Final Fantasy VI/ROM map/Assembly C31

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< Final Fantasy VI‎ | ROM map
Revision as of 05:44, 26 December 2013 by HatZen08 (talk | contribs) (clean up)
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C3/0FF6 unknow

C3/0FF6:	A62D    	LDX $2D
C3/0FF8:	BDC935  	LDA $35C9,X
C3/0FFB:	D035    	BNE $1032
C3/0FFD:	BDCA37  	LDA $37CA,X
C3/1000:	9DC935  	STA $35C9,X
C3/1003:	BDC936  	LDA $36C9,X
C3/1006:	85E2    	STA $E2
C3/1008:	BDCA36  	LDA $36CA,X
C3/100B:	85E5    	STA $E5
C3/100D:	C220    	REP #$20      (16 bit memory/accum.)
C3/100F:	BDC933  	LDA $33C9,X
C3/1012:	85E0    	STA $E0
C3/1014:	BD4934  	LDA $3449,X
C3/1017:	85E3    	STA $E3
C3/1019:	BD4933  	LDA $3349,X
C3/101C:	85F1    	STA $F1
C3/101E:	203710  	JSR $1037
C3/1021:	E220    	SEP #$20      (8 bit memory/accum.)
C3/1023:	AE2D00  	LDX $002D
C3/1026:	BD4933  	LDA $3349,X
C3/1029:	F005    	BEQ $1030
C3/102B:	DE4933  	DEC $3349,X
C3/102E:	D002    	BNE $1032
C3/1030:	18      	CLC            (this queue can be removed)
C3/1031:	60      	RTS
 
C3/1032:	DEC935  	DEC $35C9,X
C3/1035:	38      	SEC            (not done yet with this queue)
C3/1036:	60      	RTS

C3/1037 unknow

C3/1037:	A21000  	LDX #$0010
C3/103A:	A400    	LDY $00
C3/103C:	B7E0    	LDA [$E0],Y
C3/103E:	85E7    	STA $E7
C3/1040:	B7E3    	LDA [$E3],Y
C3/1042:	85E9    	STA $E9
C3/1044:	205110  	JSR $1051
C3/1047:	A5E7    	LDA $E7
C3/1049:	97E0    	STA [$E0],Y
C3/104B:	C8      	INY
C3/104C:	C8      	INY
C3/104D:	CA      	DEX
C3/104E:	D0EC    	BNE $103C
C3/1050:	60      	RTS

C3/1051 unknow

C3/1051:	A5E7    	LDA $E7
C3/1053:	291F00  	AND #$001F
C3/1056:	85EB    	STA $EB
C3/1058:	A5E9    	LDA $E9
C3/105A:	291F00  	AND #$001F
C3/105D:	38      	SEC
C3/105E:	E5EB    	SBC $EB
C3/1060:	F00C    	BEQ $106E
C3/1062:	9008    	BCC $106C
C3/1064:	C5F1    	CMP $F1
C3/1066:	9006    	BCC $106E
C3/1068:	E6EB    	INC $EB
C3/106A:	8002    	BRA $106E
C3/106C:	C6EB    	DEC $EB
C3/106E:	A5E7    	LDA $E7
C3/1070:	29E003  	AND #$03E0
C3/1073:	85ED    	STA $ED
C3/1075:	A5E9    	LDA $E9
C3/1077:	29E003  	AND #$03E0
C3/107A:	38      	SEC
C3/107B:	E5ED    	SBC $ED
C3/107D:	F01C    	BEQ $109B
C3/107F:	9012    	BCC $1093
C3/1081:	0A      	ASL A
C3/1082:	0A      	ASL A
C3/1083:	0A      	ASL A
C3/1084:	EB      	XBA 
C3/1085:	C5F1    	CMP $F1
C3/1087:	9012    	BCC $109B
C3/1089:	18      	CLC
C3/108A:	A5ED    	LDA $ED
C3/108C:	692000  	ADC #$0020
C3/108F:	85ED    	STA $ED
C3/1091:	8008    	BRA $109B
C3/1093:	A5ED    	LDA $ED
C3/1095:	38      	SEC
C3/1096:	E92000    	SBC #$0020
C3/1099:	85ED    	STA $ED
C3/109B:	A5E7    	LDA $E7
C3/109D:	29007C    	AND #$7C00
C3/10A0:	85EF    	STA $EF
C3/10A2:	A5E9    	LDA $E9
C3/10A4:	29007C    	AND #$7C00
C3/10A7:	38      	SEC
C3/10A8:	E5EF      	SBC $EF
C3/10AA:	F01F    	BEQ $10CB
C3/10AC:	9015    	BCC $10C3
C3/10AE:	E220    	SEP #$20
C3/10B0:	EB      	XBA
C3/10B1:	4A      	LSR A
C3/10B2:	4A      	LSR A
C3/10B3:	C220    	REP #$20      (16 bit memory/accum.)
C3/10B5:	C5F1    	CMP $F1
C3/10B7:	9012    	BCC $10CB
C3/10B9:	18      	CLC
C3/10BA:	A5EF    	LDA $EF
C3/10BC:	690004  	ADC #$0400
C3/10BF:	85EF    	STA $EF
C3/10C1:	8008    	BRA $10CB
C3/10C3:	A5EF    	LDA $EF
C3/10C5:	38      	SEC
C3/10C6:	E90004  	SBC #$0400
C3/10C9:	85EF    	STA $EF
C3/10CB:	A5EB    	LDA $EB
C3/10CD:	05ED    	ORA $ED
C3/10CF:	05EF    	ORA $EF
C3/10D1:	85E7    	STA $E7
C3/10D3:	60      	RTS

C3/10D4 data

C3/10D4:	0000
C3/10D6:	FF7F
C3/10D8:	FF7F
C3/10DA:	FF7F
C3/10DC:	FF7F
C3/10DE:	FF7F
C3/10E0:	FF7F
C3/10E2:	FF7F
C3/10E4:	FF7F
C3/10E6:	FF7F
C3/10E8:	FF7F
C3/10EA:	FF7F
C3/10EC:	FF7F
C3/10EE:	FF7F
C3/10F0:	FF7F
C3/10F2:	FF7F

C3/10F4 data

Data, loaded from C3/D15C via C3/0F8E
We need a table for a bunch of zeroes?
C3/10F4:	0000
C3/10F6:	0000
C3/10F8:	0000
C3/10FA:	0000
C3/10FC:	0000
C3/10FE:	0000
C3/1100:	0000
C3/1102:	0000
C3/1104:	0000
C3/1106:	0000
C3/1108:	0000
C3/110A:	0000
C3/110C:	0000
C3/110E:	0000
C3/1110:	0000
C3/1112:	0000

C3/1114 unknow

C3/1114:	A600    	LDX $00
C3/1116:	862D    	STX $2D        (set queue position to 0)
C3/1118:	862F    	STX $2F
C3/111A:	C220    	REP #$20      (16 bit memory/accum.)
C3/111C:	204E11  	JSR $114E
C3/111F:	E210    	SEP #$10      (8 bit index registers)
C3/1121:	A27E    	LDX #$7E
C3/1123:	DA      	PHX
C3/1124:	AB      	PLB            (set bank to 7E)
C3/1125:	A200    	LDX #$00
C3/1127:	9E4932  	STZ $3249,X    (zero this jump address)
C3/112A:	9E4936  	STZ $3649,X    (zero this jump entry)
C3/112D:	9EC935  	STZ $35C9,X    (zero this pointer to OAM)
C3/1130:	9E4937  	STZ $3749,X
C3/1133:	9EC933  	STZ $33C9,X
C3/1136:	9E4934  	STZ $3449,X
C3/1139:	9EC934  	STZ $34C9,X
C3/113C:	9E4935  	STZ $3549,X
C3/113F:	E8      	INX
C3/1140:	E8      	INX
C3/1141:	E080    	CPX #$80       (have we done the whole "stack" yet?)
C3/1143:	D0E2    	BNE $1127      (branch if not)
C3/1145:	A200    	LDX #$00
C3/1147:	DA      	PHX
C3/1148:	AB      	PLB            (set bank to 0)
C3/1149:	E220    	SEP #$20      (8 bit memory/accum.)
C3/114B:	C210    	REP #$10      (16 bit index registers)
C3/114D:	60      	RTS

C3/114E clean out all oam data

C3/114E:	A600    	LDX $00
C3/1150:	A901E0  	LDA #$E001
C3/1152:	9D0003  	STA $0300,X
C3/1155:	E8      	INX
C3/1157:	E8      	INX
C3/1158:	A90100    	LDA #$0001     (TDC then INC A...)
C3/115A:	9D0003  	STA $0300,X
C3/115E:	E8      	INX
C3/115F:	E8      	INX
C3/1160:	E00002  	CPX #$0200
C3/1163:	D0EB    	BNE $1150
C3/1165:	A400    	LDY $00
C3/1167:	98      	TYA 
C3/1168:	990005  	STA $0500,Y
C3/116B:	C8      	INY
C3/116C:	C8      	INY
C3/116D:	C02000  	CPY #$0020
C3/1170:	D0F6    	BNE $1168
C3/1172:	60      	RTS

C3/1173 queue up routines for oam purposes

Coming in:
8-bit A holds position in queue to execute?
16-bit Y holds address in bank C3 to execute
C3/1173:	AA      	TAX
C3/1174:	A97E    	LDA #$7E
C3/1176:	48      	PHA
C3/1177:	AB      	PLB
C3/1178:	8A      	TXA
C3/1179:	208B11  	JSR $118B      (set the jump address)
C3/117C:	E220    	SEP #$20      (8 bit memory/accum.)
C3/117E:	A900    	LDA #$00
C3/1180:	48      	PHA
C3/1181:	AB      	PLB
C3/1182:	A52D    	LDA $2D
C3/1184:	9F4A377E	STA $7E374A,X
C3/1188:	E62F    	INC $2F
C3/118A:	60      	RTS

C3/118B unknow

C3/118B:	EB      	XBA
C3/118C:	A900    	LDA #$00
C3/118E:	EB      	XBA
C3/118F:	0A      	ASL A
C3/1190:	0A      	ASL A
C3/1191:	0A      	ASL A
C3/1192:	0A      	ASL A
C3/1193:	C220    	REP #$20      (16 bit memory/accum.)
C3/1195:	AA      	TAX
C3/1196:	BD4932  	LDA $3249,X    (load this jump address)
C3/1199:	D005    	BNE $11A0      (branch if one exists)
C3/119B:	98      	TYA
C3/119C:	9D4932  	STA $3249,X    (otherwise save the jump address here)
C3/119F:	60      	RTS

C3/11A0 unknow

C3/11A0:	E8      	INX
C3/11A1:	E8      	INX
C3/11A2:	E08000  	CPX #$0080     (have we run through the whole "stack?")
C3/11A5:	D0EF    	BNE $1196      (branch if not)
C3/11A7:	CA      	DEX
C3/11A8:	CA      	DEX
C3/11A9:	98      	TYA
C3/11AA:	9D4932  	STA $3249,X
C3/11AD:	80FE    	BRA $11AD      (Changing this to 80 ED unfreezes Novalia Spirit's Shop bug)
C3/11AF:	60      	RTS

C3/11B0 execute the entire oam queue

C3/11B0:	8B      	PHB
C3/11B1:	A97E    	LDA #$7E
C3/11B3:	48      	PHA
C3/11B4:	AB      	PLB
C3/11B5:	A20003  	LDX #$0300
C3/11B8:	860E    	STX $0E
C3/11BA:	A20005  	LDX #$0500
C3/11BD:	8610    	STX $10
C3/11BF:	A903    	LDA #$03
C3/11C1:	8533    	STA $33        (LDX #$0003...)
C3/11C3:	6434    	STZ $34        (STX $34?)
C3/11C5:	A28000    	LDX #$0080
C3/11C8:	8631    	STX $31
C3/11CA:	A600    	LDX $00
C3/11CC:	C220    	REP #$20      (16 bit memory/accum.)
C3/11CE:	BD4932  	LDA $3249,X    (jump address)
C3/11D1:	F022    	BEQ $11F5      (branch if none)
C3/11D3:	862D    	STX $2D        (save X's position for now)
C3/11D5:	DA      	PHX
C3/11D6:	852B    	STA $2B        (save the jump address)
C3/11D8:	E220    	SEP #$20      (8 bit memory/accum.)
C3/11DA:	7B      	TDC
C3/11DB:	BD4936  	LDA $3649,X    (jump entry)
C3/11DE:	0A      	ASL A          (double it, since we're executing a jump table most of the time)
C3/11DF:	200312  	JSR $1203
C3/11E2:	C220    	REP #$20      (16 bit memory/accum.)
C3/11E4:	FA      	PLX
C3/11E5:	B00E    	BCS $11F5
C3/11E7:	9E4932  	STZ $3249,X    (zero this jump address)
C3/11EA:	9E4936  	STZ $3649,X    (zero this jump entry)
C3/11ED:	9EC935  	STZ $35C9,X    (zero this pointer to OAM)
C3/11F0:	9E4937  	STZ $3749,X
C3/11F3:	C62F    	DEC $2F
C3/11F5:	E8      	INX
C3/11F6:	E8      	INX
C3/11F7:	E08000  	CPX #$0080     (have we run through the whole "stack" yet?)
C3/11FA:	D0D2    	BNE $11CE      (branch if not)
C3/11FC:	203813  	JSR $1338
C3/11FF:	E220    	SEP #$20      (8 bit memory/accum.)
C3/1201:	AB      	PLB
C3/1202:	60      	RTS
C3/1203:	6C2B00  	JMP ($002B)    (execute whatever is queued up)

C3/1206 unknow

C3/1206:	7B      	TDC
C3/1207:	9DC936  	STA $36C9,X
C3/120A:	C220    	REP #$20      (16 bit memory/accum.)
C3/120C:	BDC932  	LDA $32C9,X    (load pointer to OAM data)
C3/120F:	85EB    	STA $EB
C3/1211:	E220    	SEP #$20      (8 bit memory/accum.)
C3/1213:	BDCA35  	LDA $35CA,X    (load bank pointer to OAM data)
C3/1216:	85ED    	STA $ED
C3/1218:	A00200  	LDY #$0002
C3/121B:	B7EB    	LDA [$EB],Y
C3/121D:	9DCA36  	STA $36CA,X
C3/1220:	60      	RTS

C3/1221 unknow

C3/1221:	202712  	JSR $1227     (prep the sprites?)
C3/1224:	4C7312  	JMP $1273     (draw the sprites, also BRA fool!)

C3/1227 unknow

C3/1227:	A62D    	LDX $2D
C3/1229:	A400    	LDY $00
C3/122B:	C220    	REP #$20      (16 bit memory/accum.)
C3/122D:	BDC932  	LDA $32C9,X    (load pointer to OAM data)
C3/1230:	85EB    	STA $EB
C3/1232:	E220    	SEP #$20      (8 bit memory/accum.)
C3/1234:	BDCA35  	LDA $35CA,X    (load bank pointer to OAM data)
C3/1237:	85ED    	STA $ED
C3/1239:	BDCA36  	LDA $36CA,X
C3/123C:	C9FE    	CMP #$FE
C3/123E:	F022    	BEQ $1262
C3/1240:	C9FF    	CMP #$FF
C3/1242:	D008    	BNE $124C
C3/1244:	9EC936  	STZ $36C9,X
C3/1247:	206312  	JSR $1263
C3/124A:	80ED    	BRA $1239
C3/124C:	BDCA36  	LDA $36CA,X
C3/124F:	D00E    	BNE $125F
C3/1251:	BDC936  	LDA $36C9,X
C3/1254:	18      	CLC
C3/1255:	6903    	ADC #$03
C3/1257:	9DC936  	STA $36C9,X
C3/125A:	206312  	JSR $1263
C3/125D:	80DA    	BRA $1239
C3/125F:	DECA36  	DEC $36CA,X
C3/1262:	60      	RTS

C3/1263 unknow

C3/1263:	E210    	SEP #$10      (8 bit index registers)
C3/1265:	BDC936  	LDA $36C9,X
C3/1268:	A8      	TAY
C3/1269:	C8      	INY
C3/126A:	C8      	INY
C3/126B:	B7EB    	LDA [$EB],Y
C3/126D:	9DCA36  	STA $36CA,X
C3/1270:	C210    	REP #$10      (16 bit index registers)
C3/1272:	60      	RTS

C3/1273 unknow

C3/1273:	E210    	SEP #$10      (8 bit index registers)
C3/1275:	BDC936  	LDA $36C9,X
C3/1278:	A8      	TAY
C3/1279:	C220    	REP #$20      (16 bit memory/accum.)
C3/127B:	B7EB    	LDA [$EB],Y
C3/127D:	85E7    	STA $E7
C3/127F:	C8      	INY
C3/1280:	C8      	INY
C3/1281:	E220    	SEP #$20      (8 bit memory/accum.)
C3/1283:	BDCA35  	LDA $35CA,X    (load bank pointer to OAM data)
C3/1286:	85E9    	STA $E9
C3/1288:	C210    	REP #$10      (16 bit index registers)
C3/128A:	A400    	LDY $00
C3/128C:	A531    	LDA $31
C3/128E:	F06B    	BEQ $12FB
C3/1290:	B7E7    	LDA [$E7],Y
C3/1292:	85E6    	STA $E6
C3/1294:	F065    	BEQ $12FB
C3/1296:	C8      	INY
C3/1297:	B7E7    	LDA [$E7],Y
C3/1299:	85E0    	STA $E0
C3/129B:	1013    	BPL $12B0
C3/129D:	7B      	TDC
C3/129E:	A533    	LDA $33
C3/12A0:	AA      	TAX
C3/12A1:	BF3413C3	LDA $C31334,X
C3/12A5:	18      	CLC
C3/12A6:	6534    	ADC $34
C3/12A8:	8534    	STA $34
C3/12AA:	9210    	STA ($10)
C3/12AC:	A62D    	LDX $2D
C3/12AE:	8004    	BRA $12B4
C3/12B0:	A534    	LDA $34
C3/12B2:	9210    	STA ($10)
C3/12B4:	A5E0    	LDA $E0
C3/12B6:	297F    	AND #$7F
C3/12B8:	85E0    	STA $E0
C3/12BA:	BD4A36  	LDA $364A,X
C3/12BD:	8901    	BIT #$01
C3/12BF:	F00D    	BEQ $12CE
C3/12C1:	64E1    	STZ $E1
C3/12C3:	C220    	REP #$20      (16 bit memory/accum.)
C3/12C5:	A5E0    	LDA $E0
C3/12C7:	38      	SEC
C3/12C8:	E535    	SBC $35
C3/12CA:	85E0    	STA $E0
C3/12CC:	E220    	SEP #$20      (8 bit memory/accum.)
C3/12CE:	20FC12  	JSR $12FC
C3/12D1:	C633    	DEC $33
C3/12D3:	100A    	BPL $12DF
C3/12D5:	A903    	LDA #$03
C3/12D7:	8533    	STA $33
C3/12D9:	6434    	STZ $34
C3/12DB:	C220    	REP #$20      (16 bit memory/accum.)
C3/12DD:	E610    	INC $10
C3/12DF:	C220    	REP #$20      (16 bit memory/accum.)
C3/12E1:	A5E0    	LDA $E0
C3/12E3:	920E    	STA ($0E)
C3/12E5:	E60E    	INC $0E
C3/12E7:	E60E    	INC $0E
C3/12E9:	A5E2    	LDA $E2
C3/12EB:	920E    	STA ($0E)
C3/12ED:	E60E    	INC $0E
C3/12EF:	E60E    	INC $0E
C3/12F1:	E220    	SEP #$20      (8 bit memory/accum.)
C3/12F3:	C631    	DEC $31
C3/12F5:	F004    	BEQ $12FB
C3/12F7:	C6E6    	DEC $E6
C3/12F9:	D09C    	BNE $1297
C3/12FB:	60      	RTS

C3/12FC unknow

C3/12FC:	A5E0    	LDA $E0
C3/12FE:	18      	CLC
C3/12FF:	7DCA33  	ADC $33CA,X
C3/1302:	85E0    	STA $E0
C3/1304:	C8      	INY
C3/1305:	B7E7    	LDA [$E7],Y
C3/1307:	18      	CLC
C3/1308:	7D4A34  	ADC $344A,X
C3/130B:	85E1    	STA $E1
C3/130D:	C8      	INY
C3/130E:	B7E7    	LDA [$E7],Y
C3/1310:	85E2    	STA $E2
C3/1312:	C8      	INY
C3/1313:	BD4A36  	LDA $364A,X
C3/1316:	8902    	BIT #$02
C3/1318:	F006    	BEQ $1320
C3/131A:	B7E7    	LDA [$E7],Y
C3/131C:	0940    	ORA #$40
C3/131E:	8002    	BRA $1322
C3/1320:	B7E7    	LDA [$E7],Y
C3/1322:	85E3    	STA $E3
C3/1324:	BD4937  	LDA $3749,X
C3/1327:	F009    	BEQ $1332
C3/1329:	A5E3    	LDA $E3
C3/132B:	29F1    	AND #$F1
C3/132D:	1D4937  	ORA $3749,X
C3/1330:	85E3    	STA $E3
C3/1332:	C8      	INY
C3/1333:	60      	RTS

C3/1334 data

Data: accessed from above (C3/12A1)
C3/1334:	8020
C3/1336:	0802

C3/1338 unknow

C3/1338:	A434    	LDY $34
C3/133A:	F010    	BEQ $134C
C3/133C:	A2FC01  	LDX #$01FC
C3/133F:	A901E0  	LDA #$E001
C3/1342:	9D0003  	STA $0300,X
C3/1345:	CA      	DEX
C3/1346:	CA      	DEX
C3/1347:	CA      	DEX
C3/1348:	CA      	DEX
C3/1349:	88      	DEY
C3/134A:	D0F6    	BNE $1342
C3/134C:	60      	RTS

C3/134D unknow

C3/134D:	206813  	JSR $1368      (trigger NMI)
C3/1350:	A546    	LDA $46
C3/1352:	8920    	BIT #$20
C3/1354:	F003    	BEQ $1359
C3/1356:	200581  	JSR $8105
C3/1359:	226EA4C3	JSL $C3A46E    (get Joypad status 1)
C3/135D:	A520    	LDA $20
C3/135F:	F006    	BEQ $1367
C3/1361:	7B      	TDC
C3/1362:	A8      	TAY
C3/1363:	8408    	STY $08
C3/1365:	840A    	STY $0A
C3/1367:	60      	RTS

C3/1368 unknow

C3/1368:	A981    	LDA #$81
C3/136A:	8D0042  	STA $4200
C3/136D:	8524    	STA $24
C3/136F:	58      	CLI 
C3/1370:	A524    	LDA $24
C3/1372:	D0FC    	BNE $1370      (wait for NMI to finish before proceeding)
C3/1374:	78      	SEI 
C3/1375:	A544    	LDA $44
C3/1377:	8D0021  	STA $2100
C3/137A:	A543    	LDA $43
C3/137C:	8D0C42  	STA $420C      (turn on all enabled channels of HDMA)
C3/137F:	A5B5    	LDA $B5
C3/1381:	8D0621  	STA $2106      (and now it's mosaic!)
C3/1384:	64AE    	STZ $AE
C3/1386:	60      	RTS

C3/1387 nmi interrupt

C3/1387:	08      	PHP            (from 00/1500, set at C3/00CB)
C3/1388:	C230    	REP #$30
C3/138A:	48      	PHA
C3/138B:	DA      	PHX
C3/138C:	5A      	PHY
C3/138D:	8B      	PHB
C3/138E:	0B      	PHD 
C3/138F:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/1391:	AD1042  	LDA $4210
C3/1394:	A900    	LDA #$00
C3/1396:	48      	PHA
C3/1397:	AB      	PLB
C3/1398:	A20000  	LDX #$0000      (LDX $00?)
C3/139B:	DA      	PHX
C3/139C:	2B      	PLD 
C3/139D:	A524    	LDA $24
C3/139F:	F010    	BEQ $13B1
C3/13A1:	201214  	JSR $1412      (execute a bunch of DMA)
C3/13A4:	C220    	REP #$20      	(16 bit memory/accum.)
C3/13A6:	E6CF    	INC $CF
C3/13A8:	E220    	SEP #$20      	(8 bit memory/accum.)
C3/13AA:	A420    	LDY $20
C3/13AC:	F003    	BEQ $13B1
C3/13AE:	88      	DEY
C3/13AF:	8420    	STY $20
C3/13B1:	221500C0	JSL $C00015
C3/13B5:	22C813C3	JSL $C313C8    (get the game time played)
C3/13B9:	E623    	INC $23
C3/13BB:	7B      	TDC
C3/13BC:	8524    	STA $24        (STZ $24?)
C3/13BE:	C230    	REP #$30       (16 bit memory, accum., X, and Y registers)
C3/13C0:	2B      	PLD 
C3/13C1:	AB      	PLB
C3/13C2:	7A      	PLY
C3/13C3:	FA      	PLX
C3/13C4:	68      	PLA
C3/13C5:	28      	PLP 
C3/13C6:	40      	RTI
 
C3/13C7:	40      	RTI           (IRQ jumps here, from 00/1504, set at C3/00D1)

C3/13C8 unknow

C3/13C8:	AD1E02  	LDA $021E    (Load frame count)
C3/13CB:	C93C    	CMP #$3C     (Is it 60?)
C3/13CD:	F002    	BEQ $13D1    (If so, branch to below "carry out" into seconds)
C3/13CF:	802B    	BRA $13FC    (Otherwise, branch directly to overflow checks)
C3/13D1:	9C1E02  	STZ $021E    (Set frames to 0)
C3/13D4:	AD1D02  	LDA $021D    (Load seconds)
C3/13D7:	C93B    	CMP #$3B     (Is it 59?)
C3/13D9:	F005    	BEQ $13E0    (If so, branch to below "carry out" into minutes)
C3/13DB:	EE1D02  	INC $021D    (Increment seconds)
C3/13DE:	801C    	BRA $13FC    (Branch to overflow checks)
C3/13E0:	9C1D02  	STZ $021D    (Set seconds to 0)
C3/13E3:	AD1C02  	LDA $021C    (Load minutes)
C3/13E6:	C93B    	CMP #$3B     (Is it 59?)
C3/13E8:	F005    	BEQ $13EF    (If so, branch to below "carry out" into hours)
C3/13EA:	EE1C02  	INC $021C    (Increment minutes)
C3/13ED:	800D    	BRA $13FC    (Branch to overflow checks)
C3/13EF:	9C1C02  	STZ $021C    (Set minutes to 0)
C3/13F2:	AD1B02  	LDA $021B    (Load hours)
C3/13F5:	C963    	CMP #$63     (Is it 99?)
C3/13F7:	F003    	BEQ $13FC    (If so, branch to overflow checks)
C3/13F9:	EE1B02  	INC $021B    (Increment hours)
C3/13FC:	AD1B02  	LDA $021B    (Load hours)
C3/13FF:	C963    	CMP #$63     (Is it 99 now?)
C3/1401:	D00A    	BNE $140D    (If not, branch to frame increment; hours haven't overflowed)
C3/1403:	AD1C02  	LDA $021C    (Otherwise, check minutes)
C3/1406:	C93B    	CMP #$3B     (Is it 59?)
C3/1408:	D003    	BNE $140D    (If not, branch to frame increment; minutes haven't overflowed)
C3/140A:	9C1D02  	STZ $021D    (Set seconds to 0)
C3/140D:	EE1E02  	INC $021E    (Increment frames)
C3/1410:	7B      	TDC
C3/1411:	6B      	RTL

C3/1412 unknow

C3/1412:	9C0C42  	STZ $420C      (turn off HDMA)
C3/1415:	9C0B42  	STZ $420B      (turn off DMA)
C3/1418:	A535    	LDA $35
C3/141A:	8D0D21  	STA $210D
C3/141D:	A536    	LDA $36
C3/141F:	8D0D21  	STA $210D
C3/1422:	A537    	LDA $37
C3/1424:	8D0E21  	STA $210E
C3/1427:	A538    	LDA $38
C3/1429:	8D0E21  	STA $210E
C3/142C:	A539    	LDA $39
C3/142E:	8D0F21  	STA $210F
C3/1431:	A53A    	LDA $3A
C3/1433:	8D0F21  	STA $210F
C3/1436:	A53B    	LDA $3B
C3/1438:	8D1021  	STA $2110
C3/143B:	A53C    	LDA $3C
C3/143D:	8D1021  	STA $2110
C3/1440:	A53D    	LDA $3D
C3/1442:	8D1121  	STA $2111
C3/1445:	A53E    	LDA $3E
C3/1447:	8D1121  	STA $2111
C3/144A:	A53F    	LDA $3F
C3/144C:	8D1221  	STA $2112
C3/144F:	A540    	LDA $40
C3/1451:	8D1221  	STA $2112
C3/1454:	2063D2  	JSR $D263
C3/1457:	206314  	JSR $1463
C3/145A:	20D214  	JSR $14D2
C3/145D:	208814  	JSR $1488
C3/1460:	4CAC14  	JMP $14AC      (BRA fool!)

C3/1463 dma routine 1

C3/1463:	A600    	LDX $00        (X = #$0000)
C3/1465:	8E0221  	STX $2102
C3/1468:	8A      	TXA            (A = #$0000)
C3/1469:	8D0443  	STA $4304      (starting bank, $00)
C3/146C:	A902    	LDA #$02
C3/146E:	8D0043  	STA $4300      (set transfer method to...?)
C3/1471:	A904    	LDA #$04
C3/1473:	8D0143  	STA $4301      (register address becomes $2104)
C3/1476:	A00003  	LDY #$0300
C3/1479:	8C0243  	STY $4302      (starting location, 00/0300, OAM!)
C3/147C:	A02002  	LDY #$0220
C3/147F:	8C0543  	STY $4305      (amount to transfer)
C3/1482:	A901    	LDA #$01
C3/1484:	8D0B42  	STA $420B      (turn on channel 0 of DMA)
C3/1487:	60      	RTS

C3/1488 dma routine 3

C3/1488:	A414    	LDY $14
C3/148A:	8C1621  	STY $2116
C3/148D:	A901    	LDA #$01
C3/148F:	8D0043  	STA $4300      (set transfer method to...?)
C3/1492:	A918    	LDA #$18
C3/1494:	8D0143  	STA $4301      (register address becomes $2118)
C3/1497:	A416    	LDY $16
C3/1499:	8C0243  	STY $4302      (starting location)
C3/149C:	A518    	LDA $18
C3/149E:	8D0443  	STA $4304      (starting bank)
C3/14A1:	A412    	LDY $12
C3/14A3:	8C0543  	STY $4305      (amount to transfer)
C3/14A6:	A901    	LDA #$01
C3/14A8:	8D0B42  	STA $420B      (turn on channel 0 of DMA)
C3/14AB:	60      	RTS

C3/14AC dma routine 4

C3/14AC:	A41B    	LDY $1B
C3/14AE:	F021    	BEQ $14D1
C3/14B0:	8C1621  	STY $2116
C3/14B3:	A901    	LDA #$01
C3/14B5:	8D0043  	STA $4300      (set transfer method to...?)
C3/14B8:	A918    	LDA #$18
C3/14BA:	8D0143  	STA $4301      (register address becomes $2118)
C3/14BD:	A41D    	LDY $1D
C3/14BF:	8C0243  	STY $4302      (starting location)
C3/14C2:	A51F    	LDA $1F
C3/14C4:	8D0443  	STA $4304      (starting bank)
C3/14C7:	A419    	LDY $19
C3/14C9:	8C0543  	STY $4305      (amount to transfer)
C3/14CC:	A901    	LDA #$01
C3/14CE:	8D0B42  	STA $420B      (turn on channel 0 of DMA)
C3/14D1:	60      	RTS

C3/14D2 dma routine 2

C3/14D2:	A545    	LDA $45
C3/14D4:	8901    	BIT #$01
C3/14D6:	F025    	BEQ $14FD
C3/14D8:	A500    	LDA $00
C3/14DA:	8D2121  	STA $2121
C3/14DD:	A902    	LDA #$02
C3/14DF:	8D0043  	STA $4300      (set transfer method to...?)
C3/14E2:	A922    	LDA #$22
C3/14E4:	8D0143  	STA $4301      (register address becomes $2122)
C3/14E7:	A04930  	LDY #$3049
C3/14EA:	8C0243  	STY $4302      (starting location)
C3/14ED:	A97E    	LDA #$7E
C3/14EF:	8D0443  	STA $4304      (starting bank, 7E/3049, palettes?)
C3/14F2:	A00002  	LDY #$0200
C3/14F5:	8C0543  	STY $4305      (amount to transfer)
C3/14F8:	A901    	LDA #$01
C3/14FA:	8D0B42  	STA $420B      (turn on channel 0 of DMA)
C3/14FD:	60      	RTS

C3/14FE unknow

C3/14FE:	AD1F02  	LDA $021F      (from C0/C4F0)
C3/1501:	F011    	BEQ $1514
C3/1503:	206615  	JSR $1566      (Load everything from SRAM)
C3/1506:	20D119  	JSR $19D1      (Calculate SRAM checksum)
C3/1509:	20EB19  	JSR $19EB      (determine if save file exists)
C3/150C:	F006    	BEQ $1514      (branch if not)
C3/150E:	209515  	JSR $1595
C3/1511:	7B      	TDC
C3/1512:	8004    	BRA $1518
C3/1514:	E220    	SEP #$20       (8 bit memory/accum.)
C3/1516:	A9FF    	LDA #$FF
C3/1518:	8D0502  	STA $0205
C3/151B:	7B      	TDC
C3/151C:	6B      	RTL

C3/151D store everything to sram

C3/151D:	2903    	AND #$03
C3/151F:	8FF07F30	STA $307FF0
C3/1523:	8D2402  	STA $0224
C3/1526:	48      	PHA            (save current save slot)
C3/1527:	AC1B02  	LDY $021B
C3/152A:	8C6318  	STY $1863      (save current time, lower two bytes)
C3/152D:	AD1D02  	LDA $021D
C3/1530:	8D6518  	STA $1865      (save current time, upper byte)
C3/1533:	208615  	JSR $1586
C3/1536:	20D119  	JSR $19D1      (Calculate SRAM checksum)
C3/1539:	A4E7    	LDY $E7        (load checksum)
C3/153B:	8CFE1F  	STY $1FFE      (save it)
C3/153E:	7B      	TDC
C3/153F:	68      	PLA            (get current save slot)
C3/1540:	0A      	ASL A
C3/1541:	AA      	TAX
C3/1542:	C220    	REP #$20      (16 bit memory/accum.)
C3/1544:	BF5E15C3	LDA $C3155E,X
C3/1548:	AA      	TAX
C3/1549:	E220    	SEP #$20      (8 bit memory/accum.)
C3/154B:	A400    	LDY $00
C3/154D:	B90016  	LDA $1600,Y    (current working RAM)
C3/1550:	9F006030	STA $306000,X  (save to SRAM)
C3/1554:	E8      	INX
C3/1555:	C8      	INY
C3/1556:	C0000A  	CPY #$0A00     (have we done all bytes for this save slot?)
C3/1559:	D0F2    	BNE $154D      (branch if not)
C3/155B:	4C8370  	JMP $7083      (write SRAM markers)

C3/155E data

Data: Different Slots start at different offsets in the SRAM
C3/155E:	0000    	(New game)
C3/1560:	0000    	(Slot 1)
C3/1562:	000A    	(Slot 2)
C3/1564:	0014    	(Slot 3)

C3/1566 load everything from sram

C3/1566:	EB      	XBA 
C3/1567:	A500    	LDA $00
C3/1569:	EB      	XBA 
C3/156A:	0A      	ASL A
C3/156B:	AA      	TAX
C3/156C:	C220    	REP #$20      (16 bit memory/accum.)
C3/156E:	BF5E15C3	LDA $C3155E,X
C3/1572:	AA      	TAX
C3/1573:	E220    	SEP #$20      (8 bit memory/accum.)
C3/1575:	A400    	LDY $00
C3/1577:	BF006030	LDA $306000,X
C3/157B:	990016  	STA $1600,Y
C3/157E:	E8      	INX
C3/157F:	C8      	INY
C3/1580:	C0000A  	CPY #$0A00
C3/1583:	D0F2    	BNE $1577
C3/1585:	60      	RTS

C3/1586 unknow

C3/1586:	7B      	TDC
C3/1587:	AA      	TAX
C3/1588:	BD8811  	LDA $1188,X
C3/158B:	9DA81F  	STA $1FA8,X
C3/158E:	E8      	INX
C3/158F:	E01800  	CPX #$0018
C3/1592:	D0F4    	BNE $1588
C3/1594:	60      	RTS

C3/1595 unknow

C3/1595:	7B      	TDC
C3/1596:	AA      	TAX
C3/1597:	BDA81F  	LDA $1FA8,X
C3/159A:	9D8811  	STA $1188,X
C3/159D:	E8      	INX
C3/159E:	E01800  	CPX #$0018
C3/15A1:	D0F4    	BNE $1597
C3/15A3:	60      	RTS

C3/15A4 unknow

C3/15A4:	A0B315  	LDY #$15B3     (get save screen hotspot data)
C3/15A7:	4CFE05  	JMP $05FE

C3/15AA unknow

C3/15AA:	202D07  	JSR $072D
C3/15AD:	A0CE15  	LDY #$15CE     (get finger positioning for save screen)
C3/15B0:	4C4006  	JMP $0640

C3/15B3 data: save screen hotspots

C3/15B3:	80 00 00 01 03

C3/15B8 unknow

C3/15B8:	A0C715  	LDY #$15C7     (get load screen hotspot data)
C3/15BB:	4CFE05  	JMP $05FE

C3/15BE unknow

C3/15BE:	202D07  	JSR $072D
C3/15C1:	A0CC15  	LDY #$15CC     (get finger positioning for load screen)
C3/15C4:	4C4006  	JMP $0640

C3/15C7 data: load screen hotspots

C3/15C7:	80 00 00 01 04

C3/15CC data: finger positions in save/load screen

C3/15CC:	081C            (X/Y position of finger in "new game" slot)
C3/15CE:	083C            (X/Y position of finger in slot 1)
C3/15D0:	0874            (X/Y position of finger in slot 2)
C3/15D2:	08AC            (X/Y position of finger in slot 3)

C3/15D4 unknow

C3/15D4:	A0E315  	LDY #$15E3
C3/15D7:	4CFE05  	JMP $05FE

C3/15DA unknow

C3/15DA:	202D07  	JSR $072D
C3/15DD:	A0E815  	LDY #$15E8
C3/15E0:	4C4006  	JMP $0640

C3/15E3 data: confirm save/load hotspots

C3/15E3:	80 00 00 01 02

C3/15E8 data: finger positioning for confirming save/load

C3/15E8:	BF44
C3/15EA:	BF54

C3/15EC unknow

C3/15EC:	20286A  	JSR $6A28
C3/15EF:	203216  	JSR $1632      (get all 3 save files, display as needed)
C3/15F2:	20873A  	JSR $3A87
C3/15F5:	A09C18  	LDY #$189C
C3/15F8:	204103  	JSR $0341      (draw new game window)
C3/15FB:	A920    	LDA #$20
C3/15FD:	8529    	STA $29        (set text color to white)
C3/15FF:	A0781A  	LDY #$1A78
C3/1602:	20F902  	JSR $02F9      (display "Save")
C3/1605:	4C9018  	JMP $1890

C3/1608 unknow

C3/1608:	20286A  	JSR $6A28
C3/160B:	9C4E1D  	STZ $1D4E
C3/160E:	20BC6B  	JSR $6BBC
C3/1611:	20873A  	JSR $3A87      (determine new game window background)
C3/1614:	A09C18  	LDY #$189C
C3/1617:	204103  	JSR $0341      (draw the "New game" window)
C3/161A:	AD4E1D  	LDA $1D4E      (load saved bits)
C3/161D:	2970    	AND #$70       (keep cursor memory, sound mono, and gauge off)
C3/161F:	8D4E1D  	STA $1D4E
C3/1622:	203216  	JSR $1632      (get all 3 save files, display as needed)
C3/1625:	A920    	LDA #$20
C3/1627:	8529    	STA $29        (set text color to white)
C3/1629:	A07F1A  	LDY #$1A7F
C3/162C:	20F902  	JSR $02F9      (display "New game")
C3/162F:	4C9018  	JMP $1890

C3/1632 unknow

C3/1632:	20606C  	JSR $6C60
C3/1635:	A920    	LDA #$20
C3/1637:	1443    	TRB $43        (eventually disable channel 5 of HDMA)
C3/1639:	A00200  	LDY #$0002
C3/163C:	8437    	STY $37
C3/163E:	AC551D  	LDY $1D55      (load font palette)
C3/1641:	84E7    	STY $E7        (save it for now)
C3/1643:	A0FF7F  	LDY #$7FFF
C3/1646:	8C551D  	STY $1D55
C3/1649:	20993F  	JSR $3F99
C3/164C:	A4E7    	LDY $E7
C3/164E:	8C551D  	STY $1D55
C3/1651:	A901    	LDA #$01
C3/1653:	221DCAD4	JSL $D4CA1D    (do gradient effect for save slot window 1, 2, and 3)
C3/1657:	20156A  	JSR $6A15
C3/165A:	203C6A  	JSR $6A3C
C3/165D:	20466A  	JSR $6A46
C3/1660:	20AC18  	JSR $18AC      (backup new game data)
C3/1663:	A901    	LDA #$01
C3/1665:	8566    	STA $66        (save slot 1)
C3/1667:	206615  	JSR $1566      (load this slots contents)
C3/166A:	201569  	JSR $6915
C3/166D:	20D119  	JSR $19D1	(Calculate SRAM checksum)
C3/1670:	20EB19  	JSR $19EB      (determine if save file exists)
C3/1673:	8491    	STY $91        (save result)
C3/1675:	F00B    	BEQ $1682      (branch if save file 1 is empty)
C3/1677:	20616F  	JSR $6F61
C3/167A:	201D17  	JSR $171D
C3/167D:	20F53A  	JSR $3AF5
C3/1680:	8013    	BRA $1695      (save file 1 exists)
C3/1682:	20C118  	JSR $18C1      (restore new game data)
C3/1685:	20616F  	JSR $6F61
C3/1688:	A920    	LDA #$20
C3/168A:	8529    	STA $29        (set text color to white)
C3/168C:	A0241A  	LDY #$1A24
C3/168F:	20F902  	JSR $02F9      (display save file 1's "Empty")
C3/1692:	20F53A  	JSR $3AF5
C3/1695:	A902    	LDA #$02
C3/1697:	8566    	STA $66        (save slot 2)
C3/1699:	206615  	JSR $1566      (load this slots contents)
C3/169C:	201569  	JSR $6915
C3/169F:	20D119  	JSR $19D1	(Calculate SRAM checksum)
C3/16A2:	20EB19  	JSR $19EB      (determine if save file exists)
C3/16A5:	8493    	STY $93        (save result)
C3/16A7:	F00B    	BEQ $16B4      (branch if save file 2 is empty)
C3/16A9:	20B86F  	JSR $6FB8
C3/16AC:	20CA17  	JSR $17CA
C3/16AF:	20093B  	JSR $3B09
C3/16B2:	8013    	BRA $16C7      (save file 2 exists)
C3/16B4:	20C118  	JSR $18C1      (restore new game data)
C3/16B7:	20B86F  	JSR $6FB8
C3/16BA:	A920    	LDA #$20
C3/16BC:	8529    	STA $29        (set text color to white)
C3/16BE:	A02C1A  	LDY #$1A2C
C3/16C1:	20F902  	JSR $02F9      (display save file 2's "Empty")
C3/16C4:	20093B  	JSR $3B09
C3/16C7:	A903    	LDA #$03
C3/16C9:	8566    	STA $66        (save slot 3)
C3/16CB:	206615  	JSR $1566      (load this slots contents)
C3/16CE:	201569  	JSR $6915
C3/16D1:	20D119  	JSR $19D1	(Calculate SRAM checksum)
C3/16D4:	20EB19  	JSR $19EB      (determine if save file exists)
C3/16D7:	8495    	STY $95        (save result)
C3/16D9:	F00B    	BEQ $16E6      (branch if save file 3 is empty)
C3/16DB:	20DC6F  	JSR $6FDC
C3/16DE:	202D18  	JSR $182D
C3/16E1:	201D3B  	JSR $3B1D
C3/16E4:	8013    	BRA $16F9      (save file 3 exists)
C3/16E6:	20C118  	JSR $18C1      (restore new game data)
C3/16E9:	20DC6F  	JSR $6FDC
C3/16EC:	A920    	LDA #$20
C3/16EE:	8529    	STA $29        (set text color to white)
C3/16F0:	A0341A  	LDY #$1A34
C3/16F3:	20F902  	JSR $02F9      (display save file 3's "Empty")
C3/16F6:	201D3B  	JSR $3B1D
C3/16F9:	20C118  	JSR $18C1      (restore new game data)
C3/16FC:	20A13A  	JSR $3AA1      (determine save file 1 window background)
C3/16FF:	A0A018  	LDY #$18A0
C3/1702:	204103  	JSR $0341      (draw save file 1 window)
C3/1705:	20BD3A  	JSR $3ABD      (determine save file 2 window background)
C3/1708:	A0A418  	LDY #$18A4
C3/170B:	204103  	JSR $0341      (draw save file 2 window)
C3/170E:	20D93A  	JSR $3AD9      (determine save file 3 window background)
C3/1711:	A0A818  	LDY #$18A8
C3/1714:	204103  	JSR $0341      (draw save file 3 window)
C3/1717:	A0001C  	LDY #$1C00
C3/171A:	4C2603  	JMP $0326

C3/171D unknow

C3/171D:	A920    	LDA #$20
C3/171F:	8529    	STA $29        (set text color to white)
C3/1721:	A0511A  	LDY #$1A51
C3/1724:	20F902  	JSR $02F9      (display save file 1's ":")
C3/1727:	AD6318  	LDA $1863
C3/172A:	20E004  	JSR $04E0
C3/172D:	A20D7B  	LDX #$7B0D
C3/1730:	20B604  	JSR $04B6      (display save file 1's hours)
C3/1733:	AD6418  	LDA $1864
C3/1736:	20F904  	JSR $04F9
C3/1739:	A2137B  	LDX #$7B13
C3/173C:	20B604  	JSR $04B6      (display save file 1's minutes)
C3/173F:	204D17  	JSR $174D
C3/1742:	A92C    	LDA #$2C
C3/1744:	8529    	STA $29        (set text color to blue)
C3/1746:	A03C1A  	LDY #$1A3C
C3/1749:	20F902  	JSR $02F9      (display save file 1's "Time")
C3/174C:	60      	RTS

C3/174D unknow

C3/174D:	7B      	TDC
C3/174E:	AA      	TAX
C3/174F:	B569    	LDA $69,X
C3/1751:	3029    	BMI $177C
C3/1753:	20BE17  	JSR $17BE
C3/1756:	A92C    	LDA #$2C
C3/1758:	8529    	STA $29        (set text color to blue)
C3/175A:	A05D1A  	LDY #$1A5D
C3/175D:	20F902  	JSR $02F9      (display save file 1's "LV")
C3/1760:	A920    	LDA #$20
C3/1762:	8529    	STA $29        (set text color to white)
C3/1764:	A06C1A  	LDY #$1A6C
C3/1767:	20F902  	JSR $02F9      (display save file 1's "/")
C3/176A:	A04F3A  	LDY #$3A4F
C3/176D:	5A      	PHY            (save file 1's lead character name position)
C3/176E:	A2FD7A  	LDX #$7AFD
C3/1771:	DA      	PHX            (save file 1's max HP position)
C3/1772:	A2F37A  	LDX #$7AF3
C3/1775:	DA      	PHX            (save file 1's current HP position)
C3/1776:	A2817A  	LDX #$7A81
C3/1779:	DA      	PHX            (save file 1's level position)
C3/177A:	8003    	BRA $177F

C3/177C:	E8      	INX
C3/177D:	80D0    	BRA $174F

C3/177F unknow

C3/177F:	A667    	LDX $67
C3/1781:	BD0800  	LDA $0008,X    (level)
C3/1784:	20E004  	JSR $04E0
C3/1787:	FA      	PLX
C3/1788:	20B604  	JSR $04B6      (display level)
C3/178B:	A467    	LDY $67
C3/178D:	209A2B  	JSR $2B9A
C3/1790:	B90900  	LDA $0009,Y    (current HP, high byte)
C3/1793:	85F3    	STA $F3
C3/1795:	B90A00  	LDA $000A,Y    (current HP, low byte)
C3/1798:	85F4    	STA $F4
C3/179A:	202E05  	JSR $052E      (convert HP to digits)
C3/179D:	FA      	PLX
C3/179E:	209004  	JSR $0490      (display HP)
C3/17A1:	A667    	LDX $67
C3/17A3:	BD0B00  	LDA $000B,X    (maximum HP, high byte)
C3/17A6:	85F3    	STA $F3
C3/17A8:	BD0C00  	LDA $000C,X    (maximum HP, low byte)
C3/17AB:	85F4    	STA $F4
C3/17AD:	20650D  	JSR $0D65
C3/17B0:	20920D  	JSR $0D92
C3/17B3:	202E05  	JSR $052E      (convert HP to digits)
C3/17B6:	FA      	PLX
C3/17B7:	209004  	JSR $0490      (display HP)
C3/17BA:	7A      	PLY
C3/17BB:	4CCF34  	JMP $34CF

C3/17BE unknow

C3/17BE:	C220    	REP #$20      (16 bit memory/accum.)
C3/17C0:	8A      	TXA
C3/17C1:	0A      	ASL A
C3/17C2:	AA      	TAX
C3/17C3:	B56D    	LDA $6D,X
C3/17C5:	8567    	STA $67
C3/17C7:	E220    	SEP #$20      (8 bit memory/accum.)
C3/17C9:	60      	RTS

C3/17CA unknow

C3/17CA:	A920    	LDA #$20
C3/17CC:	8529    	STA $29        (set text color to white)
C3/17CE:	A0551A  	LDY #$1A55
C3/17D1:	20F902  	JSR $02F9      (display save file 2's ":")
C3/17D4:	AD6318  	LDA $1863
C3/17D7:	20E004  	JSR $04E0
C3/17DA:	A2CD7C  	LDX #$7CCD
C3/17DD:	20B604  	JSR $04B6      (display save file 2's hours)
C3/17E0:	AD6418  	LDA $1864
C3/17E3:	20F904  	JSR $04F9
C3/17E6:	A2D37C  	LDX #$7CD3
C3/17E9:	20B604  	JSR $04B6      (display save file 2's minutes)
C3/17EC:	20FA17  	JSR $17FA
C3/17EF:	A92C    	LDA #$2C
C3/17F1:	8529    	STA $29        (set text color to blue)
C3/17F3:	A0431A  	LDY #$1A43
C3/17F6:	20F902  	JSR $02F9      (display save file 2's "Time")
C3/17F9:	60      	RTS

C3/17FA unknow

C3/17FA:	7B      	TDC
C3/17FB:	AA      	TAX
C3/17FC:	B569    	LDA $69,X
C3/17FE:	302A    	BMI $182A
C3/1800:	20BE17  	JSR $17BE
C3/1803:	A92C    	LDA #$2C
C3/1805:	8529    	STA $29        (set text color to blue)
C3/1807:	A0621A  	LDY #$1A62
C3/180A:	20F902  	JSR $02F9      (display save file 2's "LV")
C3/180D:	A920    	LDA #$20
C3/180F:	8529    	STA $29        (set text color to white)
C3/1811:	A0701A  	LDY #$1A70
C3/1814:	20F902  	JSR $02F9      (display save file 2's "/")
C3/1817:	A00F3C  	LDY #$3C0F
C3/181A:	5A      	PHY            (save file 2's lead character name position)
C3/181B:	A2BD7C  	LDX #$7CBD
C3/181E:	DA      	PHX            (save file 2's max HP position)
C3/181F:	A2B37C  	LDX #$7CB3
C3/1822:	DA      	PHX            (save file 2's current HP position)
C3/1823:	A2417C  	LDX #$7C41
C3/1826:	DA      	PHX            (save file 2's level position)
C3/1827:	4C7F17  	JMP $177F

C3/182A unknow

C3/182A:	E8      	INX
C3/182B:	80CF    	BRA $17FC
C3/182D:	A920    	LDA #$20
C3/182F:	8529    	STA $29        (set text color to white)
C3/1831:	A0591A  	LDY #$1A59
C3/1834:	20F902  	JSR $02F9      (display save file 3's ":")
C3/1837:	AD6318  	LDA $1863
C3/183A:	20E004  	JSR $04E0
C3/183D:	A28D7E  	LDX #$7E8D
C3/1840:	20B604  	JSR $04B6      (display save file 3's hours)
C3/1843:	AD6418  	LDA $1864
C3/1846:	20F904  	JSR $04F9
C3/1849:	A2937E  	LDX #$7E93
C3/184C:	20B604  	JSR $04B6      (display save file 3's minutes)
C3/184F:	205D18  	JSR $185D
C3/1852:	A92C    	LDA #$2C
C3/1854:	8529    	STA $29        (set text color to blue)
C3/1856:	A04A1A  	LDY #$1A4A
C3/1859:	20F902  	JSR $02F9      (display save file 3's "Time")
C3/185C:	60      	RTS

C3/185D unknow

C3/185D:	7B      	TDC
C3/185E:	AA      	TAX
C3/185F:	B569    	LDA $69,X
C3/1861:	302A    	BMI $188D
C3/1863:	20BE17  	JSR $17BE
C3/1866:	A92C    	LDA #$2C
C3/1868:	8529    	STA $29        (set text color to blue)
C3/186A:	A0671A  	LDY #$1A67
C3/186D:	20F902  	JSR $02F9      (display save file 3's "LV")
C3/1870:	A920    	LDA #$20
C3/1872:	8529    	STA $29        (set text color to white)
C3/1874:	A0741A  	LDY #$1A74
C3/1877:	20F902  	JSR $02F9      (display save file 3's "/")
C3/187A:	A0CF3D  	LDY #$3DCF
C3/187D:	5A      	PHY            (save file 3's lead character name position)
C3/187E:	A27D7E  	LDX #$7E7D
C3/1881:	DA      	PHX            (save file 3's max HP position)
C3/1882:	A2737E  	LDX #$7E73
C3/1885:	DA      	PHX            (save file 3's current HP position)
C3/1886:	A2017E  	LDX #$7E01
C3/1889:	DA      	PHX            (save file 3's level position)
C3/188A:	4C7F17  	JMP $177F

C3/188D:	E8      	INX
C3/188E:	80CF    	BRA $185F

C3/1890 unknow

C3/1890:	20280E  	JSR $0E28
C3/1893:	20520E  	JSR $0E52
C3/1896:	206E0E  	JSR $0E6E
C3/1899:	4C7C0E  	JMP $0E7C

C3/189C data: window sizes for save/load screen

C3/189C:	CB581C02        ("New game" window)
C3/18A0:	CB591C05        (save file 1 window)
C3/18A4:	8B5B1C05        (save file 2 window)
C3/18A8:	4B5D1C05        (save file 3 window)

C3/18AC unknow

C3/18AC:	A08DAC  	LDY #$AC8D
C3/18AF:	8C8121  	STY $2181
C3/18B2:	A600    	LDX $00
C3/18B4:	BD0016  	LDA $1600,X
C3/18B7:	8D8021  	STA $2180
C3/18BA:	E8      	INX
C3/18BB:	E0000A  	CPX #$0A00
C3/18BE:	D0F4    	BNE $18B4
C3/18C0:	60      	RTS

C3/18C1 unknow

C3/18C1:	A600    	LDX $00
C3/18C3:	BF8DAC7E	LDA $7EAC8D,X
C3/18C7:	9D0016  	STA $1600,X
C3/18CA:	E8      	INX
C3/18CB:	E0000A  	CPX #$0A00
C3/18CE:	D0F3    	BNE $18C3
C3/18D0:	60      	RTS

C3/18D1 unknow

C3/18D1:	A902    	LDA #$02       (from C3/1CF5, C3/1D63, C3/ADDE)
C3/18D3:	8D5043  	STA $4350
C3/18D6:	A912    	LDA #$12
C3/18D8:	8D5143  	STA $4351      (register address becomes $2112)
C3/18DB:	A0F018  	LDY #$18F0
C3/18DE:	8C5243  	STY $4352      (set address)
C3/18E1:	A9C3    	LDA #$C3
C3/18E3:	8D5443  	STA $4354      (set bank, C3/18F0)
C3/18E6:	A9C3    	LDA #$C3
C3/18E8:	8D5743  	STA $4357
C3/18EB:	A920    	LDA #$20
C3/18ED:	0443    	TSB $43        (eventually enable channel channel 5 of HDMA)
C3/18EF:	60      	RTS

C3/18F0 hdma transfer table

C3/18F0:	200000  	(32 scanlines, 0 pixel shift)
C3/18F3:	0C0400  	(12 scanlines, 4 pixel shift)
C3/18F6:	0C0800  	(12 scanlines, 8 pixel shift)
C3/18F9:	08C8FF  	(8 scanlines, ?? pixel shift)
C3/18FC:	500000  	(80 scanlines, 0 pixel shift)
C3/18FF:	580000  	(88 scanlines, 0 pixel shift, 232 scanlines total)
C3/1902:	00      	(end)

C3/1903 unknow

C3/1903:	A600    	LDX $00
C3/1905:	BF71AA7E	LDA $7EAA71,X	
C3/1909:	306C    	BMI $1977
C3/190B:	DA      	PHX
C3/190C:	DA      	PHX
C3/190D:	A903    	LDA #$03
C3/190F:	A0C719  	LDY #$19C7
C3/1912:	207311  	JSR $1173      (put C3/19C7 in the queue)
C3/1915:	9B      	TXY
C3/1916:	FA      	PLX
C3/1917:	8B      	PHB
C3/1918:	A97E    	LDA #$7E
C3/191A:	48      	PHA
C3/191B:	AB      	PLB
C3/191C:	A566    	LDA $66        (load finger's position)
C3/191E:	F011    	BEQ $1931      (branch if on "New Game")
C3/1920:	C901    	CMP #$01
C3/1922:	F01F    	BEQ $1943      (branch if on slot 1)
C3/1924:	C902    	CMP #$02
C3/1926:	F012    	BEQ $193A      (branch if on slot 2)
C3/1928:	BFBB19C3	LDA $C319BB,X  (set slot 3's sprites to "enabled")
C3/192C:	994937  	STA $3749,Y
C3/192F:	8019    	BRA $194A
C3/1931:	BF9719C3	LDA $C31997,X  (set all slot's sprites to "disabled")
C3/1935:	994937  	STA $3749,Y
C3/1938:	8010    	BRA $194A
C3/193A:	BFAF19C3	LDA $C319AF,X  (set slot 2's sprites to "enabled")
C3/193E:	994937  	STA $3749,Y
C3/1941:	8007    	BRA $194A
C3/1943:	BFA319C3	LDA $C319A3,X  (set slot 1's sprites to "enabled")
C3/1947:	994937  	STA $3749,Y
C3/194A:	A9D8    	LDA #$D8
C3/194C:	99CA35  	STA $35CA,Y    (save bank pointer to OAM data)
C3/194F:	7B      	TDC
C3/1950:	99CB33  	STA $33CB,Y
C3/1953:	994B34  	STA $344B,Y
C3/1956:	BF7F19C3	LDA $C3197F,X  (get horizontal sprite positions)
C3/195A:	99CA33  	STA $33CA,Y
C3/195D:	BF8B19C3	LDA $C3198B,X  (get vertical sprite positions)
C3/1961:	994A34  	STA $344A,Y
C3/1964:	BF71AA7E	LDA $7EAA71,X
C3/1968:	C220    	REP #$20       (16 bit memory/accum.)
C3/196A:	0A      	ASL A
C3/196B:	AA      	TAX
C3/196C:	BF17E9D8	LDA $D8E917,X  (determine which sprites to load?)
C3/1970:	99C932  	STA $32C9,Y    (save as pointer to OAM data)
C3/1973:	E220    	SEP #$20       (8 bit memory/accum.)
C3/1975:	AB      	PLB
C3/1976:	FA      	PLX
C3/1977:	E8      	INX
C3/1978:	E00C00  	CPX #$000C     (have we done all 12 sprites?)
C3/197B:	D088    	BNE $1905      (branch if not)
C3/197D:	38      	SEC
C3/197E:	60      	RTS

C3/197F data: sprite positions for the three save files

C3/197F:	50688098	(X position for sprites in save slot 1)
C3/1983:	50688098	(X position for sprites in save slot 2)
C3/1987:	50688098	(X position for sprites in save slot 3)
C3/198B:	40404040	(Y position for sprites in save slot 1)
C3/198F:	78787878	(Y position for sprites in save slot 2)
C3/1993:	B0B0B0B0	(Y position for sprites in save slot 3)

C3/1997 data: enable/disable sprite palettes at load game screen

C3/1997:	02020202	(disable all three slot's sprites)
C3/199B:	02020202
C3/199F:	02020202

C3/19A3:	00000000	(enable slot 1's sprites)
C3/19A7:	02020202
C3/19AB:	02020202

C3/19AF:	02020202	(enable slot 2's sprites)
C3/19B3:	00000000
C3/19B7:	02020202

C3/19BB:	02020202	(enable slot 3's sprites)
C3/19BF:	02020202
C3/19C3:	00000000

C3/19C7 unknow

C3/19C7:	A62D    	LDX $2D
C3/19C9:	200612  	JSR $1206
C3/19CC:	202112  	JSR $1221      (draw the sprites!)
C3/19CF:	18      	CLC            (this queue can be removed)
C3/19D0:	60      	RTS

C3/19D1 calculate sram checksum

C3/19D1:	64E7    	STZ $E7
C3/19D3:	64E8    	STZ $E8
C3/19D5:	A600    	LDX $00
C3/19D7:	18      	CLC
C3/19D8:	BD0016  	LDA $1600,X
C3/19DB:	65E7    	ADC $E7
C3/19DD:	85E7    	STA $E7
C3/19DF:	7B      	TDC
C3/19E0:	65E8    	ADC $E8
C3/19E2:	85E8    	STA $E8
C3/19E4:	E8      	INX
C3/19E5:	E0FE09  	CPX #$09FE
C3/19E8:	D0EE    	BNE $19D8
C3/19EA:	60      	RTS

C3/19EB determinate if save file exists

C3/19EB:	C220    	REP #$20      (16 bit memory/accum.)
C3/19ED:	A5E7    	LDA $E7        (load calculated checksum)
C3/19EF:	CDFE1F  	CMP $1FFE      (does it match this file's checksum?)
C3/19F2:	D002    	BNE $19F6      (they don't match, save file was tampered with or corrupt)
C3/19F4:	8001    	BRA $19F7      (they do match, everything's ok)
C3/19F6:	7B      	TDC
C3/19F7:	A8      	TAY
C3/19F8:	E220    	SEP #$20      (8 bit memory/accum.)
C3/19FA:	60      	RTS

C3/19FB unknow

DP $26 is #$53
C3/19FB:	204F30  	JSR $304F
C3/19FE:	A00800  	LDY #$0008
C3/1A01:	8420    	STY $20
C3/1A03:	A954    	LDA #$54
C3/1A05:	8526    	STA $26        (execute at C3/1A19)
C3/1A07:	4C0319  	JMP $1903

C3/1A0A unknow

DP $26 is #$52
C3/1A0A:	205630  	JSR $3056
C3/1A0D:	A00800  	LDY #$0008
C3/1A10:	8420    	STY $20
C3/1A12:	A954    	LDA #$54
C3/1A14:	8526    	STA $26        (execute at C3/1A19)
C3/1A16:	4C0319  	JMP $1903

C3/1A19 unknow

DP $26 is #$54
C3/1A19:	A420    	LDY $20        (from C3/0283, the massive jump table; $26 = #$54)
C3/1A1B:	D004    	BNE $1A21
C3/1A1D:	A527    	LDA $27        (load the queue to execute)
C3/1A1F:	8526    	STA $26        (transfer it to be executed next)
C3/1A21:	4C0319  	JMP $1903

C3/1A24 unknow

C3/1A24:	4F7A84A6A9ADB200          (position of and word "Empty")
C3/1A2C:	0F7C84A6A9ADB200          (position of and word "Empty")
C3/1A34:	CF7D84A6A9ADB200          (position of and word "Empty")
C3/1A3C:	CF7A93A2A69E00            (position of and word "Time")
C3/1A45:	8F7C93A2A69E00            (position of and word "Time")
C3/1A4A:	4F7E93A2A69E00            (position of and word "Time")
C3/1A51:	117BC100                  (position of and word ":")
C3/1A55:	D17CC100                  (position of and word ":")
C3/1A59:	917EC100                  (position of and word ":")
C3/1A5D:	7B7A8B9500                (position of and word "LV")
C3/1A62:	3B7C8B9500                (position of and word "LV")
C3/1A67:	FB7D8B9500                (position of and word "LV")
C3/1A6C:	FB7AC000                  (position of and word "/")
C3/1A70:	BB7CC000                  (position of and word "/")
C3/1A74:	7B7EC000                  (position of and word "/")
C3/1A78:	6779929AAF9E00            (position of and word "Save")
C3/1A7F:	63798D9EB0FF869AA69E00    (position of and word "New Game")

C3/1A8A initiate main menu

DP $26 is #$04 - initiate the main menu
C3/1A8A:	202F35	        JSR $352F      (fade out screen, disable H/DMA)
C3/1A8D:	20A81B          JSR $1BA8 
C3/1A90:	20890F  	JSR $0F89
C3/1A93:	206B3A  	JSR $3A6B
C3/1A96:	A904    	LDA #$04
C3/1A98:	0443    	TSB $43        (eventually enable channel 2 of HDMA)
C3/1A9A:	20890F  	JSR $0F89
C3/1A9D:	200469  	JSR $6904
C3/1AA0:	A903    	LDA #$03
C3/1AA2:	8D0721  	STA $2107
C3/1AA5:	A943    	LDA #$43
C3/1AA7:	8D0921  	STA $2109
C3/1AAA:	A9C0    	LDA #$C0
C3/1AAC:	1443    	TRB $43        (eventually disable channels 6 and 7 of HDMA)
C3/1AAE:	A902    	LDA #$02
C3/1AB0:	8546    	STA $46
C3/1AB2:	20F530  	JSR $30F5
C3/1AB5:	A900    	LDA #$00
C3/1AB7:	A0422F  	LDY #$2F42
C3/1ABA:	207311  	JSR $1173      (put C3/2F42 in the queue)
C3/1ABD:	20B007  	JSR $07B0      (finger OAM initiating)
C3/1AC0:	204E35  	JSR $354E
C3/1AC3:	A00200  	LDY #$0002
C3/1AC6:	8437    	STY $37
C3/1AC8:	20A336  	JSR $36A3
C3/1ACB:	A905    	LDA #$05
C3/1ACD:	8527    	STA $27        (sustain main menu, queue up to execute at C3/1D4A)
C3/1ACF:	A901    	LDA #$01
C3/1AD1:	8526    	STA $26        (transition process)
C3/1AD3:	4C4135  	JMP $3541

C3/1AD6 initiate item menu

C3/1AD6:	20E21A  	JSR $1AE2
C3/1AD9:	20FE1A  	JSR $1AFE
C3/1ADC:	200E1B  	JSR $1B0E
C3/1ADF:	4C2E1B  	JMP $1B2E

C3/1AE2 unknow

C3/1AE2:	202F35  	JSR $352F      (fade out screen, disable H/DMA)
C3/1AE5:	20991B  	JSR $1B99
C3/1AE8:	200469  	JSR $6904
C3/1AEB:	644A    	STZ $4A
C3/1AED:	6449    	STZ $49
C3/1AEF:	A9F5    	LDA #$F5
C3/1AF1:	855C    	STA $5C        (set item screen's maximum scroll range)
C3/1AF3:	A90A    	LDA #$0A
C3/1AF5:	855A    	STA $5A
C3/1AF7:	A901    	LDA #$01
C3/1AF9:	855B    	STA $5B
C3/1AFB:	4C1C7D  	JMP $7D1C

C3/1AFE unknow

C3/1AFE:	AD4E1D  	LDA $1D4E      (load some config stuff)
C3/1B01:	2940    	AND #$40       (cursor on memory set?)
C3/1B03:	F003    	BEQ $1B08      (branch if not)
C3/1B05:	20AC0D  	JSR $0DAC
C3/1B08:	20257D  	JSR $7D25
C3/1B0B:	4CA37D  	JMP $7DA3

C3/1B0E unknow

C3/1B0E:	202B7E  	JSR $7E2B
C3/1B11:	20B007  	JSR $07B0      (finger OAM initiating)
C3/1B14:	201F09  	JSR $091F      (set arrow's initial position)
C3/1B17:	C220    	REP #$20      (16 bit memory/accum.)
C3/1B19:	A97000  	LDA #$0070
C3/1B1C:	9F4A357E	STA $7E354A,X
C3/1B20:	A95800  	LDA #$0058
C3/1B23:	9FCA347E	STA $7E34CA,X
C3/1B27:	E220    	SEP #$20      (8 bit memory/accum.)
C3/1B29:	A901    	LDA #$01
C3/1B2B:	8526    	STA $26        (transition process)
C3/1B2D:	60      	RTS

C3/1B2E unknow

C3/1B2E:	A908    	LDA #$08
C3/1B30:	8527    	STA $27        (queue up to execute at C3/1EF7)
C3/1B32:	4C4135  	JMP $3541

C3/1B35 unknow

C3/1B35:	20E21A  	JSR $1AE2      (from C3/02C9, the massive jump table; $26 = #$77)
C3/1B38:	A58E    	LDA $8E
C3/1B3A:	854D    	STA $4D
C3/1B3C:	A48E    	LDY $8E
C3/1B3E:	844F    	STY $4F
C3/1B40:	A590    	LDA $90
C3/1B42:	854A    	STA $4A
C3/1B44:	A54A    	LDA $4A        (...really?)
C3/1B46:	85E0    	STA $E0
C3/1B48:	A550    	LDA $50
C3/1B4A:	38      	SEC
C3/1B4B:	E5E0    	SBC $E0
C3/1B4D:	854E    	STA $4E
C3/1B4F:	20257D  	JSR $7D25
C3/1B52:	20A37D  	JSR $7DA3
C3/1B55:	200E1B  	JSR $1B0E
C3/1B58:	4C2E1B  	JMP $1B2E

C3/1B5B initiate the skills menu

C3/1B5B:	202F35  	JSR $352F      (fade out screen, disable H/DMA)
C3/1B5E:	7B      	TDC
C3/1B5F:	A528    	LDA $28
C3/1B61:	AA      	TAX
C3/1B62:	B569    	LDA $69,X
C3/1B64:	220600C2	JSL $C20006	(equipment set/check)
C3/1B68:	20A81B  	JSR $1BA8
C3/1B6B:	20086A  	JSR $6A08
C3/1B6E:	644A    	STZ $4A
C3/1B70:	6449    	STZ $49
C3/1B72:	20BC4D  	JSR $4DBC
C3/1B75:	20804C  	JSR $4C80
C3/1B78:	20504B  	JSR $4B50
C3/1B7B:	AD4E1D  	LDA $1D4E      (various saved things in config screen)
C3/1B7E:	2940    	AND #$40       (Re-equip set to empty?)
C3/1B80:	F003    	BEQ $1B85      (branch if not)
C3/1B82:	20FF0D  	JSR $0DFF
C3/1B85:	20594B  	JSR $4B59
C3/1B88:	20B007  	JSR $07B0      (finger OAM initiating)
C3/1B8B:	20991B  	JSR $1B99
C3/1B8E:	A901    	LDA #$01
C3/1B90:	8526    	STA $26        (transition process)
C3/1B92:	A90A    	LDA #$0A
C3/1B94:	8527    	STA $27        (queue up to execute at C3/1FF4)
C3/1B96:	4C4135  	JMP $3541

C3/1B99 unknow

C3/1B99:	2096A7  	JSR $A796
C3/1B9C:	2091A9  	JSR $A991
C3/1B9F:	A900    	LDA #$00
C3/1BA1:	A00EA8  	LDY #$A80E
C3/1BA4:	207311  	JSR $1173      (put C3/A80E in the queue)
C3/1BA7:	60      	RTS

C3/1BA8 unknow

C3/1BA8:	201569  	JSR $6915
C3/1BAB:	20826E  	JSR $6E82
C3/1BAE:	20096C  	JSR $6C09
C3/1BB1:	A905    	LDA #$05
C3/1BB3:	0445    	TSB $45
C3/1BB5:	4CD214  	JMP $14D2

C3/1BB8 initiate the equip menu

C3/1BB8:	20BD1B  	JSR $1BBD
C3/1BBB:	801A    	BRA $1BD7

C3/1BBD unknow

C3/1BBD:	202F35  	JSR $352F      (fade out screen, disable H/DMA)
C3/1BC0:	20086A  	JSR $6A08
C3/1BC3:	A906    	LDA #$06
C3/1BC5:	0446    	TSB $46
C3/1BC7:	644A    	STZ $4A
C3/1BC9:	6449    	STZ $49
C3/1BCB:	20B694  	JSR $94B6
C3/1BCE:	20508E  	JSR $8E50
C3/1BD1:	20598E  	JSR $8E59
C3/1BD4:	4CB007  	JMP $07B0      (finger OAM initiating)

C3/1BD7 unknow

C3/1BD7:	203290  	JSR $9032
C3/1BDA:	A901    	LDA #$01
C3/1BDC:	8526    	STA $26        (transition process)
C3/1BDE:	A936    	LDA #$36
C3/1BE0:	8527    	STA $27        (queue up to execute at C3/9621)
C3/1BE2:	4C4135  	JMP $3541

C3/1BE5 unknow

DP $26 is #$7E
C3/1BE5:	20011C  	JSR $1C01      (from C3/02D7)
C3/1BE8:	204F96  	JSR $964F
C3/1BEB:	200A1C  	JSR $1C0A
C3/1BEE:	A955    	LDA #$55       (queue up to execute at C3/9884)
C3/1BF0:	4C151C  	JMP $1C15      (BRA would work here)

C3/1BF3 unknow

DP $26 is #$7F
C3/1BF3:	20011C  	JSR $1C01      (from C3/02D9)
C3/1BF6:	205696  	JSR $9656
C3/1BF9:	200A1C  	JSR $1C0A
C3/1BFC:	A956    	LDA #$56       (queue up to execute at C3/98CF)
C3/1BFE:	4C151C  	JMP $1C15      (BRA would work here)

C3/1C01 unknow

C3/1C01:	20BD1B  	JSR $1BBD
C3/1C04:	203290  	JSR $9032
C3/1C07:	4C1496  	JMP $9614

C3/1C0A unknow

C3/1C0A:	206C8E  	JSR $8E6C
C3/1C0D:	20758E  	JSR $8E75
C3/1C10:	A901    	LDA #$01
C3/1C12:	8526    	STA $26        (transition process)
C3/1C14:	60      	RTS

C3/1C15 unknow

C3/1C15:	8527    	STA $27
C3/1C17:	4C4135  	JMP $3541

C3/1C1A reequip is set to optimum

DP $26 is #$6D - "Reequip" is set to Optimum in config; called when relics change equipment
C3/1C1A:	20BD1B  	JSR $1BBD      (from C3/02B5)
C3/1C1D:	20F096  	JSR $96F0      (Optimum command - fully equips standard equipment)
C3/1C20:	A902    	LDA #$02
C3/1C22:	8525    	STA $25
C3/1C24:	80B1    	BRA $1BD7

C3/1C26 reequip is set to empty

DP $26 is #$6E - "Reequip" is set to Empty in config; called when relics change equipment
C3/1C26:	20BD1B  	JSR $1BBD      (from C3/02B7)
C3/1C29:	20A896  	JSR $96A8      (Empty command - removes standard equipment)
C3/1C2C:	A902    	LDA #$02
C3/1C2E:	8525    	STA $25
C3/1C30:	80A5    	BRA $1BD7

C3/1C32 initiate screen that display equipment for all characters

C3/1C32:	202F35  	JSR $352F      (fade out screen, disable H/DMA)
C3/1C35:	209794  	JSR $9497      (get DMA transfer initiated)
C3/1C38:	20ED8E  	JSR $8EED
C3/1C3B:	A901    	LDA #$01
C3/1C3D:	8526    	STA $26        (transition process)
C3/1C3F:	A939    	LDA #$39
C3/1C41:	8527    	STA $27        (queue up to execute at C3/2966)
C3/1C43:	4C4135  	JMP $3541

C3/1C46 initiate the status screen

C3/1C46:	202F35  	JSR $352F      (from C3/01F1, turns off DMA and HDMA transfers, turns the screen off)
C3/1C49:	200B62  	JSR $620B      (do a DMA transfer)
C3/1C4C:	20055D  	JSR $5D05      (put status screen in VRAM?)
C3/1C4F:	205D1C  	JSR $1C5D
C3/1C52:	A901    	LDA #$01
C3/1C54:	8526    	STA $26        (transition process)
C3/1C56:	A90C    	LDA #$0C
C3/1C58:	8527    	STA $27        (queue up to execute at C3/21F5)
C3/1C5A:	4C4135  	JMP $3541

C3/1C5D unknow

C3/1C5D:	7B      	TDC
C3/1C5E:	A528    	LDA $28
C3/1C60:	0A      	ASL A
C3/1C61:	AA      	TAX
C3/1C62:	B46D    	LDY $6D,X
C3/1C64:	B90000  	LDA $0000,Y    (load character ID)
C3/1C67:	C90C    	CMP #$0C       (Is this Gogo?)
C3/1C69:	D00D    	BNE $1C78      (branch if not)
C3/1C6B:	20FF36  	JSR $36FF      (get hotspot data)
C3/1C6E:	200837  	JSR $3708      (set finger positioning)
C3/1C71:	A906    	LDA #$06
C3/1C73:	0446    	TSB $46
C3/1C75:	4CB007  	JMP $07B0      (finger OAM initiating)

C3/1C78:	A906    	LDA #$06
C3/1C7A:	1446    	TRB $46
C3/1C7C:	60      	RTS

C3/1C7D initiate the config screen

C3/1C7D:	202F35  	JSR $352F      (fade out screen, disable H/DMA, from C3/01F5)
C3/1C80:	644A    	STZ $4A
C3/1C82:	204C3A  	JSR $3A4C      (do a DMA transfer)
C3/1C85:	209E38  	JSR $389E      (draw the config screen)
C3/1C88:	205838  	JSR $3858      (get hotspot data for config screen 1)
C3/1C8B:	A55F    	LDA $5F
C3/1C8D:	854E    	STA $4E
C3/1C8F:	206138  	JSR $3861      (get finger positioning data for config screen 1)
C3/1C92:	20B007  	JSR $07B0      (finger OAM initiating)
C3/1C95:	A901    	LDA #$01
C3/1C97:	8526    	STA $26        (transition process)
C3/1C99:	A90E    	LDA #$0E
C3/1C9B:	8527    	STA $27        (queue up to execute at C3/22C5)
C3/1C9D:	4C4135  	JMP $3541

C3/1CA0 initiate the save menu

C3/1CA0:	202F35  	JSR $352F      (fade out screen, disable H/DMA)
C3/1CA3:	A00200  	LDY #$0002
C3/1CA6:	8437    	STY $37
C3/1CA8:	20A336  	JSR $36A3      (do an HDMA transfer)
C3/1CAB:	A9E3    	LDA #$E3
C3/1CAD:	1443    	TRB $43        (eventually disable channels 0, 1, 5-7 of HDMA)
C3/1CAF:	20EC15  	JSR $15EC      (draw save screen and get data of the three save files)
C3/1CB2:	20C76C  	JSR $6CC7      (get character sprite palettes)
C3/1CB5:	20846C  	JSR $6C84      (palette of finger)
C3/1CB8:	20A415  	JSR $15A4      (hotspot data for save screen)
C3/1CBB:	A491    	LDY $91
C3/1CBD:	D008    	BNE $1CC7
C3/1CBF:	A493    	LDY $93
C3/1CC1:	D004    	BNE $1CC7
C3/1CC3:	A495    	LDY $95
C3/1CC5:	F006    	BEQ $1CCD
C3/1CC7:	AD2402  	LDA $0224
C3/1CCA:	3A      	DEC A
C3/1CCB:	854E    	STA $4E
C3/1CCD:	20AD15  	JSR $15AD      (finger positioning for save screen)
C3/1CD0:	20B007  	JSR $07B0      (finger OAM initiating)
C3/1CD3:	A54B    	LDA $4B
C3/1CD5:	1A      	INC A
C3/1CD6:	8566    	STA $66
C3/1CD8:	A952    	LDA #$52
C3/1CDA:	8526    	STA $26        (execute at C3/1A0A)
C3/1CDC:	A914    	LDA #$14
C3/1CDE:	8527    	STA $27        (queue up to execute at C3/2540)
C3/1CE0:	4C4135  	JMP $3541

C3/1CE3 initiate "erasing data" screen

C3/1CE3:	202F35  	JSR $352F      (fade out screen, disable H/DMA)
C3/1CE6:	201569  	JSR $6915
C3/1CE9:	202831  	JSR $3128
C3/1CEC:	20D415  	JSR $15D4      (hotspot data for confirming save)
C3/1CEF:	20DD15  	JSR $15DD      (finger positioning for confirming save)
C3/1CF2:	20B007  	JSR $07B0      (finger OAM initiating)
C3/1CF5:	20D118  	JSR $18D1
C3/1CF8:	A916    	LDA #$16
C3/1CFA:	8527    	STA $27        (queue up to execute at C3/259D)
C3/1CFC:	A901    	LDA #$01
C3/1CFE:	8526    	STA $26        (transition process to above)
C3/1D00:	4C4135  	JMP $3541

C3/1D03 initiate sram loading screen

C3/1D03:	202F35  	JSR $352F      (fade out screen, disable H/DMA)
C3/1D06:	A00200  	LDY #$0002
C3/1D09:	8437    	STY $37
C3/1D0B:	20A336  	JSR $36A3      (do an HDMA transfer)
C3/1D0E:	A9E3    	LDA #$E3
C3/1D10:	1443    	TRB $43        (eventually disable channels 0, 1, 5-7 of HDMA)
C3/1D12:	A400    	LDY $00
C3/1D14:	8435    	STY $35
C3/1D16:	8439    	STY $39
C3/1D18:	843D    	STY $3D
C3/1D1A:	A902    	LDA #$02
C3/1D1C:	8546    	STA $46
C3/1D1E:	200816  	JSR $1608      (draw all windows, get screen filled with data)
C3/1D21:	20C76C  	JSR $6CC7      (get character sprite palettes)
C3/1D24:	20846C  	JSR $6C84      (palette of finger)
C3/1D27:	20B815  	JSR $15B8      (load screen's hotspot data)
C3/1D2A:	A491    	LDY $91
C3/1D2C:	D008    	BNE $1D36
C3/1D2E:	A493    	LDY $93
C3/1D30:	D004    	BNE $1D36
C3/1D32:	A495    	LDY $95
C3/1D34:	F006    	BEQ $1D3C
C3/1D36:	AFF07F30	LDA $307FF0
C3/1D3A:	854E    	STA $4E
C3/1D3C:	20C115  	JSR $15C1      (finger positioning data)
C3/1D3F:	20B007  	JSR $07B0      (finger OAM initiating)
C3/1D42:	A54B    	LDA $4B
C3/1D44:	8566    	STA $66
C3/1D46:	A921    	LDA #$21
C3/1D48:	8527    	STA $27        (queue up to execute at C3/29C2)
C3/1D4A:	A952    	LDA #$52
C3/1D4C:	8526    	STA $26        (execute at C3/1A0A)
C3/1D4E:	4C4135  	JMP $3541

C3/1D51 initiate "This data?" screen

C3/1D51:	202F35  	JSR $352F      (fade out screen, disable H/DMA)
C3/1D54:	201569  	JSR $6915
C3/1D57:	204C31  	JSR $314C
C3/1D5A:	20D415  	JSR $15D4      (confirm save/load hotspots)
C3/1D5D:	20DD15  	JSR $15DD      (confirm save/load finger positioning data)
C3/1D60:	20B007  	JSR $07B0      (finger OAM initiating)
C3/1D63:	20D118  	JSR $18D1
C3/1D66:	A923    	LDA #$23
C3/1D68:	8527    	STA $27        (queue up to execute at C3/2A2A)
C3/1D6A:	A901    	LDA #$01
C3/1D6C:	8526    	STA $26        (transition process to above)
C3/1D6E:	4C4135  	JMP $3541

C3/1D71 general fade out

C3/1D71:	204F30  	JSR $304F
C3/1D74:	A00800  	LDY #$0008
C3/1D77:	8420    	STY $20
C3/1D79:	A902    	LDA #$02
C3/1D7B:	8526    	STA $26        (execute at C3/1D8B)
C3/1D7D:	60      	RTS

C3/1D7E general fade out

C3/1D7E:	205630  	JSR $3056
C3/1D81:	A00800  	LDY #$0008
C3/1D84:	8420    	STY $20
C3/1D86:	A902    	LDA #$02
C3/1D88:	8526    	STA $26        (execute at C3/1D8B)
C3/1D8A:	60      	RTS

C3/1D8B unknow

DP $26 is #$02, transfers $27 to $26
C3/1D8B:	A420    	LDY $20
C3/1D8D:	D004    	BNE $1D93
C3/1D8F:	A527    	LDA $27        (load queued)
C3/1D91:	8526    	STA $26        (transfer it to execute)
C3/1D93:	60      	RTS

C3/1D94 unknow

DP $26, value of #$03
C3/1D94:	A900    	LDA #$00
C3/1D96:	A0422F  	LDY #$2F42
C3/1D99:	207311  	JSR $1173      (put C3/2F42 in the queue)
C3/1D9C:	20B007  	JSR $07B0      (finger OAM initiating)
C3/1D9F:	A905    	LDA #$05
C3/1DA1:	8526    	STA $26        (execute at C3/1DA4)
C3/1DA3:	60      	RTS

C3/1DA4 sustain the main menu

C3/1DA4:	204835  	JSR $3548
C3/1DA7:	A508    	LDA $08
C3/1DA9:	8980    	BIT #$80       (did you press A?)
C3/1DAB:	F003    	BEQ $1DB0      (branch if not, BPL...)
C3/1DAD:	4C622E  	JMP $2E62

C3/1DB0:	A509    	LDA $09
C3/1DB2:	8902    	BIT #$02
C3/1DB4:	F006    	BEQ $1DBC
C3/1DB6:	20A30E  	JSR $0EA3
C3/1DB9:	4CC62E  	JMP $2EC6

C3/1DBC unknow

C3/1DBC:	A509    	LDA $09        (A already holds the contents of $09)
C3/1DBE:	8980    	BIT #$80       (did you press B?)
C3/1DC0:	F00F    	BEQ $1DD1      (branch if not, BPL...)
C3/1DC2:	9C0502  	STZ $0205
C3/1DC5:	20A90E  	JSR $0EA9
C3/1DC8:	20D21D  	JSR $1DD2
C3/1DCB:	A9FF    	LDA #$FF
C3/1DCD:	8527    	STA $27        (exit the menu)
C3/1DCF:	6426    	STZ $26        (fade out)
C3/1DD1:	60      	RTS

C3/1DD2 unknow

C3/1DD2:	9CDF11  	STZ $11DF
C3/1DD5:	A600    	LDX $00
C3/1DD7:	B569    	LDA $69,X
C3/1DD9:	3006    	BMI $1DE1
C3/1DDB:	DA      	PHX
C3/1DDC:	220600C2	JSL $C20006    (equipment check function)
C3/1DE0:	FA      	PLX
C3/1DE1:	E8      	INX
C3/1DE2:	E00400  	CPX #$0004
C3/1DE5:	D0F0    	BNE $1DD7
C3/1DE7:	60      	RTS

C3/1DE8 unknow

DP $26 is #$06
C3/1DE8:	204835  	JSR $3548
C3/1DEB:	A509    	LDA $09
C3/1DED:	8980    	BIT #$80       (did you press B?)
C3/1DEF:	F00C    	BEQ $1DFD      (branch if not, BPL...)
C3/1DF1:	20A90E  	JSR $0EA9
C3/1DF4:	A905    	LDA #$05
C3/1DF6:	1446    	TRB $46
C3/1DF8:	A903    	LDA #$03
C3/1DFA:	8526    	STA $26        (execute at C3/1D94)
C3/1DFC:	60      	RTS

C3/1DFD unknow

C3/1DFD:	A509    	LDA $09        (A already holds the contents of $09)
C3/1DFF:	8902    	BIT #$02       (did you press left?)
C3/1E01:	F01C    	BEQ $1E1F      (branch if not)
C3/1E03:	A525    	LDA $25
C3/1E05:	C902    	CMP #$02
C3/1E07:	F004    	BEQ $1E0D
C3/1E09:	C903    	CMP #$03
C3/1E0B:	D012    	BNE $1E1F
C3/1E0D:	20A30E  	JSR $0EA3
C3/1E10:	A906    	LDA #$06
C3/1E12:	1446    	TRB $46
C3/1E14:	A937    	LDA #$37
C3/1E16:	8526    	STA $26        (execute at C3/1EB5)
C3/1E18:	A54E    	LDA $4E
C3/1E1A:	855E    	STA $5E
C3/1E1C:	4C9F08  	JMP $089F

C3/1E1F unknow

C3/1E1F:	A508    	LDA $08
C3/1E21:	8980    	BIT #$80       (did you press A?)
C3/1E23:	F007    	BEQ $1E2C      (branch if not, BPL... and branch backwards!)
C3/1E25:	A54B    	LDA $4B
C3/1E27:	8528    	STA $28
C3/1E29:	4C2D1E  	JMP $1E2D      (BRA would work here)

C3/1E2C:	60      	RTS            (this RTS doesn't need to be here, good ol compilers :P)

C3/1E2D unknow

C3/1E2D:	204E1E  	JSR $1E4E
C3/1E30:	B010    	BCS $1E42
C3/1E32:	7B      	TDC
C3/1E33:	A525    	LDA $25
C3/1E35:	AA      	TAX
C3/1E36:	BF491EC3	LDA $C31E49,X
C3/1E3A:	8527    	STA $27        (queue up an exit, C3/5B1B, C3/1BB8, C3/9E4B, or the status screen at C3/1C46)
C3/1E3C:	6426    	STZ $26        (fade out)
C3/1E3E:	20B20E  	JSR $0EB2		(makes the click sound)
C3/1E41:	60      	RTS

C3/1E42 buzzer effect unknow

C3/1E42:	20C00E  	JSR $0EC0      (makes the buzzer sound)
C3/1E45:	205D30  	JSR $305D      (mosaic effect)
C3/1E48:	60      	RTS

C3/1E49 data

C3/1E49:	FF
C3/1E4A:	09
C3/1E4B:	35
C3/1E4C:	58
C3/1E4D:	0B

C3/1E4E determine if a character can be equipped

C3/1E4E:	7B      	TDC
C3/1E4F:	A525    	LDA $25
C3/1E51:	C901    	CMP #$01
C3/1E53:	F034    	BEQ $1E89
C3/1E55:	C902    	CMP #$02
C3/1E57:	F006    	BEQ $1E5F
C3/1E59:	C903    	CMP #$03
C3/1E5B:	F017    	BEQ $1E74
C3/1E5D:	8054    	BRA $1EB3

C3/1E5F check standard equipment for character

C3/1E5F:	7B      	TDC            (upper 8 bits of A are already 0...)
C3/1E60:	A528    	LDA $28
C3/1E62:	0A      	ASL A
C3/1E63:	AA      	TAX
C3/1E64:	C220    	REP #$20      (16 bit memory/accum.)
C3/1E66:	B56D    	LDA $6D,X
C3/1E68:	E220    	SEP #$20      (8 bit memory/accum.)
C3/1E6A:	AA      	TAX
C3/1E6B:	BD0000  	LDA $0000,X
C3/1E6E:	C90D    	CMP #$0D      (Umaro or higher?) (NOTE: NOP these two out to let anyone be equippable)
C3/1E70:	B03F    	BCS $1EB1
C3/1E72:	8028    	BRA $1E9C

C3/1E74 check relic equipment for character

C3/1E74:	7B      	TDC            (upper 8 bits of A are already 0...)
C3/1E75:	A528    	LDA $28
C3/1E77:	0A      	ASL A
C3/1E78:	AA      	TAX
C3/1E79:	C220    	REP #$20      (16 bit memory/accum.)
C3/1E7B:	B56D    	LDA $6D,X
C3/1E7D:	E220    	SEP #$20      (8 bit memory/accum.)
C3/1E7F:	AA      	TAX
C3/1E80:	BD0000  	LDA $0000,X
C3/1E83:	C90E    	CMP #$0E	  (Leo or higher?)
C3/1E85:	B02A    	BCS $1EB1
C3/1E87:	8013    	BRA $1E9C

C3/1E89 check esper equipment for character

C3/1E89:	203D4D  	JSR $4D3D    (enable and disable skills)
C3/1E8C:	A924    	LDA #$24
C3/1E8E:	A600    	LDX $00
C3/1E90:	D579    	CMP $79,X
C3/1E92:	D008    	BNE $1E9C
C3/1E94:	E8      	INX
C3/1E95:	E00700  	CPX #$0007
C3/1E98:	D0F6    	BNE $1E90
C3/1E9A:	8015    	BRA $1EB1

C3/1E9C check status ineligibility

C3/1E9C:	7B      	TDC
C3/1E9D:	A528    	LDA $28
C3/1E9F:	0A      	ASL A
C3/1EA0:	AA      	TAX
C3/1EA1:	C220    	REP #$20      (16 bit memory/accum.)
C3/1EA3:	B56D    	LDA $6D,X
C3/1EA5:	E220    	SEP #$20      (8 bit memory/accum.)
C3/1EA7:	AA      	TAX
C3/1EA8:	BD1400  	LDA $0014,X    (status byte 1)
C3/1EAB:	29C2    	AND #$C2	  (Check Death, Zombie, Stone)
C3/1EAD:	D002    	BNE $1EB1      (branch if any are set)
C3/1EAF:	8002    	BRA $1EB3

C3/1EB1:	38      	SEC
C3/1EB2:	60      	RTS
 
C3/1EB3:	18      	CLC
C3/1EB4:	60      	RTS

C3/1EB5 unknow

C3/1EB5:	204835  	JSR $3548
C3/1EB8:	A509    	LDA $09
C3/1EBA:	8980    	BIT #$80       (did you press B?)
C3/1EBC:	D006    	BNE $1EC4      (branch if so, BMI...)
C3/1EBE:	A509    	LDA $09        (A already holds the contents of $09)
C3/1EC0:	8901    	BIT #$01       (did you press right? LSR A...)
C3/1EC2:	F021    	BEQ $1EE5      (branch if not, BCC...)
C3/1EC4:	20A90E  	JSR $0EA9
C3/1EC7:	20982F  	JSR $2F98
C3/1ECA:	20B007  	JSR $07B0      (finger OAM initiating)
C3/1ECD:	A900    	LDA #$00
C3/1ECF:	A0C02F  	LDY #$2FC0
C3/1ED2:	207311  	JSR $1173      (put C3/2FC0 in the queue)
C3/1ED5:	20B011  	JSR $11B0      (execute everything in OAM queue)
C3/1ED8:	A55E    	LDA $5E
C3/1EDA:	854E    	STA $4E
C3/1EDC:	A906    	LDA #$06
C3/1EDE:	8526    	STA $26        (execute at C3/1DE8)
C3/1EE0:	A908    	LDA #$08
C3/1EE2:	1446    	TRB $46
C3/1EE4:	60      	RTS

C3/1EE5 unknow

C3/1EE5:	A508    	LDA $08
C3/1EE7:	8980    	BIT #$80       (did you press A?)
C3/1EE9:	F00A    	BEQ $1EF5      (branch if not, BPL...)
C3/1EEB:	20B20E  	JSR $0EB2      (makes the click sound)
C3/1EEE:	6426    	STZ $26        (fade out)
C3/1EF0:	A938    	LDA #$38
C3/1EF2:	8527    	STA $27        (queue up to execute at C3/1C32)
C3/1EF4:	60      	RTS
 
C3/1EF5:	60      	RTS
 
C3/1EF6:	60      	RTS

C3/1EF7 sustain the item menu

C3/1EF7:	A910    	LDA #$10
C3/1EF9:	1445    	TRB $45
C3/1EFB:	7B      	TDC
C3/1EFC:	852A    	STA $2A
C3/1EFE:	20FD0E  	JSR $0EFD
C3/1F01:	20641F  	JSR $1F64
C3/1F04:	B0F0    	BCS $1EF6
C3/1F06:	20227D  	JSR $7D22
C3/1F09:	20F182  	JSR $82F1
C3/1F0C:	A509    	LDA $09
C3/1F0E:	8980    	BIT #$80       (did you press B?)
C3/1F10:	F029    	BEQ $1F3B      (branch if not, BPL...)
C3/1F12:	20A90E  	JSR $0EA9
C3/1F15:	A44F    	LDY $4F
C3/1F17:	8C2F02  	STY $022F
C3/1F1A:	A54A    	LDA $4A
C3/1F1C:	8D3102  	STA $0231
C3/1F1F:	20807D  	JSR $7D80
C3/1F22:	AD4E1D  	LDA $1D4E      (various things set in the config screen)
C3/1F25:	2940    	AND #$40       (cursor memory set?)
C3/1F27:	F005    	BEQ $1F2E      (branch if not)
C3/1F29:	AC3402  	LDY $0234
C3/1F2C:	844D    	STY $4D
C3/1F2E:	20867D  	JSR $7D86
C3/1F31:	A917    	LDA #$17
C3/1F33:	8526    	STA $26        (execute at C3/25F4)
C3/1F35:	208583  	JSR $8385
C3/1F38:	4C390F  	JMP $0F39

C3/1F3B unknow

C3/1F3B:	A508    	LDA $08
C3/1F3D:	8980    	BIT #$80       (did you press A?)
C3/1F3F:	F00E    	BEQ $1F4F      (branch if not, BPL...)
C3/1F41:	20B20E  	JSR $0EB2      (makes the click sound)
C3/1F44:	A54B    	LDA $4B
C3/1F46:	8528    	STA $28
C3/1F48:	A919    	LDA #$19
C3/1F4A:	8526    	STA $26        (execute at C3/2779)
C3/1F4C:	4C212F  	JMP $2F21

C3/1F4F:	60      	RTS

C3/1F50 unknow

C3/1F50:	6450    	STZ $50
C3/1F52:	644E    	STZ $4E
C3/1F54:	38      	SEC
C3/1F55:	60      	RTS

C3/1F56 unknow

C3/1F56:	A554    	LDA $54
C3/1F58:	3A      	DEC A
C3/1F59:	854E    	STA $4E
C3/1F5B:	18      	CLC
C3/1F5C:	654A    	ADC $4A
C3/1F5E:	8550    	STA $50
C3/1F60:	38      	SEC
C3/1F61:	60      	RTS
 
C3/1F62:	18      	CLC
C3/1F63:	60      	RTS

C3/1F64 scroll through pages in a scrolling screen

C3/1F64:	A520    	LDA $20
C3/1F66:	D0FA    	BNE $1F62
C3/1F68:	A50A    	LDA $0A
C3/1F6A:	8910    	BIT #$10
C3/1F6C:	F025    	BEQ $1F93
C3/1F6E:	A54A    	LDA $4A
C3/1F70:	C55C    	CMP $5C
C3/1F72:	F0E2    	BEQ $1F56
C3/1F74:	A55C    	LDA $5C
C3/1F76:	38      	SEC
C3/1F77:	E54A    	SBC $4A
C3/1F79:	C55A    	CMP $5A
C3/1F7B:	B002    	BCS $1F7F
C3/1F7D:	8002    	BRA $1F81
C3/1F7F:	A55A    	LDA $5A
C3/1F81:	85E0    	STA $E0
C3/1F83:	A54A    	LDA $4A
C3/1F85:	18      	CLC
C3/1F86:	65E0    	ADC $E0
C3/1F88:	854A    	STA $4A
C3/1F8A:	A550    	LDA $50
C3/1F8C:	18      	CLC
C3/1F8D:	65E0    	ADC $E0
C3/1F8F:	8550    	STA $50
C3/1F91:	8024    	BRA $1FB7
C3/1F93:	A50A    	LDA $0A
C3/1F95:	8920    	BIT #$20
C3/1F97:	F0C9    	BEQ $1F62
C3/1F99:	A54A    	LDA $4A
C3/1F9B:	F0B3    	BEQ $1F50
C3/1F9D:	C55A    	CMP $5A
C3/1F9F:	B004    	BCS $1FA5
C3/1FA1:	A54A    	LDA $4A
C3/1FA3:	8002    	BRA $1FA7
C3/1FA5:	A55A    	LDA $5A
C3/1FA7:	85E0    	STA $E0
C3/1FA9:	A54A    	LDA $4A
C3/1FAB:	38      	SEC
C3/1FAC:	E5E0    	SBC $E0
C3/1FAE:	854A    	STA $4A
C3/1FB0:	A550    	LDA $50
C3/1FB2:	38      	SEC
C3/1FB3:	E5E0    	SBC $E0
C3/1FB5:	8550    	STA $50
C3/1FB7:	20A30E  	JSR $0EA3
C3/1FBA:	7B      	TDC
C3/1FBB:	A52A    	LDA $2A
C3/1FBD:	0A      	ASL A
C3/1FBE:	AA      	TAX
C3/1FBF:	FCC41F  	JSR ($1FC4,X)
C3/1FC2:	38      	SEC
C3/1FC3:	60      	RTS

C3/1F64 unknow

C3/1FC4:	D01F
C3/1FC6:	D61F
C3/1FC8:	DC1F
C3/1FCA:	E21F
C3/1FCC:	E81F
C3/1FCE:	EE1F

C3/1FD0 unknow

C3/1FD0:	20957E  	JSR $7E95
C3/1FD3:	4C887F  	JMP $7F88

C3/1FD6:	202D4E  	JSR $4E2D
C3/1FD9:	4C874F  	JMP $4F87

C3/1FDC:	202D4E  	JSR $4E2D
C3/1FDF:	4C3C52  	JMP $523C

C3/1FE2:	202D4E  	JSR $4E2D
C3/1FE5:	4CA753  	JMP $53A7

C3/1FE8:	202D4E  	JSR $4E2D
C3/1FEB:	4C6C54  	JMP $546C

C3/1FEE:	202095  	JSR $9520
C3/1FF1:	4CAC9C  	JMP $9CAC

C3/1FF4 sustain the skills menu

C3/1FF4:	A910    	LDA #$10
C3/1FF6:	0445    	TSB $45
C3/1FF8:	A9C0    	LDA #$C0
C3/1FFA:	1446    	TRB $46
C3/1FFC:	20564B  	JSR $4B56
C3/1FFF:	A509    	LDA $09
C3/2001:	8980    	BIT #$80       (did you press B?)
C3/2003:	F00A    	BEQ $200F      (branch if not, BPL...)
C3/2005:	20A90E  	JSR $0EA9
C3/2008:	A904    	LDA #$04
C3/200A:	8527    	STA $27        (init the main menu, queue up to execute at C3/1A8A)
C3/200C:	6426    	STZ $26        (fade out)
C3/200E:	60      	RTS