Final Fantasy VI/ROM map/Assembly C39: Difference between revisions

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m (Xkeeper moved page Final Fantasy VI:ROM map/Assembly C39 to Final Fantasy VI/ROM map/Assembly C39: normalize subpages and titles)
 
(One intermediate revision by one other user not shown)
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{{subpage|game=Final Fantasy VI:ROM map}}
==C3/901F blank item name==  
==C3/901F blank item name==  
  Blanking the item name after it was removed
  Blanking the item name after it was removed

Latest revision as of 02:41, 24 January 2024

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

C3/901F blank item name

Blanking the item name after it was removed
C3/901F:	A00D00  	LDY #$000D      (item name length)
C3/9022:	A9FF    	LDA #$FF
C3/9024:	8D8021  	STA $2180
C3/9027:	88      	DEY
C3/9028:	D0FA    	BNE $9024
C3/902A:	9C8021  	STZ $2180      (end this string)
C3/902D:	60      	RTS

C3/902E data: window

C3/902E:	8B581C18

C3/9032 unknow

C3/9032:	209390  	JSR $9093
C3/9035:	201B91  	JSR $911B      (something to do with equipping...)
C3/9038:	A92C    	LDA #$2C
C3/903A:	8529    	STA $29        (set text color to blue)
C3/903C:	A2AEA2  	LDX #$A2AE
C3/903F:	A00400  	LDY #$0004
C3/9042:	20BA69  	JSR $69BA      ("Head," "Body")
C3/9045:	204E90  	JSR $904E
C3/9048:	206E0E  	JSR $0E6E
C3/904B:	4C0F9E  	JMP $9E0F

C3/904E unknow

C3/904E:	A920    	LDA #$20
C3/9050:	8529    	STA $29        (set text color to white)
C3/9052:	A2A6A2  	LDX #$A2A6
C3/9055:	A00800  	LDY #$0008
C3/9058:	20BA69  	JSR $69BA      ("EQUIP," "OPTIMUM," "RMOVE," "EMPTY")
C3/905B:	60      	RTS

C3/905C unknow

C3/905C:	A920    	LDA #$20
C3/905E:	8529    	STA $29        (set text color to white)
C3/9060:	A2B2A2  	LDX #$A2B2
C3/9063:	A00400  	LDY #$0004
C3/9066:	20BA69  	JSR $69BA      ("EQUIP," "REMOVE")
C3/9069:	60      	RTS

C3/906A unknow

C3/906A:	209390  	JSR $9093
C3/906D:	20F293  	JSR $93F2
C3/9070:	B92300  	LDA $0023,Y    (accessory slot 1)
C3/9073:	85B0    	STA $B0
C3/9075:	B92400  	LDA $0024,Y    (accessory slot 2)
C3/9078:	85B1    	STA $B1
C3/907A:	203191  	JSR $9131
C3/907D:	A92C    	LDA #$2C
C3/907F:	8529    	STA $29        (set text color to blue)
C3/9081:	A2B6A2  	LDX #$A2B6
C3/9084:	A00400  	LDY #$0004
C3/9087:	20BA69  	JSR $69BA      ("Relic," "Relic")
C3/908A:	205C90  	JSR $905C
C3/908D:	20ABA6  	JSR $A6AB
C3/9090:	4C6E0E  	JMP $0E6E

C3/9093 unknow

C3/9093:	201091  	JSR $9110
C3/9096:	C220    	REP #$20      	(16 bit memory/accum.)
C3/9098:	A90001  	LDA #$0100
C3/909B:	8FD09B7E	STA $7E9BD0
C3/909F:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/90A1:	A901    	LDA #$01
C3/90A3:	8D0721  	STA $2107
C3/90A6:	A942    	LDA #$42
C3/90A8:	8D0921  	STA $2109
C3/90AB:	200C96  	JSR $960C
C3/90AE:	20286A  	JSR $6A28
C3/90B1:	202D6A  	JSR $6A2D
C3/90B4:	A07F94  	LDY #$947F
C3/90B7:	204103  	JSR $0341      (draw window that holds stats, before you select Equip, Remove, or Empty)
C3/90BA:	A08394  	LDY #$9483
C3/90BD:	204103  	JSR $0341      (draw window that holds current equipment, before you select Equip, Remove, or Empty)
C3/90C0:	A08794  	LDY #$9487
C3/90C3:	204103  	JSR $0341      (draw window that holds Equip, Optimum, Remove, and Empty)
C3/90C6:	A08B94  	LDY #$948B
C3/90C9:	204103  	JSR $0341      (draw window that holds stats, after you select Equip, Remove, or Empty)
C3/90CC:	A08F94  	LDY #$948F
C3/90CF:	204103  	JSR $0341      (draw window that holds current equipment, after you select Equip, Remove, or Empty)
C3/90D2:	A09394  	LDY #$9493
C3/90D5:	204103  	JSR $0341      (draw window that holds equipment option, after you select Equip, Remove, or Empty)
C3/90D8:	20520E  	JSR $0E52
C3/90DB:	20156A  	JSR $6A15
C3/90DE:	20196A  	JSR $6A19
C3/90E1:	20280E  	JSR $0E28
C3/90E4:	20360E  	JSR $0E36
C3/90E7:	203C6A  	JSR $6A3C
C3/90EA:	20416A  	JSR $6A41
C3/90ED:	20E593  	JSR $93E5      (display character name in equip screen)
C3/90F0:	20B261  	JSR $61B2
C3/90F3:	A92C    	LDA #$2C
C3/90F5:	8529    	STA $29        (set text color to blue)
C3/90F7:	A24DA3  	LDX #$A34D
C3/90FA:	A01C00  	LDY #$001C
C3/90FD:	20BA69  	JSR $69BA      (display strings for equip screen)
C3/9100:	A92C    	LDA #$2C
C3/9102:	8529    	STA $29        (set text color to blue)
C3/9104:	A269A3  	LDX #$A369
C3/9107:	A00800  	LDY #$0008
C3/910A:	20BA69  	JSR $69BA      (display strings for equip screen)
C3/910D:	4C6E0E  	JMP $0E6E

C3/9110 unknow

C3/9110:	7B      	TDC
C3/9111:	A528    	LDA $28
C3/9113:	AA      	TAX
C3/9114:	B569    	LDA $69,X
C3/9116:	220600C2	JSL $C20006     ("Equipment check function," enforces stat caps, etc)
C3/911A:	60      	RTS

C3/911B unknow

C3/911B:	207599  	JSR $9975
C3/911E:	A920    	LDA #$20
C3/9120:	8529    	STA $29       (set text color to white)
C3/9122:	203E91  	JSR $913E
C3/9125:	202D92  	JSR $922D
C3/9128:	20FC93  	JSR $93FC
C3/912B:	203594  	JSR $9435
C3/912E:	4C4394  	JMP $9443

C3/9131 unknow

C3/9131:	A920    	LDA #$20
C3/9133:	8529    	STA $29       (set text color to white)
C3/9135:	203E91  	JSR $913E
C3/9138:	205194  	JSR $9451
C3/913B:	4C5F94  	JMP $945F

C3/913E unknow

C3/913E:	201091  	JSR $9110
C3/9141:	20F293  	JSR $93F2
C3/9144:	20E899  	JSR $99E8
C3/9147:	200792  	JSR $9207
C3/914A:	8B      	PHB
C3/914B:	A97E    	LDA #$7E
C3/914D:	48      	PHA
C3/914E:	AB      	PLB
C3/914F:	20C491  	JSR $91C4
C3/9152:	AD0630  	LDA $3006
C3/9155:	20E004  	JSR $04E0
C3/9158:	A2B77C  	LDX #$7CB7     (position of the current "Vigor" stat in the equip screen)
C3/915B:	20C004  	JSR $04C0
C3/915E:	AD0430  	LDA $3004
C3/9161:	20E004  	JSR $04E0
C3/9164:	A2377D  	LDX #$7D37     (position of the current "Speed" stat in the equip screen)
C3/9167:	20C004  	JSR $04C0
C3/916A:	AD0230  	LDA $3002
C3/916D:	20E004  	JSR $04E0
C3/9170:	A2B77D  	LDX #$7DB7     (position of the current "Stamina" stat in the equip screen)
C3/9173:	20C004  	JSR $04C0
C3/9176:	AD0030  	LDA $3000
C3/9179:	20E004  	JSR $04E0
C3/917C:	A2377E  	LDX #$7E37     (position of the current "Magic" stat in the equip screen)
C3/917F:	20C004  	JSR $04C0
C3/9182:	20AB93  	JSR $93AB
C3/9185:	A6F1    	LDX $F1
C3/9187:	86F3    	STX $F3
C3/9189:	202E05  	JSR $052E
C3/918C:	A2B77E  	LDX #$7EB7     (position of the current "Battle power" stat in the equip screen)
C3/918F:	208604  	JSR $0486
C3/9192:	AD1A30  	LDA $301A
C3/9195:	20E004  	JSR $04E0
C3/9198:	A2377F  	LDX #$7F37     (position of the current "Defense" stat in the equip screen)
C3/919B:	20C004  	JSR $04C0
C3/919E:	AD0830  	LDA $3008
C3/91A1:	20E004  	JSR $04E0
C3/91A4:	A2B77F  	LDX #$7FB7     (position of the current "Evade" stat in the equip screen)
C3/91A7:	20C004  	JSR $04C0
C3/91AA:	AD1B30  	LDA $301B
C3/91AD:	20E004  	JSR $04E0
C3/91B0:	A23780  	LDX #$8037     (position of the current "Magic defense" stat in the equip screen)
C3/91B3:	20C004  	JSR $04C0
C3/91B6:	AD0A30  	LDA $300A
C3/91B9:	20E004  	JSR $04E0
C3/91BC:	A2B780  	LDX #$80B7     (position of the current "Magic evade" stat in the equip screen)
C3/91BF:	20C004  	JSR $04C0
C3/91C2:	AB      	PLB
C3/91C3:	60      	RTS

C3/91C4 unknow

C3/91C4:	20F293  	JSR $93F2
C3/91C7:	AF32307E	LDA $7E3032
C3/91CB:	20EC91  	JSR $91EC
C3/91CE:	AD3430  	LDA $3034
C3/91D1:	2901    	AND #$01
C3/91D3:	D007    	BNE $91DC
C3/91D5:	B91500  	LDA $0015,Y    (status byte 4)
C3/91D8:	2901    	AND #$01       (rage set?)
C3/91DA:	F00F    	BEQ $91EB      (branch if not)
C3/91DC:	AD3430  	LDA $3034
C3/91DF:	18      	CLC
C3/91E0:	2901    	AND #$01
C3/91E2:	85E0    	STA $E0
C3/91E4:	6A      	ROR A
C3/91E5:	6A      	ROR A
C3/91E6:	05E0    	ORA $E0
C3/91E8:	991500  	STA $0015,Y    (save new status byte 4)
C3/91EB:	60      	RTS

C3/91EC unknow

C3/91EC:	2925    	AND #$25
C3/91EE:	49FF    	EOR #$FF       (flip all bits)
C3/91F0:	85E1    	STA $E1
C3/91F2:	B91400  	LDA $0014,Y    (Statuses)
C3/91F5:	25E1    	AND $E1
C3/91F7:	991400  	STA $0014,Y    (Statuses)
C3/91FA:	60      	RTS

C3/91FB unknow

C3/91FB:	18      	CLC
C3/91FC:	2901    	AND #$01
C3/91FE:	6A      	ROR A
C3/91FF:	6A      	ROR A
C3/9200:	191500  	ORA $0015,Y		(Statuses)
C3/9203:	991500  	STA $0015,Y		(Statuses)
C3/9206:	60      	RTS

C3/9207 unknow

C3/9207:	A600    	LDX $00
C3/9209:	C220    	REP #$20      	(16 bit memory/accum.)
C3/920B:	BDA011  	LDA $11A0,X
C3/920E:	9F00307E	STA $7E3000,X
C3/9212:	E8      	INX
C3/9213:	E8      	INX
C3/9214:	BDA011  	LDA $11A0,X
C3/9217:	9F00307E	STA $7E3000,X
C3/921B:	E8      	INX
C3/921C:	E8      	INX
C3/921D:	E04000  	CPX #$0040
C3/9220:	D0E9    	BNE $920B
C3/9222:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/9224:	A5A1    	LDA $A1
C3/9226:	85A0    	STA $A0
C3/9228:	A5CD    	LDA $CD
C3/922A:	85CE    	STA $CE
C3/922C:	60      	RTS
C3/922D:	60      	RTS

C3/922E unknow

C3/922E:	A92C    	LDA #$2C
C3/9230:	8529    	STA $29
C3/9232:	60      	RTS

C3/9233 unknow

C3/9233:	AF899D7E	LDA $7E9D89
C3/9237:	F005    	BEQ $923E
C3/9239:	20429A  	JSR $9A42
C3/923C:	B003    	BCS $9241
C3/923E:	4C879C  	JMP $9C87

C3/9241 unknow

C3/9241:	20F293  	JSR $93F2
C3/9244:	A525    	LDA $25
C3/9246:	C902    	CMP #$02
C3/9248:	F004    	BEQ $924E
C3/924A:	C8      	INY
C3/924B:	C8      	INY
C3/924C:	C8      	INY
C3/924D:	C8      	INY
C3/924E:	C221    	REP #$21        (16 bit accumulator, clear carry)
C3/9250:	98      	TYA 
C3/9251:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/9253:	655F    	ADC $5F
C3/9255:	A8      	TAY
C3/9256:	7B      	TDC
C3/9257:	A54B    	LDA $4B
C3/9259:	AA      	TAX
C3/925A:	BF8A9D7E	LDA $7E9D8A,X
C3/925E:	AA      	TAX
C3/925F:	B91F00  	LDA $001F,Y
C3/9262:	8564    	STA $64
C3/9264:	BD6918  	LDA $1869,X 	(Items currently in inventory)
C3/9267:	991F00  	STA $001F,Y
C3/926A:	5A      	PHY
C3/926B:	201091  	JSR $9110
C3/926E:	20F293  	JSR $93F2
C3/9271:	20E899  	JSR $99E8
C3/9274:	202093  	JSR $9320
C3/9277:	ADA611  	LDA $11A6
C3/927A:	20E004  	JSR $04E0
C3/927D:	A2BF7C  	LDX #$7CBF     (position of the modified "Vigor" stat in the equip screen)
C3/9280:	AF40307E	LDA $7E3040
C3/9284:	8529    	STA $29
C3/9286:	20C004  	JSR $04C0
C3/9289:	ADA411  	LDA $11A4
C3/928C:	20E004  	JSR $04E0
C3/928F:	A23F7D  	LDX #$7D3F     (position of the modified "Speed" stat in the equip screen)
C3/9292:	AF41307E	LDA $7E3041
C3/9296:	8529    	STA $29
C3/9298:	20C004  	JSR $04C0
C3/929B:	ADA211  	LDA $11A2
C3/929E:	20E004  	JSR $04E0
C3/92A1:	A2BF7D  	LDX #$7DBF     (position of the modified "Stamina" stat in the equip screen)
C3/92A4:	AF42307E	LDA $7E3042
C3/92A8:	8529    	STA $29
C3/92AA:	20C004  	JSR $04C0
C3/92AD:	ADA011  	LDA $11A0
C3/92B0:	20E004  	JSR $04E0
C3/92B3:	A23F7E  	LDX #$7E3F     (position of the modified "Magic" stat in the equip screen)
C3/92B6:	AF43307E	LDA $7E3043
C3/92BA:	8529    	STA $29
C3/92BC:	20C004  	JSR $04C0
C3/92BF:	207193  	JSR $9371
C3/92C2:	202E05  	JSR $052E
C3/92C5:	A2BF7E  	LDX #$7EBF     (position of the modified "Battle power" stat in the equip screen)
C3/92C8:	AF48307E	LDA $7E3048
C3/92CC:	8529    	STA $29
C3/92CE:	208604  	JSR $0486
C3/92D1:	ADBA11  	LDA $11BA
C3/92D4:	20E004  	JSR $04E0
C3/92D7:	A23F7F  	LDX #$7F3F     (position of the modified "Defense" stat in the equip screen)
C3/92DA:	AF44307E	LDA $7E3044
C3/92DE:	8529    	STA $29
C3/92E0:	20C004  	JSR $04C0
C3/92E3:	ADA811  	LDA $11A8
C3/92E6:	20E004  	JSR $04E0
C3/92E9:	A2BF7F  	LDX #$7FBF     (position of the modified "Evade" stat in the equip screen)
C3/92EC:	AF45307E	LDA $7E3045
C3/92F0:	8529    	STA $29
C3/92F2:	20C004  	JSR $04C0
C3/92F5:	ADBB11  	LDA $11BB
C3/92F8:	20E004  	JSR $04E0
C3/92FB:	A23F80  	LDX #$803F     (position of the modified "Magic defense" stat in the equip screen)
C3/92FE:	AF46307E	LDA $7E3046
C3/9302:	8529    	STA $29
C3/9304:	20C004  	JSR $04C0
C3/9307:	ADAA11  	LDA $11AA
C3/930A:	20E004  	JSR $04E0
C3/930D:	A2BF80  	LDX #$80BF     (position of the modified "Magic evade" stat in the equip screen)
C3/9310:	AF47307E	LDA $7E3047
C3/9314:	8529    	STA $29
C3/9316:	20C004  	JSR $04C0
C3/9319:	7A      	PLY
C3/931A:	A564    	LDA $64
C3/931C:	991F00  	STA $001F,Y
C3/931F:	60      	RTS

C3/9320 unknow

C3/9320:	8B      	PHB
C3/9321:	A97E    	LDA #$7E
C3/9323:	48      	PHA
C3/9324:	AB      	PLB
C3/9325:	7B      	TDC
C3/9326:	AA      	TAX
C3/9327:	BF6993C3	LDA $C39369,X
C3/932B:	DA      	PHX
C3/932C:	AA      	TAX
C3/932D:	BFA01100	LDA $0011A0,X  (no need for long mode here)
C3/9331:	DD0030  	CMP $3000,X
C3/9334:	F006    	BEQ $933C
C3/9336:	9008    	BCC $9340
C3/9338:	A928    	LDA #$28
C3/933A:	8006    	BRA $9342
C3/933C:	A920    	LDA #$20
C3/933E:	8002    	BRA $9342
C3/9340:	A924    	LDA #$24
C3/9342:	FA      	PLX
C3/9343:	9D4030  	STA $3040,X
C3/9346:	E8      	INX
C3/9347:	E00800  	CPX #$0008
C3/934A:	D0DB    	BNE $9327
C3/934C:	207193  	JSR $9371
C3/934F:	20AB93  	JSR $93AB
C3/9352:	A4F3    	LDY $F3
C3/9354:	C4F1    	CPY $F1
C3/9356:	F006    	BEQ $935E
C3/9358:	9008    	BCC $9362
C3/935A:	A928    	LDA #$28
C3/935C:	8006    	BRA $9364
C3/935E:	A920    	LDA #$20
C3/9360:	8002    	BRA $9364
C3/9362:	A924    	LDA #$24
C3/9364:	8D4830  	STA $3048
C3/9367:	AB      	PLB
C3/9368:	60      	RTS

C3/9369 data

C3/9369:	06
C3/936A:	04
C3/936B:	02
C3/936C:	00
C3/936D:	1A
C3/936E:	08
C3/936F:	1B
C3/9370:	0A

C3/9371 unknow

C3/9371:	A5A1    	LDA $A1
C3/9373:	F016    	BEQ $938B
C3/9375:	AFAC1100	LDA $0011AC
C3/9379:	F006    	BEQ $9381
C3/937B:	8FAD1100	STA $0011AD
C3/937F:	8019    	BRA $939A
C3/9381:	AFAD1100	LDA $0011AD
C3/9385:	8FAC1100	STA $0011AC
C3/9389:	800F    	BRA $939A
C3/938B:	A5CD    	LDA $CD
C3/938D:	D00B    	BNE $939A
C3/938F:	AFAC1100	LDA $0011AC
C3/9393:	F005    	BEQ $939A
C3/9395:	7B      	TDC
C3/9396:	8FAD1100	STA $0011AD
C3/939A:	AFAC1100	LDA $0011AC
C3/939E:	18      	CLC
C3/939F:	6FAD1100	ADC $0011AD
C3/93A3:	85F3    	STA $F3
C3/93A5:	7B      	TDC
C3/93A6:	6900    	ADC #$00
C3/93A8:	85F4    	STA $F4
C3/93AA:	60      	RTS

C3/93AB unknow

C3/93AB:	A5A0    	LDA $A0
C3/93AD:	F016    	BEQ $93C5
C3/93AF:	AF0C307E	LDA $7E300C
C3/93B3:	F006    	BEQ $93BB
C3/93B5:	8F0D307E	STA $7E300D
C3/93B9:	8019    	BRA $93D4
C3/93BB:	AF0D307E	LDA $7E300D
C3/93BF:	8F0C307E	STA $7E300C
C3/93C3:	800F    	BRA $93D4
C3/93C5:	A5CE    	LDA $CE
C3/93C7:	D00B    	BNE $93D4
C3/93C9:	AF0C307E	LDA $7E300C
C3/93CD:	F005    	BEQ $93D4
C3/93CF:	7B      	TDC
C3/93D0:	8F0D307E	STA $7E300D
C3/93D4:	AF0C307E	LDA $7E300C
C3/93D8:	18      	CLC
C3/93D9:	6F0D307E	ADC $7E300D
C3/93DD:	85F1    	STA $F1
C3/93DF:	7B      	TDC
C3/93E0:	6900    	ADC #$00
C3/93E2:	85F2    	STA $F2
C3/93E4:	60      	RTS

C3/93E5 unknow

C3/93E5:	20F293  	JSR $93F2
C3/93E8:	A920    	LDA #$20
C3/93EA:	8529    	STA $29        (set text color to white)
C3/93EC:	A0B77B  	LDY #$7BB7     (position of character name in equip screen)
C3/93EF:	4CCF34  	JMP $34CF

C3/93F2 unknow

C3/93F2:	7B      	TDC
C3/93F3:	A528    	LDA $28
C3/93F5:	0A      	ASL A
C3/93F6:	AA      	TAX
C3/93F7:	B46D    	LDY $6D,X
C3/93F9:	8467    	STY $67
C3/93FB:	60      	RTS

C3/93FC unknow

C3/93FC:	201D94  	JSR $941D
C3/93FF:	A21B7A  	LDX #$7A1B     (position of the R-hand slot)
C3/9402:	206D94  	JSR $946D
C3/9405:	B91F00  	LDA $001F,Y
C3/9408:	20E18F  	JSR $8FE1
C3/940B:	20D97F  	JSR $7FD9
C3/940E:	201D94  	JSR $941D
C3/9411:	A29B7A  	LDX #$7A9B     (position of the L-hand slot)
C3/9414:	206D94  	JSR $946D
C3/9417:	B92000  	LDA $0020,Y
C3/941A:	4C7994  	JMP $9479

C3/941D unknow

C3/941D:	20F293  	JSR $93F2
C3/9420:	B91F00  	LDA $001F,Y
C3/9423:	C9FF    	CMP #$FF       (if nothing is equipped, insert "Empty"?)
C3/9425:	D00B    	BNE $9432
C3/9427:	B92000  	LDA $0020,Y
C3/942A:	C9FF    	CMP #$FF       (if nothing is equipped, insert "Empty"?)
C3/942C:	D004    	BNE $9432
C3/942E:	85E0    	STA $E0
C3/9430:	8002    	BRA $9434
C3/9432:	64E0    	STZ $E0
C3/9434:	60      	RTS

C3/9435 unknow

C3/9435:	A21B7B  	LDX #$7B1B     (position of helmet slot)
C3/9438:	206D94  	JSR $946D
C3/943B:	64E0    	STZ $E0
C3/943D:	B92100  	LDA $0021,Y
C3/9440:	4C7994  	JMP $9479

C3/9443 unknow

C3/9443:	A29B7B  	LDX #$7B9B     (position of armor slot)
C3/9446:	206D94  	JSR $946D
C3/9449:	64E0    	STZ $E0
C3/944B:	B92200  	LDA $0022,Y
C3/944E:	4C7994  	JMP $9479

C3/9451 unknow

C3/9451:	A21B7B  	LDX #$7B1B     (accessory, slot 1)
C3/9454:	206D94  	JSR $946D
C3/9457:	64E0    	STZ $E0
C3/9459:	B92300  	LDA $0023,Y
C3/945C:	4C7994  	JMP $9479

C3/945F unknow

C3/945F:	A29B7B  	LDX #$7B9B     (accessory, slot 2)
C3/9462:	206D94  	JSR $946D
C3/9465:	64E0    	STZ $E0
C3/9467:	B92400  	LDA $0024,Y
C3/946A:	4C7994  	JMP $9479

C3/946D unknow

C3/946D:	C220    	REP #$20      	(16 bit memory/accum.)
C3/946F:	8A      	TXA
C3/9470:	8F899E7E	STA $7E9E89
C3/9474:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/9476:	4CF293  	JMP $93F2

C3/9479 unknow

C3/9479:	20E18F  	JSR $8FE1
C3/947C:	4CD97F  	JMP $7FD9

C3/947F data: windows

C3/947F:	4B5B1C0D	(window that holds stats, before you select Equip, Remove, or Empty)
C3/9483:	0B591C07	(window that holds current equipment, before you select Equip, Remove, or Empty)
C3/9487:	8B581C02	(window that holds Equip, Optimum, Remove, and Empty)
C3/948B:	4B631C0D	(window that holds stats, after you select Equip, Remove, or Empty)
C3/948F:	0B611C07	(window that holds current equipment, after you select Equip, Remove, or Empty)
C3/9493:	B7600602	(window that holds selected equipment option, after you select Equip, Remove, or Empty)

C3/9497 unknow

C3/9497:	A902    	LDA #$02       (from C3/1C35, C3/AA14)
C3/9499:	8D5043  	STA $4350
C3/949C:	A90E    	LDA #$0E
C3/949E:	8D5143  	STA $4351      (register address becomes $210E)
C3/94A1:	A0D895  	LDY #$95D8
C3/94A4:	8C5243  	STY $4352      (set address)
C3/94A7:	A9C3    	LDA #$C3
C3/94A9:	8D5443  	STA $4354      (set bank, C3/95D8)
C3/94AC:	A9C3    	LDA #$C3
C3/94AE:	8D5743  	STA $4357
C3/94B1:	A920    	LDA #$20
C3/94B3:	0443    	TSB $43        (eventually enable channel 5 of HDMA)
C3/94B5:	60      	RTS

C3/94B6 unknow

C3/94B6:	A902    	LDA #$02       (from C3/1BCB, C3/9E63)
C3/94B8:	8D5043  	STA $4350
C3/94BB:	A912    	LDA #$12
C3/94BD:	8D5143  	STA $4351      (register address becomes $2112)
C3/94C0:	A0D895  	LDY #$95D8
C3/94C3:	8C5243  	STY $4352      (set address)
C3/94C6:	A9C3    	LDA #$C3
C3/94C8:	8D5443  	STA $4354      (set bank, C3/95D8)
C3/94CB:	A9C3    	LDA #$C3
C3/94CD:	8D5743  	STA $4357
C3/94D0:	A920    	LDA #$20
C3/94D2:	0443    	TSB $43        (eventually enable channel 5 of HDMA)
C3/94D4:	202095  	JSR $9520
C3/94D7:	A600    	LDX $00
C3/94D9:	BF6495C3	LDA $C39564,X
C3/94DD:	9FC99B7E	STA $7E9BC9,X
C3/94E1:	E8      	INX
C3/94E2:	E00D00  	CPX #$000D
C3/94E5:	D0F2    	BNE $94D9
C3/94E7:	A902    	LDA #$02
C3/94E9:	8D6043  	STA $4360
C3/94EC:	A90D    	LDA #$0D
C3/94EE:	8D6143  	STA $4361      (register address becomes $210D)
C3/94F1:	A0C99B  	LDY #$9BC9
C3/94F4:	8C6243  	STY $4362      (set address)
C3/94F7:	A97E    	LDA #$7E
C3/94F9:	8D6443  	STA $4364      (set bank, 7E/9BC9)
C3/94FC:	A97E    	LDA #$7E
C3/94FE:	8D6743  	STA $4367
C3/9501:	A902    	LDA #$02
C3/9503:	8D7043  	STA $4370
C3/9506:	A90E    	LDA #$0E
C3/9508:	8D7143  	STA $4371      (register address becomes $210E)
C3/950B:	A04998  	LDY #$9849
C3/950E:	8C7243  	STY $4372      (set address)
C3/9511:	A97E    	LDA #$7E
C3/9513:	8D7443  	STA $4374      (set bank, 7E/9849)
C3/9516:	A97E    	LDA #$7E
C3/9518:	8D7743  	STA $4377
C3/951B:	A9C0    	LDA #$C0
C3/951D:	0443    	TSB $43        (eventually enable channels 6 and 7 of HDMA)
C3/951F:	60      	RTS

C3/9520 unknow

C3/9520:	A600    	LDX $00
C3/9522:	BF7195C3	LDA $C39571,X
C3/9526:	9F49987E	STA $7E9849,X
C3/952A:	E8      	INX
C3/952B:	E01200  	CPX #$0012
C3/952E:	D0F2    	BNE $9522
C3/9530:	BF7195C3	LDA $C39571,X
C3/9534:	9F49987E	STA $7E9849,X
C3/9538:	E8      	INX
C3/9539:	7B      	TDC
C3/953A:	A549    	LDA $49
C3/953C:	0A      	ASL A
C3/953D:	0A      	ASL A
C3/953E:	0A      	ASL A
C3/953F:	0A      	ASL A
C3/9540:	29FF    	AND #$FF
C3/9542:	C221    	REP #$21
C3/9544:	7F7195C3	ADC $C39571,X
C3/9548:	9F49987E	STA $7E9849,X
C3/954C:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/954E:	E8      	INX
C3/954F:	E8      	INX
C3/9550:	E06300  	CPX #$0063
C3/9553:	D0DB    	BNE $9530
C3/9555:	BF7195C3	LDA $C39571,X
C3/9559:	9F49987E	STA $7E9849,X
C3/955D:	E8      	INX
C3/955E:	E06700  	CPX #$0067
C3/9561:	D0F2    	BNE $9555
C3/9563:	60      	RTS

C3/9564 unknow

C3/9564:	2700    	AND [$00]
C3/9566:	013C    	ORA ($3C,X)
C3/9568:	0001    	BRK #$01
C3/956A:	6C0000  	JMP ($0000)
C3/956D:	1E0001  	ASL $0100,X
C3/9570:	003F    	BRK #$3F
C3/9572:	0000    	BRK #$00
C3/9574:	0C0400  	TSB $0004
C3/9577:	0C0800  	TSB $0008
C3/957A:	0A      	ASL A
C3/957B:	0C0001  	TSB $0100
C3/957E:	0C0001  	TSB $0100
C3/9581:	0C0004  	TSB $0400
C3/9584:	A0FF04  	LDY #$04FF
C3/9587:	A0FF04  	LDY #$04FF
C3/958A:	A0FF04  	LDY #$04FF
C3/958D:	A4FF    	LDY $FF
C3/958F:	04A4    	TSB $A4
C3/9591:	FF04A4FF	SBC $FFA404,X
C3/9595:	04A8    	TSB $A8
C3/9597:	FF04A8FF	SBC $FFA804,X
C3/959B:	04A8    	TSB $A8
C3/959D:	FF04ACFF	SBC $FFAC04,X
C3/95A1:	04AC    	TSB $AC
C3/95A3:	FF04ACFF	SBC $FFAC04,X
C3/95A7:	04B0    	TSB $B0
C3/95A9:	FF04B0FF	SBC $FFB004,X
C3/95AD:	04B0    	TSB $B0
C3/95AF:	FF04B4FF	SBC $FFB404,X
C3/95B3:	04B4    	TSB $B4
C3/95B5:	FF04B4FF	SBC $FFB404,X
C3/95B9:	04B8    	TSB $B8
C3/95BB:	FF04B8FF	SBC $FFB804,X
C3/95BF:	04B8    	TSB $B8
C3/95C1:	FF04BCFF	SBC $FFBC04,X
C3/95C5:	04BC    	TSB $BC
C3/95C7:	FF04BCFF	SBC $FFBC04,X
C3/95CB:	04C0    	TSB $C0
C3/95CD:	FF04C0FF	SBC $FFC004,X
C3/95D1:	04C0    	TSB $C0
C3/95D3:	FF1E1000	SBC $00101E,X
C3/95D7:	00

C3/95D8 data: hdma transfer table

C3/95D8:	0F0000
C3/95DB:	0C0400
C3/95DE:	0C0800
C3/95E1:	0C0C00
C3/95E4:	0C1000
C3/95E7:	0C1400
C3/95EA:	0C1800
C3/95ED:	0C1C00
C3/95F0:	0C2000
C3/95F3:	0C2400
C3/95F6:	0C2800
C3/95F9:	0C2C00
C3/95FC:	0C3000
C3/95FF:	0C3400
C3/9602:	0C3800
C3/9605:	0C3C00
C3/9608:	0C4000
C3/960B:	00      	(end)

C3/960c unknow

C3/960C:	205D96		JSR $965D
C3/960F:	A400  		LDY $00
C3/9611:	8439    	STY $39
C3/9613:	60		RTS

C3/9614 unknow

C3/9614:	205D96 	 	JSR $965D
C3/9617:	A00001  	LDY #$0001
C3/961A:	8439    	STY $39
C3/961C:	A92C    	LDA #$2C
C3/961E:	8529    	STA $29
C3/9620:	60      	RTS

C3/9621 sustain equipment menu

DP $26 is #$36 - sustain the equipment menu
C3/9621:	200C96  	JSR $960C
C3/9624:	204E90  	JSR $904E
C3/9627:	20568E  	JSR $8E56
C3/962A:	A508    	LDA $08
C3/962C:	8980    	BIT #$80       (is A being pressed?)
C3/962E:	F005    	BEQ $9635      (branch if not)
C3/9630:	20B20E  	JSR $0EB2      (makes the click sound)
C3/9633:	802F    	BRA $9664
C3/9635:	A509    	LDA $09
C3/9637:	8980    	BIT #$80       (is B being pressed?)
C3/9639:	F00D    	BEQ $9648      (branch if not)
C3/963B:	20A90E  	JSR $0EA9
C3/963E:	201091  	JSR $9110
C3/9641:	A904    	LDA #$04
C3/9643:	8527    	STA $27
C3/9645:	6426    	STZ $26
C3/9647:	60      	RTS
 
C3/9648:	A935    	LDA #$35
C3/964A:	85E0    	STA $E0
C3/964C:	4C2220  	JMP $2022

C3/964F:	A009A3  	LDY #$A309
C3/9652:	20F902  	JSR $02F9      ("EQUIP")
C3/9655:	60      	RTS
 
C3/9656:	A011A3  	LDY #$A311
C3/9659:	20F902  	JSR $02F9      ("REMOVE")
C3/965C:	60      	RTS
 
C3/965D:	A0EAA2  	LDY #$A2EA
C3/9660:	20F902  	JSR $02F9      ("                            ")
C3/9663:	60      	RTS

C3/9664 code and jump table

C3/9664:	7B      	TDC
C3/9665:	A54B    	LDA $4B
C3/9667:	0A      	ASL A
C3/9668:	AA      	TAX
C3/9669:	7C6C96  	JMP ($966C,X)

Appear to be pointers for the Equip screen (Equip, Optimum, Remove, Empty, and it's also a total guess)
C3/966C:	7496    	
C3/966E:	8596    
C3/9670:	8E96  
C3/9672:	9F96

C3/9674 unknow

C3/9674:	201496          JSR $9614
C3/9677:	204F96  	JSR $964F
C3/967A:	206C8E  	JSR $8E6C
C3/967D:	20758E  	JSR $8E75
C3/9680:	A955    	LDA #$55
C3/9682:	8526    	STA $26
C3/9684:	60      	RTS

C3/9685 unknow

C3/9685:	20F096  	JSR $96F0      (Optimum command - fully equips standard equipment)
C3/9688:	201B91  	JSR $911B
C3/968B:	644D    	STZ $4D
C3/968D:	60      	RTS

C3/968E unknow

C3/968E:	201496  	JSR $9614
C3/9691:	205696  	JSR $9656
C3/9694:	206C8E  	JSR $8E6C
C3/9697:	20758E  	JSR $8E75
C3/969A:	A956    	LDA #$56
C3/969C:	8526    	STA $26
C3/969E:	60      	RTS

C3/969F unknow

C3/969F:	20A896  	JSR $96A8      (Empty command - Removes standard equipment)
C3/96A2:	201B91  	JSR $911B
C3/96A5:	644D    	STZ $4D
C3/96A7:	60      	RTS

C3/96A8 empty command of equip screen

C3/96A8:	20F293  	JSR $93F2
C3/96AB:	B91F00  	LDA $001F,Y
C3/96AE:	205E9D  	JSR $9D5E      (Put item into inventory)
C3/96B1:	B92000  	LDA $0020,Y
C3/96B4:	205E9D  	JSR $9D5E      (Put item into inventory)
C3/96B7:	B92100  	LDA $0021,Y
C3/96BA:	205E9D  	JSR $9D5E      (Put item into inventory)
C3/96BD:	B92200  	LDA $0022,Y
C3/96C0:	205E9D  	JSR $9D5E      (Put item into inventory)
C3/96C3:	A9FF    	LDA #$FF
C3/96C5:	991F00  	STA $001F,Y
C3/96C8:	992000  	STA $0020,Y
C3/96CB:	992100  	STA $0021,Y
C3/96CE:	992200  	STA $0022,Y
C3/96D1:	60      	RTS

C3/96D2 unknow

Starts in C0/C6BC (which is called by event command $9C), which jumps to C3/0015, then here
C3/96D2:	201569  	JSR $6915
C3/96D5:	7B      	TDC
C3/96D6:	AA      	TAX
C3/96D7:	AD0102  	LDA $0201      (load character to equip)
C3/96DA:	D569    	CMP $69,X      (compare it with current party member)
C3/96DC:	F008    	BEQ $96E6      (branch if character is in the party)
C3/96DE:	E8      	INX
C3/96DF:	E00400  	CPX #$0004     (member wasn't in party, increment...)
C3/96E2:	D0F6    	BNE $96DA      (...and try again)
C3/96E4:	80FE    	BRA $96E4      (if the character isn't in the party, the game will freeze right here)
C3/96E6:	8A      	TXA
C3/96E7:	8528    	STA $28
C3/96E9:	201091  	JSR $9110      (Checks equipment by jumping to C2/0E77, there is no need to call this here)
C3/96EC:	20F096  	JSR $96F0      (Optimum command - fully equips standard equipment)
C3/96EF:	6B      	RTL

C3/96F0 optimum command

C3/96F0:	201091  	JSR $9110      (Checks equipment by jumping to C2/0E77)
C3/96F3:	20A896  	JSR $96A8      (Empty command - Removes standard equipment)
C3/96F6:	20F293  	JSR $93F2      (get character index)
C3/96F9:	84F3    	STY $F3        (store character index)
C3/96FB:	ADD811  	LDA $11D8
C3/96FE:	2908    	AND #$08       (Check "attack with 2 hands" bit)
C3/9700:	F018    	BEQ $971A      (if not set, do one weapon)
C3/9702:	644B    	STZ $4B
C3/9704:	20599B  	JSR $9B59      (Get item's type and stats)
C3/9707:	209597  	JSR $9795      (Check for equippable characters)
C3/970A:	2050A1  	JSR $A150      (Get the battle power/defensive power)
C3/970D:	203F98  	JSR $983F      (Check for excluded items)
C3/9710:	A4F3    	LDY $F3        (load character index)
C3/9712:	991F00  	STA $001F,Y    (Store to first hand)
C3/9715:	20979D  	JSR $9D97      (Remove item from inventory)
C3/9718:	8051    	BRA $976B      (move to the helmet slot)
C3/971A:	644B    	STZ $4B
C3/971C:	20599B  	JSR $9B59      (Get weapon's type and stats)
C3/971F:	209597  	JSR $9795      (Check for weapon's equippable characters)
C3/9722:	2050A1  	JSR $A150      (Get the battle power/defensive power)
C3/9725:	A4F3    	LDY $F3        (load character index)
C3/9727:	201998  	JSR $9819      (Check for excluded items)
C3/972A:	991F00  	STA $001F,Y    (Store to first hand)
C3/972D:	20979D  	JSR $9D97      (Remove item from inventory)
C3/9730:	ADD811  	LDA $11D8
C3/9733:	2910    	AND #$10       (Check "can equip a weapon in each hand" bit)
C3/9735:	D01A    	BNE $9751      (branch if set)
C3/9737:	A901    	LDA #$01
C3/9739:	854B    	STA $4B
C3/973B:	20599B  	JSR $9B59      (Get shield's type and stats)
C3/973E:	20D797  	JSR $97D7      (Check for sheild's equippable characters)
C3/9741:	2050A1  	JSR $A150      (Get the battle power/defensive power)
C3/9744:	A4F3    	LDY $F3        (load character index)
C3/9746:	201998  	JSR $9819      (Check for excluded items)
C3/9749:	992000  	STA $0020,Y    (Store to second hand)
C3/974C:	20979D  	JSR $9D97      (Remove item from inventory)
C3/974F:	801A    	BRA $976B      (do the helmet slot now)
C3/9751:	A901    	LDA #$01
C3/9753:	854B    	STA $4B        (you are here only if you can equip a weapon in both hands)
C3/9755:	20599B  	JSR $9B59      (Get item's type and stats)
C3/9758:	209597  	JSR $9795      (Check for equippable characters)
C3/975B:	2050A1  	JSR $A150      (Get the battle power/defensive power)
C3/975E:	A4F3    	LDY $F3        (load character index)
C3/9760:	201998  	JSR $9819      (Check for excluded items)
C3/9763:	992000  	STA $0020,Y    (Store to second hand)
C3/9766:	20979D  	JSR $9D97      (Remove item from inventory)
C3/9769:	8000    	BRA $976B      (Stupid auto-generated stuff....)
C3/976B:	A902    	LDA #$02
C3/976D:	854B    	STA $4B        (set slot as helmet)
C3/976F:	20599B  	JSR $9B59      (Get head item's type and stats)
C3/9772:	2050A1  	JSR $A150      (Get the battle power/defensive power)
C3/9775:	A4F3    	LDY $F3        (load character index)
C3/9777:	201998  	JSR $9819      (Check for excluded items)
C3/977A:	992100  	STA $0021,Y    (Store to head)
C3/977D:	20979D  	JSR $9D97      (Remove item from inventory)
C3/9780:	A903    	LDA #$03
C3/9782:	854B    	STA $4B        (set slot as body armor)
C3/9784:	20599B  	JSR $9B59      (Get body item's type and stats)
C3/9787:	2050A1  	JSR $A150      (Get the battle power/defensive power)
C3/978A:	A4F3    	LDY $F3        (load character index)
C3/978C:	201998  	JSR $9819      (Check for excluded items)
C3/978F:	992200  	STA $0022,Y    (Store to body)
C3/9792:	4C979D  	JMP $9D97      (Remove item from inventory)

C3/9795 unknow

C3/9795:	202A9C  	JSR $9C2A      (from C3/9707, C3/971F, C3/9758)
C3/9798:	20419C  	JSR $9C41
C3/979B:	A600    	LDX $00
C3/979D:	9B      	TXY
C3/979E:	7B      	TDC
C3/979F:	B96918  	LDA $1869,Y    (Load inventory item Y)
C3/97A2:	C9FF    	CMP #$FF       (Is it the "empty" item?)
C3/97A4:	F022    	BEQ $97C8      (If so, branch -> do the next item)
C3/97A6:	202183  	JSR $8321      (Otherwise, multiply index by 30)
C3/97A9:	AE3421  	LDX $2134      (Let X get the result)
C3/97AC:	BF0050D8	LDA $D85000,X  (Load item X type)
C3/97B0:	2907    	AND #$07       (Zero out the upper nibble)
C3/97B2:	C901    	CMP #$01       (Is it a weapon [item type 1]?)
C3/97B4:	D012    	BNE $97C8      (If not, branch -> do the next item)
C3/97B6:	C220    	REP #$20       (16 bit memory/accum.)
C3/97B8:	BF0150D8	LDA $D85001,X  (Load equippable chars for X)
C3/97BC:	24E7    	BIT $E7
C3/97BE:	F008    	BEQ $97C8
C3/97C0:	E220    	SEP #$20       (8 bit memory/accum.)
C3/97C2:	98      	TYA 
C3/97C3:	8D8021  	STA $2180
C3/97C6:	E6E0    	INC $E0
C3/97C8:	E220    	SEP #$20       (8 bit memory/accum.)
C3/97CA:	C8      	INY
C3/97CB:	C0FF00  	CPY #$00FF
C3/97CE:	D0CE    	BNE $979E
C3/97D0:	A5E0    	LDA $E0
C3/97D2:	8F899D7E	STA $7E9D89
C3/97D6:	60      	RTS

C3/97D7 unknow

C3/97D7:	202A9C  	JSR $9C2A
C3/97DA:	20419C  	JSR $9C41
C3/97DD:	A600    	LDX $00
C3/97DF:	9B      	TXY
C3/97E0:	7B      	TDC
C3/97E1:	B96918  	LDA $1869,Y 	(Items currently in inventory)
C3/97E4:	C9FF    	CMP #$FF		(Is it the "empty" item?)
C3/97E6:	F022    	BEQ $980A
C3/97E8:	202183  	JSR $8321		(Multiplies the index by 30)
C3/97EB:	AE3421  	LDX $2134		(Load X with the result)
C3/97EE:	BF0050D8	LDA $D85000,X	(Load item type)
C3/97F2:	2907    	AND #$07		(Zero out the upper nibble)
C3/97F4:	C903    	CMP #$03		(Is it a shield [item type 3]?)
C3/97F6:	D012    	BNE $980A
C3/97F8:	C220    	REP #$20      	(16 bit memory/accum.)
C3/97FA:	BF0150D8	LDA $D85001,X	(Load equippable chars for X)
C3/97FE:	24E7    	BIT $E7
C3/9800:	F008    	BEQ $980A
C3/9802:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/9804:	98      	TYA 
C3/9805:	8D8021  	STA $2180
C3/9808:	E6E0    	INC $E0
C3/980A:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/980C:	C8      	INY
C3/980D:	C0FF00  	CPY #$00FF
C3/9810:	D0CE    	BNE $97E0
C3/9812:	A5E0    	LDA $E0
C3/9814:	8F899D7E	STA $7E9D89
C3/9818:	60      	RTS

C3/9819 unknow

C3/9819:	5A      	PHY
C3/981A:	8B      	PHB
C3/981B:	A97E    	LDA #$7E
C3/981D:	48      	PHA
C3/981E:	AB      	PLB
C3/981F:	7B      	TDC            (set all 16 bits of A to 0)
C3/9820:	A8      	TAY            (Y = 0)
C3/9821:	7B      	TDC            (...again?)
C3/9822:	AA      	TAX            (X = 0)
C3/9823:	DA      	PHX            (save X)
C3/9824:	7B      	TDC            (probably to clear the upper 8 bits on looping)
C3/9825:	B98A9D  	LDA $9D8A,Y    (list of slots of items)
C3/9828:	AA      	TAX
C3/9829:	BD6918  	LDA $1869,X    (Items currently in inventory)
C3/982C:	FA      	PLX
C3/982D:	DFE482ED	CMP $ED82E4,X  (Items excluded from "Optimum" selection)
C3/9831:	F009    	BEQ $983C      (if item matched, branch to do something...)
C3/9833:	E8      	INX
C3/9834:	E00A00  	CPX #$000A     (have we checked the 10 items to exclude?)
C3/9837:	D0EA    	BNE $9823      (branch if not)
C3/9839:	AB      	PLB
C3/983A:	7A      	PLY
C3/983B:	60      	RTS
 
C3/983C:	C8      	INY            (increment Y, and that's it?)
C3/983D:	80E2    	BRA $9821      (branch and loop again)

C3/983F unknow

C3/983F:	AF899D7E	LDA $7E9D89
C3/9843:	F03C    	BEQ $9881      (if 0, branch to equip nothing?)
C3/9845:	85CB    	STA $CB
C3/9847:	64CC    	STZ $CC
C3/9849:	7B      	TDC            (set all 16 bits of A to 0)
C3/984A:	A8      	TAY            (Y = 0)
C3/984B:	7B      	TDC            (...again?)
C3/984C:	AA      	TAX            (X = 0)
C3/984D:	DA      	PHX            (save X)
C3/984E:	7B      	TDC            (probably to clear the upper 8 bits on looping)
C3/984F:	BB      	TYX            (transfer Y = 0 to X = 0...wait, although it has looping purposes)
C3/9850:	BF8A9D7E	LDA $7E9D8A,X  (if this is item slots, there's only 6, so I'm not sure what this is grabbing)
C3/9854:	AA      	TAX
C3/9855:	BD6918  	LDA $1869,X    (Items currently in inventory)
C3/9858:	FA      	PLX
C3/9859:	DFE482ED	CMP $ED82E4,X  (Items excluded from "Optimum" selection)
C3/985D:	F019    	BEQ $9878      (if item matched, branch meaning to not equip it)
C3/985F:	E8      	INX
C3/9860:	E00A00  	CPX #$000A     (have we checked the 10 items to exclude?)
C3/9863:	D0E8    	BNE $984D      (branch if not)
C3/9865:	85C9    	STA $C9
C3/9867:	202183  	JSR $8321      (Multiplies A by 30)
C3/986A:	AE3421  	LDX $2134      (Load X with the result)
C3/986D:	BF1350D8	LDA $D85013,X  (Load weapon/item properties X)
C3/9871:	2940    	AND #$40       (does weapon have "2-handed" capability?)
C3/9873:	F003    	BEQ $9878      (branch if not)
C3/9875:	A5C9    	LDA $C9
C3/9877:	60      	RTS

C3/9878 unknow

C3/9878:	C8      	INY            (increment Y)
C3/9879:	C4CB    	CPY $CB        (compare it to something...)
C3/987B:	D0CE    	BNE $984B      (if they don't match, branch and continue)
C3/987D:	201998  	JSR $9819      (otherwise run the other "items excluded from optimum" routine)
C3/9880:	60      	RTS
 
C3/9881:	A9FF    	LDA #$FF
C3/9883:	60      	RTS

C3/9884 unknow

C3/9884:	20728E  	JSR $8E72
C3/9887:	207599  	JSR $9975
C3/988A:	A508    	LDA $08
C3/988C:	8980    	BIT #$80       (is A being pressed?)
C3/988E:	F024    	BEQ $98B4      (branch if not, BPL...)
C3/9890:	20B20E  	JSR $0EB2		(makes the click sound)
C3/9893:	A54E    	LDA $4E
C3/9895:	855F    	STA $5F
C3/9897:	A957    	LDA #$57
C3/9899:	8526    	STA $26
C3/989B:	20599B  	JSR $9B59
C3/989E:	2050A1  	JSR $A150
C3/98A1:	20EB9A  	JSR $9AEB
C3/98A4:	A955    	LDA #$55
C3/98A6:	8527    	STA $27
C3/98A8:	203392  	JSR $9233
C3/98AB:	20156A  	JSR $6A15
C3/98AE:	206813  	JSR $1368      (trigger NMI)
C3/98B1:	4CAC9C  	JMP $9CAC

C3/98B4 unknow

C3/98B4:	A509    	LDA $09
C3/98B6:	8980    	BIT #$80       (is B being pressed?)
C3/98B8:	F00E    	BEQ $98C8      (branch if not, BPL...)
C3/98BA:	20A90E  	JSR $0EA9
C3/98BD:	20508E  	JSR $8E50
C3/98C0:	20598E  	JSR $8E59
C3/98C3:	A936    	LDA #$36
C3/98C5:	8526    	STA $26
C3/98C7:	60      	RTS

C3/98C8 unknow

C3/98C8:	A97E    	LDA #$7E
C3/98CA:	85E0    	STA $E0
C3/98CC:	4C2220  	JMP $2022

C3/98CF unknow

C3/98CF:	20728E  	JSR $8E72
C3/98D2:	A508    	LDA $08
C3/98D4:	8980    	BIT #$80       (is A being pressed?)
C3/98D6:	F01C    	BEQ $98F4      (branch if not)
C3/98D8:	20B20E  	JSR $0EB2		(makes the click sound)
C3/98DB:	20F293  	JSR $93F2
C3/98DE:	C221    	REP #$21
C3/98E0:	98      	TYA 
C3/98E1:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/98E3:	654B    	ADC $4B
C3/98E5:	A8      	TAY
C3/98E6:	B91F00  	LDA $001F,Y
C3/98E9:	205E9D  	JSR $9D5E         (Put item into inventory)
C3/98EC:	A9FF    	LDA #$FF
C3/98EE:	991F00  	STA $001F,Y
C3/98F1:	201B91  	JSR $911B
C3/98F4:	A509    	LDA $09
C3/98F6:	8980    	BIT #$80       (is B being pressed?)
C3/98F8:	F00E    	BEQ $9908      (branch if not)
C3/98FA:	20A90E  	JSR $0EA9
C3/98FD:	20508E  	JSR $8E50
C3/9900:	20598E  	JSR $8E59
C3/9903:	A936    	LDA #$36
C3/9905:	8526    	STA $26
C3/9907:	60      	RTS

C3/9908 unknow

C3/9908:	A97F    	LDA #$7F
C3/990A:	85E0    	STA $E0
C3/990C:	4C2220  	JMP $2022

C3/990F unknow

C3/990F:	20D39A  	JSR $9AD3
C3/9912:	203392  	JSR $9233
C3/9915:	A508    	LDA $08
C3/9917:	8980    	BIT #$80
C3/9919:	F029    	BEQ $9944
C3/991B:	20429A  	JSR $9A42
C3/991E:	904E    	BCC $996E
C3/9920:	20B20E  	JSR $0EB2		(makes the click sound)
C3/9923:	B91F00  	LDA $001F,Y
C3/9926:	C9FF    	CMP #$FF
C3/9928:	F003    	BEQ $992D
C3/992A:	205E9D  	JSR $9D5E         (Put item into inventory)
C3/992D:	7B      	TDC
C3/992E:	A54B    	LDA $4B
C3/9930:	AA      	TAX
C3/9931:	BF8A9D7E	LDA $7E9D8A,X
C3/9935:	AA      	TAX
C3/9936:	BD6918  	LDA $1869,X 	(Items currently in inventory)
C3/9939:	991F00  	STA $001F,Y
C3/993C:	20979D  	JSR $9D97		(Remove item from inventory)
C3/993F:	201B91  	JSR $911B
C3/9942:	8009    	BRA $994D

C3/9944 unknow

C3/9944:	A509    	LDA $09
C3/9946:	8980    	BIT #$80
C3/9948:	F023    	BEQ $996D
C3/994A:	20A90E  	JSR $0EA9
C3/994D:	20879C  	JSR $9C87
C3/9950:	C220    	REP #$20      	(16 bit memory/accum.)
C3/9952:	A90001  	LDA #$0100
C3/9955:	8FD09B7E	STA $7E9BD0
C3/9959:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/995B:	A9C1    	LDA #$C1
C3/995D:	1446    	TRB $46
C3/995F:	206C8E  	JSR $8E6C
C3/9962:	A55F    	LDA $5F
C3/9964:	854E    	STA $4E
C3/9966:	20758E  	JSR $8E75
C3/9969:	A955    	LDA #$55
C3/996B:	8526    	STA $26
C3/996D:	60      	RTS

C3/996E unknow

C3/996E:	20C00E  	JSR $0EC0		(makes the buzzer sound)
C3/9971:	205D30  	JSR $305D
C3/9974:	60      	RTS

C3/9975 unknow

C3/9975:	ADD811  	LDA $11D8
C3/9978:	2908    	AND #$08		(Is "attack with 2 hands" set for this?)
C3/997A:	F013    	BEQ $998F		(If not, branch)
C3/997C:	20F293  	JSR $93F2
C3/997F:	B91F00  	LDA $001F,Y		(Check right hand)
C3/9982:	C9FF    	CMP #$FF		(Is it the "empty" item?)
C3/9984:	F020    	BEQ $99A6		(Branch if so)
C3/9986:	B92000  	LDA $0020,Y		(Check left hand)	
C3/9989:	C9FF    	CMP #$FF		(Is it the "empty" item?)
C3/998B:	F03D    	BEQ $99CA		(Branch if so)
C3/998D:	8000    	BRA $998F		(--this is a pointless branch--)

(You reach this point if either: attack with 2 hands isn't set, both hands are empty,
 both hands have an item, or one of the hands' items lacks the 2-hand bit)

C3/998F:	A92C    	LDA #$2C		
C3/9991:	8529    	STA $29        (set text color to blue)
C3/9993:	209899  	JSR $9998
C3/9996:	8007    	BRA $999F

C3/9998:	A0BAA2  	LDY #$A2BA
C3/999B:	20F902  	JSR $02F9      ("R-hand", also JMP fool!)
C3/999E:	60      	RTS
 
C3/999F:	A0C3A2  	LDY #$A2C3
C3/99A2:	20F902  	JSR $02F9      ("L-hand", also JMP fool!)
C3/99A5:	60      	RTS

C3/99A6 ckeck for left hand with 2-handed weapons

C3/99A6:	B92000  	LDA $0020,Y    (Check left hand)
C3/99A9:	C9FF    	CMP #$FF       (Is it the "empty" item?)
C3/99AB:	D002    	BNE $99AF      (Branch if not)
C3/99AD:	80E0    	BRA $998F      (If it was, both hands are empty [note that these two lines could be optimized], so branch)
C3/99AF:	202183  	JSR $8321      (Multiplies A by 30)
C3/99B2:	AE3421  	LDX $2134      (Load X with the result)
C3/99B5:	BF1350D8	LDA $D85013,X  (Load weapon properties X)
C3/99B9:	2940    	AND #$40       (Check the "2-hand" bit)
C3/99BB:	F0D2    	BEQ $998F      (Branch if it's clear)
C3/99BD:	A924    	LDA #$24
C3/99BF:	8529    	STA $29
C3/99C1:	209899  	JSR $9998
C3/99C4:	A92C    	LDA #$2C
C3/99C6:	8529    	STA $29
C3/99C8:	80D5    	BRA $999F

C3/99CA check for right hand with 2-handed weapons

C3/99CA:	B91F00  	LDA $001F,Y
C3/99CD:	202183  	JSR $8321		(Multiplies A by 30)
C3/99D0:	AE3421  	LDX $2134		(Load X with the result)
C3/99D3:	BF1350D8	LDA $D85013,X	(Load weapon properties X)
C3/99D7:	2940    	AND #$40		(Check the "2-hand" bit)
C3/99D9:	F0B4    	BEQ $998F		(Branch if it's clear)
C3/99DB:	A92C    	LDA #$2C
C3/99DD:	8529    	STA $29
C3/99DF:	209899  	JSR $9998
C3/99E2:	A924    	LDA #$24
C3/99E4:	8529    	STA $29
C3/99E6:	80B7    	BRA $999F

C3/99E8 unknow

C3/99E8:	64CD    	STZ $CD
C3/99EA:	ADD811  	LDA $11D8
C3/99ED:	2910    	AND #$10
C3/99EF:	F002    	BEQ $99F3
C3/99F1:	E6CD    	INC $CD
C3/99F3:	64A1    	STZ $A1
C3/99F5:	ADD811  	LDA $11D8
C3/99F8:	2908    	AND #$08
C3/99FA:	F010    	BEQ $9A0C
C3/99FC:	B91F00  	LDA $001F,Y
C3/99FF:	C9FF    	CMP #$FF
C3/9A01:	F00B    	BEQ $9A0E
C3/9A03:	B92000  	LDA $0020,Y
C3/9A06:	C9FF    	CMP #$FF
C3/9A08:	F021    	BEQ $9A2B
C3/9A0A:	8000    	BRA $9A0C
C3/9A0C:	38      	SEC
C3/9A0D:	60      	RTS

C3/9A0E unknow

C3/9A0E:	B92000  	LDA $0020,Y
C3/9A11:	C9FF    	CMP #$FF
C3/9A13:	D002    	BNE $9A17
C3/9A15:	80F5    	BRA $9A0C
C3/9A17:	202183  	JSR $8321		(Multiplies A by 30)
C3/9A1A:	AE3421  	LDX $2134		(Load X with the result)
C3/9A1D:	BF1350D8	LDA $D85013,X	(Load weapon/item properties X)
C3/9A21:	2940    	AND #$40
C3/9A23:	F0E7    	BEQ $9A0C
C3/9A25:	18      	CLC
C3/9A26:	A901    	LDA #$01
C3/9A28:	85A1    	STA $A1
C3/9A2A:	60      	RTS

C3/9A2B unknow

C3/9A2B:	B91F00  	LDA $001F,Y
C3/9A2E:	202183  	JSR $8321		(Multiplies A by 30)
C3/9A31:	AE3421  	LDX $2134		(Load X with the result)
C3/9A34:	BF1350D8	LDA $D85013,X	(Load weapon/item properties X)
C3/9A38:	2940    	AND #$40
C3/9A3A:	F0D0    	BEQ $9A0C
C3/9A3C:	18      	CLC
C3/9A3D:	A901    	LDA #$01
C3/9A3F:	85A1    	STA $A1
C3/9A41:	60      	RTS

C3/9A42 unknow

C3/9A42:	204A9A  	JSR $9A4A
C3/9A45:	7B      	TDC
C3/9A46:	A54B    	LDA $4B
C3/9A48:	800C    	BRA $9A56

C3/9A4A unknow

C3/9A4A:	20F293  	JSR $93F2
C3/9A4D:	C221    	REP #$21
C3/9A4F:	98      	TYA 
C3/9A50:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/9A52:	655F    	ADC $5F
C3/9A54:	A8      	TAY
C3/9A55:	60      	RTS

C3/9A56 unknow

C3/9A56:	5A      	PHY
C3/9A57:	AA      	TAX
C3/9A58:	BF8A9D7E	LDA $7E9D8A,X
C3/9A5C:	AA      	TAX
C3/9A5D:	BD6918  	LDA $1869,X 	(Get index of inventory item X)
C3/9A60:	202183  	JSR $8321		(Multiply the index by 30)
C3/9A63:	AE3421  	LDX $2134		(Load X with the result)
C3/9A66:	BF0050D8	LDA $D85000,X	(Load item type X)
C3/9A6A:	2907    	AND #$07
C3/9A6C:	85F6    	STA $F6
C3/9A6E:	7A      	PLY
C3/9A6F:	A55F    	LDA $5F
C3/9A71:	C902    	CMP #$02
C3/9A73:	B05A    	BCS $9ACF
C3/9A75:	C901    	CMP #$01
C3/9A77:	F02C    	BEQ $9AA5
C3/9A79:	B92000  	LDA $0020,Y
C3/9A7C:	C9FF    	CMP #$FF
C3/9A7E:	F017    	BEQ $9A97
C3/9A80:	202183  	JSR $8321		(Multiply the index by 30)
C3/9A83:	AE3421  	LDX $2134		(Load X with the result)
C3/9A86:	BF0050D8	LDA $D85000,X	(Load item type X)
C3/9A8A:	2907    	AND #$07		(Zero out upper nibble)
C3/9A8C:	C903    	CMP #$03		(Is it a shield? [Item type 3])
C3/9A8E:	F009    	BEQ $9A99
C3/9A90:	ADD811  	LDA $11D8
C3/9A93:	2910    	AND #$10
C3/9A95:	F002    	BEQ $9A99
C3/9A97:	38      	SEC
C3/9A98:	60      	RTS

C3/9A99 unknow

C3/9A99:	BF0050D8	LDA $D85000,X	(Load item type X)
C3/9A9D:	2907    	AND #$07
C3/9A9F:	C5F6    	CMP $F6
C3/9AA1:	F02E    	BEQ $9AD1
C3/9AA3:	38      	SEC
C3/9AA4:	60      	RTS

C3/9AA5 unknow

C3/9AA5:	B91E00  	LDA $001E,Y
C3/9AA8:	C9FF    	CMP #$FF
C3/9AAA:	F017    	BEQ $9AC3
C3/9AAC:	202183  	JSR $8321		(Multiply the index by 30)
C3/9AAF:	AE3421  	LDX $2134		(Load X with the result)
C3/9AB2:	BF0050D8	LDA $D85000,X	(Load item type X)
C3/9AB6:	2907    	AND #$07		(Zero out upper nibble)
C3/9AB8:	C903    	CMP #$03		(Is it a shield? [Item type 3])
C3/9ABA:	F009    	BEQ $9AC5
C3/9ABC:	ADD811  	LDA $11D8
C3/9ABF:	2910    	AND #$10
C3/9AC1:	F002    	BEQ $9AC5
C3/9AC3:	38      	SEC
C3/9AC4:	60      	RTS

C3/9AC5 unknow

C3/9AC5:	BF0050D8	LDA $D85000,X	(Load item type X)
C3/9AC9:	2907    	AND #$07
C3/9ACB:	C5F6    	CMP $F6
C3/9ACD:	F002    	BEQ $9AD1
C3/9ACF:	38      	SEC
C3/9AD0:	60      	RTS
 
C3/9AD1:	18      	CLC
C3/9AD2:	60      	RTS

C3/9AD3 unknow

C3/9AD3:	AF899D7E	LDA $7E9D89
C3/9AD7:	C90A    	CMP #$0A
C3/9AD9:	B003    	BCS $9ADE
C3/9ADB:	4C9D8E  	JMP $8E9D

C3/9ADE unknow

C3/9ADE:	A905    	LDA #$05
C3/9AE0:	852A    	STA $2A
C3/9AE2:	20641F  	JSR $1F64
C3/9AE5:	B003    	BCS $9AEA
C3/9AE7:	4C8E8E  	JMP $8E8E
C3/9AEA:	60      	RTS

C3/9AEB unknow

C3/9AEB:	AF899D7E	LDA $7E9D89
C3/9AEF:	F01B    	BEQ $9B0C
C3/9AF1:	C90A    	CMP #$0A
C3/9AF3:	B011    	BCS $9B06
C3/9AF5:	20C49D  	JSR $9DC4
C3/9AF8:	644A    	STZ $4A
C3/9AFA:	20978E  	JSR $8E97
C3/9AFD:	AF899D7E	LDA $7E9D89
C3/9B01:	8554    	STA $54
C3/9B03:	4CA08E  	JMP $8EA0

C3/9B06 unknow

C3/9B06:	20C49D  	JSR $9DC4
C3/9B09:	200D9B  	JSR $9B0D
C3/9B0C:	60      	RTS

C3/9B0D unknow

C3/9B0D:	644A    	STZ $4A
C3/9B0F:	203309  	JSR $0933      (set arrow initial positions for equip screen)
C3/9B12:	C220    	REP #$20      	(16 bit memory/accum.)
C3/9B14:	A96000  	LDA #$0060
C3/9B17:	9FCA347E	STA $7E34CA,X
C3/9B1B:	A90060  	LDA #$6000
C3/9B1E:	8D0442  	STA $4204
C3/9B21:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/9B23:	AF899D7E	LDA $7E9D89
C3/9B27:	38      	SEC
C3/9B28:	E909    	SBC #$09
C3/9B2A:	8D0642  	STA $4206
C3/9B2D:	EA      	NOP 
C3/9B2E:	EA      	NOP 
C3/9B2F:	EA      	NOP 
C3/9B30:	EA      	NOP 
C3/9B31:	EA      	NOP 
C3/9B32:	C220    	REP #$20      	(16 bit memory/accum.)
C3/9B34:	AD1442  	LDA $4214
C3/9B37:	9F4A357E	STA $7E354A,X
C3/9B3B:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/9B3D:	A400    	LDY $00
C3/9B3F:	844F    	STY $4F
C3/9B41:	20888E  	JSR $8E88
C3/9B44:	20918E  	JSR $8E91
C3/9B47:	AF899D7E	LDA $7E9D89
C3/9B4B:	38      	SEC
C3/9B4C:	E909    	SBC #$09
C3/9B4E:	855C    	STA $5C
C3/9B50:	A909    	LDA #$09
C3/9B52:	855A    	STA $5A
C3/9B54:	A901    	LDA #$01
C3/9B56:	855B    	STA $5B
C3/9B58:	60      	RTS

C3/9B59 unknow

C3/9B59:	202A9C  	JSR $9C2A
C3/9B5C:	20419C  	JSR $9C41      (Setup equippability word)
C3/9B5F:	A920    	LDA #$20
C3/9B61:	8529    	STA $29        (set text color to white)
C3/9B63:	A54B    	LDA $4B        (load something)
C3/9B65:	C902    	CMP #$02       (is it a hat type?)
C3/9B67:	F049    	BEQ $9BB2      (branch if so)
C3/9B69:	C903    	CMP #$03       (is it body armor?)
C3/9B6B:	F002    	BEQ $9B6F      (branch if so)
C3/9B6D:	8003    	BRA $9B72      (otherwise, assume weapon?!)
C3/9B6F:	4CEE9B  	JMP $9BEE

C3/9B72 discovery if weapon or shield is equippable

C3/9B72:	A600    	LDX $00
C3/9B74:	9B      	TXY
C3/9B75:	7B      	TDC
C3/9B76:	B96918  	LDA $1869,Y 	(Load inventory item Y)
C3/9B79:	C9FF    	CMP #$FF		(Is it the "empty" item?)
C3/9B7B:	F026    	BEQ $9BA3		(If so, branch -> do the next item)
C3/9B7D:	202183  	JSR $8321		(Otherwise, do this function (multiplies by 30))
C3/9B80:	AE3421  	LDX $2134		(Load X with the result of index * 30)
C3/9B83:	BF0050D8	LDA $D85000,X	(Load item type X)
C3/9B87:	2907    	AND #$07		(Zero out the upper nibble)
C3/9B89:	C901    	CMP #$01		(Is it a weapon [item type 1]?)
C3/9B8B:	F004    	BEQ $9B91		(If so, branch -> check equippable chars)
C3/9B8D:	C903    	CMP #$03		(Otherwise, is it a shield [item type 3]?)
C3/9B8F:	D012    	BNE $9BA3		(If not, branch -> do the next item)
C3/9B91:	C220    	REP #$20      	(Ok, we have a weapon or shield, so set 16 bit memory/accum.)
C3/9B93:	BF0150D8	LDA $D85001,X	(Load equippable chars for item X)
C3/9B97:	24E7    	BIT $E7		
C3/9B99:	F008    	BEQ $9BA3
C3/9B9B:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/9B9D:	98      	TYA 
C3/9B9E:	8D8021  	STA $2180
C3/9BA1:	E6E0    	INC $E0
C3/9BA3:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/9BA5:	C8      	INY
C3/9BA6:	C0FF00  	CPY #$00FF
C3/9BA9:	D0CA    	BNE $9B75
C3/9BAB:	A5E0    	LDA $E0
C3/9BAD:	8F899D7E	STA $7E9D89
C3/9BB1:	60      	RTS

C3/9BB2 get equippable chars for hat

C3/9BB2:	A600    	LDX $00		(Load X with $00)
C3/9BB4:	9B      	TXY			(Copy X to Y)
C3/9BB5:	7B      	TDC			(Clear A)
C3/9BB6:	B96918  	LDA $1869,Y 	(Load inventory item Y)
C3/9BB9:	C9FF    	CMP #$FF		(Is it the "empty" item?)
C3/9BBB:	F022    	BEQ $9BDF		(If so, branch -> do the next item)
C3/9BBD:	202183  	JSR $8321		(Otherwise, do this function (multiplies by 30))
C3/9BC0:	AE3421  	LDX $2134		(Load up X with the result [index * 30])
C3/9BC3:	BF0050D8	LDA $D85000,X	(Load item type X)
C3/9BC7:	2907    	AND #$07		(Zero out the upper nibble)
C3/9BC9:	C904    	CMP #$04		(Is it a hat? [type 4 item])
C3/9BCB:	D012    	BNE $9BDF		(If not, branch -> do the next item)
C3/9BCD:	C220    	REP #$20      	(16 bit memory/accum.)
C3/9BCF:	BF0150D8	LDA $D85001,X	(Load equippable chars X)
C3/9BD3:	24E7    	BIT $E7		
C3/9BD5:	F008    	BEQ $9BDF		
C3/9BD7:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/9BD9:	98      	TYA 			
C3/9BDA:	8D8021  	STA $2180		
C3/9BDD:	E6E0    	INC $E0		
C3/9BDF:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/9BE1:	C8      	INY			
C3/9BE2:	C0FF00  	CPY #$00FF		
C3/9BE5:	D0CE    	BNE $9BB5		
C3/9BE7:	A5E0    	LDA $E0		
C3/9BE9:	8F899D7E	STA $7E9D89		
C3/9BED:	60      	RTS

C3/9BEE get equippable chars for armor

C3/9BEE:	A600    	LDX $00		(Load X with $00)
C3/9BF0:	9B      	TXY			(Copy X to Y)
C3/9BF1:	7B      	TDC			(Clear A)
C3/9BF2:	B96918  	LDA $1869,Y 	(Load inventory item Y)
C3/9BF5:	C9FF    	CMP #$FF		(Is it the "empty" item?)
C3/9BF7:	F022    	BEQ $9C1B		(If it is, branch -> do the next item)
C3/9BF9:	202183  	JSR $8321		(Else, multiply index by 30)
C3/9BFC:	AE3421  	LDX $2134		(Get the result)
C3/9BFF:	BF0050D8	LDA $D85000,X	(Load item type X)
C3/9C03:	2907    	AND #$07		(Zero out upper nibble)
C3/9C05:	C902    	CMP #$02		(Is it an armor? [type 2 item])
C3/9C07:	D012    	BNE $9C1B		(If not, branch -> do the next item)
C3/9C09:	C220    	REP #$20      	(16 bit memory/accum.)
C3/9C0B:	BF0150D8	LDA $D85001,X	(Load equippable chars X)
C3/9C0F:	24E7    	BIT $E7
C3/9C11:	F008    	BEQ $9C1B
C3/9C13:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/9C15:	98      	TYA 
C3/9C16:	8D8021  	STA $2180
C3/9C19:	E6E0    	INC $E0
C3/9C1B:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/9C1D:	C8      	INY
C3/9C1E:	C0FF00  	CPY #$00FF
C3/9C21:	D0CE    	BNE $9BF1
C3/9C23:	A5E0    	LDA $E0
C3/9C25:	8F899D7E	STA $7E9D89
C3/9C29:	60      	RTS

C3/9C2A unknow

C3/9C2A:	A600    	LDX $00
C3/9C2C:	A9FF    	LDA #$FF
C3/9C2E:	9F8A9D7E	STA $7E9D8A,X
C3/9C32:	E8      	INX
C3/9C33:	E00900  	CPX #$0009
C3/9C36:	D0F6    	BNE $9C2E      (output nine FFs to the list.  we'll default to those if
                                                there are no valid equipment options, or if all the valid
                                                equipment isn't compatible with Optimum [Atma Weapon is
                                                one example].  note that FF means we'll be using item
                                                *slot* #255, which SHOULD hold the Empty item #255.)
 
                                               (but there are ten items incompatible with Optimum.. why
                                                not output 11 FFs, you ask?  my guess is that because
                                                3 of the incompatible items are Helmets/Armor, we'll never
                                                be outputting more than 7 such items to a single list
                                                [that figure can be reached in the routine that outputs
                                                both Weapons and Shields to the list].
 
                                                if 9+ pieces of equipment get output to this list, we'll
                                                lose our fallback FFhs.  however, we don't care, because
                                                we'll also *know* that there are at least 2 pieces of
                                                equippable gear [9 - 7 = 2] compatible with Optimum.)
C3/9C38:	A28A9D  	LDX #$9D8A
C3/9C3B:	8E8121  	STX $2181
C3/9C3E:	64E0    	STZ $E0
C3/9C40:	60      	RTS

C3/9C41 setup equippability word

C3/9C41:	20F293  	JSR $93F2
C3/9C44:	7B      	TDC
C3/9C45:	B90000  	LDA $0000,Y    (character ID)
C3/9C48:	0A      	ASL A
C3/9C49:	AA      	TAX
C3/9C4A:	C220    	REP #$20      	(16 bit memory/accum.)
C3/9C4C:	BF679CC3	LDA $C39C67,X	(A <- 2^X)
C3/9C50:	85E7    	STA $E7		(Store this value to $E7)
C3/9C52:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/9C54:	ADD811  	LDA $11D8
C3/9C57:	2920    	AND #$20		(Check the "heavy equipment" bit)
C3/9C59:	F00B    	BEQ $9C66		(Exit if it's not set)
C3/9C5B:	C220    	REP #$20      	(16 bit memory/accum.)
C3/9C5D:	A5E7    	LDA $E7		(Load $E7)
C3/9C5F:	090080  	ORA #$8000		(Set the high bit (heavy equipment bit))
C3/9C62:	85E7    	STA $E7		(Update $E7)
C3/9C64:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/9C66:	60      	RTS

C3/9C67 data

C3/9C67:	0100    	
C3/9C69:	0200    	
C3/9C6B:	0400    	
C3/9C6D:	0800      	
C3/9C6F:	1000    	
C3/9C71:	2000    	
C3/9C73:	4000    	
C3/9C75:	8000    	
C3/9C77:	0001    	
C3/9C79:	0002    	
C3/9C7B:	0004    	
C3/9C7D:	0008    	
C3/9C7F:	0010    	
C3/9C81:	0020    	
C3/9C83:	0040    	
C3/9C85:	0080    	

C3/9C87 clear out "preview" stats for equip screen

C3/9C87:	7B      	TDC            (set A to 0)
C3/9C88:	AA      	TAX            (set X to 0)
C3/9C89:	A00900  	LDY #$0009     (9 stats to do)
C3/9C8C:	C220    	REP #$20       (16 bit memory/accum.)
C3/9C8E:	9FBF7C7E	STA $7E7CBF,X  (clear out hundreds digit)
C3/9C92:	E8      	INX
C3/9C93:	E8      	INX
C3/9C94:	9FBF7C7E	STA $7E7CBF,X  (clear out tens digit)
C3/9C98:	E8      	INX
C3/9C99:	E8      	INX
C3/9C9A:	9FBF7C7E	STA $7E7CBF,X  (clear out ones digit)
C3/9C9E:	E8      	INX
C3/9C9F:	E8      	INX
C3/9CA0:	8A      	TXA
C3/9CA1:	18      	CLC
C3/9CA2:	697A00  	ADC #$007A     (next row, after all of the increments 0x80 will have been added total)
C3/9CA5:	AA      	TAX
C3/9CA6:	88      	DEY
C3/9CA7:	D0E5    	BNE $9C8E      (branch if we haven't done all 9 stats)
C3/9CA9:	E220    	SEP #$20       (8 bit memory/accum.)
C3/9CAB:	60      	RTS

C3/9CAC unknow

C3/9CAC:	AF899D7E	LDA $7E9D89
C3/9CB0:	F02B    	BEQ $9CDD
C3/9CB2:	20F783  	JSR $83F7
C3/9CB5:	7B      	TDC
C3/9CB6:	AF899D7E	LDA $7E9D89
C3/9CBA:	C909    	CMP #$09
C3/9CBC:	9002    	BCC $9CC0
C3/9CBE:	A909    	LDA #$09
C3/9CC0:	A8      	TAY
C3/9CC1:	5A      	PHY
C3/9CC2:	20E29C  	JSR $9CE2
C3/9CC5:	E6E5    	INC $E5
C3/9CC7:	A5E6    	LDA $E6
C3/9CC9:	1A      	INC A
C3/9CCA:	1A      	INC A
C3/9CCB:	291F    	AND #$1F
C3/9CCD:	85E6    	STA $E6
C3/9CCF:	7A      	PLY
C3/9CD0:	88      	DEY
C3/9CD1:	D0EE    	BNE $9CC1
C3/9CD3:	C220    	REP #$20      (16 bit memory/accum.)
C3/9CD5:	7B      	TDC
C3/9CD6:	8FD09B7E	STA $7E9BD0
C3/9CDA:	E220    	SEP #$20      (8 bit memory/accum.)
C3/9CDC:	60      	RTS
 
C3/9CDD:	A527    	LDA $27
C3/9CDF:	8526    	STA $26
C3/9CE1:	60      	RTS

C3/9CE2 unknow

C3/9CE2:	204A9A  	JSR $9A4A
C3/9CE5:	7B      	TDC
C3/9CE6:	A5E5    	LDA $E5
C3/9CE8:	20569A  	JSR $9A56
C3/9CEB:	B004    	BCS $9CF1
C3/9CED:	A928    	LDA #$28
C3/9CEF:	8002    	BRA $9CF3
C3/9CF1:	A920    	LDA #$20
C3/9CF3:	8529    	STA $29
C3/9CF5:	A5E6    	LDA $E6
C3/9CF7:	1A      	INC A
C3/9CF8:	A20200  	LDX #$0002
C3/9CFB:	209F80  	JSR $809F
C3/9CFE:	C220    	REP #$20      (16 bit memory/accum.)
C3/9D00:	8A      	TXA
C3/9D01:	8F899E7E	STA $7E9E89
C3/9D05:	E220    	SEP #$20      (8 bit memory/accum.)
C3/9D07:	7B      	TDC
C3/9D08:	A5E5    	LDA $E5
C3/9D0A:	A8      	TAY
C3/9D0B:	20119D  	JSR $9D11
C3/9D0E:	4CD97F  	JMP $7FD9

C3/9D11 unknow

C3/9D11:	A28B9E  	LDX #$9E8B
C3/9D14:	8E8121  	STX $2181
C3/9D17:	AD1242  	LDA $4212
C3/9D1A:	2940    	AND #$40       (are we in H-blank?)
C3/9D1C:	F0F9    	BEQ $9D17      (branch if not)
C3/9D1E:	BB      	TYX
C3/9D1F:	7B      	TDC
C3/9D20:	BF8A9D7E	LDA $7E9D8A,X
C3/9D24:	A8      	TAY
C3/9D25:	B96918  	LDA $1869,Y    (Items currently in inventory)
C3/9D28:	C9FF    	CMP #$FF       (Is it the "empty" item?)
C3/9D2A:	F023    	BEQ $9D4F
C3/9D2C:	8D1B21  	STA $211B
C3/9D2F:	9C1B21  	STZ $211B
C3/9D32:	A90D    	LDA #$0D
C3/9D34:	8D1C21  	STA $211C
C3/9D37:	8D1C21  	STA $211C
C3/9D3A:	AE3421  	LDX $2134
C3/9D3D:	A00D00  	LDY #$000D     (in equip screen, when manually equipping)
C3/9D40:	BF00B3D2	LDA $D2B300,X  (item name)
C3/9D44:	8D8021  	STA $2180
C3/9D47:	E8      	INX
C3/9D48:	88      	DEY
C3/9D49:	D0F5    	BNE $9D40
C3/9D4B:	9C8021  	STZ $2180      (end this string)
C3/9D4E:	60      	RTS

C3/9D4F unknow

C3/9D4F:	A00D00  	LDY #$000D      (write 13 blank spaces)
C3/9D52:	A9FF    	LDA #$FF
C3/9D54:	8D8021  	STA $2180
C3/9D57:	88      	DEY
C3/9D58:	D0FA    	BNE $9D54
C3/9D5A:	9C8021  	STZ $2180      (end this string)
C3/9D5D:	60      	RTS

C3/9D5E add item to inventory

C3/9D5E:	5A      	PHY
C3/9D5F:	85E0    	STA $E0
C3/9D61:	A400    	LDY $00        (Start at zeroth item)
C3/9D63:	D96918  	CMP $1869,Y    (Is it this same as an item currently in inventory?)
C3/9D66:	F022    	BEQ $9D8A      (If so, branch -> check quantity)
C3/9D68:	C9FF    	CMP #$FF       (Is it the "empty" item?)
C3/9D6A:	F029    	BEQ $9D95      (If so, branch -> exit)
C3/9D6C:	C8      	INY            (Move to the next index)
C3/9D6D:	C00001  	CPY #$0100     (Is it 256 yet?)
C3/9D70:	D0F1    	BNE $9D63      (If not, branch -> do the next item)
C3/9D72:	A400    	LDY $00        (Otherwise, put 0 into Y to start anew)
C3/9D74:	B96918  	LDA $1869,Y    (Get this item, currently in inventory, that is correct)
C3/9D77:	C9FF    	CMP #$FF       (Is it the "empty" item?)
C3/9D79:	F003    	BEQ $9D7E      (If so, we got a whole new item)
C3/9D7B:	C8      	INY            (Otherwise, increase the index)
C3/9D7C:	80F6    	BRA $9D74      (And always try again, since we were wrong)
C3/9D7E:	A901    	LDA #$01       (Take a 1)
C3/9D80:	996919  	STA $1969,Y    (And put it into the quantity of items)
C3/9D83:	A5E0    	LDA $E0
C3/9D85:	996918  	STA $1869,Y    (Items currently in inventory)
C3/9D88:	800B    	BRA $9D95      (Always exit)
C3/9D8A:	B96919  	LDA $1969,Y    (Get the quantity of this item)
C3/9D8D:	C963    	CMP #$63       (Is it 99?)
C3/9D8F:	F004    	BEQ $9D95      (If so, branch -> exit)
C3/9D91:	1A      	INC A          (Otherwise, increase it by 1)
C3/9D92:	996919  	STA $1969,Y    (Overwrite quantity of items)
C3/9D95:	7A      	PLY
C3/9D96:	60      	RTS

C3/9D97 remove item from inventory

C3/9D97:	5A      	PHY
C3/9D98:	85E0    	STA $E0
C3/9D9A:	A400    	LDY $00        (Start at zeroth item)		
C3/9D9C:	D96918  	CMP $1869,Y    (Is this the item?)
C3/9D9F:	F008    	BEQ $9DA9      (If it is, branch -> Decrememnt the quantity)
C3/9DA1:	C8      	INY            (Otherwise, go to the next item)
C3/9DA2:	C00001  	CPY #$0100     (Is it 256 yet?)
C3/9DA5:	D0F5    	BNE $9D9C      (If not, branch -> do the next item)
C3/9DA7:	7A      	PLY
C3/9DA8:	60      	RTS

C3/9DA9 decrease item quantity by one

C3/9DA9:	B96919  	LDA $1969,Y    (Load the quantity of item)
C3/9DAC:	C901    	CMP #$01       (Is it the last one?)
C3/9DAE:	F009    	BEQ $9DB9      (If so, branch)
C3/9DB0:	B96919  	LDA $1969,Y    (Load quantity of item)
C3/9DB3:	3A      	DEC A          (Decrease it by one)
C3/9DB4:	996919  	STA $1969,Y    (Store updated quantity of item)
C3/9DB7:	8009    	BRA $9DC2      (Branch to exit)
C3/9DB9:	7B      	TDC            (Set A to zero)
C3/9DBA:	996919  	STA $1969,Y    (Store that as the updated quantity of item)
C3/9DBD:	A9FF    	LDA #$FF       (Load the "empty" item)
C3/9DBF:	996918  	STA $1869,Y    (Store it as an items currently in inventory)
C3/9DC2:	7A      	PLY			
C3/9DC3:	60      	RTS

C3/9DC4 unknow

C3/9DC4:	A902    	LDA #$02
C3/9DC6:	A0DD9D  	LDY #$9DDD
C3/9DC9:	207311  	JSR $1173      (put C3/9DDD in the queue)
C3/9DCC:	C220    	REP #$20       (16 bit memory/accum.)
C3/9DCE:	A555    	LDA $55
C3/9DD0:	9FCA337E	STA $7E33CA,X
C3/9DD4:	A557    	LDA $57
C3/9DD6:	9F4A347E	STA $7E344A,X
C3/9DDA:	E220    	SEP #$20       (8 bit memory/accum.)
C3/9DDC:	60      	RTS

C3/9DDD code and jump table

C3/9DDD:	AA      	TAX
C3/9DDE:	7CE19D  	JMP ($9DE1,X)

C3/9DE1:	E59D
C3/9DE3:	009E

C3/9DE5 unknow

C3/9DE5:	A62D    	LDX $2D
C3/9DE7:	A901    	LDA #$01
C3/9DE9:	0446    	TSB $46
C3/9DEB:	C220    	REP #$20      	(16 bit memory/accum.)
C3/9DED:	A98D08  	LDA #$088D
C3/9DF0:	9DC932  	STA $32C9,X    (save as pointer to OAM data)
C3/9DF3:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/9DF5:	A9C3    	LDA #$C3
C3/9DF7:	9DCA35  	STA $35CA,X    (save bank pointer to OAM data)
C3/9DFA:	200612  	JSR $1206
C3/9DFD:	FE4936  	INC $3649,X    (execute the next entry in this queue's jump table)
C3/9E00:	A546    	LDA $46
C3/9E02:	8901    	BIT #$01
C3/9E04:	F007    	BEQ $9E0D
C3/9E06:	A62D    	LDX $2D
C3/9E08:	202112  	JSR $1221      (draw the sprites!)
C3/9E0B:	38      	SEC            (not done with this queue yet)
C3/9E0C:	60      	RTS
 
C3/9E0D:	18      	CLC            (this queue can be removed)
C3/9E0E:	60      	RTS

C3/9E0F unknow

C3/9E0F:	20239E  	JSR $9E23
C3/9E12:	8023    	BRA $9E37
C3/9E14:	20379E  	JSR $9E37
C3/9E17:	AD1E02  	LDA $021E      (load 0-60 frame count)
C3/9E1A:	2901    	AND #$01       (are we on an odd frame? LSR A...)
C3/9E1C:	F002    	BEQ $9E20      (branch if not, BCC...)
C3/9E1E:	8003    	BRA $9E23
C3/9E20:	4C91A9  	JMP $A991

C3/9E23 unknow

C3/9E23:	A00040  	LDY #$4000
C3/9E26:	841B    	STY $1B
C3/9E28:	A04978  	LDY #$7849
C3/9E2B:	841D    	STY $1D
C3/9E2D:	A97E    	LDA #$7E
C3/9E2F:	851F    	STA $1F
C3/9E31:	A08008  	LDY #$0880
C3/9E34:	8419    	STY $19
C3/9E36:	60      	RTS

C3/9E37 unknow

C3/9E37:	A00000  	LDY #$0000     (LDY $00...)
C3/9E3A:	8414    	STY $14
C3/9E3C:	A04938  	LDY #$3849
C3/9E3F:	8416    	STY $16
C3/9E41:	A97E    	LDA #$7E
C3/9E43:	8518    	STA $18
C3/9E45:	A00008  	LDY #$0800
C3/9E48:	8412    	STY $12
C3/9E4A:	60      	RTS

C3/9E4B unknow

C3/9E4B:	20509E  	JSR $9E50
C3/9E4E:	801F    	BRA $9E6F

C3/9E50 unknow

C3/9E50:	202F35  	JSR $352F      (fade out screen, disable H/DMA)
C3/9E53:	20086A  	JSR $6A08
C3/9E56:	644A    	STZ $4A
C3/9E58:	6449    	STZ $49
C3/9E5A:	A910    	LDA #$10
C3/9E5C:	0445    	TSB $45
C3/9E5E:	6499    	STZ $99
C3/9E60:	20991B  	JSR $1B99
C3/9E63:	20B694  	JSR $94B6
C3/9E66:	20BD8E  	JSR $8EBD
C3/9E69:	20C68E  	JSR $8EC6
C3/9E6C:	4CB007  	JMP $07B0      (finger OAM initiating)

C3/9E6F unknow

C3/9E6F:	206A90  	JSR $906A
C3/9E72:	A901    	LDA #$01
C3/9E74:	8526    	STA $26
C3/9E76:	A959    	LDA #$59
C3/9E78:	8527    	STA $27        (queue up to execute at C3/9EB8)
C3/9E7A:	4C4135  	JMP $3541

C3/9E7D unknow

C3/9E7D:	20999E  	JSR $9E99
C3/9E80:	204F96  	JSR $964F
C3/9E83:	20A89E  	JSR $9EA8
C3/9E86:	A95A    	LDA #$5A
C3/9E88:	4CB39E  	JMP $9EB3      (BRA...)

C3/9E8B unknow

C3/9E8B:	20999E  	JSR $9E99
C3/9E8E:	205696  	JSR $9656
C3/9E91:	20A89E  	JSR $9EA8
C3/9E94:	A95C    	LDA #$5C
C3/9E96:	4CB39E  	JMP $9EB3      (BRA...)

C3/9E99 unknow

C3/9E99:	20509E  	JSR $9E50
C3/9E9C:	206A90  	JSR $906A
C3/9E9F:	20379E  	JSR $9E37
C3/9EA2:	20239E  	JSR $9E23
C3/9EA5:	4C1496  	JMP $9614

C3/9EA8 unknow

C3/9EA8:	20D58E  	JSR $8ED5
C3/9EAB:	20DE8E  	JSR $8EDE
C3/9EAE:	A901    	LDA #$01
C3/9EB0:	8526    	STA $26
C3/9EB2:	60      	RTS

C3/9EB3 unknow

C3/9EB3:	8527    	STA $27
C3/9EB5:	4C4135  	JMP $3541

C3/9EB8 equip or remove in relic menu

DP $26 is #$59 - "EQUIP REMOVE" in relic menu
C3/9EB8:	20239E  	JSR $9E23
C3/9EBB:	200C96  	JSR $960C
C3/9EBE:	205C90  	JSR $905C
C3/9EC1:	20C38E  	JSR $8EC3
C3/9EC4:	A508    	LDA $08
C3/9EC6:	8980    	BIT #$80       (is A being pressed?)
C3/9EC8:	F006    	BEQ $9ED0      (branch if not)
C3/9ECA:	20B20E  	JSR $0EB2      (makes the click sound)
C3/9ECD:	4CCF9F  	JMP $9FCF

C3/9ED0 unknow

C3/9ED0:	A509    	LDA $09
C3/9ED2:	8980    	BIT #$80       (is B being pressed?)
C3/9ED4:	F006    	BEQ $9EDC      (branch if not)
C3/9ED6:	20A90E  	JSR $0EA9
C3/9ED9:	20EB9E  	JSR $9EEB
C3/9EDC:	20E69E  	JSR $9EE6
C3/9EDF:	A958    	LDA #$58
C3/9EE1:	85E0    	STA $E0
C3/9EE3:	4C2220  	JMP $2022

C3/9EE6 unknow

C3/9EE6:	A526    	LDA $26
C3/9EE8:	85D1    	STA $D1
C3/9EEA:	60      	RTS

C3/9EEB unknow

C3/9EEB:	201091  	JSR $9110
C3/9EEE:	20F293  	JSR $93F2
C3/9EF1:	B90000  	LDA $0000,Y
C3/9EF4:	C90D    	CMP #$0D       (Is it Umaro?)
C3/9EF6:	F007    	BEQ $9EFF      (branch if so)
C3/9EF8:	205C9F  	JSR $9F5C
C3/9EFB:	A599    	LDA $99
C3/9EFD:	D007    	BNE $9F06
C3/9EFF:	A904    	LDA #$04
C3/9F01:	8527    	STA $27        (fade out)
C3/9F03:	6426    	STZ $26        (queue up to execute at C3/1A8A, initiate the main menu)
C3/9F05:	60      	RTS

C3/9F06 unknow

C3/9F06:	A906    	LDA #$06
C3/9F08:	1446    	TRB $46
C3/9F0A:	20379E  	JSR $9E37
C3/9F0D:	20239E  	JSR $9E23
C3/9F10:	201C9F  	JSR $9F1C
C3/9F13:	A9F0    	LDA #$F0
C3/9F15:	8522    	STA $22
C3/9F17:	A96C    	LDA #$6C
C3/9F19:	8526    	STA $26        (queue up to execute at C3/9FB1)
C3/9F1B:	60      	RTS

C3/9F1C unknow

C3/9F1C:	205D96  	JSR $965D
C3/9F1F:	A00FA4  	LDY #$A40F
C3/9F22:	20F902  	JSR $02F9      ("Equipment changed")
C3/9F25:	AD4E1D  	LDA $1D4E
C3/9F28:	2910    	AND #$10
C3/9F2A:	F018    	BEQ $9F44
C3/9F2C:	A96E    	LDA #$6E
C3/9F2E:	8527    	STA $27
C3/9F30:	A5D1    	LDA $D1
C3/9F32:	C959    	CMP #$59
C3/9F34:	F007    	BEQ $9F3D      ("Empty"'s position is different based on the branch)
C3/9F36:	A0FDA3  	LDY #$A3FD
C3/9F39:	20F902  	JSR $02F9      ("Empty")
C3/9F3C:	60      	RTS

C3/9F3D unknow

C3/9F3D:	A0EBA3  	LDY #$A3EB
C3/9F40:	20F902  	JSR $02F9      ("Empty")
C3/9F43:	60      	RTS

C3/9F44 unknow

C3/9F44:	A96D    	LDA #$6D
C3/9F46:	8527    	STA $27
C3/9F48:	A5D1    	LDA $D1
C3/9F4A:	C959    	CMP #$59
C3/9F4C:	F007    	BEQ $9F55      ("Optimum"'s position is different based on the branch)
C3/9F4E:	A005A4  	LDY #$A405
C3/9F51:	20F902  	JSR $02F9      ("Optimum")
C3/9F54:	60      	RTS

C3/9F55 unknow

C3/9F55:	A0F3A3  	LDY #$A3F3
C3/9F58:	20F902  	JSR $02F9      ("Optimum")
C3/9F5B:	60      	RTS

C3/9F5C unknow

C3/9F5C:	20F293  	JSR $93F2
C3/9F5F:	B92300  	LDA $0023,Y    (load accessory slot 1)
C3/9F62:	C5B0    	CMP $B0
C3/9F64:	D009    	BNE $9F6F
C3/9F66:	B92400  	LDA $0024,Y    (load accessory slot 2)
C3/9F69:	C5B1    	CMP $B1
C3/9F6B:	D002    	BNE $9F6F
C3/9F6D:	803A    	BRA $9FA9
C3/9F6F:	A5B0    	LDA $B0
C3/9F71:	C9D1    	CMP #$D1       (is it the Genji Glove?)
C3/9F73:	F037    	BEQ $9FAC      (branch if so)
C3/9F75:	C9D0    	CMP #$D0       (is it the Gauntlet?)
C3/9F77:	F033    	BEQ $9FAC      (branch if so)
C3/9F79:	C9DA    	CMP #$DA       (is it the Merit Award?)
C3/9F7B:	F02F    	BEQ $9FAC      (branch if so)
C3/9F7D:	A5B1    	LDA $B1
C3/9F7F:	C9D1    	CMP #$D1       (is it the Genji Glove?)
C3/9F81:	F029    	BEQ $9FAC      (branch if so)
C3/9F83:	C9D0    	CMP #$D0       (is it the Gauntlet?)
C3/9F85:	F025    	BEQ $9FAC      (branch if so)
C3/9F87:	C9DA    	CMP #$DA       (is it the Merit Award?)
C3/9F89:	F021    	BEQ $9FAC      (branch if so)
C3/9F8B:	B92300  	LDA $0023,Y    (load accessory slot 1)
C3/9F8E:	C9D1    	CMP #$D1       (is it the Genji Glove?)
C3/9F90:	F01A    	BEQ $9FAC      (branch if so)
C3/9F92:	C9D0    	CMP #$D0       (is it the Gauntlet?)
C3/9F94:	F016    	BEQ $9FAC      (branch if so)
C3/9F96:	C9DA    	CMP #$DA       (is it the Merit Award?)
C3/9F98:	F012    	BEQ $9FAC      (branch if so)
C3/9F9A:	B92400  	LDA $0024,Y    (load accessory slot 2)
C3/9F9D:	C9D1    	CMP #$D1       (is it the Genji Glove?)
C3/9F9F:	F00B    	BEQ $9FAC      (branch if so)
C3/9FA1:	C9D0    	CMP #$D0       (is it the Gauntlet?)
C3/9FA3:	F007    	BEQ $9FAC      (branch if so)
C3/9FA5:	C9DA    	CMP #$DA       (is it the Merit Award?)
C3/9FA7:	F003    	BEQ $9FAC      (branch if so)
C3/9FA9:	6499    	STZ $99
C3/9FAB:	60      	RTS

C3/9FAC unknow

C3/9FAC:	A901    	LDA #$01
C3/9FAE:	8599    	STA $99
C3/9FB0:	60      	RTS

C3/9FB1 unknow

C3/9FB1:	A522    	LDA $22
C3/9FB3:	D003    	BNE $9FB8
C3/9FB5:	6426    	STZ $26
C3/9FB7:	60      	RTS

C3/9FB8 unknow

C3/9FB8:	C622    	DEC $22
C3/9FBA:	A508    	LDA $08
C3/9FBC:	8910    	BIT #$10
C3/9FBE:	D00C    	BNE $9FCC
C3/9FC0:	A508    	LDA $08
C3/9FC2:	8920    	BIT #$20
C3/9FC4:	D006    	BNE $9FCC
C3/9FC6:	A509    	LDA $09
C3/9FC8:	8980    	BIT #$80       (is B being pressed?)
C3/9FCA:	F002    	BEQ $9FCE      (branch if not)
C3/9FCC:	6426    	STZ $26
C3/9FCE:	60      	RTS

C3/9FCF code and jump table

C3/9FCF:	7B      	TDC
C3/9FD0:	A54B    	LDA $4B
C3/9FD2:	0A      	ASL A
C3/9FD3:	AA      	TAX
C3/9FD4:	7CD79F  	JMP ($9FD7,X)

C3/9FD7:	DB9F      	 
C3/9FD9:	EC9F	

C3/9FDB unknow

C3/9FDB:	201496    	JSR $9614
C3/9FDE:	204F96  	JSR $964F
C3/9FE1:	20D58E  	JSR $8ED5
C3/9FE4:	20DE8E  	JSR $8EDE
C3/9FE7:	A95A    	LDA #$5A
C3/9FE9:	8526    	STA $26
C3/9FEB:	60      	RTS

C3/9FEC unknow

C3/9FEC:	201496  	JSR $9614
C3/9FEF:	205696  	JSR $9656
C3/9FF2:	20D58E  	JSR $8ED5
C3/9FF5:	20DE8E  	JSR $8EDE
C3/9FF8:	A95C    	LDA #$5C
C3/9FFA:	8526    	STA $26
C3/9FFC:	60      	RTS