Final Fantasy VI/ROM map/Assembly C35: Difference between revisions

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{{subpage|game=Final Fantasy VI:ROM map}}
==C3/501A null current spell==
==C3/501A null current spell==
  Blank out the current spell (MP cost and spell learn rate too)
  Blank out the current spell (MP cost and spell learn rate too)

Latest revision as of 02:41, 24 January 2024

This is a sub-page of Final Fantasy VI/ROM map.

C3/501A null current spell

Blank out the current spell (MP cost and spell learn rate too)
C3/501A:	7B      	TDC
C3/501B:	A5E5    	LDA $E5
C3/501D:	AA      	TAX
C3/501E:	A9FF    	LDA #$FF
C3/5020:	9F899D7E	STA $7E9D89,X
C3/5024:	20B951  	JSR $51B9      (set's the text color to gray among other things)
C3/5027:	A00B00  	LDY #$000B
C3/502A:	A28B9E  	LDX #$9E8B     (position of where it is to be blanked)
C3/502D:	8E8121  	STX $2181
C3/5030:	A9FF    	LDA #$FF
C3/5032:	8D8021  	STA $2180      (insert a space)
C3/5035:	88      	DEY
C3/5036:	D0FA    	BNE $5032      (do 11 times?)
C3/5038:	9C8021  	STZ $2180      (end this string)
C3/503B:	4CD97F  	JMP $7FD9      (display the blanked name)

C3/503E unknow

C3/503E:	20EC50  	JSR $50EC      (get the current spell to check)
C3/5041:	C9FF    	CMP #$FF
C3/5043:	F0D5    	BEQ $501A
C3/5045:	20A250  	JSR $50A2      (get spell's learned rate)
C3/5048:	C900    	CMP #$00       (is it zero? also no need for this CMP here...)
C3/504A:	F0CE    	BEQ $501A      (branch if so)
C3/504C:	20EC50  	JSR $50EC      (get the current spell to check)
C3/504F:	206784  	JSR $8467      (draw the current spell name)
C3/5052:	A2929E  	LDX #$9E92     (position of spell progress)
C3/5055:	8E8121  	STX $2181
C3/5058:	20EC50  	JSR $50EC      (get the current spell to check)
C3/505B:	20A250  	JSR $50A2      (get spell's learned rate)
C3/505E:	C9FF    	CMP #$FF       (is it learned?)
C3/5060:	F026    	BEQ $5088      (branch if so)
C3/5062:	48      	PHA
C3/5063:	20B951  	JSR $51B9
C3/5066:	A92C    	LDA #$2C
C3/5068:	8529    	STA $29        (set text color to blue)
C3/506A:	A9C7    	LDA #$C7       (the "..." character in the font)
C3/506C:	8D8021  	STA $2180
C3/506F:	68      	PLA
C3/5070:	20E004  	JSR $04E0      (turn spell progress into digits)
C3/5073:	A5F8    	LDA $F8
C3/5075:	8D8021  	STA $2180      (draw the tens digit)
C3/5078:	A5F9    	LDA $F9
C3/507A:	8D8021  	STA $2180      (draw the ones digit)
C3/507D:	A9CD    	LDA #$CD       (the "%" character in the font)
C3/507F:	8D8021  	STA $2180
C3/5082:	9C8021  	STZ $2180      (end this string)
C3/5085:	4CD97F  	JMP $7FD9      (draw the contents of $2180)

C3/5088 unknow

C3/5088:	A924    	LDA #$24
C3/508A:	8529    	STA $29        (set text color to...dunno)
C3/508C:	20EC50  	JSR $50EC      (get the current spell to check)
C3/508F:	204D51  	JSR $514D      (determine if spells are useable?)
C3/5092:	A9FF    	LDA #$FF
C3/5094:	8D8021  	STA $2180
C3/5097:	8D8021  	STA $2180
C3/509A:	8D8021  	STA $2180
C3/509D:	8D8021  	STA $2180      (four spaces, blank out spell's learn rate since it's already learned)
C3/50A0:	80E0    	BRA $5082

C3/50A2 get learned points for spells

Get spell's learned amount, or, if it's Gogo, branch below to check everybody 
else in the party.
C3/50A2:	85E0    	STA $E0
C3/50A4:	20DD4E  	JSR $4EDD
C3/50A7:	B90000  	LDA $0000,Y
C3/50AA:	C90C    	CMP #$0C
C3/50AC:	F017    	BEQ $50C5     (Branch if it's Gogo)
C3/50AE:	8D0242  	STA $4202
C3/50B1:	A936    	LDA #$36
C3/50B3:	8D0342  	STA $4203
C3/50B6:	7B      	TDC
C3/50B7:	A5E0    	LDA $E0
C3/50B9:	C220    	REP #$20      (16 bit memory/accum.)
C3/50BB:	6D1642  	ADC $4216
C3/50BE:	AA      	TAX
C3/50BF:	E220    	SEP #$20      (8 bit memory/accum.)
C3/50C1:	BD6E1A  	LDA $1A6E,X
C3/50C4:	60      	RTS
 
C3/50C5:	64E1    	STZ $E1       ($E1 = #$00)
C3/50C7:	7B      	TDC           (A = #$0000)
C3/50C8:	A5E1    	LDA $E1       (A = $E1)
C3/50CA:	C528    	CMP $28
C3/50CC:	F014    	BEQ $50E2
C3/50CE:	0A      	ASL A
C3/50CF:	AA      	TAX
C3/50D0:	B46D    	LDY $6D,X
C3/50D2:	F00E    	BEQ $50E2
C3/50D4:	B90000  	LDA $0000,Y    (load character ID)
C3/50D7:	C90C    	CMP #$0C
C3/50D9:	B007    	BCS $50E2      (Branch if it's Gogo or higher)
C3/50DB:	20AE50  	JSR $50AE
C3/50DE:	C9FF    	CMP #$FF
C3/50E0:	F009    	BEQ $50EB
C3/50E2:	E6E1    	INC $E1
C3/50E4:	A5E1    	LDA $E1
C3/50E6:	C904    	CMP #$04
C3/50E8:	D0DD    	BNE $50C7
C3/50EA:	7B      	TDC
C3/50EB:	60      	RTS

C3/50EC unknow

C3/50EC:	7B      	TDC
C3/50ED:	A5E5    	LDA $E5
C3/50EF:	AA      	TAX
C3/50F0:	BF899D7E	LDA $7E9D89,X
C3/50F4:	60      	RTS

C3/50F5 unknow

C3/50F5:	48      	PHA
C3/50F6:	AD1242  	LDA $4212
C3/50F9:	2940    	AND #$40       (are we in H-blank?)
C3/50FB:	F0F9    	BEQ $50F6      (branch if not)
C3/50FD:	68      	PLA
C3/50FE:	8D1B21  	STA $211B      (save spell number as our multiplier)
C3/5101:	9C1B21  	STZ $211B
C3/5104:	A90E    	LDA #$0E       (14 = width of magic struct)
C3/5106:	8D1C21  	STA $211C
C3/5109:	8D1C21  	STA $211C
C3/510C:	60      	RTS            ($2134 = A * 14)

C3/510D get mp cost of spell

Determine the MP cost to a given spell
C3/510D:	48      	PHA            (save current spell)
C3/510E:	20F550  	JSR $50F5      (A = A * 14)
C3/5111:	AE3421  	LDX $2134      (X product of previous JSR)
C3/5114:	BFC56AC4	LDA $C46AC5,X  (magic data, MP cost)
C3/5118:	85E0    	STA $E0        (store MP cost)
C3/511A:	68      	PLA            (get current spell)
C3/511B:	C999    	CMP #$99       (is the current spell Step Mine?)
C3/511D:	D00F    	BNE $512E      (branch if not)
C3/511F:	AD1B02  	LDA $021B
C3/5122:	0A      	ASL A          (* 2)
C3/5123:	85E0    	STA $E0        (save as new MP cost)
C3/5125:	AD1C02  	LDA $021C
C3/5128:	C91E    	CMP #$1E
C3/512A:	9002    	BCC $512E
C3/512C:	E6E0    	INC $E0        (add 1 to MP cost)
C3/512E:	ADD711  	LDA $11D7      (load accessory byte)
C3/5131:	8940    	BIT #$40       (Is "reduce MP consumption to 1" bit set, aka Economizer equipped?)
C3/5133:	F005    	BEQ $513A      (branch if not, this could branch to the BIT #$20...)
C3/5135:	7B      	TDC            (to keep the upper 8 bits of A clean...)
C3/5136:	A901    	LDA #$01       (MP cost is 1)
C3/5138:	8011    	BRA $514B      (branch and exit)
C3/513A:	ADD711  	LDA $11D7      (load accessory byte)
C3/513D:	8920    	BIT #$20       (Is "halve MP consumption" bit set, aka Gold Hairpin equipped?)
C3/513F:	F007    	BEQ $5148      (branch and exit if not)
C3/5141:	7B      	TDC            (to keep the upper 8 bits of A clean...)
C3/5142:	A5E0    	LDA $E0        (load current MP cost)
C3/5144:	1A      	INC A          (add one so it rounds up)
C3/5145:	4A      	LSR A          (cut in half)
C3/5146:	8003    	BRA $514B      (branch and exit)
C3/5148:	7B      	TDC            (to keep the upper 8 bits of A clean...)
C3/5149:	A5E0    	LDA $E0        (load MP cost)
C3/514B:	AA      	TAX            (transfer MP cost to X)
C3/514C:	60      	RTS

C3/514D unknow

C3/514D:	C92A    	CMP #$2A
C3/514F:	F02A    	BEQ $517B      (branch if spell is Warp)
C3/5151:	C912    	CMP #$12
C3/5153:	F019    	BEQ $516E      (branch if spell is X-zone)
C3/5155:	20F550  	JSR $50F5
C3/5158:	AE3421  	LDX $2134
C3/515B:	BFC36AC4	LDA $C46AC3,X  (Magic data, where used/damage type)
C3/515F:	2901    	AND #$01
C3/5161:	F009    	BEQ $516C      (this can BRA to $51B9 just as easily)
C3/5163:	20EC50  	JSR $50EC      (get the current spell to check)
C3/5166:	200D51  	JSR $510D      (get MP cost)
C3/5169:	4C8851  	JMP $5188      (BRA would work here)

C3/516C unknow

C3/516C:	804B    	BRA $51B9
C3/516E:	85E3    	STA $E3
C3/5170:	AD0102  	LDA $0201      (load availability bits)
C3/5173:	8901    	BIT #$01       (check for X-Zone use)
C3/5175:	F0F5    	BEQ $516C      (branch if not able to, and really, it can branch to $51B9 from
                                                here on its own easily enough)
C3/5177:	A5E3    	LDA $E3
C3/5179:	80DA    	BRA $5155

C3/517B unknow

C3/517B:	85E3    	STA $E3
C3/517D:	AD0102  	LDA $0201
C3/5180:	8902    	BIT #$02       (check for Warp useage)
C3/5182:	F0E8    	BEQ $516C      (branch if you can't Warp)
C3/5184:	A5E3    	LDA $E3
C3/5186:	80CD    	BRA $5155

C3/5188 unknow

C3/5188:	86E2    	STX $E2        (save MP cost)
C3/518A:	20DD4E  	JSR $4EDD
C3/518D:	B91400  	LDA $0014,Y    (Statuses)
C3/5190:	2920    	AND #$20       (Imped?)
C3/5192:	F007    	BEQ $519B      (branch if not)
C3/5194:	20EC50  	JSR $50EC      (get the current spell to check)
C3/5197:	C923    	CMP #$23
C3/5199:	D01E    	BNE $51B9      (branch if spell is not Imp)
C3/519B:	C220    	REP #$20      	(16 bit memory/accum.)
C3/519D:	B90D00  	LDA $000D,Y    (current MP)
C3/51A0:	85E0    	STA $E0        (save for now)
C3/51A2:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/51A4:	A6E2    	LDX $E2        (load MP cost)
C3/51A6:	E4E0    	CPX $E0        (compare to current MP)
C3/51A8:	F002    	BEQ $51AC      (if equal, you can use it, this check is necessary because you would
                                                need cost +1 to use it otherwise)
C3/51AA:	B00D    	BCS $51B9      (if cost is more than current, you can't use it)
C3/51AC:	7B      	TDC
C3/51AD:	A5E5    	LDA $E5
C3/51AF:	AA      	TAX
C3/51B0:	A920    	LDA #$20
C3/51B2:	8529    	STA $29        (set text color to white)
C3/51B4:	9F099E7E	STA $7E9E09,X
C3/51B8:	60      	RTS

C3/51B9 unknow

C3/51B9:	7B      	TDC
C3/51BA:	A5E5    	LDA $E5
C3/51BC:	AA      	TAX
C3/51BD:	A928    	LDA #$28
C3/51BF:	8529    	STA $29        (set text color to gray)
C3/51C1:	9F099E7E	STA $7E9E09,X
C3/51C5:	60      	RTS

C3/51C6 unknow

C3/51C6:	A920    	LDA #$20
C3/51C8:	8529    	STA $29        (set text color to white)
C3/51CA:	C220    	REP #$20       (16 bit memory/accum.)
C3/51CC:	A9BF81  	LDA #$81BF     (position of MP cost)
C3/51CF:	8F899E7E	STA $7E9E89
C3/51D3:	E220    	SEP #$20       (8 bit memory/accum.)
C3/51D5:	A28B9E  	LDX #$9E8B     (where to look in VRAM)
C3/51D8:	8E8121  	STX $2181
C3/51DB:	7B      	TDC
C3/51DC:	A54B    	LDA $4B
C3/51DE:	AA      	TAX
C3/51DF:	BF899D7E	LDA $7E9D89,X
C3/51E3:	200D51  	JSR $510D      (get MP cost)
C3/51E6:	20E004  	JSR $04E0      (turn MP cost into digits)
C3/51E9:	A5F8    	LDA $F8
C3/51EB:	8D8021  	STA $2180
C3/51EE:	A5F9    	LDA $F9
C3/51F0:	8D8021  	STA $2180      (MP cost in the upper right hand corner of the menu)
C3/51F3:	9C8021  	STZ $2180      (end this string)
C3/51F6:	4CD97F  	JMP $7FD9

C3/51F9 unknow

C3/51F9:	20156A  	JSR $6A15
C3/51FC:	203C52  	JSR $523C
C3/51FF:	A92C    	LDA #$2C
C3/5201:	8529    	STA $29
C3/5203:	A0915C  	LDY #$5C91  	(Address at which you find the word "Lore")
C3/5206:	20F902  	JSR $02F9
C3/5209:	20AC61  	JSR $61AC
C3/520C:	4C4D0F  	JMP $0F4D

C3/520F unknow

C3/520F:	A2899D  	LDX #$9D89
C3/5212:	8E8121  	STX $2181
C3/5215:	A600    	LDX $00
C3/5217:	64E0    	STZ $E0
C3/5219:	A00800  	LDY #$0008
C3/521C:	BD291D  	LDA $1D29,X
C3/521F:	6A      	ROR A
C3/5220:	48      	PHA
C3/5221:	9007    	BCC $522A
C3/5223:	A5E0    	LDA $E0
C3/5225:	8D8021  	STA $2180
C3/5228:	8005    	BRA $522F
C3/522A:	A9FF    	LDA #$FF
C3/522C:	8D8021  	STA $2180
C3/522F:	E6E0    	INC $E0
C3/5231:	68      	PLA
C3/5232:	88      	DEY
C3/5233:	D0EA    	BNE $521F
C3/5235:	E8      	INX
C3/5236:	E00300  	CPX #$0003
C3/5239:	D0DE    	BNE $5219
C3/523B:	60      	RTS

C3/523C unknow

C3/523C:	200F52  	JSR $520F
C3/523F:	20F783  	JSR $83F7
C3/5242:	A00800  	LDY #$0008
C3/5245:	5A      	PHY
C3/5246:	205652  	JSR $5256
C3/5249:	A5E6    	LDA $E6
C3/524B:	1A      	INC A
C3/524C:	1A      	INC A
C3/524D:	291F    	AND #$1F
C3/524F:	85E6    	STA $E6
C3/5251:	7A      	PLY
C3/5252:	88      	DEY
C3/5253:	D0F0    	BNE $5245
C3/5255:	60      	RTS

C3/5256 unknow

C3/5256:	A920    	LDA #$20
C3/5258:	8529    	STA $29
C3/525A:	206652  	JSR $5266
C3/525D:	A20300  	LDX #$0003
C3/5260:	207552  	JSR $5275
C3/5263:	E6E5    	INC $E5
C3/5265:	60      	RTS

C3/5266 unknow

C3/5266:	A00A00  	LDY #$000A    (lore name length)
C3/5269:	84EB    	STY $EB
C3/526B:	A0FDF9  	LDY #$F9FD    (lore name address)
C3/526E:	84EF    	STY $EF
C3/5270:	A9E6    	LDA #$E6      (lore name bank)
C3/5272:	85F1    	STA $F1
C3/5274:	60      	RTS

C3/5275 unknow

C3/5275:	A5E6    	LDA $E6
C3/5277:	1A      	INC A
C3/5278:	209F80  	JSR $809F
C3/527B:	C220    	REP #$20      (16 bit memory/accum.)
C3/527D:	8A      	TXA
C3/527E:	8F899E7E	STA $7E9E89
C3/5282:	E220    	SEP #$20      (8 bit memory/accum.)
C3/5284:	7B      	TDC
C3/5285:	A5E5    	LDA $E5
C3/5287:	AA      	TAX
C3/5288:	BF899D7E	LDA $7E9D89,X
C3/528C:	C9FF    	CMP #$FF
C3/528E:	F030    	BEQ $52C0
C3/5290:	A5E5    	LDA $E5
C3/5292:	206784  	JSR $8467      (draw the current lore name)
C3/5295:	A2959E  	LDX #$9E95
C3/5298:	8E8121  	STX $2181
C3/529B:	A9C7    	LDA #$C7
C3/529D:	8D8021  	STA $2180      ('...' character in the font)
C3/52A0:	A5E5    	LDA $E5        (get current selection)
C3/52A2:	18      	CLC
C3/52A3:	698B    	ADC #$8B       (add the first lore to it, making the current selection the current lore)
C3/52A5:	200D51  	JSR $510D      (get MP cost of current lore)
C3/52A8:	20E004  	JSR $04E0      (turn MP cost into displayable digits)
C3/52AB:	A5F7    	LDA $F7
C3/52AD:	8D8021  	STA $2180
C3/52B0:	A5F8    	LDA $F8
C3/52B2:	8D8021  	STA $2180
C3/52B5:	A5F9    	LDA $F9
C3/52B7:	8D8021  	STA $2180
C3/52BA:	9C8021  	STZ $2180      (end this string)
C3/52BD:	4CD97F  	JMP $7FD9

C3/52C0 unknow

C3/52C0:	A00E00  	LDY #$000E     (14 letters)
C3/52C3:	A28B9E  	LDX #$9E8B
C3/52C6:	8E8121  	STX $2181
C3/52C9:	A9FF    	LDA #$FF
C3/52CB:	8D8021  	STA $2180      (insert a space)
C3/52CE:	88      	DEY
C3/52CF:	D0FA    	BNE $52CB      (do 13 times)
C3/52D1:	9C8021  	STZ $2180      (end this string)
C3/52D4:	4CD97F  	JMP $7FD9

C3/52D7 unknow

C3/52D7:	20156A  	JSR $6A15
C3/52DA:	206E53  	JSR $536E
C3/52DD:	A920    	LDA #$20
C3/52DF:	8529    	STA $29        (set text color to white)
C3/52E1:	20F452  	JSR $52F4
C3/52E4:	A92C    	LDA #$2C
C3/52E6:	8529    	STA $29        (set text color to blue)
C3/52E8:	A0B85C  	LDY #$5CB8	  (Address at which you find the word "SwdTech")
C3/52EB:	20F902  	JSR $02F9
C3/52EE:	20AC61  	JSR $61AC
C3/52F1:	4C4D0F  	JMP $0F4D

C3/52F4 unknow

C3/52F4:	20F783  	JSR $83F7
C3/52F7:	E6E6    	INC $E6
C3/52F9:	64E5    	STZ $E5
C3/52FB:	A00400  	LDY #$0004
C3/52FE:	5A      	PHY
C3/52FF:	201153  	JSR $5311
C3/5302:	A5E6    	LDA $E6
C3/5304:	1A      	INC A
C3/5305:	1A      	INC A
C3/5306:	1A      	INC A
C3/5307:	1A      	INC A
C3/5308:	291F    	AND #$1F      (clear bits 5, 6, 7)
C3/530A:	85E6    	STA $E6
C3/530C:	7A      	PLY
C3/530D:	88      	DEY
C3/530E:	D0EE    	BNE $52FE
C3/5310:	60      	RTS

C3/5311 unknow

C3/5311:	202853  	JSR $5328
C3/5314:	A20300  	LDX #$0003    (X position of left half of SwdTech)
C3/5317:	203753  	JSR $5337
C3/531A:	E6E5    	INC $E5
C3/531C:	202853  	JSR $5328
C3/531F:	A21100  	LDX #$0011    (X position of right half of SwdTech)
C3/5322:	203753  	JSR $5337
C3/5325:	E6E5    	INC $E5
C3/5327:	60      	RTS

C3/5328 unknow

C3/5328:	A00C00  	LDY #$000C    (SwdTech name length)
C3/532B:	84EB    	STY $EB
C3/532D:	A0403C  	LDY #$3C40    (SwdTech address)
C3/5330:	84EF    	STY $EF
C3/5332:	A9CF    	LDA #$CF      (SwdTech bank)
C3/5334:	85F1    	STA $F1
C3/5336:	60      	RTS

C3/5337 unknow

C3/5337:	A5E6    	LDA $E6
C3/5339:	209F80  	JSR $809F
C3/533C:	C220    	REP #$20      (16 bit memory/accum.)
C3/533E:	8A      	TXA
C3/533F:	8F899E7E	STA $7E9E89
C3/5343:	E220    	SEP #$20      (8 bit memory/accum.)
C3/5345:	7B      	TDC
C3/5346:	A5E5    	LDA $E5
C3/5348:	AA      	TAX
C3/5349:	BF899D7E	LDA $7E9D89,X
C3/534D:	C9FF    	CMP #$FF
C3/534F:	F006    	BEQ $5357
C3/5351:	206784  	JSR $8467      (draw the current SwdTech name)
C3/5354:	4CD97F  	JMP $7FD9

C3/5357 unknow

C3/5357:	A00C00  	LDY #$000C
C3/535A:	A28B9E  	LDX #$9E8B
C3/535D:	8E8121  	STX $2181
C3/5360:	A9FF    	LDA #$FF
C3/5362:	8D8021  	STA $2180
C3/5365:	88      	DEY
C3/5366:	D0FA    	BNE $5362
C3/5368:	9C8021  	STZ $2180      (end this string)
C3/536B:	4CD97F  	JMP $7FD9

C3/536E unknow

C3/536E:	A2899D  	LDX #$9D89
C3/5371:	8E8121  	STX $2181
C3/5374:	A00800  	LDY #$0008
C3/5377:	64E0    	STZ $E0
C3/5379:	7B      	TDC
C3/537A:	ADF71C  	LDA $1CF7      (known swdtech's?)
C3/537D:	6A      	ROR A
C3/537E:	48      	PHA
C3/537F:	9004    	BCC $5385
C3/5381:	A5E0    	LDA $E0
C3/5383:	8002    	BRA $5387
C3/5385:	A9FF    	LDA #$FF
C3/5387:	8D8021  	STA $2180
C3/538A:	E6E0    	INC $E0
C3/538C:	68      	PLA
C3/538D:	88      	DEY
C3/538E:	D0ED    	BNE $537D
C3/5390:	60      	RTS

C3/5391 unknow

C3/5391:	20156A  	JSR $6A15
C3/5394:	20A753  	JSR $53A7
C3/5397:	A92C    	LDA #$2C
C3/5399:	8529    	STA $29
C3/539B:	A0985C  	LDY #$5C98		(Address at which you find the word "Rage")
C3/539E:	20F902  	JSR $02F9
C3/53A1:	20AC61  	JSR $61AC
C3/53A4:	4C4D0F  	JMP $0F4D

C3/53A7 unknow

C3/53A7:	20C153  	JSR $53C1
C3/53AA:	20F783  	JSR $83F7
C3/53AD:	A00900  	LDY #$0009
C3/53B0:	5A      	PHY
C3/53B1:	20EE53  	JSR $53EE
C3/53B4:	A5E6    	LDA $E6
C3/53B6:	1A      	INC A
C3/53B7:	1A      	INC A
C3/53B8:	291F    	AND #$1F
C3/53BA:	85E6    	STA $E6
C3/53BC:	7A      	PLY
C3/53BD:	88      	DEY
C3/53BE:	D0F0    	BNE $53B0
C3/53C0:	60      	RTS

C3/53C1 unknow

C3/53C1:	A2899D  	LDX #$9D89
C3/53C4:	8E8121  	STX $2181
C3/53C7:	A600    	LDX $00
C3/53C9:	64E0    	STZ $E0
C3/53CB:	A00800  	LDY #$0008
C3/53CE:	BD2C1D  	LDA $1D2C,X    (known rages)
C3/53D1:	6A      	ROR A
C3/53D2:	48      	PHA
C3/53D3:	9007    	BCC $53DC
C3/53D5:	A5E0    	LDA $E0
C3/53D7:	8D8021  	STA $2180
C3/53DA:	8005    	BRA $53E1
C3/53DC:	A9FF    	LDA #$FF
C3/53DE:	8D8021  	STA $2180
C3/53E1:	E6E0    	INC $E0
C3/53E3:	68      	PLA
C3/53E4:	88      	DEY
C3/53E5:	D0EA    	BNE $53D1
C3/53E7:	E8      	INX
C3/53E8:	E02000  	CPX #$0020
C3/53EB:	D0DE    	BNE $53CB
C3/53ED:	60      	RTS

C3/53EE unknow

C3/53EE:	A920    	LDA #$20
C3/53F0:	8529    	STA $29
C3/53F2:	200954  	JSR $5409
C3/53F5:	A20500  	LDX #$0005      (X position of left half of Rages)
C3/53F8:	201854  	JSR $5418
C3/53FB:	E6E5    	INC $E5
C3/53FD:	200954  	JSR $5409
C3/5400:	A21300  	LDX #$0013      (X position of right half of Rages)
C3/5403:	201854  	JSR $5418
C3/5406:	E6E5    	INC $E5
C3/5408:	60      	RTS

C3/5409 unknow

C3/5409:	A00A00  	LDY #$000A      (Rage name length, which corresponds with monster name length)
C3/540C:	84EB    	STY $EB
C3/540E:	A050C0  	LDY #$C050      (Rage address)
C3/5411:	84EF    	STY $EF
C3/5413:	A9CF    	LDA #$CF        (Rage bank)
C3/5415:	85F1    	STA $F1
C3/5417:	60      	RTS

C3/5418 unknow

C3/5418:	A5E6    	LDA $E6
C3/541A:	1A      	INC A
C3/541B:	209F80  	JSR $809F
C3/541E:	C220    	REP #$20      	(16 bit memory/accum.)
C3/5420:	8A      	TXA
C3/5421:	8F899E7E	STA $7E9E89
C3/5425:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/5427:	7B      	TDC
C3/5428:	A5E5    	LDA $E5
C3/542A:	AA      	TAX
C3/542B:	BF899D7E	LDA $7E9D89,X
C3/542F:	C9FF    	CMP #$FF
C3/5431:	F008    	BEQ $543B
C3/5433:	A5E5    	LDA $E5
C3/5435:	206784  	JSR $8467      (draw the current monster name for the rage list)
C3/5438:	4CD97F  	JMP $7FD9

C3/543B unknow

C3/543B:	A00A00  	LDY #$000A		(Enemy names are 10 characters long)
C3/543E:	A28B9E  	LDX #$9E8B
C3/5441:	8E8121  	STX $2181
C3/5444:	A9FF    	LDA #$FF
C3/5446:	8D8021  	STA $2180
C3/5449:	88      	DEY
C3/544A:	D0FA    	BNE $5446
C3/544C:	9C8021  	STZ $2180      (end this string)
C3/544F:	4CD97F  	JMP $7FD9

C3/5452 unknow

C3/5452:	20156A  	JSR $6A15
C3/5455:	A920    	LDA #$20
C3/5457:	8529    	STA $29        (set text color to white)
C3/5459:	206C54  	JSR $546C
C3/545C:	A92C    	LDA #$2C
C3/545E:	8529    	STA $29        (set text color to blue)
C3/5460:	A0A75C  	LDY #$5CA7     (Address at which you find the word "Espers")
C3/5463:	20F902  	JSR $02F9
C3/5466:	20AC61  	JSR $61AC
C3/5469:	4C4D0F  	JMP $0F4D

C3/546C unknow

C3/546C:	208654  	JSR $5486
C3/546F:	20F783  	JSR $83F7
C3/5472:	A00800  	LDY #$0008
C3/5475:	5A      	PHY
C3/5476:	20E354  	JSR $54E3
C3/5479:	A5E6    	LDA $E6
C3/547B:	1A      	INC A
C3/547C:	1A      	INC A
C3/547D:	291F    	AND #$1F
C3/547F:	85E6    	STA $E6
C3/5481:	7A      	PLY
C3/5482:	88      	DEY
C3/5483:	D0F0    	BNE $5475
C3/5485:	60      	RTS

C3/5486 unknow

C3/5486:	A2ED9D  	LDX #$9DED
C3/5489:	8E8121  	STX $2181
C3/548C:	A600    	LDX $00
C3/548E:	64E0    	STZ $E0
C3/5490:	A00800  	LDY #$0008     (8 bits per byte)
C3/5493:	BD691A  	LDA $1A69,X    (espers collected)
C3/5496:	6A      	ROR A
C3/5497:	48      	PHA
C3/5498:	9007    	BCC $54A1
C3/549A:	A5E0    	LDA $E0
C3/549C:	8D8021  	STA $2180      (if $E0 only holds 0 here, STZ $2180 would've been fine)
C3/549F:	8005    	BRA $54A6
C3/54A1:	A9FF    	LDA #$FF
C3/54A3:	8D8021  	STA $2180 
C3/54A6:	E6E0    	INC $E0        (increment number of espers collected?)
C3/54A8:	68      	PLA
C3/54A9:	88      	DEY            (decrement number of bits left to do)
C3/54AA:	D0EA    	BNE $5496      (branch if there are any)
C3/54AC:	E8      	INX
C3/54AD:	E00400  	CPX #$0004     (have we done all 4 esper bytes yet?)
C3/54B0:	D0DE    	BNE $5490      (branch if not)
C3/54B2:	A2899D  	LDX #$9D89
C3/54B5:	8E8121  	STX $2181
C3/54B8:	A9FF    	LDA #$FF
C3/54BA:	A21D00  	LDX #$001D
C3/54BD:	8D8021  	STA $2180
C3/54C0:	CA      	DEX
C3/54C1:	D0FA    	BNE $54BD
C3/54C3:	A2ED9D  	LDX #$9DED
C3/54C6:	8E8121  	STX $2181
C3/54C9:	A01B00  	LDY #$001B
C3/54CC:	7B      	TDC            (keep the upper bits of A clean)
C3/54CD:	AD8021  	LDA $2180      (grab something from working ram, aka WRAM)
C3/54D0:	300D    	BMI $54DF      
C3/54D2:	48      	PHA
C3/54D3:	AA      	TAX
C3/54D4:	BFB5F9D1	LDA $D1F9B5,X
C3/54D8:	3A      	DEC A
C3/54D9:	AA      	TAX
C3/54DA:	68      	PLA
C3/54DB:	9F899D7E	STA $7E9D89,X
C3/54DF:	88      	DEY
C3/54E0:	D0EB    	BNE $54CD
C3/54E2:	60      	RTS

C3/54E3 unknow

C3/54E3:	20FA54  	JSR $54FA
C3/54E6:	A20300  	LDX #$0003      (X position of left half of espers)
C3/54E9:	200955  	JSR $5509
C3/54EC:	E6E5    	INC $E5
C3/54EE:	20FA54  	JSR $54FA
C3/54F1:	A21100  	LDX #$0011      (X position of right half of espers)
C3/54F4:	200955  	JSR $5509
C3/54F7:	E6E5    	INC $E5
C3/54F9:	60      	RTS

C3/54FA unknow

C3/54FA:	A00800  	LDY #$0008      (esper name length)
C3/54FD:	84EB    	STY $EB
C3/54FF:	A0E1F6  	LDY #$F6E1      (esper name address)
C3/5502:	84EF    	STY $EF
C3/5504:	A9E6    	LDA #$E6        (esper name bank)
C3/5506:	85F1    	STA $F1
C3/5508:	60      	RTS

C3/5509 unknow

C3/5509:	A5E6    	LDA $E6
C3/550B:	1A      	INC A
C3/550C:	209F80  	JSR $809F
C3/550F:	C220    	REP #$20      	(16 bit memory/accum.)
C3/5511:	8A      	TXA
C3/5512:	8F899E7E	STA $7E9E89
C3/5516:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/5518:	7B      	TDC
C3/5519:	A5E5    	LDA $E5
C3/551B:	AA      	TAX
C3/551C:	BF899D7E	LDA $7E9D89,X
C3/5520:	C9FF    	CMP #$FF
C3/5522:	F039    	BEQ $555D
C3/5524:	207455  	JSR $5574      (determine if the esper is equipped by anybody)
C3/5527:	206784  	JSR $8467      (draw the current esper name)
C3/552A:	7B      	TDC
C3/552B:	A5E5    	LDA $E5
C3/552D:	AA      	TAX
C3/552E:	BF899D7E	LDA $7E9D89,X
C3/5532:	18      	CLC
C3/5533:	6936    	ADC #$36       (add #$36 to get to the current esper)
C3/5535:	200D51  	JSR $510D      (get MP cost)
C3/5538:	48      	PHA
C3/5539:	A2939E  	LDX #$9E93
C3/553C:	8E8121  	STX $2181
C3/553F:	A9C7    	LDA #$C7       (the '...' character in the font)
C3/5541:	8D8021  	STA $2180
C3/5544:	68      	PLA
C3/5545:	20E004  	JSR $04E0      (convert MP cost to digits)
C3/5548:	A5F7    	LDA $F7
C3/554A:	8D8021  	STA $2180      (draw ones digit)
C3/554D:	A5F8    	LDA $F8
C3/554F:	8D8021  	STA $2180      (draw tens digit)
C3/5552:	A5F9    	LDA $F9
C3/5554:	8D8021  	STA $2180      (draw hundreds digit)
C3/5557:	9C8021  	STZ $2180      (end this string)
C3/555A:	4CD97F  	JMP $7FD9

C3/555A unknow

C3/555D:	A00C00  	LDY #$000C     (esper name is 8 letters, 1 for space, 3 more for MP cost)
C3/5560:	A28B9E  	LDX #$9E8B
C3/5563:	8E8121  	STX $2181
C3/5566:	A9FF    	LDA #$FF
C3/5568:	8D8021  	STA $2180      (draw a space)
C3/556B:	88      	DEY
C3/556C:	D0FA    	BNE $5568      (branch if haven't drawn 12 spaces)
C3/556E:	9C8021  	STZ $2180      (end this string)
C3/5571:	4CD97F  	JMP $7FD9

C3/5574 determine who is equipping espers

Determine who is equipping what espers
C3/5574:	85E0    	STA $E0        (save the esper in question for now)
C3/5576:	A600    	LDX $00
C3/5578:	A01000  	LDY #$0010     (16 characters to check, yet only 12 of them can equip espers)
C3/557B:	BD1E16  	LDA $161E,X    (esper currently equipped by characters)
C3/557E:	C5E0    	CMP $E0        (does it match the one we're looking at?)
C3/5580:	F011    	BEQ $5593      (branch if so)
C3/5582:	C220    	REP #$20      (16 bit memory/accum.)
C3/5584:	8A      	TXA            (otherwise, we need to check the next character)
C3/5585:	18      	CLC
C3/5586:	692500  	ADC #$0025     (character structure is #$0025 in size)
C3/5589:	AA      	TAX            (now the next character can be checked)
C3/558A:	E220    	SEP #$20      (8 bit memory/accum.)
C3/558C:	88      	DEY
C3/558D:	D0EC    	BNE $557B      (branch if we haven't checked every character)
C3/558F:	A920    	LDA #$20       (white text color, meaning the esper can be equipped)
C3/5591:	8002    	BRA $5595
C3/5593:	A928    	LDA #$28       (gray text color, meaning the esper is already equipped)
C3/5595:	8529    	STA $29        (set text color)
C3/5597:	A5E0    	LDA $E0
C3/5599:	60      	RTS

C3/559A unknow

C3/559A:	A920    	LDA #$20
C3/559C:	8529    	STA $29        (set text color to white)
C3/559E:	C220    	REP #$20      (16 bit memory/accum.)
C3/55A0:	A9CD40  	LDA #$40CD
C3/55A3:	8F899E7E	STA $7E9E89
C3/55A7:	A98B9E  	LDA #$9E8B
C3/55AA:	8D8121  	STA $2181
C3/55AD:	E220    	SEP #$20      (8 bit memory/accum.)
C3/55AF:	A00600  	LDY #$0006
C3/55B2:	BD0216  	LDA $1602,X    (character's name)
C3/55B5:	C9FF    	CMP #$FF       (a space?)
C3/55B7:	F007    	BEQ $55C0      (branch if so)
C3/55B9:	8D8021  	STA $2180
C3/55BC:	E8      	INX
C3/55BD:	88      	DEY
C3/55BE:	D0F2    	BNE $55B2      (branch if we haven't done 6 letters yet)
C3/55C0:	A600    	LDX $00
C3/55C2:	BFD95CC3	LDA $C35CD9,X  (load text for " has it!")
C3/55C6:	F006    	BEQ $55CE      (branch if null-terminated)
C3/55C8:	8D8021  	STA $2180
C3/55CB:	E8      	INX
C3/55CC:	80F4    	BRA $55C2
C3/55CE:	9C8021  	STZ $2180      (end this string)
C3/55D1:	4CD97F  	JMP $7FD9

C3/55D4 unknow

C3/55D4:	20156A  	JSR $6A15
C3/55D7:	20EA55  	JSR $55EA
C3/55DA:	A92C    	LDA #$2C
C3/55DC:	8529    	STA $29        (set text color to blue)
C3/55DE:	A0B05C  	LDY #$5CB0     (Address at which you find the word "Blitz")
C3/55E1:	20F902  	JSR $02F9
C3/55E4:	20AC61  	JSR $61AC
C3/55E7:	4C4D0F  	JMP $0F4D

C3/55EA unknow

C3/55EA:	201B56  	JSR $561B
C3/55ED:	20F783  	JSR $83F7
C3/55F0:	64E5    	STZ $E5
C3/55F2:	E6E6    	INC $E6
C3/55F4:	A00400  	LDY #$0004
C3/55F7:	5A      	PHY
C3/55F8:	200A56  	JSR $560A      (set both positions for blitz combination display)
C3/55FB:	A5E6    	LDA $E6
C3/55FD:	1A      	INC A
C3/55FE:	1A      	INC A
C3/55FF:	1A      	INC A
C3/5600:	1A      	INC A          (two lines for next blitz sequence)
C3/5601:	291F    	AND #$1F
C3/5603:	85E6    	STA $E6
C3/5605:	7A      	PLY
C3/5606:	88      	DEY
C3/5607:	D0EE    	BNE $55F7
C3/5609:	60      	RTS

C3/560D unknow

C3/560A:	A20400  	LDX #$0004     (X position of left half of Blitz)
C3/560D:	204356  	JSR $5643
C3/5610:	E6E5    	INC $E5
C3/5612:	A21200  	LDX #$0012     (X position of right half of Blitz)
C3/5615:	204356  	JSR $5643
C3/5618:	E6E5    	INC $E5
C3/561A:	60      	RTS

C3/561B unknow

C3/561B:	AD281D  	LDA $1D28      (load Blitz's learned)
C3/561E:	8003    	BRA $5623
C3/5620:	AD4C1D  	LDA $1D4C      (load Dance's learned)
C3/5623:	A2899D  	LDX #$9D89
C3/5626:	8E8121  	STX $2181
C3/5629:	A600    	LDX $00
C3/562B:	A00800  	LDY #$0008
C3/562E:	6A      	ROR A
C3/562F:	48      	PHA
C3/5630:	9006    	BCC $5638
C3/5632:	8A      	TXA
C3/5633:	8D8021  	STA $2180
C3/5636:	8005    	BRA $563D
C3/5638:	A9FF    	LDA #$FF
C3/563A:	8D8021  	STA $2180      (draw a space)
C3/563D:	E8      	INX
C3/563E:	68      	PLA
C3/563F:	88      	DEY
C3/5640:	D0EC    	BNE $562E
C3/5642:	60      	RTS

C3/5643 unknow

C3/5643:	A5E6    	LDA $E6
C3/5645:	209F80  	JSR $809F
C3/5648:	C220    	REP #$20      (16 bit memory/accum.)
C3/564A:	8A      	TXA
C3/564B:	8F899E7E	STA $7E9E89
C3/564F:	E220    	SEP #$20      (8 bit memory/accum.)
C3/5651:	7B      	TDC
C3/5652:	A5E5    	LDA $E5
C3/5654:	AA      	TAX
C3/5655:	BF899D7E	LDA $7E9D89,X
C3/5659:	C9FF    	CMP #$FF
C3/565B:	F00F    	BEQ $566C
C3/565D:	208356  	JSR $5683      (get Blitz combinations displayed)
C3/5660:	A0899E  	LDY #$9E89
C3/5663:	84E7    	STY $E7
C3/5665:	A97E    	LDA #$7E
C3/5667:	85E9    	STA $E9
C3/5669:	4CBC56  	JMP $56BC      (display the tiles put into VRAM)

C3/566C unknow

C3/566C:	A00800  	LDY #$0008
C3/566F:	A28B9E  	LDX #$9E8B
C3/5672:	8E8121  	STX $2181
C3/5675:	A9FF    	LDA #$FF       (A already holds #$FF)
C3/5677:	8D8021  	STA $2180      (draw a blank space)
C3/567A:	88      	DEY
C3/567B:	D0FA    	BNE $5677      (branch if haven't drawn 8 blank spaces)
C3/567D:	9C8021  	STZ $2180      (end this string)
C3/5680:	4CD97F  	JMP $7FD9

C3/5683 unknow

C3/5683:	48      	PHA            (from only C3/565D)
C3/5684:	0A      	ASL A          (multiply by 2)
C3/5685:	0A      	ASL A          (multiply by 4)
C3/5686:	0A      	ASL A          (mulitply by 8)
C3/5687:	85E0    	STA $E0        (store * 8 multiplier)
C3/5689:	68      	PLA
C3/568A:	0A      	ASL A          (multiply by 2)
C3/568B:	0A      	ASL A          (multiply by 4)
C3/568C:	18      	CLC            (shifting should've taken care of carry)
C3/568D:	65E0    	ADC $E0        (add both and the multiplier is 12)
C3/568F:	AA      	TAX            (transfer multiplier to X)
C3/5690:	A08B9E  	LDY #$9E8B
C3/5693:	8C8121  	STY $2181
C3/5696:	A00A00  	LDY #$000A
C3/5699:	DA      	PHX
C3/569A:	BF407AC4	LDA $C47A40,X  (Load blitz specification character)
C3/569E:	0A      	ASL A
C3/569F:	AA      	TAX
C3/56A0:	BF1C5CC3	LDA $C35C1C,X  (blitz character determines which number to get from the font for display)
C3/56A4:	8D8021  	STA $2180
C3/56A7:	E8      	INX
C3/56A8:	BF1C5CC3	LDA $C35C1C,X  (20 is normal
                                                A0 is vertical flip
                                                60 is horizontal flip
                                                C0 is vertical and horizontal flip)
C3/56AC:	8D8021  	STA $2180
C3/56AF:	E8      	INX
C3/56B0:	FA      	PLX            (the previous INX is pointless)
C3/56B1:	E8      	INX
C3/56B2:	88      	DEY
C3/56B3:	D0E4    	BNE $5699
C3/56B5:	9C8021  	STZ $2180      (end this string)
C3/56B8:	9C8021  	STZ $2180      (end this string)
C3/56BB:	60      	RTS

C3/56BC unknow

C3/56BC:	A400    	LDY $00
C3/56BE:	C220    	REP #$20      (16 bit memory/accum.)
C3/56C0:	A7E7    	LDA [$E7]
C3/56C2:	85EB    	STA $EB
C3/56C4:	E6E7    	INC $E7
C3/56C6:	E6E7    	INC $E7
C3/56C8:	E220    	SEP #$20      (8 bit memory/accum.)
C3/56CA:	A97E    	LDA #$7E
C3/56CC:	85ED    	STA $ED
C3/56CE:	C220    	REP #$20      (16 bit memory/accum.)
C3/56D0:	B7E7    	LDA [$E7],Y
C3/56D2:	F008    	BEQ $56DC
C3/56D4:	97EB    	STA [$EB],Y
C3/56D6:	E220    	SEP #$20      (8 bit memory/accum.)
C3/56D8:	C8      	INY
C3/56D9:	C8      	INY
C3/56DA:	80F2    	BRA $56CE
C3/56DC:	E220    	SEP #$20      (8 bit memory/accum.)
C3/56DE:	60      	RTS

C3/56DF unknow

C3/56DF:	20095C  	JSR $5C09      (Load addresses for Esper descriptions)
C3/56E2:	4C2A57  	JMP $572A

C3/56E5 unknow

C3/56E5:	20E35B  	JSR $5BE3      (Load addresses for Magic descriptions)
C3/56E8:	4C2A57  	JMP $572A

C3/56EB load addresses for lore descriptions

C3/56EB:	A2707A  	LDX #$7A70
C3/56EE:	86E7    	STX $E7
C3/56F0:	A2A077  	LDX #$77A0
C3/56F3:	86EB    	STX $EB
C3/56F5:	A9ED    	LDA #$ED
C3/56F7:	85E9    	STA $E9
C3/56F9:	A9ED    	LDA #$ED
C3/56FB:	85ED    	STA $ED
C3/56FD:	4C2A57  	JMP $572A

C3/5700 load addresses for sword tech descriptions

C3/5700:	A2AEFF  	LDX #$FFAE
C3/5703:	86E7    	STX $E7
C3/5705:	A200FD  	LDX #$FD00
C3/5708:	86EB    	STX $EB
C3/570A:	A9CF    	LDA #$CF
C3/570C:	85E9    	STA $E9
C3/570E:	A9CF    	LDA #$CF
C3/5710:	85ED    	STA $ED
C3/5712:	4C2A57  	JMP $572A

C3/5715 load addresses for blitz descriptions

C3/5715:	A29EFF  	LDX #$FF9E
C3/5718:	86E7    	STX $E7
C3/571A:	A200FC  	LDX #$FC00
C3/571D:	86EB    	STX $EB
C3/571F:	A9CF    	LDA #$CF
C3/5721:	85E9    	STA $E9
C3/5723:	A9CF    	LDA #$CF
C3/5725:	85ED    	STA $ED
C3/5727:	4C2A57  	JMP $572A

C3/572A get offset from text

Unpack the text given its starting byte, offset, and pointer table
C3/572A:	A2C99E  	LDX #$9EC9
C3/572D:	8E8121  	STX $2181
C3/5730:	7B      	TDC
C3/5731:	A54B    	LDA $4B
C3/5733:	AA      	TAX
C3/5734:	BF899D7E	LDA $7E9D89,X
C3/5738:	C9FF    	CMP #$FF
C3/573A:	F031    	BEQ $576D
C3/573C:	C220    	REP #$20      (16 bit memory/accum.)
C3/573E:	0A      	ASL A
C3/573F:	A8      	TAY
C3/5740:	B7E7    	LDA [$E7],Y
C3/5742:	A8      	TAY
C3/5743:	E220    	SEP #$20      (8 bit memory/accum.)
C3/5745:	B7EB    	LDA [$EB],Y
C3/5747:	F006    	BEQ $574F
C3/5749:	8D8021  	STA $2180
C3/574C:	C8      	INY
C3/574D:	80F6    	BRA $5745
C3/574F:	88      	DEY
C3/5750:	B7EB    	LDA [$EB],Y
C3/5752:	C8      	INY
C3/5753:	C91C    	CMP #$1C
C3/5755:	F010    	BEQ $5767
C3/5757:	C91D    	CMP #$1D
C3/5759:	F00C    	BEQ $5767
C3/575B:	C91E    	CMP #$1E
C3/575D:	F008    	BEQ $5767
C3/575F:	C91F    	CMP #$1F
C3/5761:	F004    	BEQ $5767
C3/5763:	9C8021  	STZ $2180      (end this string)
C3/5766:	60      	RTS
 
C3/5767:	9C8021  	STZ $2180      (end this string)
C3/576A:	C8      	INY
C3/576B:	80D8    	BRA $5745

C3/576D:	A9FF    	LDA #$FF       (A would already contain #$FF, so this is pointless)
C3/576F:	8D8021  	STA $2180
C3/5772:	80EF    	BRA $5763

C3/5744 unknow

C3/5774:	20156A  	JSR $6A15
C3/5777:	208A57  	JSR $578A
C3/577A:	A92C    	LDA #$2C
C3/577C:	8529    	STA $29
C3/577E:	A09F5C  	LDY #$5C9F		(Address at which you find the word "Dance")
C3/5781:	20F902  	JSR $02F9
C3/5784:	20AC61  	JSR $61AC
C3/5787:	4C4D0F  	JMP $0F4D

C3/578A unknow

C3/578A:	202056  	JSR $5620
C3/578D:	20F783  	JSR $83F7
C3/5790:	E6E6    	INC $E6
C3/5792:	64E5    	STZ $E5
C3/5794:	A00400  	LDY #$0004
C3/5797:	5A      	PHY
C3/5798:	20AA57  	JSR $57AA
C3/579B:	A5E6    	LDA $E6
C3/579D:	1A      	INC A
C3/579E:	1A      	INC A
C3/579F:	1A      	INC A
C3/57A0:	1A      	INC A
C3/57A1:	291F    	AND #$1F
C3/57A3:	85E6    	STA $E6
C3/57A5:	7A      	PLY
C3/57A6:	88      	DEY
C3/57A7:	D0EE    	BNE $5797
C3/57A9:	60      	RTS

C3/57AA unknow

C3/57AA:	20C157  	JSR $57C1
C3/57AD:	A20300  	LDX #$0003    (X position of left half of Dance)
C3/57B0:	20D057  	JSR $57D0
C3/57B3:	E6E5    	INC $E5
C3/57B5:	20C157  	JSR $57C1
C3/57B8:	A21100  	LDX #$0011    (X position of right half of Dance)
C3/57BB:	20D057  	JSR $57D0
C3/57BE:	E6E5    	INC $E5
C3/57C0:	60      	RTS

C3/57C1 unknow

C3/57C1:	A00C00  	LDY #$000C    (Dance name length)
C3/57C4:	84EB    	STY $EB
C3/57C6:	A09DFF  	LDY #$FF9D    (Dance address)
C3/57C9:	84EF    	STY $EF
C3/57CB:	A9E6    	LDA #$E6      (Dance bank)
C3/57CD:	85F1    	STA $F1
C3/57CF:	60      	RTS

C3/57D0 unknow

C3/57D0:	A5E6    	LDA $E6
C3/57D2:	209F80  	JSR $809F
C3/57D5:	C220    	REP #$20      (16 bit memory/accum.)
C3/57D7:	8A      	TXA
C3/57D8:	8F899E7E	STA $7E9E89
C3/57DC:	E220    	SEP #$20      (8 bit memory/accum.)
C3/57DE:	7B      	TDC
C3/57DF:	A5E5    	LDA $E5
C3/57E1:	AA      	TAX
C3/57E2:	BF899D7E	LDA $7E9D89,X
C3/57E6:	C9FF    	CMP #$FF
C3/57E8:	F006    	BEQ $57F0
C3/57EA:	206784  	JSR $8467      (draw the current dance name)
C3/57ED:	4CD97F  	JMP $7FD9

C3/57F0 unknow

C3/57F0:	A00C00  	LDY #$000C     (length of dance names)
C3/57F3:	A28B9E  	LDX #$9E8B
C3/57F6:	8E8121  	STX $2181
C3/57F9:	A9FF    	LDA #$FF       (A should already hold #$FF)
C3/57FB:	8D8021  	STA $2180      (draw a space)
C3/57FE:	88      	DEY
C3/57FF:	D0FA    	BNE $57FB      (branch if haven't drawn 12 spaces)
C3/5801:	9C8021  	STZ $2180      (end this string)
C3/5804:	4CD97F  	JMP $7FD9

C3/5807 unknow

C3/5807:	7B      	TDC
C3/5808:	A560    	LDA $60
C3/580A:	AA      	TAX
C3/580B:	A9FF    	LDA #$FF
C3/580D:	9FC9357E	STA $7E35C9,X
C3/5811:	60      	RTS

C3/5812 unknow

C3/5812:	20286A  	JSR $6A28
C3/5815:	A03F58  	LDY #$583F
C3/5818:	204103  	JSR $0341      (window that holds 
C3/581B:	A04358  	LDY #$5843
C3/581E:	204103  	JSR $0341      (window that holds 
C3/5821:	A04758  	LDY #$5847
C3/5824:	204103  	JSR $0341      (window that holds 
C3/5827:	20520E  	JSR $0E52
C3/582A:	20196A  	JSR $6A19
C3/582D:	A0C0FF  	LDY #$FFC0
C3/5830:	8435    	STY $35
C3/5832:	A902    	LDA #$02
C3/5834:	0445    	TSB $45
C3/5836:	208A31  	JSR $318A
C3/5839:	204B58  	JSR $584B
C3/583C:	4C9F31  	JMP $319F

C3/583F windows data

C3/583F:	9D581318
C3/5843:	8B580702
C3/5847:	8B590703

C3/584B unknow

C3/584B:	A920    	LDA #$20
C3/584D:	8529    	STA $29        (set text color to white)
C3/584F:	A08958  	LDY #$5889
C3/5852:	20F902  	JSR $02F9      (draw "MP")
C3/5855:	A08E58  	LDY #$588E
C3/5858:	20F902  	JSR $02F9      (draw "Needed")
C3/585B:	7B      	TDC
C3/585C:	A54B    	LDA $4B
C3/585E:	85E5    	STA $E5
C3/5860:	20B54F  	JSR $4FB5
C3/5863:	C220    	REP #$20      (16 bit memory/accum.)
C3/5865:	A90D79  	LDA #$790D
C3/5868:	8F899E7E	STA $7E9E89
C3/586C:	E220    	SEP #$20      (8 bit memory/accum.)
C3/586E:	20EC50  	JSR $50EC
C3/5871:	206784  	JSR $8467
C3/5874:	20D97F  	JSR $7FD9
C3/5877:	20EC50  	JSR $50EC
C3/587A:	200D51  	JSR $510D
C3/587D:	20E004  	JSR $04E0
C3/5880:	A20F7A  	LDX #$7A0F
C3/5883:	20B604  	JSR $04B6
C3/5886:	4CD97F  	JMP $7FD9

C3/5889 data

C3/5889:	15 7A 8C 8F 00           	(MP)
C3/588E:	4D 7A 8D 9E 9E 9D 9E 9D 00   	(Needed)

C3/5897 unknow

C3/5897:	A44F    	LDY $4F
C3/5899:	848E    	STY $8E
C3/589B:	A54A    	LDA $4A
C3/589D:	8590    	STA $90
C3/589F:	20545B  	JSR $5B54
C3/58A2:	209F59  	JSR $599F
C3/58A5:	20110F  	JSR $0F11
C3/58A8:	206813  	JSR $1368      (trigger NMI)
C3/58AB:	20FD0E  	JSR $0EFD
C3/58AE:	C220    	REP #$20      (16 bit memory/accum.)
C3/58B0:	A90001  	LDA #$0100
C3/58B3:	8F109A7E	STA $7E9A10
C3/58B7:	E220    	SEP #$20      (8 bit memory/accum.)
C3/58B9:	A549    	LDA $49
C3/58BB:	855F    	STA $5F
C3/58BD:	A907    	LDA #$07      (Skill list Y position in Esper Menu)
C3/58BF:	8549    	STA $49
C3/58C1:	202D4E  	JSR $4E2D
C3/58C4:	A9C0    	LDA #$C0
C3/58C6:	1446    	TRB $46
C3/58C8:	207D59  	JSR $597D
C3/58CB:	4C8659  	JMP $5986

C3/58CE unknow

C3/58CE:	208359  	JSR $5983	(get finger position and move or stay)
C3/58D1:	20935B  	JSR $5B93	
C3/58D4:	A508    	LDA $08
C3/58D6:	8980    	BIT #$80       (did you press A?)
C3/58D8:	F030    	BEQ $590A      (branch if not, BPL...)
C3/58DA:	7B      	TDC
C3/58DB:	A54B    	LDA $4B
C3/58DD:	D02B    	BNE $590A
C3/58DF:	A599    	LDA $99		(esper to equip)
C3/58E1:	207455  	JSR $5574	(can esper be equiped?)
C3/58E4:	85E0    	STA $E0	
C3/58E6:	A529    	LDA $29        (load text color)
C3/58E8:	C928    	CMP #$28       (is it gray?)
C3/58EA:	D016    	BNE $5902      (branch if not)
C3/58EC:	20C00E  	JSR $0EC0      (makes the buzzer sound)
C3/58EF:	A910    	LDA #$10
C3/58F1:	0445    	TSB $45
C3/58F3:	209A55  	JSR $559A
C3/58F6:	A02000  	LDY #$0020
C3/58F9:	8420    	STY $20
C3/58FB:	A934    	LDA #$34
C3/58FD:	8526    	STA $26
C3/58FF:	4C110F  	JMP $0F11

C3/5902 unknow

C3/5902:	20B20E  	JSR $0EB2	(makes the click sound)
C3/5905:	202929  	JSR $2929	(show esper name)
C3/5908:	8009    	BRA $5913

C3/590A unknow

C3/590A:	A509    	LDA $09
C3/590C:	8980    	BIT #$80       (did you press B?)
C3/590E:	F06C    	BEQ $597C      (branch if not, BPL...)
C3/5910:	20A90E  	JSR $0EA9
C3/5913:	A910    	LDA #$10
C3/5915:	0445    	TSB $45
C3/5917:	A55F    	LDA $5F
C3/5919:	8549    	STA $49
C3/591B:	206C54  	JSR $546C	
C3/591E:	201F09  	JSR $091F      (set arrow's initial position)
C3/5921:	C220    	REP #$20      (16 bit memory/accum.)
C3/5923:	A90010  	LDA #$1000
C3/5926:	9F4A357E	STA $7E354A,X
C3/592A:	A96000  	LDA #$0060     (arrow position in esper menu *after* checking an esper, this position is off)
C3/592D:	9FCA347E	STA $7E34CA,X
C3/5931:	E220    	SEP #$20      (8 bit memory/accum.)
C3/5933:	20184C  	JSR $4C18	
C3/5936:	A58E    	LDA $8E
C3/5938:	854D    	STA $4D
C3/593A:	A48E    	LDY $8E
C3/593C:	844F    	STY $4F
C3/593E:	A590    	LDA $90
C3/5940:	854A    	STA $4A
C3/5942:	A54A    	LDA $4A
C3/5944:	85E0    	STA $E0
C3/5946:	A550    	LDA $50
C3/5948:	38      	SEC
C3/5949:	E5E0    	SBC $E0
C3/594B:	854E    	STA $4E
C3/594D:	20214C  	JSR $4C21
C3/5950:	A906    	LDA #$06
C3/5952:	855C    	STA $5C
C3/5954:	A908    	LDA #$08
C3/5956:	855A    	STA $5A
C3/5958:	A902    	LDA #$02
C3/595A:	855B    	STA $5B
C3/595C:	20FD0E  	JSR $0EFD
C3/595F:	206813  	JSR $1368      (trigger NMI)
C3/5962:	C220    	REP #$20      (16 bit memory/accum.)
C3/5964:	7B      	TDC
C3/5965:	8F109A7E	STA $7E9A10
C3/5969:	E220    	SEP #$20      (8 bit memory/accum.)
C3/596B:	A00001  	LDY #$0100
C3/596E:	8439    	STY $39
C3/5970:	843D    	STY $3D
C3/5972:	202D4E  	JSR $4E2D
C3/5975:	20110F  	JSR $0F11
C3/5978:	A91E    	LDA #$1E
C3/597A:	8526    	STA $26        (execute at C3/28D3)
C3/597C:	60      	RTS

C3/597D unknow

C3/597D:	A08C59  	LDY #$598C
C3/5980:	4CFE05  	JMP $05FE

C3/5983 unknow

C3/5983:	202D07  	JSR $072D
C3/5986:	A09159  	LDY #$5991
C3/5989:	4C4006  	JMP $0640

C3/598C data: hotspot

C3/598C:	80 00 00 01 07

C3/5991 data: finger positions

C3/5991:	1070    	(finger at esper name)
C3/5993:	187C    	(finger on spell 1)
C3/5995:	1888    	(finger on spell 2)
C3/5997:	1894    	(finger on spell 3)
C3/5999:	18A0    	(finger on spell 4)
C3/599B:	18AC    	(finger on spell 5)
C3/599D:	18B8    	(finger on level up bonus)

C3/599F show spells taught by esper

C3/599F:	A920    	LDA #$20
C3/59A1:	8529    	STA $29        (set text color to white)
C3/59A3:	A0EA5C  	LDY #$5CEA
C3/59A6:	20F902  	JSR $02F9      (display "Learn rate")
C3/59A9:	A0E25C  	LDY #$5CE2
C3/59AC:	20F902  	JSR $02F9      (display "Skill")
C3/59AF:	A599    	LDA $99
C3/59B1:	207455  	JSR $5574
C3/59B4:	A01144  	LDY #$4411
C3/59B7:	201935  	JSR $3519      (esper name position)
C3/59BA:	7B      	TDC
C3/59BB:	A599    	LDA $99
C3/59BD:	0A      	ASL A
C3/59BE:	0A      	ASL A
C3/59BF:	0A      	ASL A
C3/59C0:	AA      	TAX
C3/59C1:	A00800  	LDY #$0008		(Indirectly says below is 8 chars long)
C3/59C4:	BFE1F6E6	LDA $E6F6E1,X	(Load Esper X's name)
C3/59C8:	8D8021  	STA $2180
C3/59CB:	E8      	INX
C3/59CC:	88      	DEY
C3/59CD:	D0F5    	BNE $59C4
C3/59CF:	9C8021  	STZ $2180      (end this string)
C3/59D2:	20D97F  	JSR $7FD9      (write out esper name)
C3/59D5:	7B      	TDC
C3/59D6:	A54B    	LDA $4B
C3/59D8:	AA      	TAX
C3/59D9:	BF899D7E	LDA $7E9D89,X
C3/59DD:	8D0242  	STA $4202
C3/59E0:	A90B    	LDA #$0B
C3/59E2:	8D0342  	STA $4203
C3/59E5:	A920    	LDA #$20
C3/59E7:	8529    	STA $29        (set text color to white)
C3/59E9:	A01100  	LDY #$0011
C3/59EC:	84F5    	STY $F5
C3/59EE:	C220    	REP #$20      	(16 bit memory/accum.)
C3/59F0:	AD1642  	LDA $4216
C3/59F3:	AA      	TAX
C3/59F4:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/59F6:	BF006ED8	LDA $D86E00,X	(Load data for esper X)
C3/59FA:	85E0    	STA $E0
C3/59FC:	E8      	INX
C3/59FD:	BF006ED8	LDA $D86E00,X	(Load data for esper X)
C3/5A01:	85E1    	STA $E1
C3/5A03:	E8      	INX
C3/5A04:	DA      	PHX
C3/5A05:	A20500  	LDX #$0005     (up to 5 spells to display)
C3/5A08:	A4F5    	LDY $F5
C3/5A0A:	A5E1    	LDA $E1
C3/5A0C:	48      	PHA
C3/5A0D:	20E15A  	JSR $5AE1      (get a spell to learn)
C3/5A10:	A21800  	LDX #$0018
C3/5A13:	A4F5    	LDY $F5
C3/5A15:	68      	PLA
C3/5A16:	85E1    	STA $E1
C3/5A18:	20845A  	JSR $5A84      (get spell's learned %)
C3/5A1B:	FA      	PLX
C3/5A1C:	C220    	REP #$20      	(16 bit memory/accum.)
C3/5A1E:	E6F5    	INC $F5
C3/5A20:	E6F5    	INC $F5
C3/5A22:	A5F5    	LDA $F5
C3/5A24:	C91B00  	CMP #$001B
C3/5A27:	D0CB    	BNE $59F4
C3/5A29:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/5A2B:	BF006ED8	LDA $D86E00,X	(Load data for esper X)
C3/5A2F:	C9FF    	CMP #$FF
C3/5A31:	F034    	BEQ $5A67      (branch if no level up bonus)
C3/5A33:	8D0242  	STA $4202
C3/5A36:	A909    	LDA #$09
C3/5A38:	8D0342  	STA $4203
C3/5A3B:	A01347  	LDY #$4713
C3/5A3E:	201935  	JSR $3519      (position of "At level up...")
C3/5A41:	A600    	LDX $00
C3/5A43:	BFF75CC3	LDA $C35CF7,X  (get "At level up..." text)
C3/5A47:	8D8021  	STA $2180
C3/5A4A:	E8      	INX
C3/5A4B:	E00E00  	CPX #$000E     (text is not null-terminated, so keep track of how much of the name has been drawn)
C3/5A4E:	D0F3    	BNE $5A43      (branch if haven't done 14 letters)
C3/5A50:	AE1642  	LDX $4216
C3/5A53:	A00900  	LDY #$0009
C3/5A56:	BFAEFECF	LDA $CFFEAE,X  (short esper bonus descriptions)
C3/5A5A:	8D8021  	STA $2180
C3/5A5D:	E8      	INX
C3/5A5E:	88      	DEY
C3/5A5F:	D0F5    	BNE $5A56
C3/5A61:	9C8021  	STZ $2180      (end this string)
C3/5A64:	4CD97F  	JMP $7FD9

C3/5A67 unknow

C3/5A67:	A01347  	LDY #$4713
C3/5A6A:	201935  	JSR $3519      (position of "At level up...")
C3/5A6D:	A01700  	LDY #$0017
C3/5A70:	A28B9E  	LDX #$9E8B
C3/5A73:	8E8121  	STX $2181
C3/5A76:	A9FF    	LDA #$FF
C3/5A78:	8D8021  	STA $2180      (insert a space)
C3/5A7B:	88      	DEY
C3/5A7C:	D0FA    	BNE $5A78      (do 22 times)
C3/5A7E:	9C8021  	STZ $2180      (end this string)
C3/5A81:	4CD97F  	JMP $7FD9

C3/5A84 unknow

C3/5A84:	203D5B  	JSR $5B3D
C3/5A87:	C220    	REP #$20      	(16 bit memory/accum.)
C3/5A89:	8A      	TXA
C3/5A8A:	8F899E7E	STA $7E9E89
C3/5A8E:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/5A90:	A28B9E  	LDX #$9E8B
C3/5A93:	8E8121  	STX $2181
C3/5A96:	A5E1    	LDA $E1
C3/5A98:	C9FF    	CMP #$FF
C3/5A9A:	F035    	BEQ $5AD1      (branch if no spell)
C3/5A9C:	20A250  	JSR $50A2      (get current spell's learn %)
C3/5A9F:	C9FF    	CMP #$FF
C3/5AA1:	F01F    	BEQ $5AC2      (branch if already learned this spell)
C3/5AA3:	48      	PHA
C3/5AA4:	A9FF    	LDA #$FF
C3/5AA6:	8D8021  	STA $2180      (insert a space)
C3/5AA9:	68      	PLA
C3/5AAA:	20E004  	JSR $04E0      (turn A into displayable digits)
C3/5AAD:	A5F8    	LDA $F8
C3/5AAF:	8D8021  	STA $2180      (draw ones digit)
C3/5AB2:	A5F9    	LDA $F9
C3/5AB4:	8D8021  	STA $2180      (draw tens digit)
C3/5AB7:	A9CD    	LDA #$CD       ('%' character in the font)
C3/5AB9:	8D8021  	STA $2180
C3/5ABC:	9C8021  	STZ $2180      (end this string)
C3/5ABF:	4CD97F  	JMP $7FD9

C3/5AC2 unknow

C3/5AC2:	A9B5    	LDA #$B5       ('1' character in the font)
C3/5AC4:	8D8021  	STA $2180
C3/5AC7:	A9B4    	LDA #$B4       ('0' character in the font)
C3/5AC9:	8D8021  	STA $2180
C3/5ACC:	8D8021  	STA $2180      (make '100%', adds the '%' after the branch)
C3/5ACF:	80E6    	BRA $5AB7

C3/5AD1 unknow

C3/5AD1:	A9FF    	LDA #$FF       (spell not learned, blank out)
C3/5AD3:	8D8021  	STA $2180
C3/5AD6:	8D8021  	STA $2180
C3/5AD9:	8D8021  	STA $2180
C3/5ADC:	8D8021  	STA $2180      (four spaces)
C3/5ADF:	80DB    	BRA $5ABC

C3/5AE1 display spell to learn

Display spell to learn, used by Esper menu and item properties menu
C3/5AE1:	203D5B  	JSR $5B3D
C3/5AE4:	C220    	REP #$20       (16 bit memory/accum.)
C3/5AE6:	8A      	TXA
C3/5AE7:	8F899E7E	STA $7E9E89
C3/5AEB:	E220    	SEP #$20       (8 bit memory/accum.)
C3/5AED:	20B54F  	JSR $4FB5      (get spell name length and location)
C3/5AF0:	A5E1    	LDA $E1
C3/5AF2:	C9FF    	CMP #$FF
C3/5AF4:	F030    	BEQ $5B26      (branch if no spell)
C3/5AF6:	206784  	JSR $8467      (draw the spell name)
C3/5AF9:	A2929E  	LDX #$9E92     (space between spell name and ':' character)
C3/5AFC:	8E8121  	STX $2181
C3/5AFF:	A9C1    	LDA #$C1       (':' character in the font)
C3/5B01:	8D8021  	STA $2180
C3/5B04:	A9FF    	LDA #$FF
C3/5B06:	8D8021  	STA $2180
C3/5B09:	8D8021  	STA $2180      (two spaces)
C3/5B0C:	A9D7    	LDA #$D7       (special 'x' character in the font)
C3/5B0E:	8D8021  	STA $2180
C3/5B11:	A5E0    	LDA $E0
C3/5B13:	20E004  	JSR $04E0      (turn A into displayable digits)
C3/5B16:	A5F8    	LDA $F8
C3/5B18:	8D8021  	STA $2180
C3/5B1B:	A5F9    	LDA $F9
C3/5B1D:	8D8021  	STA $2180
C3/5B20:	9C8021  	STZ $2180      (end this string)
C3/5B23:	4CD97F  	JMP $7FD9

C3/5B26 unknow

C3/5B26:	A00F00  	LDY #$000F      (15...)
C3/5B29:	A28B9E  	LDX #$9E8B
C3/5B2C:	8E8121  	STX $2181
C3/5B2F:	A9FF    	LDA #$FF
C3/5B31:	8D8021  	STA $2180       (insert a space)
C3/5B34:	88      	DEY
C3/5B35:	D0FA    	BNE $5B31       (do 14 times?)
C3/5B37:	9C8021  	STZ $2180      (end this string)
C3/5B3A:	4CD97F  	JMP $7FD9

C3/5B3D unknow

C3/5B3D:	C220    	REP #$20      	(16 bit memory/accum.)
C3/5B3F:	98      	TYA 
C3/5B40:	0A      	ASL A
C3/5B41:	0A      	ASL A
C3/5B42:	0A      	ASL A
C3/5B43:	0A      	ASL A
C3/5B44:	0A      	ASL A
C3/5B45:	0A      	ASL A
C3/5B46:	85E7    	STA $E7
C3/5B48:	8A      	TXA
C3/5B49:	0A      	ASL A
C3/5B4A:	18      	CLC
C3/5B4B:	65E7    	ADC $E7
C3/5B4D:	694940  	ADC #$4049
C3/5B50:	AA      	TAX
C3/5B51:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/5B53:	60      	RTS

C3/5B54 unknow

C3/5B54:	7B      	TDC
C3/5B55:	A599    	LDA $99
C3/5B57:	8F8DAB7E	STA $7EAB8D
C3/5B5B:	A54B    	LDA $4B
C3/5B5D:	AA      	TAX
C3/5B5E:	BF899D7E	LDA $7E9D89,X
C3/5B62:	8D0242  	STA $4202
C3/5B65:	A90B    	LDA #$0B
C3/5B67:	8D0342  	STA $4203
C3/5B6A:	8B      	PHB
C3/5B6B:	A97E    	LDA #$7E
C3/5B6D:	48      	PHA
C3/5B6E:	AB      	PLB
C3/5B6F:	A00100  	LDY #$0001
C3/5B72:	C220    	REP #$20      	(16 bit memory/accum.)
C3/5B74:	AF164200	LDA $004216
C3/5B78:	AA      	TAX
C3/5B79:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/5B7B:	E8      	INX
C3/5B7C:	BF006ED8	LDA $D86E00,X	(Load data for esper X)
C3/5B80:	998DAB  	STA $AB8D,Y
C3/5B83:	E8      	INX
C3/5B84:	C8      	INY
C3/5B85:	C00600  	CPY #$0006
C3/5B88:	D0F1    	BNE $5B7B
C3/5B8A:	BF006ED8	LDA $D86E00,X	(Load data for esper X)
C3/5B8E:	8D93AB  	STA $AB93
C3/5B91:	AB      	PLB
C3/5B92:	60      	RTS

C3/5B93 unknow

C3/5B93:	A2C99E  	LDX #$9EC9
C3/5B96:	8E8121  	STX $2181
C3/5B99:	7B      	TDC
C3/5B9A:	A54B    	LDA $4B
C3/5B9C:	AA      	TAX
C3/5B9D:	BF8DAB7E	LDA $7EAB8D,X	(Load the inventory quantity for X)
C3/5BA1:	C9FF    	CMP #$FF		
C3/5BA3:	F02C    	BEQ $5BD1
C3/5BA5:	48      	PHA
C3/5BA6:	20DB5B  	JSR $5BDB
C3/5BA9:	68      	PLA
C3/5BAA:	C220    	REP #$20      	(16 bit memory/accum.)
C3/5BAC:	0A      	ASL A
C3/5BAD:	A8      	TAY
C3/5BAE:	B7E7    	LDA [$E7],Y
C3/5BB0:	A8      	TAY
C3/5BB1:	E220    	SEP #$20     	 (8 bit memory/accum.)
C3/5BB3:	B7EB    	LDA [$EB],Y
C3/5BB5:	F006    	BEQ $5BBD
C3/5BB7:	8D8021  	STA $2180
C3/5BBA:	C8      	INY
C3/5BBB:	80F6    	BRA $5BB3
C3/5BBD:	88      	DEY
C3/5BBE:	B7EB    	LDA [$EB],Y
C3/5BC0:	C8      	INY
C3/5BC1:	C91C    	CMP #$1C
C3/5BC3:	F010    	BEQ $5BD5
C3/5BC5:	C91D    	CMP #$1D
C3/5BC7:	F00C    	BEQ $5BD5
C3/5BC9:	C91E    	CMP #$1E
C3/5BCB:	F008    	BEQ $5BD5
C3/5BCD:	C91F    	CMP #$1F
C3/5BCF:	F004    	BEQ $5BD5
C3/5BD1:	9C8021  	STZ $2180      (end this string)
C3/5BD4:	60      	RTS

C3/5BD5 unknow

C3/5BD5:	9C8021  	STZ $2180      (end this string)
C3/5BD8:	C8      	INY
C3/5BD9:	80D8    	BRA $5BB3

C3/5BDB load addresses for magic descriptions

C3/5BDB:	A54B    	LDA $4B
C3/5BDD:	F02A    	BEQ $5C09
C3/5BDF:	C906    	CMP #$06
C3/5BE1:	F013    	BEQ $5BF6
C3/5BE3:	A280CF  	LDX #$CF80
C3/5BE6:	86E7    	STX $E7
C3/5BE8:	A2A0C9  	LDX #$C9A0
C3/5BEB:	86EB    	STX $EB
C3/5BED:	A9D8    	LDA #$D8
C3/5BEF:	85E9    	STA $E9
C3/5BF1:	A9D8    	LDA #$D8
C3/5BF3:	85ED    	STA $ED
C3/5BF5:	60      	RTS

C3/5BF6 load addresses for long esper bonus descriptions

C3/5BF6:	A2D0FF  	LDX #$FFD0
C3/5BF9:	86E7    	STX $E7
C3/5BFB:	A200FE  	LDX #$FE00
C3/5BFE:	86EB    	STX $EB
C3/5C00:	A9ED    	LDA #$ED
C3/5C02:	85E9    	STA $E9
C3/5C04:	A9ED    	LDA #$ED
C3/5C06:	85ED    	STA $ED
C3/5C08:	60      	RTS

C3/5C09 load addresses for esper descriptions

C3/5C09:	A240FE  	LDX #$FE40
C3/5C0C:	86E7    	STX $E7
C3/5C0E:	A24039  	LDX #$3940
C3/5C11:	86EB    	STX $EB
C3/5C13:	A9CF    	LDA #$CF
C3/5C15:	85E9    	STA $E9
C3/5C17:	A9CF    	LDA #$CF
C3/5C19:	85ED    	STA $ED
C3/5C1B:	60      	RTS

C3/5C1C data: blitz character table

Blitz character table (hint: look in a table file)
C3/5C1C:	0000
C3/5C1E:	0000    	(A's entry would go here, but there's no point...)
C3/5C20:	0000    	(B's entry would go here, but there's no point...)
C3/5C22:	9720    	(X, normal orientation)
C3/5C24:	9820    	(Y, normal orientation)
C3/5C26:	8B20    	(L, normal orientation)
C3/5C28:	9120    	(R, normal orientation)
C3/5C2A:	D620    	(down/left, normal orientation)
C3/5C2C:	D4A0    	(up, flipped vertically, aka down)
C3/5C2E:	D660    	(down/left, flipped horizontally, aka down/right)
C3/5C30:	D520    	(right, normal orientation)
C3/5C32:	D6C0    	(down/left, facing up/right)
C3/5C34:	D420    	(up, normal orientation)
C3/5C36:	D6A0    	(down/left, flipped vertically, aka up/left)
C3/5C38:	D560    	(right, flipped horizontally, aka left)

C3/5C3A unknow

C3/5C3A:	485C
C3/5C3C:	515C
C3/5C3E:	595C
C3/5C40:	635C
C3/5C42:	6B5C
C3/5C44:	725C
C3/5C46:	795C

C3/5C48 strings

C3/5C48:	0D7984ACA99EABAC00    (position of and word "Espers")
C3/5C51:	8D798C9AA0A29C00      (position of and word "Magic")
C3/5C59:	8D7A92B09D939E9CA100  (position of and word "SwdTech")
C3/5C63:	0D7B81A5A2ADB300      (position of and word "Blitz")
C3/5C6B:	8D7B8BA8AB9E00        (position of and word "Lore")
C3/5C72:	0D7C919AA09E00        (position of and word "Rage")
C3/5C79:	8D7C839AA79C9E00      (position of and word "Dance")

C3/5C81 data

Data: Used by C3/69BA
C3/5C81:	C25C    	(from C3/4D30?)
C3/5C83:	C75C
C3/5C85:	CC5C

C3/5C87 strings

C3/5C87:	B7818C8FC7FFFFFFFF00          (position of and word "MP...    ")
C3/5C91:	B7818BA8AB9E00                (position of and word "Lore")
C3/5C98:	B781919AA09E00                (position of and word "Rage")
C3/5C9F:	B781839AA79C9E00              (position of and word "Dance")
C3/5CA7:	B78184ACA99EABAC00            (position of and word "Espers")
C3/5CB0:	B78181A5A2ADB300              (position of and word "Blitz")
C3/5CB8:	B78192B09D939E9CA100          (position of and word "SwdTech")
C3/5CC2:	2D428B9500                    (position of and word "LV")
C3/5CC7:	AD42878F00                    (position of and word "HP")
C3/5CCA:	2D438C8F00                    (position of and word "MP")
C3/5CD1:	BB42C000                      (from C3/4EF6, position of and character "/")
C3/5CD5:	3B43C000                      (from C3/4EFC, position of and character "/")
C3/5CD9:	FFA19AACFFA2ADBE00            (" has it!")
C3/5CE2:	394492A4A2A5A500              (position of and word "Skill")
C3/5CEA:	23448B9E9AABA7C5919AAD9E00    (position of and words "Learn rate")
C3/5CF7:	80ADFFA59EAF9EA5FFAEA9C5C5C5  (position of and words "At level up...", note this isn't terminated)

C3/5D05 unknow

C3/5D05:	20175D  	JSR $5D17      (from C3/1C4C)
C3/5D08:	20C15D  	JSR $5DC1
C3/5D0B:	203C5D  	JSR $5D3C
C3/5D0E:	208D5F  	JSR $5F8D      (display stats for status screen)
C3/5D11:	20775D  	JSR $5D77
C3/5D14:	4CAC61  	JMP $61AC

C3/5D17 unknow

C3/5D17:	20156A  	JSR $6A15
C3/5D1A:	20236A  	JSR $6A23
C3/5D1D:	203C6A  	JSR $6A3C
C3/5D20:	20416A  	JSR $6A41
C3/5D23:	20466A  	JSR $6A46
C3/5D26:	204B6A  	JSR $6A4B
C3/5D29:	A0815F  	LDY #$5F81
C3/5D2C:	204103  	JSR $0341      (window for the status screen)
C3/5D2F:	A0795F  	LDY #$5F79
C3/5D32:	204103  	JSR $0341      (window that holds "Status")
C3/5D35:	A07D5F  	LDY #$5F7D
C3/5D38:	204103  	JSR $0341      (window that holds commands)
C3/5D3B:	60      	RTS

C3/5D3C unknow

C3/5D3C:	20415D  	JSR $5D41      (from C3/5D0B, C3/6357)
C3/5D3F:	801B    	BRA $5D5C
C3/5D41:	A920    	LDA #$20       (from C3/5D3C, C3/5D83)
C3/5D43:	8529    	STA $29        (set text color to white)
C3/5D45:	A25B64  	LDX #$645B
C3/5D48:	A00800  	LDY #$0008
C3/5D4B:	20BA69  	JSR $69BA      (display "/," "/," "%," and "%")
C3/5D4E:	A924    	LDA #$24
C3/5D50:	8529    	STA $29        (set text color to blue)
C3/5D52:	A25564  	LDX #$6455
C3/5D55:	A00600  	LDY #$0006
C3/5D58:	20BA69  	JSR $69BA      (display "LV," "HP," and "MP")
C3/5D5B:	60      	RTS

C3/5D5C unknow

C3/5D5C:	A92C    	LDA #$2C
C3/5D5E:	8529    	STA $29        (set text color to blue)
C3/5D60:	A23764  	LDX #$6437
C3/5D63:	A01E00  	LDY #$001E
C3/5D66:	20BA69  	JSR $69BA      (display "Vigor," "Stamina," "Mag.Pwr," "Evade%," "MBlock%," "..," "..," "..," "..," "..," "..," "..," "..," "..," and "Status")
C3/5D69:	A92C    	LDA #$2C
C3/5D6B:	8529    	STA $29        (set text color to blue)
C3/5D6D:	A26364  	LDX #$6463
C3/5D70:	A00C00  	LDY #$000C
C3/5D73:	20BA69  	JSR $69BA      (display "Speed," "Bat. Pwr," "Defense," "Mag.Def," Your Exp:," and "For level up:")
C3/5D76:	60      	RTS

C3/5D77 unknow

C3/5D77:	20520E  	JSR $0E52
C3/5D7A:	20280E  	JSR $0E28
C3/5D7D:	206E0E  	JSR $0E6E
C3/5D80:	4C7C0E  	JMP $0E7C

C3/5D83 unknow

C3/5D83:	20415D  	JSR $5D41
C3/5D86:	208D5F  	JSR $5F8D      (display status for status screen)
C3/5D89:	20A261  	JSR $61A2
C3/5D8C:	A00000  	LDY #$0000
C3/5D8F:	8414    	STY $14
C3/5D91:	A04938  	LDY #$3849
C3/5D94:	8416    	STY $16
C3/5D96:	A00008  	LDY #$0800
C3/5D99:	8412    	STY $12
C3/5D9B:	A00040  	LDY #$4000
C3/5D9E:	841B    	STY $1B
C3/5DA0:	A04978  	LDY #$7849
C3/5DA3:	841D    	STY $1D
C3/5DA5:	A00008  	LDY #$0800
C3/5DA8:	8419    	STY $19
C3/5DAA:	20B011  	JSR $11B0      (execute everything in OAM queue)
C3/5DAD:	206813  	JSR $1368      (trigger NMI)
C3/5DB0:	A400    	LDY $00
C3/5DB2:	841B    	STY $1B
C3/5DB4:	A00048  	LDY #$4800
C3/5DB7:	8414    	STY $14
C3/5DB9:	A04988  	LDY #$8849
C3/5DBC:	8416    	STY $16
C3/5DBE:	4C6813  	JMP $1368      (trigger NMI)

C3/5DC1 unknow

C3/5DC1:	A2099E  	LDX #$9E09     (from C3/5D08)
C3/5DC4:	8E8121  	STX $2181
C3/5DC7:	7B      	TDC            (A = #$0000)
C3/5DC8:	AA      	TAX            (X = #$0000)
C3/5DC9:	DA      	PHX            (save X)
C3/5DCA:	C220    	REP #$20      	(16 bit memory/accum.)
C3/5DCC:	8A      	TXA
C3/5DCD:	0A      	ASL A          (* 2)
C3/5DCE:	AA      	TAX
C3/5DCF:	ADDC1E  	LDA $1EDC
C3/5DD2:	3F679CC3	AND $C39C67,X
C3/5DD6:	F023    	BEQ $5DFB
C3/5DD8:	C220    	REP #$20      	(16 bit memory/accum.)
C3/5DDA:	BF6969C3	LDA $C36969,X	(Xth character's working RAM offset)
C3/5DDE:	AA      	TAX
C3/5DDF:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/5DE1:	BD1600  	LDA $0016,X    (unmodified command 1)
C3/5DE4:	8D8021  	STA $2180
C3/5DE7:	BD1700  	LDA $0017,X    (unmodified command 2)
C3/5DEA:	8D8021  	STA $2180
C3/5DED:	BD1800  	LDA $0018,X    (unmodified command 3)
C3/5DF0:	8D8021  	STA $2180
C3/5DF3:	BD1900  	LDA $0019,X    (unmodified command 4)
C3/5DF6:	8D8021  	STA $2180
C3/5DF9:	8010    	BRA $5E0B
C3/5DFB:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/5DFD:	A9FF    	LDA #$FF
C3/5DFF:	8D8021  	STA $2180
C3/5E02:	8D8021  	STA $2180
C3/5E05:	8D8021  	STA $2180
C3/5E08:	8D8021  	STA $2180      (four spaces, 16 loop iterations)
C3/5E0B:	FA      	PLX
C3/5E0C:	E8      	INX
C3/5E0D:	E01000  	CPX #$0010
C3/5E10:	D0B7    	BNE $5DC9
C3/5E12:	7B      	TDC            (A = #$0000)
C3/5E13:	AA      	TAX            (X = #$0000)
C3/5E14:	DA      	PHX            (save X)
C3/5E15:	BF099E7E	LDA $7E9E09,X
C3/5E19:	DF0A9E7E	CMP $7E9E0A,X
C3/5E1D:	D008    	BNE $5E27
C3/5E1F:	48      	PHA
C3/5E20:	A9FF    	LDA #$FF
C3/5E22:	9F0A9E7E	STA $7E9E0A,X
C3/5E26:	68      	PLA
C3/5E27:	E8      	INX
C3/5E28:	E04000  	CPX #$0040
C3/5E2B:	D0EC    	BNE $5E19
C3/5E2D:	FA      	PLX
C3/5E2E:	E8      	INX
C3/5E2F:	E04000  	CPX #$0040
C3/5E32:	D0E0    	BNE $5E14
C3/5E34:	A28A9D  	LDX #$9D8A
C3/5E37:	8E8121  	STX $2181
C3/5E3A:	A9FF    	LDA #$FF
C3/5E3C:	8D8021  	STA $2180
C3/5E3F:	7B      	TDC            (A = #$0000)
C3/5E40:	AA      	TAX            (X = #$0000)
C3/5E41:	A8      	TAY            (Y = #$0000)
C3/5E42:	7B      	TDC            (A = #$0000)
C3/5E43:	DA      	PHX
C3/5E44:	BF099E7E	LDA $7E9E09,X  (load command?)
C3/5E48:	3016    	BMI $5E60
C3/5E4A:	C912    	CMP #$12       (is command Mimic?)
C3/5E4C:	F012    	BEQ $5E60      (branch if so)
C3/5E4E:	85E0    	STA $E0
C3/5E50:	0A      	ASL A
C3/5E51:	AA      	TAX
C3/5E52:	BF00FECF	LDA $CFFE00,X  (load command info)
C3/5E56:	2901    	AND #$01       (can Gogo use this command?)
C3/5E58:	F006    	BEQ $5E60      (branch if not)
C3/5E5A:	A5E0    	LDA $E0
C3/5E5C:	8D8021  	STA $2180
C3/5E5F:	C8      	INY
C3/5E60:	FA      	PLX
C3/5E61:	E8      	INX
C3/5E62:	E04000  	CPX #$0040
C3/5E65:	D0DB    	BNE $5E42
C3/5E67:	C8      	INY
C3/5E68:	98      	TYA 
C3/5E69:	8F899D7E	STA $7E9D89
C3/5E6D:	A28DAA  	LDX #$AA8D
C3/5E70:	8E8121  	STX $2181
C3/5E73:	7B      	TDC            (A = #$0000)
C3/5E74:	AA      	TAX            (X = #$0000)
C3/5E75:	BF855FC3	LDA $C35F85,X  (window data for Gogo's command list?)
C3/5E79:	8D8021  	STA $2180
C3/5E7C:	E8      	INX
C3/5E7D:	E00800  	CPX #$0008
C3/5E80:	D0F3    	BNE $5E75
C3/5E82:	98      	TYA 
C3/5E83:	85E2    	STA $E2
C3/5E85:	18      	CLC
C3/5E86:	65E2    	ADC $E2
C3/5E88:	65E2    	ADC $E2
C3/5E8A:	29FE    	AND #$FE
C3/5E8C:	F002    	BEQ $5E90
C3/5E8E:	1A      	INC A
C3/5E8F:	1A      	INC A
C3/5E90:	4A      	LSR A
C3/5E91:	8F90AA7E	STA $7EAA90
C3/5E95:	8F94AA7E	STA $7EAA94
C3/5E99:	A08DAA  	LDY #$AA8D
C3/5E9C:	A97E    	LDA #$7E
C3/5E9E:	85E9    	STA $E9        (JSR $0343 would've worked)
C3/5EA0:	204503  	JSR $0345      (draw a window, data at 7E/AA8D)
C3/5EA3:	A091AA  	LDY #$AA91
C3/5EA6:	A97E    	LDA #$7E
C3/5EA8:	85E9    	STA $E9        (JSR $0343 would've worked)
C3/5EAA:	204503  	JSR $0345      (draw a window, data at 7E/AA91)
C3/5EAD:	AF899D7E	LDA $7E9D89
C3/5EB1:	85E5    	STA $E5
C3/5EB3:	64E6    	STZ $E6
C3/5EB5:	7B      	TDC            (A = #$0000)
C3/5EB6:	AA      	TAX            (X = #$0000)
C3/5EB7:	A0C980  	LDY #$80C9
C3/5EBA:	DA      	PHX
C3/5EBB:	5A      	PHY
C3/5EBC:	BF8A9D7E	LDA $7E9D8A,X
C3/5EC0:	20D75E  	JSR $5ED7      (check for grayed commands)
C3/5EC3:	7A      	PLY
C3/5EC4:	C220    	REP #$20      (16 bit memory/accum.)
C3/5EC6:	98      	TYA 
C3/5EC7:	18      	CLC
C3/5EC8:	698000  	ADC #$0080
C3/5ECB:	A8      	TAY
C3/5ECC:	E220    	SEP #$20      (8 bit memory/accum.)
C3/5ECE:	FA      	PLX
C3/5ECF:	E8      	INX
C3/5ED0:	E4E5    	CPX $E5
C3/5ED2:	D0E6    	BNE $5EBA
C3/5ED4:	4C505F  	JMP $5F50      (blank out Gogo's portrait for the command list)

C3/5ED7 unknow

C3/5ED7:	48      	PHA
C3/5ED8:	201935  	JSR $3519
C3/5EDB:	68      	PLA
C3/5EDC:	302E    	BMI $5F0C      (blank out the command name)
C3/5EDE:	4CE65E  	JMP $5EE6      (no BRA?)

C3/5EE1 check for blank and grayed out commands

C3/5EE1:	202C61  	JSR $612C      (Check for blanked commands)
C3/5EE4:	3026    	BMI $5F0C
C3/5EE6:	20255F  	JSR $5F25      (Check for greyed out commands)
C3/5EE9:	85E2    	STA $E2
C3/5EEB:	48      	PHA
C3/5EEC:	0A      	ASL A
C3/5EED:	0A      	ASL A
C3/5EEE:	85E0    	STA $E0
C3/5EF0:	68      	PLA
C3/5EF1:	0A      	ASL A
C3/5EF2:	18      	CLC
C3/5EF3:	65E0    	ADC $E0
C3/5EF5:	65E2    	ADC $E2
C3/5EF7:	AA      	TAX
C3/5EF8:	A00700  	LDY #$0007     (Commands are 7 letters long)
C3/5EFB:	BFA0CED8	LDA $D8CEA0,X  (Load Xth letter of Battle Cmd. name)
C3/5EFF:	8D8021  	STA $2180
C3/5F02:	E8      	INX
C3/5F03:	88      	DEY
C3/5F04:	D0F5    	BNE $5EFB
C3/5F06:	9C8021  	STZ $2180      (end this string)
C3/5F09:	4CD97F  	JMP $7FD9

C3/5F0C unknow

C3/5F0C:	A9FF    	LDA #$FF
C3/5F0E:	8D8021  	STA $2180
C3/5F11:	8D8021  	STA $2180
C3/5F14:	8D8021  	STA $2180
C3/5F17:	8D8021  	STA $2180
C3/5F1A:	8D8021  	STA $2180
C3/5F1D:	8D8021  	STA $2180
C3/5F20:	8D8021  	STA $2180      (7 spaces. Blank out command space)
C3/5F23:	80E1    	BRA $5F06

C3/5F25 check for grayed out commands

C3/5F25:	48      	PHA
C3/5F26:	C90B    	CMP #$0B	(is it runic?)
C3/5F28:	F010    	BEQ $5F3A
C3/5F2A:	C907    	CMP #$07	(is it swdtech?)
C3/5F2C:	F016    	BEQ $5F44
C3/5F2E:	A920    	LDA #$20
C3/5F30:	8529    	STA $29         (set text color to white)
C3/5F32:	68      	PLA
C3/5F33:	60      	RTS
 
C3/5F34:	A924    	LDA #$24
C3/5F36:	8529    	STA $29         (set text color to gray)
C3/5F38:	68      	PLA
C3/5F39:	60      	RTS

C3/5F3A grey out runic if no weapons have runic ability

C3/5F3A:	ADDA11  	LDA $11DA
C3/5F3D:	0DDB11  	ORA $11DB
C3/5F40:	10F2    	BPL $5F34
C3/5F42:	80EA    	BRA $5F2E

C3/5F44 grey out sword tech if no weapons have sword tech ability

C3/5F44:	ADDA11  	LDA $11DA
C3/5F47:	0DDB11  	ORA $11DB
C3/5F4A:	8902    	BIT #$02
C3/5F4C:	F0E6    	BEQ $5F34
C3/5F4E:	80DE    	BRA $5F2E

C3/5F50 hide gogo's portrait

Put Gogo's portrait behind the menu tiles
C3/5F50:	A2CA61  	LDX #$61CA     (where to start the portrait overwriting)
C3/5F53:	86E7    	STX $E7
C3/5F55:	A97E    	LDA #$7E
C3/5F57:	85E9    	STA $E9
C3/5F59:	A20600  	LDX #$0006     (how many tiles to do; Note: Gogo's portrait is
                                                not completely overwritten here, as the starting
                                                position and/or number of tiles is off.
                                                The bottom row of pixels for the portrait isn't
                                                overwritten, and "Throw" has a nice display error.)
C3/5F5C:	7B      	TDC
C3/5F5D:	A8      	TAY
C3/5F5E:	A93D    	LDA #$3D
C3/5F60:	97E7    	STA [$E7],Y    (change top byte of tilemap entry.  to my knowledge, it's
                                                normally 1Dh, which means we're turning on Bit 13 of the
                                                word.  this bit gives foreground priority to the tile,
                                                thus moving the background in front of the portrait.)
C3/5F62:	C8      	INY
C3/5F63:	C8      	INY            (move to next entry in tilemap)
C3/5F64:	C01200  	CPY #$0012
C3/5F67:	D0F7    	BNE $5F60      (loop for 9 tiles)
C3/5F69:	C220    	REP #$20       (16 bit memory/accum.)
C3/5F6B:	A5E7    	LDA $E7
C3/5F6D:	18      	CLC
C3/5F6E:	694000  	ADC #$0040
C3/5F71:	85E7    	STA $E7
C3/5F73:	E220    	SEP #$20       (8 bit memory/accum.)
C3/5F75:	CA      	DEX
C3/5F76:	D0E4    	BNE $5F5C      (loop for 6 tile rows)
C3/5F78:	60      	RTS

C3/5F79 data: windows

C3/5F79:	8B 58 06 01
C3/5F7D:	EB 5A 09 06	
C3/5F81:	8B 58 1C 18
C3/5F85:	C7 58 00 12
C3/5F89:	87 60 07 12	

C3/5F8D unknow

C3/5F8D:	7B      	TDC
C3/5F8E:	A528    	LDA $28
C3/5F90:	0A      	ASL A
C3/5F91:	AA      	TAX
C3/5F92:	7C955F  	JMP ($5F95,X)

C3/5F95 data

C3/5F95:	9D 5F  	
C3/5F97:	A7 5F
C3/5F99:	B1 5F
C3/5F9B:	BB 5F

C3/5F9D unknow

C3/5F9D:	A66D		LDX $6D  
C3/5F9F:	8667		STX $67
C3/5FA1:	7B      	TDC
C3/5FA2:	A569    	LDA $69
C3/5FA4:	4CC25F  	JMP $5FC2      (BRA would work here)

C3/5FA7:	A66F    	LDX $6F
C3/5FA9:	8667    	STX $67
C3/5FAB:	7B      	TDC
C3/5FAC:	A56A    	LDA $6A
C3/5FAE:	4CC25F  	JMP $5FC2      (BRA would work here)

C3/5FB1:	A671    	LDX $71
C3/5FB3:	8667    	STX $67
C3/5FB5:	7B      	TDC
C3/5FB6:	A56B    	LDA $6B
C3/5FB8:	4CC25F  	JMP $5FC2      (BRA would work here)

C3/5FBB:	A673    	LDX $73
C3/5FBD:	8667    	STX $67
C3/5FBF:	7B      	TDC
C3/5FC0:	A56C    	LDA $6C
C3/5FC2:	220600C2	JSL $C20006    (equipment check function)
C3/5FC6:	A467    	LDY $67
C3/5FC8:	20E899  	JSR $99E8
C3/5FCB:	A920    	LDA #$20
C3/5FCD:	8529    	STA $29        (set text color to white)
C3/5FCF:	ADA611  	LDA $11A6      (strength)
C3/5FD2:	20E004  	JSR $04E0      (turn value into displayable digits)
C3/5FD5:	A2E17E  	LDX #$7EE1
C3/5FD8:	20C004  	JSR $04C0      (display strength)
C3/5FDB:	ADA411  	LDA $11A4      (agility)
C3/5FDE:	20E004  	JSR $04E0      (turn value into displayable digits)
C3/5FE1:	A2617F  	LDX #$7F61
C3/5FE4:	20C004  	JSR $04C0      (display agility)
C3/5FE7:	ADA211  	LDA $11A2      (stamina)
C3/5FEA:	20E004  	JSR $04E0      (turn value into displayable digits)
C3/5FED:	A2E17F  	LDX #$7FE1
C3/5FF0:	20C004  	JSR $04C0      (display stamina)
C3/5FF3:	ADA011  	LDA $11A0      (magic)
C3/5FF6:	20E004  	JSR $04E0      (turn value into displayable digits)
C3/5FF9:	A26188  	LDX #$8861
C3/5FFC:	20C004  	JSR $04C0      (display magic)
C3/5FFF:	207193  	JSR $9371
C3/6002:	ADAC11  	LDA $11AC
C3/6005:	18      	CLC
C3/6006:	6DAD11  	ADC $11AD
C3/6009:	85F3    	STA $F3
C3/600B:	7B      	TDC
C3/600C:	6900    	ADC #$00
C3/600E:	85F4    	STA $F4
C3/6010:	202E05  	JSR $052E
C3/6013:	A27D7E  	LDX #$7E7D
C3/6016:	208604  	JSR $0486
C3/6019:	ADBA11  	LDA $11BA      (defense)
C3/601C:	20E004  	JSR $04E0      (turn value into displayable digits)
C3/601F:	A2FD7E  	LDX #$7EFD
C3/6022:	20C004  	JSR $04C0
C3/6025:	ADA811  	LDA $11A8      (hit rate)
C3/6028:	20E004  	JSR $04E0      (turn value into displayable digits)
C3/602B:	A27D7F  	LDX #$7F7D
C3/602E:	20C004  	JSR $04C0
C3/6031:	ADBB11  	LDA $11BB      (magic defense)
C3/6034:	20E004  	JSR $04E0      (turn value into displayable digits)
C3/6037:	A2FD7F  	LDX #$7FFD
C3/603A:	20C004  	JSR $04C0
C3/603D:	ADAA11  	LDA $11AA
C3/6040:	20E004  	JSR $04E0
C3/6043:	A27D88  	LDX #$887D
C3/6046:	20C004  	JSR $04C0
C3/6049:	A08F39  	LDY #$398F
C3/604C:	20CF34  	JSR $34CF      (display character name)
C3/604F:	A09D39  	LDY #$399D
C3/6052:	20E534  	JSR $34E5      (JSR's to RTS, but normally this would display status ailments or class names if they existed)
C3/6055:	A0B139  	LDY #$39B1
C3/6058:	20E634  	JSR $34E6      (display currently equipped esper)
C3/605B:	200261  	JSR $6102
C3/605E:	A920    	LDA #$20
C3/6060:	8529    	STA $29        (set text color to white)
C3/6062:	A29660  	LDX #$6096
C3/6065:	206C0C  	JSR $0C6C      (display level, HP, MP, etc)
C3/6068:	A667    	LDX $67
C3/606A:	BD1100  	LDA $0011,X    (experience acquired, low byte)
C3/606D:	85F1    	STA $F1
C3/606F:	BD1200  	LDA $0012,X    (experience acquired, middle byte)
C3/6072:	85F2    	STA $F2
C3/6074:	BD1300  	LDA $0013,X    (experience acquired, high byte)
C3/6077:	85F3    	STA $F3
C3/6079:	208205  	JSR $0582      (turn value into displayable digits)
C3/607C:	A2D77C  	LDX #$7CD7
C3/607F:	20A304  	JSR $04A3      (display experience acquired)
C3/6082:	20A060  	JSR $60A0
C3/6085:	208205  	JSR $0582
C3/6088:	A2D77D  	LDX #$7DD7
C3/608B:	20A304  	JSR $04A3
C3/608E:	6447    	STZ $47
C3/6090:	20B011  	JSR $11B0      (execute everything in OAM queue)
C3/6093:	4C5B62  	JMP $625B      (display any afflicted status ailments)