Dragon Warrior II (NES)/ROM map/ASM bank 04

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; bank 0x04 of 16 starts at file address 0x010010
; code bytes:	$2F45 (73.86% of bytes in this ROM bank)
; data bytes:	$101B (25.16% of bytes in this ROM bank)
; pcm bytes:	$0000 (0.00% of bytes in this ROM bank)
; chr bytes:	$0000 (0.00% of bytes in this ROM bank)
; free bytes:	$0078 (0.73% of bytes in this ROM bank)
; unknown bytes:	$0029 (0.25% of bytes in this ROM bank)
; $3F5F bytes last seen in RAM bank $8000 - $BFFF (100.00% of bytes seen in this ROM bank, 99.02% of bytes in this ROM bank):
;	$2F45 code bytes (74.59% of bytes seen in this RAM bank, 73.86% of bytes in this ROM bank)
;	$101B data bytes (25.41% of bytes seen in this RAM bank, 25.16% of bytes in this ROM bank)

; PRG Bank 0x04: mostly stuff related to getting into, through, and out of battles, including monster stats, hero EXP table, and equipment stats

; [bank start] -> code
; external control flow target (from $0F:$C905)
; possible external indexed data load target (from $0F:$F3ED, $0F:$FF28)
0x010010|$04:$8000:4C
; possible external indexed data load target (from $0F:$F3F2, $0F:$FF2D)
0x010011|$04:$8001:   22 80	JMP $8022  

; restore the hero ID in A's MP by a random amount based on the Wizard's Ring's power; returns a random number between $03 and #$0A in A and $99
; external control flow target (from $0F:$F725)
0x010013|$04:$8003:4C 9E A4	JMP $A49E  	; restore the hero ID in A's MP by a random amount based on the Wizard's Ring's power; returns a random number between $03 and #$0A in A and $99

; external control flow target (from $0F:$D149, $0F:$F72E)
0x010016|$04:$8006:4C 02 A4	JMP $A402  	; heal hero ID in A by random amount based on healing power in X

; update each hero's stats based on their current EXP
; external control flow target (from $0F:$C774, $0F:$D0EF)
0x010019|$04:$8009:4C 0E 9D	JMP $9D0E  	; update each hero's stats based on their current EXP

; set $8F-$90 to EXP required to reach next level
; external control flow target (from $0F:$F737)
0x01001C|$04:$800C:4C F1 9C	JMP $9CF1  	; set $8F-$90 to EXP required to reach next level

; external control flow target (from $0F:$C961, $0F:$D1A9, $0F:$D1CE, $0F:$D205, $0F:$D25F)
0x01001F|$04:$800F:4C B9 82	JMP $82B9  	; trigger fixed battle A

; external control flow target (from $0F:$F740)
0x010022|$04:$8012:4C E6 99	JMP $99E6  

; external control flow target (from $0F:$C509)
0x010025|$04:$8015:4C E7 8F	JMP $8FE7  

; external control flow target (from $0F:$C8FF)
0x010028|$04:$8018:4C 1D 80	JMP $801D  


; code -> unknown
0x01002B|$04:$801B:00      	; BRK        
0x01002C|$04:$801C:00      	; BRK        

; unknown -> code
; control flow target (from $8018)
0x01002D|$04:$801D:A9 01   	LDA #$01   	; Terrain ID #$01: Transitions, Chamber of Horks
0x01002F|$04:$801F:4C 24 80	JMP $8024  

; control flow target (from $8000)
0x010032|$04:$8022:A9 02   	LDA #$02   	; Terrain ID #$02: Dungeon, Lava, Tower, Castle
; control flow target (from $801F)
0x010034|$04:$8024:48      	PHA        
0x010035|$04:$8025:A9 00   	LDA #$00   
0x010037|$04:$8027:85 98   	STA $98    	; outcome of last fight?
0x010039|$04:$8029:A9 08   	LDA #$08   	; maximum # of attempts at starting a battle
0x01003B|$04:$802B:85 D9   	STA $D9    
; control flow target (from $8032)
; call to code in a different bank ($0F:$C3AB)
0x01003D|$04:$802D:20 AB C3	JSR $C3AB  	; generate a random number and store it in $32-$33 (two passes)
0x010040|$04:$8030:A5 32   	LDA $32    	; RNG byte 0
0x010042|$04:$8032:F0 F9   	BEQ $802D  	; keep cycling through random numbers until $32 is not #$00; we'll maybe use $32 later on
0x010044|$04:$8034:68      	PLA        
0x010045|$04:$8035:AA      	TAX        
0x010046|$04:$8036:A5 31   	LDA $31    	; current map ID
0x010048|$04:$8038:C9 01   	CMP #$01   	; Map ID #$01: World Map
0x01004A|$04:$803A:F0 32   	BEQ $806E  	; determine world map battle formation
0x01004C|$04:$803C:C9 09   	CMP #$09   	; Map ID #$09: Moonbrooke
0x01004E|$04:$803E:F0 26   	BEQ $8066  	; override terrain ID to Terrain ID #$02: Dungeon, Lava, Tower, Castle and use battle formation #$11: Zombie, Big Cobra, ---, Smoke, Centipod, Metal Slime
0x010050|$04:$8040:38      	SEC        
0x010051|$04:$8041:E9 2B   	SBC #$2B   	; aside from the world map and Moonbrooke, map IDs < #$2B do not have random encounters
0x010053|$04:$8043:90 28   	BCC $806D  	; no encounter
0x010055|$04:$8045:A8      	TAY        
0x010056|$04:$8046:B9 C6 84	LDA $84C6,Y	; Dungeon Encounter Formations
0x010059|$04:$8049:E0 01   	CPX #$01   	; Terrain ID #$01: Transitions, Chamber of Horks
0x01005B|$04:$804B:F0 57   	BEQ $80A4  	; use the current battle formation ID
0x01005D|$04:$804D:C0 0C   	CPY #$0C   	; Map ID #$37: Cave to Rhone B1
0x01005F|$04:$804F:F0 0B   	BEQ $805C  	; override terrain ID to Terrain ID #$01: Transitions, Chamber of Horks
0x010061|$04:$8051:C0 12   	CPY #$12   	; Map ID #$3D: Cave to Rhone 4F
0x010063|$04:$8053:F0 0C   	BEQ $8061  	; override terrain ID to Terrain ID #$07: Cave to Rhone floors 5-7
0x010065|$04:$8055:C0 13   	CPY #$13   	; Map ID #$3E: Cave to Rhone 5F
0x010067|$04:$8057:F0 08   	BEQ $8061  	; override terrain ID to Terrain ID #$07: Cave to Rhone floors 5-7
0x010069|$04:$8059:4C A4 80	JMP $80A4  

; override terrain ID to Terrain ID #$01: Transitions, Chamber of Horks
; control flow target (from $804F)
0x01006C|$04:$805C:A2 01   	LDX #$01   	; Terrain ID #$01: Transitions, Chamber of Horks
0x01006E|$04:$805E:4C A4 80	JMP $80A4  

; override terrain ID to Terrain ID #$07: Cave to Rhone floors 5-7
; control flow target (from $8053, $8057)
0x010071|$04:$8061:A2 07   	LDX #$07   	; Terrain ID #$07: Cave to Rhone floors 5-7
0x010073|$04:$8063:4C A4 80	JMP $80A4  

; override terrain ID to Terrain ID #$02: Dungeon, Lava, Tower, Castle and use battle formation #$11: Zombie, Big Cobra, ---, Smoke, Centipod, Metal Slime
; control flow target (from $803E)
0x010076|$04:$8066:A2 02   	LDX #$02   	; Terrain ID #$02: Dungeon, Lava, Tower, Castle
0x010078|$04:$8068:A9 11   	LDA #$11   
0x01007A|$04:$806A:4C A4 80	JMP $80A4  

; no encounter
; control flow target (from $8043, $809E, $80A2, $80AD)
0x01007D|$04:$806D:60      	RTS        

; determine world map battle formation
; control flow target (from $803A)
0x01007E|$04:$806E:A5 16   	LDA $16    	; current map X-pos (1)
0x010080|$04:$8070:4A      	LSR        	; world map encounters are based on which 16x16 block you're in
0x010081|$04:$8071:4A      	LSR        
0x010082|$04:$8072:4A      	LSR        
0x010083|$04:$8073:4A      	LSR        
0x010084|$04:$8074:85 D5   	STA $D5    
0x010086|$04:$8076:A5 17   	LDA $17    	; current map Y-pos (1)
0x010088|$04:$8078:29 F0   	AND #$F0   
0x01008A|$04:$807A:05 D5   	ORA $D5    	; $D5 = high nybble of Y-pos | (high nybble of X-pos >> 4)
0x01008C|$04:$807C:AA      	TAX        
0x01008D|$04:$807D:BD C6 83	LDA $83C6,X	; World Map Encounters
0x010090|$04:$8080:48      	PHA        	; battle formation
0x010091|$04:$8081:A5 3B   	LDA $3B    	; high nybble = terrain ID
0x010093|$04:$8083:4A      	LSR        
0x010094|$04:$8084:4A      	LSR        
0x010095|$04:$8085:4A      	LSR        
0x010096|$04:$8086:4A      	LSR        
0x010097|$04:$8087:AA      	TAX        
0x010098|$04:$8088:68      	PLA        	; battle formation
0x010099|$04:$8089:E0 00   	CPX #$00   	; Terrain ID #$00: Grass
0x01009B|$04:$808B:F0 17   	BEQ $80A4  
0x01009D|$04:$808D:CA      	DEX        
0x01009E|$04:$808E:E0 03   	CPX #$03   	; Terrain ID #$03: Sea
0x0100A0|$04:$8090:D0 0C   	BNE $809E  
0x0100A2|$04:$8092:2A      	ROL        	; move high 2 bits to low 2 bits
0x0100A3|$04:$8093:2A      	ROL        
0x0100A4|$04:$8094:2A      	ROL        
0x0100A5|$04:$8095:29 03   	AND #$03   
0x0100A7|$04:$8097:18      	CLC        
0x0100A8|$04:$8098:6D 08 85	ADC $8508  	; ocean battle formations come after terrestrial battle formations; why not just ADC #$40 directly?
0x0100AB|$04:$809B:4C A6 80	JMP $80A6  

; control flow target (from $8090)
0x0100AE|$04:$809E:90 CD   	BCC $806D  	; no encounter; terrains #$01 and #$02 are invalid on the world map
0x0100B0|$04:$80A0:E0 07   	CPX #$07   	; Terrain ID #$07: Cave to Rhone floors 5-7
0x0100B2|$04:$80A2:B0 C9   	BCS $806D  	; no encounter; terrains >= #$07 are invalid on the world map
; control flow target (from $804B, $8059, $805E, $8063, $806A, $808B)
0x0100B4|$04:$80A4:29 3F   	AND #$3F   
; control flow target (from $809B)
0x0100B6|$04:$80A6:85 D8   	STA $D8    	; battle formation index
0x0100B8|$04:$80A8:BD 2C 83	LDA $832C,X	; per-terrain encounter rates
0x0100BB|$04:$80AB:C5 32   	CMP $32    	; RNG byte 0; compare to previously generated non-zero number
0x0100BD|$04:$80AD:90 BE   	BCC $806D  	; no encounter; encounter rate < RNG => no encounter
; control flow target (from $80F9, $8149, $8162, $8188, $81C3)
0x0100BF|$04:$80AF:C6 D9   	DEC $D9    	; maximum # of attempts at starting a battle
0x0100C1|$04:$80B1:F0 06   	BEQ $80B9  
0x0100C3|$04:$80B3:A5 D8   	LDA $D8    	; battle formation index
0x0100C5|$04:$80B5:C9 3F   	CMP #$3F   	; #$3F => no encounters
0x0100C7|$04:$80B7:D0 01   	BNE $80BA  
; control flow target (from $80B1)
0x0100C9|$04:$80B9:60      	RTS        

; control flow target (from $80B7)
0x0100CA|$04:$80BA:A2 00   	LDX #$00   	; pointer high byte offset
0x0100CC|$04:$80BC:0A      	ASL        
0x0100CD|$04:$80BD:90 02   	BCC $80C1  	; high bit of battle formation is never set, but if it were, this would add 3 to the high byte of the battle formation pointer
0x0100CF|$04:$80BF:A2 03   	LDX #$03   
; control flow target (from $80BD)
0x0100D1|$04:$80C1:85 D5   	STA $D5    	; $D5 = battle formation * 2
0x0100D3|$04:$80C3:0A      	ASL        
0x0100D4|$04:$80C4:90 01   	BCC $80C7  	; if second highest bit of battle formation is set, add 1 to the high byte of the battle formation pointer
0x0100D6|$04:$80C6:E8      	INX        
; control flow target (from $80C4)
0x0100D7|$04:$80C7:18      	CLC        
0x0100D8|$04:$80C8:65 D5   	ADC $D5    
0x0100DA|$04:$80CA:90 01   	BCC $80CD  	; if (battle formation * 6) overflows, add 1 to the high byte of the battle formation pointer
0x0100DC|$04:$80CC:E8      	INX        
; control flow target (from $80CA)
0x0100DD|$04:$80CD:18      	CLC        
0x0100DE|$04:$80CE:6D 34 83	ADC $8334  	; -> $04:$8509: Battle Formations
0x0100E1|$04:$80D1:85 D5   	STA $D5    	; $D5 = low byte of pointer to desired battle formation
0x0100E3|$04:$80D3:8A      	TXA        
0x0100E4|$04:$80D4:6D 35 83	ADC $8335  
0x0100E7|$04:$80D7:85 D6   	STA $D6    	; battle formation; $D6 = high byte of pointer to desired battle formation
0x0100E9|$04:$80D9:20 7E 83	JSR $837E  	; initialize enemy group data at $0663-$068F to #$FF
; call to code in a different bank ($0F:$C3AB)
0x0100EC|$04:$80DC:20 AB C3	JSR $C3AB  	; generate a random number and store it in $32-$33 (two passes)
0x0100EF|$04:$80DF:A5 32   	LDA $32    	; RNG byte 0
0x0100F1|$04:$80E1:29 07   	AND #$07   
0x0100F3|$04:$80E3:D0 56   	BNE $813B  	; 1/8 chance for a special formation
0x0100F5|$04:$80E5:A0 00   	LDY #$00   
0x0100F7|$04:$80E7:84 D7   	STY $D7    	; high bits of IDs in selected battle formation
; control flow target (from $80F1)
0x0100F9|$04:$80E9:B1 D5   	LDA ($D5),Y	; copy the high bits of the regular formation's 6 enemies into $D7
0x0100FB|$04:$80EB:0A      	ASL        
0x0100FC|$04:$80EC:26 D7   	ROL $D7    	; high bits of IDs in selected battle formation
0x0100FE|$04:$80EE:C8      	INY        
0x0100FF|$04:$80EF:C0 06   	CPY #$06   	; battle formation data is 6 bytes each
0x010101|$04:$80F1:D0 F6   	BNE $80E9  
0x010103|$04:$80F3:A5 D7   	LDA $D7    	; high bits of IDs in selected battle formation
0x010105|$04:$80F5:C9 3F   	CMP #$3F   
0x010107|$04:$80F7:D0 03   	BNE $80FC  	; if all 6 enemies had their high bit set, try again with a different random number
0x010109|$04:$80F9:4C AF 80	JMP $80AF  	; otherwise loop to try again

; control flow target (from $80F7)
0x01010C|$04:$80FC:0A      	ASL        	; special formations are 4 bytes each
0x01010D|$04:$80FD:0A      	ASL        
0x01010E|$04:$80FE:AA      	TAX        
0x01010F|$04:$80FF:A0 00   	LDY #$00   
; control flow target (from $8115)
0x010111|$04:$8101:BD A1 86	LDA $86A1,X	; Special Formations
0x010114|$04:$8104:29 7F   	AND #$7F   
0x010116|$04:$8106:C9 7F   	CMP #$7F   
0x010118|$04:$8108:F0 03   	BEQ $810D  	; #$FF and #$7F => no enemy
0x01011A|$04:$810A:99 63 06	STA $0663,Y	; monster ID, group 1; store monster ID
; control flow target (from $8108)
0x01011D|$04:$810D:E8      	INX        	; update special formation enemy read index
0x01011E|$04:$810E:98      	TYA        	; update monster group write index
0x01011F|$04:$810F:18      	CLC        
0x010120|$04:$8110:69 0B   	ADC #$0B   	; monster group data is #$0B bytes
0x010122|$04:$8112:A8      	TAY        
0x010123|$04:$8113:C0 2C   	CPY #$2C   	; and there are a maximum of 4 groups (#$0B * #$04 = #$2C)
0x010125|$04:$8115:D0 EA   	BNE $8101  	; if more groups to fill, go fill them
0x010127|$04:$8117:A5 32   	LDA $32    	; RNG byte 0
0x010129|$04:$8119:0A      	ASL        
0x01012A|$04:$811A:0A      	ASL        
0x01012B|$04:$811B:0A      	ASL        
0x01012C|$04:$811C:0A      	ASL        
0x01012D|$04:$811D:48      	PHA        	; RNG byte 0 << 4
0x01012E|$04:$811E:A9 00   	LDA #$00   
0x010130|$04:$8120:69 02   	ADC #$02   
0x010132|$04:$8122:8D 82 06	STA $0682  	; $0682 = #$02 + 1 bit of randomness
0x010135|$04:$8125:68      	PLA        	; RNG byte 0 << 4
0x010136|$04:$8126:0A      	ASL        	; RNG byte 0 << 5
0x010137|$04:$8127:A9 00   	LDA #$00   
0x010139|$04:$8129:69 01   	ADC #$01   
0x01013B|$04:$812B:8D 77 06	STA $0677  	; $0677 = #$01 + 1 bit of randomness
0x01013E|$04:$812E:A9 01   	LDA #$01   
0x010140|$04:$8130:8D 6C 06	STA $066C  
0x010143|$04:$8133:A9 08   	LDA #$08   
0x010145|$04:$8135:8D 8D 06	STA $068D  
0x010148|$04:$8138:4C F5 81	JMP $81F5  

; control flow target (from $80E3)
0x01014B|$04:$813B:C9 07   	CMP #$07   	; low 3 bits of RNG byte 0 are not all 0; check if they're all 1
0x01014D|$04:$813D:D0 15   	BNE $8154  
0x01014F|$04:$813F:A0 05   	LDY #$05   
0x010151|$04:$8141:B1 D5   	LDA ($D5),Y
0x010153|$04:$8143:29 7F   	AND #$7F   
0x010155|$04:$8145:C9 7F   	CMP #$7F   
0x010157|$04:$8147:D0 03   	BNE $814C  
0x010159|$04:$8149:4C AF 80	JMP $80AF  

; control flow target (from $8147)
0x01015C|$04:$814C:A2 02   	LDX #$02   
0x01015E|$04:$814E:20 A3 83	JSR $83A3  
0x010161|$04:$8151:4C F5 81	JMP $81F5  

; control flow target (from $813D)
0x010164|$04:$8154:C9 06   	CMP #$06   
0x010166|$04:$8156:D0 22   	BNE $817A  
0x010168|$04:$8158:A0 04   	LDY #$04   
0x01016A|$04:$815A:B1 D5   	LDA ($D5),Y
0x01016C|$04:$815C:29 7F   	AND #$7F   
0x01016E|$04:$815E:C9 7F   	CMP #$7F   
0x010170|$04:$8160:D0 03   	BNE $8165  
0x010172|$04:$8162:4C AF 80	JMP $80AF  

; control flow target (from $8160)
0x010175|$04:$8165:A2 02   	LDX #$02   
0x010177|$04:$8167:20 B7 83	JSR $83B7  	; given a monster group index in X, write the monster ID in A to the appropriate monster group data at $0663
0x01017A|$04:$816A:A5 32   	LDA $32    	; RNG byte 0
0x01017C|$04:$816C:4A      	LSR        
0x01017D|$04:$816D:4A      	LSR        
0x01017E|$04:$816E:4A      	LSR        
0x01017F|$04:$816F:29 03   	AND #$03   
0x010181|$04:$8171:18      	CLC        
0x010182|$04:$8172:69 03   	ADC #$03   
0x010184|$04:$8174:99 6C 06	STA $066C,Y
0x010187|$04:$8177:4C F5 81	JMP $81F5  

; control flow target (from $8156)
0x01018A|$04:$817A:C9 05   	CMP #$05   
0x01018C|$04:$817C:D0 34   	BNE $81B2  
0x01018E|$04:$817E:A0 03   	LDY #$03   
0x010190|$04:$8180:B1 D5   	LDA ($D5),Y
0x010192|$04:$8182:29 7F   	AND #$7F   
0x010194|$04:$8184:C9 7F   	CMP #$7F   
0x010196|$04:$8186:D0 03   	BNE $818B  
0x010198|$04:$8188:4C AF 80	JMP $80AF  

; control flow target (from $8186)
0x01019B|$04:$818B:A2 02   	LDX #$02   
0x01019D|$04:$818D:20 A3 83	JSR $83A3  
0x0101A0|$04:$8190:A2 00   	LDX #$00   
0x0101A2|$04:$8192:20 89 83	JSR $8389  	; take current RNG value $33, figure out which $8398 bucket it fits into, and store that index in Y
0x0101A5|$04:$8195:C0 06   	CPY #$06   
0x0101A7|$04:$8197:B0 4D   	BCS $81E6  
0x0101A9|$04:$8199:C0 03   	CPY #$03   
0x0101AB|$04:$819B:90 0F   	BCC $81AC  
0x0101AD|$04:$819D:88      	DEY        
0x0101AE|$04:$819E:88      	DEY        
0x0101AF|$04:$819F:88      	DEY        
0x0101B0|$04:$81A0:98      	TYA        
0x0101B1|$04:$81A1:48      	PHA        
0x0101B2|$04:$81A2:D0 02   	BNE $81A6  
0x0101B4|$04:$81A4:A0 03   	LDY #$03   
; control flow target (from $81A2)
0x0101B6|$04:$81A6:88      	DEY        
0x0101B7|$04:$81A7:20 AC 83	JSR $83AC  	; given a weird value <= #$03 in Y, get the monster ID from ($D5),Y and if it's not #$FF/#$7F, get the monster group index corresponding to Y from $83BE and write the monster ID to the appropriate monster group data at $0663
0x0101BA|$04:$81AA:68      	PLA        
0x0101BB|$04:$81AB:A8      	TAY        
; control flow target (from $819B)
0x0101BC|$04:$81AC:20 AC 83	JSR $83AC  	; given a weird value <= #$03 in Y, get the monster ID from ($D5),Y and if it's not #$FF/#$7F, get the monster group index corresponding to Y from $83BE and write the monster ID to the appropriate monster group data at $0663
0x0101BF|$04:$81AF:4C F5 81	JMP $81F5  

; control flow target (from $817C)
0x0101C2|$04:$81B2:A8      	TAY        
0x0101C3|$04:$81B3:C0 02   	CPY #$02   
0x0101C5|$04:$81B5:90 01   	BCC $81B8  
0x0101C7|$04:$81B7:88      	DEY        
; control flow target (from $81B5)
0x0101C8|$04:$81B8:88      	DEY        
0x0101C9|$04:$81B9:84 D7   	STY $D7    	; high bits of IDs in selected battle formation
0x0101CB|$04:$81BB:B1 D5   	LDA ($D5),Y
0x0101CD|$04:$81BD:29 7F   	AND #$7F   
0x0101CF|$04:$81BF:C9 7F   	CMP #$7F   
0x0101D1|$04:$81C1:D0 03   	BNE $81C6  
0x0101D3|$04:$81C3:4C AF 80	JMP $80AF  

; control flow target (from $81C1)
0x0101D6|$04:$81C6:20 B4 83	JSR $83B4  	; given a weird value <= #$03 in Y, get the corresponding monster group index from $83BE and write the monster ID in A to the appropriate monster group data at $0663
0x0101D9|$04:$81C9:A2 07   	LDX #$07   
0x0101DB|$04:$81CB:20 89 83	JSR $8389  	; take current RNG value $33, figure out which $8398 bucket it fits into, and store that index in Y
0x0101DE|$04:$81CE:98      	TYA        
0x0101DF|$04:$81CF:F0 12   	BEQ $81E3  
0x0101E1|$04:$81D1:C9 03   	CMP #$03   
0x0101E3|$04:$81D3:B0 11   	BCS $81E6  
0x0101E5|$04:$81D5:18      	CLC        
0x0101E6|$04:$81D6:65 D7   	ADC $D7    	; high bits of IDs in selected battle formation
0x0101E8|$04:$81D8:C9 03   	CMP #$03   
0x0101EA|$04:$81DA:90 03   	BCC $81DF  
0x0101EC|$04:$81DC:38      	SEC        
0x0101ED|$04:$81DD:E9 03   	SBC #$03   
; control flow target (from $81DA)
0x0101EF|$04:$81DF:A8      	TAY        
0x0101F0|$04:$81E0:20 AC 83	JSR $83AC  	; given a weird value <= #$03 in Y, get the monster ID from ($D5),Y and if it's not #$FF/#$7F, get the monster group index corresponding to Y from $83BE and write the monster ID to the appropriate monster group data at $0663
; control flow target (from $81CF)
0x0101F3|$04:$81E3:4C F5 81	JMP $81F5  

; control flow target (from $8197, $81D3)
0x0101F6|$04:$81E6:A9 00   	LDA #$00   
; control flow target (from $81F3)
0x0101F8|$04:$81E8:48      	PHA        
0x0101F9|$04:$81E9:A8      	TAY        
0x0101FA|$04:$81EA:20 AC 83	JSR $83AC  	; given a weird value <= #$03 in Y, get the monster ID from ($D5),Y and if it's not #$FF/#$7F, get the monster group index corresponding to Y from $83BE and write the monster ID to the appropriate monster group data at $0663
0x0101FD|$04:$81ED:68      	PLA        
0x0101FE|$04:$81EE:18      	CLC        
0x0101FF|$04:$81EF:69 01   	ADC #$01   
0x010201|$04:$81F1:C9 03   	CMP #$03   
0x010203|$04:$81F3:D0 F3   	BNE $81E8  
; control flow target (from $8138, $8151, $8177, $81AF, $81E3)
0x010205|$04:$81F5:AD 46 00	LDA $0046  	; Repel (#$FE) / Fairy Water (#$FF) flag
0x010208|$04:$81F8:F0 55   	BEQ $824F  
0x01020A|$04:$81FA:A5 31   	LDA $31    	; current map ID
0x01020C|$04:$81FC:C9 01   	CMP #$01   	; Map ID #$01: World Map
0x01020E|$04:$81FE:D0 4F   	BNE $824F  
0x010210|$04:$8200:A9 00   	LDA #$00   
0x010212|$04:$8202:85 D5   	STA $D5    
; control flow target (from $8240)
0x010214|$04:$8204:AA      	TAX        
0x010215|$04:$8205:BC 63 06	LDY $0663,X	; monster ID, group 1
0x010218|$04:$8208:C0 FF   	CPY #$FF   
0x01021A|$04:$820A:F0 2E   	BEQ $823A  
0x01021C|$04:$820C:A9 00   	LDA #$00   
0x01021E|$04:$820E:85 D7   	STA $D7    	; high bits of IDs in selected battle formation
0x010220|$04:$8210:88      	DEY        
0x010221|$04:$8211:84 D6   	STY $D6    	; battle formation
0x010223|$04:$8213:98      	TYA        
0x010224|$04:$8214:A0 04   	LDY #$04   
; control flow target (from $821A)
0x010226|$04:$8216:0A      	ASL        
0x010227|$04:$8217:26 D7   	ROL $D7    	; high bits of IDs in selected battle formation
0x010229|$04:$8219:88      	DEY        
0x01022A|$04:$821A:D0 FA   	BNE $8216  
0x01022C|$04:$821C:38      	SEC        
0x01022D|$04:$821D:E5 D6   	SBC $D6    	; battle formation
0x01022F|$04:$821F:B0 02   	BCS $8223  
0x010231|$04:$8221:C6 D7   	DEC $D7    	; high bits of IDs in selected battle formation
; control flow target (from $821F)
0x010233|$04:$8223:18      	CLC        
0x010234|$04:$8224:6D 4D 82	ADC $824D  
0x010237|$04:$8227:85 D6   	STA $D6    	; battle formation
0x010239|$04:$8229:A5 D7   	LDA $D7    	; high bits of IDs in selected battle formation
0x01023B|$04:$822B:6D 4E 82	ADC $824E  
0x01023E|$04:$822E:85 D7   	STA $D7    	; high bits of IDs in selected battle formation
0x010240|$04:$8230:A0 05   	LDY #$05   
0x010242|$04:$8232:B1 D6   	LDA ($D6),Y	; battle formation
0x010244|$04:$8234:C5 D5   	CMP $D5    
0x010246|$04:$8236:90 02   	BCC $823A  
0x010248|$04:$8238:85 D5   	STA $D5    
; control flow target (from $820A, $8236)
0x01024A|$04:$823A:8A      	TXA        
0x01024B|$04:$823B:18      	CLC        
0x01024C|$04:$823C:69 0B   	ADC #$0B   
0x01024E|$04:$823E:C9 2C   	CMP #$2C   
0x010250|$04:$8240:D0 C2   	BNE $8204  
0x010252|$04:$8242:AD 38 06	LDA $0638  	; Midenhall Attack Power
0x010255|$04:$8245:4A      	LSR        
0x010256|$04:$8246:C5 D5   	CMP $D5    
0x010258|$04:$8248:F0 05   	BEQ $824F  
0x01025A|$04:$824A:90 03   	BCC $824F  
0x01025C|$04:$824C:60      	RTS        


; code -> data
; data load target (from $8224)
0x01025D|$04:$824D:F5
; data load target (from $822B)
0x01025E|$04:$824E:B7

; data -> code
; control flow target (from $81F8, $81FE, $8248, $824A)
; call to code in a different bank ($0F:$C3AB)
0x01025F|$04:$824F:20 AB C3	JSR $C3AB  	; generate a random number and store it in $32-$33 (two passes)
0x010262|$04:$8252:A2 00   	LDX #$00   
0x010264|$04:$8254:86 D5   	STX $D5    
; control flow target (from $8284)
0x010266|$04:$8256:A9 FF   	LDA #$FF   
0x010268|$04:$8258:DD 63 06	CMP $0663,X	; monster ID, group 1
0x01026B|$04:$825B:F0 20   	BEQ $827D  
0x01026D|$04:$825D:DD 6C 06	CMP $066C,X
0x010270|$04:$8260:D0 13   	BNE $8275  
0x010272|$04:$8262:A0 04   	LDY #$04   
; control flow target (from $826A)
0x010274|$04:$8264:06 32   	ASL $32    	; RNG byte 0; pull 4 bits from RNG, updating RNG in the process
0x010276|$04:$8266:26 33   	ROL $33    	; RNG byte 1
0x010278|$04:$8268:2A      	ROL        
0x010279|$04:$8269:88      	DEY        
0x01027A|$04:$826A:D0 F8   	BNE $8264  
0x01027C|$04:$826C:29 0F   	AND #$0F   
0x01027E|$04:$826E:A8      	TAY        	; use random 4-bit index
0x01027F|$04:$826F:B9 36 83	LDA $8336,Y
0x010282|$04:$8272:9D 6C 06	STA $066C,X
; control flow target (from $8260)
0x010285|$04:$8275:A5 D5   	LDA $D5    
0x010287|$04:$8277:18      	CLC        
0x010288|$04:$8278:7D 6C 06	ADC $066C,X
0x01028B|$04:$827B:85 D5   	STA $D5    
; control flow target (from $825B)
0x01028D|$04:$827D:8A      	TXA        
0x01028E|$04:$827E:18      	CLC        
0x01028F|$04:$827F:69 0B   	ADC #$0B   
0x010291|$04:$8281:AA      	TAX        
0x010292|$04:$8282:E0 2C   	CPX #$2C   	; #$2C = #$0B * 4, at which point we will have exhausted the 16-bit RNG supply
0x010294|$04:$8284:D0 D0   	BNE $8256  
0x010296|$04:$8286:A5 D8   	LDA $D8    	; battle formation index
0x010298|$04:$8288:C9 12   	CMP #$12   	; formation size
0x01029A|$04:$828A:B0 52   	BCS $82DE  
0x01029C|$04:$828C:A2 05   	LDX #$05   
0x01029E|$04:$828E:C9 0D   	CMP #$0D   
0x0102A0|$04:$8290:B0 01   	BCS $8293  
0x0102A2|$04:$8292:CA      	DEX        
; control flow target (from $8290)
0x0102A3|$04:$8293:86 D6   	STX $D6    	; battle formation
; control flow target (from $82B6)
0x0102A5|$04:$8295:A5 D5   	LDA $D5    
0x0102A7|$04:$8297:C5 D6   	CMP $D6    	; battle formation
0x0102A9|$04:$8299:90 43   	BCC $82DE  
; control flow target (from $82AA, $82AF)
0x0102AB|$04:$829B:C8      	INY        
0x0102AC|$04:$829C:C0 04   	CPY #$04   
0x0102AE|$04:$829E:90 02   	BCC $82A2  
0x0102B0|$04:$82A0:A0 00   	LDY #$00   
; control flow target (from $829E)
0x0102B2|$04:$82A2:BE 7A 83	LDX $837A,Y	; pre-computed multiples of #$0B
0x0102B5|$04:$82A5:BD 63 06	LDA $0663,X	; monster ID, group 1
0x0102B8|$04:$82A8:C9 FF   	CMP #$FF   
0x0102BA|$04:$82AA:F0 EF   	BEQ $829B  
0x0102BC|$04:$82AC:BD 6C 06	LDA $066C,X
0x0102BF|$04:$82AF:F0 EA   	BEQ $829B  
0x0102C1|$04:$82B1:DE 6C 06	DEC $066C,X
0x0102C4|$04:$82B4:C6 D5   	DEC $D5    
0x0102C6|$04:$82B6:4C 95 82	JMP $8295  

; trigger fixed battle A
; control flow target (from $800F)
0x0102C9|$04:$82B9:48      	PHA        
0x0102CA|$04:$82BA:A9 00   	LDA #$00   
0x0102CC|$04:$82BC:85 98   	STA $98    	; outcome of last fight?
0x0102CE|$04:$82BE:20 7E 83	JSR $837E  	; initialize enemy group data at $0663-$068F to #$FF
0x0102D1|$04:$82C1:68      	PLA        
0x0102D2|$04:$82C2:0A      	ASL        
0x0102D3|$04:$82C3:0A      	ASL        
0x0102D4|$04:$82C4:AA      	TAX        
0x0102D5|$04:$82C5:A0 00   	LDY #$00   
; control flow target (from $82DC)
0x0102D7|$04:$82C7:BD 46 83	LDA $8346,X	; Fixed Encounters (group 1 Monster ID, group 1 count, group 2 Monster ID, group 2 count)
0x0102DA|$04:$82CA:E8      	INX        
0x0102DB|$04:$82CB:99 63 06	STA $0663,Y	; monster ID, group 1
0x0102DE|$04:$82CE:BD 46 83	LDA $8346,X	; Fixed Encounters (group 1 Monster ID, group 1 count, group 2 Monster ID, group 2 count)
0x0102E1|$04:$82D1:E8      	INX        
0x0102E2|$04:$82D2:99 6C 06	STA $066C,Y
0x0102E5|$04:$82D5:98      	TYA        
0x0102E6|$04:$82D6:18      	CLC        
0x0102E7|$04:$82D7:69 0B   	ADC #$0B   
0x0102E9|$04:$82D9:A8      	TAY        
0x0102EA|$04:$82DA:C9 16   	CMP #$16   
0x0102EC|$04:$82DC:D0 E9   	BNE $82C7  
; control flow target (from $828A, $8299)
0x0102EE|$04:$82DE:20 ED 86	JSR $86ED  
0x0102F1|$04:$82E1:A2 00   	LDX #$00   
; control flow target (from $8324)
0x0102F3|$04:$82E3:86 D6   	STX $D6    	; battle formation
0x0102F5|$04:$82E5:BC 7A 83	LDY $837A,X	; pre-computed multiples of #$0B
0x0102F8|$04:$82E8:A9 00   	LDA #$00   
0x0102FA|$04:$82EA:85 D5   	STA $D5    
0x0102FC|$04:$82EC:B9 6C 06	LDA $066C,Y
0x0102FF|$04:$82EF:F0 29   	BEQ $831A  
0x010301|$04:$82F1:B9 63 06	LDA $0663,Y	; monster ID, group 1
0x010304|$04:$82F4:C9 FF   	CMP #$FF   
0x010306|$04:$82F6:F0 22   	BEQ $831A  
; control flow target (from $8318)
0x010308|$04:$82F8:A4 D5   	LDY $D5    
0x01030A|$04:$82FA:C8      	INY        
0x01030B|$04:$82FB:A6 D6   	LDX $D6    	; battle formation
0x01030D|$04:$82FD:20 9E 8A	JSR $8A9E  
0x010310|$04:$8300:A6 D6   	LDX $D6    	; battle formation
0x010312|$04:$8302:BC 7A 83	LDY $837A,X	; pre-computed multiples of #$0B
0x010315|$04:$8305:B0 13   	BCS $831A  
0x010317|$04:$8307:98      	TYA        
0x010318|$04:$8308:18      	CLC        
0x010319|$04:$8309:65 D5   	ADC $D5    
0x01031B|$04:$830B:AA      	TAX        
0x01031C|$04:$830C:A9 00   	LDA #$00   
0x01031E|$04:$830E:9D 64 06	STA $0664,X
0x010321|$04:$8311:E6 D5   	INC $D5    
0x010323|$04:$8313:A5 D5   	LDA $D5    
0x010325|$04:$8315:D9 6C 06	CMP $066C,Y
0x010328|$04:$8318:D0 DE   	BNE $82F8  
; control flow target (from $82EF, $82F6, $8305)
0x01032A|$04:$831A:A5 D5   	LDA $D5    
0x01032C|$04:$831C:99 6C 06	STA $066C,Y
0x01032F|$04:$831F:A6 D6   	LDX $D6    	; battle formation
0x010331|$04:$8321:E8      	INX        
0x010332|$04:$8322:E0 04   	CPX #$04   
0x010334|$04:$8324:D0 BD   	BNE $82E3  
0x010336|$04:$8326:20 1E 87	JSR $871E  
0x010339|$04:$8329:4C B5 94	JMP $94B5  


; code -> data
; per-terrain encounter rates
; indexed data load target (from $80A8)
0x01033C|$04:$832C:0A	; Terrain ID #$00: Grass
0x01033D|$04:$832D:54	; Terrain ID #$01: Transitions, Chamber of Horks
0x01033E|$04:$832E:08	; Terrain ID #$02: Dungeon, Lava, Tower, Castle
0x01033F|$04:$832F:04	; Terrain ID #$03: Sea
0x010340|$04:$8330:10	; Terrain ID #$04: Forest, Desert
0x010341|$04:$8331:19	; Terrain ID #$05: Mountain
0x010342|$04:$8332:10	; Terrain ID #$06: Swamp
0x010343|$04:$8333:10	; Terrain ID #$07: Cave to Rhone floors 5-7
; -> $04:$8509: Battle Formations
; data load target (from $80CE)
0x010344|$04:$8334:09
; data load target (from $80D4)
0x010345|$04:$8335:   85	; $04:$8509; Battle Formations
; indexed data load target (from $826F)
0x010346|$04:$8336:01	; # of monsters per group
0x010347|$04:$8337:02
0x010348|$04:$8338:01
0x010349|$04:$8339:02
0x01034A|$04:$833A:03
0x01034B|$04:$833B:01
0x01034C|$04:$833C:02
0x01034D|$04:$833D:01
0x01034E|$04:$833E:02
0x01034F|$04:$833F:03
0x010350|$04:$8340:01
0x010351|$04:$8341:02
0x010352|$04:$8342:01
0x010353|$04:$8343:02
0x010354|$04:$8344:03
0x010355|$04:$8345:05
; Fixed Encounters (group 1 Monster ID, group 1 count, group 2 Monster ID, group 2 count)
; indexed data load target (from $82C7, $82CE)
0x010356|$04:$8346:FF 00 1E 02	; 2 Gremlins (Lianport)
0x01035A|$04:$834A:FF 00 36 01	; 1 Evil Clown (Midenhall)
0x01035E|$04:$834E:FF 00 3A 01	; 1 Saber Lion (Osterfair)
0x010362|$04:$8352:FF 00 3C 02	; 2 Ozwargs (Hamlin)
0x010366|$04:$8356:FF 00 4C 02	; 2 Gold Batboons (Hargon's Castle)
0x01036A|$04:$835A:FF 00 1E 04	; 4 Gremlins (Lighthouse)
0x01036E|$04:$835E:FF 00 36 02	; 2 Evil Clown (Sea Cave)
0x010372|$04:$8362:36 01 37 02	; 1 Evil Clown, 2 Ghouls (???)
0x010376|$04:$8366:FF 00 4E 01	; 1 Atlas (Hargon's Castle)
0x01037A|$04:$836A:FF 00 4F 01	; 1 Bazuzu (Hargon's Castle)
0x01037E|$04:$836E:FF 00 50 01	; 1 Zarlox (Hargon's Castle)
0x010382|$04:$8372:FF 00 51 01	; 1 Hargon (Hargon's Castle)
0x010386|$04:$8376:FF 00 52 01	; Malroth (Hargon's Castle)
; pre-computed multiples of #$0B
; indexed data load target (from $82A2, $82E5, $8302)
0x01038A|$04:$837A:00 0B 16 21

; data -> code
; initialize enemy group data at $0663-$068F to #$FF
; control flow target (from $80D9, $82BE)
0x01038E|$04:$837E:A9 FF   	LDA #$FF   
0x010390|$04:$8380:A2 2C   	LDX #$2C   
; control flow target (from $8386)
0x010392|$04:$8382:9D 62 06	STA $0662,X	; Moonbrooke Level
0x010395|$04:$8385:CA      	DEX        
0x010396|$04:$8386:D0 FA   	BNE $8382  
0x010398|$04:$8388:60      	RTS        

; take current RNG value $33, figure out which $8398 bucket it fits into, and store that index in Y
; control flow target (from $8192, $81CB)
0x010399|$04:$8389:A0 00   	LDY #$00   
0x01039B|$04:$838B:A5 33   	LDA $33    	; RNG byte 1
; control flow target (from $8394)
0x01039D|$04:$838D:DD 98 83	CMP $8398,X
0x0103A0|$04:$8390:B0 05   	BCS $8397  
0x0103A2|$04:$8392:C8      	INY        
0x0103A3|$04:$8393:E8      	INX        
0x0103A4|$04:$8394:4C 8D 83	JMP $838D  

; control flow target (from $8390)
0x0103A7|$04:$8397:60      	RTS        


; code -> data
; indexed data load target (from $838D)
0x0103A8|$04:$8398:D6 AC 82 68 4E 34 00
0x0103AF|$04:$839F:82 5B 34 00

; data -> code
; control flow target (from $814E, $818D)
0x0103B3|$04:$83A3:20 B7 83	JSR $83B7  	; given a monster group index in X, write the monster ID in A to the appropriate monster group data at $0663
0x0103B6|$04:$83A6:A9 01   	LDA #$01   
0x0103B8|$04:$83A8:99 6C 06	STA $066C,Y
0x0103BB|$04:$83AB:60      	RTS        

; given a weird value <= #$03 in Y, get the monster ID from ($D5),Y and if it's not #$FF/#$7F, get the monster group index corresponding to Y from $83BE and write the monster ID to the appropriate monster group data at $0663
; control flow target (from $81A7, $81AC, $81E0, $81EA)
0x0103BC|$04:$83AC:B1 D5   	LDA ($D5),Y
0x0103BE|$04:$83AE:29 7F   	AND #$7F   
0x0103C0|$04:$83B0:C9 7F   	CMP #$7F   
0x0103C2|$04:$83B2:F0 09   	BEQ $83BD  
; given a weird value <= #$03 in Y, get the corresponding monster group index from $83BE and write the monster ID in A to the appropriate monster group data at $0663
; control flow target (from $81C6)
0x0103C4|$04:$83B4:BE BE 83	LDX $83BE,Y
; given a monster group index in X, write the monster ID in A to the appropriate monster group data at $0663
; control flow target (from $8167, $83A3)
0x0103C7|$04:$83B7:BC C2 83	LDY $83C2,X	; pre-computed multiples of #$0B (what was wrong with the identical data at $04:$837A?)
0x0103CA|$04:$83BA:99 63 06	STA $0663,Y	; monster ID, group 1
; control flow target (from $83B2)
0x0103CD|$04:$83BD:60      	RTS        


; code -> data
; indexed data load target (from $83B4)
0x0103CE|$04:$83BE:01
0x0103CF|$04:$83BF:00
0x0103D0|$04:$83C0:03
0x0103D1|$04:$83C1:02
; pre-computed multiples of #$0B (what was wrong with the identical data at $04:$837A?)
; indexed data load target (from $83B7)
0x0103D2|$04:$83C2:00 0B 16 21
; World Map Encounters
; indexed data load target (from $807D)
0x0103D6|$04:$83C6:61 21 21 08 08 08 07 07 05 05 04 04 45 45 46 E1
0x0103E6|$04:$83D6:18 18 19 19 1A 08 08 06 06 04 03 04 04 44 46 58
0x0103F6|$04:$83E6:18 17 19 19 1A 1A 08 07 07 04 03 02 02 03 45 58
0x010406|$04:$83F6:17 17 18 19 1B 1B 1B 0D 0D 04 03 02 01 00 05 18
0x010416|$04:$8406:16 16 19 1A 1B 1B 1B 0D 0D 0E 03 03 03 01 05 18
0x010426|$04:$8416:16 16 19 1A 1B 10 0F 0D 0E 0E 0E 58 04 03 04 58
0x010436|$04:$8426:18 16 15 15 1B 10 0F 0E 0F 0F 0F 58 58 23 05 58
0x010446|$04:$8436:18 15 95 B9 15 10 CF CF D0 10 51 D8 E3 63 23 58
0x010456|$04:$8446:61 24 A4 A4 A5 A5 CF CF E5 23 63 E3 63 23 23 23
0x010466|$04:$8456:21 21 24 A4 A5 A5 F3 F3 F3 23 63 E3 23 23 23 63
0x010476|$04:$8466:21 21 21 61 64 B3 B3 B2 B2 62 63 E5 23 23 23 63
0x010486|$04:$8476:61 21 21 21 21 32 32 32 32 E2 4F 50 63 63 63 63
0x010496|$04:$8486:21 20 20 21 08 08 25 25 25 62 47 41 42 41 42 56
0x0104A6|$04:$8496:61 21 21 21 7B 7B 62 22 22 22 22 22 22 E2 DB DB
0x0104B6|$04:$84A6:4D 0E 21 21 5B 65 DB 5B 5B 5B 22 62 62 E2 C1 E3
0x0104C6|$04:$84B6:4D 0E 21 21 5B 65 DB 5B 5B 5B 22 62 62 E2 C1 E3
; Dungeon Encounter Formations
; indexed data load target (from $8046)
0x0104D6|$04:$84C6:0C	; Map ID #$2B: Cave to Hamlin
0x0104D7|$04:$84C7:0A	; Map ID #$2C: Lake Cave B1
0x0104D8|$04:$84C8:0B	; Map ID #$2D: Lake Cave B2
0x0104D9|$04:$84C9:2A	; Map ID #$2E: Sea Cave B1
0x0104DA|$04:$84CA:2B	; Map ID #$2F: Sea Cave B2
0x0104DB|$04:$84CB:2C	; Map ID #$30: Sea Cave B3-1
0x0104DC|$04:$84CC:2C	; Map ID #$31: Sea Cave B3-2
0x0104DD|$04:$84CD:36	; Map ID #$32: Sea Cave B4
0x0104DE|$04:$84CE:37	; Map ID #$33: Sea Cave B5
0x0104DF|$04:$84CF:1C	; Map ID #$34: Charlock Castle B1/B2
0x0104E0|$04:$84D0:1C	; Map ID #$35: Charlock Castle B3/B4-1/B5-1
0x0104E1|$04:$84D1:1C	; Map ID #$36: Charlock Castle B4-2/B5-2/B6
0x0104E2|$04:$84D2:38	; Map ID #$37: Cave to Rhone B1
0x0104E3|$04:$84D3:2D	; Map ID #$38: Cave to Rhone 1F
0x0104E4|$04:$84D4:2E	; Map ID #$39: Cave to Rhone 2F-1
0x0104E5|$04:$84D5:2E	; Map ID #$3A: Cave to Rhone 2F-2
0x0104E6|$04:$84D6:2E	; Map ID #$3B: Cave to Rhone 2F-3
0x0104E7|$04:$84D7:2F	; Map ID #$3C: Cave to Rhone 3F
0x0104E8|$04:$84D8:30	; Map ID #$3D: Cave to Rhone 4F
0x0104E9|$04:$84D9:31	; Map ID #$3E: Cave to Rhone 5F
0x0104EA|$04:$84DA:31	; Map ID #$3F: Cave to Rhone 6F
0x0104EB|$04:$84DB:09	; Map ID #$40: Spring of Bravery
0x0104EC|$04:$84DC:3F	; Map ID #$41: unused?
0x0104ED|$04:$84DD:3F	; Map ID #$42: unused?
0x0104EE|$04:$84DE:3F	; Map ID #$43: Cave to Rimuldar
0x0104EF|$04:$84DF:35	; Map ID #$44: Hargon's Castle 2F
0x0104F0|$04:$84E0:34	; Map ID #$45: Hargon's Castle 3F
0x0104F1|$04:$84E1:3F	; Map ID #$46: Hargon's Castle 4F
0x0104F2|$04:$84E2:3F	; Map ID #$47: Hargon's Castle 5F
0x0104F3|$04:$84E3:3F	; Map ID #$48: Hargon's Castle 6F
0x0104F4|$04:$84E4:26	; Map ID #$49: Moon Tower 1F
0x0104F5|$04:$84E5:27	; Map ID #$4A: Moon Tower 2F
0x0104F6|$04:$84E6:27	; Map ID #$4B: Moon Tower 3F
0x0104F7|$04:$84E7:28	; Map ID #$4C: Moon Tower 4F
0x0104F8|$04:$84E8:28	; Map ID #$4D: Moon Tower 5F
0x0104F9|$04:$84E9:29	; Map ID #$4E: Moon Tower 6F
0x0104FA|$04:$84EA:29	; Map ID #$4F: Moon Tower 7F
0x0104FB|$04:$84EB:1D	; Map ID #$50: Lighthouse 1F
0x0104FC|$04:$84EC:1E	; Map ID #$51: Lighthouse 2F
0x0104FD|$04:$84ED:1E	; Map ID #$52: Lighthouse 3F
0x0104FE|$04:$84EE:1F	; Map ID #$53: Lighthouse 4F
0x0104FF|$04:$84EF:1F	; Map ID #$54: Lighthouse 5F
0x010500|$04:$84F0:1F	; Map ID #$55: Lighthouse 6F
0x010501|$04:$84F1:1F	; Map ID #$56: Lighthouse 7F
0x010502|$04:$84F2:3F	; Map ID #$57: Lighthouse 8F
0x010503|$04:$84F3:12	; Map ID #$58: Wind Tower 1F
0x010504|$04:$84F4:12	; Map ID #$59: Wind Tower 2F
0x010505|$04:$84F5:13	; Map ID #$5A: Wind Tower 3F
0x010506|$04:$84F6:13	; Map ID #$5B: Wind Tower 4F
0x010507|$04:$84F7:14	; Map ID #$5C: Wind Tower 5F
0x010508|$04:$84F8:14	; Map ID #$5D: Wind Tower 6F
0x010509|$04:$84F9:14	; Map ID #$5E: Wind Tower 7F
0x01050A|$04:$84FA:3F	; Map ID #$5F: Wind Tower 8F
0x01050B|$04:$84FB:39	; Map ID #$60: Dragon Horn South 1F
0x01050C|$04:$84FC:39	; Map ID #$61: Dragon Horn South 2F
0x01050D|$04:$84FD:39	; Map ID #$62: Dragon Horn South 3F
0x01050E|$04:$84FE:3A	; Map ID #$63: Dragon Horn South 4F
0x01050F|$04:$84FF:3A	; Map ID #$64: Dragon Horn South 5F
0x010510|$04:$8500:3A	; Map ID #$65: Dragon Horn South 6F
0x010511|$04:$8501:39	; Map ID #$66: Dragon Horn North 1F
0x010512|$04:$8502:39	; Map ID #$67: Dragon Horn North 2F
0x010513|$04:$8503:39	; Map ID #$68: Dragon Horn North 3F
0x010514|$04:$8504:3A	; Map ID #$69: Dragon Horn North 4F
0x010515|$04:$8505:3A	; Map ID #$6A: Dragon Horn North 5F
0x010516|$04:$8506:3A	; Map ID #$6B: Dragon Horn North 6F
0x010517|$04:$8507:3F	; Map ID #$6C: Dragon Horn North 7F
; data load target (from $8098)
0x010518|$04:$8508:40
; Battle Formations
; indirect data load target (via $8334)
0x010519|$04:$8509:81 FF FF FF 81 82	; Battle Formation #$00: Slime, ---, ---, ---, Slime, Big Slug
0x01051F|$04:$850F:81 82 81 82 FF FF	; Battle Formation #$01: Slime, Big Slug, Slime, Big Slug, ---, ---
0x010525|$04:$8515:82 81 81 83 82 FF	; Battle Formation #$02: Big Slug, Slime, Slime, Iron Ant, Big Slug, ---
0x01052B|$04:$851B:83 84 82 84 83 87	; Battle Formation #$03: Iron Ant, Drakee, Big Slug, Drakee, Iron Ant, Ghost Mouse
0x010531|$04:$8521:84 85 82 83 84 87	; Battle Formation #$04: Drakee, Wild Mouse, Big Slug, Iron Ant, Drakee, Ghost Mouse
0x010537|$04:$8527:85 84 88 82 85 86	; Battle Formation #$05: Wild Mouse, Drakee, Babble, Big Slug, Wild Mouse, Healer
0x01053D|$04:$852D:88 84 85 88 88 8A	; Battle Formation #$06: Babble, Drakee, Wild Mouse, Babble, Babble, Magician
0x010543|$04:$8533:8C 88 8B 82 89 86	; Battle Formation #$07: Big Cobra, Babble, Big Rat, Big Slug, Army Ant, Healer
0x010549|$04:$8539:0C 0B 07 0A 09 7F	; Battle Formation #$08: Big Cobra, Big Rat, Ghost Mouse, Army Ant, ---
0x01054F|$04:$853F:85 82 83 84 85 8C	; Battle Formation #$09: Wild Mouse, Big Slug, Iron Ant, Drakee, Wild Mouse, Big Cobra
0x010555|$04:$8545:0B 07 0C 06 0C 8D	; Battle Formation #$0A: Big Rat, Ghost Mouse, Big Cobra, Healer, Big Cobra, Magic Ant
0x01055B|$04:$854B:8C 8B 8A 8A 89 8F	; Battle Formation #$0B: Big Cobra, Big Rat, Magician, Magician, Army Ant, Centipod
0x010561|$04:$8551:87 8B 8A FF 8C 8F	; Battle Formation #$0C: Ghost Mouse, Big Rat, Magician, ---, Big Cobra, Centipod
0x010567|$04:$8557:0F 8A 0C 0E 0B 92	; Battle Formation #$0D: Magician, Big Rat, Big Cobra, Magidrakee, Centipod
0x01056D|$04:$855D:95 91 8F 8A 89 93	; Battle Formation #$0E: Baboon, Lizard Fly, Centipod, Magician, Army Ant, Smoke
0x010573|$04:$8563:0F 8E 11 0D 8B 12	; Battle Formation #$0F: Centipod, Magidrakee, Lizard Fly, Magic Ant, Big Rat, Zombie
0x010579|$04:$8569:08 13 0D 92 0D 17	; Battle Formation #$10: Babble, Smoke, Magic Ant, Zombie, Magic Ant, Megapede
0x01057F|$04:$856F:12 0C FF 93 8F 30	; Battle Formation #$11: Zombie, Big Cobra, ---, Smoke, Centipod, Metal Slime
0x010585|$04:$8575:12 0A 8B 92 8C 17	; Battle Formation #$12: Zombie, Magician, Big Rat, Zombie, Big Cobra, Megapede
0x01058B|$04:$857B:93 92 92 87 94 97	; Battle Formation #$13: Smoke, Zombie, Zombie, Ghost Mouse, Ghost Rat, Megapede
0x010591|$04:$8581:14 12 0E 8D 14 FF	; Battle Formation #$14: Ghost Rat, Zombie, Magidrakee, Magic Ant, Ghost Rat, ---
0x010597|$04:$8587:15 14 16 B0 15 A0	; Battle Formation #$15: Baboon, Ghost Rat, Carnivog, Metal Slime, Baboon, Mummy Man
0x01059D|$04:$858D:96 95 94 8E 97 92	; Battle Formation #$16: Carnivog, Baboon, Ghost Rat, Magidrakee, Megapede, Zombie
0x0105A3|$04:$8593:1B 16 12 1A 9C 1D	; Battle Formation #$17: Mud Man, Carnivog, Zombie, Enchanter, Magic Baboon, Demighost
0x0105A9|$04:$8599:1C 1B 1A 9D 92 30	; Battle Formation #$18: Magic Baboon, Mud Man, Enchanter, Demighost, Zombie, Metal Slime
0x0105AF|$04:$859F:1B 1D 1B 1A 9E 01	; Battle Formation #$19: Mud Man, Demighost, Mud Man, Enchanter, Gremlin, Slime
0x0105B5|$04:$85A5:1E 1C 1D 81 9F 04	; Battle Formation #$1A: Gremlin, Magic Baboon, Demighost, Slime, Poison Lily, Drakee
0x0105BB|$04:$85AB:1F 13 8E 22 A2 28	; Battle Formation #$1B: Poison Lily, Smoke, Gremlin, Saber Tiger, Saber Tiger, Orc
0x0105C1|$04:$85B1:20 21 A2 9E FF A6	; Battle Formation #$1C: Mummy Man, Gorgon, Saber Tiger, Gremlin, ---, Basilisk
0x0105C7|$04:$85B7:A1 A0 A2 9A 9D FF	; Battle Formation #$1D: Gorgon, Mummy Man, Saber Tiger, Enchanter, Demighost, ---
0x0105CD|$04:$85BD:A2 A0 A1 A5 A3 FF	; Battle Formation #$1E: Saber Tiger, Mummy Man, Gorgon, Undead, Dragon Fly, ---
0x0105D3|$04:$85C3:A5 A1 8D 9E A3 B5	; Battle Formation #$1F: Undead, Gorgon, Magic Ant, Gremlin, Dragon Fly, Gold Orc
0x0105D9|$04:$85C9:24 23 A6 26 27 A8	; Battle Formation #$20: Titan Tree, Dragon Fly, Basilisk, Basilisk, Goopi, Orc
0x0105DF|$04:$85CF:28 26 A4 28 26 FF	; Battle Formation #$21: Orc, Basilisk, Titan Tree, Orc, Basilisk, ---
0x0105E5|$04:$85D5:2B 2C 27 8D FF AF	; Battle Formation #$22: Evil Tree, Gas, Goopi, Magic Ant, ---, Sorcerer
0x0105EB|$04:$85DB:2E 7F AC 2F AB 2D	; Battle Formation #$23: Hawk Man, ---, Gas, Sorcerer, Evil Tree, Hork
0x0105F1|$04:$85E1:31 29 33 AF AD C2	; Battle Formation #$24: Hunter, Puppet Man, Hibabango, Sorcerer, Hork, Metal Babble
0x0105F7|$04:$85E7:33 31 B4 35 2F 35	; Battle Formation #$25: Hibabango, Hunter, Graboopi, Gold Orc, Sorcerer, Gold Orc
0x0105FD|$04:$85ED:2A 32 B4 7F 37 36	; Battle Formation #$26: Mummy, Evil Eye, Graboopi, ---, Ghoul, Evil Clown
0x010603|$04:$85F3:35 38 A9 35 B7 FF	; Battle Formation #$27: Gold Orc, Vampirus, Puppet Man, Gold Orc, Ghoul, ---
0x010609|$04:$85F9:38 7F B7 7F B6 C2	; Battle Formation #$28: Vampirus, ---, Ghoul, ---, Evil Clown, Metal Babble
0x01060F|$04:$85FF:BE BE B5 B6 FF C2	; Battle Formation #$29: Gargoyle, Gargoyle, Gold Orc, Evil Clown, ---, Metal Babble
0x010615|$04:$8605:B2 B4 AC B6 FF FF	; Battle Formation #$2A: Evil Eye, Graboopi, Gas, Evil Clown, ---, ---
0x01061B|$04:$860B:B5 B4 AB B5 A9 C2	; Battle Formation #$2B: Gold Orc, Graboopi, Evil Tree, Gold Orc, Puppet Man, Metal Babble
0x010621|$04:$8611:BA B5 AA B5 BA BA	; Battle Formation #$2C: Saber Lion, Gold Orc, Mummy, Gold Orc, Saber Lion, Saber Lion
0x010627|$04:$8617:B9 BA BB B6 BD C2	; Battle Formation #$2D: Mega Knight, Saber Lion, Metal Hunter, Evil Clown, Dark Eye, Metal Babble
0x01062D|$04:$861D:3C 39 BD 3C B7 7F	; Battle Formation #$2E: Ozwarg, Mega Knight, Dark Eye, Ozwarg, Ghoul, ---
0x010633|$04:$8623:BF BE C1 AD FF C2	; Battle Formation #$2F: Orc King, Gargoyle, Magic Vampirus, Hork, ---, Metal Babble
0x010639|$04:$8629:C8 C1 C3 C3 C1 C5	; Battle Formation #$30: Flame, Berserker, Hargon’s Knight, Hargon’s Knight, Berserker, Attack Bot
0x01063F|$04:$862F:41 40 C6 C5 46 C9	; Battle Formation #$31: Berserker, Magic Vampirus, Green Dragon, Attack Bot, Green Dragon, Silver Batboon
0x010645|$04:$8635:C4 C9 C5 CA C4 FF	; Battle Formation #$32: Cyclops, Silver Batboon, Attack Bot, Blizzard, Cyclops, ---
0x01064B|$04:$863B:CB CA CC CD CC CD	; Battle Formation #$33: Giant, Blizzard, Gold Batboon, Bullwong, Gold Batboon, Bullwong
0x010651|$04:$8641:7F 42 CB C7 47 7F	; Battle Formation #$34: ---, Metal Babble, Giant, Mace Master, Mace Master, ---
0x010657|$04:$8647:C6 C8 C9 C5 C6 CD	; Battle Formation #$35: Green Dragon, Flame, Silver Batboon, Attack Bot, Green Dragon, Bullwong
0x01065D|$04:$864D:B9 BA A9 B5 B9 C2	; Battle Formation #$36: Mega Knight, Saber Lion, Puppet Man, Gold Orc, Mega Knight, Metal Babble
0x010663|$04:$8653:BB B9 A3 B6 BB BB	; Battle Formation #$37: Metal Hunter, Mega Knight, Dragon Fly, Evil Clown, Metal Hunter, Metal Hunter
0x010669|$04:$8659:AD AD AD AD AD FF	; Battle Formation #$38: Hork, Hork, Hork, Hork, Hork, ---
0x01066F|$04:$865F:14 15 16 17 92 B0	; Battle Formation #$39: Ghost Rat, Baboon, Carnivog, Megapede, Zombie, Metal Slime
0x010675|$04:$8665:19 15 16 1A 99 9D	; Battle Formation #$3A: Medusa Ball, Baboon, Carnivog, Enchanter, Medusa Ball, Demighost
0x01067B|$04:$866B:8C 9F A4 85 B1 A9	; Battle Formation #$3B: Big Cobra, Poison Lily, Titan Tree, Wild Mouse, Hunter, Puppet Man
0x010681|$04:$8671:FF FF FF FF FF FF	; Battle Formation #$3C: ---, ---, ---, ---, ---, ---
0x010687|$04:$8677:FF FF FF FF FF FF	; Battle Formation #$3D: ---, ---, ---, ---, ---, ---
0x01068D|$04:$867D:FF FF FF FF FF FF	; Battle Formation #$3E: ---, ---, ---, ---, ---, ---
0x010693|$04:$8683:FF FF FF FF FF FF	; Battle Formation #$3F:  ---, ---, ---, ---, ---, --- (no World Map encounters if you use this one)

; Ocean Formations (high 2 bits of encounter group)
0x010699|$04:$8689:90 98 99 FF 87 FF	; Battle Formation #$40: Man O’ War, Sea Slug, Medusa Ball, ---, Ghost Mouse, ---
0x01069F|$04:$868F:98 8E 90 AE FF BE	; Battle Formation #$41: Sea Slug, Magidrakee, Man O’ War, Hawk Man, ---, Gargoyle
0x0106A5|$04:$8695:31 AE 2D 2C 7F 7F	; Battle Formation #$42: Hunter, Hawk Man, Hork, Gas, ---, ---
0x0106AB|$04:$869B:B8 93 91 BE FF FF	; Battle Formation #$43: Vampirus, Smoke, Lizard Fly, Gargoyle, ---, ---
; Special Formations
; indexed data load target (from $8101)
0x0106B1|$04:$86A1:FF FF 09 FF	; Special Formation #$00: Army Ant
0x0106B5|$04:$86A5:FF FF 0D FF	; Special Formation #$01: Magic Ant
0x0106B9|$04:$86A9:FF 1C FF 0E	; Special Formation #$02: Magic Baboon, Magidrakee
0x0106BD|$04:$86AD:FF 15 FF 06	; Special Formation #$03: Baboon, Healer
0x0106C1|$04:$86B1:FF FF FF 09	; Special Formation #$04: Army Ant
0x0106C5|$04:$86B5:FF 17 FF 13	; Special Formation #$05: Megapede, Smoke
0x0106C9|$04:$86B9:FF 1D FF 0D	; Special Formation #$06: Demighost, Magic Ant
0x0106CD|$04:$86BD:FF 28 FF 06	; Special Formation #$07: Orc, Healer
0x0106D1|$04:$86C1:FF FF 31 0E	; Special Formation #$08: Hunter, Magidrakee
0x0106D5|$04:$86C5:35 FF FF 13	; Special Formation #$09: Gold Orc, Smoke
0x0106D9|$04:$86C9:FF FF FF 30	; Special Formation #$0A: Metal Slime
0x0106DD|$04:$86CD:36 FF FF 2D	; Special Formation #$0B: Evil Clown, Hork
0x0106E1|$04:$86D1:47 FF FF 41	; Special Formation #$0C: Mace Master, Berserker
0x0106E5|$04:$86D5:FF 42 FF 06	; Special Formation #$0D: Metal Babble, Healer
0x0106E9|$04:$86D9:FF FF FF 11	; Special Formation #$0E: Lizard Fly
0x0106ED|$04:$86DD:FF FF 23 FF	; Special Formation #$0F: Dragon Fly
0x0106F1|$04:$86E1:38 31 FF FF	; Special Formation #$10: Vampirus, Hunter
0x0106F5|$04:$86E5:FF FF FF 0A	; Special Formation #$11: Magician
0x0106F9|$04:$86E9:12 FF 06 FF	; Special Formation #$12: Zombie, Healer

; data -> code
; control flow target (from $82DE)
; call to code in a different bank ($0F:$C515)
0x0106FD|$04:$86ED:20 15 C5	JSR $C515  	; flash screen 10 times
0x010700|$04:$86F0:A9 17   	LDA #$17   	; Music ID #$17: normal battle BGM
0x010702|$04:$86F2:AE 6E 06	LDX $066E  
0x010705|$04:$86F5:E0 52   	CPX #$52   
0x010707|$04:$86F7:D0 02   	BNE $86FB  
0x010709|$04:$86F9:A9 18   	LDA #$18   	; Music ID #$18: Malroth battle BGM
; control flow target (from $86F7)
; call to code in a different bank ($0F:$C561)
0x01070B|$04:$86FB:20 61 C5	JSR $C561  	; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM])
; call to code in a different bank ($0F:$C465)
0x01070E|$04:$86FE:20 65 C4	JSR $C465  	; wait for interrupt and then set every 4th byte of $0200 - $02FC to #$F0
0x010711|$04:$8701:20 2C 90	JSR $902C  
0x010714|$04:$8704:A9 00   	LDA #$00   
0x010716|$04:$8706:85 04   	STA $04    
0x010718|$04:$8708:85 05   	STA $05    
0x01071A|$04:$870A:85 06   	STA $06    
; call to code in a different bank ($0F:$C446)
0x01071C|$04:$870C:20 46 C4	JSR $C446  	; turn screen off, write $800 [space] tiles to PPU $2000, turn screen on
; call to code in a different bank ($0F:$C42A)
0x01071F|$04:$870F:20 2A C4	JSR $C42A  
0x010722|$04:$8712:20 26 8F	JSR $8F26  
; call to code in a different bank ($0F:$C3E8)
0x010725|$04:$8715:20 E8 C3	JSR $C3E8  	; wait for interrupt, set $6007 to #$FF, turn screen off
0x010728|$04:$8718:A2 00   	LDX #$00   
0x01072A|$04:$871A:8E 00 04	STX $0400  	; menu-based palette overrides start
0x01072D|$04:$871D:60      	RTS        

; control flow target (from $8326)
0x01072E|$04:$871E:A9 F0   	LDA #$F0   
0x010730|$04:$8720:A2 00   	LDX #$00   
; control flow target (from $8729)
0x010732|$04:$8722:9D 00 02	STA $0200,X	; sprite buffer start
0x010735|$04:$8725:E8      	INX        
0x010736|$04:$8726:E8      	INX        
0x010737|$04:$8727:E8      	INX        
0x010738|$04:$8728:E8      	INX        
0x010739|$04:$8729:D0 F7   	BNE $8722  
0x01073B|$04:$872B:A9 00   	LDA #$00   
0x01073D|$04:$872D:8D 05 04	STA $0405  
; call to code in a different bank ($0F:$C41C)
0x010740|$04:$8730:20 1C C4	JSR $C41C  	; wait for interrupt, turn screen sprites and backround on
0x010743|$04:$8733:A9 01   	LDA #$01   
0x010745|$04:$8735:8D 00 04	STA $0400  	; menu-based palette overrides start
; call to code in a different bank ($0F:$C22C)
0x010748|$04:$8738:20 2C C2	JSR $C22C  
0x01074B|$04:$873B:A2 40   	LDX #$40   
0x01074D|$04:$873D:A9 00   	LDA #$00   
; control flow target (from $8743)
0x01074F|$04:$873F:9D 49 04	STA $0449,X
0x010752|$04:$8742:CA      	DEX        
0x010753|$04:$8743:D0 FA   	BNE $873F  
0x010755|$04:$8745:A2 00   	LDX #$00   
0x010757|$04:$8747:86 DA   	STX $DA    
; control flow target (from $877D)
0x010759|$04:$8749:BD 2A 04	LDA $042A,X
0x01075C|$04:$874C:10 29   	BPL $8777  
0x01075E|$04:$874E:85 DB   	STA $DB    
0x010760|$04:$8750:29 7F   	AND #$7F   
0x010762|$04:$8752:9D 2A 04	STA $042A,X
0x010765|$04:$8755:29 03   	AND #$03   
0x010767|$04:$8757:0A      	ASL        
0x010768|$04:$8758:0A      	ASL        
0x010769|$04:$8759:0A      	ASL        
0x01076A|$04:$875A:85 DC   	STA $DC    
0x01076C|$04:$875C:A5 DB   	LDA $DB    
0x01076E|$04:$875E:4A      	LSR        
0x01076F|$04:$875F:4A      	LSR        
0x010770|$04:$8760:29 07   	AND #$07   
0x010772|$04:$8762:05 DC   	ORA $DC    
0x010774|$04:$8764:A8      	TAY        
0x010775|$04:$8765:BD 2C 04	LDA $042C,X
0x010778|$04:$8768:38      	SEC        
0x010779|$04:$8769:65 DA   	ADC $DA    
0x01077B|$04:$876B:C9 1E   	CMP #$1E   
0x01077D|$04:$876D:B0 08   	BCS $8777  
0x01077F|$04:$876F:85 DA   	STA $DA    
0x010781|$04:$8771:8A      	TXA        
0x010782|$04:$8772:09 80   	ORA #$80   
0x010784|$04:$8774:99 4A 04	STA $044A,Y
; control flow target (from $874C, $876D)
0x010787|$04:$8777:E8      	INX        
0x010788|$04:$8778:E8      	INX        
0x010789|$04:$8779:E8      	INX        
0x01078A|$04:$877A:E8      	INX        
0x01078B|$04:$877B:E0 20   	CPX #$20   
0x01078D|$04:$877D:D0 CA   	BNE $8749  
0x01078F|$04:$877F:C6 DA   	DEC $DA    
0x010791|$04:$8781:A9 20   	LDA #$20   
0x010793|$04:$8783:38      	SEC        
0x010794|$04:$8784:E5 DA   	SBC $DA    
0x010796|$04:$8786:4A      	LSR        
0x010797|$04:$8787:85 DA   	STA $DA    
0x010799|$04:$8789:A0 00   	LDY #$00   
; control flow target (from $87AB)
0x01079B|$04:$878B:A5 DA   	LDA $DA    
0x01079D|$04:$878D:B9 4A 04	LDA $044A,Y
0x0107A0|$04:$8790:10 16   	BPL $87A8  
0x0107A2|$04:$8792:29 1F   	AND #$1F   
0x0107A4|$04:$8794:AA      	TAX        
0x0107A5|$04:$8795:BD 2A 04	LDA $042A,X
0x0107A8|$04:$8798:09 80   	ORA #$80   
0x0107AA|$04:$879A:9D 2A 04	STA $042A,X
0x0107AD|$04:$879D:A5 DA   	LDA $DA    
0x0107AF|$04:$879F:9D 2B 04	STA $042B,X
0x0107B2|$04:$87A2:38      	SEC        
0x0107B3|$04:$87A3:7D 2C 04	ADC $042C,X
0x0107B6|$04:$87A6:85 DA   	STA $DA    
; control flow target (from $8790)
0x0107B8|$04:$87A8:C8      	INY        
0x0107B9|$04:$87A9:C0 20   	CPY #$20   
0x0107BB|$04:$87AB:D0 DE   	BNE $878B  
0x0107BD|$04:$87AD:60      	RTS        

; control flow target (from $954A)
0x0107BE|$04:$87AE:A2 00   	LDX #$00   
; control flow target (from $87C2)
0x0107C0|$04:$87B0:86 DA   	STX $DA    
0x0107C2|$04:$87B2:BD 2A 04	LDA $042A,X
0x0107C5|$04:$87B5:10 05   	BPL $87BC  
0x0107C7|$04:$87B7:20 80 8C	JSR $8C80  
0x0107CA|$04:$87BA:A6 DA   	LDX $DA    
; control flow target (from $87B5)
0x0107CC|$04:$87BC:E8      	INX        
0x0107CD|$04:$87BD:E8      	INX        
0x0107CE|$04:$87BE:E8      	INX        
0x0107CF|$04:$87BF:E8      	INX        
0x0107D0|$04:$87C0:E0 20   	CPX #$20   
0x0107D2|$04:$87C2:D0 EC   	BNE $87B0  
0x0107D4|$04:$87C4:18      	CLC        
0x0107D5|$04:$87C5:60      	RTS        

; control flow target (from $8B48)
0x0107D6|$04:$87C6:AD 00 04	LDA $0400  	; menu-based palette overrides start
0x0107D9|$04:$87C9:F0 02   	BEQ $87CD  
0x0107DB|$04:$87CB:38      	SEC        
0x0107DC|$04:$87CC:60      	RTS        

; control flow target (from $87C9)
0x0107DD|$04:$87CD:A6 DB   	LDX $DB    
0x0107DF|$04:$87CF:BD 06 04	LDA $0406,X
0x0107E2|$04:$87D2:F0 02   	BEQ $87D6  
0x0107E4|$04:$87D4:38      	SEC        
0x0107E5|$04:$87D5:60      	RTS        

; control flow target (from $87D2)
0x0107E6|$04:$87D6:AD 03 04	LDA $0403  
0x0107E9|$04:$87D9:85 E6   	STA $E6    
0x0107EB|$04:$87DB:AD 04 04	LDA $0404  
0x0107EE|$04:$87DE:85 E7   	STA $E7    
0x0107F0|$04:$87E0:AD 01 04	LDA $0401  
0x0107F3|$04:$87E3:85 E8   	STA $E8    
0x0107F5|$04:$87E5:AD 02 04	LDA $0402  
0x0107F8|$04:$87E8:85 E9   	STA $E9    
0x0107FA|$04:$87EA:A9 00   	LDA #$00   
0x0107FC|$04:$87EC:85 E0   	STA $E0    
0x0107FE|$04:$87EE:A5 DB   	LDA $DB    
0x010800|$04:$87F0:29 03   	AND #$03   
0x010802|$04:$87F2:0A      	ASL        
0x010803|$04:$87F3:18      	CLC        
0x010804|$04:$87F4:65 DB   	ADC $DB    
0x010806|$04:$87F6:A8      	TAY        
0x010807|$04:$87F7:B9 63 06	LDA $0663,Y	; monster ID, group 1
0x01080A|$04:$87FA:C9 53   	CMP #$53   
0x01080C|$04:$87FC:90 02   	BCC $8800  
0x01080E|$04:$87FE:38      	SEC        
0x01080F|$04:$87FF:60      	RTS        

; control flow target (from $87FC)
0x010810|$04:$8800:0A      	ASL        
0x010811|$04:$8801:26 E0   	ROL $E0    
0x010813|$04:$8803:0A      	ASL        
0x010814|$04:$8804:26 E0   	ROL $E0    
0x010816|$04:$8806:18      	CLC        
0x010817|$04:$8807:79 63 06	ADC $0663,Y	; monster ID, group 1
0x01081A|$04:$880A:90 02   	BCC $880E  
0x01081C|$04:$880C:E6 E0   	INC $E0    
; control flow target (from $880A)
0x01081E|$04:$880E:18      	CLC        
0x01081F|$04:$880F:6D BE 88	ADC $88BE  	; -> $04:$90FC: count? + pointer to enemy graphics? + pointer to enemy palette
0x010822|$04:$8812:85 DF   	STA $DF    
0x010824|$04:$8814:AD BF 88	LDA $88BF  
0x010827|$04:$8817:65 E0   	ADC $E0    
0x010829|$04:$8819:85 E0   	STA $E0    
0x01082B|$04:$881B:A6 DB   	LDX $DB    
0x01082D|$04:$881D:20 A2 8F	JSR $8FA2  	; read ($DF), INC 16-bit $DF-$E0
0x010830|$04:$8820:9D 0E 04	STA $040E,X
0x010833|$04:$8823:20 A2 8F	JSR $8FA2  	; read ($DF), INC 16-bit $DF-$E0
0x010836|$04:$8826:9D 0C 04	STA $040C,X
0x010839|$04:$8829:20 A2 8F	JSR $8FA2  	; read ($DF), INC 16-bit $DF-$E0
0x01083C|$04:$882C:9D 0D 04	STA $040D,X
0x01083F|$04:$882F:20 A2 8F	JSR $8FA2  	; read ($DF), INC 16-bit $DF-$E0
0x010842|$04:$8832:48      	PHA        
0x010843|$04:$8833:20 A2 8F	JSR $8FA2  	; read ($DF), INC 16-bit $DF-$E0
0x010846|$04:$8836:85 E0   	STA $E0    
0x010848|$04:$8838:68      	PLA        
0x010849|$04:$8839:85 DF   	STA $DF    
0x01084B|$04:$883B:20 A2 8F	JSR $8FA2  	; read ($DF), INC 16-bit $DF-$E0
0x01084E|$04:$883E:85 DC   	STA $DC    
0x010850|$04:$8840:29 0F   	AND #$0F   
0x010852|$04:$8842:F0 27   	BEQ $886B  
0x010854|$04:$8844:85 DE   	STA $DE    
0x010856|$04:$8846:A9 00   	LDA #$00   
0x010858|$04:$8848:85 DD   	STA $DD    
0x01085A|$04:$884A:20 C0 88	JSR $88C0  
0x01085D|$04:$884D:90 02   	BCC $8851  
0x01085F|$04:$884F:38      	SEC        
0x010860|$04:$8850:60      	RTS        

; control flow target (from $884D)
0x010861|$04:$8851:A6 DB   	LDX $DB    
0x010863|$04:$8853:A5 E4   	LDA $E4    
0x010865|$04:$8855:9D 0A 04	STA $040A,X
0x010868|$04:$8858:A5 DC   	LDA $DC    
0x01086A|$04:$885A:29 0F   	AND #$0F   
0x01086C|$04:$885C:85 DD   	STA $DD    
0x01086E|$04:$885E:0A      	ASL        
0x01086F|$04:$885F:18      	CLC        
0x010870|$04:$8860:65 DD   	ADC $DD    
0x010872|$04:$8862:18      	CLC        
0x010873|$04:$8863:65 DF   	ADC $DF    
0x010875|$04:$8865:85 DF   	STA $DF    
0x010877|$04:$8867:90 02   	BCC $886B  
0x010879|$04:$8869:E6 E0   	INC $E0    
; control flow target (from $8842, $8867)
0x01087B|$04:$886B:A5 DC   	LDA $DC    
0x01087D|$04:$886D:4A      	LSR        
0x01087E|$04:$886E:4A      	LSR        
0x01087F|$04:$886F:4A      	LSR        
0x010880|$04:$8870:4A      	LSR        
0x010881|$04:$8871:29 0F   	AND #$0F   
0x010883|$04:$8873:F0 14   	BEQ $8889  
0x010885|$04:$8875:85 DE   	STA $DE    
0x010887|$04:$8877:A9 0D   	LDA #$0D   
0x010889|$04:$8879:85 DD   	STA $DD    
0x01088B|$04:$887B:20 C0 88	JSR $88C0  
0x01088E|$04:$887E:90 02   	BCC $8882  
0x010890|$04:$8880:38      	SEC        
0x010891|$04:$8881:60      	RTS        

; control flow target (from $887E)
0x010892|$04:$8882:A6 DB   	LDX $DB    
0x010894|$04:$8884:A5 E4   	LDA $E4    
0x010896|$04:$8886:9D 0B 04	STA $040B,X
; control flow target (from $8873)
0x010899|$04:$8889:20 71 89	JSR $8971  
0x01089C|$04:$888C:90 02   	BCC $8890  
0x01089E|$04:$888E:38      	SEC        
0x01089F|$04:$888F:60      	RTS        

; control flow target (from $888C)
0x0108A0|$04:$8890:A6 DB   	LDX $DB    
0x0108A2|$04:$8892:A5 E6   	LDA $E6    
0x0108A4|$04:$8894:8D 03 04	STA $0403  
0x0108A7|$04:$8897:A5 E7   	LDA $E7    
0x0108A9|$04:$8899:8D 04 04	STA $0404  
0x0108AC|$04:$889C:A5 E5   	LDA $E5    
0x0108AE|$04:$889E:9D 06 04	STA $0406,X
0x0108B1|$04:$88A1:AD 01 04	LDA $0401  
0x0108B4|$04:$88A4:9D 08 04	STA $0408,X
0x0108B7|$04:$88A7:AD 02 04	LDA $0402  
0x0108BA|$04:$88AA:9D 07 04	STA $0407,X
0x0108BD|$04:$88AD:A5 E4   	LDA $E4    
0x0108BF|$04:$88AF:9D 09 04	STA $0409,X
0x0108C2|$04:$88B2:A5 E8   	LDA $E8    
0x0108C4|$04:$88B4:8D 01 04	STA $0401  
0x0108C7|$04:$88B7:A5 E9   	LDA $E9    
0x0108C9|$04:$88B9:8D 02 04	STA $0402  
0x0108CC|$04:$88BC:18      	CLC        
0x0108CD|$04:$88BD:60      	RTS        


; code -> data
; -> $04:$90FC: count? + pointer to enemy graphics? + pointer to enemy palette
; data load target (from $880F)
0x0108CE|$04:$88BE:FC
; data load target (from $8814)
0x0108CF|$04:$88BF:   90	; $04:$90FC; count? + pointer to enemy graphics? + pointer to enemy palette

; data -> code
; control flow target (from $884A, $887B)
0x0108D0|$04:$88C0:A9 00   	LDA #$00   
0x0108D2|$04:$88C2:85 E1   	STA $E1    
0x0108D4|$04:$88C4:85 E4   	STA $E4    
0x0108D6|$04:$88C6:A5 DD   	LDA $DD    
0x0108D8|$04:$88C8:29 01   	AND #$01   
0x0108DA|$04:$88CA:AA      	TAX        
0x0108DB|$04:$88CB:B5 E6   	LDA $E6,X  
0x0108DD|$04:$88CD:85 E2   	STA $E2    
0x0108DF|$04:$88CF:F0 59   	BEQ $892A  
; control flow target (from $8963)
0x0108E1|$04:$88D1:A6 DD   	LDX $DD    
0x0108E3|$04:$88D3:F0 1F   	BEQ $88F4  
0x0108E5|$04:$88D5:A0 03   	LDY #$03   
; control flow target (from $88DF)
0x0108E7|$04:$88D7:B9 0D 05	LDA $050D,Y
0x0108EA|$04:$88DA:C9 30   	CMP #$30   
0x0108EC|$04:$88DC:D0 16   	BNE $88F4  
0x0108EE|$04:$88DE:88      	DEY        
0x0108EF|$04:$88DF:D0 F6   	BNE $88D7  
0x0108F1|$04:$88E1:A5 E1   	LDA $E1    
0x0108F3|$04:$88E3:0A      	ASL        
0x0108F4|$04:$88E4:18      	CLC        
0x0108F5|$04:$88E5:65 E1   	ADC $E1    
0x0108F7|$04:$88E7:A8      	TAY        
0x0108F8|$04:$88E8:B1 DF   	LDA ($DF),Y
0x0108FA|$04:$88EA:C9 30   	CMP #$30   
0x0108FC|$04:$88EC:D0 06   	BNE $88F4  
0x0108FE|$04:$88EE:A9 00   	LDA #$00   
0x010900|$04:$88F0:48      	PHA        
0x010901|$04:$88F1:4C 3C 89	JMP $893C  

; control flow target (from $88D3, $88DC, $88EC)
0x010904|$04:$88F4:A9 00   	LDA #$00   
0x010906|$04:$88F6:85 E3   	STA $E3    
0x010908|$04:$88F8:A6 DD   	LDX $DD    
; control flow target (from $8922)
0x01090A|$04:$88FA:A5 E1   	LDA $E1    
0x01090C|$04:$88FC:0A      	ASL        
0x01090D|$04:$88FD:18      	CLC        
0x01090E|$04:$88FE:65 E1   	ADC $E1    
0x010910|$04:$8900:A8      	TAY        
0x010911|$04:$8901:A9 03   	LDA #$03   
0x010913|$04:$8903:85 E5   	STA $E5    
; control flow target (from $8910)
0x010915|$04:$8905:BD 01 05	LDA $0501,X
0x010918|$04:$8908:D1 DF   	CMP ($DF),Y
0x01091A|$04:$890A:D0 0B   	BNE $8917  
0x01091C|$04:$890C:E8      	INX        
0x01091D|$04:$890D:C8      	INY        
0x01091E|$04:$890E:C6 E5   	DEC $E5    
0x010920|$04:$8910:D0 F3   	BNE $8905  
0x010922|$04:$8912:A5 E3   	LDA $E3    
0x010924|$04:$8914:4C 4C 89	JMP $894C  

; control flow target (from $890A, $891A)
0x010927|$04:$8917:E8      	INX        
0x010928|$04:$8918:C6 E5   	DEC $E5    
0x01092A|$04:$891A:D0 FB   	BNE $8917  
0x01092C|$04:$891C:E6 E3   	INC $E3    
0x01092E|$04:$891E:A5 E2   	LDA $E2    
0x010930|$04:$8920:C5 E3   	CMP $E3    
0x010932|$04:$8922:D0 D6   	BNE $88FA  
0x010934|$04:$8924:C9 04   	CMP #$04   
0x010936|$04:$8926:D0 02   	BNE $892A  
0x010938|$04:$8928:38      	SEC        
0x010939|$04:$8929:60      	RTS        

; control flow target (from $88CF, $8926)
0x01093A|$04:$892A:48      	PHA        
0x01093B|$04:$892B:0A      	ASL        
0x01093C|$04:$892C:18      	CLC        
0x01093D|$04:$892D:65 E2   	ADC $E2    
0x01093F|$04:$892F:18      	CLC        
0x010940|$04:$8930:65 DD   	ADC $DD    
0x010942|$04:$8932:AA      	TAX        
0x010943|$04:$8933:E6 E2   	INC $E2    
0x010945|$04:$8935:A5 E1   	LDA $E1    
0x010947|$04:$8937:0A      	ASL        
0x010948|$04:$8938:18      	CLC        
0x010949|$04:$8939:65 E1   	ADC $E1    
0x01094B|$04:$893B:A8      	TAY        
; control flow target (from $88F1)
0x01094C|$04:$893C:A9 03   	LDA #$03   
0x01094E|$04:$893E:85 E5   	STA $E5    
; control flow target (from $8949)
0x010950|$04:$8940:B1 DF   	LDA ($DF),Y
0x010952|$04:$8942:9D 01 05	STA $0501,X
0x010955|$04:$8945:E8      	INX        
0x010956|$04:$8946:C8      	INY        
0x010957|$04:$8947:C6 E5   	DEC $E5    
0x010959|$04:$8949:D0 F5   	BNE $8940  
0x01095B|$04:$894B:68      	PLA        
; control flow target (from $8914)
0x01095C|$04:$894C:A6 E1   	LDX $E1    
0x01095E|$04:$894E:E8      	INX        
0x01095F|$04:$894F:86 E1   	STX $E1    
; control flow target (from $8956)
0x010961|$04:$8951:CA      	DEX        
0x010962|$04:$8952:F0 05   	BEQ $8959  
0x010964|$04:$8954:0A      	ASL        
0x010965|$04:$8955:0A      	ASL        
0x010966|$04:$8956:4C 51 89	JMP $8951  

; control flow target (from $8952)
0x010969|$04:$8959:05 E4   	ORA $E4    
0x01096B|$04:$895B:85 E4   	STA $E4    
0x01096D|$04:$895D:A5 E1   	LDA $E1    
0x01096F|$04:$895F:C5 DE   	CMP $DE    
0x010971|$04:$8961:F0 03   	BEQ $8966  
0x010973|$04:$8963:4C D1 88	JMP $88D1  

; control flow target (from $8961)
0x010976|$04:$8966:A5 DD   	LDA $DD    
0x010978|$04:$8968:29 01   	AND #$01   
0x01097A|$04:$896A:AA      	TAX        
0x01097B|$04:$896B:A5 E2   	LDA $E2    
0x01097D|$04:$896D:95 E6   	STA $E6,X  
0x01097F|$04:$896F:18      	CLC        
0x010980|$04:$8970:60      	RTS        

; control flow target (from $8889)
0x010981|$04:$8971:A6 DB   	LDX $DB    
0x010983|$04:$8973:BD 0C 04	LDA $040C,X
0x010986|$04:$8976:85 DF   	STA $DF    
0x010988|$04:$8978:BD 0D 04	LDA $040D,X
0x01098B|$04:$897B:85 E0   	STA $E0    
0x01098D|$04:$897D:BD 0E 04	LDA $040E,X
0x010990|$04:$8980:85 E1   	STA $E1    
0x010992|$04:$8982:A9 00   	LDA #$00   
0x010994|$04:$8984:85 E4   	STA $E4    
0x010996|$04:$8986:85 E5   	STA $E5    
; control flow target (from $8A95)
0x010998|$04:$8988:A5 DF   	LDA $DF    
0x01099A|$04:$898A:48      	PHA        
0x01099B|$04:$898B:A5 E0   	LDA $E0    
0x01099D|$04:$898D:48      	PHA        
0x01099E|$04:$898E:A9 00   	LDA #$00   
0x0109A0|$04:$8990:85 DC   	STA $DC    
0x0109A2|$04:$8992:A9 FF   	LDA #$FF   
0x0109A4|$04:$8994:85 DD   	STA $DD    
0x0109A6|$04:$8996:85 DE   	STA $DE    
; control flow target (from $89A7)
0x0109A8|$04:$8998:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x0109AB|$04:$899B:AA      	TAX        
0x0109AC|$04:$899C:29 40   	AND #$40   
0x0109AE|$04:$899E:D0 03   	BNE $89A3  
0x0109B0|$04:$89A0:20 A6 8F	JSR $8FA6  	; INC 16-bit $DF-$E0
; control flow target (from $899E)
0x0109B3|$04:$89A3:20 A6 8F	JSR $8FA6  	; INC 16-bit $DF-$E0
0x0109B6|$04:$89A6:8A      	TXA        
0x0109B7|$04:$89A7:10 EF   	BPL $8998  
0x0109B9|$04:$89A9:4A      	LSR        
0x0109BA|$04:$89AA:29 04   	AND #$04   
0x0109BC|$04:$89AC:F0 11   	BEQ $89BF  
0x0109BE|$04:$89AE:90 05   	BCC $89B5  
0x0109C0|$04:$89B0:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x0109C3|$04:$89B3:85 DC   	STA $DC    
; control flow target (from $89AE)
0x0109C5|$04:$89B5:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x0109C8|$04:$89B8:85 DD   	STA $DD    
0x0109CA|$04:$89BA:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x0109CD|$04:$89BD:85 DE   	STA $DE    
; control flow target (from $89AC)
0x0109CF|$04:$89BF:A2 00   	LDX #$00   
; control flow target (from $89DB)
0x0109D1|$04:$89C1:A5 DC   	LDA $DC    
0x0109D3|$04:$89C3:06 DD   	ASL $DD    
0x0109D5|$04:$89C5:26 DE   	ROL $DE    
0x0109D7|$04:$89C7:90 03   	BCC $89CC  
0x0109D9|$04:$89C9:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
; control flow target (from $89C7)
0x0109DC|$04:$89CC:9D 4A 04	STA $044A,X
0x0109DF|$04:$89CF:A0 08   	LDY #$08   
; control flow target (from $89D6)
0x0109E1|$04:$89D1:0A      	ASL        
0x0109E2|$04:$89D2:7E 5A 04	ROR $045A,X
0x0109E5|$04:$89D5:88      	DEY        
0x0109E6|$04:$89D6:D0 F9   	BNE $89D1  
0x0109E8|$04:$89D8:E8      	INX        
0x0109E9|$04:$89D9:E0 10   	CPX #$10   
0x0109EB|$04:$89DB:D0 E4   	BNE $89C1  
0x0109ED|$04:$89DD:A2 00   	LDX #$00   
; control flow target (from $89F2)
0x0109EF|$04:$89DF:8A      	TXA        
0x0109F0|$04:$89E0:09 07   	ORA #$07   
0x0109F2|$04:$89E2:A8      	TAY        
; control flow target (from $89EE)
0x0109F3|$04:$89E3:BD 4A 04	LDA $044A,X
0x0109F6|$04:$89E6:99 6A 04	STA $046A,Y
0x0109F9|$04:$89E9:E8      	INX        
0x0109FA|$04:$89EA:88      	DEY        
0x0109FB|$04:$89EB:8A      	TXA        
0x0109FC|$04:$89EC:29 07   	AND #$07   
0x0109FE|$04:$89EE:D0 F3   	BNE $89E3  
0x010A00|$04:$89F0:E0 20   	CPX #$20   
0x010A02|$04:$89F2:D0 EB   	BNE $89DF  
0x010A04|$04:$89F4:68      	PLA        
0x010A05|$04:$89F5:85 E0   	STA $E0    
0x010A07|$04:$89F7:68      	PLA        
0x010A08|$04:$89F8:85 DF   	STA $DF    
0x010A0A|$04:$89FA:A9 00   	LDA #$00   
0x010A0C|$04:$89FC:85 E2   	STA $E2    
; control flow target (from $8A8B)
0x010A0E|$04:$89FE:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x010A11|$04:$8A01:85 E3   	STA $E3    
0x010A13|$04:$8A03:4A      	LSR        
0x010A14|$04:$8A04:29 03   	AND #$03   
0x010A16|$04:$8A06:AA      	TAX        
0x010A17|$04:$8A07:E8      	INX        
0x010A18|$04:$8A08:A5 E3   	LDA $E3    
0x010A1A|$04:$8A0A:29 40   	AND #$40   
0x010A1C|$04:$8A0C:D0 0D   	BNE $8A1B  
0x010A1E|$04:$8A0E:E6 E4   	INC $E4    
0x010A20|$04:$8A10:20 A6 8F	JSR $8FA6  	; INC 16-bit $DF-$E0
0x010A23|$04:$8A13:20 A6 8F	JSR $8FA6  	; INC 16-bit $DF-$E0
0x010A26|$04:$8A16:A2 00   	LDX #$00   
0x010A28|$04:$8A18:4C 26 8A	JMP $8A26  

; control flow target (from $8A0C)
0x010A2B|$04:$8A1B:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x010A2E|$04:$8A1E:29 0F   	AND #$0F   
0x010A30|$04:$8A20:C5 E5   	CMP $E5    
0x010A32|$04:$8A22:90 02   	BCC $8A26  
0x010A34|$04:$8A24:85 E5   	STA $E5    
; control flow target (from $8A18, $8A22)
0x010A36|$04:$8A26:8A      	TXA        
0x010A37|$04:$8A27:A8      	TAY        
0x010A38|$04:$8A28:C8      	INY        
0x010A39|$04:$8A29:A9 20   	LDA #$20   
; control flow target (from $8A2D)
0x010A3B|$04:$8A2B:4A      	LSR        
0x010A3C|$04:$8A2C:88      	DEY        
0x010A3D|$04:$8A2D:D0 FC   	BNE $8A2B  
0x010A3F|$04:$8A2F:A8      	TAY        
0x010A40|$04:$8A30:25 E2   	AND $E2    
0x010A42|$04:$8A32:D0 53   	BNE $8A87  
0x010A44|$04:$8A34:98      	TYA        
0x010A45|$04:$8A35:05 E2   	ORA $E2    
0x010A47|$04:$8A37:85 E2   	STA $E2    
0x010A49|$04:$8A39:A0 00   	LDY #$00   
0x010A4B|$04:$8A3B:8A      	TXA        
0x010A4C|$04:$8A3C:D0 03   	BNE $8A41  
0x010A4E|$04:$8A3E:A0 10   	LDY #$10   
0x010A50|$04:$8A40:E8      	INX        
; control flow target (from $8A3C)
0x010A51|$04:$8A41:84 11   	STY $11    
0x010A53|$04:$8A43:CA      	DEX        
0x010A54|$04:$8A44:8A      	TXA        
0x010A55|$04:$8A45:0A      	ASL        
0x010A56|$04:$8A46:0A      	ASL        
0x010A57|$04:$8A47:0A      	ASL        
0x010A58|$04:$8A48:0A      	ASL        
0x010A59|$04:$8A49:18      	CLC        
0x010A5A|$04:$8A4A:6D 9C 8A	ADC $8A9C  
0x010A5D|$04:$8A4D:85 0C   	STA $0C    
0x010A5F|$04:$8A4F:A9 00   	LDA #$00   
0x010A61|$04:$8A51:6D 9D 8A	ADC $8A9D  
0x010A64|$04:$8A54:85 0D   	STA $0D    
0x010A66|$04:$8A56:A9 0F   	LDA #$0F   
0x010A68|$04:$8A58:18      	CLC        
0x010A69|$04:$8A59:65 0C   	ADC $0C    
0x010A6B|$04:$8A5B:85 0E   	STA $0E    
0x010A6D|$04:$8A5D:A9 00   	LDA #$00   
0x010A6F|$04:$8A5F:65 0D   	ADC $0D    
0x010A71|$04:$8A61:85 0F   	STA $0F    
0x010A73|$04:$8A63:A9 00   	LDA #$00   
0x010A75|$04:$8A65:85 10   	STA $10    
0x010A77|$04:$8A67:A5 11   	LDA $11    
0x010A79|$04:$8A69:4A      	LSR        
0x010A7A|$04:$8A6A:4A      	LSR        
0x010A7B|$04:$8A6B:4A      	LSR        
0x010A7C|$04:$8A6C:4A      	LSR        
0x010A7D|$04:$8A6D:49 01   	EOR #$01   
0x010A7F|$04:$8A6F:AA      	TAX        
0x010A80|$04:$8A70:B5 E8   	LDA $E8,X  
0x010A82|$04:$8A72:F6 E8   	INC $E8,X  
0x010A84|$04:$8A74:D0 02   	BNE $8A78  
0x010A86|$04:$8A76:38      	SEC        
0x010A87|$04:$8A77:60      	RTS        

; control flow target (from $8A74)
0x010A88|$04:$8A78:A0 04   	LDY #$04   
; control flow target (from $8A7E)
0x010A8A|$04:$8A7A:4A      	LSR        
0x010A8B|$04:$8A7B:66 10   	ROR $10    
0x010A8D|$04:$8A7D:88      	DEY        
0x010A8E|$04:$8A7E:D0 FA   	BNE $8A7A  
0x010A90|$04:$8A80:05 11   	ORA $11    
0x010A92|$04:$8A82:85 11   	STA $11    
; call to code in a different bank ($0F:$C3F6)
0x010A94|$04:$8A84:20 F6 C3	JSR $C3F6  	; copy ($0C) inclusive - ($0E) exclusive to PPU at ($10)
; control flow target (from $8A32)
0x010A97|$04:$8A87:A5 E3   	LDA $E3    
0x010A99|$04:$8A89:30 03   	BMI $8A8E  
0x010A9B|$04:$8A8B:4C FE 89	JMP $89FE  

; control flow target (from $8A89)
0x010A9E|$04:$8A8E:20 AD 8F	JSR $8FAD  
0x010AA1|$04:$8A91:C6 E1   	DEC $E1    
0x010AA3|$04:$8A93:F0 03   	BEQ $8A98  
0x010AA5|$04:$8A95:4C 88 89	JMP $8988  

; control flow target (from $8A93)
0x010AA8|$04:$8A98:E6 E5   	INC $E5    
0x010AAA|$04:$8A9A:18      	CLC        
0x010AAB|$04:$8A9B:60      	RTS        


; code -> data
; data load target (from $8A4A)
0x010AAC|$04:$8A9C:4A
; data load target (from $8A51)
0x010AAD|$04:$8A9D:04

; data -> code
; control flow target (from $82FD, $9CA3)
0x010AAE|$04:$8A9E:20 09 8B	JSR $8B09  
0x010AB1|$04:$8AA1:B0 0C   	BCS $8AAF  
0x010AB3|$04:$8AA3:BD 2A 04	LDA $042A,X
0x010AB6|$04:$8AA6:09 80   	ORA #$80   
0x010AB8|$04:$8AA8:9D 2A 04	STA $042A,X
0x010ABB|$04:$8AAB:20 80 8C	JSR $8C80  
0x010ABE|$04:$8AAE:18      	CLC        
; control flow target (from $8AA1)
0x010ABF|$04:$8AAF:60      	RTS        

; control flow target (from $9C87)
0x010AC0|$04:$8AB0:20 58 8F	JSR $8F58  
0x010AC3|$04:$8AB3:90 02   	BCC $8AB7  
0x010AC5|$04:$8AB5:38      	SEC        
0x010AC6|$04:$8AB6:60      	RTS        

; control flow target (from $8AB3)
0x010AC7|$04:$8AB7:86 DA   	STX $DA    
0x010AC9|$04:$8AB9:BD 2A 04	LDA $042A,X
0x010ACC|$04:$8ABC:29 03   	AND #$03   
0x010ACE|$04:$8ABE:85 DB   	STA $DB    
0x010AD0|$04:$8AC0:0A      	ASL        
0x010AD1|$04:$8AC1:85 DC   	STA $DC    
0x010AD3|$04:$8AC3:0A      	ASL        
0x010AD4|$04:$8AC4:0A      	ASL        
0x010AD5|$04:$8AC5:18      	CLC        
0x010AD6|$04:$8AC6:65 DB   	ADC $DB    
0x010AD8|$04:$8AC8:18      	CLC        
0x010AD9|$04:$8AC9:65 DC   	ADC $DC    
0x010ADB|$04:$8ACB:A8      	TAY        
0x010ADC|$04:$8ACC:B9 63 06	LDA $0663,Y	; monster ID, group 1
0x010ADF|$04:$8ACF:C9 4E   	CMP #$4E   
0x010AE1|$04:$8AD1:B0 15   	BCS $8AE8  
0x010AE3|$04:$8AD3:A9 87   	LDA #$87   	; Music ID #$87: hit 2 SFX
; call to code in a different bank ($0F:$C561)
0x010AE5|$04:$8AD5:20 61 C5	JSR $C561  	; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM])
0x010AE8|$04:$8AD8:A2 04   	LDX #$04   	; Number of flashes when Enemies take a hit
; control flow target (from $8AE5)
0x010AEA|$04:$8ADA:8A      	TXA        
0x010AEB|$04:$8ADB:48      	PHA        
0x010AEC|$04:$8ADC:20 09 8E	JSR $8E09  
0x010AEF|$04:$8ADF:20 80 8C	JSR $8C80  
0x010AF2|$04:$8AE2:68      	PLA        
0x010AF3|$04:$8AE3:AA      	TAX        
0x010AF4|$04:$8AE4:CA      	DEX        
0x010AF5|$04:$8AE5:D0 F3   	BNE $8ADA  
0x010AF7|$04:$8AE7:60      	RTS        

; control flow target (from $8AD1)
0x010AF8|$04:$8AE8:A9 81   	LDA #$81   	; Music ID #$81: hit 1 SFX
; call to code in a different bank ($0F:$C561)
0x010AFA|$04:$8AEA:20 61 C5	JSR $C561  	; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM])
0x010AFD|$04:$8AED:20 BB 90	JSR $90BB  
0x010B00|$04:$8AF0:60      	RTS        

; control flow target (from $9C8F, $A22A)
0x010B01|$04:$8AF1:20 58 8F	JSR $8F58  
0x010B04|$04:$8AF4:90 02   	BCC $8AF8  
0x010B06|$04:$8AF6:38      	SEC        
0x010B07|$04:$8AF7:60      	RTS        

; control flow target (from $8AF4)
0x010B08|$04:$8AF8:86 DA   	STX $DA    
0x010B0A|$04:$8AFA:20 09 8E	JSR $8E09  
0x010B0D|$04:$8AFD:A6 DA   	LDX $DA    
0x010B0F|$04:$8AFF:BD 2A 04	LDA $042A,X
0x010B12|$04:$8B02:29 7F   	AND #$7F   
0x010B14|$04:$8B04:9D 2A 04	STA $042A,X
0x010B17|$04:$8B07:18      	CLC        
0x010B18|$04:$8B08:60      	RTS        

; control flow target (from $8A9E, $B29E)
0x010B19|$04:$8B09:20 23 8B	JSR $8B23  
0x010B1C|$04:$8B0C:B0 14   	BCS $8B22  
0x010B1E|$04:$8B0E:A6 DA   	LDX $DA    
0x010B20|$04:$8B10:A4 DB   	LDY $DB    
0x010B22|$04:$8B12:B9 06 04	LDA $0406,Y
0x010B25|$04:$8B15:9D 2C 04	STA $042C,X
0x010B28|$04:$8B18:20 DD 8B	JSR $8BDD  
0x010B2B|$04:$8B1B:B0 05   	BCS $8B22  
0x010B2D|$04:$8B1D:A6 DA   	LDX $DA    
0x010B2F|$04:$8B1F:9D 2B 04	STA $042B,X
; control flow target (from $8B0C, $8B1B)
0x010B32|$04:$8B22:60      	RTS        

; control flow target (from $8B09)
0x010B33|$04:$8B23:20 58 8F	JSR $8F58  
0x010B36|$04:$8B26:B0 02   	BCS $8B2A  
0x010B38|$04:$8B28:38      	SEC        
0x010B39|$04:$8B29:60      	RTS        

; control flow target (from $8B26)
0x010B3A|$04:$8B2A:98      	TYA        
0x010B3B|$04:$8B2B:D0 02   	BNE $8B2F  
0x010B3D|$04:$8B2D:38      	SEC        
0x010B3E|$04:$8B2E:60      	RTS        

; control flow target (from $8B2B)
0x010B3F|$04:$8B2F:A5 DA   	LDA $DA    
0x010B41|$04:$8B31:9D 2A 04	STA $042A,X
0x010B44|$04:$8B34:86 DA   	STX $DA    
0x010B46|$04:$8B36:29 03   	AND #$03   
0x010B48|$04:$8B38:85 DB   	STA $DB    
0x010B4A|$04:$8B3A:0A      	ASL        
0x010B4B|$04:$8B3B:0A      	ASL        
0x010B4C|$04:$8B3C:0A      	ASL        
0x010B4D|$04:$8B3D:18      	CLC        
0x010B4E|$04:$8B3E:65 DB   	ADC $DB    
0x010B50|$04:$8B40:85 DB   	STA $DB    
0x010B52|$04:$8B42:A8      	TAY        
0x010B53|$04:$8B43:B9 06 04	LDA $0406,Y
0x010B56|$04:$8B46:D0 0A   	BNE $8B52  
0x010B58|$04:$8B48:20 C6 87	JSR $87C6  
0x010B5B|$04:$8B4B:A4 DB   	LDY $DB    
0x010B5D|$04:$8B4D:A6 DA   	LDX $DA    
0x010B5F|$04:$8B4F:90 01   	BCC $8B52  
0x010B61|$04:$8B51:60      	RTS        

; control flow target (from $8B46, $8B4F)
0x010B62|$04:$8B52:9D 2C 04	STA $042C,X
0x010B65|$04:$8B55:B9 09 04	LDA $0409,Y
0x010B68|$04:$8B58:18      	CLC        
0x010B69|$04:$8B59:D0 01   	BNE $8B5C  
0x010B6B|$04:$8B5B:60      	RTS        

; control flow target (from $8B59)
0x010B6C|$04:$8B5C:6D 05 04	ADC $0405  
0x010B6F|$04:$8B5F:C9 41   	CMP #$41   
0x010B71|$04:$8B61:90 02   	BCC $8B65  
0x010B73|$04:$8B63:38      	SEC        
0x010B74|$04:$8B64:60      	RTS        

; control flow target (from $8B61)
0x010B75|$04:$8B65:B9 0E 04	LDA $040E,Y
0x010B78|$04:$8B68:85 DE   	STA $DE    
0x010B7A|$04:$8B6A:B9 0C 04	LDA $040C,Y
0x010B7D|$04:$8B6D:85 DF   	STA $DF    
0x010B7F|$04:$8B6F:B9 0D 04	LDA $040D,Y
0x010B82|$04:$8B72:85 E0   	STA $E0    
0x010B84|$04:$8B74:A2 00   	LDX #$00   
; control flow target (from $8B8C, $8B93)
0x010B86|$04:$8B76:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x010B89|$04:$8B79:48      	PHA        
0x010B8A|$04:$8B7A:20 A6 8F	JSR $8FA6  	; INC 16-bit $DF-$E0
0x010B8D|$04:$8B7D:29 40   	AND #$40   
0x010B8F|$04:$8B7F:D0 0A   	BNE $8B8B  
0x010B91|$04:$8B81:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x010B94|$04:$8B84:18      	CLC        
0x010B95|$04:$8B85:69 17   	ADC #$17   
0x010B97|$04:$8B87:9D 4A 04	STA $044A,X
0x010B9A|$04:$8B8A:E8      	INX        
; control flow target (from $8B7F)
0x010B9B|$04:$8B8B:68      	PLA        
0x010B9C|$04:$8B8C:10 E8   	BPL $8B76  
0x010B9E|$04:$8B8E:20 AD 8F	JSR $8FAD  
0x010BA1|$04:$8B91:C6 DE   	DEC $DE    
0x010BA3|$04:$8B93:D0 E1   	BNE $8B76  
0x010BA5|$04:$8B95:86 DD   	STX $DD    
0x010BA7|$04:$8B97:A9 10   	LDA #$10   
0x010BA9|$04:$8B99:85 DE   	STA $DE    
; control flow target (from $8BD9)
0x010BAB|$04:$8B9B:A2 00   	LDX #$00   
0x010BAD|$04:$8B9D:AD 05 04	LDA $0405  
0x010BB0|$04:$8BA0:F0 19   	BEQ $8BBB  
0x010BB2|$04:$8BA2:85 DF   	STA $DF    
0x010BB4|$04:$8BA4:A2 00   	LDX #$00   
0x010BB6|$04:$8BA6:A0 00   	LDY #$00   
; control flow target (from $8BB9)
0x010BB8|$04:$8BA8:B9 00 02	LDA $0200,Y	; sprite buffer start
0x010BBB|$04:$8BAB:38      	SEC        
0x010BBC|$04:$8BAC:E5 DE   	SBC $DE    
0x010BBE|$04:$8BAE:C9 08   	CMP #$08   
0x010BC0|$04:$8BB0:B0 01   	BCS $8BB3  
0x010BC2|$04:$8BB2:E8      	INX        
; control flow target (from $8BB0)
0x010BC3|$04:$8BB3:C8      	INY        
0x010BC4|$04:$8BB4:C8      	INY        
0x010BC5|$04:$8BB5:C8      	INY        
0x010BC6|$04:$8BB6:C8      	INY        
0x010BC7|$04:$8BB7:C6 DF   	DEC $DF    
0x010BC9|$04:$8BB9:D0 ED   	BNE $8BA8  
; control flow target (from $8BA0)
0x010BCB|$04:$8BBB:A0 00   	LDY #$00   
; control flow target (from $8BCB)
0x010BCD|$04:$8BBD:B9 4A 04	LDA $044A,Y
0x010BD0|$04:$8BC0:38      	SEC        
0x010BD1|$04:$8BC1:E5 DE   	SBC $DE    
0x010BD3|$04:$8BC3:C9 08   	CMP #$08   
0x010BD5|$04:$8BC5:B0 01   	BCS $8BC8  
0x010BD7|$04:$8BC7:E8      	INX        
; control flow target (from $8BC5)
0x010BD8|$04:$8BC8:C8      	INY        
0x010BD9|$04:$8BC9:C4 DD   	CPY $DD    
0x010BDB|$04:$8BCB:D0 F0   	BNE $8BBD  
0x010BDD|$04:$8BCD:E0 09   	CPX #$09   
0x010BDF|$04:$8BCF:90 02   	BCC $8BD3  
0x010BE1|$04:$8BD1:38      	SEC        
0x010BE2|$04:$8BD2:60      	RTS        

; control flow target (from $8BCF)
0x010BE3|$04:$8BD3:E6 DE   	INC $DE    
0x010BE5|$04:$8BD5:A5 DE   	LDA $DE    
0x010BE7|$04:$8BD7:C9 90   	CMP #$90   
0x010BE9|$04:$8BD9:D0 C0   	BNE $8B9B  
0x010BEB|$04:$8BDB:18      	CLC        
0x010BEC|$04:$8BDC:60      	RTS        

; control flow target (from $8B18)
0x010BED|$04:$8BDD:A6 DB   	LDX $DB    
0x010BEF|$04:$8BDF:BD 06 04	LDA $0406,X
0x010BF2|$04:$8BE2:D0 02   	BNE $8BE6  
0x010BF4|$04:$8BE4:38      	SEC        
0x010BF5|$04:$8BE5:60      	RTS        

; control flow target (from $8BE2)
0x010BF6|$04:$8BE6:85 DC   	STA $DC    
0x010BF8|$04:$8BE8:AD 00 04	LDA $0400  	; menu-based palette overrides start
0x010BFB|$04:$8BEB:F0 61   	BEQ $8C4E  
0x010BFD|$04:$8BED:A9 1D   	LDA #$1D   
0x010BFF|$04:$8BEF:38      	SEC        
0x010C00|$04:$8BF0:E5 DC   	SBC $DC    
0x010C02|$04:$8BF2:85 DD   	STA $DD    
0x010C04|$04:$8BF4:A6 DC   	LDX $DC    
0x010C06|$04:$8BF6:CA      	DEX        
0x010C07|$04:$8BF7:8A      	TXA        
0x010C08|$04:$8BF8:4A      	LSR        
0x010C09|$04:$8BF9:49 FF   	EOR #$FF   
0x010C0B|$04:$8BFB:38      	SEC        
0x010C0C|$04:$8BFC:69 0F   	ADC #$0F   
0x010C0E|$04:$8BFE:85 DE   	STA $DE    
0x010C10|$04:$8C00:A9 00   	LDA #$00   
0x010C12|$04:$8C02:85 DF   	STA $DF    
; control flow target (from $8C3E)
0x010C14|$04:$8C04:A9 00   	LDA #$00   
; control flow target (from $8C48)
0x010C16|$04:$8C06:85 E0   	STA $E0    
0x010C18|$04:$8C08:AA      	TAX        
0x010C19|$04:$8C09:BD 2A 04	LDA $042A,X
0x010C1C|$04:$8C0C:10 33   	BPL $8C41  
0x010C1E|$04:$8C0E:BD 2B 04	LDA $042B,X
0x010C21|$04:$8C11:18      	CLC        
0x010C22|$04:$8C12:7D 2C 04	ADC $042C,X
0x010C25|$04:$8C15:C5 DE   	CMP $DE    
0x010C27|$04:$8C17:90 28   	BCC $8C41  
0x010C29|$04:$8C19:BD 2B 04	LDA $042B,X
0x010C2C|$04:$8C1C:18      	CLC        
0x010C2D|$04:$8C1D:E5 DC   	SBC $DC    
0x010C2F|$04:$8C1F:C9 20   	CMP #$20   
0x010C31|$04:$8C21:B0 04   	BCS $8C27  
0x010C33|$04:$8C23:C5 DE   	CMP $DE    
0x010C35|$04:$8C25:B0 1A   	BCS $8C41  
; control flow target (from $8C21)
0x010C37|$04:$8C27:E6 DF   	INC $DF    
0x010C39|$04:$8C29:A5 DF   	LDA $DF    
0x010C3B|$04:$8C2B:C5 DD   	CMP $DD    
0x010C3D|$04:$8C2D:D0 02   	BNE $8C31  
0x010C3F|$04:$8C2F:38      	SEC        
0x010C40|$04:$8C30:60      	RTS        

; control flow target (from $8C2D)
0x010C41|$04:$8C31:49 01   	EOR #$01   
0x010C43|$04:$8C33:4A      	LSR        
0x010C44|$04:$8C34:A5 DF   	LDA $DF    
0x010C46|$04:$8C36:90 02   	BCC $8C3A  
0x010C48|$04:$8C38:49 FF   	EOR #$FF   
; control flow target (from $8C36)
0x010C4A|$04:$8C3A:65 DE   	ADC $DE    
0x010C4C|$04:$8C3C:85 DE   	STA $DE    
0x010C4E|$04:$8C3E:4C 04 8C	JMP $8C04  

; control flow target (from $8C0C, $8C17, $8C25)
0x010C51|$04:$8C41:A5 E0   	LDA $E0    
0x010C53|$04:$8C43:18      	CLC        
0x010C54|$04:$8C44:69 04   	ADC #$04   
0x010C56|$04:$8C46:C9 20   	CMP #$20   
0x010C58|$04:$8C48:D0 BC   	BNE $8C06  
0x010C5A|$04:$8C4A:A5 DE   	LDA $DE    
0x010C5C|$04:$8C4C:18      	CLC        
0x010C5D|$04:$8C4D:60      	RTS        

; control flow target (from $8BEB)
0x010C5E|$04:$8C4E:A9 02   	LDA #$02   
0x010C60|$04:$8C50:85 DE   	STA $DE    
0x010C62|$04:$8C52:A2 00   	LDX #$00   
; control flow target (from $8C6C)
0x010C64|$04:$8C54:BD 2A 04	LDA $042A,X
0x010C67|$04:$8C57:10 0D   	BPL $8C66  
0x010C69|$04:$8C59:BD 2B 04	LDA $042B,X
0x010C6C|$04:$8C5C:38      	SEC        
0x010C6D|$04:$8C5D:7D 2C 04	ADC $042C,X
0x010C70|$04:$8C60:C5 DE   	CMP $DE    
0x010C72|$04:$8C62:90 02   	BCC $8C66  
0x010C74|$04:$8C64:85 DE   	STA $DE    
; control flow target (from $8C57, $8C62)
0x010C76|$04:$8C66:E8      	INX        
0x010C77|$04:$8C67:E8      	INX        
0x010C78|$04:$8C68:E8      	INX        
0x010C79|$04:$8C69:E8      	INX        
0x010C7A|$04:$8C6A:E0 20   	CPX #$20   
0x010C7C|$04:$8C6C:D0 E6   	BNE $8C54  
0x010C7E|$04:$8C6E:A5 DE   	LDA $DE    
0x010C80|$04:$8C70:A6 DA   	LDX $DA    
0x010C82|$04:$8C72:18      	CLC        
0x010C83|$04:$8C73:7D 2C 04	ADC $042C,X
0x010C86|$04:$8C76:C9 1F   	CMP #$1F   
0x010C88|$04:$8C78:90 02   	BCC $8C7C  
0x010C8A|$04:$8C7A:38      	SEC        
0x010C8B|$04:$8C7B:60      	RTS        

; control flow target (from $8C78)
0x010C8C|$04:$8C7C:A5 DE   	LDA $DE    
0x010C8E|$04:$8C7E:18      	CLC        
0x010C8F|$04:$8C7F:60      	RTS        

; control flow target (from $87B7, $8AAB, $8ADF)
0x010C90|$04:$8C80:A4 DA   	LDY $DA    
0x010C92|$04:$8C82:B9 2A 04	LDA $042A,Y
0x010C95|$04:$8C85:29 03   	AND #$03   
0x010C97|$04:$8C87:85 DB   	STA $DB    
0x010C99|$04:$8C89:0A      	ASL        
0x010C9A|$04:$8C8A:0A      	ASL        
0x010C9B|$04:$8C8B:0A      	ASL        
0x010C9C|$04:$8C8C:18      	CLC        
0x010C9D|$04:$8C8D:65 DB   	ADC $DB    
0x010C9F|$04:$8C8F:85 DB   	STA $DB    
0x010CA1|$04:$8C91:AA      	TAX        
0x010CA2|$04:$8C92:AD 05 04	LDA $0405  
0x010CA5|$04:$8C95:85 DC   	STA $DC    
0x010CA7|$04:$8C97:BD 0C 04	LDA $040C,X
0x010CAA|$04:$8C9A:85 DF   	STA $DF    
0x010CAC|$04:$8C9C:BD 0D 04	LDA $040D,X
0x010CAF|$04:$8C9F:85 E0   	STA $E0    
0x010CB1|$04:$8CA1:BD 0E 04	LDA $040E,X
0x010CB4|$04:$8CA4:85 E1   	STA $E1    
0x010CB6|$04:$8CA6:AD 00 04	LDA $0400  	; menu-based palette overrides start; xx HP reduced
0x010CB9|$04:$8CA9:D0 2B   	BNE $8CD6  
; control flow target (from $8CC7, $8CCE)
0x010CBB|$04:$8CAB:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x010CBE|$04:$8CAE:48      	PHA        
0x010CBF|$04:$8CAF:20 A6 8F	JSR $8FA6  	; INC 16-bit $DF-$E0
0x010CC2|$04:$8CB2:29 40   	AND #$40   
0x010CC4|$04:$8CB4:D0 10   	BNE $8CC6  
0x010CC6|$04:$8CB6:A5 DC   	LDA $DC    
0x010CC8|$04:$8CB8:0A      	ASL        
0x010CC9|$04:$8CB9:0A      	ASL        
0x010CCA|$04:$8CBA:AA      	TAX        
0x010CCB|$04:$8CBB:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x010CCE|$04:$8CBE:18      	CLC        
0x010CCF|$04:$8CBF:69 17   	ADC #$17   
0x010CD1|$04:$8CC1:9D 00 02	STA $0200,X	; sprite buffer start
0x010CD4|$04:$8CC4:E6 DC   	INC $DC    
; control flow target (from $8CB4)
0x010CD6|$04:$8CC6:68      	PLA        
0x010CD7|$04:$8CC7:10 E2   	BPL $8CAB  
0x010CD9|$04:$8CC9:20 AD 8F	JSR $8FAD  
0x010CDC|$04:$8CCC:C6 E1   	DEC $E1    
0x010CDE|$04:$8CCE:D0 DB   	BNE $8CAB  
0x010CE0|$04:$8CD0:A5 DC   	LDA $DC    
0x010CE2|$04:$8CD2:8D 05 04	STA $0405  
0x010CE5|$04:$8CD5:60      	RTS        

; control flow target (from $8CA9)
0x010CE6|$04:$8CD6:B9 2B 04	LDA $042B,Y
0x010CE9|$04:$8CD9:85 E2   	STA $E2    
0x010CEB|$04:$8CDB:BD 07 04	LDA $0407,X
0x010CEE|$04:$8CDE:85 DE   	STA $DE    
0x010CF0|$04:$8CE0:C6 DE   	DEC $DE    
0x010CF2|$04:$8CE2:BD 08 04	LDA $0408,X
0x010CF5|$04:$8CE5:85 DD   	STA $DD    
0x010CF7|$04:$8CE7:C6 DD   	DEC $DD    
; call to code in a different bank ($0F:$C1DC)
0x010CF9|$04:$8CE9:20 DC C1	JSR $C1DC  	; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF
; control flow target (from $8DF2)
0x010CFC|$04:$8CEC:A9 00   	LDA #$00   
0x010CFE|$04:$8CEE:85 E3   	STA $E3    
; control flow target (from $8DE8)
0x010D00|$04:$8CF0:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x010D03|$04:$8CF3:85 E4   	STA $E4    
0x010D05|$04:$8CF5:29 40   	AND #$40   
0x010D07|$04:$8CF7:D0 5D   	BNE $8D56  
0x010D09|$04:$8CF9:A5 DC   	LDA $DC    
0x010D0B|$04:$8CFB:0A      	ASL        
0x010D0C|$04:$8CFC:0A      	ASL        
0x010D0D|$04:$8CFD:AA      	TAX        
0x010D0E|$04:$8CFE:A5 E3   	LDA $E3    
0x010D10|$04:$8D00:29 10   	AND #$10   
0x010D12|$04:$8D02:D0 08   	BNE $8D0C  
0x010D14|$04:$8D04:E6 DD   	INC $DD    
0x010D16|$04:$8D06:A5 E3   	LDA $E3    
0x010D18|$04:$8D08:09 10   	ORA #$10   
0x010D1A|$04:$8D0A:85 E3   	STA $E3    
; control flow target (from $8D02)
0x010D1C|$04:$8D0C:A5 DD   	LDA $DD    
0x010D1E|$04:$8D0E:9D 01 02	STA $0201,X
0x010D21|$04:$8D11:A5 E4   	LDA $E4    
0x010D23|$04:$8D13:6A      	ROR        
0x010D24|$04:$8D14:6A      	ROR        
0x010D25|$04:$8D15:6A      	ROR        
0x010D26|$04:$8D16:6A      	ROR        
0x010D27|$04:$8D17:48      	PHA        
0x010D28|$04:$8D18:29 03   	AND #$03   
0x010D2A|$04:$8D1A:85 E5   	STA $E5    
0x010D2C|$04:$8D1C:A4 DB   	LDY $DB    
0x010D2E|$04:$8D1E:B9 0A 04	LDA $040A,Y
0x010D31|$04:$8D21:A4 E5   	LDY $E5    
0x010D33|$04:$8D23:C8      	INY        
; control flow target (from $8D29)
0x010D34|$04:$8D24:88      	DEY        
0x010D35|$04:$8D25:F0 05   	BEQ $8D2C  
0x010D37|$04:$8D27:4A      	LSR        
0x010D38|$04:$8D28:4A      	LSR        
0x010D39|$04:$8D29:4C 24 8D	JMP $8D24  

; control flow target (from $8D25)
0x010D3C|$04:$8D2C:29 03   	AND #$03   
0x010D3E|$04:$8D2E:85 E5   	STA $E5    
0x010D40|$04:$8D30:68      	PLA        
0x010D41|$04:$8D31:29 C0   	AND #$C0   
0x010D43|$04:$8D33:05 E5   	ORA $E5    
0x010D45|$04:$8D35:9D 02 02	STA $0202,X
0x010D48|$04:$8D38:A5 E2   	LDA $E2    
0x010D4A|$04:$8D3A:0A      	ASL        
0x010D4B|$04:$8D3B:0A      	ASL        
0x010D4C|$04:$8D3C:0A      	ASL        
0x010D4D|$04:$8D3D:85 E5   	STA $E5    
0x010D4F|$04:$8D3F:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x010D52|$04:$8D42:18      	CLC        
0x010D53|$04:$8D43:65 E5   	ADC $E5    
0x010D55|$04:$8D45:9D 03 02	STA $0203,X
0x010D58|$04:$8D48:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x010D5B|$04:$8D4B:18      	CLC        
0x010D5C|$04:$8D4C:69 17   	ADC #$17   
0x010D5E|$04:$8D4E:9D 00 02	STA $0200,X	; sprite buffer start
0x010D61|$04:$8D51:E6 DC   	INC $DC    
0x010D63|$04:$8D53:4C E4 8D	JMP $8DE4  

; control flow target (from $8CF7)
0x010D66|$04:$8D56:A5 E4   	LDA $E4    
0x010D68|$04:$8D58:4A      	LSR        
0x010D69|$04:$8D59:4A      	LSR        
0x010D6A|$04:$8D5A:4A      	LSR        
0x010D6B|$04:$8D5B:4A      	LSR        
0x010D6C|$04:$8D5C:29 03   	AND #$03   
0x010D6E|$04:$8D5E:A8      	TAY        
0x010D6F|$04:$8D5F:A6 DB   	LDX $DB    
0x010D71|$04:$8D61:BD 0B 04	LDA $040B,X
0x010D74|$04:$8D64:C8      	INY        
; control flow target (from $8D6A)
0x010D75|$04:$8D65:88      	DEY        
0x010D76|$04:$8D66:F0 05   	BEQ $8D6D  
0x010D78|$04:$8D68:4A      	LSR        
0x010D79|$04:$8D69:4A      	LSR        
0x010D7A|$04:$8D6A:4C 65 8D	JMP $8D65  

; control flow target (from $8D66)
0x010D7D|$04:$8D6D:29 03   	AND #$03   
0x010D7F|$04:$8D6F:85 09   	STA $09    
0x010D81|$04:$8D71:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x010D84|$04:$8D74:48      	PHA        
0x010D85|$04:$8D75:29 0F   	AND #$0F   
0x010D87|$04:$8D77:18      	CLC        
0x010D88|$04:$8D78:65 E2   	ADC $E2    
0x010D8A|$04:$8D7A:85 0C   	STA $0C    
0x010D8C|$04:$8D7C:68      	PLA        
0x010D8D|$04:$8D7D:4A      	LSR        
0x010D8E|$04:$8D7E:4A      	LSR        
0x010D8F|$04:$8D7F:4A      	LSR        
0x010D90|$04:$8D80:4A      	LSR        
0x010D91|$04:$8D81:29 07   	AND #$07   
0x010D93|$04:$8D83:18      	CLC        
0x010D94|$04:$8D84:69 0A   	ADC #$0A   
0x010D96|$04:$8D86:85 0E   	STA $0E    
; call to code in a different bank ($0F:$DE6E)
0x010D98|$04:$8D88:20 6E DE	JSR $DE6E  
0x010D9B|$04:$8D8B:A5 08   	LDA $08    	; current PPU write address, high byte
0x010D9D|$04:$8D8D:18      	CLC        
0x010D9E|$04:$8D8E:69 20   	ADC #$20   
0x010DA0|$04:$8D90:85 08   	STA $08    	; current PPU write address, high byte
; call to code in a different bank ($0F:$C1FA)
0x010DA2|$04:$8D92:20 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
0x010DA5|$04:$8D95:A5 02   	LDA $02    
0x010DA7|$04:$8D97:C9 A5   	CMP #$A5   
0x010DA9|$04:$8D99:90 03   	BCC $8D9E  
; call to code in a different bank ($0F:$C1DC)
0x010DAB|$04:$8D9B:20 DC C1	JSR $C1DC  	; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF
; control flow target (from $8D99)
0x010DAE|$04:$8D9E:A5 E4   	LDA $E4    
0x010DB0|$04:$8DA0:4A      	LSR        
0x010DB1|$04:$8DA1:29 03   	AND #$03   
0x010DB3|$04:$8DA3:AA      	TAX        
0x010DB4|$04:$8DA4:A8      	TAY        
0x010DB5|$04:$8DA5:C8      	INY        
0x010DB6|$04:$8DA6:A9 10   	LDA #$10   
; control flow target (from $8DAA)
0x010DB8|$04:$8DA8:4A      	LSR        
0x010DB9|$04:$8DA9:88      	DEY        
0x010DBA|$04:$8DAA:D0 FC   	BNE $8DA8  
0x010DBC|$04:$8DAC:85 E5   	STA $E5    
0x010DBE|$04:$8DAE:25 E3   	AND $E3    
0x010DC0|$04:$8DB0:D0 0C   	BNE $8DBE  
0x010DC2|$04:$8DB2:A5 E3   	LDA $E3    
0x010DC4|$04:$8DB4:05 E5   	ORA $E5    
0x010DC6|$04:$8DB6:85 E3   	STA $E3    
0x010DC8|$04:$8DB8:E6 DE   	INC $DE    
0x010DCA|$04:$8DBA:A5 DE   	LDA $DE    
0x010DCC|$04:$8DBC:95 E6   	STA $E6,X  
; control flow target (from $8DB0)
0x010DCE|$04:$8DBE:B5 E6   	LDA $E6,X  
0x010DD0|$04:$8DC0:85 09   	STA $09    
0x010DD2|$04:$8DC2:A9 00   	LDA #$00   
0x010DD4|$04:$8DC4:46 0E   	LSR $0E    
0x010DD6|$04:$8DC6:6A      	ROR        
0x010DD7|$04:$8DC7:46 0E   	LSR $0E    
0x010DD9|$04:$8DC9:6A      	ROR        
0x010DDA|$04:$8DCA:46 0E   	LSR $0E    
0x010DDC|$04:$8DCC:6A      	ROR        
0x010DDD|$04:$8DCD:05 0C   	ORA $0C    
0x010DDF|$04:$8DCF:85 07   	STA $07    	; current PPU write address, low byte
0x010DE1|$04:$8DD1:A5 0E   	LDA $0E    
0x010DE3|$04:$8DD3:18      	CLC        
0x010DE4|$04:$8DD4:69 20   	ADC #$20   
0x010DE6|$04:$8DD6:85 08   	STA $08    	; current PPU write address, high byte
; call to code in a different bank ($0F:$C1FA)
0x010DE8|$04:$8DD8:20 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
0x010DEB|$04:$8DDB:A5 02   	LDA $02    
0x010DED|$04:$8DDD:C9 A5   	CMP #$A5   
0x010DEF|$04:$8DDF:90 03   	BCC $8DE4  
; call to code in a different bank ($0F:$C1DC)
0x010DF1|$04:$8DE1:20 DC C1	JSR $C1DC  	; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF
; control flow target (from $8D53, $8DDF)
0x010DF4|$04:$8DE4:A5 E4   	LDA $E4    
0x010DF6|$04:$8DE6:30 03   	BMI $8DEB  
0x010DF8|$04:$8DE8:4C F0 8C	JMP $8CF0  

; control flow target (from $8DE6)
0x010DFB|$04:$8DEB:20 AD 8F	JSR $8FAD  
0x010DFE|$04:$8DEE:C6 E1   	DEC $E1    
0x010E00|$04:$8DF0:F0 03   	BEQ $8DF5  
0x010E02|$04:$8DF2:4C EC 8C	JMP $8CEC  

; control flow target (from $8DF0)
0x010E05|$04:$8DF5:A6 DA   	LDX $DA    
0x010E07|$04:$8DF7:AD 05 04	LDA $0405  
0x010E0A|$04:$8DFA:9D 2D 04	STA $042D,X
0x010E0D|$04:$8DFD:A5 DC   	LDA $DC    
0x010E0F|$04:$8DFF:8D 05 04	STA $0405  
; call to code in a different bank ($0F:$C1DC)
0x010E12|$04:$8E02:20 DC C1	JSR $C1DC  	; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF
; call to code in a different bank ($0F:$C1DC)
0x010E15|$04:$8E05:20 DC C1	JSR $C1DC  	; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF
0x010E18|$04:$8E08:60      	RTS        

; control flow target (from $8ADC, $8AFA)
0x010E19|$04:$8E09:AD 00 04	LDA $0400  	; menu-based palette overrides start
0x010E1C|$04:$8E0C:D0 02   	BNE $8E10  
0x010E1E|$04:$8E0E:38      	SEC        
0x010E1F|$04:$8E0F:60      	RTS        

; control flow target (from $8E0C)
0x010E20|$04:$8E10:A4 DA   	LDY $DA    
0x010E22|$04:$8E12:B9 2A 04	LDA $042A,Y
0x010E25|$04:$8E15:30 02   	BMI $8E19  
0x010E27|$04:$8E17:38      	SEC        
0x010E28|$04:$8E18:60      	RTS        

; control flow target (from $8E15)
0x010E29|$04:$8E19:29 03   	AND #$03   
0x010E2B|$04:$8E1B:85 DB   	STA $DB    
0x010E2D|$04:$8E1D:0A      	ASL        
0x010E2E|$04:$8E1E:0A      	ASL        
0x010E2F|$04:$8E1F:0A      	ASL        
0x010E30|$04:$8E20:18      	CLC        
0x010E31|$04:$8E21:65 DB   	ADC $DB    
0x010E33|$04:$8E23:85 DB   	STA $DB    
0x010E35|$04:$8E25:AA      	TAX        
0x010E36|$04:$8E26:B9 2B 04	LDA $042B,Y
0x010E39|$04:$8E29:85 E2   	STA $E2    
0x010E3B|$04:$8E2B:B9 2D 04	LDA $042D,Y
0x010E3E|$04:$8E2E:85 E3   	STA $E3    
0x010E40|$04:$8E30:BD 0C 04	LDA $040C,X
0x010E43|$04:$8E33:85 DF   	STA $DF    
0x010E45|$04:$8E35:BD 0D 04	LDA $040D,X
0x010E48|$04:$8E38:85 E0   	STA $E0    
0x010E4A|$04:$8E3A:BD 0E 04	LDA $040E,X
0x010E4D|$04:$8E3D:85 E1   	STA $E1    
; call to code in a different bank ($0F:$C1DC)
0x010E4F|$04:$8E3F:20 DC C1	JSR $C1DC  	; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF
; control flow target (from $8EA1, $8EAB)
0x010E52|$04:$8E42:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x010E55|$04:$8E45:85 E4   	STA $E4    
0x010E57|$04:$8E47:29 40   	AND #$40   
0x010E59|$04:$8E49:D0 15   	BNE $8E60  
0x010E5B|$04:$8E4B:A5 E3   	LDA $E3    
0x010E5D|$04:$8E4D:0A      	ASL        
0x010E5E|$04:$8E4E:0A      	ASL        
0x010E5F|$04:$8E4F:AA      	TAX        
0x010E60|$04:$8E50:A9 F8   	LDA #$F8   
0x010E62|$04:$8E52:9D 00 02	STA $0200,X	; sprite buffer start
0x010E65|$04:$8E55:E6 E3   	INC $E3    
0x010E67|$04:$8E57:20 A6 8F	JSR $8FA6  	; INC 16-bit $DF-$E0
0x010E6A|$04:$8E5A:20 A6 8F	JSR $8FA6  	; INC 16-bit $DF-$E0
0x010E6D|$04:$8E5D:4C 9D 8E	JMP $8E9D  

; control flow target (from $8E49)
0x010E70|$04:$8E60:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x010E73|$04:$8E63:48      	PHA        
0x010E74|$04:$8E64:29 0F   	AND #$0F   
0x010E76|$04:$8E66:18      	CLC        
0x010E77|$04:$8E67:65 E2   	ADC $E2    
0x010E79|$04:$8E69:85 0C   	STA $0C    
0x010E7B|$04:$8E6B:68      	PLA        
0x010E7C|$04:$8E6C:4A      	LSR        
0x010E7D|$04:$8E6D:4A      	LSR        
0x010E7E|$04:$8E6E:4A      	LSR        
0x010E7F|$04:$8E6F:4A      	LSR        
0x010E80|$04:$8E70:29 07   	AND #$07   
0x010E82|$04:$8E72:18      	CLC        
0x010E83|$04:$8E73:69 0A   	ADC #$0A   
0x010E85|$04:$8E75:85 0E   	STA $0E    
0x010E87|$04:$8E77:A9 5F   	LDA #$5F   
0x010E89|$04:$8E79:85 09   	STA $09    
0x010E8B|$04:$8E7B:A9 00   	LDA #$00   
0x010E8D|$04:$8E7D:46 0E   	LSR $0E    
0x010E8F|$04:$8E7F:6A      	ROR        
0x010E90|$04:$8E80:46 0E   	LSR $0E    
0x010E92|$04:$8E82:6A      	ROR        
0x010E93|$04:$8E83:46 0E   	LSR $0E    
0x010E95|$04:$8E85:6A      	ROR        
0x010E96|$04:$8E86:05 0C   	ORA $0C    
0x010E98|$04:$8E88:85 07   	STA $07    	; current PPU write address, low byte
0x010E9A|$04:$8E8A:A5 0E   	LDA $0E    
0x010E9C|$04:$8E8C:18      	CLC        
0x010E9D|$04:$8E8D:69 20   	ADC #$20   
0x010E9F|$04:$8E8F:85 08   	STA $08    	; current PPU write address, high byte
; call to code in a different bank ($0F:$C1FA)
0x010EA1|$04:$8E91:20 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
0x010EA4|$04:$8E94:A5 02   	LDA $02    
0x010EA6|$04:$8E96:C9 A5   	CMP #$A5   
0x010EA8|$04:$8E98:90 03   	BCC $8E9D  
; call to code in a different bank ($0F:$C1DC)
0x010EAA|$04:$8E9A:20 DC C1	JSR $C1DC  	; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF
; control flow target (from $8E5D, $8E98)
0x010EAD|$04:$8E9D:A5 E4   	LDA $E4    
0x010EAF|$04:$8E9F:30 03   	BMI $8EA4  
0x010EB1|$04:$8EA1:4C 42 8E	JMP $8E42  

; control flow target (from $8E9F)
0x010EB4|$04:$8EA4:20 AD 8F	JSR $8FAD  
0x010EB7|$04:$8EA7:C6 E1   	DEC $E1    
0x010EB9|$04:$8EA9:F0 03   	BEQ $8EAE  
0x010EBB|$04:$8EAB:4C 42 8E	JMP $8E42  

; control flow target (from $8EA9)
; call to code in a different bank ($0F:$C1DC)
0x010EBE|$04:$8EAE:20 DC C1	JSR $C1DC  	; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF
; call to code in a different bank ($0F:$C1DC)
0x010EC1|$04:$8EB1:20 DC C1	JSR $C1DC  	; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF
0x010EC4|$04:$8EB4:A4 DA   	LDY $DA    
0x010EC6|$04:$8EB6:A6 DB   	LDX $DB    
0x010EC8|$04:$8EB8:BD 09 04	LDA $0409,X
0x010ECB|$04:$8EBB:D0 02   	BNE $8EBF  
0x010ECD|$04:$8EBD:18      	CLC        
0x010ECE|$04:$8EBE:60      	RTS        

; control flow target (from $8EBB)
0x010ECF|$04:$8EBF:85 DD   	STA $DD    
0x010ED1|$04:$8EC1:B9 2D 04	LDA $042D,Y
0x010ED4|$04:$8EC4:85 DC   	STA $DC    
0x010ED6|$04:$8EC6:AD 05 04	LDA $0405  
0x010ED9|$04:$8EC9:38      	SEC        
0x010EDA|$04:$8ECA:E5 DD   	SBC $DD    
0x010EDC|$04:$8ECC:8D 05 04	STA $0405  
0x010EDF|$04:$8ECF:38      	SEC        
0x010EE0|$04:$8ED0:E5 DC   	SBC $DC    
0x010EE2|$04:$8ED2:F0 1D   	BEQ $8EF1  
0x010EE4|$04:$8ED4:0A      	ASL        
0x010EE5|$04:$8ED5:0A      	ASL        
0x010EE6|$04:$8ED6:85 DE   	STA $DE    
0x010EE8|$04:$8ED8:A5 DC   	LDA $DC    
0x010EEA|$04:$8EDA:18      	CLC        
0x010EEB|$04:$8EDB:65 DD   	ADC $DD    
0x010EED|$04:$8EDD:0A      	ASL        
0x010EEE|$04:$8EDE:0A      	ASL        
0x010EEF|$04:$8EDF:A8      	TAY        
0x010EF0|$04:$8EE0:A5 DC   	LDA $DC    
0x010EF2|$04:$8EE2:0A      	ASL        
0x010EF3|$04:$8EE3:0A      	ASL        
0x010EF4|$04:$8EE4:AA      	TAX        
; control flow target (from $8EEF)
0x010EF5|$04:$8EE5:B9 00 02	LDA $0200,Y	; sprite buffer start
0x010EF8|$04:$8EE8:9D 00 02	STA $0200,X	; sprite buffer start
0x010EFB|$04:$8EEB:E8      	INX        
0x010EFC|$04:$8EEC:C8      	INY        
0x010EFD|$04:$8EED:C6 DE   	DEC $DE    
0x010EFF|$04:$8EEF:D0 F4   	BNE $8EE5  
; control flow target (from $8ED2)
0x010F01|$04:$8EF1:A5 DD   	LDA $DD    
0x010F03|$04:$8EF3:85 DE   	STA $DE    
0x010F05|$04:$8EF5:AD 05 04	LDA $0405  
0x010F08|$04:$8EF8:0A      	ASL        
0x010F09|$04:$8EF9:0A      	ASL        
0x010F0A|$04:$8EFA:AA      	TAX        
0x010F0B|$04:$8EFB:A9 F8   	LDA #$F8   
; control flow target (from $8F06)
0x010F0D|$04:$8EFD:9D 00 02	STA $0200,X	; sprite buffer start
0x010F10|$04:$8F00:E8      	INX        
0x010F11|$04:$8F01:E8      	INX        
0x010F12|$04:$8F02:E8      	INX        
0x010F13|$04:$8F03:E8      	INX        
0x010F14|$04:$8F04:C6 DE   	DEC $DE    
0x010F16|$04:$8F06:D0 F5   	BNE $8EFD  
0x010F18|$04:$8F08:A2 00   	LDX #$00   
; control flow target (from $8F22)
0x010F1A|$04:$8F0A:BD 2A 04	LDA $042A,X
0x010F1D|$04:$8F0D:10 0D   	BPL $8F1C  
0x010F1F|$04:$8F0F:BD 2D 04	LDA $042D,X
0x010F22|$04:$8F12:C5 DC   	CMP $DC    
0x010F24|$04:$8F14:90 06   	BCC $8F1C  
0x010F26|$04:$8F16:38      	SEC        
0x010F27|$04:$8F17:E5 DD   	SBC $DD    
0x010F29|$04:$8F19:9D 2D 04	STA $042D,X
; control flow target (from $8F0D, $8F14)
0x010F2C|$04:$8F1C:E8      	INX        
0x010F2D|$04:$8F1D:E8      	INX        
0x010F2E|$04:$8F1E:E8      	INX        
0x010F2F|$04:$8F1F:E8      	INX        
0x010F30|$04:$8F20:E0 20   	CPX #$20   
0x010F32|$04:$8F22:D0 E6   	BNE $8F0A  
0x010F34|$04:$8F24:18      	CLC        
0x010F35|$04:$8F25:60      	RTS        

; control flow target (from $8712)
0x010F36|$04:$8F26:A9 00   	LDA #$00   
0x010F38|$04:$8F28:8D 05 04	STA $0405  
0x010F3B|$04:$8F2B:A2 44   	LDX #$44   
; control flow target (from $8F31)
0x010F3D|$04:$8F2D:9D 05 04	STA $0405,X
0x010F40|$04:$8F30:CA      	DEX        
0x010F41|$04:$8F31:D0 FA   	BNE $8F2D  
0x010F43|$04:$8F33:8D 03 04	STA $0403  
0x010F46|$04:$8F36:A9 01   	LDA #$01   
0x010F48|$04:$8F38:8D 04 04	STA $0404  
0x010F4B|$04:$8F3B:A9 00   	LDA #$00   
0x010F4D|$04:$8F3D:8D 01 04	STA $0401  
0x010F50|$04:$8F40:A9 8D   	LDA #$8D   
0x010F52|$04:$8F42:8D 02 04	STA $0402  
0x010F55|$04:$8F45:A9 0F   	LDA #$0F   
0x010F57|$04:$8F47:8D 00 05	STA $0500  
0x010F5A|$04:$8F4A:8D 0D 05	STA $050D  
0x010F5D|$04:$8F4D:A9 30   	LDA #$30   
0x010F5F|$04:$8F4F:A2 03   	LDX #$03   
; control flow target (from $8F55)
0x010F61|$04:$8F51:9D 0D 05	STA $050D,X
0x010F64|$04:$8F54:CA      	DEX        
0x010F65|$04:$8F55:D0 FA   	BNE $8F51  
0x010F67|$04:$8F57:60      	RTS        

; control flow target (from $8AB0, $8AF1, $8B23)
0x010F68|$04:$8F58:88      	DEY        
0x010F69|$04:$8F59:C0 08   	CPY #$08   
0x010F6B|$04:$8F5B:B0 04   	BCS $8F61  
0x010F6D|$04:$8F5D:E0 04   	CPX #$04   
0x010F6F|$04:$8F5F:90 04   	BCC $8F65  
; control flow target (from $8F5B)
0x010F71|$04:$8F61:A0 00   	LDY #$00   
0x010F73|$04:$8F63:38      	SEC        
0x010F74|$04:$8F64:60      	RTS        

; control flow target (from $8F5F)
0x010F75|$04:$8F65:98      	TYA        
0x010F76|$04:$8F66:0A      	ASL        
0x010F77|$04:$8F67:0A      	ASL        
0x010F78|$04:$8F68:29 1C   	AND #$1C   
0x010F7A|$04:$8F6A:85 DA   	STA $DA    
0x010F7C|$04:$8F6C:8A      	TXA        
0x010F7D|$04:$8F6D:29 03   	AND #$03   
0x010F7F|$04:$8F6F:05 DA   	ORA $DA    
0x010F81|$04:$8F71:85 DA   	STA $DA    
0x010F83|$04:$8F73:A2 00   	LDX #$00   
0x010F85|$04:$8F75:A0 08   	LDY #$08   
; control flow target (from $8F87)
0x010F87|$04:$8F77:BD 2A 04	LDA $042A,X
0x010F8A|$04:$8F7A:10 06   	BPL $8F82  
0x010F8C|$04:$8F7C:29 1F   	AND #$1F   
0x010F8E|$04:$8F7E:C5 DA   	CMP $DA    
0x010F90|$04:$8F80:F0 19   	BEQ $8F9B  
; control flow target (from $8F7A)
0x010F92|$04:$8F82:E8      	INX        
0x010F93|$04:$8F83:E8      	INX        
0x010F94|$04:$8F84:E8      	INX        
0x010F95|$04:$8F85:E8      	INX        
0x010F96|$04:$8F86:88      	DEY        
0x010F97|$04:$8F87:D0 EE   	BNE $8F77  
0x010F99|$04:$8F89:A2 00   	LDX #$00   
0x010F9B|$04:$8F8B:A0 08   	LDY #$08   
; control flow target (from $8F97)
0x010F9D|$04:$8F8D:BD 2A 04	LDA $042A,X
0x010FA0|$04:$8F90:10 07   	BPL $8F99  
0x010FA2|$04:$8F92:E8      	INX        
0x010FA3|$04:$8F93:E8      	INX        
0x010FA4|$04:$8F94:E8      	INX        
0x010FA5|$04:$8F95:E8      	INX        
0x010FA6|$04:$8F96:88      	DEY        
0x010FA7|$04:$8F97:D0 F4   	BNE $8F8D  
; control flow target (from $8F90)
0x010FA9|$04:$8F99:38      	SEC        
0x010FAA|$04:$8F9A:60      	RTS        

; control flow target (from $8F80)
0x010FAB|$04:$8F9B:18      	CLC        
0x010FAC|$04:$8F9C:60      	RTS        

; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
; control flow target (from $8998, $89B0, $89B5, $89BA, $89C9, $89FE, $8A1B, $8B76, $8B81, $8CAB, $8CBB, $8CF0, $8D3F, $8D48, $8D71, $8E42, $8E60, $8FC3, $8FC7)
0x010FAD|$04:$8F9D:A0 DF   	LDY #$DF   
; call to code in a different bank ($0F:$C4E6)
0x010FAF|$04:$8F9F:4C E6 C4	JMP $C4E6  	; return 1 byte from bank 1's ($00,Y) in A, INC 16-bit $00,Y-$01,Y

; read ($DF), INC 16-bit $DF-$E0
; control flow target (from $881D, $8823, $8829, $882F, $8833, $883B)
0x010FB2|$04:$8FA2:A0 00   	LDY #$00   
0x010FB4|$04:$8FA4:B1 DF   	LDA ($DF),Y
; INC 16-bit $DF-$E0
; control flow target (from $89A0, $89A3, $8A10, $8A13, $8B7A, $8CAF, $8E57, $8E5A, $8FC0, $8FD0, $8FDB)
0x010FB6|$04:$8FA6:E6 DF   	INC $DF    
0x010FB8|$04:$8FA8:D0 02   	BNE $8FAC  
0x010FBA|$04:$8FAA:E6 E0   	INC $E0    
; control flow target (from $8FA8)
0x010FBC|$04:$8FAC:60      	RTS        

; control flow target (from $8A8E, $8B8E, $8CC9, $8DEB, $8EA4)
0x010FBD|$04:$8FAD:4A      	LSR        
0x010FBE|$04:$8FAE:29 04   	AND #$04   
0x010FC0|$04:$8FB0:D0 0C   	BNE $8FBE  
0x010FC2|$04:$8FB2:A9 10   	LDA #$10   
0x010FC4|$04:$8FB4:18      	CLC        
0x010FC5|$04:$8FB5:65 DF   	ADC $DF    
0x010FC7|$04:$8FB7:85 DF   	STA $DF    
0x010FC9|$04:$8FB9:90 02   	BCC $8FBD  
0x010FCB|$04:$8FBB:E6 E0   	INC $E0    
; control flow target (from $8FB9)
0x010FCD|$04:$8FBD:60      	RTS        

; control flow target (from $8FB0)
0x010FCE|$04:$8FBE:90 03   	BCC $8FC3  
0x010FD0|$04:$8FC0:20 A6 8F	JSR $8FA6  	; INC 16-bit $DF-$E0
; control flow target (from $8FBE)
0x010FD3|$04:$8FC3:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x010FD6|$04:$8FC6:48      	PHA        
0x010FD7|$04:$8FC7:20 9D 8F	JSR $8F9D  	; return 1 byte from bank 1's ($DF) in A, INC 16-bit $DF-$E0
0x010FDA|$04:$8FCA:A8      	TAY        
0x010FDB|$04:$8FCB:68      	PLA        
; control flow target (from $8FD4)
0x010FDC|$04:$8FCC:0A      	ASL        
0x010FDD|$04:$8FCD:90 05   	BCC $8FD4  
0x010FDF|$04:$8FCF:48      	PHA        
0x010FE0|$04:$8FD0:20 A6 8F	JSR $8FA6  	; INC 16-bit $DF-$E0
0x010FE3|$04:$8FD3:68      	PLA        
; control flow target (from $8FCD)
0x010FE4|$04:$8FD4:D0 F6   	BNE $8FCC  
0x010FE6|$04:$8FD6:98      	TYA        
; control flow target (from $8FDF)
0x010FE7|$04:$8FD7:0A      	ASL        
0x010FE8|$04:$8FD8:90 05   	BCC $8FDF  
0x010FEA|$04:$8FDA:48      	PHA        
0x010FEB|$04:$8FDB:20 A6 8F	JSR $8FA6  	; INC 16-bit $DF-$E0
0x010FEE|$04:$8FDE:68      	PLA        
; control flow target (from $8FD8)
0x010FEF|$04:$8FDF:D0 F6   	BNE $8FD7  
0x010FF1|$04:$8FE1:60      	RTS        

; control flow target (from $9CA9)
0x010FF2|$04:$8FE2:A9 8A   	LDA #$8A   	; Music ID #$8A: hit 3 SFX
; call to code in a different bank ($0F:$C561)
0x010FF4|$04:$8FE4:20 61 C5	JSR $C561  	; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM])
; control flow target (from $8015)
; call to code in a different bank ($0F:$C1DC)
0x010FF7|$04:$8FE7:20 DC C1	JSR $C1DC  	; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF
0x010FFA|$04:$8FEA:A9 02   	LDA #$02   
0x010FFC|$04:$8FEC:85 DB   	STA $DB    
0x010FFE|$04:$8FEE:A2 00   	LDX #$00   
; control flow target (from $9029)
0x011000|$04:$8FF0:86 DA   	STX $DA    
0x011002|$04:$8FF2:8A      	TXA        
0x011003|$04:$8FF3:A2 01   	LDX #$01   
0x011005|$04:$8FF5:29 02   	AND #$02   
0x011007|$04:$8FF7:F0 04   	BEQ $8FFD  
0x011009|$04:$8FF9:A9 03   	LDA #$03   
0x01100B|$04:$8FFB:A2 00   	LDX #$00   
; control flow target (from $8FF7)
0x01100D|$04:$8FFD:A8      	TAY        
0x01100E|$04:$8FFE:B5 05   	LDA $05,X  
0x011010|$04:$9000:18      	CLC        
0x011011|$04:$9001:65 DB   	ADC $DB    
0x011013|$04:$9003:95 05   	STA $05,X  
0x011015|$04:$9005:A2 40   	LDX #$40   
; control flow target (from $9015)
0x011017|$04:$9007:B9 00 02	LDA $0200,Y	; sprite buffer start
0x01101A|$04:$900A:38      	SEC        
0x01101B|$04:$900B:E5 DB   	SBC $DB    
0x01101D|$04:$900D:99 00 02	STA $0200,Y	; sprite buffer start
0x011020|$04:$9010:C8      	INY        
0x011021|$04:$9011:C8      	INY        
0x011022|$04:$9012:C8      	INY        
0x011023|$04:$9013:C8      	INY        
0x011024|$04:$9014:CA      	DEX        
0x011025|$04:$9015:D0 F0   	BNE $9007  
0x011027|$04:$9017:A2 02   	LDX #$02   
; call to code in a different bank ($0F:$C1EE)
0x011029|$04:$9019:20 EE C1	JSR $C1EE  	; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF
0x01102C|$04:$901C:A5 DB   	LDA $DB    
0x01102E|$04:$901E:49 FF   	EOR #$FF   
0x011030|$04:$9020:85 DB   	STA $DB    
0x011032|$04:$9022:E6 DB   	INC $DB    
0x011034|$04:$9024:A6 DA   	LDX $DA    
0x011036|$04:$9026:E8      	INX        
0x011037|$04:$9027:E0 0C   	CPX #$0C   	; Amount of shaking when Characters take a hit
0x011039|$04:$9029:D0 C5   	BNE $8FF0  
0x01103B|$04:$902B:60      	RTS        

; control flow target (from $8701)
; call to code in a different bank ($0F:$C1DC)
0x01103C|$04:$902C:20 DC C1	JSR $C1DC  	; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF
0x01103F|$04:$902F:A9 3C   	LDA #$3C   
0x011041|$04:$9031:85 DB   	STA $DB    
0x011043|$04:$9033:A9 10   	LDA #$10   
0x011045|$04:$9035:85 DC   	STA $DC    
0x011047|$04:$9037:A9 0F   	LDA #$0F   
0x011049|$04:$9039:85 DD   	STA $DD    
; control flow target (from $90B5)
0x01104B|$04:$903B:C6 DB   	DEC $DB    
0x01104D|$04:$903D:A2 FF   	LDX #$FF   
0x01104F|$04:$903F:A5 DB   	LDA $DB    
0x011051|$04:$9041:4A      	LSR        
0x011052|$04:$9042:6A      	ROR        
0x011053|$04:$9043:B0 09   	BCS $904E  
0x011055|$04:$9045:A2 01   	LDX #$01   
0x011057|$04:$9047:49 1F   	EOR #$1F   
0x011059|$04:$9049:30 03   	BMI $904E  
0x01105B|$04:$904B:38      	SEC        
0x01105C|$04:$904C:E9 01   	SBC #$01   
; control flow target (from $9043, $9049)
0x01105E|$04:$904E:29 1F   	AND #$1F   
0x011060|$04:$9050:85 DE   	STA $DE    
0x011062|$04:$9052:86 DF   	STX $DF    
; control flow target (from $90B1)
0x011064|$04:$9054:A5 06   	LDA $06    
0x011066|$04:$9056:4A      	LSR        
0x011067|$04:$9057:4A      	LSR        
0x011068|$04:$9058:4A      	LSR        
0x011069|$04:$9059:18      	CLC        
0x01106A|$04:$905A:65 DD   	ADC $DD    
; control flow target (from $9060)
0x01106C|$04:$905C:A8      	TAY        
0x01106D|$04:$905D:38      	SEC        
0x01106E|$04:$905E:E9 1E   	SBC #$1E   
0x011070|$04:$9060:B0 FA   	BCS $905C  
0x011072|$04:$9062:A5 04   	LDA $04    
0x011074|$04:$9064:F0 04   	BEQ $906A  
0x011076|$04:$9066:98      	TYA        
0x011077|$04:$9067:09 20   	ORA #$20   
0x011079|$04:$9069:A8      	TAY        
; control flow target (from $9064)
0x01107A|$04:$906A:A5 05   	LDA $05    
0x01107C|$04:$906C:4A      	LSR        
0x01107D|$04:$906D:4A      	LSR        
0x01107E|$04:$906E:4A      	LSR        
0x01107F|$04:$906F:38      	SEC        
0x011080|$04:$9070:65 DC   	ADC $DC    
0x011082|$04:$9072:C9 20   	CMP #$20   
0x011084|$04:$9074:90 06   	BCC $907C  
0x011086|$04:$9076:AA      	TAX        
0x011087|$04:$9077:98      	TYA        
0x011088|$04:$9078:49 20   	EOR #$20   
0x01108A|$04:$907A:A8      	TAY        
0x01108B|$04:$907B:8A      	TXA        
; control flow target (from $9074)
0x01108C|$04:$907C:29 1F   	AND #$1F   
0x01108E|$04:$907E:85 07   	STA $07    	; current PPU write address, low byte
0x011090|$04:$9080:84 08   	STY $08    	; current PPU write address, high byte
0x011092|$04:$9082:A9 00   	LDA #$00   
0x011094|$04:$9084:A2 03   	LDX #$03   
0x011096|$04:$9086:38      	SEC        
; control flow target (from $908B)
0x011097|$04:$9087:66 08   	ROR $08    	; current PPU write address, high byte
0x011099|$04:$9089:6A      	ROR        
0x01109A|$04:$908A:CA      	DEX        
0x01109B|$04:$908B:D0 FA   	BNE $9087  
0x01109D|$04:$908D:05 07   	ORA $07    	; current PPU write address, low byte
0x01109F|$04:$908F:85 07   	STA $07    	; current PPU write address, low byte
0x0110A1|$04:$9091:A9 5F   	LDA #$5F   
0x0110A3|$04:$9093:85 09   	STA $09    
0x0110A5|$04:$9095:A5 02   	LDA $02    
0x0110A7|$04:$9097:C9 A5   	CMP #$A5   
0x0110A9|$04:$9099:90 03   	BCC $909E  
; call to code in a different bank ($0F:$C1DC)
0x0110AB|$04:$909B:20 DC C1	JSR $C1DC  	; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF
; control flow target (from $9099)
; call to code in a different bank ($0F:$C1FA)
0x0110AE|$04:$909E: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
0x0110B1|$04:$90A1:A5 DB   	LDA $DB    
0x0110B3|$04:$90A3:49 01   	EOR #$01   
0x0110B5|$04:$90A5:29 01   	AND #$01   
0x0110B7|$04:$90A7:AA      	TAX        
0x0110B8|$04:$90A8:B5 DC   	LDA $DC,X  
0x0110BA|$04:$90AA:18      	CLC        
0x0110BB|$04:$90AB:65 DF   	ADC $DF    
0x0110BD|$04:$90AD:95 DC   	STA $DC,X  
0x0110BF|$04:$90AF:C5 DE   	CMP $DE    
0x0110C1|$04:$90B1:D0 A1   	BNE $9054  
0x0110C3|$04:$90B3:A5 DB   	LDA $DB    
0x0110C5|$04:$90B5:D0 84   	BNE $903B  
; call to code in a different bank ($0F:$C1DC)
0x0110C7|$04:$90B7:20 DC C1	JSR $C1DC  	; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF
0x0110CA|$04:$90BA:60      	RTS        

; control flow target (from $8AED)
0x0110CB|$04:$90BB:A2 08   	LDX #$08   
; control flow target (from $90DD)
0x0110CD|$04:$90BD:8A      	TXA        
0x0110CE|$04:$90BE:48      	PHA        
0x0110CF|$04:$90BF:20 E0 90	JSR $90E0  
0x0110D2|$04:$90C2:A2 00   	LDX #$00   
0x0110D4|$04:$90C4:A9 30   	LDA #$30   
; control flow target (from $90CF)
0x0110D6|$04:$90C6:9D 0E 05	STA $050E,X
0x0110D9|$04:$90C9:9D 01 05	STA $0501,X
0x0110DC|$04:$90CC:E8      	INX        
0x0110DD|$04:$90CD:E0 0D   	CPX #$0D   
0x0110DF|$04:$90CF:D0 F5   	BNE $90C6  
; call to code in a different bank ($0F:$C22C)
0x0110E1|$04:$90D1:20 2C C2	JSR $C22C  
0x0110E4|$04:$90D4:20 EE 90	JSR $90EE  
; call to code in a different bank ($0F:$C22C)
0x0110E7|$04:$90D7:20 2C C2	JSR $C22C  
0x0110EA|$04:$90DA:68      	PLA        
0x0110EB|$04:$90DB:AA      	TAX        
0x0110EC|$04:$90DC:CA      	DEX        
0x0110ED|$04:$90DD:D0 DE   	BNE $90BD  
0x0110EF|$04:$90DF:60      	RTS        

; control flow target (from $90BF)
0x0110F0|$04:$90E0:A2 00   	LDX #$00   
; control flow target (from $90EB)
0x0110F2|$04:$90E2:BD 00 05	LDA $0500,X
0x0110F5|$04:$90E5:9D 4A 04	STA $044A,X
0x0110F8|$04:$90E8:E8      	INX        
0x0110F9|$04:$90E9:E0 1A   	CPX #$1A   
0x0110FB|$04:$90EB:D0 F5   	BNE $90E2  
0x0110FD|$04:$90ED:60      	RTS        

; control flow target (from $90D4)
0x0110FE|$04:$90EE:A2 00   	LDX #$00   
; control flow target (from $90F9)
0x011100|$04:$90F0:BD 4A 04	LDA $044A,X
0x011103|$04:$90F3:9D 00 05	STA $0500,X
0x011106|$04:$90F6:E8      	INX        
0x011107|$04:$90F7:E0 1A   	CPX #$1A   
0x011109|$04:$90F9:D0 F5   	BNE $90F0  
0x01110B|$04:$90FB:60      	RTS        


; code -> data
; count? + pointer to enemy graphics? + pointer to enemy palette
; indirect data load target (via $88BE)
0x01110C|$04:$90FC:01
0x01110D|$04:$90FD:00
0x01110E|$04:$90FE:80
0x01110F|$04:$90FF:00
0x011110|$04:$9100:80
0x011111|$04:$9101:04	; count
0x011112|$04:$9102:02 80	; $01:$8002; Monster ID #$01: Slime + Monster ID #$30: Metal Slime
0x011114|$04:$9104:9B 92	; $04:$929B; monster palettes
0x011116|$04:$9106:0B	; count
0x011117|$04:$9107:3D 80	; $01:$803D; Monster ID #$02: Big Slug + Monster ID #$18: Sea Slug
0x011119|$04:$9109:9F 92	; $04:$929F
0x01111B|$04:$910B:0D	; count
0x01111C|$04:$910C:CE 80	; $01:$80CE; Monster ID #$03: Iron Ant + Monster ID #$09: Army Ant + Monster ID #$0D: Magic Ant
0x01111E|$04:$910E:A6 92	; $04:$92A6
0x011120|$04:$9110:06	; count
0x011121|$04:$9111:75 81	; $01:$8175; Monster ID #$04: Drakee + Monster ID #$0E: Magidrakee
0x011123|$04:$9113:AD 92	; $04:$92AD
0x011125|$04:$9115:10	; count
0x011126|$04:$9116:CA 81	; $01:$81CA; Monster ID #$05: Wild Mouse + Monster ID #$0B: Big Rat + Monster ID #$14: Ghost Rat
0x011128|$04:$9118:B1 92	; $04:$92B1
0x01112A|$04:$911A:06	; count
0x01112B|$04:$911B:8E 82	; $01:$828E; Monster ID #$06: Healer + Monster ID #$10: Man O’ War
0x01112D|$04:$911D:B5 92	; $04:$92B5
0x01112F|$04:$911F:0F	; count
0x011130|$04:$9120:DB 82	; $01:$82DB; Monster ID #$07: Ghost Mouse + Monster ID #$1D: Demighost
0x011132|$04:$9122:B9 92	; $04:$92B9
0x011134|$04:$9124:06	; count
0x011135|$04:$9125:04 84	; $01:$8404; Monster ID #$08: Babble + Monster ID #$42: Metal Babble
0x011137|$04:$9127:C0 92	; $04:$92C0
0x011139|$04:$9129:0D	; count
0x01113A|$04:$912A:CE 80	; $01:$80CE; Monster ID #$03: Iron Ant + Monster ID #$09: Army Ant + Monster ID #$0D: Magic Ant
0x01113C|$04:$912C:C4 92	; $04:$92C4
0x01113E|$04:$912E:19	; count
0x01113F|$04:$912F:4F 84	; $01:$844F; Monster ID #$0A: Magician + Monster ID #$1A: Enchanter + Monster ID #$2F: Sorcerer
0x011141|$04:$9131:CB 92	; $04:$92CB
0x011143|$04:$9133:10	; count
0x011144|$04:$9134:CA 81	; $01:$81CA; Monster ID #$05: Wild Mouse + Monster ID #$0B: Big Rat + Monster ID #$14: Ghost Rat
0x011146|$04:$9136:D2 92	; $04:$92D2
0x011148|$04:$9138:10	; count
0x011149|$04:$9139:E0 85	; $01:$85E0; Monster ID #$0C: Big Cobra + Monster ID #$26: Basilisk
0x01114B|$04:$913B:D6 92	; $04:$92D6
0x01114D|$04:$913D:0D	; count
0x01114E|$04:$913E:CE 80	; $01:$80CE; Monster ID #$03: Iron Ant + Monster ID #$09: Army Ant + Monster ID #$0D: Magic Ant
0x011150|$04:$9140:DD 92	; $04:$92DD
0x011152|$04:$9142:06	; count
0x011153|$04:$9143:75 81	; $01:$8175; Monster ID #$04: Drakee + Monster ID #$0E: Magidrakee
0x011155|$04:$9145:E4 92	; $04:$92E4
0x011157|$04:$9147:10	; count
0x011158|$04:$9148:CF 86	; $01:$86CF; Monster ID #$0F: Centipod + Monster ID #$17: Megapede
0x01115A|$04:$914A:E8 92	; $04:$92E8
0x01115C|$04:$914C:06	; count
0x01115D|$04:$914D:8E 82	; $01:$828E; Monster ID #$06: Healer + Monster ID #$10: Man O’ War
0x01115F|$04:$914F:EF 92	; $04:$92EF
0x011161|$04:$9151:09	; count
0x011162|$04:$9152:A5 87	; $01:$87A5; Monster ID #$11: Lizard Fly + Monster ID #$23: Dragon Fly
0x011164|$04:$9154:F3 92	; $04:$92F3
0x011166|$04:$9156:1D	; count
0x011167|$04:$9157:3B 88	; $01:$883B; Monster ID #$12: Zombie + Monster ID #$2D: Hork + Monster ID #$37: Ghoul
0x011169|$04:$9159:FA 92	; $04:$92FA
0x01116B|$04:$915B:10	; count
0x01116C|$04:$915C:B1 89	; $01:$89B1; Monster ID #$13: Smoke + Monster ID #$2C: Gas
0x01116E|$04:$915E:01 93	; $04:$9301
0x011170|$04:$9160:10	; count
0x011171|$04:$9161:CA 81	; $01:$81CA; Monster ID #$05: Wild Mouse + Monster ID #$0B: Big Rat + Monster ID #$14: Ghost Rat
0x011173|$04:$9163:05 93	; $04:$9305
0x011175|$04:$9165:10	; count
0x011176|$04:$9166:BB 8A	; $01:$8ABB; Monster ID #$15: Baboon + Monster ID #$1C: Magic Baboon + Monster ID #$33: Hibabango
0x011178|$04:$9168:09 93	; $04:$9309
0x01117A|$04:$916A:17	; count
0x01117B|$04:$916B:9F 8B	; $01:$8B9F; Monster ID #$16: Carnivog + Monster ID #$1F: Poison Lily
0x01117D|$04:$916D:10 93	; $04:$9310
0x01117F|$04:$916F:10	; count
0x011180|$04:$9170:CF 86	; $01:$86CF; Monster ID #$0F: Centipod + Monster ID #$17: Megapede
0x011182|$04:$9172:17 93	; $04:$9317
0x011184|$04:$9174:0B	; count
0x011185|$04:$9175:3D 80	; $01:$803D; Monster ID #$02: Big Slug + Monster ID #$18: Sea Slug
0x011187|$04:$9177:1E 93	; $04:$931E
0x011189|$04:$9179:1B	; count
0x01118A|$04:$917A:D0 8C	; $01:$8CD0; Monster ID #$19: Medusa Ball + Monster ID #$21: Gorgon
0x01118C|$04:$917C:25 93	; $04:$9325
0x01118E|$04:$917E:1D	; count
0x01118F|$04:$917F:4F 84	; $01:$844F; Monster ID #$0A: Magician + Monster ID #$1A: Enchanter + Monster ID #$2F: Sorcerer
0x011191|$04:$9181:2C 93	; $04:$932C
0x011193|$04:$9183:12	; count
0x011194|$04:$9184:84 8E	; $01:$8E84; Monster ID #$1B: Mud Man + Monster ID #$29: Puppet Man
0x011196|$04:$9186:33 93	; $04:$9333
0x011198|$04:$9188:10	; count
0x011199|$04:$9189:BB 8A	; $01:$8ABB; Monster ID #$15: Baboon + Monster ID #$1C: Magic Baboon + Monster ID #$33: Hibabango
0x01119B|$04:$918B:37 93	; $04:$9337
0x01119D|$04:$918D:14	; count
0x01119E|$04:$918E:DB 82	; $01:$82DB; Monster ID #$07: Ghost Mouse + Monster ID #$1D: Demighost
0x0111A0|$04:$9190:3E 93	; $04:$933E
0x0111A2|$04:$9192:0D	; count
0x0111A3|$04:$9193:AF 8F	; $01:$8FAF; Monster ID #$1E: Gremlin + Monster ID #$3C: Ozwarg
0x0111A5|$04:$9195:45 93	; $04:$9345
0x0111A7|$04:$9197:17	; count
0x0111A8|$04:$9198:9F 8B	; $01:$8B9F; Monster ID #$16: Carnivog + Monster ID #$1F: Poison Lily
0x0111AA|$04:$919A:4C 93	; $04:$934C
0x0111AC|$04:$919C:1A	; count
0x0111AD|$04:$919D:66 90	; $01:$9066; Monster ID #$20: Mummy Man + Monster ID #$2A: Mummy
0x0111AF|$04:$919F:53 93	; $04:$9353
0x0111B1|$04:$91A1:1B	; count
0x0111B2|$04:$91A2:D0 8C	; $01:$8CD0; Monster ID #$19: Medusa Ball + Monster ID #$21: Gorgon
0x0111B4|$04:$91A4:5A 93	; $04:$935A
0x0111B6|$04:$91A6:19	; count
0x0111B7|$04:$91A7:E0 91	; $01:$91E0; Monster ID #$22: Saber Tiger + Monster ID #$3A: Saber Lion
0x0111B9|$04:$91A9:61 93	; $04:$9361
0x0111BB|$04:$91AB:09	; count
0x0111BC|$04:$91AC:A5 87	; $01:$87A5; Monster ID #$11: Lizard Fly + Monster ID #$23: Dragon Fly
0x0111BE|$04:$91AE:68 93	; $04:$9368
0x0111C0|$04:$91B0:20	; count
0x0111C1|$04:$91B1:41 93	; $01:$9341; Monster ID #$24: Titan Tree + Monster ID #$2B: Evil Tree
0x0111C3|$04:$91B3:6F 93	; $04:$936F
0x0111C5|$04:$91B5:18	; count
0x0111C6|$04:$91B6:DA 94	; $01:$94DA; Monster ID #$25: Undead + Monster ID #$39: Mega Knight + Monster ID #$43: Hargon’s Knight
0x0111C8|$04:$91B8:76 93	; $04:$9376
0x0111CA|$04:$91BA:10	; count
0x0111CB|$04:$91BB:E0 85	; $01:$85E0; Monster ID #$0C: Big Cobra + Monster ID #$26: Basilisk
0x0111CD|$04:$91BD:7A 93	; $04:$937A
0x0111CF|$04:$91BF:0C	; count
0x0111D0|$04:$91C0:27 96	; $01:$9627; Monster ID #$27: Goopi + Monster ID #$34: Graboopi
0x0111D2|$04:$91C2:81 93	; $04:$9381
0x0111D4|$04:$91C4:20	; count
0x0111D5|$04:$91C5:CA 96	; $01:$96CA; Monster ID #$28: Orc + Monster ID #$35: Gold Orc + Monster ID #$3F: Orc King
0x0111D7|$04:$91C7:85 93	; $04:$9385
0x0111D9|$04:$91C9:12	; count
0x0111DA|$04:$91CA:84 8E	; $01:$8E84; Monster ID #$1B: Mud Man + Monster ID #$29: Puppet Man
0x0111DC|$04:$91CC:8C 93	; $04:$938C
0x0111DE|$04:$91CE:1A	; count
0x0111DF|$04:$91CF:66 90	; $01:$9066; Monster ID #$20: Mummy Man + Monster ID #$2A: Mummy
0x0111E1|$04:$91D1:90 93	; $04:$9390
0x0111E3|$04:$91D3:20	; count
0x0111E4|$04:$91D4:41 93	; $01:$9341; Monster ID #$24: Titan Tree + Monster ID #$2B: Evil Tree
0x0111E6|$04:$91D6:97 93	; $04:$9397
0x0111E8|$04:$91D8:10	; count
0x0111E9|$04:$91D9:B1 89	; $01:$89B1; Monster ID #$13: Smoke + Monster ID #$2C: Gas
0x0111EB|$04:$91DB:9E 93	; $04:$939E
0x0111ED|$04:$91DD:1D	; count
0x0111EE|$04:$91DE:3B 88	; $01:$883B; Monster ID #$12: Zombie + Monster ID #$2D: Hork + Monster ID #$37: Ghoul
0x0111F0|$04:$91E0:A2 93	; $04:$93A2
0x0111F2|$04:$91E2:14	; count
0x0111F3|$04:$91E3:B2 98	; $01:$98B2; Monster ID #$2E: Hawk Man + Monster ID #$3E: Gargoyle
0x0111F5|$04:$91E5:A9 93	; $04:$93A9
0x0111F7|$04:$91E7:1D	; count
0x0111F8|$04:$91E8:4F 84	; $01:$844F; Monster ID #$0A: Magician + Monster ID #$1A: Enchanter + Monster ID #$2F: Sorcerer
0x0111FA|$04:$91EA:B0 93	; $04:$93B0
0x0111FC|$04:$91EC:04	; count
0x0111FD|$04:$91ED:02 80	; $01:$8002; Monster ID #$01: Slime + Monster ID #$30: Metal Slime
0x0111FF|$04:$91EF:B7 93	; $04:$93B7
0x011201|$04:$91F1:20	; count
0x011202|$04:$91F2:09 9A	; $01:$9A09; Monster ID #$31: Hunter + Monster ID #$41: Berserker
0x011204|$04:$91F4:BB 93	; $04:$93BB
0x011206|$04:$91F6:13	; count
0x011207|$04:$91F7:36 9C	; $01:$9C36; Monster ID #$32: Evil Eye + Monster ID #$3D: Dark Eye
0x011209|$04:$91F9:C2 93	; $04:$93C2
0x01120B|$04:$91FB:10	; count
0x01120C|$04:$91FC:BB 8A	; $01:$8ABB; Monster ID #$15: Baboon + Monster ID #$1C: Magic Baboon + Monster ID #$33: Hibabango
0x01120E|$04:$91FE:C6 93	; $04:$93C6
0x011210|$04:$9200:0C	; count
0x011211|$04:$9201:27 96	; $01:$9627; Monster ID #$27: Goopi + Monster ID #$34: Graboopi
0x011213|$04:$9203:CD 93	; $04:$93CD
0x011215|$04:$9205:22	; count
0x011216|$04:$9206:CA 96	; $01:$96CA; Monster ID #$28: Orc + Monster ID #$35: Gold Orc + Monster ID #$3F: Orc King
0x011218|$04:$9208:D1 93	; $04:$93D1
0x01121A|$04:$920A:13	; count
0x01121B|$04:$920B:50 9D	; $01:$9D50; Monster ID #$36: Evil Clown + Monster ID #$47: Mace Master
0x01121D|$04:$920D:D8 93	; $04:$93D8
0x01121F|$04:$920F:1D	; count
0x011220|$04:$9210:3B 88	; $01:$883B; Monster ID #$12: Zombie + Monster ID #$2D: Hork + Monster ID #$37: Ghoul
0x011222|$04:$9212:DF 93	; $04:$93DF
0x011224|$04:$9214:22	; count
0x011225|$04:$9215:9A 9E	; $01:$9E9A; Monster ID #$38: Vampirus + Monster ID #$40: Magic Vampirus
0x011227|$04:$9217:E6 93	; $04:$93E6
0x011229|$04:$9219:18	; count
0x01122A|$04:$921A:DA 94	; $01:$94DA; Monster ID #$25: Undead + Monster ID #$39: Mega Knight + Monster ID #$43: Hargon’s Knight
0x01122C|$04:$921C:ED 93	; $04:$93ED
0x01122E|$04:$921E:19	; count
0x01122F|$04:$921F:E0 91	; $01:$91E0; Monster ID #$22: Saber Tiger + Monster ID #$3A: Saber Lion
0x011231|$04:$9221:F1 93	; $04:$93F1
0x011233|$04:$9223:1C	; count
0x011234|$04:$9224:76 A0	; $01:$A076; Monster ID #$3B: Metal Hunter + Monster ID #$45: Attackbot
0x011236|$04:$9226:F8 93	; $04:$93F8
0x011238|$04:$9228:0D	; count
0x011239|$04:$9229:AF 8F	; $01:$8FAF; Monster ID #$1E: Gremlin + Monster ID #$3C: Ozwarg
0x01123B|$04:$922B:FF 93	; $04:$93FF
0x01123D|$04:$922D:13	; count
0x01123E|$04:$922E:36 9C	; $01:$9C36; Monster ID #$32: Evil Eye + Monster ID #$3D: Dark Eye
0x011240|$04:$9230:06 94	; $04:$9406
0x011242|$04:$9232:17	; count
0x011243|$04:$9233:B2 98	; $01:$98B2; Monster ID #$2E: Hawk Man + Monster ID #$3E: Gargoyle
0x011245|$04:$9235:0A 94	; $04:$940A
0x011247|$04:$9237:22	; count
0x011248|$04:$9238:CA 96	; $01:$96CA; Monster ID #$28: Orc + Monster ID #$35: Gold Orc + Monster ID #$3F: Orc King
0x01124A|$04:$923A:11 94	; $04:$9411
0x01124C|$04:$923C:22	; count
0x01124D|$04:$923D:9A 9E	; $01:$9E9A; Monster ID #$38: Vampirus + Monster ID #$40: Magic Vampirus
0x01124F|$04:$923F:18 94	; $04:$9418
0x011251|$04:$9241:27	; count
0x011252|$04:$9242:09 9A	; $01:$9A09; Monster ID #$31: Hunter + Monster ID #$41: Berserker
0x011254|$04:$9244:1F 94	; $04:$941F
0x011256|$04:$9246:06	; count
0x011257|$04:$9247:04 84	; $01:$8404; Monster ID #$08: Babble + Monster ID #$42: Metal Babble
0x011259|$04:$9249:26 94	; $04:$9426
0x01125B|$04:$924B:18	; count
0x01125C|$04:$924C:DA 94	; $01:$94DA; Monster ID #$25: Undead + Monster ID #$39: Mega Knight + Monster ID #$43: Hargon’s Knight
0x01125E|$04:$924E:2A 94	; $04:$942A
0x011260|$04:$9250:37	; count
0x011261|$04:$9251:73 A2	; $01:$A273; Monster ID #$44: Cyclops + Monster ID #$4B: Giant + Monster ID #$4E: Atlas
0x011263|$04:$9253:2E 94	; $04:$942E
0x011265|$04:$9255:26	; count
0x011266|$04:$9256:76 A0	; $01:$A076; Monster ID #$3B: Metal Hunter + Monster ID #$45: Attackbot
0x011268|$04:$9258:38 94	; $04:$9438
0x01126A|$04:$925A:17	; count
0x01126B|$04:$925B:19 A6	; $01:$A619; Monster ID #$46: Green Dragon
0x01126D|$04:$925D:3F 94	; $04:$943F
0x01126F|$04:$925F:13	; count
0x011270|$04:$9260:50 9D	; $01:$9D50; Monster ID #$36: Evil Clown + Monster ID #$47: Mace Master
0x011272|$04:$9262:46 94	; $04:$9446
0x011274|$04:$9264:1E	; count
0x011275|$04:$9265:6A A7	; $01:$A76A; Monster ID #$48: Flame + Monster ID #$4A: Blizzard
0x011277|$04:$9267:4D 94	; $04:$944D
0x011279|$04:$9269:1D	; count
0x01127A|$04:$926A:FC A8	; $01:$A8FC; Monster ID #$49: Silver Batboon + Monster ID #$4C: Gold Batboon + Monster ID #$4F: Bazuzu
0x01127C|$04:$926C:51 94	; $04:$9451
0x01127E|$04:$926E:1E	; count
0x01127F|$04:$926F:6A A7	; $01:$A76A; Monster ID #$48: Flame + Monster ID #$4A: Blizzard
0x011281|$04:$9271:58 94	; $04:$9458
0x011283|$04:$9273:40	; count
0x011284|$04:$9274:73 A2	; $01:$A273; Monster ID #$44: Cyclops + Monster ID #$4B: Giant + Monster ID #$4E: Atlas
0x011286|$04:$9276:5C 94	; $04:$945C
0x011288|$04:$9278:1D	; count
0x011289|$04:$9279:FC A8	; $01:$A8FC; Monster ID #$49: Silver Batboon + Monster ID #$4C: Gold Batboon + Monster ID #$4F: Bazuzu
0x01128B|$04:$927B:66 94	; $04:$9466
0x01128D|$04:$927D:47	; count
0x01128E|$04:$927E:AF AA	; $01:$AAAF; Monster ID #$4D: Bullwong + Monster ID #$50: Zarlox
0x011290|$04:$9280:6D 94	; $04:$946D
0x011292|$04:$9282:40	; count
0x011293|$04:$9283:73 A2	; $01:$A273; Monster ID #$44: Cyclops + Monster ID #$4B: Giant + Monster ID #$4E: Atlas
0x011295|$04:$9285:7A 94	; $04:$947A
0x011297|$04:$9287:1D	; count
0x011298|$04:$9288:FC A8	; $01:$A8FC; Monster ID #$49: Silver Batboon + Monster ID #$4C: Gold Batboon + Monster ID #$4F: Bazuzu
0x01129A|$04:$928A:84 94	; $04:$9484
0x01129C|$04:$928C:4C	; count
0x01129D|$04:$928D:AF AA	; $01:$AAAF; Monster ID #$4D: Bullwong + Monster ID #$50: Zarlox
0x01129F|$04:$928F:8B 94	; $04:$948B
0x0112A1|$04:$9291:35	; count
0x0112A2|$04:$9292:98 AE	; $01:$AE98; Monster ID #$51: Hargon
0x0112A4|$04:$9294:98 94	; $04:$9498
0x0112A6|$04:$9296:4D	; count
0x0112A7|$04:$9297:78 B1	; $01:$B178; Monster ID #$52: Malroth
0x0112A9|$04:$9299:9F
; indirect data load target
0x0112AA|$04:$929A:   94	; $04:$949F
; monster palettes
; format is 1 byte X/Y dimensions, 3*(sum of dimension nybbles) palette data
; indirect data load target (via $9104)
0x0112AB|$04:$929B:10 30 15 1C	; Monster ID #$01: Slime
; indirect data load target (via $9109)
0x0112AF|$04:$929F:11 19 0F 0F 30 37 16	; Monster ID #$02: Big Slug
; indirect data load target (via $910E)
0x0112B6|$04:$92A6:11 30 15 0F 21 27 17	; Monster ID #$03: Iron Ant
; indirect data load target (via $9113)
0x0112BD|$04:$92AD:10 30 15 01	; Monster ID #$04: Drakee
; indirect data load target (via $9118)
0x0112C1|$04:$92B1:10 00 24 1C	; Monster ID #$05: Wild Mouse
; indirect data load target (via $911D)
0x0112C5|$04:$92B5:10 11 27 30	; Monster ID #$06: Healer
; indirect data load target (via $9122)
0x0112C9|$04:$92B9:11 30 11 19 11 21 17	; Monster ID #$07: Ghost Mouse
; indirect data load target (via $9127)
0x0112D0|$04:$92C0:10 19 29 30	; Monster ID #$08: Babble
; indirect data load target (via $912C)
0x0112D4|$04:$92C4:11 30 17 0F 2A 2C 1C	; Monster ID #$09: Army Ant
; indirect data load target (via $9131)
0x0112DB|$04:$92CB:11 36 0F 0F 30 1B 06	; Monster ID #$0A: Magician
; indirect data load target (via $9136)
0x0112E2|$04:$92D2:10 1C 10 26	; Monster ID #$0B: Big Rat
; indirect data load target (via $913B)
0x0112E6|$04:$92D6:11 30 10 0F 00 15 27	; Monster ID #$0C: Big Cobra
; indirect data load target (via $9140)
0x0112ED|$04:$92DD:11 30 11 0F 25 26 16	; Monster ID #$0D: Magic Ant
; indirect data load target (via $9145)
0x0112F4|$04:$92E4:10 35 02 19	; Monster ID #$0E: Magidrakee
; indirect data load target (via $914A)
0x0112F8|$04:$92E8:11 30 0F 0F 16 21 37	; Monster ID #$0F: Centipod
; indirect data load target (via $914F)
0x0112FF|$04:$92EF:10 30 2C 10	; Monster ID #$10: Man O’ War
; indirect data load target (via $9154)
0x011303|$04:$92F3:11 35 0F 0F 19 29 30	; Monster ID #$11: Lizard Fly
; indirect data load target (via $9159)
0x01130A|$04:$92FA:11 22 28 0F 18 1A 36	; Monster ID #$12: Zombie
; indirect data load target (via $915E)
0x011311|$04:$9301:10 00 26 10	; Monster ID #$13: Smoke
; indirect data load target (via $9163)
0x011315|$04:$9305:10 06 2C 10	; Monster ID #$14: Ghost Rat
; indirect data load target (via $9168)
0x011319|$04:$9309:11 30 0F 0F 17 1C 26	; Monster ID #$15: Baboon
; indirect data load target (via $916D)
0x011320|$04:$9310:11 30 0F 0F 15 2A 22	; Monster ID #$16: Carnivog
; indirect data load target (via $9172)
0x011327|$04:$9317:11 13 0F 0F 1C 26 3A	; Monster ID #$17: Megapede
; indirect data load target (via $9177)
0x01132E|$04:$931E:11 26 0F 0F 21 23 1C	; Monster ID #$18: Sea Slug
; indirect data load target (via $917C)
0x011335|$04:$9325:11 30 0F 0F 16 15 21	; Monster ID #$19: Medusa Ball
; indirect data load target (via $9181)
0x01133C|$04:$932C:11 2C 16 36 30 13 1C	; Monster ID #$1A: Enchanter
; indirect data load target (via $9186)
0x011343|$04:$9333:10 17 27 00	; Monster ID #$1B: Mud Man
; indirect data load target (via $918B)
0x011347|$04:$9337:11 36 0F 0F 1A 13 16	; Monster ID #$1C: Magic Baboon
; indirect data load target (via $9190)
0x01134E|$04:$933E:11 30 11 19 16 26 14	; Monster ID #$1D: Demighost
; indirect data load target (via $9195)
0x011355|$04:$9345:11 30 15 0F 10 23 1C	; Monster ID #$1E: Gremlin
; indirect data load target (via $919A)
0x01135C|$04:$934C:11 30 0F 0F 21 24 17	; Monster ID #$1F: Poison Lily
; indirect data load target (via $919F)
0x011363|$04:$9353:11 0F 15 27 30 10 1C	; Monster ID #$20: Mummy Man
; indirect data load target (via $91A4)
0x01136A|$04:$935A:11 37 0F 0F 1C 26 29	; Monster ID #$21: Gorgon
; indirect data load target (via $91A9)
0x011371|$04:$9361:11 11 0F 0F 30 17 27	; Monster ID #$22: Saber Tiger
; indirect data load target (via $91AE)
0x011378|$04:$9368:11 3A 0F 0F 15 25 3C	; Monster ID #$23: Dragon Fly
; indirect data load target (via $91B3)
0x01137F|$04:$936F:11 30 15 0F 17 1A 0A	; Monster ID #$24: Titan Tree
; indirect data load target (via $91B8)
0x011386|$04:$9376:10 30 21 26	; Monster ID #$25: Undead
; indirect data load target (via $91BD)
0x01138A|$04:$937A:11 3C 1C 0F 21 13 25	; Monster ID #$26: Basilisk
; indirect data load target (via $91C2)
0x011391|$04:$9381:10 30 27 10	; Monster ID #$27: Goopi
; indirect data load target (via $91C7)
0x011395|$04:$9385:11 30 24 0F 17 29 10	; Monster ID #$28: Orc
; indirect data load target (via $91CC)
0x01139C|$04:$938C:10 1C 2C 11	; Monster ID #$29: Puppet Man
; indirect data load target (via $91D1)
0x0113A0|$04:$9390:11 0F 0F 36 31 21 14	; Monster ID #$2A: Mummy
; indirect data load target (via $91D6)
0x0113A7|$04:$9397:11 30 27 0F 1C 15 05	; Monster ID #$2B: Evil Tree
; indirect data load target (via $91DB)
0x0113AE|$04:$939E:10 14 06 34	; Monster ID #$2C: Gas
; indirect data load target (via $91E0)
0x0113B2|$04:$93A2:11 0C 00 0F 1C 10 17	; Monster ID #$2D: Hork
; indirect data load target (via $91E5)
0x0113B9|$04:$93A9:11 30 28 00 21 1C 24	; Monster ID #$2E: Hawk Man
; indirect data load target (via $91EA)
0x0113C0|$04:$93B0:11 23 00 10 32 15 1C	; Monster ID #$2F: Sorcerer
; indirect data load target (via $91EF)
0x0113C7|$04:$93B7:10 30 0F 00	; Monster ID #$30: Metal Slime
; indirect data load target (via $91F4)
0x0113CB|$04:$93BB:11 30 25 00 1C 29 17	; Monster ID #$31: Hunter
; indirect data load target (via $91F9)
0x0113D2|$04:$93C2:10 30 15 27	; Monster ID #$32: Evil Eye
; indirect data load target (via $91FE)
0x0113D6|$04:$93C6:11 30 0F 0F 23 16 1C	; Monster ID #$33: Hibabango
; indirect data load target (via $9203)
0x0113DD|$04:$93CD:10 35 06 15	; Monster ID #$34: Graboopi
; indirect data load target (via $9208)
0x0113E1|$04:$93D1:11 30 24 30 37 13 10	; Monster ID #$35: Gold Orc
; indirect data load target (via $920D)
0x0113E8|$04:$93D8:11 2A 10 00 30 15 1C	; Monster ID #$36: Evil Clown
; indirect data load target (via $9212)
0x0113EF|$04:$93DF:11 06 34 0F 30 15 1C	; Monster ID #$37: Ghoul
; indirect data load target (via $9217)
0x0113F6|$04:$93E6:11 30 15 0F 1C 27 00	; Monster ID #$38: Vampirus
; indirect data load target (via $921C)
0x0113FD|$04:$93ED:10 37 06 25	; Monster ID #$39: Mega Knight
; indirect data load target (via $9221)
0x011401|$04:$93F1:11 17 0F 0F 31 15 25	; Monster ID #$3A: Saber Lion
; indirect data load target (via $9226)
0x011408|$04:$93F8:11 30 2A 19 10 1C 23	; Monster ID #$3B: Metal Hunter
; indirect data load target (via $922B)
0x01140F|$04:$93FF:11 30 15 0F 1C 16 07	; Monster ID #$3C: Ozwarg
; indirect data load target (via $9230)
0x011416|$04:$9406:10 35 1C 23	; Monster ID #$3D: Dark Eye
; indirect data load target (via $9235)
0x01141A|$04:$940A:11 30 1C 00 14 18 10	; Monster ID #$3E: Gargoyle
; indirect data load target (via $923A)
0x011421|$04:$9411:11 37 00 31 22 17 1B	; Monster ID #$3F: Orc King
; indirect data load target (via $923F)
0x011428|$04:$9418:11 30 12 0F 17 10 04	; Monster ID #$40: Magic Vampirus
; indirect data load target (via $9244)
0x01142F|$04:$941F:11 30 28 00 19 26 15	; Monster ID #$41: Berserker
; indirect data load target (via $9249)
0x011436|$04:$9426:10 00 10 30	; Monster ID #$42: Metal Babble
; indirect data load target (via $924E)
0x01143A|$04:$942A:10 2C 13 24	; Monster ID #$43: Hargon’s Knight
; indirect data load target (via $9253)
0x01143E|$04:$942E:12 30 15 25 0F 0F 0F 21 11 18	; Monster ID #$44: Cyclops
; indirect data load target (via $9258)
0x011448|$04:$9438:11 30 27 16 21 13 15	; Monster ID #$45: Attack Bot
; indirect data load target (via $925D)
0x01144F|$04:$943F:11 30 15 01 10 19 27	; Monster ID #$46: Green Dragon
; indirect data load target (via $9262)
0x011456|$04:$9446:11 21 15 05 3B 11 14	; Monster ID #$47: Mace Master
; indirect data load target (via $9267)
0x01145D|$04:$944D:10 11 26 0F	; Monster ID #$48: Flame
; indirect data load target (via $926C)
0x011461|$04:$9451:11 15 21 0F 30 00 11	; Monster ID #$49: Silver Batboon
; indirect data load target (via $9271)
0x011468|$04:$9458:10 30 21 0F	; Monster ID #$4A: Blizzard
; indirect data load target (via $9276)
0x01146C|$04:$945C:12 30 16 36 0F 16 26 2A 1A 1C	; Monster ID #$4B: Giant
; indirect data load target (via $927B)
0x011476|$04:$9466:11 30 15 0F 36 1C 06	; Monster ID #$4C: Gold Batboon
; indirect data load target (via $9280)
0x01147D|$04:$946D:13 30 28 14 1C 1A 14 23 0F 0F 23 10 15	; Monster ID #$4D: Bullwong
; indirect data load target (via $9285)
0x01148A|$04:$947A:12 30 21 31 0F 00 10 26 16 12	; Monster ID #$4E: Atlas
; indirect data load target (via $928A)
0x011494|$04:$9484:11 30 25 0F 13 06 1C	; Monster ID #$4F: Bazuzu
; indirect data load target (via $928F)
0x01149B|$04:$948B:13 30 23 26 00 15 26 37 0F 0F 37 21 11	; Monster ID #$50: Zarlox
; indirect data load target (via $9294)
0x0114A8|$04:$9498:11 21 13 17 30 15 25	; Monster ID #$51: Hargon
; indirect data load target (via $9299)
0x0114AF|$04:$949F:34 30 24 2C 1A 26 24 1A 24 1C 15 24 1C 1A 26 1C 1A 24 1C 1A 26 24	; Monster ID #$52: Malroth

; data -> code
; control flow target (from $8329)
0x0114C5|$04:$94B5:A2 08   	LDX #$08   
0x0114C7|$04:$94B7:86 14   	STX $14    	; coords?
0x0114C9|$04:$94B9:CA      	DEX        
0x0114CA|$04:$94BA:86 15   	STX $15    	; coords?
0x0114CC|$04:$94BC:20 16 9A	JSR $9A16  	; set number of NMIs to wait for to current battle message delay if current battle message delay is not SLOW
0x0114CF|$04:$94BF:A2 24   	LDX #$24   	; start with Moonbrooke
; control flow target (from $94CE)
0x0114D1|$04:$94C1:BD 2D 06	LDA $062D,X	; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence)
0x0114D4|$04:$94C4:29 A4   	AND #$A4   	; clear all battle-only statuses (keep Alive, Poison, and In Party)
0x0114D6|$04:$94C6:9D 2D 06	STA $062D,X	; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence)
0x0114D9|$04:$94C9:8A      	TXA        
0x0114DA|$04:$94CA:38      	SEC        
0x0114DB|$04:$94CB:E9 12   	SBC #$12   	; hero data is #$12 bytes wide
0x0114DD|$04:$94CD:AA      	TAX        
0x0114DE|$04:$94CE:10 F1   	BPL $94C1  	; if more hero data to update, update it
0x0114E0|$04:$94D0:A9 FF   	LDA #$FF   
0x0114E2|$04:$94D2:85 8E   	STA $8E    	; flag for in battle or not (#$FF)?
0x0114E4|$04:$94D4:A9 0F   	LDA #$0F   
0x0114E6|$04:$94D6:85 B3   	STA $B3    
0x0114E8|$04:$94D8:20 F7 B5	JSR $B5F7  
0x0114EB|$04:$94DB:A9 00   	LDA #$00   
0x0114ED|$04:$94DD:85 98   	STA $98    	; outcome of last fight?
0x0114EF|$04:$94DF:20 AC 9A	JSR $9AAC  
0x0114F2|$04:$94E2:20 B4 9A	JSR $9AB4  
0x0114F5|$04:$94E5:A2 00   	LDX #$00   
0x0114F7|$04:$94E7:8E D8 60	STX $60D8  
; control flow target (from $94FA)
0x0114FA|$04:$94EA:8A      	TXA        
0x0114FB|$04:$94EB:20 EE 9E	JSR $9EEE  	; given an index (in A) into the array of structures at $0663, set $B5-$B6 to the address of the corresponding item inside that structure
0x0114FE|$04:$94EE:A0 09   	LDY #$09   
0x011500|$04:$94F0:B1 B5   	LDA ($B5),Y
0x011502|$04:$94F2:F0 03   	BEQ $94F7  
0x011504|$04:$94F4:EE D8 60	INC $60D8  
; control flow target (from $94F2)
0x011507|$04:$94F7:E8      	INX        
0x011508|$04:$94F8:E0 04   	CPX #$04   
0x01150A|$04:$94FA:90 EE   	BCC $94EA  
0x01150C|$04:$94FC:A9 00   	LDA #$00   
0x01150E|$04:$94FE:85 A8   	STA $A8    
0x011510|$04:$9500:85 A7   	STA $A7    
; control flow target (from $9538)
0x011512|$04:$9502:20 EE 9E	JSR $9EEE  	; given an index (in A) into the array of structures at $0663, set $B5-$B6 to the address of the corresponding item inside that structure
0x011515|$04:$9505:A0 09   	LDY #$09   
0x011517|$04:$9507:B1 B5   	LDA ($B5),Y
0x011519|$04:$9509:85 8F   	STA $8F    
0x01151B|$04:$950B:F0 25   	BEQ $9532  
0x01151D|$04:$950D:E6 A8   	INC $A8    
0x01151F|$04:$950F:A0 00   	LDY #$00   
0x011521|$04:$9511:B1 B5   	LDA ($B5),Y
0x011523|$04:$9513:8D 61 01	STA $0161  	; current monster ID
0x011526|$04:$9516:A2 00   	LDX #$00   
0x011528|$04:$9518:20 D6 9C	JSR $9CD6  	; write monster name in A (+ monster number within its group in X, if > 0) to $6119
0x01152B|$04:$951B:CE D8 60	DEC $60D8  
0x01152E|$04:$951E:D0 0D   	BNE $952D  
0x011530|$04:$9520:A6 A8   	LDX $A8    
0x011532|$04:$9522:CA      	DEX        
0x011533|$04:$9523:D0 04   	BNE $9529  
0x011535|$04:$9525:A9 54   	LDA #$54   	; String ID #$0054: [cardinal #] [monster(s)][line]appeared.[end-FC]
0x011537|$04:$9527:D0 06   	BNE $952F  
; control flow target (from $9523)
0x011539|$04:$9529:A9 53   	LDA #$53   	; String ID #$0053: And [cardinal #] [monster(s)][line]appeared.[end-FC]
0x01153B|$04:$952B:D0 02   	BNE $952F  
; control flow target (from $951E)
0x01153D|$04:$952D:A9 01   	LDA #$01   	; String ID #$0001: [cardinal #] [monster(s)],[end-FC]
; control flow target (from $9527, $952B)
0x01153F|$04:$952F:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
; control flow target (from $950B)
0x011542|$04:$9532:E6 A7   	INC $A7    
0x011544|$04:$9534:A5 A7   	LDA $A7    
0x011546|$04:$9536:C9 04   	CMP #$04   
0x011548|$04:$9538:90 C8   	BCC $9502  
0x01154A|$04:$953A:A5 A8   	LDA $A8    
0x01154C|$04:$953C:D0 0C   	BNE $954A  
0x01154E|$04:$953E:A9 02   	LDA #$02   	; String ID #$0002: But it wasn't real.[end-FC]
0x011550|$04:$9540:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x011553|$04:$9543:A9 FD   	LDA #$FD   
0x011555|$04:$9545:85 98   	STA $98    	; outcome of last fight?
0x011557|$04:$9547:4C 85 96	JMP $9685  

; control flow target (from $953C)
0x01155A|$04:$954A:20 AE 87	JSR $87AE  
0x01155D|$04:$954D:20 3C 9A	JSR $9A3C  	; set number of NMIs to wait for to current battle message delay * 1.5 if current battle message delay is < #$80, #$64 otherwise
0x011560|$04:$9550:20 61 99	JSR $9961  
0x011563|$04:$9553:A9 20   	LDA #$20   
0x011565|$04:$9555:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x011568|$04:$9558:8D DD 06	STA $06DD  
0x01156B|$04:$955B:C9 01   	CMP #$01   
0x01156D|$04:$955D:90 1E   	BCC $957D  
0x01156F|$04:$955F:D0 24   	BNE $9585  
0x011571|$04:$9561:A9 03   	LDA #$03   	; String ID #$0003: [name] attacked![end-FC]
0x011573|$04:$9563:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x011576|$04:$9566:20 7F 99	JSR $997F  
0x011579|$04:$9569:A9 04   	LDA #$04   	; String ID #$0004: Before [name] was set for battle.[end-FC]
0x01157B|$04:$956B:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x01157E|$04:$956E:20 A0 9A	JSR $9AA0  
0x011581|$04:$9571:20 DC B6	JSR $B6DC  
0x011584|$04:$9574:20 3C 9A	JSR $9A3C  	; set number of NMIs to wait for to current battle message delay * 1.5 if current battle message delay is < #$80, #$64 otherwise
0x011587|$04:$9577:20 D6 9A	JSR $9AD6  
0x01158A|$04:$957A:4C E3 95	JMP $95E3  

; control flow target (from $955D)
0x01158D|$04:$957D:A9 05   	LDA #$05   	; String ID #$0005: But the [name] did not see thee.[end-FC]
0x01158F|$04:$957F:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x011592|$04:$9582:20 3C 9A	JSR $9A3C  	; set number of NMIs to wait for to current battle message delay * 1.5 if current battle message delay is < #$80, #$64 otherwise
; control flow target (from $955F, $9682)
0x011595|$04:$9585:20 DC B6	JSR $B6DC  
0x011598|$04:$9588:20 12 B3	JSR $B312  
0x01159B|$04:$958B:AD 2F 06	LDA $062F  	; Midenhall Battle Command
0x01159E|$04:$958E:C9 32   	CMP #$32   
0x0115A0|$04:$9590:F0 03   	BEQ $9595  
0x0115A2|$04:$9592:4C E3 95	JMP $95E3  

; control flow target (from $9590)
0x0115A5|$04:$9595:20 7F 99	JSR $997F  
0x0115A8|$04:$9598:A9 83   	LDA #$83   	; Music ID #$83: flee SFX
; call to code in a different bank ($0F:$C561)
0x0115AA|$04:$959A:20 61 C5	JSR $C561  	; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM])
0x0115AD|$04:$959D:A9 0F   	LDA #$0F   	; String ID #$000F: [name] broke away and ran.[end-FC]
0x0115AF|$04:$959F:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x0115B2|$04:$95A2:AD 61 01	LDA $0161  	; current monster ID
0x0115B5|$04:$95A5:C9 4E   	CMP #$4E   	; bosses start at #$4E
0x0115B7|$04:$95A7:B0 29   	BCS $95D2  	; can't run away from bosses
0x0115B9|$04:$95A9:A5 31   	LDA $31    	; current map ID
0x0115BB|$04:$95AB:C9 33   	CMP #$33   	; Map ID #$33: Sea Cave B5
0x0115BD|$04:$95AD:D0 10   	BNE $95BF  
0x0115BF|$04:$95AF:A5 16   	LDA $16    	; current map X-pos (1)
0x0115C1|$04:$95B1:C9 10   	CMP #$10   
0x0115C3|$04:$95B3:D0 0A   	BNE $95BF  
0x0115C5|$04:$95B5:A5 17   	LDA $17    	; current map Y-pos (1)
0x0115C7|$04:$95B7:C9 0C   	CMP #$0C   
0x0115C9|$04:$95B9:F0 17   	BEQ $95D2  	; can't run away from this fixed combat either
0x0115CB|$04:$95BB:C9 0D   	CMP #$0D   
0x0115CD|$04:$95BD:F0 13   	BEQ $95D2  
; control flow target (from $95AD, $95B3)
0x0115CF|$04:$95BF:AD DD 06	LDA $06DD  
0x0115D2|$04:$95C2:F0 07   	BEQ $95CB  
0x0115D4|$04:$95C4:A9 03   	LDA #$03   
0x0115D6|$04:$95C6:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x0115D9|$04:$95C9:F0 07   	BEQ $95D2  
; control flow target (from $95C2)
0x0115DB|$04:$95CB:A9 FC   	LDA #$FC   
0x0115DD|$04:$95CD:85 98   	STA $98    	; outcome of last fight?
0x0115DF|$04:$95CF:4C 85 96	JMP $9685  

; control flow target (from $95A7, $95B9, $95BD, $95C9)
0x0115E2|$04:$95D2:20 3C 9A	JSR $9A3C  	; set number of NMIs to wait for to current battle message delay * 1.5 if current battle message delay is < #$80, #$64 otherwise
0x0115E5|$04:$95D5:20 A0 9A	JSR $9AA0  
0x0115E8|$04:$95D8:A9 10   	LDA #$10   	; String ID #$0010: But there was no escape.[end-FC]
0x0115EA|$04:$95DA:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x0115ED|$04:$95DD:20 3C 9A	JSR $9A3C  	; set number of NMIs to wait for to current battle message delay * 1.5 if current battle message delay is < #$80, #$64 otherwise
0x0115F0|$04:$95E0:20 D6 9A	JSR $9AD6  
; control flow target (from $957A, $9592)
0x0115F3|$04:$95E3:A2 05   	LDX #$05   
0x0115F5|$04:$95E5:A9 FF   	LDA #$FF   
; control flow target (from $95EB)
0x0115F7|$04:$95E7:9D D5 06	STA $06D5,X
0x0115FA|$04:$95EA:CA      	DEX        
0x0115FB|$04:$95EB:10 FA   	BPL $95E7  
0x0115FD|$04:$95ED:A9 00   	LDA #$00   
0x0115FF|$04:$95EF:8D DB 06	STA $06DB  
0x011602|$04:$95F2:A9 07   	LDA #$07   
0x011604|$04:$95F4:85 A7   	STA $A7    
; control flow target (from $95FD)
0x011606|$04:$95F6:20 52 B0	JSR $B052  
0x011609|$04:$95F9:C6 A7   	DEC $A7    
0x01160B|$04:$95FB:A5 A7   	LDA $A7    
0x01160D|$04:$95FD:10 F7   	BPL $95F6  
0x01160F|$04:$95FF:20 16 9A	JSR $9A16  	; set number of NMIs to wait for to current battle message delay if current battle message delay is not SLOW
0x011612|$04:$9602:A9 00   	LDA #$00   
0x011614|$04:$9604:8D E0 06	STA $06E0  
; control flow target (from $9655)
0x011617|$04:$9607:AA      	TAX        
0x011618|$04:$9608:A9 4F   	LDA #$4F   
0x01161A|$04:$960A:85 AD   	STA $AD    
0x01161C|$04:$960C:A9 00   	LDA #$00   
0x01161E|$04:$960E:8D 76 01	STA $0176  
0x011621|$04:$9611:BD C7 06	LDA $06C7,X
0x011624|$04:$9614:C9 18   	CMP #$18   
0x011626|$04:$9616:B0 24   	BCS $963C  
0x011628|$04:$9618:C9 03   	CMP #$03   
0x01162A|$04:$961A:90 12   	BCC $962E  
0x01162C|$04:$961C:29 07   	AND #$07   
0x01162E|$04:$961E:AC DD 06	LDY $06DD  
0x011631|$04:$9621:C0 00   	CPY #$00   
0x011633|$04:$9623:F0 17   	BEQ $963C  
0x011635|$04:$9625:20 5B A8	JSR $A85B  
0x011638|$04:$9628:A5 98   	LDA $98    	; outcome of last fight?
0x01163A|$04:$962A:F0 10   	BEQ $963C  
0x01163C|$04:$962C:D0 57   	BNE $9685  
; control flow target (from $961A)
0x01163E|$04:$962E:AC DD 06	LDY $06DD  
0x011641|$04:$9631:C0 01   	CPY #$01   
0x011643|$04:$9633:F0 07   	BEQ $963C  
0x011645|$04:$9635:20 FD A0	JSR $A0FD  
0x011648|$04:$9638:A5 98   	LDA $98    	; outcome of last fight?
0x01164A|$04:$963A:D0 49   	BNE $9685  
; control flow target (from $9616, $9623, $962A, $9633)
0x01164C|$04:$963C:AD 76 01	LDA $0176  
0x01164F|$04:$963F:D0 09   	BNE $964A  
0x011651|$04:$9641:A5 AD   	LDA $AD    
0x011653|$04:$9643:C9 4F   	CMP #$4F   
0x011655|$04:$9645:F0 03   	BEQ $964A  
0x011657|$04:$9647:20 DC 9C	JSR $9CDC  
; control flow target (from $963F, $9645)
0x01165A|$04:$964A:20 F1 A0	JSR $A0F1  
0x01165D|$04:$964D:EE E0 06	INC $06E0  
0x011660|$04:$9650:AD E0 06	LDA $06E0  
0x011663|$04:$9653:C9 0B   	CMP #$0B   
0x011665|$04:$9655:90 B0   	BCC $9607  
0x011667|$04:$9657:A9 00   	LDA #$00   
0x011669|$04:$9659:85 A7   	STA $A7    
; control flow target (from $967B)
0x01166B|$04:$965B:20 EE 9E	JSR $9EEE  	; given an index (in A) into the array of structures at $0663, set $B5-$B6 to the address of the corresponding item inside that structure
0x01166E|$04:$965E:A0 0A   	LDY #$0A   
0x011670|$04:$9660:B1 B5   	LDA ($B5),Y
0x011672|$04:$9662:C9 03   	CMP #$03   
0x011674|$04:$9664:B0 0F   	BCS $9675  
0x011676|$04:$9666:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x011679|$04:$9669:A0 00   	LDY #$00   
0x01167B|$04:$966B:B1 B9   	LDA ($B9),Y
0x01167D|$04:$966D:30 06   	BMI $9675  
0x01167F|$04:$966F:A9 FF   	LDA #$FF   
0x011681|$04:$9671:A0 0A   	LDY #$0A   
0x011683|$04:$9673:91 B5   	STA ($B5),Y
; control flow target (from $9664, $966D)
0x011685|$04:$9675:E6 A7   	INC $A7    
0x011687|$04:$9677:A5 A7   	LDA $A7    
0x011689|$04:$9679:C9 04   	CMP #$04   
0x01168B|$04:$967B:90 DE   	BCC $965B  
0x01168D|$04:$967D:A9 FF   	LDA #$FF   
0x01168F|$04:$967F:8D DD 06	STA $06DD  
0x011692|$04:$9682:4C 85 95	JMP $9585  

; control flow target (from $9547, $95CF, $962C, $963A)
0x011695|$04:$9685:A9 01   	LDA #$01   
0x011697|$04:$9687:85 8E   	STA $8E    	; flag for in battle or not (#$FF)?
0x011699|$04:$9689:A5 98   	LDA $98    	; outcome of last fight?
0x01169B|$04:$968B:C9 FE   	CMP #$FE   
0x01169D|$04:$968D:B0 03   	BCS $9692  
; call to code in a different bank ($0F:$C5A3)
0x01169F|$04:$968F:4C A3 C5	JMP $C5A3  

; control flow target (from $968D)
0x0116A2|$04:$9692:C9 FF   	CMP #$FF   
0x0116A4|$04:$9694:D0 25   	BNE $96BB  
0x0116A6|$04:$9696:20 3C 9A	JSR $9A3C  	; set number of NMIs to wait for to current battle message delay * 1.5 if current battle message delay is < #$80, #$64 otherwise
0x0116A9|$04:$9699:20 BF 9A	JSR $9ABF  
0x0116AC|$04:$969C:A9 12   	LDA #$12   	; Music ID #$12: party defeat BGM
; call to code in a different bank ($0F:$C561)
0x0116AE|$04:$969E:20 61 C5	JSR $C561  	; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM])
0x0116B1|$04:$96A1:A2 1B   	LDX #$1B   	; String ID #$001B: Alas, brave [name] hast died.[end-FC]
0x0116B3|$04:$96A3:AD 3F 06	LDA $063F  	; Cannock status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence)
0x0116B6|$04:$96A6:29 04   	AND #$04   
0x0116B8|$04:$96A8:F0 04   	BEQ $96AE  
0x0116BA|$04:$96AA:A9 80   	LDA #$80   
0x0116BC|$04:$96AC:A2 B1   	LDX #$B1   	; String ID #$0151: [name] is utterly destroyed.[end-FC]
; control flow target (from $96A8)
0x0116BE|$04:$96AE:86 C7   	STX $C7    
0x0116C0|$04:$96B0:20 D0 9C	JSR $9CD0  	; print name of hero given by low 2 bits of A to $6119, terminated by #$FA
0x0116C3|$04:$96B3:A5 C7   	LDA $C7    
0x0116C5|$04:$96B5:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x0116C8|$04:$96B8:4C 58 9A	JMP $9A58  

; control flow target (from $9694)
0x0116CB|$04:$96BB:20 91 99	JSR $9991  
0x0116CE|$04:$96BE:A9 00   	LDA #$00   	; Midenhall
0x0116D0|$04:$96C0:85 A7   	STA $A7    	; hero ID
; control flow target (from $971A)
0x0116D2|$04:$96C2:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x0116D5|$04:$96C5:A0 00   	LDY #$00   
0x0116D7|$04:$96C7:B1 B9   	LDA ($B9),Y	; Status
0x0116D9|$04:$96C9:10 49   	BPL $9714  	; branch if dead
0x0116DB|$04:$96CB:A0 06   	LDY #$06   
0x0116DD|$04:$96CD:B1 B9   	LDA ($B9),Y	; hero's current EXP, byte 0
0x0116DF|$04:$96CF:18      	CLC        
0x0116E0|$04:$96D0:6D 26 06	ADC $0626  	; EXP earned this battle or current hero's current EXP, byte 0
0x0116E3|$04:$96D3:85 99   	STA $99    	; new EXP, byte 0
0x0116E5|$04:$96D5:C8      	INY        
0x0116E6|$04:$96D6:B1 B9   	LDA ($B9),Y	; hero's current EXP, byte 1
0x0116E8|$04:$96D8:6D 27 06	ADC $0627  	; EXP earned this battle or current hero's current EXP, byte 1
0x0116EB|$04:$96DB:85 9A   	STA $9A    	; new EXP, byte 1
0x0116ED|$04:$96DD:C8      	INY        
0x0116EE|$04:$96DE:B1 B9   	LDA ($B9),Y	; hero's current EXP, byte 2
0x0116F0|$04:$96E0:69 00   	ADC #$00   
0x0116F2|$04:$96E2:85 9B   	STA $9B    	; new EXP, byte 2
0x0116F4|$04:$96E4:C9 0F   	CMP #$0F   	; start checking for 1,000,000 EXP cap
0x0116F6|$04:$96E6:90 1C   	BCC $9704  
0x0116F8|$04:$96E8:D0 0E   	BNE $96F8  	; cap EXP at 1,000,000
0x0116FA|$04:$96EA:A5 9A   	LDA $9A    
0x0116FC|$04:$96EC:C9 42   	CMP #$42   
0x0116FE|$04:$96EE:90 14   	BCC $9704  
0x011700|$04:$96F0:D0 06   	BNE $96F8  	; cap EXP at 1,000,000
0x011702|$04:$96F2:A5 99   	LDA $99    
0x011704|$04:$96F4:C9 41   	CMP #$41   
0x011706|$04:$96F6:90 0C   	BCC $9704  
; cap EXP at 1,000,000
; control flow target (from $96E8, $96F0)
0x011708|$04:$96F8:A9 40   	LDA #$40   
0x01170A|$04:$96FA:85 99   	STA $99    
0x01170C|$04:$96FC:A9 42   	LDA #$42   
0x01170E|$04:$96FE:85 9A   	STA $9A    
0x011710|$04:$9700:A9 0F   	LDA #$0F   
0x011712|$04:$9702:85 9B   	STA $9B    
; control flow target (from $96E6, $96EE, $96F6)
0x011714|$04:$9704:A0 06   	LDY #$06   
0x011716|$04:$9706:A5 99   	LDA $99    	; new EXP, byte 0
0x011718|$04:$9708:91 B9   	STA ($B9),Y	; hero's current EXP, byte 0
0x01171A|$04:$970A:C8      	INY        
0x01171B|$04:$970B:A5 9A   	LDA $9A    	; new EXP, byte 1
0x01171D|$04:$970D:91 B9   	STA ($B9),Y	; hero's current EXP, byte 1
0x01171F|$04:$970F:C8      	INY        
0x011720|$04:$9710:A5 9B   	LDA $9B    	; new EXP, byte 2
0x011722|$04:$9712:91 B9   	STA ($B9),Y	; hero's current EXP, byte 2
; control flow target (from $96C9)
0x011724|$04:$9714:E6 A7   	INC $A7    	; hero ID
0x011726|$04:$9716:A5 A7   	LDA $A7    	; hero ID
0x011728|$04:$9718:C9 03   	CMP #$03   	; max of 3 heroes
0x01172A|$04:$971A:90 A6   	BCC $96C2  	; if more heroes to update, update them
0x01172C|$04:$971C:AD 26 06	LDA $0626  	; EXP earned this battle or current hero's current EXP, byte 0
0x01172F|$04:$971F:85 8F   	STA $8F    
0x011731|$04:$9721:AD 27 06	LDA $0627  	; EXP earned this battle or current hero's current EXP, byte 1
0x011734|$04:$9724:85 90   	STA $90    
0x011736|$04:$9726:05 8F   	ORA $8F    
0x011738|$04:$9728:D0 0D   	BNE $9737  
0x01173A|$04:$972A:AD 61 01	LDA $0161  	; current monster ID
0x01173D|$04:$972D:C9 51   	CMP #$51   
0x01173F|$04:$972F:B0 06   	BCS $9737  
; call to code in a different bank ($0F:$C5A3)
0x011741|$04:$9731:20 A3 C5	JSR $C5A3  
0x011744|$04:$9734:4C 3C 9A	JMP $9A3C  	; set number of NMIs to wait for to current battle message delay * 1.5 if current battle message delay is < #$80, #$64 otherwise

; control flow target (from $9728, $972F)
0x011747|$04:$9737:20 EA 99	JSR $99EA  
0x01174A|$04:$973A:20 BF 9A	JSR $9ABF  
0x01174D|$04:$973D:A9 09   	LDA #$09   	; Music ID #$09: battle win BGM
; call to code in a different bank ($0F:$C561)
0x01174F|$04:$973F:20 61 C5	JSR $C561  	; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM])
0x011752|$04:$9742:AD 60 01	LDA $0160  	; ID of only monster (/monster group) or #$53 for "Enemies" if there are multiple groups
0x011755|$04:$9745:A2 00   	LDX #$00   
0x011757|$04:$9747:20 D6 9C	JSR $9CD6  	; write monster name in A (+ monster number within its group in X, if > 0) to $6119
0x01175A|$04:$974A:A9 19   	LDA #$19   	; String ID #$0019: Thou hast defeated the [name].[end-FC]
0x01175C|$04:$974C:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x01175F|$04:$974F:AD 61 01	LDA $0161  	; current monster ID
0x011762|$04:$9752:C9 52   	CMP #$52   
0x011764|$04:$9754:D0 05   	BNE $975B  
0x011766|$04:$9756:A9 00   	LDA #$00   
0x011768|$04:$9758:8D F7 05	STA $05F7  	; probably BGM for current area
; control flow target (from $9754)
; call to code in a different bank ($0F:$C595)
0x01176B|$04:$975B:20 95 C5	JSR $C595  
0x01176E|$04:$975E:AD 61 01	LDA $0161  	; current monster ID
0x011771|$04:$9761:C9 51   	CMP #$51   	; monster #$51 = Hargon
0x011773|$04:$9763:90 03   	BCC $9768  	; if you beat anything less than Hargon or Malroth, go see if you got an item drop
0x011775|$04:$9765:4C 3C 9A	JMP $9A3C  	; set number of NMIs to wait for to current battle message delay * 1.5 if current battle message delay is < #$80, #$64 otherwise; otherwise, no item drop for you!

; control flow target (from $9763)
0x011778|$04:$9768:A9 49   	LDA #$49   	; String ID #$0049: [FD]Of Experience points thou has gained [number][end-FF]
0x01177A|$04:$976A:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x01177D|$04:$976D:A9 00   	LDA #$00   	; start by assuming no item drop (since it's probably true anyway :p)
0x01177F|$04:$976F:8D B0 61	STA $61B0  	; flag for whether you get an item drop or not
0x011782|$04:$9772:20 46 99	JSR $9946  	; determine max possible inventory offset based on current party
0x011785|$04:$9775:A2 00   	LDX #$00   	; start scanning inventory from the beginning
; control flow target (from $977F)
0x011787|$04:$9777:BD 00 06	LDA $0600,X	; Midenhall inventory item 1 (| #$40 if equipped)
0x01178A|$04:$977A:F0 08   	BEQ $9784  	; if you have an empty slot, maybe you'll get an item drop
0x01178C|$04:$977C:E8      	INX        	; otherwise get ready to check the next slot
0x01178D|$04:$977D:E4 A3   	CPX $A3    	; max possible inventory offset based on current party
0x01178F|$04:$977F:90 F6   	BCC $9777  	; if there are more slots to check, check them
0x011791|$04:$9781:4C 6A 98	JMP $986A  	; if you get here, you have a full inventory; no item drop for you!

; control flow target (from $977A)
0x011794|$04:$9784:86 A7   	STX $A7    
0x011796|$04:$9786:8A      	TXA        
0x011797|$04:$9787:4A      	LSR        	; inventory slot / 8 == whose inventory that slot belongs to
0x011798|$04:$9788:4A      	LSR        
0x011799|$04:$9789:4A      	LSR        
0x01179A|$04:$978A:85 A9   	STA $A9    
0x01179C|$04:$978C:A2 00   	LDX #$00   	; start by assuming Midenhall's alive
0x01179E|$04:$978E:AD 2D 06	LDA $062D  	; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence)
0x0117A1|$04:$9791:30 09   	BMI $979C  	; branch if Midenhall really is alive
0x0117A3|$04:$9793:A2 01   	LDX #$01   	; otherwise assume Cannock's alive
0x0117A5|$04:$9795:AD 3F 06	LDA $063F  	; Cannock status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence)
0x0117A8|$04:$9798:30 02   	BMI $979C  	; branch if Cannock really is alive
0x0117AA|$04:$979A:A2 02   	LDX #$02   	; otherwise Moonbrooke has to be alive, right?
; control flow target (from $9791, $9798)
0x0117AC|$04:$979C:86 A8   	STX $A8    
0x0117AE|$04:$979E:A5 31   	LDA $31    	; current map ID
0x0117B0|$04:$97A0:C9 04   	CMP #$04   	; guaranteed drop; #$04 = both Item ID #$04: Staff of Thunder and Map ID #$04: Midenhall B1
0x0117B2|$04:$97A2:F0 35   	BEQ $97D9  
0x0117B4|$04:$97A4:AE 61 01	LDX $0161  	; current monster ID
0x0117B7|$04:$97A7:CA      	DEX        	; monster IDs start at 1, drop list starts at 0
0x0117B8|$04:$97A8:BD 0E BF	LDA $BF0E,X	; monster drop rates/items
0x0117BB|$04:$97AB:D0 03   	BNE $97B0  	; if monster has a drop, see if you get it
0x0117BD|$04:$97AD:4C 6A 98	JMP $986A  	; otherwise, on with the show...

; control flow target (from $97AB)
0x0117C0|$04:$97B0:85 A4   	STA $A4    	; drop rate/item
0x0117C2|$04:$97B2:29 C0   	AND #$C0   	; pick out the drop rate bits
0x0117C4|$04:$97B4:F0 0A   	BEQ $97C0  	; 0b00xxxxxx
0x0117C6|$04:$97B6:C9 80   	CMP #$80   
0x0117C8|$04:$97B8:F0 0A   	BEQ $97C4  	; 0b10xxxxxx
0x0117CA|$04:$97BA:B0 0C   	BCS $97C8  	; 0b11xxxxxx
0x0117CC|$04:$97BC:A9 0F   	LDA #$0F   	; 0b01xxxxxx; need to match 4 bits => 1/16 chance
0x0117CE|$04:$97BE:D0 0A   	BNE $97CA  
; control flow target (from $97B4)
0x0117D0|$04:$97C0:A9 07   	LDA #$07   	; need to match 3 bits => 1/8 chance
0x0117D2|$04:$97C2:D0 06   	BNE $97CA  
; control flow target (from $97B8)
0x0117D4|$04:$97C4:A9 1F   	LDA #$1F   	; need to match 5 bits => 1/32 chance
0x0117D6|$04:$97C6:D0 02   	BNE $97CA  
; control flow target (from $97BA)
0x0117D8|$04:$97C8:A9 7F   	LDA #$7F   	; need to match 7 bits => 1/128 chance
; control flow target (from $97BE, $97C2, $97C6)
0x0117DA|$04:$97CA:85 99   	STA $99    	; drop rate
; call to code in a different bank ($0F:$C3AB)
0x0117DC|$04:$97CC:20 AB C3	JSR $C3AB  	; generate a random number and store it in $32-$33 (two passes)
0x0117DF|$04:$97CF:A5 32   	LDA $32    	; RNG byte 0
0x0117E1|$04:$97D1:25 99   	AND $99    	; drop rate
0x0117E3|$04:$97D3:D0 72   	BNE $9847  	; if random number is not 0 in all the required bits, no item drop for you!
0x0117E5|$04:$97D5:A5 A4   	LDA $A4    	; drop rate/item
0x0117E7|$04:$97D7:29 3F   	AND #$3F   	; this time pick out the dropped item
; control flow target (from $97A2)
0x0117E9|$04:$97D9:85 A4   	STA $A4    	; dropped item
0x0117EB|$04:$97DB:A2 00   	LDX #$00   	; start scanning through party inventory from the beginning
; control flow target (from $97E9)
0x0117ED|$04:$97DD:BD 00 06	LDA $0600,X	; Midenhall inventory item 1 (| #$40 if equipped)
0x0117F0|$04:$97E0:29 3F   	AND #$3F   	; pick out the base item, don't care whether it's equipped or not
0x0117F2|$04:$97E2:C5 A4   	CMP $A4    	; do you already have one of these items?
0x0117F4|$04:$97E4:F0 64   	BEQ $984A  	; if yes, go see if it's one you're allowed to get another copy of anyway
0x0117F6|$04:$97E6:E8      	INX        	; otherwise set X for the next inventory slot
0x0117F7|$04:$97E7:E4 A3   	CPX $A3    	; max possible inventory offset based on current party
0x0117F9|$04:$97E9:90 F2   	BCC $97DD  	; if there are more inventory slots to check, check them
; control flow target (from $984C, $9850, $9854, $9858, $985C)
0x0117FB|$04:$97EB:A6 A7   	LDX $A7    	; offset of first empty inventory slot
0x0117FD|$04:$97ED:A5 A4   	LDA $A4    	; dropped item
0x0117FF|$04:$97EF:9D 00 06	STA $0600,X	; Midenhall inventory item 1 (| #$40 if equipped)
; control flow target (from $9862)
0x011802|$04:$97F2:A9 8A   	LDA #$8A   	; String ID #$008A: .[end-FC]
; call to code in a different bank ($0F:$FA4A)
0x011804|$04:$97F4:20 4A FA	JSR $FA4A  	; display string ID specified by A
0x011807|$04:$97F7:A9 01   	LDA #$01   	; flag item gain for later logic
0x011809|$04:$97F9:8D B0 61	STA $61B0  	; flag for whether you get an item drop or not
0x01180C|$04:$97FC:AD 60 01	LDA $0160  	; ID of only monster (/monster group) or #$53 for "Enemies" if there are multiple groups
0x01180F|$04:$97FF:A2 00   	LDX #$00   
0x011811|$04:$9801:20 D6 9C	JSR $9CD6  	; write monster name in A (+ monster number within its group in X, if > 0) to $6119
0x011814|$04:$9804:A9 AA   	LDA #$AA   	; String ID #$014A: [wait][name] had the Treasure Chest.[wait][end-FC]
0x011816|$04:$9806:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x011819|$04:$9809:A9 92   	LDA #$92   	; Music ID #$92: open chest SFX
; call to code in a different bank ($0F:$C561)
0x01181B|$04:$980B:20 61 C5	JSR $C561  	; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM])
0x01181E|$04:$980E:A5 A9   	LDA $A9    
0x011820|$04:$9810:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x011823|$04:$9813:A0 00   	LDY #$00   
0x011825|$04:$9815:B1 B9   	LDA ($B9),Y	; status byte
0x011827|$04:$9817:30 05   	BMI $981E  	; if the hero with the first empty inventory slot is also alive, they get to open the chest, otherwise the first living hero opens it
0x011829|$04:$9819:A5 A8   	LDA $A8    
0x01182B|$04:$981B:4C 20 98	JMP $9820  

; control flow target (from $9817)
0x01182E|$04:$981E:A5 A9   	LDA $A9    
; control flow target (from $981B)
0x011830|$04:$9820:20 D0 9C	JSR $9CD0  	; print name of hero given by low 2 bits of A to $6119, terminated by #$FA
0x011833|$04:$9823:A9 65   	LDA #$65   	; String ID #$0105: Seeing a treasure chest, [name] opened it.[wait][end-FC]
0x011835|$04:$9825:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x011838|$04:$9828:A5 A4   	LDA $A4    	; dropped item
0x01183A|$04:$982A:F0 38   	BEQ $9864  	; branch if no dropped item
0x01183C|$04:$982C:85 95   	STA $95    	; ID for [item] and [spell] control codes; dropped item
0x01183E|$04:$982E:A9 64   	LDA #$64   	; String ID #$0104: And there [name] discovered the [item]![end-FC]
0x011840|$04:$9830:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x011843|$04:$9833:A0 00   	LDY #$00   
0x011845|$04:$9835:B1 B9   	LDA ($B9),Y	; status byte
0x011847|$04:$9837:30 31   	BMI $986A  	; if hero with the first empty inventory slot is alive, then we're done with items, otherwise give it to their ghost
0x011849|$04:$9839:A5 A9   	LDA $A9    
0x01184B|$04:$983B:20 D0 9C	JSR $9CD0  	; print name of hero given by low 2 bits of A to $6119, terminated by #$FA
0x01184E|$04:$983E:A5 A4   	LDA $A4    	; dropped item
0x011850|$04:$9840:85 95   	STA $95    	; ID for [item] and [spell] control codes; yup, still the dropped item...
0x011852|$04:$9842:A9 77   	LDA #$77   	; String ID #$0117: gave the [item] to the ghost of [name].[end-FC]
0x011854|$04:$9844:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
; control flow target (from $97D3)
0x011857|$04:$9847:4C 6A 98	JMP $986A  	; done with items, now it's time to deal with gold

; list of item drops you're allowed to have multiples of
; control flow target (from $97E4)
0x01185A|$04:$984A:C9 33   	CMP #$33   	; Item ID #$33: Lottery Ticket
0x01185C|$04:$984C:F0 9D   	BEQ $97EB  	; allowed to keep duplicates
0x01185E|$04:$984E:C9 34   	CMP #$34   	; Item ID #$34: Fairy Water
0x011860|$04:$9850:F0 99   	BEQ $97EB  	; allowed to keep duplicates
0x011862|$04:$9852:C9 35   	CMP #$35   	; Item ID #$35: Wing of the Wyvern
0x011864|$04:$9854:F0 95   	BEQ $97EB  	; allowed to keep duplicates
0x011866|$04:$9856:C9 3B   	CMP #$3B   	; Item ID #$3B: Antidote Herb
0x011868|$04:$9858:F0 91   	BEQ $97EB  	; allowed to keep duplicates
0x01186A|$04:$985A:C9 3C   	CMP #$3C   	; Item ID #$3C: Medical Herb
0x01186C|$04:$985C:F0 8D   	BEQ $97EB  	; allowed to keep duplicates
0x01186E|$04:$985E:A9 00   	LDA #$00   	; otherwise, not allowed to keep the dropped item :(
0x011870|$04:$9860:85 A4   	STA $A4    
0x011872|$04:$9862:F0 8E   	BEQ $97F2  
; control flow target (from $982A)
0x011874|$04:$9864:0E E6 06	ASL $06E6  
0x011877|$04:$9867:2E EC 06	ROL $06EC  
; control flow target (from $9781, $97AD, $9837, $9847)
0x01187A|$04:$986A:AD E6 06	LDA $06E6  
0x01187D|$04:$986D:85 99   	STA $99    
0x01187F|$04:$986F:AD EC 06	LDA $06EC  
0x011882|$04:$9872:85 9A   	STA $9A    
0x011884|$04:$9874:05 99   	ORA $99    
0x011886|$04:$9876:F0 56   	BEQ $98CE  
0x011888|$04:$9878:46 9A   	LSR $9A    
0x01188A|$04:$987A:66 99   	ROR $99    
0x01188C|$04:$987C:46 9A   	LSR $9A    
0x01188E|$04:$987E:66 99   	ROR $99    
; call to code in a different bank ($0F:$C3AB)
0x011890|$04:$9880:20 AB C3	JSR $C3AB  	; generate a random number and store it in $32-$33 (two passes)
0x011893|$04:$9883:A5 32   	LDA $32    	; RNG byte 0
0x011895|$04:$9885:85 9B   	STA $9B    
0x011897|$04:$9887:20 5B A0	JSR $A05B  	; 16-bit multiplication: ($99-$9A) = ($99-$9A) * ($9B), overflow in $9E, copy of ($99-$9A) in ($A1-$9D)
0x01189A|$04:$988A:AD E6 06	LDA $06E6  
0x01189D|$04:$988D:38      	SEC        
0x01189E|$04:$988E:E5 9D   	SBC $9D    
0x0118A0|$04:$9890:85 99   	STA $99    
0x0118A2|$04:$9892:AD EC 06	LDA $06EC  
0x0118A5|$04:$9895:E5 9E   	SBC $9E    
0x0118A7|$04:$9897:85 9A   	STA $9A    
0x0118A9|$04:$9899:A5 99   	LDA $99    
0x0118AB|$04:$989B:18      	CLC        
0x0118AC|$04:$989C:6D 24 06	ADC $0624  	; party gold, low byte
0x0118AF|$04:$989F:8D 24 06	STA $0624  	; party gold, low byte
0x0118B2|$04:$98A2:A5 9A   	LDA $9A    
0x0118B4|$04:$98A4:6D 25 06	ADC $0625  	; party gold, high byte
0x0118B7|$04:$98A7:90 05   	BCC $98AE  	; if adding gold did not overflow the 16-bit storage, then just save the new high byte
0x0118B9|$04:$98A9:A9 FF   	LDA #$FF   	; otherwise set both bytes to #$FF i.e. 65535 G
0x0118BB|$04:$98AB:8D 24 06	STA $0624  	; party gold, low byte
; control flow target (from $98A7)
0x0118BE|$04:$98AE:8D 25 06	STA $0625  	; party gold, high byte
0x0118C1|$04:$98B1:A5 99   	LDA $99    	; store received gold to $8F-$90 so we can print it later
0x0118C3|$04:$98B3:85 8F   	STA $8F    
0x0118C5|$04:$98B5:A5 9A   	LDA $9A    
0x0118C7|$04:$98B7:85 90   	STA $90    
0x0118C9|$04:$98B9:AD B0 61	LDA $61B0  	; flag for whether you get an item drop or not
0x0118CC|$04:$98BC:D0 0B   	BNE $98C9  	; if you get an item drop, go deal with that
0x0118CE|$04:$98BE:A9 8B   	LDA #$8B   	; String ID #$008B: [no voice]and earned [number] piece[(s)] of gold.[end-FC]
0x0118D0|$04:$98C0:20 EA 9C	JSR $9CEA  	; set return bank $94 to #$04
; call to code in a different bank ($0F:$FA4A)
0x0118D3|$04:$98C3:20 4A FA	JSR $FA4A  	; display string ID specified by A
0x0118D6|$04:$98C6:4C CE 98	JMP $98CE  

; control flow target (from $98BC)
0x0118D9|$04:$98C9:A9 48   	LDA #$48   	; String ID #$0048: And earned [number] piece[(s)] of gold.[end-FC]
0x0118DB|$04:$98CB:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
; control flow target (from $9876, $98C6)
0x0118DE|$04:$98CE:A9 00   	LDA #$00   
0x0118E0|$04:$98D0:85 C7   	STA $C7    
; control flow target (from $993B)
0x0118E2|$04:$98D2:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x0118E5|$04:$98D5:A0 06   	LDY #$06   
; control flow target (from $98DF)
0x0118E7|$04:$98D7:B1 B9   	LDA ($B9),Y
0x0118E9|$04:$98D9:99 20 06	STA $0620,Y	; monster group 3 monster ID
0x0118EC|$04:$98DC:C8      	INY        
0x0118ED|$04:$98DD:C0 09   	CPY #$09   
0x0118EF|$04:$98DF:90 F6   	BCC $98D7  
; control flow target (from $9932)
0x0118F1|$04:$98E1:A6 C7   	LDX $C7    
0x0118F3|$04:$98E3:20 43 9D	JSR $9D43  	; given hero ID in X and hero's current EXP in $0626-$0628, set $8F-$90 to EXP required to reach next level; return current level in A
0x0118F6|$04:$98E6:85 C8   	STA $C8    
0x0118F8|$04:$98E8:A0 11   	LDY #$11   
0x0118FA|$04:$98EA:B1 B9   	LDA ($B9),Y
0x0118FC|$04:$98EC:C5 C8   	CMP $C8    
0x0118FE|$04:$98EE:B0 45   	BCS $9935  
0x011900|$04:$98F0:A6 C7   	LDX $C7    
0x011902|$04:$98F2:A8      	TAY        
0x011903|$04:$98F3:C8      	INY        
0x011904|$04:$98F4:98      	TYA        
0x011905|$04:$98F5:20 C8 9D	JSR $9DC8  	; calculate hero X stats for level A
0x011908|$04:$98F8:A9 08   	LDA #$08   	; Music ID #$08: level up BGM
; call to code in a different bank ($0F:$C561)
0x01190A|$04:$98FA:20 61 C5	JSR $C561  	; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM])
0x01190D|$04:$98FD:A5 C7   	LDA $C7    
0x01190F|$04:$98FF:20 D0 9C	JSR $9CD0  	; print name of hero given by low 2 bits of A to $6119, terminated by #$FA
; call to code in a different bank ($0F:$C595)
0x011912|$04:$9902:20 95 C5	JSR $C595  
0x011915|$04:$9905:A9 47   	LDA #$47   	; String ID #$0047: [wait]Wit and courage have served thee well, for [name] has been promoted to the next level.[end-FC]
0x011917|$04:$9907:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x01191A|$04:$990A:20 AC 9A	JSR $9AAC  
0x01191D|$04:$990D:A0 4A   	LDY #$4A   
0x01191F|$04:$990F:84 C5   	STY $C5    
; control flow target (from $9927)
0x011921|$04:$9911:B9 59 00	LDA $0059,Y	; menu ID
0x011924|$04:$9914:F0 0B   	BEQ $9921  
0x011926|$04:$9916:85 8F   	STA $8F    
0x011928|$04:$9918:A9 00   	LDA #$00   
0x01192A|$04:$991A:85 90   	STA $90    
0x01192C|$04:$991C:A5 C5   	LDA $C5    	; String IDs #$004A-#$004D: "[wait]Power increases by [number].[end-FC]", "[wait]Reaction Speed increases by [number].[end-FC]", "[wait]Maximum HP increases by [number].[end-FC]", "[wait]Maximum MP increases by [number].[end-FC]"
0x01192E|$04:$991E:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
; control flow target (from $9914)
0x011931|$04:$9921:E6 C5   	INC $C5    
0x011933|$04:$9923:A4 C5   	LDY $C5    
0x011935|$04:$9925:C0 4E   	CPY #$4E   
0x011937|$04:$9927:90 E8   	BCC $9911  
0x011939|$04:$9929:A5 B3   	LDA $B3    
0x01193B|$04:$992B:F0 05   	BEQ $9932  
0x01193D|$04:$992D:A9 4E   	LDA #$4E   	; String ID #$004E: [wait]And [name] learned one new spell.[end-FC]
0x01193F|$04:$992F:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
; control flow target (from $992B)
0x011942|$04:$9932:4C E1 98	JMP $98E1  

; control flow target (from $98EE)
0x011945|$04:$9935:E6 C7   	INC $C7    
0x011947|$04:$9937:A5 C7   	LDA $C7    
0x011949|$04:$9939:C9 03   	CMP #$03   
0x01194B|$04:$993B:90 95   	BCC $98D2  
0x01194D|$04:$993D:20 EA 9C	JSR $9CEA  	; set return bank $94 to #$04
; call to code in a different bank ($0F:$F642)
0x011950|$04:$9940:20 42 F6	JSR $F642  	; display appropriate battle EXP + Gold menu
0x011953|$04:$9943:4C 58 9A	JMP $9A58  

; determine max possible inventory offset based on current party
; control flow target (from $9772)
0x011956|$04:$9946:AD 3F 06	LDA $063F  	; Cannock status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence)
0x011959|$04:$9949:29 04   	AND #$04   	; pick out Cannock's In Party bit
0x01195B|$04:$994B:F0 0F   	BEQ $995C  	; branch if Cannock not in party yet
0x01195D|$04:$994D:AD 51 06	LDA $0651  	; Moonbrooke status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence)
0x011960|$04:$9950:29 04   	AND #$04   	; pick out Moonbrooke's In Party bit
0x011962|$04:$9952:F0 04   	BEQ $9958  	; branch if Moonbrooke not in party yet
0x011964|$04:$9954:A2 18   	LDX #$18   	; otherwise the gang's all together and you have a full 24 inventory slots
0x011966|$04:$9956:D0 06   	BNE $995E  
; control flow target (from $9952)
0x011968|$04:$9958:A2 10   	LDX #$10   	; if it's just the boys, you have 16 inventory slots
0x01196A|$04:$995A:D0 02   	BNE $995E  
; control flow target (from $994B)
0x01196C|$04:$995C:A2 08   	LDX #$08   	; if Midenhall's alone, you only have 8 slots
; control flow target (from $9956, $995A)
0x01196E|$04:$995E:86 A3   	STX $A3    	; max possible inventory offset based on current party
0x011970|$04:$9960:60      	RTS        

; control flow target (from $9550)
0x011971|$04:$9961:20 D6 9A	JSR $9AD6  
0x011974|$04:$9964:20 84 9A	JSR $9A84  
0x011977|$04:$9967:C9 01   	CMP #$01   
0x011979|$04:$9969:D0 10   	BNE $997B  
0x01197B|$04:$996B:98      	TYA        
0x01197C|$04:$996C:20 EE 9E	JSR $9EEE  	; given an index (in A) into the array of structures at $0663, set $B5-$B6 to the address of the corresponding item inside that structure
0x01197F|$04:$996F:A0 00   	LDY #$00   
0x011981|$04:$9971:B1 B5   	LDA ($B5),Y
; control flow target (from $997D)
0x011983|$04:$9973:A2 00   	LDX #$00   
0x011985|$04:$9975:8D 60 01	STA $0160  	; ID of only monster (/monster group) or #$53 for "Enemies" if there are multiple groups
0x011988|$04:$9978:4C D6 9C	JMP $9CD6  	; write monster name in A (+ monster number within its group in X, if > 0) to $6119

; control flow target (from $9969)
0x01198B|$04:$997B:A9 53   	LDA #$53   
0x01198D|$04:$997D:D0 F4   	BNE $9973  
; control flow target (from $9566, $9595)
0x01198F|$04:$997F:A9 01   	LDA #$01   
0x011991|$04:$9981:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x011994|$04:$9984:A0 00   	LDY #$00   
0x011996|$04:$9986:B1 B9   	LDA ($B9),Y
0x011998|$04:$9988:29 04   	AND #$04   
0x01199A|$04:$998A:F0 02   	BEQ $998E  
0x01199C|$04:$998C:A9 80   	LDA #$80   
; control flow target (from $998A)
0x01199E|$04:$998E:4C D0 9C	JMP $9CD0  	; print name of hero given by low 2 bits of A to $6119, terminated by #$FA

; control flow target (from $96BB)
0x0119A1|$04:$9991:AD FE 05	LDA $05FE  	; number of monsters in current group killed by last attack?
0x0119A4|$04:$9994:F0 35   	BEQ $99CB  
0x0119A6|$04:$9996:85 9B   	STA $9B    
0x0119A8|$04:$9998:AD 26 06	LDA $0626  	; EXP earned this battle or current hero's current EXP, byte 0
0x0119AB|$04:$999B:85 99   	STA $99    
0x0119AD|$04:$999D:AD 27 06	LDA $0627  	; EXP earned this battle or current hero's current EXP, byte 1
0x0119B0|$04:$99A0:85 9A   	STA $9A    
0x0119B2|$04:$99A2:05 99   	ORA $99    
0x0119B4|$04:$99A4:F0 3F   	BEQ $99E5  
0x0119B6|$04:$99A6:20 5B A0	JSR $A05B  	; 16-bit multiplication: ($99-$9A) = ($99-$9A) * ($9B), overflow in $9E, copy of ($99-$9A) in ($A1-$9D)
0x0119B9|$04:$99A9:A9 0A   	LDA #$0A   
0x0119BB|$04:$99AB:85 9B   	STA $9B    
0x0119BD|$04:$99AD:A9 00   	LDA #$00   
0x0119BF|$04:$99AF:85 9C   	STA $9C    
0x0119C1|$04:$99B1:20 A2 A0	JSR $A0A2  
0x0119C4|$04:$99B4:E6 99   	INC $99    
0x0119C6|$04:$99B6:D0 02   	BNE $99BA  
0x0119C8|$04:$99B8:E6 9A   	INC $9A    
; control flow target (from $99B6)
0x0119CA|$04:$99BA:AD 26 06	LDA $0626  	; EXP earned this battle or current hero's current EXP, byte 0
0x0119CD|$04:$99BD:18      	CLC        
0x0119CE|$04:$99BE:65 99   	ADC $99    
0x0119D0|$04:$99C0:8D 26 06	STA $0626  	; EXP earned this battle or current hero's current EXP, byte 0
0x0119D3|$04:$99C3:AD 27 06	LDA $0627  	; EXP earned this battle or current hero's current EXP, byte 1
0x0119D6|$04:$99C6:65 9A   	ADC $9A    
0x0119D8|$04:$99C8:8D 27 06	STA $0627  	; EXP earned this battle or current hero's current EXP, byte 1
; control flow target (from $9994)
0x0119DB|$04:$99CB:AD 27 06	LDA $0627  	; EXP earned this battle or current hero's current EXP, byte 1
0x0119DE|$04:$99CE:C9 27   	CMP #$27   
0x0119E0|$04:$99D0:90 13   	BCC $99E5  
0x0119E2|$04:$99D2:D0 07   	BNE $99DB  
0x0119E4|$04:$99D4:AD 26 06	LDA $0626  	; EXP earned this battle or current hero's current EXP, byte 0
0x0119E7|$04:$99D7:C9 10   	CMP #$10   
0x0119E9|$04:$99D9:90 0A   	BCC $99E5  
; control flow target (from $99D2)
0x0119EB|$04:$99DB:A9 0F   	LDA #$0F   
0x0119ED|$04:$99DD:8D 26 06	STA $0626  	; EXP earned this battle or current hero's current EXP, byte 0
0x0119F0|$04:$99E0:A9 27   	LDA #$27   
0x0119F2|$04:$99E2:8D 27 06	STA $0627  	; EXP earned this battle or current hero's current EXP, byte 1
; control flow target (from $99A4, $99D0, $99D9)
0x0119F5|$04:$99E5:60      	RTS        

; control flow target (from $8012, $9B3F, $9B81, $9BA8, $A179)
0x0119F6|$04:$99E6:A5 8E   	LDA $8E    	; flag for in battle or not (#$FF)?
0x0119F8|$04:$99E8:10 35   	BPL $9A1F  
; control flow target (from $9737)
0x0119FA|$04:$99EA:AD 2C 06	LDA $062C  	; current battle message delay
0x0119FD|$04:$99ED:C9 FF   	CMP #$FF   	; is it SLOW?
0x0119FF|$04:$99EF:D0 22   	BNE $9A13  
; control flow target (from $99FF, $9A09)
0x011A01|$04:$99F1:20 4D 9A	JSR $9A4D  	; read joypad 1 data into $2F; if no button pressed, set $015D to #$00
0x011A04|$04:$99F4:AD 5D 01	LDA $015D  
0x011A07|$04:$99F7:F0 0A   	BEQ $9A03  	; branch if no button pressed
; call to code in a different bank ($0F:$C1DC)
0x011A09|$04:$99F9:20 DC C1	JSR $C1DC  	; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF
0x011A0C|$04:$99FC:CE 5D 01	DEC $015D  
0x011A0F|$04:$99FF:D0 F0   	BNE $99F1  
0x011A11|$04:$9A01:F0 03   	BEQ $9A06  
; control flow target (from $99F7)
0x011A13|$04:$9A03:20 20 9A	JSR $9A20  	; write either [space] or [down triangle] to PPU $2358 based on the current value of $03
; control flow target (from $9A01)
0x011A16|$04:$9A06:A5 2F   	LDA $2F    	; joypad 1 data
0x011A18|$04:$9A08:6A      	ROR        	; set C to "A" button status
0x011A19|$04:$9A09:90 E6   	BCC $99F1  
0x011A1B|$04:$9A0B:A9 32   	LDA #$32   
0x011A1D|$04:$9A0D:8D 5D 01	STA $015D  
0x011A20|$04:$9A10:4C 2A 9A	JMP $9A2A  	; write [space] to PPU $2358

; control flow target (from $99EF, $9A4B)
; call to code in a different bank ($0F:$C1F5)
0x011A23|$04:$9A13:20 F5 C1	JSR $C1F5  	; wait for battle message delay to expire
; set number of NMIs to wait for to current battle message delay if current battle message delay is not SLOW
; control flow target (from $94BC, $95FF, $9AE7)
0x011A26|$04:$9A16:AD 2C 06	LDA $062C  	; current battle message delay
0x011A29|$04:$9A19:C9 FF   	CMP #$FF   	; is it SLOW?
0x011A2B|$04:$9A1B:F0 02   	BEQ $9A1F  	; if yes, leave number of NMIs to wait for alone, otherwise set number of NMIs to wait for to battle message delay
0x011A2D|$04:$9A1D:85 93   	STA $93    	; NMI counter, decremented once per NMI until it reaches 0
; control flow target (from $99E8, $9A1B)
0x011A2F|$04:$9A1F:60      	RTS        

; write either [space] or [down triangle] to PPU $2358 based on the current value of $03
; control flow target (from $9A03)
0x011A30|$04:$9A20:A5 03   	LDA $03    	; game clock?
0x011A32|$04:$9A22:29 18   	AND #$18   
0x011A34|$04:$9A24:F0 04   	BEQ $9A2A  	; write [space] to PPU $2358
0x011A36|$04:$9A26:A9 73   	LDA #$73   	; Tile ID #$73: [down triangle]
0x011A38|$04:$9A28:D0 02   	BNE $9A2C  
; write [space] to PPU $2358
; control flow target (from $9A10, $9A24)
0x011A3A|$04:$9A2A:A9 5F   	LDA #$5F   	; Tile ID #$5F: [space]
; control flow target (from $9A28)
0x011A3C|$04:$9A2C:85 09   	STA $09    	; tile ID to write to PPU
0x011A3E|$04:$9A2E:A9 58   	LDA #$58   
0x011A40|$04:$9A30:85 07   	STA $07    	; current PPU write address, low byte; PPU address, low byte
0x011A42|$04:$9A32:A9 23   	LDA #$23   
0x011A44|$04:$9A34:85 08   	STA $08    	; current PPU write address, high byte; PPU address, high byte
; call to code in a different bank ($0F:$C1FA)
0x011A46|$04:$9A36:20 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
; call to code in a different bank ($0F:$C1DC)
0x011A49|$04:$9A39:4C DC C1	JMP $C1DC  	; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF

; set number of NMIs to wait for to current battle message delay * 1.5 if current battle message delay is < #$80, #$64 otherwise
; control flow target (from $954D, $9574, $9582, $95D2, $95DD, $9696, $9734, $9765, $B3C2, $B49B)
0x011A4C|$04:$9A3C:AD 2C 06	LDA $062C  	; current battle message delay
0x011A4F|$04:$9A3F:10 04   	BPL $9A45  	; only SLOW sets bit 7
0x011A51|$04:$9A41:A9 64   	LDA #$64   	; for SLOW, use #$64
0x011A53|$04:$9A43:D0 04   	BNE $9A49  
; control flow target (from $9A3F)
0x011A55|$04:$9A45:4A      	LSR        	; otherwise use current # of frames * 1.5 (i.e. #$3C [60] or #$69 [105])
0x011A56|$04:$9A46:6D 2C 06	ADC $062C  	; current battle message delay
; control flow target (from $9A43)
0x011A59|$04:$9A49:85 93   	STA $93    	; NMI counter, decremented once per NMI until it reaches 0
0x011A5B|$04:$9A4B:D0 C6   	BNE $9A13  	; branch always taken
; read joypad 1 data into $2F; if no button pressed, set $015D to #$00

; control flow target (from $99F1, $9A5D)
; call to code in a different bank ($0F:$C476)
0x011A5D|$04:$9A4D:20 76 C4	JSR $C476  	; read joypad 1 data into $2F
0x011A60|$04:$9A50:A5 2F   	LDA $2F    	; joypad 1 data
0x011A62|$04:$9A52:D0 03   	BNE $9A57  
0x011A64|$04:$9A54:8D 5D 01	STA $015D  	; #$00
; control flow target (from $9A52)
0x011A67|$04:$9A57:60      	RTS        

; control flow target (from $96B8, $9943)
0x011A68|$04:$9A58:A9 01   	LDA #$01   
0x011A6A|$04:$9A5A:8D 5D 01	STA $015D  
; control flow target (from $9A67, $9A6B)
0x011A6D|$04:$9A5D:20 4D 9A	JSR $9A4D  	; read joypad 1 data into $2F; if no button pressed, set $015D to #$00
0x011A70|$04:$9A60:29 F0   	AND #$F0   
0x011A72|$04:$9A62:D0 09   	BNE $9A6D  
0x011A74|$04:$9A64:AD 5D 01	LDA $015D  
0x011A77|$04:$9A67:D0 F4   	BNE $9A5D  
0x011A79|$04:$9A69:A5 2F   	LDA $2F    	; joypad 1 data
0x011A7B|$04:$9A6B:F0 F0   	BEQ $9A5D  
; control flow target (from $9A62)
0x011A7D|$04:$9A6D:AD 17 40	LDA $4017  	; Joypad #2/SOFTCLK (READ: #$80: Vertical Clock Signal (External), #$40: Vertical Clock Signal (Internal), #$10: Zapper Trigger Not Pulled, #$08: Zapper Sprite Detection, #$01: Joypad Data; WRITE: #$01: set Expansion Port Method to Read)
0x011A80|$04:$9A70:6A      	ROR        
0x011A81|$04:$9A71:90 10   	BCC $9A83  
0x011A83|$04:$9A73:A5 16   	LDA $16    	; current map X-pos (1)
0x011A85|$04:$9A75:C9 EB   	CMP #$EB   
0x011A87|$04:$9A77:D0 0A   	BNE $9A83  
0x011A89|$04:$9A79:18      	CLC        
0x011A8A|$04:$9A7A:65 31   	ADC $31    	; current map ID
0x011A8C|$04:$9A7C:65 17   	ADC $17    	; current map Y-pos (1)
0x011A8E|$04:$9A7E:D0 03   	BNE $9A83  
0x011A90|$04:$9A80:EE 2C 06	INC $062C  	; current battle message delay
; control flow target (from $9A71, $9A77, $9A7E)
0x011A93|$04:$9A83:60      	RTS        

; control flow target (from $9964, $A73E, $AA64)
0x011A94|$04:$9A84:A2 00   	LDX #$00   
0x011A96|$04:$9A86:86 C7   	STX $C7    
; control flow target (from $9A99)
0x011A98|$04:$9A88:8A      	TXA        
0x011A99|$04:$9A89:20 D2 9E	JSR $9ED2  	; given an index (in A) into the array of structures at $0663, set $BF-$C0 to the address of the corresponding item inside that structure
0x011A9C|$04:$9A8C:A0 09   	LDY #$09   
0x011A9E|$04:$9A8E:B1 BF   	LDA ($BF),Y
0x011AA0|$04:$9A90:F0 04   	BEQ $9A96  
0x011AA2|$04:$9A92:E6 C7   	INC $C7    
0x011AA4|$04:$9A94:86 C8   	STX $C8    
; control flow target (from $9A90)
0x011AA6|$04:$9A96:E8      	INX        
0x011AA7|$04:$9A97:E0 04   	CPX #$04   
0x011AA9|$04:$9A99:90 ED   	BCC $9A88  
0x011AAB|$04:$9A9B:A4 C8   	LDY $C8    
0x011AAD|$04:$9A9D:A5 C7   	LDA $C7    
0x011AAF|$04:$9A9F:60      	RTS        

; control flow target (from $956E, $95D5, $B38F)
0x011AB0|$04:$9AA0:A9 32   	LDA #$32   
0x011AB2|$04:$9AA2:8D 2F 06	STA $062F  	; Midenhall Battle Command
0x011AB5|$04:$9AA5:8D 41 06	STA $0641  	; Cannock Battle Command
0x011AB8|$04:$9AA8:8D 53 06	STA $0653  	; Moonbrooke Battle Command
0x011ABB|$04:$9AAB:60      	RTS        

; control flow target (from $94DF, $990A, $9BA1, $A1D2)
0x011ABC|$04:$9AAC:20 EA 9C	JSR $9CEA  	; set return bank $94 to #$04
0x011ABF|$04:$9AAF:A9 01   	LDA #$01   	; Menu ID #$01: Mini status window, top
; call to code in a different bank ($0F:$EB89)
0x011AC1|$04:$9AB1:4C 89 EB	JMP $EB89  	; open menu specified by A

; control flow target (from $94E2, $B392, $B3BA, $B3ED, $B48D, $B4F7)
0x011AC4|$04:$9AB4:20 C7 9A	JSR $9AC7  
0x011AC7|$04:$9AB7:A5 B3   	LDA $B3    
0x011AC9|$04:$9AB9:29 80   	AND #$80   
0x011ACB|$04:$9ABB:09 0F   	ORA #$0F   
0x011ACD|$04:$9ABD:85 B3   	STA $B3    
; control flow target (from $9699, $973A)
0x011ACF|$04:$9ABF:20 EA 9C	JSR $9CEA  	; set return bank $94 to #$04
0x011AD2|$04:$9AC2:A9 04   	LDA #$04   	; Menu ID #$04: Dialogue window
; call to code in a different bank ($0F:$EB89)
0x011AD4|$04:$9AC4:4C 89 EB	JMP $EB89  	; open menu specified by A

; control flow target (from $9AB4, $B32C)
0x011AD7|$04:$9AC7:20 EA 9C	JSR $9CEA  	; set return bank $94 to #$04
0x011ADA|$04:$9ACA:A9 04   	LDA #$04   
; control flow target (from $9AD4)
; call to code in a different bank ($0F:$F78C)
0x011ADC|$04:$9ACC:4C 8C F7	JMP $F78C  	; wipe selected menu region

0x011ADF|$04:$9ACF:20 EA 9C	JSR $9CEA  	; set return bank $94 to #$04
0x011AE2|$04:$9AD2:A9 06   	LDA #$06   
0x011AE4|$04:$9AD4:D0 F6   	BNE $9ACC  
; control flow target (from $9577, $95E0, $9961, $9AF8, $A168)
0x011AE6|$04:$9AD6:20 EA 9C	JSR $9CEA  	; set return bank $94 to #$04
0x011AE9|$04:$9AD9:A9 0F   	LDA #$0F   
; call to code in a different bank ($0F:$FBFF)
0x011AEB|$04:$9ADB:4C FF FB	JMP $FBFF  

; STA $B4, $B3 |= #$20
; control flow target (from $A61E, $A69A, $AA22, $AEF6)
0x011AEE|$04:$9ADE:85 B4   	STA $B4    
0x011AF0|$04:$9AE0:A5 B3   	LDA $B3    
0x011AF2|$04:$9AE2:09 20   	ORA #$20   
0x011AF4|$04:$9AE4:85 B3   	STA $B3    
0x011AF6|$04:$9AE6:60      	RTS        

; control flow target (from $9CE2, $9CE7, $A24B, $A3A6, $A683, $A747, $AF7E)
0x011AF7|$04:$9AE7:20 16 9A	JSR $9A16  	; set number of NMIs to wait for to current battle message delay if current battle message delay is not SLOW
0x011AFA|$04:$9AEA:A9 FF   	LDA #$FF   
0x011AFC|$04:$9AEC:8D 76 01	STA $0176  
0x011AFF|$04:$9AEF:20 EA 9C	JSR $9CEA  	; set return bank $94 to #$04
0x011B02|$04:$9AF2:A5 B3   	LDA $B3    
0x011B04|$04:$9AF4:29 10   	AND #$10   
0x011B06|$04:$9AF6:D0 4A   	BNE $9B42  
0x011B08|$04:$9AF8:20 D6 9A	JSR $9AD6  
0x011B0B|$04:$9AFB:A5 AB   	LDA $AB    
0x011B0D|$04:$9AFD:85 99   	STA $99    
0x011B0F|$04:$9AFF:A5 AC   	LDA $AC    
0x011B11|$04:$9B01:85 9A   	STA $9A    
0x011B13|$04:$9B03:A5 AD   	LDA $AD    
0x011B15|$04:$9B05:C9 E0   	CMP #$E0   
0x011B17|$04:$9B07:90 06   	BCC $9B0F  
0x011B19|$04:$9B09:29 1F   	AND #$1F   
0x011B1B|$04:$9B0B:85 95   	STA $95    	; ID for [item] and [spell] control codes
0x011B1D|$04:$9B0D:A9 1A   	LDA #$1A   	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
; control flow target (from $9B07)
0x011B1F|$04:$9B0F:85 9B   	STA $9B    
0x011B21|$04:$9B11:20 B8 9B	JSR $9BB8  
0x011B24|$04:$9B14:A6 9C   	LDX $9C    
0x011B26|$04:$9B16:CA      	DEX        
0x011B27|$04:$9B17:D0 02   	BNE $9B1B  
0x011B29|$04:$9B19:A9 1F   	LDA #$1F   
; control flow target (from $9B17)
0x011B2B|$04:$9B1B:CA      	DEX        
0x011B2C|$04:$9B1C:D0 02   	BNE $9B20  
0x011B2E|$04:$9B1E:A9 1E   	LDA #$1E   
; control flow target (from $9B1C)
0x011B30|$04:$9B20:CA      	DEX        
0x011B31|$04:$9B21:D0 02   	BNE $9B25  
0x011B33|$04:$9B23:A9 1C   	LDA #$1C   
; control flow target (from $9B21)
0x011B35|$04:$9B25:CA      	DEX        
0x011B36|$04:$9B26:D0 02   	BNE $9B2A  
0x011B38|$04:$9B28:A9 18   	LDA #$18   
; control flow target (from $9B26)
0x011B3A|$04:$9B2A:85 99   	STA $99    
0x011B3C|$04:$9B2C:A5 B3   	LDA $B3    
0x011B3E|$04:$9B2E:29 F0   	AND #$F0   
0x011B40|$04:$9B30:05 99   	ORA $99    
0x011B42|$04:$9B32:85 B3   	STA $B3    
0x011B44|$04:$9B34:29 40   	AND #$40   
0x011B46|$04:$9B36:F0 07   	BEQ $9B3F  
0x011B48|$04:$9B38:A5 B3   	LDA $B3    
0x011B4A|$04:$9B3A:29 BF   	AND #$BF   
0x011B4C|$04:$9B3C:4C 9F 9B	JMP $9B9F  

; control flow target (from $9B36)
0x011B4F|$04:$9B3F:20 E6 99	JSR $99E6  
; control flow target (from $9AF6)
0x011B52|$04:$9B42:A5 B3   	LDA $B3    
0x011B54|$04:$9B44:29 0F   	AND #$0F   
; call to code in a different bank ($0F:$FBFF)
0x011B56|$04:$9B46:20 FF FB	JSR $FBFF  
0x011B59|$04:$9B49:A5 B3   	LDA $B3    
0x011B5B|$04:$9B4B:29 20   	AND #$20   
0x011B5D|$04:$9B4D:F0 35   	BEQ $9B84  
0x011B5F|$04:$9B4F:A5 B4   	LDA $B4    
0x011B61|$04:$9B51:C9 0D   	CMP #$0D   
0x011B63|$04:$9B53:F0 0A   	BEQ $9B5F  
0x011B65|$04:$9B55:C9 0E   	CMP #$0E   
0x011B67|$04:$9B57:F0 06   	BEQ $9B5F  
0x011B69|$04:$9B59:C9 07   	CMP #$07   
0x011B6B|$04:$9B5B:F0 0A   	BEQ $9B67  
0x011B6D|$04:$9B5D:D0 1D   	BNE $9B7C  
; control flow target (from $9B53, $9B57)
0x011B6F|$04:$9B5F:A9 88   	LDA #$88   	; Music ID #$88: critical hit SFX
; call to code in a different bank ($0F:$C561)
0x011B71|$04:$9B61:20 61 C5	JSR $C561  	; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM])
0x011B74|$04:$9B64:4C 7C 9B	JMP $9B7C  

; control flow target (from $9B5B)
0x011B77|$04:$9B67:A5 AB   	LDA $AB    
0x011B79|$04:$9B69:30 04   	BMI $9B6F  
0x011B7B|$04:$9B6B:A9 8D   	LDA #$8D   	; Music ID #$8D: miss 2 SFX
0x011B7D|$04:$9B6D:D0 02   	BNE $9B71  
; control flow target (from $9B69)
0x011B7F|$04:$9B6F:A9 8C   	LDA #$8C   	; Music ID #$8C: miss 1 SFX
; control flow target (from $9B6D)
; call to code in a different bank ($0F:$C561)
0x011B81|$04:$9B71:20 61 C5	JSR $C561  	; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM])
0x011B84|$04:$9B74:A5 B4   	LDA $B4    
0x011B86|$04:$9B76:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x011B89|$04:$9B79:4C 84 9B	JMP $9B84  

; control flow target (from $9B5D, $9B64)
0x011B8C|$04:$9B7C:A5 B4   	LDA $B4    
0x011B8E|$04:$9B7E:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x011B91|$04:$9B81:20 E6 99	JSR $99E6  
; control flow target (from $9B4D, $9B79)
0x011B94|$04:$9B84:A5 B0   	LDA $B0    
0x011B96|$04:$9B86:85 8F   	STA $8F    
0x011B98|$04:$9B88:A5 B1   	LDA $B1    
0x011B9A|$04:$9B8A:85 90   	STA $90    
0x011B9C|$04:$9B8C:A5 AE   	LDA $AE    
0x011B9E|$04:$9B8E:85 99   	STA $99    
0x011BA0|$04:$9B90:A5 AF   	LDA $AF    
0x011BA2|$04:$9B92:85 9A   	STA $9A    
0x011BA4|$04:$9B94:A5 B2   	LDA $B2    
0x011BA6|$04:$9B96:85 9B   	STA $9B    
0x011BA8|$04:$9B98:20 B8 9B	JSR $9BB8  
0x011BAB|$04:$9B9B:A5 B3   	LDA $B3    
0x011BAD|$04:$9B9D:29 DF   	AND #$DF   
; control flow target (from $9B3C)
0x011BAF|$04:$9B9F:85 B3   	STA $B3    
0x011BB1|$04:$9BA1:20 AC 9A	JSR $9AAC  
0x011BB4|$04:$9BA4:A5 98   	LDA $98    	; outcome of last fight?
0x011BB6|$04:$9BA6:D0 03   	BNE $9BAB  
0x011BB8|$04:$9BA8:20 E6 99	JSR $99E6  
; control flow target (from $9BA6)
0x011BBB|$04:$9BAB:60      	RTS        

; control flow target (from $9BF9)
0x011BBC|$04:$9BAC:A0 03   	LDY #$03   
; control flow target (from $9BB4)
0x011BBE|$04:$9BAE:D9 72 01	CMP $0172,Y
0x011BC1|$04:$9BB1:F0 04   	BEQ $9BB7  
0x011BC3|$04:$9BB3:88      	DEY        
0x011BC4|$04:$9BB4:10 F8   	BPL $9BAE  
0x011BC6|$04:$9BB6:18      	CLC        
; control flow target (from $9BB1)
0x011BC7|$04:$9BB7:60      	RTS        

; control flow target (from $9B11, $9B98)
0x011BC8|$04:$9BB8:A5 99   	LDA $99    
0x011BCA|$04:$9BBA:C9 F0   	CMP #$F0   
0x011BCC|$04:$9BBC:90 08   	BCC $9BC6  
0x011BCE|$04:$9BBE:49 FF   	EOR #$FF   
0x011BD0|$04:$9BC0:20 D0 9C	JSR $9CD0  	; print name of hero given by low 2 bits of A to $6119, terminated by #$FA
0x011BD3|$04:$9BC3:4C 4D 9C	JMP $9C4D  	; if $9B < #$60, display string ID specified by $9B, otherwise display string ID specified by $9B + #$A0; play extra SFX

; control flow target (from $9BBC)
0x011BD6|$04:$9BC6:A5 9A   	LDA $9A    
0x011BD8|$04:$9BC8:A2 00   	LDX #$00   
0x011BDA|$04:$9BCA:29 30   	AND #$30   
0x011BDC|$04:$9BCC:F0 10   	BEQ $9BDE  
0x011BDE|$04:$9BCE:C9 20   	CMP #$20   
0x011BE0|$04:$9BD0:90 0A   	BCC $9BDC  
0x011BE2|$04:$9BD2:F0 04   	BEQ $9BD8  
0x011BE4|$04:$9BD4:A2 21   	LDX #$21   
0x011BE6|$04:$9BD6:D0 06   	BNE $9BDE  
; control flow target (from $9BD2)
0x011BE8|$04:$9BD8:A2 16   	LDX #$16   
0x011BEA|$04:$9BDA:D0 02   	BNE $9BDE  
; control flow target (from $9BD0)
0x011BEC|$04:$9BDC:A2 0B   	LDX #$0B   
; control flow target (from $9BCC, $9BD6, $9BDA)
0x011BEE|$04:$9BDE:A5 9A   	LDA $9A    
0x011BF0|$04:$9BE0:29 0F   	AND #$0F   
0x011BF2|$04:$9BE2:F0 12   	BEQ $9BF6  
0x011BF4|$04:$9BE4:85 9F   	STA $9F    
0x011BF6|$04:$9BE6:8A      	TXA        
0x011BF7|$04:$9BE7:18      	CLC        
0x011BF8|$04:$9BE8:65 9F   	ADC $9F    
0x011BFA|$04:$9BEA:AA      	TAX        
0x011BFB|$04:$9BEB:BD 63 06	LDA $0663,X	; monster ID, group 1
0x011BFE|$04:$9BEE:29 07   	AND #$07   
0x011C00|$04:$9BF0:85 9F   	STA $9F    
0x011C02|$04:$9BF2:AA      	TAX        
0x011C03|$04:$9BF3:BD 6A 01	LDA $016A,X
; control flow target (from $9BE2)
0x011C06|$04:$9BF6:AA      	TAX        
0x011C07|$04:$9BF7:A5 99   	LDA $99    
0x011C09|$04:$9BF9:20 AC 9B	JSR $9BAC  
0x011C0C|$04:$9BFC:90 0A   	BCC $9C08  
0x011C0E|$04:$9BFE:A4 9B   	LDY $9B    
0x011C10|$04:$9C00:C0 19   	CPY #$19   
0x011C12|$04:$9C02:F0 04   	BEQ $9C08  
0x011C14|$04:$9C04:C0 24   	CPY #$24   
0x011C16|$04:$9C06:D0 02   	BNE $9C0A  
; control flow target (from $9BFC, $9C02)
0x011C18|$04:$9C08:A2 00   	LDX #$00   
; control flow target (from $9C06)
0x011C1A|$04:$9C0A:20 D6 9C	JSR $9CD6  	; write monster name in A (+ monster number within its group in X, if > 0) to $6119
0x011C1D|$04:$9C0D:20 BC 9C	JSR $9CBC  	; if $9B < #$60, display string ID specified by $9B, otherwise display string ID specified by $9B + #$A0
0x011C20|$04:$9C10:A5 9A   	LDA $9A    
0x011C22|$04:$9C12:29 30   	AND #$30   
0x011C24|$04:$9C14:4A      	LSR        
0x011C25|$04:$9C15:4A      	LSR        
0x011C26|$04:$9C16:4A      	LSR        
0x011C27|$04:$9C17:4A      	LSR        
0x011C28|$04:$9C18:AA      	TAX        
0x011C29|$04:$9C19:A5 9A   	LDA $9A    
0x011C2B|$04:$9C1B:29 0F   	AND #$0F   
0x011C2D|$04:$9C1D:A8      	TAY        
0x011C2E|$04:$9C1E:A5 9B   	LDA $9B    
0x011C30|$04:$9C20:C9 06   	CMP #$06   
0x011C32|$04:$9C22:F0 5E   	BEQ $9C82  
0x011C34|$04:$9C24:C9 0B   	CMP #$0B   
0x011C36|$04:$9C26:F0 5F   	BEQ $9C87  
0x011C38|$04:$9C28:C9 0F   	CMP #$0F   
0x011C3A|$04:$9C2A:F0 5E   	BEQ $9C8A  
0x011C3C|$04:$9C2C:C9 19   	CMP #$19   
0x011C3E|$04:$9C2E:F0 5F   	BEQ $9C8F  
0x011C40|$04:$9C30:C9 24   	CMP #$24   
0x011C42|$04:$9C32:F0 5B   	BEQ $9C8F  
0x011C44|$04:$9C34:C9 26   	CMP #$26   
0x011C46|$04:$9C36:F0 57   	BEQ $9C8F  
0x011C48|$04:$9C38:C9 15   	CMP #$15   
0x011C4A|$04:$9C3A:F0 67   	BEQ $9CA3  
0x011C4C|$04:$9C3C:C9 2C   	CMP #$2C   
0x011C4E|$04:$9C3E:F0 63   	BEQ $9CA3  
0x011C50|$04:$9C40:C9 1A   	CMP #$1A   
0x011C52|$04:$9C42:F0 57   	BEQ $9C9B  
0x011C54|$04:$9C44:C9 33   	CMP #$33   
0x011C56|$04:$9C46:F0 32   	BEQ $9C7A  
0x011C58|$04:$9C48:C9 0A   	CMP #$0A   
0x011C5A|$04:$9C4A:F0 2A   	BEQ $9C76  
0x011C5C|$04:$9C4C:60      	RTS        

; if $9B < #$60, display string ID specified by $9B, otherwise display string ID specified by $9B + #$A0; play extra SFX
; control flow target (from $9BC3)
0x011C5D|$04:$9C4D:20 BC 9C	JSR $9CBC  	; if $9B < #$60, display string ID specified by $9B, otherwise display string ID specified by $9B + #$A0
0x011C60|$04:$9C50:A5 9B   	LDA $9B    
0x011C62|$04:$9C52:C9 06   	CMP #$06   
0x011C64|$04:$9C54:F0 28   	BEQ $9C7E  
0x011C66|$04:$9C56:C9 0C   	CMP #$0C   
0x011C68|$04:$9C58:F0 4C   	BEQ $9CA6  
0x011C6A|$04:$9C5A:C9 2F   	CMP #$2F   
0x011C6C|$04:$9C5C:F0 48   	BEQ $9CA6  
0x011C6E|$04:$9C5E:C9 30   	CMP #$30   
0x011C70|$04:$9C60:F0 44   	BEQ $9CA6  
0x011C72|$04:$9C62:C9 1A   	CMP #$1A   
0x011C74|$04:$9C64:F0 35   	BEQ $9C9B  
0x011C76|$04:$9C66:C9 0A   	CMP #$0A   
0x011C78|$04:$9C68:F0 08   	BEQ $9C72  
0x011C7A|$04:$9C6A:C9 17   	CMP #$17   
0x011C7C|$04:$9C6C:F0 01   	BEQ $9C6F  
0x011C7E|$04:$9C6E:60      	RTS        

; control flow target (from $9C6C)
0x011C7F|$04:$9C6F:4C F1 A0	JMP $A0F1  

; control flow target (from $9C68)
0x011C82|$04:$9C72:A9 8D   	LDA #$8D   	; Music ID #$8D: miss 2 SFX
0x011C84|$04:$9C74:D0 0E   	BNE $9C84  
; control flow target (from $9C4A)
0x011C86|$04:$9C76:A9 8C   	LDA #$8C   	; Music ID #$8C: miss 1 SFX
0x011C88|$04:$9C78:D0 0A   	BNE $9C84  
; control flow target (from $9C46)
0x011C8A|$04:$9C7A:A9 94   	LDA #$94   	; Music ID #$94: burning SFX
0x011C8C|$04:$9C7C:D0 06   	BNE $9C84  
; control flow target (from $9C54)
0x011C8E|$04:$9C7E:A9 89   	LDA #$89   	; Music ID #$89: attack 1 SFX
0x011C90|$04:$9C80:D0 02   	BNE $9C84  
; control flow target (from $9C22)
0x011C92|$04:$9C82:A9 8B   	LDA #$8B   	; Music ID #$8B: attack 2 SFX
; control flow target (from $9C74, $9C78, $9C7C, $9C80)
; call to code in a different bank ($0F:$C561)
0x011C94|$04:$9C84:4C 61 C5	JMP $C561  	; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM])

; control flow target (from $9C26)
0x011C97|$04:$9C87:4C B0 8A	JMP $8AB0  

; control flow target (from $9C2A)
0x011C9A|$04:$9C8A:A9 83   	LDA #$83   	; Music ID #$83: flee SFX
0x011C9C|$04:$9C8C:20 AC 9C	JSR $9CAC  	; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]); preserves X/Y
; control flow target (from $9C2E, $9C32, $9C36)
0x011C9F|$04:$9C8F:20 F1 8A	JSR $8AF1  
0x011CA2|$04:$9C92:A5 9F   	LDA $9F    
0x011CA4|$04:$9C94:AA      	TAX        
0x011CA5|$04:$9C95:A9 FF   	LDA #$FF   
0x011CA7|$04:$9C97:9D 62 01	STA $0162,X
0x011CAA|$04:$9C9A:60      	RTS        

; control flow target (from $9C42, $9C64)
0x011CAB|$04:$9C9B:A9 90   	LDA #$90   	; Music ID #$90: casting SFX
; call to code in a different bank ($0F:$C561)
0x011CAD|$04:$9C9D:20 61 C5	JSR $C561  	; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM])
; call to code in a different bank ($0F:$C515)
0x011CB0|$04:$9CA0:4C 15 C5	JMP $C515  	; flash screen 10 times

; control flow target (from $9C3A, $9C3E)
0x011CB3|$04:$9CA3:4C 9E 8A	JMP $8A9E  

; control flow target (from $9C58, $9C5C, $9C60)
0x011CB6|$04:$9CA6:20 F1 A0	JSR $A0F1  
0x011CB9|$04:$9CA9:4C E2 8F	JMP $8FE2  

; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]); preserves X/Y
; control flow target (from $9C8C)
0x011CBC|$04:$9CAC:85 9D   	STA $9D    
0x011CBE|$04:$9CAE:8A      	TXA        
0x011CBF|$04:$9CAF:48      	PHA        
0x011CC0|$04:$9CB0:98      	TYA        
0x011CC1|$04:$9CB1:48      	PHA        
0x011CC2|$04:$9CB2:A5 9D   	LDA $9D    
; call to code in a different bank ($0F:$C561)
0x011CC4|$04:$9CB4:20 61 C5	JSR $C561  	; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM])
0x011CC7|$04:$9CB7:68      	PLA        
0x011CC8|$04:$9CB8:A8      	TAY        
0x011CC9|$04:$9CB9:68      	PLA        
0x011CCA|$04:$9CBA:AA      	TAX        
0x011CCB|$04:$9CBB:60      	RTS        

; if $9B < #$60, display string ID specified by $9B, otherwise display string ID specified by $9B + #$A0
; control flow target (from $9C0D, $9C4D)
0x011CCC|$04:$9CBC:A5 9B   	LDA $9B    
; if A < #$60, display string ID specified by A, otherwise display string ID specified by A + #$A0
; control flow target (from $9CCD)
0x011CCE|$04:$9CBE:C9 60   	CMP #$60   
0x011CD0|$04:$9CC0:90 05   	BCC $9CC7  	; display string ID specified by A
0x011CD2|$04:$9CC2:E9 60   	SBC #$60   
; call to code in a different bank ($0F:$FA4E)
0x011CD4|$04:$9CC4:4C 4E FA	JMP $FA4E  	; display string ID specified by A + #$0100

; display string ID specified by A
; control flow target (from $9CC0)
; call to code in a different bank ($0F:$FA4A)
0x011CD7|$04:$9CC7:4C 4A FA	JMP $FA4A  	; display string ID specified by A

; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
; control flow target (from $952F, $9540, $9563, $956B, $957F, $959F, $95DA, $96B5, $974C, $976A, $9806, $9825, $9830, $9844, $98CB, $9907, $991E, $992F, $9B76, $9B7E, $B3BF, $B498)
0x011CDA|$04:$9CCA:20 EA 9C	JSR $9CEA  	; set return bank $94 to #$04
0x011CDD|$04:$9CCD:4C BE 9C	JMP $9CBE  	; if A < #$60, display string ID specified by A, otherwise display string ID specified by A + #$A0

; print name of hero given by low 2 bits of A to $6119, terminated by #$FA
; control flow target (from $96B0, $9820, $983B, $98FF, $998E, $9BC0, $B493)
0x011CE0|$04:$9CD0:20 EA 9C	JSR $9CEA  	; set return bank $94 to #$04
; call to code in a different bank ($0F:$FC50)
0x011CE3|$04:$9CD3:4C 50 FC	JMP $FC50  	; print name of hero given by low 2 bits of A to $6119, terminated by #$FA

; write monster name in A (+ monster number within its group in X, if > 0) to $6119
; control flow target (from $9518, $9747, $9801, $9978, $9C0A)
0x011CE6|$04:$9CD6:20 EA 9C	JSR $9CEA  	; set return bank $94 to #$04
; call to code in a different bank ($0F:$FC89)
0x011CE9|$04:$9CD9:4C 89 FC	JMP $FC89  	; write monster name in A (+ monster number within its group in X, if > 0) to $6119

; control flow target (from $9647, $A12B, $A149, $A4D7, $A8CB, $AA4E, $AA6D)
0x011CEC|$04:$9CDC:A5 B3   	LDA $B3    
0x011CEE|$04:$9CDE:09 40   	ORA #$40   
0x011CF0|$04:$9CE0:85 B3   	STA $B3    
0x011CF2|$04:$9CE2:4C E7 9A	JMP $9AE7  

; control flow target (from $A160, $A1DE, $A261, $A342, $A36C, $A44D, $A564, $A673, $A9FC, $AB64, $AC49, $ACB5, $ACF1, $AD1A, $AD2A, $AD5B, $ADCB, $AE12, $AE6A, $AE86, $AEFB)
0x011CF5|$04:$9CE5:85 B2   	STA $B2    
0x011CF7|$04:$9CE7:4C E7 9A	JMP $9AE7  

; set return bank $94 to #$04
; control flow target (from $98C0, $993D, $9AAC, $9ABF, $9AC7, $9ACF, $9AD6, $9AEF, $9CCA, $9CD0, $9CD6)
0x011CFA|$04:$9CEA:48      	PHA        
0x011CFB|$04:$9CEB:A9 04   	LDA #$04   
0x011CFD|$04:$9CED:85 94   	STA $94    	; return bank for various function calls, doubles as index of selected option for multiple-choice menus
0x011CFF|$04:$9CEF:68      	PLA        
0x011D00|$04:$9CF0:60      	RTS        

; set $8F-$90 to EXP required to reach next level
; control flow target (from $800C)
0x011D01|$04:$9CF1:85 A7   	STA $A7    
0x011D03|$04:$9CF3:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x011D06|$04:$9CF6:A0 06   	LDY #$06   	; offset into hero data for current EXP byte 0
0x011D08|$04:$9CF8:B1 B9   	LDA ($B9),Y
0x011D0A|$04:$9CFA:8D 26 06	STA $0626  	; EXP earned this battle or current hero's current EXP, byte 0
0x011D0D|$04:$9CFD:C8      	INY        
0x011D0E|$04:$9CFE:B1 B9   	LDA ($B9),Y
0x011D10|$04:$9D00:8D 27 06	STA $0627  	; EXP earned this battle or current hero's current EXP, byte 1
0x011D13|$04:$9D03:C8      	INY        
0x011D14|$04:$9D04:B1 B9   	LDA ($B9),Y
0x011D16|$04:$9D06:8D 28 06	STA $0628  	; EXP earned this battle or current hero's current EXP, byte 2
0x011D19|$04:$9D09:A6 A7   	LDX $A7    
0x011D1B|$04:$9D0B:4C 43 9D	JMP $9D43  	; given hero ID in X and hero's current EXP in $0626-$0628, set $8F-$90 to EXP required to reach next level; return current level in A

; update each hero's stats based on their current EXP
; control flow target (from $8009)
0x011D1E|$04:$9D0E:A9 00   	LDA #$00   	; Midenhall
0x011D20|$04:$9D10:8D DF 06	STA $06DF  	; hero ID
; control flow target (from $9D3D)
0x011D23|$04:$9D13:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x011D26|$04:$9D16:A0 06   	LDY #$06   	; offset into hero data for current EXP byte 0
0x011D28|$04:$9D18:B1 B9   	LDA ($B9),Y
0x011D2A|$04:$9D1A:8D 26 06	STA $0626  	; EXP earned this battle or current hero's current EXP, byte 0
0x011D2D|$04:$9D1D:C8      	INY        
0x011D2E|$04:$9D1E:B1 B9   	LDA ($B9),Y
0x011D30|$04:$9D20:8D 27 06	STA $0627  	; EXP earned this battle or current hero's current EXP, byte 1
0x011D33|$04:$9D23:C8      	INY        
0x011D34|$04:$9D24:B1 B9   	LDA ($B9),Y
0x011D36|$04:$9D26:8D 28 06	STA $0628  	; EXP earned this battle or current hero's current EXP, byte 2
0x011D39|$04:$9D29:AE DF 06	LDX $06DF  	; hero ID
0x011D3C|$04:$9D2C:20 43 9D	JSR $9D43  	; given hero ID in X and hero's current EXP in $0626-$0628, set $8F-$90 to EXP required to reach next level; return current level in A
0x011D3F|$04:$9D2F:AE DF 06	LDX $06DF  	; hero ID
0x011D42|$04:$9D32:20 C8 9D	JSR $9DC8  	; calculate hero X stats for level A
0x011D45|$04:$9D35:EE DF 06	INC $06DF  	; hero ID
0x011D48|$04:$9D38:AD DF 06	LDA $06DF  
; 3 heroes total
0x011D4B|$04:$9D3B:C9 03   	CMP #$03   
0x011D4D|$04:$9D3D:90 D4   	BCC $9D13  
0x011D4F|$04:$9D3F:60      	RTS        


; code -> data
; per-hero offsets into required EXP lists
; indexed data load target (from $9D43)
0x011D50|$04:$9D40:00	; Midenhall
0x011D51|$04:$9D41:62	; Cannock
0x011D52|$04:$9D42:BA	; Moonbrooke

; data -> code
; given hero ID in X and hero's current EXP in $0626-$0628, set $8F-$90 to EXP required to reach next level; return current level in A
; control flow target (from $98E3, $9D0B, $9D2C)
0x011D53|$04:$9D43:BD 40 9D	LDA $9D40,X	; per-hero offsets into required EXP lists
0x011D56|$04:$9D46:AA      	TAX        
0x011D57|$04:$9D47:A9 00   	LDA #$00   
0x011D59|$04:$9D49:8D 29 06	STA $0629  	; current hero's required EXP, byte 0
0x011D5C|$04:$9D4C:8D 2A 06	STA $062A  	; current hero's required EXP, byte 1
0x011D5F|$04:$9D4F:8D 2B 06	STA $062B  	; current hero's required EXP, byte 2
0x011D62|$04:$9D52:A9 01   	LDA #$01   
0x011D64|$04:$9D54:85 A7   	STA $A7    	; start at level 1
; control flow target (from $9DAB)
0x011D66|$04:$9D56:A0 00   	LDY #$00   	; normally byte 2 of the required EXP is #$00...
0x011D68|$04:$9D58:E0 F2   	CPX #$F2   	; i.e. $BDB5, a.k.a. start of Moonbrooke's level 30 EXP
0x011D6A|$04:$9D5A:90 02   	BCC $9D5E  
0x011D6C|$04:$9D5C:A0 01   	LDY #$01   	; ... but Moonbrooke's level 30+ each take an extra 65536 EXP that isn't contained in the (2 byte per level) required EXP table
; control flow target (from $9D5A)
0x011D6E|$04:$9D5E:BD C3 BC	LDA $BCC3,X	; EXP per level, low byte
0x011D71|$04:$9D61:DD C4 BC	CMP $BCC4,X	; EXP per level, high byte
0x011D74|$04:$9D64:F0 5C   	BEQ $9DC2  	; hero at max level; write 0 EXP remaining until next level to $8F-$90; but low byte is never equal to high byte, so this is pointless; would make sense if e.g. list was terminated with #$00 #$00
0x011D76|$04:$9D66:18      	CLC        
0x011D77|$04:$9D67:6D 29 06	ADC $0629  	; current hero's required EXP, byte 0
0x011D7A|$04:$9D6A:8D 29 06	STA $0629  	; current hero's required EXP, byte 0
0x011D7D|$04:$9D6D:BD C4 BC	LDA $BCC4,X	; EXP per level, high byte
0x011D80|$04:$9D70:6D 2A 06	ADC $062A  	; current hero's required EXP, byte 1
0x011D83|$04:$9D73:8D 2A 06	STA $062A  	; current hero's required EXP, byte 1
0x011D86|$04:$9D76:98      	TYA        
0x011D87|$04:$9D77:6D 2B 06	ADC $062B  	; current hero's required EXP, byte 2
0x011D8A|$04:$9D7A:8D 2B 06	STA $062B  	; current hero's required EXP, byte 2
0x011D8D|$04:$9D7D:AD 2B 06	LDA $062B  	; current hero's required EXP, byte 2
0x011D90|$04:$9D80:CD 28 06	CMP $0628  	; EXP earned this battle or current hero's current EXP, byte 2
0x011D93|$04:$9D83:90 16   	BCC $9D9B  	; required EXP < current EXP; increment level, check for end of list, loop to next level
0x011D95|$04:$9D85:D0 27   	BNE $9DAE  	; required EXP > current EXP; write EXP remaining until next level to $8F-$90 (but what about Moonbrooke's extra 65536 EXP?)
0x011D97|$04:$9D87:AD 2A 06	LDA $062A  	; current hero's required EXP, byte 1
0x011D9A|$04:$9D8A:CD 27 06	CMP $0627  	; EXP earned this battle or current hero's current EXP, byte 1
0x011D9D|$04:$9D8D:90 0C   	BCC $9D9B  	; required EXP < current EXP; increment level, check for end of list, loop to next level
0x011D9F|$04:$9D8F:D0 1D   	BNE $9DAE  	; required EXP > current EXP; write EXP remaining until next level to $8F-$90 (but what about Moonbrooke's extra 65536 EXP?)
0x011DA1|$04:$9D91:AD 29 06	LDA $0629  	; current hero's required EXP, byte 0
0x011DA4|$04:$9D94:CD 26 06	CMP $0626  	; EXP earned this battle or current hero's current EXP, byte 0
0x011DA7|$04:$9D97:90 02   	BCC $9D9B  	; required EXP < current EXP; increment level, check for end of list, loop to next level
0x011DA9|$04:$9D99:D0 13   	BNE $9DAE  	; required EXP > current EXP; write EXP remaining until next level to $8F-$90 (but what about Moonbrooke's extra 65536 EXP?)
; required EXP < current EXP; increment level, check for end of list, loop to next level
; control flow target (from $9D83, $9D8D, $9D97)
0x011DAB|$04:$9D9B:E6 A7   	INC $A7    	; move to next level
0x011DAD|$04:$9D9D:E8      	INX        	; 2 bytes of data per level
0x011DAE|$04:$9D9E:E8      	INX        
0x011DAF|$04:$9D9F:E0 62   	CPX #$62   	; end of Midenhall's data
0x011DB1|$04:$9DA1:F0 1F   	BEQ $9DC2  	; hero at max level; write 0 EXP remaining until next level to $8F-$90
0x011DB3|$04:$9DA3:E0 BA   	CPX #$BA   	; end of Cannock's data
0x011DB5|$04:$9DA5:F0 1B   	BEQ $9DC2  	; hero at max level; write 0 EXP remaining until next level to $8F-$90
0x011DB7|$04:$9DA7:E0 FE   	CPX #$FE   	; end of Moonbrooke's data
0x011DB9|$04:$9DA9:F0 17   	BEQ $9DC2  	; hero at max level; write 0 EXP remaining until next level to $8F-$90
0x011DBB|$04:$9DAB:4C 56 9D	JMP $9D56  	; loop to calculate next level

; required EXP > current EXP; write EXP remaining until next level to $8F-$90 (but what about Moonbrooke's extra 65536 EXP?)
; control flow target (from $9D85, $9D8F, $9D99)
0x011DBE|$04:$9DAE:AD 29 06	LDA $0629  	; current hero's required EXP, byte 0
0x011DC1|$04:$9DB1:38      	SEC        
0x011DC2|$04:$9DB2:ED 26 06	SBC $0626  	; EXP earned this battle or current hero's current EXP, byte 0
0x011DC5|$04:$9DB5:85 8F   	STA $8F    
0x011DC7|$04:$9DB7:AD 2A 06	LDA $062A  	; current hero's required EXP, byte 1
0x011DCA|$04:$9DBA:ED 27 06	SBC $0627  	; EXP earned this battle or current hero's current EXP, byte 1
; control flow target (from $9DC6)
0x011DCD|$04:$9DBD:85 90   	STA $90    
0x011DCF|$04:$9DBF:A5 A7   	LDA $A7    
0x011DD1|$04:$9DC1:60      	RTS        

; hero at max level; write 0 EXP remaining until next level to $8F-$90
; control flow target (from $9D64, $9DA1, $9DA5, $9DA9)
0x011DD2|$04:$9DC2:A9 00   	LDA #$00   
0x011DD4|$04:$9DC4:85 8F   	STA $8F    
0x011DD6|$04:$9DC6:F0 F5   	BEQ $9DBD  
; calculate hero X stats for level A
; control flow target (from $98F5, $9D32)
0x011DD8|$04:$9DC8:85 A7   	STA $A7    	; level
0x011DDA|$04:$9DCA:86 A8   	STX $A8    	; hero
0x011DDC|$04:$9DCC:8A      	TXA        
0x011DDD|$04:$9DCD:20 C8 9E	JSR $9EC8  	; given an index (in A) into the array of hero data structures at $062D, set $C3-$C4 to the address of the corresponding item inside that structure
0x011DE0|$04:$9DD0:A5 A8   	LDA $A8    	; hero
0x011DE2|$04:$9DD2:0A      	ASL        
0x011DE3|$04:$9DD3:AA      	TAX        	; 4 level up stats are pack into 2 bytes
0x011DE4|$04:$9DD4:0A      	ASL        
0x011DE5|$04:$9DD5:A8      	TAY        	; starting stats are 1 per byte (since they can't fit into a nybble)
0x011DE6|$04:$9DD6:A9 01   	LDA #$01   
0x011DE8|$04:$9DD8:85 A9   	STA $A9    	; start calculating from level 1
0x011DEA|$04:$9DDA:A9 00   	LDA #$00   
0x011DEC|$04:$9DDC:85 B3   	STA $B3    	; # of spells learned this level (maybe just flag)
0x011DEE|$04:$9DDE:B9 C1 BD	LDA $BDC1,Y	; starting STR
0x011DF1|$04:$9DE1:85 99   	STA $99    
0x011DF3|$04:$9DE3:B9 C2 BD	LDA $BDC2,Y	; starting AGI
0x011DF6|$04:$9DE6:85 9A   	STA $9A    
0x011DF8|$04:$9DE8:B9 C3 BD	LDA $BDC3,Y	; starting Max HP
0x011DFB|$04:$9DEB:85 9B   	STA $9B    
0x011DFD|$04:$9DED:B9 C4 BD	LDA $BDC4,Y	; starting Max MP
0x011E00|$04:$9DF0:85 9C   	STA $9C    
; control flow target (from $9E1E)
0x011E02|$04:$9DF2:A5 A9   	LDA $A9    	; current level
0x011E04|$04:$9DF4:C5 A7   	CMP $A7    	; desired level
0x011E06|$04:$9DF6:B0 29   	BCS $9E21  	; if we've finished calculating up to the desired level, we're done with this loop
0x011E08|$04:$9DF8:A0 00   	LDY #$00   	; start with stat #$00 (STR)
0x011E0A|$04:$9DFA:20 97 9E	JSR $9E97  	; process high nybble of level up data
0x011E0D|$04:$9DFD:BD CD BD	LDA $BDCD,X	; level up stat nybbles (STR/AGI, HP/MP)
0x011E10|$04:$9E00:20 9E 9E	JSR $9E9E  	; process low nybble of level up data
0x011E13|$04:$9E03:E8      	INX        	; move to next byte of level up data (Max HP/MP)
0x011E14|$04:$9E04:20 97 9E	JSR $9E97  	; process high nybble of level up data
0x011E17|$04:$9E07:BD CD BD	LDA $BDCD,X	; level up stat nybbles (STR/AGI, HP/MP)
0x011E1A|$04:$9E0A:20 9E 9E	JSR $9E9E  	; process low nybble of level up data
0x011E1D|$04:$9E0D:E6 A9   	INC $A9    	; current level++
0x011E1F|$04:$9E0F:A5 A9   	LDA $A9    
0x011E21|$04:$9E11:C9 2E   	CMP #$2E   	; only Midenhall has level up data for levels > 45, so in that case the next byte of level up data is his too
0x011E23|$04:$9E13:B0 08   	BCS $9E1D  
0x011E25|$04:$9E15:C9 24   	CMP #$24   	; only Midenhall and Cannock have level up data for levels > 35, so in those cases we need to skip an extra 2 bytes for the other hero's data
0x011E27|$04:$9E17:B0 02   	BCS $9E1B  
0x011E29|$04:$9E19:E8      	INX        	; otherwise all 3 heroes have level up data, so skip over the data for the 2 other heroes
0x011E2A|$04:$9E1A:E8      	INX        
; control flow target (from $9E17)
0x011E2B|$04:$9E1B:E8      	INX        
0x011E2C|$04:$9E1C:E8      	INX        
; control flow target (from $9E13)
0x011E2D|$04:$9E1D:E8      	INX        
0x011E2E|$04:$9E1E:4C F2 9D	JMP $9DF2  	; loop to calculate next level

; update hero stats and spell lists
; control flow target (from $9DF6)
0x011E31|$04:$9E21:A0 11   	LDY #$11   	; offset into hero data for level
0x011E33|$04:$9E23:A5 A7   	LDA $A7    	; current level
0x011E35|$04:$9E25:91 C3   	STA ($C3),Y	; update hero's current level
0x011E37|$04:$9E27:A0 09   	LDY #$09   	; offset for STR
0x011E39|$04:$9E29:A5 99   	LDA $99    	; current STR
0x011E3B|$04:$9E2B:91 C3   	STA ($C3),Y	; update hero's current STR
0x011E3D|$04:$9E2D:C8      	INY        
0x011E3E|$04:$9E2E:A5 9A   	LDA $9A    	; current AGI
0x011E40|$04:$9E30:91 C3   	STA ($C3),Y	; update hero's current AGI
0x011E42|$04:$9E32:A0 03   	LDY #$03   	; offset for Max HP
0x011E44|$04:$9E34:A5 9B   	LDA $9B    	; Max HP
0x011E46|$04:$9E36:91 C3   	STA ($C3),Y	; update hero's Max HP
0x011E48|$04:$9E38:C8      	INY        
0x011E49|$04:$9E39:A9 00   	LDA #$00   
0x011E4B|$04:$9E3B:91 C3   	STA ($C3),Y	; set high byte of Max HP to #$00
0x011E4D|$04:$9E3D:C8      	INY        
0x011E4E|$04:$9E3E:A5 9C   	LDA $9C    	; Max MP
0x011E50|$04:$9E40:91 C3   	STA ($C3),Y	; update hero's Max MP
0x011E52|$04:$9E42:46 9A   	LSR $9A    	; AGI / 2 = hero's base DEF
0x011E54|$04:$9E44:A5 A8   	LDA $A8    	; hero
0x011E56|$04:$9E46:0A      	ASL        	; 8 inventory items per hero
0x011E57|$04:$9E47:0A      	ASL        
0x011E58|$04:$9E48:0A      	ASL        
0x011E59|$04:$9E49:AA      	TAX        
0x011E5A|$04:$9E4A:86 A7   	STX $A7    
; loop through inventory items to update ATK/DEF
; control flow target (from $9E70)
0x011E5C|$04:$9E4C:BD 00 06	LDA $0600,X	; Midenhall inventory item 1 (| #$40 if equipped)
0x011E5F|$04:$9E4F:A0 00   	LDY #$00   	; start index with ATK
0x011E61|$04:$9E51:C9 41   	CMP #$41   	; equipped items have bit 6 set
0x011E63|$04:$9E53:90 14   	BCC $9E69  	; if not equipped, it doesn't count
0x011E65|$04:$9E55:C9 51   	CMP #$51   	; there are #$10 weapons
0x011E67|$04:$9E57:90 05   	BCC $9E5E  	; if it's an equipped weapon, go update stat
0x011E69|$04:$9E59:C8      	INY        	; update index to DEF
0x011E6A|$04:$9E5A:C9 64   	CMP #$64   	; the last armour/shield/helmet ID is #$23
0x011E6C|$04:$9E5C:B0 0B   	BCS $9E69  	; if it's equipped but not a weapon/armour/shield/helmet, it doesn't count
; control flow target (from $9E57)
0x011E6E|$04:$9E5E:AA      	TAX        
0x011E6F|$04:$9E5F:BD AA BE	LDA $BEAA,X	; base offset for equipment power list at $BEEB
0x011E72|$04:$9E62:18      	CLC        	; not needed since we only get here via taking BCC or not taking BCS, so C is known to be clear
0x011E73|$04:$9E63:79 99 00	ADC $0099,Y	; add current stat and equipment's power
0x011E76|$04:$9E66:99 99 00	STA $0099,Y	; update current stat
; control flow target (from $9E53, $9E5C)
0x011E79|$04:$9E69:E6 A7   	INC $A7    	; update inventory index
0x011E7B|$04:$9E6B:A6 A7   	LDX $A7    
0x011E7D|$04:$9E6D:8A      	TXA        
0x011E7E|$04:$9E6E:29 07   	AND #$07   
0x011E80|$04:$9E70:D0 DA   	BNE $9E4C  	; if there's more inventory to check, loop to keep checking
0x011E82|$04:$9E72:A0 0B   	LDY #$0B   	; offset into hero data for ATK
0x011E84|$04:$9E74:A5 99   	LDA $99    	; current ATK
0x011E86|$04:$9E76:91 C3   	STA ($C3),Y	; update hero's current ATK
0x011E88|$04:$9E78:A0 0C   	LDY #$0C   	; offset for DEF
0x011E8A|$04:$9E7A:A5 9A   	LDA $9A    	; current DEF
0x011E8C|$04:$9E7C:91 C3   	STA ($C3),Y	; update hero's current DEF
0x011E8E|$04:$9E7E:A5 A8   	LDA $A8    	; hero
0x011E90|$04:$9E80:F0 14   	BEQ $9E96  	; if Midenhall, then done
0x011E92|$04:$9E82:C9 02   	CMP #$02   
0x011E94|$04:$9E84:A2 00   	LDX #$00   	; Cannock's spell learning list offset
0x011E96|$04:$9E86:90 02   	BCC $9E8A  	; if not Cannock, then Moonbrooke
0x011E98|$04:$9E88:A2 10   	LDX #$10   	; Moonbrooke's spell learning list offset
; control flow target (from $9E86)
0x011E9A|$04:$9E8A:20 AC 9E	JSR $9EAC  	; update learned spell list
0x011E9D|$04:$9E8D:99 18 06	STA $0618,Y	; Cannock's learned battle spell list
0x011EA0|$04:$9E90:20 AC 9E	JSR $9EAC  	; update learned spell list
0x011EA3|$04:$9E93:99 1A 06	STA $061A,Y	; Cannock's learned field spell list
; control flow target (from $9E80)
0x011EA6|$04:$9E96:60      	RTS        

; process high nybble of level up data
; control flow target (from $9DFA, $9E04)
0x011EA7|$04:$9E97:BD CD BD	LDA $BDCD,X	; level up stat nybbles (STR/AGI, HP/MP)
0x011EAA|$04:$9E9A:6A      	ROR        	; shift high nybble down to low nybble
0x011EAB|$04:$9E9B:6A      	ROR        
0x011EAC|$04:$9E9C:6A      	ROR        
0x011EAD|$04:$9E9D:6A      	ROR        
; process low nybble of level up data
; control flow target (from $9E00, $9E0A)
0x011EAE|$04:$9E9E:29 0F   	AND #$0F   
0x011EB0|$04:$9EA0:99 A3 00	STA $00A3,Y	; stat gain for this level
0x011EB3|$04:$9EA3:18      	CLC        
0x011EB4|$04:$9EA4:79 99 00	ADC $0099,Y
0x011EB7|$04:$9EA7:99 99 00	STA $0099,Y	; total stat amount
0x011EBA|$04:$9EAA:C8      	INY        	; set for next stat
0x011EBB|$04:$9EAB:60      	RTS        

; update learned spell list
; control flow target (from $9E8A, $9E90)
0x011EBC|$04:$9EAC:A5 A9   	LDA $A9    	; current level
0x011EBE|$04:$9EAE:A0 08   	LDY #$08   	; 8 spells per battle/field list
; control flow target (from $9EBB)
0x011EC0|$04:$9EB0:DD CB BE	CMP $BECB,X	; levels for learning spells
0x011EC3|$04:$9EB3:D0 02   	BNE $9EB7  
0x011EC5|$04:$9EB5:C6 B3   	DEC $B3    	; update number of spells learned
; control flow target (from $9EB3)
0x011EC7|$04:$9EB7:26 99   	ROL $99    	; $99 morphs into learned spell list, 1 bit per spell
0x011EC9|$04:$9EB9:E8      	INX        	; increment spell list index
0x011ECA|$04:$9EBA:88      	DEY        	; decrement number of spells left to check
0x011ECB|$04:$9EBB:D0 F3   	BNE $9EB0  	; if more spells to check, keep checking
0x011ECD|$04:$9EBD:A4 A8   	LDY $A8    	; hero
0x011ECF|$04:$9EBF:88      	DEY        	; Midenhall has no spell data
0x011ED0|$04:$9EC0:A5 99   	LDA $99    	; learned spell list
0x011ED2|$04:$9EC2:60      	RTS        

; given an index (in A) into the array of battle spell/item structures at $A7C0, set $C5-$C6 to the address of the corresponding item inside that structure
; control flow target (from $A192, $A92F)
0x011ED3|$04:$9EC3:48      	PHA        
0x011ED4|$04:$9EC4:A9 10   	LDA #$10   
0x011ED6|$04:$9EC6:D0 29   	BNE $9EF1  	; given an index for the structure list at $9F21/$9F33 in A and an index (on the stack) into the corresponding structure, set the corresponding index of $B5,X to the address of the thing you want
; given an index (in A) into the array of hero data structures at $062D, set $C3-$C4 to the address of the corresponding item inside that structure
; control flow target (from $9DCD, $A3B3, $A3D5, $A402, $B3E2, $B448, $B455, $B5EB)
0x011ED8|$04:$9EC8:48      	PHA        
0x011ED9|$04:$9EC9:A9 0E   	LDA #$0E   
0x011EDB|$04:$9ECB:D0 24   	BNE $9EF1  	; given an index for the structure list at $9F21/$9F33 in A and an index (on the stack) into the corresponding structure, set the corresponding index of $B5,X to the address of the thing you want
; given an index (in A) into the array of structures at $068F, set $C1-$C2 to the address of the corresponding item inside that structure
; control flow target (from $A2EA, $AB73, $B27A)
0x011EDD|$04:$9ECD:48      	PHA        
0x011EDE|$04:$9ECE:A9 0C   	LDA #$0C   
0x011EE0|$04:$9ED0:D0 1F   	BNE $9EF1  	; given an index for the structure list at $9F21/$9F33 in A and an index (on the stack) into the corresponding structure, set the corresponding index of $B5,X to the address of the thing you want
; given an index (in A) into the array of structures at $0663, set $BF-$C0 to the address of the corresponding item inside that structure
; control flow target (from $9A89, $AB83, $B273, $B57F, $B5BB)
0x011EE2|$04:$9ED2:48      	PHA        
0x011EE3|$04:$9ED3:A9 0A   	LDA #$0A   
0x011EE5|$04:$9ED5:D0 1A   	BNE $9EF1  	; given an index for the structure list at $9F21/$9F33 in A and an index (on the stack) into the corresponding structure, set the corresponding index of $B5,X to the address of the thing you want
; given an index (in A) into the array of enemy special % structures at $B2F6, set $BD-$BE to the address of the corresponding item inside that structure
; control flow target (from $B07D)
0x011EE7|$04:$9ED7:48      	PHA        
0x011EE8|$04:$9ED8:A9 08   	LDA #$08   
0x011EEA|$04:$9EDA:D0 15   	BNE $9EF1  	; given an index for the structure list at $9F21/$9F33 in A and an index (on the stack) into the corresponding structure, set the corresponding index of $B5,X to the address of the thing you want
; given an index + 1 (in A) into the array of enemy stat structures at $B7F5, set $BB-$BC to the address of the corresponding item inside that structure
; control flow target (from $A51A, $A6E7, $AB2C, $AB8A, $AC0A, $B163, $B1F3, $B618, $B70C)
0x011EEC|$04:$9EDC:38      	SEC        
0x011EED|$04:$9EDD:E9 01   	SBC #$01   
0x011EEF|$04:$9EDF:48      	PHA        
0x011EF0|$04:$9EE0:A9 06   	LDA #$06   
0x011EF2|$04:$9EE2:D0 0D   	BNE $9EF1  	; given an index for the structure list at $9F21/$9F33 in A and an index (on the stack) into the corresponding structure, set the corresponding index of $B5,X to the address of the thing you want
; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
; control flow target (from $9666, $96C2, $9810, $98D2, $9981, $9CF3, $9D13, $A0FF, $A49E, $A9C9, $AC8D, $AE6D, $AEAD, $B011, $B22F, $B316, $B686, $B6E2)
0x011EF4|$04:$9EE4:48      	PHA        
0x011EF5|$04:$9EE5:A9 04   	LDA #$04   
0x011EF7|$04:$9EE7:D0 08   	BNE $9EF1  	; given an index for the structure list at $9F21/$9F33 in A and an index (on the stack) into the corresponding structure, set the corresponding index of $B5,X to the address of the thing you want
; given an index (in A) into the array of structures at $068F, set $B7-$B8 to the address of the corresponding item inside that structure
; control flow target (from $A511, $A6CE, $A964, $AB1C, $ABF6, $ADD3, $B170, $B1DE, $B630, $B671)
0x011EF9|$04:$9EE9:48      	PHA        
0x011EFA|$04:$9EEA:A9 02   	LDA #$02   
0x011EFC|$04:$9EEC:D0 03   	BNE $9EF1  	; given an index for the structure list at $9F21/$9F33 in A and an index (on the stack) into the corresponding structure, set the corresponding index of $B5,X to the address of the thing you want
; given an index (in A) into the array of structures at $0663, set $B5-$B6 to the address of the corresponding item inside that structure
; control flow target (from $94EB, $9502, $965B, $996C, $A27D, $A4FB, $A8FD, $AB23, $ABDE, $AC01, $B15C, $B1EC, $B60E, $B705)
0x011EFE|$04:$9EEE:48      	PHA        
0x011EFF|$04:$9EEF:A9 00   	LDA #$00   
; given an index for the structure list at $9F21/$9F33 in A and an index (on the stack) into the corresponding structure, set the corresponding index of $B5,X to the address of the thing you want
; control flow target (from $9EC6, $9ECB, $9ED0, $9ED5, $9EDA, $9EE2, $9EE7, $9EEC)
0x011F01|$04:$9EF1:85 99   	STA $99    	; index for $9F21/$9F33
0x011F03|$04:$9EF3:68      	PLA        	; desired index into desired array
0x011F04|$04:$9EF4:48      	PHA        	; desired index into desired array; save A
0x011F05|$04:$9EF5:85 9B   	STA $9B    	; desired index into desired array
0x011F07|$04:$9EF7:8A      	TXA        	; save X
0x011F08|$04:$9EF8:48      	PHA        
0x011F09|$04:$9EF9:A6 99   	LDX $99    	; index for $9F21/$9F33
0x011F0B|$04:$9EFB:BD 33 9F	LDA $9F33,X	; array record size low byte
0x011F0E|$04:$9EFE:85 99   	STA $99    
0x011F10|$04:$9F00:BD 34 9F	LDA $9F34,X	; array record size high byte
0x011F13|$04:$9F03:85 9A   	STA $9A    
0x011F15|$04:$9F05:20 5B A0	JSR $A05B  	; 16-bit multiplication: ($99-$9A) = ($99-$9A) * ($9B), overflow in $9E, copy of ($99-$9A) in ($A1-$9D)
; at this point, $99-$9A = record size * desired index into desired array = desired record's offset into the desired array
; next we'll add the desired array's base address
0x011F18|$04:$9F08:BD 21 9F	LDA $9F21,X	; base array address low byte
0x011F1B|$04:$9F0B:85 9B   	STA $9B    
0x011F1D|$04:$9F0D:BD 22 9F	LDA $9F22,X	; base array address high byte
0x011F20|$04:$9F10:85 9C   	STA $9C    
0x011F22|$04:$9F12:20 CF A0	JSR $A0CF  	; 16-bit addition: ($99-$9A) = ($99-$9A) + ($9B-$9C)
; at this point, $99-$9A is the address of the thing we want to interact with, so save it to $B5,X-$B6-X for later use
0x011F25|$04:$9F15:A5 99   	LDA $99    
0x011F27|$04:$9F17:95 B5   	STA $B5,X  
0x011F29|$04:$9F19:A5 9A   	LDA $9A    
0x011F2B|$04:$9F1B:95 B6   	STA $B6,X  
0x011F2D|$04:$9F1D:68      	PLA        	; restore X
0x011F2E|$04:$9F1E:AA      	TAX        
0x011F2F|$04:$9F1F:68      	PLA        	; restore A
0x011F30|$04:$9F20:60      	RTS        


; code -> data
; base array address low byte
; indexed data load target (from $9F08)
0x011F31|$04:$9F21:63
; base array address high byte
; indexed data load target (from $9F0D)
0x011F32|$04:$9F22:   06	; $0663; monster ID, group 1
0x011F33|$04:$9F23:8F 06	; $068F
0x011F35|$04:$9F25:2D 06	; $062D; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence)
0x011F37|$04:$9F27:F5 B7	; $04:$B7F5; Enemy Stats (Max HP, [4-bit evade chance / 64, 4-bit unused], Max Gold dropped, EXP low byte, AGI, Attack Power, Defense Power, [2-bit attack probability list, 3-bit Sleep res., 3-bit spell damage res.], [2-bit EXP * 256, 3-bit Defeat res., 3-bit Stopspell res.], [2-bit EXP * 1024, 3-bit Defense res., 3-bit Surround res.], [4-bit Attack command 1, 4-bit Attack command 2], [4-bit Attack command 3, 4-bit Attack command 4], [4-bit Attack command 5, 4-bit Attack command 6], [4-bit Attack command 7, 4-bit Attack command 8], 8*1-bit use alternate attack command)
0x011F39|$04:$9F29:F6 B2	; $04:$B2F6; Attack % for Enemy Specials
0x011F3B|$04:$9F2B:63 06	; $0663; monster ID, group 1
0x011F3D|$04:$9F2D:8F 06	; $068F
0x011F3F|$04:$9F2F:2D 06	; $062D; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence)
0x011F41|$04:$9F31:C0 A7	; $04:$A7C0; Battle Structs for Spells and Usable Items (target, power, cast string ID, hit string ID, miss string ID)
; array record size low byte
; indexed data load target (from $9EFB)
0x011F43|$04:$9F33:0B
; array record size high byte
; indexed data load target (from $9F00)
0x011F44|$04:$9F34:   00	; $0663 struct records are #$0B bytes long
0x011F45|$04:$9F35:07 00	; $068F struct records are #$07 bytes long
0x011F47|$04:$9F37:12 00	; $062D struct records are #$12 bytes long
0x011F49|$04:$9F39:0F 00	; $B7F5 struct records are #$0F bytes long
0x011F4B|$04:$9F3B:07 00	; $B2F6 struct records are #$07 bytes long
0x011F4D|$04:$9F3D:0B 00	; $0663 struct records are #$0B bytes long
0x011F4F|$04:$9F3F:07 00	; $068F struct records are #$07 bytes long
0x011F51|$04:$9F41:12 00	; $062D struct records are #$12 bytes long
0x011F53|$04:$9F43:05 00	; $A7C0 struct records are #$05 bytes long

; data -> code
; control flow target (from $A636)
0x011F55|$04:$9F45:46 9C   	LSR $9C    
0x011F57|$04:$9F47:66 9B   	ROR $9B    
0x011F59|$04:$9F49:20 E3 A0	JSR $A0E3  	; 16-bit subtraction: ($99-$9A) = ($99-$9A) - ($9B-$9C)
0x011F5C|$04:$9F4C:90 19   	BCC $9F67  	; generate a random number between $03 and #$02 in A and $99
0x011F5E|$04:$9F4E:A5 99   	LDA $99    
0x011F60|$04:$9F50:C9 02   	CMP #$02   
0x011F62|$04:$9F52:B0 04   	BCS $9F58  
0x011F64|$04:$9F54:A5 9A   	LDA $9A    
0x011F66|$04:$9F56:F0 0F   	BEQ $9F67  	; generate a random number between $03 and #$02 in A and $99
; control flow target (from $9F52)
0x011F68|$04:$9F58:20 FB 9F	JSR $9FFB  	; set $9B to a random number tightly distributed around #$80 and $9C to #$00
0x011F6B|$04:$9F5B:20 5B A0	JSR $A05B  	; 16-bit multiplication: ($99-$9A) = ($99-$9A) * ($9B), overflow in $9E, copy of ($99-$9A) in ($A1-$9D)
; control flow target (from $9FCF)
0x011F6E|$04:$9F5E:A5 9D   	LDA $9D    
0x011F70|$04:$9F60:85 99   	STA $99    
0x011F72|$04:$9F62:A5 9E   	LDA $9E    
0x011F74|$04:$9F64:85 9A   	STA $9A    
0x011F76|$04:$9F66:60      	RTS        

; generate a random number between $03 and #$02 in A and $99
; control flow target (from $9F4C, $9F56, $9FEE)
0x011F77|$04:$9F67:A9 02   	LDA #$02   
0x011F79|$04:$9F69:4C 20 A0	JMP $A020  	; generate a random number between $03 and A in A and $99

; control flow target (from $B02E)
0x011F7C|$04:$9F6C:A5 99   	LDA $99    
0x011F7E|$04:$9F6E:85 C7   	STA $C7    
0x011F80|$04:$9F70:A5 9A   	LDA $9A    
0x011F82|$04:$9F72:85 C8   	STA $C8    
0x011F84|$04:$9F74:46 9C   	LSR $9C    
0x011F86|$04:$9F76:66 9B   	ROR $9B    
0x011F88|$04:$9F78:46 C8   	LSR $C8    
0x011F8A|$04:$9F7A:66 C7   	ROR $C7    
0x011F8C|$04:$9F7C:46 C8   	LSR $C8    
0x011F8E|$04:$9F7E:66 C7   	ROR $C7    
0x011F90|$04:$9F80:A5 C7   	LDA $C7    
0x011F92|$04:$9F82:85 BD   	STA $BD    
0x011F94|$04:$9F84:A5 C8   	LDA $C8    
0x011F96|$04:$9F86:85 BE   	STA $BE    
0x011F98|$04:$9F88:20 E3 A0	JSR $A0E3  	; 16-bit subtraction: ($99-$9A) = ($99-$9A) - ($9B-$9C)
0x011F9B|$04:$9F8B:90 20   	BCC $9FAD  
0x011F9D|$04:$9F8D:A5 C8   	LDA $C8    
0x011F9F|$04:$9F8F:C5 9A   	CMP $9A    
0x011FA1|$04:$9F91:90 36   	BCC $9FC9  
0x011FA3|$04:$9F93:D0 06   	BNE $9F9B  
0x011FA5|$04:$9F95:A5 C7   	LDA $C7    
0x011FA7|$04:$9F97:C5 99   	CMP $99    
0x011FA9|$04:$9F99:90 2E   	BCC $9FC9  
; control flow target (from $9F93)
0x011FAB|$04:$9F9B:46 C8   	LSR $C8    
0x011FAD|$04:$9F9D:66 C7   	ROR $C7    
0x011FAF|$04:$9F9F:A5 C8   	LDA $C8    
0x011FB1|$04:$9FA1:C5 9A   	CMP $9A    
0x011FB3|$04:$9FA3:90 18   	BCC $9FBD  
0x011FB5|$04:$9FA5:D0 06   	BNE $9FAD  
0x011FB7|$04:$9FA7:A5 C7   	LDA $C7    
0x011FB9|$04:$9FA9:C5 99   	CMP $99    
0x011FBB|$04:$9FAB:90 10   	BCC $9FBD  
; control flow target (from $9F8B, $9FA5)
0x011FBD|$04:$9FAD:A9 02   	LDA #$02   
; control flow target (from $9FBF)
0x011FBF|$04:$9FAF:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x011FC2|$04:$9FB2:A5 99   	LDA $99    
0x011FC4|$04:$9FB4:D0 0B   	BNE $9FC1  
0x011FC6|$04:$9FB6:A9 00   	LDA #$00   
0x011FC8|$04:$9FB8:85 99   	STA $99    
0x011FCA|$04:$9FBA:85 9A   	STA $9A    
0x011FCC|$04:$9FBC:60      	RTS        

; control flow target (from $9FA3, $9FAB)
0x011FCD|$04:$9FBD:A9 04   	LDA #$04   
0x011FCF|$04:$9FBF:D0 EE   	BNE $9FAF  
; control flow target (from $9FB4)
0x011FD1|$04:$9FC1:A5 BD   	LDA $BD    
0x011FD3|$04:$9FC3:85 99   	STA $99    
0x011FD5|$04:$9FC5:A5 BE   	LDA $BE    
0x011FD7|$04:$9FC7:85 9A   	STA $9A    
; control flow target (from $9F91, $9F99)
0x011FD9|$04:$9FC9:20 FB 9F	JSR $9FFB  	; set $9B to a random number tightly distributed around #$80 and $9C to #$00
0x011FDC|$04:$9FCC:20 5B A0	JSR $A05B  	; 16-bit multiplication: ($99-$9A) = ($99-$9A) * ($9B), overflow in $9E, copy of ($99-$9A) in ($A1-$9D)
0x011FDF|$04:$9FCF:20 5E 9F	JSR $9F5E  
0x011FE2|$04:$9FD2:46 9E   	LSR $9E    
0x011FE4|$04:$9FD4:66 9D   	ROR $9D    
0x011FE6|$04:$9FD6:46 9E   	LSR $9E    
0x011FE8|$04:$9FD8:66 9D   	ROR $9D    
0x011FEA|$04:$9FDA:A5 99   	LDA $99    
0x011FEC|$04:$9FDC:38      	SEC        
0x011FED|$04:$9FDD:E5 9D   	SBC $9D    
0x011FEF|$04:$9FDF:85 99   	STA $99    
0x011FF1|$04:$9FE1:A5 9A   	LDA $9A    
0x011FF3|$04:$9FE3:E5 9E   	SBC $9E    
0x011FF5|$04:$9FE5:85 9A   	STA $9A    
0x011FF7|$04:$9FE7:A5 9A   	LDA $9A    
0x011FF9|$04:$9FE9:05 99   	ORA $99    
0x011FFB|$04:$9FEB:F0 01   	BEQ $9FEE  
0x011FFD|$04:$9FED:60      	RTS        

; control flow target (from $9FEB)
0x011FFE|$04:$9FEE:4C 67 9F	JMP $9F67  	; generate a random number between $03 and #$02 in A and $99

; set $9B to a random number tightly distributed around #$80 and $9C to #$00
0x012001|$04:$9FF1:A9 1F   	LDA #$1F   
0x012003|$04:$9FF3:85 9F   	STA $9F    
0x012005|$04:$9FF5:A9 08   	LDA #$08   
0x012007|$04:$9FF7:85 9B   	STA $9B    
0x012009|$04:$9FF9:D0 08   	BNE $A003  
; set $9B to a random number tightly distributed around #$80 and $9C to #$00
; control flow target (from $9F58, $9FC9, $AE92)
0x01200B|$04:$9FFB:A9 0F   	LDA #$0F   	; sum up random 4-bit numbers
0x01200D|$04:$9FFD:85 9F   	STA $9F    
; WARNING! $9FFF was also seen as data
0x01200F|$04:$9FFF:A9 88   	LDA #$88   
0x012011|$04:$A001:85 9B   	STA $9B    
; control flow target (from $9FF9)
0x012013|$04:$A003:A2 10   	LDX #$10   	; 16 loops of summing random N-bit number
; control flow target (from $A012)
; call to code in a different bank ($0F:$C3AB)
0x012015|$04:$A005:20 AB C3	JSR $C3AB  	; generate a random number and store it in $32-$33 (two passes)
0x012018|$04:$A008:A5 32   	LDA $32    	; RNG byte 0
0x01201A|$04:$A00A:25 9F   	AND $9F    
0x01201C|$04:$A00C:18      	CLC        
0x01201D|$04:$A00D:65 9B   	ADC $9B    
0x01201F|$04:$A00F:85 9B   	STA $9B    
0x012021|$04:$A011:CA      	DEX        
0x012022|$04:$A012:D0 F1   	BNE $A005  
0x012024|$04:$A014:A5 9B   	LDA $9B    
0x012026|$04:$A016:38      	SEC        
0x012027|$04:$A017:E9 80   	SBC #$80   
0x012029|$04:$A019:85 9B   	STA $9B    
0x01202B|$04:$A01B:A9 00   	LDA #$00   
0x01202D|$04:$A01D:85 9C   	STA $9C    
0x01202F|$04:$A01F:60      	RTS        

; generate a random number between $03 and A in A and $99
; control flow target (from $9555, $95C6, $9F69, $9FAF, $A118, $A287, $A292, $A4C3, $A602, $A609, $A64B, $A668, $A760, $A8B5, $A8D8, $A8EF, $A9D9, $AA2A, $ADBC, $AE24, $AFF7, $B001, $B009, $B2E0, $B42F, $B436, $B443)
0x012030|$04:$A020:85 99   	STA $99    
0x012032|$04:$A022:C9 00   	CMP #$00   
0x012034|$04:$A024:F0 34   	BEQ $A05A  
0x012036|$04:$A026:8A      	TXA        
0x012037|$04:$A027:48      	PHA        
0x012038|$04:$A028:98      	TYA        
0x012039|$04:$A029:48      	PHA        
0x01203A|$04:$A02A:A9 00   	LDA #$00   
0x01203C|$04:$A02C:85 9A   	STA $9A    
0x01203E|$04:$A02E:85 9F   	STA $9F    
0x012040|$04:$A030:A5 03   	LDA $03    	; game clock?
0x012042|$04:$A032:85 A0   	STA $A0    
0x012044|$04:$A034:A5 99   	LDA $99    
0x012046|$04:$A036:A0 09   	LDY #$09   
; control flow target (from $A03C)
0x012048|$04:$A038:88      	DEY        
0x012049|$04:$A039:F0 09   	BEQ $A044  
0x01204B|$04:$A03B:0A      	ASL        
0x01204C|$04:$A03C:90 FA   	BCC $A038  
; control flow target (from $A042)
0x01204E|$04:$A03E:38      	SEC        
0x01204F|$04:$A03F:26 9F   	ROL $9F    
0x012051|$04:$A041:88      	DEY        
0x012052|$04:$A042:D0 FA   	BNE $A03E  
; control flow target (from $A039, $A050)
; call to code in a different bank ($0F:$C3AB)
0x012054|$04:$A044:20 AB C3	JSR $C3AB  	; generate a random number and store it in $32-$33 (two passes)
0x012057|$04:$A047:A5 32   	LDA $32    	; RNG byte 0
0x012059|$04:$A049:18      	CLC        
0x01205A|$04:$A04A:65 A0   	ADC $A0    
0x01205C|$04:$A04C:25 9F   	AND $9F    
0x01205E|$04:$A04E:C5 99   	CMP $99    
0x012060|$04:$A050:B0 F2   	BCS $A044  
0x012062|$04:$A052:85 99   	STA $99    
0x012064|$04:$A054:68      	PLA        
0x012065|$04:$A055:A8      	TAY        
0x012066|$04:$A056:68      	PLA        
0x012067|$04:$A057:AA      	TAX        
0x012068|$04:$A058:A5 99   	LDA $99    
; control flow target (from $A024)
0x01206A|$04:$A05A:60      	RTS        

; 16-bit multiplication: ($99-$9A) = ($99-$9A) * ($9B), overflow in $9E, copy of ($99-$9A) in ($A1-$9D)
; control flow target (from $9887, $99A6, $9F05, $9F5B, $9FCC, $B6C8)
0x01206B|$04:$A05B:A9 00   	LDA #$00   
0x01206D|$04:$A05D:85 9C   	STA $9C    
; 16-bit multiplication: ($99-$9A) = ($99-$9A) * ($9B-$9C), overflow in $9E, copy of ($99-$9A) in ($A1-$9D)
; control flow target (from $AE95, $B03E)
0x01206F|$04:$A05F:A9 00   	LDA #$00   	; initialize vars to #$00
0x012071|$04:$A061:85 9D   	STA $9D    	; result byte 1
0x012073|$04:$A063:85 9E   	STA $9E    	; result byte 2
0x012075|$04:$A065:85 A1   	STA $A1    	; result byte 0
0x012077|$04:$A067:85 A2   	STA $A2    	; multiplicand byte 2
0x012079|$04:$A069:A5 9B   	LDA $9B    	; original multiplicant byte 0
0x01207B|$04:$A06B:85 9F   	STA $9F    	; current multiplicand byte 0
0x01207D|$04:$A06D:A5 9C   	LDA $9C    	; original multiplicand byte 1
0x01207F|$04:$A06F:85 A0   	STA $A0    	; current multiplicand byte 1
; control flow target (from $A096)
0x012081|$04:$A071:A5 99   	LDA $99    	; multiplier low byte
0x012083|$04:$A073:05 9A   	ORA $9A    	; multiplier high byte
0x012085|$04:$A075:F0 22   	BEQ $A099  	; if multiplier == 0, copy results to $99-$9A and RTS
0x012087|$04:$A077:46 9A   	LSR $9A    	; LSR 16-bit multiplier
0x012089|$04:$A079:66 99   	ROR $99    
0x01208B|$04:$A07B:90 13   	BCC $A090  	; check low bit of multiplier
0x01208D|$04:$A07D:A5 9F   	LDA $9F    	; current multiplicand byte 0
0x01208F|$04:$A07F:18      	CLC        
0x012090|$04:$A080:65 A1   	ADC $A1    
0x012092|$04:$A082:85 A1   	STA $A1    	; result byte 0 += current multiplicand byte 0
0x012094|$04:$A084:A5 A0   	LDA $A0    
0x012096|$04:$A086:65 9D   	ADC $9D    
0x012098|$04:$A088:85 9D   	STA $9D    	; result byte 1 += current multiplicand byte 1 + carry from byte 0
0x01209A|$04:$A08A:A5 A2   	LDA $A2    
0x01209C|$04:$A08C:65 9E   	ADC $9E    
0x01209E|$04:$A08E:85 9E   	STA $9E    	; result byte 2 += current multiplicand byte 2 + carry from byte 1
; control flow target (from $A07B)
0x0120A0|$04:$A090:06 9F   	ASL $9F    	; ASL 24-bit multiplicand
0x0120A2|$04:$A092:26 A0   	ROL $A0    
0x0120A4|$04:$A094:26 A2   	ROL $A2    
0x0120A6|$04:$A096:4C 71 A0	JMP $A071  	; loop to process next bit

; control flow target (from $A075)
0x0120A9|$04:$A099:A5 A1   	LDA $A1    	; result byte 0
0x0120AB|$04:$A09B:85 99   	STA $99    
0x0120AD|$04:$A09D:A5 9D   	LDA $9D    	; result byte 1
0x0120AF|$04:$A09F:85 9A   	STA $9A    
0x0120B1|$04:$A0A1:60      	RTS        	; overflow is still sitting in $9E if anybody wants it

; control flow target (from $99B1, $AB9F)
0x0120B2|$04:$A0A2:A0 10   	LDY #$10   
0x0120B4|$04:$A0A4:A9 00   	LDA #$00   
0x0120B6|$04:$A0A6:85 9D   	STA $9D    
0x0120B8|$04:$A0A8:85 9E   	STA $9E    
; control flow target (from $A0CC)
0x0120BA|$04:$A0AA:06 99   	ASL $99    
0x0120BC|$04:$A0AC:26 9A   	ROL $9A    
0x0120BE|$04:$A0AE:26 9D   	ROL $9D    
0x0120C0|$04:$A0B0:26 9E   	ROL $9E    
0x0120C2|$04:$A0B2:E6 99   	INC $99    
0x0120C4|$04:$A0B4:A5 9D   	LDA $9D    
0x0120C6|$04:$A0B6:38      	SEC        
0x0120C7|$04:$A0B7:E5 9B   	SBC $9B    
0x0120C9|$04:$A0B9:48      	PHA        
0x0120CA|$04:$A0BA:A5 9E   	LDA $9E    
0x0120CC|$04:$A0BC:E5 9C   	SBC $9C    
0x0120CE|$04:$A0BE:B0 06   	BCS $A0C6  
0x0120D0|$04:$A0C0:68      	PLA        
0x0120D1|$04:$A0C1:C6 99   	DEC $99    
0x0120D3|$04:$A0C3:4C CB A0	JMP $A0CB  

; control flow target (from $A0BE)
0x0120D6|$04:$A0C6:85 9E   	STA $9E    
0x0120D8|$04:$A0C8:68      	PLA        
0x0120D9|$04:$A0C9:85 9D   	STA $9D    
; control flow target (from $A0C3)
0x0120DB|$04:$A0CB:88      	DEY        
0x0120DC|$04:$A0CC:D0 DC   	BNE $A0AA  
0x0120DE|$04:$A0CE:60      	RTS        

; 16-bit addition: ($99-$9A) = ($99-$9A) + ($9B-$9C)
; control flow target (from $9F12)
0x0120DF|$04:$A0CF:A5 99   	LDA $99    
0x0120E1|$04:$A0D1:18      	CLC        
0x0120E2|$04:$A0D2:65 9B   	ADC $9B    
0x0120E4|$04:$A0D4:85 99   	STA $99    
0x0120E6|$04:$A0D6:A5 9A   	LDA $9A    
0x0120E8|$04:$A0D8:65 9C   	ADC $9C    
0x0120EA|$04:$A0DA:85 9A   	STA $9A    
0x0120EC|$04:$A0DC:60      	RTS        

0x0120ED|$04:$A0DD:85 9B   	STA $9B    
0x0120EF|$04:$A0DF:A9 00   	LDA #$00   
0x0120F1|$04:$A0E1:85 9C   	STA $9C    
; 16-bit subtraction: ($99-$9A) = ($99-$9A) - ($9B-$9C)
; control flow target (from $9F49, $9F88, $AF45)
0x0120F3|$04:$A0E3:A5 99   	LDA $99    
0x0120F5|$04:$A0E5:38      	SEC        
0x0120F6|$04:$A0E6:E5 9B   	SBC $9B    
0x0120F8|$04:$A0E8:85 99   	STA $99    
0x0120FA|$04:$A0EA:A5 9A   	LDA $9A    
0x0120FC|$04:$A0EC:E5 9C   	SBC $9C    
0x0120FE|$04:$A0EE:85 9A   	STA $9A    
0x012100|$04:$A0F0:60      	RTS        

; control flow target (from $964A, $9C6F, $9CA6, $AF5D)
0x012101|$04:$A0F1:98      	TYA        
0x012102|$04:$A0F2:48      	PHA        
0x012103|$04:$A0F3:8A      	TXA        
0x012104|$04:$A0F4:48      	PHA        
; call to code in a different bank ($0F:$C22C)
0x012105|$04:$A0F5:20 2C C2	JSR $C22C  
0x012108|$04:$A0F8:68      	PLA        
0x012109|$04:$A0F9:AA      	TAX        
0x01210A|$04:$A0FA:68      	PLA        
0x01210B|$04:$A0FB:A8      	TAY        
0x01210C|$04:$A0FC:60      	RTS        

; control flow target (from $9635)
0x01210D|$04:$A0FD:85 A7   	STA $A7    
0x01210F|$04:$A0FF:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x012112|$04:$A102:20 B9 A7	JSR $A7B9  
0x012115|$04:$A105:A5 A7   	LDA $A7    
0x012117|$04:$A107:49 FF   	EOR #$FF   
0x012119|$04:$A109:85 AB   	STA $AB    
0x01211B|$04:$A10B:A0 00   	LDY #$00   
0x01211D|$04:$A10D:B1 B9   	LDA ($B9),Y
0x01211F|$04:$A10F:0A      	ASL        
0x012120|$04:$A110:B0 01   	BCS $A113  
0x012122|$04:$A112:60      	RTS        

; control flow target (from $A110)
0x012123|$04:$A113:0A      	ASL        
0x012124|$04:$A114:90 1C   	BCC $A132  
0x012126|$04:$A116:A9 08   	LDA #$08   
0x012128|$04:$A118:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x01212B|$04:$A11B:C9 04   	CMP #$04   
0x01212D|$04:$A11D:B0 0F   	BCS $A12E  
0x01212F|$04:$A11F:A0 00   	LDY #$00   
0x012131|$04:$A121:B1 B9   	LDA ($B9),Y
0x012133|$04:$A123:29 BF   	AND #$BF   
0x012135|$04:$A125:91 B9   	STA ($B9),Y
0x012137|$04:$A127:A9 20   	LDA #$20   
; control flow target (from $A130, $A1FE)
0x012139|$04:$A129:85 AD   	STA $AD    
0x01213B|$04:$A12B:4C DC 9C	JMP $9CDC  

; control flow target (from $A11D)
0x01213E|$04:$A12E:A9 1F   	LDA #$1F   
0x012140|$04:$A130:D0 F7   	BNE $A129  
; control flow target (from $A114)
0x012142|$04:$A132:A0 02   	LDY #$02   
0x012144|$04:$A134:B1 B9   	LDA ($B9),Y
0x012146|$04:$A136:85 A8   	STA $A8    
0x012148|$04:$A138:C9 20   	CMP #$20   
0x01214A|$04:$A13A:90 56   	BCC $A192  
0x01214C|$04:$A13C:C9 3C   	CMP #$3C   
0x01214E|$04:$A13E:F0 05   	BEQ $A145  
0x012150|$04:$A140:C9 80   	CMP #$80   
0x012152|$04:$A142:B0 08   	BCS $A14C  
0x012154|$04:$A144:60      	RTS        

; control flow target (from $A13E)
0x012155|$04:$A145:A9 00   	LDA #$00   
0x012157|$04:$A147:85 AD   	STA $AD    
0x012159|$04:$A149:4C DC 9C	JMP $9CDC  

; control flow target (from $A142)
0x01215C|$04:$A14C:29 7F   	AND #$7F   
0x01215E|$04:$A14E:85 95   	STA $95    	; ID for [item] and [spell] control codes
0x012160|$04:$A150:A2 07   	LDX #$07   
; control flow target (from $A158)
0x012162|$04:$A152:DD 7C A1	CMP $A17C,X
0x012165|$04:$A155:F0 0C   	BEQ $A163  
0x012167|$04:$A157:CA      	DEX        
0x012168|$04:$A158:10 F8   	BPL $A152  
0x01216A|$04:$A15A:A9 7E   	LDA #$7E   
0x01216C|$04:$A15C:85 AD   	STA $AD    
0x01216E|$04:$A15E:A9 FE   	LDA #$FE   
0x012170|$04:$A160:4C E5 9C	JMP $9CE5  

; control flow target (from $A155)
0x012173|$04:$A163:A9 FF   	LDA #$FF   
0x012175|$04:$A165:8D 76 01	STA $0176  
0x012178|$04:$A168:20 D6 9A	JSR $9AD6  
0x01217B|$04:$A16B:A5 A7   	LDA $A7    
0x01217D|$04:$A16D:85 97   	STA $97    	; subject hero ID $97
0x01217F|$04:$A16F:AA      	TAX        
0x012180|$04:$A170:BD D2 06	LDA $06D2,X
0x012183|$04:$A173:AA      	TAX        
0x012184|$04:$A174:A5 95   	LDA $95    	; ID for [item] and [spell] control codes
; call to code in a different bank ($0F:$F746)
0x012186|$04:$A176:20 46 F7	JSR $F746  
0x012189|$04:$A179:4C E6 99	JMP $99E6  


; code -> data
; indexed data load target (from $A152)
0x01218C|$04:$A17C:24
0x01218D|$04:$A17D:26
0x01218E|$04:$A17E:27
0x01218F|$04:$A17F:36
0x012190|$04:$A180:32
0x012191|$04:$A181:2F
0x012192|$04:$A182:30
0x012193|$04:$A183:2E

; data -> code
; control flow target (from $A1A1)
0x012194|$04:$A184:A9 3C   	LDA #$3C   
0x012196|$04:$A186:D0 02   	BNE $A18A  
; control flow target (from $A1A5)
0x012198|$04:$A188:A9 3B   	LDA #$3B   
; control flow target (from $A186)
0x01219A|$04:$A18A:85 95   	STA $95    	; ID for [item] and [spell] control codes
0x01219C|$04:$A18C:20 F0 A4	JSR $A4F0  
0x01219F|$04:$A18F:4C E1 A1	JMP $A1E1  

; control flow target (from $A13A)
0x0121A2|$04:$A192:20 C3 9E	JSR $9EC3  	; given an index (in A) into the array of battle spell/item structures at $A7C0, set $C5-$C6 to the address of the corresponding item inside that structure
0x0121A5|$04:$A195:A0 02   	LDY #$02   	; cast string ID
0x0121A7|$04:$A197:B1 C5   	LDA ($C5),Y
0x0121A9|$04:$A199:85 AD   	STA $AD    
0x0121AB|$04:$A19B:A5 A8   	LDA $A8    
0x0121AD|$04:$A19D:F0 42   	BEQ $A1E1  
0x0121AF|$04:$A19F:C9 1C   	CMP #$1C   
0x0121B1|$04:$A1A1:F0 E1   	BEQ $A184  
0x0121B3|$04:$A1A3:C9 1D   	CMP #$1D   
0x0121B5|$04:$A1A5:F0 E1   	BEQ $A188  
0x0121B7|$04:$A1A7:C9 17   	CMP #$17   
0x0121B9|$04:$A1A9:B0 36   	BCS $A1E1  
0x0121BB|$04:$A1AB:C9 0F   	CMP #$0F   
0x0121BD|$04:$A1AD:90 02   	BCC $A1B1  
0x0121BF|$04:$A1AF:A9 0F   	LDA #$0F   
; control flow target (from $A1AD)
0x0121C1|$04:$A1B1:AA      	TAX        
0x0121C2|$04:$A1B2:A9 61   	LDA #$61   	; Item ID #$61: Mysterious Hat (equipped)
0x0121C4|$04:$A1B4:20 E7 A4	JSR $A4E7  	; given a hero ID in $A7 and an item ID in A, SEC if hero has that item, CLC otherwise
0x0121C7|$04:$A1B7:90 05   	BCC $A1BE  
0x0121C9|$04:$A1B9:8A      	TXA        
0x0121CA|$04:$A1BA:18      	CLC        
0x0121CB|$04:$A1BB:69 0F   	ADC #$0F   
0x0121CD|$04:$A1BD:AA      	TAX        
; control flow target (from $A1B7)
0x0121CE|$04:$A1BE:BD F9 B4	LDA $B4F9,X
0x0121D1|$04:$A1C1:85 A6   	STA $A6    
0x0121D3|$04:$A1C3:A0 10   	LDY #$10   
0x0121D5|$04:$A1C5:B1 B9   	LDA ($B9),Y
0x0121D7|$04:$A1C7:38      	SEC        
0x0121D8|$04:$A1C8:E5 A6   	SBC $A6    
0x0121DA|$04:$A1CA:B0 04   	BCS $A1D0  
0x0121DC|$04:$A1CC:A9 11   	LDA #$11   
0x0121DE|$04:$A1CE:D0 0E   	BNE $A1DE  
; control flow target (from $A1CA)
0x0121E0|$04:$A1D0:91 B9   	STA ($B9),Y
0x0121E2|$04:$A1D2:20 AC 9A	JSR $9AAC  
0x0121E5|$04:$A1D5:A0 00   	LDY #$00   
0x0121E7|$04:$A1D7:B1 B9   	LDA ($B9),Y
0x0121E9|$04:$A1D9:4A      	LSR        
0x0121EA|$04:$A1DA:90 05   	BCC $A1E1  
0x0121EC|$04:$A1DC:A9 12   	LDA #$12   
; control flow target (from $A1CE)
0x0121EE|$04:$A1DE:4C E5 9C	JMP $9CE5  

; control flow target (from $A18F, $A19D, $A1A9, $A1DA)
0x0121F1|$04:$A1E1:A0 00   	LDY #$00   
0x0121F3|$04:$A1E3:B1 C5   	LDA ($C5),Y
0x0121F5|$04:$A1E5:29 07   	AND #$07   
0x0121F7|$04:$A1E7:AA      	TAX        
0x0121F8|$04:$A1E8:E8      	INX        
0x0121F9|$04:$A1E9:CA      	DEX        
0x0121FA|$04:$A1EA:D0 03   	BNE $A1EF  
0x0121FC|$04:$A1EC:4C D1 A3	JMP $A3D1  

; control flow target (from $A1EA)
0x0121FF|$04:$A1EF:CA      	DEX        
0x012200|$04:$A1F0:D0 61   	BNE $A253  
0x012202|$04:$A1F2:A5 A8   	LDA $A8    
0x012204|$04:$A1F4:C9 15   	CMP #$15   
0x012206|$04:$A1F6:D0 10   	BNE $A208  
0x012208|$04:$A1F8:A9 FD   	LDA #$FD   
0x01220A|$04:$A1FA:85 AE   	STA $AE    
0x01220C|$04:$A1FC:A9 EF   	LDA #$EF   
0x01220E|$04:$A1FE:20 29 A1	JSR $A129  
0x012211|$04:$A201:20 B9 A7	JSR $A7B9  
0x012214|$04:$A204:A9 2D   	LDA #$2D   
0x012216|$04:$A206:85 AD   	STA $AD    
; control flow target (from $A1F6)
0x012218|$04:$A208:A9 00   	LDA #$00   
; control flow target (from $A218)
0x01221A|$04:$A20A:A0 01   	LDY #$01   
0x01221C|$04:$A20C:91 B9   	STA ($B9),Y
0x01221E|$04:$A20E:48      	PHA        
0x01221F|$04:$A20F:20 D1 A3	JSR $A3D1  
0x012222|$04:$A212:68      	PLA        
0x012223|$04:$A213:AA      	TAX        
0x012224|$04:$A214:E8      	INX        
0x012225|$04:$A215:8A      	TXA        
0x012226|$04:$A216:C9 03   	CMP #$03   
0x012228|$04:$A218:90 F0   	BCC $A20A  
0x01222A|$04:$A21A:A5 A8   	LDA $A8    
0x01222C|$04:$A21C:C9 15   	CMP #$15   
0x01222E|$04:$A21E:D0 32   	BNE $A252  
0x012230|$04:$A220:A2 00   	LDX #$00   
0x012232|$04:$A222:86 99   	STX $99    
; control flow target (from $A23B)
0x012234|$04:$A224:A0 01   	LDY #$01   
0x012236|$04:$A226:84 9A   	STY $9A    
; control flow target (from $A233)
0x012238|$04:$A228:A6 99   	LDX $99    
0x01223A|$04:$A22A:20 F1 8A	JSR $8AF1  
0x01223D|$04:$A22D:E6 9A   	INC $9A    
0x01223F|$04:$A22F:A4 9A   	LDY $9A    
0x012241|$04:$A231:C0 09   	CPY #$09   
0x012243|$04:$A233:90 F3   	BCC $A228  
0x012245|$04:$A235:E6 99   	INC $99    
0x012247|$04:$A237:A6 99   	LDX $99    
0x012249|$04:$A239:E0 04   	CPX #$04   
0x01224B|$04:$A23B:90 E7   	BCC $A224  
0x01224D|$04:$A23D:A9 0F   	LDA #$0F   
0x01224F|$04:$A23F:85 B2   	STA $B2    
0x012251|$04:$A241:A9 53   	LDA #$53   
0x012253|$04:$A243:85 AE   	STA $AE    
0x012255|$04:$A245:A9 00   	LDA #$00   
0x012257|$04:$A247:85 AF   	STA $AF    
0x012259|$04:$A249:85 9F   	STA $9F    
0x01225B|$04:$A24B:20 E7 9A	JSR $9AE7  
0x01225E|$04:$A24E:A9 FD   	LDA #$FD   
0x012260|$04:$A250:85 98   	STA $98    	; outcome of last fight?
; control flow target (from $A21E)
0x012262|$04:$A252:60      	RTS        

; control flow target (from $A1F0)
0x012263|$04:$A253:CA      	DEX        
0x012264|$04:$A254:F0 03   	BEQ $A259  
0x012266|$04:$A256:4C 2F A3	JMP $A32F  

; control flow target (from $A254)
0x012269|$04:$A259:A5 A8   	LDA $A8    
0x01226B|$04:$A25B:C9 17   	CMP #$17   
0x01226D|$04:$A25D:D0 05   	BNE $A264  
0x01226F|$04:$A25F:A9 39   	LDA #$39   
0x012271|$04:$A261:20 E5 9C	JSR $9CE5  
; control flow target (from $A25D)
0x012274|$04:$A264:A9 49   	LDA #$49   	; Item ID #$49: Falcon Sword (equipped)
0x012276|$04:$A266:20 E7 A4	JSR $A4E7  	; given a hero ID in $A7 and an item ID in A, SEC if hero has that item, CLC otherwise
0x012279|$04:$A269:90 04   	BCC $A26F  
0x01227B|$04:$A26B:A5 A8   	LDA $A8    
0x01227D|$04:$A26D:F0 04   	BEQ $A273  
; control flow target (from $A269, $A2BF)
0x01227F|$04:$A26F:A9 00   	LDA #$00   
0x012281|$04:$A271:F0 02   	BEQ $A275  
; control flow target (from $A26D)
0x012283|$04:$A273:A9 FF   	LDA #$FF   
; control flow target (from $A271)
0x012285|$04:$A275:85 A3   	STA $A3    
0x012287|$04:$A277:A0 01   	LDY #$01   
0x012289|$04:$A279:B1 B9   	LDA ($B9),Y
0x01228B|$04:$A27B:85 AA   	STA $AA    
0x01228D|$04:$A27D:20 EE 9E	JSR $9EEE  	; given an index (in A) into the array of structures at $0663, set $B5-$B6 to the address of the corresponding item inside that structure
0x012290|$04:$A280:A0 09   	LDY #$09   
0x012292|$04:$A282:B1 B5   	LDA ($B5),Y
0x012294|$04:$A284:D0 01   	BNE $A287  
0x012296|$04:$A286:60      	RTS        

; control flow target (from $A284)
0x012297|$04:$A287:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x01229A|$04:$A28A:A6 99   	LDX $99    
0x01229C|$04:$A28C:E8      	INX        
0x01229D|$04:$A28D:8E DC 06	STX $06DC  
0x0122A0|$04:$A290:A9 04   	LDA #$04   
0x0122A2|$04:$A292:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x0122A5|$04:$A295:F0 0B   	BEQ $A2A2  
0x0122A7|$04:$A297:20 C2 A2	JSR $A2C2  
0x0122AA|$04:$A29A:C9 08   	CMP #$08   
0x0122AC|$04:$A29C:B0 04   	BCS $A2A2  
0x0122AE|$04:$A29E:85 A9   	STA $A9    
0x0122B0|$04:$A2A0:90 11   	BCC $A2B3  
; control flow target (from $A295, $A29C)
0x0122B2|$04:$A2A2:AE DC 06	LDX $06DC  
0x0122B5|$04:$A2A5:A0 00   	LDY #$00   
; control flow target (from $A2AC, $A2AF)
0x0122B7|$04:$A2A7:C8      	INY        
0x0122B8|$04:$A2A8:B1 B5   	LDA ($B5),Y
0x0122BA|$04:$A2AA:C9 08   	CMP #$08   
0x0122BC|$04:$A2AC:B0 F9   	BCS $A2A7  
0x0122BE|$04:$A2AE:CA      	DEX        
0x0122BF|$04:$A2AF:D0 F6   	BNE $A2A7  
0x0122C1|$04:$A2B1:84 A9   	STY $A9    
; control flow target (from $A2A0)
0x0122C3|$04:$A2B3:20 F9 A4	JSR $A4F9  
0x0122C6|$04:$A2B6:A5 98   	LDA $98    	; outcome of last fight?
0x0122C8|$04:$A2B8:D0 07   	BNE $A2C1  
0x0122CA|$04:$A2BA:20 B9 A7	JSR $A7B9  
0x0122CD|$04:$A2BD:A5 A3   	LDA $A3    
0x0122CF|$04:$A2BF:D0 AE   	BNE $A26F  
; control flow target (from $A2B8)
0x0122D1|$04:$A2C1:60      	RTS        

; control flow target (from $A297)
0x0122D2|$04:$A2C2:A9 FF   	LDA #$FF   
0x0122D4|$04:$A2C4:85 A4   	STA $A4    
0x0122D6|$04:$A2C6:85 A5   	STA $A5    
0x0122D8|$04:$A2C8:85 A6   	STA $A6    
0x0122DA|$04:$A2CA:A5 AA   	LDA $AA    
0x0122DC|$04:$A2CC:0A      	ASL        
0x0122DD|$04:$A2CD:0A      	ASL        
0x0122DE|$04:$A2CE:0A      	ASL        
0x0122DF|$04:$A2CF:38      	SEC        
0x0122E0|$04:$A2D0:2A      	ROL        
0x0122E1|$04:$A2D1:85 A9   	STA $A9    
0x0122E3|$04:$A2D3:29 0F   	AND #$0F   
; control flow target (from $A318)
0x0122E5|$04:$A2D5:A8      	TAY        
0x0122E6|$04:$A2D6:A2 00   	LDX #$00   
; control flow target (from $A2E2)
0x0122E8|$04:$A2D8:BD D5 06	LDA $06D5,X
0x0122EB|$04:$A2DB:C5 A9   	CMP $A9    
0x0122ED|$04:$A2DD:F0 31   	BEQ $A310  
0x0122EF|$04:$A2DF:E8      	INX        
0x0122F0|$04:$A2E0:E0 06   	CPX #$06   
0x0122F2|$04:$A2E2:90 F4   	BCC $A2D8  
0x0122F4|$04:$A2E4:B1 B5   	LDA ($B5),Y
0x0122F6|$04:$A2E6:C9 08   	CMP #$08   
0x0122F8|$04:$A2E8:B0 26   	BCS $A310  
0x0122FA|$04:$A2EA:20 CD 9E	JSR $9ECD  	; given an index (in A) into the array of structures at $068F, set $C1-$C2 to the address of the corresponding item inside that structure
0x0122FD|$04:$A2ED:A0 04   	LDY #$04   
0x0122FF|$04:$A2EF:B1 C1   	LDA ($C1),Y
0x012301|$04:$A2F1:85 0C   	STA $0C    
0x012303|$04:$A2F3:C8      	INY        
0x012304|$04:$A2F4:B1 C1   	LDA ($C1),Y
0x012306|$04:$A2F6:85 0D   	STA $0D    
0x012308|$04:$A2F8:C5 A6   	CMP $A6    
0x01230A|$04:$A2FA:90 08   	BCC $A304  
0x01230C|$04:$A2FC:D0 12   	BNE $A310  
0x01230E|$04:$A2FE:A5 0C   	LDA $0C    
0x012310|$04:$A300:C5 A5   	CMP $A5    
0x012312|$04:$A302:B0 0C   	BCS $A310  
; control flow target (from $A2FA)
0x012314|$04:$A304:A5 0C   	LDA $0C    
0x012316|$04:$A306:85 A5   	STA $A5    
0x012318|$04:$A308:A5 0D   	LDA $0D    
0x01231A|$04:$A30A:85 A6   	STA $A6    
0x01231C|$04:$A30C:A5 A9   	LDA $A9    
0x01231E|$04:$A30E:85 A4   	STA $A4    
; control flow target (from $A2DD, $A2E8, $A2FC, $A302)
0x012320|$04:$A310:E6 A9   	INC $A9    
0x012322|$04:$A312:A5 A9   	LDA $A9    
0x012324|$04:$A314:29 0F   	AND #$0F   
0x012326|$04:$A316:C9 09   	CMP #$09   
0x012328|$04:$A318:90 BB   	BCC $A2D5  
0x01232A|$04:$A31A:AE DB 06	LDX $06DB  
0x01232D|$04:$A31D:A5 A4   	LDA $A4    
0x01232F|$04:$A31F:9D D5 06	STA $06D5,X
0x012332|$04:$A322:E8      	INX        
0x012333|$04:$A323:E0 06   	CPX #$06   
0x012335|$04:$A325:90 02   	BCC $A329  
0x012337|$04:$A327:A2 00   	LDX #$00   
; control flow target (from $A325)
0x012339|$04:$A329:8E DB 06	STX $06DB  
0x01233C|$04:$A32C:29 0F   	AND #$0F   
0x01233E|$04:$A32E:60      	RTS        

; control flow target (from $A256)
0x01233F|$04:$A32F:CA      	DEX        
0x012340|$04:$A330:D0 2F   	BNE $A361  
0x012342|$04:$A332:A5 A8   	LDA $A8    
0x012344|$04:$A334:C9 18   	CMP #$18   
0x012346|$04:$A336:D0 04   	BNE $A33C  
0x012348|$04:$A338:A9 3B   	LDA #$3B   
0x01234A|$04:$A33A:D0 06   	BNE $A342  
; control flow target (from $A336)
0x01234C|$04:$A33C:C9 19   	CMP #$19   
0x01234E|$04:$A33E:D0 05   	BNE $A345  
0x012350|$04:$A340:A9 3D   	LDA #$3D   
; control flow target (from $A33A)
0x012352|$04:$A342:20 E5 9C	JSR $9CE5  
; control flow target (from $A33E)
0x012355|$04:$A345:A0 01   	LDY #$01   
0x012357|$04:$A347:B1 B9   	LDA ($B9),Y
0x012359|$04:$A349:85 AA   	STA $AA    
; control flow target (from $A373)
0x01235B|$04:$A34B:A9 01   	LDA #$01   
0x01235D|$04:$A34D:85 A9   	STA $A9    
; control flow target (from $A35E)
0x01235F|$04:$A34F:20 F9 A4	JSR $A4F9  
0x012362|$04:$A352:A5 98   	LDA $98    	; outcome of last fight?
0x012364|$04:$A354:D0 0A   	BNE $A360  
0x012366|$04:$A356:E6 A9   	INC $A9    
0x012368|$04:$A358:A5 A9   	LDA $A9    
0x01236A|$04:$A35A:29 0F   	AND #$0F   
0x01236C|$04:$A35C:C9 09   	CMP #$09   
0x01236E|$04:$A35E:90 EF   	BCC $A34F  
; control flow target (from $A354, $A386)
0x012370|$04:$A360:60      	RTS        

; control flow target (from $A330)
0x012371|$04:$A361:CA      	DEX        
0x012372|$04:$A362:D0 35   	BNE $A399  
0x012374|$04:$A364:A5 A8   	LDA $A8    
0x012376|$04:$A366:C9 1A   	CMP #$1A   
0x012378|$04:$A368:D0 05   	BNE $A36F  
0x01237A|$04:$A36A:A9 3F   	LDA #$3F   
0x01237C|$04:$A36C:20 E5 9C	JSR $9CE5  
; control flow target (from $A368)
0x01237F|$04:$A36F:A9 00   	LDA #$00   
0x012381|$04:$A371:85 AA   	STA $AA    
; control flow target (from $A380)
0x012383|$04:$A373:20 4B A3	JSR $A34B  
0x012386|$04:$A376:A5 98   	LDA $98    	; outcome of last fight?
0x012388|$04:$A378:D0 08   	BNE $A382  
0x01238A|$04:$A37A:E6 AA   	INC $AA    
0x01238C|$04:$A37C:A5 AA   	LDA $AA    
0x01238E|$04:$A37E:C9 04   	CMP #$04   
0x012390|$04:$A380:90 F1   	BCC $A373  
; control flow target (from $A378)
0x012392|$04:$A382:A5 A8   	LDA $A8    
0x012394|$04:$A384:C9 0C   	CMP #$0C   
0x012396|$04:$A386:D0 D8   	BNE $A360  
0x012398|$04:$A388:A5 AB   	LDA $AB    
0x01239A|$04:$A38A:85 AE   	STA $AE    
0x01239C|$04:$A38C:A5 98   	LDA $98    	; outcome of last fight?
0x01239E|$04:$A38E:F0 04   	BEQ $A394  
0x0123A0|$04:$A390:A9 FD   	LDA #$FD   
0x0123A2|$04:$A392:85 98   	STA $98    	; outcome of last fight?
; control flow target (from $A38E)
0x0123A4|$04:$A394:A9 27   	LDA #$27   
0x0123A6|$04:$A396:4C 55 AF	JMP $AF55  

; control flow target (from $A362)
0x0123A9|$04:$A399:CA      	DEX        
0x0123AA|$04:$A39A:D0 0D   	BNE $A3A9  
0x0123AC|$04:$A39C:A5 B3   	LDA $B3    
0x0123AE|$04:$A39E:09 80   	ORA #$80   
0x0123B0|$04:$A3A0:85 B3   	STA $B3    
0x0123B2|$04:$A3A2:A9 16   	LDA #$16   
0x0123B4|$04:$A3A4:85 B2   	STA $B2    
0x0123B6|$04:$A3A6:4C E7 9A	JMP $9AE7  

; control flow target (from $A39A)
0x0123B9|$04:$A3A9:A0 01   	LDY #$01   
0x0123BB|$04:$A3AB:B1 B9   	LDA ($B9),Y
0x0123BD|$04:$A3AD:49 FF   	EOR #$FF   
0x0123BF|$04:$A3AF:85 AE   	STA $AE    
0x0123C1|$04:$A3B1:49 FF   	EOR #$FF   
0x0123C3|$04:$A3B3:20 C8 9E	JSR $9EC8  	; given an index (in A) into the array of hero data structures at $062D, set $C3-$C4 to the address of the corresponding item inside that structure
0x0123C6|$04:$A3B6:A0 00   	LDY #$00   
0x0123C8|$04:$A3B8:A9 84   	LDA #$84   
0x0123CA|$04:$A3BA:91 C3   	STA ($C3),Y
0x0123CC|$04:$A3BC:20 50 A4	JSR $A450  	; set hero current HP to max HP
0x0123CF|$04:$A3BF:A0 05   	LDY #$05   
0x0123D1|$04:$A3C1:B1 C3   	LDA ($C3),Y
0x0123D3|$04:$A3C3:A0 10   	LDY #$10   
0x0123D5|$04:$A3C5:91 C3   	STA ($C3),Y
0x0123D7|$04:$A3C7:A0 0C   	LDY #$0C   
0x0123D9|$04:$A3C9:B1 C3   	LDA ($C3),Y
0x0123DB|$04:$A3CB:C8      	INY        
0x0123DC|$04:$A3CC:91 C3   	STA ($C3),Y
0x0123DE|$04:$A3CE:4C 49 A4	JMP $A449  

; control flow target (from $A1EC, $A20F)
0x0123E1|$04:$A3D1:A0 01   	LDY #$01   
0x0123E3|$04:$A3D3:B1 B9   	LDA ($B9),Y
0x0123E5|$04:$A3D5:20 C8 9E	JSR $9EC8  	; given an index (in A) into the array of hero data structures at $062D, set $C3-$C4 to the address of the corresponding item inside that structure
0x0123E8|$04:$A3D8:A0 00   	LDY #$00   
0x0123EA|$04:$A3DA:B1 C3   	LDA ($C3),Y
0x0123EC|$04:$A3DC:30 01   	BMI $A3DF  
0x0123EE|$04:$A3DE:60      	RTS        

; control flow target (from $A3DC)
0x0123EF|$04:$A3DF:A0 01   	LDY #$01   
0x0123F1|$04:$A3E1:B1 B9   	LDA ($B9),Y
0x0123F3|$04:$A3E3:49 FF   	EOR #$FF   
0x0123F5|$04:$A3E5:85 AE   	STA $AE    
0x0123F7|$04:$A3E7:20 6A A7	JSR $A76A  
0x0123FA|$04:$A3EA:A5 A8   	LDA $A8    
0x0123FC|$04:$A3EC:C9 1D   	CMP #$1D   
0x0123FE|$04:$A3EE:F0 50   	BEQ $A440  
0x012400|$04:$A3F0:C9 1E   	CMP #$1E   
0x012402|$04:$A3F2:F0 4F   	BEQ $A443  
0x012404|$04:$A3F4:C9 15   	CMP #$15   
0x012406|$04:$A3F6:F0 51   	BEQ $A449  
0x012408|$04:$A3F8:C9 0A   	CMP #$0A   
0x01240A|$04:$A3FA:F0 65   	BEQ $A461  
0x01240C|$04:$A3FC:C9 14   	CMP #$14   
0x01240E|$04:$A3FE:F0 61   	BEQ $A461  
0x012410|$04:$A400:D0 44   	BNE $A446  
; heal hero ID in A by random amount based on healing power in X
; control flow target (from $8006)
0x012412|$04:$A402:20 C8 9E	JSR $9EC8  	; given an index (in A) into the array of hero data structures at $062D, set $C3-$C4 to the address of the corresponding item inside that structure
0x012415|$04:$A405:8A      	TXA        
0x012416|$04:$A406:C9 FF   	CMP #$FF   
0x012418|$04:$A408:D0 08   	BNE $A412  
0x01241A|$04:$A40A:A9 F0   	LDA #$F0   	; X == #$FF => heal 61,680 HP
0x01241C|$04:$A40C:85 B0   	STA $B0    
0x01241E|$04:$A40E:85 B1   	STA $B1    
0x012420|$04:$A410:D0 03   	BNE $A415  
; control flow target (from $A408)
0x012422|$04:$A412:20 8C AE	JSR $AE8C  	; $B0 = random number tightly distributed around A / 2, $B1 = #$00
; control flow target (from $A410, $A446)
0x012425|$04:$A415:A0 0E   	LDY #$0E   	; hero current HP, low byte
0x012427|$04:$A417:B1 C3   	LDA ($C3),Y
0x012429|$04:$A419:18      	CLC        
0x01242A|$04:$A41A:65 B0   	ADC $B0    	; HP to restore, low byte
0x01242C|$04:$A41C:91 C3   	STA ($C3),Y
0x01242E|$04:$A41E:85 99   	STA $99    	; new current HP, low byte
0x012430|$04:$A420:A0 0F   	LDY #$0F   	; hero current HP, high byte
0x012432|$04:$A422:B1 C3   	LDA ($C3),Y
0x012434|$04:$A424:65 B1   	ADC $B1    	; HP to restore, high byte
0x012436|$04:$A426:91 C3   	STA ($C3),Y
0x012438|$04:$A428:85 9A   	STA $9A    	; new current HP, high byte
0x01243A|$04:$A42A:A0 04   	LDY #$04   	; hero max HP, high byte
0x01243C|$04:$A42C:B1 C3   	LDA ($C3),Y
0x01243E|$04:$A42E:C5 9A   	CMP $9A    	; new current HP, high byte
0x012440|$04:$A430:90 0A   	BCC $A43C  
0x012442|$04:$A432:D0 0B   	BNE $A43F  	; if high bytes are the same, compare low bytes, otherwise done
0x012444|$04:$A434:A0 03   	LDY #$03   	; hero max HP, low byte
0x012446|$04:$A436:B1 C3   	LDA ($C3),Y
0x012448|$04:$A438:C5 99   	CMP $99    	; new current HP, low byte
0x01244A|$04:$A43A:B0 03   	BCS $A43F  	; if max >= current, then done
; control flow target (from $A430)
0x01244C|$04:$A43C:20 50 A4	JSR $A450  	; set hero current HP to max HP
; control flow target (from $A432, $A43A)
0x01244F|$04:$A43F:60      	RTS        

; control flow target (from $A3EE)
0x012450|$04:$A440:4C 93 A4	JMP $A493  

; control flow target (from $A3F2)
0x012453|$04:$A443:4C C6 A4	JMP $A4C6  

; control flow target (from $A400)
0x012456|$04:$A446:20 15 A4	JSR $A415  
; control flow target (from $A3CE, $A3F6, $A490, $A49B, $A6A2)
0x012459|$04:$A449:A0 03   	LDY #$03   
; control flow target (from $A4D0, $A69F)
0x01245B|$04:$A44B:B1 C5   	LDA ($C5),Y
0x01245D|$04:$A44D:4C E5 9C	JMP $9CE5  

; set hero current HP to max HP
; control flow target (from $A3BC, $A43C)
0x012460|$04:$A450:A0 03   	LDY #$03   	; hero max HP, low byte
0x012462|$04:$A452:B1 C3   	LDA ($C3),Y
0x012464|$04:$A454:A0 0E   	LDY #$0E   	; hero current HP, low byte
0x012466|$04:$A456:91 C3   	STA ($C3),Y
0x012468|$04:$A458:A0 04   	LDY #$04   	; hero max HP, high byte
0x01246A|$04:$A45A:B1 C3   	LDA ($C3),Y
0x01246C|$04:$A45C:A0 0F   	LDY #$0F   	; hero current HP, high byte
0x01246E|$04:$A45E:91 C3   	STA ($C3),Y
0x012470|$04:$A460:60      	RTS        

; control flow target (from $A3FA, $A3FE)
0x012471|$04:$A461:A0 0D   	LDY #$0D   
0x012473|$04:$A463:B1 C3   	LDA ($C3),Y
0x012475|$04:$A465:85 9D   	STA $9D    
0x012477|$04:$A467:18      	CLC        
0x012478|$04:$A468:65 B0   	ADC $B0    
0x01247A|$04:$A46A:90 02   	BCC $A46E  
0x01247C|$04:$A46C:A9 FF   	LDA #$FF   
; control flow target (from $A46A)
0x01247E|$04:$A46E:85 9A   	STA $9A    
0x012480|$04:$A470:A0 0C   	LDY #$0C   
0x012482|$04:$A472:B1 C3   	LDA ($C3),Y
0x012484|$04:$A474:85 99   	STA $99    
0x012486|$04:$A476:20 DA A4	JSR $A4DA  
0x012489|$04:$A479:A5 99   	LDA $99    
0x01248B|$04:$A47B:C5 9A   	CMP $9A    
0x01248D|$04:$A47D:B0 02   	BCS $A481  
0x01248F|$04:$A47F:85 9A   	STA $9A    
; control flow target (from $A47D)
0x012491|$04:$A481:A5 9A   	LDA $9A    
0x012493|$04:$A483:A0 0D   	LDY #$0D   
0x012495|$04:$A485:91 C3   	STA ($C3),Y
0x012497|$04:$A487:38      	SEC        
0x012498|$04:$A488:E5 9D   	SBC $9D    
0x01249A|$04:$A48A:85 B0   	STA $B0    
0x01249C|$04:$A48C:A9 00   	LDA #$00   
0x01249E|$04:$A48E:85 B1   	STA $B1    
0x0124A0|$04:$A490:4C 49 A4	JMP $A449  

; control flow target (from $A440)
0x0124A3|$04:$A493:A0 00   	LDY #$00   
0x0124A5|$04:$A495:B1 C3   	LDA ($C3),Y
0x0124A7|$04:$A497:29 DF   	AND #$DF   
0x0124A9|$04:$A499:91 C3   	STA ($C3),Y
0x0124AB|$04:$A49B:4C 49 A4	JMP $A449  

; restore the hero ID in A's MP by a random amount based on the Wizard's Ring's power; returns a random number between $03 and #$0A in A and $99
; control flow target (from $8003)
0x0124AE|$04:$A49E:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x0124B1|$04:$A4A1:A9 2C   	LDA #$2C   	; power for Item ID #$3D: Wizard's Ring
0x0124B3|$04:$A4A3:20 8C AE	JSR $AE8C  	; $B0 = random number tightly distributed around A / 2, $B1 = #$00
; restore the current hero's MP by the amount in $B0; returns a random number between $03 and #$0A in A and $99
; control flow target (from $A4C6)
0x0124B6|$04:$A4A6:A0 10   	LDY #$10   
0x0124B8|$04:$A4A8:B1 B9   	LDA ($B9),Y	; Current MP
0x0124BA|$04:$A4AA:18      	CLC        
0x0124BB|$04:$A4AB:65 B0   	ADC $B0    	; MP gain from Wizard's Ring
0x0124BD|$04:$A4AD:90 02   	BCC $A4B1  	; cap new current MP at #$FF
0x0124BF|$04:$A4AF:A9 FF   	LDA #$FF   
; control flow target (from $A4AD)
0x0124C1|$04:$A4B1:91 B9   	STA ($B9),Y	; Current MP
0x0124C3|$04:$A4B3:85 99   	STA $99    	; Current MP
0x0124C5|$04:$A4B5:A0 05   	LDY #$05   
0x0124C7|$04:$A4B7:B1 B9   	LDA ($B9),Y	; Max MP
0x0124C9|$04:$A4B9:C5 99   	CMP $99    	; Current MP
0x0124CB|$04:$A4BB:B0 04   	BCS $A4C1  	; cap new current MP at Max MP
0x0124CD|$04:$A4BD:A0 10   	LDY #$10   
0x0124CF|$04:$A4BF:91 B9   	STA ($B9),Y	; Current MP
; control flow target (from $A4BB)
0x0124D1|$04:$A4C1:A9 0A   	LDA #$0A   
0x0124D3|$04:$A4C3:4C 20 A0	JMP $A020  	; generate a random number between $03 and A in A and $99

; control flow target (from $A443)
0x0124D6|$04:$A4C6:20 A6 A4	JSR $A4A6  	; restore the current hero's MP by the amount in $B0; returns a random number between $03 and #$0A in A and $99
0x0124D9|$04:$A4C9:D0 08   	BNE $A4D3  
0x0124DB|$04:$A4CB:20 F0 A4	JSR $A4F0  
0x0124DE|$04:$A4CE:A0 04   	LDY #$04   
0x0124E0|$04:$A4D0:4C 4B A4	JMP $A44B  

; control flow target (from $A4C9)
0x0124E3|$04:$A4D3:A9 A1   	LDA #$A1   
0x0124E5|$04:$A4D5:85 AD   	STA $AD    
0x0124E7|$04:$A4D7:4C DC 9C	JMP $9CDC  

; control flow target (from $A476, $AC2A)
0x0124EA|$04:$A4DA:A5 99   	LDA $99    
0x0124EC|$04:$A4DC:4A      	LSR        
0x0124ED|$04:$A4DD:18      	CLC        
0x0124EE|$04:$A4DE:65 99   	ADC $99    
0x0124F0|$04:$A4E0:90 02   	BCC $A4E4  
0x0124F2|$04:$A4E2:A9 FF   	LDA #$FF   
; control flow target (from $A4E0)
0x0124F4|$04:$A4E4:85 99   	STA $99    
0x0124F6|$04:$A4E6:60      	RTS        

; given a hero ID in $A7 and an item ID in A, SEC if hero has that item, CLC otherwise
; control flow target (from $A1B4, $A266, $A5E9, $A5F4, $A5FB)
0x0124F7|$04:$A4E7:48      	PHA        
0x0124F8|$04:$A4E8:A5 A7   	LDA $A7    
0x0124FA|$04:$A4EA:85 9C   	STA $9C    
0x0124FC|$04:$A4EC:68      	PLA        
; call to code in a different bank ($0F:$C4B0)
0x0124FD|$04:$A4ED:4C B0 C4	JMP $C4B0  	; given a hero ID in $9C and an item ID in A, SEC if hero has that item, CLC otherwise

; control flow target (from $A18C, $A4CB)
0x012500|$04:$A4F0:A5 A7   	LDA $A7    
0x012502|$04:$A4F2:A8      	TAY        
0x012503|$04:$A4F3:BE D2 06	LDX $06D2,Y
; call to code in a different bank ($0F:$C4D4)
0x012506|$04:$A4F6:4C D4 C4	JMP $C4D4  	; given hero ID in A and hero inventory offset in X, remove that item from hero's inventory and move all lower items up 1 slot

; control flow target (from $A2B3, $A34F)
0x012509|$04:$A4F9:A5 AA   	LDA $AA    
0x01250B|$04:$A4FB:20 EE 9E	JSR $9EEE  	; given an index (in A) into the array of structures at $0663, set $B5-$B6 to the address of the corresponding item inside that structure
0x01250E|$04:$A4FE:A5 AA   	LDA $AA    
0x012510|$04:$A500:0A      	ASL        
0x012511|$04:$A501:0A      	ASL        
0x012512|$04:$A502:0A      	ASL        
0x012513|$04:$A503:0A      	ASL        
0x012514|$04:$A504:A4 A9   	LDY $A9    
0x012516|$04:$A506:05 A9   	ORA $A9    
0x012518|$04:$A508:85 AF   	STA $AF    
0x01251A|$04:$A50A:B1 B5   	LDA ($B5),Y
0x01251C|$04:$A50C:C9 08   	CMP #$08   
0x01251E|$04:$A50E:90 01   	BCC $A511  
0x012520|$04:$A510:60      	RTS        

; control flow target (from $A50E)
0x012521|$04:$A511:20 E9 9E	JSR $9EE9  	; given an index (in A) into the array of structures at $068F, set $B7-$B8 to the address of the corresponding item inside that structure
0x012524|$04:$A514:A0 00   	LDY #$00   
0x012526|$04:$A516:B1 B5   	LDA ($B5),Y
0x012528|$04:$A518:85 AE   	STA $AE    
0x01252A|$04:$A51A:20 DC 9E	JSR $9EDC  	; given an index + 1 (in A) into the array of enemy stat structures at $B7F5, set $BB-$BC to the address of the corresponding item inside that structure
0x01252D|$04:$A51D:20 8F A7	JSR $A78F  
0x012530|$04:$A520:A5 A8   	LDA $A8    
0x012532|$04:$A522:C9 00   	CMP #$00   
0x012534|$04:$A524:F0 41   	BEQ $A567  
0x012536|$04:$A526:C9 04   	CMP #$04   
0x012538|$04:$A528:F0 48   	BEQ $A572  
0x01253A|$04:$A52A:C9 11   	CMP #$11   
0x01253C|$04:$A52C:F0 44   	BEQ $A572  
0x01253E|$04:$A52E:C9 02   	CMP #$02   
0x012540|$04:$A530:F0 4E   	BEQ $A580  
0x012542|$04:$A532:C9 12   	CMP #$12   
0x012544|$04:$A534:F0 4A   	BEQ $A580  
0x012546|$04:$A536:C9 06   	CMP #$06   
0x012548|$04:$A538:F0 4E   	BEQ $A588  
0x01254A|$04:$A53A:C9 07   	CMP #$07   
0x01254C|$04:$A53C:F0 52   	BEQ $A590  
0x01254E|$04:$A53E:C9 1A   	CMP #$1A   
0x012550|$04:$A540:F0 4E   	BEQ $A590  
0x012552|$04:$A542:C9 08   	CMP #$08   
0x012554|$04:$A544:F0 68   	BEQ $A5AE  
0x012556|$04:$A546:C9 13   	CMP #$13   
0x012558|$04:$A548:F0 64   	BEQ $A5AE  
0x01255A|$04:$A54A:C9 0C   	CMP #$0C   
0x01255C|$04:$A54C:F0 1C   	BEQ $A56A  
0x01255E|$04:$A54E:A9 00   	LDA #$00   
0x012560|$04:$A550:20 4A A7	JSR $A74A  
0x012563|$04:$A553:90 0B   	BCC $A560  
0x012565|$04:$A555:A5 B0   	LDA $B0    
0x012567|$04:$A557:D0 04   	BNE $A55D  
0x012569|$04:$A559:A9 01   	LDA #$01   
0x01256B|$04:$A55B:85 B0   	STA $B0    
; control flow target (from $A557)
0x01256D|$04:$A55D:4C 92 A6	JMP $A692  

; control flow target (from $A553, $A56E, $A577, $A5A1, $A5B3)
0x012570|$04:$A560:A0 04   	LDY #$04   
; control flow target (from $A5AB)
0x012572|$04:$A562:B1 C5   	LDA ($C5),Y
0x012574|$04:$A564:4C E5 9C	JMP $9CE5  

; control flow target (from $A524)
0x012577|$04:$A567:4C E3 A5	JMP $A5E3  

; control flow target (from $A54C)
0x01257A|$04:$A56A:A5 AE   	LDA $AE    
0x01257C|$04:$A56C:C9 4E   	CMP #$4E   
0x01257E|$04:$A56E:B0 F0   	BCS $A560  
0x012580|$04:$A570:90 07   	BCC $A579  
; control flow target (from $A528, $A52C)
0x012582|$04:$A572:A9 03   	LDA #$03   
0x012584|$04:$A574:20 4A A7	JSR $A74A  
0x012587|$04:$A577:90 E7   	BCC $A560  
; control flow target (from $A570)
0x012589|$04:$A579:A0 03   	LDY #$03   
0x01258B|$04:$A57B:B1 C5   	LDA ($C5),Y
0x01258D|$04:$A57D:4C C2 A6	JMP $A6C2  

; control flow target (from $A530, $A534)
0x012590|$04:$A580:A9 80   	LDA #$80   
0x012592|$04:$A582:85 A1   	STA $A1    
0x012594|$04:$A584:A9 01   	LDA #$01   
0x012596|$04:$A586:D0 0E   	BNE $A596  
; control flow target (from $A538)
0x012598|$04:$A588:A9 40   	LDA #$40   
0x01259A|$04:$A58A:85 A1   	STA $A1    
0x01259C|$04:$A58C:A9 02   	LDA #$02   
0x01259E|$04:$A58E:D0 06   	BNE $A596  
; control flow target (from $A53C, $A540)
0x0125A0|$04:$A590:A9 01   	LDA #$01   
0x0125A2|$04:$A592:85 A1   	STA $A1    
0x0125A4|$04:$A594:A9 04   	LDA #$04   
; control flow target (from $A586, $A58E)
0x0125A6|$04:$A596:20 4A A7	JSR $A74A  
0x0125A9|$04:$A599:A0 00   	LDY #$00   
0x0125AB|$04:$A59B:B1 B7   	LDA ($B7),Y
0x0125AD|$04:$A59D:25 A1   	AND $A1    
0x0125AF|$04:$A59F:D0 0C   	BNE $A5AD  
0x0125B1|$04:$A5A1:90 BD   	BCC $A560  
0x0125B3|$04:$A5A3:B1 B7   	LDA ($B7),Y
0x0125B5|$04:$A5A5:05 A1   	ORA $A1    
0x0125B7|$04:$A5A7:91 B7   	STA ($B7),Y
; control flow target (from $A5E0)
0x0125B9|$04:$A5A9:A0 03   	LDY #$03   
0x0125BB|$04:$A5AB:D0 B5   	BNE $A562  
; control flow target (from $A59F)
0x0125BD|$04:$A5AD:60      	RTS        

; control flow target (from $A544, $A548)
0x0125BE|$04:$A5AE:A9 05   	LDA #$05   
0x0125C0|$04:$A5B0:20 4A A7	JSR $A74A  
0x0125C3|$04:$A5B3:90 AB   	BCC $A560  
0x0125C5|$04:$A5B5:A0 06   	LDY #$06   
0x0125C7|$04:$A5B7:B1 B7   	LDA ($B7),Y
0x0125C9|$04:$A5B9:85 9A   	STA $9A    
0x0125CB|$04:$A5BB:38      	SEC        
0x0125CC|$04:$A5BC:E5 B0   	SBC $B0    
0x0125CE|$04:$A5BE:B0 02   	BCS $A5C2  
0x0125D0|$04:$A5C0:A9 00   	LDA #$00   
; control flow target (from $A5BE)
0x0125D2|$04:$A5C2:85 99   	STA $99    
0x0125D4|$04:$A5C4:A0 06   	LDY #$06   
0x0125D6|$04:$A5C6:B1 BB   	LDA ($BB),Y
0x0125D8|$04:$A5C8:4A      	LSR        
0x0125D9|$04:$A5C9:C5 99   	CMP $99    
0x0125DB|$04:$A5CB:B0 02   	BCS $A5CF  
0x0125DD|$04:$A5CD:A5 99   	LDA $99    
; control flow target (from $A5CB)
0x0125DF|$04:$A5CF:A0 06   	LDY #$06   
0x0125E1|$04:$A5D1:91 B7   	STA ($B7),Y
0x0125E3|$04:$A5D3:85 99   	STA $99    
0x0125E5|$04:$A5D5:A5 9A   	LDA $9A    
0x0125E7|$04:$A5D7:38      	SEC        
0x0125E8|$04:$A5D8:E5 99   	SBC $99    
0x0125EA|$04:$A5DA:85 B0   	STA $B0    
0x0125EC|$04:$A5DC:A9 00   	LDA #$00   
0x0125EE|$04:$A5DE:85 B1   	STA $B1    
0x0125F0|$04:$A5E0:4C A9 A5	JMP $A5A9  

; control flow target (from $A567)
0x0125F3|$04:$A5E3:A9 08   	LDA #$08   
0x0125F5|$04:$A5E5:85 A6   	STA $A6    
0x0125F7|$04:$A5E7:A9 4C   	LDA #$4C   	; Item ID #$4C: Sword of Destruction (equipped)
0x0125F9|$04:$A5E9:20 E7 A4	JSR $A4E7  	; given a hero ID in $A7 and an item ID in A, SEC if hero has that item, CLC otherwise
0x0125FC|$04:$A5EC:B0 12   	BCS $A600  
0x0125FE|$04:$A5EE:A9 40   	LDA #$40   
0x012600|$04:$A5F0:85 A6   	STA $A6    
0x012602|$04:$A5F2:A9 57   	LDA #$57   	; Item ID #$57: Gremlin’s Armor (equipped)
0x012604|$04:$A5F4:20 E7 A4	JSR $A4E7  	; given a hero ID in $A7 and an item ID in A, SEC if hero has that item, CLC otherwise
0x012607|$04:$A5F7:B0 07   	BCS $A600  
0x012609|$04:$A5F9:A9 5F   	LDA #$5F   	; Item ID #$5F: Evil Shield (equipped)
0x01260B|$04:$A5FB:20 E7 A4	JSR $A4E7  	; given a hero ID in $A7 and an item ID in A, SEC if hero has that item, CLC otherwise
0x01260E|$04:$A5FE:90 07   	BCC $A607  
; control flow target (from $A5EC, $A5F7)
0x012610|$04:$A600:A9 04   	LDA #$04   
0x012612|$04:$A602:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x012615|$04:$A605:F0 72   	BEQ $A679  
; control flow target (from $A5FE)
0x012617|$04:$A607:A5 A6   	LDA $A6    
0x012619|$04:$A609:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x01261C|$04:$A60C:D0 16   	BNE $A624  
0x01261E|$04:$A60E:AD 61 01	LDA $0161  	; current monster ID
0x012621|$04:$A611:C9 52   	CMP #$52   
0x012623|$04:$A613:F0 0F   	BEQ $A624  
0x012625|$04:$A615:A0 0B   	LDY #$0B   
0x012627|$04:$A617:B1 B9   	LDA ($B9),Y
0x012629|$04:$A619:20 A1 A7	JSR $A7A1  
0x01262C|$04:$A61C:A9 0D   	LDA #$0D   	; String ID #$000D: A tremendous blow![end-FC]
0x01262E|$04:$A61E:20 DE 9A	JSR $9ADE  	; STA $B4, $B3 |= #$20
0x012631|$04:$A621:4C 86 A6	JMP $A686  

; control flow target (from $A60C, $A613)
0x012634|$04:$A624:A0 0B   	LDY #$0B   
0x012636|$04:$A626:B1 B9   	LDA ($B9),Y
0x012638|$04:$A628:85 99   	STA $99    
0x01263A|$04:$A62A:A0 06   	LDY #$06   
0x01263C|$04:$A62C:B1 B7   	LDA ($B7),Y
0x01263E|$04:$A62E:85 9B   	STA $9B    
0x012640|$04:$A630:A9 00   	LDA #$00   
0x012642|$04:$A632:85 9A   	STA $9A    
0x012644|$04:$A634:85 9C   	STA $9C    
0x012646|$04:$A636:20 45 9F	JSR $9F45  
0x012649|$04:$A639:A5 99   	LDA $99    
0x01264B|$04:$A63B:85 B0   	STA $B0    
0x01264D|$04:$A63D:A5 9A   	LDA $9A    
0x01264F|$04:$A63F:85 B1   	STA $B1    
0x012651|$04:$A641:A0 00   	LDY #$00   
0x012653|$04:$A643:B1 B9   	LDA ($B9),Y
0x012655|$04:$A645:29 02   	AND #$02   
0x012657|$04:$A647:F0 0D   	BEQ $A656  
0x012659|$04:$A649:A9 04   	LDA #$04   
0x01265B|$04:$A64B:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x01265E|$04:$A64E:D0 06   	BNE $A656  
0x012660|$04:$A650:A9 00   	LDA #$00   
0x012662|$04:$A652:85 B0   	STA $B0    
0x012664|$04:$A654:85 B1   	STA $B1    
; control flow target (from $A647, $A64E)
0x012666|$04:$A656:A0 00   	LDY #$00   
0x012668|$04:$A658:B1 B7   	LDA ($B7),Y
0x01266A|$04:$A65A:30 1A   	BMI $A676  
0x01266C|$04:$A65C:A0 01   	LDY #$01   
0x01266E|$04:$A65E:B1 BB   	LDA ($BB),Y
0x012670|$04:$A660:4A      	LSR        
0x012671|$04:$A661:4A      	LSR        
0x012672|$04:$A662:4A      	LSR        
0x012673|$04:$A663:4A      	LSR        
0x012674|$04:$A664:85 A6   	STA $A6    
0x012676|$04:$A666:A9 40   	LDA #$40   
0x012678|$04:$A668:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x01267B|$04:$A66B:A5 99   	LDA $99    
0x01267D|$04:$A66D:C5 A6   	CMP $A6    
0x01267F|$04:$A66F:B0 05   	BCS $A676  
0x012681|$04:$A671:A9 0A   	LDA #$0A   	; String ID #$000A: [name] dodged the blow.[end-FC]
0x012683|$04:$A673:4C E5 9C	JMP $9CE5  

; control flow target (from $A65A, $A66F)
0x012686|$04:$A676:4C 86 A6	JMP $A686  

; control flow target (from $A605)
0x012689|$04:$A679:A9 42   	LDA #$42   	; String ID #$0042: No movement was possible, for the curse had frozen [name]'s body.[end-FC]
0x01268B|$04:$A67B:85 B2   	STA $B2    
0x01268D|$04:$A67D:A5 A7   	LDA $A7    
0x01268F|$04:$A67F:49 FF   	EOR #$FF   
0x012691|$04:$A681:85 AE   	STA $AE    
0x012693|$04:$A683:4C E7 9A	JMP $9AE7  

; control flow target (from $A621, $A676, $A932)
0x012696|$04:$A686:A0 01   	LDY #$01   
0x012698|$04:$A688:B1 B7   	LDA ($B7),Y
0x01269A|$04:$A68A:C9 04   	CMP #$04   
0x01269C|$04:$A68C:D0 04   	BNE $A692  
0x01269E|$04:$A68E:46 B1   	LSR $B1    
0x0126A0|$04:$A690:66 B0   	ROR $B0    
; control flow target (from $A55D, $A68C)
0x0126A2|$04:$A692:A5 B0   	LDA $B0    
0x0126A4|$04:$A694:05 B1   	ORA $B1    
0x0126A6|$04:$A696:D0 0A   	BNE $A6A2  
0x0126A8|$04:$A698:A9 07   	LDA #$07   	; String ID #$0007: But missed![end-FC]
0x0126AA|$04:$A69A:20 DE 9A	JSR $9ADE  	; STA $B4, $B3 |= #$20
0x0126AD|$04:$A69D:A0 04   	LDY #$04   
0x0126AF|$04:$A69F:4C 4B A4	JMP $A44B  

; control flow target (from $A696)
0x0126B2|$04:$A6A2:20 49 A4	JSR $A449  
0x0126B5|$04:$A6A5:A0 04   	LDY #$04   
0x0126B7|$04:$A6A7:B1 B7   	LDA ($B7),Y
0x0126B9|$04:$A6A9:38      	SEC        
0x0126BA|$04:$A6AA:E5 B0   	SBC $B0    
0x0126BC|$04:$A6AC:91 B7   	STA ($B7),Y
0x0126BE|$04:$A6AE:85 99   	STA $99    
0x0126C0|$04:$A6B0:C8      	INY        
0x0126C1|$04:$A6B1:B1 B7   	LDA ($B7),Y
0x0126C3|$04:$A6B3:E5 B1   	SBC $B1    
0x0126C5|$04:$A6B5:91 B7   	STA ($B7),Y
0x0126C7|$04:$A6B7:90 07   	BCC $A6C0  
0x0126C9|$04:$A6B9:D0 04   	BNE $A6BF  
0x0126CB|$04:$A6BB:A5 99   	LDA $99    
0x0126CD|$04:$A6BD:F0 01   	BEQ $A6C0  
; control flow target (from $A6B9)
0x0126CF|$04:$A6BF:60      	RTS        

; control flow target (from $A6B7, $A6BD)
0x0126D0|$04:$A6C0:A9 19   	LDA #$19   
; control flow target (from $A57D)
0x0126D2|$04:$A6C2:85 B2   	STA $B2    
0x0126D4|$04:$A6C4:A4 A9   	LDY $A9    
0x0126D6|$04:$A6C6:B1 B5   	LDA ($B5),Y
0x0126D8|$04:$A6C8:09 08   	ORA #$08   
0x0126DA|$04:$A6CA:91 B5   	STA ($B5),Y
0x0126DC|$04:$A6CC:29 07   	AND #$07   
0x0126DE|$04:$A6CE:20 E9 9E	JSR $9EE9  	; given an index (in A) into the array of structures at $068F, set $B7-$B8 to the address of the corresponding item inside that structure
0x0126E1|$04:$A6D1:A9 FF   	LDA #$FF   
0x0126E3|$04:$A6D3:A0 03   	LDY #$03   
0x0126E5|$04:$A6D5:91 B7   	STA ($B7),Y
0x0126E7|$04:$A6D7:A0 09   	LDY #$09   
0x0126E9|$04:$A6D9:B1 B5   	LDA ($B5),Y
0x0126EB|$04:$A6DB:AA      	TAX        
0x0126EC|$04:$A6DC:CA      	DEX        
0x0126ED|$04:$A6DD:8A      	TXA        
0x0126EE|$04:$A6DE:91 B5   	STA ($B5),Y
0x0126F0|$04:$A6E0:A0 00   	LDY #$00   
0x0126F2|$04:$A6E2:B1 B5   	LDA ($B5),Y
0x0126F4|$04:$A6E4:8D 61 01	STA $0161  	; current monster ID
0x0126F7|$04:$A6E7:20 DC 9E	JSR $9EDC  	; given an index + 1 (in A) into the array of enemy stat structures at $B7F5, set $BB-$BC to the address of the corresponding item inside that structure
0x0126FA|$04:$A6EA:A6 A7   	LDX $A7    
0x0126FC|$04:$A6EC:E0 77   	CPX #$77   
0x0126FE|$04:$A6EE:F0 4E   	BEQ $A73E  
0x012700|$04:$A6F0:A0 09   	LDY #$09   
0x012702|$04:$A6F2:B1 BB   	LDA ($BB),Y
0x012704|$04:$A6F4:2A      	ROL        
0x012705|$04:$A6F5:2A      	ROL        
0x012706|$04:$A6F6:2A      	ROL        
0x012707|$04:$A6F7:29 03   	AND #$03   
0x012709|$04:$A6F9:85 99   	STA $99    
0x01270B|$04:$A6FB:88      	DEY        
0x01270C|$04:$A6FC:B1 BB   	LDA ($BB),Y
0x01270E|$04:$A6FE:2A      	ROL        
0x01270F|$04:$A6FF:26 99   	ROL $99    
0x012711|$04:$A701:2A      	ROL        
0x012712|$04:$A702:26 99   	ROL $99    
0x012714|$04:$A704:A0 03   	LDY #$03   
0x012716|$04:$A706:B1 BB   	LDA ($BB),Y
0x012718|$04:$A708:18      	CLC        
0x012719|$04:$A709:6D 26 06	ADC $0626  	; EXP earned this battle or current hero's current EXP, byte 0
0x01271C|$04:$A70C:8D 26 06	STA $0626  	; EXP earned this battle or current hero's current EXP, byte 0
0x01271F|$04:$A70F:A5 99   	LDA $99    
0x012721|$04:$A711:6D 27 06	ADC $0627  	; EXP earned this battle or current hero's current EXP, byte 1
0x012724|$04:$A714:8D 27 06	STA $0627  	; EXP earned this battle or current hero's current EXP, byte 1
0x012727|$04:$A717:90 08   	BCC $A721  
0x012729|$04:$A719:A9 FF   	LDA #$FF   
0x01272B|$04:$A71B:8D 26 06	STA $0626  	; EXP earned this battle or current hero's current EXP, byte 0
0x01272E|$04:$A71E:8D 27 06	STA $0627  	; EXP earned this battle or current hero's current EXP, byte 1
; control flow target (from $A717)
0x012731|$04:$A721:A0 02   	LDY #$02   
0x012733|$04:$A723:B1 BB   	LDA ($BB),Y
0x012735|$04:$A725:18      	CLC        
0x012736|$04:$A726:6D E6 06	ADC $06E6  
0x012739|$04:$A729:8D E6 06	STA $06E6  
0x01273C|$04:$A72C:A9 00   	LDA #$00   
0x01273E|$04:$A72E:6D EC 06	ADC $06EC  
0x012741|$04:$A731:8D EC 06	STA $06EC  
0x012744|$04:$A734:90 08   	BCC $A73E  
0x012746|$04:$A736:A9 FF   	LDA #$FF   
0x012748|$04:$A738:8D E6 06	STA $06E6  
0x01274B|$04:$A73B:8D EC 06	STA $06EC  
; control flow target (from $A6EE, $A734)
0x01274E|$04:$A73E:20 84 9A	JSR $9A84  
0x012751|$04:$A741:D0 04   	BNE $A747  
0x012753|$04:$A743:A9 FE   	LDA #$FE   
0x012755|$04:$A745:85 98   	STA $98    	; outcome of last fight?
; control flow target (from $A741)
0x012757|$04:$A747:4C E7 9A	JMP $9AE7  

; control flow target (from $A550, $A574, $A596, $A5B0)
0x01275A|$04:$A74A:86 A5   	STX $A5    
0x01275C|$04:$A74C:4A      	LSR        
0x01275D|$04:$A74D:08      	PHP        
0x01275E|$04:$A74E:18      	CLC        
0x01275F|$04:$A74F:69 07   	ADC #$07   
0x012761|$04:$A751:A8      	TAY        
0x012762|$04:$A752:B1 BB   	LDA ($BB),Y
0x012764|$04:$A754:28      	PLP        
0x012765|$04:$A755:90 03   	BCC $A75A  
0x012767|$04:$A757:4A      	LSR        
0x012768|$04:$A758:4A      	LSR        
0x012769|$04:$A759:4A      	LSR        
; control flow target (from $A755)
0x01276A|$04:$A75A:29 07   	AND #$07   
0x01276C|$04:$A75C:85 9B   	STA $9B    
0x01276E|$04:$A75E:A9 07   	LDA #$07   
0x012770|$04:$A760:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x012773|$04:$A763:A5 99   	LDA $99    
0x012775|$04:$A765:C5 9B   	CMP $9B    
0x012777|$04:$A767:A6 A5   	LDX $A5    
0x012779|$04:$A769:60      	RTS        

; control flow target (from $A3E7)
0x01277A|$04:$A76A:A0 01   	LDY #$01   
0x01277C|$04:$A76C:B1 C5   	LDA ($C5),Y
0x01277E|$04:$A76E:C9 01   	CMP #$01   
0x012780|$04:$A770:F0 02   	BEQ $A774  
0x012782|$04:$A772:B0 10   	BCS $A784  
; control flow target (from $A770)
0x012784|$04:$A774:08      	PHP        
0x012785|$04:$A775:A0 0C   	LDY #$0C   
0x012787|$04:$A777:B1 C3   	LDA ($C3),Y
; control flow target (from $A79E)
0x012789|$04:$A779:4A      	LSR        
0x01278A|$04:$A77A:28      	PLP        
0x01278B|$04:$A77B:B0 01   	BCS $A77E  
0x01278D|$04:$A77D:4A      	LSR        	; Increase and Decrease effect
; control flow target (from $A77B)
0x01278E|$04:$A77E:18      	CLC        
0x01278F|$04:$A77F:69 01   	ADC #$01   
; control flow target (from $A786)
0x012791|$04:$A781:4C 8C AE	JMP $AE8C  	; $B0 = random number tightly distributed around A / 2, $B1 = #$00

; control flow target (from $A772, $A797)
0x012794|$04:$A784:C9 FF   	CMP #$FF   
0x012796|$04:$A786:D0 F9   	BNE $A781  
0x012798|$04:$A788:85 B0   	STA $B0    
0x01279A|$04:$A78A:A9 F0   	LDA #$F0   
0x01279C|$04:$A78C:85 B1   	STA $B1    
0x01279E|$04:$A78E:60      	RTS        

; control flow target (from $A51D)
0x01279F|$04:$A78F:A0 01   	LDY #$01   
0x0127A1|$04:$A791:B1 C5   	LDA ($C5),Y
0x0127A3|$04:$A793:C9 01   	CMP #$01   
0x0127A5|$04:$A795:F0 02   	BEQ $A799  
0x0127A7|$04:$A797:B0 EB   	BCS $A784  
; control flow target (from $A795)
0x0127A9|$04:$A799:08      	PHP        
0x0127AA|$04:$A79A:A0 06   	LDY #$06   
0x0127AC|$04:$A79C:B1 BB   	LDA ($BB),Y
0x0127AE|$04:$A79E:4C 79 A7	JMP $A779  

; control flow target (from $A619, $AA1D)
0x0127B1|$04:$A7A1:85 99   	STA $99    
0x0127B3|$04:$A7A3:4A      	LSR        
0x0127B4|$04:$A7A4:85 A6   	STA $A6    
0x0127B6|$04:$A7A6:A5 99   	LDA $99    
0x0127B8|$04:$A7A8:20 8C AE	JSR $AE8C  	; $B0 = random number tightly distributed around A / 2, $B1 = #$00
0x0127BB|$04:$A7AB:A5 A6   	LDA $A6    
0x0127BD|$04:$A7AD:18      	CLC        
0x0127BE|$04:$A7AE:65 B0   	ADC $B0    
0x0127C0|$04:$A7B0:85 B0   	STA $B0    
0x0127C2|$04:$A7B2:A5 B1   	LDA $B1    
0x0127C4|$04:$A7B4:69 00   	ADC #$00   
0x0127C6|$04:$A7B6:85 B1   	STA $B1    
0x0127C8|$04:$A7B8:60      	RTS        

; control flow target (from $A102, $A201, $A2BA, $A87E, $AE18)
0x0127C9|$04:$A7B9:A5 B3   	LDA $B3    
0x0127CB|$04:$A7BB:29 8F   	AND #$8F   
0x0127CD|$04:$A7BD:85 B3   	STA $B3    
0x0127CF|$04:$A7BF:60      	RTS        


; code -> data
; Battle Structs for Spells and Usable Items (target, power, cast string ID, hit string ID, miss string ID)
; "Spell" ID #$00: Fight
; Spells
; indirect data load target (via $9F31)
0x0127D0|$04:$A7C0:02 02
0x0127D2|$04:$A7C2:      06	; String ID #$0006: [name] attacked![end-FC]
0x0127D3|$04:$A7C3:         0B	; String ID #$000B: [name]'s HP is reduced by [number].[end-FC]
0x0127D4|$04:$A7C4:            08	; String ID #$0008: [name] was wounded.[end-FC]
; Spell ID #$01: Firebal
0x0127D5|$04:$A7C5:02 28
0x0127D7|$04:$A7C7:      E1	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x0127D8|$04:$A7C8:         0B	; String ID #$000B: [name]'s HP is reduced by [number].[end-FC]
0x0127D9|$04:$A7C9:            18	; String ID #$0018: But the spell had no effect on [name].[end-FC]
; Spell ID #$02: Sleep
0x0127DA|$04:$A7CA:03 02
0x0127DC|$04:$A7CC:      E2	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x0127DD|$04:$A7CD:         1C	; String ID #$001C: [name] fell asleep.[end-FC]
0x0127DE|$04:$A7CE:            1D	; String ID #$001D: [name] did not fall asleep.[end-FC]
; Spell ID #$03: Firebane
0x0127DF|$04:$A7CF:04 32
0x0127E1|$04:$A7D1:      E3	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x0127E2|$04:$A7D2:         0B	; String ID #$000B: [name]'s HP is reduced by [number].[end-FC]
0x0127E3|$04:$A7D3:            18	; String ID #$0018: But the spell had no effect on [name].[end-FC]
; Spell ID #$04: Defeat
0x0127E4|$04:$A7D4:03 02
0x0127E6|$04:$A7D6:      E4	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x0127E7|$04:$A7D7:         24	; String ID #$0024: Thou hast defeated [name].[end-FC]
0x0127E8|$04:$A7D8:            18	; String ID #$0018: But the spell had no effect on [name].[end-FC]
; Spell ID #$05: Infernos
0x0127E9|$04:$A7D9:03 32
0x0127EB|$04:$A7DB:      E5	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x0127EC|$04:$A7DC:         0B	; String ID #$000B: [name]'s HP is reduced by [number].[end-FC]
0x0127ED|$04:$A7DD:            18	; String ID #$0018: But the spell had no effect on [name].[end-FC]
; Spell ID #$06: Stopspell
0x0127EE|$04:$A7DE:03 02
0x0127F0|$04:$A7E0:      E6	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x0127F1|$04:$A7E1:         29	; String ID #$0029: And [name]'s spell was blocked.[end-FC]
0x0127F2|$04:$A7E2:            18	; String ID #$0018: But the spell had no effect on [name].[end-FC]
; Spell ID #$07: Surround
0x0127F3|$04:$A7E3:03 02
0x0127F5|$04:$A7E5:      E7	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x0127F6|$04:$A7E6:         2B	; String ID #$002B: And [name] was surrounded by the Phantom Force.[end-FC]
0x0127F7|$04:$A7E7:            18	; String ID #$0018: But the spell had no effect on [name].[end-FC]
; Spell ID #$08: Defence
0x0127F8|$04:$A7E8:04 00
0x0127FA|$04:$A7EA:      E8	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x0127FB|$04:$A7EB:         21	; String ID #$0021: [name]'s Defense Power decreased by [number].[end-FC]
0x0127FC|$04:$A7EC:            18	; String ID #$0018: But the spell had no effect on [name].[end-FC]
; Spell ID #$09: Heal
0x0127FD|$04:$A7ED:00 40
0x0127FF|$04:$A7EF:      E9	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x012800|$04:$A7F0:         17	; String ID #$0017: [name]'s wounds were healed.[end-FC]
0x012801|$04:$A7F1:            00	; (impossible outcome; no string for this)
; Spell ID #$0A: Increase
0x012802|$04:$A7F2:01 00
0x012804|$04:$A7F4:      EA	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x012805|$04:$A7F5:         23	; String ID #$0023: [name]'s Defense Power increased by [number].[end-FC]
0x012806|$04:$A7F6:            00	; (impossible outcome; no string for this)
; Spell ID #$0B: Healmore
0x012807|$04:$A7F7:00 80
0x012809|$04:$A7F9:      EB	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x01280A|$04:$A7FA:         17	; String ID #$0017: [name]'s wounds were healed.[end-FC]
0x01280B|$04:$A7FB:            00	; (impossible outcome; no string for this)
; Spell ID #$0C: Sacrifice
0x01280C|$04:$A7FC:04 02
0x01280E|$04:$A7FE:      EC	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x01280F|$04:$A7FF:         26	; String ID #$0026: [name] was utterly defeated.[end-FC]
0x012810|$04:$A800:            18	; String ID #$0018: But the spell had no effect on [name].[end-FC]
; Spell ID #$0D: Healall
0x012811|$04:$A801:00 FF
0x012813|$04:$A803:      ED	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x012814|$04:$A804:         17	; String ID #$0017: [name]'s wounds were healed.[end-FC]
0x012815|$04:$A805:            00	; (impossible outcome; no string for this)
; Spell ID #$0E: Explodet
0x012816|$04:$A806:04 82
0x012818|$04:$A808:      EE	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x012819|$04:$A809:         0B	; String ID #$000B: [name]'s HP is reduced by [number].[end-FC]
0x01281A|$04:$A80A:            18	; String ID #$0018: But the spell had no effect on [name].[end-FC]

; Chance spell effects
; Spell ID #$0F: Chance; Effect #$01: Confuse
0x01281B|$04:$A80B:05 00
0x01281D|$04:$A80D:      EF	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x01281E|$04:$A80E:         16	; String ID #$0016: The enemies was confused.[end-FC]
0x01281F|$04:$A80F:            00	; (impossible outcome; no string for this)
; Spell ID #$0F: Chance; Effect #$02: Heal
0x012820|$04:$A810:01 40
0x012822|$04:$A812:      EF	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x012823|$04:$A813:         17	; String ID #$0017: [name]'s wounds were healed.[end-FC]
0x012824|$04:$A814:            00	; (impossible outcome; no string for this)
; Spell ID #$0F: Chance; Effect #$03: Defeat
0x012825|$04:$A815:04 02
0x012827|$04:$A817:      EF	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x012828|$04:$A818:         24	; String ID #$0024: Thou hast defeated [name].[end-FC]
0x012829|$04:$A819:            18	; String ID #$0018: But the spell had no effect on [name].[end-FC]
; Spell ID #$0F: Chance; Effect #$04: Sleep
0x01282A|$04:$A81A:04 02
0x01282C|$04:$A81C:      EF	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x01282D|$04:$A81D:         1C	; String ID #$001C: [name] fell asleep.[end-FC]
0x01282E|$04:$A81E:            1D	; String ID #$001D: [name] did not fall asleep.[end-FC]
; Spell ID #$0F: Chance; Effect #$05: Defense
0x01282F|$04:$A81F:04 01
0x012831|$04:$A821:      EF	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x012832|$04:$A822:         21	; String ID #$0021: [name]'s Defense Power decreased by [number].[end-FC]
0x012833|$04:$A823:            18	; String ID #$0018: But the spell had no effect on [name].[end-FC]
; Spell ID #$0F: Chance; Effect #$06: Increase
0x012834|$04:$A824:01 01
0x012836|$04:$A826:      EF	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x012837|$04:$A827:         23	; String ID #$0023: [name]'s Defense Power increased by [number].[end-FC]
0x012838|$04:$A828:            00	; (impossible outcome; no string for this)
; Spell ID #$0F: Chance; Effect #$07: Sorceror
0x012839|$04:$A829:01 02
0x01283B|$04:$A82B:      EF	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x01283C|$04:$A82C:         2E	; String ID #$002E: [name] fainted when the Sorcerer appeared.[end-FC]
0x01283D|$04:$A82D:            00	; (impossible outcome; no string for this)
; Spell ID #$0F: Chance; Effect #$08: Revive Max
0x01283E|$04:$A82E:06 02
0x012840|$04:$A830:      EF	; String ID #$001A: [name] chanted the spell of [spell].[end-FC]
0x012841|$04:$A831:         2C	; String ID #$002C: Then [name] was brought back to life![end-FC]
0x012842|$04:$A832:            00	; (impossible outcome; no string for this)

; Item ID #$03: Wizard’s Wand
; Usable Items
0x012843|$04:$A833:02 18
0x012845|$04:$A835:      38	; String ID #$0038: [name] raised the Wizard's Wand overhead.[end-FC]
0x012846|$04:$A836:         0B	; String ID #$000B: [name]'s HP is reduced by [number].[end-FC]
0x012847|$04:$A837:            40	; String ID #$0040: It did not work against [name].[end-FC]
; Item ID #$04: Staff of Thunder
0x012848|$04:$A838:03 32
0x01284A|$04:$A83A:      3A	; String ID #$003A: [name] raised the Staff of Thunder overhead.[end-FC]
0x01284B|$04:$A83B:         0B	; String ID #$000B: [name]'s HP is reduced by [number].[end-FC]
0x01284C|$04:$A83C:            40	; String ID #$0040: It did not work against [name].[end-FC]
; Item ID #$10: Thunder Sword
0x01284D|$04:$A83D:03 37
0x01284F|$04:$A83F:      3C	; String ID #$003C: [name] raised the Thunder Sword overhead.[end-FC]
0x012850|$04:$A840:         0B	; String ID #$000B: [name]'s HP is reduced by [number].[end-FC]
0x012851|$04:$A841:            40	; String ID #$0040: It did not work against [name].[end-FC]
; Item ID #$0E: Light Sword
0x012852|$04:$A842:04 02
0x012854|$04:$A844:      3E	; String ID #$003E: [name] raised the Light Sword overhead.[end-FC]
0x012855|$04:$A845:         2B	; String ID #$002B: And [name] was surrounded by the Phantom Force.[end-FC]
0x012856|$04:$A846:            40	; String ID #$0040: It did not work against [name].[end-FC]
; Item ID #$1D: Shield of Strength
0x012857|$04:$A847:00 80
0x012859|$04:$A849:      41	; String ID #$0041: [name] raised the Shield of Strength toward the heavens.[end-FC]
0x01285A|$04:$A84A:         17	; String ID #$0017: [name]'s wounds were healed.[end-FC]
0x01285B|$04:$A84B:            00	; (impossible outcome; no string for this)
; Item ID #$3C: Medical Herb
0x01285C|$04:$A84C:00 64
0x01285E|$04:$A84E:      7E	; String ID #$011E: [name] used the [item].[end-FC]
0x01285F|$04:$A84F:         17	; String ID #$0017: [name]'s wounds were healed.[end-FC]
0x012860|$04:$A850:            00	; (impossible outcome; no string for this)
; Item ID #$3B: Antidote Herb
0x012861|$04:$A851:00 02
0x012863|$04:$A853:      7E	; String ID #$011E: [name] used the [item].[end-FC]
0x012864|$04:$A854:         43	; String ID #$0043: The poison was drawn out of [name]'s wound.[end-FC]
0x012865|$04:$A855:            00	; (impossible outcome; no string for this)
; Item ID #$3D: Wizard’s Ring
0x012866|$04:$A856:00 2C
0x012868|$04:$A858:      A1	; String ID #$0141: [name] slipped on the Wizard's Ring and spoke a word of magic.[end-FC]
0x012869|$04:$A859:         00	; (impossible outcome; no string for this)
0x01286A|$04:$A85A:            A2	; String ID #$0142: [wait]The ring crumbled like clay into dust, losing all its power.[end-FC]

; data -> code
; control flow target (from $9625)
0x01286B|$04:$A85B:85 A7   	STA $A7    
0x01286D|$04:$A85D:85 AE   	STA $AE    
0x01286F|$04:$A85F:20 DC B1	JSR $B1DC  
0x012872|$04:$A862:A5 AF   	LDA $AF    
0x012874|$04:$A864:C9 04   	CMP #$04   
0x012876|$04:$A866:90 01   	BCC $A869  
0x012878|$04:$A868:60      	RTS        

; control flow target (from $A866)
0x012879|$04:$A869:A0 07   	LDY #$07   
0x01287B|$04:$A86B:B1 BB   	LDA ($BB),Y
0x01287D|$04:$A86D:2A      	ROL        
0x01287E|$04:$A86E:2A      	ROL        
0x01287F|$04:$A86F:2A      	ROL        
0x012880|$04:$A870:29 03   	AND #$03   
0x012882|$04:$A872:8D EB 06	STA $06EB  
0x012885|$04:$A875:C9 03   	CMP #$03   
0x012887|$04:$A877:D0 05   	BNE $A87E  
0x012889|$04:$A879:A5 A7   	LDA $A7    
0x01288B|$04:$A87B:20 52 B0	JSR $B052  
; control flow target (from $A877)
0x01288E|$04:$A87E:20 B9 A7	JSR $A7B9  
0x012891|$04:$A881:A0 03   	LDY #$03   
; control flow target (from $A889)
0x012893|$04:$A883:B1 B7   	LDA ($B7),Y
0x012895|$04:$A885:99 E0 06	STA $06E0,Y
0x012898|$04:$A888:88      	DEY        
0x012899|$04:$A889:D0 F8   	BNE $A883  
0x01289B|$04:$A88B:A0 00   	LDY #$00   
0x01289D|$04:$A88D:B1 B7   	LDA ($B7),Y
0x01289F|$04:$A88F:8D E7 06	STA $06E7  
0x0128A2|$04:$A892:AD E3 06	LDA $06E3  
0x0128A5|$04:$A895:A0 00   	LDY #$00   
0x0128A7|$04:$A897:B1 B5   	LDA ($B5),Y
0x0128A9|$04:$A899:85 AB   	STA $AB    
0x0128AB|$04:$A89B:AD E3 06	LDA $06E3  
0x0128AE|$04:$A89E:0A      	ASL        
0x0128AF|$04:$A89F:0A      	ASL        
0x0128B0|$04:$A8A0:0A      	ASL        
0x0128B1|$04:$A8A1:0A      	ASL        
0x0128B2|$04:$A8A2:0D E2 06	ORA $06E2  
0x0128B5|$04:$A8A5:85 AC   	STA $AC    
0x0128B7|$04:$A8A7:A0 05   	LDY #$05   
0x0128B9|$04:$A8A9:B1 BB   	LDA ($BB),Y
0x0128BB|$04:$A8AB:8D EA 06	STA $06EA  
0x0128BE|$04:$A8AE:AD E7 06	LDA $06E7  
0x0128C1|$04:$A8B1:10 1F   	BPL $A8D2  
0x0128C3|$04:$A8B3:A9 08   	LDA #$08   
0x0128C5|$04:$A8B5:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x0128C8|$04:$A8B8:AD EB 06	LDA $06EB  
0x0128CB|$04:$A8BB:C5 99   	CMP $99    
0x0128CD|$04:$A8BD:90 0F   	BCC $A8CE  
0x0128CF|$04:$A8BF:A0 00   	LDY #$00   
0x0128D1|$04:$A8C1:B1 B7   	LDA ($B7),Y
0x0128D3|$04:$A8C3:29 7F   	AND #$7F   
0x0128D5|$04:$A8C5:91 B7   	STA ($B7),Y
0x0128D7|$04:$A8C7:A9 20   	LDA #$20   
; control flow target (from $A8D0)
0x0128D9|$04:$A8C9:85 AD   	STA $AD    
0x0128DB|$04:$A8CB:4C DC 9C	JMP $9CDC  

; control flow target (from $A8BD)
0x0128DE|$04:$A8CE:A9 1F   	LDA #$1F   
0x0128E0|$04:$A8D0:D0 F7   	BNE $A8C9  
; control flow target (from $A8B1)
0x0128E2|$04:$A8D2:A5 B3   	LDA $B3    
0x0128E4|$04:$A8D4:10 5F   	BPL $A935  
0x0128E6|$04:$A8D6:A9 03   	LDA #$03   
0x0128E8|$04:$A8D8:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x0128EB|$04:$A8DB:D0 58   	BNE $A935  
0x0128ED|$04:$A8DD:A9 09   	LDA #$09   
0x0128EF|$04:$A8DF:85 0D   	STA $0D    
0x0128F1|$04:$A8E1:20 5C A9	JSR $A95C  
0x0128F4|$04:$A8E4:A5 0D   	LDA $0D    
0x0128F6|$04:$A8E6:C9 09   	CMP #$09   
0x0128F8|$04:$A8E8:F0 4B   	BEQ $A935  
0x0128FA|$04:$A8EA:A9 09   	LDA #$09   
0x0128FC|$04:$A8EC:38      	SEC        
0x0128FD|$04:$A8ED:E5 0D   	SBC $0D    
0x0128FF|$04:$A8EF:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x012902|$04:$A8F2:85 0D   	STA $0D    
0x012904|$04:$A8F4:E6 0D   	INC $0D    
0x012906|$04:$A8F6:20 5C A9	JSR $A95C  
0x012909|$04:$A8F9:A0 03   	LDY #$03   
0x01290B|$04:$A8FB:B1 B7   	LDA ($B7),Y
0x01290D|$04:$A8FD:20 EE 9E	JSR $9EEE  	; given an index (in A) into the array of structures at $0663, set $B5-$B6 to the address of the corresponding item inside that structure
0x012910|$04:$A900:A0 00   	LDY #$00   
0x012912|$04:$A902:B1 B5   	LDA ($B5),Y
0x012914|$04:$A904:85 AE   	STA $AE    
0x012916|$04:$A906:A0 03   	LDY #$03   
0x012918|$04:$A908:B1 B7   	LDA ($B7),Y
0x01291A|$04:$A90A:0A      	ASL        
0x01291B|$04:$A90B:0A      	ASL        
0x01291C|$04:$A90C:0A      	ASL        
0x01291D|$04:$A90D:0A      	ASL        
0x01291E|$04:$A90E:A0 02   	LDY #$02   	; Sleep?
0x012920|$04:$A910:11 B7   	ORA ($B7),Y
0x012922|$04:$A912:85 AF   	STA $AF    
0x012924|$04:$A914:29 0F   	AND #$0F   
0x012926|$04:$A916:85 A9   	STA $A9    
0x012928|$04:$A918:A0 06   	LDY #$06   	; Stopspell?
0x01292A|$04:$A91A:B1 B7   	LDA ($B7),Y
0x01292C|$04:$A91C:85 9B   	STA $9B    
0x01292E|$04:$A91E:20 23 B0	JSR $B023  
0x012931|$04:$A921:A9 06   	LDA #$06   
0x012933|$04:$A923:85 AD   	STA $AD    
0x012935|$04:$A925:A9 0B   	LDA #$0B   
0x012937|$04:$A927:85 B2   	STA $B2    
0x012939|$04:$A929:A9 77   	LDA #$77   
0x01293B|$04:$A92B:85 A7   	STA $A7    
0x01293D|$04:$A92D:A9 00   	LDA #$00   
0x01293F|$04:$A92F:20 C3 9E	JSR $9EC3  	; given an index (in A) into the array of battle spell/item structures at $A7C0, set $C5-$C6 to the address of the corresponding item inside that structure
0x012942|$04:$A932:4C 86 A6	JMP $A686  

; control flow target (from $A8D4, $A8DB, $A8E8)
0x012945|$04:$A935:20 22 B2	JSR $B222  
0x012948|$04:$A938:85 A8   	STA $A8    
0x01294A|$04:$A93A:A0 0A   	LDY #$0A   
0x01294C|$04:$A93C:B1 B5   	LDA ($B5),Y
0x01294E|$04:$A93E:C9 03   	CMP #$03   
0x012950|$04:$A940:B0 02   	BCS $A944  
0x012952|$04:$A942:85 A8   	STA $A8    
; control flow target (from $A940)
0x012954|$04:$A944:AD E1 06	LDA $06E1  
0x012957|$04:$A947:C9 20   	CMP #$20   
0x012959|$04:$A949:90 02   	BCC $A94D  
0x01295B|$04:$A94B:A9 00   	LDA #$00   
; control flow target (from $A949)
0x01295D|$04:$A94D:0A      	ASL        
0x01295E|$04:$A94E:AA      	TAX        
0x01295F|$04:$A94F:BD 7C A9	LDA $A97C,X	; pointers to monster attack handlers
0x012962|$04:$A952:85 C7   	STA $C7    
0x012964|$04:$A954:BD 7D A9	LDA $A97D,X
0x012967|$04:$A957:85 C8   	STA $C8    
0x012969|$04:$A959:6C C7 00	JMP ($00C7)

; control flow target (from $A8E1, $A8F6)
0x01296C|$04:$A95C:A9 00   	LDA #$00   
0x01296E|$04:$A95E:85 0C   	STA $0C    
; control flow target (from $A979)
0x012970|$04:$A960:C5 A7   	CMP $A7    
0x012972|$04:$A962:F0 0F   	BEQ $A973  
0x012974|$04:$A964:20 E9 9E	JSR $9EE9  	; given an index (in A) into the array of structures at $068F, set $B7-$B8 to the address of the corresponding item inside that structure
0x012977|$04:$A967:A0 03   	LDY #$03   
0x012979|$04:$A969:B1 B7   	LDA ($B7),Y
0x01297B|$04:$A96B:C9 04   	CMP #$04   
0x01297D|$04:$A96D:B0 04   	BCS $A973  
0x01297F|$04:$A96F:C6 0D   	DEC $0D    
0x012981|$04:$A971:F0 08   	BEQ $A97B  
; control flow target (from $A962, $A96D)
0x012983|$04:$A973:E6 0C   	INC $0C    
0x012985|$04:$A975:A5 0C   	LDA $0C    
0x012987|$04:$A977:C9 08   	CMP #$08   
0x012989|$04:$A979:90 E5   	BCC $A960  
; control flow target (from $A971)
0x01298B|$04:$A97B:60      	RTS        


; code -> data
; pointers to monster attack handlers
; indexed data load target (from $A94F)
0x01298C|$04:$A97C:BC
; indexed data load target (from $A954)
0x01298D|$04:$A97D:   A9	; $04:$A9BC; handler for Attack IDs #$00/#$1E: Attack / Concentrated Attack
0x01298E|$04:$A97E:11 AA	; $04:$AA11; handler for Attack ID #$01: Heroic Attack
0x012990|$04:$A980:28 AA	; $04:$AA28; handler for Attack ID #$02: Poison Attack
0x012992|$04:$A982:3A AA	; $04:$AA3A; handler for Attack ID #$03: Faint Attack
0x012994|$04:$A984:4A AA	; $04:$AA4A; handler for Attack ID #$04: Parry
0x012996|$04:$A986:51 AA	; $04:$AA51; handler for Attack ID #$05: Run Away
0x012998|$04:$A988:78 AA	; $04:$AA78; handler for Attack ID #$06: Firebal
0x01299A|$04:$A98A:87 AA	; $04:$AA87; handler for Attack ID #$07: Firebane
0x01299C|$04:$A98C:91 AA	; $04:$AA91; handler for Attack ID #$08: Explodet
0x01299E|$04:$A98E:B5 AA	; $04:$AAB5; handler for Attack ID #$09: Heal-1
0x0129A0|$04:$A990:C0 AA	; $04:$AAC0; handler for Attack ID #$0A: Healmore-1
0x0129A2|$04:$A992:D3 AA	; $04:$AAD3; handler for Attack ID #$0B: Healall-1
0x0129A4|$04:$A994:E3 AA	; $04:$AAE3; handler for Attack ID #$0C: Heal-2
0x0129A6|$04:$A996:ED AA	; $04:$AAED; handler for Attack ID #$0D: Healmore-2
0x0129A8|$04:$A998:03 AB	; $04:$AB03; handler for Attack ID #$0E: Healall-2
0x0129AA|$04:$A99A:C7 AB	; $04:$ABC7; handler for Attack ID #$0F: Revive
0x0129AC|$04:$A99C:E5 AB	; $04:$ABE5; handler for Attack ID #$10: Defence
0x0129AE|$04:$A99E:EA AB	; $04:$ABEA; handler for Attack ID #$11: Increase
0x0129B0|$04:$A9A0:57 AC	; $04:$AC57; handler for Attack ID #$12: Sleep
0x0129B2|$04:$A9A2:5C AC	; $04:$AC5C; handler for Attack ID #$13: Stopspell
0x0129B4|$04:$A9A4:61 AC	; $04:$AC61; handler for Attack ID #$14: Surround
0x0129B6|$04:$A9A6:66 AC	; $04:$AC66; handler for Attack ID #$15: Defeat
0x0129B8|$04:$A9A8:6B AC	; $04:$AC6B; handler for Attack ID #$16: Sacrifice
0x0129BA|$04:$A9AA:70 AC	; $04:$AC70; handler for Attack IDs #$17-#$19: Weak, Strong, Deadly Flames
0x0129BC|$04:$A9AC:70 AC	; $04:$AC70; handler for Attack IDs #$17-#$19: Weak, Strong, Deadly Flames
0x0129BE|$04:$A9AE:70 AC	; $04:$AC70; handler for Attack IDs #$17-#$19: Weak, Strong, Deadly Flames
0x0129C0|$04:$A9B0:75 AC	; $04:$AC75; handler for Attack ID #$1A: Poison Breath
0x0129C2|$04:$A9B2:7A AC	; $04:$AC7A; handler for Attack ID #$1B: Sweet Breath
0x0129C4|$04:$A9B4:AE AD	; $04:$ADAE; handler for Attack ID #$1C: Call For Help
0x0129C6|$04:$A9B6:15 AE	; $04:$AE15; handler for Attack ID #$1D: Two Attacks
0x0129C8|$04:$A9B8:BC A9	; $04:$A9BC; handler for Attack IDs #$00/#$1E: Attack / Concentrated Attack
0x0129CA|$04:$A9BA:1E AE	; $04:$AE1E; handler for Attack ID #$1F: Strange Jig

; data -> code
; handler for Attack IDs #$00/#$1E: Attack / Concentrated Attack
; control flow target (from $AA14, $AA2D, $AE15, $AE1B)
; indirect control flow target (via $A97C, $A9B8)
0x0129CC|$04:$A9BC:A9 FF   	LDA #$FF   
0x0129CE|$04:$A9BE:85 C5   	STA $C5    
; control flow target (from $AA37, $AA47)
0x0129D0|$04:$A9C0:20 0F B0	JSR $B00F  
; control flow target (from $AA25)
0x0129D3|$04:$A9C3:A9 06   	LDA #$06   	; String ID #$0006: [name] attacked![end-FC]
0x0129D5|$04:$A9C5:85 AD   	STA $AD    
0x0129D7|$04:$A9C7:A5 A8   	LDA $A8    
0x0129D9|$04:$A9C9:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x0129DC|$04:$A9CC:A0 00   	LDY #$00   
0x0129DE|$04:$A9CE:B1 B9   	LDA ($B9),Y
0x0129E0|$04:$A9D0:30 01   	BMI $A9D3  
0x0129E2|$04:$A9D2:60      	RTS        

; control flow target (from $A9D0)
0x0129E3|$04:$A9D3:29 40   	AND #$40   
0x0129E5|$04:$A9D5:D0 28   	BNE $A9FF  
0x0129E7|$04:$A9D7:A9 40   	LDA #$40   
0x0129E9|$04:$A9D9:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x0129EC|$04:$A9DC:F0 10   	BEQ $A9EE  
0x0129EE|$04:$A9DE:A5 A8   	LDA $A8    
0x0129F0|$04:$A9E0:85 9C   	STA $9C    
0x0129F2|$04:$A9E2:A9 52   	LDA #$52   	; Item ID #$52: Clothes Hiding (equipped)
; call to code in a different bank ($0F:$C4B0)
0x0129F4|$04:$A9E4:20 B0 C4	JSR $C4B0  	; given a hero ID in $9C and an item ID in A, SEC if hero has that item, CLC otherwise
0x0129F7|$04:$A9E7:90 16   	BCC $A9FF  
0x0129F9|$04:$A9E9:20 07 B0	JSR $B007  
0x0129FC|$04:$A9EC:B0 11   	BCS $A9FF  
; control flow target (from $A9DC)
0x0129FE|$04:$A9EE:A5 B3   	LDA $B3    
0x012A00|$04:$A9F0:29 DF   	AND #$DF   
0x012A02|$04:$A9F2:85 B3   	STA $B3    
0x012A04|$04:$A9F4:A5 A8   	LDA $A8    
0x012A06|$04:$A9F6:49 FF   	EOR #$FF   
0x012A08|$04:$A9F8:85 AE   	STA $AE    
0x012A0A|$04:$A9FA:A9 0A   	LDA #$0A   	; String ID #$000A: [name] dodged the blow.[end-FC]
0x012A0C|$04:$A9FC:4C E5 9C	JMP $9CE5  

; control flow target (from $A9D5, $A9E7, $A9EC)
0x012A0F|$04:$A9FF:A0 00   	LDY #$00   
0x012A11|$04:$AA01:B1 B9   	LDA ($B9),Y
0x012A13|$04:$AA03:25 C5   	AND $C5    
0x012A15|$04:$AA05:D0 07   	BNE $AA0E  
0x012A17|$04:$AA07:A5 C6   	LDA $C6    
0x012A19|$04:$AA09:85 B2   	STA $B2    
0x012A1B|$04:$AA0B:4C A5 AE	JMP $AEA5  

; control flow target (from $AA05)
0x012A1E|$04:$AA0E:4C A1 AE	JMP $AEA1  

; handler for Attack ID #$01: Heroic Attack
; indirect control flow target (via $A97E)
0x012A21|$04:$AA11:20 07 B0	JSR $B007  
; control flow target (from $AA3D)
0x012A24|$04:$AA14:B0 A6   	BCS $A9BC  	; handler for Attack IDs #$00/#$1E: Attack / Concentrated Attack
0x012A26|$04:$AA16:A9 FF   	LDA #$FF   
0x012A28|$04:$AA18:85 C5   	STA $C5    
0x012A2A|$04:$AA1A:AD EA 06	LDA $06EA  
0x012A2D|$04:$AA1D:20 A1 A7	JSR $A7A1  
0x012A30|$04:$AA20:A9 0E   	LDA #$0E   	; String ID #$000E: A heroic attack![end-FC]
0x012A32|$04:$AA22:20 DE 9A	JSR $9ADE  	; STA $B4, $B3 |= #$20
0x012A35|$04:$AA25:4C C3 A9	JMP $A9C3  

; handler for Attack ID #$02: Poison Attack
; indirect control flow target (via $A980)
0x012A38|$04:$AA28:A9 04   	LDA #$04   	; 1/4 Chance of Poison Attack Succeeding
0x012A3A|$04:$AA2A:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x012A3D|$04:$AA2D:D0 8D   	BNE $A9BC  	; handler for Attack IDs #$00/#$1E: Attack / Concentrated Attack
0x012A3F|$04:$AA2F:A9 20   	LDA #$20   
0x012A41|$04:$AA31:85 C5   	STA $C5    
0x012A43|$04:$AA33:A9 2F   	LDA #$2F   	; String ID #$002F: Alas, [name] was poisoned and lost [number] HP.[end-FC]
0x012A45|$04:$AA35:85 C6   	STA $C6    
0x012A47|$04:$AA37:4C C0 A9	JMP $A9C0  

; handler for Attack ID #$03: Faint Attack
; indirect control flow target (via $A982)
0x012A4A|$04:$AA3A:20 FF AF	JSR $AFFF  
0x012A4D|$04:$AA3D:B0 D5   	BCS $AA14  
0x012A4F|$04:$AA3F:A9 40   	LDA #$40   
0x012A51|$04:$AA41:85 C5   	STA $C5    
0x012A53|$04:$AA43:A9 30   	LDA #$30   	; String ID #$0030: [name] fainted after losing [number] HP.[end-FC]
0x012A55|$04:$AA45:85 C6   	STA $C6    
0x012A57|$04:$AA47:4C C0 A9	JMP $A9C0  

; handler for Attack ID #$04: Parry
; indirect control flow target (via $A984)
0x012A5A|$04:$AA4A:A9 00   	LDA #$00   
0x012A5C|$04:$AA4C:85 AD   	STA $AD    
0x012A5E|$04:$AA4E:4C DC 9C	JMP $9CDC  

; handler for Attack ID #$05: Run Away
; indirect control flow target (via $A986)
0x012A61|$04:$AA51:A9 0F   	LDA #$0F   	; String ID #$000F: [name] broke away and ran.[end-FC]
0x012A63|$04:$AA53:85 AD   	STA $AD    
0x012A65|$04:$AA55:A0 09   	LDY #$09   
0x012A67|$04:$AA57:B1 B5   	LDA ($B5),Y
0x012A69|$04:$AA59:AA      	TAX        
0x012A6A|$04:$AA5A:CA      	DEX        
0x012A6B|$04:$AA5B:8A      	TXA        
0x012A6C|$04:$AA5C:91 B5   	STA ($B5),Y
0x012A6E|$04:$AA5E:A0 03   	LDY #$03   
0x012A70|$04:$AA60:A9 FF   	LDA #$FF   
0x012A72|$04:$AA62:91 B7   	STA ($B7),Y
0x012A74|$04:$AA64:20 84 9A	JSR $9A84  
0x012A77|$04:$AA67:D0 04   	BNE $AA6D  
0x012A79|$04:$AA69:A9 FE   	LDA #$FE   
0x012A7B|$04:$AA6B:85 98   	STA $98    	; outcome of last fight?
; control flow target (from $AA67)
0x012A7D|$04:$AA6D:20 DC 9C	JSR $9CDC  
0x012A80|$04:$AA70:AC E2 06	LDY $06E2  
0x012A83|$04:$AA73:A9 FF   	LDA #$FF   
0x012A85|$04:$AA75:91 B5   	STA ($B5),Y
0x012A87|$04:$AA77:60      	RTS        

; handler for Attack ID #$06: Firebal
; indirect control flow target (via $A988)
0x012A88|$04:$AA78:A9 E1   	LDA #$E1   
0x012A8A|$04:$AA7A:85 AD   	STA $AD    
0x012A8C|$04:$AA7C:20 7D AE	JSR $AE7D  
0x012A8F|$04:$AA7F:A9 18   	LDA #$18   	; Power
0x012A91|$04:$AA81:20 8C AE	JSR $AE8C  	; $B0 = random number tightly distributed around A / 2, $B1 = #$00
0x012A94|$04:$AA84:4C A1 AE	JMP $AEA1  

; handler for Attack ID #$07: Firebane
; indirect control flow target (via $A98A)
0x012A97|$04:$AA87:A9 E3   	LDA #$E3   
0x012A99|$04:$AA89:85 AD   	STA $AD    
0x012A9B|$04:$AA8B:A9 32   	LDA #$32   	; Power
0x012A9D|$04:$AA8D:85 AA   	STA $AA    
0x012A9F|$04:$AA8F:D0 08   	BNE $AA99  
; handler for Attack ID #$08: Explodet
; indirect control flow target (via $A98C)
0x012AA1|$04:$AA91:A9 EE   	LDA #$EE   
0x012AA3|$04:$AA93:85 AD   	STA $AD    
0x012AA5|$04:$AA95:A9 82   	LDA #$82   	; Power
0x012AA7|$04:$AA97:85 AA   	STA $AA    
; control flow target (from $AA8F)
0x012AA9|$04:$AA99:20 7D AE	JSR $AE7D  
0x012AAC|$04:$AA9C:A9 00   	LDA #$00   
0x012AAE|$04:$AA9E:85 A8   	STA $A8    
; control flow target (from $AAB2)
0x012AB0|$04:$AAA0:A5 AA   	LDA $AA    
0x012AB2|$04:$AAA2:20 8C AE	JSR $AE8C  	; $B0 = random number tightly distributed around A / 2, $B1 = #$00
0x012AB5|$04:$AAA5:20 A1 AE	JSR $AEA1  
0x012AB8|$04:$AAA8:A5 98   	LDA $98    	; outcome of last fight?
0x012ABA|$04:$AAAA:D0 08   	BNE $AAB4  
0x012ABC|$04:$AAAC:E6 A8   	INC $A8    
0x012ABE|$04:$AAAE:A5 A8   	LDA $A8    
0x012AC0|$04:$AAB0:C9 03   	CMP #$03   
0x012AC2|$04:$AAB2:90 EC   	BCC $AAA0  
; control flow target (from $AAAA)
0x012AC4|$04:$AAB4:60      	RTS        

; handler for Attack ID #$09: Heal-1
; indirect control flow target (via $A98E)
0x012AC5|$04:$AAB5:A9 E9   	LDA #$E9   
0x012AC7|$04:$AAB7:85 AD   	STA $AD    
0x012AC9|$04:$AAB9:A9 40   	LDA #$40   	; Power
0x012ACB|$04:$AABB:85 AA   	STA $AA    
0x012ACD|$04:$AABD:4C C8 AA	JMP $AAC8  

; handler for Attack ID #$0A: Healmore-1
; indirect control flow target (via $A990)
0x012AD0|$04:$AAC0:A9 EB   	LDA #$EB   
0x012AD2|$04:$AAC2:85 AD   	STA $AD    
0x012AD4|$04:$AAC4:A9 80   	LDA #$80   	; Power
0x012AD6|$04:$AAC6:85 AA   	STA $AA    
; control flow target (from $AABD)
0x012AD8|$04:$AAC8:20 7D AE	JSR $AE7D  
0x012ADB|$04:$AACB:A5 AA   	LDA $AA    
0x012ADD|$04:$AACD:20 8C AE	JSR $AE8C  	; $B0 = random number tightly distributed around A / 2, $B1 = #$00
0x012AE0|$04:$AAD0:4C 14 AB	JMP $AB14  

; handler for Attack ID #$0B: Healall-1
; indirect control flow target (via $A992)
0x012AE3|$04:$AAD3:A9 ED   	LDA #$ED   
0x012AE5|$04:$AAD5:85 AD   	STA $AD    
0x012AE7|$04:$AAD7:20 7D AE	JSR $AE7D  
0x012AEA|$04:$AADA:A9 D0   	LDA #$D0   	; Power
0x012AEC|$04:$AADC:85 B0   	STA $B0    
0x012AEE|$04:$AADE:85 B1   	STA $B1    
0x012AF0|$04:$AAE0:4C 14 AB	JMP $AB14  

; handler for Attack ID #$0C: Heal-2
; indirect control flow target (via $A994)
0x012AF3|$04:$AAE3:A9 E9   	LDA #$E9   
0x012AF5|$04:$AAE5:85 AD   	STA $AD    
0x012AF7|$04:$AAE7:A9 40   	LDA #$40   	; Power
0x012AF9|$04:$AAE9:85 AA   	STA $AA    
0x012AFB|$04:$AAEB:D0 08   	BNE $AAF5  
; handler for Attack ID #$0D: Healmore-2
; indirect control flow target (via $A996)
0x012AFD|$04:$AAED:A9 EB   	LDA #$EB   
0x012AFF|$04:$AAEF:85 AD   	STA $AD    
0x012B01|$04:$AAF1:A9 80   	LDA #$80   	; Power
0x012B03|$04:$AAF3:85 AA   	STA $AA    
; control flow target (from $AAEB)
0x012B05|$04:$AAF5:20 7D AE	JSR $AE7D  
0x012B08|$04:$AAF8:A5 AA   	LDA $AA    
0x012B0A|$04:$AAFA:20 8C AE	JSR $AE8C  	; $B0 = random number tightly distributed around A / 2, $B1 = #$00
0x012B0D|$04:$AAFD:20 67 AB	JSR $AB67  
0x012B10|$04:$AB00:4C 16 AB	JMP $AB16  

; handler for Attack ID #$0E: Healall-2
; indirect control flow target (via $A998)
0x012B13|$04:$AB03:A9 ED   	LDA #$ED   
0x012B15|$04:$AB05:85 AD   	STA $AD    
0x012B17|$04:$AB07:20 7D AE	JSR $AE7D  
0x012B1A|$04:$AB0A:A9 D0   	LDA #$D0   	; Power
0x012B1C|$04:$AB0C:85 B1   	STA $B1    
0x012B1E|$04:$AB0E:20 67 AB	JSR $AB67  
0x012B21|$04:$AB11:4C 16 AB	JMP $AB16  

; control flow target (from $AAD0, $AAE0)
0x012B24|$04:$AB14:A5 A7   	LDA $A7    
; control flow target (from $AB00, $AB11)
0x012B26|$04:$AB16:C9 08   	CMP #$08   
0x012B28|$04:$AB18:90 02   	BCC $AB1C  
0x012B2A|$04:$AB1A:A5 A7   	LDA $A7    
; control flow target (from $AB18)
0x012B2C|$04:$AB1C:20 E9 9E	JSR $9EE9  	; given an index (in A) into the array of structures at $068F, set $B7-$B8 to the address of the corresponding item inside that structure
0x012B2F|$04:$AB1F:A0 03   	LDY #$03   
0x012B31|$04:$AB21:B1 B7   	LDA ($B7),Y
0x012B33|$04:$AB23:20 EE 9E	JSR $9EEE  	; given an index (in A) into the array of structures at $0663, set $B5-$B6 to the address of the corresponding item inside that structure
0x012B36|$04:$AB26:A0 00   	LDY #$00   
0x012B38|$04:$AB28:B1 B5   	LDA ($B5),Y
0x012B3A|$04:$AB2A:85 AE   	STA $AE    
0x012B3C|$04:$AB2C:20 DC 9E	JSR $9EDC  	; given an index + 1 (in A) into the array of enemy stat structures at $B7F5, set $BB-$BC to the address of the corresponding item inside that structure
0x012B3F|$04:$AB2F:A0 03   	LDY #$03   
0x012B41|$04:$AB31:B1 B7   	LDA ($B7),Y
0x012B43|$04:$AB33:0A      	ASL        
0x012B44|$04:$AB34:0A      	ASL        
0x012B45|$04:$AB35:0A      	ASL        
0x012B46|$04:$AB36:0A      	ASL        
0x012B47|$04:$AB37:A0 02   	LDY #$02   
0x012B49|$04:$AB39:11 B7   	ORA ($B7),Y
0x012B4B|$04:$AB3B:85 AF   	STA $AF    
0x012B4D|$04:$AB3D:20 F6 B1	JSR $B1F6  
0x012B50|$04:$AB40:A5 99   	LDA $99    
0x012B52|$04:$AB42:18      	CLC        
0x012B53|$04:$AB43:65 B0   	ADC $B0    
0x012B55|$04:$AB45:85 99   	STA $99    
0x012B57|$04:$AB47:A5 9A   	LDA $9A    
0x012B59|$04:$AB49:65 B1   	ADC $B1    
0x012B5B|$04:$AB4B:85 9A   	STA $9A    
0x012B5D|$04:$AB4D:A2 02   	LDX #$02   
0x012B5F|$04:$AB4F:20 17 B2	JSR $B217  
0x012B62|$04:$AB52:B0 02   	BCS $AB56  
0x012B64|$04:$AB54:A2 00   	LDX #$00   
; control flow target (from $AB52)
0x012B66|$04:$AB56:B5 99   	LDA $99,X  
0x012B68|$04:$AB58:A0 04   	LDY #$04   
0x012B6A|$04:$AB5A:91 B7   	STA ($B7),Y
0x012B6C|$04:$AB5C:B5 9A   	LDA $9A,X  
0x012B6E|$04:$AB5E:A0 05   	LDY #$05   
0x012B70|$04:$AB60:91 B7   	STA ($B7),Y
0x012B72|$04:$AB62:A9 17   	LDA #$17   	; String ID #$0017: [name]'s wounds were healed.[end-FC]
0x012B74|$04:$AB64:4C E5 9C	JMP $9CE5  

; control flow target (from $AAFD, $AB0E)
0x012B77|$04:$AB67:A9 FF   	LDA #$FF   
0x012B79|$04:$AB69:85 A6   	STA $A6    
0x012B7B|$04:$AB6B:A9 00   	LDA #$00   
0x012B7D|$04:$AB6D:85 A3   	STA $A3    
0x012B7F|$04:$AB6F:85 A4   	STA $A4    
0x012B81|$04:$AB71:85 A5   	STA $A5    
; control flow target (from $ABC2)
0x012B83|$04:$AB73:20 CD 9E	JSR $9ECD  	; given an index (in A) into the array of structures at $068F, set $C1-$C2 to the address of the corresponding item inside that structure
0x012B86|$04:$AB76:A0 03   	LDY #$03   
0x012B88|$04:$AB78:B1 C1   	LDA ($C1),Y
0x012B8A|$04:$AB7A:C9 04   	CMP #$04   
0x012B8C|$04:$AB7C:B0 3E   	BCS $ABBC  
0x012B8E|$04:$AB7E:CD E3 06	CMP $06E3  
0x012B91|$04:$AB81:F0 39   	BEQ $ABBC  
0x012B93|$04:$AB83:20 D2 9E	JSR $9ED2  	; given an index (in A) into the array of structures at $0663, set $BF-$C0 to the address of the corresponding item inside that structure
0x012B96|$04:$AB86:A0 00   	LDY #$00   
0x012B98|$04:$AB88:B1 BF   	LDA ($BF),Y
0x012B9A|$04:$AB8A:20 DC 9E	JSR $9EDC  	; given an index + 1 (in A) into the array of enemy stat structures at $B7F5, set $BB-$BC to the address of the corresponding item inside that structure
0x012B9D|$04:$AB8D:A0 04   	LDY #$04   
0x012B9F|$04:$AB8F:B1 C1   	LDA ($C1),Y
0x012BA1|$04:$AB91:85 9B   	STA $9B    
0x012BA3|$04:$AB93:A0 00   	LDY #$00   
0x012BA5|$04:$AB95:B1 BB   	LDA ($BB),Y
0x012BA7|$04:$AB97:85 9A   	STA $9A    
0x012BA9|$04:$AB99:A9 00   	LDA #$00   
0x012BAB|$04:$AB9B:85 99   	STA $99    
0x012BAD|$04:$AB9D:85 9C   	STA $9C    
0x012BAF|$04:$AB9F:20 A2 A0	JSR $A0A2  
0x012BB2|$04:$ABA2:A5 9A   	LDA $9A    
0x012BB4|$04:$ABA4:C5 A4   	CMP $A4    
0x012BB6|$04:$ABA6:90 14   	BCC $ABBC  
0x012BB8|$04:$ABA8:D0 06   	BNE $ABB0  
0x012BBA|$04:$ABAA:A5 99   	LDA $99    
0x012BBC|$04:$ABAC:C5 A3   	CMP $A3    
0x012BBE|$04:$ABAE:90 0C   	BCC $ABBC  
; control flow target (from $ABA8)
0x012BC0|$04:$ABB0:A5 99   	LDA $99    
0x012BC2|$04:$ABB2:85 A3   	STA $A3    
0x012BC4|$04:$ABB4:A5 9A   	LDA $9A    
0x012BC6|$04:$ABB6:85 A4   	STA $A4    
0x012BC8|$04:$ABB8:A5 A5   	LDA $A5    
0x012BCA|$04:$ABBA:85 A6   	STA $A6    
; control flow target (from $AB7C, $AB81, $ABA6, $ABAE)
0x012BCC|$04:$ABBC:E6 A5   	INC $A5    
0x012BCE|$04:$ABBE:A5 A5   	LDA $A5    
0x012BD0|$04:$ABC0:C9 08   	CMP #$08   
0x012BD2|$04:$ABC2:90 AF   	BCC $AB73  
0x012BD4|$04:$ABC4:A5 A6   	LDA $A6    
0x012BD6|$04:$ABC6:60      	RTS        

; handler for Attack ID #$0F: Revive
; indirect control flow target (via $A99A)
0x012BD7|$04:$ABC7:A9 F7   	LDA #$F7   
0x012BD9|$04:$ABC9:85 AD   	STA $AD    
0x012BDB|$04:$ABCB:20 7D AE	JSR $AE7D  
0x012BDE|$04:$ABCE:A9 2C   	LDA #$2C   	; String ID #$002C: Then [name] was brought back to life![end-FC]
0x012BE0|$04:$ABD0:8D E4 06	STA $06E4  
0x012BE3|$04:$ABD3:20 AE B2	JSR $B2AE  
0x012BE6|$04:$ABD6:90 03   	BCC $ABDB  
0x012BE8|$04:$ABD8:A9 07   	LDA #$07   
0x012BEA|$04:$ABDA:60      	RTS        

; control flow target (from $ABD6)
0x012BEB|$04:$ABDB:8D E3 06	STA $06E3  
0x012BEE|$04:$ABDE:20 EE 9E	JSR $9EEE  	; given an index (in A) into the array of structures at $0663, set $B5-$B6 to the address of the corresponding item inside that structure
0x012BF1|$04:$ABE1:8A      	TXA        
0x012BF2|$04:$ABE2:4C CE AD	JMP $ADCE  

; handler for Attack ID #$10: Defence
; indirect control flow target (via $A99C)
0x012BF5|$04:$ABE5:A9 E8   	LDA #$E8   
0x012BF7|$04:$ABE7:4C 84 AC	JMP $AC84  

; handler for Attack ID #$11: Increase
; indirect control flow target (via $A99E)
0x012BFA|$04:$ABEA:A9 EA   	LDA #$EA   
0x012BFC|$04:$ABEC:85 AD   	STA $AD    
0x012BFE|$04:$ABEE:20 7D AE	JSR $AE7D  
0x012C01|$04:$ABF1:A9 00   	LDA #$00   
0x012C03|$04:$ABF3:8D E8 06	STA $06E8  
; control flow target (from $AC54)
0x012C06|$04:$ABF6:20 E9 9E	JSR $9EE9  	; given an index (in A) into the array of structures at $068F, set $B7-$B8 to the address of the corresponding item inside that structure
0x012C09|$04:$ABF9:A0 03   	LDY #$03   
0x012C0B|$04:$ABFB:B1 B7   	LDA ($B7),Y
0x012C0D|$04:$ABFD:C9 04   	CMP #$04   
0x012C0F|$04:$ABFF:B0 4B   	BCS $AC4C  
0x012C11|$04:$AC01:20 EE 9E	JSR $9EEE  	; given an index (in A) into the array of structures at $0663, set $B5-$B6 to the address of the corresponding item inside that structure
0x012C14|$04:$AC04:A0 00   	LDY #$00   
0x012C16|$04:$AC06:B1 B5   	LDA ($B5),Y
0x012C18|$04:$AC08:85 AE   	STA $AE    
0x012C1A|$04:$AC0A:20 DC 9E	JSR $9EDC  	; given an index + 1 (in A) into the array of enemy stat structures at $B7F5, set $BB-$BC to the address of the corresponding item inside that structure
0x012C1D|$04:$AC0D:A0 03   	LDY #$03   
0x012C1F|$04:$AC0F:B1 B7   	LDA ($B7),Y
0x012C21|$04:$AC11:0A      	ASL        
0x012C22|$04:$AC12:0A      	ASL        
0x012C23|$04:$AC13:0A      	ASL        
0x012C24|$04:$AC14:0A      	ASL        
0x012C25|$04:$AC15:A0 02   	LDY #$02   
0x012C27|$04:$AC17:11 B7   	ORA ($B7),Y
0x012C29|$04:$AC19:85 AF   	STA $AF    
0x012C2B|$04:$AC1B:A0 06   	LDY #$06   
0x012C2D|$04:$AC1D:B1 BB   	LDA ($BB),Y
0x012C2F|$04:$AC1F:85 A5   	STA $A5    
0x012C31|$04:$AC21:4A      	LSR        
0x012C32|$04:$AC22:4A      	LSR        
0x012C33|$04:$AC23:20 8C AE	JSR $AE8C  	; $B0 = random number tightly distributed around A / 2, $B1 = #$00
0x012C36|$04:$AC26:A5 A5   	LDA $A5    
0x012C38|$04:$AC28:85 99   	STA $99    
0x012C3A|$04:$AC2A:20 DA A4	JSR $A4DA  
0x012C3D|$04:$AC2D:A0 06   	LDY #$06   
0x012C3F|$04:$AC2F:B1 B7   	LDA ($B7),Y
0x012C41|$04:$AC31:85 A6   	STA $A6    
0x012C43|$04:$AC33:18      	CLC        
0x012C44|$04:$AC34:65 B0   	ADC $B0    
0x012C46|$04:$AC36:90 02   	BCC $AC3A  
0x012C48|$04:$AC38:A9 FF   	LDA #$FF   
; control flow target (from $AC36)
0x012C4A|$04:$AC3A:C5 99   	CMP $99    
0x012C4C|$04:$AC3C:90 02   	BCC $AC40  
0x012C4E|$04:$AC3E:A5 99   	LDA $99    
; control flow target (from $AC3C)
0x012C50|$04:$AC40:91 B7   	STA ($B7),Y
0x012C52|$04:$AC42:38      	SEC        
0x012C53|$04:$AC43:E5 A6   	SBC $A6    
0x012C55|$04:$AC45:85 B0   	STA $B0    
0x012C57|$04:$AC47:A9 23   	LDA #$23   	; String ID #$0023: [name]'s Defense Power increased by [number].[end-FC]
0x012C59|$04:$AC49:20 E5 9C	JSR $9CE5  
; control flow target (from $ABFF)
0x012C5C|$04:$AC4C:EE E8 06	INC $06E8  
0x012C5F|$04:$AC4F:AD E8 06	LDA $06E8  
0x012C62|$04:$AC52:C9 08   	CMP #$08   
0x012C64|$04:$AC54:90 A0   	BCC $ABF6  
0x012C66|$04:$AC56:60      	RTS        

; handler for Attack ID #$12: Sleep
; indirect control flow target (via $A9A0)
0x012C67|$04:$AC57:A9 E2   	LDA #$E2   
0x012C69|$04:$AC59:4C 84 AC	JMP $AC84  

; handler for Attack ID #$13: Stopspell
; indirect control flow target (via $A9A2)
0x012C6C|$04:$AC5C:A9 E6   	LDA #$E6   
0x012C6E|$04:$AC5E:4C 84 AC	JMP $AC84  

; handler for Attack ID #$14: Surround
; indirect control flow target (via $A9A4)
0x012C71|$04:$AC61:A9 E7   	LDA #$E7   
0x012C73|$04:$AC63:4C 84 AC	JMP $AC84  

; handler for Attack ID #$15: Defeat
; indirect control flow target (via $A9A6)
0x012C76|$04:$AC66:A9 E4   	LDA #$E4   
0x012C78|$04:$AC68:4C 84 AC	JMP $AC84  

; handler for Attack ID #$16: Sacrifice
; indirect control flow target (via $A9A8)
0x012C7B|$04:$AC6B:A9 EC   	LDA #$EC   
0x012C7D|$04:$AC6D:4C 84 AC	JMP $AC84  

; handler for Attack IDs #$17-#$19: Weak, Strong, Deadly Flames
; indirect control flow target (via $A9AA, $A9AC, $A9AE)
0x012C80|$04:$AC70:A9 33   	LDA #$33   	; String ID #$0033: [name] blew scorching flames![end-FC]
0x012C82|$04:$AC72:4C 7F AC	JMP $AC7F  

; handler for Attack ID #$1A: Poison Breath
; indirect control flow target (via $A9B0)
0x012C85|$04:$AC75:A9 34   	LDA #$34   	; String ID #$0034: [name] exhaled a blast of poisonous breath.[end-FC]
0x012C87|$04:$AC77:4C 7F AC	JMP $AC7F  

; handler for Attack ID #$1B: Sweet Breath
; indirect control flow target (via $A9B2)
0x012C8A|$04:$AC7A:A9 37   	LDA #$37   	; String ID #$0037: [name] blew its sweet scented breath.[end-FC]
0x012C8C|$04:$AC7C:4C 7F AC	JMP $AC7F  

; control flow target (from $AC72, $AC77, $AC7C)
0x012C8F|$04:$AC7F:85 AD   	STA $AD    
0x012C91|$04:$AC81:4C 89 AC	JMP $AC89  

; control flow target (from $ABE7, $AC59, $AC5E, $AC63, $AC68, $AC6D)
0x012C94|$04:$AC84:85 AD   	STA $AD    
0x012C96|$04:$AC86:20 7D AE	JSR $AE7D  
; control flow target (from $AC81)
0x012C99|$04:$AC89:A9 00   	LDA #$00   
0x012C9B|$04:$AC8B:85 A8   	STA $A8    
; control flow target (from $ACA2)
0x012C9D|$04:$AC8D:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x012CA0|$04:$AC90:A0 00   	LDY #$00   
0x012CA2|$04:$AC92:B1 B9   	LDA ($B9),Y
0x012CA4|$04:$AC94:30 23   	BMI $ACB9  
; control flow target (from $ACF4, $AD1D, $AD2D, $AD5E, $AD66, $AD7D)
0x012CA6|$04:$AC96:A5 98   	LDA $98    	; outcome of last fight?
0x012CA8|$04:$AC98:F0 02   	BEQ $AC9C  
0x012CAA|$04:$AC9A:D0 08   	BNE $ACA4  
; control flow target (from $AC98)
0x012CAC|$04:$AC9C:E6 A8   	INC $A8    
0x012CAE|$04:$AC9E:A5 A8   	LDA $A8    
0x012CB0|$04:$ACA0:C9 03   	CMP #$03   
0x012CB2|$04:$ACA2:90 E9   	BCC $AC8D  
; control flow target (from $AC9A)
0x012CB4|$04:$ACA4:AD E1 06	LDA $06E1  
0x012CB7|$04:$ACA7:C9 16   	CMP #$16   
0x012CB9|$04:$ACA9:D0 0D   	BNE $ACB8  
0x012CBB|$04:$ACAB:A5 AB   	LDA $AB    
0x012CBD|$04:$ACAD:85 AE   	STA $AE    
0x012CBF|$04:$ACAF:A5 AC   	LDA $AC    
0x012CC1|$04:$ACB1:85 AF   	STA $AF    
0x012CC3|$04:$ACB3:A9 27   	LDA #$27   
0x012CC5|$04:$ACB5:20 E5 9C	JSR $9CE5  
; control flow target (from $ACA9)
0x012CC8|$04:$ACB8:60      	RTS        

; control flow target (from $AC94)
0x012CC9|$04:$ACB9:A5 A8   	LDA $A8    
0x012CCB|$04:$ACBB:49 FF   	EOR #$FF   
0x012CCD|$04:$ACBD:85 AE   	STA $AE    
0x012CCF|$04:$ACBF:AD E1 06	LDA $06E1  
0x012CD2|$04:$ACC2:C9 10   	CMP #$10   
0x012CD4|$04:$ACC4:D0 31   	BNE $ACF7  
0x012CD6|$04:$ACC6:A0 0C   	LDY #$0C   
0x012CD8|$04:$ACC8:B1 B9   	LDA ($B9),Y
0x012CDA|$04:$ACCA:4A      	LSR        
0x012CDB|$04:$ACCB:85 A5   	STA $A5    
0x012CDD|$04:$ACCD:4A      	LSR        
0x012CDE|$04:$ACCE:20 8C AE	JSR $AE8C  	; $B0 = random number tightly distributed around A / 2, $B1 = #$00
0x012CE1|$04:$ACD1:A0 0D   	LDY #$0D   
0x012CE3|$04:$ACD3:B1 B9   	LDA ($B9),Y
0x012CE5|$04:$ACD5:85 A6   	STA $A6    
0x012CE7|$04:$ACD7:38      	SEC        
0x012CE8|$04:$ACD8:E5 B0   	SBC $B0    
0x012CEA|$04:$ACDA:B0 02   	BCS $ACDE  
0x012CEC|$04:$ACDC:A9 00   	LDA #$00   
; control flow target (from $ACDA)
0x012CEE|$04:$ACDE:C5 A5   	CMP $A5    
0x012CF0|$04:$ACE0:B0 02   	BCS $ACE4  
0x012CF2|$04:$ACE2:A5 A5   	LDA $A5    
; control flow target (from $ACE0)
0x012CF4|$04:$ACE4:91 B9   	STA ($B9),Y
0x012CF6|$04:$ACE6:85 99   	STA $99    
0x012CF8|$04:$ACE8:A5 A6   	LDA $A6    
0x012CFA|$04:$ACEA:38      	SEC        
0x012CFB|$04:$ACEB:E5 99   	SBC $99    
0x012CFD|$04:$ACED:85 B0   	STA $B0    
0x012CFF|$04:$ACEF:A9 22   	LDA #$22   	; String ID #$0022: [name]'s Defense Power decreased by [number].[end-FC]
0x012D01|$04:$ACF1:20 E5 9C	JSR $9CE5  
0x012D04|$04:$ACF4:4C 96 AC	JMP $AC96  

; control flow target (from $ACC4)
0x012D07|$04:$ACF7:C9 12   	CMP #$12   
0x012D09|$04:$ACF9:D0 35   	BNE $AD30  
0x012D0B|$04:$ACFB:A9 1E   	LDA #$1E   	; String ID #$001E: [name] fell asleep.[end-FC]
0x012D0D|$04:$ACFD:85 A5   	STA $A5    
0x012D0F|$04:$ACFF:A9 40   	LDA #$40   
0x012D11|$04:$AD01:85 A6   	STA $A6    
0x012D13|$04:$AD03:A9 1D   	LDA #$1D   	; String ID #$001D: [name] did not fall asleep.[end-FC]
0x012D15|$04:$AD05:D0 02   	BNE $AD09  
; control flow target (from $AD40, $AD4E)
0x012D17|$04:$AD07:A9 18   	LDA #$18   	; String ID #$0018: But the spell had no effect on [name].[end-FC]
; control flow target (from $AD05, $AD9E, $ADAB)
0x012D19|$04:$AD09:85 A4   	STA $A4    
0x012D1B|$04:$AD0B:A0 00   	LDY #$00   
0x012D1D|$04:$AD0D:B1 B9   	LDA ($B9),Y
0x012D1F|$04:$AD0F:25 A6   	AND $A6    
0x012D21|$04:$AD11:D0 1A   	BNE $AD2D  
0x012D23|$04:$AD13:20 D2 AF	JSR $AFD2  
0x012D26|$04:$AD16:90 08   	BCC $AD20  
0x012D28|$04:$AD18:A5 A4   	LDA $A4    
0x012D2A|$04:$AD1A:20 E5 9C	JSR $9CE5  
; control flow target (from $AD36)
0x012D2D|$04:$AD1D:4C 96 AC	JMP $AC96  

; control flow target (from $AD16)
0x012D30|$04:$AD20:A0 00   	LDY #$00   
0x012D32|$04:$AD22:B1 B9   	LDA ($B9),Y
0x012D34|$04:$AD24:05 A6   	ORA $A6    
0x012D36|$04:$AD26:91 B9   	STA ($B9),Y
0x012D38|$04:$AD28:A5 A5   	LDA $A5    
0x012D3A|$04:$AD2A:20 E5 9C	JSR $9CE5  
; control flow target (from $AD11)
0x012D3D|$04:$AD2D:4C 96 AC	JMP $AC96  

; control flow target (from $ACF9)
0x012D40|$04:$AD30:C9 13   	CMP #$13   
0x012D42|$04:$AD32:D0 0E   	BNE $AD42  
0x012D44|$04:$AD34:A5 A8   	LDA $A8    
0x012D46|$04:$AD36:F0 E5   	BEQ $AD1D  
0x012D48|$04:$AD38:A9 2A   	LDA #$2A   
0x012D4A|$04:$AD3A:85 A5   	STA $A5    
0x012D4C|$04:$AD3C:A9 01   	LDA #$01   
0x012D4E|$04:$AD3E:85 A6   	STA $A6    
0x012D50|$04:$AD40:D0 C5   	BNE $AD07  
; control flow target (from $AD32)
0x012D52|$04:$AD42:C9 14   	CMP #$14   
0x012D54|$04:$AD44:D0 0A   	BNE $AD50  
0x012D56|$04:$AD46:A9 2B   	LDA #$2B   	; String ID #$002B: And [name] was surrounded by the Phantom Force.[end-FC]
0x012D58|$04:$AD48:85 A5   	STA $A5    
0x012D5A|$04:$AD4A:A9 02   	LDA #$02   
0x012D5C|$04:$AD4C:85 A6   	STA $A6    
0x012D5E|$04:$AD4E:D0 B7   	BNE $AD07  
; control flow target (from $AD44)
0x012D60|$04:$AD50:C9 15   	CMP #$15   	; Monster Attack ID #$15: Defeat
0x012D62|$04:$AD52:D0 15   	BNE $AD69  
0x012D64|$04:$AD54:20 07 B0	JSR $B007  
0x012D67|$04:$AD57:90 08   	BCC $AD61  
0x012D69|$04:$AD59:A9 40   	LDA #$40   
0x012D6B|$04:$AD5B:20 E5 9C	JSR $9CE5  
0x012D6E|$04:$AD5E:4C 96 AC	JMP $AC96  

; control flow target (from $AD57)
0x012D71|$04:$AD61:A9 1B   	LDA #$1B   
; control flow target (from $AD6F)
0x012D73|$04:$AD63:20 55 AF	JSR $AF55  
0x012D76|$04:$AD66:4C 96 AC	JMP $AC96  

; control flow target (from $AD52)
0x012D79|$04:$AD69:C9 16   	CMP #$16   	; Attack ID #$16: Sacrifice
0x012D7B|$04:$AD6B:D0 04   	BNE $AD71  
0x012D7D|$04:$AD6D:A9 26   	LDA #$26   	; String ID #$0026: [name] was utterly defeated.[end-FC]
0x012D7F|$04:$AD6F:D0 F2   	BNE $AD63  
; control flow target (from $AD6B)
0x012D81|$04:$AD71:C9 17   	CMP #$17   	; Attack ID #$17: Weak Flames
0x012D83|$04:$AD73:D0 0B   	BNE $AD80  
0x012D85|$04:$AD75:A9 18   	LDA #$18   	; Breath 1 power
; control flow target (from $AD86, $AD8E)
0x012D87|$04:$AD77:20 8C AE	JSR $AE8C  	; $B0 = random number tightly distributed around A / 2, $B1 = #$00
0x012D8A|$04:$AD7A:20 FF AE	JSR $AEFF  	; extra resist for armors
0x012D8D|$04:$AD7D:4C 96 AC	JMP $AC96  

; control flow target (from $AD73)
0x012D90|$04:$AD80:C9 18   	CMP #$18   	; Attack ID #$18: Strong Flames
0x012D92|$04:$AD82:D0 04   	BNE $AD88  
0x012D94|$04:$AD84:A9 32   	LDA #$32   	; Breath 2 power
0x012D96|$04:$AD86:D0 EF   	BNE $AD77  
; control flow target (from $AD82)
0x012D98|$04:$AD88:C9 19   	CMP #$19   	; Attack ID #$19: Deadly Flames
0x012D9A|$04:$AD8A:D0 04   	BNE $AD90  
0x012D9C|$04:$AD8C:A9 8C   	LDA #$8C   	; Breath 3 power
0x012D9E|$04:$AD8E:D0 E7   	BNE $AD77  
; control flow target (from $AD8A)
0x012DA0|$04:$AD90:C9 1A   	CMP #$1A   	; Attack ID #$1A: Poison Breath
0x012DA2|$04:$AD92:D0 0D   	BNE $ADA1  
0x012DA4|$04:$AD94:A9 35   	LDA #$35   	; String ID #$0035: [name] was poisoned.[end-FC]
0x012DA6|$04:$AD96:85 A5   	STA $A5    
0x012DA8|$04:$AD98:A9 20   	LDA #$20   
0x012DAA|$04:$AD9A:85 A6   	STA $A6    
0x012DAC|$04:$AD9C:A9 36   	LDA #$36   	; String ID #$0036: [name] repelled the poison.[end-FC]
0x012DAE|$04:$AD9E:4C 09 AD	JMP $AD09  

; control flow target (from $AD92)
0x012DB1|$04:$ADA1:A9 1E   	LDA #$1E   	; String ID #$001E: [name] fell asleep.[end-FC]
0x012DB3|$04:$ADA3:85 A5   	STA $A5    
0x012DB5|$04:$ADA5:A9 40   	LDA #$40   
0x012DB7|$04:$ADA7:85 A6   	STA $A6    
0x012DB9|$04:$ADA9:A9 1D   	LDA #$1D   	; String ID #$001D: [name] did not fall asleep.[end-FC]
0x012DBB|$04:$ADAB:4C 09 AD	JMP $AD09  

; handler for Attack ID #$1C: Call For Help
; indirect control flow target (via $A9B4)
0x012DBE|$04:$ADAE:A9 13   	LDA #$13   	; String ID #$0013: [name] called for help.[end-FC]
0x012DC0|$04:$ADB0:85 AD   	STA $AD    
0x012DC2|$04:$ADB2:20 7D AE	JSR $AE7D  
0x012DC5|$04:$ADB5:A9 15   	LDA #$15   	; String ID #$0015: [name] came to help.[end-FC]
0x012DC7|$04:$ADB7:8D E4 06	STA $06E4  
0x012DCA|$04:$ADBA:A9 02   	LDA #$02   	; 1/2 Chance of Call For Help Succeeding
0x012DCC|$04:$ADBC:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x012DCF|$04:$ADBF:D0 08   	BNE $ADC9  
0x012DD1|$04:$ADC1:AD E3 06	LDA $06E3  
0x012DD4|$04:$ADC4:20 6D B2	JSR $B26D  
0x012DD7|$04:$ADC7:90 05   	BCC $ADCE  
; control flow target (from $ADBF)
0x012DD9|$04:$ADC9:A9 14   	LDA #$14   	; String ID #$0014: But no help came.[end-FC]
0x012DDB|$04:$ADCB:4C E5 9C	JMP $9CE5  

; control flow target (from $ABE2, $ADC7)
0x012DDE|$04:$ADCE:91 B5   	STA ($B5),Y
0x012DE0|$04:$ADD0:8D 5E 01	STA $015E  
0x012DE3|$04:$ADD3:20 E9 9E	JSR $9EE9  	; given an index (in A) into the array of structures at $068F, set $B7-$B8 to the address of the corresponding item inside that structure
0x012DE6|$04:$ADD6:98      	TYA        
0x012DE7|$04:$ADD7:A0 02   	LDY #$02   
0x012DE9|$04:$ADD9:91 B7   	STA ($B7),Y
0x012DEB|$04:$ADDB:85 AF   	STA $AF    
0x012DED|$04:$ADDD:A0 03   	LDY #$03   
0x012DEF|$04:$ADDF:AD E3 06	LDA $06E3  
0x012DF2|$04:$ADE2:91 B7   	STA ($B7),Y
0x012DF4|$04:$ADE4:0A      	ASL        
0x012DF5|$04:$ADE5:0A      	ASL        
0x012DF6|$04:$ADE6:0A      	ASL        
0x012DF7|$04:$ADE7:0A      	ASL        
0x012DF8|$04:$ADE8:05 AF   	ORA $AF    
0x012DFA|$04:$ADEA:85 AF   	STA $AF    
0x012DFC|$04:$ADEC:A0 00   	LDY #$00   
0x012DFE|$04:$ADEE:A9 00   	LDA #$00   
0x012E00|$04:$ADF0:91 B7   	STA ($B7),Y
0x012E02|$04:$ADF2:C8      	INY        
0x012E03|$04:$ADF3:A9 04   	LDA #$04   
0x012E05|$04:$ADF5:91 B7   	STA ($B7),Y
0x012E07|$04:$ADF7:A0 09   	LDY #$09   
0x012E09|$04:$ADF9:B1 B5   	LDA ($B5),Y
0x012E0B|$04:$ADFB:AA      	TAX        
0x012E0C|$04:$ADFC:E8      	INX        
0x012E0D|$04:$ADFD:8A      	TXA        
0x012E0E|$04:$ADFE:91 B5   	STA ($B5),Y
0x012E10|$04:$AE00:A0 00   	LDY #$00   
0x012E12|$04:$AE02:B1 B5   	LDA ($B5),Y
0x012E14|$04:$AE04:8D 5F 01	STA $015F  
0x012E17|$04:$AE07:85 AE   	STA $AE    
0x012E19|$04:$AE09:20 A4 B7	JSR $B7A4  
0x012E1C|$04:$AE0C:20 AB B6	JSR $B6AB  
0x012E1F|$04:$AE0F:AD E4 06	LDA $06E4  
0x012E22|$04:$AE12:4C E5 9C	JMP $9CE5  

; handler for Attack ID #$1D: Two Attacks
; indirect control flow target (via $A9B6)
0x012E25|$04:$AE15:20 BC A9	JSR $A9BC  	; handler for Attack IDs #$00/#$1E: Attack / Concentrated Attack
0x012E28|$04:$AE18:20 B9 A7	JSR $A7B9  
0x012E2B|$04:$AE1B:4C BC A9	JMP $A9BC  	; handler for Attack IDs #$00/#$1E: Attack / Concentrated Attack

; handler for Attack ID #$1F: Strange Jig
; indirect control flow target (via $A9BA)
0x012E2E|$04:$AE1E:A9 31   	LDA #$31   	; String ID #$0031: Then [name] danced a strange jig.[end-FC]
0x012E30|$04:$AE20:85 AD   	STA $AD    
0x012E32|$04:$AE22:A9 02   	LDA #$02   	; 2 heroes with MP
0x012E34|$04:$AE24:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x012E37|$04:$AE27:85 A3   	STA $A3    
0x012E39|$04:$AE29:E6 A3   	INC $A3    	; convert to 1-2 for Cannock-Moonbrooke
0x012E3B|$04:$AE2B:A5 A3   	LDA $A3    
0x012E3D|$04:$AE2D:20 6D AE	JSR $AE6D  	; given hero ID in A, return that hero's current MP in A or #$00 if hero is dead
0x012E40|$04:$AE30:D0 10   	BNE $AE42  
0x012E42|$04:$AE32:A5 A3   	LDA $A3    
0x012E44|$04:$AE34:29 01   	AND #$01   
0x012E46|$04:$AE36:85 A3   	STA $A3    
0x012E48|$04:$AE38:E6 A3   	INC $A3    	; if at first you don't succeed, try the other hero
0x012E4A|$04:$AE3A:A5 A3   	LDA $A3    
0x012E4C|$04:$AE3C:20 6D AE	JSR $AE6D  	; given hero ID in A, return that hero's current MP in A or #$00 if hero is dead
0x012E4F|$04:$AE3F:D0 01   	BNE $AE42  
0x012E51|$04:$AE41:60      	RTS        

; control flow target (from $AE30, $AE3F)
0x012E52|$04:$AE42:A5 A3   	LDA $A3    
0x012E54|$04:$AE44:49 FF   	EOR #$FF   
0x012E56|$04:$AE46:85 AE   	STA $AE    
0x012E58|$04:$AE48:A0 05   	LDY #$05   	; Hero Max MP
0x012E5A|$04:$AE4A:B1 B9   	LDA ($B9),Y
0x012E5C|$04:$AE4C:4A      	LSR        	; Power = 1/2 Max MP
0x012E5D|$04:$AE4D:20 8C AE	JSR $AE8C  	; $B0 = random number tightly distributed around A / 2, $B1 = #$00
0x012E60|$04:$AE50:A0 10   	LDY #$10   	; offset for current MP
0x012E62|$04:$AE52:B1 B9   	LDA ($B9),Y
0x012E64|$04:$AE54:85 9A   	STA $9A    	; original current MP
0x012E66|$04:$AE56:38      	SEC        
0x012E67|$04:$AE57:E5 B0   	SBC $B0    	; randomized MP damage amount
0x012E69|$04:$AE59:B0 02   	BCS $AE5D  
0x012E6B|$04:$AE5B:A9 00   	LDA #$00   	; if negative, use 0 instead
; control flow target (from $AE59)
0x012E6D|$04:$AE5D:91 B9   	STA ($B9),Y	; update current MP
0x012E6F|$04:$AE5F:85 99   	STA $99    	; new current MP
0x012E71|$04:$AE61:A5 9A   	LDA $9A    	; original current MP
0x012E73|$04:$AE63:38      	SEC        
0x012E74|$04:$AE64:E5 99   	SBC $99    	; new current MP
0x012E76|$04:$AE66:85 B0   	STA $B0    	; actual MP damage
0x012E78|$04:$AE68:A9 32   	LDA #$32   	; String ID #$0032: And [name] lost [number] MP.[end-FC]
0x012E7A|$04:$AE6A:4C E5 9C	JMP $9CE5  

; given hero ID in A, return that hero's current MP in A or #$00 if hero is dead
; control flow target (from $AE2D, $AE3C)
0x012E7D|$04:$AE6D:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x012E80|$04:$AE70:A0 00   	LDY #$00   	; status offset
0x012E82|$04:$AE72:B1 B9   	LDA ($B9),Y
0x012E84|$04:$AE74:29 80   	AND #$80   	; Alive
0x012E86|$04:$AE76:F0 04   	BEQ $AE7C  
0x012E88|$04:$AE78:A0 10   	LDY #$10   	; offset for current MP
0x012E8A|$04:$AE7A:B1 B9   	LDA ($B9),Y
; control flow target (from $AE76)
0x012E8C|$04:$AE7C:60      	RTS        

; control flow target (from $AA7C, $AA99, $AAC8, $AAD7, $AAF5, $AB07, $ABCB, $ABEE, $AC86, $ADB2)
0x012E8D|$04:$AE7D:AD E7 06	LDA $06E7  	; Fireball, Firebane, and Explodet
0x012E90|$04:$AE80:29 40   	AND #$40   
0x012E92|$04:$AE82:F0 07   	BEQ $AE8B  
0x012E94|$04:$AE84:A9 12   	LDA #$12   
0x012E96|$04:$AE86:20 E5 9C	JSR $9CE5  
0x012E99|$04:$AE89:68      	PLA        
0x012E9A|$04:$AE8A:68      	PLA        
; control flow target (from $AE82)
0x012E9B|$04:$AE8B:60      	RTS        

; $B0 = random number tightly distributed around A / 2, $B1 = #$00
; control flow target (from $A412, $A4A3, $A781, $A7A8, $AA81, $AAA2, $AACD, $AAFA, $AC23, $ACCE, $AD77, $AE4D)
0x012E9C|$04:$AE8C:85 99   	STA $99    
0x012E9E|$04:$AE8E:A9 00   	LDA #$00   
0x012EA0|$04:$AE90:85 9A   	STA $9A    
0x012EA2|$04:$AE92:20 FB 9F	JSR $9FFB  	; set $9B to a random number tightly distributed around #$80 and $9C to #$00
0x012EA5|$04:$AE95:20 5F A0	JSR $A05F  	; 16-bit multiplication: ($99-$9A) = ($99-$9A) * ($9B-$9C), overflow in $9E, copy of ($99-$9A) in ($A1-$9D)
0x012EA8|$04:$AE98:A5 9D   	LDA $9D    
0x012EAA|$04:$AE9A:85 B0   	STA $B0    
0x012EAC|$04:$AE9C:A5 9E   	LDA $9E    	; product of 2 8-bit number can never exceed 16 bits, so this is guaranteed to be #$00
0x012EAE|$04:$AE9E:85 B1   	STA $B1    
0x012EB0|$04:$AEA0:60      	RTS        

; control flow target (from $AA0E, $AA84, $AAA5)
0x012EB1|$04:$AEA1:A9 0C   	LDA #$0C   	; Firebal
0x012EB3|$04:$AEA3:85 B2   	STA $B2    
; control flow target (from $AA0B)
0x012EB5|$04:$AEA5:A5 A8   	LDA $A8    
0x012EB7|$04:$AEA7:49 FF   	EOR #$FF   
0x012EB9|$04:$AEA9:85 AE   	STA $AE    
0x012EBB|$04:$AEAB:A5 A8   	LDA $A8    
0x012EBD|$04:$AEAD:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x012EC0|$04:$AEB0:A0 00   	LDY #$00   
0x012EC2|$04:$AEB2:B1 B9   	LDA ($B9),Y
0x012EC4|$04:$AEB4:30 01   	BMI $AEB7  
0x012EC6|$04:$AEB6:60      	RTS        

; control flow target (from $AEB4)
0x012EC7|$04:$AEB7:A0 02   	LDY #$02   
0x012EC9|$04:$AEB9:B1 B9   	LDA ($B9),Y
0x012ECB|$04:$AEBB:C9 3C   	CMP #$3C   
0x012ECD|$04:$AEBD:D0 04   	BNE $AEC3  
0x012ECF|$04:$AEBF:46 B1   	LSR $B1    
0x012ED1|$04:$AEC1:66 B0   	ROR $B0    
; control flow target (from $AEBD)
0x012ED3|$04:$AEC3:AD E1 06	LDA $06E1  
0x012ED6|$04:$AEC6:C9 06   	CMP #$06   	; Firebal
0x012ED8|$04:$AEC8:90 0F   	BCC $AED9  
0x012EDA|$04:$AECA:C9 09   	CMP #$09   
0x012EDC|$04:$AECC:B0 0B   	BCS $AED9  
0x012EDE|$04:$AECE:A5 B0   	LDA $B0    
0x012EE0|$04:$AED0:05 B1   	ORA $B1    
0x012EE2|$04:$AED2:D0 2F   	BNE $AF03  
0x012EE4|$04:$AED4:E6 B0   	INC $B0    
0x012EE6|$04:$AED6:4C 03 AF	JMP $AF03  

; control flow target (from $AEC8, $AECC)
0x012EE9|$04:$AED9:AD E7 06	LDA $06E7  
0x012EEC|$04:$AEDC:6A      	ROR        
0x012EED|$04:$AEDD:90 0F   	BCC $AEEE  
; call to code in a different bank ($0F:$C3AB)
0x012EEF|$04:$AEDF:20 AB C3	JSR $C3AB  	; generate a random number and store it in $32-$33 (two passes)
0x012EF2|$04:$AEE2:A5 32   	LDA $32    	; RNG byte 0
0x012EF4|$04:$AEE4:29 03   	AND #$03   
0x012EF6|$04:$AEE6:D0 06   	BNE $AEEE  
0x012EF8|$04:$AEE8:A9 00   	LDA #$00   
0x012EFA|$04:$AEEA:85 B0   	STA $B0    
0x012EFC|$04:$AEEC:85 B1   	STA $B1    
; control flow target (from $AEDD, $AEE6)
0x012EFE|$04:$AEEE:A5 B0   	LDA $B0    
0x012F00|$04:$AEF0:05 B1   	ORA $B1    
0x012F02|$04:$AEF2:D0 0F   	BNE $AF03  
0x012F04|$04:$AEF4:A9 07   	LDA #$07   	; String ID #$0007: But missed![end-FC]
0x012F06|$04:$AEF6:20 DE 9A	JSR $9ADE  	; STA $B4, $B3 |= #$20
0x012F09|$04:$AEF9:A9 09   	LDA #$09   
0x012F0B|$04:$AEFB:20 E5 9C	JSR $9CE5  
0x012F0E|$04:$AEFE:60      	RTS        

; control flow target (from $AD7A)
0x012F0F|$04:$AEFF:A9 0C   	LDA #$0C   	; String ID #$000C: [name]'s HP is reduced by [number].[end-FC]
0x012F11|$04:$AF01:85 B2   	STA $B2    
; control flow target (from $AED2, $AED6, $AEF2)
0x012F13|$04:$AF03:A5 B2   	LDA $B2    
0x012F15|$04:$AF05:C9 2F   	CMP #$2F   	; Item ID #$2F: Gremlin’s Tail
0x012F17|$04:$AF07:F0 04   	BEQ $AF0D  
0x012F19|$04:$AF09:C9 30   	CMP #$30   	; Item ID #$30: Dragon’s Bane
0x012F1B|$04:$AF0B:D0 08   	BNE $AF15  
; control flow target (from $AF07)
0x012F1D|$04:$AF0D:A0 00   	LDY #$00   
0x012F1F|$04:$AF0F:B1 B9   	LDA ($B9),Y
0x012F21|$04:$AF11:05 C5   	ORA $C5    
0x012F23|$04:$AF13:91 B9   	STA ($B9),Y
; control flow target (from $AF0B)
0x012F25|$04:$AF15:A5 A8   	LDA $A8    
0x012F27|$04:$AF17:85 9C   	STA $9C    
0x012F29|$04:$AF19:A9 53   	LDA #$53   	; Item ID #$53: Water Flying Cloth (equipped)
0x012F2B|$04:$AF1B:20 CC AF	JSR $AFCC  
0x012F2E|$04:$AF1E:B0 61   	BCS $AF81  
0x012F30|$04:$AF20:A9 58   	LDA #$58   	; Item ID #$58: Magic Armor (equipped)
0x012F32|$04:$AF22:20 CC AF	JSR $AFCC  
0x012F35|$04:$AF25:B0 5A   	BCS $AF81  
0x012F37|$04:$AF27:A9 5B   	LDA #$5B   	; Item ID #$5B: Armor of Erdrick (equipped)
0x012F39|$04:$AF29:20 CC AF	JSR $AFCC  
0x012F3C|$04:$AF2C:B0 53   	BCS $AF81  
0x012F3E|$04:$AF2E:4C C2 AF	JMP $AFC2  

; control flow target (from $AF9B)
0x012F41|$04:$AF31:A5 B0   	LDA $B0    
0x012F43|$04:$AF33:85 9B   	STA $9B    
0x012F45|$04:$AF35:A5 B1   	LDA $B1    
0x012F47|$04:$AF37:85 9C   	STA $9C    
0x012F49|$04:$AF39:A0 0E   	LDY #$0E   
0x012F4B|$04:$AF3B:B1 B9   	LDA ($B9),Y
0x012F4D|$04:$AF3D:85 99   	STA $99    
0x012F4F|$04:$AF3F:A0 0F   	LDY #$0F   
0x012F51|$04:$AF41:B1 B9   	LDA ($B9),Y
0x012F53|$04:$AF43:85 9A   	STA $9A    
0x012F55|$04:$AF45:20 E3 A0	JSR $A0E3  	; 16-bit subtraction: ($99-$9A) = ($99-$9A) - ($9B-$9C)
0x012F58|$04:$AF48:90 06   	BCC $AF50  
0x012F5A|$04:$AF4A:A5 99   	LDA $99    
0x012F5C|$04:$AF4C:05 9A   	ORA $9A    
0x012F5E|$04:$AF4E:D0 23   	BNE $AF73  
; control flow target (from $AF48)
0x012F60|$04:$AF50:20 6D AF	JSR $AF6D  
0x012F63|$04:$AF53:A9 1B   	LDA #$1B   
; control flow target (from $A396, $AD63)
0x012F65|$04:$AF55:85 B2   	STA $B2    
0x012F67|$04:$AF57:A0 00   	LDY #$00   
0x012F69|$04:$AF59:A9 04   	LDA #$04   
0x012F6B|$04:$AF5B:91 B9   	STA ($B9),Y
0x012F6D|$04:$AF5D:20 F1 A0	JSR $A0F1  
0x012F70|$04:$AF60:A2 00   	LDX #$00   
0x012F72|$04:$AF62:20 43 B2	JSR $B243  
0x012F75|$04:$AF65:A5 A3   	LDA $A3    
0x012F77|$04:$AF67:D0 04   	BNE $AF6D  
0x012F79|$04:$AF69:A9 FF   	LDA #$FF   
0x012F7B|$04:$AF6B:85 98   	STA $98    	; outcome of last fight?
; control flow target (from $AF50, $AF67)
0x012F7D|$04:$AF6D:A9 00   	LDA #$00   
0x012F7F|$04:$AF6F:85 99   	STA $99    
0x012F81|$04:$AF71:85 9A   	STA $9A    
; control flow target (from $AF4E)
0x012F83|$04:$AF73:A0 0E   	LDY #$0E   
0x012F85|$04:$AF75:A5 99   	LDA $99    
0x012F87|$04:$AF77:91 B9   	STA ($B9),Y
0x012F89|$04:$AF79:C8      	INY        
0x012F8A|$04:$AF7A:A5 9A   	LDA $9A    
0x012F8C|$04:$AF7C:91 B9   	STA ($B9),Y
0x012F8E|$04:$AF7E:4C E7 9A	JMP $9AE7  

; control flow target (from $AF1E, $AF25, $AF2C)
0x012F91|$04:$AF81:AD E1 06	LDA $06E1  	; All 3 armors BCS to here
0x012F94|$04:$AF84:C9 06   	CMP #$06   	; Firebal
0x012F96|$04:$AF86:90 13   	BCC $AF9B  
0x012F98|$04:$AF88:C9 09   	CMP #$09   
0x012F9A|$04:$AF8A:90 12   	BCC $AF9E  
0x012F9C|$04:$AF8C:C9 17   	CMP #$17   	; Breath
0x012F9E|$04:$AF8E:90 0B   	BCC $AF9B  
0x012FA0|$04:$AF90:C9 1A   	CMP #$1A   
0x012FA2|$04:$AF92:B0 07   	BCS $AF9B  
0x012FA4|$04:$AF94:AD E5 06	LDA $06E5  
0x012FA7|$04:$AF97:C9 58   	CMP #$58   	; Item ID #$58: Magic Armor (equipped)
0x012FA9|$04:$AF99:D0 03   	BNE $AF9E  
; control flow target (from $AF86, $AF8E, $AF92, $AFC6, $AFCA)
0x012FAB|$04:$AF9B:4C 31 AF	JMP $AF31  

; control flow target (from $AF8A, $AF99)
0x012FAE|$04:$AF9E:46 B1   	LSR $B1    
0x012FB0|$04:$AFA0:66 B0   	ROR $B0    
0x012FB2|$04:$AFA2:A5 B1   	LDA $B1    
0x012FB4|$04:$AFA4:85 9A   	STA $9A    
0x012FB6|$04:$AFA6:A5 B0   	LDA $B0    
0x012FB8|$04:$AFA8:85 99   	STA $99    
0x012FBA|$04:$AFAA:46 9A   	LSR $9A    
0x012FBC|$04:$AFAC:66 99   	ROR $99    
0x012FBE|$04:$AFAE:AD E5 06	LDA $06E5  
0x012FC1|$04:$AFB1:C9 53   	CMP #$53   	; Item ID #$53: Water Flying Cloth (equipped)
0x012FC3|$04:$AFB3:F0 0D   	BEQ $AFC2  
0x012FC5|$04:$AFB5:18      	CLC        
0x012FC6|$04:$AFB6:A5 99   	LDA $99    
0x012FC8|$04:$AFB8:65 B0   	ADC $B0    
0x012FCA|$04:$AFBA:85 B0   	STA $B0    
0x012FCC|$04:$AFBC:A5 9A   	LDA $9A    
0x012FCE|$04:$AFBE:65 B1   	ADC $B1    
0x012FD0|$04:$AFC0:85 B1   	STA $B1    
; control flow target (from $AF2E, $AFB3)
0x012FD2|$04:$AFC2:A5 B0   	LDA $B0    
0x012FD4|$04:$AFC4:05 B1   	ORA $B1    
0x012FD6|$04:$AFC6:D0 D3   	BNE $AF9B  
0x012FD8|$04:$AFC8:E6 B0   	INC $B0    
0x012FDA|$04:$AFCA:D0 CF   	BNE $AF9B  
; control flow target (from $AF1B, $AF22, $AF29)
0x012FDC|$04:$AFCC:8D E5 06	STA $06E5  
; call to code in a different bank ($0F:$C4B0)
0x012FDF|$04:$AFCF:4C B0 C4	JMP $C4B0  	; given a hero ID in $9C and an item ID in A, SEC if hero has that item, CLC otherwise

; control flow target (from $AD13)
0x012FE2|$04:$AFD2:AD E1 06	LDA $06E1  
0x012FE5|$04:$AFD5:C9 13   	CMP #$13   
0x012FE7|$04:$AFD7:F0 04   	BEQ $AFDD  
0x012FE9|$04:$AFD9:C9 12   	CMP #$12   
0x012FEB|$04:$AFDB:D0 22   	BNE $AFFF  
; control flow target (from $AFD7)
0x012FED|$04:$AFDD:A5 A8   	LDA $A8    
0x012FEF|$04:$AFDF:85 9C   	STA $9C    
0x012FF1|$04:$AFE1:A9 6F   	LDA #$6F   	; Item ID #$6F: Gremlin’s Tail (equipped)
; call to code in a different bank ($0F:$C4B0)
0x012FF3|$04:$AFE3:20 B0 C4	JSR $C4B0  	; given a hero ID in $9C and an item ID in A, SEC if hero has that item, CLC otherwise
0x012FF6|$04:$AFE6:A2 18   	LDX #$18   	; 24/32 Sleep, Stopspell - Gremlin's Tail
0x012FF8|$04:$AFE8:B0 0B   	BCS $AFF5  
0x012FFA|$04:$AFEA:A9 70   	LDA #$70   	; Item ID #$70: Dragon’s Bane (equipped)
; call to code in a different bank ($0F:$C4B0)
0x012FFC|$04:$AFEC:20 B0 C4	JSR $C4B0  	; given a hero ID in $9C and an item ID in A, SEC if hero has that item, CLC otherwise
0x012FFF|$04:$AFEF:A2 03   	LDX #$03   	; 3/32 Sleep, Stopspell - Dragon's Bane
0x013001|$04:$AFF1:B0 02   	BCS $AFF5  
0x013003|$04:$AFF3:A2 0C   	LDX #$0C   	; 12/32 Sleep, Stopspell
; control flow target (from $AFE8, $AFF1)
0x013005|$04:$AFF5:A9 20   	LDA #$20   
0x013007|$04:$AFF7:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x01300A|$04:$AFFA:86 9A   	STX $9A    
0x01300C|$04:$AFFC:C5 9A   	CMP $9A    
0x01300E|$04:$AFFE:60      	RTS        

; control flow target (from $AA3A, $AFDB)
0x01300F|$04:$AFFF:A9 08   	LDA #$08   
0x013011|$04:$B001:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x013014|$04:$B004:C9 03   	CMP #$03   	; 3/8 Faint Attack, Surround, Poison Breath, Sweet Breath
0x013016|$04:$B006:60      	RTS        

; control flow target (from $A9E9, $AA11, $AD54)
0x013017|$04:$B007:A9 08   	LDA #$08   
0x013019|$04:$B009:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x01301C|$04:$B00C:C9 01   	CMP #$01   	; 1/8 Heroic Attack, Defeat
0x01301E|$04:$B00E:60      	RTS        

; control flow target (from $A9C0)
0x01301F|$04:$B00F:A5 A8   	LDA $A8    
0x013021|$04:$B011:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x013024|$04:$B014:A0 0D   	LDY #$0D   
0x013026|$04:$B016:B1 B9   	LDA ($B9),Y
0x013028|$04:$B018:85 9B   	STA $9B    
0x01302A|$04:$B01A:A0 00   	LDY #$00   
0x01302C|$04:$B01C:B1 B9   	LDA ($B9),Y
0x01302E|$04:$B01E:29 40   	AND #$40   
0x013030|$04:$B020:8D E9 06	STA $06E9  
; control flow target (from $A91E)
0x013033|$04:$B023:AD EA 06	LDA $06EA  
0x013036|$04:$B026:85 99   	STA $99    
0x013038|$04:$B028:A9 00   	LDA #$00   
0x01303A|$04:$B02A:85 9A   	STA $9A    
0x01303C|$04:$B02C:85 9C   	STA $9C    
0x01303E|$04:$B02E:20 6C 9F	JSR $9F6C  
0x013041|$04:$B031:AD E9 06	LDA $06E9  
0x013044|$04:$B034:F0 13   	BEQ $B049  
0x013046|$04:$B036:A9 05   	LDA #$05   
0x013048|$04:$B038:85 9B   	STA $9B    
0x01304A|$04:$B03A:A9 00   	LDA #$00   	; this is a waste of bytes; should skip these 2 ops and call $A05B instead of $A05F
0x01304C|$04:$B03C:85 9C   	STA $9C    
0x01304E|$04:$B03E:20 5F A0	JSR $A05F  	; 16-bit multiplication: ($99-$9A) = ($99-$9A) * ($9B-$9C), overflow in $9E, copy of ($99-$9A) in ($A1-$9D)
0x013051|$04:$B041:46 9A   	LSR $9A    
0x013053|$04:$B043:66 99   	ROR $99    
0x013055|$04:$B045:46 9A   	LSR $9A    
0x013057|$04:$B047:66 99   	ROR $99    
; control flow target (from $B034)
0x013059|$04:$B049:A5 99   	LDA $99    
0x01305B|$04:$B04B:85 B0   	STA $B0    
0x01305D|$04:$B04D:A5 9A   	LDA $9A    
0x01305F|$04:$B04F:85 B1   	STA $B1    
0x013061|$04:$B051:60      	RTS        

; control flow target (from $95F6, $A87B)
0x013062|$04:$B052:85 AE   	STA $AE    
0x013064|$04:$B054:20 DC B1	JSR $B1DC  
0x013067|$04:$B057:A5 AF   	LDA $AF    
0x013069|$04:$B059:C9 04   	CMP #$04   
0x01306B|$04:$B05B:90 01   	BCC $B05E  
0x01306D|$04:$B05D:60      	RTS        

; control flow target (from $B05B)
0x01306E|$04:$B05E:A0 07   	LDY #$07   
0x013070|$04:$B060:B1 BB   	LDA ($BB),Y
0x013072|$04:$B062:2A      	ROL        
0x013073|$04:$B063:2A      	ROL        
0x013074|$04:$B064:2A      	ROL        
0x013075|$04:$B065:29 03   	AND #$03   
0x013077|$04:$B067:85 B0   	STA $B0    
0x013079|$04:$B069:A9 64   	LDA #$64   
0x01307B|$04:$B06B:8D E8 06	STA $06E8  
; control flow target (from $B0CB, $B0E5, $B12E, $B18E, $B1AC, $B1D5)
0x01307E|$04:$B06E:CE E8 06	DEC $06E8  
0x013081|$04:$B071:D0 05   	BNE $B078  
0x013083|$04:$B073:A9 00   	LDA #$00   
0x013085|$04:$B075:4C D8 B1	JMP $B1D8  

; control flow target (from $B071)
; call to code in a different bank ($0F:$C3AB)
0x013088|$04:$B078:20 AB C3	JSR $C3AB  	; generate a random number and store it in $32-$33 (two passes)
0x01308B|$04:$B07B:A5 B0   	LDA $B0    
0x01308D|$04:$B07D:20 D7 9E	JSR $9ED7  	; given an index (in A) into the array of enemy special % structures at $B2F6, set $BD-$BE to the address of the corresponding item inside that structure
0x013090|$04:$B080:A0 00   	LDY #$00   
; control flow target (from $B08B)
0x013092|$04:$B082:B1 BD   	LDA ($BD),Y
0x013094|$04:$B084:C5 32   	CMP $32    	; RNG byte 0
0x013096|$04:$B086:B0 05   	BCS $B08D  
0x013098|$04:$B088:C8      	INY        
0x013099|$04:$B089:C0 07   	CPY #$07   
0x01309B|$04:$B08B:90 F5   	BCC $B082  
; control flow target (from $B086)
0x01309D|$04:$B08D:98      	TYA        
0x01309E|$04:$B08E:AA      	TAX        
0x01309F|$04:$B08F:4A      	LSR        
0x0130A0|$04:$B090:08      	PHP        
0x0130A1|$04:$B091:85 9B   	STA $9B    
0x0130A3|$04:$B093:A9 0A   	LDA #$0A   
0x0130A5|$04:$B095:18      	CLC        
0x0130A6|$04:$B096:65 9B   	ADC $9B    
0x0130A8|$04:$B098:A8      	TAY        
0x0130A9|$04:$B099:B1 BB   	LDA ($BB),Y
0x0130AB|$04:$B09B:28      	PLP        
0x0130AC|$04:$B09C:90 04   	BCC $B0A2  
0x0130AE|$04:$B09E:0A      	ASL        
0x0130AF|$04:$B09F:0A      	ASL        
0x0130B0|$04:$B0A0:0A      	ASL        
0x0130B1|$04:$B0A1:0A      	ASL        
; control flow target (from $B09C)
0x0130B2|$04:$B0A2:29 F0   	AND #$F0   
0x0130B4|$04:$B0A4:85 9C   	STA $9C    
0x0130B6|$04:$B0A6:A0 0E   	LDY #$0E   
0x0130B8|$04:$B0A8:B1 BB   	LDA ($BB),Y
0x0130BA|$04:$B0AA:E8      	INX        
; control flow target (from $B0AF)
0x0130BB|$04:$B0AB:CA      	DEX        
0x0130BC|$04:$B0AC:F0 03   	BEQ $B0B1  
0x0130BE|$04:$B0AE:4A      	LSR        
0x0130BF|$04:$B0AF:10 FA   	BPL $B0AB  
; control flow target (from $B0AC)
0x0130C1|$04:$B0B1:4A      	LSR        
0x0130C2|$04:$B0B2:66 9C   	ROR $9C    
0x0130C4|$04:$B0B4:A5 9C   	LDA $9C    
0x0130C6|$04:$B0B6:4A      	LSR        
0x0130C7|$04:$B0B7:4A      	LSR        
0x0130C8|$04:$B0B8:4A      	LSR        
0x0130C9|$04:$B0B9:85 AD   	STA $AD    
0x0130CB|$04:$B0BB:C9 16   	CMP #$16   
0x0130CD|$04:$B0BD:D0 0E   	BNE $B0CD  
0x0130CF|$04:$B0BF:20 0F B2	JSR $B20F  
0x0130D2|$04:$B0C2:46 9C   	LSR $9C    
0x0130D4|$04:$B0C4:66 9B   	ROR $9B    
0x0130D6|$04:$B0C6:20 17 B2	JSR $B217  
0x0130D9|$04:$B0C9:90 02   	BCC $B0CD  
0x0130DB|$04:$B0CB:B0 A1   	BCS $B06E  
; control flow target (from $B0BD, $B0C9)
0x0130DD|$04:$B0CD:A5 B0   	LDA $B0    
0x0130DF|$04:$B0CF:C9 02   	CMP #$02   
0x0130E1|$04:$B0D1:90 58   	BCC $B12B  
0x0130E3|$04:$B0D3:A0 00   	LDY #$00   
0x0130E5|$04:$B0D5:B1 B7   	LDA ($B7),Y
0x0130E7|$04:$B0D7:29 40   	AND #$40   
0x0130E9|$04:$B0D9:F0 0D   	BEQ $B0E8  
0x0130EB|$04:$B0DB:A5 AD   	LDA $AD    
0x0130ED|$04:$B0DD:C9 06   	CMP #$06   
0x0130EF|$04:$B0DF:90 07   	BCC $B0E8  
0x0130F1|$04:$B0E1:C9 17   	CMP #$17   
0x0130F3|$04:$B0E3:B0 03   	BCS $B0E8  
0x0130F5|$04:$B0E5:4C 6E B0	JMP $B06E  

; control flow target (from $B0D9, $B0DF, $B0E3)
0x0130F8|$04:$B0E8:A2 00   	LDX #$00   
0x0130FA|$04:$B0EA:20 43 B2	JSR $B243  
0x0130FD|$04:$B0ED:A5 AD   	LDA $AD    
0x0130FF|$04:$B0EF:C9 12   	CMP #$12   
0x013101|$04:$B0F1:D0 0C   	BNE $B0FF  
0x013103|$04:$B0F3:A2 01   	LDX #$01   
0x013105|$04:$B0F5:20 43 B2	JSR $B243  
0x013108|$04:$B0F8:A5 A3   	LDA $A3    
0x01310A|$04:$B0FA:C5 A4   	CMP $A4    
0x01310C|$04:$B0FC:4C 1C B1	JMP $B11C  

; control flow target (from $B0F1)
0x01310F|$04:$B0FF:C9 13   	CMP #$13   
0x013111|$04:$B101:D0 0C   	BNE $B10F  
0x013113|$04:$B103:A2 03   	LDX #$03   
0x013115|$04:$B105:20 43 B2	JSR $B243  
0x013118|$04:$B108:A5 A3   	LDA $A3    
0x01311A|$04:$B10A:C5 A6   	CMP $A6    
0x01311C|$04:$B10C:4C 1C B1	JMP $B11C  

; control flow target (from $B101)
0x01311F|$04:$B10F:C9 14   	CMP #$14   
0x013121|$04:$B111:D0 0D   	BNE $B120  
0x013123|$04:$B113:A2 02   	LDX #$02   
0x013125|$04:$B115:20 43 B2	JSR $B243  
0x013128|$04:$B118:A5 A3   	LDA $A3    
0x01312A|$04:$B11A:C5 A5   	CMP $A5    
; control flow target (from $B0FC, $B10C)
0x01312C|$04:$B11C:D0 0D   	BNE $B12B  
0x01312E|$04:$B11E:F0 0E   	BEQ $B12E  
; control flow target (from $B111)
0x013130|$04:$B120:C9 1C   	CMP #$1C   
0x013132|$04:$B122:D0 0D   	BNE $B131  
0x013134|$04:$B124:A5 AF   	LDA $AF    
0x013136|$04:$B126:20 6D B2	JSR $B26D  
; control flow target (from $B138, $B149)
0x013139|$04:$B129:B0 03   	BCS $B12E  
; control flow target (from $B0D1, $B11C)
0x01313B|$04:$B12B:4C 94 B1	JMP $B194  

; control flow target (from $B11E, $B129)
0x01313E|$04:$B12E:4C 6E B0	JMP $B06E  

; control flow target (from $B122)
0x013141|$04:$B131:C9 0F   	CMP #$0F   
0x013143|$04:$B133:D0 06   	BNE $B13B  
0x013145|$04:$B135:20 AE B2	JSR $B2AE  
0x013148|$04:$B138:4C 29 B1	JMP $B129  

; control flow target (from $B133)
0x01314B|$04:$B13B:C9 09   	CMP #$09   
0x01314D|$04:$B13D:90 0D   	BCC $B14C  
0x01314F|$04:$B13F:C9 0C   	CMP #$0C   
0x013151|$04:$B141:B0 09   	BCS $B14C  
0x013153|$04:$B143:20 0F B2	JSR $B20F  
0x013156|$04:$B146:20 17 B2	JSR $B217  
0x013159|$04:$B149:4C 29 B1	JMP $B129  

; control flow target (from $B13D, $B141)
0x01315C|$04:$B14C:C9 0C   	CMP #$0C   
0x01315E|$04:$B14E:90 44   	BCC $B194  
0x013160|$04:$B150:C9 0F   	CMP #$0F   
0x013162|$04:$B152:B0 40   	BCS $B194  
0x013164|$04:$B154:A9 00   	LDA #$00   
0x013166|$04:$B156:85 A3   	STA $A3    
; control flow target (from $B189)
0x013168|$04:$B158:C5 AF   	CMP $AF    
0x01316A|$04:$B15A:F0 27   	BEQ $B183  
0x01316C|$04:$B15C:20 EE 9E	JSR $9EEE  	; given an index (in A) into the array of structures at $0663, set $B5-$B6 to the address of the corresponding item inside that structure
0x01316F|$04:$B15F:A0 00   	LDY #$00   
0x013171|$04:$B161:B1 B5   	LDA ($B5),Y
0x013173|$04:$B163:20 DC 9E	JSR $9EDC  	; given an index + 1 (in A) into the array of enemy stat structures at $B7F5, set $BB-$BC to the address of the corresponding item inside that structure
0x013176|$04:$B166:A0 01   	LDY #$01   
0x013178|$04:$B168:84 A4   	STY $A4    
; control flow target (from $B181)
0x01317A|$04:$B16A:B1 B5   	LDA ($B5),Y
0x01317C|$04:$B16C:C9 08   	CMP #$08   
0x01317E|$04:$B16E:B0 0B   	BCS $B17B  
0x013180|$04:$B170:20 E9 9E	JSR $9EE9  	; given an index (in A) into the array of structures at $068F, set $B7-$B8 to the address of the corresponding item inside that structure
0x013183|$04:$B173:20 0F B2	JSR $B20F  
0x013186|$04:$B176:20 17 B2	JSR $B217  
0x013189|$04:$B179:90 16   	BCC $B191  
; control flow target (from $B16E)
0x01318B|$04:$B17B:E6 A4   	INC $A4    
0x01318D|$04:$B17D:A4 A4   	LDY $A4    
0x01318F|$04:$B17F:C0 09   	CPY #$09   
0x013191|$04:$B181:90 E7   	BCC $B16A  
; control flow target (from $B15A)
0x013193|$04:$B183:E6 A3   	INC $A3    
0x013195|$04:$B185:A5 A3   	LDA $A3    
0x013197|$04:$B187:C9 04   	CMP #$04   
0x013199|$04:$B189:90 CD   	BCC $B158  
0x01319B|$04:$B18B:20 DC B1	JSR $B1DC  
0x01319E|$04:$B18E:4C 6E B0	JMP $B06E  

; control flow target (from $B179)
0x0131A1|$04:$B191:20 DC B1	JSR $B1DC  
; control flow target (from $B12B, $B14E, $B152)
0x0131A4|$04:$B194:A5 AD   	LDA $AD    
0x0131A6|$04:$B196:C9 05   	CMP #$05   
0x0131A8|$04:$B198:D0 15   	BNE $B1AF  
0x0131AA|$04:$B19A:A5 B0   	LDA $B0    
0x0131AC|$04:$B19C:F0 11   	BEQ $B1AF  
0x0131AE|$04:$B19E:A0 05   	LDY #$05   
0x0131B0|$04:$B1A0:B1 BB   	LDA ($BB),Y
0x0131B2|$04:$B1A2:85 A3   	STA $A3    
0x0131B4|$04:$B1A4:AD 36 06	LDA $0636  	; Midenhall Strength
0x0131B7|$04:$B1A7:4A      	LSR        
0x0131B8|$04:$B1A8:C5 A3   	CMP $A3    
0x0131BA|$04:$B1AA:B0 03   	BCS $B1AF  
0x0131BC|$04:$B1AC:4C 6E B0	JMP $B06E  

; control flow target (from $B198, $B19C, $B1AA)
0x0131BF|$04:$B1AF:A0 0D   	LDY #$0D   
0x0131C1|$04:$B1B1:B1 BB   	LDA ($BB),Y
0x0131C3|$04:$B1B3:29 0F   	AND #$0F   
0x0131C5|$04:$B1B5:C9 0E   	CMP #$0E   
0x0131C7|$04:$B1B7:D0 16   	BNE $B1CF  
0x0131C9|$04:$B1B9:A0 0E   	LDY #$0E   
0x0131CB|$04:$B1BB:B1 BB   	LDA ($BB),Y
0x0131CD|$04:$B1BD:2A      	ROL        
0x0131CE|$04:$B1BE:90 0F   	BCC $B1CF  
0x0131D0|$04:$B1C0:A0 0A   	LDY #$0A   
0x0131D2|$04:$B1C2:B1 B5   	LDA ($B5),Y
0x0131D4|$04:$B1C4:C9 FF   	CMP #$FF   
0x0131D6|$04:$B1C6:D0 07   	BNE $B1CF  
0x0131D8|$04:$B1C8:20 22 B2	JSR $B222  
0x0131DB|$04:$B1CB:A0 0A   	LDY #$0A   
0x0131DD|$04:$B1CD:91 B5   	STA ($B5),Y
; control flow target (from $B1B7, $B1BE, $B1C6)
0x0131DF|$04:$B1CF:A5 AD   	LDA $AD    
0x0131E1|$04:$B1D1:C9 1E   	CMP #$1E   
0x0131E3|$04:$B1D3:D0 03   	BNE $B1D8  
0x0131E5|$04:$B1D5:4C 6E B0	JMP $B06E  

; control flow target (from $B075, $B1D3)
0x0131E8|$04:$B1D8:A0 01   	LDY #$01   	; Character magic
0x0131EA|$04:$B1DA:91 B7   	STA ($B7),Y
; control flow target (from $A85F, $B054, $B18B, $B191)
0x0131EC|$04:$B1DC:A5 AE   	LDA $AE    
0x0131EE|$04:$B1DE:20 E9 9E	JSR $9EE9  	; given an index (in A) into the array of structures at $068F, set $B7-$B8 to the address of the corresponding item inside that structure
0x0131F1|$04:$B1E1:A0 03   	LDY #$03   
0x0131F3|$04:$B1E3:B1 B7   	LDA ($B7),Y
0x0131F5|$04:$B1E5:85 AF   	STA $AF    
0x0131F7|$04:$B1E7:C9 04   	CMP #$04   
0x0131F9|$04:$B1E9:90 01   	BCC $B1EC  
0x0131FB|$04:$B1EB:60      	RTS        

; control flow target (from $B1E9)
0x0131FC|$04:$B1EC:20 EE 9E	JSR $9EEE  	; given an index (in A) into the array of structures at $0663, set $B5-$B6 to the address of the corresponding item inside that structure
0x0131FF|$04:$B1EF:A0 00   	LDY #$00   
0x013201|$04:$B1F1:B1 B5   	LDA ($B5),Y
0x013203|$04:$B1F3:4C DC 9E	JMP $9EDC  	; given an index + 1 (in A) into the array of enemy stat structures at $B7F5, set $BB-$BC to the address of the corresponding item inside that structure

; control flow target (from $AB3D, $B20F)
0x013206|$04:$B1F6:A0 04   	LDY #$04   
0x013208|$04:$B1F8:B1 B7   	LDA ($B7),Y
0x01320A|$04:$B1FA:85 99   	STA $99    
0x01320C|$04:$B1FC:C8      	INY        
0x01320D|$04:$B1FD:B1 B7   	LDA ($B7),Y
0x01320F|$04:$B1FF:85 9A   	STA $9A    
0x013211|$04:$B201:A0 00   	LDY #$00   
0x013213|$04:$B203:B1 BB   	LDA ($BB),Y
0x013215|$04:$B205:85 9B   	STA $9B    
0x013217|$04:$B207:C8      	INY        
0x013218|$04:$B208:B1 BB   	LDA ($BB),Y
0x01321A|$04:$B20A:29 0F   	AND #$0F   
0x01321C|$04:$B20C:85 9C   	STA $9C    
0x01321E|$04:$B20E:60      	RTS        

; control flow target (from $B0BF, $B143, $B173)
0x01321F|$04:$B20F:20 F6 B1	JSR $B1F6  
0x013222|$04:$B212:46 9C   	LSR $9C    
0x013224|$04:$B214:66 9B   	ROR $9B    
0x013226|$04:$B216:60      	RTS        

; control flow target (from $AB4F, $B0C6, $B146, $B176)
0x013227|$04:$B217:A5 9A   	LDA $9A    
0x013229|$04:$B219:C5 9C   	CMP $9C    
0x01322B|$04:$B21B:D0 04   	BNE $B221  
0x01322D|$04:$B21D:A5 99   	LDA $99    
0x01322F|$04:$B21F:C5 9B   	CMP $9B    
; control flow target (from $B21B)
0x013231|$04:$B221:60      	RTS        

; control flow target (from $A935, $B1C8)
0x013232|$04:$B222:20 D4 B2	JSR $B2D4  
0x013235|$04:$B225:A2 00   	LDX #$00   
0x013237|$04:$B227:86 C5   	STX $C5    
; control flow target (from $B23E)
0x013239|$04:$B229:B5 A3   	LDA $A3,X  
0x01323B|$04:$B22B:C9 03   	CMP #$03   
0x01323D|$04:$B22D:F0 09   	BEQ $B238  
0x01323F|$04:$B22F:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x013242|$04:$B232:A0 00   	LDY #$00   
0x013244|$04:$B234:B1 B9   	LDA ($B9),Y
0x013246|$04:$B236:30 08   	BMI $B240  
; control flow target (from $B22D)
0x013248|$04:$B238:E6 C5   	INC $C5    
0x01324A|$04:$B23A:A6 C5   	LDX $C5    
0x01324C|$04:$B23C:E0 04   	CPX #$04   
0x01324E|$04:$B23E:90 E9   	BCC $B229  
; control flow target (from $B236)
0x013250|$04:$B240:B5 A3   	LDA $A3,X  
0x013252|$04:$B242:60      	RTS        

; control flow target (from $AF62, $B0EA, $B0F5, $B105, $B115)
0x013253|$04:$B243:A9 00   	LDA #$00   
0x013255|$04:$B245:95 A3   	STA $A3,X  
; control flow target (from $B26A)
0x013257|$04:$B247:A8      	TAY        
0x013258|$04:$B248:B9 2D 06	LDA $062D,Y	; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence)
0x01325B|$04:$B24B:E0 02   	CPX #$02   
0x01325D|$04:$B24D:90 09   	BCC $B258  
0x01325F|$04:$B24F:E0 03   	CPX #$03   
0x013261|$04:$B251:F0 01   	BEQ $B254  
0x013263|$04:$B253:4A      	LSR        
; control flow target (from $B251)
0x013264|$04:$B254:4A      	LSR        
0x013265|$04:$B255:4C 5E B2	JMP $B25E  

; control flow target (from $B24D)
0x013268|$04:$B258:E0 00   	CPX #$00   
0x01326A|$04:$B25A:F0 01   	BEQ $B25D  
0x01326C|$04:$B25C:0A      	ASL        
; control flow target (from $B25A)
0x01326D|$04:$B25D:0A      	ASL        
; control flow target (from $B255)
0x01326E|$04:$B25E:A9 00   	LDA #$00   
0x013270|$04:$B260:75 A3   	ADC $A3,X  
0x013272|$04:$B262:95 A3   	STA $A3,X  
0x013274|$04:$B264:98      	TYA        
0x013275|$04:$B265:18      	CLC        
0x013276|$04:$B266:69 12   	ADC #$12   
0x013278|$04:$B268:C9 25   	CMP #$25   
0x01327A|$04:$B26A:90 DB   	BCC $B247  
0x01327C|$04:$B26C:60      	RTS        

; control flow target (from $ADC4, $B126)
0x01327D|$04:$B26D:A0 FE   	LDY #$FE   
0x01327F|$04:$B26F:84 95   	STY $95    	; ID for [item] and [spell] control codes
; control flow target (from $B2BB)
0x013281|$04:$B271:85 C8   	STA $C8    
0x013283|$04:$B273:20 D2 9E	JSR $9ED2  	; given an index (in A) into the array of structures at $0663, set $BF-$C0 to the address of the corresponding item inside that structure
0x013286|$04:$B276:A9 00   	LDA #$00   
0x013288|$04:$B278:85 C7   	STA $C7    
; control flow target (from $B28B)
0x01328A|$04:$B27A:20 CD 9E	JSR $9ECD  	; given an index (in A) into the array of structures at $068F, set $C1-$C2 to the address of the corresponding item inside that structure
0x01328D|$04:$B27D:A0 03   	LDY #$03   
0x01328F|$04:$B27F:B1 C1   	LDA ($C1),Y
0x013291|$04:$B281:C9 FF   	CMP #$FF   
0x013293|$04:$B283:F0 09   	BEQ $B28E  
0x013295|$04:$B285:E6 C7   	INC $C7    
0x013297|$04:$B287:A5 C7   	LDA $C7    
0x013299|$04:$B289:C9 08   	CMP #$08   
0x01329B|$04:$B28B:90 ED   	BCC $B27A  
0x01329D|$04:$B28D:60      	RTS        

; control flow target (from $B283)
0x01329E|$04:$B28E:A0 01   	LDY #$01   
; control flow target (from $B2AB)
0x0132A0|$04:$B290:B1 BF   	LDA ($BF),Y
0x0132A2|$04:$B292:C9 08   	CMP #$08   
0x0132A4|$04:$B294:90 12   	BCC $B2A8  
0x0132A6|$04:$B296:C5 95   	CMP $95    	; ID for [item] and [spell] control codes
0x0132A8|$04:$B298:F0 0E   	BEQ $B2A8  
0x0132AA|$04:$B29A:84 C5   	STY $C5    
0x0132AC|$04:$B29C:A6 C8   	LDX $C8    
0x0132AE|$04:$B29E:20 09 8B	JSR $8B09  
0x0132B1|$04:$B2A1:08      	PHP        
0x0132B2|$04:$B2A2:A4 C5   	LDY $C5    
0x0132B4|$04:$B2A4:A5 C7   	LDA $C7    
0x0132B6|$04:$B2A6:28      	PLP        
0x0132B7|$04:$B2A7:60      	RTS        

; control flow target (from $B294, $B298)
0x0132B8|$04:$B2A8:C8      	INY        
0x0132B9|$04:$B2A9:C0 09   	CPY #$09   
0x0132BB|$04:$B2AB:90 E3   	BCC $B290  
0x0132BD|$04:$B2AD:60      	RTS        

; control flow target (from $ABD3, $B135)
0x0132BE|$04:$B2AE:20 D4 B2	JSR $B2D4  
0x0132C1|$04:$B2B1:A0 FF   	LDY #$FF   
0x0132C3|$04:$B2B3:85 95   	STA $95    	; ID for [item] and [spell] control codes
0x0132C5|$04:$B2B5:A2 00   	LDX #$00   
0x0132C7|$04:$B2B7:86 C6   	STX $C6    
; control flow target (from $B2D1)
0x0132C9|$04:$B2B9:B5 A3   	LDA $A3,X  
0x0132CB|$04:$B2BB:20 71 B2	JSR $B271  
0x0132CE|$04:$B2BE:8D E9 06	STA $06E9  
0x0132D1|$04:$B2C1:B0 08   	BCS $B2CB  
0x0132D3|$04:$B2C3:A6 C6   	LDX $C6    
0x0132D5|$04:$B2C5:B5 A3   	LDA $A3,X  
0x0132D7|$04:$B2C7:AE E9 06	LDX $06E9  
0x0132DA|$04:$B2CA:60      	RTS        

; control flow target (from $B2C1)
0x0132DB|$04:$B2CB:E6 C6   	INC $C6    
0x0132DD|$04:$B2CD:A6 C6   	LDX $C6    
0x0132DF|$04:$B2CF:E0 04   	CPX #$04   
0x0132E1|$04:$B2D1:90 E6   	BCC $B2B9  
0x0132E3|$04:$B2D3:60      	RTS        

; control flow target (from $B222, $B2AE)
0x0132E4|$04:$B2D4:A9 FF   	LDA #$FF   
0x0132E6|$04:$B2D6:A2 03   	LDX #$03   
; control flow target (from $B2DB)
0x0132E8|$04:$B2D8:95 A3   	STA $A3,X  
0x0132EA|$04:$B2DA:CA      	DEX        
0x0132EB|$04:$B2DB:10 FB   	BPL $B2D8  
0x0132ED|$04:$B2DD:A0 04   	LDY #$04   
; control flow target (from $B2F3)
0x0132EF|$04:$B2DF:98      	TYA        
0x0132F0|$04:$B2E0:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x0132F3|$04:$B2E3:E6 99   	INC $99    
0x0132F5|$04:$B2E5:A2 FF   	LDX #$FF   
; control flow target (from $B2EA, $B2EE)
0x0132F7|$04:$B2E7:E8      	INX        
0x0132F8|$04:$B2E8:B5 A3   	LDA $A3,X  
0x0132FA|$04:$B2EA:10 FB   	BPL $B2E7  
0x0132FC|$04:$B2EC:C6 99   	DEC $99    
0x0132FE|$04:$B2EE:D0 F7   	BNE $B2E7  
0x013300|$04:$B2F0:88      	DEY        
0x013301|$04:$B2F1:94 A3   	STY $A3,X  
0x013303|$04:$B2F3:D0 EA   	BNE $B2DF  
0x013305|$04:$B2F5:60      	RTS        


; code -> data
; Attack % for Enemy Specials
; indirect data load target (via $9F29)
0x013306|$04:$B2F6:1F 3F 5F 7F 9F BF DF	; Attack % #1
0x01330D|$04:$B2FD:25 4C 6D 8F AD CB E5	; Attack % #2
0x013314|$04:$B304:2D 57 7D 9F BD D7 ED	; Attack % #3
0x01331B|$04:$B30B:63 95 B1 C9 DC EB F7	; Attack % #4

; data -> code
; control flow target (from $9588)
0x013322|$04:$B312:A9 00   	LDA #$00   
0x013324|$04:$B314:85 A8   	STA $A8    
; control flow target (from $B36D, $B382, $B4F4)
0x013326|$04:$B316:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x013329|$04:$B319:A0 00   	LDY #$00   
0x01332B|$04:$B31B:B1 B9   	LDA ($B9),Y
0x01332D|$04:$B31D:29 C0   	AND #$C0   
0x01332F|$04:$B31F:C9 80   	CMP #$80   
0x013331|$04:$B321:F0 09   	BEQ $B32C  
0x013333|$04:$B323:A0 02   	LDY #$02   
0x013335|$04:$B325:A9 46   	LDA #$46   
0x013337|$04:$B327:91 B9   	STA ($B9),Y
0x013339|$04:$B329:4C EC B4	JMP $B4EC  

; control flow target (from $B321, $B39E, $B3C5, $B486, $B49E)
0x01333C|$04:$B32C:20 C7 9A	JSR $9AC7  
0x01333F|$04:$B32F:A9 FF   	LDA #$FF   
0x013341|$04:$B331:20 78 B5	JSR $B578  
0x013344|$04:$B334:A5 A8   	LDA $A8    
0x013346|$04:$B336:85 AA   	STA $AA    
0x013348|$04:$B338:F0 1A   	BEQ $B354  
0x01334A|$04:$B33A:A9 00   	LDA #$00   
0x01334C|$04:$B33C:20 EB B5	JSR $B5EB  
0x01334F|$04:$B33F:F0 0D   	BEQ $B34E  
0x013351|$04:$B341:A5 A8   	LDA $A8    
0x013353|$04:$B343:C9 01   	CMP #$01   
0x013355|$04:$B345:F0 0B   	BEQ $B352  
0x013357|$04:$B347:A9 01   	LDA #$01   
0x013359|$04:$B349:20 EB B5	JSR $B5EB  
0x01335C|$04:$B34C:D0 04   	BNE $B352  
; control flow target (from $B33F)
0x01335E|$04:$B34E:A9 01   	LDA #$01   
0x013360|$04:$B350:D0 02   	BNE $B354  
; control flow target (from $B345, $B34C)
0x013362|$04:$B352:A9 02   	LDA #$02   
; control flow target (from $B338, $B350)
0x013364|$04:$B354:20 37 B5	JSR $B537  
0x013367|$04:$B357:C9 02   	CMP #$02   
0x013369|$04:$B359:F0 3A   	BEQ $B395  
0x01336B|$04:$B35B:C9 03   	CMP #$03   
0x01336D|$04:$B35D:F0 30   	BEQ $B38F  
0x01336F|$04:$B35F:C9 04   	CMP #$04   
0x013371|$04:$B361:F0 47   	BEQ $B3AA  
0x013373|$04:$B363:C9 05   	CMP #$05   
0x013375|$04:$B365:F0 1E   	BEQ $B385  
0x013377|$04:$B367:C9 06   	CMP #$06   
0x013379|$04:$B369:F0 1D   	BEQ $B388  
0x01337B|$04:$B36B:A5 A8   	LDA $A8    
0x01337D|$04:$B36D:F0 A7   	BEQ $B316  
0x01337F|$04:$B36F:C9 02   	CMP #$02   
0x013381|$04:$B371:F0 02   	BEQ $B375  
0x013383|$04:$B373:D0 09   	BNE $B37E  
; control flow target (from $B371)
0x013385|$04:$B375:A9 01   	LDA #$01   
0x013387|$04:$B377:20 EB B5	JSR $B5EB  
0x01338A|$04:$B37A:F0 02   	BEQ $B37E  
0x01338C|$04:$B37C:C6 A8   	DEC $A8    
; control flow target (from $B373, $B37A)
0x01338E|$04:$B37E:C6 A8   	DEC $A8    
0x013390|$04:$B380:A5 A8   	LDA $A8    
0x013392|$04:$B382:4C 16 B3	JMP $B316  

; control flow target (from $B365)
0x013395|$04:$B385:4C 72 B4	JMP $B472  

; control flow target (from $B369)
0x013398|$04:$B388:A9 3C   	LDA #$3C   
0x01339A|$04:$B38A:85 A9   	STA $A9    
0x01339C|$04:$B38C:4C E0 B4	JMP $B4E0  

; control flow target (from $B35D)
0x01339F|$04:$B38F:20 A0 9A	JSR $9AA0  
0x0133A2|$04:$B392:4C B4 9A	JMP $9AB4  

; control flow target (from $B359)
0x0133A5|$04:$B395:A9 00   	LDA #$00   
0x0133A7|$04:$B397:20 78 B5	JSR $B578  
0x0133AA|$04:$B39A:C9 04   	CMP #$04   
0x0133AC|$04:$B39C:90 03   	BCC $B3A1  
; control flow target (from $B3B4)
0x0133AE|$04:$B39E:4C 2C B3	JMP $B32C  

; control flow target (from $B39C)
0x0133B1|$04:$B3A1:85 AA   	STA $AA    
0x0133B3|$04:$B3A3:A9 00   	LDA #$00   
0x0133B5|$04:$B3A5:85 A9   	STA $A9    
0x0133B7|$04:$B3A7:4C E0 B4	JMP $B4E0  

; control flow target (from $B361, $B414, $B425)
0x0133BA|$04:$B3AA:A5 A8   	LDA $A8    
0x0133BC|$04:$B3AC:A8      	TAY        
0x0133BD|$04:$B3AD:88      	DEY        
0x0133BE|$04:$B3AE:98      	TYA        
0x0133BF|$04:$B3AF:20 D2 B5	JSR $B5D2  
0x0133C2|$04:$B3B2:C9 FF   	CMP #$FF   
0x0133C4|$04:$B3B4:F0 E8   	BEQ $B39E  
0x0133C6|$04:$B3B6:C9 FE   	CMP #$FE   
0x0133C8|$04:$B3B8:D0 0E   	BNE $B3C8  
0x0133CA|$04:$B3BA:20 B4 9A	JSR $9AB4  
0x0133CD|$04:$B3BD:A9 45   	LDA #$45   	; String ID #$0045: cannot use the spell yet.[end-FC]
; control flow target (from $B3F2)
0x0133CF|$04:$B3BF:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x0133D2|$04:$B3C2:20 3C 9A	JSR $9A3C  	; set number of NMIs to wait for to current battle message delay * 1.5 if current battle message delay is < #$80, #$64 otherwise
0x0133D5|$04:$B3C5:4C 2C B3	JMP $B32C  

; control flow target (from $B3B8)
0x0133D8|$04:$B3C8:AA      	TAX        
0x0133D9|$04:$B3C9:86 C8   	STX $C8    
0x0133DB|$04:$B3CB:A5 A8   	LDA $A8    
0x0133DD|$04:$B3CD:85 9C   	STA $9C    
0x0133DF|$04:$B3CF:A9 61   	LDA #$61   
; call to code in a different bank ($0F:$C4B0)
0x0133E1|$04:$B3D1:20 B0 C4	JSR $C4B0  	; given a hero ID in $9C and an item ID in A, SEC if hero has that item, CLC otherwise
0x0133E4|$04:$B3D4:90 05   	BCC $B3DB  
0x0133E6|$04:$B3D6:8A      	TXA        
0x0133E7|$04:$B3D7:18      	CLC        
0x0133E8|$04:$B3D8:69 0F   	ADC #$0F   
0x0133EA|$04:$B3DA:AA      	TAX        
; control flow target (from $B3D4)
0x0133EB|$04:$B3DB:BD F9 B4	LDA $B4F9,X
0x0133EE|$04:$B3DE:85 C7   	STA $C7    
0x0133F0|$04:$B3E0:A5 A8   	LDA $A8    
0x0133F2|$04:$B3E2:20 C8 9E	JSR $9EC8  	; given an index (in A) into the array of hero data structures at $062D, set $C3-$C4 to the address of the corresponding item inside that structure
0x0133F5|$04:$B3E5:A0 10   	LDY #$10   
0x0133F7|$04:$B3E7:B1 C3   	LDA ($C3),Y
0x0133F9|$04:$B3E9:C5 C7   	CMP $C7    
0x0133FB|$04:$B3EB:B0 07   	BCS $B3F4  
0x0133FD|$04:$B3ED:20 B4 9A	JSR $9AB4  
0x013400|$04:$B3F0:A9 11   	LDA #$11   	; String ID #$0011: Thy MP is low.[end-FC]
0x013402|$04:$B3F2:D0 CB   	BNE $B3BF  
; control flow target (from $B3EB)
0x013404|$04:$B3F4:A6 C8   	LDX $C8    
0x013406|$04:$B3F6:BD 17 B5	LDA $B517,X
0x013409|$04:$B3F9:F0 09   	BEQ $B404  
0x01340B|$04:$B3FB:C9 02   	CMP #$02   
0x01340D|$04:$B3FD:90 0A   	BCC $B409  
0x01340F|$04:$B3FF:F0 1B   	BEQ $B41C  
0x013411|$04:$B401:4C 2D B4	JMP $B42D  

; control flow target (from $B3F9)
0x013414|$04:$B404:86 A9   	STX $A9    
0x013416|$04:$B406:4C E0 B4	JMP $B4E0  

; control flow target (from $B3FD)
0x013419|$04:$B409:86 A9   	STX $A9    
0x01341B|$04:$B40B:A9 00   	LDA #$00   
0x01341D|$04:$B40D:20 78 B5	JSR $B578  
0x013420|$04:$B410:C9 FF   	CMP #$FF   
0x013422|$04:$B412:D0 03   	BNE $B417  
0x013424|$04:$B414:4C AA B3	JMP $B3AA  

; control flow target (from $B412)
0x013427|$04:$B417:85 AA   	STA $AA    
0x013429|$04:$B419:4C E0 B4	JMP $B4E0  

; control flow target (from $B3FF)
0x01342C|$04:$B41C:86 A9   	STX $A9    
0x01342E|$04:$B41E:20 E4 B5	JSR $B5E4  
0x013431|$04:$B421:C9 FF   	CMP #$FF   
0x013433|$04:$B423:D0 03   	BNE $B428  
0x013435|$04:$B425:4C AA B3	JMP $B3AA  

; control flow target (from $B423)
0x013438|$04:$B428:85 AA   	STA $AA    
0x01343A|$04:$B42A:4C E0 B4	JMP $B4E0  

; control flow target (from $B401)
0x01343D|$04:$B42D:A9 32   	LDA #$32   
0x01343F|$04:$B42F:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x013442|$04:$B432:F0 0D   	BEQ $B441  
; control flow target (from $B45E)
0x013444|$04:$B434:A9 07   	LDA #$07   
0x013446|$04:$B436:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x013449|$04:$B439:18      	CLC        
0x01344A|$04:$B43A:69 0F   	ADC #$0F   
0x01344C|$04:$B43C:85 A9   	STA $A9    
0x01344E|$04:$B43E:4C E0 B4	JMP $B4E0  

; control flow target (from $B432)
0x013451|$04:$B441:A9 02   	LDA #$02   
0x013453|$04:$B443:20 20 A0	JSR $A020  	; generate a random number between $03 and A in A and $99
0x013456|$04:$B446:85 A9   	STA $A9    
0x013458|$04:$B448:20 C8 9E	JSR $9EC8  	; given an index (in A) into the array of hero data structures at $062D, set $C3-$C4 to the address of the corresponding item inside that structure
0x01345B|$04:$B44B:A0 00   	LDY #$00   
0x01345D|$04:$B44D:B1 C3   	LDA ($C3),Y
0x01345F|$04:$B44F:10 0F   	BPL $B460  
0x013461|$04:$B451:A5 A9   	LDA $A9    
0x013463|$04:$B453:49 01   	EOR #$01   
0x013465|$04:$B455:20 C8 9E	JSR $9EC8  	; given an index (in A) into the array of hero data structures at $062D, set $C3-$C4 to the address of the corresponding item inside that structure
0x013468|$04:$B458:A0 00   	LDY #$00   
0x01346A|$04:$B45A:B1 C3   	LDA ($C3),Y
0x01346C|$04:$B45C:10 0D   	BPL $B46B  
0x01346E|$04:$B45E:30 D4   	BMI $B434  
; control flow target (from $B44F)
0x013470|$04:$B460:A5 A9   	LDA $A9    
; control flow target (from $B46F)
0x013472|$04:$B462:85 AA   	STA $AA    
0x013474|$04:$B464:A9 16   	LDA #$16   
0x013476|$04:$B466:85 A9   	STA $A9    
0x013478|$04:$B468:4C E0 B4	JMP $B4E0  

; control flow target (from $B45C)
0x01347B|$04:$B46B:A5 A9   	LDA $A9    
0x01347D|$04:$B46D:49 01   	EOR #$01   
0x01347F|$04:$B46F:4C 62 B4	JMP $B462  

; control flow target (from $B385, $B4CE, $B4DC)
0x013482|$04:$B472:A5 A8   	LDA $A8    
0x013484|$04:$B474:8D 4C 61	STA $614C  
0x013487|$04:$B477:20 DB B5	JSR $B5DB  
0x01348A|$04:$B47A:48      	PHA        
0x01348B|$04:$B47B:A4 A8   	LDY $A8    
0x01348D|$04:$B47D:8A      	TXA        
0x01348E|$04:$B47E:99 D2 06	STA $06D2,Y
0x013491|$04:$B481:68      	PLA        
0x013492|$04:$B482:C9 FF   	CMP #$FF   
0x013494|$04:$B484:D0 03   	BNE $B489  
0x013496|$04:$B486:4C 2C B3	JMP $B32C  

; control flow target (from $B484)
0x013499|$04:$B489:C9 FE   	CMP #$FE   
0x01349B|$04:$B48B:D0 14   	BNE $B4A1  
0x01349D|$04:$B48D:20 B4 9A	JSR $9AB4  
0x0134A0|$04:$B490:AD 4C 61	LDA $614C  
0x0134A3|$04:$B493:20 D0 9C	JSR $9CD0  	; print name of hero given by low 2 bits of A to $6119, terminated by #$FA
0x0134A6|$04:$B496:A9 46   	LDA #$46   	; String ID #$0046: [name] doesn't have any tools.[end-FC]
0x0134A8|$04:$B498:20 CA 9C	JSR $9CCA  	; for A < #$60, display string ID specified by A; for A >= #$60, display string ID specified by A + #$A0
0x0134AB|$04:$B49B:20 3C 9A	JSR $9A3C  	; set number of NMIs to wait for to current battle message delay * 1.5 if current battle message delay is < #$80, #$64 otherwise
0x0134AE|$04:$B49E:4C 2C B3	JMP $B32C  

; control flow target (from $B48B)
0x0134B1|$04:$B4A1:85 A9   	STA $A9    
0x0134B3|$04:$B4A3:A2 00   	LDX #$00   
; control flow target (from $B4AF)
0x0134B5|$04:$B4A5:BD 27 B5	LDA $B527,X	; Items usable in battle
0x0134B8|$04:$B4A8:C5 A9   	CMP $A9    
0x0134BA|$04:$B4AA:F0 0E   	BEQ $B4BA  
0x0134BC|$04:$B4AC:E8      	INX        
0x0134BD|$04:$B4AD:E0 08   	CPX #$08   
0x0134BF|$04:$B4AF:90 F4   	BCC $B4A5  
0x0134C1|$04:$B4B1:A5 A9   	LDA $A9    
0x0134C3|$04:$B4B3:09 80   	ORA #$80   
0x0134C5|$04:$B4B5:85 A9   	STA $A9    
0x0134C7|$04:$B4B7:4C E0 B4	JMP $B4E0  

; control flow target (from $B4AA)
0x0134CA|$04:$B4BA:8A      	TXA        
0x0134CB|$04:$B4BB:18      	CLC        
0x0134CC|$04:$B4BC:69 17   	ADC #$17   
0x0134CE|$04:$B4BE:85 A9   	STA $A9    
0x0134D0|$04:$B4C0:BD 2F B5	LDA $B52F,X	; Base Target for Battle Items - (00: Open Cast)  (01: Select Enemy)  (02: Select Ally)
0x0134D3|$04:$B4C3:F0 1B   	BEQ $B4E0  
0x0134D5|$04:$B4C5:C9 02   	CMP #$02   
0x0134D7|$04:$B4C7:90 0C   	BCC $B4D5  
0x0134D9|$04:$B4C9:20 E4 B5	JSR $B5E4  
0x0134DC|$04:$B4CC:C9 FF   	CMP #$FF   
0x0134DE|$04:$B4CE:F0 A2   	BEQ $B472  
0x0134E0|$04:$B4D0:85 AA   	STA $AA    
0x0134E2|$04:$B4D2:4C E0 B4	JMP $B4E0  

; control flow target (from $B4C7)
0x0134E5|$04:$B4D5:A9 00   	LDA #$00   
0x0134E7|$04:$B4D7:20 78 B5	JSR $B578  
0x0134EA|$04:$B4DA:C9 FF   	CMP #$FF   
0x0134EC|$04:$B4DC:F0 94   	BEQ $B472  
0x0134EE|$04:$B4DE:85 AA   	STA $AA    
; control flow target (from $B38C, $B3A7, $B406, $B419, $B42A, $B43E, $B468, $B4B7, $B4C3, $B4D2)
0x0134F0|$04:$B4E0:A0 02   	LDY #$02   
0x0134F2|$04:$B4E2:A5 A9   	LDA $A9    
0x0134F4|$04:$B4E4:91 B9   	STA ($B9),Y
0x0134F6|$04:$B4E6:A0 01   	LDY #$01   
0x0134F8|$04:$B4E8:A5 AA   	LDA $AA    
0x0134FA|$04:$B4EA:91 B9   	STA ($B9),Y
; control flow target (from $B329)
0x0134FC|$04:$B4EC:E6 A8   	INC $A8    
0x0134FE|$04:$B4EE:A5 A8   	LDA $A8    
0x013500|$04:$B4F0:C9 03   	CMP #$03   
0x013502|$04:$B4F2:B0 03   	BCS $B4F7  
0x013504|$04:$B4F4:4C 16 B3	JMP $B316  

; control flow target (from $B4F2)
0x013507|$04:$B4F7:4C B4
; indexed data load target (from $A1BE, $B3DB)
0x013509|$04:$B4F9:      9A	JMP $9AB4  


; code -> data
; MP Cost in Battle (normal)
0x01350A|$04:$B4FA:02	; Spell ID #$01: Firebal
0x01350B|$04:$B4FB:02	; Spell ID #$02: Sleep
0x01350C|$04:$B4FC:04	; Spell ID #$03: Firebane
0x01350D|$04:$B4FD:04	; Spell ID #$04: Defeat
0x01350E|$04:$B4FE:04	; Spell ID #$05: Infernos
0x01350F|$04:$B4FF:03	; Spell ID #$06: Stopspell
0x013510|$04:$B500:02	; Spell ID #$07: Surround
0x013511|$04:$B501:02	; Spell ID #$08: Defence
0x013512|$04:$B502:03	; Spell ID #$09: Heal
0x013513|$04:$B503:02	; Spell ID #$0A: Increase
0x013514|$04:$B504:05	; Spell ID #$0B: Healmore
0x013515|$04:$B505:01	; Spell ID #$0C: Sacrifice
0x013516|$04:$B506:08	; Spell ID #$0D: Healall
0x013517|$04:$B507:08	; Spell ID #$0E: Explodet
0x013518|$04:$B508:0F	; Spell ID #$0F: Chance
; MP Cost in Battle (with Mysterious Hat)
0x013519|$04:$B509:01	; Spell ID #$01: Firebal
0x01351A|$04:$B50A:01	; Spell ID #$02: Sleep
0x01351B|$04:$B50B:03	; Spell ID #$03: Firebane
0x01351C|$04:$B50C:03	; Spell ID #$04: Defeat
0x01351D|$04:$B50D:03	; Spell ID #$05: Infernos
0x01351E|$04:$B50E:02	; Spell ID #$06: Stopspell
0x01351F|$04:$B50F:01	; Spell ID #$07: Surround
0x013520|$04:$B510:01	; Spell ID #$08: Defence
0x013521|$04:$B511:02	; Spell ID #$09: Heal
0x013522|$04:$B512:01	; Spell ID #$0A: Increase
0x013523|$04:$B513:04	; Spell ID #$0B: Healmore
0x013524|$04:$B514:01	; Spell ID #$0C: Sacrifice
0x013525|$04:$B515:06	; Spell ID #$0D: Healall
0x013526|$04:$B516:06	; Spell ID #$0E: Explodet
; indexed data load target (from $B3F6)
0x013527|$04:$B517:0C	; Spell ID #$0F: Chance
; Base Target for Spells - (00: Open Cast)  (01: Select Enemy)  (02: Select Ally)
0x013528|$04:$B518:01	; Spell ID #$01: Firebal
0x013529|$04:$B519:01	; Spell ID #$02: Sleep
0x01352A|$04:$B51A:00	; Spell ID #$03: Firebane
0x01352B|$04:$B51B:01	; Spell ID #$04: Defeat
0x01352C|$04:$B51C:01	; Spell ID #$05: Infernos
0x01352D|$04:$B51D:01	; Spell ID #$06: Stopspell
0x01352E|$04:$B51E:01	; Spell ID #$07: Surround
0x01352F|$04:$B51F:00	; Spell ID #$08: Defence
0x013530|$04:$B520:02	; Spell ID #$09: Heal
0x013531|$04:$B521:00	; Spell ID #$0A: Increase
0x013532|$04:$B522:02	; Spell ID #$0B: Healmore
0x013533|$04:$B523:00	; Spell ID #$0C: Sacrifice
0x013534|$04:$B524:02	; Spell ID #$0D: Healall
0x013535|$04:$B525:00	; Spell ID #$0E: Explodet
0x013536|$04:$B526:03	; Spell ID #$0F: Chance
; Items usable in battle
; indexed data load target (from $B4A5)
0x013537|$04:$B527:03	; Item ID #$03: Wizard’s Wand
0x013538|$04:$B528:04	; Item ID #$04: Staff of Thunder
0x013539|$04:$B529:10	; Item ID #$10: Thunder Sword
0x01353A|$04:$B52A:0E	; Item ID #$0E: Light Sword
0x01353B|$04:$B52B:1D	; Item ID #$1D: Shield of Strength
0x01353C|$04:$B52C:3C	; Item ID #$3C: Medical Herb
0x01353D|$04:$B52D:3B	; Item ID #$3B: Antidote Herb
0x01353E|$04:$B52E:3D	; Item ID #$3D: Wizard’s Ring
; Base Target for Battle Items - (00: Open Cast)  (01: Select Enemy)  (02: Select Ally)
; indexed data load target (from $B4C0)
0x01353F|$04:$B52F:01	; Item ID #$03: Wizard’s Wand
0x013540|$04:$B530:01	; Item ID #$04: Staff of Thunder
0x013541|$04:$B531:01	; Item ID #$10: Thunder Sword
0x013542|$04:$B532:00	; Item ID #$0E: Light Sword
0x013543|$04:$B533:00	; Item ID #$1D: Shield of Strength
0x013544|$04:$B534:02	; Item ID #$3C: Medical Herb
0x013545|$04:$B535:02	; Item ID #$3B: Antidote Herb
0x013546|$04:$B536:00	; Item ID #$3D: Wizard’s Ring

; data -> code
; control flow target (from $B354)
0x013547|$04:$B537:85 99   	STA $99    
0x013549|$04:$B539:A2 00   	LDX #$00   
0x01354B|$04:$B53B:A9 01   	LDA #$01   
0x01354D|$04:$B53D:95 5A   	STA $5A,X  	; Crest/direction name write buffer start
0x01354F|$04:$B53F:E8      	INX        
0x013550|$04:$B540:A9 02   	LDA #$02   
0x013552|$04:$B542:95 5A   	STA $5A,X  	; Crest/direction name write buffer start
0x013554|$04:$B544:E8      	INX        
0x013555|$04:$B545:A5 99   	LDA $99    
0x013557|$04:$B547:C9 01   	CMP #$01   
0x013559|$04:$B549:A9 03   	LDA #$03   
0x01355B|$04:$B54B:90 02   	BCC $B54F  
0x01355D|$04:$B54D:A9 04   	LDA #$04   
; control flow target (from $B54B)
0x01355F|$04:$B54F:95 5A   	STA $5A,X  	; Crest/direction name write buffer start
0x013561|$04:$B551:E8      	INX        
0x013562|$04:$B552:A5 99   	LDA $99    
0x013564|$04:$B554:C9 02   	CMP #$02   
0x013566|$04:$B556:A9 06   	LDA #$06   
0x013568|$04:$B558:90 02   	BCC $B55C  
0x01356A|$04:$B55A:A9 03   	LDA #$03   
; control flow target (from $B558)
0x01356C|$04:$B55C:95 5A   	STA $5A,X  	; Crest/direction name write buffer start
0x01356E|$04:$B55E:E8      	INX        
0x01356F|$04:$B55F:A9 05   	LDA #$05   
0x013571|$04:$B561:95 5A   	STA $5A,X  	; Crest/direction name write buffer start
0x013573|$04:$B563:E8      	INX        
0x013574|$04:$B564:A9 FF   	LDA #$FF   
0x013576|$04:$B566:95 5A   	STA $5A,X  	; Crest/direction name write buffer start
0x013578|$04:$B568:A9 04   	LDA #$04   
0x01357A|$04:$B56A:85 94   	STA $94    	; return bank for various function calls, doubles as index of selected option for multiple-choice menus
0x01357C|$04:$B56C:A5 A8   	LDA $A8    
; call to code in a different bank ($0F:$F4EF)
0x01357E|$04:$B56E:20 EF F4	JSR $F4EF  	; open battle command menu for hero A
0x013581|$04:$B571:AA      	TAX        
0x013582|$04:$B572:E8      	INX        
0x013583|$04:$B573:F0 02   	BEQ $B577  
0x013585|$04:$B575:B5 5A   	LDA $5A,X  	; Crest/direction name write buffer start
; control flow target (from $B573)
0x013587|$04:$B577:60      	RTS        

; control flow target (from $B331, $B397, $B40D, $B4D7)
0x013588|$04:$B578:85 4B   	STA $4B    	; flag for whether to display the selectable or non-selectable monster list
0x01358A|$04:$B57A:A2 00   	LDX #$00   
0x01358C|$04:$B57C:8A      	TXA        
0x01358D|$04:$B57D:85 A7   	STA $A7    
; control flow target (from $B59A)
0x01358F|$04:$B57F:20 D2 9E	JSR $9ED2  	; given an index (in A) into the array of structures at $0663, set $BF-$C0 to the address of the corresponding item inside that structure
0x013592|$04:$B582:A0 09   	LDY #$09   
0x013594|$04:$B584:B1 BF   	LDA ($BF),Y
0x013596|$04:$B586:F0 0C   	BEQ $B594  
0x013598|$04:$B588:9D 1D 06	STA $061D,X	; monster group 1 monster count
0x01359B|$04:$B58B:A0 00   	LDY #$00   
0x01359D|$04:$B58D:B1 BF   	LDA ($BF),Y
0x01359F|$04:$B58F:9D 1C 06	STA $061C,X	; monster group 1 monster ID
0x0135A2|$04:$B592:E8      	INX        
0x0135A3|$04:$B593:E8      	INX        
; control flow target (from $B586)
0x0135A4|$04:$B594:E6 A7   	INC $A7    
0x0135A6|$04:$B596:A5 A7   	LDA $A7    
0x0135A8|$04:$B598:C9 04   	CMP #$04   
0x0135AA|$04:$B59A:90 E3   	BCC $B57F  
0x0135AC|$04:$B59C:E0 08   	CPX #$08   
0x0135AE|$04:$B59E:B0 05   	BCS $B5A5  
0x0135B0|$04:$B5A0:A9 00   	LDA #$00   
0x0135B2|$04:$B5A2:9D 1C 06	STA $061C,X	; monster group 1 monster ID
; control flow target (from $B59E)
0x0135B5|$04:$B5A5:A9 04   	LDA #$04   
0x0135B7|$04:$B5A7:85 94   	STA $94    	; return bank for various function calls, doubles as index of selected option for multiple-choice menus
; call to code in a different bank ($0F:$F51B)
0x0135B9|$04:$B5A9:20 1B F5	JSR $F51B  	; display appropriate battle menu monster list
0x0135BC|$04:$B5AC:A4 4B   	LDY $4B    	; flag for whether to display the selectable or non-selectable monster list
0x0135BE|$04:$B5AE:F0 01   	BEQ $B5B1  
0x0135C0|$04:$B5B0:60      	RTS        

; control flow target (from $B5AE)
0x0135C1|$04:$B5B1:C9 FF   	CMP #$FF   
0x0135C3|$04:$B5B3:F0 1C   	BEQ $B5D1  
0x0135C5|$04:$B5B5:AA      	TAX        
0x0135C6|$04:$B5B6:E8      	INX        
0x0135C7|$04:$B5B7:A9 00   	LDA #$00   
0x0135C9|$04:$B5B9:85 A7   	STA $A7    
; control flow target (from $B5CD)
0x0135CB|$04:$B5BB:20 D2 9E	JSR $9ED2  	; given an index (in A) into the array of structures at $0663, set $BF-$C0 to the address of the corresponding item inside that structure
0x0135CE|$04:$B5BE:A0 09   	LDY #$09   
0x0135D0|$04:$B5C0:B1 BF   	LDA ($BF),Y
0x0135D2|$04:$B5C2:F0 03   	BEQ $B5C7  
0x0135D4|$04:$B5C4:CA      	DEX        
0x0135D5|$04:$B5C5:F0 08   	BEQ $B5CF  
; control flow target (from $B5C2)
0x0135D7|$04:$B5C7:E6 A7   	INC $A7    
0x0135D9|$04:$B5C9:A5 A7   	LDA $A7    
0x0135DB|$04:$B5CB:C9 04   	CMP #$04   
0x0135DD|$04:$B5CD:90 EC   	BCC $B5BB  
; control flow target (from $B5C5)
0x0135DF|$04:$B5CF:A5 A7   	LDA $A7    
; control flow target (from $B5B3)
0x0135E1|$04:$B5D1:60      	RTS        

; control flow target (from $B3AF)
0x0135E2|$04:$B5D2:48      	PHA        
0x0135E3|$04:$B5D3:A9 04   	LDA #$04   
0x0135E5|$04:$B5D5:85 94   	STA $94    	; return bank for various function calls, doubles as index of selected option for multiple-choice menus
0x0135E7|$04:$B5D7:68      	PLA        
; call to code in a different bank ($0F:$F49E)
0x0135E8|$04:$B5D8:4C 9E F4	JMP $F49E  

; control flow target (from $B477)
0x0135EB|$04:$B5DB:48      	PHA        
0x0135EC|$04:$B5DC:A9 04   	LDA #$04   
0x0135EE|$04:$B5DE:85 94   	STA $94    	; return bank for various function calls, doubles as index of selected option for multiple-choice menus
0x0135F0|$04:$B5E0:68      	PLA        
; call to code in a different bank ($0F:$F4B0)
0x0135F1|$04:$B5E1:4C B0 F4	JMP $F4B0  	; given hero ID in A, display that hero's battle item list window and return the selected item ID in A

; control flow target (from $B41E, $B4C9)
0x0135F4|$04:$B5E4:A9 04   	LDA #$04   
0x0135F6|$04:$B5E6:85 94   	STA $94    	; return bank for various function calls, doubles as index of selected option for multiple-choice menus
; call to code in a different bank ($0F:$F529)
0x0135F8|$04:$B5E8:4C 29 F5	JMP $F529  	; display appropriate battle menu item/spell target

; control flow target (from $B33C, $B349, $B377)
0x0135FB|$04:$B5EB:20 C8 9E	JSR $9EC8  	; given an index (in A) into the array of hero data structures at $062D, set $C3-$C4 to the address of the corresponding item inside that structure
0x0135FE|$04:$B5EE:A0 00   	LDY #$00   
0x013600|$04:$B5F0:B1 C3   	LDA ($C3),Y
0x013602|$04:$B5F2:29 C0   	AND #$C0   
0x013604|$04:$B5F4:C9 80   	CMP #$80   
0x013606|$04:$B5F6:60      	RTS        

; control flow target (from $94D8)
0x013607|$04:$B5F7:A2 00   	LDX #$00   
0x013609|$04:$B5F9:A9 FF   	LDA #$FF   
0x01360B|$04:$B5FB:8D FE 05	STA $05FE  	; number of monsters in current group killed by last attack?
; control flow target (from $B604)
0x01360E|$04:$B5FE:9D 62 01	STA $0162,X
0x013611|$04:$B601:E8      	INX        
0x013612|$04:$B602:E0 14   	CPX #$14   
0x013614|$04:$B604:90 F8   	BCC $B5FE  
0x013616|$04:$B606:A9 00   	LDA #$00   
0x013618|$04:$B608:85 A7   	STA $A7    
0x01361A|$04:$B60A:85 A9   	STA $A9    
; control flow target (from $B669)
0x01361C|$04:$B60C:A5 A9   	LDA $A9    
0x01361E|$04:$B60E:20 EE 9E	JSR $9EEE  	; given an index (in A) into the array of structures at $0663, set $B5-$B6 to the address of the corresponding item inside that structure
0x013621|$04:$B611:A0 00   	LDY #$00   
0x013623|$04:$B613:B1 B5   	LDA ($B5),Y
0x013625|$04:$B615:8D 5F 01	STA $015F  
0x013628|$04:$B618:20 DC 9E	JSR $9EDC  	; given an index + 1 (in A) into the array of enemy stat structures at $B7F5, set $BB-$BC to the address of the corresponding item inside that structure
0x01362B|$04:$B61B:A9 FF   	LDA #$FF   
0x01362D|$04:$B61D:A0 0A   	LDY #$0A   
0x01362F|$04:$B61F:91 B5   	STA ($B5),Y
0x013631|$04:$B621:A9 01   	LDA #$01   
0x013633|$04:$B623:85 A8   	STA $A8    
; control flow target (from $B661)
0x013635|$04:$B625:A4 A8   	LDY $A8    
0x013637|$04:$B627:B1 B5   	LDA ($B5),Y
0x013639|$04:$B629:D0 30   	BNE $B65B  
0x01363B|$04:$B62B:EE FE 05	INC $05FE  	; number of monsters in current group killed by last attack?
0x01363E|$04:$B62E:A5 A7   	LDA $A7    
0x013640|$04:$B630:20 E9 9E	JSR $9EE9  	; given an index (in A) into the array of structures at $068F, set $B7-$B8 to the address of the corresponding item inside that structure
0x013643|$04:$B633:A5 A7   	LDA $A7    
0x013645|$04:$B635:A4 A8   	LDY $A8    
0x013647|$04:$B637:91 B5   	STA ($B5),Y
0x013649|$04:$B639:8D 5E 01	STA $015E  
0x01364C|$04:$B63C:98      	TYA        
0x01364D|$04:$B63D:A0 02   	LDY #$02   
0x01364F|$04:$B63F:91 B7   	STA ($B7),Y
0x013651|$04:$B641:A5 A9   	LDA $A9    
0x013653|$04:$B643:A0 03   	LDY #$03   
0x013655|$04:$B645:91 B7   	STA ($B7),Y
0x013657|$04:$B647:A9 00   	LDA #$00   
0x013659|$04:$B649:A0 00   	LDY #$00   
0x01365B|$04:$B64B:91 B7   	STA ($B7),Y
0x01365D|$04:$B64D:20 A4 B7	JSR $B7A4  
0x013660|$04:$B650:20 AB B6	JSR $B6AB  
0x013663|$04:$B653:E6 A7   	INC $A7    
0x013665|$04:$B655:A5 A7   	LDA $A7    
0x013667|$04:$B657:C9 08   	CMP #$08   
0x013669|$04:$B659:B0 28   	BCS $B683  
; control flow target (from $B629)
0x01366B|$04:$B65B:E6 A8   	INC $A8    
0x01366D|$04:$B65D:A5 A8   	LDA $A8    
0x01366F|$04:$B65F:C9 09   	CMP #$09   
0x013671|$04:$B661:90 C2   	BCC $B625  
0x013673|$04:$B663:E6 A9   	INC $A9    
0x013675|$04:$B665:A5 A9   	LDA $A9    
0x013677|$04:$B667:C9 04   	CMP #$04   
0x013679|$04:$B669:90 A1   	BCC $B60C  
; control flow target (from $B680)
0x01367B|$04:$B66B:A5 A7   	LDA $A7    
0x01367D|$04:$B66D:C9 08   	CMP #$08   
0x01367F|$04:$B66F:B0 12   	BCS $B683  
0x013681|$04:$B671:20 E9 9E	JSR $9EE9  	; given an index (in A) into the array of structures at $068F, set $B7-$B8 to the address of the corresponding item inside that structure
0x013684|$04:$B674:A9 FF   	LDA #$FF   
0x013686|$04:$B676:A0 03   	LDY #$03   
0x013688|$04:$B678:91 B7   	STA ($B7),Y
0x01368A|$04:$B67A:A0 02   	LDY #$02   
0x01368C|$04:$B67C:91 B7   	STA ($B7),Y
0x01368E|$04:$B67E:E6 A7   	INC $A7    
0x013690|$04:$B680:4C 6B B6	JMP $B66B  

; control flow target (from $B659, $B66F)
0x013693|$04:$B683:A9 00   	LDA #$00   
; control flow target (from $B697)
0x013695|$04:$B685:48      	PHA        
0x013696|$04:$B686:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x013699|$04:$B689:A0 0C   	LDY #$0C   
0x01369B|$04:$B68B:B1 B9   	LDA ($B9),Y
0x01369D|$04:$B68D:A0 0D   	LDY #$0D   
0x01369F|$04:$B68F:91 B9   	STA ($B9),Y
0x0136A1|$04:$B691:68      	PLA        
0x0136A2|$04:$B692:AA      	TAX        
0x0136A3|$04:$B693:E8      	INX        
0x0136A4|$04:$B694:8A      	TXA        
0x0136A5|$04:$B695:C9 03   	CMP #$03   
0x0136A7|$04:$B697:90 EC   	BCC $B685  
0x0136A9|$04:$B699:A9 00   	LDA #$00   
0x0136AB|$04:$B69B:AA      	TAX        
; control flow target (from $B6A2)
0x0136AC|$04:$B69C:9D 26 06	STA $0626,X	; EXP earned this battle or current hero's current EXP, byte 0
0x0136AF|$04:$B69F:E8      	INX        
0x0136B0|$04:$B6A0:E0 06   	CPX #$06   
0x0136B2|$04:$B6A2:90 F8   	BCC $B69C  
0x0136B4|$04:$B6A4:8D E6 06	STA $06E6  
0x0136B7|$04:$B6A7:8D EC 06	STA $06EC  
0x0136BA|$04:$B6AA:60      	RTS        

; control flow target (from $AE0C, $B650)
0x0136BB|$04:$B6AB:A0 06   	LDY #$06   
0x0136BD|$04:$B6AD:B1 BB   	LDA ($BB),Y
0x0136BF|$04:$B6AF:A0 06   	LDY #$06   
0x0136C1|$04:$B6B1:91 B7   	STA ($B7),Y
0x0136C3|$04:$B6B3:A0 00   	LDY #$00   
0x0136C5|$04:$B6B5:B1 BB   	LDA ($BB),Y
0x0136C7|$04:$B6B7:85 99   	STA $99    
0x0136C9|$04:$B6B9:46 99   	LSR $99    
0x0136CB|$04:$B6BB:46 99   	LSR $99    
0x0136CD|$04:$B6BD:A9 00   	LDA #$00   
0x0136CF|$04:$B6BF:85 9A   	STA $9A    
; call to code in a different bank ($0F:$C3AB)
0x0136D1|$04:$B6C1:20 AB C3	JSR $C3AB  	; generate a random number and store it in $32-$33 (two passes)
0x0136D4|$04:$B6C4:A5 32   	LDA $32    	; RNG byte 0
0x0136D6|$04:$B6C6:85 9B   	STA $9B    
0x0136D8|$04:$B6C8:20 5B A0	JSR $A05B  	; 16-bit multiplication: ($99-$9A) = ($99-$9A) * ($9B), overflow in $9E, copy of ($99-$9A) in ($A1-$9D)
0x0136DB|$04:$B6CB:A0 00   	LDY #$00   
0x0136DD|$04:$B6CD:B1 BB   	LDA ($BB),Y
0x0136DF|$04:$B6CF:38      	SEC        
0x0136E0|$04:$B6D0:E5 9D   	SBC $9D    
0x0136E2|$04:$B6D2:A0 04   	LDY #$04   
0x0136E4|$04:$B6D4:91 B7   	STA ($B7),Y
0x0136E6|$04:$B6D6:C8      	INY        
0x0136E7|$04:$B6D7:A9 00   	LDA #$00   
0x0136E9|$04:$B6D9:91 B7   	STA ($B7),Y
0x0136EB|$04:$B6DB:60      	RTS        

; control flow target (from $9571, $9585)
0x0136EC|$04:$B6DC:A9 00   	LDA #$00   
0x0136EE|$04:$B6DE:85 A7   	STA $A7    
0x0136F0|$04:$B6E0:85 A5   	STA $A5    
; control flow target (from $B6FF)
0x0136F2|$04:$B6E2:20 E4 9E	JSR $9EE4  	; given an index (in A) into the array of hero data structures at $062D, set $B9-$BA to the address of the corresponding item inside that structure
0x0136F5|$04:$B6E5:A0 00   	LDY #$00   
0x0136F7|$04:$B6E7:B1 B9   	LDA ($B9),Y
0x0136F9|$04:$B6E9:10 0E   	BPL $B6F9  
0x0136FB|$04:$B6EB:A5 A5   	LDA $A5    
0x0136FD|$04:$B6ED:A6 A7   	LDX $A7    
0x0136FF|$04:$B6EF:9D C7 06	STA $06C7,X
0x013702|$04:$B6F2:A0 0A   	LDY #$0A   
0x013704|$04:$B6F4:B1 B9   	LDA ($B9),Y
0x013706|$04:$B6F6:20 90 B7	JSR $B790  
; control flow target (from $B6E9)
0x013709|$04:$B6F9:E6 A5   	INC $A5    
0x01370B|$04:$B6FB:A5 A5   	LDA $A5    
0x01370D|$04:$B6FD:C9 03   	CMP #$03   
0x01370F|$04:$B6FF:90 E1   	BCC $B6E2  
0x013711|$04:$B701:A9 00   	LDA #$00   
0x013713|$04:$B703:85 A5   	STA $A5    
; control flow target (from $B736)
0x013715|$04:$B705:20 EE 9E	JSR $9EEE  	; given an index (in A) into the array of structures at $0663, set $B5-$B6 to the address of the corresponding item inside that structure
0x013718|$04:$B708:A0 00   	LDY #$00   
0x01371A|$04:$B70A:B1 B5   	LDA ($B5),Y
0x01371C|$04:$B70C:20 DC 9E	JSR $9EDC  	; given an index + 1 (in A) into the array of enemy stat structures at $B7F5, set $BB-$BC to the address of the corresponding item inside that structure
0x01371F|$04:$B70F:A9 01   	LDA #$01   
0x013721|$04:$B711:85 A6   	STA $A6    
; control flow target (from $B72E)
0x013723|$04:$B713:A8      	TAY        
0x013724|$04:$B714:B1 B5   	LDA ($B5),Y
0x013726|$04:$B716:C9 08   	CMP #$08   
0x013728|$04:$B718:B0 0E   	BCS $B728  
0x01372A|$04:$B71A:69 10   	ADC #$10   
0x01372C|$04:$B71C:A6 A7   	LDX $A7    
0x01372E|$04:$B71E:9D C7 06	STA $06C7,X
0x013731|$04:$B721:A0 04   	LDY #$04   
0x013733|$04:$B723:B1 BB   	LDA ($BB),Y
0x013735|$04:$B725:20 90 B7	JSR $B790  
; control flow target (from $B718)
0x013738|$04:$B728:E6 A6   	INC $A6    
0x01373A|$04:$B72A:A5 A6   	LDA $A6    
0x01373C|$04:$B72C:C9 09   	CMP #$09   
0x01373E|$04:$B72E:90 E3   	BCC $B713  
0x013740|$04:$B730:E6 A5   	INC $A5    
0x013742|$04:$B732:A5 A5   	LDA $A5    
0x013744|$04:$B734:C9 04   	CMP #$04   
0x013746|$04:$B736:90 CD   	BCC $B705  
0x013748|$04:$B738:A9 FF   	LDA #$FF   
0x01374A|$04:$B73A:A6 A7   	LDX $A7    
; control flow target (from $B744)
0x01374C|$04:$B73C:E0 0B   	CPX #$0B   
0x01374E|$04:$B73E:B0 07   	BCS $B747  
0x013750|$04:$B740:9D C7 06	STA $06C7,X
0x013753|$04:$B743:E8      	INX        
0x013754|$04:$B744:4C 3C B7	JMP $B73C  

; control flow target (from $B73E)
0x013757|$04:$B747:A5 A7   	LDA $A7    
0x013759|$04:$B749:C9 02   	CMP #$02   
0x01375B|$04:$B74B:B0 01   	BCS $B74E  
0x01375D|$04:$B74D:60      	RTS        

; control flow target (from $B74B)
0x01375E|$04:$B74E:A2 00   	LDX #$00   
; control flow target (from $B78C)
0x013760|$04:$B750:BD D2 06	LDA $06D2,X
0x013763|$04:$B753:85 A8   	STA $A8    
0x013765|$04:$B755:86 A9   	STX $A9    
0x013767|$04:$B757:8A      	TXA        
0x013768|$04:$B758:A8      	TAY        
0x013769|$04:$B759:C8      	INY        
; control flow target (from $B76B)
0x01376A|$04:$B75A:A5 A8   	LDA $A8    
0x01376C|$04:$B75C:D9 D2 06	CMP $06D2,Y
0x01376F|$04:$B75F:B0 07   	BCS $B768  
0x013771|$04:$B761:B9 D2 06	LDA $06D2,Y
0x013774|$04:$B764:85 A8   	STA $A8    
0x013776|$04:$B766:84 A9   	STY $A9    
; control flow target (from $B75F)
0x013778|$04:$B768:C8      	INY        
0x013779|$04:$B769:C4 A7   	CPY $A7    
0x01377B|$04:$B76B:90 ED   	BCC $B75A  
0x01377D|$04:$B76D:A4 A9   	LDY $A9    
0x01377F|$04:$B76F:B9 C7 06	LDA $06C7,Y
0x013782|$04:$B772:85 A8   	STA $A8    
0x013784|$04:$B774:BD D2 06	LDA $06D2,X
0x013787|$04:$B777:99 D2 06	STA $06D2,Y
0x01378A|$04:$B77A:BD C7 06	LDA $06C7,X
0x01378D|$04:$B77D:99 C7 06	STA $06C7,Y
0x013790|$04:$B780:A5 A8   	LDA $A8    
0x013792|$04:$B782:9D C7 06	STA $06C7,X
0x013795|$04:$B785:E8      	INX        
0x013796|$04:$B786:E8      	INX        
0x013797|$04:$B787:E4 A7   	CPX $A7    
0x013799|$04:$B789:B0 04   	BCS $B78F  
0x01379B|$04:$B78B:CA      	DEX        
0x01379C|$04:$B78C:4C 50 B7	JMP $B750  

; control flow target (from $B789)
0x01379F|$04:$B78F:60      	RTS        

; control flow target (from $B6F6, $B725)
0x0137A0|$04:$B790:4A      	LSR        
0x0137A1|$04:$B791:85 99   	STA $99    
; call to code in a different bank ($0F:$C3AB)
0x0137A3|$04:$B793:20 AB C3	JSR $C3AB  	; generate a random number and store it in $32-$33 (two passes)
0x0137A6|$04:$B796:A5 32   	LDA $32    	; RNG byte 0
0x0137A8|$04:$B798:65 99   	ADC $99    
0x0137AA|$04:$B79A:90 02   	BCC $B79E  
0x0137AC|$04:$B79C:A9 FF   	LDA #$FF   
; control flow target (from $B79A)
0x0137AE|$04:$B79E:9D D2 06	STA $06D2,X
0x0137B1|$04:$B7A1:E6 A7   	INC $A7    
0x0137B3|$04:$B7A3:60      	RTS        

; control flow target (from $AE09, $B64D)
0x0137B4|$04:$B7A4:A0 01   	LDY #$01   
; control flow target (from $B7C6)
0x0137B6|$04:$B7A6:A2 00   	LDX #$00   
0x0137B8|$04:$B7A8:86 99   	STX $99    
; control flow target (from $B7BD)
0x0137BA|$04:$B7AA:BD 62 01	LDA $0162,X
0x0137BD|$04:$B7AD:CD 5F 01	CMP $015F  
0x0137C0|$04:$B7B0:D0 08   	BNE $B7BA  
0x0137C2|$04:$B7B2:98      	TYA        
0x0137C3|$04:$B7B3:DD 6A 01	CMP $016A,X
0x0137C6|$04:$B7B6:D0 02   	BNE $B7BA  
0x0137C8|$04:$B7B8:E6 99   	INC $99    
; control flow target (from $B7B0, $B7B6)
0x0137CA|$04:$B7BA:E8      	INX        
0x0137CB|$04:$B7BB:E0 08   	CPX #$08   
0x0137CD|$04:$B7BD:90 EB   	BCC $B7AA  
0x0137CF|$04:$B7BF:A5 99   	LDA $99    
0x0137D1|$04:$B7C1:F0 07   	BEQ $B7CA  
0x0137D3|$04:$B7C3:C8      	INY        
0x0137D4|$04:$B7C4:C0 09   	CPY #$09   
0x0137D6|$04:$B7C6:90 DE   	BCC $B7A6  
0x0137D8|$04:$B7C8:A0 00   	LDY #$00   
; control flow target (from $B7C1)
0x0137DA|$04:$B7CA:AE 5E 01	LDX $015E  
0x0137DD|$04:$B7CD:AD 5F 01	LDA $015F  
0x0137E0|$04:$B7D0:9D 62 01	STA $0162,X
0x0137E3|$04:$B7D3:98      	TYA        
0x0137E4|$04:$B7D4:9D 6A 01	STA $016A,X
0x0137E7|$04:$B7D7:C9 02   	CMP #$02   
0x0137E9|$04:$B7D9:B0 01   	BCS $B7DC  
0x0137EB|$04:$B7DB:60      	RTS        

; control flow target (from $B7D9)
0x0137EC|$04:$B7DC:A2 03   	LDX #$03   
; control flow target (from $B7EB)
0x0137EE|$04:$B7DE:BD 72 01	LDA $0172,X
0x0137F1|$04:$B7E1:C9 FF   	CMP #$FF   
0x0137F3|$04:$B7E3:F0 09   	BEQ $B7EE  
0x0137F5|$04:$B7E5:CD 5F 01	CMP $015F  
0x0137F8|$04:$B7E8:F0 0A   	BEQ $B7F4  
0x0137FA|$04:$B7EA:CA      	DEX        
0x0137FB|$04:$B7EB:10 F1   	BPL $B7DE  
0x0137FD|$04:$B7ED:60      	RTS        

; control flow target (from $B7E3)
0x0137FE|$04:$B7EE:AD 5F 01	LDA $015F  
0x013801|$04:$B7F1:9D 72 01	STA $0172,X
; control flow target (from $B7E8)
0x013804|$04:$B7F4:60      	RTS        


; code -> data
; Enemy Stats (Max HP, [4-bit evade chance / 64, 4-bit unused], Max Gold dropped, EXP low byte, AGI, Attack Power, Defense Power, [2-bit attack probability list, 3-bit Sleep res., 3-bit spell damage res.], [2-bit EXP * 256, 3-bit Defeat res., 3-bit Stopspell res.], [2-bit EXP * 1024, 3-bit Defense res., 3-bit Surround res.], [4-bit Attack command 1, 4-bit Attack command 2], [4-bit Attack command 3, 4-bit Attack command 4], [4-bit Attack command 5, 4-bit Attack command 6], [4-bit Attack command 7, 4-bit Attack command 8], 8*1-bit use alternate attack command)
; indirect data load target (via $9F27)
0x013805|$04:$B7F5:05 10 02 01 03 07 05 40 07 00 50 50 00 00 00	; Monster ID #$01: Slime
0x013814|$04:$B804:08 00 03 02 03 09 06 00 07 00 00 00 00 00 00	; Monster ID #$02: Big Slug
0x013823|$04:$B813:05 10 04 02 04 0B 0D 00 07 00 00 00 00 00 00	; Monster ID #$03: Iron Ant
0x013832|$04:$B822:09 00 03 03 05 0C 08 40 07 01 05 00 00 00 00	; Monster ID #$04: Drakee
0x013841|$04:$B831:0A 10 05 05 08 0E 0B 80 07 02 50 00 00 55 00	; Monster ID #$05: Wild Mouse
0x013850|$04:$B840:19 00 05 0F 14 0F 0A 5B 0F 00 CC CC 0C CC 00	; Monster ID #$06: Healer
0x01385F|$04:$B84F:0C 20 06 06 08 12 0A 00 07 00 00 00 00 00 00	; Monster ID #$07: Ghost Mouse
0x01386E|$04:$B85E:0D 10 04 08 09 10 0D 08 07 00 00 00 20 2E 80	; Monster ID #$08: Babble
0x01387D|$04:$B86D:0C 00 02 04 08 13 0D 50 0F 01 00 C0 00 CC C4	; Monster ID #$09: Army Ant
0x01388C|$04:$B87C:0F 00 0A 0A 0B 11 0B 40 08 01 56 06 06 05 00	; Monster ID #$0A: Magician
0x01389B|$04:$B88B:10 20 05 07 0F 13 0B 80 0F 02 50 00 00 5E 80	; Monster ID #$0B: Big Rat
0x0138AA|$04:$B89A:0E 10 09 09 0B 16 0A 48 0F 02 22 22 00 00 00	; Monster ID #$0C: Big Cobra
0x0138B9|$04:$B8A9:0E 10 08 12 14 12 0D 50 00 02 22 20 00 0E 87	; Monster ID #$0D: Magic Ant
0x0138C8|$04:$B8B8:0C 10 0A 0C 0E 0E 0A 50 03 02 00 00 00 00 1F	; Monster ID #$0E: Magidrakee
0x0138D7|$04:$B8C7:15 00 1E 0E 0D 19 28 08 0F 00 00 02 00 00 00	; Monster ID #$0F: Centipod
0x0138E6|$04:$B8D6:14 00 32 19 0C 1C 10 08 07 01 33 30 30 00 00	; Monster ID #$10: Man O’ War
0x0138F5|$04:$B8E5:0F 20 0C 1B 10 14 0A 50 0B 01 66 06 00 60 00	; Monster ID #$11: Lizard Fly
0x013904|$04:$B8F4:3C 00 19 28 0C 1F 07 78 3F 01 00 40 04 4E 84	; Monster ID #$12: Zombie
0x013913|$04:$B903:0F 40 28 10 0F 0E 28 91 0A 11 33 30 00 00 07	; Monster ID #$13: Smoke
0x013922|$04:$B912:19 20 0F 17 29 29 0C C8 07 03 50 C0 C0 05 14	; Monster ID #$14: Ghost Rat
0x013931|$04:$B921:28 20 2D 14 14 30 0C 90 07 02 05 00 00 05 00	; Monster ID #$15: Baboon
0x013940|$04:$B930:20 00 10 1D 0C 20 0B 50 07 07 B0 B0 B0 00 15	; Monster ID #$16: Carnivog
0x01394F|$04:$B93F:14 10 19 21 0D 27 6E 48 07 0A 00 02 05 15 00	; Monster ID #$17: Megapede
0x01395E|$04:$B94E:20 00 50 22 10 26 0B 6A 1F 0A B0 23 C5 15 11	; Monster ID #$18: Sea Slug
0x01396D|$04:$B95D:2A 20 1D 24 16 23 0D 00 08 00 2D D2 00 00 0F	; Monster ID #$19: Medusa Ball
0x01397C|$04:$B96C:28 10 1E 25 19 24 0E A1 0A 09 36 66 50 21 C1	; Monster ID #$1A: Enchanter
0x01398B|$04:$B97B:1C 20 23 20 16 1E 09 79 17 13 00 00 0F F0 60	; Monster ID #$1B: Mud Man
0x01399A|$04:$B98A:2D 10 2D 28 12 2D 0C 50 0F 08 50 00 C0 0C 90	; Monster ID #$1C: Magic Baboon
0x0139A9|$04:$B999:30 10 32 2C 1F 33 10 8A 1F 0A 00 D0 01 10 04	; Monster ID #$1D: Demighost
0x0139B8|$04:$B9A8:3C 10 17 34 1E 39 14 9A 1C 12 20 90 70 95 11	; Monster ID #$1E: Gremlin
0x0139C7|$04:$B9B7:2E 00 19 1F 17 2D 12 52 1F 0B A2 A2 02 A2 45	; Monster ID #$1F: Poison Lily
0x0139D6|$04:$B9C6:2E 00 28 2C 01 3A 02 78 2F 12 00 00 00 00 00	; Monster ID #$20: Mummy Man
0x0139E5|$04:$B9D5:1A 20 1E 32 1E 1E 78 8E 1C 04 40 14 10 42 FD	; Monster ID #$21: Gorgon
0x0139F4|$04:$B9E4:19 50 37 28 30 46 14 90 17 13 00 00 00 D1 40	; Monster ID #$22: Saber Tiger
0x013A03|$04:$B9F3:28 10 2B 3B 23 33 15 78 1F 08 77 77 70 05 1F	; Monster ID #$23: Dragon Fly
0x013A12|$04:$BA02:33 00 50 32 1E 3A 13 50 27 1B 05 F0 00 05 04	; Monster ID #$24: Titan Tree
0x013A21|$04:$BA11:41 10 28 2D 21 3F 11 10 3F 13 00 00 00 0E 80	; Monster ID #$25: Undead
0x013A30|$04:$BA20:26 20 3A 29 29 4B 19 90 1F 12 22 22 22 25 00	; Monster ID #$26: Basilisk
0x013A3F|$04:$BA2F:32 00 1C 19 27 37 10 38 27 07 CC 0C 0C 0C AB	; Monster ID #$27: Goopi
0x013A4E|$04:$BA3E:3C 10 32 3D 24 4B 17 51 27 09 50 00 00 05 00	; Monster ID #$28: Orc
0x013A5D|$04:$BA4D:3C 00 64 34 5A 40 18 33 3F 36 11 1F FF F1 FF	; Monster ID #$29: Puppet Man
0x013A6C|$04:$BA5C:4B 10 3C 3E 2A 46 1A BC 27 1C 53 03 00 0E 80	; Monster ID #$2A: Mummy
0x013A7B|$04:$BA6B:3F 10 2D 43 2D 48 1B 9A 27 24 03 0F 30 F5 5A	; Monster ID #$2B: Evil Tree
0x013A8A|$04:$BA7A:32 10 1E 27 2D 3C 50 B9 1F 0B 23 04 32 04 BB	; Monster ID #$2C: Gas
0x013A99|$04:$BA89:5F 00 33 3D 22 3B 0A 2A 3F 0A 20 B0 2B 2E A4	; Monster ID #$2D: Hork
0x013AA8|$04:$BA98:3C 10 2D 40 33 4B 1B 91 11 09 50 30 00 95 04	; Monster ID #$2E: Hawk Man
0x013AB7|$04:$BAA7:37 10 28 48 2B 3D 1C 91 12 12 73 70 07 15 42	; Monster ID #$2F: Sorcerer
0x013AC6|$04:$BAB6:06 10 5A 87 64 0A B4 7F 3F 3F 56 66 25 55 10	; Monster ID #$30: Metal Slime
0x013AD5|$04:$BAC5:41 10 2D 43 46 52 19 59 17 09 00 00 00 05 00	; Monster ID #$31: Hunter
0x013AE4|$04:$BAD4:32 00 19 5C 37 4D 1E 51 1F 10 B0 B0 FF 00 35	; Monster ID #$32: Evil Eye
0x013AF3|$04:$BAE3:3C 20 53 51 34 4A 1D 90 19 14 00 40 00 01 54	; Monster ID #$33: Hibabango
0x013B02|$04:$BAF2:3C 00 1E 26 31 48 18 A1 17 3F CC 00 05 5E 83	; Monster ID #$34: Graboopi
0x013B11|$04:$BB01:64 10 FF 3F 39 50 38 92 2A 0C 50 00 00 05 00	; Monster ID #$35: Gold Orc
0x013B20|$04:$BB10:43 10 30 54 4B 49 1C 93 1E 0B E7 E7 10 05 50	; Monster ID #$36: Evil Clown
0x013B2F|$04:$BB1F:50 30 64 3D 29 78 13 9A 18 09 66 66 66 60 00	; Monster ID #$37: Ghoul
0x013B3E|$04:$BB2E:39 10 31 55 30 4B 19 52 17 09 DD 0D 00 C0 4B	; Monster ID #$38: Vampirus
0x013B4D|$04:$BB3D:48 10 50 59 35 5D 1C 9A 23 0B 00 00 00 00 84	; Monster ID #$39: Mega Knight
0x013B5C|$04:$BB4C:50 10 37 51 47 5F 4C 3C 17 02 00 00 00 0E 80	; Monster ID #$3A: Saber Lion
0x013B6B|$04:$BB5B:46 10 96 52 3D 37 50 DC 2F 01 DD D1 10 00 07	; Monster ID #$3B: Metal Hunter
0x013B7A|$04:$BB6A:45 20 69 8B 39 50 1F 9B 23 1B A0 70 73 2C F0	; Monster ID #$3C: Ozwarg
0x013B89|$04:$BB79:43 00 51 5D 37 4A 16 BC 17 25 B4 40 B0 FF D7	; Monster ID #$3D: Dark Eye
0x013B98|$04:$BB88:3C 10 5F 47 40 55 1F 88 1A 13 30 00 30 30 51	; Monster ID #$3E: Gargoyle
0x013BA7|$04:$BB97:6E 10 87 9A 3C 63 23 D2 23 12 0D DD AA 00 00	; Monster ID #$3F: Orc King
0x013BB6|$04:$BBA6:41 10 67 B6 4F 4D 15 AA 1F 12 02 70 27 02 FF	; Monster ID #$40: Magic Vampirus
0x013BC5|$04:$BBB5:58 20 7B 75 41 77 17 A0 27 12 00 00 00 0E 80	; Monster ID #$41: Berserker
0x013BD4|$04:$BBC4:23 00 FF 1A C8 4B FF 3F 3F 7F 77 74 55 55 08	; Monster ID #$42: Metal Babble
0x013BE3|$04:$BBD3:50 80 87 C9 47 7D 24 B9 2B 13 AD 00 00 10 2A	; Monster ID #$43: Hargon’s Knight
0x013BF2|$04:$BBE2:73 40 63 47 3F 79 20 58 57 19 00 00 00 15 00	; Monster ID #$44: Cyclops
0x013C01|$04:$BBF1:78 00 78 D3 5A 73 E6 FF BF 02 DD DD 11 D1 4F	; Monster ID #$45: Attackbot
0x013C10|$04:$BC00:5F 50 93 5E 45 82 38 FB 77 1B 88 00 88 07 B3	; Monster ID #$46: Green Dragon
0x013C1F|$04:$BC0F:9E 50 64 69 8C 5C 26 BB BF 0C FF 8F 08 15 D0	; Monster ID #$47: Mace Master
0x013C2E|$04:$BC1E:37 00 65 F5 4E 63 20 97 17 15 88 8C C8 C8 FF	; Monster ID #$48: Flame
0x013C3D|$04:$BC2D:59 50 60 0F 5A 5C 23 B9 67 14 B7 7B 7B BB A8	; Monster ID #$49: Silver Batboon
0x013C4C|$04:$BC3C:5A 40 71 C5 55 6F 21 32 5F 1A 50 05 05 05 FF	; Monster ID #$4A: Blizzard
0x013C5B|$04:$BC4B:9B 10 5F 03 64 91 29 3A B7 12 00 00 10 01 00	; Monster ID #$4B: Giant
0x013C6A|$04:$BC5A:70 60 64 8C 6E 6C 27 B3 72 12 60 77 8B 0B B1	; Monster ID #$4C: Gold Batboon
0x013C79|$04:$BC69:D2 70 6E 68 96 8C 50 64 F7 12 88 8D 88 8D CC	; Monster ID #$4D: Bullwong
0x013C88|$04:$BC78:FA 70 FA 4C 3F C3 C8 3F 3F 52 DD DD DD DE FF	; Monster ID #$4E: Atlas
0x013C97|$04:$BC87:FA 70 F0 FA 4B 7F A0 9C 7F 66 68 57 25 DB 75	; Monster ID #$4F: Bazuzu
0x013CA6|$04:$BC96:FA 00 FF 98 78 C8 DC AD 37 80 BB 88 88 D1 F0	; Monster ID #$50: Zarlox
0x013CB5|$04:$BCA5:E6 00 00 00 96 B4 BB FB 3C 3F BB B8 82 BD E0	; Monster ID #$51: Hargon
0x013CC4|$04:$BCB4:FA 70 00 00 6E FF FF 3F 3F 14 9B 93 B3 99 C5	; Monster ID #$52: Malroth
; EXP per level, low byte
; Exp needed for Midenhall
; indexed data load target (from $9D5E)
0x013CD3|$04:$BCC3:0C
; EXP per level, high byte
; indexed data load target (from $9D61, $9D6D)
0x013CD4|$04:$BCC4:   00	; Lv  2: (12 total)
0x013CD5|$04:$BCC5:14 00	; Lv  3: (32 total)
0x013CD7|$04:$BCC7:28 00	; Lv  4: (72 total)
0x013CD9|$04:$BCC9:44 00	; Lv  5: (140 total)
0x013CDB|$04:$BCCB:8C 00	; Lv  6: (280 total)
0x013CDD|$04:$BCCD:18 01	; Lv  7: (560 total)
0x013CDF|$04:$BCCF:B8 01	; Lv  8: (1000 total)
0x013CE1|$04:$BCD1:20 03	; Lv  9: (1800 total)
0x013CE3|$04:$BCD3:E8 03	; Lv 10: (2800 total)
0x013CE5|$04:$BCD5:4C 04	; Lv 11: (3900 total)
0x013CE7|$04:$BCD7:78 05	; Lv 12: (5300 total)
0x013CE9|$04:$BCD9:FC 08	; Lv 13: (7600 total)
0x013CEB|$04:$BCDB:60 09	; Lv 14: (10000 total)
0x013CED|$04:$BCDD:B8 0B	; Lv 15: (13000 total)
0x013CEF|$04:$BCDF:A0 0F	; Lv 16: (17000 total)
0x013CF1|$04:$BCE1:A0 0F	; Lv 17: (21000 total)
0x013CF3|$04:$BCE3:88 13	; Lv 18: (26000 total)
0x013CF5|$04:$BCE5:70 17	; Lv 19: (32000 total)
0x013CF7|$04:$BCE7:40 1F	; Lv 20: (40000 total)
0x013CF9|$04:$BCE9:10 27	; Lv 21: (50000 total)
0x013CFB|$04:$BCEB:E0 2E	; Lv 22: (62000 total)
0x013CFD|$04:$BCED:C8 32	; Lv 23: (75000 total)
0x013CFF|$04:$BCEF:98 3A	; Lv 24: (90000 total)
0x013D01|$04:$BCF1:68 42	; Lv 25: (107000 total)
0x013D03|$04:$BCF3:20 4E	; Lv 26: (127000 total)
0x013D05|$04:$BCF5:D8 59	; Lv 27: (150000 total)
0x013D07|$04:$BCF7:A8 61	; Lv 28: (175000 total)
0x013D09|$04:$BCF9:A8 61	; Lv 29: (200000 total)
0x013D0B|$04:$BCFB:30 75	; Lv 30: (230000 total)
0x013D0D|$04:$BCFD:30 75	; Lv 31: (260000 total)
0x013D0F|$04:$BCFF:30 75	; Lv 32: (290000 total)
0x013D11|$04:$BD01:30 75	; Lv 33: (320000 total)
0x013D13|$04:$BD03:30 75	; Lv 34: (350000 total)
0x013D15|$04:$BD05:30 75	; Lv 35: (380000 total)
0x013D17|$04:$BD07:30 75	; Lv 36: (410000 total)
0x013D19|$04:$BD09:30 75	; Lv 37: (440000 total)
0x013D1B|$04:$BD0B:30 75	; Lv 38: (470000 total)
0x013D1D|$04:$BD0D:30 75	; Lv 39: (500000 total)
0x013D1F|$04:$BD0F:30 75	; Lv 40: (530000 total)
0x013D21|$04:$BD11:40 9C	; Lv 41: (570000 total)
0x013D23|$04:$BD13:50 C3	; Lv 42: (620000 total)
0x013D25|$04:$BD15:50 C3	; Lv 43: (670000 total)
0x013D27|$04:$BD17:50 C3	; Lv 44: (720000 total)
0x013D29|$04:$BD19:50 C3	; Lv 45: (770000 total)
0x013D2B|$04:$BD1B:50 C3	; Lv 46: (820000 total)
0x013D2D|$04:$BD1D:50 C3	; Lv 47: (870000 total)
0x013D2F|$04:$BD1F:50 C3	; Lv 48: (920000 total)
0x013D31|$04:$BD21:50 C3	; Lv 49: (970000 total)
0x013D33|$04:$BD23:30 75	; Lv 50: (1000000 total)

; Exp needed for Cannock
0x013D35|$04:$BD25:18 00	; Lv  2: (24 total)
0x013D37|$04:$BD27:24 00	; Lv  3: (60 total)
0x013D39|$04:$BD29:32 00	; Lv  4: (110 total)
0x013D3B|$04:$BD2B:5A 00	; Lv  5: (200 total)
0x013D3D|$04:$BD2D:B4 00	; Lv  6: (380 total)
0x013D3F|$04:$BD2F:40 01	; Lv  7: (700 total)
0x013D41|$04:$BD31:58 02	; Lv  8: (1300 total)
0x013D43|$04:$BD33:4C 04	; Lv  9: (2400 total)
0x013D45|$04:$BD35:40 06	; Lv 10: (4000 total)
0x013D47|$04:$BD37:D0 07	; Lv 11: (6000 total)
0x013D49|$04:$BD39:98 08	; Lv 12: (8200 total)
0x013D4B|$04:$BD3B:F0 0A	; Lv 13: (11000 total)
0x013D4D|$04:$BD3D:A0 0F	; Lv 14: (15000 total)
0x013D4F|$04:$BD3F:A0 0F	; Lv 15: (19000 total)
0x013D51|$04:$BD41:88 13	; Lv 16: (24000 total)
0x013D53|$04:$BD43:70 17	; Lv 17: (30000 total)
0x013D55|$04:$BD45:58 1B	; Lv 18: (37000 total)
0x013D57|$04:$BD47:28 23	; Lv 19: (46000 total)
0x013D59|$04:$BD49:F8 2A	; Lv 20: (57000 total)
0x013D5B|$04:$BD4B:C8 32	; Lv 21: (70000 total)
0x013D5D|$04:$BD4D:98 3A	; Lv 22: (85000 total)
0x013D5F|$04:$BD4F:98 3A	; Lv 23: (100000 total)
0x013D61|$04:$BD51:80 3E	; Lv 24: (116000 total)
0x013D63|$04:$BD53:50 46	; Lv 25: (134000 total)
0x013D65|$04:$BD55:F0 55	; Lv 26: (156000 total)
0x013D67|$04:$BD57:90 65	; Lv 27: (182000 total)
0x013D69|$04:$BD59:60 6D	; Lv 28: (210000 total)
0x013D6B|$04:$BD5B:30 75	; Lv 29: (240000 total)
0x013D6D|$04:$BD5D:40 9C	; Lv 30: (280000 total)
0x013D6F|$04:$BD5F:30 75	; Lv 31: (310000 total)
0x013D71|$04:$BD61:30 75	; Lv 32: (340000 total)
0x013D73|$04:$BD63:40 9C	; Lv 33: (380000 total)
0x013D75|$04:$BD65:50 C3	; Lv 34: (430000 total)
0x013D77|$04:$BD67:50 C3	; Lv 35: (480000 total)
0x013D79|$04:$BD69:40 9C	; Lv 36: (520000 total)
0x013D7B|$04:$BD6B:60 EA	; Lv 37: (580000 total)
0x013D7D|$04:$BD6D:60 EA	; Lv 38: (640000 total)
0x013D7F|$04:$BD6F:60 EA	; Lv 39: (700000 total)
0x013D81|$04:$BD71:60 EA	; Lv 40: (760000 total)
0x013D83|$04:$BD73:60 EA	; Lv 41: (820000 total)
0x013D85|$04:$BD75:20 4E	; Lv 42: (840000 total)
0x013D87|$04:$BD77:60 EA	; Lv 43: (900000 total)
0x013D89|$04:$BD79:60 EA	; Lv 44: (960000 total)
0x013D8B|$04:$BD7B:40 9C	; Lv 45: (1000000 total)

; Exp needed for Moonbrooke
0x013D8D|$04:$BD7D:64 00	; Lv  2: (100 total)
0x013D8F|$04:$BD7F:C8 00	; Lv  3: (300 total)
0x013D91|$04:$BD81:2C 01	; Lv  4: (600 total)
0x013D93|$04:$BD83:58 02	; Lv  5: (1200 total)
0x013D95|$04:$BD85:B0 04	; Lv  6: (2400 total)
0x013D97|$04:$BD87:08 07	; Lv  7: (4200 total)
0x013D99|$04:$BD89:98 08	; Lv  8: (6400 total)
0x013D9B|$04:$BD8B:28 0A	; Lv  9: (9000 total)
0x013D9D|$04:$BD8D:B8 0B	; Lv 10: (12000 total)
0x013D9F|$04:$BD8F:A0 0F	; Lv 11: (16000 total)
0x013DA1|$04:$BD91:A0 0F	; Lv 12: (20000 total)
0x013DA3|$04:$BD93:88 13	; Lv 13: (25000 total)
0x013DA5|$04:$BD95:70 17	; Lv 14: (31000 total)
0x013DA7|$04:$BD97:40 1F	; Lv 15: (39000 total)
0x013DA9|$04:$BD99:F8 2A	; Lv 16: (50000 total)
0x013DAB|$04:$BD9B:98 3A	; Lv 17: (65000 total)
0x013DAD|$04:$BD9D:50 46	; Lv 18: (83000 total)
0x013DAF|$04:$BD9F:20 4E	; Lv 19: (103000 total)
0x013DB1|$04:$BDA1:F0 55	; Lv 20: (125000 total)
0x013DB3|$04:$BDA3:A8 61	; Lv 21: (150000 total)
0x013DB5|$04:$BDA5:30 75	; Lv 22: (180000 total)
0x013DB7|$04:$BDA7:40 9C	; Lv 23: (220000 total)
0x013DB9|$04:$BDA9:50 C3	; Lv 24: (270000 total)
0x013DBB|$04:$BDAB:30 75	; Lv 25: (300000 total)
0x013DBD|$04:$BDAD:30 75	; Lv 26: (330000 total)
0x013DBF|$04:$BDAF:30 75	; Lv 27: (360000 total)
0x013DC1|$04:$BDB1:40 9C	; Lv 28: (400000 total)
0x013DC3|$04:$BDB3:50 C3	; Lv 29: (450000 total)
0x013DC5|$04:$BDB5:90 5F	; Lv 30: (540000 total, 65536 EXP pre-added)
0x013DC7|$04:$BDB7:90 5F	; Lv 31: (630000 total, 65536 EXP pre-added)
0x013DC9|$04:$BDB9:A0 86	; Lv 32: (730000 total, 65536 EXP pre-added)
0x013DCB|$04:$BDBB:90 5F	; Lv 33: (820000 total, 65536 EXP pre-added)
0x013DCD|$04:$BDBD:90 5F	; Lv 34: (910000 total, 65536 EXP pre-added)
0x013DCF|$04:$BDBF:90 5F	; Lv 35: (1000000 total, 65536 EXP pre-added)
; starting STR
; Midenhall
; indexed data load target (from $9DDE)
0x013DD1|$04:$BDC1:05
; starting AGI
; indexed data load target (from $9DE3)
0x013DD2|$04:$BDC2:   04
; starting Max HP
; indexed data load target (from $9DE8)
0x013DD3|$04:$BDC3:      1C
; starting Max MP
; indexed data load target (from $9DED)
0x013DD4|$04:$BDC4:         00
; Cannock
0x013DD5|$04:$BDC5:04 04 1F 06
; Moonbrooke
0x013DD9|$04:$BDC9:02 16 20 1C
; level up stat nybbles (STR/AGI, HP/MP)
; indexed data load target (from $9DFD, $9E07, $9E97)
0x013DDD|$04:$BDCD:21 90	; Midenhall Lv  2
0x013DDF|$04:$BDCF:03 36	; Cannock Lv 2
0x013DE1|$04:$BDD1:04 00	; Moonbrooke Lv 2
0x013DE3|$04:$BDD3:52 30	; Midenhall Lv  3
0x013DE5|$04:$BDD5:22 14	; Cannock Lv 3
0x013DE7|$04:$BDD7:00 57	; Moonbrooke Lv 3
0x013DE9|$04:$BDD9:50 80	; Midenhall Lv  4
0x013DEB|$04:$BDDB:12 32	; Cannock Lv 4
0x013DED|$04:$BDDD:12 09	; Moonbrooke Lv 4
0x013DEF|$04:$BDDF:15 40	; Midenhall Lv  5
0x013DF1|$04:$BDE1:04 22	; Cannock Lv 5
0x013DF3|$04:$BDE3:05 14	; Moonbrooke Lv 5
0x013DF5|$04:$BDE5:26 30	; Midenhall Lv  6
0x013DF7|$04:$BDE7:14 22	; Cannock Lv 6
0x013DF9|$04:$BDE9:17 10	; Moonbrooke Lv 6
0x013DFB|$04:$BDEB:93 10	; Midenhall Lv  7
0x013DFD|$04:$BDED:12 05	; Cannock Lv 7
0x013DFF|$04:$BDEF:12 12	; Moonbrooke Lv 7
0x013E01|$04:$BDF1:13 20	; Midenhall Lv  8
0x013E03|$04:$BDF3:60 25	; Cannock Lv 8
0x013E05|$04:$BDF5:15 52	; Moonbrooke Lv 8
0x013E07|$04:$BDF7:30 00	; Midenhall Lv  9
0x013E09|$04:$BDF9:07 12	; Cannock Lv 9
0x013E0B|$04:$BDFB:13 56	; Moonbrooke Lv 9
0x013E0D|$04:$BDFD:34 20	; Midenhall Lv 10
0x013E0F|$04:$BDFF:14 24	; Cannock Lv 10
0x013E11|$04:$BE01:15 65	; Moonbrooke Lv 10
0x013E13|$04:$BE03:52 20	; Midenhall Lv 11
0x013E15|$04:$BE05:14 32	; Cannock Lv 11
0x013E17|$04:$BE07:01 26	; Moonbrooke Lv 111
0x013E19|$04:$BE09:33 10	; Midenhall Lv 12
0x013E1B|$04:$BE0B:20 23	; Cannock Lv 12
0x013E1D|$04:$BE0D:12 12	; Moonbrooke Lv 12
0x013E1F|$04:$BE0F:54 10	; Midenhall Lv 13
0x013E21|$04:$BE11:87 22	; Cannock Lv 13
0x013E23|$04:$BE13:15 34	; Moonbrooke Lv 13
0x013E25|$04:$BE15:40 10	; Midenhall Lv 14
0x013E27|$04:$BE17:35 53	; Cannock Lv 14
0x013E29|$04:$BE19:16 65	; Moonbrooke Lv 14
0x013E2B|$04:$BE1B:24 30	; Midenhall Lv 15
0x013E2D|$04:$BE1D:40 42	; Cannock Lv 15
0x013E2F|$04:$BE1F:13 76	; Moonbrooke Lv 15
0x013E31|$04:$BE21:36 20	; Midenhall Lv 16
0x013E33|$04:$BE23:57 24	; Cannock Lv 16
0x013E35|$04:$BE25:36 5C	; Moonbrooke Lv 16
0x013E37|$04:$BE27:32 50	; Midenhall Lv 17
0x013E39|$04:$BE29:02 48	; Cannock Lv 17
0x013E3B|$04:$BE2B:23 9C	; Moonbrooke Lv 17
0x013E3D|$04:$BE2D:50 30	; Midenhall Lv 18
0x013E3F|$04:$BE2F:13 33	; Cannock Lv 18
0x013E41|$04:$BE31:14 89	; Moonbrooke Lv 18
0x013E43|$04:$BE33:33 40	; Midenhall Lv 19
0x013E45|$04:$BE35:16 73	; Cannock Lv 19
0x013E47|$04:$BE37:22 89	; Moonbrooke Lv 19
0x013E49|$04:$BE39:64 D0	; Midenhall Lv 20
0x013E4B|$04:$BE3B:23 40	; Cannock Lv 20
0x013E4D|$04:$BE3D:09 77	; Moonbrooke Lv 20
0x013E4F|$04:$BE3F:63 60	; Midenhall Lv 21
0x013E51|$04:$BE41:24 48	; Cannock Lv 21
0x013E53|$04:$BE43:34 C3	; Moonbrooke Lv 21
0x013E55|$04:$BE45:66 90	; Midenhall Lv 22
0x013E57|$04:$BE47:24 41	; Cannock Lv 22
0x013E59|$04:$BE49:2A 92	; Moonbrooke Lv 22
0x013E5B|$04:$BE4B:41 90	; Midenhall Lv 23
0x013E5D|$04:$BE4D:12 86	; Cannock Lv 23
0x013E5F|$04:$BE4F:47 7B	; Moonbrooke Lv 23
0x013E61|$04:$BE51:34 60	; Midenhall Lv 24
0x013E63|$04:$BE53:23 74	; Cannock Lv 24
0x013E65|$04:$BE55:40 57	; Moonbrooke Lv 24
0x013E67|$04:$BE57:50 90	; Midenhall Lv 25
0x013E69|$04:$BE59:10 74	; Cannock Lv 25
0x013E6B|$04:$BE5B:23 15	; Moonbrooke Lv 25
0x013E6D|$04:$BE5D:43 80	; Midenhall Lv 26
0x013E6F|$04:$BE5F:23 C0	; Cannock Lv 26
0x013E71|$04:$BE61:13 49	; Moonbrooke Lv 26
0x013E73|$04:$BE63:46 B0	; Midenhall Lv 27
0x013E75|$04:$BE65:18 D3	; Cannock Lv 27
0x013E77|$04:$BE67:05 17	; Moonbrooke Lv 27
0x013E79|$04:$BE69:53 A0	; Midenhall Lv 28
0x013E7B|$04:$BE6B:40 55	; Cannock Lv 28
0x013E7D|$04:$BE6D:14 15	; Moonbrooke Lv 28
0x013E7F|$04:$BE6F:44 70	; Midenhall Lv 29
0x013E81|$04:$BE71:76 96	; Cannock Lv 29
0x013E83|$04:$BE73:33 71	; Moonbrooke Lv 29
0x013E85|$04:$BE75:52 30	; Midenhall Lv 30
0x013E87|$04:$BE77:31 13	; Cannock Lv 30
0x013E89|$04:$BE79:25 15	; Moonbrooke Lv 30
0x013E8B|$04:$BE7B:62 50	; Midenhall Lv 31
0x013E8D|$04:$BE7D:22 64	; Cannock Lv 31
0x013E8F|$04:$BE7F:62 61	; Moonbrooke Lv 31
0x013E91|$04:$BE81:31 20	; Midenhall Lv 32
0x013E93|$04:$BE83:03 13	; Cannock Lv 32
0x013E95|$04:$BE85:43 21	; Moonbrooke Lv 32
0x013E97|$04:$BE87:10 80	; Midenhall Lv 33
0x013E99|$04:$BE89:A2 13	; Cannock Lv 33
0x013E9B|$04:$BE8B:46 27	; Moonbrooke Lv 33
0x013E9D|$04:$BE8D:22 20	; Midenhall Lv 34
0x013E9F|$04:$BE8F:51 22	; Cannock Lv 34
0x013EA1|$04:$BE91:43 16	; Moonbrooke Lv 34
0x013EA3|$04:$BE93:12 20	; Midenhall Lv 35
0x013EA5|$04:$BE95:72 25	; Cannock Lv 35
0x013EA7|$04:$BE97:A6 95	; Moonbrooke Lv 35
0x013EA9|$04:$BE99:21 50	; Midenhall Lv 36
0x013EAB|$04:$BE9B:83 30	; Cannock Lv 36
0x013EAD|$04:$BE9D:22 30	; Midenhall Lv 37
0x013EAF|$04:$BE9F:90 33	; Cannock Lv 37
0x013EB1|$04:$BEA1:32 10	; Midenhall Lv 38
0x013EB3|$04:$BEA3:64 52	; Cannock Lv 38
0x013EB5|$04:$BEA5:12 40	; Midenhall Lv 39
0x013EB7|$04:$BEA7:03 47	; Cannock Lv 39
0x013EB9|$04:$BEA9:13
; base offset for equipment power list at $BEEB
; indexed data load target (from $9E5F)
0x013EBA|$04:$BEAA:   10	; Midenhall Lv 40
0x013EBB|$04:$BEAB:50 23	; Cannock Lv 40
0x013EBD|$04:$BEAD:22 40	; Midenhall Lv 41
0x013EBF|$04:$BEAF:25 82	; Cannock Lv 41
0x013EC1|$04:$BEB1:12 10	; Midenhall Lv 42
0x013EC3|$04:$BEB3:86 03	; Cannock Lv 42
0x013EC5|$04:$BEB5:31 40	; Midenhall Lv 43
0x013EC7|$04:$BEB7:12 44	; Cannock Lv 43
0x013EC9|$04:$BEB9:12 00	; Midenhall Lv 44
0x013ECB|$04:$BEBB:45 26	; Cannock Lv 44
0x013ECD|$04:$BEBD:03 50	; Midenhall Lv 45
0x013ECF|$04:$BEBF:52 45	; Cannock Lv 45
0x013ED1|$04:$BEC1:15 10	; Midenhall Lv 46
0x013ED3|$04:$BEC3:13 10	; Midenhall Lv 47
0x013ED5|$04:$BEC5:37 70	; Midenhall Lv 48
0x013ED7|$04:$BEC7:12 60	; Midenhall Lv 49
0x013ED9|$04:$BEC9:48 50	; Midenhall Lv 50
; levels for learning spells
; Cannock level for learning battle spells
; indexed data load target (from $9EB0)
0x013EDB|$04:$BECB:03	; Spell ID #$01: Firebal
0x013EDC|$04:$BECC:08	; Spell ID #$06: Stopspell
0x013EDD|$04:$BECD:12	; Spell ID #$03: Firebane
0x013EDE|$04:$BECE:17	; Spell ID #$04: Defeat
0x013EDF|$04:$BECF:01	; Spell ID #$09: Heal
0x013EE0|$04:$BED0:0E	; Spell ID #$0B: Healmore
0x013EE1|$04:$BED1:14	; Spell ID #$0A: Increase
0x013EE2|$04:$BED2:1C	; Spell ID #$0C: Sacrifice
; Cannock level for learning field spells
0x013EE3|$04:$BED3:01	; Spell ID #$09: Heal
0x013EE4|$04:$BED4:06	; Spell ID #$10: Antidote
0x013EE5|$04:$BED5:0A	; Spell ID #$14: Return
0x013EE6|$04:$BED6:0C	; Spell ID #$12: Outside
0x013EE7|$04:$BED7:0E	; Spell ID #$0B: Healmore
0x013EE8|$04:$BED8:11	; Spell ID #$16: Stepguard
0x013EE9|$04:$BED9:19	; Spell ID #$17: Revive
0x013EEA|$04:$BEDA:FF	; no spell
; Moonbrooke level for learning battle spells
0x013EEB|$04:$BEDB:02	; Spell ID #$02: Sleep
0x013EEC|$04:$BEDC:04	; Spell ID #$05: Infernos
0x013EED|$04:$BEDD:06	; Spell ID #$07: Surround
0x013EEE|$04:$BEDE:13	; Spell ID #$0E: Explodet
0x013EEF|$04:$BEDF:01	; Spell ID #$0B: Healmore
0x013EF0|$04:$BEE0:0A	; Spell ID #$08: Defense
0x013EF1|$04:$BEE1:0F	; Spell ID #$0D: Healall
0x013EF2|$04:$BEE2:19	; Spell ID #$0F: Chance
; Moonbrooke level for learning field spells
0x013EF3|$04:$BEE3:01	; Spell ID #$0B: Healmore
0x013EF4|$04:$BEE4:08	; Spell ID #$13: Repel
0x013EF5|$04:$BEE5:0C	; Spell ID #$10: Antidote
0x013EF6|$04:$BEE6:0F	; Spell ID #$0D: Healall
0x013EF7|$04:$BEE7:11	; Spell ID #$12: Outside
0x013EF8|$04:$BEE8:15	; Spell ID #$16: Stepguard
0x013EF9|$04:$BEE9:17	; Spell ID #$15: Open
0x013EFA|$04:$BEEA:FF	; no spell
; equipment power list
; referenced as $BEAA
0x013EFB|$04:$BEEB:02	; Item ID #$01: Bamboo Stick
0x013EFC|$04:$BEEC:0C	; Item ID #$02: Magic Knife
0x013EFD|$04:$BEED:08	; Item ID #$03: Wizard’s Wand
0x013EFE|$04:$BEEE:0F	; Item ID #$04: Staff of Thunder
0x013EFF|$04:$BEEF:08	; Item ID #$05: Club
0x013F00|$04:$BEF0:0A	; Item ID #$06: Copper Sword
0x013F01|$04:$BEF1:0F	; Item ID #$07: Chain Sickle
0x013F02|$04:$BEF2:14	; Item ID #$08: Iron Spear
0x013F03|$04:$BEF3:05	; Item ID #$09: Falcon Sword
0x013F04|$04:$BEF4:1E	; Item ID #$0A: Broad Sword
0x013F05|$04:$BEF5:23	; Item ID #$0B: Giant Hammer
0x013F06|$04:$BEF6:5D	; Item ID #$0C: Sword of Destruction
0x013F07|$04:$BEF7:32	; Item ID #$0D: Dragon Killer
0x013F08|$04:$BEF8:41	; Item ID #$0E: Light Sword
0x013F09|$04:$BEF9:28	; Item ID #$0F: Sword of Erdrick
0x013F0A|$04:$BEFA:50	; Item ID #$10: Thunder Sword

0x013F0B|$04:$BEFB:02	; Item ID #$11: Clothes
0x013F0C|$04:$BEFC:14	; Item ID #$12: Clothes Hiding
0x013F0D|$04:$BEFD:23	; Item ID #$13: Water Flying Cloth
0x013F0E|$04:$BEFE:1E	; Item ID #$14: Mink Coat
0x013F0F|$04:$BEFF:06	; Item ID #$15: Leather Armor
0x013F10|$04:$BF00:0C	; Item ID #$16: Chain Mail
0x013F11|$04:$BF01:32	; Item ID #$17: Gremlin’s Armor
0x013F12|$04:$BF02:19	; Item ID #$18: Magic Armor
0x013F13|$04:$BF03:19	; Item ID #$19: Full Plate Armor
0x013F14|$04:$BF04:23	; Item ID #$1A: Armor of Gaia
0x013F15|$04:$BF05:28	; Item ID #$1B: Armor of Erdrick

0x013F16|$04:$BF06:04	; Item ID #$1C: Leather Shield
0x013F17|$04:$BF07:12	; Item ID #$1D: Shield of Strength
0x013F18|$04:$BF08:0A	; Item ID #$1E: Steel Shield
0x013F19|$04:$BF09:1E	; Item ID #$1F: Evil Shield
0x013F1A|$04:$BF0A:14	; Item ID #$20: Shield of Erdrick

0x013F1B|$04:$BF0B:04	; Item ID #$21: Mysterious Hat
0x013F1C|$04:$BF0C:06	; Item ID #$22: Iron Helmet
0x013F1D|$04:$BF0D:14	; Item ID #$23: Helmet of Erdrick
; monster drop rates/items
; indexed data load target (from $97A8)
0x013F1E|$04:$BF0E:FC	; Monster ID #$01: Slime; 1/128 chance for #$3C: Medical Herb
0x013F1F|$04:$BF0F:BC	; Monster ID #$02: Big Slug; 1/32 chance for #$3C: Medical Herb
0x013F20|$04:$BF10:3C	; Monster ID #$03: Iron Ant; 1/8 chance for #$3C: Medical Herb
0x013F21|$04:$BF11:85	; Monster ID #$04: Drakee; 1/32 chance for #$05: Club
0x013F22|$04:$BF12:3C	; Monster ID #$05: Wild Mouse; 1/8 chance for #$3C: Medical Herb
0x013F23|$04:$BF13:B3	; Monster ID #$06: Healer; 1/32 chance for #$33: Lottery Ticket
0x013F24|$04:$BF14:51	; Monster ID #$07: Ghost Mouse; 1/16 chance for #$11: Clothes
0x013F25|$04:$BF15:46	; Monster ID #$08: Babble; 1/16 chance for #$06: Copper Sword
0x013F26|$04:$BF16:7C	; Monster ID #$09: Army Ant; 1/16 chance for #$3C: Medical Herb
0x013F27|$04:$BF17:01	; Monster ID #$0A: Magician; 1/8 chance for #$01: Bamboo Stick
0x013F28|$04:$BF18:75	; Monster ID #$0B: Big Rat; 1/16 chance for #$35: Wing of the Wyvern
0x013F29|$04:$BF19:3B	; Monster ID #$0C: Big Cobra; 1/8 chance for #$3B: Antidote Herb
0x013F2A|$04:$BF1A:33	; Monster ID #$0D: Magic Ant; 1/8 chance for #$33: Lottery Ticket
0x013F2B|$04:$BF1B:45	; Monster ID #$0E: Magidrakee; 1/16 chance for #$05: Club
0x013F2C|$04:$BF1C:55	; Monster ID #$0F: Centipod; 1/16 chance for #$15: Leather Armor
0x013F2D|$04:$BF1D:B5	; Monster ID #$10: Man O’ War; 1/32 chance for #$35: Wing of the Wyvern
0x013F2E|$04:$BF1E:33	; Monster ID #$11: Lizard Fly; 1/8 chance for #$33: Lottery Ticket
0x013F2F|$04:$BF1F:55	; Monster ID #$12: Zombie; 1/16 chance for #$15: Leather Armor
0x013F30|$04:$BF20:51	; Monster ID #$13: Smoke; 1/16 chance for #$11: Clothes
0x013F31|$04:$BF21:3C	; Monster ID #$14: Ghost Rat; 1/8 chance for #$3C: Medical Herb
0x013F32|$04:$BF22:45	; Monster ID #$15: Baboon; 1/16 chance for #$05: Club
0x013F33|$04:$BF23:73	; Monster ID #$16: Carnivog; 1/16 chance for #$33: Lottery Ticket
0x013F34|$04:$BF24:1C	; Monster ID #$17: Megapede; 1/8 chance for #$1C: Leather Shield
0x013F35|$04:$BF25:86	; Monster ID #$18: Sea Slug; 1/32 chance for #$06: Copper Sword
0x013F36|$04:$BF26:7B	; Monster ID #$19: Medusa Ball; 1/16 chance for #$3B: Antidote Herb
0x013F37|$04:$BF27:70	; Monster ID #$1A: Enchanter; 1/16 chance for #$30: Dragon’s Bane
0x013F38|$04:$BF28:74	; Monster ID #$1B: Mud Man; 1/16 chance for #$34: Fairy Water
0x013F39|$04:$BF29:7C	; Monster ID #$1C: Magic Baboon; 1/16 chance for #$3C: Medical Herb
0x013F3A|$04:$BF2A:47	; Monster ID #$1D: Demighost; 1/16 chance for #$07: Chain Sickle
0x013F3B|$04:$BF2B:75	; Monster ID #$1E: Gremlin; 1/16 chance for #$35: Wing of the Wyvern
0x013F3C|$04:$BF2C:7B	; Monster ID #$1F: Poison Lily; 1/16 chance for #$3B: Antidote Herb
0x013F3D|$04:$BF2D:11	; Monster ID #$20: Mummy Man; 1/8 chance for #$11: Clothes
0x013F3E|$04:$BF2E:74	; Monster ID #$21: Gorgon; 1/16 chance for #$34: Fairy Water
0x013F3F|$04:$BF2F:46	; Monster ID #$22: Saber Tiger; 1/16 chance for #$06: Copper Sword
0x013F40|$04:$BF30:70	; Monster ID #$23: Dragon Fly; 1/16 chance for #$30: Dragon’s Bane
0x013F41|$04:$BF31:83	; Monster ID #$24: Titan Tree; 1/32 chance for #$03: Wizard’s Wand
0x013F42|$04:$BF32:73	; Monster ID #$25: Undead; 1/16 chance for #$33: Lottery Ticket
0x013F43|$04:$BF33:74	; Monster ID #$26: Basilisk; 1/16 chance for #$34: Fairy Water
0x013F44|$04:$BF34:FD	; Monster ID #$27: Goopi; 1/128 chance for #$3D: Wizard’s Ring
0x013F45|$04:$BF35:48	; Monster ID #$28: Orc; 1/16 chance for #$08: Iron Spear
0x013F46|$04:$BF36:FD	; Monster ID #$29: Puppet Man; 1/128 chance for #$3D: Wizard’s Ring
0x013F47|$04:$BF37:91	; Monster ID #$2A: Mummy; 1/32 chance for #$11: Clothes
0x013F48|$04:$BF38:34	; Monster ID #$2B: Evil Tree; 1/8 chance for #$34: Fairy Water
0x013F49|$04:$BF39:92	; Monster ID #$2C: Gas; 1/32 chance for #$12: Clothes Hiding
0x013F4A|$04:$BF3A:FD	; Monster ID #$2D: Hork; 1/128 chance for #$3D: Wizard’s Ring
0x013F4B|$04:$BF3B:AF	; Monster ID #$2E: Hawk Man; 1/32 chance for #$2F: Gremlin’s Tail
0x013F4C|$04:$BF3C:52	; Monster ID #$2F: Sorcerer; 1/16 chance for #$12: Clothes Hiding
0x013F4D|$04:$BF3D:62	; Monster ID #$30: Metal Slime; 1/16 chance for #$22: Iron Helmet
0x013F4E|$04:$BF3E:48	; Monster ID #$31: Hunter; 1/16 chance for #$08: Iron Spear
0x013F4F|$04:$BF3F:99	; Monster ID #$32: Evil Eye; 1/32 chance for #$19: Full Plate Armor
0x013F50|$04:$BF40:16	; Monster ID #$33: Hibabango; 1/8 chance for #$16: Chain Mail
0x013F51|$04:$BF41:06	; Monster ID #$34: Graboopi; 1/8 chance for #$06: Copper Sword
0x013F52|$04:$BF42:B0	; Monster ID #$35: Gold Orc; 1/32 chance for #$30: Dragon’s Bane
0x013F53|$04:$BF43:43	; Monster ID #$36: Evil Clown; 1/16 chance for #$03: Wizard’s Wand
0x013F54|$04:$BF44:07	; Monster ID #$37: Ghoul; 1/8 chance for #$07: Chain Sickle
0x013F55|$04:$BF45:75	; Monster ID #$38: Vampirus; 1/16 chance for #$35: Wing of the Wyvern
0x013F56|$04:$BF46:DF	; Monster ID #$39: Mega Knight; 1/128 chance for #$1F: Evil Shield
0x013F57|$04:$BF47:48	; Monster ID #$3A: Saber Lion; 1/16 chance for #$08: Iron Spear
0x013F58|$04:$BF48:4A	; Monster ID #$3B: Metal Hunter; 1/16 chance for #$0A: Broad Sword
0x013F59|$04:$BF49:6F	; Monster ID #$3C: Ozwarg; 1/16 chance for #$2F: Gremlin’s Tail
0x013F5A|$04:$BF4A:9F	; Monster ID #$3D: Dark Eye; 1/32 chance for #$1F: Evil Shield
0x013F5B|$04:$BF4B:22	; Monster ID #$3E: Gargoyle; 1/8 chance for #$22: Iron Helmet
0x013F5C|$04:$BF4C:33	; Monster ID #$3F: Orc King; 1/8 chance for #$33: Lottery Ticket
0x013F5D|$04:$BF4D:E1	; Monster ID #$40: Magic Vampirus; 1/128 chance for #$21: Mysterious Hat
0x013F5E|$04:$BF4E:4B	; Monster ID #$41: Berserker; 1/16 chance for #$0B: Giant Hammer
0x013F5F|$04:$BF4F:31	; Monster ID #$42: Metal Babble; 1/8 chance for #$31: Dragon’s Potion
0x013F60|$04:$BF50:D0	; Monster ID #$43: Hargon’s Knight; 1/128 chance for #$10: Thunder Sword
0x013F61|$04:$BF51:B0	; Monster ID #$44: Cyclops; 1/32 chance for #$30: Dragon’s Bane
0x013F62|$04:$BF52:5E	; Monster ID #$45: Attackbot; 1/16 chance for #$1E: Steel Shield
0x013F63|$04:$BF53:8C	; Monster ID #$46: Green Dragon; 1/32 chance for #$0C: Sword of Destruction
0x013F64|$04:$BF54:84	; Monster ID #$47: Mace Master; 1/32 chance for #$04: Staff of Thunder
0x013F65|$04:$BF55:98	; Monster ID #$48: Flame; 1/32 chance for #$18: Magic Armor
0x013F66|$04:$BF56:4D	; Monster ID #$49: Silver Batboon; 1/16 chance for #$0D: Dragon Killer
0x013F67|$04:$BF57:43	; Monster ID #$4A: Blizzard; 1/16 chance for #$03: Wizard’s Wand
0x013F68|$04:$BF58:0C	; Monster ID #$4B: Giant; 1/8 chance for #$0C: Sword of Destruction
0x013F69|$04:$BF59:97	; Monster ID #$4C: Gold Batboon; 1/32 chance for #$17: Gremlin’s Armor
0x013F6A|$04:$BF5A:BD	; Monster ID #$4D: Bullwong; 1/32 chance for #$3D: Wizard’s Ring
0x013F6B|$04:$BF5B:CC	; Monster ID #$4E: Atlas; 1/128 chance for #$0C: Sword of Destruction
0x013F6C|$04:$BF5C:E1	; Monster ID #$4F: Bazuzu; 1/128 chance for #$21: Mysterious Hat
0x013F6D|$04:$BF5D:44	; Monster ID #$50: Zarlox; 1/16 chance for #$04: Staff of Thunder
0x013F6E|$04:$BF5E:E1	; Monster ID #$51: Hargon; 1/128 chance for #$21: Mysterious Hat (too bad earlier code says Hargon and Malroth get no drops)
0x013F6F|$04:$BF5F:00	; Monster ID #$52: Malroth; No Drop

; data -> free
0x013F70|$04:$BF60:FF
; ... skipping $76 FF bytes
0x013FE7|$04:$BFD7:FF

; free -> unknown
0x013FE8|$04:$BFD8:78      	; SEI        
0x013FE9|$04:$BFD9:EE DF BF	; INC $BFDF  
0x013FEA|$04:$BFDA:DF      	; INVALID OPCODE
0x013FEB|$04:$BFDB:BF      	; INVALID OPCODE
0x013FEC|$04:$BFDC:4C 86 FF	; JMP $FF86  
0x013FED|$04:$BFDD:86 FF   	; STX $FF    
0x013FEE|$04:$BFDE:FF      	; INVALID OPCODE
0x013FEF|$04:$BFDF:80      	; INVALID OPCODE
0x013FF0|$04:$BFE0:44      	; INVALID OPCODE
0x013FF1|$04:$BFE1:52      	; INVALID OPCODE
0x013FF2|$04:$BFE2:41 47   	; EOR ($47,X)
0x013FF3|$04:$BFE3:47      	; INVALID OPCODE
0x013FF4|$04:$BFE4:4F      	; INVALID OPCODE
0x013FF5|$04:$BFE5:4E 20 57	; LSR $5720  
0x013FF6|$04:$BFE6:20 57 41	; JSR $4157  
0x013FF7|$04:$BFE7:57      	; INVALID OPCODE
0x013FF8|$04:$BFE8:41 52   	; EOR ($52,X)
0x013FF9|$04:$BFE9:52      	; INVALID OPCODE
0x013FFA|$04:$BFEA:52      	; INVALID OPCODE
0x013FFB|$04:$BFEB:49 4F   	; EOR #$4F   
0x013FFC|$04:$BFEC:4F      	; INVALID OPCODE
0x013FFD|$04:$BFED:52      	; INVALID OPCODE
0x013FFE|$04:$BFEE:53      	; INVALID OPCODE
0x013FFF|$04:$BFEF:32      	; INVALID OPCODE
0x014000|$04:$BFF0:FF      	; INVALID OPCODE
0x014001|$04:$BFF1:FF      	; INVALID OPCODE
0x014002|$04:$BFF2:00      	; BRK        
0x014003|$04:$BFF3:00      	; BRK        
0x014004|$04:$BFF4:48      	; PHA        
0x014005|$04:$BFF5:04      	; INVALID OPCODE
0x014006|$04:$BFF6:01 0F   	; ORA ($0F,X)
0x014007|$04:$BFF7:0F      	; INVALID OPCODE
0x014008|$04:$BFF8:07      	; INVALID OPCODE
0x014009|$04:$BFF9:9D D8 BF	; STA $BFD8,X
0x01400A|$04:$BFFA:D8      	; CLD        
0x01400B|$04:$BFFB:BF      	; INVALID OPCODE
0x01400C|$04:$BFFC:D8      	; CLD        
0x01400D|$04:$BFFD:BF      	; INVALID OPCODE
0x01400E|$04:$BFFE:D8      	; CLD        

; unknown -> data
0x01400F|$04:$BFFF:BF