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Dragon Warrior II (NES)/ROM map/ASM bank 00
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; bank 0x00 of 16 starts at file address 0x000010 ; code bytes: $04B1 (7.33% of bytes in this ROM bank) ; data bytes: $0113 (1.68% of bytes in this ROM bank) ; pcm bytes: $0000 (0.00% of bytes in this ROM bank) ; chr bytes: $33A0 (80.66% of bytes in this ROM bank) ; free bytes: $0676 (10.10% of bytes in this ROM bank) ; unknown bytes: $0027 (0.24% of bytes in this ROM bank) ; $3963 bytes last seen in RAM bank $8000 - $BFFF (100.00% of bytes seen in this ROM bank, 89.67% of bytes in this ROM bank): ; $04B1 code bytes (8.18% of bytes seen in this RAM bank, 7.33% of bytes in this ROM bank) ; $0113 data bytes (1.87% of bytes seen in this RAM bank, 1.68% of bytes in this ROM bank) ; $33A0 chr bytes (89.96% of bytes seen in this RAM bank, 80.66% of bytes in this ROM bank) ; PRG Bank 0x00: mostly CHR and code for loading it ; [bank start] -> code ; external control flow target (from $0F:$C54B, $0F:$C552, $0F:$C559, $0F:$C6AF, $0F:$D2A3, $0F:$D2B0, $0F:$E420, $0F:$E442) ; possible external indexed data load target (from $0F:$F3ED, $0F:$FF28) 0x000010|$00:$8000:4C ; possible external indexed data load target (from $0F:$F3F2, $0F:$FF2D) 0x000011|$00:$8001: 15 80 JMP $8015 ; external control flow target (from $0F:$D30A, $0F:$D499) 0x000013|$00:$8003:4C 1B 82 JMP $821B ; A format is (bit 6 = ?, bits 5-2 = index into $8331, bits 1-0 = ?) ; external control flow target (from $0F:$D222, $0F:$D236) 0x000016|$00:$8006:4C 20 B8 JMP $B820 ; external control flow target (from $0F:$D241) 0x000019|$00:$8009:4C BD B7 JMP $B7BD ; external control flow target (from $0F:$D253) 0x00001C|$00:$800C:4C 83 B7 JMP $B783 ; external control flow target (from $0F:$C2F6) 0x00001F|$00:$800F:4C EB B8 JMP $B8EB ; return value for $0D for post-Malroth dialogue ; external control flow target (from $0F:$D337) 0x000022|$00:$8012:4C 4D 81 JMP $814D ; return value for $0D for post-Malroth dialogue ; control flow target (from $8000) 0x000025|$00:$8015:A5 0C LDA $0C ; index into the CHR pointer structure at $8161 0x000027|$00:$8017:48 PHA ; save $0C since $80E5 will overwrite it 0x000028|$00:$8018:20 E5 80 JSR $80E5 ; given an index into the CHR pointer structure at $8161 in $0C, copy the appropriate 6 bytes from $8161 into $0C-$11 0x00002B|$00:$801B:68 PLA 0x00002C|$00:$801C:C9 0E CMP #$0E 0x00002E|$00:$801E:F0 17 BEQ $8037 ; load bank 0 (... but it's already loaded...), wait for interrupt, set $6007 to #$FF, turn screen off, copy ($0C) inclusive - ($0E) exclusive to PPU at ($10), wait for interrupt, turn screen sprites and backround on 0x000030|$00:$8020:C9 0F CMP #$0F 0x000032|$00:$8022:F0 13 BEQ $8037 ; load bank 0 (... but it's already loaded...), wait for interrupt, set $6007 to #$FF, turn screen off, copy ($0C) inclusive - ($0E) exclusive to PPU at ($10), wait for interrupt, turn screen sprites and backround on 0x000034|$00:$8024:C9 05 CMP #$05 ; anything else #$05 or greater 0x000036|$00:$8026:B0 14 BCS $803C ; copy 1bpp CHR data from ($0C) inclusive - ($0E) exclusive to PPU at ($10) 0x000038|$00:$8028:C9 02 CMP #$02 0x00003A|$00:$802A:F0 4F BEQ $807B ; load dungeon tileset for current map ID >= #$2B 0x00003C|$00:$802C:C9 03 CMP #$03 0x00003E|$00:$802E:F0 4B BEQ $807B ; load dungeon tileset for current map ID >= #$2B 0x000040|$00:$8030:C9 04 CMP #$04 0x000042|$00:$8032:D0 03 BNE $8037 ; load bank 0 (... but it's already loaded...), wait for interrupt, set $6007 to #$FF, turn screen off, copy ($0C) inclusive - ($0E) exclusive to PPU at ($10), wait for interrupt, turn screen sprites and backround on ; #$04 0x000044|$00:$8034:4C FD 80 JMP $80FD ; load bank 0 (... but it's already loaded...), wait for interrupt, set $6007 to #$FF, turn screen off, copy ($0C) inclusive - ($0E) exclusive to PPU at ($10), wait for interrupt, turn screen sprites and backround on ; control flow target (from $801E, $8022, $8032) 0x000047|$00:$8037:A9 00 LDA #$00 ; call to code in a different bank ($0F:$C3DC) 0x000049|$00:$8039:4C DC C3 JMP $C3DC ; load bank specified by A, wait for interrupt, set $6007 to #$FF, turn screen off, copy ($0C) inclusive - ($0E) exclusive to PPU at ($10), wait for interrupt, turn screen sprites and backround on ; copy 1bpp CHR data from ($0C) inclusive - ($0E) exclusive to PPU at ($10) ; control flow target (from $8026) ; call to code in a different bank ($0F:$C1DC) 0x00004C|$00:$803C:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF ; call to code in a different bank ($0F:$C3E8) 0x00004F|$00:$803F:20 E8 C3 JSR $C3E8 ; wait for interrupt, set $6007 to #$FF, turn screen off 0x000052|$00:$8042:A5 10 LDA $10 0x000054|$00:$8044:8D 06 20 STA $2006 ; VRAM Address Register #2 (write twice; $2007 address) 0x000057|$00:$8047:A5 11 LDA $11 0x000059|$00:$8049:8D 06 20 STA $2006 ; VRAM Address Register #2 (write twice; $2007 address) ; control flow target (from $8076) 0x00005C|$00:$804C:A0 00 LDY #$00 ; control flow target (from $8056) 0x00005E|$00:$804E:B1 0C LDA ($0C),Y ; PPU data 0x000060|$00:$8050:8D 07 20 STA $2007 ; VRAM I/O Register 0x000063|$00:$8053:C8 INY 0x000064|$00:$8054:C0 08 CPY #$08 ; copy 8 bytes of 1bpp data 0x000066|$00:$8056:D0 F6 BNE $804E 0x000068|$00:$8058:A0 08 LDY #$08 ; useless op 0x00006A|$00:$805A:A9 00 LDA #$00 ; fill the other half of the required 2bpp data with #$00 ; control flow target (from $8060) 0x00006C|$00:$805C:8D 07 20 STA $2007 ; VRAM I/O Register 0x00006F|$00:$805F:88 DEY 0x000070|$00:$8060:D0 FA BNE $805C 0x000072|$00:$8062:A5 0C LDA $0C ; read address, low byte 0x000074|$00:$8064:18 CLC 0x000075|$00:$8065:69 08 ADC #$08 ; we read 8 bytes of data 0x000077|$00:$8067:85 0C STA $0C ; new read address, low byte 0x000079|$00:$8069:90 02 BCC $806D 0x00007B|$00:$806B:E6 0D INC $0D ; if low byte overflowed, increment high byte ; control flow target (from $8069) 0x00007D|$00:$806D:A5 0E LDA $0E ; stop address, low byte 0x00007F|$00:$806F:38 SEC 0x000080|$00:$8070:E5 0C SBC $0C ; new read address, low byte 0x000082|$00:$8072:A5 0F LDA $0F ; stop address, high byte 0x000084|$00:$8074:E5 0D SBC $0D ; new read address, high byte 0x000086|$00:$8076:B0 D4 BCS $804C ; if more data to copy, copy it ; call to code in a different bank ($0F:$C41C) 0x000088|$00:$8078:4C 1C C4 JMP $C41C ; wait for interrupt, turn screen sprites and backround on ; load dungeon tileset for current map ID >= #$2B ; control flow target (from $802A, $802E) ; call to code in a different bank ($0F:$C1DC) 0x00008B|$00:$807B:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF ; call to code in a different bank ($0F:$C3E8) 0x00008E|$00:$807E:20 E8 C3 JSR $C3E8 ; wait for interrupt, set $6007 to #$FF, turn screen off ; call to code in a different bank ($0F:$C3F6) 0x000091|$00:$8081:20 F6 C3 JSR $C3F6 ; copy ($0C) inclusive - ($0E) exclusive to PPU at ($10) 0x000094|$00:$8084:A5 31 LDA $31 ; current map ID 0x000096|$00:$8086:38 SEC 0x000097|$00:$8087:E9 2B SBC #$2B ; aside from the world map and Moonbrooke, map IDs < #$2B do not have random encounters 0x000099|$00:$8089:AA TAX 0x00009A|$00:$808A:BD C1 81 LDA $81C1,X ; tilesets for map IDs >= #$2B 0x00009D|$00:$808D:85 12 STA $12 ; bit field of tilesets to load 0x00009F|$00:$808F:A9 07 LDA #$07 0x0000A1|$00:$8091:85 13 STA $13 ; loop counter ; control flow target (from $80E0) 0x0000A3|$00:$8093:06 12 ASL $12 ; pick the next bit to process 0x0000A5|$00:$8095:90 43 BCC $80DA ; bit not set => move to next loop iteration 0x0000A7|$00:$8097:A5 13 LDA $13 ; loop counter 0x0000A9|$00:$8099:85 0C STA $0C ; index into the CHR pointer structure at $8161 0x0000AB|$00:$809B:C9 0A CMP #$0A ; tileset bit field #$10 (Solid colour tile #1) gets copied #$10 times 0x0000AD|$00:$809D:D0 04 BNE $80A3 0x0000AF|$00:$809F:A9 10 LDA #$10 0x0000B1|$00:$80A1:D0 12 BNE $80B5 ; control flow target (from $809D) 0x0000B3|$00:$80A3:C9 0B CMP #$0B ; tileset bit field #$08 (Solid colour tile #2) gets copied #$10 times 0x0000B5|$00:$80A5:D0 04 BNE $80AB 0x0000B7|$00:$80A7:A9 10 LDA #$10 0x0000B9|$00:$80A9:D0 0A BNE $80B5 ; control flow target (from $80A5) 0x0000BB|$00:$80AB:C9 0C CMP #$0C ; tileset bit field #$04 (Spackled tile) gets copied #$02 times 0x0000BD|$00:$80AD:D0 04 BNE $80B3 0x0000BF|$00:$80AF:A9 02 LDA #$02 0x0000C1|$00:$80B1:D0 02 BNE $80B5 ; control flow target (from $80AD) 0x0000C3|$00:$80B3:A9 01 LDA #$01 ; all other tileset bit fields get copied once ; control flow target (from $80A1, $80A9, $80B1) 0x0000C5|$00:$80B5:85 49 STA $49 ; object hero/target/item/string ID $49 0x0000C7|$00:$80B7:20 E5 80 JSR $80E5 ; given an index into the CHR pointer structure at $8161 in $0C, copy the appropriate 6 bytes from $8161 into $0C-$11 ; control flow target (from $80D8) 0x0000CA|$00:$80BA:A5 0C LDA $0C ; save $0C-$0D on the stack 0x0000CC|$00:$80BC:48 PHA 0x0000CD|$00:$80BD:A5 0D LDA $0D 0x0000CF|$00:$80BF:48 PHA ; call to code in a different bank ($0F:$C3F6) 0x0000D0|$00:$80C0:20 F6 C3 JSR $C3F6 ; copy ($0C) inclusive - ($0E) exclusive to PPU at ($10) 0x0000D3|$00:$80C3:68 PLA ; restore $0C-$0D from the stack 0x0000D4|$00:$80C4:85 0D STA $0D 0x0000D6|$00:$80C6:68 PLA 0x0000D7|$00:$80C7:85 0C STA $0C 0x0000D9|$00:$80C9:A5 10 LDA $10 ; PPU write start address 0x0000DB|$00:$80CB:18 CLC 0x0000DC|$00:$80CC:69 10 ADC #$10 ; for loop iterations that set $49 > #$01, we'll copy the same tile multiple times 0x0000DE|$00:$80CE:85 10 STA $10 ; so update the PPU write address in preparation for the next copy 0x0000E0|$00:$80D0:A5 11 LDA $11 0x0000E2|$00:$80D2:69 00 ADC #$00 ; add carry from low byte 0x0000E4|$00:$80D4:85 11 STA $11 0x0000E6|$00:$80D6:C6 49 DEC $49 ; object hero/target/item/string ID $49 0x0000E8|$00:$80D8:D0 E0 BNE $80BA ; if we need to copy the same tile again, go copy it ; control flow target (from $8095) 0x0000EA|$00:$80DA:E6 13 INC $13 ; loop counter 0x0000EC|$00:$80DC:A5 13 LDA $13 ; loop counter 0x0000EE|$00:$80DE:C9 0E CMP #$0E ; we started at #$07, so there are a max of 7 loops 0x0000F0|$00:$80E0:D0 B1 BNE $8093 ; call to code in a different bank ($0F:$C41C) 0x0000F2|$00:$80E2:4C 1C C4 JMP $C41C ; wait for interrupt, turn screen sprites and backround on ; given an index into the CHR pointer structure at $8161 in $0C, copy the appropriate 6 bytes from $8161 into $0C-$11 ; control flow target (from $8018, $80B7) 0x0000F5|$00:$80E5:A5 0C LDA $0C 0x0000F7|$00:$80E7:0A ASL 0x0000F8|$00:$80E8:0A ASL 0x0000F9|$00:$80E9:06 0C ASL $0C 0x0000FB|$00:$80EB:65 0C ADC $0C ; A = $0C * 6 0x0000FD|$00:$80ED:AA TAX 0x0000FE|$00:$80EE:A0 00 LDY #$00 ; control flow target (from $80FA) 0x000100|$00:$80F0:BD 61 81 LDA $8161,X ; group of 3 pointers: copy CHR data from RAM pointer #1 - pointer #2 to PPU starting at pointer #3 0x000103|$00:$80F3:99 0C 00 STA $000C,Y 0x000106|$00:$80F6:E8 INX 0x000107|$00:$80F7:C8 INY 0x000108|$00:$80F8:C0 06 CPY #$06 0x00010A|$00:$80FA:D0 F4 BNE $80F0 0x00010C|$00:$80FC:60 RTS ; control flow target (from $8034) 0x00010D|$00:$80FD:A9 00 LDA #$00 ; call to code in a different bank ($0F:$C3DC) 0x00010F|$00:$80FF:20 DC C3 JSR $C3DC ; load bank specified by A, wait for interrupt, set $6007 to #$FF, turn screen off, copy ($0C) inclusive - ($0E) exclusive to PPU at ($10), wait for interrupt, turn screen sprites and backround on 0x000112|$00:$8102:20 4D 81 JSR $814D ; return value for $0D for post-Malroth dialogue 0x000115|$00:$8105:20 1B 82 JSR $821B ; A format is (bit 6 = ?, bits 5-2 = index into $8331, bits 1-0 = ?) 0x000118|$00:$8108:AD AD 61 LDA $61AD 0x00011B|$00:$810B:F0 15 BEQ $8122 0x00011D|$00:$810D:A9 95 LDA #$95 0x00011F|$00:$810F:20 1B 82 JSR $821B ; A format is (bit 6 = ?, bits 5-2 = index into $8331, bits 1-0 = ?) 0x000122|$00:$8112:A9 B0 LDA #$B0 0x000124|$00:$8114:20 1B 82 JSR $821B ; A format is (bit 6 = ?, bits 5-2 = index into $8331, bits 1-0 = ?) 0x000127|$00:$8117:A5 31 LDA $31 ; current map ID 0x000129|$00:$8119:C9 03 CMP #$03 ; Map ID #$03: Midenhall 1F 0x00012B|$00:$811B:D0 05 BNE $8122 0x00012D|$00:$811D:A9 AC LDA #$AC 0x00012F|$00:$811F:20 1B 82 JSR $821B ; A format is (bit 6 = ?, bits 5-2 = index into $8331, bits 1-0 = ?) ; control flow target (from $810B, $811B) 0x000132|$00:$8122:AD 2D 06 LDA $062D ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x000135|$00:$8125:29 84 AND #$84 0x000137|$00:$8127:C9 04 CMP #$04 0x000139|$00:$8129:D0 05 BNE $8130 0x00013B|$00:$812B:A9 18 LDA #$18 0x00013D|$00:$812D:20 1B 82 JSR $821B ; A format is (bit 6 = ?, bits 5-2 = index into $8331, bits 1-0 = ?) ; control flow target (from $8129) 0x000140|$00:$8130:AD 3F 06 LDA $063F ; Cannock status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x000143|$00:$8133:29 84 AND #$84 0x000145|$00:$8135:C9 04 CMP #$04 0x000147|$00:$8137:D0 05 BNE $813E 0x000149|$00:$8139:A9 19 LDA #$19 0x00014B|$00:$813B:20 1B 82 JSR $821B ; A format is (bit 6 = ?, bits 5-2 = index into $8331, bits 1-0 = ?) ; control flow target (from $8137) 0x00014E|$00:$813E:AD 51 06 LDA $0651 ; Moonbrooke status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x000151|$00:$8141:29 84 AND #$84 0x000153|$00:$8143:C9 04 CMP #$04 0x000155|$00:$8145:D0 05 BNE $814C 0x000157|$00:$8147:A9 1A LDA #$1A 0x000159|$00:$8149:20 1B 82 JSR $821B ; A format is (bit 6 = ?, bits 5-2 = index into $8331, bits 1-0 = ?) ; control flow target (from $8145) 0x00015C|$00:$814C:60 RTS ; return value for $0D for post-Malroth dialogue ; control flow target (from $8012, $8102) 0x00015D|$00:$814D:A5 31 LDA $31 ; current map ID 0x00015F|$00:$814F:A0 0B LDY #$0B ; control flow target (from $8157) 0x000161|$00:$8151:D9 03 82 CMP $8203,Y 0x000164|$00:$8154:F0 07 BEQ $815D ; if current map ID is one of the listed maps, use the corresponding value from $820F 0x000166|$00:$8156:88 DEY 0x000167|$00:$8157:10 F8 BPL $8151 0x000169|$00:$8159:A9 13 LDA #$13 ; if current map ID is not one of the listed maps, use #$13 0x00016B|$00:$815B:D0 03 BNE $8160 ; control flow target (from $8154) 0x00016D|$00:$815D:B9 0F 82 LDA $820F,Y ; control flow target (from $815B) 0x000170|$00:$8160:60 RTS ; code -> data ; group of 3 pointers: copy CHR data from RAM pointer #1 - pointer #2 to PPU starting at pointer #3 ; indexed data load target (from $80F0) 0x000171|$00:$8161:43 8C ; $00:$8C43; World Map tileset 0x000173|$00:$8163:92 91 ; $00:$9192 0x000175|$00:$8165:00 09 ; $0900 0x000177|$00:$8167:93 91 ; $00:$9193; Town tileset 0x000179|$00:$8169:32 98 ; $00:$9832 0x00017B|$00:$816B:00 09 ; $0900 0x00017D|$00:$816D:33 98 ; $00:$9833; Cave tileset #1 0x00017F|$00:$816F:42 9C ; $00:$9C42 0x000181|$00:$8171:00 09 ; $0900 0x000183|$00:$8173:43 9C ; $00:$9C43; Tower tileset 0x000185|$00:$8175:42 A0 ; $00:$A042 0x000187|$00:$8177:00 09 ; $0900 0x000189|$00:$8179:43 A0 ; $00:$A043; NPC sprite tiles 0x00018B|$00:$817B:42 B0 ; $00:$B042 0x00018D|$00:$817D:00 10 ; $1000 0x00018F|$00:$817F:43 B0 ; $00:$B043; Text/menu tiles 0x000191|$00:$8181:AA B4 ; $00:$B4AA 0x000193|$00:$8183:00 00 ; $0000 0x000195|$00:$8185:AB B4 ; $00:$B4AB; End Credits text tiles 0x000197|$00:$8187:73 B7 ; $00:$B773 0x000199|$00:$8189:00 00 ; $0000 0x00019B|$00:$818B:33 98 ; $00:$9833; Cave tileset #1 0x00019D|$00:$818D:32 99 ; $00:$9932 0x00019F|$00:$818F:00 0A ; $0A00 0x0001A1|$00:$8191:33 99 ; $00:$9933; Cave tileset #2 0x0001A3|$00:$8193:32 9A ; $00:$9A32 0x0001A5|$00:$8195:00 09 ; $0900 0x0001A7|$00:$8197:23 9B ; $00:$9B23; Cave lava tileset 0x0001A9|$00:$8199:42 9B ; $00:$9B42 0x0001AB|$00:$819B:D0 0B ; $0BD0 0x0001AD|$00:$819D:23 A0 ; $00:$A023; Solid colour tile #1 0x0001AF|$00:$819F:32 A0 ; $00:$A032 0x0001B1|$00:$81A1:00 0A ; $0A00 0x0001B3|$00:$81A3:33 A0 ; $00:$A033; Solid colour tile #2 0x0001B5|$00:$81A5:42 A0 ; $00:$A042 0x0001B7|$00:$81A7:00 0E ; $0E00 0x0001B9|$00:$81A9:33 9A ; $00:$9A33; Spackled tile 0x0001BB|$00:$81AB:42 9A ; $00:$9A42 0x0001BD|$00:$81AD:D0 0B ; $0BD0 0x0001BF|$00:$81AF:43 9C ; $00:$9C43; Tower tileset 0x0001C1|$00:$81B1:42 9D ; $00:$9D42 0x0001C3|$00:$81B3:00 0E ; $0E00 0x0001C5|$00:$81B5:73 B7 ; $00:$B773 0x0001C7|$00:$81B7:83 B7 ; $00:$B783 0x0001C9|$00:$81B9:F0 05 ; $05F0 0x0001CB|$00:$81BB:83 B7 ; $00:$B783 0x0001CD|$00:$81BD:83 B7 ; $00:$B783 0x0001CF|$00:$81BF:00 10 ; $1000 ; tilesets for map IDs >= #$2B ; indexed data load target (from $808A) 0x0001D1|$00:$81C1:80 ; Map ID #$2B: Cave to Hamlin; Cave tileset #1 0x0001D2|$00:$81C2:40 ; Map ID #$2C: Lake Cave B1; Cave tileset #1 0x0001D3|$00:$81C3:40 ; Map ID #$2D: Lake Cave B2; Cave tileset #1 0x0001D4|$00:$81C4:60 ; Map ID #$2E: Sea Cave B1; Cave tileset #1 + Cave lava tileset 0x0001D5|$00:$81C5:60 ; Map ID #$2F: Sea Cave B2; Cave tileset #1 + Cave lava tileset 0x0001D6|$00:$81C6:60 ; Map ID #$30: Sea Cave B3-1; Cave tileset #1 + Cave lava tileset 0x0001D7|$00:$81C7:60 ; Map ID #$31: Sea Cave B3-2; Cave tileset #1 + Cave lava tileset 0x0001D8|$00:$81C8:60 ; Map ID #$32: Sea Cave B4; Cave tileset #1 + Cave lava tileset 0x0001D9|$00:$81C9:60 ; Map ID #$33: Sea Cave B5; Cave tileset #1 + Cave lava tileset 0x0001DA|$00:$81CA:80 ; Map ID #$34: Charlock Castle B1/B2; Cave tileset #1 0x0001DB|$00:$81CB:80 ; Map ID #$35: Charlock Castle B3/B4-1/B5-1; Cave tileset #1 0x0001DC|$00:$81CC:80 ; Map ID #$36: Charlock Castle B4-2/B5-2/B6; Cave tileset #1 0x0001DD|$00:$81CD:80 ; Map ID #$37: Cave to Rhone B1; Cave tileset #1 0x0001DE|$00:$81CE:44 ; Map ID #$38: Cave to Rhone 1F; Cave tileset #1 + Spackled tile 0x0001DF|$00:$81CF:44 ; Map ID #$39: Cave to Rhone 2F-1; Cave tileset #1 + Spackled tile 0x0001E0|$00:$81D0:44 ; Map ID #$3A: Cave to Rhone 2F-2; Cave tileset #1 + Spackled tile 0x0001E1|$00:$81D1:44 ; Map ID #$3B: Cave to Rhone 2F-3; Cave tileset #1 + Spackled tile 0x0001E2|$00:$81D2:44 ; Map ID #$3C: Cave to Rhone 3F; Cave tileset #1 + Spackled tile 0x0001E3|$00:$81D3:44 ; Map ID #$3D: Cave to Rhone 4F; Cave tileset #1 + Spackled tile 0x0001E4|$00:$81D4:44 ; Map ID #$3E: Cave to Rhone 5F; Cave tileset #1 + Spackled tile 0x0001E5|$00:$81D5:44 ; Map ID #$3F: Cave to Rhone 6F; Cave tileset #1 + Spackled tile 0x0001E6|$00:$81D6:40 ; Map ID #$40: Spring of Bravery; Cave tileset #1 0x0001E7|$00:$81D7:40 ; Map ID #$41: unused?; Cave tileset #1 0x0001E8|$00:$81D8:40 ; Map ID #$42: unused?; Cave tileset #1 0x0001E9|$00:$81D9:80 ; Map ID #$43: Cave to Rimuldar; Cave tileset #1 0x0001EA|$00:$81DA:02 ; Map ID #$44: Hargon's Castle 2F; Tower tileset 0x0001EB|$00:$81DB:02 ; Map ID #$45: Hargon's Castle 3F; Tower tileset 0x0001EC|$00:$81DC:02 ; Map ID #$46: Hargon's Castle 4F; Tower tileset 0x0001ED|$00:$81DD:02 ; Map ID #$47: Hargon's Castle 5F; Tower tileset 0x0001EE|$00:$81DE:02 ; Map ID #$48: Hargon's Castle 6F; Tower tileset 0x0001EF|$00:$81DF:02 ; Map ID #$49: Moon Tower 1F; Tower tileset 0x0001F0|$00:$81E0:02 ; Map ID #$4A: Moon Tower 2F; Tower tileset 0x0001F1|$00:$81E1:02 ; Map ID #$4B: Moon Tower 3F; Tower tileset 0x0001F2|$00:$81E2:02 ; Map ID #$4C: Moon Tower 4F; Tower tileset 0x0001F3|$00:$81E3:02 ; Map ID #$4D: Moon Tower 5F; Tower tileset 0x0001F4|$00:$81E4:02 ; Map ID #$4E: Moon Tower 6F; Tower tileset 0x0001F5|$00:$81E5:02 ; Map ID #$4F: Moon Tower 7F; Tower tileset 0x0001F6|$00:$81E6:02 ; Map ID #$50: Lighthouse 1F; Tower tileset 0x0001F7|$00:$81E7:02 ; Map ID #$51: Lighthouse 2F; Tower tileset 0x0001F8|$00:$81E8:02 ; Map ID #$52: Lighthouse 3F; Tower tileset 0x0001F9|$00:$81E9:02 ; Map ID #$53: Lighthouse 4F; Tower tileset 0x0001FA|$00:$81EA:02 ; Map ID #$54: Lighthouse 5F; Tower tileset 0x0001FB|$00:$81EB:02 ; Map ID #$55: Lighthouse 6F; Tower tileset 0x0001FC|$00:$81EC:02 ; Map ID #$56: Lighthouse 7F; Tower tileset 0x0001FD|$00:$81ED:02 ; Map ID #$57: Lighthouse 8F; Tower tileset 0x0001FE|$00:$81EE:02 ; Map ID #$58: Wind Tower 1F; Tower tileset 0x0001FF|$00:$81EF:02 ; Map ID #$59: Wind Tower 2F; Tower tileset 0x000200|$00:$81F0:02 ; Map ID #$5A: Wind Tower 3F; Tower tileset 0x000201|$00:$81F1:02 ; Map ID #$5B: Wind Tower 4F; Tower tileset 0x000202|$00:$81F2:02 ; Map ID #$5C: Wind Tower 5F; Tower tileset 0x000203|$00:$81F3:02 ; Map ID #$5D: Wind Tower 6F; Tower tileset 0x000204|$00:$81F4:02 ; Map ID #$5E: Wind Tower 7F; Tower tileset 0x000205|$00:$81F5:02 ; Map ID #$5F: Wind Tower 8F; Tower tileset 0x000206|$00:$81F6:08 ; Map ID #$60: Dragon Horn South 1F; Solid colour tile #2 0x000207|$00:$81F7:18 ; Map ID #$61: Dragon Horn South 2F; Solid colour tile #1 + Solid colour tile #2 0x000208|$00:$81F8:18 ; Map ID #$62: Dragon Horn South 3F; Solid colour tile #1 + Solid colour tile #2 0x000209|$00:$81F9:18 ; Map ID #$63: Dragon Horn South 4F; Solid colour tile #1 + Solid colour tile #2 0x00020A|$00:$81FA:18 ; Map ID #$64: Dragon Horn South 5F; Solid colour tile #1 + Solid colour tile #2 0x00020B|$00:$81FB:08 ; Map ID #$65: Dragon Horn South 6F; Solid colour tile #2 0x00020C|$00:$81FC:08 ; Map ID #$66: Dragon Horn North 1F; Solid colour tile #2 0x00020D|$00:$81FD:08 ; Map ID #$67: Dragon Horn North 2F; Solid colour tile #2 0x00020E|$00:$81FE:08 ; Map ID #$68: Dragon Horn North 3F; Solid colour tile #2 0x00020F|$00:$81FF:08 ; Map ID #$69: Dragon Horn North 4F; Solid colour tile #2 0x000210|$00:$8200:08 ; Map ID #$6A: Dragon Horn North 5F; Solid colour tile #2 0x000211|$00:$8201:08 ; Map ID #$6B: Dragon Horn North 6F; Solid colour tile #2 0x000212|$00:$8202:08 ; Map ID #$6C: Dragon Horn North 7F; Solid colour tile #2 ; indexed data load target (from $8151) 0x000213|$00:$8203:01 ; Map ID #$01: World Map 0x000214|$00:$8204:08 ; Map ID #$08: Hamlin Waterway 0x000215|$00:$8205:0B ; Map ID #$0B: Lianport 0x000216|$00:$8206:10 ; Map ID #$10: Zahan 0x000217|$00:$8207:16 ; Map ID #$16: Hargon's Castle 1F 0x000218|$00:$8208:17 ; Map ID #$17: Hargon's Castle 7F 0x000219|$00:$8209:18 ; Map ID #$18: Charlock Castle B8 0x00021A|$00:$820A:21 ; Map ID #$21: Rhone Cave Shrine 0x00021B|$00:$820B:4B ; Map ID #$4B: Moon Tower 3F 0x00021C|$00:$820C:51 ; Map ID #$51: Lighthouse 2F 0x00021D|$00:$820D:56 ; Map ID #$56: Lighthouse 7F 0x00021E|$00:$820E:09 ; Map ID #$09: Moonbrooke ; indexed data load target (from $815D) 0x00021F|$00:$820F:2B 0x000220|$00:$8210:0B 0x000221|$00:$8211:0B 0x000222|$00:$8212:0F 0x000223|$00:$8213:0B 0x000224|$00:$8214:03 0x000225|$00:$8215:07 0x000226|$00:$8216:0B 0x000227|$00:$8217:0F 0x000228|$00:$8218:0B 0x000229|$00:$8219:0B 0x00022A|$00:$821A:0B ; data -> code ; A format is (bit 6 = ?, bits 5-2 = index into $8331, bits 1-0 = ?) ; control flow target (from $8003, $8105, $810F, $8114, $811F, $812D, $813B, $8149) 0x00022B|$00:$821B:85 D5 STA $D5 0x00022D|$00:$821D:4A LSR 0x00022E|$00:$821E:29 1E AND #$1E 0x000230|$00:$8220:AA TAX 0x000231|$00:$8221:BD 31 83 LDA $8331,X 0x000234|$00:$8224:85 D6 STA $D6 0x000236|$00:$8226:BD 32 83 LDA $8332,X 0x000239|$00:$8229:85 D7 STA $D7 0x00023B|$00:$822B:A9 00 LDA #$00 0x00023D|$00:$822D:85 D9 STA $D9 0x00023F|$00:$822F:A5 D5 LDA $D5 0x000241|$00:$8231:48 PHA 0x000242|$00:$8232:0A ASL 0x000243|$00:$8233:29 86 AND #$86 0x000245|$00:$8235:85 D5 STA $D5 0x000247|$00:$8237:0A ASL 0x000248|$00:$8238:B0 03 BCS $823D ; call to code in a different bank ($0F:$C3E8) 0x00024A|$00:$823A:20 E8 C3 JSR $C3E8 ; wait for interrupt, set $6007 to #$FF, turn screen off ; control flow target (from $8238) 0x00024D|$00:$823D:68 PLA 0x00024E|$00:$823E:29 3C AND #$3C 0x000250|$00:$8240:C9 2C CMP #$2C 0x000252|$00:$8242:F0 18 BEQ $825C 0x000254|$00:$8244:C9 30 CMP #$30 0x000256|$00:$8246:F0 14 BEQ $825C 0x000258|$00:$8248:C9 1C CMP #$1C 0x00025A|$00:$824A:90 10 BCC $825C 0x00025C|$00:$824C:A2 00 LDX #$00 ; control flow target (from $8255) 0x00025E|$00:$824E:8A TXA 0x00025F|$00:$824F:9D 63 06 STA $0663,X ; monster ID, group 1 0x000262|$00:$8252:E8 INX 0x000263|$00:$8253:E0 20 CPX #$20 0x000265|$00:$8255:D0 F7 BNE $824E 0x000267|$00:$8257:86 DA STX $DA 0x000269|$00:$8259:4C B4 82 JMP $82B4 ; control flow target (from $8242, $8246, $824A) 0x00026C|$00:$825C:A0 00 LDY #$00 0x00026E|$00:$825E:84 DA STY $DA ; control flow target (from $82B2) 0x000270|$00:$8260:84 DB STY $DB 0x000272|$00:$8262:20 BE 83 JSR $83BE 0x000275|$00:$8265:B0 0B BCS $8272 0x000277|$00:$8267:A5 DA LDA $DA 0x000279|$00:$8269:99 63 06 STA $0663,Y ; monster ID, group 1 0x00027C|$00:$826C:E6 DA INC $DA 0x00027E|$00:$826E:C8 INY 0x00027F|$00:$826F:4C B0 82 JMP $82B0 ; control flow target (from $8265) 0x000282|$00:$8272:20 BE 83 JSR $83BE 0x000285|$00:$8275:B0 13 BCS $828A 0x000287|$00:$8277:A0 05 LDY #$05 0x000289|$00:$8279:20 B4 83 JSR $83B4 0x00028C|$00:$827C:0A ASL 0x00028D|$00:$827D:20 BE 83 JSR $83BE 0x000290|$00:$8280:6A ROR 0x000291|$00:$8281:A4 DB LDY $DB 0x000293|$00:$8283:99 63 06 STA $0663,Y ; monster ID, group 1 0x000296|$00:$8286:C8 INY 0x000297|$00:$8287:4C B0 82 JMP $82B0 ; control flow target (from $8275) 0x00029A|$00:$828A:A0 03 LDY #$03 0x00029C|$00:$828C:20 B4 83 JSR $83B4 0x00029F|$00:$828F:A4 DB LDY $DB 0x0002A1|$00:$8291:0A ASL 0x0002A2|$00:$8292:0A ASL 0x0002A3|$00:$8293:20 BE 83 JSR $83BE 0x0002A6|$00:$8296:AA TAX 0x0002A7|$00:$8297:B0 08 BCS $82A1 0x0002A9|$00:$8299:A9 04 LDA #$04 0x0002AB|$00:$829B:20 4D 83 JSR $834D 0x0002AE|$00:$829E:4C B0 82 JMP $82B0 ; control flow target (from $8297) 0x0002B1|$00:$82A1:48 PHA 0x0002B2|$00:$82A2:E8 INX 0x0002B3|$00:$82A3:E8 INX 0x0002B4|$00:$82A4:A9 82 LDA #$82 0x0002B6|$00:$82A6:20 4D 83 JSR $834D 0x0002B9|$00:$82A9:68 PLA 0x0002BA|$00:$82AA:AA TAX 0x0002BB|$00:$82AB:A9 82 LDA #$82 0x0002BD|$00:$82AD:20 4D 83 JSR $834D ; control flow target (from $826F, $8287, $829E) 0x0002C0|$00:$82B0:C0 20 CPY #$20 0x0002C2|$00:$82B2:D0 AC BNE $8260 ; control flow target (from $8259) 0x0002C4|$00:$82B4:A9 00 LDA #$00 ; control flow target (from $831F) 0x0002C6|$00:$82B6:85 DB STA $DB 0x0002C8|$00:$82B8:A0 00 LDY #$00 ; control flow target (from $82C3) 0x0002CA|$00:$82BA:20 D7 83 JSR $83D7 ; return ($D6) in A, INC 16-bit $D6 0x0002CD|$00:$82BD:99 83 06 STA $0683,Y 0x0002D0|$00:$82C0:C8 INY 0x0002D1|$00:$82C1:C0 10 CPY #$10 0x0002D3|$00:$82C3:D0 F5 BNE $82BA 0x0002D5|$00:$82C5:A0 00 LDY #$00 ; control flow target (from $8315) 0x0002D7|$00:$82C7:B9 63 06 LDA $0663,Y ; monster ID, group 1 0x0002DA|$00:$82CA:45 DB EOR $DB 0x0002DC|$00:$82CC:29 1F AND #$1F 0x0002DE|$00:$82CE:D0 42 BNE $8312 0x0002E0|$00:$82D0:84 DC STY $DC 0x0002E2|$00:$82D2:AD 4B 83 LDA $834B 0x0002E5|$00:$82D5:85 0C STA $0C 0x0002E7|$00:$82D7:AD 4C 83 LDA $834C 0x0002EA|$00:$82DA:85 0D STA $0D 0x0002EC|$00:$82DC:B9 63 06 LDA $0663,Y ; monster ID, group 1 0x0002EF|$00:$82DF:10 2C BPL $830D 0x0002F1|$00:$82E1:A9 10 LDA #$10 0x0002F3|$00:$82E3:18 CLC 0x0002F4|$00:$82E4:65 0C ADC $0C 0x0002F6|$00:$82E6:85 0C STA $0C 0x0002F8|$00:$82E8:90 02 BCC $82EC 0x0002FA|$00:$82EA:E6 0D INC $0D ; control flow target (from $82E8) 0x0002FC|$00:$82EC:A5 DB LDA $DB 0x0002FE|$00:$82EE:30 1D BMI $830D 0x000300|$00:$82F0:09 80 ORA #$80 0x000302|$00:$82F2:85 DB STA $DB 0x000304|$00:$82F4:A2 00 LDX #$00 ; control flow target (from $830B) 0x000306|$00:$82F6:BD 83 06 LDA $0683,X 0x000309|$00:$82F9:85 DD STA $DD 0x00030B|$00:$82FB:A0 08 LDY #$08 0x00030D|$00:$82FD:A9 00 LDA #$00 ; control flow target (from $8303) 0x00030F|$00:$82FF:06 DD ASL $DD 0x000311|$00:$8301:6A ROR 0x000312|$00:$8302:88 DEY 0x000313|$00:$8303:D0 FA BNE $82FF 0x000315|$00:$8305:9D 93 06 STA $0693,X 0x000318|$00:$8308:E8 INX 0x000319|$00:$8309:E0 10 CPX #$10 0x00031B|$00:$830B:D0 E9 BNE $82F6 ; control flow target (from $82DF, $82EE) 0x00031D|$00:$830D:20 66 83 JSR $8366 0x000320|$00:$8310:A4 DC LDY $DC ; control flow target (from $82CE) 0x000322|$00:$8312:C8 INY 0x000323|$00:$8313:C0 20 CPY #$20 0x000325|$00:$8315:D0 B0 BNE $82C7 0x000327|$00:$8317:E6 DB INC $DB 0x000329|$00:$8319:A5 DB LDA $DB 0x00032B|$00:$831B:29 7F AND #$7F 0x00032D|$00:$831D:C5 DA CMP $DA 0x00032F|$00:$831F:D0 95 BNE $82B6 0x000331|$00:$8321:A5 D5 LDA $D5 0x000333|$00:$8323:30 03 BMI $8328 ; call to code in a different bank ($0F:$C41C) 0x000335|$00:$8325:20 1C C4 JSR $C41C ; wait for interrupt, turn screen sprites and backround on ; control flow target (from $8323) ; call to code in a different bank ($0F:$C1DC) 0x000338|$00:$8328:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF 0x00033B|$00:$832B:A9 18 LDA #$18 0x00033D|$00:$832D:8D 01 20 STA $2001 ; PPU Control Register #2 (#$E0: Full Background Colour, #$01 set [None, Green, Blue, Red], #$E0: Colour Intensity, #$01 not set [None, Green, Blue, Red], #$10: Sprite Visibility, #$80: Background Visibility, #$40: No Sprite Clipping, #$20: No Background Clipping, #$01: Monochrome Display) 0x000340|$00:$8330:60 RTS ; code -> data ; indexed data load target (from $8221) 0x000341|$00:$8331:E2 ; indexed data load target (from $8226) 0x000342|$00:$8332: 83 ; $00:$83E2 0x000343|$00:$8333:4A 84 ; $00:$844A 0x000345|$00:$8335:B2 84 ; $00:$84B2 0x000347|$00:$8337:6B 86 ; $00:$866B 0x000349|$00:$8339:25 87 ; $00:$8725 0x00034B|$00:$833B:ED 88 ; $00:$88ED 0x00034D|$00:$833D:F1 8A ; $00:$8AF1 0x00034F|$00:$833F:43 A0 ; $00:$A043; NPC sprite tiles 0x000351|$00:$8341:43 A2 ; $00:$A243 ; indirect data load target (via $B8D7) 0x000353|$00:$8343:43 A4 ; $00:$A443 0x000355|$00:$8345:43 A6 ; $00:$A643 0x000357|$00:$8347:B7 8B ; $00:$8BB7 0x000359|$00:$8349:FD 8B ; $00:$8BFD ; data load target (from $82D2) 0x00035B|$00:$834B:83 ; data load target (from $82D7) 0x00035C|$00:$834C:06 ; data -> code ; control flow target (from $829B, $82A6, $82AD) 0x00035D|$00:$834D:48 PHA 0x00035E|$00:$834E:29 80 AND #$80 0x000360|$00:$8350:85 DD STA $DD 0x000362|$00:$8352:68 PLA 0x000363|$00:$8353:29 7F AND #$7F 0x000365|$00:$8355:85 DC STA $DC ; control flow target (from $8363) 0x000367|$00:$8357:BD 63 06 LDA $0663,X ; monster ID, group 1 0x00036A|$00:$835A:45 DD EOR $DD 0x00036C|$00:$835C:99 63 06 STA $0663,Y ; monster ID, group 1 0x00036F|$00:$835F:E8 INX 0x000370|$00:$8360:C8 INY 0x000371|$00:$8361:C6 DC DEC $DC 0x000373|$00:$8363:D0 F2 BNE $8357 0x000375|$00:$8365:60 RTS ; control flow target (from $830D) 0x000376|$00:$8366:A9 00 LDA #$00 0x000378|$00:$8368:85 07 STA $07 0x00037A|$00:$836A:A0 04 LDY #$04 0x00037C|$00:$836C:A5 DC LDA $DC ; control flow target (from $8372) 0x00037E|$00:$836E:4A LSR 0x00037F|$00:$836F:66 07 ROR $07 0x000381|$00:$8371:88 DEY 0x000382|$00:$8372:D0 FA BNE $836E 0x000384|$00:$8374:18 CLC 0x000385|$00:$8375:65 D5 ADC $D5 0x000387|$00:$8377:29 0F AND #$0F 0x000389|$00:$8379:09 10 ORA #$10 0x00038B|$00:$837B:85 08 STA $08 0x00038D|$00:$837D:A5 D5 LDA $D5 0x00038F|$00:$837F:30 19 BMI $839A 0x000391|$00:$8381:A5 07 LDA $07 0x000393|$00:$8383:85 10 STA $10 0x000395|$00:$8385:A5 08 LDA $08 0x000397|$00:$8387:85 11 STA $11 0x000399|$00:$8389:A5 0C LDA $0C 0x00039B|$00:$838B:18 CLC 0x00039C|$00:$838C:69 0F ADC #$0F 0x00039E|$00:$838E:85 0E STA $0E 0x0003A0|$00:$8390:A5 0D LDA $0D 0x0003A2|$00:$8392:69 00 ADC #$00 0x0003A4|$00:$8394:85 0F STA $0F ; call to code in a different bank ($0F:$C3F6) 0x0003A6|$00:$8396:20 F6 C3 JSR $C3F6 ; copy ($0C) inclusive - ($0E) exclusive to PPU at ($10) 0x0003A9|$00:$8399:60 RTS ; control flow target (from $837F) 0x0003AA|$00:$839A:A9 10 LDA #$10 0x0003AC|$00:$839C:85 DD STA $DD ; control flow target (from $83B1) 0x0003AE|$00:$839E:A5 02 LDA $02 0x0003B0|$00:$83A0:C9 A5 CMP #$A5 0x0003B2|$00:$83A2:90 03 BCC $83A7 ; call to code in a different bank ($0F:$C1DC) 0x0003B4|$00:$83A4:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF ; control flow target (from $83A2) 0x0003B7|$00:$83A7:20 D2 83 JSR $83D2 ; return ($0C) in A, INC 16-bit $0C 0x0003BA|$00:$83AA:85 09 STA $09 ; call to code in a different bank ($0F:$C1FA) 0x0003BC|$00:$83AC:20 FA C1 JSR $C1FA ; wait for $02 to not be #$C0, write PPU address in $07-$08 and data in $09 to PPU write buffer at $0300,$02, $01 += 1, $02 += 3, and set $0183 to #$00 0x0003BF|$00:$83AF:C6 DD DEC $DD 0x0003C1|$00:$83B1:D0 EB BNE $839E 0x0003C3|$00:$83B3:60 RTS ; control flow target (from $8279, $828C) 0x0003C4|$00:$83B4:A9 00 LDA #$00 ; control flow target (from $83BB) 0x0003C6|$00:$83B6:20 BE 83 JSR $83BE 0x0003C9|$00:$83B9:2A ROL 0x0003CA|$00:$83BA:88 DEY 0x0003CB|$00:$83BB:D0 F9 BNE $83B6 0x0003CD|$00:$83BD:60 RTS ; control flow target (from $8262, $8272, $827D, $8293, $83B6) 0x0003CE|$00:$83BE:A6 D9 LDX $D9 0x0003D0|$00:$83C0:D0 0B BNE $83CD 0x0003D2|$00:$83C2:48 PHA 0x0003D3|$00:$83C3:20 D7 83 JSR $83D7 ; return ($D6) in A, INC 16-bit $D6 0x0003D6|$00:$83C6:85 D8 STA $D8 0x0003D8|$00:$83C8:A9 08 LDA #$08 0x0003DA|$00:$83CA:85 D9 STA $D9 0x0003DC|$00:$83CC:68 PLA ; control flow target (from $83C0) 0x0003DD|$00:$83CD:C6 D9 DEC $D9 0x0003DF|$00:$83CF:06 D8 ASL $D8 0x0003E1|$00:$83D1:60 RTS ; return ($0C) in A, INC 16-bit $0C ; control flow target (from $83A7) 0x0003E2|$00:$83D2:A2 0C LDX #$0C 0x0003E4|$00:$83D4:4C D9 83 JMP $83D9 ; return ($D6) in A, INC 16-bit $D6 ; control flow target (from $82BA, $83C3) 0x0003E7|$00:$83D7:A2 D6 LDX #$D6 ; control flow target (from $83D4) 0x0003E9|$00:$83D9:A1 00 LDA ($00,X) 0x0003EB|$00:$83DB:F6 00 INC $00,X 0x0003ED|$00:$83DD:D0 02 BNE $83E1 0x0003EF|$00:$83DF:F6 01 INC $01,X ; control flow target (from $83DD) 0x0003F1|$00:$83E1:60 RTS ; code -> data ; indirect data load target (via $8331) 0x0003F2|$00:$83E2:02 ; data -> chr ; CHR data, 2bpp 0x0003F3|$00:$83E3:12 1B 0C B0 CB 0C 80 F0 E6 E5 29 20 20 30 7F 1F 0x000403|$00:$83F3:3F 3F BF BF BF BF 0F 91 9B 1F 0F 0E 0F 1B 31 81 0x000413|$00:$8403:93 8B 85 89 84 9E 9F 06 B3 D3 CA 82 02 06 FF FC 0x000423|$00:$8413:FE FE FE FE FE FE F8 C4 EC FC F8 B8 F8 EC C6 C0 0x000433|$00:$8423:E4 E8 D0 C8 10 3C FC 30 66 65 69 20 20 30 3F 5F 0x000443|$00:$8433:1F 1F 1F 7F 7F 7F 4F 11 5B 5F 0F 0E 0F 1B 11 01 0x000453|$00:$8443:53 4B 45 49 44 5E 5F ; indirect CHR load target (via $8333) 0x00045A|$00:$844A: 08 08 23 0C B0 CB 0C 80 39 0x000463|$00:$8453:7E 7F 7F 7F 2F 3F 7F 3F 7F 1F 1F 1F 2F 3F 7F 10 0x000473|$00:$8463:18 1F 0F 07 1D 37 03 10 18 1F 0F 05 1B 38 1C 9C 0x000483|$00:$8473:7F FF FF FD F8 FC FD FE F9 F9 F9 FF FA FE FF 08 0x000493|$00:$8483:18 F0 F8 E0 B8 EC C0 08 18 FE FF AE DA 1E 3A 9E 0x0004A3|$00:$8493:7E FE FA F8 F8 FA FF F2 F2 F2 FE FC FC FE FF 08 0x0004B3|$00:$84A3:00 F0 E0 E0 B8 E8 C0 08 1C FE FC A4 DC 1C 3C ; indirect CHR load target (via $8335) 0x0004C2|$00:$84B2: 00 0x0004C3|$00:$84B3:00 00 A5 A7 2B 6B EA 40 FD BF 8F 3F 3F 78 78 00 0x0004D3|$00:$84C3:7F 5F 4F 7F 7F 78 78 00 A0 A1 E3 07 2D 2D F3 FC 0x0004E3|$00:$84D3:04 09 0F 4F 4F 4F 67 77 BF FF ED FC F0 78 38 3C 0x0004F3|$00:$84E3:F8 FC EC FC F0 78 38 3C 00 80 C0 E0 B4 B6 CF 3F 0x000503|$00:$84F3:20 90 F0 F0 F0 F0 E0 E0 7D 7F 1F 0F 1F 3C 38 78 0x000513|$00:$8503:7F 7F 4F 4F 5F 7C 78 78 00 A1 A3 E7 0D 2D 33 7C 0x000523|$00:$8513:04 09 0F 0F 4F 4F 47 67 BE FE F6 FA F8 3C 3C 00 0x000533|$00:$8523:FE F6 E0 F8 F8 3C 3C 00 00 80 C0 E0 B0 B4 CE 3E 0x000543|$00:$8533:20 90 F0 F0 F0 F0 E0 FC FD FE FE BF 0F 1E 1C 3C 0x000553|$00:$8543:07 03 37 3F 0F 1E 1C 3C 00 01 03 07 2F 2D 70 FD 0x000563|$00:$8553:04 09 0F 0F 0F 0F 07 07 FF FF F3 79 FC 1C 1C 00 0x000573|$00:$8563:E0 C0 E0 FA FE 1E 1E 00 05 85 C7 E0 F4 F4 EE FF 0x000583|$00:$8573:20 90 F0 F2 F2 F2 E0 E0 7E 7E 7E 5F 5F 3C 3C 00 0x000593|$00:$8583:01 01 0B 1B 1F 3C 3C 00 00 01 03 07 0F 1F 3E 3F 0x0005A3|$00:$8593:04 09 0F 0F 0F 0F 07 03 FE FE FE 72 FA 3C 1C 1C 0x0005B3|$00:$85A3:80 80 D0 D0 F8 3E 1E 1E 00 85 C5 E7 F0 78 3C 7C 0x0005C3|$00:$85B3:20 90 F0 F0 F2 F2 E2 C2 1E 07 03 07 07 0F 00 00 0x0005D3|$00:$85C3:1F 17 13 17 17 1F 10 00 28 29 3B 07 05 05 1F 18 0x0005E3|$00:$85D3:00 01 03 17 17 17 1F 1F FF FF FB F9 F0 78 38 78 0x0005F3|$00:$85E3:F0 E0 E8 F8 F0 78 38 78 00 C0 10 B8 FA FA 7F EF 0x000603|$00:$85F3:20 E0 F0 F8 F8 F8 F8 E0 1E 1F 07 03 03 07 07 0F 0x000613|$00:$8603:1F 1F 17 13 13 17 17 1F 00 29 2B 3F 05 05 07 18 0x000623|$00:$8613:00 01 03 07 17 17 17 1F FF FF FF FB FD BD 78 00 0x000633|$00:$8623:F0 E0 E8 F8 FC BC 78 00 00 C0 10 B8 F8 F8 7A E7 0x000643|$00:$8633:20 E0 F0 F8 F8 F8 F8 E0 F8 E0 C0 E0 E0 F0 00 00 0x000653|$00:$8643:F8 E8 C8 E8 E8 F8 08 00 14 94 DC E0 A0 A0 F8 38 0x000663|$00:$8653:00 80 C0 E8 E8 E8 F8 F8 00 94 D4 FC A0 A0 E0 38 0x000673|$00:$8663:00 80 C0 E0 E8 E8 E8 F8 ; indirect CHR load target (via $8337) 0x00067B|$00:$866B: 10 78 88 9D 50 42 09 21 0x000683|$00:$8673:CF 60 03 02 02 0F 07 07 07 00 00 07 0F 05 07 07 0x000693|$00:$8683:07 0F 00 00 03 07 07 07 07 07 00 00 03 07 07 07 0x0006A3|$00:$8693:02 02 C0 40 58 F8 E0 E0 00 00 00 F0 E0 A0 E0 E0 0x0006B3|$00:$86A3:70 00 03 02 01 0F 07 07 07 00 00 07 0F 06 07 07 0x0006C3|$00:$86B3:07 0F 00 00 03 07 07 07 07 07 00 00 03 07 07 07 0x0006D3|$00:$86C3:07 03 C0 40 98 F8 E0 E0 00 00 00 F0 E0 60 E0 E0 0x0006E3|$00:$86D3:70 00 03 01 02 07 07 03 00 00 00 03 07 00 04 07 0x0006F3|$00:$86E3:02 00 E0 C0 20 70 F0 F0 E0 00 20 E0 F0 E0 F0 F0 0x000703|$00:$86F3:F0 E0 00 00 E0 F0 F0 F0 F0 F0 00 00 E0 F0 F0 F0 0x000713|$00:$8703:30 10 03 01 02 04 07 07 03 00 00 03 07 03 07 07 0x000723|$00:$8713:03 07 E0 C0 20 30 F0 E0 80 00 20 E0 F0 E0 30 30 0x000733|$00:$8723:A0 80 ; indirect CHR load target (via $8339) 0x000735|$00:$8725: 01 0C 09 00 05 10 28 C0 38 74 77 7B 3C 1F 0x000743|$00:$8733:3F 3F 3F 7F 7F 7F 3F 1F 3F 3F 00 00 00 07 07 0F 0x000753|$00:$8743:07 1A 07 0F 0F 1F 18 12 3A 3D 1C 2E EE DE 3C F8 0x000763|$00:$8753:FC FE FC FE FE FE FC F8 FC 0E 00 00 00 E0 E0 F0 0x000773|$00:$8763:E0 58 E0 F0 F0 F8 18 48 5C BC 38 74 77 7B 3C 1F 0x000783|$00:$8773:3F 7F 3F 7F 7F 7F 3F 1F 3F 70 00 00 00 07 07 0F 0x000793|$00:$8783:07 1A 07 0F 0F 1F 18 12 3A 3D 1C 2E EE DE 3C F8 0x0007A3|$00:$8793:FC FC FC FE FE FE FC F8 FC FC 20 70 7C 7F 3F 1F 0x0007B3|$00:$87A3:3F 3F 3F 7F 7F 7F 39 19 3F 3F 00 00 00 00 00 00 0x0007C3|$00:$87B3:00 00 07 0F 0F 1F 1F 1F 3F 3F 04 0E 3E FE FC F8 0x0007D3|$00:$87C3:FC FE FC FE FE FE 9C 98 FC 0E 00 00 00 00 00 00 0x0007E3|$00:$87D3:00 00 E0 F0 F0 F8 F8 F8 FC FC 20 70 7C 7F 3F 1F 0x0007F3|$00:$87E3:3F 7F 3F 7F 7F 7F 39 19 3F 70 04 0E 3E FE FC F8 0x000803|$00:$87F3:FC FC FC FE FE FE 9C 98 FC FC 00 00 00 00 00 00 0x000813|$00:$8803:00 00 E0 F0 F0 F8 F8 F8 FC FC 01 02 06 1D 03 1F 0x000823|$00:$8813:1F 0F 0F 1F 1F 1F 1F 1F 1F 00 00 00 00 0F 0E 0F 0x000833|$00:$8823:0E 04 0F 1F 1F 1F 01 04 05 0B F8 FC FC FC F8 F8 0x000843|$00:$8833:FC FE FC FC FC FC F8 F8 FC FE 00 00 00 00 00 00 0x000853|$00:$8843:00 70 E0 F0 F0 F8 F8 FC FC FC 01 02 06 1D 03 1F 0x000863|$00:$8853:1F 0F 0F 1F 1F 1F 1F 1F 1F 0F 00 00 00 0F 0E 0F 0x000873|$00:$8863:0E 04 0F 1F 1F 1F 01 04 05 0B F8 FC FC FC F8 FC 0x000883|$00:$8873:FE FF FC FC FC FC F8 FC FE 0F 1F 3F 3F 3F 1F 3F 0x000893|$00:$8883:7F FF 3F 3F 3F 3F 1F 3F 7F F0 00 00 00 00 00 00 0x0008A3|$00:$8893:00 0E 07 0F 0F 1F 1F 3F 3F 3F 80 40 60 B8 C0 F8 0x0008B3|$00:$88A3:F8 F0 F0 F8 F8 F8 F8 F8 F8 F0 00 00 00 F0 70 F0 0x0008C3|$00:$88B3:70 20 F0 F8 F8 F8 80 20 A0 D0 1F 3F 3F 3F 1F 1F 0x0008D3|$00:$88C3:3F 7F 3F 3F 3F 3F 1F 1F 3F 7F 80 40 60 B8 C0 F8 0x0008E3|$00:$88D3:F8 F0 F0 F8 F8 F8 F8 F8 F8 00 00 00 00 F0 70 F0 0x0008F3|$00:$88E3:70 20 F0 F8 F8 F8 80 20 A0 D0 ; indirect CHR load target (via $833B) 0x0008FD|$00:$88ED: 00 00 00 00 F2 78 0x000903|$00:$88F3:3E 1F 1E 3F 7F 00 3F 7F 7F 5F 5F 7F 7F 7F 01 17 0x000913|$00:$8903:1F 5F 59 47 0F F7 40 E0 E1 47 5E 1A 52 39 4C 1E 0x000923|$00:$8913:7E F8 7E F8 0C F0 FC FE FE FE F8 F8 FC FE 80 E8 0x000933|$00:$8923:F8 F8 98 E0 F0 EC 00 00 80 E0 78 58 48 9C F2 F8 0x000943|$00:$8933:7E 1F 1E 1F 30 4F 3F 3F 7F 5F 5F 5F 7F 7F 01 17 0x000953|$00:$8943:1F 1F 59 47 4F 37 00 40 E1 E7 5E 5A 12 79 4E 16 0x000963|$00:$8953:7A F8 78 FC FC 00 FE FE E6 E4 F8 FC FC FE 80 E8 0x000973|$00:$8963:F8 F8 98 E0 F0 EC 00 00 80 E0 78 58 48 9C 30 70 0x000983|$00:$8973:7A 1F 7F 3F 3F 00 3F 7F 7F 7F 1F 3F 3F 7F 01 17 0x000993|$00:$8983:1F 1F 1F 07 00 20 00 00 00 00 18 1F 1F 3F 0F 0E 0x0009A3|$00:$8993:5C F8 F8 FC 0E F0 FC FE FE FA FA FE FE FE 80 E8 0x0009B3|$00:$89A3:F8 FA FA E2 00 07 02 07 07 02 1A F8 FA FC 30 70 0x0009C3|$00:$89B3:7A 3F 1F 3F 70 0F 3F 7F 7F 1F 1F 3F 7F 7F 01 17 0x0009D3|$00:$89C3:1F 1F 1F 07 00 20 00 00 00 00 18 1F 1F 3F 0F 0F 0x0009E3|$00:$89D3:5E F8 F8 FC FE 00 FC FE FE FA FA FE FE FE 80 E8 0x0009F3|$00:$89E3:F8 F8 FA E2 02 00 00 02 07 07 1A FA F8 FA 04 01 0x000A03|$00:$89F3:07 1F 0F 1F 03 3C 1F 1F 0F 1F 1F 1F 3F 3F 12 1F 0x000A13|$00:$8A03:1F 1F 09 0E 1F 1E 00 00 10 1E 17 05 04 19 80 D0 0x000A23|$00:$8A13:F8 98 F8 F8 FC 00 F8 F8 F8 F8 98 F8 FC FE 00 50 0x000A33|$00:$8A23:F0 F0 E0 60 00 00 00 00 00 00 80 E0 F0 F0 04 01 0x000A43|$00:$8A33:07 1F 0F 1F 3F 00 1F 1F 0E 1E 1F 1F 3F 3F 12 1F 0x000A53|$00:$8A43:1F 1F 09 0E 1F 1E 00 00 10 1E 17 05 04 19 80 D0 0x000A63|$00:$8A53:78 78 F8 FC 86 78 F8 F8 F8 F8 F8 FC FE FF 00 50 0x000A73|$00:$8A63:F0 F0 E0 60 00 00 00 00 00 00 80 E0 F0 F0 05 0C 0x000A83|$00:$8A73:1F 1F 1F 3F 61 1E 1E 1F 1F 1F 1F 3F 7F FF 00 0A 0x000A93|$00:$8A83:0E 0F 07 06 00 01 00 01 01 00 01 07 0F 0E A0 80 0x000AA3|$00:$8A93:60 78 70 78 FC 00 78 F8 F0 F8 F8 F8 FC FC 48 38 0x000AB3|$00:$8AA3:38 F8 90 F0 78 F8 80 C0 C8 F8 E8 20 A0 18 03 0F 0x000AC3|$00:$8AB3:1F 1F 1F 1F 3F 00 1E 1E 1F 1F 1F 1F 3F 7F 00 0A 0x000AD3|$00:$8AC3:0E 0E 07 06 00 00 00 00 01 01 01 07 0F 0F A0 80 0x000AE3|$00:$8AD3:E0 78 70 78 40 BC 78 78 F0 F8 F8 F8 FC FC 48 78 0x000AF3|$00:$8AE3:38 38 90 F0 F8 78 00 80 C8 F8 E8 A0 20 98 ; indirect CHR load target (via $833D) 0x000B01|$00:$8AF1: 0C 03 0x000B03|$00:$8AF3:40 E3 9E 40 00 00 00 00 00 00 00 00 1B 20 40 50 0x000B13|$00:$8B03:30 10 09 0E 00 00 00 00 00 00 00 00 03 04 03 08 0x000B23|$00:$8B13:17 1A 0A 04 00 00 00 00 00 00 00 00 D8 04 02 0A 0x000B33|$00:$8B23:0C 08 90 70 00 00 00 00 00 00 00 00 C0 20 C0 10 0x000B43|$00:$8B33:E8 58 50 20 00 00 00 00 00 00 00 00 1B 20 40 50 0x000B53|$00:$8B43:30 10 09 0E 00 00 00 00 00 00 00 00 03 04 03 08 0x000B63|$00:$8B53:10 10 08 04 00 00 00 00 00 00 00 00 D8 04 02 0A 0x000B73|$00:$8B63:0C 08 90 70 00 00 00 00 00 00 00 00 C0 20 C0 10 0x000B83|$00:$8B73:08 08 10 20 00 00 00 00 00 00 00 00 03 04 08 08 0x000B93|$00:$8B83:08 08 04 03 00 00 00 00 00 00 00 00 03 04 03 08 0x000BA3|$00:$8B93:0F 0A 0A 04 00 00 00 00 00 00 00 00 A0 10 90 90 0x000BB3|$00:$8BA3:70 10 20 C0 00 00 00 00 00 00 00 00 C0 20 C0 10 0x000BC3|$00:$8BB3:08 88 50 20 ; indirect CHR load target (via $8347) 0x000BC7|$00:$8BB7: 0C 30 C3 0C 30 C0 3F EF 3F 03 06 03 0x000BD3|$00:$8BC3:03 03 F1 F1 7B 63 C7 03 00 00 23 03 03 06 03 3F 0x000BE3|$00:$8BD3:EF 3F FC 00 03 C7 63 7B F1 F1 DC DE DF BF 1F 01 0x000BF3|$00:$8BE3:00 00 BC FC F9 B9 9D 81 00 00 00 00 01 1F BF DF 0x000C03|$00:$8BF3:DE DC FF 00 81 9D B9 F9 FC BC ; indirect CHR load target (via $8349) 0x000C0D|$00:$8BFD: 0C 30 C3 0C 30 C0 0x000C13|$00:$8C03:FF 77 77 3A 79 01 0E 00 31 1E 18 0D 0F 31 7D 30 0x000C23|$00:$8C13:00 00 01 79 3A 77 77 FF 00 00 01 0F 0D 18 1E 31 0x000C33|$00:$8C23:15 BD 3D 7D FE E2 E1 C0 FF FF FF FF FF E3 3F 00 0x000C43|$00:$8C33:00 E0 C6 BE 7E 3E BE 16 00 E1 F7 CF CF FF FF FF ; World Map tileset ; indirect CHR load target (via $8161) 0x000C53|$00:$8C43:FB DF FF FD BF FF EF FF 04 20 00 02 40 00 10 00 0x000C63|$00:$8C53:20 04 01 20 08 02 40 08 FF FF FF FF FF FF FF FF 0x000C73|$00:$8C63:18 00 03 00 0C 81 00 00 00 C0 00 60 00 00 30 06 ; indexed data load target (from $B7EC) 0x000C83|$00:$8C73:C6 C6 84 8C 09 09 90 C1 0F 0F 1D 1D 19 3B 13 00 0x000C93|$00:$8C83:F9 D3 F2 F2 A2 E3 E6 C5 02 02 07 07 07 07 0F 0F 0x000CA3|$00:$8C93:65 F6 B2 92 39 18 07 8F EE FF F7 F7 FB FB 74 38 0x000CB3|$00:$8CA3:FB FF EF D5 97 1B 2B 35 00 00 10 38 38 BC 7C FE ; indexed data load target (from $B7E0) 0x000CC3|$00:$8CB3:00 00 00 00 00 00 1F 00 40 40 40 40 47 40 5F 00 0x000CD3|$00:$8CC3:FF FF F8 C0 80 80 00 00 00 00 07 18 20 20 40 40 0x000CE3|$00:$8CD3:00 00 00 00 00 00 FC 00 01 01 01 01 F1 01 FD 00 0x000CF3|$00:$8CE3:FF FF 0F 03 01 01 00 00 00 00 F0 0C 02 02 01 01 0x000D03|$00:$8CF3:AB 52 B5 56 2D 90 CE FF 2F 5E BD 5E 3D 10 00 00 0x000D13|$00:$8D03:FB DF FF FE BF F7 ED DD 00 00 01 03 07 07 0F 1F 0x000D23|$00:$8D13:12 99 84 CA E4 E1 1F FF FF DF EF EF F6 E0 00 00 0x000D33|$00:$8D23:FB FF 7F 9D 2F 97 0B A5 00 00 C0 E0 F0 F8 FC FE 0x000D43|$00:$8D33:02 05 00 01 9B 1B 2D 83 7D 28 12 24 18 18 2C 00 ; indirect CHR load target (via $B8D5) 0x000D53|$00:$8D43:00 30 58 02 00 08 14 00 FF FF FF FF FF FF FF FF ; pure water tile #1 ; indirect CHR load target (via $B8D3) 0x000D63|$00:$8D53:04 00 00 38 6C 01 00 20 FF FF FF FF FF FF FF FF ; pure water tile #2 0x000D73|$00:$8D63:E3 CB 85 81 0A 14 01 00 0C 14 1A 36 21 4B 2E 1F 0x000D83|$00:$8D73:F0 E4 F0 F0 F0 E2 F0 E0 BF BF 5F 5F BF BF BF 7F 0x000D93|$00:$8D83:FF FF FF F9 F2 E0 E8 F1 D2 85 1F BF 3F 7F BF 7F 0x000DA3|$00:$8D93:00 30 58 02 00 08 14 00 FF FF FF FF FF FF FF FF 0x000DB3|$00:$8DA3:FF FF FF BA 00 40 04 00 CE 31 CF FF FF FF FF FF 0x000DC3|$00:$8DB3:00 00 00 38 6C 01 00 00 FF FF FF FF FF FF FF FF 0x000DD3|$00:$8DC3:FF FF FF 3F 0E 40 02 00 6E 93 EC F3 FF FF FF FF 0x000DE3|$00:$8DD3:0F 5F 1F 1F 0F 0F 27 07 FA FB F5 F5 FA FD FD FE 0x000DF3|$00:$8DE3:E0 E4 F0 F0 F8 F8 FA F0 7F BF BF 5F AF AF DF 5F 0x000E03|$00:$8DF3:07 0F 47 0F 0F 0F 27 0F FE FD FD FD FA FA FD FD 0x000E13|$00:$8E03:F0 E0 E4 F0 F9 FF FF FF BF BF 7F 3F BF 1F 84 D3 0x000E23|$00:$8E13:00 40 02 70 FC FF FF FF FF FF FF FF CF 37 C9 76 0x000E33|$00:$8E23:00 20 02 00 5D FF FF FF FF FF FF FF FF F3 8C 73 0x000E43|$00:$8E33:8F 17 07 4F 9F FF FF FF FE FD FE FC FD F8 A1 4B 0x000E53|$00:$8E43:FF FF FF 9F 0F 27 07 0F CB 21 F8 FD FC FE FD FD 0x000E63|$00:$8E53:E0 C0 88 01 20 00 02 10 7F FF FF FF FF FF FF FF 0x000E73|$00:$8E63:07 03 11 80 04 00 40 08 FE FF FF FF FF FF FF FF 0x000E83|$00:$8E73:00 04 20 00 01 47 07 0F FF FF FF FF FF FF FE FC 0x000E93|$00:$8E83:00 20 04 00 80 E0 E2 F0 FF FF FF FF FF FF 7F 3F 0x000EA3|$00:$8E93:F0 CF B5 55 DF F0 C0 80 F0 C0 80 00 00 00 0F 3F 0x000EB3|$00:$8EA3:0F 3A 6A AF B0 CF BF 7F F0 C5 95 50 40 0F 3F 7F 0x000EC3|$00:$8EB3:0F F3 5D 56 F5 0D 03 01 0F 03 01 00 00 00 F0 FC 0x000ED3|$00:$8EC3:F0 AC AA FB 0F F3 FD FE 0F 53 55 04 00 F0 FC FE 0x000EE3|$00:$8ED3:25 3D 25 3D 4B 7B 57 EF 81 81 81 81 03 03 07 0F 0x000EF3|$00:$8EE3:EF 77 4B 7B 25 3D 25 3D 0F 07 03 03 81 81 81 81 0x000F03|$00:$8EF3:EF E9 EF E9 DE D2 DC B8 E0 E0 E0 E0 C0 C0 C1 83 0x000F13|$00:$8F03:B8 D4 DE D2 EF E9 EF E9 83 C1 C0 C0 E0 E0 E0 E0 0x000F23|$00:$8F13:10 38 C7 8B 85 81 C1 F3 62 81 18 74 2A 1E 0C 00 0x000F33|$00:$8F23:8F 96 0A 02 03 88 31 90 70 29 F4 5C 38 17 C6 6D 0x000F43|$00:$8F33:30 68 D3 85 00 02 81 CF C3 90 2C 3A 7F 2D 16 30 0x000F53|$00:$8F43:33 09 05 01 03 46 39 90 4C E6 72 BE 1C 81 C2 6F 0x000F63|$00:$8F53:15 0B 15 0B 15 23 00 00 7F 3F 7F 3F 77 77 36 00 0x000F73|$00:$8F63:05 2A 01 0B 05 03 01 03 7F 3E 41 3F 7F 37 63 37 0x000F83|$00:$8F73:EC EE E0 C2 81 00 05 03 0D 0E 08 2A 5D 88 D5 FF 0x000F93|$00:$8F83:FF FD F9 F0 F0 F9 F8 F1 01 03 05 0A 0F 07 00 03 0x000FA3|$00:$8F93:08 48 38 78 3E 2F 0F 3F 4E CC 7C FC 78 70 00 00 0x000FB3|$00:$8FA3:10 20 00 26 59 00 1F 7C 76 A3 40 A6 7F D5 7F FF 0x000FC3|$00:$8FB3:E0 41 82 01 00 80 90 A0 EB C7 AB 23 74 BB B6 B3 0x000FD3|$00:$8FC3:FF FE 7E BE 7C F8 31 40 80 81 41 A1 E3 C5 0B C4 0x000FE3|$00:$8FD3:10 12 1C 1E 1C 84 C0 F8 72 32 3E 3E 1E 0E 00 00 0x000FF3|$00:$8FE3:62 84 00 64 9A 00 F8 3E 6E C4 02 64 FE AA FE FE 0x001003|$00:$8FF3:A4 50 A0 40 20 20 60 24 F5 F3 F5 C5 2E FD 6D ED 0x001013|$00:$9003:FF FE FC F8 78 3C 4C 00 00 81 E2 C5 47 A3 D0 33 0x001023|$00:$9013:2F 17 2F 17 2F 47 05 03 FE 7E FE 7E EE EE 6C 00 0x001033|$00:$9023:0B 55 03 17 0F 07 07 07 FE 7C 82 7E FE 6E C6 6E 0x001043|$00:$9033:5B 9F 03 07 03 01 0B 07 D8 DC 90 54 BA 11 AB FF 0x001053|$00:$9043:FF FF BF 5F 3F FF 1F A7 C0 C0 A0 50 F0 E0 00 E0 0x001063|$00:$9053:00 02 42 77 7D 3C 88 F1 7D 3A 4A 77 7F 3F 0E 00 0x001073|$00:$9063:FF FF EF C3 C0 80 80 00 00 00 00 10 1C 3E 3E 7D 0x001083|$00:$9073:5F 15 1F 5B 6A 00 2A 2A 5F 95 9F 1B 0A 00 7F 7F 0x001093|$00:$9083:FB B1 11 00 00 00 80 51 00 04 44 4E EE DF DF 5F 0x0010A3|$00:$9093:2C 63 4D 2F F0 00 A9 A9 60 63 4D 0F 06 04 FD FD 0x0010B3|$00:$90A3:FF BF 1F 1E 0C 0C 2E 6E 00 00 40 40 E1 61 60 60 0x0010C3|$00:$90B3:0B E7 5B FB 07 00 CA CA 08 E0 58 F8 30 10 DE DE 0x0010D3|$00:$90C3:DF 8F 07 03 21 71 DB 8B 00 20 70 D8 AC 74 F8 F8 0x0010E3|$00:$90D3:E1 C0 C0 9F 10 30 3F 80 07 0B 1C 1F 30 3F 3F 00 0x0010F3|$00:$90E3:FE FC F8 F1 F3 F2 F3 F3 00 01 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0x0032DB|$00:$B2CB:20 20 FC 20 22 22 1C 00 ; alt. t 0x0032E3|$00:$B2D3:00 CC 44 44 44 44 3A 00 ; alt. u 0x0032EB|$00:$B2DB:00 EE 44 44 28 38 10 00 ; alt. v 0x0032F3|$00:$B2E3:00 EE 44 54 54 7C 28 00 ; alt. w 0x0032FB|$00:$B2EB:00 62 94 18 30 52 8C 00 ; alt. x 0x003303|$00:$B2F3:00 62 22 26 1A 02 3C 00 ; alt. y 0x00330B|$00:$B2FB:00 64 9C 08 10 62 9C 00 ; alt. z 0x003313|$00:$B303:10 38 28 44 7C 44 EE 00 ; alt. A 0x00331B|$00:$B30B:00 00 00 00 00 00 00 00 ; blank (unused?) 0x003323|$00:$B313:10 82 38 7C 7C 38 82 10 ; [sun] 0x00332B|$00:$B31B:10 10 FE 7C 38 7C 6C 82 ; [star] 0x003333|$00:$B323:70 38 1C 1C 1C 1C 38 70 ; [moon] 0x00333B|$00:$B32B:10 10 38 7C FE FE FE 7C ; [water] 0x003343|$00:$B333:00 6C FE FE 7C 7C 38 10 ; [heart] 0x00334B|$00:$B33B:00 00 00 00 00 00 00 00 ; space 0x003353|$00:$B343:00 00 00 00 00 00 00 00 ; blank (does not turn speech sound on) 0x00335B|$00:$B34B:02 04 06 06 00 00 00 00 ; ‘ (unused?) 0x003363|$00:$B353:6C 6C 24 48 00 00 00 00 ; ” 0x00336B|$00:$B35B:00 08 0C FE FF FE 0C 08 ; [right arrow] 0x003373|$00:$B363:12 24 36 36 00 00 00 00 ; ‟ 0x00337B|$00:$B36B:02 04 06 06 00 00 00 00 ; ‘ 0x003383|$00:$B373:60 60 20 40 00 00 00 00 ; ’ (right single quote) 0x00338B|$00:$B37B:60 60 20 40 00 00 00 00 ; ' (apostrophe) 0x003393|$00:$B383:03 03 01 02 00 60 60 00 ; [.’] 0x00339B|$00:$B38B:00 00 00 00 60 60 20 40 ; , 0x0033A3|$00:$B393:00 00 00 00 7E 00 00 00 ; - 0x0033AB|$00:$B39B:00 00 00 00 00 60 60 00 ; . 0x0033B3|$00:$B3A3:70 D8 DA 76 DC CC 76 00 ; & 0x0033BB|$00:$B3AB:00 00 00 00 00 00 00 00 ; blank (unused?) 0x0033C3|$00:$B3B3:7C C6 C6 3C 30 00 30 00 ; ? 0x0033CB|$00:$B3BB:0C 1E 1E 3C 30 C0 C0 00 ; ! 0x0033D3|$00:$B3C3:60 60 00 60 60 20 40 00 ; ; 0x0033DB|$00:$B3CB:06 06 02 04 00 00 00 00 ; [ ’] 0x0033E3|$00:$B3D3:00 20 30 38 3C 38 30 20 ; [right triangle] 0x0033EB|$00:$B3DB:00 00 FE 7C 38 10 00 00 ; [down triangle] 0x0033F3|$00:$B3E3:00 18 18 00 00 18 18 00 ; : 0x0033FB|$00:$B3EB:00 00 00 00 00 CC CC 00 ; [..] 0x003403|$00:$B3F3:60 60 60 60 60 60 60 60 ; [left border] 0x00340B|$00:$B3FB:00 FF FF 00 00 00 00 00 ; [top border] 0x003413|$00:$B403:00 FE FE 00 00 00 00 00 ; [top border short] 0x00341B|$00:$B40B:00 3F 7F 70 60 60 60 60 ; [top-left border] 0x003423|$00:$B413:60 60 60 60 70 7F 3F 00 ; [bottom-left border] 0x00342B|$00:$B41B:06 06 06 06 06 06 06 06 ; [right border] 0x003433|$00:$B423:00 FC FE 0E 06 06 06 06 ; [top-right border] 0x00343B|$00:$B42B:00 00 00 00 00 FF FF 00 ; [bottom border] 0x003443|$00:$B433:06 06 06 06 0E FE FC 00 ; [bottom-right border] 0x00344B|$00:$B43B:00 00 00 00 00 00 00 00 ; blank (unused?) 0x003453|$00:$B443:40 44 52 48 40 44 44 38 ; kana 1 0x00345B|$00:$B44B:2A 25 F8 20 4E 40 90 8E ; kana 2 0x003463|$00:$B453:32 09 02 11 48 8A 8A 10 ; kana 3 0x00346B|$00:$B45B:44 52 48 60 50 40 40 40 ; kana 4 0x003473|$00:$B463:FF FF FF FF FF FF FF FF ; box 0x00347B|$00:$B46B:00 18 24 42 42 7E 42 42 ; alt. A 2 0x003483|$00:$B473:00 7C 42 42 7C 42 42 7C ; alt. B 2 0x00348B|$00:$B47B:00 3C 42 40 40 40 42 3C ; alt. C 2 0x003493|$00:$B483:00 78 44 42 42 42 44 78 ; alt. D 2 0x00349B|$00:$B48B:00 7E 40 40 7C 40 40 40 ; alt. F 2 0x0034A3|$00:$B493:00 00 00 A8 A8 08 18 60 ; kana 5 0x0034AB|$00:$B49B:60 60 6F 68 6E 68 6F 60 ; [left border, equipped] 0x0034B3|$00:$B4A3:2A 25 20 3C 40 80 80 ; indirect CHR load target (via $8181) 0x0034BA|$00:$B4AA: 7E ; kana 6 ; End Credits text tiles ; indirect CHR load target (via $8185) 0x0034BB|$00:$B4AB:18 38 2C 2C 4C 7E 46 EF 0x0034C3|$00:$B4B3:7E 33 33 3E 33 33 33 7E 0x0034CB|$00:$B4BB:1D 33 61 60 60 61 33 1E 0x0034D3|$00:$B4C3:7C 36 33 33 33 33 36 7C 0x0034DB|$00:$B4CB:7F 31 34 3C 34 30 31 7F 0x0034E3|$00:$B4D3:7F 31 34 3C 34 30 30 78 0x0034EB|$00:$B4DB:1D 33 61 60 67 61 33 1E 0x0034F3|$00:$B4E3:F7 62 62 7E 62 62 62 F7 0x0034FB|$00:$B4EB:3C 18 18 18 18 18 18 3C 0x003503|$00:$B4F3:0F 06 06 06 06 66 66 3C 0x00350B|$00:$B4FB:F3 62 64 68 78 6C 66 F7 0x003513|$00:$B503:78 30 30 30 30 31 31 7F 0x00351B|$00:$B50B:CF 46 6E 7E 56 56 46 EF 0x003523|$00:$B513:C7 62 72 7A 5E 4E 46 E2 0x00352B|$00:$B51B:3C 36 63 63 63 63 36 1C 0x003533|$00:$B523:7E 33 33 33 3E 30 30 78 0x00353B|$00:$B52B:38 6C C6 C6 C6 DE 6E 3B 0x003543|$00:$B533:7E 33 33 36 3C 36 36 73 0x00354B|$00:$B53B:3D 63 61 3C 1E 43 63 5E 0x003553|$00:$B543:FF 99 99 18 18 18 18 3C 0x00355B|$00:$B54B:F7 62 62 62 62 62 76 3C 0x003563|$00:$B553:F7 62 62 34 34 3C 18 18 0x00356B|$00:$B55B:F7 62 6A 6A 6A 34 34 24 0x003573|$00:$B563:73 32 1C 18 0C 1C 26 67 0x00357B|$00:$B56B:F7 62 34 34 18 18 18 3C 0x003583|$00:$B573:7F 43 07 0E 1C 38 71 7F 0x00358B|$00:$B57B:1E 33 73 67 E6 CE CC 78 0x003593|$00:$B583:06 1E 0C 0C 18 18 30 F8 0x00359B|$00:$B58B:1E 33 03 06 1C 30 60 FC 0x0035A3|$00:$B593:1E 33 03 0E 06 06 CC 78 0x0035AB|$00:$B59B:07 0F 1A 36 6C FE 18 3C 0x0035B3|$00:$B5A3:3F 30 60 7C 06 06 CC 78 0x0035BB|$00:$B5AB:07 18 30 7C 66 C6 CC 78 0x0035C3|$00:$B5B3:3F 63 46 0C 18 18 30 30 0x0035CB|$00:$B5BB:0E 19 19 1E 6C C4 CC 78 0x0035D3|$00:$B5C3:1E 33 63 66 3E 0C 18 E0 0x0035DB|$00:$B5CB:3F 7F E0 C0 C0 E0 7F 3F 0x0035E3|$00:$B5D3:C3 C3 C3 FF FF C3 C1 C0 0x0035EB|$00:$B5DB:0C 0E 0F 0F 0D 9C F8 F0 0x0035F3|$00:$B5E3:30 30 30 B0 F0 F0 70 30 0x0035FB|$00:$B5EB:00 00 00 7E 7E 00 00 00 0x003603|$00:$B5F3:00 40 60 70 78 70 60 40 0x00360B|$00:$B5FB:3C 42 99 A1 A1 99 42 3C 0x003613|$00:$B603:00 00 00 03 07 1F 3F 7E 0x00361B|$00:$B60B:07 3F FC F0 C0 80 00 00 0x003623|$00:$B613:F8 FC 1E 0E 0E 0E 0E 1C 0x00362B|$00:$B61B:00 01 03 03 07 07 0F 0F 0x003633|$00:$B623:FE FC FC FC F8 F8 F8 F8 0x00363B|$00:$B62B:00 00 00 00 01 03 0E 78 0x003643|$00:$B633:1C 38 71 E1 C3 82 06 0C 0x00364B|$00:$B63B:0F 1F 1F 1F 1F 1F 1F 1F 0x003653|$00:$B643:FF F8 FC FE FF FF FF FF 0x00365B|$00:$B64B:C0 00 00 03 FF FF FF FF 0x003663|$00:$B653:1C 38 F8 F0 E0 C0 80 00 0x00366B|$00:$B65B:1F 0F 0F 07 01 00 00 07 0x003673|$00:$B663:FF FF FF FF FE 00 00 E6 0x00367B|$00:$B66B:FE FC F0 C0 00 00 00 12 0x003683|$00:$B673:00 00 00 00 00 00 00 21 0x00368B|$00:$B67B:08 08 08 0F 0C 0C 0C 0F 0x003693|$00:$B683:05 05 04 C4 04 04 04 E4 0x00369B|$00:$B68B:12 12 92 D3 73 73 33 33 0x0036A3|$00:$B693:21 12 12 0C 1E 17 23 23 0x0036AB|$00:$B69B:00 00 00 00 01 06 04 04 0x0036B3|$00:$B6A3:00 00 3F C1 08 08 08 18 0x0036BB|$00:$B6AB:00 00 06 FF 3F 0C 18 30 0x0036C3|$00:$B6B3:00 00 8C 94 34 24 68 48 0x0036CB|$00:$B6BB:00 00 07 1C 30 60 40 C0 0x0036D3|$00:$B6C3:00 00 F0 0C 03 03 03 06 0x0036DB|$00:$B6CB:00 00 78 EC 84 84 44 28 0x0036E3|$00:$B6D3:08 08 08 08 04 04 03 00 0x0036EB|$00:$B6DB:18 10 30 30 20 41 81 01 0x0036F3|$00:$B6E3:70 60 C1 C1 C3 82 87 9F 0x0036FB|$00:$B6EB:D0 90 A0 20 40 80 00 83 0x003703|$00:$B6F3:80 80 80 80 40 40 30 0F 0x00370B|$00:$B6FB:06 07 02 0F 39 66 D9 E6 0x003713|$00:$B703:08 10 A0 40 80 00 C0 20 0x00371B|$00:$B70B:00 00 00 00 00 00 00 EE 0x003723|$00:$B713:01 03 03 06 06 06 0C EC 0x00372B|$00:$B71B:00 30 70 C0 80 40 30 0F 0x003733|$00:$B723:03 03 03 06 06 0C 38 E0 0x00373B|$00:$B72B:6C 08 19 11 33 23 63 C1 0x003743|$00:$B733:C6 CC 8C 99 1A 1C 38 CF 0x00374B|$00:$B73B:80 80 80 00 00 40 80 00 0x003753|$00:$B743:01 01 01 01 01 00 00 00 0x00375B|$00:$B74B:CC 98 98 99 CE C4 F1 3F 0x003763|$00:$B753:11 91 92 32 24 60 C1 01 0x00376B|$00:$B75B:BB 33 67 66 CE CC 8C 87 0x003773|$00:$B763:0B 17 26 4C 4C 8C 8E 07 0x00377B|$00:$B76B:FC 38 18 18 30 30 74 B8 ; indirect CHR load target (via $8187, $81B5) 0x003783|$00:$B773:00 00 00 00 00 00 00 00 0x00378B|$00:$B77B:00 00 00 00 00 00 00 00 ; chr -> code ; control flow target (from $800C) ; indirect data load target (via $81B7, $81BB, $81BD) ; call to code in a different bank ($0F:$C1DC) ; WARNING! $B783 was also seen as data 0x003793|$00:$B783:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF 0x003796|$00:$B786:A9 00 LDA #$00 0x003798|$00:$B788:85 D8 STA $D8 0x00379A|$00:$B78A:A9 46 LDA #$46 0x00379C|$00:$B78C:85 D9 STA $D9 ; control flow target (from $B79F) 0x00379E|$00:$B78E:20 C1 B7 JSR $B7C1 0x0037A1|$00:$B791:A9 94 LDA #$94 ; Music ID #$94: burning SFX ; call to code in a different bank ($0F:$C561) 0x0037A3|$00:$B793:20 61 C5 JSR $C561 ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]) 0x0037A6|$00:$B796:46 D9 LSR $D9 ; call to code in a different bank ($0F:$C4FF) 0x0037A8|$00:$B798:20 FF C4 JSR $C4FF 0x0037AB|$00:$B79B:A5 D8 LDA $D8 0x0037AD|$00:$B79D:C9 12 CMP #$12 0x0037AF|$00:$B79F:D0 ED BNE $B78E 0x0037B1|$00:$B7A1:A9 03 LDA #$03 0x0037B3|$00:$B7A3:85 D8 STA $D8 0x0037B5|$00:$B7A5:A9 02 LDA #$02 0x0037B7|$00:$B7A7:85 D9 STA $D9 ; control flow target (from $B7BA) 0x0037B9|$00:$B7A9:A9 94 LDA #$94 ; Music ID #$94: burning SFX ; call to code in a different bank ($0F:$C561) 0x0037BB|$00:$B7AB:20 61 C5 JSR $C561 ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]) 0x0037BE|$00:$B7AE:46 D9 LSR $D9 ; call to code in a different bank ($0F:$C4FF) 0x0037C0|$00:$B7B0:20 FF C4 JSR $C4FF 0x0037C3|$00:$B7B3:A2 02 LDX #$02 ; call to code in a different bank ($0F:$C1EE) 0x0037C5|$00:$B7B5:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF 0x0037C8|$00:$B7B8:C6 D8 DEC $D8 0x0037CA|$00:$B7BA:D0 ED BNE $B7A9 0x0037CC|$00:$B7BC:60 RTS ; control flow target (from $8009) 0x0037CD|$00:$B7BD:A9 00 LDA #$00 0x0037CF|$00:$B7BF:85 D8 STA $D8 ; control flow target (from $B78E) 0x0037D1|$00:$B7C1:A9 60 LDA #$60 ; RTS 0x0037D3|$00:$B7C3:85 DB STA $DB 0x0037D5|$00:$B7C5:A2 70 LDX #$70 0x0037D7|$00:$B7C7:A0 00 LDY #$00 0x0037D9|$00:$B7C9:A9 0A LDA #$0A ; ASL 0x0037DB|$00:$B7CB:20 D4 B7 JSR $B7D4 0x0037DE|$00:$B7CE:A2 90 LDX #$90 0x0037E0|$00:$B7D0:A0 20 LDY #$20 0x0037E2|$00:$B7D2:A9 4A LDA #$4A ; LSR ; control flow target (from $B7CB) 0x0037E4|$00:$B7D4:85 DA STA $DA 0x0037E6|$00:$B7D6:86 07 STX $07 0x0037E8|$00:$B7D8:A9 09 LDA #$09 0x0037EA|$00:$B7DA:85 08 STA $08 ; control flow target (from $B806) 0x0037EC|$00:$B7DC:84 DC STY $DC 0x0037EE|$00:$B7DE:A6 D8 LDX $D8 0x0037F0|$00:$B7E0:B9 B3 8C LDA $8CB3,Y 0x0037F3|$00:$B7E3:3D 0E B8 AND $B80E,X 0x0037F6|$00:$B7E6:85 DD STA $DD 0x0037F8|$00:$B7E8:A5 D8 LDA $D8 0x0037FA|$00:$B7EA:4A LSR 0x0037FB|$00:$B7EB:AA TAX 0x0037FC|$00:$B7EC:B9 73 8C LDA $8C73,Y 0x0037FF|$00:$B7EF:E8 INX ; control flow target (from $B7F6) 0x003800|$00:$B7F0:CA DEX 0x003801|$00:$B7F1:F0 06 BEQ $B7F9 ; call to code in RAM 0x003803|$00:$B7F3:20 DA 00 JSR $00DA 0x003806|$00:$B7F6:4C F0 B7 JMP $B7F0 ; control flow target (from $B7F1) 0x003809|$00:$B7F9:05 DD ORA $DD 0x00380B|$00:$B7FB:85 09 STA $09 0x00380D|$00:$B7FD:20 56 B9 JSR $B956 0x003810|$00:$B800:A4 DC LDY $DC 0x003812|$00:$B802:C8 INY 0x003813|$00:$B803:98 TYA 0x003814|$00:$B804:29 1F AND #$1F 0x003816|$00:$B806:D0 D4 BNE $B7DC 0x003818|$00:$B808:E6 D8 INC $D8 ; call to code in a different bank ($0F:$C1DC) 0x00381A|$00:$B80A:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF 0x00381D|$00:$B80D:60 RTS ; code -> data ; indexed data load target (from $B7E3) 0x00381E|$00:$B80E:00 0x00381F|$00:$B80F:00 0x003820|$00:$B810:01 0x003821|$00:$B811:80 0x003822|$00:$B812:03 0x003823|$00:$B813:C0 0x003824|$00:$B814:07 0x003825|$00:$B815:E0 0x003826|$00:$B816:0F 0x003827|$00:$B817:F0 0x003828|$00:$B818:1F 0x003829|$00:$B819:F8 0x00382A|$00:$B81A:3F 0x00382B|$00:$B81B:FC 0x00382C|$00:$B81C:7F 0x00382D|$00:$B81D:FE 0x00382E|$00:$B81E:FF 0x00382F|$00:$B81F:FF ; data -> code ; control flow target (from $8006) 0x003830|$00:$B820:85 D5 STA $D5 ; call to code in a different bank ($0F:$C1DC) 0x003832|$00:$B822:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF 0x003835|$00:$B825:A2 00 LDX #$00 ; control flow target (from $B84F) 0x003837|$00:$B827:86 D6 STX $D6 0x003839|$00:$B829:BD C3 B8 LDA $B8C3,X 0x00383C|$00:$B82C:48 PHA 0x00383D|$00:$B82D:4A LSR 0x00383E|$00:$B82E:4A LSR 0x00383F|$00:$B82F:29 0F AND #$0F 0x003841|$00:$B831:85 D9 STA $D9 0x003843|$00:$B833:68 PLA 0x003844|$00:$B834:0A ASL 0x003845|$00:$B835:0A ASL 0x003846|$00:$B836:29 F0 AND #$F0 0x003848|$00:$B838:05 D9 ORA $D9 0x00384A|$00:$B83A:45 D5 EOR $D5 0x00384C|$00:$B83C:85 D9 STA $D9 0x00384E|$00:$B83E:A2 00 LDX #$00 ; pure water tile #2 0x003850|$00:$B840:86 D7 STX $D7 0x003852|$00:$B842:20 52 B8 JSR $B852 0x003855|$00:$B845:A2 02 LDX #$02 ; pure water tile #1 0x003857|$00:$B847:20 52 B8 JSR $B852 0x00385A|$00:$B84A:A6 D6 LDX $D6 0x00385C|$00:$B84C:E8 INX 0x00385D|$00:$B84D:E0 10 CPX #$10 0x00385F|$00:$B84F:D0 D6 BNE $B827 0x003861|$00:$B851:60 RTS ; control flow target (from $B842, $B847) 0x003862|$00:$B852:BD D3 B8 LDA $B8D3,X 0x003865|$00:$B855:85 DA STA $DA 0x003867|$00:$B857:BD D4 B8 LDA $B8D4,X 0x00386A|$00:$B85A:85 DB STA $DB 0x00386C|$00:$B85C:A9 09 LDA #$09 0x00386E|$00:$B85E:85 D8 STA $D8 ; control flow target (from $B8BB) 0x003870|$00:$B860:A6 D7 LDX $D7 0x003872|$00:$B862:BD D9 B8 LDA $B8D9,X 0x003875|$00:$B865:48 PHA 0x003876|$00:$B866:29 0F AND #$0F 0x003878|$00:$B868:85 08 STA $08 ; current PPU write address, high byte 0x00387A|$00:$B86A:68 PLA 0x00387B|$00:$B86B:29 F0 AND #$F0 0x00387D|$00:$B86D:85 07 STA $07 ; current PPU write address, low byte 0x00387F|$00:$B86F:18 CLC 0x003880|$00:$B870:6D D7 B8 ADC $B8D7 0x003883|$00:$B873:85 DC STA $DC 0x003885|$00:$B875:A5 08 LDA $08 ; current PPU write address, high byte 0x003887|$00:$B877:6D D8 B8 ADC $B8D8 0x00388A|$00:$B87A:85 DD STA $DD 0x00388C|$00:$B87C:A6 D6 LDX $D6 0x00388E|$00:$B87E:BD C3 B8 LDA $B8C3,X 0x003891|$00:$B881:29 03 AND #$03 0x003893|$00:$B883:A8 TAY 0x003894|$00:$B884:18 CLC 0x003895|$00:$B885:65 07 ADC $07 ; current PPU write address, low byte 0x003897|$00:$B887:85 07 STA $07 ; current PPU write address, low byte 0x003899|$00:$B889:90 02 BCC $B88D 0x00389B|$00:$B88B:E6 08 INC $08 ; current PPU write address, high byte ; control flow target (from $B889, $B8B5) 0x00389D|$00:$B88D:B1 DA LDA ($DA),Y 0x00389F|$00:$B88F:25 D9 AND $D9 0x0038A1|$00:$B891:85 DE STA $DE 0x0038A3|$00:$B893:A5 D9 LDA $D9 0x0038A5|$00:$B895:49 FF EOR #$FF 0x0038A7|$00:$B897:31 DC AND ($DC),Y 0x0038A9|$00:$B899:05 DE ORA $DE 0x0038AB|$00:$B89B:85 09 STA $09 0x0038AD|$00:$B89D:84 DE STY $DE 0x0038AF|$00:$B89F:20 56 B9 JSR $B956 0x0038B2|$00:$B8A2:A4 DE LDY $DE 0x0038B4|$00:$B8A4:C8 INY 0x0038B5|$00:$B8A5:C8 INY 0x0038B6|$00:$B8A6:C8 INY 0x0038B7|$00:$B8A7:C8 INY 0x0038B8|$00:$B8A8:A5 07 LDA $07 ; current PPU write address, low byte 0x0038BA|$00:$B8AA:18 CLC 0x0038BB|$00:$B8AB:69 03 ADC #$03 0x0038BD|$00:$B8AD:85 07 STA $07 ; current PPU write address, low byte 0x0038BF|$00:$B8AF:90 02 BCC $B8B3 0x0038C1|$00:$B8B1:E6 08 INC $08 ; current PPU write address, high byte ; control flow target (from $B8AF) 0x0038C3|$00:$B8B3:C0 10 CPY #$10 0x0038C5|$00:$B8B5:90 D6 BCC $B88D 0x0038C7|$00:$B8B7:E6 D7 INC $D7 0x0038C9|$00:$B8B9:C6 D8 DEC $D8 0x0038CB|$00:$B8BB:D0 A3 BNE $B860 0x0038CD|$00:$B8BD:A2 05 LDX #$05 ; call to code in a different bank ($0F:$C1EE) 0x0038CF|$00:$B8BF:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF 0x0038D2|$00:$B8C2:60 RTS ; code -> data ; indexed data load target (from $B829, $B87E) 0x0038D3|$00:$B8C3:20 0x0038D4|$00:$B8C4:0A 0x0038D5|$00:$B8C5:28 0x0038D6|$00:$B8C6:2A 0x0038D7|$00:$B8C7:11 0x0038D8|$00:$B8C8:07 0x0038D9|$00:$B8C9:15 0x0038DA|$00:$B8CA:17 0x0038DB|$00:$B8CB:38 0x0038DC|$00:$B8CC:2E 0x0038DD|$00:$B8CD:3C 0x0038DE|$00:$B8CE:3E 0x0038DF|$00:$B8CF:35 0x0038E0|$00:$B8D0:1F 0x0038E1|$00:$B8D1:3D 0x0038E2|$00:$B8D2:3F ; indexed data load target (from $B852) 0x0038E3|$00:$B8D3:53 ; indexed data load target (from $B857) 0x0038E4|$00:$B8D4: 8D ; $00:$8D53 0x0038E5|$00:$B8D5:43 8D ; $00:$8D43 ; data load target (from $B870) 0x0038E7|$00:$B8D7:43 ; data load target (from $B877) 0x0038E8|$00:$B8D8: 83 ; $00:$8343 ; indexed data load target (from $B862) 0x0038E9|$00:$B8D9:4A 0x0038EA|$00:$B8DA:5A 0x0038EB|$00:$B8DB:8A 0x0038EC|$00:$B8DC:9A 0x0038ED|$00:$B8DD:AA 0x0038EE|$00:$B8DE:DA 0x0038EF|$00:$B8DF:FA 0x0038F0|$00:$B8E0:2E 0x0038F1|$00:$B8E1:3E 0x0038F2|$00:$B8E2:3A 0x0038F3|$00:$B8E3:6A 0x0038F4|$00:$B8E4:7A 0x0038F5|$00:$B8E5:BA 0x0038F6|$00:$B8E6:CA 0x0038F7|$00:$B8E7:EA 0x0038F8|$00:$B8E8:0B 0x0038F9|$00:$B8E9:1E 0x0038FA|$00:$B8EA:4E ; data -> code ; control flow target (from $800F) 0x0038FB|$00:$B8EB:A9 99 LDA #$99 ; Music ID #$99: teleport SFX ; call to code in a different bank ($0F:$C561) 0x0038FD|$00:$B8ED:20 61 C5 JSR $C561 ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]) 0x003900|$00:$B8F0:A2 00 LDX #$00 ; control flow target (from $B8FB) 0x003902|$00:$B8F2:BD 0D 05 LDA $050D,X 0x003905|$00:$B8F5:9D 63 06 STA $0663,X ; monster ID, group 1 0x003908|$00:$B8F8:E8 INX 0x003909|$00:$B8F9:E0 0D CPX #$0D 0x00390B|$00:$B8FB:D0 F5 BNE $B8F2 0x00390D|$00:$B8FD:A9 30 LDA #$30 0x00390F|$00:$B8FF:85 DB STA $DB 0x003911|$00:$B901:A0 00 LDY #$00 ; control flow target (from $B946) 0x003913|$00:$B903:84 DA STY $DA 0x003915|$00:$B905:A2 00 LDX #$00 ; control flow target (from $B936) 0x003917|$00:$B907:86 D9 STX $D9 0x003919|$00:$B909:A2 00 LDX #$00 ; control flow target (from $B92C) 0x00391B|$00:$B90B:BD 63 06 LDA $0663,X ; monster ID, group 1 0x00391E|$00:$B90E:A8 TAY 0x00391F|$00:$B90F:29 30 AND #$30 0x003921|$00:$B911:C5 DB CMP $DB 0x003923|$00:$B913:90 02 BCC $B917 0x003925|$00:$B915:A5 DB LDA $DB ; control flow target (from $B913) 0x003927|$00:$B917:85 D8 STA $D8 0x003929|$00:$B919:98 TYA 0x00392A|$00:$B91A:18 CLC 0x00392B|$00:$B91B:65 D9 ADC $D9 ; control flow target (from $B921) 0x00392D|$00:$B91D:A8 TAY 0x00392E|$00:$B91E:38 SEC 0x00392F|$00:$B91F:E9 0C SBC #$0C 0x003931|$00:$B921:B0 FA BCS $B91D 0x003933|$00:$B923:98 TYA 0x003934|$00:$B924:05 D8 ORA $D8 0x003936|$00:$B926:9D 0D 05 STA $050D,X 0x003939|$00:$B929:E8 INX 0x00393A|$00:$B92A:E0 0D CPX #$0D 0x00393C|$00:$B92C:D0 DD BNE $B90B ; call to code in a different bank ($0F:$C22C) 0x00393E|$00:$B92E:20 2C C2 JSR $C22C 0x003941|$00:$B931:A6 D9 LDX $D9 0x003943|$00:$B933:E8 INX 0x003944|$00:$B934:E0 0C CPX #$0C 0x003946|$00:$B936:D0 CF BNE $B907 0x003948|$00:$B938:A5 DB LDA $DB 0x00394A|$00:$B93A:F0 05 BEQ $B941 0x00394C|$00:$B93C:38 SEC 0x00394D|$00:$B93D:E9 10 SBC #$10 0x00394F|$00:$B93F:85 DB STA $DB ; control flow target (from $B93A) 0x003951|$00:$B941:A4 DA LDY $DA 0x003953|$00:$B943:C8 INY 0x003954|$00:$B944:C0 04 CPY #$04 0x003956|$00:$B946:D0 BB BNE $B903 0x003958|$00:$B948:A2 00 LDX #$00 ; control flow target (from $B953) 0x00395A|$00:$B94A:BD 63 06 LDA $0663,X ; monster ID, group 1 0x00395D|$00:$B94D:9D 0D 05 STA $050D,X 0x003960|$00:$B950:E8 INX 0x003961|$00:$B951:E0 0D CPX #$0D 0x003963|$00:$B953:D0 F5 BNE $B94A 0x003965|$00:$B955:60 RTS ; control flow target (from $B7FD, $B89F) 0x003966|$00:$B956:A5 02 LDA $02 0x003968|$00:$B958:C9 A5 CMP #$A5 0x00396A|$00:$B95A:90 03 BCC $B95F ; call to code in a different bank ($0F:$C1DC) 0x00396C|$00:$B95C:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF ; control flow target (from $B95A) ; call to code in a different bank ($0F:$C1FA) 0x00396F|$00:$B95F:4C FA C1 JMP $C1FA ; wait for $02 to not be #$C0, write PPU address in $07-$08 and data in $09 to PPU write buffer at $0300,$02, $01 += 1, $02 += 3, and set $0183 to #$00 ; code -> free 0x003972|$00:$B962:FF ; ... skipping $674 FF bytes 0x003FE7|$00:$BFD7:FF ; free -> unknown 0x003FE8|$00:$BFD8:78 ; SEI 0x003FE9|$00:$BFD9:EE DF BF ; INC $BFDF 0x003FEA|$00:$BFDA:DF ; INVALID OPCODE 0x003FEB|$00:$BFDB:BF ; INVALID OPCODE 0x003FEC|$00:$BFDC:4C 86 FF ; JMP $FF86 0x003FED|$00:$BFDD:86 FF ; STX $FF 0x003FEE|$00:$BFDE:FF ; INVALID OPCODE 0x003FEF|$00:$BFDF:80 ; INVALID OPCODE 0x003FF0|$00:$BFE0:44 ; INVALID OPCODE 0x003FF1|$00:$BFE1:52 ; INVALID OPCODE 0x003FF2|$00:$BFE2:41 47 ; EOR ($47,X) 0x003FF3|$00:$BFE3:47 ; INVALID OPCODE 0x003FF4|$00:$BFE4:4F ; INVALID OPCODE 0x003FF5|$00:$BFE5:4E 20 57 ; LSR $5720 0x003FF6|$00:$BFE6:20 57 41 ; JSR $4157 0x003FF7|$00:$BFE7:57 ; INVALID OPCODE 0x003FF8|$00:$BFE8:41 52 ; EOR ($52,X) 0x003FF9|$00:$BFE9:52 ; INVALID OPCODE 0x003FFA|$00:$BFEA:52 ; INVALID OPCODE 0x003FFB|$00:$BFEB:49 4F ; EOR #$4F 0x003FFC|$00:$BFEC:4F ; INVALID OPCODE 0x003FFD|$00:$BFED:52 ; INVALID OPCODE 0x003FFE|$00:$BFEE:53 ; INVALID OPCODE 0x003FFF|$00:$BFEF:32 ; INVALID OPCODE 0x004000|$00:$BFF0:FF ; INVALID OPCODE 0x004001|$00:$BFF1:FF ; INVALID OPCODE 0x004002|$00:$BFF2:00 ; BRK 0x004003|$00:$BFF3:00 ; BRK 0x004004|$00:$BFF4:48 ; PHA 0x004005|$00:$BFF5:04 ; INVALID OPCODE 0x004006|$00:$BFF6:01 0F ; ORA ($0F,X) 0x004007|$00:$BFF7:0F ; INVALID OPCODE 0x004008|$00:$BFF8:07 ; INVALID OPCODE 0x004009|$00:$BFF9:9D D8 BF ; STA $BFD8,X 0x00400A|$00:$BFFA:D8 ; CLD 0x00400B|$00:$BFFB:BF ; INVALID OPCODE 0x00400C|$00:$BFFC:D8 ; CLD 0x00400D|$00:$BFFD:BF ; INVALID OPCODE 0x00400E|$00:$BFFE:D8 ; CLD ; unknown -> data 0x00400F|$00:$BFFF:BF