: 60 RTS Multiply A by #$0B and store in X C2/6293: EB XBA C2/6294: A9 0B LDA #$0B C2/6296: 20 81 47 JSR $4781 C2/6299: AA TAX C2/629A: 60 RTS ??? Function C2/629B: 8D 28 3A STA $3A28 C2/629E: 48 PHA C2/629F: DA PHX C2/62A0: 08 PHP C2/62A1: C2 20 REP #$20 (Set 16-bit Accumulator) C2/62A3: E2 10 SEP #$10 (Set 8-bit Index Registers) C2/62A5: AE 72 3A LDX $3A72 C2/62A8: AD 28 3A LDA $3A28 C2/62AB: 9D 6E 2D STA $2D6E,X C2/62AE: AD 2A 3A LDA $3A2A (Final Damage) C2/62B1: 9D 70 2D STA $2D70,X (Store in damage taken) C2/62B4: E8 INX C2/62B5: E8 INX C2/62B6: E8 INX C2/62B7: E8 INX C2/62B8: 8E 72 3A STX $3A72 C2/62BB: 28 PLP C2/62BC: FA PLX C2/62BD: 68 PLA C2/62BE: 60 RTS ??? Function Calls 629B, setting the accumulator to 16-bit before. C2/62BF: 08 PHP C2/62C0: C2 20 REP #$20 (Set 16-bit Accumulator) C2/62C2: 20 9B 62 JSR $629B C2/62C5: 28 PLP C2/62C6: 60 RTS C2/62C7: A2 06 LDX #$06 C2/62C9: BD 18 30 LDA $3018,X C2/62CC: 1C 8C 3A TRB $3A8C C2/62CF: F0 19 BEQ $62EA C2/62D1: BD F4 32 LDA $32F4,X C2/62D4: C9 FF CMP #$FF C2/62D6: F0 12 BEQ $62EA C2/62D8: 20 DC 54 JSR $54DC C2/62DB: A9 01 LDA #$01 C2/62DD: 8D 75 2E STA $2E75 C2/62E0: A9 05 LDA #$05 C2/62E2: 20 11 64 JSR $6411 C2/62E5: A9 FF LDA #$FF C2/62E7: 9D F4 32 STA $32F4,X C2/62EA: CA DEX C2/62EB: CA DEX C2/62EC: 10 DB BPL $62C9 C2/62EE: 60 RTS C2/62EF: DA PHX C2/62F0: 5A PHY C2/62F1: 64 F0 STZ $F0 C2/62F3: 64 F2 STZ $F2 C2/62F5: A0 12 LDY #$12 C2/62F7: B9 D0 33 LDA $33D0,Y (Damage Taken) C2/62FA: D9 E4 33 CMP $33E4,Y (Damage Healed) C2/62FD: D0 03 BNE $6302 C2/62FF: 1A INC C2/6300: F0 43 BEQ $6345 (If Damage Taken and Damage Healed = -1) C2/6302: B9 18 30 LDA $3018,Y C2/6305: 1C 5A 3A TRB $3A5A (Target is not missed) C2/6308: 20 F5 12 JSR $12F5 C2/630B: CC 82 3A CPY $3A82 (Check if target protected by Golem) C2/630E: D0 13 BNE $6323 (Branch if not ^) C2/6310: B9 D0 33 LDA $33D0,Y (Damage Taken) C2/6313: 1A INC C2/6314: F0 0D BEQ $6323 (If Damage Taken = -1, Damage Healed != -1) C2/6316: 38 SEC C2/6317: AD 36 3A LDA $3A36 (HP for Golem) C2/631A: F9 D0 33 SBC $33D0,Y (Subtract damage) C2/631D: B0 01 BCS $6320 (If > 0) C2/631F: 7B TDC C2/6320: 8D 36 3A STA $3A36 (Set to 0 if < 0) C2/6323: B9 E4 33 LDA $33E4,Y (Damage Healed) C2/6326: 1A INC C2/6327: F0 1C BEQ $6345 (Branch if = -1) C2/6329: 3A DEC C2/632A: 09 00 80 ORA #$8000 C2/632D: 99 E4 33 STA $33E4,Y C2/6330: E6 F2 INC $F2 C2/6332: B9 D0 33 LDA $33D0,Y C2/6335: 1A INC C2/6336: D0 0D BNE $6345 (Branch if Damage Taken != -1) C2/6338: C6 F2 DEC $F2 C2/633A: B9 E4 33 LDA $33E4,Y C2/633D: 99 D0 33 STA $33D0,Y (If only Damage Healed, Damage Taken = - Damage Healed) C2/6340: 7B TDC C2/6341: 3A DEC C2/6342: 99 E4 33 STA $33E4,Y (Store -1 in Damage Healed) C2/6345: B9 18 30 LDA $3018,Y C2/6348: 2C 5A 3A BIT $3A5A C2/634B: F0 06 BEQ $6353 (If target is not missed) C2/634D: A9 00 40 LDA #$4000 C2/6350: 99 D0 33 STA $33D0,Y (Store Miss bit in damage) C2/6353: B9 D0 33 LDA $33D0,Y C2/6356: 1A INC C2/6357: F0 02 BEQ $635B (If no damage dealt) C2/6359: E6 F0 INC $F0 C2/635B: 88 DEY C2/635C: 88 DEY C2/635D: 10 98 BPL $62F7 C2/635F: A4 F0 LDY $F0 C2/6361: C0 05 CPY #$05 C2/6363: 20 98 63 JSR $6398 C2/6366: 20 B4 63 JSR $63B4 C2/6369: A5 F2 LDA $F2 C2/636B: F0 1A BEQ $6387 C2/636D: A2 12 LDX #$12 C2/636F: A0 00 LDY #$00 C2/6371: BD E4 33 LDA $33E4,X (Damage Healed) C2/6374: 9D D0 33 STA $33D0,X (Store in Damage Taken) C2/6377: 1A INC C2/6378: F0 01 BEQ $637B (If no damage dealt) C2/637A: C8 INY C2/637B: CA DEX C2/637C: CA DEX C2/637D: 10 F2 BPL $6371 C2/637F: C0 05 CPY #$05 C2/6381: 20 98 63 JSR $6398 C2/6384: 20 B4 63 JSR $63B4 C2/6387: 7B TDC C2/6388: 3A DEC C2/6389: A2 12 LDX #$12 C2/638B: 9D E4 33 STA $33E4,X (Store -1 in Damage Healed) C2/638E: 9D D0 33 STA $33D0,X (Store -1 in Damage Taken) C2/6391: CA DEX C2/6392: CA DEX C2/6393: 10 F6 BPL $638B C2/6395: 7A PLY C2/6396: FA PLX C2/6397: 60 RTS C2/6398: B0 19 BCS $63B3 (Exit function) C2/639A: A2 12 LDX #$12 C2/639C: BD D0 33 LDA $33D0,X (Damage Taken) C2/639F: 1A INC C2/63A0: F0 0D BEQ $63AF (If no damage) C2/63A2: 3A DEC C2/63A3: 8D 2A 3A STA $3A2A (Store in final damage) C2/63A6: 8A TXA C2/63A7: 4A LSR C2/63A8: EB XBA C2/63A9: 09 0B 00 ORA #$000B C2/63AB: 20 9B 62 JSR $629B C2/63AE: CA DEX C2/63AF: CA DEX C2/63B1: 10 E9 BPL $639C C2/63B3: 60 RTS C2/63B4: 90 24 BCC $63DA C2/63B6: 08 PHP C2/63B7: E2 20 SEP #$20 C2/63B9: A9 03 LDA #$03 C2/63BB: 20 9B 62 JSR $629B C2/63BE: AD 34 3A LDA $3A34 C2/63C1: EE 34 3A INC $3A34 C2/63C4: EB XBA C2/63C5: A9 14 LDA #$14 C2/63C7: 20 81 47 JSR $4781 C2/63CA: C2 31 REP #$31 C2/63CC: 69 CE ADC #$CE C2/63CE: 2B PLD C2/63CF: A8 TAY C2/63D0: A2 D0 LDX #$D0 C2/63D2: 33 A9 AND ($A9,S),Y C2/63D4: 13 00 ORA ($00,S),Y C2/63D6: 54 7E 7E MVN $7E,$7E C2/63D9: 28 PLP C2/63DA: 60 RTS C2/63DB: DA PHX C2/63DC: 5A PHY C2/63DD: 08 PHP C2/63DE: E2 20 SEP #$20 C2/63E0: 7B TDC C2/63E1: AD 32 3A LDA $3A32 C2/63E4: 48 PHA C2/63E5: C2 31 REP #$31 (Set 16-bit A,Y,X) C2/63E7: 69 6E 2C ADC #$2C6E C2/63EA: A8 TAY C2/63EB: A2 A0 00 LDX #$00A0 C2/63EE: A9 0F 00 LDA #$000F C2/63F1: 54 7E 7E MVN #$7E,7E C2/63F4: E2 30 SEP #$30 (Set 8-bit A,Y,X) C2/63F6: 68 PLA C2/63F7: 69 10 ADC #$10 C2/63F9: 8D 32 3A STA $3A32 C2/63FC: 28 PLP C2/63FD: 7A PLY C2/63FE: FA PLX C2/63FF: 60 RTS Sets $A0 to $AF to 0 C2/6400: DA PHX C2/6401: 08 PHP C2/6402: C2 20 REP #$20 C2/6404: A2 06 LDX #$06 C2/6406: 74 A0 STZ $A0,X C2/6408: 74 A8 STZ $A8,X C2/640A: CA DEX C2/640B: CA DEX C2/640C: 10 F8 BPL $6406 C2/640E: 28 PLP C2/640F: FA PLX C2/6410: 60 RTS C2/6411: DA PHX C2/6412: 5A PHY C2/6413: 08 PHP C2/6414: E2 20 SEP #$20 C2/6416: C2 11 REP #$11 C2/6418: 48 PHA C2/6419: 7B TDC C2/641A: 68 PLA C2/641B: C9 02 CMP #$02 C2/641D: D0 06 BNE $6425 C2/641F: A5 B1 LDA $B1 C2/6421: 30 06 BMI $6429 C2/6423: A9 02 LDA #$02 C2/6425: 22 00 00 C1 JSR $C10000 C2/6429: 28 PLP C2/642A: 7A PLY C2/642B: FA PLX C2/642C: 60 RTS Monster command script command #$FA C2/642D: C2 20 REP #$20 (Set 16-bit accumulator) C2/642F: A5 B8 LDA $B8 (Byte 2 & 3) C2/6431: 8D 2A 3A STA $3A2A (Store in final damage)? C2/6434: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/6436: A5 B6 LDA $B6 (Byte 0) C2/6438: EB XBA C2/6439: A9 14 LDA #$14 C2/643B: 4C BF 62 JMP $62BF C2/643E: C2 20 REP #$20 C2/6440: AD 55 1D LDA $1D55 C2/6443: C9 DE CMP #$DE C2/6445: 7B TDC C2/6446: E2 20 SEP #$20 (Set 8-bit Accumulator) C2/6448: D0 1E BNE $6468 C2/644A: AF 19 42 00 LDA $004219 (Joypad #1 status register?) C2/644E: C9 28 CMP #$28 C2/6450: D0 16 BNE $6468 C2/6452: A9 02 LDA #$02 C2/6454: 0C 96 3A TSB $3A96 C2/6457: D0 0F BNE $6468 C2/6459: A9 FF LDA #$FF C2/645B: 85 B9 STA $B9 C2/645D: A9 05 LDA #$05 C2/645F: 85 B8 STA $B8 C2/6461: A2 00 LDX #$00 C2/6463: A9 24 LDA #$24 C2/6465: 20 91 4E JSR $4E91 C2/6468: 60 RTS Blank Space C2/6469: FF FF FF FF SBC $FFFFFF,X C2/646D: FF FF FF FF SBC $FFFFFF,X C2/6471: FF FF FF FF SBC $FFFFFF,X C2/6475: FF FF FF FF SBC $FFFFFF,X C2/6479: FF FF FF FF SBC $FFFFFF,X C2/647D: FF FF FF FF SBC $FFFFFF,X C2/6481: FF FF FF FF SBC $FFFFFF,X C2/6485: FF FF FF FF SBC $FFFFFF,X C2/6489: FF FF FF FF SBC $FFFFFF,X C2/648D: FF FF FF FF SBC $FFFFFF,X C2/6491: FF FF FF FF SBC $FFFFFF,X C2/6495: FF FF FF FF SBC $FFFFFF,X C2/6499: FF FF FF FF SBC $FFFFFF,X C2/649D: FF FF FF FF SBC $FFFFFF,X C2/64A1: FF FF FF FF SBC $FFFFFF,X C2/64A5: FF FF FF FF SBC $FFFFFF,X C2/64A9: FF FF FF FF SBC $FFFFFF,X C2/64AD: FF FF FF FF SBC $FFFFFF,X C2/64B1: FF FF FF FF SBC $FFFFFF,X C2/64B5: FF FF FF FF SBC $FFFFFF,X C2/64B9: FF FF FF FF SBC $FFFFFF,X C2/64BD: FF FF FF FF SBC $FFFFFF,X C2/64C1: FF FF FF FF SBC $FFFFFF,X C2/64C5: FF FF FF FF SBC $FFFFFF,X C2/64C9: FF FF FF FF SBC $FFFFFF,X C2/64CD: FF FF FF FF SBC $FFFFFF,X C2/64D1: FF FF FF FF SBC $FFFFFF,X C2/64D5: FF FF FF FF SBC $FFFFFF,X C2/64D9: FF FF FF FF SBC $FFFFFF,X C2/64DD: FF FF FF FF SBC $FFFFFF,X C2/64E1: FF FF FF FF SBC $FFFFFF,X C2/64E5: FF FF FF FF SBC $FFFFFF,X C2/64E9: FF FF FF FF SBC $FFFFFF,X C2/64ED: FF FF FF FF SBC $FFFFFF,X C2/64F1: FF FF FF FF SBC $FFFFFF,X C2/64F5: FF FF FF FF SBC $FFFFFF,X C2/64F9: FF FF FF FF SBC $FFFFFF,X C2/64FD: FF FF FF FF SBC $FFFFFF,X C2/6501: FF FF FF FF SBC $FFFFFF,X C2/6505: FF FF FF FF SBC $FFFFFF,X C2/6509: FF FF FF FF SBC $FFFFFF,X C2/650D: FF FF FF FF SBC $FFFFFF,X C2/6511: FF FF FF FF SBC $FFFFFF,X C2/6515: FF FF FF FF SBC $FFFFFF,X C2/6519: FF FF FF FF SBC $FFFFFF,X C2/651D: FF FF FF FF SBC $FFFFFF,X C2/6521: FF FF FF FF SBC $FFFFFF,X C2/6525: FF FF FF FF SBC $FFFFFF,X C2/6529: FF FF FF FF SBC $FFFFFF,X C2/652D: FF FF FF FF SBC $FFFFFF,X C2/6531: FF FF FF FF SBC $FFFFFF,X C2/6535: FF FF FF FF SBC $FFFFFF,X C2/6539: FF FF FF FF SBC $FFFFFF,X C2/653D: FF FF FF FF SBC $FFFFFF,X C2/6541: FF FF FF FF SBC $FFFFFF,X C2/6545: FF FF FF FF SBC $FFFFFF,X C2/6549: FF FF FF FF SBC $FFFFFF,X C2/654D: FF FF FF FF SBC $FFFFFF,X C2/6551: FF FF FF FF SBC $FFFFFF,X C2/6555: FF FF FF FF SBC $FFFFFF,X C2/6559: FF FF FF FF SBC $FFFFFF,X C2/655D: FF FF FF FF SBC $FFFFFF,X C2/6561: FF FF FF FF SBC $FFFFFF,X C2/6565: FF FF FF FF SBC $FFFFFF,X C2/6569: FF FF FF FF SBC $FFFFFF,X C2/656D: FF FF FF FF SBC $FFFFFF,X C2/6571: FF FF FF FF SBC $FFFFFF,X C2/6575: FF FF FF FF SBC $FFFFFF,X C2/6579: FF FF FF FF SBC $FFFFFF,X C2/657D: FF FF FF FF SBC $FFFFFF,X C2/6581: FF FF FF FF SBC $FFFFFF,X C2/6585: FF FF FF FF SBC $FFFFFF,X C2/6589: FF FF FF FF SBC $FFFFFF,X C2/658D: FF FF FF FF SBC $FFFFFF,X C2/6591: FF FF FF FF SBC $FFFFFF,X C2/6595: FF FF FF FF SBC $FFFFFF,X C2/6599: FF FF FF FF SBC $FFFFFF,X C2/659D: FF FF FF FF SBC $FFFFFF,X C2/65A1: FF FF FF FF SBC $FFFFFF,X C2/65A5: FF FF FF FF SBC $FFFFFF,X C2/65A9: FF FF FF FF SBC $FFFFFF,X C2/65AD: FF FF FF FF SBC $FFFFFF,X C2/65B1: FF FF FF FF SBC $FFFFFF,X C2/65B5: FF FF FF FF SBC $FFFFFF,X C2/65B9: FF FF FF FF SBC $FFFFFF,X C2/65BD: FF FF FF FF SBC $FFFFFF,X C2/65C1: FF FF FF FF SBC $FFFFFF,X C2/65C5: FF FF FF FF SBC $FFFFFF,X C2/65C9: FF FF FF FF SBC $FFFFFF,X C2/65CD: FF FF FF FF SBC $FFFFFF,X C2/65D1: FF FF FF FF SBC $FFFFFF,X C2/65D5: FF FF FF FF SBC $FFFFFF,X C2/65D9: FF FF FF FF SBC $FFFFFF,X C2/65DD: FF FF FF FF SBC $FFFFFF,X C2/65E1: FF FF FF FF SBC $FFFFFF,X C2/65E5: FF FF FF FF SBC $FFFFFF,X C2/65E9: FF FF FF FF SBC $FFFFFF,X C2/65ED: FF FF FF FF SBC $FFFFFF,X C2/65F1: FF FF FF FF SBC $FFFFFF,X C2/65F5: FF FF FF FF SBC $FFFFFF,X C2/65F9: FF FF FF FF SBC $FFFFFF,X C2/65FD: FF FF FF FF SBC $FFFFFF,X C2/6601: FF FF FF FF SBC $FFFFFF,X C2/6605: FF FF FF FF SBC $FFFFFF,X C2/6609: FF FF FF FF SBC $FFFFFF,X C2/660D: FF FF FF FF SBC $FFFFFF,X C2/6611: FF FF FF FF SBC $FFFFFF,X C2/6615: FF FF FF FF SBC $FFFFFF,X C2/6619: FF FF FF FF SBC $FFFFFF,X C2/661D: FF FF FF FF SBC $FFFFFF,X C2/6621: FF FF FF FF SBC $FFFFFF,X C2/6625: FF FF FF FF SBC $FFFFFF,X C2/6629: FF FF FF FF SBC $FFFFFF,X C2/662D: FF FF FF FF SBC $FFFFFF,X C2/6631: FF FF FF FF SBC $FFFFFF,X C2/6635: FF FF FF FF SBC $FFFFFF,X C2/6639: FF FF FF FF SBC $FFFFFF,X C2/663D: FF FF FF FF SBC $FFFFFF,X C2/6641: FF FF FF FF SBC $FFFFFF,X C2/6645: FF FF FF FF SBC $FFFFFF,X C2/6649: FF FF FF FF SBC $FFFFFF,X C2/664D: FF FF FF FF SBC $FFFFFF,X C2/6651: FF FF FF FF SBC $FFFFFF,X C2/6655: FF FF FF FF SBC $FFFFFF,X C2/6659: FF FF FF FF SBC $FFFFFF,X C2/665D: FF FF FF FF SBC $FFFFFF,X C2/6661: FF FF FF FF SBC $FFFFFF,X C2/6665: FF FF FF FF SBC $FFFFFF,X C2/6669: FF FF FF FF SBC $FFFFFF,X C2/666D: FF FF FF FF SBC $FFFFFF,X C2/6671: FF FF FF FF SBC $FFFFFF,X C2/6675: FF FF FF FF SBC $FFFFFF,X C2/6679: FF FF FF FF SBC $FFFFFF,X C2/667D: FF FF FF FF SBC $FFFFFF,X C2/6681: FF FF FF FF SBC $FFFFFF,X C2/6685: FF FF FF FF SBC $FFFFFF,X C2/6689: FF FF FF FF SBC $FFFFFF,X C2/668D: FF FF FF FF SBC $FFFFFF,X C2/6691: FF FF FF FF SBC $FFFFFF,X C2/6695: FF FF FF FF SBC $FFFFFF,X C2/6699: FF FF FF FF SBC $FFFFFF,X C2/669D: FF FF FF FF SBC $FFFFFF,X C2/66A1: FF FF FF FF SBC $FFFFFF,X C2/66A5: FF FF FF FF SBC $FFFFFF,X C2/66A9: FF FF FF FF SBC $FFFFFF,X C2/66AD: FF FF FF FF SBC $FFFFFF,X C2/66B1: FF FF FF FF SBC $FFFFFF,X C2/66B5: FF FF FF FF SBC $FFFFFF,X C2/66B9: FF FF FF FF SBC $FFFFFF,X C2/66BD: FF FF FF FF SBC $FFFFFF,X C2/66C1: FF FF FF FF SBC $FFFFFF,X C2/66C5: FF FF FF FF SBC $FFFFFF,X C2/66C9: FF FF FF FF SBC $FFFFFF,X C2/66CD: FF FF FF FF SBC $FFFFFF,X C2/66D1: FF FF FF FF SBC $FFFFFF,X C2/66D5: FF FF FF FF SBC $FFFFFF,X C2/66D9: FF FF FF FF SBC $FFFFFF,X C2/66DD: FF FF FF FF SBC $FFFFFF,X C2/66E1: FF FF FF FF SBC $FFFFFF,X C2/66E5: FF FF FF FF SBC $FFFFFF,X C2/66E9: FF FF FF FF SBC $FFFFFF,X C2/66ED: FF FF FF FF SBC $FFFFFF,X C2/66F1: FF FF FF FF SBC $FFFFFF,X C2/66F5: FF FF FF FF SBC $FFFFFF,X C2/66F9: FF FF FF FF SBC $FFFFFF,X C2/66FD: FF FF FF FF SBC $FFFFFF,X C2/6701: FF FF FF FF SBC $FFFFFF,X C2/6705: FF FF FF FF SBC $FFFFFF,X C2/6709: FF FF FF FF SBC $FFFFFF,X C2/670D: FF FF FF FF SBC $FFFFFF,X C2/6711: FF FF FF FF SBC $FFFFFF,X C2/6715: FF FF FF FF SBC $FFFFFF,X C2/6719: FF FF FF FF SBC $FFFFFF,X C2/671D: FF FF FF FF SBC $FFFFFF,X C2/6721: FF FF FF FF SBC $FFFFFF,X C2/6725: FF FF FF FF SBC $FFFFFF,X C2/6729: FF FF FF FF SBC $FFFFFF,X C2/672D: FF FF FF FF SBC $FFFFFF,X C2/6731: FF FF FF FF SBC $FFFFFF,X C2/6735: FF FF FF FF SBC $FFFFFF,X C2/6739: FF FF FF FF SBC $FFFFFF,X C2/673D: FF FF FF FF SBC $FFFFFF,X C2/6741: FF FF FF FF SBC $FFFFFF,X C2/6745: FF FF FF FF SBC $FFFFFF,X C2/6749: FF FF FF FF SBC $FFFFFF,X C2/674D: FF FF FF FF SBC $FFFFFF,X C2/6751: FF FF FF FF SBC $FFFFFF,X C2/6755: FF FF FF FF SBC $FFFFFF,X C2/6759: FF FF FF FF SBC $FFFFFF,X C2/675D: FF FF FF FF SBC $FFFFFF,X C2/6761: FF FF FF FF SBC $FFFFFF,X C2/6765: FF FF FF FF SBC $FFFFFF,X C2/6769: FF FF FF FF SBC $FFFFFF,X C2/676D: FF FF FF FF SBC $FFFFFF,X C2/6771: FF FF FF FF SBC $FFFFFF,X C2/6775: FF FF FF FF SBC $FFFFFF,X C2/6779: FF FF FF FF SBC $FFFFFF,X C2/677D: FF FF FF FF SBC $FFFFFF,X C2/6781: FF FF FF FF SBC $FFFFFF,X C2/6785: FF FF FF FF SBC $FFFFFF,X C2/6789: FF FF FF FF SBC $FFFFFF,X C2/678D: FF FF FF FF SBC $FFFFFF,X C2/6791: FF FF FF FF SBC $FFFFFF,X C2/6795: FF FF FF FF SBC $FFFFFF,X C2/6799: FF FF FF FF SBC $FFFFFF,X C2/679D: FF FF FF FF SBC $FFFFFF,X C2/67A1: FF FF FF FF SBC $FFFFFF,X C2/67A5: FF FF FF FF SBC $FFFFFF,X C2/67A9: FF FF FF FF SBC $FFFFFF,X C2/67AD: FF FF FF FF SBC $FFFFFF,X C2/67B1: FF FF FF FF SBC $FFFFFF,X C2/67B5: FF FF FF FF SBC $FFFFFF,X C2/67B9: FF FF FF FF SBC $FFFFFF,X C2/67BD: FF FF FF FF SBC $FFFFFF,X C2/67C1: FF FF FF FF SBC $FFFFFF,X C2/67C5: FF FF FF FF SBC $FFFFFF,X C2/67C9: FF FF FF FF SBC $FFFFFF,X C2/67CD: FF FF FF FF SBC $FFFFFF,X C2/67D1: FF FF FF FF SBC $FFFFFF,X C2/67D5: FF FF FF FF SBC $FFFFFF,X C2/67D9: FF FF FF FF SBC $FFFFFF,X C2/67DD: FF FF FF FF SBC $FFFFFF,X C2/67E1: FF FF FF FF SBC $FFFFFF,X C2/67E5: FF FF FF FF SBC $FFFFFF,X C2/67E9: FF FF FF FF SBC $FFFFFF,X C2/67ED: FF FF FF FF SBC $FFFFFF,X C2/67F1: FF FF FF FF SBC $FFFFFF,X C2/67F5: FF FF FF FF SBC $FFFFFF,X C2/67F9: FF FF FF FF SBC $FFFFFF,X C2/67FD: FF FF FF C2/6800: 4C C2/6801: 13 68 ORA ($68,S),Y C2/6803: 4C 0C 68 JMP $680C C2/6806: 4C 1A 68 JMP $681A C2/6809: 4C 21 68 JMP $6821 C2/680C: 20 28 68 JSR $6828 C2/680F: 5C 00 50 7E JMP $7E5000 C2/6813: 20 28 68 JSR $6828 C2/6816: 5C 03 50 7E JMP $7E5003 C2/681A: 20 28 68 JSR $6828 C2/681D: 5C 06 50 7E JMP $7E5006 C2/6821: 20 28 68 JSR $6828 C2/6824: 5C 09 50 7E JMP $7E5009 C2/6828: 08 PHP C2/6829: C2 30 REP #$30 C2/682B: 48 PHA C2/682C: DA PHX C2/682D: 5A PHY C2/682E: 8B PHB C2/682F: 0B PHD C2/6830: C2 10 REP #$10 C2/6832: E2 20 SEP #$20 C2/6834: A9 00 48 LDA #$4800 C2/6837: AB PLB C2/6838: A2 00 LDX #$00 C2/683A: 00 DA BRK $DA C2/683C: 2B PLD C2/683D: A2 00 LDX #$00 C2/683F: 00 86 BRK $86 C2/6841: 00 A9 BRK $A9 C2/6843: 7E 8D 83 ROR $838D,X C2/6846: 21 A0 AND ($A0,X) C2/6848: 6C 68 84 JMP ($8468) C2/684B: F3 A9 SBC ($A9,S),Y C2/684D: C2 85 REP #$85 C2/684F: F5 A0 SBC $A0,X C2/6851: 00 50 BRK $50 C2/6853: 84 F6 STY $F6 C2/6855: A9 7E 85 LDA #$857E C2/6858: F8 SED C2/6859: 8B PHB C2/685A: A9 7E 48 LDA #$487E C2/685D: AB PLB C2/685E: 22 6D FF C2 JSR $C2FF6D C2/6862: AB PLB C2/6863: C2 30 REP #$30 C2/6865: 2B PLD C2/6866: AB PLB C2/6867: 7A PLY C2/6868: FA PLX C2/6869: 68 PLA C2/686A: 28 PLP C2/686B: 60 RTS C2/686C: F4 21 FF PEA $FF21 C2/686F: 4C 0C 50 JMP $500C C2/6872: 4C F3 57 JMP $57F3 C2/6875: 4C C4 FF JMP $FFC4 C2/6878: 69 4C F2 ADC #$F24C C2/687B: 6C 08 C2 JMP ($C208) C2/687E: 30 48 BMI $68C8 C2/6880: FF DA 5A 8B SBC $8B5ADA,X C2/6884: 0B PHD C2/6885: 20 2F 50 JSR $502F C2/6888: 20 FF 7F JSR $7FFF C2/688B: 50 20 BVC $68AD C2/688D: F7 50 SBC [$50],Y C2/688F: 20 A8 50 JSR $50A8 C2/6892: FF 20 43 50 SBC $504320,X C2/6896: 20 4E 50 JSR $504E C2/6899: C2 30 REP #$30 C2/689B: FF 2B AB 7A SBC $7AAB2B,X C2/689F: FA PLX C2/68A0: 68 PLA C2/68A1: 28 PLP C2/68A2: 6B RTL C2/68A3: E2 FF SEP #$FF C2/68A5: 20 A9 7E JSR $7EA9 C2/68A8: 48 PHA C2/68A9: AB PLB C2/68AA: A2 00 LDX #$00 C2/68AC: 00 FB BRK $FB C2/68AE: DA PHX C2/68AF: 2B PLD C2/68B0: 13 00 ORA ($00,S),Y C2/68B2: 86 00 STX $00 C2/68B4: 20 62 50 JSR $5062 C2/68B7: FF 60 A9 F0 SBC $F0A960,X C2/68BB: 8F 00 13 00 STA $001300 C2/68BF: 22 FF 04 00 JSR $0004FF C2/68C3: C5 60 CMP $60 C2/68C5: A9 8F 8F LDA #$8F8F C2/68C8: 00 FF BRK $FF C2/68CA: 21 00 AND ($00,X) C2/68CC: 7B TDC C2/68CD: 8F 00 42 00 STA $004200 C2/68D1: 8F FD 0B 35 STA $350BFD C2/68D5: 00 0C BRK $0C C2/68D7: 42 00 WDM $00 C2/68D9: 60 RTS C2/68DA: A9 5C FF LDA #$FF5C C2/68DD: 8D 00 15 STA $1500 C2/68E0: 8D 04 15 STA $1504 C2/68E3: A2 33 LDX #$33 C2/68E5: FF 72 8E 01 SBC $018E72,X C2/68E9: 15 A2 ORA $A2,X C2/68EB: 64 72 STZ $72 C2/68ED: 8E FF 05 STX $05FF C2/68F0: 15 A9 ORA $A9,X C2/68F2: 7E 8D 03 ROR $038D,X C2/68F5: 15 8D ORA $8D,X C2/68F7: FF 07 15 60 SBC $601507,X C2/68FB: 20 11 77 JSR $7711 C2/68FE: 7B TDC C2/68FF: 20 FF 93 JSR $93FF C2/6902: 50 20 BVC $6924 C2/6904: 15 78 ORA $78,X C2/6906: 20 4F 78 JSR $784F C2/6909: FF 20 85 74 SBC $748520,X C2/690D: 20 FA 78 JSR $78FA C2/6910: 60 RTS C2/6911: 8F DF 02 13 STA $1302DF C2/6915: 00 A9 BRK $A9 C2/6917: 10 23 BPL $693C C2/6919: 08 PHP C2/691A: A9 02 FB LDA #$FB02 C2/691D: 8F 01 25 20 STA $202501 C2/6921: 7B TDC C2/6922: A5 19 LDA $19 C2/6924: 30 18 BMI $693E C2/6926: FF 0A AA FC SBC $FCAA0A,X C2/692A: DF 50 A5 06 CMP $06A550,X C2/692E: 89 FF 80 BIT #$80FF C2/6931: D0 08 BNE $693B C2/6933: 20 0F 75 JSR $750F C2/6936: 20 FD FF JSR $FFFD C2/6939: 71 80 ADC ($80),Y C2/693B: E8 INX C2/693C: A9 FF 8D LDA #$8DFF C2/693F: 00 02 BRK $02 C2/6941: FF A0 0F 00 SBC $000FA0,X C2/6945: 84 15 STY $15 C2/6947: A9 00 A0 LDA #$A000 C2/694A: FF A0 55 20 SBC $2055A0,X C2/694E: DC 74 A4 JMP [$A474] C2/6951: 15 F0 ORA $F0,X C2/6953: FE 95 28 INC $2895,X C2/6956: F4 60 AE PEA $AE60 C2/6959: 51 80 EOR ($80),Y C2/695B: 52 97 EOR ($97) C2/695D: FF 52 A6 52 SBC $52A652,X C2/6961: E0 52 CPX #$52 C2/6963: EC 52 3F CPX $3F52 C2/6966: FF 53 77 53 SBC $537753,X C2/696A: 8A TXA C2/696B: 53 9C EOR ($9C,S),Y C2/696D: 53 B5 EOR ($B5,S),Y C2/696F: D7 53 CMP [$53],Y C2/6971: BC 53 86 LDY $8653,X C2/6974: 08 PHP C2/6975: 0D 8B 00 ORA $008B C2/6978: 31 51 AND ($51),Y C2/697A: FA PLX C2/697B: 96 20 STX $20,Y C2/697D: EE A3 B0 INC $B0A3 C2/6980: 7B TDC C2/6981: A8 TAY C2/6982: 85 19 STA $19 C2/6984: 84 F7 STY $F7 C2/6986: 25 84 AND $84 C2/6988: 27 6A AND [$6A] C2/698A: 08 PHP C2/698B: 4E 50 60 LSR $6050 C2/698E: 55 FF EOR $FF,X C2/6990: 51 A5 EOR ($A5),Y C2/6992: 51 00 EOR ($00),Y C2/6994: 00 63 BRK $63 C2/6996: 10 BD BPL $6955 C2/6998: DF 77 00 00 CMP $000077,X C2/699C: FF 7F 1B 99 SBC $991B7F,X C2/69A0: 20 06 FF JSR $FF06 C2/69A3: 53 A2 EOR ($A2,S),Y C2/69A5: 00 30 BRK $30 C2/69A7: A0 65 LDY #$65 C2/69A9: 74 20 STZ $20,X C2/69AB: AF 24 73 A2 LDA $A27324 C2/69AF: 20 38 31 JSR $3138 C2/69B2: 31 42 AND ($42),Y C2/69B4: 39 43 BF AND $BF43,Y C2/69B7: 7B TDC C2/69B8: A9 01 20 LDA #$2001 C2/69BB: 3A DEC C2/69BC: 73 36 ADC ($36,S),Y C2/69BE: 09 45 D9 ORA #$D945 C2/69C1: 74 57 STZ $57,X C2/69C3: 19 40 01 ORA $0140,Y C2/69C6: 35 51 AND $51,X C2/69C8: 57 11 EOR [$11],Y C2/69CA: A0 00 LDY #$00 C2/69CC: FF 01 84 25 SBC $258401,X C2/69D0: A0 2C LDY #$2C C2/69D2: 01 84 ORA ($84,X) C2/69D4: 15 FF ORA $FF,X C2/69D6: E6 19 INC $19 C2/69D8: A9 0F 85 LDA #$850F C2/69DB: 32 60 AND ($60) C2/69DD: A4 FF LDY $FF C2/69DF: 15 D0 ORA $D0,X C2/69E1: 04 A9 TSB $A9 C2/69E3: FF 85 19 60 SBC $601985,X C2/69E7: 16 48 ASL $48,X C2/69E9: 09 63 7B ORA #$7B63 C2/69EC: 3C 09 40 BIT $4009,X C2/69EF: 53 09 EOR ($09,S),Y C2/69F1: 3C 09 37 BIT $3709,X C2/69F4: 49 55 C3 EOR #$C355 C2/69F7: 91 11 STA ($11),Y C2/69F9: C0 38 29 CPY #$2938 C2/69FC: 40 RTI C2/69FD: 38 SEC C2/69FE: 29 60 38 AND #$3860 C2/6A01: 29 E5 E0 AND #$E0E5 C2/6A04: 38 SEC C2/6A05: 29 A0 38 AND #$38A0 C2/6A08: 29 B1 01 AND #$01B1 C2/6A0B: 03 7C ORA $7C,S C2/6A0D: A9 09 04 LDA #$0409 C2/6A10: 59 09 BA EOR $BA09,Y C2/6A13: 01 23 ORA ($23,X) C2/6A15: E2 21 SEP #$21 C2/6A17: C3 01 CMP $01,S C2/6A19: EC 29 CC CPX $CC29 C2/6A1C: 01 D9 ORA ($D9,X) C2/6A1E: 43 E2 EOR $E2,S C2/6A20: 21 D5 AND ($D5,X) C2/6A22: 01 E3 ORA ($E3,X) C2/6A24: 7B TDC C2/6A25: E3 11 SBC $11,S C2/6A27: A9 01 1B LDA #$1B01 C2/6A2A: A0 39 LDY #$39 C2/6A2C: AC 08 A0 LDY $A008 C2/6A2F: 3C A5 00 BIT $00A5,X C2/6A32: 7C 19 14 JMP ($1419,X) C2/6A35: 02 FD COP $FD C2/6A37: C8 INY C2/6A38: AC 08 C2 LDY $C208 C2/6A3B: 20 A9 40 JSR $40A9 C2/6A3E: 30 9D BMI $69DD C2/6A40: 53 01 EOR ($01,S),Y C2/6A42: 37 0D AND [$0D],Y C2/6A44: 00 28 BRK $28 C2/6A46: 3A DEC C2/6A47: 60 RTS C2/6A48: 33 72 AND ($72,S),Y C2/6A4A: C0 33 1A CPY #$1A33 C2/6A4D: 7E 82 09 ROR $0982,X C2/6A50: 12 E6 ORA ($E6) C2/6A52: 19 A0 43 ORA $43A0,Y C2/6A55: 04 A6 TSB $A6 C2/6A57: 00 97 BRK $97 C2/6A59: FF 8F 05 73 SBC $73058F,X C2/6A5D: 00 FF BRK $FF C2/6A5F: 61 00 ADC ($00,X) C2/6A61: 82 09 0A BRL $C0746D C2/6A64: 9F 20 97 78 STA $789720,X C2/6A68: A0 1E LDY #$1E C2/6A6A: 1E 12 82 ASL $8212,X C2/6A6D: 09 35 66 ORA #$6635 C2/6A70: A8 TAY C2/6A71: 00 C5 BRK $C5 C2/6A73: 53 AD EOR ($AD,S),Y C2/6A75: 00 A8 BRK $A8 C2/6A77: 00 31 BRK $31 C2/6A79: 54 8D 1A MVN $8D,$1A C2/6A7C: 79 AF 94 ADC $94AF,Y C2/6A7F: 0A ASL C2/6A80: 36 09 ROL $09,X C2/6A82: 83 7B STA $7B,S C2/6A84: A9 02 64 LDA #$6402 C2/6A87: 21 4D AND ($4D,X) C2/6A89: A3 56 LDA $56,S C2/6A8B: 19 A0 4A ORA $4AA0,Y C2/6A8E: 79 11 82 ADC $8211,Y C2/6A91: 09 07 62 ORA #$6207 C2/6A94: 02 F1 COP $F1 C2/6A96: F0 A5 BEQ $6A3D C2/6A98: 00 82 BRK $82 C2/6A9A: 09 7B 01 ORA #$017B C2/6A9D: A0 C0 LDY #$C0 C2/6A9F: 03 84 ORA $84,S C2/6AA1: D1 15 CMP ($15),Y C2/6AA3: 33 09 AND ($09,S),Y C2/6AA5: 52 19 EOR ($19) C2/6AA7: E4 09 CPX $09 C2/6AA9: 60 RTS C2/6AAA: A8 TAY C2/6AAB: 00 DB BRK $DB C2/6AAD: 76 BE ROR $BE,X C2/6AAF: 2C 1A 5C BIT $5C1A C2/6AB2: 7A PLY C2/6AB3: 9D 00 35 STA $3500,X C2/6AB6: 0D 00 40 ORA $4000 C2/6AB9: FF 9D 01 33 SBC $33019D,X C2/6ABD: A9 A0 9D LDA #$9DA0 C2/6AC0: 01 34 ORA ($34,X) C2/6AC2: 4A LSR C2/6AC3: E4 42 CPX $42 C2/6AC5: 5F F0 22 90 EOR $9022F0,X C2/6AC9: F8 SED C2/6ACA: 2A ROL C2/6ACB: 82 09 33 BRL $C09DD7 C2/6ACE: 62 02 0E PER $C078D3 C2/6AD1: 73 01 ADC ($01,S),Y C2/6AD3: 15 A2 ORA $A2,X C2/6AD5: 00 8E BRK $8E C2/6AD7: 09 A6 22 ORA #$22A6 C2/6ADA: 2A ROL C2/6ADB: 13 E4 ORA ($E4,S),Y C2/6ADD: 11 C4 ORA ($C4),Y C2/6ADF: 37 01 AND [$01],Y C2/6AE1: 2C 03 08 BIT $0803 C2/6AE4: 64 21 STZ $21 C2/6AE6: 42 23 WDM $23 C2/6AE8: 82 09 0E BRL $C078F4 C2/6AEB: A9 EB 40 LDA #$40EB C2/6AEE: 04 20 TSB $20 C2/6AF0: 0B PHD C2/6AF1: 01 A5 ORA ($A5,X) C2/6AF3: 00 20 BRK $20 C2/6AF5: BD 5C FE LDA $FE5C,X C2/6AF8: 82 09 0D BRL $C07804 C2/6AFB: E6 19 INC $19 C2/6AFD: 64 31 STZ $31 C2/6AFF: A9 80 CF LDA #$CF80 C2/6B02: 85 33 STA $33 C2/6B04: A0 A0 LDY #$A0 C2/6B06: D2 02 CMP ($02) C2/6B08: 82 09 08 BRL $C07314 C2/6B0B: A0 FD LDY #$FD C2/6B0D: E0 B8 CPX #$B8 C2/6B0F: 1A INC C2/6B10: A5 18 LDA $18 C2/6B12: 29 03 D0 AND #$D003 C2/6B15: 06 2F ASL $2F C2/6B17: C2 20 REP #$20 C2/6B19: E6 27 INC $27 C2/6B1B: 5B TCD C2/6B1C: 1A INC C2/6B1D: 02 81 COP $81 C2/6B1F: 02 87 COP $87 C2/6B21: 09 FD 7B ORA #$7BFD C2/6B24: A0 00 LDY #$00 C2/6B26: 60 RTS C2/6B27: AA TAX C2/6B28: 7C C9 53 JMP ($53C9,X) C2/6B2B: CD FF 53 CMP $53FF C2/6B2E: D5 53 CMP $53,X C2/6B30: A6 1D LDX $1D C2/6B32: FE 00 3A INC $3A00,X C2/6B35: FF 9E 01 37 SBC $37019E,X C2/6B39: A5 33 LDA $33 C2/6B3B: 30 56 BMI $6B93 C2/6B3D: A6 FF LDX $FF C2/6B3F: 1D 7B A8 ORA $A87B,X C2/6B42: 9E 01 38 STZ $3801,X C2/6B45: A6 1D LDX $1D C2/6B47: FF BD 01 37 SBC $3701BD,X C2/6B4B: 18 CLC C2/6B4C: 7D 01 38 ADC $3801,X C2/6B4F: 20 FF A5 JSR $A5FF C2/6B52: 54 48 AF MVN $48,$AF C2/6B55: 12 42 ORA ($42) C2/6B57: 00 29 BRK $29 C2/6B59: 7F 40 F0 F8 ADC $F8F040,X C2/6B5D: A9 08 8F LDA #$8F08 C2/6B60: 1B TCS C2/6B61: 30 08 BMI $6B6B C2/6B63: BE D6 03 LDX $03D6,Y C2/6B66: 68 PLA C2/6B67: 8F 1C 21 00 STA $00211C C2/6B6B: DF 0B A6 FF CMP $FFA60B,X C2/6B6F: 1D C2 20 ORA $20C2,X C2/6B72: AF 35 21 00 LDA $002135 C2/6B76: 99 EF 80 STA $80EF,Y C2/6B79: 41 E2 EOR ($E2,X) C2/6B7B: 20 BE 0B JSR $0BBE C2/6B7E: 38 SEC C2/6B7F: 18 CLC C2/6B80: 69 DF 04 ADC #$04DF C2/6B83: 9D 01 38 STA $3801,X C2/6B86: C8 INY C2/6B87: FF 03 C0 C0 SBC $C0C003,X C2/6B8B: FF 00 D0 B6 SBC $B6D000,X C2/6B8F: FE 01 37 INC $3701,X C2/6B92: 38 SEC C2/6B93: 60 RTS C2/6B94: FD 18 A2 SBC $A218,X C2/6B97: 03 35 ORA $35,S C2/6B99: 54 39 54 MVN $39,$54 C2/6B9C: 41 54 EOR ($54,X) C2/6B9E: D6 AB DEC $AB,X C2/6BA0: 1B TCS C2/6BA1: 00 39 BRK $39 C2/6BA3: B3 03 LDA ($03,S),Y C2/6BA5: 5B TCD C2/6BA6: B7 0B LDA [$0B],Y C2/6BA8: A9 10 F4 LDA #$F410 C2/6BAB: FC 03 BE JSR ($BE03,X) C2/6BAE: 9B TXY C2/6BAF: 0A ASL C2/6BB0: D5 C3 CMP $C3,X C2/6BB2: 00 45 BRK $45 C2/6BB4: 99 02 F5 STA $F502,Y C2/6BB7: 45 F2 EOR $F2 C2/6BB9: 93 B3 STA ($B3,S),Y C2/6BBB: 08 PHP C2/6BBC: 24 18 BIT $18 C2/6BBE: 69 40 EB ADC #$EB40 C2/6BC1: FF A5 00 EB SBC $EB00A5,X C2/6BC5: AA TAX C2/6BC6: BF 6D FE C2 LDA $C2FE6D,X C2/6BCA: BE A2 03 LDX $03A2,Y C2/6BCD: B3 54 LDA ($54,S),Y C2/6BCF: B7 54 LDA [$54],Y C2/6BD1: C1 16 CMP ($16,X) C2/6BD3: 1C A9 FB TRB $FBA9 C2/6BD6: 01 9D ORA ($9D,X) C2/6BD8: 1D 04 18 ORA $1804,X C2/6BDB: 29 01 F0 AND #$F001 C2/6BDE: 0F DE BE 03 ORA $03BEDE C2/6BE2: 00 39 BRK $39 C2/6BE4: C9 40 B2 CMP #$B240 C2/6BE7: 00 DA BRK $DA C2/6BE9: 54 F7 FE MVN $F7,$FE C2/6BEC: 00 39 BRK $39 C2/6BEE: 0B PHD C2/6BEF: 0C A9 40 TSB $40A9 C2/6BF2: 8F 05 DD 42 STA $42DD05 C2/6BF6: 31 00 AND ($00),Y C2/6BF8: 04 42 TSB $42 C2/6BFA: 00 A7 BRK $A7 C2/6BFC: 04 8F TSB $8F C2/6BFE: 06 F7 ASL $F7 C2/6C00: 42 00 WDM $00 C2/6C02: EA NOP C2/6C03: CA DEX C2/6C04: 0C 64 F2 TSB $F264 C2/6C07: A0 FC LDY #$FC C2/6C09: FF 00 64 E2 SBC $E26400,X C2/6C0D: 64 E9 STZ $E9 C2/6C0F: 64 EA STZ $EA C2/6C11: AF 7F 15 42 LDA $42157F C2/6C15: 00 85 BRK $85 C2/6C17: E8 INX C2/6C18: AF 14 DC 04 LDA $04DC14 C2/6C1C: FD E7 A7 SBC $A7E7,X C2/6C1F: 04 C5 TSB $C5 C2/6C21: E2 90 SEP #$90 C2/6C23: 02 80 COP $80 C2/6C25: 07 FE ORA [$FE] C2/6C27: 2F 02 00 01 AND $010002 C2/6C2B: 80 0C BRA $6C39 C2/6C2D: 7B TDC C2/6C2E: A5 EA LDA $EA C2/6C30: FF 38 E5 E2 SBC $E2E538,X C2/6C34: C2 20 REP #$20 C2/6C36: 49 FF FF EOR #$FFFF C2/6C39: FF 1A 99 FA SBC $FA991A,X C2/6C3D: 3D A5 E7 AND $E7A5,X C2/6C40: 18 CLC C2/6C41: 65 FF ADC $FF C2/6C43: E9 85 E9 SBC #$E985 C2/6C46: E2 20 SEP #$20 C2/6C48: E6 E2 INC $E2 C2/6C4A: 88 DEY C2/6C4B: F6 10 INC $10,X C2/6C4D: 05 D0 ORA $D0 C2/6C4F: D0 A2 BNE $6BF3 C2/6C51: 03 3D ORA $3D,S C2/6C53: 55 41 EOR $41,X C2/6C55: 55 FF EOR $FF,X C2/6C57: 59 55 A0 EOR $A055,Y C2/6C5A: FF FF 84 10 SBC $1084FF,X C2/6C5E: A0 FF LDY #$FF C2/6C60: 40 RTI C2/6C61: 00 84 BRK $84 C2/6C63: 0E A9 7F ASL $7FA9 C2/6C66: 85 14 STA $14 C2/6C68: F2 5F SBC ($5F) C2/6C6A: 0B PHD C2/6C6B: 27 AB AND [$AB] C2/6C6D: 13 86 ORA ($86,S),Y C2/6C6F: 13 36 ORA ($36,S),Y C2/6C71: C2 20 REP #$20 C2/6C73: A5 FF LDA $FF C2/6C75: 27 C9 AND [$C9] C2/6C77: 1F 01 F0 2F ORA $2FF001,X C2/6C7B: C9 00 FF CMP #$FF00 C2/6C7E: 01 B0 ORA ($B0,X) C2/6C80: 24 29 BIT $29 C2/6C82: 07 00 ORA [$00] C2/6C84: D0 1F BNE $6CA5 C2/6C86: FF A5 27 38 SBC $3827A5,X C2/6C8A: E9 08 00 SBC #$0008 C2/6C8D: 29 F8 FF AND #$FFF8 C2/6C90: FF 0A 0A 0A SBC $0A0A0A,X C2/6C94: 18 CLC C2/6C95: 69 C0 23 ADC #$23C0 C2/6C98: DB STP C2/6C99: 85 12 STA $12 C2/6C9B: 50 45 BVC $6CE2 C2/6C9D: 85 10 STA $10 C2/6C9F: 8E 0B 38 STX $380B C2/6CA2: 60 RTS C2/6CA3: F3 E2 SBC ($E2,S),Y C2/6CA5: 20 1F 15 JSR $151F C2/6CA8: 0D 0C A4 ORA $A40C C2/6CAB: 55 A8 EOR $A8,X C2/6CAD: 55 4B EOR $4B,X C2/6CAF: B2 55 LDA ($55) C2/6CB1: 95 1C STA $1C,X C2/6CB3: 0F F8 02 B0 ORA $B002F8 C2/6CB7: 00 0C BRK $0C C2/6CB9: BE 0B FF LDX $FF0B,Y C2/6CBC: 33 85 AND ($85,S),Y C2/6CBE: 32 DE AND ($DE) C2/6CC0: 01 33 ORA ($33,X) C2/6CC2: 38 SEC C2/6CC3: 60 RTS C2/6CC4: FA PLX C2/6CC5: 70 03 BVS $6CCA C2/6CC7: 32 0D AND ($0D) C2/6CC9: 0C CC 55 TSB $55CC C2/6CCC: D2 55 CMP ($55) C2/6CCE: EB XBA C2/6CCF: 73 55 ADC ($55,S),Y C2/6CD1: 20 B6 03 JSR $03B6 C2/6CD4: 97 0C STA [$0C],Y C2/6CD6: 80 9D BRA $6C75 C2/6CD8: 00 3C BRK $3C C2/6CDA: 05 F7 ORA $F7 C2/6CDC: A9 3E 56 LDA #$563E C2/6CDF: F1 12 SBC ($12),Y C2/6CE1: 20 5F 75 JSR $755F C2/6CE4: 38 SEC C2/6CE5: FD 60 A5 SBC $A560,X C2/6CE8: 0C 36 F0 TSB $F036 C2/6CEB: 17 C9 ORA [$C9],Y C2/6CED: 01 F0 ORA ($F0,X) C2/6CEF: BF 07 A6 1D LDA $1DA607,X C2/6CF3: DE 00 36 DEC $3600,X C2/6CF6: 9E 05 02 STZ $0205,X C2/6CF9: F7 A0 SBC [$A0],Y C2/6CFB: F9 56 AD SBC $AD56,Y C2/6CFE: 00 E6 BRK $E6 C2/6D00: 36 80 ROL $80,X C2/6D02: ED 7F BD SBC $BD7F C2/6D05: 01 3B ORA ($3B,X) C2/6D07: C9 FE D0 CMP #$D0FE C2/6D0A: 03 AD ORA $AD,S C2/6D0C: 03 AB ORA $AB,S C2/6D0E: C2 20 REP #$20 C2/6D10: C0 03 AA CPY #$AA03 C2/6D13: C2 05 REP #$05 C2/6D15: 75 C6 ADC $C6,X C2/6D17: 05 20 ORA $20 C2/6D19: F8 SED C2/6D1A: B5 0B LDA $0B,X C2/6D1C: B7 05 LDA [$05],Y C2/6D1E: 9A TXS C2/6D1F: 0C 3A 4C TSB $4C3A C2/6D22: DC 55 7B JMP [$7B55] C2/6D25: FF E6 34 A5 SBC $A534E6,X C2/6D29: 18 CLC C2/6D2A: 18 CLC C2/6D2B: 65 34 ADC $34 C2/6D2D: AA TAX C2/6D2E: FF BF 00 FD SBC $FD00BF,X C2/6D32: C0 60 23 CPY #$2360 C2/6D35: 7C 01 DF JMP ($DF01,X) C2/6D38: 59 56 02 EOR $0256,Y C2/6D3B: D9 56 1E CMP $1E56,Y C2/6D3E: 26 79 ROL $79 C2/6D40: 56 FF LSR $FF,X C2/6D42: 02 99 COP $99 C2/6D44: 56 03 LSR $03,X C2/6D46: B9 56 04 LDA $0456,Y C2/6D49: D9 FF 56 CMP $56FF,Y C2/6D4C: FE 63 10 INC $1063,X C2/6D4F: DE 66 5B DEC $5B66,X C2/6D52: 56 FF LSR $FF,X C2/6D54: B4 45 LDY $45,X C2/6D56: 2E 35 08 ROL $0835 C2/6D59: 31 E8 AND ($E8),Y C2/6D5B: 2C FF C7 BIT $C7FF C2/6D5E: 28 PLP C2/6D5F: A6 24 LDX $24 C2/6D61: A5 1C LDA $1C C2/6D63: 84 18 STY $18 C2/6D65: FF 64 14 63 SBC $631464,X C2/6D69: 10 BB BPL $6D26 C2/6D6B: 21 36 AND ($36,X) C2/6D6D: 11 FF ORA ($FF),Y C2/6D6F: 7F 73 00 00 ADC $000073,X C2/6D73: 39 52 D7 AND $D752,Y C2/6D76: 45 DF EOR $DF C2/6D78: 51 39 EOR ($39),Y C2/6D7A: EC 2C E7 CPX $E72C C2/6D7D: 44 16 85 MVP $16,$85 C2/6D80: 20 EF 84 JSR $84EF C2/6D83: 18 CLC C2/6D84: 84 14 STY $14 C2/6D86: 4D 2E 7B EOR $7B2E C2/6D89: 5A PHY C2/6D8A: 00 FF BRK $FF C2/6D8C: 00 94 BRK $94 C2/6D8E: 3D 53 35 AND $3553,X C2/6D91: EE 2C AA INC $AA2C C2/6D94: 1B TCS C2/6D95: 24 A5 BIT $A5 C2/6D97: 66 06 ROR $06 C2/6D99: 64 1C STZ $1C C2/6D9B: 4D 0E 89 EOR $890E C2/6D9E: 1E 51 0E ASL $0E51,X C2/6DA1: FF D6 45 00 SBC $0045D6,X C2/6DA5: 00 AA BRK $AA C2/6DA7: 20 A7 20 JSR $20A7 C2/6DAA: CF 85 1C 43 CMP $431C85 C2/6DAE: 18 CLC C2/6DAF: 89 2E 89 BIT #$892E C2/6DB2: 4E CC 24 LSR $24CC C2/6DB5: F8 SED C2/6DB6: 13 09 ORA ($09,S),Y C2/6DB8: B9 9E 51 LDA $519E,Y C2/6DBB: 0E 63 10 ASL $1063 C2/6DBE: AA TAX C2/6DBF: 7C FD 9F JMP ($9FFD,X) C2/6DC2: 56 01 LSR $01,X C2/6DC4: 57 36 EOR [$36],Y C2/6DC6: 57 AB EOR [$AB],Y C2/6DC8: 13 FE ORA ($FE,S),Y C2/6DCA: 05 29 ORA $29 C2/6DCC: 5F 03 F0 37 EOR $37F003,X C2/6DD0: 0A ASL C2/6DD1: AA TAX C2/6DD2: F1 05 SBC ($05),Y C2/6DD4: 46 DE LSR $DE C2/6DD6: 06 2E ASL $2E C2/6DD8: F1 12 SBC ($12),Y C2/6DDA: E2 20 SEP #$20 C2/6DDC: DA PHX C2/6DDD: FE 05 FA INC $FA05,X C2/6DE0: F8 SED C2/6DE1: 02 FB COP $FB C2/6DE3: 16 77 ASL $77,X C2/6DE5: 29 7F 69 AND #$697F C2/6DE8: 28 PLP C2/6DE9: 04 34 TSB $34 C2/6DEB: A6 1D LDX $1D C2/6DED: C4 05 CPY $05 C2/6DEF: BC BE 0B LDY $0BBE,X C2/6DF2: E9 05 F0 SBC #$F005 C2/6DF5: 05 20 ORA $20 C2/6DF7: 8D C6 05 STA $05C6 C2/6DFA: 18 CLC C2/6DFB: FF 60 00 00 SBC $000060,X C2/6DFF: 4E 57 66 LSR $6657 C2/6E02: 57 4E EOR [$4E],Y C2/6E04: FF 57 7F 57 SBC $577F57,X C2/6E08: 01 7E ORA ($7E,X) C2/6E0A: 57 01 EOR [$01],Y C2/6E0C: 84 6A STY $6A C2/6E0E: 2D 17 91 AND $9117 C2/6E11: 2D 17 9E AND $9E17 C2/6E14: 2D 0F FE AND $FE0F C2/6E17: AB PLB C2/6E18: 2D 17 D5 AND $D517 C2/6E1B: B0 2D BCS $6E4A C2/6E1D: 17 BD ORA [$BD],Y C2/6E1F: 2D 17 CA AND $CA17 C2/6E22: 3F 17 00 01 AND $010017,X C2/6E26: DF 08 00 4C CMP $4C0008,X C2/6E2A: 35 03 AND $03,X C2/6E2C: 24 07 BIT $07 C2/6E2E: 35 10 AND $10,X C2/6E30: FF 00 60 35 SBC $356000,X C2/6E34: 08 PHP C2/6E35: 10 62 BPL $6E99 C2/6E37: 35 03 AND $03,X C2/6E39: F7 08 SBC [$08],Y C2/6E3B: 00 64 BRK $64 C2/6E3D: 6A ROR C2/6E3E: 07 66 ORA [$66] C2/6E40: 35 08 AND $08,X C2/6E42: 20 D5 68 JSR $68D5 C2/6E45: 6E 0F 6A ROR $6A0F C2/6E48: 6A ROR C2/6E49: 07 6C ORA [$6C] C2/6E4B: 77 07 ADC [$07],Y C2/6E4D: 6E 35 FE ROR $FE35 C2/6E50: 5D 0F 75 EOR $750F,X C2/6E53: 03 10 ORA $10,S C2/6E55: 00 4E BRK $4E C2/6E57: 75 08 ADC $08,X C2/6E59: 97 00 STA [$00],Y C2/6E5B: 60 RTS C2/6E5C: 75 6B ADC $6B,X C2/6E5E: 07 75 ORA [$75] C2/6E60: 6F 0F 96 07 ADC $07960F C2/6E64: 66 A9 ROR $A9 C2/6E66: 75 78 ADC $78,X C2/6E68: 07 9A ORA [$9A] C2/6E6A: 0F 6A 96 07 ORA $07966A C2/6E6E: 6C A3 07 JMP ($07A3) C2/6E71: 6E FF 75 ROR $75FF C2/6E74: 40 RTI C2/6E75: A8 TAY C2/6E76: 40 RTI C2/6E77: 70 B0 BVS $6E29 C2/6E79: 48 PHA C2/6E7A: 68 PLA C2/6E7B: FF A8 70 68 SBC $6870A8,X C2/6E7F: 60 RTS C2/6E80: A8 TAY C2/6E81: 80 D0 BRA $6E53 C2/6E83: 88 DEY C2/6E84: FF 58 90 A8 SBC $A89058,X C2/6E88: 98 TYA C2/6E89: 88 DEY C2/6E8A: 50 58 BVC $6EE4 C2/6E8C: 70 FF BVS $6E8D C2/6E8E: 60 RTS C2/6E8F: 90 60 BCC $6EF1 C2/6E91: 10 78 BPL $6F0B C2/6E93: 08 PHP C2/6E94: C2 30 REP #$30 C2/6E96: FF 48 DA 5A SBC $5ADA48,X C2/6E9A: 8B PHB C2/6E9B: 0B PHD C2/6E9C: 20 2F 50 JSR $502F C2/6E9F: FF 20 13 58 SBC $581320,X C2/6EA3: 20 72 58 JSR $5872 C2/6EA6: 20 43 FD JSR $FD43 C2/6EA9: 50 0B BVC $6EB6 C2/6EAB: 01 C2 ORA ($C2,X) C2/6EAD: 30 2B BMI $6EDA C2/6EAF: AB PLB C2/6EB0: 7A PLY C2/6EB1: FA PLX C2/6EB2: 77 68 ADC [$68],Y C2/6EB4: 28 PLP C2/6EB5: 6B RTL C2/6EB6: 5D 00 20 EOR $2000,X C2/6EB9: 3C 58 69 BIT $6958,X C2/6EBC: 02 F2 COP $F2 C2/6EBE: 72 38 ADC ($38) C2/6EC0: 04 7D TSB $7D C2/6EC2: 28 PLP C2/6EC3: 64 38 STZ $38 C2/6EC5: FF 61 60 8B SBC $8B6061,X C2/6EC9: FF A9 00 48 SBC $4800A9,X C2/6ECD: AB PLB C2/6ECE: A9 03 8D LDA #$8D03 C2/6ED1: 01 FF ORA ($FF,X) C2/6ED3: 21 A6 AND ($A6,X) C2/6ED5: 00 8E BRK $8E C2/6ED7: 02 21 COP $21 C2/6ED9: A9 07 FF LDA #$FF07 C2/6EDC: 8D 05 21 STA $2105 C2/6EDF: A9 78 8D LDA #$8D78 C2/6EE2: 07 21 ORA [$21] C2/6EE4: FF A9 7C 8D SBC $8D7CA9,X C2/6EE8: 08 PHP C2/6EE9: 21 A9 AND ($A9,X) C2/6EEB: 74 8D STZ $8D,X C2/6EED: FF 09 21 8D SBC $8D2109,X C2/6EF1: 0A ASL C2/6EF2: 21 A9 AND ($A9,X) C2/6EF4: 22 8D FF 0B JSR $0BFF8D C2/6EF8: 21 A9 AND ($A9,X) C2/6EFA: 77 8D ADC [$8D],Y C2/6EFC: 0C 21 7B TSB $7B21 C2/6EFF: 6F 8D 1A 21 ADC $211A8D C2/6F03: AB PLB C2/6F04: 85 30 STA $30 C2/6F06: AD 58 90 LDA $9058 C2/6F09: F8 SED C2/6F0A: FE B2 38 INC $38B2,X C2/6F0D: 22 0C 00 EE JSR $EE000C C2/6F11: 60 RTS C2/6F12: B5 58 LDA $58,X C2/6F14: FF 4C 5A 66 SBC $665A4C,X C2/6F18: 5A PHY C2/6F19: 70 5A BVS $6F75 C2/6F1B: 20 70 EF JSR $EF70 C2/6F1E: 5C 20 5D 5B JMP $5B5D20 C2/6F22: 1A INC C2/6F23: 10 22 BPL $6F47 C2/6F25: 09 00 FF ORA #$FF00 C2/6F28: EE 22 03 INC $0322 C2/6F2B: 00 EE BRK $EE C2/6F2D: AB PLB C2/6F2E: 20 45 51 JSR $5145 C2/6F31: 5C 08 01 28 JMP $280108 C2/6F35: 0B PHD C2/6F36: 43 61 EOR $61,S C2/6F38: 60 RTS C2/6F39: 4A LSR C2/6F3A: 29 80 4A AND #$4A80 C2/6F3D: 29 F1 A0 AND #$A0F1 C2/6F40: 4A LSR C2/6F41: 29 37 79 AND #$7937 C2/6F44: BA TSX C2/6F45: B9 A9 68 LDA $68A9,Y C2/6F48: 85 39 STA $39 C2/6F4A: FF A9 48 85 SBC $8548A9,X C2/6F4E: 3A DEC C2/6F4F: A9 78 85 LDA #$8578 C2/6F52: 3B TSC C2/6F53: EF A9 C0 85 SBC $85C0A9 C2/6F57: 3C 70 03 BIT $0370,X C2/6F5A: 3D A9 90 AND $90A9,X C2/6F5D: FF 85 3E 64 SBC $643E85,X C2/6F61: 29 64 2A AND #$2A64 C2/6F64: A0 38 LDY #$38 C2/6F66: 7F 00 84 2B ADC $2B8400,X C2/6F6A: 64 37 STZ $37 C2/6F6C: 64 38 STZ $38 C2/6F6E: 72 00 ADC ($00) C2/6F70: 7B TDC C2/6F71: C0 5F 77 CPY #$775F C2/6F74: 00 7B BRK $7B C2/6F76: 20 08 5B JSR $5B08 C2/6F79: B1 02 LDA ($02),Y C2/6F7B: 32 36 AND ($36) C2/6F7D: 01 02 ORA ($02,X) C2/6F7F: 35 01 AND $01,X C2/6F81: 33 0B AND ($0B,S),Y C2/6F83: 90 64 BCC $6FE9 C2/6F85: B1 12 LDA ($12),Y C2/6F87: BF 08 40 46 LDA $464008,X C2/6F8B: 01 A7 ORA ($A7,X) C2/6F8D: 12 C9 ORA ($C9) C2/6F8F: 00 46 BRK $46 C2/6F91: 01 05 ORA ($05,X) C2/6F93: 1A INC C2/6F94: 44 11 06 MVP $11,$06 C2/6F97: 3B TSC C2/6F98: 13 BF ORA ($BF,S),Y C2/6F9A: 31 A0 AND ($A0),Y C2/6F9C: 70 64 BVS $7002 C2/6F9E: A9 03 A8 LDA #$A803 C2/6FA1: 22 10 24 52 JSR $522410 C2/6FA5: 21 ED AND ($ED,X) C2/6FA7: 00 30 BRK $30 C2/6FA9: 52 21 EOR ($21) C2/6FAB: C3 01 CMP $01,S C2/6FAD: 50 52 BVC $7001 C2/6FAF: 21 FF AND ($FF,X) C2/6FB1: 39 B2 72 AND $72B2,Y C2/6FB4: 00 27 BRK $27 C2/6FB6: 30 09 BMI $6FC1 C2/6FB8: 72 00 ADC ($00) C2/6FBA: ED 5A 8D SBC $8D5A C2/6FBD: 1A INC C2/6FBE: 92 DE STA ($DE) C2/6FC0: B1 09 LDA ($09),Y C2/6FC2: 7B TDC C2/6FC3: 9D 01 39 STA $3901,X C2/6FC6: 9A TXS C2/6FC7: 0C 36 A9 TSB $A936 C2/6FCA: F9 5A 9C SBC $9C5A,Y C2/6FCD: 04 2F TSB $2F C2/6FCF: 02 A0 COP $A0 C2/6FD1: FF 9D 00 38 SBC $38009D,X C2/6FD5: 50 F4 BVC $6FCB C2/6FD7: 02 B6 COP $B6 C2/6FD9: 21 9A AND ($9A,X) C2/6FDB: 04 BF TSB $BF C2/6FDD: 01 0A ORA ($0A,X) C2/6FDF: 03 0E ORA $0E,S C2/6FE1: 28 PLP C2/6FE2: C8 INY C2/6FE3: 19 55 60 ORA $6055,Y C2/6FE6: CF 61 02 BE CMP $BE0261 C2/6FEA: 09 07 03 ORA #$0307 C2/6FED: 0E 2D C8 ASL $C82D C2/6FF0: 19 FD 80 ORA $80FD,Y C2/6FF3: CF 19 E6 19 CMP $19E619 C2/6FF7: A9 01 85 LDA #$8501 C2/6FFA: 32 76 AND ($76) C2/6FFC: 63 00 ADC $00,S C2/6FFE: A0 CA LDY #$CA C2/7000: 6F 08 0F 85 ADC $850F08 C2/7004: 32 5D AND ($5D) C2/7006: 2A ROL C2/7007: 9B TXY C2/7008: E4 0C CPX $0C C2/700A: 70 10 BVS $701C C2/700C: E2 5C SEP #$5C C2/700E: 77 00 ADC [$00],Y C2/7010: 64 03 STZ $03 C2/7012: 20 E3 79 JSR $79E3 C2/7015: 5A PHY C2/7016: 92 23 STA ($23) C2/7018: 40 RTI C2/7019: 0A ASL C2/701A: 9A TXS C2/701B: 33 A5 AND ($A5,S),Y C2/701D: 3F 8F DF 1F AND $1FDF8F,X C2/7021: 21 00 AND ($00,X) C2/7023: A5 40 LDA $40 C2/7025: 59 12 41 EOR $4112,Y C2/7028: 8F E5 20 5B STA $5B20E5 C2/702C: 02 42 COP $42 C2/702E: 65 0A ADC $0A C2/7030: A5 05 LDA $05 C2/7032: 96 5A STX $5A,Y C2/7034: 9C DF 5A STZ $5ADF C2/7037: AF 5A C6 5A LDA $5AC65A C2/703B: AB PLB C2/703C: 13 7B ORA ($7B,S),Y C2/703E: BD BF 01 LDA $01BF,X C2/7041: 39 A8 B9 AND $B9A8,Y C2/7044: 3C 00 FD BIT $FD00,X C2/7047: 02 9E COP $9E C2/7049: 19 00 0E ORA $0E00,Y C2/704C: 07 CB ORA [$CB] C2/704E: 05 D0 ORA $D0 C2/7050: 0B PHD C2/7051: AD 03 A7 LDA $A703 C2/7054: 04 B7 TSB $B7 C2/7056: 05 D3 ORA $D3 C2/7058: 38 SEC C2/7059: 60 RTS C2/705A: D6 15 DEC $15,X C2/705C: C9 1D 1E CMP #$1E1D C2/705F: F1 05 SBC ($05),Y C2/7061: 00 34 BRK $34 C2/7063: FF 18 7D 00 SBC $007D18,X C2/7067: 38 SEC C2/7068: 9D 00 34 STA $3400,X C2/706B: E2 FD SEP #$FD C2/706D: 20 7F 12 JSR $127F C2/7070: BD 01 34 LDA $3401,X C2/7073: 99 3C 00 STA $003C,Y C2/7076: FA PLX C2/7077: D6 15 DEC $15,X C2/7079: 18 CLC C2/707A: 85 1B STA $1B C2/707C: 08 PHP C2/707D: C2 20 REP #$20 C2/707F: C6 41 DEC $41 C2/7081: F9 C6 8F SBC $8FC6,Y C2/7084: 03 86 ORA $86,S C2/7086: 03 3F ORA $3F,S C2/7088: D0 05 BNE $708F C2/708A: A4 2B LDY $2B C2/708C: 7F C8 84 2B ADC $2B84C8,X C2/7090: 38 SEC C2/7091: 60 RTS C2/7092: 85 F4 STA $F4 C2/7094: 59 05 5F EOR $5F05,Y C2/7097: 85 F3 STA $F3 C2/7099: A4 00 LDY $00 C2/709B: 5A PHY C2/709C: DB STP C2/709D: 05 7E ORA $7E C2/709F: 30 09 BMI $70AA C2/70A1: EB XBA C2/70A2: A5 F4 LDA $F4 C2/70A4: 9C 0C F3 STZ $F30C C2/70A7: BE 01 7A LDX $7A01,Y C2/70AA: C2 20 REP #$20 C2/70AC: B7 B9 LDA [$B9],Y C2/70AE: 45 5B EOR $5B C2/70B0: BF 15 C8 C8 LDA $C8C815,X C2/70B4: 05 0B ORA $0B C2/70B6: 01 FD ORA ($FD,X) C2/70B8: 37 0E AND [$0E],Y C2/70BA: 1B TCS C2/70BB: 38 SEC C2/70BC: C8 INY C2/70BD: C0 18 00 CPY #$0018 C2/70C0: D0 7F BNE $7141 C2/70C2: CD 60 31 CMP $3160 C2/70C5: 60 RTS C2/70C6: 04 F8 TSB $F8 C2/70C8: 54 23 07 MVN $23,$07 C2/70CB: FF 21 61 FD SBC $FD6121,X C2/70CF: E0 90 CPX #$90 C2/70D1: 61 FB ADC ($FB,X) C2/70D3: E0 9F CPX #$9F C2/70D5: 7F 60 04 08 ADC $080460,X C2/70D9: D0 34 BNE $710F C2/70DB: 03 1A ORA $1A,S C2/70DD: 18 CLC C2/70DE: 17 FF ORA [$FF],Y C2/70E0: 8D 2C 21 STA $212C C2/70E3: A9 02 8D LDA #$8D02 C2/70E6: 2D 21 FF AND $FF21 C2/70E9: A9 E0 8D LDA #$8DE0 C2/70EC: 32 21 AND ($21) C2/70EE: 9C 20 43 STZ $4320 C2/70F1: FF A9 32 8D SBC $8D32A9,X C2/70F5: 21 43 AND ($43,X) C2/70F7: A0 23 LDY #$23 C2/70F9: 5C FF 8C 22 JMP $228CFF C2/70FD: 43 A9 EOR $A9,S C2/70FF: 7E 8D 24 ROR $248D,X C2/7102: 43 FF EOR $FF,S C2/7104: 8D 27 43 STA $4327 C2/7107: 9C 30 43 STZ $4330 C2/710A: A9 05 FF LDA #$FF05 C2/710D: 8D 31 43 STA $4331 C2/7110: A0 40 LDY #$40 C2/7112: 5C 8C 32 FE JMP $FE328C C2/7116: 5C 0B 34 43 JMP $43340B C2/711A: 8D 37 43 STA $4337 C2/711D: A9 01 FF LDA #$FF01 C2/7120: 8D 40 43 STA $4340 C2/7123: A9 30 8D LDA #$8D30 C2/7126: 41 43 EOR ($43,X) C2/7128: DF A0 0E 5C CMP $5C0EA0,X C2/712C: 8C 42 5C STY $5C42 C2/712F: 0B PHD C2/7130: 44 43 FF MVP $43,$FF C2/7133: 8D 47 43 STA $4347 C2/7136: 8D 54 43 STA $4354 C2/7139: 8D 57 FD STA $FD57 C2/713C: 43 45 EOR $45,S C2/713E: 03 50 ORA $50,S C2/7140: 43 A9 EOR $A9,S C2/7142: 11 8D ORA ($8D),Y C2/7144: 51 FF EOR ($FF),Y C2/7146: 43 A0 EOR $A0,S C2/7148: 01 5C ORA ($5C,X) C2/714A: 8C 52 43 STY $4352 C2/714D: A9 FF 43 LDA #$43FF C2/7150: 8D 60 43 STA $4360 C2/7153: A9 1B 8D LDA #$8D1B C2/7156: 61 BF ADC ($BF,X) C2/7158: 43 A0 EOR $A0,S C2/715A: 15 5C ORA $5C,X C2/715C: 8C 62 5C STY $5C62 C2/715F: 0B PHD C2/7160: 64 F7 STZ $F7 C2/7162: 43 8D EOR $8D,S C2/7164: 67 A8 ADC [$A8] C2/7166: 0B PHD C2/7167: 70 43 BVS $71AC C2/7169: A9 1D FF LDA #$FF1D C2/716C: 8D 71 43 STA $4371 C2/716F: A0 1C LDY #$1C C2/7171: 5C 8C 72 FE JMP $FE728C C2/7175: 5C 0B 74 43 JMP $43740B C2/7179: 8D 77 43 STA $4377 C2/717C: A9 FC FF LDA #$FFFC C2/717F: 04 31 TSB $31 C2/7181: AB PLB C2/7182: 60 RTS C2/7183: 27 00 AND [$00] C2/7185: 00 10 BRK $10 C2/7187: FE E0 2B INC $2BE0,X C2/718A: 00 54 BRK $54 C2/718C: 82 04 01 BRL $C07293 C2/718F: 80 81 BRA $7112 C2/7191: FF 00 E4 A0 SBC $A0E400,X C2/7195: 3C FB 30 BIT $30FB,X C2/7198: 3E 00 FF ROL $FF00,X C2/719B: E4 20 CPX $20 C2/719D: 40 RTI C2/719E: FB XCE C2/719F: B0 41 BCS $71E2 C2/71A1: 00 54 BRK $54 C2/71A3: FF E0 01 ED SBC $ED01E0,X C2/71A7: 01 EB ORA ($EB,X) C2/71A9: 01 EA ORA ($EA,X) C2/71AB: 02 FF COP $FF C2/71AD: E9 03 E8 SBC #$E803 C2/71B0: 04 E7 TSB $E7 C2/71B2: 05 E6 ORA $E6 C2/71B4: 06 FF ASL $FF C2/71B6: E5 07 SBC $07 C2/71B8: E4 08 CPX $08 C2/71BA: E3 0C SBC $0C,S C2/71BC: E2 0F SEP #$0F C2/71BE: FF E1 1E E0 SBC $E01EE1,X C2/71C2: 00 54 BRK $54 C2/71C4: 09 01 07 ORA #$0701 C2/71C7: EF 00 7B AA SBC $AA7B00 C2/71CB: A8 TAY C2/71CC: AB PLB C2/71CD: 0A ASL C2/71CE: 03 99 ORA $99,S C2/71D0: 00 FF BRK $FF C2/71D2: 3D BD 80 AND $80BD,X C2/71D5: 06 99 ASL $99 C2/71D7: 80 40 BRA $7219 C2/71D9: C8 INY C2/71DA: 6F C8 BD C0 ADC $C0BDC8 C2/71DE: 04 2B TSB $2B C2/71E0: 0C 40 08 TSB $0840 C2/71E3: 31 14 AND ($14),Y C2/71E5: FF E8 E8 E0 SBC $E0E8E8,X C2/71E9: C0 01 D0 CPY #$D001 C2/71EC: DD E2 FF CMP $FFE2,X C2/71EF: 20 60 A0 JSR $A060 C2/71F2: 00 01 BRK $01 C2/71F4: 84 3F STY $3F C2/71F6: A0 FF LDY #$FF C2/71F8: 80 00 BRA $71FA C2/71FA: 84 41 STY $41 C2/71FC: 84 25 STY $25 C2/71FE: 7B TDC C2/71FF: A8 TAY C2/7200: FF 84 27 64 SBC $642784,X C2/7204: 72 64 ADC ($64) C2/7206: 73 64 ADC ($64,S),Y C2/7208: 74 FF STZ $FF,X C2/720A: A0 E0 LDY #$E0 C2/720C: 00 84 BRK $84 C2/720E: 87 A0 STA [$A0] C2/7210: 00 40 BRK $40 C2/7212: 7F 84 8B A0 ADC $A08B84,X C2/7216: 00 00 BRK $00 C2/7218: 84 8D STY $8D C2/721A: 1F 0D 7F 8F ORA $8F7F0D,X C2/721E: 20 B1 5C JSR $5CB1 C2/7221: A0 40 LDY #$40 C2/7223: 74 22 STZ $22,X C2/7225: 05 BF ORA $BF C2/7227: 00 44 BRK $44 C2/7229: 84 12 STY $12 C2/722B: A9 7E 2B LDA #$2B7E C2/722E: 05 80 ORA $80 C2/7230: FF 02 84 0E SBC $0E8402,X C2/7234: 60 RTS C2/7235: 7B TDC C2/7236: AA TAX C2/7237: 9E 00 FF STZ $FF00,X C2/723A: 44 E8 E0 MVP $E8,$E0 C2/723D: 80 02 BRA $7241 C2/723F: D0 F7 BNE $7238 C2/7241: 60 RTS C2/7242: 72 72 ADC ($72) C2/7244: 00 C6 BRK $C6 C2/7246: 39 0A CA AND $CA0A,Y C2/7249: 0A ASL C2/724A: 01 D0 ORA ($D0,X) C2/724C: 0B PHD C2/724D: 9A TXS C2/724E: 19 B6 CE ORA $CEB6,Y C2/7251: 00 80 BRK $80 C2/7253: 09 9A 09 ORA #$099A C2/7256: 98 TYA C2/7257: 64 CE STZ $CE C2/7259: 00 38 BRK $38 C2/725B: 7E A5 05 ROR $05A5,X C2/725E: E6 5C INC $5C C2/7260: EA NOP C2/7261: 5C FC 5C 7A JMP $7A5CFC C2/7265: 12 86 ORA ($86) C2/7267: BA TSX C2/7268: 05 47 ORA $47 C2/726A: 5D BF 2D EOR $2DBF,X C2/726D: 14 1F TRB $1F C2/726F: A7 0C LDA [$0C] C2/7271: DB STP C2/7272: 00 00 BRK $00 C2/7274: 94 47 STY $47,X C2/7276: 19 14 1F ORA $1F14,Y C2/7279: 20 E1 1C JSR $1CE1 C2/727C: 65 DC ADC $DC C2/727E: 01 EB ORA ($EB,X) C2/7280: 34 FE BIT $FE,X C2/7282: FF F0 18 20 SBC $2018F0,X C2/7286: 93 75 STA ($75,S),Y C2/7288: E2 10 SEP #$10 C2/728A: BD FB 00 LDA $00FB,X C2/728D: 3B TSC C2/728E: 25 04 AND $04 C2/7290: B1 EB LDA ($EB),Y C2/7292: 85 E7 STA $E7 C2/7294: C2 ED REP #$ED C2/7296: 10 C2 BPL $725A C2/7298: 05 8B ORA $8B C2/729A: 5E C7 0A LSR $0AC7,X C2/729D: 98 TYA C2/729E: 65 01 ADC $01 C2/72A0: FF A5 65 8B SBC $8B65A5,X C2/72A4: 19 5E 01 ORA $015E,Y C2/72A7: BC 65 FB LDY $FB65,X C2/72AA: 01 C9 ORA ($C9,X) C2/72AC: 29 15 ED AND #$ED15 C2/72AF: 65 01 ADC $01 C2/72B1: 01 66 ORA ($66,X) C2/72B3: 5E 2A 0D LSR $0D2A,X C2/72B6: 21 66 AND ($66,X) C2/72B8: 01 36 ORA ($36,X) C2/72BA: 3B TSC C2/72BB: 2D 5D 3B AND $3B5D C2/72BE: 15 EF ORA $EF,X C2/72C0: 7E 66 01 ROR $0166,X C2/72C3: 88 DEY C2/72C4: 3B TSC C2/72C5: 15 9A ORA $9A,X C2/72C7: 66 01 ROR $01 C2/72C9: BD AD 3B LDA $3BAD,X C2/72CC: 15 C1 ORA $C1,X C2/72CE: 66 01 ROR $01 C2/72D0: D4 3B PEI $3B C2/72D2: 15 F7 ORA $F7,X C2/72D4: AF 66 01 09 LDA $090166 C2/72D8: 67 69 ADC [$69] C2/72DA: 25 2E AND $2E C2/72DC: 71 15 ADC ($15),Y C2/72DE: 54 F7 67 MVN $F7,$67 C2/72E1: 01 66 ORA ($66,X) C2/72E3: 71 15 ADC ($15),Y C2/72E5: 8D 67 01 STA $0167 C2/72E8: A3 DE LDA $DE,S C2/72EA: 71 15 ADC ($15),Y C2/72EC: C4 67 CPY $67 C2/72EE: 01 DA ORA ($DA,X) C2/72F0: 71 15 ADC ($15),Y C2/72F2: F0 67 BEQ $735B C2/72F4: F7 01 SBC [$01],Y C2/72F6: 05 68 ORA $68 C2/72F8: 2A ROL C2/72F9: 0D 15 68 ORA $6815 C2/72FC: 01 31 ORA ($31,X) C2/72FE: 5E 9E 15 LSR $159E,X C2/7301: 46 68 LSR $68 C2/7303: 01 61 ORA ($61,X) C2/7305: A7 2D LDA [$2D] C2/7307: 94 A7 STY $A7,X C2/7309: 2D 7D CA AND $CA7D C2/730C: 9E 15 F5 STZ $F515,X C2/730F: 68 PLA C2/7310: 01 12 ORA ($12,X) C2/7312: 69 2A 0D ADC #$0D2A C2/7315: EF 25 69 01 SBC $016925 C2/7319: 41 CB EOR ($CB,X) C2/731B: 15 55 ORA $55,X C2/731D: 69 01 BD ADC #$BD01 C2/7320: 68 PLA C2/7321: CB WAI C2/7322: 15 7A ORA $7A,X C2/7324: 69 01 8D ADC #$8D01 C2/7327: CB WAI C2/7328: 15 A5 ORA $A5,X C2/732A: F7 69 SBC [$69],Y C2/732C: 01 B4 ORA ($B4,X) C2/732E: CB WAI C2/732F: 15 19 ORA $19,X C2/7331: 5E FE 46 LSR $46FE,X C2/7334: 8B PHB C2/7335: 44 01 F9 MVP $01,$F9 C2/7338: BD FE F9 LDA $F9FE,X C2/733B: FD 1B FE SBC $FE1B,X C2/733E: 31 66 AND ($66),Y C2/7340: 00 FF BRK $FF C2/7342: A6 00 LDX $00 C2/7344: 9B TXY C2/7345: C2 20 REP #$20 C2/7347: B2 E7 LDA ($E7) C2/7349: 85 FF STA $FF C2/734B: EB XBA C2/734C: E6 E7 INC $E7 C2/734E: E6 E7 INC $E7 C2/7350: E2 20 SEP #$20 C2/7352: B1 FF LDA ($FF),Y C2/7354: E7 85 SBC [$85] C2/7356: 43 C8 EOR $C8,S C2/7358: 7B TDC C2/7359: B1 E7 LDA ($E7),Y C2/735B: C8 INY C2/735C: 7F 20 DF 5E ADC $5EDF20,X C2/7360: B1 E7 LDA ($E7),Y C2/7362: F0 17 BEQ $737B C2/7364: 19 07 FF ORA $FF07,Y C2/7367: 14 C9 TRB $C9 C2/7369: FF F0 19 5A SBC $5A19F0,X C2/736D: 9B TXY C2/736E: 91 DF STA ($DF),Y C2/7370: EB XBA C2/7371: E8 INX C2/7372: 9B TXY C2/7373: A5 43 LDA $43 C2/7375: 92 06 STA ($06) C2/7377: 7A PLY C2/7378: C8 INY C2/7379: FF 80 E5 60 SBC $60E580,X C2/737D: C2 21 REP #$21 C2/737F: A9 80 00 LDA #$0080 C2/7382: AF 85 E0 80 LDA $80E085 C2/7386: 07 A0 ORA [$A0] C2/7388: 06 40 ASL $40 C2/738A: A4 06 LDY $06 C2/738C: A5 DF LDA $DF C2/738E: EB XBA C2/738F: 65 E0 ADC $E0 C2/7391: 85 EB STA $EB C2/7393: B7 02 LDA [$02],Y C2/7395: AA TAX C2/7396: C8 INY C2/7397: FF 80 C7 DA SBC $DAC780,X C2/739B: 5A PHY C2/739C: 0A ASL C2/739D: 0A ASL C2/739E: AA TAX C2/739F: BD FF 07 LDA $07FF,X C2/73A2: 5F 49 FF 8D EOR $8DFF49,X C2/73A6: 02 5C COP $5C C2/73A8: BD BD 08 LDA $08BD,X C2/73AB: C4 0E CPY $0E C2/73AD: 05 5C ORA $5C C2/73AF: BD 09 C4 LDA $C409,X C2/73B2: 0E 08 F7 ASL $F708 C2/73B5: 5C BD 0A C4 JMP $C40ABD C2/73B9: 0E 0B 5C ASL $5C0B C2/73BC: 7A PLY C2/73BD: FA PLX C2/73BE: 04 23 TSB $23 C2/73C0: 07 E5 ORA [$E5] C2/73C2: 0E 04 EA ASL $EA04 C2/73C5: 06 E8 ASL $E8 C2/73C7: 16 E9 ASL $E9,X C2/73C9: 06 EB ASL $EB C2/73CB: 06 ED ASL $ED C2/73CD: 06 FC ASL $FC C2/73CF: EB XBA C2/73D0: 16 EB ASL $EB,X C2/73D2: 06 A5 ASL $A5 C2/73D4: 1F C9 77 B0 ORA $B077C9,X C2/73D8: 3F 6F A9 40 AND $40A96F,X C2/73DC: 14 33 TRB $33 C2/73DE: 72 00 ADC ($00) C2/73E0: DB STP C2/73E1: 76 BA ROR $BA,X C2/73E3: 09 76 CB ORA #$CB76 C2/73E6: 02 07 COP $07 C2/73E8: 0A ASL C2/73E9: 25 04 AND $04 C2/73EB: B9 6E 5F LDA $5F6E,Y C2/73EE: 08 PHP C2/73EF: 13 FF ORA ($FF,S),Y C2/73F1: DA PHX C2/73F2: 20 30 56 JSR $5630 C2/73F5: FA PLX C2/73F6: 9D 01 33 STA $3301,X C2/73F9: A7 29 LDA [$29] C2/73FB: 0F 1A 19 03 ORA $03191A C2/73FF: 28 PLP C2/7400: 27 34 AND [$34] C2/7402: 12 02 ORA ($02) C2/7404: 29 FD 03 AND #$03FD C2/7407: 32 07 AND ($07) C2/7409: 37 9D AND [$9D],Y C2/740B: 00 37 BRK $37 C2/740D: 38 SEC C2/740E: 60 RTS C2/740F: FF B4 63 B7 SBC $B763B4,X C2/7413: 63 BA ADC $BA,S C2/7415: 63 BD ADC $BD,S C2/7417: 63 DF ADC $DF,S C2/7419: C0 63 C3 CPY #$C363 C2/741C: 63 C6 ADC $C6,S C2/741E: 4F 07 AA 7C EOR $7CAA07 C2/7422: 3F 82 5F 86 AND $865F82,X C2/7426: 5F 98 5F 7A EOR $7A5F98,X C2/742A: 12 D7 ORA ($D7) C2/742C: 04 FE TSB $FE C2/742E: 80 02 BRA $7432 C2/7430: 18 CLC C2/7431: 7D 01 3B ADC $3B01,X C2/7434: 9D 01 3B STA $3B01,X C2/7437: 77 A6 ADC [$A6],Y C2/7439: 1D 7B 97 ORA $977B,X C2/743C: 02 A8 COP $A8 C2/743E: A5 37 LDA $37 C2/7440: 6F 07 BF 37 ADC $37BF07 C2/7444: BB TYX C2/7445: 75 39 ADC $39,X C2/7447: A6 1D LDX $1D C2/7449: 2D 07 A5 AND $A507 C2/744C: BD 38 6F LDA $6F38,X C2/744F: 07 38 ORA [$38] C2/7451: BB TYX C2/7452: 75 3C ADC $3C,X C2/7454: 86 0F STX $0F C2/7456: 34 F7 BIT $F7,X C2/7458: 20 8D 75 JSR $758D C2/745B: BE 0C C4 LDX $C40C,Y C2/745E: 5F C8 5F D9 EOR $D95FC8,X C2/7462: DF 63 1F CB CMP $CB1F63,X C2/7466: 01 27 ORA ($27,X) C2/7468: 60 RTS C2/7469: 08 PHP C2/746A: 13 A9 ORA ($A9,S),Y C2/746C: 08 PHP C2/746D: 76 73 ROR $73,X C2/746F: 07 9E ORA [$9E] C2/7471: 00 75 BRK $75 C2/7473: 07 20 ORA [$20] C2/7475: EF 5F 78 07 SBC $07785F C2/7479: BB TYX C2/747A: 3B TSC C2/747B: A8 TAY C2/747C: 16 05 ASL $05,X C2/747E: 38 SEC C2/747F: 38 SEC C2/7480: 60 RTS C2/7481: AB PLB C2/7482: 0A ASL C2/7483: 35 DC AND $DC,X C2/7485: B4 0E LDY $0E,X C2/7487: F0 0C BEQ $7495 C2/7489: FF D0 08 BA SBC $BA08D0,X C2/748D: 07 20 ORA [$20] C2/748F: 1B TCS C2/7490: 27 60 AND [$60] C2/7492: 80 F1 BRA $7485 C2/7494: F0 04 BEQ $749A C2/7496: 92 0A STA ($0A) C2/7498: 3B TSC C2/7499: EA NOP C2/749A: 07 E0 ORA [$E0] C2/749C: 0F DF E1 DE ORA $DEE1DF C2/74A0: 01 3B ORA ($3B,X) C2/74A2: 60 RTS C2/74A3: C2 17 REP #$17 C2/74A5: C8 INY C2/74A6: B1 FD LDA ($FD),Y C2/74A8: EB XBA C2/74A9: 73 07 ADC ($07,S),Y C2/74AB: 60 RTS C2/74AC: 01 04 ORA ($04,X) C2/74AE: 02 08 COP $08 C2/74B0: 01 FE ORA ($FE,X) C2/74B2: EB XBA C2/74B3: 0E FF 40 ASL $40FF C2/74B6: 60 RTS C2/74B7: 04 45 TSB $45 C2/74B9: 60 RTS C2/74BA: 10 EF BPL $74AB C2/74BC: 4A LSR C2/74BD: 60 RTS C2/74BE: 04 4F TSB $4F C2/74C0: 13 08 ORA ($08,S),Y C2/74C2: FF 01 90 BF SBC $BF9001,X C2/74C6: 27 84 AND [$84] C2/74C8: 30 01 BMI $74CB C2/74CA: 90 26 BCC $74F2 C2/74CC: 21 08 AND ($08,X) C2/74CE: 27 FB AND [$FB] C2/74D0: 84 70 STY $70 C2/74D2: 23 08 AND $08,S C2/74D4: 70 5D BVS $7533 C2/74D6: 60 RTS C2/74D7: 14 6E TRB $6E C2/74D9: FE 33 08 INC $0833,X C2/74DC: FF 04 90 08 SBC $089004,X C2/74E0: 6C 30 A0 JMP ($A030) C2/74E3: FF 08 6E 30 SBC $306E08,X C2/74E7: 90 18 BCC $7501 C2/74E9: 80 30 BRA $751B C2/74EB: A0 FF LDY #$FF C2/74ED: 18 CLC C2/74EE: 82 30 04 BRL $C07921 C2/74F1: 98 TYA C2/74F2: 08 PHP C2/74F3: 6C 70 FF JMP ($FF70) C2/74F6: 88 DEY C2/74F7: 08 PHP C2/74F8: 6E 70 98 ROR $9870 C2/74FB: 18 CLC C2/74FC: 80 70 BRA $756E C2/74FE: FF 88 18 82 SBC $821888,X C2/7502: 70 9A BVS $749E C2/7504: 60 RTS C2/7505: 08 PHP C2/7506: A3 FF LDA $FF,S C2/7508: 60 RTS C2/7509: 04 AC TSB $AC C2/750B: 60 RTS C2/750C: 04 B5 TSB $B5 C2/750E: 60 RTS C2/750F: 04 EF TSB $EF C2/7511: BE 60 08 LDX $0860,Y C2/7514: C7 61 CMP [$61] C2/7516: 28 PLP C2/7517: B5 60 LDA $60,X C2/7519: FF FF 02 80 SBC $8002FF,X C2/751D: 08 PHP C2/751E: 60 RTS C2/751F: 30 80 BMI $74A1 C2/7521: 18 CLC C2/7522: 62 AF 30 PER $C0A5D4 C2/7525: 02 80 COP $80 C2/7527: 09 7B 00 ORA #$007B C2/752A: 19 7F 10 ORA $107F,Y C2/752D: 64 AA STZ $AA C2/752F: 85 00 STA $00 C2/7531: 66 80 ROR $80 C2/7533: 00 08 BRK $08 C2/7535: 8D 00 18 STA $1800 C2/7538: 91 10 STA ($10),Y C2/753A: 68 PLA C2/753B: F2 7C SBC ($7C) C2/753D: 00 6A BRK $6A C2/753F: 80 08 BRA $7549 C2/7541: 9F 00 19 6A STA $6A1900,X C2/7545: 30 0F BMI $7556 C2/7547: FF 61 08 18 SBC $180861,X C2/754B: 61 04 ADC ($04,X) C2/754D: FD 60 04 SBC $0460,X C2/7550: FF 06 61 04 SBC $046106,X C2/7554: EB XBA C2/7555: 60 RTS C2/7556: 08 PHP C2/7557: F4 60 FE PEA $FE60 C2/755A: B3 20 LDA ($20,S),Y C2/755C: 06 61 ASL $61 C2/755E: FF 02 A0 08 SBC $08A002,X C2/7562: 60 RTS C2/7563: FF 70 A0 18 SBC $18A070,X C2/7567: 62 70 02 PER $C077DA C2/756A: A0 09 LDY #$09 C2/756C: AA TAX C2/756D: CC 00 19 CPY $1900 C2/7570: D0 10 BNE $7582 C2/7572: 64 D6 STZ $D6 C2/7574: 00 66 BRK $66 C2/7576: D1 00 CMP ($00),Y C2/7578: 08 PHP C2/7579: 2A ROL C2/757A: DE 00 18 DEC $1800,X C2/757D: E2 10 SEP #$10 C2/757F: 68 PLA C2/7580: CD 00 6A CMP $6A00 C2/7583: D1 08 CMP ($08),Y C2/7585: F0 00 BEQ $7587 C2/7587: FF 19 6A 70 SBC $706A19,X C2/758B: 3F 61 04 48 AND $480461,X C2/758F: 61 FF ADC ($FF,X) C2/7591: 04 51 TSB $51 C2/7593: 61 04 ADC ($04,X) C2/7595: 5A PHY C2/7596: 61 04 ADC ($04,X) C2/7598: 63 FF ADC $FF,S C2/759A: 61 04 ADC ($04,X) C2/759C: 6C 61 08 JMP ($0861) C2/759F: 75 61 ADC $61,X C2/75A1: 04 EF TSB $EF C2/75A3: 7E 61 04 ROR $0461,X C2/75A6: 87 15 STA [$15] C2/75A8: 09 FF 02 ORA #$02FF C2/75AB: 90 FF BCC $75AC C2/75AD: 3F 40 30 90 AND $903040,X C2/75B1: 4F 42 30 02 EOR $023042 C2/75B5: 6B RTL C2/75B6: 90 3D BCC $75F5 C2/75B8: 20 01 4D JSR $4D01 C2/75BB: 24 09 BIT $09 C2/75BD: 3F 44 21 01 AND $012144,X C2/75C1: D5 46 CMP $46,X C2/75C3: 25 01 AND $01 C2/75C5: 3E 32 01 ROL $0132,X C2/75C8: 4E 36 09 LSR $0936 C2/75CB: 3D 48 D2 AND $D248,X C2/75CE: 2A ROL C2/75CF: 01 4A ORA ($4A,X) C2/75D1: 37 09 AND [$09],Y C2/75D3: 44 01 4E MVP $01,$4E C2/75D6: 48 PHA C2/75D7: 09 3D 4C ORA #$4C3D C2/75DA: 52 2A EOR ($2A) C2/75DC: 01 4E ORA ($4E,X) C2/75DE: 2E 09 56 ROL $5609 C2/75E1: 01 4F ORA ($4F,X) C2/75E3: 5A PHY C2/75E4: 09 41 56 ORA #$5641 C2/75E7: 01 FF ORA ($FF,X) C2/75E9: 51 4E EOR ($4E),Y C2/75EB: 30 AE BMI $759B C2/75ED: 61 08 ADC ($08,X) C2/75EF: B7 61 LDA [$61],Y C2/75F1: FF 04 C0 61 SBC $61C004,X C2/75F5: 04 C9 TSB $C9 C2/75F7: 61 04 ADC ($04,X) C2/75F9: D2 FF CMP ($FF) C2/75FB: 61 04 ADC ($04,X) C2/75FD: DB STP C2/75FE: 61 04 ADC ($04,X) C2/7600: E4 61 CPX $61 C2/7602: 04 CF TSB $CF C2/7604: ED 61 04 SBC $0461 C2/7607: F6 84 INC $84,X C2/7609: 09 C8 00 ORA #$00C8 C2/760C: 3E 48 EF ROL $EF48,X C2/760F: 70 A0 BVS $75B1 C2/7611: 4E 4A D1 LSR $D14A C2/7614: 00 3D BRK $3D C2/7616: 4C 70 57 JMP $5770 C2/7619: A0 4D LDY #$4D C2/761B: 4E D1 00 LSR $00D1 C2/761E: 3F 98 01 4F AND $4F0198,X C2/7622: 9C 09 55 STZ $5509 C2/7625: 41 98 EOR ($98,X) C2/7627: 01 51 ORA ($51,X) C2/7629: 9C 11 40 STZ $4011 C2/762C: A2 01 LDX #$01 C2/762E: 42 94 WDM $94 C2/7630: 09 5A B3 ORA #$B35A C2/7633: 01 4D ORA ($4D,X) C2/7635: B7 09 LDA [$09],Y C2/7637: 3F 44 A2 01 AND $01A244,X C2/763B: 46 D1 LSR $D1 C2/763D: 00 D5 BRK $D5 C2/763F: 3E C5 01 ROL $01C5,X C2/7642: 4E C9 09 LSR $09C9 C2/7645: 3D 8F 01 AND $018F,X C2/7648: 4D 4A FF EOR $FF4A C2/764B: 70 20 BVS $766D C2/764D: A8 TAY C2/764E: 7A PLY C2/764F: C2 21 REP #$21 C2/7651: AF 66 BF DA LDA $DABF66 C2/7655: DF 69 00 DB CMP $DB0069,X C2/7659: 85 75 STA $75 C2/765B: 06 AF ASL $AF C2/765D: FD 68 E4 SBC $E468,X C2/7660: 01 DF ORA ($DF,X) C2/7662: 85 E9 STA $E9 C2/7664: A0 00 LDY #$00 C2/7666: 98 TYA C2/7667: FF 84 EB A9 SBC $A9EB84,X C2/766B: 7F 85 ED A0 ADC $A0ED85,X C2/766F: 00 BF BRK $BF C2/7671: 08 PHP C2/7672: 84 EF STY $EF C2/7674: 20 CC 62 JSR $62CC C2/7677: E0 01 CPX #$01 C2/7679: 5D AA E4 EOR $E4AA,X C2/767C: 09 E3 E9 ORA #$E9E3 C2/767F: 11 5F ORA ($5F),Y C2/7681: EF 29 A0 F8 SBC $F8A029 C2/7685: 71 60 ADC ($60),Y C2/7687: EA NOP C2/7688: E4 39 CPX $39 C2/768A: 62 EF 29 PER $C0A07C C2/768D: A8 TAY C2/768E: F8 SED C2/768F: 59 64 E4 EOR $E464,Y C2/7692: 64 FF STZ $FF C2/7694: E5 A9 SBC $A9 C2/7696: 80 85 BRA $761D C2/7698: ED A2 00 SBC $00A2 C2/769B: 98 TYA C2/769C: FF A9 7F 20 SBC $207FA9,X C2/76A0: 48 PHA C2/76A1: 63 20 ADC $20,S C2/76A3: DD 62 DF CMP $DF62,X C2/76A6: A0 00 LDY #$00 C2/76A8: B8 CLV C2/76A9: 84 E7 STY $E7 C2/76AB: FA PLX C2/76AC: 01 E9 ORA ($E9,X) C2/76AE: 64 D7 STZ $D7 C2/76B0: ED 64 EE SBC $EE64 C2/76B3: 69 0C EB ADC #$EB0C C2/76B6: 6E 04 20 ROR $2004 C2/76B9: 18 CLC C2/76BA: BF 7A A2 80 LDA $80A27A,X C2/76BE: 00 86 BRK $86 C2/76C0: E4 56 CPX $56 C2/76C2: 1A INC C2/76C3: A8 TAY C2/76C4: F2 5D SBC ($5D) C2/76C6: CA DEX C2/76C7: 20 7A 02 JSR $027A C2/76CA: CC 07 A4 CPY $A407 C2/76CD: 00 B7 BRK $B7 C2/76CF: E7 FF SBC [$FF] C2/76D1: 97 EB STA [$EB],Y C2/76D3: C8 INY C2/76D4: C8 INY C2/76D5: C4 EF CPY $EF C2/76D7: D0 F6 BNE $76CF C2/76D9: F6 4B INC $4B,X C2/76DB: 04 7B TSB $7B C2/76DD: AA TAX C2/76DE: CD 07 FB CMP $FB07 C2/76E1: 62 A8 E8 PER $C05F8C C2/76E4: BD E8 BF LDA $BFE8,X C2/76E7: 02 85 COP $85 C2/76E9: E7 E8 SBC [$E8] C2/76EB: E8 INX C2/76EC: 26 0F ROL $0F C2/76EE: 1B TCS C2/76EF: 7F 63 FA E0 ADC $E0FA63,X C2/76F3: 20 00 D0 JSR $D000 C2/76F6: E5 E4 SBC $E4 C2/76F8: 1E EB 04 ASL $04EB,X C2/76FB: 40 RTI C2/76FC: E9 03 80 SBC #$8003 C2/76FF: E9 06 C0 SBC #$C006 C2/7702: 00 00 BRK $00 C2/7704: FF 08 00 20 SBC $200008,X C2/7708: 00 0C BRK $0C C2/770A: 40 RTI C2/770B: 20 00 FB JSR $FB00 C2/770E: 08 PHP C2/770F: 80 EC BRA $76FD C2/7711: 02 C0 COP $C0 C2/7713: 20 8B A9 JSR $A98B C2/7716: 7F EE 3E 03 ADC $033EEE,X C2/771A: 20 85 E0 JSR $E085 C2/771D: FE 02 E1 INC $E102,X C2/7720: A6 E7 LDX $E7 C2/7722: BF B9 C0 0B LDA $0BC0B9,X C2/7726: 9D 00 B8 STA $B800,X C2/7729: 43 04 EOR $04,S C2/772B: C6 FF DEC $FF C2/772D: E1 D0 SBC ($D0,X) C2/772F: F3 C2 SBC ($C2,S),Y C2/7731: 21 A5 AND ($A5,X) C2/7733: E7 69 SBC [$69] C2/7735: FB XCE C2/7736: 00 01 BRK $01 C2/7738: E9 09 C6 SBC #$C609 C2/773B: E0 D0 CPX #$D0 C2/773D: DE AB DF DEC $DFAB,X C2/7740: 60 RTS C2/7741: 85 E9 STA $E9 C2/7743: 86 E7 STX $E7 C2/7745: F9 12 7B SBC $7B12,Y C2/7748: AA TAX C2/7749: FF A9 08 85 SBC $8508A9,X C2/774D: E6 C2 INC $C2 C2/774F: 20 A0 10 JSR $10A0 C2/7752: FF 00 A7 E7 SBC $E7A700,X C2/7756: 85 F1 STA $F1 C2/7758: B7 E7 LDA [$E7],Y C2/775A: 85 FF STA $FF C2/775C: EF 7B E2 20 SBC $20E27B C2/7760: A0 08 LDY #$08 C2/7762: 00 7B BRK $7B C2/7764: FF 06 F0 2A SBC $2AF006,X C2/7768: 06 EF ASL $EF C2/776A: 2A ROL C2/776B: 06 F2 ASL $F2 C2/776D: FF 2A 06 F1 SBC $F1062A,X C2/7771: 2A ROL C2/7772: 29 0F F0 AND #$F00F C2/7775: 12 FF ORA ($FF) C2/7777: 85 E0 STA $E0 C2/7779: DA PHX C2/777A: A6 E4 LDX $E4 C2/777C: BF B8 64 F7 LDA $F764B8,X C2/7780: 7E FA 0A ROR $0AFA,X C2/7783: 63 03 ADC $03,S C2/7785: 29 30 05 AND #$0530 C2/7788: E0 FF CPX #$FF C2/778A: 9D 01 B8 STA $B801,X C2/778D: E8 INX C2/778E: E8 INX C2/778F: 88 DEY C2/7790: D0 D5 BNE $7767 C2/7792: FF A4 E7 C8 SBC $C8E7A4,X C2/7796: C8 INY C2/7797: 84 E7 STY $E7 C2/7799: C6 E6 DEC $E6 C2/779B: FF D0 B8 C2 SBC $C2B8D0,X C2/779F: 20 E6 E4 JSR $E4E6 C2/77A2: A5 E7 LDA $E7 C2/77A4: BF 18 69 10 LDA $106918,X C2/77A8: 00 85 BRK $85 C2/77AA: E7 42 SBC [$42] C2/77AC: 03 C6 ORA $C6,S C2/77AE: FF ED D0 A1 SBC $A1D0ED,X C2/77B2: AB PLB C2/77B3: 60 RTS C2/77B4: C9 63 FE CMP #$FE63 C2/77B7: FF CE 63 FE SBC $FE63CE,X C2/77BB: D3 63 CMP ($63,S),Y C2/77BD: FE D8 63 INC $63D8,X C2/77C0: FF FE DD 63 SBC $63DDFE,X C2/77C4: FE EE 63 INC $63EE,X C2/77C7: FE F7 7F INC $7FF7,X C2/77CA: 63 FE ADC $FE,S C2/77CC: 01 00 ORA ($00,X) C2/77CE: 00 86 BRK $86 C2/77D0: 72 A7 ADC ($A7) C2/77D2: 03 DB ORA $DB,S C2/77D4: 87 76 STA [$76] C2/77D6: A7 03 LDA [$03] C2/77D8: 88 DEY C2/77D9: 78 SEI C2/77DA: A7 03 LDA [$03] C2/77DC: 89 7A DF BIT #$DF7A C2/77DF: 04 08 TSB $08 C2/77E1: 08 PHP C2/77E2: 87 72 STA [$72] C2/77E4: A8 TAY C2/77E5: 03 36 ORA $36,S C2/77E7: 00 FF BRK $FF C2/77E9: 10 86 BPL $7771 C2/77EB: 78 SEI C2/77EC: 20 00 86 JSR $8600 C2/77EF: 32 02 AND ($02) C2/77F1: BE B7 03 LDX $03B7,Y C2/77F4: 76 10 ROR $10,X C2/77F6: 08 PHP C2/77F7: 89 76 CC BIT #$CC76 C2/77FA: 03 86 ORA $86,S C2/77FC: FF 7A 30 08 SBC $08307A,X C2/7800: 86 38 STX $38 C2/7802: 00 00 BRK $00 C2/7804: FF FF 7F F6 SBC $F67FFF,X C2/7808: 62 E6 20 PER $C098F1 C2/780B: 00 00 BRK $00 C2/780D: 9C FF 73 STZ $73FF C2/7810: 51 4E EOR ($4E),Y C2/7812: 83 14 STA $14,S C2/7814: 00 00 BRK $00 C2/7816: 0B PHD C2/7817: FF 46 CA 3D SBC $3DCA46,X C2/781B: 48 PHA C2/781C: 29 69 2D AND #$2D69 C2/781F: 49 DF 29 EOR #$29DF C2/7822: 6A ROR C2/7823: 35 08 AND $08,X C2/7825: 20 FC 1B JSR $1BFC C2/7828: CD 35 FF CMP $FF35 C2/782B: AB PLB C2/782C: 31 70 AND ($70),Y C2/782E: 56 6F LSR $6F,X C2/7830: 56 4E LSR $4E,X C2/7832: 52 FE EOR ($FE) C2/7834: EE 1B 27 INC $271B C2/7837: 25 C6 AND $C6 C2/7839: 14 0D TRB $0D C2/783B: 4A LSR C2/783C: E7 FD SBC [$FD] C2/783E: 1C 08 1C TRB $1C08 C2/7841: AC 39 69 LDY $6939 C2/7844: 2D 27 25 AND $2527 C2/7847: FE 08 2C INC $2C08,X C2/784A: 8A TXA C2/784B: 35 6A AND $6A,X C2/784D: 31 69 AND ($69),Y C2/784F: 2D 48 9B AND $9B48 C2/7852: 29 49 F5 AND #$F549 C2/7855: 03 0D ORA $0D,S C2/7857: 4A LSR C2/7858: FC 2B FC JSR ($FC2B,X) C2/785B: 0B PHD C2/785C: 6F FE 09 04 ADC $0409FE C2/7860: 00 00 BRK $00 C2/7862: EF 41 8C 31 SBC $318C41 C2/7866: 28 PLP C2/7867: FF 2D 07 25 SBC $25072D,X C2/786B: E7 1C SBC [$1C] C2/786D: C6 18 DEC $18 C2/786F: 8B PHB C2/7870: FF 41 69 39 SBC $396941,X C2/7874: 06 2D ASL $2D C2/7876: C5 24 CMP $24 C2/7878: 8A TXA C2/7879: F7 3D SBC [$3D],Y C2/787B: 26 31 ROL $31 C2/787D: FC 1B 00 JSR ($001B,X) C2/7880: 00 D2 BRK $D2 C2/7882: 62 FB 90 PER $C00980 C2/7885: 5A PHY C2/7886: 0C 0C 76 TSB $760C C2/7889: 15 2E ORA $2E,X C2/788B: 00 42 BRK $42 C2/788D: FF 0C 41 08 SBC $08410C,X C2/7891: CD 45 6A CMP $6A45 C2/7894: 3D 28 FF AND $FF28,X C2/7897: 35 28 AND $28,X C2/7899: 25 E7 AND $E7 C2/789B: 2C E6 24 BIT $24E6 C2/789E: C5 FF CMP $FF C2/78A0: 20 C5 18 JSR $18C5 C2/78A3: A3 18 LDA $18,S C2/78A5: 83 14 STA $14,S C2/78A7: 63 AF ADC $AF,S C2/78A9: 10 00 BPL $78AB C2/78AB: 01 02 ORA ($02,X) C2/78AD: 31 1E AND ($1E),Y C2/78AF: 02 9F COP $9F C2/78B1: 14 03 TRB $03 C2/78B3: 17 02 ORA [$02],Y C2/78B5: 03 03 ORA $03,S C2/78B7: 9F 1C 02 98 STA $98021C,X C2/78BB: 1C A9 2C TRB $2CA9 C2/78BE: AE FC 74 LDX $74FC C2/78C1: DF FC EC 4C CMP $4CECFC,X C2/78C5: 05 0E ORA $0E C2/78C7: 25 03 AND $03 C2/78C9: 03 03 ORA $03,S C2/78CB: 14 15 TRB $15 C2/78CD: 40 RTI C2/78CE: 1B TCS C2/78CF: 2D 0C 1D AND $1D0C C2/78D2: 1C 4D A8 TRB $A84D C2/78D5: 0C 2D 75 TSB $752D C2/78D8: 3B TSC C2/78D9: 1D 04 EC ORA $EC04,X C2/78DC: DC FD 00 JMP [$00FD] C2/78DF: 9F 04 58 44 STA $445804,X C2/78E3: 24 00 BIT $00 C2/78E5: 2C 2E FF BIT $FF2E C2/78E8: 2B PLD C2/78E9: 20 31 1F JSR $1F31 C2/78EC: 21 2E AND ($2E,X) C2/78EE: 00 CE BRK $CE C2/78F0: FF 44 20 00 SBC $002044,X C2/78F4: 09 0A 13 ORA #$130A C2/78F7: 10 0F BPL $7908 C2/78F9: FF 10 03 16 SBC $160310,X C2/78FD: 01 14 ORA ($14,X) C2/78FF: 02 0C COP $0C C2/7901: 02 BF COP $BF C2/7903: 08 PHP C2/7904: 16 04 ASL $04,X C2/7906: 09 0A 00 ORA #$000A C2/7909: 76 05 ROR $05,X C2/790B: 01 FF ORA ($FF,X) C2/790D: 20 25 2E JSR $2E25 C2/7910: 21 1F AND ($1F,X) C2/7912: 30 2B BMI $793F C2/7914: 2E FF 00 ROL $00FF C2/7917: D0 44 BNE $795D C2/7919: 20 01 1A JSR $1A01 C2/791C: 10 14 BPL $7932 C2/791E: FF 09 0A 0F SBC $0F0A09,X C2/7922: 10 13 BPL $7937 C2/7924: 0A ASL C2/7925: 01 0C ORA ($0C,X) C2/7927: 7F 0A 15 02 ADC $02150A,X C2/792B: 14 06 TRB $06 C2/792D: FE 01 87 INC $8701,X C2/7930: 0D FF 1A ORA $1AFF C2/7933: 16 0C ASL $0C,X C2/7935: 0A ASL C2/7936: 01 0A ORA ($0A,X) C2/7938: 15 10 ORA $10,X C2/793A: FF 16 00 50 SBC $500016,X C2/793E: 44 24 02 MVP $24,$02 C2/7941: 29 1D F7 AND #$F71D C2/7944: 25 2A AND $2A C2/7946: 01 7A ORA ($7A,X) C2/7948: 05 23 ORA $23 C2/794A: 2E 1D 29 ROL $291D C2/794D: DD 29 80 CMP $8029,X C2/7950: 05 D2 ORA $D2 C2/7952: 44 20 98 MVP $20,$98 C2/7955: 04 0C TSB $0C C2/7957: 06 DF ASL $DF C2/7959: 0F 01 0F 02 ORA $020F01 C2/795D: 13 B6 ORA ($B6,S),Y C2/795F: 05 FE ORA $FE C2/7961: 0C A9 0A TSB $0AA9 C2/7964: AB PLB C2/7965: 15 AA ORA $AA,X C2/7967: 1D 0A CA ORA $CA0A,X C2/796A: 0D 03 D7 ORA $D703 C2/796D: 05 2C ORA $2C C2/796F: E7 24 SBC [$24] C2/7971: 25 1F AND $1F C2/7973: 9D 3D 83 STA $833D,X C2/7976: 05 03 ORA $03 C2/7978: 15 06 ORA $06,X C2/797A: 7F 15 14 16 ADC $161415,X C2/797E: 1A INC C2/797F: 02 01 COP $01 C2/7981: 15 91 ORA $91,X C2/7983: 05 F3 ORA $F3 C2/7985: 09 02 AD ORA #$AD02 C2/7988: 05 4C ORA $4C C2/798A: 06 0C ASL $0C C2/798C: 02 1B COP $1B C2/798E: 16 97 ASL $97,X C2/7990: 0C 10 01 TSB $0110 C2/7993: AD 05 03 LDA $0305 C2/7996: 1C 06 DE TRB $DE06 C2/7999: 0D 00 FE ORA $FE00 C2/799C: BC 05 05 LDY $0505,X C2/799F: 06 10 ASL $10 C2/79A1: 01 0E ORA ($0E,X) C2/79A3: 0A ASL C2/79A4: 0F FA A4 04 ORA $04A4FA C2/79A8: FE 18 2E INC $2E18,X C2/79AB: 0F 10 0E 16 ORA $160E10 C2/79AF: 13 F7 ORA ($F7,S),Y C2/79B1: 02 00 COP $00 C2/79B3: 5A PHY C2/79B4: 77 05 ADC [$05],Y C2/79B6: 29 31 2F AND #$2F31 C2/79B9: 25 F9 AND $F9 C2/79BB: 1F 3A 16 8B ORA $8B163A,X C2/79BF: 0D 10 01 ORA $0110 C2/79C2: 16 06 ASL $06,X C2/79C4: 0E ED 02 ASL $02ED C2/79C7: 1A INC C2/79C8: 06 00 ASL $00 C2/79CA: 52 00 EOR ($00) C2/79CC: 06 25 ASL $25 C2/79CE: 29 1D FF AND #$FF1D C2/79D1: 23 21 AND $21,S C2/79D3: 01 20 ORA ($20,X) C2/79D5: 21 2F AND ($2F,X) C2/79D7: 25 23 AND $23 C2/79D9: C9 2A 80 CMP #$802A C2/79DC: 05 A7 ORA $A7 C2/79DE: 05 03 ORA $03 C2/79E0: AB PLB C2/79E1: 15 20 ORA $20,X C2/79E3: 0E 01 02 ASL $0201 C2/79E6: EF 0E 02 0F SBC $0F020E C2/79EA: 10 77 BPL $7A63 C2/79EC: 0E 04 1E ASL $1E04 C2/79EF: 1D FF 30 ORA $30FF,X C2/79F2: 30 28 BMI $7A1C C2/79F4: 21 01 AND ($01,X) C2/79F6: 2C 28 1D BIT $1D28 C2/79F9: 1D 2A 87 ORA $872A,X C2/79FC: 26 04 ROL $04 C2/79FE: 1A INC C2/79FF: 02 1B COP $1B C2/7A01: 06 C2 ASL $C2 C2/7A03: 0D 24 06 ORA $0624 C2/7A06: EB XBA C2/7A07: 06 03 ASL $03 C2/7A09: BA TSX C2/7A0A: 05 02 ORA $02 C2/7A0C: F0 2D BEQ $7A3B C2/7A0E: 10 10 BPL $7A20 C2/7A10: 15 FD ORA $FD,X C2/7A12: 02 77 COP $77 C2/7A14: 0E 05 22 ASL $2205 C2/7A17: 25 21 AND $21 C2/7A19: 28 PLP C2/7A1A: 20 B4 A9 JSR $A9B4 C2/7A1D: 36 83 ROL $83,X C2/7A1F: 05 05 ORA $05 C2/7A21: AB PLB C2/7A22: 15 09 ORA $09,X C2/7A24: 0A ASL C2/7A25: 30 06 BMI $7A2D C2/7A27: 0E 3F 02 ASL $023F C2/7A2A: 06 0C ASL $0C C2/7A2C: 02 18 COP $18 C2/7A2E: 02 29 COP $29 C2/7A30: 06 E3 ASL $E3 C2/7A32: 0D 3E B6 ORA $B63E C2/7A35: 05 01 ORA $01 C2/7A37: 06 15 ASL $15 C2/7A39: 10 09 BPL $7A44 C2/7A3B: 82 0D 98 BRL $C0124B C2/7A3E: 0C 7F 14 TSB $147F C2/7A41: 02 15 COP $15 C2/7A43: 10 13 BPL $7A58 C2/7A45: 16 01 ASL $01,X C2/7A47: 1A INC C2/7A48: 06 69 ASL $69 C2/7A4A: 0B PHD C2/7A4B: 28 PLP C2/7A4C: 06 40 ASL $40 C2/7A4E: 0E 15 F3 ASL $F315 C2/7A