Secret of Evermore/ROM map: Difference between revisions

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(I don't know why the History thinks I'm the one who made all the edits on this page and SOE's RAM Map page, instead of merely a good number of them. Datacrystal messed up there.)
m (Xkeeper moved page Secret of Evermore:ROM map to Secret of Evermore/ROM map: normalize subpages and titles)
 
(No difference)

Latest revision as of 02:42, 24 January 2024

Chip tiny.png The following article is a ROM map for Secret of Evermore.

     0 to   7FFF = Text
  8523 to   8551 = Interrupt Request information setup; does Frame Update (A is IRQ custom procedure PB, X is IRQ custom procedure address, Y is H/V-Timer values)
  8552 to   857E = Interrupt Request information setup; does starting REP $30 (A is IRQ custom procedure PB, X is IRQ custom procedure address, Y is H/V-Timer values)
  857F to   858B = Pointer to NMI custom procedure set to $858B (basically just RTL)
  858C to   8596 = Frame update; also manages $8F85
  8597 to   859A = Disables buttons until release based on info in A
  859B to   85D7 = A set to new RNG Seed
  85ED to   85F5 = Brightness set to 15
  85F6 to   85F9 = Brightness set to 0
  85FA to   864F = Colors at CGRAM Address indicated by [$2E] updated to information at [$26] for X bytes
  8650 to   86B1 = Graphics Tiles at VRAM Address indicated by [$2E] updated to information at [$26] for X bytes
  86B2 to   870B = $8650 procedure with difference of VMain value set to Y instead of $80
  870C to   8756 = Address in [$02] holds Number in A ending with $FF, X = number of Digits
  8838 to   885D = Held button check for registered held button(s)
  88A3 to   8AA2 = X offset values for rotation
  8923 to   8B22 = Inverse Y offset values for rotation
  A87F to   A886 = Bit position to bit mask table
  ACF5 to   AD27 = [$02] 3 byte holds A * [$06]
  AD28 to   AD53 = [$02] 4 byte holds A * [$06]
  AD54 to   AD62 = [$0A] 4 byte = [$02] 4 byte - [$06] 4 byte (seems to be unused)
  AD62 to   ADEF = A set to (Value [$02] x RNG Seed) / 65536
  ADF0 to   AE5B = A set to Direction nearest angle to offset location of [$02],[$04] (BUG: AE32 being set to $30 (BMI) rather than $10 (BPL) results in Northeast never happening)
  AE5C to   AE77 = A set to default of 2 with Bit 2 set for both [$02] and [$04] being Positive or Negative, and Bit 3 set for [$02] being Negative
  AE78 to   AEAB = A set to dominant Direction (tie goes to North, then West/East, then South)
  B01D to   B148 = [$02] 4 byte holds coordinates of circle-based offset (initial A holds percentage of circle starting from rightmost point, [$06] is distance percentage)
  B149 to   B159 = Text characters at address indicated by [$26] copied to address indicated by [$22]
  B21F to   B282 = Address in [$22] holds Number in [$02], X = [$22] + Characters
  B283 to   B2D9 = Direct Page [$06] holds Decimal Mode version of [$02]
  B2DA to   B379 = Decimal Mode tabling (Digits 9~12 for numbers above 65536, then Digits 5~8, then Digits 1~4, all sorted from top to bottom)
  B37A to   B393 = [$22] indicates address indicated by [$0B57] and changes [$0B57] to 64 bytes after that address

  C17F to   C191 = All Palette Colors updated to information at [$26]

 10000 to  17FFF = Text

 19903 to  199D7 = Music component-loading pointers

 19B30 to  19B4F = Related to sound
 19B50 to  19BDB = Related to sound (Two-byte entries)

 1A75C to  1AE4F = Related to sound (Four-byte entries)
 1AE50 to  1AFF3 = Related to sound (Two-byte entries)
 1AFF4 to  1B47D = Related to sound (Two-byte entries)
 1B47E to  1B645 = Related to sound (Two-byte entries)
 1B646 to  1B6D9 = Related to sound (Two-byte entries)
 1B6DA to  1B70F = Related to sound (Two-byte entries)
 1B710 to  1B718 = Related to sound
 1B719 to  1B71E = Related to sound
 1B71F to  1B746 = Related to sound
 1B747 to  1BDE5 = Related to sound
 1BDE6 to  1BE15 = Related to sound
 1BE16 to  1BE26 = Related to sound
 1BE27 to  1BE2C = Related to sound
 1BE2D to  1BE52 = Related to sound
 1BE53 to  1BE5E = Related to sound
 1BE5F to  1BE7A = Related to sound
 1BE7B to  1BE8B = Related to sound
 1BE8C to  1BE91 = Related to sound
 1BE92 to  1BEAD = Related to sound
 1BEAE to  1BEB6 = Related to sound
 1BEB7 to  1BEBC = Related to sound
 1BEBD to  1BEC7 = Related to sound
 1BEC8 to  1BED0 = Related to sound
 1BED1 to  1BED6 = Related to sound
 1BED7 to  1BEEA = Related to sound
 1BEEB to  1BF0C = Related to sound
 1BF0D to  1BF15 = Related to sound
 1BF16 to  1BF1B = Related to sound
 1BF1C to  1BF37 = Related to sound
 1BF38 to  1BF40 = Related to sound
 1BF41 to  1BF46 = Related to sound
 1BF47 to  1BF78 = Related to sound
 1BF79 to  1BF81 = Related to sound
 1BF82 to  1BF87 = Related to sound
 1BF88 to  1BFAD = Related to sound
 1BFAE to  1BFD3 = Related to sound
 1BFD4 to  1BFDC = Related to sound
 1BFDD to  1BFE2 = Related to sound
 1BFE3 to  1C0CF = Related to sound
 1C0D0 to  1C11D = Related to sound
 1C11E to  1C129 = Related to sound
 1C12A to  1C132 = Related to sound
 1C133 to  1C138 = Related to sound
 1C139 to  1C14A = Related to sound
 1C14B to  1C15B = Related to sound
 1C15C to  1C161 = Related to sound
 1C162 to  1C187 = Related to sound
 1C188 to  1C1AE = Related to sound
 1C1AF to  1C1C7 = Related to sound
 1C1C8 to  1C1CD = Related to sound
 1C1CE to  1C1F3 = Related to sound
 1C1F4 to  1C21A = Related to sound
 1C21B to  1C24A = Related to sound
 1C24B to  1C250 = Related to sound
 1C251 to  1C2A8 = Related to sound
 1C2A9 to  1C2AE = Related to sound
 1C2AF to  1C2D5 = Related to sound
 1C2D6 to  1C32D = Related to sound
 1C32E to  1C346 = Related to sound
 1C347 to  1C34C = Related to sound
 1C34D to  1C37C = Related to sound
 1C37D to  1C382 = Related to sound
 1C383 to  1C393 = Related to sound
 1C394 to  1C399 = Related to sound
 1C39A to  1C3BF = Related to sound
 1C3C0 to  1C3C5 = Related to sound
 1C3C6 to  1C3CE = Related to sound
 1C3CF to  1C3D4 = Related to sound
 1C3D5 to  1C422 = Related to sound
 1C423 to  1C486 = Related to sound
 1C487 to  1C48F = Related to sound
 1C490 to  1C495 = Related to sound
 1C496 to  1C4AC = Related to sound
 1C4AD to  1C4B5 = Related to sound
 1C4B6 to  1C4BB = Related to sound
 1C4BC to  1C881 = Related to sound
 1C882 to  1C88A = Related to sound
 1C88B to  1C890 = Related to sound
 1C891 to  1CE06 = Related to sound
 1CE07 to  1CE0F = Related to sound
 1CE10 to  1CE15 = Related to sound
 1CE16 to  1CE3B = Related to sound
 1CE3C to  1CE50 = Related to sound
 1CE51 to  1CE6C = Related to sound
 1CE6D to  1CE85 = Related to sound
 1CE86 to  1CE8B = Related to sound
 1CE8C to  1CED9 = Related to sound
 1CEDA to  1CF09 = Related to sound
 1CF0A to  1CFAB = Related to sound
 1CFAC to  1CFB1 = Related to sound
 1CFB2 to  1CFB7 = Related to sound
 1CFB8 to  1CFFB = Related to sound
 1CFFC to  1D2FB = Related to sound
 1D2FC to  1D304 = Related to sound
 1D305 to  1D30A = Related to sound
 1D30B to  1D326 = Related to sound
 1D327 to  1D32F = Related to sound
 1D330 to  1D335 = Related to sound
 1D336 to  1D365 = Related to sound
 1D366 to  1D383 = Related to sound
 1D384 to  1D38C = Related to sound
 1D38D to  1D392 = Related to sound
 1D393 to  1D3A4 = Related to sound
 1D3A5 to  1D3BD = Related to sound
 1D3BE to  1D3C3 = Related to sound
 1D3C4 to  1D3EE = Related to sound
 1D3EF to  1D3FB = Related to sound
 1D3FC to  1D404 = Related to sound
 1D405 to  1D40A = Related to sound
 1D40B to  1D41C = Related to sound
 1D41D to  1D438 = Related to sound
 1D439 to  1D441 = Related to sound
 1D442 to  1D447 = Related to sound
 1D448 to  1D463 = Related to sound
 1D464 to  1D484 = Related to sound
 1D485 to  1D48A = Related to sound
 1D48B to  1D4BA = Related to sound
 1D4BB to  1D4C0 = Related to sound
 1D4C1 to  1D4C9 = Related to sound
 1D4CA to  1D4CF = Related to sound
 1D4D0 to  1D4D8 = Related to sound
 1D4D9 to  1D501 = Related to sound
 1D502 to  1D507 = Related to sound
 1D508 to  1D596 = Related to sound
 1D597 to  1D69C = Related to sound
 1D69D to  1D6A2 = Related to sound
 1D6A3 to  1D6CD = Related to sound
 1D6CE to  1D6D9 = Related to sound
 1D6DA to  1D709 = Related to sound
 1D70A to  1D722 = Related to sound
 1D723 to  1D728 = Related to sound
 1D729 to  1D749 = Related to sound
 1D74A to  1D75A = Related to sound
 1D75B to  1D773 = Related to sound
 1D774 to  1D779 = Related to sound
 1D77A to  1D78A = Related to sound
 1D78B to  1D790 = Related to sound
 1D791 to  1D7B9 = Related to sound
 1D7BA to  1D7BF = Related to sound
 1D7C0 to  1DA6E = Related to sound
 1DA6F to  1DB3E = Related to sound
 1DB3F to  1DB44 = Related to sound
 1DB45 to  1DB92 = Related to sound
 1DB93 to  1DBFE = Related to sound
 1DBFF to  1DC27 = Related to sound
 1DC28 to  1DC38 = Related to sound
 1DC39 to  1DC3E = Related to sound
 1DC3F to  1DC67 = Related to sound
 1DC68 to  1DC6D = Related to sound
 1DC6E to  1DC96 = Related to sound
 1DC97 to  1DC9C = Related to sound
 1DC9D to  1DCEA = Related to sound
 1DCEB to  1DD03 = Related to sound
 1DD04 to  1DD09 = Related to sound
 1DD0A to  1DD12 = Related to sound
 1DD13 to  1DD18 = Related to sound
 1DD19 to  1DD2A = Related to sound
 1DD2B to  1DD82 = Related to sound
 1DD83 to  1DD8B = Related to sound
 1DD8C to  1DD91 = Related to sound
 1DD92 to  1DDC3 = Related to sound
 1DDC4 to  1DDD4 = Related to sound
 1DDD5 to  1DDDA = Related to sound
 1DDDB to  1DE19 = Related to sound
 1DE1A to  1DE81 = Related to sound
 1DE82 to  1DE87 = Related to sound
 1DE88 to  1DE90 = Related to sound
 1DE91 to  1DE96 = Related to sound
 1DE97 to  1DEDA = Related to sound
 1DEDB to  1DEEB = Related to sound
 1DEEC to  1DEF1 = Related to sound
 1DEF2 to  1DF08 = Related to sound
 1DF09 to  1DF19 = Related to sound
 1DF1A to  1DF1F = Related to sound
 1DF20 to  1DF30 = Related to sound
 1DF31 to  1DF36 = Related to sound
 1DF37 to  1DF4F = Related to sound
 1DF50 to  1DF60 = Related to sound
 1DF61 to  1DF66 = Related to sound
 1DF67 to  1DF77 = Related to sound
 1DF78 to  1DF80 = Related to sound
 1DF81 to  1DF89 = Related to sound
 1DF8A to  1DF8F = Related to sound
 1DF90 to  1DFA0 = Related to sound
 1DFA1 to  1DFB9 = Related to sound
 1DFBA to  1DFCA = Related to sound
 1DFCB to  1DFD0 = Related to sound
 1DFD1 to  1E039 = Related to sound
 1E03A to  1E13F = Related to sound
 1E140 to  1E150 = Related to sound
 1E151 to  1E156 = Related to sound
 1E157 to  1E17C = Related to sound
 1E17D to  1E18E = Related to sound
 1E18F to  1E1A7 = Related to sound
 1E1A8 to  1E1AD = Related to sound
 1E1AE to  1E1E7 = Related to sound
 1E1E8 to  1E1F0 = Related to sound
 1E1F1 to  1E201 = Related to sound
 1E202 to  1E207 = Related to sound
 1E208 to  1E2F0 = Related to sound
 1E2F1 to  1E348 = Related to sound
 1E349 to  1E34E = Related to sound
 1E34F to  1E35F = Related to sound
 1E360 to  1E365 = Related to sound
 1E366 to  1E3BD = Related to sound
 1E3BE to  1E3C3 = Related to sound
 1E3C4 to  1E3CC = Related to sound
 1E3CD to  1E3D2 = Related to sound
 1E3D3 to  1E3DD = Related to sound
 1E3DE to  1E3EE = Related to sound
 1E3EF to  1E415 = Related to sound
 1E416 to  1E41B = Related to sound
 1E41C to  1F7B3 = Sound sample (3 bytes and BRR data)
 1F7B4 to  1F7F1 = Related to sound
 1F7F2 to  1F830 = Related to sound
 1F831 to  1F846 = Related to sound
 1F847 to  1F84C = Related to sound
 1F84D to  1FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 28000)
 20000 to  27FFF = Text
 28000 to  28293 = Sound sample (3 bytes and BRR data) (Split sample: former half at 1F84D)
 28294 to  282B0 = Related to sound
 282B1 to  282B6 = Related to sound
 282B7 to  29EBE = Sound sample (3 bytes and BRR data)
 29EBF to  29EEE = Related to sound
 29EEF to  29EF4 = Related to sound
 29EF5 to  29F7E = Related to sound
 29F7F to  2A7A0 = Sound sample (3 bytes and BRR data)
 2A7A1 to  2A7CA = Related to sound
 2A7CB to  2A7D0 = Related to sound
 2A7D1 to  2A7FB = Related to sound
 2A7FC to  2BFC2 = Sound sample (3 bytes and BRR data)
 2BFC3 to  2BFF9 = Related to sound
 2BFFA to  2C004 = Related to sound
 2C005 to  2C035 = Related to sound
 2C036 to  2C03B = Related to sound
 2C03C to  2C8C0 = Sound sample (3 bytes and BRR data)
 2C8C1 to  2C8C7 = Related to sound
 2C8C8 to  2C901 = Related to sound
 2C902 to  2C907 = Related to sound
 2C908 to  2D0CF = Sound sample (3 bytes and BRR data)
 2D0D0 to  2D15E = Related to sound
 2D15F to  2D164 = Related to sound
 2D165 to  2D194 = Related to sound
 2D195 to  2DE09 = Sound sample (3 bytes and BRR data)
 2DE0A to  2DE27 = Related to sound
 2DE28 to  2DE30 = Related to sound
 2DE31 to  2DE36 = Related to sound
 2DE37 to  2E9DC = Sound sample (3 bytes and BRR data)
 2E9DD to  2E9ED = Related to sound
 2E9EE to  2EA17 = Related to sound
 2EA18 to  2EA48 = Related to sound
 2EA49 to  2EA74 = Related to sound
 2EA75 to  2EA7A = Related to sound
 2EA7B to  2EB04 = Related to sound
 2EB05 to  2FAFD = Sound sample (3 bytes and BRR data)
 2FAFE to  2FB26 = Related to sound
 2FB27 to  2FB4D = Related to sound
 2FB4E to  2FB74 = Related to sound
 2FB75 to  2FB99 = Related to sound
 2FB9A to  2FBC0 = Related to sound
 2FBC1 to  2FBC9 = Related to sound
 2FBCA to  2FBD2 = Related to sound
 2FBD3 to  2FBDB = Related to sound
 2FBDC to  2FBE1 = Related to sound
 2FBE2 to  2FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 38000)
 30000 to  32DB3 = Text

 38000 to  3801C = Sound sample (3 bytes and BRR data) (Split sample: former half at 2FBE2)
 3801D to  3802D = Related to sound
 3802E to  382D8 = Related to sound
 382D9 to  382DE = Related to sound
 382DF to  382FA = Related to sound
 382FB to  38C8D = Sound sample (3 bytes and BRR data)
 38C8E to  38CA1 = Related to sound
 38CA2 to  38D33 = Related to sound
 38D34 to  38D8E = Related to sound
 38D8F to  38DD7 = Related to sound
 38DD8 to  38E5A = Related to sound
 38E5B to  38E60 = Related to sound
 38E61 to  39C8E = Sound sample (3 bytes and BRR data)
 39C8F to  39D2D = Related to sound
 39D2E to  39D33 = Related to sound
 39D34 to  3A38A = Sound sample (3 bytes and BRR data)
 3A38B to  3A396 = Related to sound
 3A397 to  3A39C = Related to sound
 3A39D to  3AD4A = Sound sample (3 bytes and BRR data)
 3AD4B to  3AE50 = Related to sound
 3AE51 to  3AE69 = Related to sound
 3AE6A to  3AE6F = Related to sound
 3AE70 to  3D11C = Sound sample (3 bytes and BRR data)
 3D11D to  3D122 = Related to sound
 3D123 to  3D128 = Related to sound
 3D129 to  3D139 = Related to sound
 3D13A to  3D18B = Related to sound
 3D18C to  3D191 = Related to sound
 3D192 to  3D197 = Related to sound
 3D198 to  3D1D6 = Related to sound
 3D1D7 to  3D22F = Related to sound
 3D230 to  3D271 = Related to sound
 3D272 to  3D2BA = Related to sound
 3D2BB to  3D301 = Related to sound
 3D302 to  3D338 = Related to sound
 3D339 to  3D34E = Related to sound
 3D34F to  3D354 = Related to sound
 3D355 to  3D3F2 = Related to sound
 3D3F3 to  3EC0A = Sound sample (3 bytes and BRR data)
 3EC0B to  3EC76 = Related to sound
 3EC77 to  3ECAD = Related to sound
 3ECAE to  3ECBE = Related to sound
 3ECBF to  3EDB8 = Related to sound
 3EDB9 to  3EDCE = Related to sound
 3EDCF to  3EDD4 = Related to sound
 3EDD5 to  3EEDB = Related to sound
 3EEDC to  3F892 = Sound sample (3 bytes and BRR data)
 3F893 to  3F962 = Related to sound
 3F963 to  3F970 = Related to sound
 3F971 to  3F976 = Related to sound
 3F977 to  3FA7D = Related to sound
 3FA7E to  3FA96 = Related to sound
 3FA97 to  3FA9C = Related to sound
 3FA9D to  3FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 48000)
 40000 to  40001 = Values used in calculating regular font character data size
 40002 to  40C01 = 1bpp regular font graphics
 40C02 to  40C81 = Regular font width table
 40C82 to  40C83 = Values used in calculating small font character data size
 40C84 to  41883 = Small font
 41884 to  41903 = Small font width table

 41924 to  419B3 = Text Window Pattern graphics tiles (16 bytes per tile, 1 tile per Pattern)
 419B4 to  41E83 = Text Window Border graphics tiles (7 tiles per Pattern)

 43876 to  438E5 = Weapon and armor pointers
 438E6 to  43B01 = Weapon data (36 bytes per weapon, weapons arranged by families then types; 0x00 holds Attack Power, 0x02 holds Name Pointer)
 43B02 to  43C91 = Armor data

 459A4 to  459BF = Weapon Obtained Flag - Addresses
 459C0 to  459DB = Weapon Obtained Flag - Bit Weights
 459DC to  459F9 = Weapon Families (0 = Sword, 2 = Axe, 4 = Spear, 6 = Bazooka (substituted for Sword in all relevant cases))
 459FA to  45A11 = Weapon description pointers
 45A12 to  45A4D = Charm/Rare Item Sprite Pointers
 45A4E to  45A74 = Trade Good Sprite Pointers
 45A75 to  45A83 = Hero Equipment Icon Pointers
 45A84 to  45A91 = Item Targeting Flags
 45A92 to  45A9F = Item Invocation Script Pointer #s
 45AA0 to  45AAD = Item HP Recovery Amounts
 45AAE to  45ABF = Item Sprite Info Pointer #s
 45AC0 to  45B0F = Armor Sprite Info Pointer #s
 45B10 to  45B3B = Ingredient Sprite Info Pointer #s (uses reverse alphabetical, of course)
 45B3C to  45B49 = Item Default Sell Prices
 45B4A to  45B9B = Armor Default Sell Prices (first entry is actually at $C45B4C but relevant procedure uses $C45B4A)
 45B9C to  45BA4 = Spell Level EXP Rates
 45BA5 to  45BAE = Spell Level Power Multipliers
 45BAF to  45BF4 = Spell Sprite Info Pointer #s
 45BF5 to  45C3A = Spell Targeting Flags
 45C3B to  45C80 = Learned Alchemy flags - Addresses
 45C81 to  45CC6 = Learned Alchemy flags - Bit weights
 45CC7 to  45D08 = Ingredient Sprite Pointers
 45D09 to  45D4E = Alchemy name pointers

 45D51 to  45D96 = Alchemy description pointers

 45D99 to  45DDE = Spell Behavior Script Pointer Locations
 45DDF to  45E24 = Spell Invocation Script Pointer #s
 45E25 to  45E6A = (Seems to involve Alchemy Spell Sprites)
 45E6B to  45EB0 = Alchemy Spell Might values (2 bytes each, but top byte rightfully always zero)
 45EB1 to  45EF6 = Spell Call Bead Influence Type (0 = Direct Attack, 2 = Healing, -1 = Other)
 45EF7 to  45F16 = Call Bead Spell Targeting Flags
 45F17 to  45F36 = Call Bead Spell Might values
 45F37 to  45F56 = Call Bead Spell Types (0 = Direct Attack, 2 = Healing, -1 = Other; -1 is invalid)
 45F57 to  45F76 = Call Bead Spell Invocation Script Pointer #s
 45F77 to  45F96 = Call Bead Spell Sprite Info Pointer #s
 45F97 to  45FC4 = Enemy Spell Invocation Script Pointer #s
 45FC5 to  45FF2 = Spell Name Pointers
 45FF3 to  4601E = Ingredient Name Pointers
 4601F to  460AA = Alchemy cost data  (4 bytes each: Ingredient #1, Ingredient #2,
                   Amount of ingredient #1, Amount of ingredient #2)

 460AE to  460CF = Currency names
 460D0 to  46195 = Weapon names
 46196 to  463CC = Weapon descriptions
 463CD to  465DC = Armor names

 467E9 to  4692B = Alchemy names
 4692C to  46C77 = Alchemy descriptions
 46C78 to  46D1B = Alchemy ingredient names <-- Where are the pointers to these?
 46D1C to  46D3C = Call Bead summon names
 46D3D to  46DD2 = Call Bead spell names
 46DD3 to  471FA = NPC/enemy names
 471FB to  47249 = Item names
 4724A to  47256 = NPC/enemy names
 47257 to  472E9 = Trade good names
 472EA to  47396 = Charm names
 47397 to  473D3 = Rare item names
 473D4 to  473DD = Rare item descriptions
 473DE to  47712 = Charm descriptions

 48000 to  48477 = Sound sample (3 bytes and BRR data) (Split sample: former half at 3FA9D)
 48478 to  48485 = Related to sound
 48486 to  4848B = Related to sound
 4848C to  48592 = Related to sound
 48593 to  485A6 = Related to sound
 485A7 to  485B5 = Related to sound
 485B6 to  485BB = Related to sound
 485BC to  486E0 = Related to sound
 486E1 to  486E6 = Related to sound
 486E7 to  489A7 = Sound sample (3 bytes and BRR data)
 489A8 to  489B0 = Related to sound
 489B1 to  489B6 = Related to sound
 489B7 to  49055 = Sound sample (3 bytes and BRR data)
 49056 to  49062 = Related to sound
 49063 to  49076 = Related to sound
 49077 to  49088 = Related to sound
 49089 to  490A1 = Related to sound
 490A2 to  490A7 = Related to sound
 490A8 to  490EB = Related to sound
 490EC to  49151 = Related to sound
 49152 to  4916F = Related to sound
 49170 to  49175 = Related to sound
 49176 to  49199 = Related to sound
 4919A to  491A2 = Related to sound
 491A3 to  491A8 = Related to sound
 491A9 to  49484 = Sound sample (3 bytes and BRR data)
 49485 to  49495 = Related to sound
 49496 to  4949B = Related to sound
 4949C to  49C00 = Sound sample (3 bytes and BRR data)
 49C01 to  49C06 = Related to sound
 49C07 to  49C4A = Related to sound
 49C4B to  49C63 = Related to sound
 49C64 to  49C69 = Related to sound
 49C6A to  49C80 = Related to sound
 49C81 to  49CC4 = Related to sound
 49CC5 to  49CCA = Related to sound
 49CCB to  49CD0 = Related to sound
 49CD1 to  4ABB2 = Sound sample (3 bytes and BRR data)
 4ABB3 to  4ABC3 = Related to sound
 4ABC4 to  4ABDC = Related to sound
 4ABDD to  4ABE2 = Related to sound
 4ABE3 to  4C4D2 = Sound sample (3 bytes and BRR data)
 4C4D3 to  4C4FF = Related to sound
 4C500 to  4C505 = Related to sound
 4C506 to  4C571 = Related to sound
 4C572 to  4D97E = Sound sample (3 bytes and BRR data)
 4D97F to  4D9AC = Related to sound
 4D9AD to  4D9B2 = Related to sound
 4D9B3 to  4E276 = Sound sample (3 bytes and BRR data)
 4E277 to  4E304 = Related to sound
 4E305 to  4E30A = Related to sound
 4E30B to  4E58C = Sound sample (3 bytes and BRR data)
 4E58D to  4E592 = Related to sound
 4E593 to  4E82F = Sound sample (3 bytes and BRR data)
 4E830 to  4E835 = Related to sound
 4E836 to  4EA42 = Sound sample (3 bytes and BRR data)
 4EA43 to  4EAAB = Related to sound
 4EAAC to  4EAB1 = Related to sound
 4EAB2 to  4EAF5 = Related to sound
 4EAF6 to  4F65C = Sound sample (3 bytes and BRR data)
 4F65D to  4F73A = Related to sound
 4F73B to  4F740 = Related to sound
 4F741 to  4FA25 = Sound sample (3 bytes and BRR data)
 4FA26 to  4FA56 = Related to sound
 4FA57 to  4FA6B = Related to sound
 4FA6C to  4FA71 = Related to sound
 4FA72 to  4FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 58000)


 58000 to  586A7 = Sound sample (3 bytes and BRR data) (Split sample: former half at 4FA72)
 586A8 to  587AE = Related to sound
 587AF to  587B7 = Related to sound
 587B8 to  587BD = Related to sound
 587BE to  587CE = Related to sound
 587CF to  587E4 = Related to sound
 587E5 to  58807 = Related to sound
 58808 to  58816 = Related to sound
 58817 to  58821 = Related to sound
 58822 to  58837 = Related to sound
 58838 to  58845 = Related to sound
 58846 to  5885E = Related to sound
 5885F to  5886E = Related to sound
 5886F to  58877 = Related to sound
 58878 to  5887D = Related to sound
 5887E to  58C43 = Sound sample (3 bytes and BRR data)
 58C44 to  58C52 = Related to sound
 58C53 to  58C5C = Related to sound
 58C5D to  58C68 = Related to sound
 58C69 to  58C6E = Related to sound
 58C6F to  58D16 = Related to sound
 58D17 to  58D3C = Related to sound
 58D3D to  58D4B = Related to sound
 58D4C to  58D55 = Related to sound
 58D56 to  58D67 = Related to sound
 58D68 to  58D78 = Related to sound
 58D79 to  58D7E = Related to sound
 58D7F to  5932A = Sound sample (3 bytes and BRR data)
 5932B to  59330 = Related to sound
 59331 to  59341 = Related to sound
 59342 to  59347 = Related to sound
 59348 to  5995F = Sound sample (3 bytes and BRR data)
 59960 to  59965 = Related to sound
 59966 to  59976 = Related to sound
 59977 to  59982 = Related to sound
 59983 to  59992 = Related to sound
 59993 to  599A4 = Related to sound
 599A5 to  599B3 = Related to sound
 599B4 to  599D0 = Related to sound
 599D1 to  599DC = Related to sound
 599DD to  599ED = Related to sound
 599EE to  599F9 = Related to sound
 599FA to  599FF = Related to sound
 59A00 to  59A11 = Related to sound
 59A12 to  59A22 = Related to sound
 59A23 to  59ADB = Related to sound
 59ADC to  59AE1 = Related to sound
 59AE2 to  59AFD = Related to sound
 59AFE to  5C530 = Sound sample (3 bytes and BRR data)
 5C531 to  5C607 = Related to sound
 5C608 to  5C6CF = Related to sound
 5C6D0 to  5C7EA = Related to sound
 5C7EB to  5C832 = Related to sound
 5C833 to  5C879 = Related to sound
 5C87A to  5C9A0 = Related to sound
 5C9A1 to  5C9A6 = Related to sound
 5C9A7 to  5C9EA = Related to sound
 5C9EB to  5CC48 = Sound sample (3 bytes and BRR data)
 5CC49 to  5CD68 = Related to sound
 5CD69 to  5CD71 = Related to sound
 5CD72 to  5CD77 = Related to sound
 5CD78 to  5D16A = Sound sample (3 bytes and BRR data)
 5D16B to  5D173 = Related to sound
 5D174 to  5D179 = Related to sound
 5D17A to  5D186 = Related to sound
 5D187 to  5D197 = Related to sound
 5D198 to  5D4D2 = Related to sound
 5D4D3 to  5D699 = Related to sound
 5D69A to  5D6F3 = Related to sound
 5D6F4 to  5D74D = Related to sound
 5D74E to  5DA85 = Related to sound
 5DA86 to  5DC9A = Related to sound
 5DC9B to  5DCA0 = Related to sound
 5DCA1 to  5DCC1 = Related to sound
 5DCC2 to  5DF0D = Sound sample (3 bytes and BRR data)
 5DF0E to  5E121 = Related to sound
 5E122 to  5E1F4 = Related to sound
 5E1F5 to  5E205 = Related to sound
 5E206 to  5E400 = Related to sound
 5E401 to  5E406 = Related to sound
 5E407 to  5E664 = Sound sample (3 bytes and BRR data)
 5E665 to  5E6C4 = Related to sound
 5E6C5 to  5E6CA = Related to sound
 5E6CB to  5EBE6 = Sound sample (3 bytes and BRR data)
 5EBE7 to  5EC67 = Related to sound
 5EC68 to  5EC6D = Related to sound
 5EC6E to  5EEB9 = Sound sample (3 bytes and BRR data)
 5EEBA to  5EEE1 = Related to sound
 5EEE2 to  5EF08 = Related to sound
 5EF09 to  5EF17 = Related to sound
 5EF18 to  5EF1D = Related to sound
 5EF1E to  5F10F = Related to sound
 5F110 to  5F120 = Related to sound
 5F121 to  5F131 = Related to sound
 5F132 to  5F23E = Related to sound
 5F23F to  5F300 = Related to sound
 5F301 to  5F3E5 = Related to sound
 5F3E6 to  5F52E = Related to sound
 5F52F to  5F5FF = Related to sound
 5F600 to  5F752 = Related to sound
 5F753 to  5F853 = Related to sound
 5F854 to  5F98A = Related to sound
 5F98B to  5F99B = Related to sound
 5F99C to  5FA6E = Related to sound
 5FA6F to  5FA93 = Related to sound
 5FA94 to  5FAB1 = Related to sound
 5FAB2 to  5FC2A = Related to sound
 5FC2B to  5FC61 = Related to sound
 5FC62 to  5FC87 = Related to sound
 5FC88 to  5FDB9 = Related to sound
 5FDBA to  5FE67 = Related to sound
 5FE68 to  5FE78 = Related to sound
 5FE79 to  5FE9E = Related to sound
 5FE9F to  5FEB5 = Related to sound
 5FEB6 to  5FEDC = Related to sound
 5FEDD to  5FF02 = Related to sound
 5FF03 to  5FF27 = Related to sound
 5FF28 to  5FF59 = Related to sound
 5FF5A to  5FF7E = Related to sound
 5FF7F to  5FF8A = Related to sound
 5FF8B to  5FF9B = Related to sound
 5FF9C to  5FFA1 = Related to sound
 5FFA2 to  5FFB0 = Related to sound
 5FFB1 to  5FFCD = Related to sound
 5FFCE to  5FFD3 = Related to sound
 5FFD4 to  5FFE0 = Related to sound
 5FFE1 to  5FFFF = Related to sound (Split data: latter half at 68000)


 68000 to  680B3 = Related to sound (Split data: former half at 5FFE1)
 680B4 to  68188 = Related to sound
 68189 to  6825B = Related to sound
 6825C to  6832F = Related to sound
 68330 to  6834C = Related to sound
 6834D to  68365 = Related to sound
 68366 to  68376 = Related to sound
 68377 to  683E6 = Related to sound
 683E7 to  6845C = Related to sound
 6845D to  685F3 = Related to sound
 685F4 to  6867F = Related to sound
 68680 to  68709 = Related to sound
 6870A to  6877B = Related to sound
 6877C to  68853 = Related to sound
 68854 to  68862 = Related to sound
 68863 to  6886F = Related to sound
 68870 to  68A1D = Related to sound
 68A1E to  68BCC = Related to sound
 68BCD to  68D79 = Related to sound
 68D7A to  68E81 = Related to sound
 68E82 to  68EAE = Related to sound
 68EAF to  68EB4 = Related to sound
 68EB5 to  68F58 = Related to sound
 68F59 to  68FA3 = Related to sound
 68FA4 to  68FA9 = Related to sound
 68FAA to  69852 = Sound sample (3 bytes and BRR data)
 69853 to  69864 = Related to sound
 69865 to  6986D = Related to sound
 6986E to  69873 = Related to sound
 69874 to  6A0C2 = Sound sample (3 bytes and BRR data)
 6A0C3 to  6A0D3 = Related to sound
 6A0D4 to  6A0FB = Related to sound
 6A0FC to  6A17B = Related to sound
 6A17C to  6A181 = Related to sound
 6A182 to  6A4F6 = Sound sample (3 bytes and BRR data)
 6A4F7 to  6A54D = Related to sound
 6A54E to  6A553 = Related to sound
 6A554 to  6A579 = Related to sound
 6A57A to  6B25A = Sound sample (3 bytes and BRR data)
 6B25B to  6B260 = Related to sound
 6B261 to  6BF6E = Sound sample (3 bytes and BRR data)
 6BF6F to  6BF74 = Related to sound
 6BF75 to  6CD36 = Sound sample (3 bytes and BRR data)
 6CD37 to  6CD3C = Related to sound
 6CD3D to  6D813 = Sound sample (3 bytes and BRR data)
 6D814 to  6D819 = Related to sound
 6D81A to  6E1A3 = Sound sample (3 bytes and BRR data)
 6E1A4 to  6E1E2 = Related to sound
 6E1E3 to  6E21D = Related to sound
 6E21E to  6E25B = Related to sound
 6E25C to  6E28C = Related to sound
 6E28D to  6E2CF = Related to sound
 6E2D0 to  6E2D5 = Related to sound
 6E2D6 to  6E653 = Sound sample (3 bytes and BRR data)
 6E654 to  6E659 = Related to sound
 6E65A to  6E8ED = Sound sample (3 bytes and BRR data)
 6E8EE to  6E8F3 = Related to sound
 6E8F4 to  6EFA4 = Sound sample (3 bytes and BRR data)
 6EFA5 to  6EFAD = Related to sound
 6EFAE to  6EFB3 = Related to sound
 6EFB4 to  6F66D = Sound sample (3 bytes and BRR data)
 6F66E to  6F676 = Related to sound
 6F677 to  6F687 = Related to sound
 6F688 to  6F6A0 = Related to sound
 6F6A1 to  6F6A6 = Related to sound
 6F6A7 to  6FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 78000)

 700E0 to  70137 = Alchemy Ingredients Graphics setup (alphabetical order except Acorn placed last and Atlas Amulet place between Gunpowder and Iron)
 70DDF to  70E15 = Victory Pose Scripts
 70E16 to  70E4D = Unequipped Standing Scripts
 70E4E to  70EC5 = Ingredient Pickup Animation Scripts
 70EC6 to  70FBF = Boy Spell Animation Scripts
 70FC0 to  710F7 = Unequipped Walking/Running Scripts
 710F8 to  711CD = Boy Recoil Scripts
 711CE to  7170A = Bone Crusher Scripts
 7170B to  718F2 = Boy Idling Yawn Scripts
 718F3 to  71F4D = Sword Scripts
 71F4E to  727EB = Axe Scripts
 727EC to  72CCC = Spear Scripts
 72CCD to  7322A = Bazooka Scripts
 7322B to  733E1 = Boy Miscellaneous Scripts
 733E2 to  73A02 = Dog Prehistoria Scripts
 73A03 to  73F85 = Dog Antiqua Scripts
 73F86 to  744E8 = Dog Gothica Scripts
 744E9 to  74626 = Dog Podunk Scripts
 74627 to  74EB8 = Dog Omnitopia Scripts

 78000 to  7891E = Sound sample (3 bytes and BRR data) (Split sample: former half at 6F6A7)
 7891F to  78930 = Related to sound
 78931 to  78943 = Related to sound
 78944 to  78955 = Related to sound
 78956 to  78984 = Related to sound
 78985 to  7898A = Related to sound
 7898B to  78E3A = Sound sample (3 bytes and BRR data)
 78E3B to  78E40 = Related to sound
 78E41 to  798B4 = Sound sample (3 bytes and BRR data)
 798B5 to  798BA = Related to sound
 798BB to  79CBF = Sound sample (3 bytes and BRR data)
 79CC0 to  79CFE = Related to sound
 79CFF to  79D8F = Related to sound
 79D90 to  79DAC = Related to sound
 79DAD to  79DB5 = Related to sound
 79DB6 to  79DBE = Related to sound
 79DBF to  79DCB = Related to sound
 79DCC to  79DD9 = Related to sound
 79DDA to  79DE6 = Related to sound
 79DE7 to  79DF6 = Related to sound
 79DF7 to  79DFF = Related to sound
 79E00 to  79E05 = Related to sound
 79E06 to  7B1D3 = Sound sample (3 bytes and BRR data)
 7B1D4 to  7B1E4 = Related to sound
 7B1E5 to  7B1F7 = Related to sound
 7B1F8 to  7B1FD = Related to sound
 7B1FE to  7B2AF = Related to sound
 7B2B0 to  7E858 = Sound sample (3 bytes and BRR data)
 7E859 to  7E86C = Related to sound
 7E86D to  7E880 = Related to sound
 7E881 to  7E895 = Related to sound
 7E896 to  7E8AA = Related to sound
 7E8AB to  7E8BF = Related to sound
 7E8C0 to  7E8D4 = Related to sound
 7E8D5 to  7E8EA = Related to sound
 7E8EB to  7E8FB = Related to sound
 7E8FC to  7E9C9 = Related to sound
 7E9CA to  7EA97 = Related to sound
 7EA98 to  7EB75 = Related to sound
 7EB76 to  7EC82 = Related to sound
 7EC83 to  7EC98 = Related to sound
 7EC99 to  7ECA5 = Related to sound
 7ECA6 to  7ECB3 = Related to sound
 7ECB4 to  7ECC5 = Related to sound
 7ECC6 to  7ECD6 = Related to sound
 7ECD7 to  7ECE4 = Related to sound
 7ECE5 to  7ECF2 = Related to sound
 7ECF3 to  7ED02 = Related to sound
 7ED03 to  7ED12 = Related to sound
 7ED13 to  7ED21 = Related to sound
 7ED22 to  7ED3D = Related to sound
 7ED3E to  7ED60 = Related to sound
 7ED61 to  7ED85 = Related to sound
 7ED86 to  7ED96 = Related to sound
 7ED97 to  7EDA6 = Related to sound
 7EDA7 to  7EDB7 = Related to sound
 7EDB8 to  7EDCA = Related to sound
 7EDCB to  7EDDD = Related to sound
 7EDDE to  7EDF0 = Related to sound
 7EDF1 to  7EE03 = Related to sound
 7EE04 to  7EE16 = Related to sound
 7EE17 to  7EE2A = Related to sound
 7EE2B to  7EE39 = Related to sound
 7EE3A to  7EE64 = Related to sound
 7EE65 to  7EEAA = Related to sound
 7EEAB to  7EED8 = Related to sound
 7EED9 to  7EF06 = Related to sound
 7EF07 to  7EF2B = Related to sound
 7EF2C to  7EF3C = Related to sound
 7EF3D to  7EF51 = Related to sound
 7EF52 to  7EF5A = Related to sound
 7EF5B to  7EF60 = Related to sound
 7EF61 to  7F90E = Sound sample (3 bytes and BRR data)
 7F90F to  7F91F = Related to sound
 7F920 to  7F95D = Related to sound
 7F95E to  7F9A0 = Related to sound
 7F9A1 to  7F9E8 = Related to sound
 7F9E9 to  7FA2F = Related to sound
 7FA30 to  7FA4D = Related to sound
 7FA4E to  7FA75 = Related to sound
 7FA76 to  7FA86 = Related to sound
 7FA87 to  7FAAD = Related to sound
 7FAAE to  7FAB8 = Related to sound
 7FAB9 to  7FB0A = Related to sound
 7FB0B to  7FB10 = Related to sound
 7FB11 to  7FB27 = Related to sound
 7FB28 to  7FB33 = Sound sample (3 bytes and BRR data)
 7FB34 to  7FB85 = Related to sound
 7FB86 to  7FB99 = Related to sound
 7FB9A to  7FB9F = Related to sound
 7FBA0 to  7FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 88000)


 88000 to  8882F = Sound sample (3 bytes and BRR data) (Split sample: former half at 7FBA0)
 88830 to  88839 = Related to sound
 8883A to  88845 = Related to sound
 88846 to  8884E = Related to sound
 8884F to  88854 = Related to sound
 88855 to  8946F = Sound sample (3 bytes and BRR data)
 89470 to  8947A = Related to sound
 8947B to  894AE = Related to sound
 894AF to  894B4 = Related to sound
 894B5 to  89D93 = Sound sample (3 bytes and BRR data)
 89D94 to  89D99 = Related to sound
 89D9A to  8A306 = Sound sample (3 bytes and BRR data)
 8A307 to  8A30C = Related to sound
 8A30D to  8AAF8 = Sound sample (3 bytes and BRR data)
 8AAF9 to  8AB27 = Related to sound
 8AB28 to  8AB56 = Related to sound
 8AB57 to  8AB8B = Related to sound
 8AB8C to  8ABC2 = Related to sound
 8ABC3 to  8ABD3 = Related to sound 
 8ABD4 to  8AD39 = Related to sound
 8AD3A to  8AD4B = Related to sound
 8AD4C to  8AD5F = Related to sound
 8AD60 to  8AD76 = Related to sound
 8AD77 to  8AD92 = Related to sound
 8AD93 to  8AD9E = Related to sound
 8AD9F to  8ADAA = Related to sound
 8ADAB to  8AF11 = Related to sound
 8AF12 to  8AF16 = Related to sound
 8AF17 to  8AF86 = Related to sound
 8AF87 to  8B0B0 = Related to sound
 8B0B1 to  8B0C1 = Related to sound
 8B0C2 to  8B202 = Related to sound
 8B203 to  8B28C = Related to sound
 8B28D to  8B339 = Related to sound
 8B33A to  8B414 = Related to sound
 8B415 to  8B41A = Related to sound
 8B41B to  8B486 = Related to sound
 8B487 to  8B609 = Related to sound
 8B60A to  8B6DE = Related to sound
 8B6DF to  8B7B4 = Related to sound
 8B7B5 to  8B872 = Related to sound
 8B873 to  8B87F = Related to sound
 8B880 to  8B88B = Related to sound
 8B88C to  8B897 = Related to sound
 8B898 to  8B8A9 = Related to sound
 8B8AA to  8B8B5 = Related to sound
 8B8B6 to  8B8C1 = Related to sound
 8B8C2 to  8B8D3 = Related to sound
 8B8D4 to  8B8DC = Related to sound
 8B8DD to  8B8ED = Related to sound
 8B8EE to  8B8FF = Related to sound
 8B900 to  8B911 = Related to sound
 8B912 to  8B924 = Related to sound
 8B925 to  8B936 = Related to sound
 8B937 to  8B93F = Related to sound
 8B940 to  8B989 = Related to sound
 8B98A to  8B999 = Related to sound
 8B99A to  8B9A9 = Related to sound
 8B9AA to  8B9BA = Related to sound
 8B9BB to  8BB23 = Related to sound
 8BB24 to  8BB29 = Related to sound
 8BB2A to  8BB4F = Related to sound
 8BB50 to  8C4C7 = Sound sample (3 bytes and BRR data)
 8C4C8 to  8C630 = Related to sound
 8C631 to  8C749 = Related to sound
 8C74A to  8C89F = Related to sound
 8C8A0 to  8C908 = Related to sound
 8C909 to  8C996 = Related to sound
 8C997 to  8CABC = Related to sound
 8CABD to  8CAD1 = Related to sound
 8CAD2 to  8CAD7 = Related to sound
 8CAD8 to  8D15B = Sound sample (3 bytes and BRR data)
 8D15C to  8D16C = Related to sound
 8D16D to  8D26B = Related to sound
 8D26C to  8D2D5 = Related to sound
 8D2D6 to  8D2FA = Related to sound
 8D2FB to  8D33F = Related to sound
 8D340 to  8D36F = Related to sound
 8D370 to  8D48F = Related to sound
 8D490 to  8D525 = Related to sound
 8D526 to  8D585 = Related to sound
 8D586 to  8D58E = Related to sound
 8D58F to  8D597 = Related to sound
 8D598 to  8D59D = Related to sound
 8D59E to  8D5C3 = Related to sound
 8D5C4 to  8D5CC = Related to sound
 8D5CD to  8D5D5 = Related to sound
 8D5D6 to  8D5E1 = Related to sound
 8D5E2 to  8D5E4 = Related to sound
 8D5E5 to  8D5E9 = Related to sound
 8D5EA to  8D5F6 = Related to sound
 8D5F7 to  8D60D = Related to sound
 8D60E to  8D634 = Related to sound
 8D635 to  8D658 = Related to sound
 8D659 to  8D67B = Related to sound
 8D67C to  8D6AD = Related to sound
 8D6AE to  8D6D4 = Related to sound
 8D6D5 to  8D6DD = Related to sound
 8D6DE to  8D6E3 = Related to sound
 8D6E4 to  8D763 = Related to sound
 8D764 to  8EE64 = Sound sample (3 bytes and BRR data)
 8EE65 to  8EE73 = Related to sound
 8EE74 to  8EE85 = Related to sound
 8EE86 to  8EE97 = Related to sound
 8EE98 to  8EEAA = Related to sound
 8EEAB to  8EEBC = Related to sound
 8EEBD to  8EF2C = Related to sound
 8EF2D to  8EF71 = Related to sound
 8EF72 to  8EFD9 = Related to sound
 8EFDA to  8EFEA = Related to sound
 8EFEB to  8F145 = Related to sound
 8F146 to  8F16A = Related to sound
 8F16B to  8F1F2 = Related to sound
 8F1F3 to  8F296 = Related to sound
 8F297 to  8F2AC = Related to sound
 8F2AD to  8F2BC = Related to sound
 8F2BD to  8F2C9 = Related to sound
 8F2CA to  8F2DB = Related to sound
 8F2DC to  8F2EC = Related to sound
 8F2ED to  8F35A = Related to sound
 8F35B to  8F3B5 = Related to sound
 8F3B6 to  8F574 = Related to sound
 8F575 to  8F5CA = Related to sound
 8F5CB to  8F622 = Related to sound
 8F623 to  8F6EF = Related to sound
 8F6F0 to  8F78E = Related to sound
 8F78F to  8F82D = Related to sound
 8F82E to  8F83E = Related to sound
 8F83F to  8F878 = Related to sound
 8F879 to  8F927 = Related to sound
 8F928 to  8F9D2 = Related to sound
 8F9D3 to  8FA27 = Related to sound
 8FA28 to  8FAD7 = Related to sound
 8FAD8 to  8FB30 = Related to sound
 8FB31 to  8FBA5 = Related to sound
 8FBA6 to  8FC1B = Related to sound
 8FC1C to  8FC22 = Related to sound
 8FC23 to  8FC39 = Related to sound
 8FC3A to  8FC47 = Related to sound
 8FC48 to  8FC60 = Related to sound
 8FC61 to  8FC71 = Related to sound
 8FC72 to  8FC77 = Related to sound
 8FC78 to  8FC85 = Related to sound
 8FC86 to  8FC96 = Related to sound
 8FC97 to  8FCD5 = Related to sound
 8FCD6 to  8FCDB = Related to sound
 8FCDC to  8FD51 = Related to sound
 8FD52 to  8FDE8 = Related to sound
 8FDE9 to  8FFAA = Related to sound
 8FFAB to  8FFFF = Related to sound (Split data: latter half at 98000)


 98000 to  9816B = Related to sound (Split data: former half at 8FFAB)
 9816C to  98196 = Related to sound
 98197 to  981CA = Related to sound
 981CB to  981D0 = Related to sound
 981D1 to  98207 = Related to sound
 98208 to  98241 = Related to sound
 98242 to  98252 = Related to sound
 98253 to  98262 = Related to sound
 98263 to  98275 = Related to sound
 98276 to  98288 = Related to sound
 98289 to  9829A = Related to sound
 9829B to  982AC = Related to sound
 982AD to  98303 = Related to sound
 98304 to  9835A = Related to sound
 9835B to  98365 = Related to sound
 98366 to  98376 = Related to sound
 98377 to  983BA = Related to sound
 983BB to  983FE = Related to sound
 983FF to  98441 = Related to sound
 98442 to  98485 = Related to sound
 98486 to  984C9 = Related to sound
 984CA to  9850E = Related to sound
 9850F to  985AE = Related to sound
 985AF to  985B4 = Related to sound
 985B5 to  985F8 = Related to sound
 985F9 to  9872B = Related to sound
 9872C to  9873A = Related to sound
 9873B to  98748 = Related to sound
 98749 to  9875E = Related to sound
 9875F to  987B9 = Related to sound
 987BA to  98814 = Related to sound
 98815 to  98821 = Related to sound
 98822 to  98835 = Related to sound
 98836 to  98849 = Related to sound
 9884A to  98862 = Related to sound
 98863 to  98868 = Related to sound
 98869 to  988AC = Related to sound
 988AD to  98904 = Related to sound
 98905 to  98915 = Related to sound
 98916 to  98938 = Related to sound
 98939 to  98954 = Related to sound
 98955 to  98970 = Related to sound
 98971 to  98991 = Related to sound
 98992 to  989B7 = Related to sound
 989B8 to  98A2C = Related to sound
 98A2D to  98A9F = Related to sound
 98AA0 to  98AAD = Related to sound
 98AAE to  98ABE = Related to sound
 98ABF to  98B08 = Related to sound
 98B09 to  98B0E = Related to sound
 98B0F to  9934B = Sound sample (3 bytes and BRR data)
 9934C to  99351 = Related to sound
 99352 to  998FD = Sound sample (3 bytes and BRR data)
 998FE to  99903 = Related to sound
 99904 to  9A1FD = Sound sample (3 bytes and BRR data)
 9A1FE to  9A203 = Related to sound
 9A204 to  9A863 = Sound sample (3 bytes and BRR data)
 9A864 to  9A8D0 = Related to sound
 9A8D1 to  9A8DC = Related to sound
 9A8DD to  9A8EA = Related to sound
 9A8EB to  9A919 = Related to sound
 9A91A to  9A938 = Related to sound
 9A939 to  9A985 = Related to sound
 9A986 to  9A9FD = Related to sound
 9A9FE to  9AA0E = Related to sound
 9AA0F to  9AD69 = Related to sound
 9AD6A to  9ADD3 = Related to sound
 9ADD4 to  9AE14 = Related to sound
 9AE15 to  9AF20 = Related to sound
 9AF21 to  9B02C = Related to sound
 9B02D to  9B139 = Related to sound
 9B13A to  9B445 = Related to sound
 9B446 to  9B4D1 = Related to sound
 9B4D2 to  9B4DA = Related to sound
 9B4DB to  9B4E4 = Related to sound
 9B4E5 to  9B4EE = Related to sound
 9B4EF to  9B500 = Related to sound
 9B501 to  9B516 = Related to sound
 9B517 to  9B527 = Related to sound
 9B528 to  9B536 = Related to sound
 9B537 to  9B543 = Related to sound
 9B544 to  9B552 = Related to sound
 9B553 to  9B578 = Related to sound
 9B579 to  9B59D = Related to sound
 9B59E to  9B5CD = Related to sound
 9B5CE to  9B5F3 = Related to sound
 9B5F4 to  9B5FF = Related to sound
 9B600 to  9B610 = Related to sound
 9B611 to  9B786 = Related to sound
 9B787 to  9B824 = Related to sound
 9B825 to  9B9BD = Related to sound
 9B9BE to  9B9DE = Related to sound
 9B9DF to  9BA01 = Related to sound
 9BA02 to  9BA1A = Related to sound
 9BA1B to  9BA32 = Related to sound
 9BA33 to  9BA49 = Related to sound
 9BA4A to  9BA5A = Related to sound
 9BA5B to  9BAEF = Related to sound
 9BAF0 to  9BAF5 = Related to sound
 9BAF6 to  9BB25 = Related to sound
 9BB26 to  9F263 = Sound sample (3 bytes and BRR data)
 9F264 to  9F2D8 = Related to sound
 9F2D9 to  9F34D = Related to sound
 9F34E to  9F3C2 = Related to sound
 9F3C3 to  9F437 = Related to sound
 9F438 to  9F48F = Related to sound
 9F490 to  9F4FD = Related to sound
 9F4FE to  9F570 = Related to sound
 9F571 to  9F57F = Related to sound
 9F580 to  9F59B = Related to sound
 9F59C to  9F5B4 = Related to sound
 9F5B5 to  9F633 = Related to sound
 9F634 to  9F651 = Related to sound
 9F652 to  9F66F = Related to sound
 9F670 to  9F681 = Related to sound
 9F682 to  9F695 = Related to sound
 9F696 to  9F6A6 = Related to sound
 9F6A7 to  9F88E = Related to sound
 9F88F to  9FA45 = Related to sound
 9FA46 to  9FB9F = Related to sound
 9FBA0 to  9FCB1 = Related to sound
 9FCB2 to  9FD7B = Related to sound
 9FD7C to  9FE42 = Related to sound
 9FE43 to  9FFD7 = Related to sound
 9FFD8 to  9FFFF = Related to sound (Split data: latter half at A8000)


 A8000 to  A80E1 = Related to sound (Split data: former half at 9FFD8)
 A80E2 to  A80F2 = Related to sound
 A80F3 to  A8240 = Related to sound
 A8241 to  A8434 = Related to sound
 A8435 to  A8589 = Related to sound
 A858A to  A861A = Related to sound
 A861B to  A86A0 = Related to sound
 A86A1 to  A87A5 = Related to sound
 A87A6 to  A8900 = Related to sound
 A8901 to  A89FB = Related to sound
 A89FC to  A8A0C = Related to sound
 A8A0D to  A8A2D = Related to sound
 A8A2E to  A8A50 = Related to sound
 A8A51 to  A8A56 = Related to sound
 A8A57 to  A9443 = Sound sample (3 bytes and BRR data)
 A9444 to  A9451 = Related to sound
 A9452 to  A9460 = Related to sound
 A9461 to  A946C = Related to sound
 A946D to  A947C = Related to sound
 A947D to  A948C = Related to sound
 A948D to  A949F = Related to sound
 A94A0 to  A94B0 = Related to sound
 A94B1 to  A9511 = Related to sound
 A9512 to  A9569 = Related to sound
 A956A to  A95E1 = Related to sound
 A95E2 to  A9658 = Related to sound
 A9659 to  A9663 = Related to sound
 A9664 to  A967E = Related to sound
 A967F to  A968C = Related to sound
 A968D to  A96A4 = Related to sound
 A96A5 to  A96B5 = Related to sound
 A96B6 to  A96E7 = Related to sound
 A96E8 to  A9718 = Related to sound
 A9719 to  A974B = Related to sound
 A974C to  A9791 = Related to sound
 A9792 to  A98D6 = Related to sound
 A98D7 to  A9988 = Related to sound
 A9989 to  A99A9 = Related to sound
 A99AA to  A99CC = Related to sound
 A99CD to  A99D5 = Related to sound
 A99D6 to  A99D8 = Related to sound
 A99D9 to  A99EE = Related to sound
 A99EF to  A99F4 = Related to sound
 A99F5 to  A99F7 = Related to sound
 A99F8 to  A9A1A = Related to sound
 A9A1B to  A9A20 = Related to sound
 A9A21 to  A9E01 = Sound sample (3 bytes and BRR data)
 A9E02 to  A9E0D = Related to sound
 A9E0E to  A9E16 = Related to sound
 A9E17 to  A9EDB = Related to sound
 A9EDC to  A9F63 = Related to sound
 A9F64 to  A9FCA = Related to sound
 A9FCB to  AA014 = Related to sound
 AA015 to  AA025 = Related to sound
 AA026 to  AA02F = Related to sound
 AA030 to  AA03B = Related to sound
 AA03C to  AA044 = Related to sound
 AA045 to  AA04D = Related to sound
 AA04E to  AA056 = Related to sound
 AA057 to  AA05E = Related to sound
 AA05F to  AA066 = Related to sound
 AA067 to  AA071 = Related to sound
 AA072 to  AA082 = Related to sound
 AA083 to  AA09B = Related to sound
 AA09C to  AA101 = Related to sound
 AA102 to  AA11F = Related to sound
 AA120 to  AA141 = Related to sound
 AA142 to  AA153 = Related to sound
 AA154 to  AA165 = Related to sound
 AA166 to  AA206 = Related to sound
 AA207 to  AA218 = Related to sound
 AA219 to  AA229 = Related to sound
 AA22A to  AA3AA = Related to sound
 AA3AB to  AA507 = Related to sound
 AA508 to  AA588 = Related to sound
 AA589 to  AA642 = Related to sound
 AA643 to  AA6B7 = Related to sound
 AA6B8 to  AA740 = Related to sound
 AA741 to  AA77E = Related to sound
 AA77F to  AA792 = Related to sound
 AA793 to  AA797 = Related to sound
 AA798 to  AA79F = Related to sound
 AA7A0 to  AA7A5 = Related to sound
 AA7A6 to  AA7B0 = Related to sound
 AA7B1 to  AA7BD = Related to sound
 AA7BE to  AFFFF = Music component-loading data (Split data: latter half at B8000)


 B8000 to  B8EF1 = Music component-loading data (Split data: former half at AA7BE)

 BFCCF to  ----- = *** UNKNOWN - 2E0000 table entry ***
 BFD15 to  ----- = *** UNKNOWN - 2E0000 table entry ***
 BFD8A to  ----- = *** UNKNOWN - 2E0000 table entry ***
 BFDD1 to  ----- = *** UNKNOWN - 2E0000 table entry ***
 BFE2B to  ----- = *** UNKNOWN - 2E0000 table entry ***
 BFE7A to  ----- = *** UNKNOWN - 2E0000 table entry ***
 BFED4 to  ----- = *** UNKNOWN - 2E0000 table entry ***
 BFF2F to  ----- = *** UNKNOWN - 2E0000 table entry ***
 BFF89 to  ----- = *** UNKNOWN - 2E0000 table entry ***

 C81FD to  C8235 = APU ports set to the following values: Y%256, Y/256, APU Port 3 previous value + 1, A; Port 3 value is not incremented if waiting loop happens 10240 times

 C8658 to  C8718 = Cary Flag set to inversion of Targeting viability (Y is entity, $59 seems to be the camera coordinates)
 C8719 to  C8761 = Establish Default Valid Entry in Targeting, Carry Flag Set if none (Y is default entity with 0 resulting in first one)
 C8735 to  C8761 = Establish Next Valid Entry in Targeting, Carry Flag Set if none
 C8762 to  C879A = Establish Previous Valid Entry in Targeting, Carry Flag Set if none
 C879B to  C888E = Establish Multitarget Entries in Targeting, Carry Flag Set if none (3 targets selected by standard attack alchemy spells choose nearest by circle calculations within the first 8 valid entries)
 C888F to  C88CB = Targeting Cursor graphics update per frame
 C88CC to  C89DE = Targeting Controls Main Procedure, Carry Flag set to inversion of confirmation (Y is the default entity)
 C89DF to  C8A1B = Handles text window of Target's name
 C8A1C to  C8A24 = Text "Multiple" (used for multiple Targets with C89DF procedure)

 C8BD0 to  C8CF8 = Boy - total experience needed to reach level (99 entries, 3 bytes each)
 C8CFC to  C8E24 = Dog - total experience needed to reach level (99 entries, 3 bytes each)
 C8E25 to  C8F02 = Boy - Evade % by level (entries for 0-110, Thug's Cloak +5 to used level)
 C8F03 to  C8FE0 = Boy - Hit % by level (entries for 0-110, Jade Disk +5 to used level)
 C8FE1 to  C90BE = Dog - Evade % by level (entries for 0-110, Thug's Cloak +5 to used level)
 C90BF to  C919C = Dog - Hit % by level (entries for 0-110, Jade Disk +5 to used level)
 C919D to  C927A = Boy - Max HP by level (entries for 0-110, Chocobo Egg +5 to used level)
 C927B to  C9358 = Boy - base Defense by level (entries for 0-110, Staff of Life +5 to used
                   level)
 C9359 to  C9436 = Boy - base Attack by level (entries for 0-110, Sun Stone +5 to used level)
 C9437 to  C9514 = Boy - Magic Defense by level (entries for 0-110, Wizard's Coin +7 to used
                   level)
 C9515 to  C95F2 = Dog - Max HP by level (entries for 0-110, Chocobo Egg +5 to used level)
 C95F3 to  C96D0 = Dog - base Defense by level (entries for 0-110, Staff of Life +5 to used
                   level)
 C96D1 to  C97AE = Dog - base Attack by level (entries for 0-110, Sun Stone +5 to used level)
 C97AF to  C988C = Dog - Magic Defense by level (entries for 0-110, Wizard's Coin +5 to used
                   level)

 C9DAF to  C9DE6 = Sets [$90] to X, [$92] to the Text Characters Width values address, and [$0B3D] to [$0B44] to their respective assignments with Text Character handling
 C9DE7 to  C9DF9 = Sets $7E2000 to 15 + byte #0-15 x 16 for 16 bytes

 C9E03 to  C9EF9 = Main Text Window writing procedure (Y is location of Text Window info; [$22] 3 byte holds location of text characters including values for procedures to call; and [$92] holds location of font width values) (NOTE: C9E62 to C9EA2 are actually part of other, though related, procedures)

 CA346 to  CA3AE = Dialogue Print Stop

 CA41C to  CA435 = Game on standby until Start/Face Button Press

 CA4FE to  CA590 = Handles function of ASCII Character Code A
 CA591 to  CA5A1 = (UNUSED) Progress set to bottom right corner of involved Text Character
 CA5A2 to  CA7C5 = Prints Text Character, ending with A set to Character's Font Width (A is Character's ASCII Value)
 CA7C6 to  CA927 = Dialogue Choice controls ending with A set to Choice #
 CA928 to  CAAF9 = Converts Text Character to restore Window Palette portion based on ASCII Character indicated by A, A set to Character's Font Width (irrelevant miscoding: CA9CF to CAA00 is supposed to result in only the leftover/only relevant bits active, rather than the whole row past the X offset in general)
 CAAFA to  CAB0F = A set to value first byte starting from $7E2000 to contain greater result than initial A

 CAC16 to  CAC5D = Text Window Border update script
 CAC5E to  CAC73 = Text Window Border colors pointers
 CAC74 to  CAC89 = Text Window Border graphics tiles pointers

 CAF2B to  CAFCF = Text Window loading script (Y is RAM location of text info)

 CB55B to  CB5A3 = Text Window continue arrow set up as needed
 CB5A4 to  CB5EC = Text Window continue arrow stopped as needed

 CBBB0 to  CBBCB = Charm flags - Addresses
 CBBCC to  CBBD7 = Rare item flags - Addresses
 CBBD8 to  CBBF3 = Charm flags - Bit weights
 CBBF4 to  CBBFF = Rare item flags - Bit weights
 CBC00 to  CBC19 = Trade good name pointers
 CBC1A to  CBC35 = Charm name pointers
 CBC36 to  CBC41 = Rare item name pointers


 CC3F8 to  CC41A = A = Total Number of Charms
 CC41B to  CC435 = A = Total Number of Trade Goods (processes that call this simply compare this to 0)
 CC521 to  CC542 = Script - Signal to play next quick message

 CC3D0 to  CC3EB = Charm description pointers
 CC3EC to  CC3F7 = Rare item description pointers

 CC88C to  ----- = *** UNKNOWN - Assembly related to 2E0000? ***

 CCF18 to  CCFF3 = Initializes Subscript in first available Subscript location; $7E0E80 to $7E0E93 is moved to 0x0F to 0x22

 CD315 to  CD330 = Next Instruction Byte determine loop count for storing Math Script results in $7E0E80 with 2 bytes each

 CD428 to  CD456 = Instruction Byte Pointer shifted backward by byte count of difference of 257 and single Number Byte
 CD434 to  CD464 = Instruction Byte Pointer shifted by byte count of 2 Number Bytes from after the Number Bytes

 CEA43 to  CEA64 = Math Script main procedure; finishes with an instruction with the instruction byte having its Most Significant Bit set

 CEC8E to  CEC95 = Sets [$4C] and Y to unit's stats pointer based on current math scripts


 E99D2 to  E9A2E = Script - Establishes Weapons Ring information
 E9A86 to  E9B39 = Script - Establishes Main Ring information for both Boy and Dog
 E9B3A to  E9B6E = Script - Establishes Spells Ring information
 E9B6F to  E9BC0 = Script - Establishes Items Ring information

 EB520 to  EB559 = Establishes Ring Menu Cursor graphics
 EB55A to  EB677 = Character data pointers
 EB678 to  EDF83 = Character data  (74 bytes each)  (first of 91 actual monsters starts at
                   EC536.  everything before that are NPCs.)  (Every stat is two bytes
                   unless indicated otherwise.)
                  x00 - Name pointer (3 bytes)
                  x07 - Unique Trait flags
                           Bit 0 - ? (Tar Skull and Salabog only)
                           Bit 1 - -30 Hit penalty vs. AI Player Character
                           Bit 2 - ? (Rock only)
                           Bit 3 - ? (Bridge only)
                           Bit 4 - Projectile attacks won't hit (Bomb only)
                  x09 - Palette
                  x0D - ? (Relates to collision)
                  x0F - HP
                  x13 - Aggression Range
                  x15 - Aggression Chance (/256)
                  x19 - Attack
                  x1B - Defense
                  x1D - Magic Defense
                  x1F - Evade
                  x21 - Hit Rate
                  x23 - Experience (4 bytes)
                  x27 - Money
                  x29 - Chance of prize drop (out of 128) (1 byte)
                  x2C - Chargeup limit
                  x2E - Chargeup gain per frame
                  x30 - Attack calculation procedure pointer
                  x42 - Script - Death, No Spoils
                  x44 - Script - Death, Spoils
                  x48 - Script - Block


 F81C9 to  F8279 = Establishes Boy's Info for combat fields (X is Weapon #)
 F827A to  F82FC = EXP gains handled
 F82FD to  F8302 = Text - "DB: +" (likely unused)
 F8303 to  F830F = Text - " EXPERIENCE." (likely unused)
 F8310 to  F8387 = Boy's Level Up handled
 F8388 to  F8397 = Text - " reaches level "
 F8398 to  F84F4 = Boy's stats established
 F84F5 to  F856C = Dog's Level Up handled
 F856D to  F857D = Text - " reaches level "
 F857D to  F8688 = Dog's stats established
 F8689 to  F86F9 = Money gains handled
 F86FA to  F8703 = Text - "Received "
 F8704 to  F870F = Pointers to Currency type text

 F9144 to  F920F = Establishes Character X's Status Bar HP Row graphics where valid
 F9210 to  F936C = Establishes Charm, Rare Item, and Weapon update as well as Boy's Graphics Info
 F936D to  F945C = Dog's Graphics Info Tables ($28 bytes per table)
 F945D to  F946A = Dog's Graphics Info Table pointers
 F946B to  F9534 = Establishes Dog's Graphics Info

 F973E to  F97B0 = Boy's Weapon EXP handling
 F97B1 to  F97BF = Text - " is now level "
 F97C0 to  F9800 = Dog's Attack EXP handling
 F9801 to  F9816 = Text - "Dog attack now level "

 FA9B1 to  FA9D8 = A set to Cardinal Direction indicated by [$12] and [$13] (SEP $20 assumed)
 FA9D9 to  FAA04 = A set to Cardinal Direction indicated by [$46] and [$48]
 FAA05 to  FAA50 = A set to Direction indicated by [$12] and [$14]
 FAA51 to  FAA81 = A set to Direction indicated by A

 FAB6E to  FAB91 = A set to dominant direction to destination affected by RNG choice from FDB0C first table

 FAC63 to  FAC63 = X viewing offset (what/where to trigger), X is the character viewing variable
 FAC73 to  FAC82 = Y as above

 FB28D to  FB29A = Establish Yawn Animation Timer to 1200 to 3247 Frames

 FB5E6 to  FB6AD = Attack management check ([$3E] to [$41] holds hitbox width and length, [$44] 2 byte holds relative elevation bits, [$46] to [$4B] holds 3D coordinates of hitbox center, [$4C] 2 byte holds pointer to attacker's information)
 FB6AE to  FB6CB = Attack Calculations Script pointers
 FB6CC to  FB6DF = Attack Calculations Script $00: Standard Monster
 FB6E0 to  FB723 = Attack Calculations Script $02: Standard Projectile
 FB724 to  FB73B = Attack Calculations Script $04: Infinite Pierce Projectile
 FB73C to  FB759 = Attack Calculations Script $06: Armor Ignore Projectile
 FB75A to  FB77C = Attack Calculations Script $08: Boy Standard
 FB77D to  FB79F = Attack Calculations Script $0A: Dog Standard
 FB7A0 to  FB7D6 = Attack Calculations Script $0C: Carniflower
 FB7D7 to  FB7F2 = Attack Calculations Script $0E: Mosquitos (no flinching caused, halted by Insect Incense)
 FB7DF to  FB7F2 = Attack Calculations Script $10: No flinching (seems to be unused)
 FB7F3 to  FB82C = Attack Calculations Script $14: Spiders (1/4 Chance Poison, halted by Insect Incense)
 FB7FB to  FB82C = Attack Calculations Script $12: Sons of Set (1/4 Chance Poison)
 FB82D to  FB855 = Attack Calculations Script $18: Stone Cobra (Ensured Poison)
 FB856 to  FB85D = Text: "Poison!"
 FB85E to  FB897 = Attack Calculations Script $16: Rat (1/8 Chance Plague 5 Might)
 FB898 to  FB8CE = Attack Calculations Script $1C: Mad Monk (1/4 Chance Confound, 1/4 Chance Plague 5 Might)
 FB8CF to  FB8D6 = Text: "Plague!"
 FB8D7 to  FB8E2 = Text: "Confounded!"
 FB8E3 to  FB8EF = Attack Calculations Script $1A: Ensured Hit + No Revenge Aggro (seems to be unused)

 FB9F8 to  FBAAE = Accuracy Calculation for projectiles
 FBA06 to  FBAAE = Accuracy Calculation for non-projectiles
 FBAAF to  FBAE1 = Most significant part of effective hit rate index, indexed by
                   ((Evade + 1) DIV 4) * 2 .  Picks the sub-table in FBAE3.  (Evade + 1)
                   assumed to be <= 100.

 FBAE3 to  FC02A = Tables of effective hit rate values (0 to 32768).  Indexed using Evade
                   (via FBAAF), and by ((Hit Rate + 1) DIV 4) * 2 (including Ruby Heart influence)
                   within that.  (Hit Rate + 1) capped at 100 when accessing.  676 entries.

 FC02B to  FC066 = A set to ATK value based on charge level and equipment
 FC047 to  FC066 = A set to ATK value based purely on charge level (A is ATK value without chargeup influence, X is Character's Stats pointer; may be used in a ASM ROM hack for convenience)
 FC067 to  FC099 = A set to Basic Damage with dispersion range of 75% to 125% (starting points: $C067 for ATK - DEF; $C06D for A - DEF; $C07E for A alone)
 FC09A to  FC0D2 = Handles HP Recovery (A is recovery amount, Y is entity)
 FC0D3 to  FC120 = Updates to recent damage taken and character's reaction bits for standard attack (A = Damage value)
 FC121 to  FC131 = Updates to recent damage taken and character's reaction bits for scripted non-hazard damage
 FC132 to  FC142 = Updates to recent damage taken and character's reaction bits for Mazquito or scripted cutscene damage (difference: Byte $12 Bit 5 is inactive)
 FC143 to  FC16D = Updates to recent damage taken and character's reaction bits for attack that doesn't cause flinching
 FC16E to  FC17E = Updates to recent damage taken and character's reaction bits for scripted hazard damage
 FC17F to  FC1BA = Same Type Revenge Aggro script for attacks, also sets partner enemy as PCs' target regardless of attacker's side

 FC554 to  FC617 = Clear 130 bytes starting from location pointed by X

 FDB0C to  FDBCB = 3 tables of direction shifts each using 64 entries
                   First table 45 degree increase intervals: $1A,$26,$3A,$3E
                   Second table 45 degree increase intervals: $1A,$2A,$36,$3E
                   Third table 45 degree increase intervals: $26,$32,$3A,$3E

108000 to 1080CD = Pointers to Behavior Script instructions (Even Inclusive, actual script bytes get multiplied by 2 to point to the pointer)
1080CE to 108114 = Establishes and executes Behavior Script (X is the Script Address pointer, Y is the Entity Pointer)
1080D2 to 108114 = Executes Behavior Script (Y is the Entity Pointer)
108115 to 10811A = Sets Entity's Current Script to Base Script
10811B to 108123 = Sets Entity's 5th Bit in Bit Collection for add-on to 108124
108124 to 108138 = Tests MSBs for direction-based add-on to 108139
108139 to 10814F = Behavior Script changed and started unless already active (same as 10817B below)
108150 to 10815A = Portion of 108124 used by 108124 for when Most Significant Bit is held true
10815B to 10816A = Direction-based add-on values for pure cardinal directions
10816B to 10816B = Direction-based add-on values for all 8 directions
10817B to 108199 = Behavior Script call basics establishment (X is the Script Address pointer, Y is the Entity Pointer)
10819A to 1081BC = Tests MSBs for direction-based add-on to 10817B (A is the Direction; X and Y are the same otherwise)

10824B to 10825F = Sets stationary or walking script to X based on character moving before direction-based Behavior Script establishment
108260 to 108270 = Sets stationary or movement script to X based on character moving before direction-based Behavior Script establishment (A is the stationary script, X is the moving script)
108271 to 108278 = Jaguar Ring check extension of 108279 (probably unused)
108279 to 10828D = Sets stationary or running script to X based on character moving before direction-based Behavior Script establishment
10828E to 10829A = Sets stationary script to X before direction-based Behavior Script establishment
10829B to 1082A7 = Sets casting script to X before direction-based Behavior Script establishment (may be unused)
1082A8 to 1082D7 = Player-controlled character's running script handling
1082D8 to 108359 = Script: Attack set up based on chargeup, including charged up attack intangibility 
                   and Bazooka ammo glitch; jumps to 10811B for graphics update if attack exists

1086C3 to 1086D3 = Behavior Script $43: Behavior Script timer increased if not grounded
1086D4 to 1086E4 = Behavior Script $44: Behavior Script timer increased if clearing randomized target height
1086E5 to 1086FD = Behavior Script $45: Jump/Fly Upward Velocity established as 1st double byte value; flight ceiling of 1600 units (effectively 100 pixels) sets it to 0 instead
1086FE to 108724 = Behavior Script $46: Jump/Fly Upward Velocity established as 1st double byte value if entity is on the ground and LSB of $0E94 is set

1087BA to 10880F = Behavior Script $47: Attack Hit Check (first 2 bytes is hitbox's base center coordinates, second 2 bytes is hitbox's width and length)

109815 to 109838 = A set to x04 of Tile Information for direct coordinates X,Y
109FC9 to 10A000 = Camera Target Coordinates set based on coordinates A,Y

10C9AB to 10C9B1 = Sets Status Outline Check Bits determined by A (X is Character)
10C9B2 to 10C9FB = Clears Status Outline Check Bits determined by A; also handles default Palette restoration if needed (X is Character)
10C9FC to 10CA9A = Updates Boy and Dog's Palettes based on Status Outline handling
10CA9B to 10CBB2 = Updates last 2 colors of Boy/Dog's Palette for Status Outline (X is Character; alternates between statuses)

10CDDC to 10CE14 = Establishes current Palette Row to default one, and also updates Boy/Dog's Palette Row accordingly (Y is entity)
10CE15 to 10CE1F = Establishes current Palette Row to A (Y is entity)

10CE92 to 10CEB5 = Updates 3rd Palette Half-Row and checks for influenced actors as necessary, ends with A and X set to 4 (A is Color Palette)
10CEB6 to 10CED5 = Process $10CED6 for both the primary and secondary actor lists
10CED6 to 10CEEC = Changes Designated Palette Half-Row of each entity that doesn't use the 3rd one to their Default (Y is 1st Entity)

10CF3A to 10CFB7 = Establishes default and current colors for Palette Row (A is Palette Colors Pointer, X is double the number of the Palette Row in the 2nd half to use)
10CFB8 to 10CFEF = Colors at CGRAM Address indicated by 8X + 129 updated to information at A + 2 for 30 bytes (basically handling 2nd half Palette Row except for 1st color)
10CFBF to 10CFEF = Colors at CGRAM Address indicated by 8X + (Y/256) + 128 updated to information at A + 2 * (Y/256) for 2 * Y%256 bytes

10D2A6 to 10D34B = A = New Color ([$12] has Offset's Intensity, [$16] has base color, [$18] has Offset color)
10D34C to 10D407 = BG Offset Palette settings interpreted into BG Overall Palettes ([$12] has Offset's Intensity, [$14] has number of Overall Palettes to use, [$26] points to Base Palettes Pointers, [$2A] points to Offset Palette Pointers, [$2E] points to Overall Palette Pointers)
10D408 to 10D440 = BG Offset Palette settings established ([$02] 4 byte has Palette Pointer, [$06] has Base Intensity, [$08] has Destination Intensity, and [$0A] has Change Per Frame)

10D506 to 10D55E = Sprite Palette Color Rotation management establishment ([$02] holds Palette Half-Row, [$04] holds Palette Color # on Half-Row, [$06] holds number of Palette Colors to rotate, [$08] holds Base Timer including rotation direction bit)
10D50F to 10D55E = BG Palette Color Rotation management establishment ([$02] holds Palette Half-Row, [$04] holds Palette Color # on Half-Row, [$06] holds number of Palette Colors to rotate, [$08] holds Base Timer including rotation direction bit)
10D55F to 10D61C = Color Rotation management on $7E:$22EB LSB inactive
10D61D to 10D65A = Sprite pointers under PB $CC for Damage/Recovery Numbers, order of Small, Medium, Large, Miss
10D65B to 10D67E = Damage/Recovery Number display script address pointers and timer values (4 bytes per instruction; 1st 2 bytes are script address pointers, 3rd and 4th bytes are timer values)
10D67F to 10D68C = "Miss!" display script address pointers and timer values (4 bytes per instruction; last instruction avoids timer usage regardless, saving 2 bytes of space)
10D68D to 10D68E = Simple CLC instruction; used for startup of Damage/Recovery Display
10D68F to 10D6C3 = Establishes Damage/Recovery Color
10D6C4 to 10D6D1 = Establishes Damage/Recovery Offset Color Black with 1/32 intensity per frame
10D6D2 to 10D6E2 = Establishes Damage/Recovery Offset Color White with 1/16 intensity per frame
10D6E3 to 10D6EA = Establishes Damage/Recovery Offset Color Intensity Decrease Rate of 10
10D6EB to 10D72B = Sets up and establishes Damage/Recovery Numbers graphics for current frame, including bouncing effect; also increases digit spacing on any even numbered frame
10D6F9 to 10D72B = Sets up and establishes Damage/Recovery Numbers graphics for current frame, including bouncing effect
10D72C to 10D742 = Closing Damage/Recovery Numbers handling, terminates Damage/Recovery Numbers instead of establishing Damage/Recovery Numbers once digits get closed (Actual start at 10D732)
10D743 to 10D748 = Terminates Damage/Recovery Numbers for offset Y
10D749 to 10D7CA = Establishes Damage/Recovery Numbers graphics for current effect
10D7CB to 10D7DC = Clears all Damage/Recovery Numbers
10D7DD to 10D857 = Damage/Recovery Numbers Scripts main setup
10D858 to 10D966 = Establishes Damage/Recovery Info (A is Damage/Recovery amount, X is Color, Y is Entity)

10DE7B to 10DE7F = Projectile Y Script termination establishment

10DFDF to 10E072 = [$02] and [$04] multiplied by 4 / ((Initial A / 4) Range 1~255)

11973E to 11974F = Sets Spell Slot Instruction Bytes (X is Spell to use based on the order with Pointers at $9180A6)

119759 to 119776 = Y set to first available primary attack Alchemy slot, 0 if available
119777 to 119794 = Y set to first available secondary attack Alchemy slot, 0 if none available

1197BD to 1197E4 = Behavior Script X if X != -1, Clears [Spell Slot $26] Bit 1 and [Spell Slot $06~0D], Set [Spell Slot $2C] to Spell Target List location

119E93 to 119FC8 = Camera update script
119FC9 to 11A000 = Camera Target Coordinates set based on coordinates A,Y

11AC84 to 11ACBC = Spell Instruction $44: Boy and Dog's Status Outline Palette Bits set
11ACBD to 11ACD7 = Status Outline Palette Bit set at [$16]; Y (default of entity location) increased at 6 at the end for looping

11AD17 to 11AD6E = Script: Sets Projectile Y's Caster to [$4C] and Effective Might to about [$02] x 15~20 / 16 x 2 / (Targets +1)

11ADD0 to 11AE30 = A = Call Bead Spell Power, or highest Effective Might of available learned Spells if that is higher (X is Call Bead Spell Number)
11AE31 to 11AED0 = Status Change information (8 bytes each)
                  x00 - Application Process Pointer
                  x02 - Removal Process Pointer
                  x04 - Outline Palette Pointer Bit
                  x06 - 1 = Positive; 2 = Negative/Wings

11B632 to 11B7F9 = Status Placement (X is the Status Pointer, Y is the entity)
11B7FA to 11B814 = Forced Status Removal (A is Pointer to Status sub-information)
11B815 to 11B83E = Status Replacement (Y is entity, [$02] is Status; starting points for Status #: $B815, $B81F, $B829, $B834)
11B83F to 11B898 = Status 1 Placement (Y is entity, [$02] is Status)
11B899 to 11B8F2 = Status 2 Placement
11B8F3 to 11B94C = Status 3 Placement
11B94D to 11B9A6 = Status 4 Placement
11B9A7 to 11BA4C = Status Removal; Carry Set by any successful removal (X is Status ID if needed, Y is Entity, initial Carry Flag Set causes Negative Status Removal)
11BA4D to 11BB00 = Negative Status Removal; Carry Set by any successful removal
11BB01 to 11BB26 = Updates Boy/Dog's Status Outline according to to status removal (Y is entity)
11BB27 to 11BB71 = All Status Removal induced by Auto-Life
11BB72 to 11BB94 = Handles given status removal for Auto-Life (X is Status, Y is entity) (BUG: x60 and x62 are set to cover for the first status instead of the directed one)

11C65B to 11C675 = Spell Instruction $16: restores Palettes of all targets (Y is Spell Entity)

11CB8A to 11CB99 = Text "It didn't work!"

11CCD8 to 11CE2B = Player Spell Casting Script (X is Spell #, Y is Spell Slot Pointer, $4C holds Caster Pointer)
11CE2C to 11CE37 = Text " now level "
11CE38 to 11CE90 = [$12] set to Spell A's Charge Count

11CEE9 to 11CEFD = Light Spell Animation script established (X is caster)
11CEFE to 11CF12 = Dark Spell Animation script established (X is caster)

11D000 to 11DAE8 = Text pointers for bank C0
11DAE9 to 11E63D = Text pointers for bank C1
11E63E to 11EF97 = Text pointers for bank C2
11EF98 to 11F32D = Text pointers for bank C3
11F32E to 11F3AD = ASCII for text codes [80] to [BF] - Letter pairs
11F3AE to 11F3ED = ASCII for text codes [00] to [3F] - Individual letters
11F3EE to 11F46B = Word indices for Dictionary #1
11F46C to 11F66B = Word indices for Dictionary #2
11F66C to 11F7D4 = Dictionary #1 - Text codes [C1] to [FF]
11F7D5 to 11FE87 = Dictionary #2 - Text codes [C0 XX]

128000 to ------ = A table for scripts, table format is unknown, value in 128000 ($928000) is added as offset when calling any script
128008 to ------ = Length of a portion of script table, value in 128008 ($928008) is added as offset when calling "global" scripts

12801B to ------ = *** UNKNOWN - Five-byte entries. Map NPC pointers and stuff? ***

128294 to ------ = Address offsets to $928000 for map scripts, 3 Byte each encoding a 25bit integer with bit $008000 missing
12990b to ------ = Address offsets to $928000 for global scripts, 3 Bytes each


188000 to ------ = *** UNKNOWN - Twelve-byte entries? ***


1C8000 to ------ = Map arrangement data - M.ANCIENT PATH 2
1CF0C2 to ------ = Map arrangement data - M.White Castle Dog Maze III

1D8000 to ------ = Map arrangement data - m.Swamp Maze2
1DBCF3 to ------ = Map arrangement data - M.Junk Towers
1DEA4E to ------ = Map arrangement data - M.WHITE CASTLE PATH

1E8000 to ------ = Map arrangement data - M.LANDING
1EABDF to ------ = Map arrangement data - m.tar pit
1ED770 to ------ = Map arrangement data - M.Pyramid 1

1F8000 to ------ = Map arrangement data - M.White Castle Dog Maze
1FAAEB to ------ = Map arrangement data - m.Ancient/Market
1FD4E3 to ------ = Map arrangement data - M.Metro Tunnels
1FFDE7 to 1FFFE2 = Map arrangement pointers

208000 to ------ = Map arrangement data - M.QSAND FIELD
20A80A to ------ = Map arrangement data - M.oglin cave
20CD23 to ------ = Map arrangement data - M.HISTORIAN CAMP
20F130 to ------ = Map arrangement data - M.Side show
20FF33 to ------ = Map arrangement data - M.Brian's Test Ground

218000 to ------ = Map arrangement data - M.VOLCANO MAZE
21A38F to ------ = Map arrangement data - M.Greek Down
21C650 to ------ = Map arrangement data - m.Dark Forest Maze
21E7E2 to ------ = Map arrangement data - M.White town interiors

228000 to ------ = Map arrangement data - M.Greek4
22A161 to ------ = Map arrangement data - m.lava path 1 satalites
22C0A8 to ------ = Map arrangement data - m.lava path 1
22DFCB to ------ = Map arrangement data - M.white castle town upper

238000 to ------ = Map arrangement data - M.Bug maze 1
239ECA to ------ = Map arrangement data - M.Lava path 2
23BC84 to ------ = Map arrangement data - M.Dark Greek Temple
23DA2C to ------ = Map arrangement data - M.Metroplex Final Arena
23F774 to ------ = Map arrangement data - M.JUNGLE CLEARING

248000 to ------ = Map arrangement data - M.CHESS BOARD
249D43 to ------ = Map arrangement data - M.White Castle Dungeon
24B92D to ------ = Map arrangement data - M.FE VILLAGE
24D3B4 to ------ = Map arrangement data - M.ANCIENT PATH 1
24EE2D to ------ = Map arrangement data - M.metro.JUNK YARD

258000 to ------ = Map arrangement data - M.Black Castle Sewer
259A21 to ------ = Map arrangement data - M.white castle town
25B42E to ------ = Map arrangement data - m.Ancient/City Square
25CDD9 to ------ = Map arrangement data - M.White Castle Sewer
25E6BE to ------ = Map arrangement data - M.M GRAVE PATH
25FD60 to ------ = Map arrangement data - m.Prehist/Cloud BH Toss

268000 to ------ = Map arrangement data - M.CITY PATH
26964A to ------ = Map arrangement data - m.Ancient/Palace Ext.
26ABE2 to ------ = Map arrangement data - M.THIEF TOWN
26C154 to ------ = Map arrangement data - M.Pyramid 2
26D67A to ------ = Map arrangement data - M.Grave Yard 2
26EB36 to ------ = Map arrangement data - M.METRO INTRO

278000 to ------ = Map arrangement data - M.QSAND PATH
2793E9 to ------ = Map arrangement data - m.Ancient/Bridge
27A7A2 to ------ = Map arrangement data - M.pyramid base
27BB53 to ------ = Map arrangement data - M.Greek Main
27CE91 to ------ = Map arrangement data - M.Greek Temple Exterior
27E153 to ------ = Map arrangement data - M.coliseum gate
27F396 to ------ = Map arrangement data - M.colosseum

288000 to ------ = Map arrangement data - M.White Castle Dog Maze II
289236 to ------ = Map arrangement data - M.Zoo
28A2F4 to ------ = Map arrangement data - M.White Castle
28B3A9 to ------ = Map arrangement data - M.Secret of Evermore
28C44E to ------ = Map arrangement data - M.SWAMP PATH
28D4CA to ------ = Map arrangement data - m.Dark Forest Clearing1
28E53C to ------ = Map arrangement data - M.Chessboard Interior
28F590 to ------ = Map arrangement data - M.Raptor

298000 to ------ = Map arrangement data - M.Lava path 2 extra
299047 to ------ = Map arrangement data - M.Waterfall Cave Entrance
299F92 to ------ = Map arrangement data - M.PLATEAU
29AED7 to ------ = Map arrangement data - m.Prehist/Hut Interiors
29BDE6 to ------ = Map arrangement data - m.Ancient/Dog Trans.
29CB12 to ------ = Map arrangement data - M.White Castle Dog Balcony
29D82A to ------ = Map arrangement data - M.Black Castle
29E517 to ------ = Map arrangement data - m.Alchemist Hut/Boss2
29F1D1 to ------ = Map arrangement data - M.METRO CLIMATE CONTROL

2A8000 to ------ = Map arrangement data - M.PROMINADE
2A8C6D to ------ = Map arrangement data - M.Metro storage
2A98B5 to ------ = Map arrangement data - M.Greek Minotaur Room
2AA4F5 to ------ = Map arrangement data - M.IN THIEF TOWN
2AB123 to ------ = Map arrangement data - M.Pig Race-Bazaar
2ABD2C to ------ = Map arrangement data - m.lavamachine
2AC915 to ------ = Map arrangement data - M.Black Castle Dog Maze
2AD4AB to ------ = Map arrangement data - M.Jungle Caves
2ADFDF to ------ = Map arrangement data - M.White Castle DiningRm
2AEABA to ------ = Map arrangement data - M.Alias Mansion color
2AF592 to ------ = Map arrangement data - M.Metro Greenhouse

2B8000 to ------ = Map arrangement data - m.Legend/lil Swamp Path
2B8AD2 to ------ = Map arrangement data - m.Bugboss
2B958D to ------ = Map arrangement data - m.Palace Gate
2BA009 to ------ = Map arrangement data - M.White Castle Puppet Show
2BA9F5 to ------ = Map arrangement data - M.Metro Control
2BB3BC to ------ = Map arrangement data - M.WELL BOSS
2BBD82 to ------ = Map arrangement data - M.Black Castle Queen
2BC707 to ------ = Map arrangement data - M.WELL 2
2BD077 to ------ = Map arrangement data - M.Black Castle Tinkerer
2BD9CE to ------ = Map arrangement data - M.Rat boss
2BE2F9 to ------ = Map arrangement data - m.Prehist/Waterfall Trans
2BEBF5 to ------ = Map arrangement data - M.METRO HALL
2BF4F1 to ------ = Map arrangement data - M.ALARM ROOM

2C8000 to 2C88E0 = Map names
2C88E1 to ------ = Map arrangement data - M.Waterfall Candy
2C911F to ------ = Map arrangement data - M.Greek3
2C9955 to ------ = Map arrangement data - M.Bug maze 2
2CA178 to ------ = Map arrangement data - M.White Castle Queen
2CA984 to ------ = Map arrangement data - M.landing castle
2CB18D to ------ = Map arrangement data - M.BLACK CASTLE SEWER OUT
2CB96B to ------ = Map arrangement data - M.Dark Greek 2
2CC12D to ------ = Map arrangement data - M.Alias Mansion b/w
2CC8B8 to ------ = Map arrangement data - M.Black Castle DiningRm
2CD00A to ------ = Map arrangement data - M.ANCIENT CLEARING
2CD757 to ------ = Map arrangement data - M.intro
2CDE7C to ------ = Map arrangement data - M.Colosseum Holds
2CE592 to ------ = Map arrangement data - m.Dark Forest Clearing2
2CEC95 to ------ = Map arrangement data - M.Ratboss 2
2CF37C to ------ = Map arrangement data - m.Dark Forest Entry
2CFA2D to ------ = Map arrangement data - m.Prehist/Volc.Crater

2D8000 to ------ = Map arrangement data - M.Side Show interior
2D8669 to ------ = Map arrangement data - M.Palace Interior
2D8CBB to ------ = Map arrangement data - M.Pyramid boss
2D9309 to ------ = Map arrangement data - M.QSAND FIELD LEDGE
2D9947 to ------ = Map arrangement data - M.White Castle Dungeon Stair
2D9F83 to ------ = Map arrangement data - m.Ancient/Town Interiors
2DA585 to ------ = Map arrangement data - M.Intro color
2DAB68 to ------ = Map arrangement data - M.Landing square
2DB0AA to ------ = Map arrangement data - M.SMALL OGLIN CAVE
2DB50C to ------ = Map arrangement data - M.JUNGLE ALCHEMIST
2DB961 to ------ = Map arrangement data - M.Ratboss dark
2DBD79 to ------ = Map arrangement data - M.JUNGLE ALCHEMIST INTERIOR
2DC17D to ------ = Map arrangement data - M.WHITE CASTLE SEWER OUT
2DC553 to ------ = Map arrangement data - M.Black Castle Glass Hall
2DC8BA to ------ = Map arrangement data - M.Hermit Cave
2DCC0B to ------ = Map arrangement data - M.Ratboss extra
2DCEE5 to ------ = Map arrangement data - M.FE VILLAGE SECRET


MAP DATA + 0x0d = n: length of following event script section in bytes
MAP DATA + 0x0f: event script section, 6 Bytes per entry
MAP DATA + 0x0f + n: length of following B-trigger script section in bytes
MAP DATA + 0x11 + n: B-trigger script section, 6 Bytes per entry