Final Fantasy VI/ROM map/Assembly C0A: Difference between revisions

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(assembly C0A)
 
m (Xkeeper moved page Final Fantasy VI:ROM map/Assembly C0A to Final Fantasy VI/ROM map/Assembly C0A: normalize subpages and titles)
 
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Line 1: Line 1:
Change character XX's name to YY
{{subpage|game=Final Fantasy VI:ROM map}}
(gen. act. 7F)
==C0/A03A event #$7F : change character name==
  C0/A03A: 20AD9D  JSR $9DAD
  C0/A03A: 20AD9D  JSR $9DAD
  C0/A03D: A906    LDA #$06
  C0/A03D: A906    LDA #$06
Line 25: Line 24:
  C0/A077: A903    LDA #$03
  C0/A077: A903    LDA #$03
  C0/A079: 4C5C9B  JMP $9B5C
  C0/A079: 4C5C9B  JMP $9B5C
==C0/A07C event #$40 : set character data==
Assign properties YY to character XX
(gen. act. 40)
  C0/A07C: 20AD9D  JSR $9DAD
  C0/A07C: 20AD9D  JSR $9DAD
  C0/A07F: A916    LDA #$16
  C0/A07F: A916    LDA #$16
Line 89: Line 84:
  C0/A121: 4A      LSR A (Divide by 2 again, now 4)
  C0/A121: 4A      LSR A (Divide by 2 again, now 4)
  C0/A122: AA      TAX (Put that into X)
  C0/A122: AA      TAX (Put that into X)
  C0/A123: BF28A2C0 LDA $C0A228,X  (Load one of 4 constants, depending on the above isolation of bits)
  C0/A123: BF28A2C0 LDA $C0A228,X  (Load one of 4 constants)
  C0/A127: 18      CLC          (Clear the carry)
  C0/A127: 18      CLC          (Clear the carry)
  C0/A128: 790816  ADC $1608,Y    (Add the level and this variable amount [0, 2, 5, or -3])
  C0/A128: 790816  ADC $1608,Y    (Add the level and this variable amount [0, 2, 5, or -3])
  C0/A12B: F002    BEQ $A12F      (branch if level was 0)
  C0/A12B: F002    BEQ $A12F      (branch if level was 0)
  C0/A12D: 1002    BPL $A131      (branch if level is less than 128, note that if it is higher, it will wrap back to 0)
  C0/A12D: 1002    BPL $A131      (branch if level is less than 128)
  C0/A12F: A901    LDA #$01      (Min. Lev. 1)
  C0/A12F: A901    LDA #$01      (Min. Lev. 1)
  C0/A131: C963    CMP #$63      (is the current level 99?)
  C0/A131: C963    CMP #$63      (is the current level 99?)
Line 125: Line 120:
  C0/A17A: A903    LDA #$03
  C0/A17A: A903    LDA #$03
  C0/A17C: 4C5C9B  JMP $9B5C
  C0/A17C: 4C5C9B  JMP $9B5C
==C0/A17F learn abilities by level up==
Teach Natural Abilities learned via Automatic Level-Up
  C0/A17F: B90016  LDA $1600,Y    (character ID)
  C0/A17F: B90016  LDA $1600,Y    (character ID)
  C0/A182: C900    CMP #$00      (is character Terra? note there's no need for this CMP here)
  C0/A182: C900    CMP #$00      (is character Terra? note there's no need for this CMP here)
Line 139: Line 132:
  C0/A192: 4C01A2  JMP $A201
  C0/A192: 4C01A2  JMP $A201
  C0/A195: 60      RTS
  C0/A195: 60      RTS
 
==C0/A196 Terra's natural learning==
Fork: Terra's Spell list
  C0/A196: A600    LDX $00
  C0/A196: A600    LDX $00
  C0/A198: BFC1E3EC LDA $ECE3C1,X  (Natural Magic Level)
  C0/A198: BFC1E3EC LDA $ECE3C1,X  (Natural Magic Level)
Line 157: Line 149:
  C0/A1B4: F0DF    BEQ $A195      (branch if so)
  C0/A1B4: F0DF    BEQ $A195      (branch if so)
  C0/A1B6: 80E0    BRA $A198      (otherwise loop and keep learning)
  C0/A1B6: 80E0    BRA $A198      (otherwise loop and keep learning)
==C0/A1B8 Cele's natural learning==
Fork: Celes's Spell list
  C0/A1B8: A600    LDX $00
  C0/A1B8: A600    LDX $00
  C0/A1BA: BFE1E3EC LDA $ECE3E1,X  (Natural Magic Level)
  C0/A1BA: BFE1E3EC LDA $ECE3E1,X  (Natural Magic Level)
Line 175: Line 166:
  C0/A1D6: F0BD    BEQ $A195      (branch if so)
  C0/A1D6: F0BD    BEQ $A195      (branch if so)
  C0/A1D8: 80E0    BRA $A1BA      (otherwise loop and keep learning)
  C0/A1D8: 80E0    BRA $A1BA      (otherwise loop and keep learning)
==C0/A1DA Cyan's sword tech learning==
Fork: Cyan's SwdTech list
  C0/A1DA: 641B    STZ $1B
  C0/A1DA: 641B    STZ $1B
  C0/A1DC: A600    LDX $00
  C0/A1DC: A600    LDX $00
Line 194: Line 184:
  C0/A1FD: 8DF71C  STA $1CF7      (new known SwdTech's)
  C0/A1FD: 8DF71C  STA $1CF7      (new known SwdTech's)
  C0/A200: 60      RTS
  C0/A200: 60      RTS
 
==C0/A201 Sabin's blitz learning==
Fork: Sabin's Blitz list
  C0/A201: 641B    STZ $1B
  C0/A201: 641B    STZ $1B
  C0/A203: A600    LDX $00
  C0/A203: A600    LDX $00
Line 213: Line 202:
  C0/A224: 8D281D  STA $1D28      (new known Blitzes)
  C0/A224: 8D281D  STA $1D28      (new known Blitzes)
  C0/A227: 60      RTS
  C0/A227: 60      RTS
 
==C0/A228 level factor adjustment at character creation (data)==
Data: Level factor adjustment from average
  C0/A228: 00      (add 0)
  C0/A228: 00      (add 0)
  C0/A229: 02      (add 2)
  C0/A229: 02      (add 2)
  C0/A22A: 05      (add 5)
  C0/A22A: 05      (add 5)
  C0/A22B: FD      (subtract 3)
  C0/A22B: FD      (subtract 3)
==C0/A22C bitfields for sword tech and blitz (data)==
Data: Bitfields to add SwdTechs/Blitzes
  C0/A22C: 00      (none)
  C0/A22C: 00      (none)
  C0/A22D: 01      (Pummel/Dispatch)
  C0/A22D: 01      (Pummel/Dispatch)
Line 230: Line 217:
  C0/A233: 7F      (Spiraler/Quadra Slice + above)
  C0/A233: 7F      (Spiraler/Quadra Slice + above)
  C0/A234: FF      (Bum Rush/Cleave + above)
  C0/A234: FF      (Bum Rush/Cleave + above)
==C0/A235 determine experience for next level up==
Determine new experience needed for the next level up
  C0/A235: B90816  LDA $1608,Y    (level)
  C0/A235: B90816  LDA $1608,Y    (level)
  C0/A238: 851B    STA $1B        (save it for now)
  C0/A238: 851B    STA $1B        (save it for now)
Line 261: Line 247:
  C0/A26A: 262B    ROL $2B        (rotate middle byte left 1 one, add in carry's status)
  C0/A26A: 262B    ROL $2B        (rotate middle byte left 1 one, add in carry's status)
  C0/A26C: 262C    ROL $2C        (rotate high byte left 1 one, add in carry's status)
  C0/A26C: 262C    ROL $2C        (rotate high byte left 1 one, add in carry's status)
                                                (what the above did was essentially multiply experience needed by 8)
  C0/A26E: A52A    LDA $2A        (load experience needed, low byte)
  C0/A26E: A52A    LDA $2A        (load experience needed, low byte)
  C0/A270: 991116  STA $1611,Y    (save new experience needed for level up, low byte)
  C0/A270: 991116  STA $1611,Y    (save new experience needed for level up, low byte)
Line 269: Line 254:
  C0/A27A: 991316  STA $1613,Y    (save new experience needed for level up, high byte)
  C0/A27A: 991316  STA $1613,Y    (save new experience needed for level up, high byte)
  C0/A27D: 60      RTS
  C0/A27D: 60      RTS
 
==C0/A27E unknow==
  C0/A27E: A916    LDA #$16      (22 = width of character startup struct)
  C0/A27E: A916    LDA #$16      (22 = width of character startup struct)
  C0/A280: 8D0242  STA $4202
  C0/A280: 8D0242  STA $4202
Line 298: Line 283:
  C0/A2B9: E220    SEP #$20      (8 bit accum./memory)
  C0/A2B9: E220    SEP #$20      (8 bit accum./memory)
  C0/A2BB: 60      RTS
  C0/A2BB: 60      RTS
 
==C0/A2BC unknow==
  C0/A2BC: A916    LDA #$16      (22 = width of character startup struct)
  C0/A2BC: A916    LDA #$16      (22 = width of character startup struct)
  C0/A2BE: 8D0242  STA $4202
  C0/A2BE: 8D0242  STA $4202
Line 327: Line 312:
  C0/A2F7: E220    SEP #$20      (8 bit accum./memory)
  C0/A2F7: E220    SEP #$20      (8 bit accum./memory)
  C0/A2F9: 60      RTS
  C0/A2F9: 60      RTS
 
==C0/A2FA event #$41 : show object==
Show object XX
(gen. act. 41)
  C0/A2FA: 20F09D  JSR $9DF0
  C0/A2FA: 20F09D  JSR $9DF0
  C0/A2FD: B96708  LDA $0867,Y
  C0/A2FD: B96708  LDA $0867,Y
Line 357: Line 338:
  C0/A331: A902    LDA #$02
  C0/A331: A902    LDA #$02
  C0/A333: 4C5C9B  JMP $9B5C
  C0/A333: 4C5C9B  JMP $9B5C
==C0/A336 event #$42 : hide object==
Hide object XX
(gen. act. 42)
  C0/A336: 20F09D  JSR $9DF0
  C0/A336: 20F09D  JSR $9DF0
  C0/A339: B96708  LDA $0867,Y
  C0/A339: B96708  LDA $0867,Y
Line 383: Line 360:
  C0/A365: A902    LDA #$02
  C0/A365: A902    LDA #$02
  C0/A367: 4C5C9B  JMP $9B5C
  C0/A367: 4C5C9B  JMP $9B5C
==C0/A36A event #$79==
(gen. act. 79)
  C0/A36A: A400    LDY $00
  C0/A36A: A400    LDY $00
  C0/A36C: B96708  LDA $0867,Y
  C0/A36C: B96708  LDA $0867,Y
Line 410: Line 384:
  C0/A395: A904    LDA #$04
  C0/A395: A904    LDA #$04
  C0/A397: 4C5C9B  JMP $9B5C
  C0/A397: 4C5C9B  JMP $9B5C
==C0/A39A event #$7E : move character at map==
Move the characters to (xx, yy) on the current map
(gen. act. 7E)
  C0/A39A: C220    REP #$20      (16 bit accum./memory)
  C0/A39A: C220    REP #$20      (16 bit accum./memory)
  C0/A39C: A5EB    LDA $EB
  C0/A39C: A5EB    LDA $EB
Line 480: Line 452:
  C0/A425: A903    LDA #$03
  C0/A425: A903    LDA #$03
  C0/A427: 4C709B  JMP $9B70
  C0/A427: 4C709B  JMP $9B70
==C0/A42A event #$7A==
Modify entity event--call $aaaaaa+$CA0000 when triggered
(gen. act. 7A)
  C0/A42A: 20F09D  JSR $9DF0
  C0/A42A: 20F09D  JSR $9DF0
  C0/A42D: A5EC    LDA $EC
  C0/A42D: A5EC    LDA $EC
Line 492: Line 462:
  C0/A43C: A905    LDA #$05
  C0/A43C: A905    LDA #$05
  C0/A43E: 4C5C9B  JMP $9B5C
  C0/A43E: 4C5C9B  JMP $9B5C
==C0/A441 unknow==
  C0/A441: AD5D05  LDA $055D
  C0/A441: AD5D05  LDA $055D
  C0/A444: CD6D1A  CMP $1A6D (Is this the active party?)
  C0/A444: CD6D1A  CMP $1A6D (Is this the active party?)
Line 501: Line 471:
  C0/A450: A901    LDA #$01
  C0/A450: A901    LDA #$01
  C0/A452: 4C5C9B  JMP $9B5C
  C0/A452: 4C5C9B  JMP $9B5C
==C0/A455 unknow==
  C0/A455: 20F09D  JSR $9DF0
  C0/A455: 20F09D  JSR $9DF0
  C0/A458: B97C08  LDA $087C,Y
  C0/A458: B97C08  LDA $087C,Y
Line 508: Line 478:
  C0/A460: A902    LDA #$02
  C0/A460: A902    LDA #$02
  C0/A462: 4C5C9B  JMP $9B5C
  C0/A462: 4C5C9B  JMP $9B5C
==C0/A465 unknow==
  C0/A465: 20F09D  JSR $9DF0
  C0/A465: 20F09D  JSR $9DF0
  C0/A468: B97C08  LDA $087C,Y
  C0/A468: B97C08  LDA $087C,Y
Line 515: Line 485:
  C0/A470: A902    LDA #$02
  C0/A470: A902    LDA #$02
  C0/A472: 4C5C9B  JMP $9B5C
  C0/A472: 4C5C9B  JMP $9B5C
==C0/A475 event #$48 : display dialogue message==
Display dialogue message xxxx, continue executing commands
(gen. act. 48)
  C0/A475: C220    REP #$20      (16 bit accum./memory)
  C0/A475: C220    REP #$20      (16 bit accum./memory)
  C0/A477: A5EB    LDA $EB
  C0/A477: A5EB    LDA $EB
Line 544: Line 512:
  C0/A4A1: A903    LDA #$03
  C0/A4A1: A903    LDA #$03
  C0/A4A3: 4C5C9B  JMP $9B5C
  C0/A4A3: 4C5C9B  JMP $9B5C
==C0/A4A6 event #$49 : wait for key press if dialogue is up==
If dialogue window is up, wait for keypress then dismiss
(gen. act. 49)
  C0/A4A6: A5BA    LDA $BA  
  C0/A4A6: A5BA    LDA $BA  
  C0/A4A8: F001    BEQ $A4AB
  C0/A4A8: F001    BEQ $A4AB
  C0/A4AA: 60      RTS
  C0/A4AA: 60      RTS
 
 
  C0/A4AB: A901    LDA #$01 (from C0/A4A8)
  C0/A4AB: A901    LDA #$01 (from C0/A4A8)
  C0/A4AD: 4C5C9B  JMP $9B5C
  C0/A4AD: 4C5C9B  JMP $9B5C
==C0/A4B0 event #$4A==
(gen. act. 4A)
  C0/A4B0: A5D3    LDA $D3
  C0/A4B0: A5D3    LDA $D3
  C0/A4B2: C901    CMP #$01
  C0/A4B2: C901    CMP #$01
  C0/A4B4: F001    BEQ $A4B7
  C0/A4B4: F001    BEQ $A4B7
  C0/A4B6: 60      RTS
  C0/A4B6: 60      RTS
 
 
  C0/A4B7: A901    LDA #$01 (from C0/A4B4)
  C0/A4B7: A901    LDA #$01 (from C0/A4B4)
  C0/A4B9: 4C5C9B  JMP $9B5C
  C0/A4B9: 4C5C9B  JMP $9B5C
==C0/A4BC event #$4B : pause and show dialogue message until key press==
Display dialogue message xxxx, halt execution until gone
      If xxxx & 0x4000, only the text will be shown (no dialogue window)
      If xxxx & 0x8000, the text will be shown at the bottom of the screen
(gen. act. 4B)
  C0/A4BC: C220    REP #$20      (16 bit accum./memory)
  C0/A4BC: C220    REP #$20      (16 bit accum./memory)
  C0/A4BE: A5EB    LDA $EB
  C0/A4BE: A5EB    LDA $EB
Line 601: Line 560:
  C0/A4F4: A903    LDA #$03
  C0/A4F4: A903    LDA #$03
  C0/A4F6: 4CA3B1  JMP $B1A3
  C0/A4F6: 4CA3B1  JMP $B1A3
==C0/A4F9 event #$4E : invoke random battle for dungeon==
Invoke random battle, used for dungeons/towns, etc
(gen. act. 4E)
  C0/A4F9: E656    INC $56
  C0/A4F9: E656    INC $56
  C0/A4FB: 9C8A07  STZ $078A
  C0/A4FB: 9C8A07  STZ $078A
  C0/A4FE: A901    LDA #$01
  C0/A4FE: A901    LDA #$01
  C0/A500: 4C709B  JMP $9B70
  C0/A500: 4C709B  JMP $9B70
==C0/A503 event #$AF : invoke colosseum battle==
Invoke Colosseum battle
(gen. act. AF)
  C0/A503: AD0102  LDA $0201      (load usage bits, tent, warp stone, etc)
  C0/A503: AD0102  LDA $0201      (load usage bits, tent, warp stone, etc)
  C0/A506: D00D    BNE $A515      (branch if not 0)
  C0/A506: D00D    BNE $A515      (branch if not 0)
Line 641: Line 596:
  C0/A549: A901    LDA #$01
  C0/A549: A901    LDA #$01
  C0/A54B: 4C709B  JMP $9B70
  C0/A54B: 4C709B  JMP $9B70
==C0/A54E event #$8E : invoke battle by chest==
Invoke Battle: Enemy formation set obtained by a MiaB chest, Background is area default
(gen. act. 8E)
  C0/A54E: AD8907  LDA $0789
  C0/A54E: AD8907  LDA $0789
  C0/A551: 85EB    STA $EB
  C0/A551: 85EB    STA $EB
Line 657: Line 610:
  C0/A56B: A901    LDA #$01
  C0/A56B: A901    LDA #$01
  C0/A56D: 4C709B  JMP $9B70
  C0/A56D: 4C709B  JMP $9B70
==C0/A570 event #$82==
(gen. act. 82)
  C0/A570: A901    LDA #$01
  C0/A570: A901    LDA #$01
  C0/A572: 8D5D05  STA $055D
  C0/A572: 8D5D05  STA $055D
  C0/A575: 4C5C9B  JMP $9B5C
  C0/A575: 4C5C9B  JMP $9B5C
==C0/A578 event #$4D : invoke battle by enemy formation==
Invoke Battle: Enemy Formation Set xx, Background bb
(gen. act. 4D)
  C0/A578: 20A7A5  JSR $A5A7
  C0/A578: 20A7A5  JSR $A5A7
  C0/A57B: AE4105  LDX $0541
  C0/A57B: AE4105  LDX $0541
Line 675: Line 624:
  C0/A58C: A903    LDA #$03
  C0/A58C: A903    LDA #$03
  C0/A58E: 4C709B  JMP $9B70
  C0/A58E: 4C709B  JMP $9B70
==C0/A591 event #$4C : invoke battle and center camera==
Invoke Battle: Enemy Formation Set xx, Background bb, center camera on party
(gen. act. 4C)
  C0/A591: 20A7A5  JSR $A5A7
  C0/A591: 20A7A5  JSR $A5A7
  C0/A594: AE5705  LDX $0557
  C0/A594: AE5705  LDX $0557
Line 686: Line 633:
  C0/A5A2: A903    LDA #$03
  C0/A5A2: A903    LDA #$03
  C0/A5A4: 4C709B  JMP $9B70
  C0/A5A4: 4C709B  JMP $9B70
==C0/A5A7 unknow==
  C0/A5A7: A5EB    LDA $EB
  C0/A5A7: A5EB    LDA $EB
  C0/A5A9: C220    REP #$20      (16 bit accum./memory)
  C0/A5A9: C220    REP #$20      (16 bit accum./memory)
Line 724: Line 670:
  C0/A5F0: 8556    STA $56
  C0/A5F0: 8556    STA $56
  C0/A5F2: 60      RTS
  C0/A5F2: 60      RTS
 
==C0/A5F3 event #$4F : exit current location==
Exit current location
(gen. act. 4F)
  C0/A5F3: A901    LDA #$01
  C0/A5F3: A901    LDA #$01
  C0/A5F5: 8DF111  STA $11F1
  C0/A5F5: 8DF111  STA $11F1
  C0/A5F8: A901    LDA #$01      (A already holds this!)
  C0/A5F8: A901    LDA #$01      (A already holds this!)
  C0/A5FA: 4C709B  JMP $9B70
  C0/A5FA: 4C709B  JMP $9B70
==C0/A5FD event #$50 : tint screen==
Tint screen (cumulative)
(gen. act. 50)
  C0/A5FD: A908    LDA #$08
  C0/A5FD: A908    LDA #$08
  C0/A5FF: 85DF    STA $DF
  C0/A5FF: 85DF    STA $DF
Line 770: Line 708:
  C0/A63B: A902    LDA #$02
  C0/A63B: A902    LDA #$02
  C0/A63D: 4C709B  JMP $9B70
  C0/A63D: 4C709B  JMP $9B70
==C0/A640 event #$51 : modify background color==
Modify BG color range from [pb, pe]
(gen. act. 51)
  C0/A640: A5EC    LDA $EC
  C0/A640: A5EC    LDA $EC
  C0/A642: 0A      ASL A
  C0/A642: 0A      ASL A
Line 810: Line 744:
  C0/A681: A904    LDA #$04
  C0/A681: A904    LDA #$04
  C0/A683: 4C709B  JMP $9B70
  C0/A683: 4C709B  JMP $9B70
==C0/A686 event #$52 : tint objects==
Tint objects (cumulative)
(gen. act. 52)
  C0/A686: 64DF    STZ $DF
  C0/A686: 64DF    STZ $DF
  C0/A688: 64E0    STZ $E0
  C0/A688: 64E0    STZ $E0
Line 845: Line 775:
  C0/A6C0: A902    LDA #$02
  C0/A6C0: A902    LDA #$02
  C0/A6C2: 4C709B  JMP $9B70
  C0/A6C2: 4C709B  JMP $9B70
==C0/A6C5 event #$53 : modify object color range==
Modify Object color range [pb, pe]
(gen. act. 53)
  C0/A6C5: A5EC    LDA $EC
  C0/A6C5: A5EC    LDA $EC
  C0/A6C7: 0A      ASL A
  C0/A6C7: 0A      ASL A
Line 885: Line 811:
  C0/A706: A904    LDA #$04
  C0/A706: A904    LDA #$04
  C0/A708: 4C709B  JMP $9B70
  C0/A708: 4C709B  JMP $9B70
==C0/A70B unknow==
  C0/A70B: 641A    STZ $1A
  C0/A70B: 641A    STZ $1A
  C0/A70D: 641B    STZ $1B
  C0/A70D: 641B    STZ $1B
Line 937: Line 862:
  C0/A76A: 4A      LSR A
  C0/A76A: 4A      LSR A
  C0/A76B: 60      RTS
  C0/A76B: 60      RTS
 
==C0/A76C unknow==
  C0/A76C: 0400    TSB $00
  C0/A76C: 0400    TSB $00
  C0/A76E: 08      PHP  
  C0/A76E: 08      PHP  
Line 952: Line 876:
  C0/A781: 02E0    COP #$E0
  C0/A781: 02E0    COP #$E0
  C0/A783: 03
  C0/A783: 03
==C0/A784 event #$54==
(gen. act. 54)
  C0/A784: 644D STZ $4D
  C0/A784: 644D STZ $4D
  C0/A786: 644B    STZ $4B
  C0/A786: 644B    STZ $4B
Line 964: Line 885:
  C0/A790: A901    LDA #$01
  C0/A790: A901    LDA #$01
  C0/A792: 4C5C9B  JMP $9B5C
  C0/A792: 4C5C9B  JMP $9B5C
==C0/A795 event #$55 : flash screen==
Color components are: (used below)
2: Red                      A: Red + Blue (Magenta)
4: Green                    C: Green + Blue (Cyan)
6: Red + Green (Yellow)    E: Red + Green + Blue (White)
8: Blue
Flash screen with color component(s) c, intensity i, each a nibble
(gen. act. 55)
  C0/A795: A54D    LDA $4D
  C0/A795: A54D    LDA $4D
  C0/A797: D00A    BNE $A7A3
  C0/A797: D00A    BNE $A7A3
Line 993: Line 904:
  C0/A7B5: A902    LDA #$02
  C0/A7B5: A902    LDA #$02
  C0/A7B7: 4C5C9B  JMP $9B5C
  C0/A7B7: 4C5C9B  JMP $9B5C
==C0/A7BA event #$56 : increase color component==
Increase color component(s) c, intensity i, each a nibble
(gen. act. 56)
  C0/A7BA: A54D    LDA $4D
  C0/A7BA: A54D    LDA $4D
  C0/A7BC: D007    BNE $A7C5
  C0/A7BC: D007    BNE $A7C5
Line 1,008: Line 915:
  C0/A7CB: A902    LDA #$02
  C0/A7CB: A902    LDA #$02
  C0/A7CD: 4C5C9B  JMP $9B5C
  C0/A7CD: 4C5C9B  JMP $9B5C
==C0/A7D0 event #$57 : decrease color component==
Decrease color component(s) c, intensity i, each a nibble
(gen. act. 57)
  C0/A7D0: A54D    LDA $4D
  C0/A7D0: A54D    LDA $4D
  C0/A7D2: D007    BNE $A7DB
  C0/A7D2: D007    BNE $A7DB
Line 1,023: Line 926:
  C0/A7E1: A902    LDA #$02
  C0/A7E1: A902    LDA #$02
  C0/A7E3: 4C5C9B  JMP $9B5C
  C0/A7E3: 4C5C9B  JMP $9B5C
==C0/A7E6 event #$58 : shake screen==
Shake the screen (xx?)
(gen. act. 58)
  C0/A7E6: A5EB    LDA $EB
  C0/A7E6: A5EB    LDA $EB
  C0/A7E8: 8D4A07  STA $074A
  C0/A7E8: 8D4A07  STA $074A
  C0/A7EB: A902    LDA #$02
  C0/A7EB: A902    LDA #$02
  C0/A7ED: 4C5C9B  JMP $9B5C
  C0/A7ED: 4C5C9B  JMP $9B5C
==C0/A7F0 event #$96 : refresh screen==
Refresh Screen
(gen. act. 96)
  C0/A7F0: A910    LDA #$10
  C0/A7F0: A910    LDA #$10
  C0/A7F2: 854A    STA $4A
  C0/A7F2: 854A    STA $4A
Line 1,043: Line 938:
  C0/A7F8: A901    LDA #$01
  C0/A7F8: A901    LDA #$01
  C0/A7FA: 4C5C9B  JMP $9B5C
  C0/A7FA: 4C5C9B  JMP $9B5C
==C0/A7FD event #$97 : instant fade screen==
Fade Screen Full
(gen. act. 97)
  C0/A7FD: A990    LDA #$90
  C0/A7FD: A990    LDA #$90
  C0/A7FF: 854A    STA $4A
  C0/A7FF: 854A    STA $4A
Line 1,054: Line 945:
  C0/A805: A901    LDA #$01
  C0/A805: A901    LDA #$01
  C0/A807: 4C5C9B  JMP $9B5C
  C0/A807: 4C5C9B  JMP $9B5C
==C0/A80A event #$59 : unfade screen==
Unfade the screen at speed x
(gen. act. 59)
  C0/A80A: A5EB    LDA $EB
  C0/A80A: A5EB    LDA $EB
  C0/A80C: 854A    STA $4A
  C0/A80C: 854A    STA $4A
Line 1,065: Line 952:
  C0/A812: A902    LDA #$02
  C0/A812: A902    LDA #$02
  C0/A814: 4C5C9B  JMP $9B5C
  C0/A814: 4C5C9B  JMP $9B5C
==C0/A817 event #$5A : fade screen==
Fade the screen at speed x
(gen. act. 5A)
  C0/A817: A5EB    LDA $EB
  C0/A817: A5EB    LDA $EB
  C0/A819: 0980    ORA #$80
  C0/A819: 0980    ORA #$80
Line 1,077: Line 960:
  C0/A821: A902    LDA #$02
  C0/A821: A902    LDA #$02
  C0/A823: 4C5C9B  JMP $9B5C
  C0/A823: 4C5C9B  JMP $9B5C
==C0/A826 event #$5B==
(gen. act. 5B)
  C0/A826: 644A    STZ $4A
  C0/A826: 644A    STZ $4A
  C0/A828: A901    LDA #$01
  C0/A828: A901    LDA #$01
  C0/A82A: 4C5C9B  JMP $9B5C
  C0/A82A: 4C5C9B  JMP $9B5C
==C0/A82D event #$5C==
(gen. act. 5C)
  C0/A82D: A5E1    LDA $E1
  C0/A82D: A5E1    LDA $E1
  C0/A82F: 0940    ORA #$40
  C0/A82F: 0940    ORA #$40
Line 1,093: Line 970:
  C0/A833: A901    LDA #$01
  C0/A833: A901    LDA #$01
  C0/A835: 4C5C9B  JMP $9B5C
  C0/A835: 4C5C9B  JMP $9B5C
==C0/A838 event #$5D : scroll BG0==
Scroll BG0, speed xx x yy (00 --> 7F left/up, 80 <-- FF right/down)
(gen. act. 5D)
  C0/A838: A5EB    LDA $EB
  C0/A838: A5EB    LDA $EB
  C0/A83A: 300E    BMI $A84A
  C0/A83A: 300E    BMI $A84A
Line 1,142: Line 1,015:
  C0/A87C: A903    LDA #$03
  C0/A87C: A903    LDA #$03
  C0/A87E: 4C5C9B  JMP $9B5C
  C0/A87E: 4C5C9B  JMP $9B5C
==C0/A881 event #$70 : scroll background 0==
Scroll Background 0
(gen. act. 70)
  C0/A881: A5EB    LDA $EB
  C0/A881: A5EB    LDA $EB
  C0/A883: 300E    BMI $A893
  C0/A883: 300E    BMI $A893
Line 1,195: Line 1,064:
  C0/A8C9: A903    LDA #$03
  C0/A8C9: A903    LDA #$03
  C0/A8CB: 4C5C9B  JMP $9B5C
  C0/A8CB: 4C5C9B  JMP $9B5C
==C0/A8CE event #$5E : scroll BG1==
Scroll BG1, speed xx x yy (00 --> 7F left/up, 80 <-- FF right/down)
(gen. act. 5E)
  C0/A8CE: A5EB    LDA $EB
  C0/A8CE: A5EB    LDA $EB
  C0/A8D0: 300E    BMI $A8E0
  C0/A8D0: 300E    BMI $A8E0
Line 1,244: Line 1,109:
  C0/A912: A903    LDA #$03
  C0/A912: A903    LDA #$03
  C0/A914: 4C5C9B  JMP $9B5C
  C0/A914: 4C5C9B  JMP $9B5C
==C0/A917 event #$71 : scroll background 1==
Scroll Background 1
(gen. act. 71)
  C0/A917: A5EB    LDA $EB
  C0/A917: A5EB    LDA $EB
  C0/A919: 300E    BMI $A929
  C0/A919: 300E    BMI $A929
Line 1,297: Line 1,158:
  C0/A95F: A903    LDA #$03
  C0/A95F: A903    LDA #$03
  C0/A961: 4C5C9B  JMP $9B5C
  C0/A961: 4C5C9B  JMP $9B5C
==C0/A964 event #$5F : scroll BG2==
Scroll BG2, speed xx x yy (00 --> 7F left/up, 80 <-- FF right/down)
(gen. act. 5F)
  C0/A964: A5EB    LDA $EB
  C0/A964: A5EB    LDA $EB
  C0/A966: 300E    BMI $A976
  C0/A966: 300E    BMI $A976
Line 1,346: Line 1,203:
  C0/A9A8: A903    LDA #$03
  C0/A9A8: A903    LDA #$03
  C0/A9AA: 4C5C9B  JMP $9B5C
  C0/A9AA: 4C5C9B  JMP $9B5C
==C0/A9AD event #$72 : scroll background 2==
Scroll Background 2
(gen. act. 72)
  C0/A9AD: A5EB    LDA $EB
  C0/A9AD: A5EB    LDA $EB
  C0/A9AF: 300E    BMI $A9BF
  C0/A9AF: 300E    BMI $A9BF
Line 1,399: Line 1,252:
  C0/A9F5: A903    LDA #$03
  C0/A9F5: A903    LDA #$03
  C0/A9F7: 4C5C9B  JMP $9B5C
  C0/A9F7: 4C5C9B  JMP $9B5C
==C0/A9FA event #$60 : change background palette==
Change background layer xx palette to yy
(gen. act. 60)
  C0/A9FA: C220    REP #$20      (16 bit accum./memory)
  C0/A9FA: C220    REP #$20      (16 bit accum./memory)
  C0/A9FC: A5EB    LDA $EB
  C0/A9FC: A5EB    LDA $EB
Line 1,445: Line 1,294:
  C0/AA38: A903    LDA #$03
  C0/AA38: A903    LDA #$03
  C0/AA3A: 4C5C9B  JMP $9B5C
  C0/AA3A: 4C5C9B  JMP $9B5C
==C0/AA3D event #$61 : colorize==
Colorize color range [pb, pe] to color c
(gen. act. 61)
  C0/AA3D: A5EB    LDA $EB
  C0/AA3D: A5EB    LDA $EB
  C0/AA3F: 0A      ASL A
  C0/AA3F: 0A      ASL A
Line 1,521: Line 1,366:
  C0/AAB6: A904    LDA #$04
  C0/AAB6: A904    LDA #$04
  C0/AAB8: 4C5C9B  JMP $9B5C
  C0/AAB8: 4C5C9B  JMP $9B5C
==C0/AABB unknow==
  C0/AABB: 0000    BRK #$00
  C0/AABB: 0000    BRK #$00
  C0/AABD: 1F00E003 ORA $03E000,X
  C0/AABD: 1F00E003 ORA $03E000,X
Line 1,527: Line 1,372:
  C0/AAC5: 1F7CE07F ORA $7FE07C,X
  C0/AAC5: 1F7CE07F ORA $7FE07C,X
  C0/AAC9: FF7F
  C0/AAC9: FF7F
==C0/AACB event #$62 : mosaic screen==
Mosaic screen with speed xx (lower == slower)
(gen. act. 62)
  C0/AACB: A5EB LDA $EB
  C0/AACB: A5EB LDA $EB
  C0/AACD: 8DF011  STA $11F0
  C0/AACD: 8DF011  STA $11F0
Line 1,538: Line 1,379:
  C0/AAD6: A902    LDA #$02
  C0/AAD6: A902    LDA #$02
  C0/AAD8: 4C5C9B  JMP $9B5C
  C0/AAD8: 4C5C9B  JMP $9B5C
==C0/AADB event #$63 : create spotlight effect==
Create a spotlight effect around character 0 with a radius of xx
(gen. act. 63)
  C0/AADB: A5EB    LDA $EB
  C0/AADB: A5EB    LDA $EB
  C0/AADD: 291F    AND #$1F
  C0/AADD: 291F    AND #$1F
Line 1,548: Line 1,386:
  C0/AAE4: A902    LDA #$02
  C0/AAE4: A902    LDA #$02
  C0/AAE6: 4C5C9B  JMP $9B5C
  C0/AAE6: 4C5C9B  JMP $9B5C
==C0/AAE9 event #$64==
(something to do with locations)
(gen. act. 64)
  C0/AAE9: A5EB    LDA $EB
  C0/AAE9: A5EB    LDA $EB
  C0/AAEB: 8D0242  STA $4202
  C0/AAEB: 8D0242  STA $4202
Line 1,568: Line 1,402:
  C0/AB04: A903    LDA #$03
  C0/AB04: A903    LDA #$03
  C0/AB06: 4C5C9B  JMP $9B5C
  C0/AB06: 4C5C9B  JMP $9B5C
==C0/AB09 event #$65==
(something to do with locations)
(gen. act. 65)
  C0/AB09: A5EB    LDA $EB
  C0/AB09: A5EB    LDA $EB
  C0/AB0B: 8D0242  STA $4202
  C0/AB0B: 8D0242  STA $4202
Line 1,607: Line 1,437:
  C0/AB42: A903    LDA #$03
  C0/AB42: A903    LDA #$03
  C0/AB44: 4C5C9B  JMP $9B5C
  C0/AB44: 4C5C9B  JMP $9B5C
==C0/AB47 event #$6A : loads map and set party position at vehicle==
Loads map nnnn, positions party at (xx, yy) in vehicle ff
ff = 01:    Party is in airship
ff = 02: Party is on Chocobo
(gen. act. 6A)
  C0/AB47: 20886E  JSR $6E88
  C0/AB47: 20886E  JSR $6E88
  C0/AB4A: 20560F  JSR $0F56
  C0/AB4A: 20560F  JSR $0F56
Line 1,620: Line 1,444:
  C0/AB51: 85E1    STA $E1
  C0/AB51: 85E1    STA $E1
  C0/AB53: 8005    BRA $AB5A
  C0/AB53: 8005    BRA $AB5A
==C0/AB55 event #$6B : loads map and positions party==
Loads map nnnn, positions party at (xx, yy)
(gen. act. 6B)
  C0/AB55: 20886E  JSR $6E88
  C0/AB55: 20886E  JSR $6E88
  C0/AB58: 644A    STZ $4A
  C0/AB58: 644A    STZ $4A
Line 1,679: Line 1,499:
  C0/ABC8: 8D4507  STA $0745      (set location name to appear when map loads)
  C0/ABC8: 8D4507  STA $0745      (set location name to appear when map loads)
  C0/ABCB: 8039    BRA $AC06
  C0/ABCB: 8039    BRA $AC06
 
  Fork: Map #$01FF jumps here
  Map #$01FF jumps here
  C0/ABCD: 20461A  JSR $1A46
  C0/ABCD: 20461A  JSR $1A46
  C0/ABD0: 8009    BRA $ABDB
  C0/ABD0: 8009    BRA $ABDB
 
  Fork: Map #$01FE jumps here
  Map #$01FE jumps here
  C0/ABD2: 7B      TDC  
  C0/ABD2: 7B      TDC  
  C0/ABD3: E220    SEP #$20      (8 bit accum./memory)
  C0/ABD3: E220    SEP #$20      (8 bit accum./memory)
Line 1,711: Line 1,529:
  C0/AC06: A906    LDA #$06
  C0/AC06: A906    LDA #$06
  C0/AC08: 4C709B  JMP $9B70
  C0/AC08: 4C709B  JMP $9B70
==C0/AC0B event #$6C : set parent map and position==
Set parent map to nnnn, position (xx, yy), flags z
(gen. act. 6C)
  C0/AC0B: A4EB    LDY $EB
  C0/AC0B: A4EB    LDY $EB
  C0/AC0D: 8C691F  STY $1F69
  C0/AC0D: 8C691F  STY $1F69
Line 1,723: Line 1,538:
  C0/AC1A: A906    LDA #$06
  C0/AC1A: A906    LDA #$06
  C0/AC1C: 4C5C9B  JMP $9B5C
  C0/AC1C: 4C5C9B  JMP $9B5C
==C0/AC1F event #$75 : refresh background after map changes==
Refresh background after map has been changed
(gen. act. 75)
  C0/AC1F: AD5A05  LDA $055A
  C0/AC1F: AD5A05  LDA $055A
  C0/AC22: C905    CMP #$05
  C0/AC22: C905    CMP #$05
Line 1,745: Line 1,556:
  C0/AC40: A901    LDA #$01
  C0/AC40: A901    LDA #$01
  C0/AC42: 4C709B  JMP $9B70
  C0/AC42: 4C709B  JMP $9B70
==C0/AC45 event #$73==
Copy data of size rr*cc to current map's BG0 at (xx, yy) and refresh background
(gen. act. 73)
  C0/AC45: A5EC    LDA $EC
  C0/AC45: A5EC    LDA $EC
  C0/AC47: 29C0    AND #$C0
  C0/AC47: 29C0    AND #$C0
Line 1,763: Line 1,570:
  C0/AC5D: A904    LDA #$04
  C0/AC5D: A904    LDA #$04
  C0/AC5F: 8D5C05  STA $055C
  C0/AC5F: 8D5C05  STA $055C
==C0/AC62 event #$74==
Copy data of size rr*cc to current map's BG0 at (xx, yy)
(gen. act. 74)
  C0/AC62: A5EC    LDA $EC
  C0/AC62: A5EC    LDA $EC
  C0/AC64: 29C0    AND #$C0
  C0/AC64: 29C0    AND #$C0
Line 1,825: Line 1,628:
  C0/ACD9: 862A    STX $2A
  C0/ACD9: 862A    STX $2A
  C0/ACDB: 4CC41E  JMP $1EC4
  C0/ACDB: 4CC41E  JMP $1EC4
 
  C0/ACDE: 3008    BMI $ACE8
  C0/ACDE: 3008    BMI $ACE8
  C0/ACE0: A20040  LDX #$4000
  C0/ACE0: A20040  LDX #$4000
  C0/ACE3: 862A    STX $2A (branching to ACD9 would save 3 bytes)
  C0/ACE3: 862A    STX $2A (branching to ACD9 would save 3 bytes)
  C0/ACE5: 4CC41E  JMP $1EC4
  C0/ACE5: 4CC41E  JMP $1EC4
 
  C0/ACE8: A20080  LDX #$8000
  C0/ACE8: A20080  LDX #$8000
  C0/ACEB: 862A    STX $2A (branching to ACD9 would save 3 bytes)
  C0/ACEB: 862A    STX $2A (branching to ACD9 would save 3 bytes)
  C0/ACED: 4CC41E  JMP $1EC4
  C0/ACED: 4CC41E  JMP $1EC4
==C0/ACF0 event #$80 : add item to inventory==
Place item $1A in inventory
(gen. act. 80)
  C0/ACF0: A5EB    LDA $EB (Get the item's index)
  C0/ACF0: A5EB    LDA $EB (Get the item's index)
  C0/ACF2: 851A    STA $1A (Store it in $1A temporarily)
  C0/ACF2: 851A    STA $1A (Store it in $1A temporarily)
Line 1,844: Line 1,643:
  C0/ACF7: A902    LDA #$02 (Advance the pointer this far)
  C0/ACF7: A902    LDA #$02 (Advance the pointer this far)
  C0/ACF9: 4C5C9B  JMP $9B5C
  C0/ACF9: 4C5C9B  JMP $9B5C
 
  C0/ACFC: A600    LDX $00 (Load X with $00)
  C0/ACFC: A600    LDX $00 (Load X with $00)
  C0/ACFE: BD6918  LDA $1869,X (Get item currently in inventory at X)
  C0/ACFE: BD6918  LDA $1869,X (Get item currently in inventory at X)
  C0/AD01: C51A    CMP $1A (Is it the same as the candidate (temporary one at $1A)?)
  C0/AD01: C51A    CMP $1A (Is it the same as the candidate (temporary one at $1A)?)
  C0/AD03: F01D    BEQ $AD22 (If so, branch -> check quantity of items (we already have one))
  C0/AD03: F01D    BEQ $AD22 (If so, branch -> check quantity of items)
  C0/AD05: E8      INX (Increment X)
  C0/AD05: E8      INX (Increment X)
  C0/AD06: E00001  CPX #$0100 (Is X over 256?)
  C0/AD06: E00001  CPX #$0100 (Is X over 256?)
Line 1,854: Line 1,653:
  C0/AD0B: A600    LDX $00 (Otherwise, load X with $00)
  C0/AD0B: A600    LDX $00 (Otherwise, load X with $00)
  C0/AD0D: BD6918  LDA $1869,X (Get item currently in inventory at X)
  C0/AD0D: BD6918  LDA $1869,X (Get item currently in inventory at X)
  C0/AD10: C9FF    CMP #$FF (Is it currently an "empty" item?)
  C0/AD10: C9FF    CMP #$FF (Is it currently an "empty" item?)
  C0/AD12: F003    BEQ $AD17 (If so, branch -> get the item out of temporary location)
  C0/AD12: F003    BEQ $AD17 (If so, branch -> get the item out of temporary location)
  C0/AD14: E8      INX (Otherwise, increment X)
  C0/AD14: E8      INX (Otherwise, increment X)
  C0/AD15: 80F6    BRA $AD0D (Go to the next item)
  C0/AD15: 80F6    BRA $AD0D (Go to the next item)
  C0/AD17: A51A    LDA $1A (Get the item in temp. location $1A (we don't already have one))
  C0/AD17: A51A    LDA $1A
  C0/AD19: 9D6918  STA $1869,X (Put it in inventory at X)
  C0/AD19: 9D6918  STA $1869,X (Put it in inventory at X)
  C0/AD1C: A901    LDA #$01 (Load 1)
  C0/AD1C: A901    LDA #$01 (Load 1)
  C0/AD1E: 9D6919  STA $1969,X (Put it in for quantity of item X)
  C0/AD1E: 9D6919  STA $1969,X (Put it in for quantity of item X)
  C0/AD21: 60      RTS (Exit)
  C0/AD21: 60      RTS (Exit)
 
 
Fork:  Adding another item already in the list
  C0/AD22: BD6919  LDA $1969,X (check quantity of item X)
  C0/AD22: BD6919  LDA $1969,X (check quantity of item X)
  C0/AD25: C963    CMP #$63 (Is it 99?)
  C0/AD25: C963    CMP #$63 (Is it 99?)
Line 1,871: Line 1,668:
  C0/AD29: FE6919  INC $1969,X (Otherwise increment quantity of items)
  C0/AD29: FE6919  INC $1969,X (Otherwise increment quantity of items)
  C0/AD2C: 60      RTS (Exit)
  C0/AD2C: 60      RTS (Exit)
 
==C0/AD2D event #$81 : remove item from inventory==
Remove item $EB from inventory
(gen. act. 81)
  C0/AD2D: A600    LDX $00 (Load X with $00)
  C0/AD2D: A600    LDX $00 (Load X with $00)
  C0/AD2F: BD6918  LDA $1869,X (Get item X (currently in inventory))
  C0/AD2F: BD6918  LDA $1869,X (Get item X (currently in inventory))
Line 1,889: Line 1,682:
  C0/AD46: A9FF    LDA #$FF (Otherwise, get an "empty" item)
  C0/AD46: A9FF    LDA #$FF (Otherwise, get an "empty" item)
  C0/AD48: 9D6918  STA $1869,X (Put it in inventory at X)
  C0/AD48: 9D6918  STA $1869,X (Put it in inventory at X)
  C0/AD4B: A902    LDA #$02 (How many bytes advanced this was (one for op and one for param))
  C0/AD4B: A902    LDA #$02 (How many bytes advanced this was)
  C0/AD4D: 4C5C9B  JMP $9B5C
  C0/AD4D: 4C5C9B  JMP $9B5C
==C0/AD50 event #$84 : add GP==
Give XXXX amount of GP to party
(gen. act. 84)
  C0/AD50: C221    REP #$21 (16 bit accum./memory)
  C0/AD50: C221    REP #$21 (16 bit accum./memory)
  C0/AD52: AD6018  LDA $1860 (Load the amount of gold variable)
  C0/AD52: AD6018  LDA $1860 (Load the amount of gold variable)
Line 1,915: Line 1,704:
  C0/AD7A: A903    LDA #$03 (Advance the script 3 places)
  C0/AD7A: A903    LDA #$03 (Advance the script 3 places)
  C0/AD7C: 4C5C9B  JMP $9B5C
  C0/AD7C: 4C5C9B  JMP $9B5C
==C0/AD7F event #$85 : subtract GP==
Take XXXX amount of GP from party
(gen. act. 85)
  C0/AD7F: ADB71E  LDA $1EB7
  C0/AD7F: ADB71E  LDA $1EB7
  C0/AD82: 29BF    AND #$BF
  C0/AD82: 29BF    AND #$BF
Line 1,945: Line 1,730:
  C0/ADB3: A903    LDA #$03
  C0/ADB3: A903    LDA #$03
  C0/ADB5: 4C5C9B  JMP $9B5C
  C0/ADB5: 4C5C9B  JMP $9B5C
==C0/ADB8 event #$86 : set esper as available==
Give Esper $EB to party
(gen. act. 86)
  C0/ADB8: A5EB    LDA $EB (Load A with the index of the Esper to add)
  C0/ADB8: A5EB    LDA $EB (Load A with the index of the Esper to add)
  C0/ADBA: 38      SEC (Clear the carry)
  C0/ADBA: 38      SEC (Clear the carry)
Line 1,966: Line 1,747:
  C0/ADD2: A902    LDA #$02 (How many bytes advanced this was (one for op and one for param))
  C0/ADD2: A902    LDA #$02 (How many bytes advanced this was (one for op and one for param))
  C0/ADD4: 4C5C9B  JMP $9B5C
  C0/ADD4: 4C5C9B  JMP $9B5C
==C0/ADD7 event #$87 : set esper as unavailable==
Take Esper XX from party
(gen. act. 87)
  C0/ADD7: A5EB    LDA $EB        (Load A with the index from the Esper to remove)
  C0/ADD7: A5EB    LDA $EB        (Load A with the index from the Esper to remove)
  C0/ADD9: 38      SEC            (Set the borrow in case it's needed)
  C0/ADD9: 38      SEC            (Set the borrow in case it's needed)
Line 1,995: Line 1,772:
  C0/AE08: A902    LDA #$02      (Advance the script pointer by 2)
  C0/AE08: A902    LDA #$02      (Advance the script pointer by 2)
  C0/AE0A: 4C5C9B  JMP $9B5C
  C0/AE0A: 4C5C9B  JMP $9B5C
==C0/AE0D learn a spell (unused?)==
Learn a spell, though this looks like unused code
  C0/AE0D: A5EB    LDA $EB        (load parameter, character)
  C0/AE0D: A5EB    LDA $EB        (load parameter, character)
  C0/AE0F: 8D0242  STA $4202      (save as a multiplier)
  C0/AE0F: 8D0242  STA $4202      (save as a multiplier)
Line 2,012: Line 1,788:
  C0/AE28: A903    LDA #$03      (Advance the script pointer by 3)
  C0/AE28: A903    LDA #$03      (Advance the script pointer by 3)
  C0/AE2A: 4C5C9B  JMP $9B5C
  C0/AE2A: 4C5C9B  JMP $9B5C
==C0/AE2D event #$88 : remove status conditions?==
Remove all but status conditions C1, C2 from character XX
(gen. act. 88)
  C0/AE2D: 20AD9D  JSR $9DAD
  C0/AE2D: 20AD9D  JSR $9DAD
  C0/AE30: C05002  CPY #$0250
  C0/AE30: C05002  CPY #$0250
Line 2,028: Line 1,800:
  C0/AE42: A904    LDA #$04
  C0/AE42: A904    LDA #$04
  C0/AE44: 4C5C9B  JMP $9B5C
  C0/AE44: 4C5C9B  JMP $9B5C
==C0/AE47 event #$89 : inflict status conditions==
Inflict status conditions C1, C2 on character XX
(gen. act. 89)
  C0/AE47: 20AD9D  JSR $9DAD
  C0/AE47: 20AD9D  JSR $9DAD
  C0/AE4A: C05002  CPY #$0250
  C0/AE4A: C05002  CPY #$0250
Line 2,044: Line 1,812:
  C0/AE5C: A904    LDA #$04
  C0/AE5C: A904    LDA #$04
  C0/AE5E: 4C5C9B  JMP $9B5C
  C0/AE5E: 4C5C9B  JMP $9B5C
==C0/AE61 event #$8A : toggle status conditions==
Toggle status conditions C1, C2 for character XX
(gen. act. 8A)
  C0/AE61: 20AD9D  JSR $9DAD
  C0/AE61: 20AD9D  JSR $9DAD
  C0/AE64: C05002  CPY #$0250
  C0/AE64: C05002  CPY #$0250
Line 2,060: Line 1,824:
  C0/AE76: A904    LDA #$04
  C0/AE76: A904    LDA #$04
  C0/AE78: 4C5C9B  JMP $9B5C
  C0/AE78: 4C5C9B  JMP $9B5C
==C0/AE7B event #$8B : add/subtract HP from characters==
Add/Subtract HP from characters
XX "character number"
YY flags--7F = Set to max,
  --8x = subtract 2^x
  --0x = add 2^x
Note that if subtraction would drop it below 1, it will be set to 1.
(gen. act. 8B)
  C0/AE7B: 20AD9D  JSR $9DAD (Point Y at character XX's data struct)
  C0/AE7B: 20AD9D  JSR $9DAD (Point Y at character XX's data struct)
  C0/AE7E: C05002  CPY #$0250 (Is Y > (37 * 16)? )
  C0/AE7E: C05002  CPY #$0250 (Is Y > (37 * 16)? )
Line 2,111: Line 1,867:
  C0/AED3: A903    LDA #$03 (//this is to advance the script pointer 3 bytes)
  C0/AED3: A903    LDA #$03 (//this is to advance the script pointer 3 bytes)
  C0/AED5: 4C5C9B  JMP $9B5C
  C0/AED5: 4C5C9B  JMP $9B5C
==C0/AED8 unknow==
Data for use in above segment, HP to add or subtract.
  C0/AED8: 0100
  C0/AED8: 0100
  C0/AEDA: 0200
  C0/AEDA: 0200
Line 2,122: Line 1,876:
  C0/AEE4: 4000
  C0/AEE4: 4000
  C0/AEE6: 8000
  C0/AEE6: 8000
==C0/AEE8 unknow==
(I don't feel like commenting this whole thing, just know that it set $1E to character Y's
Max HP.  All the other stuff is just a check for the two high bits which indicate equipment-
based temporary Max HP raises.)
  C0/AEE8: DA PHX
  C0/AEE8: DA PHX
  C0/AEE9: C220    REP #$20      (16 bit accum./memory)
  C0/AEE9: C220    REP #$20      (16 bit accum./memory)
Line 2,174: Line 1,923:
  C0/AF3C: FA      PLX
  C0/AF3C: FA      PLX
  C0/AF3D: 60      RTS
  C0/AF3D: 60      RTS
==C0/AF3E event #$8C : add/subtract MP from characters==
Add/Subtract MP from characters
XX "character number"
YY flags--7F = Set to max
  --8x = subtract 2^x
  --0x = add 2^x
(gen. act. 8C)
  C0/AF3E: 20AD9D  JSR $9DAD (Point Y at character XX's data struct)
  C0/AF3E: 20AD9D  JSR $9DAD (Point Y at character XX's data struct)
  C0/AF41: C05002  CPY #$0250 (Is Y > (37 * 16)? )
  C0/AF41: C05002  CPY #$0250 (Is Y > (37 * 16)? )
Line 2,222: Line 1,964:
  C0/AF90: A903    LDA #$03 (//advance the script pointer by 3 bytes...)
  C0/AF90: A903    LDA #$03 (//advance the script pointer by 3 bytes...)
  C0/AF92: 4C5C9B  JMP $9B5C
  C0/AF92: 4C5C9B  JMP $9B5C
==C0/AF95 unknow==
Data for use in above code segment
(Obviously, this just never made it into the final revision.  If it did, then they
would NEVER have bothered to write a whole function to add/subtract 0.  Also, if the
added/subtracted value were meant to be a linear function of the parameter, then they
would not do it this way, since there are simple adding and multiplying functions.  I
can only conclude that this was meant to work just like the HP version above, but it
never made it.  So the question is, why have separate data tables?  Because they are
sloppy coders, I tell ya!)
  C0/AF95: 0000     
  C0/AF95: 0000     
  C0/AF97: 0000     
  C0/AF97: 0000     
Line 2,239: Line 1,972:
  C0/AF9F: 0000     
  C0/AF9F: 0000     
  C0/AFA1: 0000     
  C0/AFA1: 0000     
==C0/AFA3 unknow==
(I don't feel like commenting this whole thing, just know that it set $1E to character Y's
Max MP.  All the other stuff is just a check for the two high bits which indicate equipment-
based temporary Max MP raises.)
  C0/AFA3: DA      PHX
  C0/AFA3: DA      PHX
  C0/AFA4: C220    REP #$20      (16 bit accum./memory)
  C0/AFA4: C220    REP #$20      (16 bit accum./memory)
Line 2,289: Line 2,018:
  C0/AFF6: FA      PLX
  C0/AFF6: FA      PLX
  C0/AFF7: 60      RTS
  C0/AFF7: 60      RTS
==C0/AFF8 event #$8F : unlock all sword techs==
Unlock all of Cyan's SwdTechs
(gen. act. 8F)
  C0/AFF8: A9FF    LDA #$FF
  C0/AFF8: A9FF    LDA #$FF
  C0/AFFA: 8DF71C  STA $1CF7
  C0/AFFA: 8DF71C  STA $1CF7
  C0/AFFD: A901    LDA #$01
  C0/AFFD: A901    LDA #$01
  C0/AFFF: 4C5C9B  JMP $9B5C
  C0/AFFF: 4C5C9B  JMP $9B5C

Latest revision as of 02:41, 24 January 2024

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

C0/A03A event #$7F : change character name

C0/A03A:	20AD9D  	JSR $9DAD		
C0/A03D:	A906    	LDA #$06
C0/A03F:	8D0242  	STA $4202
C0/A042:	A5EC    	LDA $EC
C0/A044:	8D0342  	STA $4203
C0/A047:	EA      	NOP
C0/A048:	EA      	NOP
C0/A049:	EA      	NOP
C0/A04A:	AE1642  	LDX $4216
C0/A04D:	BFC078C4	LDA $C478C0,X
C0/A051:	990216  	STA $1602,Y
C0/A054:	BFC178C4	LDA $C478C1,X
C0/A058:	990316  	STA $1603,Y
C0/A05B:	BFC278C4	LDA $C478C2,X
C0/A05F:	990416  	STA $1604,Y
C0/A062:	BFC378C4	LDA $C478C3,X
C0/A066:	990516  	STA $1605,Y
C0/A069:	BFC478C4	LDA $C478C4,X
C0/A06D:	990616  	STA $1606,Y
C0/A070:	BFC578C4	LDA $C478C5,X
C0/A074:	990716  	STA $1607,Y
C0/A077:	A903    	LDA #$03
C0/A079:	4C5C9B  	JMP $9B5C

C0/A07C event #$40 : set character data

C0/A07C:	20AD9D  	JSR $9DAD		
C0/A07F:	A916    	LDA #$16
C0/A081:	8D0242  	STA $4202
C0/A084:	A5EC    	LDA $EC
C0/A086:	8D0342  	STA $4203
C0/A089:	EA      	NOP
C0/A08A:	EA      	NOP
C0/A08B:	EA      	NOP
C0/A08C:	AE1642  	LDX $4216
C0/A08F:	BFA27CED	LDA $ED7CA2,X	(command 1)
C0/A093:	991616  	STA $1616,Y
C0/A096:	BFA37CED	LDA $ED7CA3,X	(command 2)
C0/A09A:	991716  	STA $1617,Y
C0/A09D:	BFA47CED	LDA $ED7CA4,X	(command 3)
C0/A0A1:	991816  	STA $1618,Y
C0/A0A4:	BFA57CED	LDA $ED7CA5,X	(command 4)
C0/A0A8:	991916  	STA $1619,Y
C0/A0AB:	BFA67CED	LDA $ED7CA6,X	(vigor)
C0/A0AF:	991A16  	STA $161A,Y
C0/A0B2:	BFA77CED	LDA $ED7CA7,X	(speed)
C0/A0B6:	991B16  	STA $161B,Y
C0/A0B9:	BFA87CED	LDA $ED7CA8,X	(stamina)
C0/A0BD:	991C16  	STA $161C,Y
C0/A0C0:	BFA97CED	LDA $ED7CA9,X	(mag. pwr.)
C0/A0C4:	991D16  	STA $161D,Y
C0/A0C7:	A9FF    	LDA #$FF	(empty esper)
C0/A0C9:	991E16  	STA $161E,Y	
C0/A0CC:	BFAF7CED	LDA $ED7CAF,X	(R-hand)
C0/A0D0:	991F16  	STA $161F,Y
C0/A0D3:	BFB07CED	LDA $ED7CB0,X	(L-hand)
C0/A0D7:	992016  	STA $1620,Y
C0/A0DA:	BFB17CED	LDA $ED7CB1,X	(Body)
C0/A0DE:	992116  	STA $1621,Y
C0/A0E1:	BFB27CED	LDA $ED7CB2,X	(Head)
C0/A0E5:	992216  	STA $1622,Y
C0/A0E8:	BFB37CED	LDA $ED7CB3,X	(Relic 1)
C0/A0EC:	992316  	STA $1623,Y
C0/A0EF:	BFB47CED	LDA $ED7CB4,X	(Relic 2)
C0/A0F3:	992416  	STA $1624,Y
C0/A0F6:	BFA07CED	LDA $ED7CA0,X	(Level 1 HP)
C0/A0FA:	990B16  	STA $160B,Y
C0/A0FD:	BFA17CED	LDA $ED7CA1,X	(Level 1 MP)
C0/A101:	990F16  	STA $160F,Y
C0/A104:	7B      	TDC 
C0/A105:	990C16  	STA $160C,Y    (max HP, high byte = 0)
C0/A108:	991016  	STA $1610,Y    (max MP, high byte = 0)
C0/A10B:	DA      	PHX
C0/A10C:	5A      	PHY
C0/A10D:	A5EC    	LDA $EC        (load parameter)
C0/A10F:	990016  	STA $1600,Y    (save character ID)
C0/A112:	20789F  	JSR $9F78      (determine starting level)
C0/A115:	7A      	PLY
C0/A116:	FA      	PLX
C0/A117:	990816  	STA $1608,Y    (Store to the level)
C0/A11A:	BFB57CED	LDA $ED7CB5,X  ("Level factor")
C0/A11E:	290C    	AND #$0C		(Isolate bits 2 and 3)
C0/A120:	4A      	LSR A			(Divide by 2)
C0/A121:	4A      	LSR A			(Divide by 2 again, now 4)
C0/A122:	AA      	TAX			(Put that into X)
C0/A123:	BF28A2C0	LDA $C0A228,X  (Load one of 4 constants)
C0/A127:	18      	CLC           (Clear the carry)
C0/A128:	790816  	ADC $1608,Y    (Add the level and this variable amount [0, 2, 5, or -3])
C0/A12B:	F002    	BEQ $A12F      (branch if level was 0)
C0/A12D:	1002    	BPL $A131      (branch if level is less than 128)
C0/A12F:	A901    	LDA #$01       (Min. Lev. 1)
C0/A131:	C963    	CMP #$63       (is the current level 99?)
C0/A133:	9002    	BCC $A137      (branch if less than 99)
C0/A135:	A963    	LDA #$63       (Trunc at 99)
C0/A137:	990816  	STA $1608,Y    (save as level)
C0/A13A:	207EA2  	JSR $A27E
C0/A13D:	B90B16  	LDA $160B,Y    (max HP, low byte)
C0/A140:	990916  	STA $1609,Y    (save as current HP, low byte)
C0/A143:	B90C16  	LDA $160C,Y    (max HP, high byte)
C0/A146:	990A16  	STA $160A,Y    (save as current HP, high byte)
C0/A149:	20BCA2  	JSR $A2BC
C0/A14C:	B90F16  	LDA $160F,Y    (max MP, low byte)
C0/A14F:	990D16  	STA $160D,Y    (save as current MP, low byte)
C0/A152:	B91016  	LDA $1610,Y    (max MP, high byte)
C0/A155:	990E16  	STA $160E,Y    (save as current MP, low byte)
C0/A158:	2035A2  	JSR $A235
C0/A15B:	BB      	TYX
C0/A15C:	20F09D  	JSR $9DF0
C0/A15F:	B97C08  	LDA $087C,Y
C0/A162:	29F0    	AND #$F0
C0/A164:	0901    	ORA #$01
C0/A166:	997C08  	STA $087C,Y
C0/A169:	B96808  	LDA $0868,Y
C0/A16C:	0901    	ORA #$01
C0/A16E:	996808  	STA $0868,Y
C0/A171:	A900    	LDA #$00
C0/A173:	996708  	STA $0867,Y
C0/A176:	9B      	TXY
C0/A177:	207FA1  	JSR $A17F		(Check Natural Abilities)
C0/A17A:	A903    	LDA #$03
C0/A17C:	4C5C9B  	JMP $9B5C

C0/A17F learn abilities by level up

C0/A17F:	B90016  	LDA $1600,Y    (character ID)
C0/A182:	C900    	CMP #$00       (is character Terra? note there's no need for this CMP here)
C0/A184:	F010    	BEQ $A196      (branch if so)
C0/A186:	C906    	CMP #$06       (is character Celes?)
C0/A188:	F02E    	BEQ $A1B8      (branch if so)
C0/A18A:	C902    	CMP #$02       (is character Cyan?)
C0/A18C:	F04C    	BEQ $A1DA      (branch if so)
C0/A18E:	C905    	CMP #$05       (is character Sabin?)
C0/A190:	D003    	BNE $A195      (branch if not)
C0/A192:	4C01A2  	JMP $A201
C0/A195:	60      	RTS

C0/A196 Terra's natural learning

C0/A196:	A600    	LDX $00
C0/A198:	BFC1E3EC	LDA $ECE3C1,X  (Natural Magic Level)
C0/A19C:	D90816  	CMP $1608,Y    (compare it to her current level)
C0/A19F:	F002    	BEQ $A1A3      (branch if they are the same)
C0/A1A1:	B0F2    	BCS $A195      (branch if her level is lower)
C0/A1A3:	5A      	PHY	
C0/A1A4:	BFC0E3EC	LDA $ECE3C0,X  (Natural Magic Spell)
C0/A1A8:	A8      	TAY
C0/A1A9:	A9FF    	LDA #$FF
C0/A1AB:	996E1A  	STA $1A6E,Y    (set spell as learned)
C0/A1AE:	7A      	PLY
C0/A1AF:	E8      	INX
C0/A1B0:	E8      	INX
C0/A1B1:	E02000  	CPX #$0020     (have we checked 16 spells yet?)
C0/A1B4:	F0DF    	BEQ $A195      (branch if so)
C0/A1B6:	80E0    	BRA $A198      (otherwise loop and keep learning)

C0/A1B8 Cele's natural learning

C0/A1B8:	A600    	LDX $00
C0/A1BA:	BFE1E3EC	LDA $ECE3E1,X  (Natural Magic Level)
C0/A1BE:	D90816  	CMP $1608,Y    (compare it to her current level)
C0/A1C1:	F002    	BEQ $A1C5      (branch if they are the same)
C0/A1C3:	B0D0    	BCS $A195      (branch if her level is lower)
C0/A1C5:	5A      	PHY
C0/A1C6:	BFE0E3EC	LDA $ECE3E0,X  (Natural Magic Spell)
C0/A1CA:	A8      	TAY
C0/A1CB:	A9FF    	LDA #$FF
C0/A1CD:	99B21B  	STA $1BB2,Y    (set spell as learned)
C0/A1D0:	7A      	PLY
C0/A1D1:	E8      	INX
C0/A1D2:	E8      	INX
C0/A1D3:	E02000  	CPX #$0020     (have we checked 16 spells yet?)
C0/A1D6:	F0BD    	BEQ $A195      (branch if so)
C0/A1D8:	80E0    	BRA $A1BA      (otherwise loop and keep learning)

C0/A1DA Cyan's sword tech learning

C0/A1DA:	641B    	STZ $1B
C0/A1DC:	A600    	LDX $00
C0/A1DE:	BF90F4E6	LDA $E6F490,X	(Natural SwdTechs)
C0/A1E2:	D90816  	CMP $1608,Y
C0/A1E5:	F002    	BEQ $A1E9
C0/A1E7:	B00A    	BCS $A1F3
C0/A1E9:	E61B    	INC $1B
C0/A1EB:	E8      	INX
C0/A1EC:	E00800  	CPX #$0008
C0/A1EF:	F002    	BEQ $A1F3
C0/A1F1:	80EB    	BRA $A1DE
C0/A1F3:	A51B    	LDA $1B
C0/A1F5:	AA      	TAX
C0/A1F6:	ADF71C  	LDA $1CF7      (known SwdTech's)
C0/A1F9:	1F2CA2C0	ORA $C0A22C,X
C0/A1FD:	8DF71C  	STA $1CF7      (new known SwdTech's)
C0/A200:	60      	RTS

C0/A201 Sabin's blitz learning

C0/A201:	641B    	STZ $1B
C0/A203:	A600    	LDX $00
C0/A205:	BF98F4E6	LDA $E6F498,X  (Natural Blitzes)
C0/A209:	D90816  	CMP $1608,Y
C0/A20C:	F002    	BEQ $A210
C0/A20E:	B00A    	BCS $A21A
C0/A210:	E61B    	INC $1B
C0/A212:	E8      	INX
C0/A213:	E00800  	CPX #$0008
C0/A216:	F002    	BEQ $A21A
C0/A218:	80EB    	BRA $A205
C0/A21A:	A51B    	LDA $1B
C0/A21C:	AA      	TAX
C0/A21D:	AD281D  	LDA $1D28      (known Blitzes)
C0/A220:	1F2CA2C0	ORA $C0A22C,X
C0/A224:	8D281D  	STA $1D28      (new known Blitzes)
C0/A227:	60      	RTS

C0/A228 level factor adjustment at character creation (data)

C0/A228:	00      	(add 0)
C0/A229:	02      	(add 2)
C0/A22A:	05      	(add 5)
C0/A22B:	FD      	(subtract 3)

C0/A22C bitfields for sword tech and blitz (data)

C0/A22C:	00      	(none)
C0/A22D:	01      	(Pummel/Dispatch)
C0/A22E:	03      	(Aura Bolt/Retort + above)
C0/A22F:	07      	(Suplex/Slash + above)
C0/A230:	0F      	(Fire Dance/Quadra Slam + above)
C0/A231:	1F      	(Mantra/Empowerer + above)
C0/A232:	3F      	(Air Blade/Stunner + above)
C0/A233:	7F      	(Spiraler/Quadra Slice + above)
C0/A234:	FF      	(Bum Rush/Cleave + above)

C0/A235 determine experience for next level up

C0/A235:	B90816  	LDA $1608,Y    (level)
C0/A238:	851B    	STA $1B        (save it for now)
C0/A23A:	A600    	LDX $00        (#$0000)
C0/A23C:	862A    	STX $2A        ($2A = #$0000)
C0/A23E:	642C    	STZ $2C        ($2C = #$00)
C0/A240:	C61B    	DEC $1B        (decrement saved level)
C0/A242:	F018    	BEQ $A25C      (branch if it hit zero)
C0/A244:	C220    	REP #$20       (16 bit accum./memory)
C0/A246:	BF2082ED	LDA $ED8220,X  (Experience Needed for level up)
C0/A24A:	18      	CLC
C0/A24B:	652A    	ADC $2A        (add it)
C0/A24D:	852A    	STA $2A        (save it)
C0/A24F:	7B      	TDC 
C0/A250:	E220    	SEP #$20      	(8 bit accum./memory)
C0/A252:	A52C    	LDA $2C
C0/A254:	6900    	ADC #$00       (increment on the previous ADC's wrap)
C0/A256:	852C    	STA $2C        (save it)
C0/A258:	E8      	INX
C0/A259:	E8      	INX
C0/A25A:	80E4    	BRA $A240      (loop for every level needed to do, up to 98 in all)
C0/A25C:	062A    	ASL $2A        (low byte * 2)
C0/A25E:	262B    	ROL $2B        (rotate middle byte left 1 one, add in carry's status)
C0/A260:	262C    	ROL $2C        (rotate high byte left 1 one, add in carry's status)
C0/A262:	062A    	ASL $2A        (low byte * 2)
C0/A264:	262B    	ROL $2B        (rotate middle byte left 1 one, add in carry's status)
C0/A266:	262C    	ROL $2C        (rotate high byte left 1 one, add in carry's status)
C0/A268:	062A    	ASL $2A        (low byte * 2)
C0/A26A:	262B    	ROL $2B        (rotate middle byte left 1 one, add in carry's status)
C0/A26C:	262C    	ROL $2C        (rotate high byte left 1 one, add in carry's status)
C0/A26E:	A52A    	LDA $2A        (load experience needed, low byte)
C0/A270:	991116  	STA $1611,Y    (save new experience needed for level up, low byte)
C0/A273:	A52B    	LDA $2B        (load experience needed, middle byte)
C0/A275:	991216  	STA $1612,Y    (save new experience needed for level up, middle byte)
C0/A278:	A52C    	LDA $2C        (load experience needed, high byte)
C0/A27A:	991316  	STA $1613,Y    (save new experience needed for level up, high byte)
C0/A27D:	60      	RTS

C0/A27E unknow

C0/A27E:	A916    	LDA #$16       (22 = width of character startup struct)
C0/A280:	8D0242  	STA $4202
C0/A283:	B90016  	LDA $1600,Y    (character ID)
C0/A286:	8D0342  	STA $4203      (save as a multiplier)
C0/A289:	B90816  	LDA $1608,Y    (character level)
C0/A28C:	851B    	STA $1B        (save it for now)
C0/A28E:	641F    	STZ $1F        (zero out upper HP byte)
C0/A290:	AE1642  	LDX $4216
C0/A293:	BFA07CED	LDA $ED7CA0,X  (Initial HP)
C0/A297:	851E    	STA $1E        (save initial HP)
C0/A299:	A600    	LDX $00        (X = #$0000)
C0/A29B:	C61B    	DEC $1B        (decrement levels to do)
C0/A29D:	F012    	BEQ $A2B1      (branch if none left)
C0/A29F:	BFA0F4E6	LDA $E6F4A0,X  (HP mod. by level)
C0/A2A3:	18      	CLC
C0/A2A4:	651E    	ADC $1E        (add it with current HP)
C0/A2A6:	851E    	STA $1E        (save it)
C0/A2A8:	A51F    	LDA $1F        (load upper HP byte)
C0/A2AA:	6900    	ADC #$00       (incremented based on previous ADC)
C0/A2AC:	851F    	STA $1F        (save it)
C0/A2AE:	E8      	INX            (increment next level's value)
C0/A2AF:	80EA    	BRA $A29B      (...and loop)
C0/A2B1:	C221    	REP #$21
C0/A2B3:	A51E    	LDA $1E        (load HP)
C0/A2B5:	990B16  	STA $160B,Y    (save as max HP)
C0/A2B8:	7B      	TDC            (A = #$0000)
C0/A2B9:	E220    	SEP #$20      	(8 bit accum./memory)
C0/A2BB:	60      	RTS

C0/A2BC unknow

C0/A2BC:	A916    	LDA #$16       (22 = width of character startup struct)
C0/A2BE:	8D0242  	STA $4202
C0/A2C1:	B90016  	LDA $1600,Y    (character ID)
C0/A2C4:	8D0342  	STA $4203      (save as a multiplier)
C0/A2C7:	B90816  	LDA $1608,Y    (character level)
C0/A2CA:	851B    	STA $1B        (save it for now)
C0/A2CC:	641F    	STZ $1F        (zero out upper MP byte)
C0/A2CE:	AE1642  	LDX $4216
C0/A2D1:	BFA17CED	LDA $ED7CA1,X  (Initial MP)
C0/A2D5:	851E    	STA $1E        (save initial HP)
C0/A2D7:	A600    	LDX $00        (X = #$0000)
C0/A2D9:	C61B    	DEC $1B
C0/A2DB:	F012    	BEQ $A2EF
C0/A2DD:	BF02F5E6	LDA $E6F502,X	(MP mod. by level)
C0/A2E1:	18      	CLC
C0/A2E2:	651E    	ADC $1E        (add it with current MP)
C0/A2E4:	851E    	STA $1E        (save it)
C0/A2E6:	A51F    	LDA $1F        (load upper MP byte)
C0/A2E8:	6900    	ADC #$00       (incremented based on previous ADC)
C0/A2EA:	851F    	STA $1F        (save it)
C0/A2EC:	E8      	INX           (increment next level's value)
C0/A2ED:	80EA    	BRA $A2D9      (...and loop)
C0/A2EF:	C221    	REP #$21
C0/A2F1:	A51E    	LDA $1E        (load MP)
C0/A2F3:	990F16  	STA $160F,Y    (save as max MP)
C0/A2F6:	7B      	TDC            (A = #$0000)
C0/A2F7:	E220    	SEP #$20      (8 bit accum./memory)
C0/A2F9:	60      	RTS

C0/A2FA event #$41 : show object

C0/A2FA:	20F09D  	JSR $9DF0	
C0/A2FD:	B96708  	LDA $0867,Y
C0/A300:	2940    	AND #$40
C0/A302:	F02D    	BEQ $A331
C0/A304:	B96708  	LDA $0867,Y
C0/A307:	3028    	BMI $A331
C0/A309:	0980    	ORA #$80
C0/A30B:	996708  	STA $0867,Y
C0/A30E:	B98008  	LDA $0880,Y
C0/A311:	29CF    	AND #$CF
C0/A313:	0920    	ORA #$20
C0/A315:	998008  	STA $0880,Y
C0/A318:	B98108  	LDA $0881,Y
C0/A31B:	29CF    	AND #$CF
C0/A31D:	0920    	ORA #$20
C0/A31F:	998108  	STA $0881,Y
C0/A322:	A5EB    	LDA $EB
C0/A324:	C910    	CMP #$10
C0/A326:	B009    	BCS $A331
C0/A328:	A8      	TAY
C0/A329:	B95018  	LDA $1850,Y
C0/A32C:	0980    	ORA #$80
C0/A32E:	995018  	STA $1850,Y
C0/A331:	A902    	LDA #$02
C0/A333:	4C5C9B  	JMP $9B5C

C0/A336 event #$42 : hide object

C0/A336:	20F09D  	JSR $9DF0
C0/A339:	B96708  	LDA $0867,Y
C0/A33C:	297F    	AND #$7F
C0/A33E:	996708  	STA $0867,Y
C0/A341:	7B      	TDC 
C0/A342:	997D08  	STA $087D,Y
C0/A345:	BE7A08  	LDX $087A,Y
C0/A348:	A9FF    	LDA #$FF
C0/A34A:	9F00207E	STA $7E2000,X
C0/A34E:	B97C08  	LDA $087C,Y
C0/A351:	29F0    	AND #$F0
C0/A353:	997C08  	STA $087C,Y
C0/A356:	A5EB    	LDA $EB
C0/A358:	C910    	CMP #$10
C0/A35A:	B009    	BCS $A365
C0/A35C:	A8      	TAY
C0/A35D:	B95018  	LDA $1850,Y
C0/A360:	297F    	AND #$7F
C0/A362:	995018  	STA $1850,Y
C0/A365:	A902    	LDA #$02
C0/A367:	4C5C9B  	JMP $9B5C

C0/A36A event #$79

C0/A36A:	A400    	LDY $00	
C0/A36C:	B96708  	LDA $0867,Y
C0/A36F:	2940    	AND #$40
C0/A371:	F013    	BEQ $A386
C0/A373:	B96708  	LDA $0867,Y
C0/A376:	2907    	AND #$07
C0/A378:	C5EB    	CMP $EB
C0/A37A:	D00A    	BNE $A386
C0/A37C:	C220    	REP #$20      (16 bit accum./memory)
C0/A37E:	A5EC    	LDA $EC
C0/A380:	998D08  	STA $088D,Y
C0/A383:	7B      	TDC 
C0/A384:	E220    	SEP #$20      (8 bit accum./memory)
C0/A386:	C221    	REP #$21
C0/A388:	98      	TYA
C0/A389:	692900  	ADC #$0029
C0/A38C:	A8      	TAY
C0/A38D:	7B      	TDC 
C0/A38E:	E220    	SEP #$20      (8 bit accum./memory)
C0/A390:	C09002  	CPY #$0290
C0/A393:	D0D7    	BNE $A36C
C0/A395:	A904    	LDA #$04
C0/A397:	4C5C9B  	JMP $9B5C

C0/A39A event #$7E : move character at map

C0/A39A:	C220    	REP #$20      (16 bit accum./memory)
C0/A39C:	A5EB    	LDA $EB
C0/A39E:	29FF00  	AND #$00FF
C0/A3A1:	0A      	ASL A
C0/A3A2:	0A      	ASL A
C0/A3A3:	0A      	ASL A
C0/A3A4:	0A      	ASL A
C0/A3A5:	8526    	STA $26
C0/A3A7:	A5EC    	LDA $EC
C0/A3A9:	29FF00  	AND #$00FF
C0/A3AC:	0A      	ASL A
C0/A3AD:	0A      	ASL A
C0/A3AE:	0A      	ASL A
C0/A3AF:	0A      	ASL A
C0/A3B0:	8528    	STA $28
C0/A3B2:	7B      	TDC 
C0/A3B3:	E220    	SEP #$20      (8 bit accum./memory)
C0/A3B5:	A400    	LDY $00
C0/A3B7:	641B    	STZ $1B
C0/A3B9:	B96708  	LDA $0867,Y
C0/A3BC:	2940    	AND #$40
C0/A3BE:	F03A    	BEQ $A3FA
C0/A3C0:	B96708  	LDA $0867,Y
C0/A3C3:	2907    	AND #$07
C0/A3C5:	CD6D1A  	CMP $1A6D		(Is this the active party?)
C0/A3C8:	D030    	BNE $A3FA
C0/A3CA:	BE7A08  	LDX $087A,Y
C0/A3CD:	BF00207E	LDA $7E2000,X
C0/A3D1:	C51B    	CMP $1B
C0/A3D3:	D006    	BNE $A3DB
C0/A3D5:	A9FF    	LDA #$FF
C0/A3D7:	9F00207E	STA $7E2000,X
C0/A3DB:	C220    	REP #$20      (16 bit accum./memory)
C0/A3DD:	A526    	LDA $26
C0/A3DF:	996A08  	STA $086A,Y
C0/A3E2:	A528    	LDA $28
C0/A3E4:	996D08  	STA $086D,Y
C0/A3E7:	7B      	TDC 
C0/A3E8:	E220    	SEP #$20      (8 bit accum./memory)
C0/A3EA:	996908  	STA $0869,Y
C0/A3ED:	996C08  	STA $086C,Y
C0/A3F0:	A5EB    	LDA $EB
C0/A3F2:	997A08  	STA $087A,Y
C0/A3F5:	A5EC    	LDA $EC
C0/A3F7:	997B08  	STA $087B,Y
C0/A3FA:	C221    	REP #$21
C0/A3FC:	98      	TYA
C0/A3FD:	692900  	ADC #$0029
C0/A400:	A8      	TAY
C0/A401:	7B      	TDC 
C0/A402:	E220    	SEP #$20      (8 bit accum./memory)
C0/A404:	E61B    	INC $1B
C0/A406:	E61B    	INC $1B
C0/A408:	C09002  	CPY #$0290
C0/A40B:	D0AC    	BNE $A3B9
C0/A40D:	A901    	LDA #$01
C0/A40F:	8558    	STA $58
C0/A411:	A5EB    	LDA $EB
C0/A413:	8DC01F  	STA $1FC0
C0/A416:	8D661F  	STA $1F66
C0/A419:	A5EC    	LDA $EC
C0/A41B:	8DC11F  	STA $1FC1
C0/A41E:	8D671F  	STA $1F67
C0/A421:	A901    	LDA #$01
C0/A423:	8584    	STA $84
C0/A425:	A903    	LDA #$03
C0/A427:	4C709B  	JMP $9B70

C0/A42A event #$7A

C0/A42A:	20F09D  	JSR $9DF0
C0/A42D:	A5EC    	LDA $EC
C0/A42F:	998908  	STA $0889,Y
C0/A432:	A5ED    	LDA $ED
C0/A434:	998A08  	STA $088A,Y
C0/A437:	A5EE    	LDA $EE
C0/A439:	998B08  	STA $088B,Y
C0/A43C:	A905    	LDA #$05
C0/A43E:	4C5C9B  	JMP $9B5C

C0/A441 unknow

C0/A441:	AD5D05  	LDA $055D
C0/A444:	CD6D1A  	CMP $1A6D		(Is this the active party?)
C0/A447:	F007    	BEQ $A450
C0/A449:	3A      	DEC A
C0/A44A:	8D6D1A  	STA $1A6D		(Store to active party)
C0/A44D:	20776D  	JSR $6D77
C0/A450:	A901    	LDA #$01
C0/A452:	4C5C9B  	JMP $9B5C

C0/A455 unknow

C0/A455:	20F09D  	JSR $9DF0
C0/A458:	B97C08  	LDA $087C,Y
C0/A45B:	0940    	ORA #$40
C0/A45D:	997C08  	STA $087C,Y
C0/A460:	A902    	LDA #$02
C0/A462:	4C5C9B  	JMP $9B5C

C0/A465 unknow

C0/A465:	20F09D  	JSR $9DF0
C0/A468:	B97C08  	LDA $087C,Y
C0/A46B:	29BF    	AND #$BF
C0/A46D:	997C08  	STA $087C,Y
C0/A470:	A902    	LDA #$02
C0/A472:	4C5C9B  	JMP $9B5C

C0/A475 event #$48 : display dialogue message

C0/A475:	C220    	REP #$20      (16 bit accum./memory)
C0/A477:	A5EB    	LDA $EB
C0/A479:	29FF1F  	AND #$1FFF
C0/A47C:	85D0    	STA $D0
C0/A47E:	7B      	TDC 
C0/A47F:	E220    	SEP #$20      (8 bit accum./memory)
C0/A481:	A5EC    	LDA $EC
C0/A483:	3004    	BMI $A489
C0/A485:	A901    	LDA #$01
C0/A487:	8002    	BRA $A48B
C0/A489:	A912    	LDA #$12
C0/A48B:	85BC    	STA $BC
C0/A48D:	A5EC    	LDA $EC
C0/A48F:	2940    	AND #$40
C0/A491:	4A      	LSR A
C0/A492:	4A      	LSR A
C0/A493:	4A      	LSR A
C0/A494:	4A      	LSR A
C0/A495:	4A      	LSR A
C0/A496:	4A      	LSR A
C0/A497:	8D6405  	STA $0564
C0/A49A:	20BF7F  	JSR $7FBF	(Dialogue message loading function)
C0/A49D:	A901    	LDA #$01
C0/A49F:	85BA    	STA $BA	(Dialogue box open = true)
C0/A4A1:	A903    	LDA #$03
C0/A4A3:	4C5C9B  	JMP $9B5C

C0/A4A6 event #$49 : wait for key press if dialogue is up

C0/A4A6:	A5BA    	LDA $BA	 
C0/A4A8:	F001    	BEQ $A4AB
C0/A4AA:	60      	RTS
C0/A4AB:	A901    	LDA #$01	(from C0/A4A8)
C0/A4AD:	4C5C9B  	JMP $9B5C

C0/A4B0 event #$4A

C0/A4B0:	A5D3    	LDA $D3
C0/A4B2:	C901    	CMP #$01
C0/A4B4:	F001    	BEQ $A4B7
C0/A4B6:	60      	RTS
C0/A4B7:	A901    	LDA #$01	(from C0/A4B4)
C0/A4B9:	4C5C9B  	JMP $9B5C

C0/A4BC event #$4B : pause and show dialogue message until key press

C0/A4BC:	C220    	REP #$20      (16 bit accum./memory)
C0/A4BE:	A5EB    	LDA $EB
C0/A4C0:	29FF1F  	AND #$1FFF
C0/A4C3:	85D0    	STA $D0
C0/A4C5:	7B      	TDC 
C0/A4C6:	E220    	SEP #$20      (8 bit accum./memory)
C0/A4C8:	A5EC    	LDA $EC
C0/A4CA:	3004    	BMI $A4D0
C0/A4CC:	A901    	LDA #$01
C0/A4CE:	8002    	BRA $A4D2
C0/A4D0:	A912    	LDA #$12
C0/A4D2:	85BC    	STA $BC
C0/A4D4:	A5EC    	LDA $EC
C0/A4D6:	2940    	AND #$40
C0/A4D8:	4A      	LSR A
C0/A4D9:	4A      	LSR A
C0/A4DA:	4A      	LSR A
C0/A4DB:	4A      	LSR A
C0/A4DC:	4A      	LSR A
C0/A4DD:	4A      	LSR A
C0/A4DE:	8D6405  	STA $0564
C0/A4E1:	20BF7F  	JSR $7FBF      (Dialogue message loading function)
C0/A4E4:	A901    	LDA #$01
C0/A4E6:	85BA    	STA $BA        (Dialogue box open = true)
C0/A4E8:	A901    	LDA #$01
C0/A4EA:	85EB    	STA $EB
C0/A4EC:	A900    	LDA #$00
C0/A4EE:	85EC    	STA $EC
C0/A4F0:	A900    	LDA #$00
C0/A4F2:	85ED    	STA $ED
C0/A4F4:	A903    	LDA #$03
C0/A4F6:	4CA3B1  	JMP $B1A3

C0/A4F9 event #$4E : invoke random battle for dungeon

C0/A4F9:	E656    	INC $56	
C0/A4FB:	9C8A07  	STZ $078A
C0/A4FE:	A901    	LDA #$01
C0/A500:	4C709B  	JMP $9B70

C0/A503 event #$AF : invoke colosseum battle

C0/A503:	AD0102  	LDA $0201      (load usage bits, tent, warp stone, etc)
C0/A506:	D00D    	BNE $A515      (branch if not 0)
C0/A508:	A23F02  	LDX #$023F     (formation 575)
C0/A50B:	ADD71E  	LDA $1ED7
C0/A50E:	29F7    	AND #$F7
C0/A510:	8DD71E  	STA $1ED7
C0/A513:	800B    	BRA $A520
C0/A515:	A23E02  	LDX #$023E     (formation 574, used for the Shadow Colosseum battle)
C0/A518:	ADD71E  	LDA $1ED7      (load event bits)
C0/A51B:	0908    	ORA #$08
C0/A51D:	8DD71E  	STA $1ED7
C0/A520:	C220    	REP #$20      (16 bit accum./memory)
C0/A522:	8A      	TXA
C0/A523:	8FE01100	STA $0011E0    (save formation)
C0/A527:	A91C00  	LDA #$001C
C0/A52A:	8FE21100	STA $0011E2    (save background)
C0/A52E:	7B      	TDC 
C0/A52F:	E220    	SEP #$20      (8 bit accum./memory)
C0/A531:	A9C0    	LDA #$C0
C0/A533:	8DFA11  	STA $11FA
C0/A536:	ADD71E  	LDA $1ED7      (load event bits)
C0/A539:	2910    	AND #$10       (filter out all bits except bit 4)
C0/A53B:	4A      	LSR A          (move it to bit 3)
C0/A53C:	8FE41100	STA $0011E4
C0/A540:	A901    	LDA #$01
C0/A542:	8556    	STA $56
C0/A544:	A9C0    	LDA #$C0
C0/A546:	8D8A07  	STA $078A
C0/A549:	A901    	LDA #$01
C0/A54B:	4C709B  	JMP $9B70

C0/A54E event #$8E : invoke battle by chest

C0/A54E:	AD8907  	LDA $0789	
C0/A551:	85EB    	STA $EB
C0/A553:	A93F    	LDA #$3F
C0/A555:	85EC    	STA $EC      (background is area default?)
C0/A557:	20A7A5  	JSR $A5A7
C0/A55A:	AE4105  	LDX $0541
C0/A55D:	8E661F  	STX $1F66
C0/A560:	AEAF00  	LDX $00AF
C0/A563:	8EC01F  	STX $1FC0
C0/A566:	A9C0    	LDA #$C0
C0/A568:	8DFA11  	STA $11FA
C0/A56B:	A901    	LDA #$01
C0/A56D:	4C709B  	JMP $9B70

C0/A570 event #$82

C0/A570:	A901    	LDA #$01	
C0/A572:	8D5D05  	STA $055D
C0/A575:	4C5C9B  	JMP $9B5C

C0/A578 event #$4D : invoke battle by enemy formation

C0/A578:	20A7A5  	JSR $A5A7	
C0/A57B:	AE4105  	LDX $0541
C0/A57E:	8E661F  	STX $1F66
C0/A581:	AEAF00  	LDX $00AF
C0/A584:	8EC01F  	STX $1FC0
C0/A587:	A9E0    	LDA #$E0
C0/A589:	8DFA11  	STA $11FA
C0/A58C:	A903    	LDA #$03
C0/A58E:	4C709B  	JMP $9B70

C0/A591 event #$4C : invoke battle and center camera

C0/A591:	20A7A5  	JSR $A5A7	
C0/A594:	AE5705  	LDX $0557
C0/A597:	8E661F  	STX $1F66
C0/A59A:	8EC01F  	STX $1FC0
C0/A59D:	A9C0    	LDA #$C0
C0/A59F:	8DFA11  	STA $11FA
C0/A5A2:	A903    	LDA #$03
C0/A5A4:	4C709B  	JMP $9B70

C0/A5A7 unknow

C0/A5A7:	A5EB    	LDA $EB
C0/A5A9:	C220    	REP #$20       (16 bit accum./memory)
C0/A5AB:	0A      	ASL A
C0/A5AC:	0A      	ASL A
C0/A5AD:	AA      	TAX
C0/A5AE:	7B      	TDC 
C0/A5AF:	E220    	SEP #$20       (8 bit accum./memory)
C0/A5B1:	2096C4  	JSR $C496
C0/A5B4:	C9C0    	CMP #$C0
C0/A5B6:	9002    	BCC $A5BA
C0/A5B8:	E8      	INX
C0/A5B9:	E8      	INX
C0/A5BA:	C220    	REP #$20       (16 bit accum./memory)
C0/A5BC:	BF0050CF	LDA $CF5000,X  (Monster formations used in event scripts)
C0/A5C0:	8FE01100	STA $0011E0    (save formation)
C0/A5C4:	7B      	TDC 
C0/A5C5:	E220    	SEP #$20       (8 bit accum./memory)
C0/A5C7:	A5EC    	LDA $EC
C0/A5C9:	29C0    	AND #$C0
C0/A5CB:	8D8A07  	STA $078A
C0/A5CE:	A5EC    	LDA $EC        (Load the background parameter)
C0/A5D0:	293F    	AND #$3F       (Zero out the upper 3 bits)
C0/A5D2:	C93F    	CMP #$3F       (Is it #$3F [the area default]?)
C0/A5D4:	D005    	BNE $A5DB      (Branch if not)
C0/A5D6:	AD2205  	LDA $0522      (Apparently this holds the area default background index)
C0/A5D9:	297F    	AND #$7F       (Zero out bit 7)
C0/A5DB:	8FE21100	STA $0011E2    (save background)
C0/A5DF:	7B      	TDC 
C0/A5E0:	8FE31100	STA $0011E3
C0/A5E4:	ADD71E  	LDA $1ED7
C0/A5E7:	2910    	AND #$10
C0/A5E9:	4A      	LSR A
C0/A5EA:	8FE41100	STA $0011E4
C0/A5EE:	A901    	LDA #$01
C0/A5F0:	8556    	STA $56
C0/A5F2:	60      	RTS

C0/A5F3 event #$4F : exit current location

C0/A5F3:	A901    	LDA #$01
C0/A5F5:	8DF111  	STA $11F1
C0/A5F8:	A901    	LDA #$01       (A already holds this!)
C0/A5FA:	4C709B  	JMP $9B70

C0/A5FD event #$50 : tint screen

C0/A5FD:	A908    	LDA #$08	
C0/A5FF:	85DF    	STA $DF
C0/A601:	A9F0    	LDA #$F0
C0/A603:	85E0    	STA $E0
C0/A605:	200BA7  	JSR $A70B
C0/A608:	3A      	DEC A
C0/A609:	D005    	BNE $A610
C0/A60B:	204711  	JSR $1147
C0/A60E:	802B    	BRA $A63B
C0/A610:	3A      	DEC A
C0/A611:	D005    	BNE $A618
C0/A613:	208912  	JSR $1289
C0/A616:	8023    	BRA $A63B
C0/A618:	3A      	DEC A
C0/A619:	D005    	BNE $A620
C0/A61B:	208B11  	JSR $118B
C0/A61E:	801B    	BRA $A63B
C0/A620:	3A      	DEC A
C0/A621:	D005    	BNE $A628
C0/A623:	20E511  	JSR $11E5
C0/A626:	8013    	BRA $A63B
C0/A628:	3A      	DEC A
C0/A629:	D005    	BNE $A630
C0/A62B:	20E512  	JSR $12E5
C0/A62E:	800B    	BRA $A63B
C0/A630:	3A      	DEC A
C0/A631:	D005    	BNE $A638
C0/A633:	202F12  	JSR $122F
C0/A636:	8003    	BRA $A63B
C0/A638:	204413  	JSR $1344
C0/A63B:	A902    	LDA #$02
C0/A63D:	4C709B  	JMP $9B70

C0/A640 event #$51 : modify background color

C0/A640:	A5EC    	LDA $EC	
C0/A642:	0A      	ASL A
C0/A643:	85DF    	STA $DF
C0/A645:	A5ED    	LDA $ED
C0/A647:	1A      	INC A
C0/A648:	0A      	ASL A
C0/A649:	85E0    	STA $E0
C0/A64B:	200BA7  	JSR $A70B
C0/A64E:	3A      	DEC A
C0/A64F:	D005    	BNE $A656
C0/A651:	204711  	JSR $1147
C0/A654:	802B    	BRA $A681
C0/A656:	3A      	DEC A
C0/A657:	D005    	BNE $A65E
C0/A659:	208912  	JSR $1289
C0/A65C:	8023    	BRA $A681
C0/A65E:	3A      	DEC A
C0/A65F:	D005    	BNE $A666
C0/A661:	208B11  	JSR $118B
C0/A664:	801B    	BRA $A681
C0/A666:	3A      	DEC A
C0/A667:	D005    	BNE $A66E
C0/A669:	20E511  	JSR $11E5
C0/A66C:	8013    	BRA $A681
C0/A66E:	3A      	DEC A
C0/A66F:	D005    	BNE $A676
C0/A671:	20E512  	JSR $12E5
C0/A674:	800B    	BRA $A681
C0/A676:	3A      	DEC A
C0/A677:	D005    	BNE $A67E
C0/A679:	202F12  	JSR $122F
C0/A67C:	8003    	BRA $A681
C0/A67E:	204413  	JSR $1344
C0/A681:	A904    	LDA #$04
C0/A683:	4C709B  	JMP $9B70

C0/A686 event #$52 : tint objects

C0/A686:	64DF    	STZ $DF	
C0/A688:	64E0    	STZ $E0
C0/A68A:	200BA7  	JSR $A70B
C0/A68D:	3A      	DEC A
C0/A68E:	D005    	BNE $A695
C0/A690:	208F13  	JSR $138F
C0/A693:	802B    	BRA $A6C0
C0/A695:	3A      	DEC A
C0/A696:	D005    	BNE $A69D
C0/A698:	20D114  	JSR $14D1
C0/A69B:	8023    	BRA $A6C0
C0/A69D:	3A      	DEC A
C0/A69E:	D005    	BNE $A6A5
C0/A6A0:	20D313  	JSR $13D3
C0/A6A3:	801B    	BRA $A6C0
C0/A6A5:	3A      	DEC A
C0/A6A6:	D005    	BNE $A6AD
C0/A6A8:	202D14  	JSR $142D
C0/A6AB:	8013    	BRA $A6C0
C0/A6AD:	3A      	DEC A
C0/A6AE:	D005    	BNE $A6B5
C0/A6B0:	202D15  	JSR $152D
C0/A6B3:	800B    	BRA $A6C0
C0/A6B5:	3A      	DEC A
C0/A6B6:	D005    	BNE $A6BD
C0/A6B8:	207714  	JSR $1477
C0/A6BB:	8003    	BRA $A6C0
C0/A6BD:	208C15  	JSR $158C
C0/A6C0:	A902    	LDA #$02
C0/A6C2:	4C709B  	JMP $9B70

C0/A6C5 event #$53 : modify object color range

C0/A6C5:	A5EC    	LDA $EC	
C0/A6C7:	0A      	ASL A
C0/A6C8:	85DF    	STA $DF
C0/A6CA:	A5ED    	LDA $ED
C0/A6CC:	1A      	INC A
C0/A6CD:	0A      	ASL A
C0/A6CE:	85E0    	STA $E0
C0/A6D0:	200BA7  	JSR $A70B
C0/A6D3:	3A      	DEC A
C0/A6D4:	D005    	BNE $A6DB
C0/A6D6:	208F13  	JSR $138F
C0/A6D9:	802B    	BRA $A706
C0/A6DB:	3A      	DEC A
C0/A6DC:	D005    	BNE $A6E3
C0/A6DE:	20D114  	JSR $14D1
C0/A6E1:	8023    	BRA $A706
C0/A6E3:	3A      	DEC A
C0/A6E4:	D005    	BNE $A6EB
C0/A6E6:	20D313  	JSR $13D3
C0/A6E9:	801B    	BRA $A706
C0/A6EB:	3A      	DEC A
C0/A6EC:	D005    	BNE $A6F3
C0/A6EE:	202D14  	JSR $142D
C0/A6F1:	8013    	BRA $A706
C0/A6F3:	3A      	DEC A
C0/A6F4:	D005    	BNE $A6FB
C0/A6F6:	202D15  	JSR $152D
C0/A6F9:	800B    	BRA $A706
C0/A6FB:	3A      	DEC A
C0/A6FC:	D005    	BNE $A703
C0/A6FE:	207714  	JSR $1477
C0/A701:	8003    	BRA $A706
C0/A703:	208C15  	JSR $158C
C0/A706:	A904    	LDA #$04
C0/A708:	4C709B  	JMP $9B70

C0/A70B unknow

C0/A70B:	641A    	STZ $1A
C0/A70D:	641B    	STZ $1B
C0/A70F:	6420    	STZ $20
C0/A711:	6421    	STZ $21
C0/A713:	A5EB    	LDA $EB
C0/A715:	2903    	AND #$03
C0/A717:	0A      	ASL A
C0/A718:	AA      	TAX
C0/A719:	A5EB    	LDA $EB
C0/A71B:	2910    	AND #$10
C0/A71D:	F006    	BEQ $A725
C0/A71F:	BF6CA7C0	LDA $C0A76C,X
C0/A723:	851A    	STA $1A
C0/A725:	A5EB    	LDA $EB
C0/A727:	2908    	AND #$08
C0/A729:	F00B    	BEQ $A736
C0/A72B:	C220    	REP #$20      (16 bit accum./memory)
C0/A72D:	BF7CA7C0	LDA $C0A77C,X
C0/A731:	8520    	STA $20
C0/A733:	7B      	TDC 
C0/A734:	E220    	SEP #$20      (8 bit accum./memory)
C0/A736:	A5EB    	LDA $EB
C0/A738:	2904    	AND #$04
C0/A73A:	F006    	BEQ $A742
C0/A73C:	BF74A7C0	LDA $C0A774,X
C0/A740:	851B    	STA $1B
C0/A742:	A5EB    	LDA $EB
C0/A744:	101E    	BPL $A764
C0/A746:	A51A    	LDA $1A
C0/A748:	4502    	EOR $02
C0/A74A:	291F    	AND #$1F
C0/A74C:	851A    	STA $1A
C0/A74E:	A51B    	LDA $1B
C0/A750:	4502    	EOR $02
C0/A752:	297C    	AND #$7C
C0/A754:	851B    	STA $1B
C0/A756:	C220    	REP #$20      (16 bit accum./memory)
C0/A758:	A520    	LDA $20
C0/A75A:	4502    	EOR $02
C0/A75C:	29E003  	AND #$03E0
C0/A75F:	8520    	STA $20
C0/A761:	7B      	TDC 
C0/A762:	E220    	SEP #$20      (8 bit accum./memory)
C0/A764:	A5EB    	LDA $EB
C0/A766:	4A      	LSR A
C0/A767:	4A      	LSR A
C0/A768:	4A      	LSR A
C0/A769:	4A      	LSR A
C0/A76A:	4A      	LSR A
C0/A76B:	60      	RTS

C0/A76C unknow

C0/A76C:	0400    	TSB $00
C0/A76E:	08      	PHP 
C0/A76F:	0010    	BRK #$10
C0/A771:	001F    	BRK #$1F
C0/A773:	0010    	BRK #$10
C0/A775:	0020    	BRK #$20
C0/A777:	0040    	BRK #$40
C0/A779:	007C    	BRK #$7C
C0/A77B:	0080    	BRK #$80
C0/A77D:	0000    	BRK #$00
C0/A77F:	0100    	ORA ($00,X)
C0/A781:	02E0    	COP #$E0
C0/A783:	03	

C0/A784 event #$54

C0/A784:	644D		STZ $4D	
C0/A786:	644B    	STZ $4B
C0/A788:	A54F    	LDA $4F
C0/A78A:	854E    	STA $4E
C0/A78C:	A553    	LDA $53
C0/A78E:	8552    	STA $52
C0/A790:	A901    	LDA #$01
C0/A792:	4C5C9B  	JMP $9B5C

C0/A795 event #$55 : flash screen

C0/A795:	A54D    	LDA $4D	
C0/A797:	D00A    	BNE $A7A3
C0/A799:	A54E    	LDA $4E
C0/A79B:	854F    	STA $4F
C0/A79D:	A552    	LDA $52
C0/A79F:	8553    	STA $53
C0/A7A1:	6452    	STZ $52
C0/A7A3:	A907    	LDA #$07
C0/A7A5:	854E    	STA $4E
C0/A7A7:	A5EB    	LDA $EB
C0/A7A9:	29E0    	AND #$E0
C0/A7AB:	8554    	STA $54
C0/A7AD:	A9F8    	LDA #$F8
C0/A7AF:	854D    	STA $4D
C0/A7B1:	A908    	LDA #$08
C0/A7B3:	854B    	STA $4B
C0/A7B5:	A902    	LDA #$02
C0/A7B7:	4C5C9B  	JMP $9B5C

C0/A7BA event #$56 : increase color component

C0/A7BA:	A54D    	LDA $4D	
C0/A7BC:	D007    	BNE $A7C5
C0/A7BE:	A5EB    	LDA $EB
C0/A7C0:	202B10  	JSR $102B
C0/A7C3:	8006    	BRA $A7CB
C0/A7C5:	A54B    	LDA $4B
C0/A7C7:	297F    	AND #$7F
C0/A7C9:	854B    	STA $4B
C0/A7CB:	A902    	LDA #$02
C0/A7CD:	4C5C9B  	JMP $9B5C

C0/A7D0 event #$57 : decrease color component

C0/A7D0:	A54D    	LDA $4D	
C0/A7D2:	D007    	BNE $A7DB
C0/A7D4:	A5EB    	LDA $EB
C0/A7D6:	203D10  	JSR $103D
C0/A7D9:	8006    	BRA $A7E1
C0/A7DB:	A54B    	LDA $4B
C0/A7DD:	297F    	AND #$7F
C0/A7DF:	854B    	STA $4B
C0/A7E1:	A902    	LDA #$02
C0/A7E3:	4C5C9B  	JMP $9B5C

C0/A7E6 event #$58 : shake screen

C0/A7E6:	A5EB    	LDA $EB	
C0/A7E8:	8D4A07  	STA $074A
C0/A7EB:	A902    	LDA #$02
C0/A7ED:	4C5C9B  	JMP $9B5C

C0/A7F0 event #$96 : refresh screen

C0/A7F0:	A910    	LDA #$10	
C0/A7F2:	854A    	STA $4A
C0/A7F4:	A910    	LDA #$10
C0/A7F6:	854C    	STA $4C
C0/A7F8:	A901    	LDA #$01
C0/A7FA:	4C5C9B  	JMP $9B5C

C0/A7FD event #$97 : instant fade screen

C0/A7FD:	A990    	LDA #$90
C0/A7FF:	854A    	STA $4A
C0/A801:	A9F0    	LDA #$F0
C0/A803:	854C    	STA $4C
C0/A805:	A901    	LDA #$01
C0/A807:	4C5C9B  	JMP $9B5C

C0/A80A event #$59 : unfade screen

C0/A80A:	A5EB    	LDA $EB	
C0/A80C:	854A    	STA $4A
C0/A80E:	A910    	LDA #$10
C0/A810:	854C    	STA $4C
C0/A812:	A902    	LDA #$02
C0/A814:	4C5C9B  	JMP $9B5C

C0/A817 event #$5A : fade screen

C0/A817:	A5EB    	LDA $EB	
C0/A819:	0980    	ORA #$80
C0/A81B:	854A    	STA $4A
C0/A81D:	A9F0    	LDA #$F0
C0/A81F:	854C    	STA $4C
C0/A821:	A902    	LDA #$02
C0/A823:	4C5C9B  	JMP $9B5C

C0/A826 event #$5B

C0/A826:	644A    	STZ $4A	
C0/A828:	A901    	LDA #$01
C0/A82A:	4C5C9B  	JMP $9B5C

C0/A82D event #$5C

C0/A82D:	A5E1    	LDA $E1	
C0/A82F:	0940    	ORA #$40
C0/A831:	85E1    	STA $E1
C0/A833:	A901    	LDA #$01
C0/A835:	4C5C9B  	JMP $9B5C

C0/A838 event #$5D : scroll BG0

C0/A838:	A5EB    	LDA $EB
C0/A83A:	300E    	BMI $A84A
C0/A83C:	C220    	REP #$20      (16 bit accum./memory)
C0/A83E:	0A      	ASL A
C0/A83F:	0A      	ASL A
C0/A840:	0A      	ASL A
C0/A841:	0A      	ASL A
C0/A842:	8D4705  	STA $0547
C0/A845:	7B      	TDC 
C0/A846:	E220    	SEP #$20      (8 bit accum./memory)
C0/A848:	8010    	BRA $A85A
C0/A84A:	4502    	EOR $02
C0/A84C:	C220    	REP #$20      (16 bit accum./memory)
C0/A84E:	0A      	ASL A
C0/A84F:	0A      	ASL A
C0/A850:	0A      	ASL A
C0/A851:	0A      	ASL A
C0/A852:	4502    	EOR $02
C0/A854:	8D4705  	STA $0547
C0/A857:	7B      	TDC 
C0/A858:	E220    	SEP #$20      (8 bit accum./memory)
C0/A85A:	A5EC    	LDA $EC
C0/A85C:	300E    	BMI $A86C
C0/A85E:	C220    	REP #$20      (16 bit accum./memory)
C0/A860:	0A      	ASL A
C0/A861:	0A      	ASL A
C0/A862:	0A      	ASL A
C0/A863:	0A      	ASL A
C0/A864:	8D4905  	STA $0549
C0/A867:	7B      	TDC 
C0/A868:	E220    	SEP #$20      (8 bit accum./memory)
C0/A86A:	8010    	BRA $A87C
C0/A86C:	4502    	EOR $02
C0/A86E:	C220    	REP #$20      (16 bit accum./memory)
C0/A870:	0A      	ASL A
C0/A871:	0A      	ASL A
C0/A872:	0A      	ASL A
C0/A873:	0A      	ASL A
C0/A874:	4502    	EOR $02
C0/A876:	8D4905  	STA $0549
C0/A879:	7B      	TDC 
C0/A87A:	E220    	SEP #$20      (8 bit accum./memory)
C0/A87C:	A903    	LDA #$03
C0/A87E:	4C5C9B  	JMP $9B5C

C0/A881 event #$70 : scroll background 0

C0/A881:	A5EB    	LDA $EB
C0/A883:	300E    	BMI $A893
C0/A885:	C220    	REP #$20      (16 bit accum./memory)
C0/A887:	0A      	ASL A
C0/A888:	0A      	ASL A
C0/A889:	0A      	ASL A
C0/A88A:	0A      	ASL A
C0/A88B:	8D4705  	STA $0547
C0/A88E:	7B      	TDC 
C0/A88F:	E220    	SEP #$20      (8 bit accum./memory)
C0/A891:	8012    	BRA $A8A5
C0/A893:	4502    	EOR $02
C0/A895:	1A      	INC A
C0/A896:	C220    	REP #$20      (16 bit accum./memory)
C0/A898:	0A      	ASL A
C0/A899:	0A      	ASL A
C0/A89A:	0A      	ASL A
C0/A89B:	0A      	ASL A
C0/A89C:	4502    	EOR $02
C0/A89E:	1A      	INC A
C0/A89F:	8D4705  	STA $0547
C0/A8A2:	7B      	TDC 
C0/A8A3:	E220    	SEP #$20      (8 bit accum./memory)
C0/A8A5:	A5EC    	LDA $EC
C0/A8A7:	300E    	BMI $A8B7
C0/A8A9:	C220    	REP #$20      (16 bit accum./memory)
C0/A8AB:	0A      	ASL A
C0/A8AC:	0A      	ASL A
C0/A8AD:	0A      	ASL A
C0/A8AE:	0A      	ASL A
C0/A8AF:	8D4905  	STA $0549
C0/A8B2:	7B      	TDC 
C0/A8B3:	E220    	SEP #$20      (8 bit accum./memory)
C0/A8B5:	8012    	BRA $A8C9
C0/A8B7:	4502    	EOR $02
C0/A8B9:	1A      	INC A
C0/A8BA:	C220    	REP #$20      (16 bit accum./memory)
C0/A8BC:	0A      	ASL A
C0/A8BD:	0A      	ASL A
C0/A8BE:	0A      	ASL A
C0/A8BF:	0A      	ASL A
C0/A8C0:	4502    	EOR $02
C0/A8C2:	1A      	INC A
C0/A8C3:	8D4905  	STA $0549
C0/A8C6:	7B      	TDC 
C0/A8C7:	E220    	SEP #$20      (8 bit accum./memory)
C0/A8C9:	A903    	LDA #$03
C0/A8CB:	4C5C9B  	JMP $9B5C

C0/A8CE event #$5E : scroll BG1

C0/A8CE:	A5EB    	LDA $EB
C0/A8D0:	300E    	BMI $A8E0
C0/A8D2:	C220    	REP #$20      (16 bit accum./memory)
C0/A8D4:	0A      	ASL A
C0/A8D5:	0A      	ASL A
C0/A8D6:	0A      	ASL A
C0/A8D7:	0A      	ASL A
C0/A8D8:	8D4B05  	STA $054B
C0/A8DB:	7B      	TDC 
C0/A8DC:	E220    	SEP #$20      (8 bit accum./memory)
C0/A8DE:	8010    	BRA $A8F0
C0/A8E0:	4502    	EOR $02
C0/A8E2:	C220    	REP #$20      (16 bit accum./memory)
C0/A8E4:	0A      	ASL A
C0/A8E5:	0A      	ASL A
C0/A8E6:	0A      	ASL A
C0/A8E7:	0A      	ASL A
C0/A8E8:	4502    	EOR $02
C0/A8EA:	8D4B05  	STA $054B
C0/A8ED:	7B      	TDC 
C0/A8EE:	E220    	SEP #$20      (8 bit accum./memory)
C0/A8F0:	A5EC    	LDA $EC
C0/A8F2:	300E    	BMI $A902
C0/A8F4:	C220    	REP #$20      (16 bit accum./memory)
C0/A8F6:	0A      	ASL A
C0/A8F7:	0A      	ASL A
C0/A8F8:	0A      	ASL A
C0/A8F9:	0A      	ASL A
C0/A8FA:	8D4D05  	STA $054D
C0/A8FD:	7B      	TDC 
C0/A8FE:	E220    	SEP #$20      (8 bit accum./memory)
C0/A900:	8010    	BRA $A912
C0/A902:	4502    	EOR $02
C0/A904:	C220    	REP #$20      (16 bit accum./memory)
C0/A906:	0A      	ASL A
C0/A907:	0A      	ASL A
C0/A908:	0A      	ASL A
C0/A909:	0A      	ASL A
C0/A90A:	4502    	EOR $02
C0/A90C:	8D4D05  	STA $054D
C0/A90F:	7B      	TDC 
C0/A910:	E220    	SEP #$20      (8 bit accum./memory)
C0/A912:	A903    	LDA #$03
C0/A914:	4C5C9B  	JMP $9B5C

C0/A917 event #$71 : scroll background 1

C0/A917:	A5EB    	LDA $EB
C0/A919:	300E    	BMI $A929
C0/A91B:	C220    	REP #$20      (16 bit accum./memory)
C0/A91D:	0A      	ASL A
C0/A91E:	0A      	ASL A
C0/A91F:	0A      	ASL A
C0/A920:	0A      	ASL A
C0/A921:	8D4B05  	STA $054B
C0/A924:	7B      	TDC 
C0/A925:	E220    	SEP #$20      (8 bit accum./memory)
C0/A927:	8012    	BRA $A93B
C0/A929:	4502    	EOR $02
C0/A92B:	1A      	INC A
C0/A92C:	C220    	REP #$20      (16 bit accum./memory)
C0/A92E:	0A      	ASL A
C0/A92F:	0A      	ASL A
C0/A930:	0A      	ASL A
C0/A931:	0A      	ASL A
C0/A932:	4502    	EOR $02
C0/A934:	1A      	INC A
C0/A935:	8D4B05  	STA $054B
C0/A938:	7B      	TDC 
C0/A939:	E220    	SEP #$20      (8 bit accum./memory)
C0/A93B:	A5EC    	LDA $EC
C0/A93D:	300E    	BMI $A94D
C0/A93F:	C220    	REP #$20      (16 bit accum./memory)
C0/A941:	0A      	ASL A
C0/A942:	0A      	ASL A
C0/A943:	0A      	ASL A
C0/A944:	0A      	ASL A
C0/A945:	8D4D05  	STA $054D
C0/A948:	7B      	TDC 
C0/A949:	E220    	SEP #$20      (8 bit accum./memory)
C0/A94B:	8012    	BRA $A95F
C0/A94D:	4502    	EOR $02
C0/A94F:	1A      	INC A
C0/A950:	C220    	REP #$20      (16 bit accum./memory)
C0/A952:	0A      	ASL A
C0/A953:	0A      	ASL A
C0/A954:	0A      	ASL A
C0/A955:	0A      	ASL A
C0/A956:	4502    	EOR $02
C0/A958:	1A      	INC A
C0/A959:	8D4D05  	STA $054D
C0/A95C:	7B      	TDC 
C0/A95D:	E220    	SEP #$20      (8 bit accum./memory)
C0/A95F:	A903    	LDA #$03
C0/A961:	4C5C9B  	JMP $9B5C

C0/A964 event #$5F : scroll BG2

C0/A964:	A5EB    	LDA $EB
C0/A966:	300E    	BMI $A976
C0/A968:	C220    	REP #$20      (16 bit accum./memory)
C0/A96A:	0A      	ASL A
C0/A96B:	0A      	ASL A
C0/A96C:	0A      	ASL A
C0/A96D:	0A      	ASL A
C0/A96E:	8D4F05  	STA $054F
C0/A971:	7B      	TDC 
C0/A972:	E220    	SEP #$20      (8 bit accum./memory)
C0/A974:	8010    	BRA $A986
C0/A976:	4502    	EOR $02
C0/A978:	C220    	REP #$20      (16 bit accum./memory)
C0/A97A:	0A      	ASL A
C0/A97B:	0A      	ASL A
C0/A97C:	0A      	ASL A
C0/A97D:	0A      	ASL A
C0/A97E:	4502    	EOR $02
C0/A980:	8D4F05  	STA $054F
C0/A983:	7B      	TDC 
C0/A984:	E220    	SEP #$20      (8 bit accum./memory)
C0/A986:	A5EC    	LDA $EC
C0/A988:	300E    	BMI $A998
C0/A98A:	C220    	REP #$20      (16 bit accum./memory)
C0/A98C:	0A      	ASL A
C0/A98D:	0A      	ASL A
C0/A98E:	0A      	ASL A
C0/A98F:	0A      	ASL A
C0/A990:	8D5105  	STA $0551
C0/A993:	7B      	TDC 
C0/A994:	E220    	SEP #$20      (8 bit accum./memory)
C0/A996:	8010    	BRA $A9A8
C0/A998:	4502    	EOR $02
C0/A99A:	C220    	REP #$20      (16 bit accum./memory)
C0/A99C:	0A      	ASL A
C0/A99D:	0A      	ASL A
C0/A99E:	0A      	ASL A
C0/A99F:	0A      	ASL A
C0/A9A0:	4502    	EOR $02
C0/A9A2:	8D5105  	STA $0551
C0/A9A5:	7B      	TDC 
C0/A9A6:	E220    	SEP #$20      (8 bit accum./memory)
C0/A9A8:	A903    	LDA #$03
C0/A9AA:	4C5C9B  	JMP $9B5C

C0/A9AD event #$72 : scroll background 2

C0/A9AD:	A5EB    	LDA $EB
C0/A9AF:	300E    	BMI $A9BF
C0/A9B1:	C220    	REP #$20      (16 bit accum./memory)
C0/A9B3:	0A      	ASL A
C0/A9B4:	0A      	ASL A
C0/A9B5:	0A      	ASL A
C0/A9B6:	0A      	ASL A
C0/A9B7:	8D4F05  	STA $054F
C0/A9BA:	7B      	TDC 
C0/A9BB:	E220    	SEP #$20      (8 bit accum./memory)
C0/A9BD:	8012    	BRA $A9D1
C0/A9BF:	4502    	EOR $02
C0/A9C1:	1A      	INC A
C0/A9C2:	C220    	REP #$20      (16 bit accum./memory)
C0/A9C4:	0A      	ASL A
C0/A9C5:	0A      	ASL A
C0/A9C6:	0A      	ASL A
C0/A9C7:	0A      	ASL A
C0/A9C8:	4502    	EOR $02
C0/A9CA:	1A      	INC A
C0/A9CB:	8D4F05  	STA $054F
C0/A9CE:	7B      	TDC 
C0/A9CF:	E220    	SEP #$20      (8 bit accum./memory)
C0/A9D1:	A5EC    	LDA $EC
C0/A9D3:	300E    	BMI $A9E3
C0/A9D5:	C220    	REP #$20      (16 bit accum./memory)
C0/A9D7:	0A      	ASL A
C0/A9D8:	0A      	ASL A
C0/A9D9:	0A      	ASL A
C0/A9DA:	0A      	ASL A
C0/A9DB:	8D5105  	STA $0551
C0/A9DE:	7B      	TDC 
C0/A9DF:	E220    	SEP #$20      (8 bit accum./memory)
C0/A9E1:	8012    	BRA $A9F5
C0/A9E3:	4502    	EOR $02
C0/A9E5:	1A      	INC A
C0/A9E6:	C220    	REP #$20      (16 bit accum./memory)
C0/A9E8:	0A      	ASL A
C0/A9E9:	0A      	ASL A
C0/A9EA:	0A      	ASL A
C0/A9EB:	0A      	ASL A
C0/A9EC:	4502    	EOR $02
C0/A9EE:	1A      	INC A
C0/A9EF:	8D5105  	STA $0551
C0/A9F2:	7B      	TDC 
C0/A9F3:	E220    	SEP #$20      (8 bit accum./memory)
C0/A9F5:	A903    	LDA #$03
C0/A9F7:	4C5C9B  	JMP $9B5C

C0/A9FA event #$60 : change background palette

C0/A9FA:	C220    	REP #$20      (16 bit accum./memory)
C0/A9FC:	A5EB    	LDA $EB
C0/A9FE:	29FF00  	AND #$00FF
C0/AA01:	0A      	ASL A
C0/AA02:	0A      	ASL A
C0/AA03:	0A      	ASL A
C0/AA04:	0A      	ASL A
C0/AA05:	0A      	ASL A
C0/AA06:	A8      	TAY
C0/AA07:	A5EC    	LDA $EC
C0/AA09:	29FF00  	AND #$00FF
C0/AA0C:	0A      	ASL A
C0/AA0D:	0A      	ASL A
C0/AA0E:	0A      	ASL A
C0/AA0F:	0A      	ASL A
C0/AA10:	0A      	ASL A
C0/AA11:	AA      	TAX
C0/AA12:	7B      	TDC 
C0/AA13:	E220    	SEP #$20      (8 bit accum./memory)
C0/AA15:	A97E    	LDA #$7E
C0/AA17:	48      	PHA
C0/AA18:	AB      	PLB
C0/AA19:	C220    	REP #$20      (16 bit accum./memory)
C0/AA1B:	A91000  	LDA #$0010
C0/AA1E:	851E    	STA $1E
C0/AA20:	BF0080E6	LDA $E68000,X	(Map character and townsperson sprite palettes)
C0/AA24:	990072  	STA $7200,Y
C0/AA27:	990074  	STA $7400,Y
C0/AA2A:	E8      	INX
C0/AA2B:	E8      	INX
C0/AA2C:	C8      	INY 
C0/AA2D:	C8      	INY 
C0/AA2E:	C61E    	DEC $1E
C0/AA30:	D0EE    	BNE $AA20
C0/AA32:	7B      	TDC 
C0/AA33:	E220    	SEP #$20      (8 bit accum./memory)
C0/AA35:	7B      	TDC 
C0/AA36:	48      	PHA
C0/AA37:	AB      	PLB
C0/AA38:	A903    	LDA #$03
C0/AA3A:	4C5C9B  	JMP $9B5C

C0/AA3D event #$61 : colorize

C0/AA3D:	A5EB    	LDA $EB
C0/AA3F:	0A      	ASL A
C0/AA40:	AA      	TAX
C0/AA41:	C220    	REP #$20      (16 bit accum./memory)
C0/AA43:	BFBBAAC0	LDA $C0AABB,X
C0/AA47:	8520    	STA $20
C0/AA49:	7B      	TDC 
C0/AA4A:	E220    	SEP #$20      (8 bit accum./memory)
C0/AA4C:	A5ED    	LDA $ED
C0/AA4E:	1A      	INC A
C0/AA4F:	38      	SEC 
C0/AA50:	E5EC    	SBC $EC
C0/AA52:	A8      	TAY
C0/AA53:	A5EC    	LDA $EC
C0/AA55:	C220    	REP #$20      (16 bit accum./memory)
C0/AA57:	0A      	ASL A
C0/AA58:	AA      	TAX
C0/AA59:	7B      	TDC 
C0/AA5A:	E220    	SEP #$20      (8 bit accum./memory)
C0/AA5C:	BF00727E	LDA $7E7200,X
C0/AA60:	291F    	AND #$1F
C0/AA62:	851E    	STA $1E
C0/AA64:	BF01727E	LDA $7E7201,X
C0/AA68:	4A      	LSR A
C0/AA69:	4A      	LSR A
C0/AA6A:	291F    	AND #$1F
C0/AA6C:	18      	CLC
C0/AA6D:	651E    	ADC $1E
C0/AA6F:	851E    	STA $1E
C0/AA71:	641F    	STZ $1F
C0/AA73:	C220    	REP #$20      (16 bit accum./memory)
C0/AA75:	BF00727E	LDA $7E7200,X
C0/AA79:	0A      	ASL A
C0/AA7A:	0A      	ASL A
C0/AA7B:	0A      	ASL A
C0/AA7C:	EB      	XBA
C0/AA7D:	291F00  	AND #$001F
C0/AA80:	18      	CLC
C0/AA81:	651E    	ADC $1E
C0/AA83:	8D0442  	STA $4204
C0/AA86:	E220    	SEP #$20      (8 bit accum./memory)
C0/AA88:	A903    	LDA #$03
C0/AA8A:	8D0642  	STA $4206
C0/AA8D:	EA      	NOP
C0/AA8E:	EA      	NOP
C0/AA8F:	EA      	NOP
C0/AA90:	EA      	NOP
C0/AA91:	EA      	NOP
C0/AA92:	E8      	INX
C0/AA93:	E8      	INX
C0/AA94:	AD1442  	LDA $4214
C0/AA97:	0A      	ASL A
C0/AA98:	0A      	ASL A
C0/AA99:	EB      	XBA
C0/AA9A:	AD1442  	LDA $4214
C0/AA9D:	C220    	REP #$20      (16 bit accum./memory)
C0/AA9F:	851E    	STA $1E
C0/AAA1:	AD1442  	LDA $4214
C0/AAA4:	EB      	XBA
C0/AAA5:	4A      	LSR A
C0/AAA6:	4A      	LSR A
C0/AAA7:	4A      	LSR A
C0/AAA8:	051E    	ORA $1E
C0/AAAA:	2520    	AND $20
C0/AAAC:	9FFE737E	STA $7E73FE,X
C0/AAB0:	7B      	TDC 
C0/AAB1:	E220    	SEP #$20      (8 bit accum./memory)
C0/AAB3:	88      	DEY 
C0/AAB4:	D0A6    	BNE $AA5C
C0/AAB6:	A904    	LDA #$04
C0/AAB8:	4C5C9B  	JMP $9B5C

C0/AABB unknow

C0/AABB:	0000    	BRK #$00
C0/AABD:	1F00E003	ORA $03E000,X
C0/AAC1:	FF03007C	SBC $7C0003,X
C0/AAC5:	1F7CE07F	ORA $7FE07C,X
C0/AAC9:	FF7F

C0/AACB event #$62 : mosaic screen

C0/AACB:	A5EB		LDA $EB	
C0/AACD:	8DF011  	STA $11F0
C0/AAD0:	A2001E  	LDX #$1E00
C0/AAD3:	8E9607  	STX $0796
C0/AAD6:	A902    	LDA #$02
C0/AAD8:	4C5C9B  	JMP $9B5C

C0/AADB event #$63 : create spotlight effect

C0/AADB:	A5EB    	LDA $EB
C0/AADD:	291F    	AND #$1F
C0/AADF:	0980    	ORA #$80
C0/AAE1:	8D7B07  	STA $077B
C0/AAE4:	A902    	LDA #$02
C0/AAE6:	4C5C9B  	JMP $9B5C

C0/AAE9 event #$64

C0/AAE9:	A5EB    	LDA $EB
C0/AAEB:	8D0242  	STA $4202
C0/AAEE:	A90D    	LDA #$0D
C0/AAF0:	8D0342  	STA $4203
C0/AAF3:	EA      	NOP
C0/AAF4:	EA      	NOP
C0/AAF5:	EA      	NOP
C0/AAF6:	AE1642  	LDX $4216
C0/AAF9:	A5EC    	LDA $EC
C0/AAFB:	2903    	AND #$03
C0/AAFD:	0A      	ASL A
C0/AAFE:	9D6910  	STA $1069,X
C0/AB01:	9E6A10  	STZ $106A,X
C0/AB04:	A903    	LDA #$03
C0/AB06:	4C5C9B  	JMP $9B5C

C0/AB09 event #$65

C0/AB09:	A5EB    	LDA $EB
C0/AB0B:	8D0242  	STA $4202
C0/AB0E:	A90D    	LDA #$0D	  (13)
C0/AB10:	8D0342  	STA $4203
C0/AB13:	EA      	NOP
C0/AB14:	EA      	NOP
C0/AB15:	EA      	NOP
C0/AB16:	AE1642  	LDX $4216
C0/AB19:	A5EC    	LDA $EC
C0/AB1B:	297F    	AND #$7F
C0/AB1D:	C220    	REP #$20      (16 bit accum./memory)
C0/AB1F:	0A      	ASL A
C0/AB20:	0A      	ASL A
C0/AB21:	0A      	ASL A
C0/AB22:	0A      	ASL A
C0/AB23:	851E    	STA $1E
C0/AB25:	7B      	TDC 
C0/AB26:	E220    	SEP #$20      (8 bit accum./memory)
C0/AB28:	A5EC    	LDA $EC
C0/AB2A:	100C    	BPL $AB38
C0/AB2C:	C220    	REP #$20      (16 bit accum./memory)
C0/AB2E:	A51E    	LDA $1E
C0/AB30:	4502    	EOR $02        (#$FF...)
C0/AB32:	1A      	INC A          (subtract 255 and add 1...)
C0/AB33:	851E    	STA $1E
C0/AB35:	7B      	TDC            (pointless?)
C0/AB36:	E220    	SEP #$20       (and pointless again?)
C0/AB38:	C220    	REP #$20      (16 bit accum./memory)
C0/AB3A:	A51E    	LDA $1E
C0/AB3C:	9D6B10  	STA $106B,X
C0/AB3F:	7B      	TDC 
C0/AB40:	E220    	SEP #$20      (8 bit accum./memory)
C0/AB42:	A903    	LDA #$03
C0/AB44:	4C5C9B  	JMP $9B5C

C0/AB47 event #$6A : loads map and set party position at vehicle

C0/AB47:	20886E  	JSR $6E88	
C0/AB4A:	20560F  	JSR $0F56	
C0/AB4D:	A5E1    	LDA $E1	
C0/AB4F:	0940    	ORA #$40
C0/AB51:	85E1    	STA $E1
C0/AB53:	8005    	BRA $AB5A

C0/AB55 event #$6B : loads map and positions party

C0/AB55:	20886E  	JSR $6E88	
C0/AB58:	644A    	STZ $4A
C0/AB5A:	A901    	LDA #$01
C0/AB5C:	8584    	STA $84
C0/AB5E:	A5EF    	LDA $EF
C0/AB60:	8DFA11  	STA $11FA
C0/AB63:	C220    	REP #$20      (16 bit accum./memory)
C0/AB65:	A5EB    	LDA $EB
C0/AB67:	290002  	AND #$0200
C0/AB6A:	F00D    	BEQ $AB79
C0/AB6C:	A5EB    	LDA $EB
C0/AB6E:	29FF01  	AND #$01FF
C0/AB71:	8D691F  	STA $1F69
C0/AB74:	A5ED    	LDA $ED
C0/AB76:	8D6B1F  	STA $1F6B
C0/AB79:	A5EB    	LDA $EB
C0/AB7B:	8D641F  	STA $1F64
C0/AB7E:	29FF01  	AND #$01FF
C0/AB81:	C9FF01  	CMP #$01FF
C0/AB84:	F047    	BEQ $ABCD
C0/AB86:	C9FE01  	CMP #$01FE
C0/AB89:	F047    	BEQ $ABD2
C0/AB8B:	AA      	TAX
C0/AB8C:	7B      	TDC 
C0/AB8D:	E220    	SEP #$20      (8 bit accum./memory)
C0/AB8F:	E00300  	CPX #$0003
C0/AB92:	B01B    	BCS $ABAF
C0/AB94:	A6ED    	LDX $ED
C0/AB96:	8E601F  	STX $1F60
C0/AB99:	C221    	REP #$21
C0/AB9B:	A5E5    	LDA $E5
C0/AB9D:	690600  	ADC #$0006
C0/ABA0:	8DFD11  	STA $11FD
C0/ABA3:	E220    	SEP #$20      (8 bit accum./memory)
C0/ABA5:	A5E7    	LDA $E7
C0/ABA7:	6900    	ADC #$00
C0/ABA9:	8DFF11  	STA $11FF
C0/ABAC:	7B      	TDC 
C0/ABAD:	8057    	BRA $AC06
C0/ABAF:	A5ED    	LDA $ED
C0/ABB1:	8DC01F  	STA $1FC0
C0/ABB4:	A5EE    	LDA $EE
C0/ABB6:	8DC11F  	STA $1FC1
C0/ABB9:	A5EC    	LDA $EC
C0/ABBB:	2930    	AND #$30
C0/ABBD:	4A      	LSR A
C0/ABBE:	4A      	LSR A
C0/ABBF:	4A      	LSR A
C0/ABC0:	4A      	LSR A
C0/ABC1:	8D4307  	STA $0743
C0/ABC4:	A5EC    	LDA $EC
C0/ABC6:	2908    	AND #$08
C0/ABC8:	8D4507  	STA $0745      (set location name to appear when map loads)
C0/ABCB:	8039    	BRA $AC06
Map #$01FF jumps here
C0/ABCD:	20461A  	JSR $1A46
C0/ABD0:	8009    	BRA $ABDB
Map #$01FE jumps here
C0/ABD2:	7B      	TDC 
C0/ABD3:	E220    	SEP #$20      (8 bit accum./memory)
C0/ABD5:	ADD21F  	LDA $1FD2
C0/ABD8:	8D681F  	STA $1F68
C0/ABDB:	C220    	REP #$20      (16 bit accum./memory)
C0/ABDD:	A5EB    	LDA $EB
C0/ABDF:	2900FE  	AND #$FE00
C0/ABE2:	0D691F  	ORA $1F69
C0/ABE5:	8D641F  	STA $1F64
C0/ABE8:	29FF01  	AND #$01FF
C0/ABEB:	C90300  	CMP #$0003
C0/ABEE:	B00B    	BCS $ABFB
C0/ABF0:	AD6B1F  	LDA $1F6B
C0/ABF3:	8D601F  	STA $1F60
C0/ABF6:	7B      	TDC 
C0/ABF7:	E220    	SEP #$20      (8 bit accum./memory)
C0/ABF9:	809E    	BRA $AB99
C0/ABFB:	AD6B1F  	LDA $1F6B
C0/ABFE:	8DC01F  	STA $1FC0
C0/AC01:	7B      	TDC 
C0/AC02:	E220    	SEP #$20      (8 bit accum./memory)
C0/AC04:	80B3    	BRA $ABB9
C0/AC06:	A906    	LDA #$06
C0/AC08:	4C709B  	JMP $9B70

C0/AC0B event #$6C : set parent map and position

C0/AC0B:	A4EB    	LDY $EB
C0/AC0D:	8C691F  	STY $1F69
C0/AC10:	A4ED    	LDY $ED
C0/AC12:	8C6B1F  	STY $1F6B
C0/AC15:	A5EF    	LDA $EF
C0/AC17:	8DD21F  	STA $1FD2
C0/AC1A:	A906    	LDA #$06
C0/AC1C:	4C5C9B  	JMP $9B5C

C0/AC1F event #$75 : refresh background after map changes

C0/AC1F:	AD5A05  	LDA $055A
C0/AC22:	C905    	CMP #$05
C0/AC24:	D004    	BNE $AC2A
C0/AC26:	3A      	DEC A
C0/AC27:	8D5A05  	STA $055A
C0/AC2A:	AD5B05  	LDA $055B
C0/AC2D:	C905    	CMP #$05
C0/AC2F:	D004    	BNE $AC35
C0/AC31:	3A      	DEC A
C0/AC32:	8D5B05  	STA $055B
C0/AC35:	AD5C05  	LDA $055C
C0/AC38:	C905    	CMP #$05
C0/AC3A:	D004    	BNE $AC40
C0/AC3C:	3A      	DEC A
C0/AC3D:	8D5C05  	STA $055C
C0/AC40:	A901    	LDA #$01
C0/AC42:	4C709B  	JMP $9B70

C0/AC45 event #$73

C0/AC45:	A5EC    	LDA $EC
C0/AC47:	29C0    	AND #$C0
C0/AC49:	D007    	BNE $AC52
C0/AC4B:	A904    	LDA #$04
C0/AC4D:	8D5A05  	STA $055A
C0/AC50:	8010    	BRA $AC62
C0/AC52:	C940    	CMP #$40
C0/AC54:	D007    	BNE $AC5D
C0/AC56:	A904    	LDA #$04
C0/AC58:	8D5B05  	STA $055B
C0/AC5B:	8005    	BRA $AC62
C0/AC5D:	A904    	LDA #$04
C0/AC5F:	8D5C05  	STA $055C

C0/AC62 event #$74

C0/AC62:	A5EC    	LDA $EC
C0/AC64:	29C0    	AND #$C0
C0/AC66:	D00E    	BNE $AC76
C0/AC68:	AD5A05  	LDA $055A
C0/AC6B:	C904    	CMP #$04
C0/AC6D:	F025    	BEQ $AC94
C0/AC6F:	A905    	LDA #$05
C0/AC71:	8D5A05  	STA $055A
C0/AC74:	801E    	BRA $AC94
C0/AC76:	C940    	CMP #$40
C0/AC78:	D00E    	BNE $AC88
C0/AC7A:	AD5B05  	LDA $055B
C0/AC7D:	C904    	CMP #$04
C0/AC7F:	F013    	BEQ $AC94
C0/AC81:	A905    	LDA #$05
C0/AC83:	8D5B05  	STA $055B
C0/AC86:	800C    	BRA $AC94
C0/AC88:	AD5C05  	LDA $055C
C0/AC8B:	C904    	CMP #$04
C0/AC8D:	F005    	BEQ $AC94
C0/AC8F:	A905    	LDA #$05
C0/AC91:	8D5C05  	STA $055C
C0/AC94:	A5EB    	LDA $EB
C0/AC96:	858F    	STA $8F
C0/AC98:	A5EC    	LDA $EC
C0/AC9A:	293F    	AND #$3F
C0/AC9C:	8590    	STA $90
C0/AC9E:	C221    	REP #$21
C0/ACA0:	A5E5    	LDA $E5
C0/ACA2:	690300  	ADC #$0003
C0/ACA5:	858C    	STA $8C
C0/ACA7:	E220    	SEP #$20      (8 bit accum./memory)
C0/ACA9:	A5E7    	LDA $E7
C0/ACAB:	6900    	ADC #$00
C0/ACAD:	858E    	STA $8E
C0/ACAF:	A5ED    	LDA $ED
C0/ACB1:	8D0242  	STA $4202
C0/ACB4:	A5EE    	LDA $EE
C0/ACB6:	8D0342  	STA $4203
C0/ACB9:	EA      	NOP
C0/ACBA:	EA      	NOP
C0/ACBB:	C221    	REP #$21
C0/ACBD:	AD1642  	LDA $4216
C0/ACC0:	690200  	ADC #$0002
C0/ACC3:	658C    	ADC $8C
C0/ACC5:	85E5    	STA $E5
C0/ACC7:	E220    	SEP #$20      (8 bit accum./memory)
C0/ACC9:	A58E    	LDA $8E
C0/ACCB:	6900    	ADC #$00
C0/ACCD:	85E7    	STA $E7
C0/ACCF:	7B      	TDC 
C0/ACD0:	A5EC    	LDA $EC
C0/ACD2:	29C0    	AND #$C0
C0/ACD4:	D008    	BNE $ACDE
C0/ACD6:	A20000  	LDX #$0000
C0/ACD9:	862A    	STX $2A
C0/ACDB:	4CC41E  	JMP $1EC4
C0/ACDE:	3008    	BMI $ACE8
C0/ACE0:	A20040  	LDX #$4000
C0/ACE3:	862A    	STX $2A	(branching to ACD9 would save 3 bytes)
C0/ACE5:	4CC41E  	JMP $1EC4	
C0/ACE8:	A20080  	LDX #$8000
C0/ACEB:	862A    	STX $2A	(branching to ACD9 would save 3 bytes)
C0/ACED:	4CC41E  	JMP $1EC4	

C0/ACF0 event #$80 : add item to inventory

C0/ACF0:	A5EB    	LDA $EB		(Get the item's index)
C0/ACF2:	851A    	STA $1A		(Store it in $1A temporarily)
C0/ACF4:	20FCAC  	JSR $ACFC		(Go to below function)
C0/ACF7:	A902    	LDA #$02		(Advance the pointer this far)
C0/ACF9:	4C5C9B  	JMP $9B5C
C0/ACFC:	A600    	LDX $00		(Load X with $00)
C0/ACFE:	BD6918  	LDA $1869,X 	(Get item currently in inventory at X)
C0/AD01:	C51A    	CMP $1A		(Is it the same as the candidate (temporary one at $1A)?)
C0/AD03:	F01D    	BEQ $AD22	(If so, branch -> check quantity of items)
C0/AD05:	E8      	INX			(Increment X)
C0/AD06:	E00001  	CPX #$0100		(Is X over 256?)
C0/AD09:	D0F3    	BNE $ACFE		(If not, branch -> get next item)
C0/AD0B:	A600    	LDX $00		(Otherwise, load X with $00)
C0/AD0D:	BD6918  	LDA $1869,X 	(Get item currently in inventory at X)
C0/AD10:	C9FF    	CMP #$FF	(Is it currently an "empty" item?)
C0/AD12:	F003    	BEQ $AD17	(If so, branch -> get the item out of temporary location)
C0/AD14:	E8      	INX			(Otherwise, increment X)
C0/AD15:	80F6    	BRA $AD0D		(Go to the next item)
C0/AD17:	A51A    	LDA $1A		
C0/AD19:	9D6918  	STA $1869,X 	(Put it in inventory at X)
C0/AD1C:	A901    	LDA #$01		(Load 1)
C0/AD1E:	9D6919  	STA $1969,X 	(Put it in for quantity of item X)
C0/AD21:	60      	RTS			(Exit)
C0/AD22:	BD6919  	LDA $1969,X 	(check quantity of item X)
C0/AD25:	C963    	CMP #$63		(Is it 99?)
C0/AD27:	F003    	BEQ $AD2C		(If so, exit)
C0/AD29:	FE6919  	INC $1969,X 	(Otherwise increment quantity of items)
C0/AD2C:	60      	RTS			(Exit)

C0/AD2D event #$81 : remove item from inventory

C0/AD2D:	A600    	LDX $00		(Load X with $00)
C0/AD2F:	BD6918  	LDA $1869,X 	(Get item X (currently in inventory))
C0/AD32:	C5EB    	CMP $EB		(Is this the candidate (at $EB) for removal?)
C0/AD34:	F008    	BEQ $AD3E		(If so, branch -> decrement quantity)
C0/AD36:	E8      	INX			(Otherwise, increment X)
C0/AD37:	E00001  	CPX #$0100		(Is X over 256?)
C0/AD3A:	D0F3    	BNE $AD2F		(If not, branch -> get the next item)
C0/AD3C:	800D    	BRA $AD4B		(Otherwise, exit the function)
C0/AD3E:	DE6919  	DEC $1969,X 	(Decremtne the quantity of item X)
C0/AD41:	BD6919  	LDA $1969,X 	(Get the quantity of item X)
C0/AD44:	D005    	BNE $AD4B		(If over 0, exit the function)
C0/AD46:	A9FF    	LDA #$FF		(Otherwise, get an "empty" item)
C0/AD48:	9D6918  	STA $1869,X 	(Put it in inventory at X)
C0/AD4B:	A902    	LDA #$02		(How many bytes advanced this was)
C0/AD4D:	4C5C9B  	JMP $9B5C

C0/AD50 event #$84 : add GP

C0/AD50:	C221    	REP #$21		(16 bit accum./memory)
C0/AD52:	AD6018  	LDA $1860		(Load the amount of gold variable)
C0/AD55:	65EB    	ADC $EB		(Add the parameter ($EB) amount of gold)
C0/AD57:	8D6018  	STA $1860		(Store it back to the gold variable)
C0/AD5A:	7B      	TDC 			(Clear the accumulator)
C0/AD5B:	E220    	SEP #$20      	(8 bit accum./memory)
C0/AD5D:	6D6218  	ADC $1862		(Add accumulator to $1862)
C0/AD60:	8D6218  	STA $1862		(Store the result back into 1862)
C0/AD63:	C998    	CMP #$98		(Is it less than 152 (98 hex)?)
C0/AD65:	9013    	BCC $AD7A		(If so, we're ok, branch to the end)	
C0/AD67:	AE6018  	LDX $1860		(Otherwise, check the low 2 bytes with X)
C0/AD6A:	E07F96  	CPX #$967F		(Is it less than 38527 (967F hex)?)
C0/AD6D:	900B    	BCC $AD7A		(If so, we're ok, branch to the end)
C0/AD6F:	A27F96  	LDX #$967F		(Otherwise, load X with the max value for the low bytes)
C0/AD72:	8E6018  	STX $1860		(Store it into the low bytes of gold)
C0/AD75:	A998    	LDA #$98		(Load A with the max for the high byte)
C0/AD77:	8D6218  	STA $1862		(Store it into the high byte)
C0/AD7A:	A903    	LDA #$03		(Advance the script 3 places)
C0/AD7C:	4C5C9B  	JMP $9B5C

C0/AD7F event #$85 : subtract GP

C0/AD7F:	ADB71E  	LDA $1EB7	
C0/AD82:	29BF    	AND #$BF
C0/AD84:	8DB71E  	STA $1EB7
C0/AD87:	C220    	REP #$20      	(16 bit accum./memory)
C0/AD89:	AD6018  	LDA $1860
C0/AD8C:	38      	SEC 
C0/AD8D:	E5EB    	SBC $EB
C0/AD8F:	852A    	STA $2A
C0/AD91:	7B      	TDC 
C0/AD92:	E220    	SEP #$20      	(8 bit accum./memory)
C0/AD94:	AD6218  	LDA $1862
C0/AD97:	E900    	SBC #$00
C0/AD99:	852C    	STA $2C
C0/AD9B:	C9A0    	CMP #$A0
C0/AD9D:	900A    	BCC $ADA9
C0/AD9F:	ADB71E  	LDA $1EB7
C0/ADA2:	0940    	ORA #$40
C0/ADA4:	8DB71E  	STA $1EB7
C0/ADA7:	800A    	BRA $ADB3
C0/ADA9:	A62A    	LDX $2A
C0/ADAB:	8E6018  	STX $1860
C0/ADAE:	A52C    	LDA $2C
C0/ADB0:	8D6218  	STA $1862
C0/ADB3:	A903    	LDA #$03
C0/ADB5:	4C5C9B  	JMP $9B5C

C0/ADB8 event #$86 : set esper as available

C0/ADB8:	A5EB    	LDA $EB		(Load A with the index of the Esper to add)
C0/ADBA:	38      	SEC 			(Clear the carry)
C0/ADBB:	E936    	SBC #$36		(Subtract 54 from the index)
C0/ADBD:	85EB    	STA $EB		(Put (index - 54) into $EB)
C0/ADBF:	2907    	AND #$07		(Zero out upper nibble)
C0/ADC1:	AA      	TAX			(Put result into X)
C0/ADC2:	A5EB    	LDA $EB		(A = (index - 54))
C0/ADC4:	4A      	LSR A			(Divide by 2)
C0/ADC5:	4A      	LSR A			(Divide by 2)
C0/ADC6:	4A      	LSR A			(Divide by 2, now 8 total)
C0/ADC7:	A8      	TAY			(Put result into Y)
C0/ADC8:	B9691A  	LDA $1A69,Y		(Load A with $1A69 + (index - 54)/8 (locates the correct byte))
C0/ADCB:	1FFCBAC0	ORA $C0BAFC,X	(Mask to update the held Espers byte)
C0/ADCF:	99691A  	STA $1A69,Y		(Store the updated held Espers byte)
C0/ADD2:	A902    	LDA #$02		(How many bytes advanced this was (one for op and one for param))
C0/ADD4:	4C5C9B  	JMP $9B5C

C0/ADD7 event #$87 : set esper as unavailable

C0/ADD7:	A5EB    	LDA $EB        (Load A with the index from the Esper to remove)
C0/ADD9:	38      	SEC            (Set the borrow in case it's needed)
C0/ADDA:	E936    	SBC #$36       (Subtract 54 from the index)
C0/ADDC:	85EB    	STA $EB        (Put (index -54) into $EB)
C0/ADDE:	20EDBA  	JSR $BAED      (updated A = X index; clears out upper 9 bits, Y = A shifted right 3 times)
C0/ADE1:	B9691A  	LDA $1A69,Y    (espers owned)
C0/ADE4:	3F04BBC0	AND $C0BB04,X  (remove the one set in the parameter)
C0/ADE8:	99691A  	STA $1A69,Y    (new espers owned)
C0/ADEB:	A400    	LDY $00        (Y = 0)
C0/ADED:	B91E16  	LDA $161E,Y    (esper equipped)
C0/ADF0:	C5EB    	CMP $EB        (does it match the one to remove?)
C0/ADF2:	D005    	BNE $ADF9      (branch if not)
C0/ADF4:	A9FF    	LDA #$FF       (empty slot)
C0/ADF6:	991E16  	STA $161E,Y    (since it was removed, unequip it also)
C0/ADF9:	C221    	REP #$21
C0/ADFB:	98      	TYA           (Y = A)
C0/ADFC:	692500  	ADC #$0025     (add 37 to check next character)
C0/ADFF:	A8      	TAY           (transfer the +37 to Y)
C0/AE00:	7B      	TDC            (A = 0)
C0/AE01:	E220    	SEP #$20       (8 bit accum./memory)
C0/AE03:	C05002  	CPY #$0250     (did we check all characters?)
C0/AE06:	D0E5    	BNE $ADED      (branch if not)
C0/AE08:	A902    	LDA #$02       (Advance the script pointer by 2)
C0/AE0A:	4C5C9B  	JMP $9B5C

C0/AE0D learn a spell (unused?)

C0/AE0D:	A5EB    	LDA $EB        (load parameter, character)
C0/AE0F:	8D0242  	STA $4202      (save as a multiplier)
C0/AE12:	A936    	LDA #$36       (54...)
C0/AE14:	8D0342  	STA $4203      (save as the other multiplier)
C0/AE17:	A5EC    	LDA $EC        (load another parameter, the spell number)
C0/AE19:	C221    	REP #$21
C0/AE1B:	EA      	NOP
C0/AE1C:	6D1642  	ADC $4216      (add the result of the multiplication)
C0/AE1F:	AA      	TAX           (new index)
C0/AE20:	7B      	TDC 
C0/AE21:	E220    	SEP #$20       (8 bit accum./memory)
C0/AE23:	A9FF    	LDA #$FF       (empty slot in most cases, but for this...)
C0/AE25:	9D6E1A  	STA $1A6E,X    (set spell as learned)
C0/AE28:	A903    	LDA #$03       (Advance the script pointer by 3)
C0/AE2A:	4C5C9B  	JMP $9B5C

C0/AE2D event #$88 : remove status conditions?

C0/AE2D:	20AD9D  	JSR $9DAD
C0/AE30:	C05002  	CPY #$0250
C0/AE33:	B00D    	BCS $AE42
C0/AE35:	C220    	REP #$20      (16 bit accum./memory)
C0/AE37:	B91416  	LDA $1614,Y    (load status bytes 1 & 4)
C0/AE3A:	25EC    	AND $EC        (keep those only in the parameter)
C0/AE3C:	991416  	STA $1614,Y    (save new status)
C0/AE3F:	7B      	TDC 
C0/AE40:	E220    	SEP #$20      (8 bit accum./memory)
C0/AE42:	A904    	LDA #$04
C0/AE44:	4C5C9B  	JMP $9B5C

C0/AE47 event #$89 : inflict status conditions

C0/AE47:	20AD9D  	JSR $9DAD
C0/AE4A:	C05002  	CPY #$0250
C0/AE4D:	B00D    	BCS $AE5C
C0/AE4F:	C220    	REP #$20      (16 bit accum./memory)
C0/AE51:	B91416  	LDA $1614,Y    (load status bytes 1 & 4)
C0/AE54:	05EC    	ORA $EC        (set those in the parameter)
C0/AE56:	991416  	STA $1614,Y    (save new status)
C0/AE59:	7B      	TDC 
C0/AE5A:	E220    	SEP #$20      (8 bit accum./memory)
C0/AE5C:	A904    	LDA #$04
C0/AE5E:	4C5C9B  	JMP $9B5C

C0/AE61 event #$8A : toggle status conditions

C0/AE61:	20AD9D  	JSR $9DAD
C0/AE64:	C05002  	CPY #$0250
C0/AE67:	B00D    	BCS $AE76
C0/AE69:	C220    	REP #$20      (16 bit accum./memory)
C0/AE6B:	B91416  	LDA $1614,Y    (load status bytes 1 & 4)
C0/AE6E:	45EC    	EOR $EC        (toggle those in the parameter)
C0/AE70:	991416  	STA $1614,Y    (save new status)
C0/AE73:	7B      	TDC 
C0/AE74:	E220    	SEP #$20      (8 bit accum./memory)
C0/AE76:	A904    	LDA #$04
C0/AE78:	4C5C9B  	JMP $9B5C

C0/AE7B event #$8B : add/subtract HP from characters

C0/AE7B:	20AD9D  	JSR $9DAD	(Point Y at character XX's data struct)
C0/AE7E:	C05002  	CPY #$0250	(Is Y > (37 * 16)? )
C0/AE81:	9003    	BCC $AE86	(Continue if it's less)
C0/AE83:	4CD3AE  	JMP $AED3	(If it's outside the range, exit)
C0/AE86:	20E8AE  	JSR $AEE8	(various, but it store Max HP to $1E)
C0/AE89:	A5EC    	LDA $EC	(Load the operation parameter)
C0/AE8B:	297F    	AND #$7F	(Zero out bit 7)
C0/AE8D:	C97F    	CMP #$7F	(Is it now #7F?)
C0/AE8F:	F038    	BEQ $AEC9	(If so, branch to maximize HP)
C0/AE91:	0A      	ASL A		(Otherwise, it'll be a # 0-7 (or it'll break), so double it for a pointer)
C0/AE92:	AA      	TAX		(Store it to X)
C0/AE93:	A5EC    	LDA $EC	(Again, load the operation parameter)
C0/AE95:	3017    	BMI $AEAE	(If bit 7 set, branch to subtraction code)
C0/AE97:	C221    	REP #$21	(Otherwise, we'll add; set carry bit and 16 bit A/mem.)
C0/AE99:	B90916  	LDA $1609,Y	(Load current HP)
C0/AE9C:	7FD8AEC0	ADC $C0AED8,X	(Add 2^X as loaded from the data table (X was calculated above))
C0/AEA0:	C51E    	CMP $1E	(Compare to Max HP)
C0/AEA2:	9002    	BCC $AEA6	(If it's less, branch)
C0/AEA4:	A51E    	LDA $1E	(If it's more, load Max HP (note that a BRA here could save 8 bytes))
C0/AEA6:	990916  	STA $1609,Y	(And store it to the current HP)
C0/AEA9:	7B      	TDC 		(Clear A)
C0/AEAA:	E220    	SEP #$20    (8 bit A/mem)
C0/AEAC:	8025    	BRA $AED3	(Branch to exit)
C0/AEAE:	C220    	REP #$20    (16 bit A/mem; subtraction code starts here)
C0/AEB0:	B90916  	LDA $1609,Y (Load A with the current HP)
C0/AEB3:	F00C    	BEQ $AEC1	(Branch if it's 0 (this destination could be moved as well))
C0/AEB5:	38      	SEC 		(Set carry in anticipation of subtraction)
C0/AEB6:	FFD8AEC0	SBC $C0AED8,X	(Subtract 2^x as loaded from the data table)
C0/AEBA:	F002    	BEQ $AEBE	(If it's now 0, branch to "set it to 1")
C0/AEBC:	1003    	BPL $AEC1	(If it's postive, we're done)
C0/AEBE:	A90100  	LDA #$0001	(Load A with 1 if subtraction did or would've set it to 0)
C0/AEC1:	990916  	STA $1609,Y	(Store A to current HP)
C0/AEC4:	7B      	TDC 		(Store 0 to A)
C0/AEC5:	E220    	SEP #$20    (8 bit A/mem)
C0/AEC7:	800A    	BRA $AED3	(Branch to exit)
C0/AEC9:	C220    	REP #$20    (16 bit A/mem; maximization code starts here)
C0/AECB:	A51E    	LDA $1E	(Load Max HP)
C0/AECD:	990916  	STA $1609,Y	(Store it to Current HP)
C0/AED0:	7B      	TDC 		(Clear A)
C0/AED1:	E220    	SEP #$20    (8 bit A/mem)
C0/AED3:	A903    	LDA #$03	(//this is to advance the script pointer 3 bytes)
C0/AED5:	4C5C9B  	JMP $9B5C	

C0/AED8 unknow

C0/AED8:	0100
C0/AEDA:	0200
C0/AEDC:	0400
C0/AEDE:	0800	
C0/AEE0:	1000
C0/AEE2:	2000
C0/AEE4:	4000
C0/AEE6:	8000

C0/AEE8 unknow

C0/AEE8:	DA 		PHX
C0/AEE9:	C220    	REP #$20      (16 bit accum./memory)
C0/AEEB:	B90B16  	LDA $160B,Y
C0/AEEE:	29FF3F  	AND #$3FFF
C0/AEF1:	851E    	STA $1E
C0/AEF3:	4A      	LSR A
C0/AEF4:	8520    	STA $20
C0/AEF6:	4A      	LSR A
C0/AEF7:	8522    	STA $22
C0/AEF9:	4A      	LSR A
C0/AEFA:	8524    	STA $24
C0/AEFC:	7B      	TDC 
C0/AEFD:	E220    	SEP #$20      (8 bit accum./memory)
C0/AEFF:	B90C16  	LDA $160C,Y
C0/AF02:	29C0    	AND #$C0
C0/AF04:	F02D    	BEQ $AF33
C0/AF06:	C940    	CMP #$40
C0/AF08:	F01E    	BEQ $AF28
C0/AF0A:	C980    	CMP #$80
C0/AF0C:	F00D    	BEQ $AF1B
C0/AF0E:	C221    	REP #$21
C0/AF10:	A51E    	LDA $1E
C0/AF12:	6524    	ADC $24
C0/AF14:	851E    	STA $1E
C0/AF16:	7B      	TDC 
C0/AF17:	E220    	SEP #$20      (8 bit accum./memory)
C0/AF19:	8018    	BRA $AF33
C0/AF1B:	C221    	REP #$21
C0/AF1D:	A51E    	LDA $1E
C0/AF1F:	6520    	ADC $20
C0/AF21:	851E    	STA $1E
C0/AF23:	7B      	TDC 
C0/AF24:	E220    	SEP #$20      (8 bit accum./memory)
C0/AF26:	800B    	BRA $AF33
C0/AF28:	C221    	REP #$21
C0/AF2A:	A51E    	LDA $1E
C0/AF2C:	6522    	ADC $22
C0/AF2E:	851E    	STA $1E
C0/AF30:	7B      	TDC 
C0/AF31:	E220    	SEP #$20      (8 bit accum./memory)
C0/AF33:	A20F27  	LDX #$270F	  (Cap at 9999)
C0/AF36:	E41E    	CPX $1E
C0/AF38:	B002    	BCS $AF3C
C0/AF3A:	861E    	STX $1E
C0/AF3C:	FA      	PLX
C0/AF3D:	60      	RTS

C0/AF3E event #$8C : add/subtract MP from characters

C0/AF3E:	20AD9D  	JSR $9DAD	(Point Y at character XX's data struct)
C0/AF41:	C05002  	CPY #$0250	(Is Y > (37 * 16)? )
C0/AF44:	9003    	BCC $AF49	(Continue if it is)
C0/AF46:	4C90AF  	JMP $AF90	(Otherwise, jump to the exit)
C0/AF49:	20A3AF  	JSR $AFA3	(various, but it stores Max MP to $1E)
C0/AF4C:	A5EC    	LDA $EC	(Load the operation parameter)
C0/AF4E:	297F    	AND #$7F	(Zero out bit 7)
C0/AF50:	C97F    	CMP #$7F	(Compare it to #7F)
C0/AF52:	F032    	BEQ $AF86	(If it's equal, branch to maximize code)
C0/AF54:	0A      	ASL A		(Double it for a 2 byte data pointer value)
C0/AF55:	AA      	TAX		(Store the data pointer to X)
C0/AF56:	A5EC    	LDA $EC	(Load the operation parameter)
C0/AF58:	3017    	BMI $AF71	(If bit 7 set, branch to the subtraction code)
C0/AF5A:	C221    	REP #$21	(16 bit A/mem and clear carry for addition)
C0/AF5C:	B90D16  	LDA $160D,Y	(Load current MP)
C0/AF5F:	7F95AFC0	ADC $C0AF95,X	(Add data from table (unfortunately all 0's))
C0/AF63:	C51E    	CMP $1E	(Compare to Max MP)
C0/AF65:	9002    	BCC $AF69	(If it's less than Max, just store it as-is)
C0/AF67:	A51E    	LDA $1E	(Otherwise, load Max MP)
C0/AF69:	990D16  	STA $160D,Y	(And store to current MP)
C0/AF6C:	7B      	TDC 		(Clear A)
C0/AF6D:	E220    	SEP #$20    (8 bit A/mem)
C0/AF6F:	801F    	BRA $AF90	(Branch to exit)
C0/AF71:	C220    	REP #$20    (16 bit A/mem)
C0/AF73:	B90D16  	LDA $160D,Y	(Load current MP)
C0/AF76:	38      	SEC 		(Set carry for subtraction)
C0/AF77:	FF95AFC0	SBC $C0AF95,X	(Subtract data from table (unfortunately all 0's))
C0/AF7B:	1001    	BPL $AF7E	(If positive, keep it as-is)
C0/AF7D:	7B      	TDC 		(Otherwise, clear A to 0)
C0/AF7E:	990D16  	STA $160D,Y	(Store to current MP)
C0/AF81:	7B      	TDC 		(Clear A)
C0/AF82:	E220    	SEP #$20    (8 bit A/mem)
C0/AF84:	800A    	BRA $AF90	(Branch to the exit)
C0/AF86:	C220    	REP #$20    (16 bit A/mem)
C0/AF88:	A51E    	LDA $1E	(Load Max MP)
C0/AF8A:	990D16  	STA $160D,Y	(Store to current MP)
C0/AF8D:	7B      	TDC 		(Clear A)
C0/AF8E:	E220    	SEP #$20    (8 bit A/mem)
C0/AF90:	A903    	LDA #$03	(//advance the script pointer by 3 bytes...)
C0/AF92:	4C5C9B  	JMP $9B5C

C0/AF95 unknow

C0/AF95:	0000    
C0/AF97:	0000    
C0/AF99:	0000    
C0/AF9B:	0000    
C0/AF9D:	0000    
C0/AF9F:	0000    
C0/AFA1:	0000    

C0/AFA3 unknow

C0/AFA3:	DA      	PHX
C0/AFA4:	C220    	REP #$20      (16 bit accum./memory)
C0/AFA6:	B90F16  	LDA $160F,Y
C0/AFA9:	29FF3F  	AND #$3FFF
C0/AFAC:	851E    	STA $1E
C0/AFAE:	4A      	LSR A
C0/AFAF:	8520    	STA $20
C0/AFB1:	4A      	LSR A
C0/AFB2:	8522    	STA $22
C0/AFB4:	4A      	LSR A
C0/AFB5:	8524    	STA $24
C0/AFB7:	7B      	TDC 
C0/AFB8:	E220    	SEP #$20      (8 bit accum./memory)
C0/AFBA:	B91016  	LDA $1610,Y
C0/AFBD:	29C0    	AND #$C0
C0/AFBF:	F02C    	BEQ $AFED
C0/AFC1:	C940    	CMP #$40
C0/AFC3:	F01D    	BEQ $AFE2
C0/AFC5:	C980    	CMP #$80
C0/AFC7:	F00C    	BEQ $AFD5
C0/AFC9:	C221    	REP #$21
C0/AFCB:	A51E    	LDA $1E
C0/AFCD:	6524    	ADC $24
C0/AFCF:	851E    	STA $1E
C0/AFD1:	E220    	SEP #$20      (8 bit accum./memory)
C0/AFD3:	8018    	BRA $AFED
C0/AFD5:	C221    	REP #$21
C0/AFD7:	A51E    	LDA $1E
C0/AFD9:	6520    	ADC $20
C0/AFDB:	851E    	STA $1E
C0/AFDD:	7B      	TDC 
C0/AFDE:	E220    	SEP #$20      (8 bit accum./memory)
C0/AFE0:	800B    	BRA $AFED
C0/AFE2:	C221    	REP #$21
C0/AFE4:	A51E    	LDA $1E
C0/AFE6:	6522    	ADC $22
C0/AFE8:	851E    	STA $1E
C0/AFEA:	7B      	TDC 
C0/AFEB:	E220    	SEP #$20    (8 bit accum./memory)
C0/AFED:	A2E703  	LDX #$03E7	(Cap at 999)	 
C0/AFF0:	E41E    	CPX $1E
C0/AFF2:	B002    	BCS $AFF6
C0/AFF4:	861E    	STX $1E
C0/AFF6:	FA      	PLX
C0/AFF7:	60      	RTS

C0/AFF8 event #$8F : unlock all sword techs

C0/AFF8:	A9FF    	LDA #$FF	
C0/AFFA:	8DF71C  	STA $1CF7
C0/AFFD:	A901    	LDA #$01
C0/AFFF:	4C5C9B  	JMP $9B5C