If you are still using the old URL (datacrystal.romhacking.net), please update your bookmarks! The old URL may stop working soon.
The current URL is datacrystal.tcrf.net.
The current URL is datacrystal.tcrf.net.
Dragon Warrior II (NES)/ROM map/ASM bank 06
< Dragon Warrior II (NES) | ROM map(Redirected from Dragon Warrior II (NES)//ROM map/ASM bank 06)
Jump to navigation
Jump to search
This is a sub-page of Dragon Warrior II (NES)/ROM map.
- bank 0x06 of 16 starts at file address 0x018010
; code bytes: $2F06 (73.47% of bytes in this ROM bank) ; data bytes: $10B1 (26.08% 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: $0021 (0.20% of bytes in this ROM bank) ; unknown bytes: $0028 (0.24% of bytes in this ROM bank) ; $3FB7 bytes last seen in RAM bank $8000 - $BFFF (100.00% of bytes seen in this ROM bank, 99.55% of bytes in this ROM bank): ; $2F06 code bytes (73.80% of bytes seen in this RAM bank, 73.47% of bytes in this ROM bank) ; $10B1 data bytes (26.20% of bytes seen in this RAM bank, 26.08% of bytes in this ROM bank) ; PRG Bank 0x06: handlers for main COMMAND menu options (TALK, SPELL, STATUS, ITEM, SEARCH, and EQUIP) including pretty much anything that is required input to or happens as a result of those commands; also includes code and data for gluing together irregularly shaped dungeon maps, starting and saving a game, text for items/spells/monster names, and the ending sequence ; [bank start] -> data ; possible external indexed data load target (from $0F:$F3ED, $0F:$FF28) ; external indirect data load target (via $08:$80CC, $0A:$80F5, $0A:$813E, $0F:$F052, $0F:$F83D) 0x018010|$06:$8000:12 ; possible external indexed data load target (from $0F:$F3F2, $0F:$FF2D) 0x018011|$06:$8001: A6 ; $06:$A612 ; indirect data load target (via $B0A8) ; external indirect data load target (via $02:$B74E, $0F:$FD25, $0F:$FD98) 0x018012|$06:$8002:09 A8 ; $06:$A809 ; -> $06:$A843: display and handle main game menu ; external indirect data load target (via $0F:$C6C7) 0x018014|$06:$8004:43 A8 ; $06:$A843; display and handle main game menu ; -> $06:$ABC7: copy save data from save data buffer at $7000 to system RAM; update Don Mahone quest status if applicable ; external indirect data load target (via $0F:$C6F9) 0x018016|$06:$8006:C7 AB ; $06:$ABC7; copy save data from save data buffer at $7000 to system RAM; update Don Mahone quest status if applicable ; external indirect data load target (via $0F:$D15F, $0F:$D171) 0x018018|$06:$8008:5F A8 ; $06:$A85F ; -> $06:$A896: copy Midenhall's full name from save slot in $75DB to $0100 in reverse ; external indirect data load target (via $0F:$EF5B) 0x01801A|$06:$800A:96 A8 ; $06:$A896; copy Midenhall's full name from save slot in $75DB to $0100 in reverse ; -> $06:$A8AA: given current game save slot in $75DB, return Midenhall's level in that save game in A/$0E ; external indirect data load target (via $0F:$EE09) 0x01801C|$06:$800C:AA A8 ; $06:$A8AA; given current game save slot in $75DB, return Midenhall's level in that save game in A/$0E 0x01801E|$06:$800E:B7 A8 ; $06:$A8B7 ; -> $06:$ADFC: given a selected list index in A, an item type in X, and a hero ID in $4A, set A to the A'th item of type X in hero $4A's inventory ; external indirect data load target (via $0F:$F4E6, $0F:$F5E4, $0F:$F614) 0x018020|$06:$8010:FC AD ; $06:$ADFC; given a selected list index in A, an item type in X, and a hero ID in $4A, set A to the A'th item of type X in hero $4A's inventory ; -> $06:$AE30: given hero ID - 1 in $4A and field spell menu selection index in A, return spell ID in A ; external indirect data load target (via $0F:$F5FA) 0x018022|$06:$8012:30 AE ; $06:$AE30; given hero ID - 1 in $4A and field spell menu selection index in A, return spell ID in A ; -> $06:$AE3D: given hero ID - 1 in $4A and battle spell menu selection index in A, return spell ID in A ; external indirect data load target (via $0F:$F4AC) 0x018024|$06:$8014:3D AE ; $06:$AE3D; given hero ID - 1 in $4A and battle spell menu selection index in A, return spell ID in A 0x018026|$06:$8016:86 AE ; $06:$AE86 ; external indirect data load target (via $0F:$F0BF) 0x018028|$06:$8018:7F AF ; $06:$AF7F 0x01802A|$06:$801A:8E AF ; $06:$AF8E ; -> $06:$A88F: copy Midenhall's short name from save slot in A to $0100 in reverse ; external indirect data load target (via $0F:$EE7E) 0x01802C|$06:$801C:8F A8 ; $06:$A88F; copy Midenhall's short name from save slot in A to $0100 in reverse ; -> $06:$A885: copy save data from system RAM to per-game save data ; external indirect data load target (via $0F:$C6DA) 0x01802E|$06:$801E:85 A8 ; $06:$A885; copy save data from system RAM to per-game save data ; -> $06:$AE4A: given spell ID in A, set A to spell name index ; external indirect data load target (via $02:$BEA4) 0x018030|$06:$8020:4A AE ; $06:$AE4A; given spell ID in A, set A to spell name index ; -> $06:$B2CA: Item list part 1, line 1 ; external indirect data load target (via $0F:$F316) 0x018032|$06:$8022:CA B2 ; $06:$B2CA; Item list part 1, line 1 ; -> $06:$B4B2: Item list part 1, line 2 ; external indirect data load target (via $0F:$F317) 0x018034|$06:$8024:B2 B4 ; $06:$B4B2; Item list part 1, line 2 ; -> $06:$B624: Spell name list ; data load target (from $F3AB) 0x018036|$06:$8026:24 B6 ; $06:$B624; Spell name list ; -> $06:$B718: Monster list part 1, line 1 ; external indirect data load target (via $0F:$F3DE) 0x018038|$06:$8028:18 B7 ; $06:$B718; Monster list part 1, line 1 ; -> $06:$B945: Monster list part 1, line 2 ; external indirect data load target (via $0F:$F3DF) 0x01803A|$06:$802A:45 B9 ; $06:$B945; Monster list part 1, line 2 0x01803C|$06:$802C:43 BA ; $06:$BA43; tiles for redrawing the part of the main COMMAND menu obscured by the EQUIP sub-menu when the EQUIP sub-menu is closed; (only?) read during battle where there is no main COMMAND menu 0x01803E|$06:$802E:83 BA ; $06:$BA83 ; -> $06:$B3BE: Item list part 2, line 1 ; external indirect data load target (via $0F:$F318) 0x018040|$06:$8030:BE B3 ; $06:$B3BE; Item list part 2, line 1 ; -> $06:$B57C: Item list part 2, line 2 ; external indirect data load target (via $0F:$F319) 0x018042|$06:$8032:7C B5 ; $06:$B57C; Item list part 2, line 2 ; -> $06:$B85E: Monster list part 2, line 1 ; external indirect data load target (via $0F:$F3E0) 0x018044|$06:$8034:5E B8 ; $06:$B85E; Monster list part 2, line 1 ; -> $06:$B9D5: Monster list part 2, line 2 ; external indirect data load target (via $0F:$F3E1) 0x018046|$06:$8036:D5 B9 ; $06:$B9D5; Monster list part 2, line 2 ; external indirect data load target (via $0F:$C897) 0x018048|$06:$8038:3D BB ; $06:$BB3D ; external indirect data load target (via $0F:$C889) 0x01804A|$06:$803A:A3 BA ; $06:$BAA3 0x01804C|$06:$803C:1A A6 ; $06:$A61A ; external indirect data load target (via $0F:$D359) 0x01804E|$06:$803E:3D BC ; $06:$BC3D ; external indirect data load target (via $0F:$CC9E) 0x018050|$06:$8040:8D BC ; $06:$BC8D 0x018052|$06:$8042:E1 A3 ; $06:$A3E1; pointers to warp spaces for irregularly-shaped maps ; external indirect data load target (via $0F:$D2FA) 0x018054|$06:$8044:96 BD ; $06:$BD96 ; -> $06:$BEED: X = 1 => CLC and update $0C-$0D to warp point data to use if Outside allowed from current map, SEC otherwise, X = 2 => CLC and update $0C-$0D to warp point data to use if Return allowed from current map, SEC otherwise, X = 3 => disembark from ship and update ship position based on last save point ID $48 ; external indirect data load target (via $0F:$D2EA) 0x018056|$06:$8046:ED BE ; $06:$BEED; X = 1 => CLC and update $0C-$0D to warp point data to use if Outside allowed from current map, SEC otherwise, X = 2 => CLC and update $0C-$0D to warp point data to use if Return allowed from current map, SEC otherwise, X = 3 => disembark from ship and update ship position based on last save point ID $48 ; data -> code ; control flow target (from $8056) ; external control flow target (from $0F:$C70F) ; call to code in a different bank ($0F:$C1DC) 0x018058|$06:$8048:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF 0x01805B|$06:$804B:A5 03 LDA $03 ; game clock? 0x01805D|$06:$804D:29 0F AND #$0F 0x01805F|$06:$804F:C9 01 CMP #$01 0x018061|$06:$8051:F0 06 BEQ $8059 ; call to code in a different bank ($0F:$CF64) 0x018063|$06:$8053:20 64 CF JSR $CF64 0x018066|$06:$8056:4C 48 80 JMP $8048 ; control flow target (from $8051) 0x018069|$06:$8059:A9 FF LDA #$FF 0x01806B|$06:$805B:85 35 STA $35 ; flag indicating whether any menu is currently open 0x01806D|$06:$805D:A9 06 LDA #$06 0x01806F|$06:$805F: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 ($0F:$EB76) 0x018071|$06:$8061:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x018074|$06:$8064:00 ; Menu ID #$00: Mini status window, bottom ; data -> code ; call to code in a different bank ($0F:$EB76) 0x018075|$06:$8065:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x018078|$06:$8068:06 ; Menu ID #$06: Map menu: main COMMAND menu ; data -> code 0x018079|$06:$8069:C9 FF CMP #$FF 0x01807B|$06:$806B:D0 0A BNE $8077 ; given a main COMMAND menu selection index in A, execute the handler for that menu function ; exit COMMAND menu ; control flow target (from $809A, $89D1, $8A09, $8B0C, $8B3D, $8B9F, $9545, $9558) 0x01807D|$06:$806D:A9 01 LDA #$01 ; call to code in a different bank ($0F:$CF6A) 0x01807F|$06:$806F:20 6A CF JSR $CF6A ; wipe selected menu region 0x018082|$06:$8072:A9 00 LDA #$00 0x018084|$06:$8074:85 35 STA $35 ; flag indicating whether any menu is currently open 0x018086|$06:$8076:60 RTS ; given a main COMMAND menu selection index in A, execute the handler for that menu function ; control flow target (from $806B) 0x018087|$06:$8077:0A ASL 0x018088|$06:$8078:A8 TAY 0x018089|$06:$8079:B9 86 80 LDA $8086,Y ; COMMAND menu command handler pointers 0x01808C|$06:$807C:85 0C STA $0C 0x01808E|$06:$807E:B9 87 80 LDA $8087,Y 0x018091|$06:$8081:85 0D STA $0D 0x018093|$06:$8083:6C 0C 00 JMP ($000C) ; code -> data ; COMMAND menu command handler pointers ; indexed data load target (from $8079) 0x018096|$06:$8086:A8 ; indexed data load target (from $807E) 0x018097|$06:$8087: 80 ; $06:$80A8; COMMAND menu TALK command handler 0x018098|$06:$8088:36 8B ; $06:$8B36; COMMAND menu SPELL command handler 0x01809A|$06:$808A:CA 89 ; $06:$89CA; COMMAND menu STATUS command handler 0x01809C|$06:$808C:5B 95 ; $06:$955B; COMMAND menu ITEM command handler 0x01809E|$06:$808E:17 9B ; $06:$9B17; COMMAND menu SEARCH handler 0x0180A0|$06:$8090:02 8A ; $06:$8A02; COMMAND menu EQUIP handler ; data -> code ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; control flow target (from $80BC, $80C7, $80DA, $80F3, $8139, $816F, $81AF, $8295, $82A0, $82C0, $82D2, $8385, $83B6, $8567, $86D2, $89FF, $8AFC, $8B52, $8B66, $8B87, $8C00, $8C2D, $8C91, $8C9C, $8F4B, $8F67) 0x0180A2|$06:$8092:20 9D 80 JSR $809D ; wait until all joypad buttons are released and then some button pressed ; wipe menus and exit COMMAND menu ; control flow target (from $80E8, $9071, $90C9, $91C3, $9345) 0x0180A5|$06:$8095:A9 00 LDA #$00 ; call to code in a different bank ($0F:$CF6A) 0x0180A7|$06:$8097:20 6A CF JSR $CF6A ; wipe selected menu region 0x0180AA|$06:$809A:4C 6D 80 JMP $806D ; exit COMMAND menu ; wait until all joypad buttons are released and then some button pressed ; control flow target (from $8092, $80A0, $89D9, $89F2, $954D, $A257) ; call to code in a different bank ($0F:$D13D) 0x0180AD|$06:$809D:20 3D D1 JSR $D13D ; wait for interrupt, read joypad data into $2F and A 0x0180B0|$06:$80A0:D0 FB BNE $809D ; wait until all joypad buttons are released and then some button pressed; loop until no buttons pressed ; control flow target (from $80A5) ; call to code in a different bank ($0F:$D13D) 0x0180B2|$06:$80A2:20 3D D1 JSR $D13D ; wait for interrupt, read joypad data into $2F and A 0x0180B5|$06:$80A5:F0 FB BEQ $80A2 ; loop until some button pressed 0x0180B7|$06:$80A7:60 RTS ; COMMAND menu TALK command handler ; indirect control flow target (via $8086) 0x0180B8|$06:$80A8:AD 40 05 LDA $0540 ; NPC #$00 ? + direction nybble 0x0180BB|$06:$80AB:29 03 AND #$03 ; call to code in a different bank ($0F:$CF70) 0x0180BD|$06:$80AD:20 70 CF JSR $CF70 ; -> $02:$B141 0x0180C0|$06:$80B0:A5 D0 LDA $D0 ; Malroth status flag (#$FF = defeated, #$00 = alive, others = countdown to battle) 0x0180C2|$06:$80B2:10 0B BPL $80BF ; pre-Malroth dialogue 0x0180C4|$06:$80B4:AD F3 05 LDA $05F3 ; target NPC sprite ID; post-Malroth, most dialogue becomes based on NPC sprite ID 0x0180C7|$06:$80B7:F0 0A BEQ $80C3 ; no sprite ID => nobody to talk to ; call to code in a different bank ($0F:$D334) 0x0180C9|$06:$80B9:20 34 D3 JSR $D334 ; post-Malroth dialogue 0x0180CC|$06:$80BC:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; pre-Malroth dialogue ; control flow target (from $80B2) 0x0180CF|$06:$80BF:A5 0C LDA $0C ; dialogue ID 0x0180D1|$06:$80C1:D0 07 BNE $80CA ; #$00 => nobody to talk to ; control flow target (from $80B7, $8216) ; call to code in a different bank ($0F:$F6F0) 0x0180D3|$06:$80C3:20 F0 F6 JSR $F6F0 ; open main dialogue window and display string ID specified by byte following JSR + #$0100 ; code -> data ; indirect data load target 0x0180D6|$06:$80C6:00 ; String ID #$0100: No one is in that direction.[end-FC] ; data -> code 0x0180D7|$06:$80C7:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; control flow target (from $80C1) 0x0180DA|$06:$80CA:C9 D7 CMP #$D7 0x0180DC|$06:$80CC:D0 0F BNE $80DD 0x0180DE|$06:$80CE:20 CB 9A JSR $9ACB ; open dialogue window 0x0180E1|$06:$80D1:A9 00 LDA #$00 ; Midenhall; useless since string doesn't use [name] control code ; call to code in a different bank ($0F:$FC50) 0x0180E3|$06:$80D3:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2A) 0x0180E6|$06:$80D6:20 2A FA JSR $FA2A ; display string ID specified by next byte ; code -> data ; indirect data load target 0x0180E9|$06:$80D9:76 ; String ID #$0076: ‘Go now, my heir! Our fate is now in thy hands[.’][end-FC] ; data -> code 0x0180EA|$06:$80DA:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; control flow target (from $80CC) 0x0180ED|$06:$80DD:C9 D9 CMP #$D9 0x0180EF|$06:$80DF:D0 0A BNE $80EB ; call to code in a different bank ($0F:$F6F6) 0x0180F1|$06:$80E1:20 F6 F6 JSR $F6F6 ; open main dialogue window and display string ID specified by byte following JSR + #$0200 ; code -> data ; indirect data load target 0x0180F4|$06:$80E4:9A ; String ID #$029A: ‘Would thou allow me to escape and tell Hargon many tidings?’[wait][line]‘Oh, but thou art such a fool[.’][wait][end-FC] ; data -> code ; call to code in a different bank ($0F:$D1E5) 0x0180F5|$06:$80E5:20 E5 D1 JSR $D1E5 ; trigger Fixed Battle #$01: 1 Evil Clown (Map ID #$04: Midenhall B1) 0x0180F8|$06:$80E8:4C 95 80 JMP $8095 ; wipe menus and exit COMMAND menu ; control flow target (from $80DF) 0x0180FB|$06:$80EB:C9 D8 CMP #$D8 0x0180FD|$06:$80ED:D0 07 BNE $80F6 ; call to code in a different bank ($0F:$F6EA) 0x0180FF|$06:$80EF:20 EA F6 JSR $F6EA ; open main dialogue window and display string ID specified by byte following JSR ; code -> data ; indirect data load target 0x018102|$06:$80F2:67 ; String ID #$0067: ‘Open now the treasure chest[.’][end-FC] ; data -> code 0x018103|$06:$80F3:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; control flow target (from $80ED) 0x018106|$06:$80F6:C9 01 CMP #$01 0x018108|$06:$80F8:D0 62 BNE $815C 0x01810A|$06:$80FA:20 CB 9A JSR $9ACB ; open dialogue window 0x01810D|$06:$80FD:A9 01 LDA #$01 ; Cannock; useless since string doesn't use [name] control code ; call to code in a different bank ($0F:$FC50) 0x01810F|$06:$80FF:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x018112|$06:$8102:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018115|$06:$8105:55 ; String ID #$0155: ‘Hail, friend! I am Prince [name] of Cannock[.’][wait][end-FC] ; data -> code 0x018116|$06:$8106:A9 00 LDA #$00 ; call to code in a different bank ($0F:$FC50) 0x018118|$06:$8108:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x01811B|$06:$810B:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01811E|$06:$810E:56 ; String ID #$0156: ‘Art thou my cousin from Midenhall? Ah, it is as I guessed[.’][wait][line]‘I have been seeking thee so that together we may oppose Hargon[.’][wait][line]‘Come, let us go forth[.’][end-FC] ; data -> code 0x01811F|$06:$810F:A9 07 LDA #$07 ; Music ID #$07: add party member BGM ; call to code in a different bank ($0F:$C58D) 0x018121|$06:$8111:20 8D C5 JSR $C58D ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]), wait for it to finish, then play previous BGM 0x018124|$06:$8114:AD C0 05 LDA $05C0 ; NPC #$10 motion nybble + direction nybble 0x018127|$06:$8117:29 03 AND #$03 0x018129|$06:$8119:0A ASL 0x01812A|$06:$811A:0A ASL 0x01812B|$06:$811B:0A ASL 0x01812C|$06:$811C:AA TAX 0x01812D|$06:$811D:A0 00 LDY #$00 ; control flow target (from $8129) 0x01812F|$06:$811F:BD 3C 81 LDA $813C,X 0x018132|$06:$8122:99 42 05 STA $0542,Y ; NPC #$00 ? 0x018135|$06:$8125:C8 INY 0x018136|$06:$8126:E8 INX 0x018137|$06:$8127:C0 08 CPY #$08 0x018139|$06:$8129:D0 F4 BNE $811F 0x01813B|$06:$812B:A9 84 LDA #$84 ; add Cannock to party 0x01813D|$06:$812D:8D 3F 06 STA $063F ; Cannock status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x018140|$06:$8130:A9 FF LDA #$FF 0x018142|$06:$8132:8D C1 05 STA $05C1 ; NPC #$10 sprite ID 0x018145|$06:$8135:A9 03 LDA #$03 0x018147|$06:$8137:85 CA STA $CA ; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4) 0x018149|$06:$8139:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; code -> data ; indexed data load target (from $811F, $817D) 0x01814C|$06:$813C:80 7F 00 01 00 00 00 01 0x018154|$06:$8144:70 6F FF 00 00 00 01 01 0x01815C|$06:$814C:80 5F 00 FF 00 00 02 01 0x018164|$06:$8154:90 6F 01 00 00 00 03 01 ; data -> code ; control flow target (from $80F8) 0x01816C|$06:$815C:C9 02 CMP #$02 0x01816E|$06:$815E:D0 42 BNE $81A2 0x018170|$06:$8160:20 CB 9A JSR $9ACB ; open dialogue window ; call to code in a different bank ($0F:$FA32) 0x018173|$06:$8163:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018176|$06:$8166:A8 ; String ID #$02A8: ‘Woof-woof!’[end-FC] ; data -> code 0x018177|$06:$8167:20 72 81 JSR $8172 0x01817A|$06:$816A:A9 09 LDA #$09 ; Sprite ID $#09: Dog 0x01817C|$06:$816C:8D 51 05 STA $0551 ; NPC #$02 sprite ID 0x01817F|$06:$816F:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; control flow target (from $8167, $9727) 0x018182|$06:$8172:AD 58 05 LDA $0558 ; NPC #$03 motion nybble + direction nybble 0x018185|$06:$8175:29 03 AND #$03 0x018187|$06:$8177:0A ASL 0x018188|$06:$8178:0A ASL 0x018189|$06:$8179:0A ASL 0x01818A|$06:$817A:AA TAX 0x01818B|$06:$817B:A0 00 LDY #$00 ; control flow target (from $8187) 0x01818D|$06:$817D:BD 3C 81 LDA $813C,X 0x018190|$06:$8180:99 4A 05 STA $054A,Y ; NPC #$01 scripted motion low byte 0x018193|$06:$8183:C8 INY 0x018194|$06:$8184:E8 INX 0x018195|$06:$8185:C0 08 CPY #$08 0x018197|$06:$8187:D0 F4 BNE $817D 0x018199|$06:$8189:A9 FF LDA #$FF 0x01819B|$06:$818B:8D 59 05 STA $0559 ; NPC #$03 sprite ID 0x01819E|$06:$818E:A0 08 LDY #$08 0x0181A0|$06:$8190:4C 93 81 JMP $8193 ; useless op ; control flow target (from $8190) 0x0181A3|$06:$8193:20 97 81 JSR $8197 0x0181A6|$06:$8196:C8 INY ; control flow target (from $8193) 0x0181A7|$06:$8197:B9 44 05 LDA $0544,Y ; NPC #$01 ? 0x0181AA|$06:$819A:38 SEC 0x0181AB|$06:$819B:F9 3C 05 SBC $053C,Y ; NPC #$00 ? 0x0181AE|$06:$819E:99 44 05 STA $0544,Y ; NPC #$01 ? 0x0181B1|$06:$81A1:60 RTS ; control flow target (from $815E) 0x0181B2|$06:$81A2:C9 03 CMP #$03 0x0181B4|$06:$81A4:D0 0C BNE $81B2 ; call to code in a different bank ($0F:$F6F6) 0x0181B6|$06:$81A6:20 F6 F6 JSR $F6F6 ; open main dialogue window and display string ID specified by byte following JSR + #$0200 ; code -> data ; indirect data load target 0x0181B9|$06:$81A9:4D ; String ID #$024D: ‘I bid thee welcome to Wellgarth Town[.’][wait][line]‘I shall sing for thee[.’][end-FC] ; data -> code 0x0181BA|$06:$81AA:A9 0C LDA #$0C ; Music ID #$0C: game menu / Wellgarth singer BGM ; call to code in a different bank ($0F:$C561) 0x0181BC|$06:$81AC:20 61 C5 JSR $C561 ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]) 0x0181BF|$06:$81AF:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; control flow target (from $81A4) 0x0181C2|$06:$81B2:C9 04 CMP #$04 0x0181C4|$06:$81B4:D0 03 BNE $81B9 0x0181C6|$06:$81B6:4C 34 97 JMP $9734 ; unused since no NPC has dialogue ID #$04 ; control flow target (from $81B4) 0x0181C9|$06:$81B9:C9 05 CMP #$05 0x0181CB|$06:$81BB:D0 08 BNE $81C5 0x0181CD|$06:$81BD:20 CB 9A JSR $9ACB ; open dialogue window 0x0181D0|$06:$81C0:A9 06 LDA #$06 ; Save Point ID #$06: Hamlin 0x0181D2|$06:$81C2:4C E3 93 JMP $93E3 ; update save point $48 to A, run through the whole save point sequence ; control flow target (from $81BB) 0x0181D5|$06:$81C5:C9 0A CMP #$0A ; useless op 0x0181D7|$06:$81C7:B0 00 BCS $81C9 ; useless op ; control flow target (from $81C7) 0x0181D9|$06:$81C9:C9 14 CMP #$14 0x0181DB|$06:$81CB:B0 03 BCS $81D0 0x0181DD|$06:$81CD:4C 19 82 JMP $8219 ; handler for dialogue IDs #$0A-#$13 (Innkeepers) ; control flow target (from $81CB) 0x0181E0|$06:$81D0:C9 1C CMP #$1C 0x0181E2|$06:$81D2:B0 03 BCS $81D7 0x0181E4|$06:$81D4:4C AD 82 JMP $82AD ; handler for dialogue IDs #$14-#$1B (Weapon Shops) ; control flow target (from $81D2) 0x0181E7|$06:$81D7:C9 27 CMP #$27 0x0181E9|$06:$81D9:B0 03 BCS $81DE 0x0181EB|$06:$81DB:4C 9A 83 JMP $839A ; handler for dialogue IDs #$1C-#$26 (Item Shops) ; control flow target (from $81D9) 0x0181EE|$06:$81DE:C9 28 CMP #$28 0x0181F0|$06:$81E0:B0 03 BCS $81E5 0x0181F2|$06:$81E2:4C 4E 85 JMP $854E ; handler for dialogue ID #$27 (House of Healing) ; control flow target (from $81E0) 0x0181F5|$06:$81E5:C9 29 CMP #$29 0x0181F7|$06:$81E7:B0 03 BCS $81EC 0x0181F9|$06:$81E9:4C C0 86 JMP $86C0 ; handler for dialogue ID #$28 (Lottery) ; control flow target (from $81E7) 0x0181FC|$06:$81EC:C9 95 CMP #$95 0x0181FE|$06:$81EE:B0 03 BCS $81F3 0x018200|$06:$81F0:4C 06 8E JMP $8E06 ; handler for dialogue IDs #$29-#$94 (open dialogue window and display string specified by A + #$1D7, i.e. String IDs #$0200-#$026B) ; control flow target (from $81EE) 0x018203|$06:$81F3:C9 9D CMP #$9D 0x018205|$06:$81F5:B0 03 BCS $81FA 0x018207|$06:$81F7:4C 44 8E JMP $8E44 ; handler for dialogue IDs #$95-#$9C (open dialogue window, display string specified by A + #$1D9, display YES/NO menu, and display string corresponding to selected option) ; control flow target (from $81F5) 0x01820A|$06:$81FA:C9 C3 CMP #$C3 0x01820C|$06:$81FC:B0 03 BCS $8201 0x01820E|$06:$81FE:4C 6A 8E JMP $8E6A ; handler for dialogue IDs #$9D-#$C2 (town NPCs with complex logic) ; control flow target (from $81FC) 0x018211|$06:$8201:C9 CD CMP #$CD 0x018213|$06:$8203:B0 03 BCS $8208 0x018215|$06:$8205:4C B0 94 JMP $94B0 ; handler for dialogue IDs #$C3-#$CC (open dialogue window and display string specified by A - #$73) ; control flow target (from $8203) 0x018218|$06:$8208:C9 D0 CMP #$D0 0x01821A|$06:$820A:B0 03 BCS $820F 0x01821C|$06:$820C:4C BE 94 JMP $94BE ; handler for dialogue IDs #$CD-#$CF (open dialogue window, display string specified by A - #$73, display YES/NO menu, and display string corresponding to selected option) ; control flow target (from $820A) 0x01821F|$06:$820F:C9 D9 CMP #$D9 0x018221|$06:$8211:B0 03 BCS $8216 0x018223|$06:$8213:4C E4 94 JMP $94E4 ; handler for dialogue IDs #$D0-#$D8 (dungeon NPCs with complex logic) ; control flow target (from $8211) 0x018226|$06:$8216:4C C3 80 JMP $80C3 ; unused since #$D9 was handled earlier and no NPC has dialogue ID > #$D9 ; handler for dialogue IDs #$0A-#$13 (Innkeepers) ; control flow target (from $81CD) 0x018229|$06:$8219:38 SEC 0x01822A|$06:$821A:E9 0A SBC #$0A ; convert to zero-based 0x01822C|$06:$821C:85 49 STA $49 ; object hero/target/item/string ID $49 0x01822E|$06:$821E:A8 TAY 0x01822F|$06:$821F:B9 80 9F LDA $9F80,Y ; Inn prices per party member 0x018232|$06:$8222:48 PHA ; Inn price per party member ; call to code in a different bank ($0F:$F6CE) 0x018233|$06:$8223:20 CE F6 JSR $F6CE ; return number of party members - 1 in A/X 0x018236|$06:$8226:85 0C STA $0C ; number of party members - 1 0x018238|$06:$8228:E6 0C INC $0C ; number of party members 0x01823A|$06:$822A:68 PLA ; Inn price per party member 0x01823B|$06:$822B:20 AC 86 JSR $86AC ; multiply A by $0C, store results in ($10-$11) and ($8F-$90); consumes $0C ; call to code in a different bank ($0F:$F6F0) 0x01823E|$06:$822E:20 F0 F6 JSR $F6F0 ; open main dialogue window and display string ID specified by byte following JSR + #$0100 ; code -> data ; indirect data load target 0x018241|$06:$8231:7B ; String ID #$017B: ‘Welcome to the Village Inn[.’][wait][line]‘It's only [number] piece[(s)] of gold for the night.[line]Dost thou want a room?’[FD][FD][end-FC] ; data -> code ; call to code in a different bank ($0F:$EB76) 0x018242|$06:$8232:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x018245|$06:$8235:1B ; Menu ID #$1B: Shop menu: current gold ; data -> code 0x018246|$06:$8236:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x018249|$06:$8239:C9 00 CMP #$00 ; YES 0x01824B|$06:$823B:D0 5F BNE $829C 0x01824D|$06:$823D:20 31 8D JSR $8D31 ; given gold amount in $8F-$90, decrease party gold by that amount and SEC if possible, CLC otherwise 0x018250|$06:$8240:90 56 BCC $8298 ; call to code in a different bank ($0F:$EB76) 0x018252|$06:$8242:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x018255|$06:$8245:1B ; Menu ID #$1B: Shop menu: current gold ; data -> code ; call to code in a different bank ($0F:$FA2E) 0x018256|$06:$8246:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018259|$06:$8249:7E ; String ID #$017E: ‘Sleep well[.’][FD][FD][end-FC] ; data -> code 0x01825A|$06:$824A:A2 14 LDX #$14 ; call to code in a different bank ($0F:$C1EE) 0x01825C|$06:$824C:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF 0x01825F|$06:$824F:A9 FF LDA #$FF 0x018261|$06:$8251:85 0D STA $0D ; call to code in a different bank ($0F:$C2EB) 0x018263|$06:$8253:20 EB C2 JSR $C2EB 0x018266|$06:$8256:A9 01 LDA #$01 ; Music ID #$01: Inn BGM ; call to code in a different bank ($0F:$C58D) 0x018268|$06:$8258:20 8D C5 JSR $C58D ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]), wait for it to finish, then play previous BGM 0x01826B|$06:$825B:20 CC 8D JSR $8DCC ; restore full HP to all living party members 0x01826E|$06:$825E:20 EC 8D JSR $8DEC ; restore full MP to all living party members 0x018271|$06:$8261:A4 49 LDY $49 ; object hero/target/item/string ID $49 0x018273|$06:$8263:B9 A3 82 LDA $82A3,Y ; party direction after sleeping at inn (bits 0-1 = Cannock and Moonbrooke direction, 2-3 = Midenhall direction) 0x018276|$06:$8266:29 03 AND #$03 0x018278|$06:$8268:18 CLC 0x018279|$06:$8269:69 05 ADC #$05 0x01827B|$06:$826B:85 45 STA $45 ; call to code in a different bank ($0F:$CF76) 0x01827D|$06:$826D:20 76 CF JSR $CF76 0x018280|$06:$8270:A4 49 LDY $49 ; object hero/target/item/string ID $49 0x018282|$06:$8272:B9 A3 82 LDA $82A3,Y ; party direction after sleeping at inn (bits 0-1 = Cannock and Moonbrooke direction, 2-3 = Midenhall direction) 0x018285|$06:$8275:4A LSR 0x018286|$06:$8276:4A LSR 0x018287|$06:$8277:8D 40 05 STA $0540 ; NPC #$00 ? + direction nybble ; call to code in a different bank ($0F:$CF64) 0x01828A|$06:$827A:20 64 CF JSR $CF64 0x01828D|$06:$827D:A0 00 LDY #$00 ; control flow target (from $8288) 0x01828F|$06:$827F:B9 E6 C2 LDA $C2E6,Y 0x018292|$06:$8282:99 0D 00 STA $000D,Y 0x018295|$06:$8285:C8 INY 0x018296|$06:$8286:C0 05 CPY #$05 0x018298|$06:$8288:D0 F5 BNE $827F ; call to code in a different bank ($0F:$C2DE) 0x01829A|$06:$828A:20 DE C2 JSR $C2DE ; call to code in a different bank ($0F:$FA2E) 0x01829D|$06:$828D:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0182A0|$06:$8290:7F ; String ID #$017F: ‘Ah, good morning.[line]I trust thou art well rested[.’][wait][end-FC] ; data -> code ; call to code in a different bank ($0F:$FA2E) 0x0182A1|$06:$8291:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0182A4|$06:$8294:80 ; String ID #$0180: ‘Goodbye[.’][end-FC] ; data -> code 0x0182A5|$06:$8295:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; control flow target (from $8240) ; call to code in a different bank ($0F:$FA2E) 0x0182A8|$06:$8298:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0182AB|$06:$829B:7D ; String ID #$017D: ‘Sorry, thou hasn't enough gold[.’][wait][end-FC] ; data -> code ; control flow target (from $823B) ; call to code in a different bank ($0F:$FA2E) 0x0182AC|$06:$829C:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0182AF|$06:$829F:7C ; String ID #$017C: ‘Farewell, stranger[.’][end-FC] ; data -> code 0x0182B0|$06:$82A0:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; code -> data ; party direction after sleeping at inn (bits 0-1 = Cannock and Moonbrooke direction, 2-3 = Midenhall direction) ; indexed data load target (from $8263, $8272) 0x0182B3|$06:$82A3:04 ; Inn ID #$00, Map IDs #$00/#$03: Fake Midenhall/Midenhall 1F 0x0182B4|$06:$82A4:04 ; Inn ID #$01, Map ID #$05: Leftwyne 0x0182B5|$06:$82A5:0E ; Inn ID #$02, Map ID #$06: Cannock 0x0182B6|$06:$82A6:0C ; Inn ID #$03, Map ID #$07: Hamlin 0x0182B7|$06:$82A7:04 ; Inn ID #$04, Map ID #$0B: Lianport 0x0182B8|$06:$82A8:0C ; Inn ID #$05, Map ID #$0C: Tantegel 0x0182B9|$06:$82A9:0C ; Inn ID #$06, Map ID #$0F: Osterfair 0x0182BA|$06:$82AA:0C ; Inn ID #$07, Map ID #$10: Zahan 0x0182BB|$06:$82AB:0F ; Inn ID #$08, Map ID #$11: Tuhn / Map ID #$14: Wellgarth Underground 0x0182BC|$06:$82AC:0C ; Inn ID #$09, Map ID #$15: Beran ; data -> code ; handler for dialogue IDs #$14-#$1B (Weapon Shops) ; control flow target (from $81D4) 0x0182BD|$06:$82AD:85 49 STA $49 ; object hero/target/item/string ID $49 0x0182BF|$06:$82AF:C9 18 CMP #$18 ; Weapon Shop ID #04, Map ID #$0F: Osterfair 0x0182C1|$06:$82B1:D0 10 BNE $82C3 0x0182C3|$06:$82B3:AD C0 05 LDA $05C0 ; NPC #$10 motion nybble + direction nybble 0x0182C6|$06:$82B6:29 03 AND #$03 0x0182C8|$06:$82B8:C9 01 CMP #$01 ; Right 0x0182CA|$06:$82BA:F0 07 BEQ $82C3 ; talking to the shopkeeper from behind the counter, use a different string ; call to code in a different bank ($0F:$F6F6) 0x0182CC|$06:$82BC:20 F6 F6 JSR $F6F6 ; open main dialogue window and display string ID specified by byte following JSR + #$0200 ; code -> data ; indirect data load target 0x0182CF|$06:$82BF:CE ; String ID #$02CE: ‘Do not enter this place!’[end-FC] ; data -> code 0x0182D0|$06:$82C0:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; control flow target (from $82B1, $82BA) ; call to code in a different bank ($0F:$F6F0) 0x0182D3|$06:$82C3:20 F0 F6 JSR $F6F0 ; open main dialogue window and display string ID specified by byte following JSR + #$0100 ; code -> data ; indirect data load target 0x0182D6|$06:$82C6:5B ; String ID #$015B: ‘We deal in weapons and armor.[line]Dost thou wish to see them?’[FD][FD][end-FC] ; data -> code 0x0182D7|$06:$82C7:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x0182DA|$06:$82CA:C9 00 CMP #$00 ; YES 0x0182DC|$06:$82CC:F0 07 BEQ $82D5 ; finish weapon transaction ; control flow target (from $82E3, $8318, $8367) ; call to code in a different bank ($0F:$FA2E) 0x0182DE|$06:$82CE:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0182E1|$06:$82D1:5D ; String ID #$015D: ‘Come again[.’][end-FC] ; data -> code 0x0182E2|$06:$82D2:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; control flow target (from $82CC, $836A) ; call to code in a different bank ($0F:$FA2E) 0x0182E5|$06:$82D5:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0182E8|$06:$82D8:5C ; String ID #$015C: ‘What would thou purchase?’[FD][FD][end-FC] ; data -> code 0x0182E9|$06:$82D9:A5 49 LDA $49 ; object hero/target/item/string ID $49 0x0182EB|$06:$82DB:38 SEC 0x0182EC|$06:$82DC:E9 14 SBC #$14 ; convert to Shop ID ; call to code in a different bank ($0F:$F61B) 0x0182EE|$06:$82DE:20 1B F6 JSR $F61B ; display shop menu item list for shop ID given in A, returning selected item (with Jailor's Key replaced by blank) in A 0x0182F1|$06:$82E1:C9 FF CMP #$FF 0x0182F3|$06:$82E3:F0 E9 BEQ $82CE ; finish weapon transaction 0x0182F5|$06:$82E5:20 4D 8D JSR $8D4D ; given item ID in A, save it to $96 and set $8F-$90 to purchase price of item, accounting for possible Golden Card discount; decrease party gold by that amount and SEC if possible, CLC otherwise 0x0182F8|$06:$82E8:B0 07 BCS $82F1 ; branch if price of item was deducted from party gold ; call to code in a different bank ($0F:$FA2E) 0x0182FA|$06:$82EA:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0182FD|$06:$82ED:5E ; String ID #$015E: ‘Sorry, it seems thou hast not enough gold[.’][wait][end-FC] ; data -> code 0x0182FE|$06:$82EE:4C 5C 83 JMP $835C ; control flow target (from $82E8) ; call to code in a different bank ($0F:$F6CE) 0x018301|$06:$82F1:20 CE F6 JSR $F6CE ; return number of party members - 1 in A/X 0x018304|$06:$82F4:C9 00 CMP #$00 0x018306|$06:$82F6:D0 0E BNE $8306 ; if Midenhall is alone, no need to ask who to give it to 0x018308|$06:$82F8:20 6D 83 JSR $836D ; given hero ID in A and item ID in $96, try to add item to first empty slot in hero's inventory; if unable to add, refund purchase, pop JSR return address and JMP $8092 instead 0x01830B|$06:$82FB:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs 0x01830D|$06:$82FD:85 95 STA $95 ; ID for [item] and [spell] control codes ; call to code in a different bank ($0F:$FA2E) 0x01830F|$06:$82FF:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018312|$06:$8302:5F ; String ID #$015F: ‘The [item], is it? Good choice and many thanks[.’][wait][end-FC] ; data -> code 0x018313|$06:$8303:4C 4C 83 JMP $834C ; control flow target (from $82F6) 0x018316|$06:$8306:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs 0x018318|$06:$8308:85 95 STA $95 ; ID for [item] and [spell] control codes ; call to code in a different bank ($0F:$FA2E) 0x01831A|$06:$830A:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01831D|$06:$830D:62 ; String ID #$0162: ‘The [item]? Who will take this?’[FD][FD][end-FC] ; data -> code ; call to code in a different bank ($0F:$F595) 0x01831E|$06:$830E:20 95 F5 JSR $F595 ; display appropriate shop BUY/SELL hero select menu 0x018321|$06:$8311:C9 FF CMP #$FF 0x018323|$06:$8313:D0 06 BNE $831B ; control flow target (from $8330) 0x018325|$06:$8315:20 88 83 JSR $8388 ; add the number at $8F-$90 to party gold; no check for overflow, so this is only safe to use when reverting a sale 0x018328|$06:$8318:4C CE 82 JMP $82CE ; finish weapon transaction ; control flow target (from $8313) 0x01832B|$06:$831B:85 97 STA $97 ; subject hero ID $97 0x01832D|$06:$831D:20 A3 A3 JSR $A3A3 ; given item ID in $96 and hero ID in $97, set A to #$80 if hero can equip item, #$00 otherwise 0x018330|$06:$8320:C9 00 CMP #$00 0x018332|$06:$8322:D0 0E BNE $8332 0x018334|$06:$8324:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x018337|$06:$8327:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01833A|$06:$832A:91 ; String ID #$0191: ‘[name] cannot be equipped with the [item]. Is it all right?’[end-FC] ; data -> code 0x01833B|$06:$832B:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x01833E|$06:$832E:C9 00 CMP #$00 0x018340|$06:$8330:D0 E3 BNE $8315 ; control flow target (from $8322) 0x018342|$06:$8332:A5 97 LDA $97 ; subject hero ID $97 0x018344|$06:$8334:20 6D 83 JSR $836D ; given hero ID in A and item ID in $96, try to add item to first empty slot in hero's inventory; if unable to add, refund purchase, pop JSR return address and JMP $8092 instead 0x018347|$06:$8337:A9 80 LDA #$80 ; Alive 0x018349|$06:$8339:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x01834C|$06:$833C:90 0A BCC $8348 0x01834E|$06:$833E:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x018351|$06:$8341:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018354|$06:$8344:63 ; String ID #$0163: ‘Splendid, [name]!’[wait][end-FC] ; data -> code 0x018355|$06:$8345:4C 4C 83 JMP $834C ; control flow target (from $833C) ; call to code in a different bank ($0F:$FA2E) 0x018358|$06:$8348:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01835B|$06:$834B:64 ; String ID #$0164: ‘Well, I'll just give it to the ghost, eh?’[wait][end-FC] ; data -> code ; control flow target (from $8303, $8345) 0x01835C|$06:$834C:A9 32 LDA #$32 ; Item ID #$32: Golden Card 0x01835E|$06:$834E:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x018361|$06:$8351:C9 FF CMP #$FF 0x018363|$06:$8353:F0 07 BEQ $835C 0x018365|$06:$8355:20 11 8D JSR $8D11 ; given item ID in $96 and discount amount in $8F-$90, set $8F-$90 to discounted item price ; call to code in a different bank ($0F:$FA2E) 0x018368|$06:$8358:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01836B|$06:$835B:60 ; String ID #$0160: ‘Since thou hast the Golden Card I shall give thee a special discount of [number] piece[(s)] of gold[.’][wait][end-FC] ; data -> code ; control flow target (from $82EE, $8353) ; call to code in a different bank ($0F:$FA2E) 0x01836C|$06:$835C:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01836F|$06:$835F:61 ; String ID #$0161: ‘Can I interest thee in anything else?’[FD][FD][end-FC] ; data -> code 0x018370|$06:$8360:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x018373|$06:$8363:C9 00 CMP #$00 ; YES 0x018375|$06:$8365:F0 03 BEQ $836A 0x018377|$06:$8367:4C CE 82 JMP $82CE ; finish weapon transaction ; control flow target (from $8365) 0x01837A|$06:$836A:4C D5 82 JMP $82D5 ; given hero ID in A and item ID in $96, try to add item to first empty slot in hero's inventory; if unable to add, refund purchase, pop JSR return address and JMP $8092 instead ; control flow target (from $82F8, $8334) 0x01837D|$06:$836D:85 97 STA $97 ; subject hero ID $97 0x01837F|$06:$836F:20 7E 8D JSR $8D7E ; given hero ID in $97 and item ID in $96, try to add item to first empty slot in hero's inventory; SEC if added, CLC if no empty slots 0x018382|$06:$8372:90 05 BCC $8379 ; call to code in a different bank ($0F:$EB76) 0x018384|$06:$8374:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x018387|$06:$8377:1B ; Menu ID #$1B: Shop menu: current gold ; data -> code 0x018388|$06:$8378:60 RTS ; control flow target (from $8372) 0x018389|$06:$8379:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x01838C|$06:$837C:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01838F|$06:$837F:65 ; String ID #$0165: ‘It seems [name] has no more room to carry things[.’][end-FC] ; data -> code 0x018390|$06:$8380:20 88 83 JSR $8388 ; add the number at $8F-$90 to party gold; no check for overflow, so this is only safe to use when reverting a sale 0x018393|$06:$8383:68 PLA 0x018394|$06:$8384:68 PLA 0x018395|$06:$8385:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; add the number at $8F-$90 to party gold; no check for overflow, so this is only safe to use when reverting a sale ; control flow target (from $8315, $8380, $8403) 0x018398|$06:$8388:A5 8F LDA $8F 0x01839A|$06:$838A:18 CLC 0x01839B|$06:$838B:6D 24 06 ADC $0624 ; party gold, low byte 0x01839E|$06:$838E:8D 24 06 STA $0624 ; party gold, low byte 0x0183A1|$06:$8391:A5 90 LDA $90 0x0183A3|$06:$8393:6D 25 06 ADC $0625 ; party gold, high byte 0x0183A6|$06:$8396:8D 25 06 STA $0625 ; party gold, high byte 0x0183A9|$06:$8399:60 RTS ; handler for dialogue IDs #$1C-#$26 (Item Shops) ; control flow target (from $81DB) 0x0183AA|$06:$839A:38 SEC 0x0183AB|$06:$839B:E9 14 SBC #$14 ; convert to Shop ID 0x0183AD|$06:$839D:85 49 STA $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$F6F0) 0x0183AF|$06:$839F:20 F0 F6 JSR $F6F0 ; open main dialogue window and display string ID specified by byte following JSR + #$0100 ; code -> data ; indirect data load target 0x0183B2|$06:$83A2:66 ; String ID #$0166: ‘We deal in tools.[line]What can I offer thee?’[FD][FD][end-FC] ; data -> code ; call to code in a different bank ($0F:$EB76) 0x0183B3|$06:$83A3:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x0183B6|$06:$83A6:18 ; Menu ID #$18: Shop menu: BUY/SELL ; data -> code 0x0183B7|$06:$83A7:C9 FF CMP #$FF 0x0183B9|$06:$83A9:F0 07 BEQ $83B2 ; finish item transaction 0x0183BB|$06:$83AB:C9 00 CMP #$00 ; BUY 0x0183BD|$06:$83AD:F0 15 BEQ $83C4 ; BUY handler 0x0183BF|$06:$83AF:4C 85 84 JMP $8485 ; SELL handler ; finish item transaction ; control flow target (from $83A9, $83C2, $83CF, $83DE, $8406, $8497, $84B4) ; call to code in a different bank ($0F:$FA2E) 0x0183C2|$06:$83B2:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0183C5|$06:$83B5:70 ; String ID #$0170: ‘Good day, then[.’][end-FC] ; data -> code 0x0183C6|$06:$83B6:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; control flow target (from $83EB, $8469, $8482) ; call to code in a different bank ($0F:$FA2E) 0x0183C9|$06:$83B9:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0183CC|$06:$83BC:6F ; String ID #$016F: ‘Dost thou need anything else?’[FD][FD][end-FC] ; data -> code 0x0183CD|$06:$83BD:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x0183D0|$06:$83C0:C9 00 CMP #$00 ; YES 0x0183D2|$06:$83C2:D0 EE BNE $83B2 ; finish item transaction ; BUY handler ; control flow target (from $83AD) ; call to code in a different bank ($0F:$FA2E) 0x0183D4|$06:$83C4:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0183D7|$06:$83C7:67 ; String ID #$0167: ‘What dost thou want?’[FD][FD][end-FC] ; data -> code 0x0183D8|$06:$83C8:A5 49 LDA $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$F61B) 0x0183DA|$06:$83CA:20 1B F6 JSR $F61B ; display shop menu item list for shop ID given in A, returning selected item (with Jailor's Key replaced by blank) in A 0x0183DD|$06:$83CD:C9 FF CMP #$FF 0x0183DF|$06:$83CF:F0 E1 BEQ $83B2 ; finish item transaction 0x0183E1|$06:$83D1:C9 00 CMP #$00 ; Jailor's Key converted to #$00 0x0183E3|$06:$83D3:D0 0D BNE $83E2 ; call to code in a different bank ($0F:$FA32) 0x0183E5|$06:$83D5:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x0183E8|$06:$83D8:DA ; String ID #$02DA: ‘So thou hast heard about my wares[.’][wait][line]‘A bit expensive, maybe, but such fine craftsmanship![line]Will thou take it?’[FD][FD][end-FC] ; data -> code 0x0183E9|$06:$83D9:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x0183EC|$06:$83DC:C9 00 CMP #$00 ; YES 0x0183EE|$06:$83DE:D0 D2 BNE $83B2 ; finish item transaction 0x0183F0|$06:$83E0:A9 39 LDA #$39 ; Item ID #$39: Jailor’s Key ; control flow target (from $83D3) 0x0183F2|$06:$83E2:20 4D 8D JSR $8D4D ; given item ID in A, save it to $96 and set $8F-$90 to purchase price of item, accounting for possible Golden Card discount; decrease party gold by that amount and SEC if possible, CLC otherwise 0x0183F5|$06:$83E5:B0 07 BCS $83EE ; call to code in a different bank ($0F:$FA2E) 0x0183F7|$06:$83E7:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0183FA|$06:$83EA:68 ; String ID #$0168: ‘Unfortunately, thou hast not enough gold for that[.’][wait][end-FC] ; data -> code 0x0183FB|$06:$83EB:4C B9 83 JMP $83B9 ; control flow target (from $83E5) ; call to code in a different bank ($0F:$F6CE) 0x0183FE|$06:$83EE:20 CE F6 JSR $F6CE ; return number of party members - 1 in A/X 0x018401|$06:$83F1:C9 00 CMP #$00 0x018403|$06:$83F3:D0 1F BNE $8414 ; if Midenhall is alone, no need to ask who to give it to 0x018405|$06:$83F5:85 97 STA $97 ; subject hero ID $97 0x018407|$06:$83F7:20 7E 8D JSR $8D7E ; given hero ID in $97 and item ID in $96, try to add item to first empty slot in hero's inventory; SEC if added, CLC if no empty slots 0x01840A|$06:$83FA:B0 0D BCS $8409 0x01840C|$06:$83FC:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x01840F|$06:$83FF:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018412|$06:$8402:6C ; String ID #$016C: ‘Sorry. Thou cannot carry more[.’][wait][end-FC] ; data -> code ; revert sale, finish item transaction ; control flow target (from $842E, $8448) 0x018413|$06:$8403:20 88 83 JSR $8388 ; add the number at $8F-$90 to party gold; no check for overflow, so this is only safe to use when reverting a sale 0x018416|$06:$8406:4C B2 83 JMP $83B2 ; finish item transaction ; control flow target (from $83FA) 0x018419|$06:$8409:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs 0x01841B|$06:$840B:85 95 STA $95 ; ID for [item] and [spell] control codes ; call to code in a different bank ($0F:$FA2E) 0x01841D|$06:$840D:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018420|$06:$8410:69 ; String ID #$0169: ‘The [item], eh? I thank thee[.’][wait][end-FC] ; data -> code 0x018421|$06:$8411:4C 55 84 JMP $8455 ; control flow target (from $83F3) 0x018424|$06:$8414:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs 0x018426|$06:$8416:C9 39 CMP #$39 ; Item ID #$39: Jailor’s Key 0x018428|$06:$8418:D0 07 BNE $8421 ; call to code in a different bank ($0F:$FA32) 0x01842A|$06:$841A:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x01842D|$06:$841D:DB ; String ID #$02DB: ‘Tell nobody that I have sold it[.’][wait][end-FC] ; data -> code 0x01842E|$06:$841E:4C 4A 84 JMP $844A ; control flow target (from $8418) 0x018431|$06:$8421:85 95 STA $95 ; ID for [item] and [spell] control codes ; call to code in a different bank ($0F:$FA2E) 0x018433|$06:$8423:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018436|$06:$8426:6A ; String ID #$016A: ‘Thou will buy the [item]?[line]And who will carry it?’[FD][FD][end-FC] ; data -> code ; control flow target (from $844E) ; call to code in a different bank ($0F:$F595) 0x018437|$06:$8427:20 95 F5 JSR $F595 ; display appropriate shop BUY/SELL hero select menu 0x01843A|$06:$842A:C9 FF CMP #$FF 0x01843C|$06:$842C:D0 03 BNE $8431 0x01843E|$06:$842E:4C 03 84 JMP $8403 ; revert sale, finish item transaction ; control flow target (from $842C) 0x018441|$06:$8431:85 97 STA $97 ; subject hero ID $97 0x018443|$06:$8433:20 7E 8D JSR $8D7E ; given hero ID in $97 and item ID in $96, try to add item to first empty slot in hero's inventory; SEC if added, CLC if no empty slots 0x018446|$06:$8436:B0 19 BCS $8451 0x018448|$06:$8438:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x01844B|$06:$843B:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01844E|$06:$843E:6C ; String ID #$016C: ‘Sorry. Thou cannot carry more[.’][wait][end-FC] ; data -> code ; call to code in a different bank ($0F:$FA2E) 0x01844F|$06:$843F:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018452|$06:$8442:6D ; String ID #$016D: ‘Will one of thy companions carry it?’[FD][FD][end-FC] ; data -> code 0x018453|$06:$8443:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x018456|$06:$8446:C9 00 CMP #$00 ; YES 0x018458|$06:$8448:D0 B9 BNE $8403 ; revert sale, finish item transaction ; control flow target (from $841E) ; call to code in a different bank ($0F:$FA2E) 0x01845A|$06:$844A:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01845D|$06:$844D:6E ; String ID #$016E: ‘Who shall take it?’[FD][FD][end-FC] ; data -> code 0x01845E|$06:$844E:4C 27 84 JMP $8427 ; control flow target (from $8436) ; call to code in a different bank ($0F:$FA2E) 0x018461|$06:$8451:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018464|$06:$8454:6B ; String ID #$016B: ‘I thank thee kindly[.’][wait][end-FC] ; data -> code ; control flow target (from $8411) ; call to code in a different bank ($0F:$EB76) 0x018465|$06:$8455:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x018468|$06:$8458:1B ; Menu ID #$1B: Shop menu: current gold ; data -> code 0x018469|$06:$8459:A9 32 LDA #$32 ; Item ID #$32: Golden Card 0x01846B|$06:$845B:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x01846E|$06:$845E:C9 FF CMP #$FF 0x018470|$06:$8460:F0 0A BEQ $846C 0x018472|$06:$8462:20 11 8D JSR $8D11 ; given item ID in $96 and discount amount in $8F-$90, set $8F-$90 to discounted item price ; call to code in a different bank ($0F:$FA2E) 0x018475|$06:$8465:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018478|$06:$8468:71 ; String ID #$0171: ‘I see thou hast a Golden Card, but I will offer only a discount of [number] piece[(s)] of gold[.’][wait][end-FC] ; data -> code ; control flow target (from $8473, $847C) 0x018479|$06:$8469:4C B9 83 JMP $83B9 ; control flow target (from $8460) ; call to code in a different bank ($0F:$C3AB) 0x01847C|$06:$846C:20 AB C3 JSR $C3AB ; generate a random number and store it in $32-$33 (two passes) 0x01847F|$06:$846F:A5 32 LDA $32 ; RNG byte 0 0x018481|$06:$8471:C9 2B CMP #$2B ; odds of getting a Lottery Ticket = 43/256 0x018483|$06:$8473:B0 F4 BCS $8469 0x018485|$06:$8475:A9 33 LDA #$33 ; Item ID #$33: Lottery Ticket 0x018487|$06:$8477:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs 0x018489|$06:$8479:20 7E 8D JSR $8D7E ; given hero ID in $97 and item ID in $96, try to add item to first empty slot in hero's inventory; SEC if added, CLC if no empty slots 0x01848C|$06:$847C:90 EB BCC $8469 ; call to code in a different bank ($0F:$FA2E) 0x01848E|$06:$847E:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018491|$06:$8481:9D ; String ID #$019D: ‘With my compliments, here is an extra lottery ticket[.’][wait][end-FC] ; data -> code 0x018492|$06:$8482:4C B9 83 JMP $83B9 ; SELL handler ; control flow target (from $83AF) ; call to code in a different bank ($0F:$F6CE) 0x018495|$06:$8485:20 CE F6 JSR $F6CE ; return number of party members - 1 in A/X 0x018498|$06:$8488:C9 00 CMP #$00 0x01849A|$06:$848A:F0 0E BEQ $849A ; if Midenhall is alone, no need to ask who's selling ; call to code in a different bank ($0F:$FA2E) 0x01849C|$06:$848C:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01849F|$06:$848F:72 ; String ID #$0172: ‘Whose property will thou sell?’[FD][FD][end-FC] ; data -> code ; call to code in a different bank ($0F:$F595) 0x0184A0|$06:$8490:20 95 F5 JSR $F595 ; display appropriate shop BUY/SELL hero select menu 0x0184A3|$06:$8493:C9 FF CMP #$FF 0x0184A5|$06:$8495:D0 03 BNE $849A 0x0184A7|$06:$8497:4C B2 83 JMP $83B2 ; finish item transaction ; control flow target (from $848A, $8495) 0x0184AA|$06:$849A:85 97 STA $97 ; subject hero ID $97 ; control flow target (from $850D) 0x0184AC|$06:$849C:A5 97 LDA $97 ; subject hero ID $97 0x0184AE|$06:$849E:0A ASL ; 8 inventory items per hero 0x0184AF|$06:$849F:0A ASL 0x0184B0|$06:$84A0:0A ASL 0x0184B1|$06:$84A1:A8 TAY ; hero inventory read index 0x0184B2|$06:$84A2:A2 08 LDX #$08 ; 8 inventory items per hero; loop counter ; control flow target (from $84AB) 0x0184B4|$06:$84A4:B9 00 06 LDA $0600,Y ; Midenhall inventory item 1 (| #$40 if equipped) 0x0184B7|$06:$84A7:D0 0E BNE $84B7 0x0184B9|$06:$84A9:C8 INY ; hero inventory read index 0x0184BA|$06:$84AA:CA DEX ; loop counter 0x0184BB|$06:$84AB:D0 F7 BNE $84A4 0x0184BD|$06:$84AD:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x0184C0|$06:$84B0:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0184C3|$06:$84B3:73 ; String ID #$0173: ‘But [name] hast nothing to sell[.’][wait][end-FC] ; data -> code ; finish item transaction ; control flow target (from $84CF, $850B) 0x0184C4|$06:$84B4:4C B2 83 JMP $83B2 ; finish item transaction ; control flow target (from $84A7) ; call to code in a different bank ($0F:$FA2E) 0x0184C7|$06:$84B7:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0184CA|$06:$84BA:74 ; String ID #$0174: ‘Which art thou going to sell?’[FD][FD][end-FC] ; data -> code ; call to code in a different bank ($0F:$EB76) 0x0184CB|$06:$84BB:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x0184CE|$06:$84BE:1B ; Menu ID #$1B: Shop menu: current gold ; data -> code 0x0184CF|$06:$84BF:A5 97 LDA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$F5FE) 0x0184D1|$06:$84C1:20 FE F5 JSR $F5FE ; given a hero ID in A, open hero's item list and return selected item ID (or #$FE if they have no items) 0x0184D4|$06:$84C4:86 49 STX $49 ; object hero/target/item/string ID $49 0x0184D6|$06:$84C6:48 PHA ; item ID 0x0184D7|$06:$84C7:A9 03 LDA #$03 ; call to code in a different bank ($0F:$CF6A) 0x0184D9|$06:$84C9:20 6A CF JSR $CF6A ; wipe selected menu region 0x0184DC|$06:$84CC:68 PLA ; item ID 0x0184DD|$06:$84CD:C9 FF CMP #$FF 0x0184DF|$06:$84CF:F0 E3 BEQ $84B4 ; finish item transaction 0x0184E1|$06:$84D1:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs; item ID 0x0184E3|$06:$84D3:29 3F AND #$3F ; strip off the equipped bit 0x0184E5|$06:$84D5:0A ASL 0x0184E6|$06:$84D6:A8 TAY 0x0184E7|$06:$84D7:B9 FC 9F LDA $9FFC,Y ; Item Prices, low byte 0x0184EA|$06:$84DA:85 8F STA $8F 0x0184EC|$06:$84DC:B9 FD 9F LDA $9FFD,Y ; Item Prices, high byte 0x0184EF|$06:$84DF:85 90 STA $90 0x0184F1|$06:$84E1:46 90 LSR $90 ; LSR 16-bit $8F-$90 0x0184F3|$06:$84E3:66 8F ROR $8F 0x0184F5|$06:$84E5:46 90 LSR $90 ; LSR 16-bit $8F-$90 0x0184F7|$06:$84E7:66 8F ROR $8F 0x0184F9|$06:$84E9:B9 FC 9F LDA $9FFC,Y ; Item Prices, low byte 0x0184FC|$06:$84EC:38 SEC 0x0184FD|$06:$84ED:E5 8F SBC $8F 0x0184FF|$06:$84EF:85 8F STA $8F 0x018501|$06:$84F1:B9 FD 9F LDA $9FFD,Y ; Item Prices, high byte 0x018504|$06:$84F4:E5 90 SBC $90 0x018506|$06:$84F6:85 90 STA $90 ; at this point item sell price is 75% of base price 0x018508|$06:$84F8:A5 8F LDA $8F ; check if sell price is zero 0x01850A|$06:$84FA:05 90 ORA $90 0x01850C|$06:$84FC:D0 12 BNE $8510 ; sell price of zero => key item ; call to code in a different bank ($0F:$FA2E) 0x01850E|$06:$84FE:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018511|$06:$8501:75 ; String ID #$0175: ‘Sorry, friend, but I cannot buy that[.’][wait][end-FC] ; data -> code ; control flow target (from $8523, $8544, $854B) ; call to code in a different bank ($0F:$FA2E) 0x018512|$06:$8502:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018515|$06:$8505:79 ; String ID #$0179: ‘Art thou going to sell more?’[FD][FD][end-FC] ; data -> code 0x018516|$06:$8506:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x018519|$06:$8509:C9 00 CMP #$00 ; YES 0x01851B|$06:$850B:D0 A7 BNE $84B4 ; finish item transaction 0x01851D|$06:$850D:4C 9C 84 JMP $849C ; control flow target (from $84FC) 0x018520|$06:$8510:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs 0x018522|$06:$8512:85 95 STA $95 ; ID for [item] and [spell] control codes ; call to code in a different bank ($0F:$FA2E) 0x018524|$06:$8514:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018527|$06:$8517:76 ; String ID #$0176: ‘Thy [item]? Well, I'll give thee [number] piece[(s)] of gold for that[.’][FD][FD][end-FC] ; data -> code 0x018528|$06:$8518:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x01852B|$06:$851B:C9 00 CMP #$00 ; YES 0x01852D|$06:$851D:F0 07 BEQ $8526 ; call to code in a different bank ($0F:$FA2E) 0x01852F|$06:$851F:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018532|$06:$8522:77 ; String ID #$0177: ‘That's too bad[.’][wait][end-FC] ; data -> code 0x018533|$06:$8523:4C 02 85 JMP $8502 ; control flow target (from $851D) 0x018536|$06:$8526:A6 49 LDX $49 ; object hero/target/item/string ID $49 0x018538|$06:$8528:20 0F 8B JSR $8B0F ; given hero ID in $97 and hero inventory index in X, return corresponding item ID in A and party inventory index in X 0x01853B|$06:$852B:8A TXA ; don't care about the item ID, just want the party inventory ID 0x01853C|$06:$852C:A8 TAY 0x01853D|$06:$852D:20 23 8B JSR $8B23 ; given party inventory index in Y, CLC and return equipped item ID in A if corresponding item is equipped and cursed, SEC and return unequipped item ID in A otherwise 0x018540|$06:$8530:90 15 BCC $8547 ; call to code in a different bank ($0F:$FA2E) 0x018542|$06:$8532:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018545|$06:$8535:78 ; String ID #$0178: ‘I thank thee[.’][wait][end-FC] ; data -> code 0x018546|$06:$8536:20 F5 8C JSR $8CF5 ; add $8F-$90 to party gold, capped at $FFFF 0x018549|$06:$8539:A5 97 LDA $97 ; subject hero ID $97 0x01854B|$06:$853B:A6 49 LDX $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$C4D4) 0x01854D|$06:$853D:20 D4 C4 JSR $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 ; call to code in a different bank ($0F:$EB76) 0x018550|$06:$8540:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x018553|$06:$8543:1B ; Menu ID #$1B: Shop menu: current gold ; data -> code 0x018554|$06:$8544:4C 02 85 JMP $8502 ; control flow target (from $8530) ; call to code in a different bank ($0F:$FA2E) 0x018557|$06:$8547:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01855A|$06:$854A:7A ; String ID #$017A: ‘I fear it won't come off due to the curse[.’][wait][end-FC] ; data -> code 0x01855B|$06:$854B:4C 02 85 JMP $8502 ; handler for dialogue ID #$27 (House of Healing) ; control flow target (from $81E2) 0x01855E|$06:$854E:38 SEC 0x01855F|$06:$854F:E9 27 SBC #$27 ; LDA #$00 would have been shorter and faster 0x018561|$06:$8551:85 49 STA $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$F6F0) 0x018563|$06:$8553:20 F0 F6 JSR $F6F0 ; open main dialogue window and display string ID specified by byte following JSR + #$0100 ; code -> data ; indirect data load target 0x018566|$06:$8556:81 ; String ID #$0181: ‘Welcome to the House of Healing[.’][wait][end-FC] ; data -> code ; control flow target (from $8573) ; call to code in a different bank ($0F:$FA2E) 0x018567|$06:$8557:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01856A|$06:$855A:82 ; String ID #$0182: ‘What service dost thou require?’[FD][FD][end-FC] ; data -> code ; call to code in a different bank ($0F:$EB76) 0x01856B|$06:$855B:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x01856E|$06:$855E:1A ; Menu ID #$1A: Priest menu: DETOXICATE/UNCURSE/REVIVAL ; data -> code 0x01856F|$06:$855F:C9 FF CMP #$FF 0x018571|$06:$8561:D0 14 BNE $8577 ; finish conversation ; control flow target (from $8575, $858E, $85D9, $8632) ; call to code in a different bank ($0F:$FA2E) 0x018573|$06:$8563:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018576|$06:$8566:88 ; String ID #$0188: ‘Good luck and hey, let's be careful out there[.’][end-FC] ; data -> code 0x018577|$06:$8567:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; repeat service loop ; control flow target (from $85A0, $85BD, $85F7, $8619, $8645, $866F, $869A) ; call to code in a different bank ($0F:$FA2E) 0x01857A|$06:$856A:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01857D|$06:$856D:87 ; String ID #$0187: ‘Can I do anything else for thee?’[FD][FD][end-FC] ; data -> code 0x01857E|$06:$856E:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x018581|$06:$8571:C9 00 CMP #$00 ; YES 0x018583|$06:$8573:F0 E2 BEQ $8557 0x018585|$06:$8575:D0 EC BNE $8563 ; finish conversation ; control flow target (from $8561) 0x018587|$06:$8577:C9 00 CMP #$00 ; DETOXICATE 0x018589|$06:$8579:F0 03 BEQ $857E ; DETOXICATE handler 0x01858B|$06:$857B:4C C0 85 JMP $85C0 ; DETOXICATE handler ; control flow target (from $8579) ; call to code in a different bank ($0F:$F6CE) 0x01858E|$06:$857E:20 CE F6 JSR $F6CE ; return number of party members - 1 in A/X 0x018591|$06:$8581:C9 00 CMP #$00 0x018593|$06:$8583:F0 0B BEQ $8590 ; if Midenhall is alone, no need to ask for target hero ; call to code in a different bank ($0F:$FA2E) 0x018595|$06:$8585:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018598|$06:$8588:83 ; String ID #$0183: ‘Who is the patient?’[FD][FD][end-FC] ; data -> code ; call to code in a different bank ($0F:$F595) 0x018599|$06:$8589:20 95 F5 JSR $F595 ; display appropriate shop BUY/SELL hero select menu 0x01859C|$06:$858C:C9 FF CMP #$FF 0x01859E|$06:$858E:F0 D3 BEQ $8563 ; finish conversation ; control flow target (from $8583) 0x0185A0|$06:$8590:85 97 STA $97 ; subject hero ID $97 0x0185A2|$06:$8592:A9 20 LDA #$20 ; Poison 0x0185A4|$06:$8594:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x0185A7|$06:$8597:B0 0A BCS $85A3 0x0185A9|$06:$8599:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x0185AC|$06:$859C:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0185AF|$06:$859F:84 ; String ID #$0184: ‘Good news, [name] has not been poisoned[.’][wait][end-FC] ; data -> code 0x0185B0|$06:$85A0:4C 6A 85 JMP $856A ; repeat service loop ; control flow target (from $8597) 0x0185B3|$06:$85A3:A9 02 LDA #$02 ; DETOXICATE fee is hero level * 2 0x0185B5|$06:$85A5:20 A4 86 JSR $86A4 ; given hero ID in $97, multiply A by that hero's level, store results in ($10-$11) and ($8F-$90); consumes $0C 0x0185B8|$06:$85A8:20 79 86 JSR $8679 ; try to collect payment for House of Healing service; refusal or insufficient gold pops JSP return address and jumps to repeat service loop at $06:$856A ; call to code in a different bank ($0F:$FA2E) 0x0185BB|$06:$85AB:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0185BE|$06:$85AE:86 ; String ID #$0186: ‘Now I will administer the antidote to [name].[line]Stand still, please[.’][wait][end-FC] ; data -> code ; call to code in a different bank ($0F:$C515) 0x0185BF|$06:$85AF:20 15 C5 JSR $C515 ; flash screen 10 times 0x0185C2|$06:$85B2:20 AA 8D JSR $8DAA ; given hero ID in $97, set Y to start of hero's data in $062D,Y, i.e. Y = $97 * #$12 0x0185C5|$06:$85B5:B9 2D 06 LDA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x0185C8|$06:$85B8:29 DF AND #$DF ; clear Poison 0x0185CA|$06:$85BA:99 2D 06 STA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x0185CD|$06:$85BD:4C 6A 85 JMP $856A ; repeat service loop ; control flow target (from $857B) 0x0185D0|$06:$85C0:C9 01 CMP #$01 ; UNCURSE 0x0185D2|$06:$85C2:F0 03 BEQ $85C7 ; UNCURSE handler 0x0185D4|$06:$85C4:4C 20 86 JMP $8620 ; REVIVAL handler ; UNCURSE handler ; control flow target (from $85C2) ; call to code in a different bank ($0F:$F6CE) 0x0185D7|$06:$85C7:20 CE F6 JSR $F6CE ; return number of party members - 1 in A/X 0x0185DA|$06:$85CA:C9 00 CMP #$00 0x0185DC|$06:$85CC:F0 0E BEQ $85DC ; if Midenhall is alone, no need to ask for target hero ; call to code in a different bank ($0F:$FA2E) 0x0185DE|$06:$85CE:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0185E1|$06:$85D1:8B ; String ID #$018B: ‘A curse is it?[line]Who needs the cure?’[FD][FD][end-FC] ; data -> code ; call to code in a different bank ($0F:$F595) 0x0185E2|$06:$85D2:20 95 F5 JSR $F595 ; display appropriate shop BUY/SELL hero select menu 0x0185E5|$06:$85D5:C9 FF CMP #$FF 0x0185E7|$06:$85D7:D0 03 BNE $85DC 0x0185E9|$06:$85D9:4C 63 85 JMP $8563 ; finish conversation ; control flow target (from $85CC, $85D7) 0x0185EC|$06:$85DC:85 97 STA $97 ; subject hero ID $97 0x0185EE|$06:$85DE:A9 04 LDA #$04 ; there are 4 cursed items in the game 0x0185F0|$06:$85E0:85 0C STA $0C ; control flow target (from $85EE) 0x0185F2|$06:$85E2:A4 0C LDY $0C 0x0185F4|$06:$85E4:B9 1B 86 LDA $861B,Y ; list of cursed items (equipped), built in offset from $861C 0x0185F7|$06:$85E7:20 BA 8D JSR $8DBA ; given a hero ID in $97 and an item ID in A, SEC if hero has that item, CLC otherwise 0x0185FA|$06:$85EA:B0 0E BCS $85FA 0x0185FC|$06:$85EC:C6 0C DEC $0C 0x0185FE|$06:$85EE:D0 F2 BNE $85E2 ; loop to check next cursed item 0x018600|$06:$85F0:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x018603|$06:$85F3:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018606|$06:$85F6:8C ; String ID #$018C: ‘Hmmm. No. [name] is not cursed[.’][wait][end-FC] ; data -> code 0x018607|$06:$85F7:4C 6A 85 JMP $856A ; repeat service loop ; control flow target (from $85EA) 0x01860A|$06:$85FA:A9 64 LDA #$64 ; UNCURSE fee is hero level * 100 0x01860C|$06:$85FC:20 A4 86 JSR $86A4 ; given hero ID in $97, multiply A by that hero's level, store results in ($10-$11) and ($8F-$90); consumes $0C 0x01860F|$06:$85FF:20 79 86 JSR $8679 ; try to collect payment for House of Healing service; refusal or insufficient gold pops JSP return address and jumps to repeat service loop at $06:$856A ; call to code in a different bank ($0F:$FA2E) 0x018612|$06:$8602:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018615|$06:$8605:8D ; String ID #$018D: ‘A curse is like a virus, of course. This medicine should remove it[.’][end-FC] ; data -> code ; call to code in a different bank ($0F:$C515) 0x018616|$06:$8606:20 15 C5 JSR $C515 ; flash screen 10 times 0x018619|$06:$8609:A9 04 LDA #$04 ; there are 4 cursed items in the game 0x01861B|$06:$860B:85 0C STA $0C ; control flow target (from $8617) 0x01861D|$06:$860D:A4 0C LDY $0C 0x01861F|$06:$860F:B9 1B 86 LDA $861B,Y ; list of cursed items (equipped), built in offset from $861C 0x018622|$06:$8612:20 C3 8D JSR $8DC3 ; given a hero ID in $97 and an item ID in A, remove that item from hero's inventory if present and SEC, CLC otherwise 0x018625|$06:$8615:C6 0C DEC $0C 0x018627|$06:$8617:D0 F4 BNE $860D ; loop to keep removing cursed items 0x018629|$06:$8619:4C 6A ; list of cursed items (equipped), built in offset from $861C ; indexed data load target (from $85E4, $860F, $8AC8) 0x01862B|$06:$861B: 85 JMP $856A ; repeat service loop ; code -> data ; list of equipped cursed items ; indexed data load target (from $8B28) 0x01862C|$06:$861C:6F ; Item ID #$6F: Gremlin’s Tail (equipped) 0x01862D|$06:$861D:4C ; Item ID #$4C: Sword of Destruction (equipped) 0x01862E|$06:$861E:57 ; Item ID #$57: Gremlin’s Armor (equipped) 0x01862F|$06:$861F:5F ; Item ID #$5F: Evil Shield (equipped) ; data -> code ; REVIVAL handler ; control flow target (from $85C4) ; call to code in a different bank ($0F:$F6CE) 0x018630|$06:$8620:20 CE F6 JSR $F6CE ; return number of party members - 1 in A/X 0x018633|$06:$8623:C9 00 CMP #$00 ; if Midenhall is alone, no need to ask for target hero 0x018635|$06:$8625:F0 0E BEQ $8635 ; call to code in a different bank ($0F:$FA2E) 0x018637|$06:$8627:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01863A|$06:$862A:8E ; String ID #$018E: ‘Whom shall I revive?’[FD][FD][end-FC] ; data -> code ; call to code in a different bank ($0F:$F595) 0x01863B|$06:$862B:20 95 F5 JSR $F595 ; display appropriate shop BUY/SELL hero select menu 0x01863E|$06:$862E:C9 FF CMP #$FF 0x018640|$06:$8630:D0 03 BNE $8635 0x018642|$06:$8632:4C 63 85 JMP $8563 ; finish conversation ; control flow target (from $8625, $8630) 0x018645|$06:$8635:85 97 STA $97 ; subject hero ID $97 0x018647|$06:$8637:A9 80 LDA #$80 ; Alive 0x018649|$06:$8639:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x01864C|$06:$863C:90 0A BCC $8648 0x01864E|$06:$863E:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x018651|$06:$8641:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018654|$06:$8644:8F ; String ID #$018F: ‘There, I think [name] will live now[.’][wait][end-FC] ; data -> code 0x018655|$06:$8645:4C 6A 85 JMP $856A ; repeat service loop ; control flow target (from $863C) 0x018658|$06:$8648:A9 14 LDA #$14 ; REVIVAL fee is hero level * 20 0x01865A|$06:$864A:20 A4 86 JSR $86A4 ; given hero ID in $97, multiply A by that hero's level, store results in ($10-$11) and ($8F-$90); consumes $0C 0x01865D|$06:$864D:20 79 86 JSR $8679 ; try to collect payment for House of Healing service; refusal or insufficient gold pops JSP return address and jumps to repeat service loop at $06:$856A ; call to code in a different bank ($0F:$FA2E) 0x018660|$06:$8650:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018663|$06:$8653:90 ; String ID #$0190: ‘This is a very delicate operation[.’][wait][line]‘It may take a little while[.’][FD][FD][end-FC] ; data -> code 0x018664|$06:$8654:A9 02 LDA #$02 ; Music ID #$02: revive BGM ; call to code in a different bank ($0F:$C58D) 0x018666|$06:$8656:20 8D C5 JSR $C58D ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]), wait for it to finish, then play previous BGM 0x018669|$06:$8659:20 AA 8D JSR $8DAA ; given hero ID in $97, set Y to start of hero's data in $062D,Y, i.e. Y = $97 * #$12 0x01866C|$06:$865C:B9 2D 06 LDA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x01866F|$06:$865F:09 80 ORA #$80 ; Alive 0x018671|$06:$8661:99 2D 06 STA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x018674|$06:$8664:A9 01 LDA #$01 ; revived with 1 HP 0x018676|$06:$8666:99 3B 06 STA $063B,Y ; Midenhall Current HP, low byte ; call to code in a different bank ($0F:$D302) 0x018679|$06:$8669:20 02 D3 JSR $D302 ; call to code in a different bank ($0F:$C22C) 0x01867C|$06:$866C:20 2C C2 JSR $C22C 0x01867F|$06:$866F:4C 6A 85 JMP $856A ; repeat service loop ; call to code in a different bank ($0F:$FA2E) 0x018682|$06:$8672:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data 0x018685|$06:$8675:91 ; String ID #$0191: ‘[name] cannot be equipped with the [item]. Is it all right?’[end-FC] ; data -> code 0x018686|$06:$8676:4C 7D 86 JMP $867D ; try to collect payment for House of Healing service; refusal or insufficient gold pops JSP return address and jumps to repeat service loop at $06:$856A ; control flow target (from $85A8, $85FF, $864D) ; call to code in a different bank ($0F:$FA2E) 0x018689|$06:$8679:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01868C|$06:$867C:85 ; String ID #$0185: ‘The fee is [number] piece[(s)] of gold.[line]Will thou pay?’[FD][FD][end-FC] ; data -> code ; control flow target (from $8676) ; call to code in a different bank ($0F:$EB76) 0x01868D|$06:$867D:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x018690|$06:$8680:1B ; Menu ID #$1B: Shop menu: current gold ; data -> code 0x018691|$06:$8681:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x018694|$06:$8684:C9 00 CMP #$00 ; YES 0x018696|$06:$8686:D0 0C BNE $8694 0x018698|$06:$8688:20 31 8D JSR $8D31 ; given gold amount in $8F-$90, decrease party gold by that amount and SEC if possible, CLC otherwise 0x01869B|$06:$868B:90 10 BCC $869D ; call to code in a different bank ($0F:$EB76) 0x01869D|$06:$868D:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x0186A0|$06:$8690:1B ; Menu ID #$1B: Shop menu: current gold ; data -> code 0x0186A1|$06:$8691:4C 25 8D JMP $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; control flow target (from $8686) ; call to code in a different bank ($0F:$FA2E) 0x0186A4|$06:$8694:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0186A7|$06:$8697:89 ; String ID #$0189: ‘Come now, dost thou think leeches grow on trees?’[wait][line]‘I have expenses, taxes to pay, a wife, two kids, and a brand new cow[.’][wait][end-FC] ; data -> code ; control flow target (from $86A1) 0x0186A8|$06:$8698:68 PLA 0x0186A9|$06:$8699:68 PLA 0x0186AA|$06:$869A:4C 6A 85 JMP $856A ; repeat service loop ; control flow target (from $868B) ; call to code in a different bank ($0F:$FA2E) 0x0186AD|$06:$869D:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0186B0|$06:$86A0:8A ; String ID #$018A: ‘What's this?[line]Thou hast no gold?[line]Well then get some!’[wait][end-FC] ; data -> code 0x0186B1|$06:$86A1:4C 98 86 JMP $8698 ; given hero ID in $97, multiply A by that hero's level, store results in ($10-$11) and ($8F-$90); consumes $0C ; control flow target (from $85A5, $85FC, $864A) 0x0186B4|$06:$86A4:85 0C STA $0C 0x0186B6|$06:$86A6:20 AA 8D JSR $8DAA ; given hero ID in $97, set Y to start of hero's data in $062D,Y, i.e. Y = $97 * #$12 0x0186B9|$06:$86A9:B9 3E 06 LDA $063E,Y ; Midenhall Level ; multiply A by $0C, store results in ($10-$11) and ($8F-$90); consumes $0C ; control flow target (from $822B) 0x0186BC|$06:$86AC:85 0E STA $0E 0x0186BE|$06:$86AE:A9 00 LDA #$00 0x0186C0|$06:$86B0:85 0D STA $0D 0x0186C2|$06:$86B2:85 0F STA $0F ; call to code in a different bank ($0F:$C339) 0x0186C4|$06:$86B4:20 39 C3 JSR $C339 ; 16-bit multiplication: ($10-$11) = ($0C-$0D) * ($0E-$0F); consumes $0C-$0F 0x0186C7|$06:$86B7:A5 10 LDA $10 0x0186C9|$06:$86B9:85 8F STA $8F 0x0186CB|$06:$86BB:A5 11 LDA $11 0x0186CD|$06:$86BD:85 90 STA $90 0x0186CF|$06:$86BF:60 RTS ; handler for dialogue ID #$28 (Lottery) ; control flow target (from $81E9) ; call to code in a different bank ($0F:$F6F0) 0x0186D0|$06:$86C0:20 F0 F6 JSR $F6F0 ; open main dialogue window and display string ID specified by byte following JSR + #$0100 ; code -> data ; indirect data load target 0x0186D3|$06:$86C3:94 ; String ID #$0194: ‘Step right up and welcome to the Lottery.[line]Art thou going to play?’[FD][FD][end-FC] ; data -> code 0x0186D4|$06:$86C4:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x0186D7|$06:$86C7:C9 00 CMP #$00 ; YES 0x0186D9|$06:$86C9:F0 0A BEQ $86D5 ; finish lottery conversation ; control flow target (from $86E2, $870B, $8723, $873C) ; call to code in a different bank ($0F:$FA2E) 0x0186DB|$06:$86CB:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0186DE|$06:$86CE:95 ; String ID #$0195: ‘Well, perhaps some other time[.’][end-FC] ; data -> code 0x0186DF|$06:$86CF:20 05 89 JSR $8905 0x0186E2|$06:$86D2:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; control flow target (from $86C9) 0x0186E5|$06:$86D5:A9 33 LDA #$33 ; Item ID #$33: Lottery Ticket 0x0186E7|$06:$86D7:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x0186EA|$06:$86DA:C9 FF CMP #$FF 0x0186EC|$06:$86DC:D0 07 BNE $86E5 ; call to code in a different bank ($0F:$FA2E) 0x0186EE|$06:$86DE:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0186F1|$06:$86E1:96 ; String ID #$0196: ‘I'm afraid thou must have a Lottery Ticket[.’][wait][end-FC] ; data -> code 0x0186F2|$06:$86E2:4C CB 86 JMP $86CB ; finish lottery conversation ; control flow target (from $86DC) 0x0186F5|$06:$86E5:4A LSR ; convert party inventory index to hero ID 0x0186F6|$06:$86E6:4A LSR 0x0186F7|$06:$86E7:4A LSR 0x0186F8|$06:$86E8:85 97 STA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$FA2E) 0x0186FA|$06:$86EA:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0186FD|$06:$86ED:97 ; String ID #$0197: ‘Dost thou wish to hear how the game is played?’[FD][FD][end-FC] ; data -> code 0x0186FE|$06:$86EE:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x018701|$06:$86F1:C9 00 CMP #$00 ; YES 0x018703|$06:$86F3:D0 04 BNE $86F9 ; call to code in a different bank ($0F:$FA2E) 0x018705|$06:$86F5:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018708|$06:$86F8:98 ; String ID #$0198: ‘As the Lottery wheels spin, push thy controller button to stop them[.’][wait][line]‘Three [sun] marks win the first prize--a Golden Card[.’][wait][line]‘Three [star] marks win the second prize--the Wizard's Ring[.’][wait][line][FD][FD]‘There may be further prizes, too[.’][wait][end-FC] ; data -> code ; control flow target (from $86F3) 0x018709|$06:$86F9:20 44 87 JSR $8744 ; call to code in a different bank ($0F:$FA2E) 0x01870C|$06:$86FC:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01870F|$06:$86FF:99 ; String ID #$0199: ‘Let's play now!’[FD][FD][no voice][no voice][no voice][no voice][no voice][no voice][no voice][sun] [star] [moon][FD][FD][end-FC] ; data -> code 0x018710|$06:$8700:20 78 87 JSR $8778 0x018713|$06:$8703:C9 05 CMP #$05 0x018715|$06:$8705:D0 07 BNE $870E ; call to code in a different bank ($0F:$FA2E) 0x018717|$06:$8707:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01871A|$06:$870A:9C ; String ID #$019C: [wait]‘That was close.[line]As a consolation prize I'll give thee a lottery ticket[.’][wait][end-FC] ; data -> code 0x01871B|$06:$870B:4C CB 86 JMP $86CB ; finish lottery conversation ; control flow target (from $8705) 0x01871E|$06:$870E:85 8F STA $8F ; prize number 0x018720|$06:$8710:A9 00 LDA #$00 0x018722|$06:$8712:85 90 STA $90 0x018724|$06:$8714:A9 33 LDA #$33 ; Item ID #$33: Lottery Ticket 0x018726|$06:$8716:20 C3 8D JSR $8DC3 ; given a hero ID in $97 and an item ID in A, remove that item from hero's inventory if present and SEC, CLC otherwise 0x018729|$06:$8719:A5 8F LDA $8F 0x01872B|$06:$871B:C9 FF CMP #$FF 0x01872D|$06:$871D:D0 07 BNE $8726 ; call to code in a different bank ($0F:$FA2E) 0x01872F|$06:$871F:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018732|$06:$8722:9B ; String ID #$019B: [wait]‘Sorry, thou hast lost. Better luck next time[.’][wait][end-FC] ; data -> code 0x018733|$06:$8723:4C CB 86 JMP $86CB ; finish lottery conversation ; control flow target (from $871D) 0x018736|$06:$8726:A8 TAY 0x018737|$06:$8727:B9 3F 87 LDA $873F,Y ; Lottery prizes 0x01873A|$06:$872A:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs 0x01873C|$06:$872C:85 95 STA $95 ; ID for [item] and [spell] control codes 0x01873E|$06:$872E:20 7E 8D JSR $8D7E ; given hero ID in $97 and item ID in $96, try to add item to first empty slot in hero's inventory; SEC if added, CLC if no empty slots 0x018741|$06:$8731:E6 8F INC $8F 0x018743|$06:$8733:A9 06 LDA #$06 ; Music ID #$06: lottery win BGM ; call to code in a different bank ($0F:$C58D) 0x018745|$06:$8735:20 8D C5 JSR $C58D ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]), wait for it to finish, then play previous BGM ; call to code in a different bank ($0F:$FA2E) 0x018748|$06:$8738:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01874B|$06:$873B:9A ; String ID #$019A: [wait]‘Congratulations![line]Thou hast won prize number [number], the [item]!’[wait][end-FC] ; data -> code 0x01874C|$06:$873C:4C CB 86 JMP $86CB ; finish lottery conversation ; code -> data ; Lottery prizes ; indexed data load target (from $8727) 0x01874F|$06:$873F:32 ; Item ID #$32: Golden Card 0x018750|$06:$8740:3D ; Item ID #$3D: Wizard’s Ring 0x018751|$06:$8741:03 ; Item ID #$03: Wizard’s Wand 0x018752|$06:$8742:30 ; Item ID #$30: Dragon’s Bane 0x018753|$06:$8743:3C ; Item ID #$3C: Medical Herb ; data -> code ; control flow target (from $86F9) ; call to code in a different bank ($0F:$C3AB) 0x018754|$06:$8744:20 AB C3 JSR $C3AB ; generate a random number and store it in $32-$33 (two passes) 0x018757|$06:$8747:A5 32 LDA $32 ; RNG byte 0 0x018759|$06:$8749:4A LSR 0x01875A|$06:$874A:29 78 AND #$78 0x01875C|$06:$874C:85 DD STA $DD 0x01875E|$06:$874E:A2 00 LDX #$00 0x018760|$06:$8750:20 78 88 JSR $8878 0x018763|$06:$8753:A5 32 LDA $32 ; RNG byte 0 0x018765|$06:$8755:0A ASL 0x018766|$06:$8756:0A ASL 0x018767|$06:$8757:0A ASL 0x018768|$06:$8758:29 78 AND #$78 0x01876A|$06:$875A:85 DF STA $DF 0x01876C|$06:$875C:A2 08 LDX #$08 0x01876E|$06:$875E:20 78 88 JSR $8878 0x018771|$06:$8761:A5 33 LDA $33 ; RNG byte 1 0x018773|$06:$8763:29 78 AND #$78 0x018775|$06:$8765:85 E1 STA $E1 0x018777|$06:$8767:A2 10 LDX #$10 0x018779|$06:$8769:20 78 88 JSR $8878 0x01877C|$06:$876C:A9 00 LDA #$00 0x01877E|$06:$876E:85 DE STA $DE 0x018780|$06:$8770:85 E0 STA $E0 0x018782|$06:$8772:85 E2 STA $E2 0x018784|$06:$8774:20 5B 89 JSR $895B 0x018787|$06:$8777:60 RTS ; control flow target (from $8700) 0x018788|$06:$8778:A9 00 LDA #$00 0x01878A|$06:$877A:85 DC STA $DC 0x01878C|$06:$877C:A5 2F LDA $2F ; joypad 1 data 0x01878E|$06:$877E:29 01 AND #$01 0x018790|$06:$8780:85 DA STA $DA ; control flow target (from $87D5) 0x018792|$06:$8782:A5 DC LDA $DC 0x018794|$06:$8784:29 07 AND #$07 0x018796|$06:$8786:C9 07 CMP #$07 0x018798|$06:$8788:F0 1D BEQ $87A7 ; control flow target (from $8799) 0x01879A|$06:$878A:20 1F 89 JSR $891F 0x01879D|$06:$878D:45 DC EOR $DC 0x01879F|$06:$878F:4A LSR 0x0187A0|$06:$8790:90 02 BCC $8794 0x0187A2|$06:$8792:E6 DC INC $DC ; control flow target (from $8790) 0x0187A4|$06:$8794:A5 DC LDA $DC 0x0187A6|$06:$8796:4A LSR 0x0187A7|$06:$8797:29 03 AND #$03 0x0187A9|$06:$8799:F0 EF BEQ $878A 0x0187AB|$06:$879B:90 0A BCC $87A7 0x0187AD|$06:$879D:0A ASL 0x0187AE|$06:$879E:AA TAX 0x0187AF|$06:$879F:CA DEX 0x0187B0|$06:$87A0:CA DEX 0x0187B1|$06:$87A1:B5 DE LDA $DE,X 0x0187B3|$06:$87A3:09 40 ORA #$40 0x0187B5|$06:$87A5:95 DE STA $DE,X ; control flow target (from $8788, $879B) 0x0187B7|$06:$87A7:A2 00 LDX #$00 ; control flow target (from $87C9) 0x0187B9|$06:$87A9:86 D5 STX $D5 0x0187BB|$06:$87AB:8A TXA 0x0187BC|$06:$87AC:0A ASL 0x0187BD|$06:$87AD:0A ASL 0x0187BE|$06:$87AE:85 D6 STA $D6 0x0187C0|$06:$87B0:B5 DD LDA $DD,X 0x0187C2|$06:$87B2:85 D7 STA $D7 0x0187C4|$06:$87B4:B5 DE LDA $DE,X 0x0187C6|$06:$87B6:85 D8 STA $D8 0x0187C8|$06:$87B8:20 1A 88 JSR $881A 0x0187CB|$06:$87BB:A6 D5 LDX $D5 0x0187CD|$06:$87BD:A5 D7 LDA $D7 0x0187CF|$06:$87BF:95 DD STA $DD,X 0x0187D1|$06:$87C1:A5 D8 LDA $D8 0x0187D3|$06:$87C3:95 DE STA $DE,X 0x0187D5|$06:$87C5:E8 INX 0x0187D6|$06:$87C6:E8 INX 0x0187D7|$06:$87C7:E0 06 CPX #$06 0x0187D9|$06:$87C9:D0 DE BNE $87A9 0x0187DB|$06:$87CB:20 5B 89 JSR $895B 0x0187DE|$06:$87CE:A5 DE LDA $DE 0x0187E0|$06:$87D0:25 E0 AND $E0 0x0187E2|$06:$87D2:25 E2 AND $E2 0x0187E4|$06:$87D4:0A ASL 0x0187E5|$06:$87D5:90 AB BCC $8782 0x0187E7|$06:$87D7:A2 05 LDX #$05 0x0187E9|$06:$87D9:A9 00 LDA #$00 ; control flow target (from $87DF) 0x0187EB|$06:$87DB:9D 62 06 STA $0662,X ; Moonbrooke Level 0x0187EE|$06:$87DE:CA DEX 0x0187EF|$06:$87DF:D0 FA BNE $87DB 0x0187F1|$06:$87E1:A0 00 LDY #$00 ; control flow target (from $87FF) 0x0187F3|$06:$87E3:B6 DD LDX $DD,Y 0x0187F5|$06:$87E5:8A TXA 0x0187F6|$06:$87E6:4A LSR 0x0187F7|$06:$87E7:4A LSR 0x0187F8|$06:$87E8:4A LSR 0x0187F9|$06:$87E9:29 0F AND #$0F 0x0187FB|$06:$87EB:85 D5 STA $D5 0x0187FD|$06:$87ED:98 TYA 0x0187FE|$06:$87EE:0A ASL 0x0187FF|$06:$87EF:0A ASL 0x018800|$06:$87F0:0A ASL 0x018801|$06:$87F1:05 D5 ORA $D5 0x018803|$06:$87F3:AA TAX 0x018804|$06:$87F4:BD D5 88 LDA $88D5,X 0x018807|$06:$87F7:AA TAX 0x018808|$06:$87F8:FE 63 06 INC $0663,X ; monster ID, group 1 0x01880B|$06:$87FB:C8 INY 0x01880C|$06:$87FC:C8 INY 0x01880D|$06:$87FD:C0 06 CPY #$06 0x01880F|$06:$87FF:D0 E2 BNE $87E3 0x018811|$06:$8801:A2 00 LDX #$00 ; control flow target (from $8811) 0x018813|$06:$8803:BD 63 06 LDA $0663,X ; monster ID, group 1 0x018816|$06:$8806:C9 03 CMP #$03 0x018818|$06:$8808:F0 0B BEQ $8815 0x01881A|$06:$880A:C9 02 CMP #$02 0x01881C|$06:$880C:F0 09 BEQ $8817 0x01881E|$06:$880E:E8 INX 0x01881F|$06:$880F:E0 05 CPX #$05 0x018821|$06:$8811:D0 F0 BNE $8803 0x018823|$06:$8813:A2 FF LDX #$FF ; control flow target (from $8808) 0x018825|$06:$8815:8A TXA 0x018826|$06:$8816:60 RTS ; control flow target (from $880C) 0x018827|$06:$8817:A9 05 LDA #$05 0x018829|$06:$8819:60 RTS ; control flow target (from $87B8) 0x01882A|$06:$881A:A5 D8 LDA $D8 0x01882C|$06:$881C:30 51 BMI $886F 0x01882E|$06:$881E:29 07 AND #$07 0x018830|$06:$8820:D0 4B BNE $886D 0x018832|$06:$8822:E6 D7 INC $D7 0x018834|$06:$8824:20 7C 88 JSR $887C 0x018837|$06:$8827:A5 D7 LDA $D7 0x018839|$06:$8829:29 07 AND #$07 0x01883B|$06:$882B:D0 2C BNE $8859 0x01883D|$06:$882D:A9 85 LDA #$85 ; Music ID #$85: single beep SFX ; call to code in a different bank ($0F:$C561) 0x01883F|$06:$882F:20 61 C5 JSR $C561 ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]) 0x018842|$06:$8832:A5 D8 LDA $D8 0x018844|$06:$8834:29 78 AND #$78 0x018846|$06:$8836:C9 40 CMP #$40 0x018848|$06:$8838:90 1F BCC $8859 0x01884A|$06:$883A:C9 78 CMP #$78 0x01884C|$06:$883C:B0 14 BCS $8852 0x01884E|$06:$883E:18 CLC 0x01884F|$06:$883F:69 08 ADC #$08 0x018851|$06:$8841:85 D8 STA $D8 0x018853|$06:$8843:29 20 AND #$20 0x018855|$06:$8845:F0 12 BEQ $8859 ; call to code in a different bank ($0F:$C3AB) 0x018857|$06:$8847:20 AB C3 JSR $C3AB ; generate a random number and store it in $32-$33 (two passes) 0x01885A|$06:$884A:A5 32 LDA $32 ; RNG byte 0 0x01885C|$06:$884C:45 D8 EOR $D8 0x01885E|$06:$884E:29 18 AND #$18 0x018860|$06:$8850:D0 07 BNE $8859 ; control flow target (from $883C) 0x018862|$06:$8852:A5 D8 LDA $D8 0x018864|$06:$8854:09 80 ORA #$80 0x018866|$06:$8856:85 D8 STA $D8 0x018868|$06:$8858:60 RTS ; control flow target (from $882B, $8838, $8845, $8850) 0x018869|$06:$8859:A5 D8 LDA $D8 0x01886B|$06:$885B:29 78 AND #$78 0x01886D|$06:$885D:85 D8 STA $D8 0x01886F|$06:$885F:4A LSR 0x018870|$06:$8860:4A LSR 0x018871|$06:$8861:4A LSR 0x018872|$06:$8862:29 07 AND #$07 0x018874|$06:$8864:AA TAX 0x018875|$06:$8865:BD 70 88 LDA $8870,X 0x018878|$06:$8868:05 D8 ORA $D8 0x01887A|$06:$886A:85 D8 STA $D8 0x01887C|$06:$886C:60 RTS ; control flow target (from $8820) 0x01887D|$06:$886D:C6 D8 DEC $D8 ; control flow target (from $881C) 0x01887F|$06:$886F:60 RTS ; code -> data ; indexed data load target (from $8865) 0x018880|$06:$8870:00 0x018881|$06:$8871:01 0x018882|$06:$8872:01 0x018883|$06:$8873:02 0x018884|$06:$8874:02 0x018885|$06:$8875:03 0x018886|$06:$8876:04 0x018887|$06:$8877:07 ; data -> code ; control flow target (from $8750, $875E, $8769) 0x018888|$06:$8878:86 D6 STX $D6 0x01888A|$06:$887A:85 D7 STA $D7 ; control flow target (from $8824) 0x01888C|$06:$887C:A5 D6 LDA $D6 0x01888E|$06:$887E:0A ASL 0x01888F|$06:$887F:85 D9 STA $D9 0x018891|$06:$8881:A5 D7 LDA $D7 0x018893|$06:$8883:4A LSR 0x018894|$06:$8884:4A LSR 0x018895|$06:$8885:4A LSR 0x018896|$06:$8886:29 0F AND #$0F 0x018898|$06:$8888:05 D9 ORA $D9 0x01889A|$06:$888A:AA TAX 0x01889B|$06:$888B:A5 D7 LDA $D7 0x01889D|$06:$888D:29 07 AND #$07 0x01889F|$06:$888F:85 D9 STA $D9 0x0188A1|$06:$8891:BD D5 88 LDA $88D5,X 0x0188A4|$06:$8894:0A ASL 0x0188A5|$06:$8895:0A ASL 0x0188A6|$06:$8896:0A ASL 0x0188A7|$06:$8897:18 CLC 0x0188A8|$06:$8898:65 D9 ADC $D9 0x0188AA|$06:$889A:AA TAX 0x0188AB|$06:$889B:A4 D6 LDY $D6 ; control flow target (from $88A8) 0x0188AD|$06:$889D:BD A2 89 LDA $89A2,X 0x0188B0|$06:$88A0:99 63 06 STA $0663,Y ; monster ID, group 1 0x0188B3|$06:$88A3:C8 INY 0x0188B4|$06:$88A4:E8 INX 0x0188B5|$06:$88A5:8A TXA 0x0188B6|$06:$88A6:29 07 AND #$07 0x0188B8|$06:$88A8:D0 F3 BNE $889D 0x0188BA|$06:$88AA:A5 D9 LDA $D9 0x0188BC|$06:$88AC:F0 26 BEQ $88D4 0x0188BE|$06:$88AE:A5 D6 LDA $D6 0x0188C0|$06:$88B0:0A ASL 0x0188C1|$06:$88B1:85 D9 STA $D9 0x0188C3|$06:$88B3:A5 D7 LDA $D7 0x0188C5|$06:$88B5:4A LSR 0x0188C6|$06:$88B6:4A LSR 0x0188C7|$06:$88B7:4A LSR 0x0188C8|$06:$88B8:18 CLC 0x0188C9|$06:$88B9:69 01 ADC #$01 0x0188CB|$06:$88BB:29 0F AND #$0F 0x0188CD|$06:$88BD:05 D9 ORA $D9 0x0188CF|$06:$88BF:AA TAX 0x0188D0|$06:$88C0:BD D5 88 LDA $88D5,X 0x0188D3|$06:$88C3:0A ASL 0x0188D4|$06:$88C4:0A ASL 0x0188D5|$06:$88C5:0A ASL 0x0188D6|$06:$88C6:AA TAX ; control flow target (from $88D2) 0x0188D7|$06:$88C7:BD A2 89 LDA $89A2,X 0x0188DA|$06:$88CA:99 63 06 STA $0663,Y ; monster ID, group 1 0x0188DD|$06:$88CD:E8 INX 0x0188DE|$06:$88CE:C8 INY 0x0188DF|$06:$88CF:98 TYA 0x0188E0|$06:$88D0:29 07 AND #$07 0x0188E2|$06:$88D2:D0 F3 BNE $88C7 ; control flow target (from $88AC) 0x0188E4|$06:$88D4:60 RTS ; code -> data ; indexed data load target (from $87F4, $8891, $88C0) 0x0188E5|$06:$88D5:04 0x0188E6|$06:$88D6:03 0x0188E7|$06:$88D7:02 0x0188E8|$06:$88D8:04 0x0188E9|$06:$88D9:00 0x0188EA|$06:$88DA:04 0x0188EB|$06:$88DB:01 0x0188EC|$06:$88DC:04 0x0188ED|$06:$88DD:02 0x0188EE|$06:$88DE:03 0x0188EF|$06:$88DF:04 0x0188F0|$06:$88E0:01 0x0188F1|$06:$88E1:03 0x0188F2|$06:$88E2:04 0x0188F3|$06:$88E3:02 0x0188F4|$06:$88E4:03 0x0188F5|$06:$88E5:02 0x0188F6|$06:$88E6:04 0x0188F7|$06:$88E7:03 0x0188F8|$06:$88E8:01 0x0188F9|$06:$88E9:04 0x0188FA|$06:$88EA:00 0x0188FB|$06:$88EB:02 0x0188FC|$06:$88EC:04 0x0188FD|$06:$88ED:01 0x0188FE|$06:$88EE:03 0x0188FF|$06:$88EF:04 0x018900|$06:$88F0:03 0x018901|$06:$88F1:01 0x018902|$06:$88F2:04 0x018903|$06:$88F3:00 0x018904|$06:$88F4:04 0x018905|$06:$88F5:04 0x018906|$06:$88F6:00 0x018907|$06:$88F7:04 0x018908|$06:$88F8:02 0x018909|$06:$88F9:01 0x01890A|$06:$88FA:04 0x01890B|$06:$88FB:03 0x01890C|$06:$88FC:02 0x01890D|$06:$88FD:04 0x01890E|$06:$88FE:03 0x01890F|$06:$88FF:01 0x018910|$06:$8900:04 0x018911|$06:$8901:02 0x018912|$06:$8902:03 0x018913|$06:$8903:04 0x018914|$06:$8904:03 ; data -> code ; control flow target (from $86CF, $890A) ; call to code in a different bank ($0F:$C1DC) 0x018915|$06:$8905:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF 0x018918|$06:$8908:A5 02 LDA $02 0x01891A|$06:$890A:D0 F9 BNE $8905 0x01891C|$06:$890C:A9 05 LDA #$05 0x01891E|$06:$890E:85 08 STA $08 0x018920|$06:$8910:AD 1D 89 LDA $891D 0x018923|$06:$8913:85 D7 STA $D7 0x018925|$06:$8915:AD 1E 89 LDA $891E 0x018928|$06:$8918:85 D8 STA $D8 0x01892A|$06:$891A:4C 73 89 JMP $8973 ; code -> data ; data load target (from $8910) 0x01892D|$06:$891D:A2 ; data load target (from $8915) 0x01892E|$06:$891E: 89 ; $06:$89A2 ; data -> code ; control flow target (from $878A) 0x01892F|$06:$891F:A2 20 LDX #$20 0x018931|$06:$8921:A5 DC LDA $DC 0x018933|$06:$8923:29 06 AND #$06 0x018935|$06:$8925:D0 07 BNE $892E 0x018937|$06:$8927:85 DB STA $DB ; call to code in a different bank ($0F:$C1DC) 0x018939|$06:$8929:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF 0x01893C|$06:$892C:A2 08 LDX #$08 ; control flow target (from $8925) 0x01893E|$06:$892E:86 DB STX $DB ; call to code in a different bank ($0F:$C476) 0x018940|$06:$8930:20 76 C4 JSR $C476 ; read joypad 1 data into $2F 0x018943|$06:$8933:A5 2F LDA $2F ; joypad 1 data 0x018945|$06:$8935:45 DA EOR $DA 0x018947|$06:$8937:4A LSR 0x018948|$06:$8938:90 07 BCC $8941 0x01894A|$06:$893A:A5 2F LDA $2F ; joypad 1 data 0x01894C|$06:$893C:29 01 AND #$01 0x01894E|$06:$893E:85 DA STA $DA 0x018950|$06:$8940:60 RTS ; control flow target (from $8938) 0x018951|$06:$8941:A5 DC LDA $DC 0x018953|$06:$8943:18 CLC 0x018954|$06:$8944:69 08 ADC #$08 0x018956|$06:$8946:85 DC STA $DC 0x018958|$06:$8948:90 10 BCC $895A 0x01895A|$06:$894A:E6 DA INC $DA 0x01895C|$06:$894C:E6 DA INC $DA 0x01895E|$06:$894E:A5 DA LDA $DA 0x018960|$06:$8950:C5 DB CMP $DB 0x018962|$06:$8952:90 06 BCC $895A 0x018964|$06:$8954:49 01 EOR #$01 0x018966|$06:$8956:29 01 AND #$01 0x018968|$06:$8958:85 DA STA $DA ; control flow target (from $8948, $8952) 0x01896A|$06:$895A:60 RTS ; control flow target (from $8774, $87CB, $8962) 0x01896B|$06:$895B:A5 02 LDA $02 0x01896D|$06:$895D:F0 06 BEQ $8965 ; call to code in a different bank ($0F:$C1DC) 0x01896F|$06:$895F:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF 0x018972|$06:$8962:4C 5B 89 JMP $895B ; control flow target (from $895D) 0x018975|$06:$8965:A9 05 LDA #$05 0x018977|$06:$8967:85 08 STA $08 0x018979|$06:$8969:AD 8C 89 LDA $898C 0x01897C|$06:$896C:85 D7 STA $D7 0x01897E|$06:$896E:AD 8D 89 LDA $898D 0x018981|$06:$8971:85 D8 STA $D8 ; control flow target (from $891A) 0x018983|$06:$8973:A9 A0 LDA #$A0 0x018985|$06:$8975:A0 00 LDY #$00 0x018987|$06:$8977:20 8E 89 JSR $898E 0x01898A|$06:$897A:A9 B0 LDA #$B0 0x01898C|$06:$897C:A0 08 LDY #$08 0x01898E|$06:$897E:20 8E 89 JSR $898E 0x018991|$06:$8981:A9 C0 LDA #$C0 0x018993|$06:$8983:A0 10 LDY #$10 0x018995|$06:$8985:20 8E 89 JSR $898E ; call to code in a different bank ($0F:$C1DC) 0x018998|$06:$8988:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF 0x01899B|$06:$898B:60 RTS ; code -> data ; data load target (from $8969) 0x01899C|$06:$898C:63 ; data load target (from $896E) 0x01899D|$06:$898D: 06 ; $06:$0663; monster ID, group 1 ; data -> code ; control flow target (from $8977, $897E, $8985) 0x01899E|$06:$898E:85 07 STA $07 ; control flow target (from $899F) 0x0189A0|$06:$8990:84 D5 STY $D5 0x0189A2|$06:$8992:B1 D7 LDA ($D7),Y 0x0189A4|$06:$8994:85 09 STA $09 ; call to code in a different bank ($0F:$C1FA) 0x0189A6|$06:$8996:20 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 0x0189A9|$06:$8999:A4 D5 LDY $D5 0x0189AB|$06:$899B:C8 INY 0x0189AC|$06:$899C:98 TYA 0x0189AD|$06:$899D:29 07 AND #$07 0x0189AF|$06:$899F:D0 EF BNE $8990 0x0189B1|$06:$89A1:60 RTS ; code -> data ; indexed data load target (from $889D, $88C7) ; indirect data load target (via $891D) 0x0189B2|$06:$89A2:10 82 38 7C 7C 38 82 10 0x0189BA|$06:$89AA:10 10 FE 7C 38 7C 6C 82 0x0189C2|$06:$89B2:70 38 1C 1C 1C 1C 38 70 0x0189CA|$06:$89BA:10 10 38 7C FE FE FE 7C 0x0189D2|$06:$89C2:00 6C FE FE 7C 7C 38 10 ; data -> code ; COMMAND menu STATUS command handler ; indirect control flow target (via $808A) ; call to code in a different bank ($0F:$F537) 0x0189DA|$06:$89CA:20 37 F5 JSR $F537 ; display hero select STATUS menu if necessary 0x0189DD|$06:$89CD:C9 FF CMP #$FF 0x0189DF|$06:$89CF:D0 03 BNE $89D4 0x0189E1|$06:$89D1:4C 6D 80 JMP $806D ; exit COMMAND menu ; control flow target (from $89CF) 0x0189E4|$06:$89D4:85 97 STA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$F497) 0x0189E6|$06:$89D6:20 97 F4 JSR $F497 ; display Menu ID #$03: Main menu: selected hero's status 0x0189E9|$06:$89D9:20 9D 80 JSR $809D ; wait until all joypad buttons are released and then some button pressed ; call to code in a different bank ($0F:$F492) 0x0189EC|$06:$89DC:20 92 F4 JSR $F492 ; display Menu ID #$02: Main menu: gold/crests 0x0189EF|$06:$89DF:A5 97 LDA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$F63B) 0x0189F1|$06:$89E1:20 3B F6 JSR $F63B ; display Menu ID #$1C: Main menu: status screen equipped items 0x0189F4|$06:$89E4:C6 97 DEC $97 ; subject hero ID $97 0x0189F6|$06:$89E6:30 17 BMI $89FF ; Midenhall has no magic, so no need to show spell lists 0x0189F8|$06:$89E8:A6 97 LDX $97 ; subject hero ID $97 0x0189FA|$06:$89EA:BD 18 06 LDA $0618,X ; Cannock's learned battle spell list 0x0189FD|$06:$89ED:1D 1A 06 ORA $061A,X ; Cannock's learned field spell list 0x018A00|$06:$89F0:F0 0D BEQ $89FF ; if casters haven't learned any spell yet (which is impossible), no need to show spell lists 0x018A02|$06:$89F2:20 9D 80 JSR $809D ; wait until all joypad buttons are released and then some button pressed 0x018A05|$06:$89F5:A9 85 LDA #$85 ; Music ID #$85: single beep SFX ; call to code in a different bank ($0F:$C561) 0x018A07|$06:$89F7:20 61 C5 JSR $C561 ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]) 0x018A0A|$06:$89FA:A5 97 LDA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$F64E) 0x018A0C|$06:$89FC:20 4E F6 JSR $F64E ; display spell lists ; control flow target (from $89E6, $89F0) 0x018A0F|$06:$89FF:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; COMMAND menu EQUIP handler ; indirect control flow target (via $8090) ; call to code in a different bank ($0F:$F56B) 0x018A12|$06:$8A02:20 6B F5 JSR $F56B ; display appropriate main EQUIP hero select menu 0x018A15|$06:$8A05:C9 FF CMP #$FF 0x018A17|$06:$8A07:D0 03 BNE $8A0C 0x018A19|$06:$8A09:4C 6D 80 JMP $806D ; exit COMMAND menu ; control flow target (from $8A07) 0x018A1C|$06:$8A0C:85 97 STA $97 ; subject hero ID $97 0x018A1E|$06:$8A0E:A9 00 LDA #$00 0x018A20|$06:$8A10:85 49 STA $49 ; object hero/target/item/string ID $49; EQUIP sub-type 0x018A22|$06:$8A12:85 A5 STA $A5 0x018A24|$06:$8A14:A9 00 LDA #$00 ; call to code in a different bank ($0F:$CF6A) 0x018A26|$06:$8A16:20 6A CF JSR $CF6A ; wipe selected menu region ; control flow target (from $8AEB) 0x018A29|$06:$8A19:A6 49 LDX $49 ; object hero/target/item/string ID $49 0x018A2B|$06:$8A1B:A5 97 LDA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$F5A3) 0x018A2D|$06:$8A1D:20 A3 F5 JSR $F5A3 ; given a hero ID in A and an item type in X, display the EQUIP sub-menu for hero A and item type X, returning the selected item ID in A 0x018A30|$06:$8A20:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs; new item to equip ; control flow target (from $8A35) 0x018A32|$06:$8A22:C9 FF CMP #$FF 0x018A34|$06:$8A24:D0 18 BNE $8A3E 0x018A36|$06:$8A26:C6 49 DEC $49 ; object hero/target/item/string ID $49 0x018A38|$06:$8A28:30 11 BMI $8A3B ; control flow target (from $8A39) 0x018A3A|$06:$8A2A:A6 49 LDX $49 ; object hero/target/item/string ID $49 0x018A3C|$06:$8A2C:A5 97 LDA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$F5A3) 0x018A3E|$06:$8A2E:20 A3 F5 JSR $F5A3 ; given a hero ID in A and an item type in X, display the EQUIP sub-menu for hero A and item type X, returning the selected item ID in A 0x018A41|$06:$8A31:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs; new item to equip 0x018A43|$06:$8A33:C9 FE CMP #$FE 0x018A45|$06:$8A35:D0 EB BNE $8A22 0x018A47|$06:$8A37:C6 49 DEC $49 ; object hero/target/item/string ID $49 0x018A49|$06:$8A39:10 EF BPL $8A2A ; control flow target (from $8A28) 0x018A4B|$06:$8A3B:4C FF 8A JMP $8AFF ; wait #$14 interrupts, update each hero's stats based on their current EXP, wipe menu and exit COMMAND menu ; control flow target (from $8A24) 0x018A4E|$06:$8A3E:C9 FE CMP #$FE 0x018A50|$06:$8A40:D0 20 BNE $8A62 0x018A52|$06:$8A42:4C E3 8A JMP $8AE3 ; control flow target (from $8A8C) 0x018A55|$06:$8A45:29 3F AND #$3F ; strip off the equipped bit 0x018A57|$06:$8A47:85 95 STA $95 ; ID for [item] and [spell] control codes ; call to code in a different bank ($0F:$F6F0) 0x018A59|$06:$8A49:20 F0 F6 JSR $F6F0 ; open main dialogue window and display string ID specified by byte following JSR + #$0100 ; code -> data ; indirect data load target 0x018A5C|$06:$8A4C:12 ; String ID #$0112: It cannot be removed due to the curse.[end-FC] ; data -> code ; control flow target (from $8AE0) 0x018A5D|$06:$8A4D:A9 0A LDA #$0A ; Music ID #$0A: cursed BGM ; call to code in a different bank ($0F:$C58D) 0x018A5F|$06:$8A4F:20 8D C5 JSR $C58D ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]), wait for it to finish, then play previous BGM 0x018A62|$06:$8A52:4C 5A 8A JMP $8A5A ; control flow target (from $8ABC) 0x018A65|$06:$8A55:A2 50 LDX #$50 ; call to code in a different bank ($0F:$C1EE) 0x018A67|$06:$8A57:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF ; control flow target (from $8A52) 0x018A6A|$06:$8A5A:A9 05 LDA #$05 ; call to code in a different bank ($0F:$CF6A) 0x018A6C|$06:$8A5C:20 6A CF JSR $CF6A ; wipe selected menu region 0x018A6F|$06:$8A5F:4C E3 8A JMP $8AE3 ; control flow target (from $8A40) 0x018A72|$06:$8A62:E6 A5 INC $A5 0x018A74|$06:$8A64:86 12 STX $12 0x018A76|$06:$8A66:A6 49 LDX $49 ; object hero/target/item/string ID $49 0x018A78|$06:$8A68:BD 57 F7 LDA $F757,X ; table of first item IDs for each item type 0x018A7B|$06:$8A6B:85 0E STA $0E ; lowest item ID of current item type 0x018A7D|$06:$8A6D:BD 58 F7 LDA $F758,X 0x018A80|$06:$8A70:85 0F STA $0F ; lowest item ID of next item type 0x018A82|$06:$8A72:20 1D 8B JSR $8B1D ; set A to hero ID in $97 * 8 0x018A85|$06:$8A75:A8 TAY 0x018A86|$06:$8A76:A9 08 LDA #$08 ; 8 inventory slots per hero 0x018A88|$06:$8A78:85 0C STA $0C ; number of invetory slots left to check ; control flow target (from $8A94) 0x018A8A|$06:$8A7A:B9 00 06 LDA $0600,Y ; Midenhall inventory item 1 (| #$40 if equipped) 0x018A8D|$06:$8A7D:F0 12 BEQ $8A91 0x018A8F|$06:$8A7F:29 3F AND #$3F ; strip off the equipped bit 0x018A91|$06:$8A81:C5 0E CMP $0E ; lowest item ID of current item type 0x018A93|$06:$8A83:90 0C BCC $8A91 0x018A95|$06:$8A85:C5 0F CMP $0F ; lowest item ID of next item type 0x018A97|$06:$8A87:B0 08 BCS $8A91 0x018A99|$06:$8A89:20 23 8B JSR $8B23 ; given party inventory index in Y, CLC and return equipped item ID in A if corresponding item is equipped and cursed, SEC and return unequipped item ID in A otherwise 0x018A9C|$06:$8A8C:90 B7 BCC $8A45 0x018A9E|$06:$8A8E:99 00 06 STA $0600,Y ; Midenhall inventory item 1 (| #$40 if equipped); note that this unequips the item! ; control flow target (from $8A7D, $8A83, $8A87) 0x018AA1|$06:$8A91:C8 INY 0x018AA2|$06:$8A92:C6 0C DEC $0C ; number of invetory slots left to check 0x018AA4|$06:$8A94:D0 E4 BNE $8A7A 0x018AA6|$06:$8A96:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs 0x018AA8|$06:$8A98:F0 49 BEQ $8AE3 0x018AAA|$06:$8A9A:C9 FF CMP #$FF 0x018AAC|$06:$8A9C:F0 45 BEQ $8AE3 0x018AAE|$06:$8A9E:A6 12 LDX $12 0x018AB0|$06:$8AA0:20 0F 8B JSR $8B0F ; given hero ID in $97 and hero inventory index in X, return corresponding item ID in A and party inventory index in X 0x018AB3|$06:$8AA3:29 3F AND #$3F ; strip off the equipped bit 0x018AB5|$06:$8AA5:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs 0x018AB7|$06:$8AA7:85 95 STA $95 ; ID for [item] and [spell] control codes 0x018AB9|$06:$8AA9:20 A3 A3 JSR $A3A3 ; given item ID in $96 and hero ID in $97, set A to #$80 if hero can equip item, #$00 otherwise 0x018ABC|$06:$8AAC:C9 00 CMP #$00 0x018ABE|$06:$8AAE:D0 0F BNE $8ABF 0x018AC0|$06:$8AB0:20 CB 9A JSR $9ACB ; open dialogue window 0x018AC3|$06:$8AB3:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x018AC6|$06:$8AB6:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018AC9|$06:$8AB9:92 ; String ID #$0192: [name] cannot be equipped with the [item].[end-FC] ; data -> code 0x018ACA|$06:$8ABA:C6 49 DEC $49 ; object hero/target/item/string ID $49 0x018ACC|$06:$8ABC:4C 55 8A JMP $8A55 ; control flow target (from $8AAE) 0x018ACF|$06:$8ABF:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs ; equip item 0x018AD1|$06:$8AC1:09 40 ORA #$40 0x018AD3|$06:$8AC3:9D 00 06 STA $0600,X ; Midenhall inventory item 1 (| #$40 if equipped) 0x018AD6|$06:$8AC6:A0 04 LDY #$04 ; there are 4 cursed item in the game ; control flow target (from $8ACE) 0x018AD8|$06:$8AC8:D9 1B 86 CMP $861B,Y ; list of cursed items (equipped), built in offset from $861C 0x018ADB|$06:$8ACB:F0 05 BEQ $8AD2 0x018ADD|$06:$8ACD:88 DEY 0x018ADE|$06:$8ACE:D0 F8 BNE $8AC8 0x018AE0|$06:$8AD0:F0 11 BEQ $8AE3 ; control flow target (from $8ACB) 0x018AE2|$06:$8AD2:29 3F AND #$3F ; strip off the equipped bit 0x018AE4|$06:$8AD4:85 95 STA $95 ; ID for [item] and [spell] control codes 0x018AE6|$06:$8AD6:20 CB 9A JSR $9ACB ; open dialogue window 0x018AE9|$06:$8AD9:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x018AEC|$06:$8ADC:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018AEF|$06:$8ADF:11 ; String ID #$0111: [name], too, was cursed.[end-FC] ; data -> code 0x018AF0|$06:$8AE0:4C 4D 8A JMP $8A4D ; control flow target (from $8A42, $8A5F, $8A98, $8A9C, $8AD0) 0x018AF3|$06:$8AE3:E6 49 INC $49 ; object hero/target/item/string ID $49 0x018AF5|$06:$8AE5:A5 49 LDA $49 ; object hero/target/item/string ID $49 0x018AF7|$06:$8AE7:C9 04 CMP #$04 ; there are 4 EQUIP item types 0x018AF9|$06:$8AE9:F0 03 BEQ $8AEE 0x018AFB|$06:$8AEB:4C 19 8A JMP $8A19 ; control flow target (from $8AE9) 0x018AFE|$06:$8AEE:A5 A5 LDA $A5 0x018B00|$06:$8AF0:D0 0D BNE $8AFF ; wait #$14 interrupts, update each hero's stats based on their current EXP, wipe menu and exit COMMAND menu 0x018B02|$06:$8AF2:20 CB 9A JSR $9ACB ; open dialogue window 0x018B05|$06:$8AF5:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x018B08|$06:$8AF8:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018B0B|$06:$8AFB:A0 ; String ID #$01A0: [name] has nothing to equip.[end-FC] ; data -> code 0x018B0C|$06:$8AFC:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; wait #$14 interrupts, update each hero's stats based on their current EXP, wipe menu and exit COMMAND menu ; control flow target (from $8A3B, $8AF0) 0x018B0F|$06:$8AFF:A2 14 LDX #$14 ; call to code in a different bank ($0F:$C1EE) 0x018B11|$06:$8B01:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF ; call to code in a different bank ($0F:$D0EC) 0x018B14|$06:$8B04:20 EC D0 JSR $D0EC ; update each hero's stats based on their current EXP 0x018B17|$06:$8B07:A9 07 LDA #$07 ; call to code in a different bank ($0F:$CF6A) 0x018B19|$06:$8B09:20 6A CF JSR $CF6A ; wipe selected menu region 0x018B1C|$06:$8B0C:4C 6D 80 JMP $806D ; exit COMMAND menu ; given hero ID in $97 and hero inventory index in X, return corresponding item ID in A and party inventory index in X ; control flow target (from $8528, $8AA0, $989E, $98B9, $991D) 0x018B1F|$06:$8B0F:20 1D 8B JSR $8B1D ; set A to hero ID in $97 * 8 0x018B22|$06:$8B12:85 0C STA $0C 0x018B24|$06:$8B14:8A TXA 0x018B25|$06:$8B15:18 CLC 0x018B26|$06:$8B16:65 0C ADC $0C 0x018B28|$06:$8B18:AA TAX 0x018B29|$06:$8B19:BD 00 06 LDA $0600,X ; Midenhall inventory item 1 (| #$40 if equipped) 0x018B2C|$06:$8B1C:60 RTS ; set A to hero ID in $97 * 8 ; control flow target (from $8A72, $8B0F) 0x018B2D|$06:$8B1D:A5 97 LDA $97 ; subject hero ID $97 0x018B2F|$06:$8B1F:0A ASL 0x018B30|$06:$8B20:0A ASL 0x018B31|$06:$8B21:0A ASL 0x018B32|$06:$8B22:60 RTS ; given party inventory index in Y, CLC and return equipped item ID in A if corresponding item is equipped and cursed, SEC and return unequipped item ID in A otherwise ; control flow target (from $852D, $8A89) 0x018B33|$06:$8B23:B9 00 06 LDA $0600,Y ; Midenhall inventory item 1 (| #$40 if equipped) 0x018B36|$06:$8B26:A2 03 LDX #$03 ; max index of list of cursed items in the game ; control flow target (from $8B2E) 0x018B38|$06:$8B28:DD 1C 86 CMP $861C,X ; list of equipped cursed items 0x018B3B|$06:$8B2B:F0 07 BEQ $8B34 0x018B3D|$06:$8B2D:CA DEX 0x018B3E|$06:$8B2E:10 F8 BPL $8B28 0x018B40|$06:$8B30:29 3F AND #$3F 0x018B42|$06:$8B32:38 SEC 0x018B43|$06:$8B33:60 RTS ; control flow target (from $8B2B) 0x018B44|$06:$8B34:18 CLC 0x018B45|$06:$8B35:60 RTS ; COMMAND menu SPELL command handler ; indirect control flow target (via $8088) ; call to code in a different bank ($0F:$F545) 0x018B46|$06:$8B36:20 45 F5 JSR $F545 ; depending on number of casters in party, maybe open caster select menu 0x018B49|$06:$8B39:C9 FF CMP #$FF 0x018B4B|$06:$8B3B:D0 03 BNE $8B40 ; did not cancel menu ; exit COMMAND menu ; control flow target (from $8B73) 0x018B4D|$06:$8B3D:4C 6D 80 JMP $806D ; exit COMMAND menu ; did not cancel menu ; control flow target (from $8B3B) 0x018B50|$06:$8B40:85 97 STA $97 ; subject hero ID $97; caster hero ID 0x018B52|$06:$8B42:C9 FE CMP #$FE 0x018B54|$06:$8B44:D0 0F BNE $8B55 ; hero is a caster 0x018B56|$06:$8B46:20 CB 9A JSR $9ACB ; open dialogue window 0x018B59|$06:$8B49:A9 00 LDA #$00 ; Midenhall ; call to code in a different bank ($0F:$FC50) 0x018B5B|$06:$8B4B:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x018B5E|$06:$8B4E:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018B61|$06:$8B51:01 ; String ID #$0101: [name] cannot use the spell.[end-FC] ; data -> code 0x018B62|$06:$8B52:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; hero is a caster ; control flow target (from $8B44) 0x018B65|$06:$8B55:A9 80 LDA #$80 ; Alive 0x018B67|$06:$8B57:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x018B6A|$06:$8B5A:B0 0D BCS $8B69 ; caster is alive 0x018B6C|$06:$8B5C:20 CB 9A JSR $9ACB ; open dialogue window 0x018B6F|$06:$8B5F:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x018B72|$06:$8B62:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018B75|$06:$8B65:02 ; String ID #$0102: Alas, poor [name] is dead.[end-FC] ; data -> code 0x018B76|$06:$8B66:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; caster is alive ; control flow target (from $8B5A) 0x018B79|$06:$8B69:A5 97 LDA $97 ; subject hero ID $97; caster hero ID 0x018B7B|$06:$8B6B:38 SEC 0x018B7C|$06:$8B6C:E9 01 SBC #$01 ; Midenhall can't use magic and $0F:$F5EC wants hero ID - 1 ; call to code in a different bank ($0F:$F5EC) 0x018B7E|$06:$8B6E:20 EC F5 JSR $F5EC ; given hero ID - 1 in A, open hero's spell list and return selected spell ID in A 0x018B81|$06:$8B71:C9 FF CMP #$FF 0x018B83|$06:$8B73:F0 C8 BEQ $8B3D ; exit COMMAND menu 0x018B85|$06:$8B75:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs; selected spell ID 0x018B87|$06:$8B77:AA TAX 0x018B88|$06:$8B78:20 AA 8D JSR $8DAA ; given hero ID in $97, set Y to start of hero's data in $062D,Y, i.e. Y = $97 * #$12 0x018B8B|$06:$8B7B:B9 3D 06 LDA $063D,Y ; Midenhall Current MP 0x018B8E|$06:$8B7E:DD DD 8C CMP $8CDD,X ; MP costs (built in offset from real data at $8CE6) 0x018B91|$06:$8B81:B0 07 BCS $8B8A ; hero has enough MP to cast ; call to code in a different bank ($0F:$F6EA) 0x018B93|$06:$8B83:20 EA F6 JSR $F6EA ; open main dialogue window and display string ID specified by byte following JSR ; code -> data ; indirect data load target 0x018B96|$06:$8B86:11 ; String ID #$0011: Thy MP is low.[end-FC] ; data -> code 0x018B97|$06:$8B87:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; hero has enough MP to cast ; control flow target (from $8B81) 0x018B9A|$06:$8B8A:A0 04 LDY #$04 ; there are 5 single-target spells on the field 0x018B9C|$06:$8B8C:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; selected spell ID ; check if spell is a healing spell ; control flow target (from $8B94) 0x018B9E|$06:$8B8E:D9 E1 8C CMP $8CE1,Y ; single-target spell list, field 0x018BA1|$06:$8B91:F0 05 BEQ $8B98 ; chose a healing spell 0x018BA3|$06:$8B93:88 DEY 0x018BA4|$06:$8B94:10 F8 BPL $8B8E ; check if spell is a healing spell 0x018BA6|$06:$8B96:30 0C BMI $8BA4 ; cast spell ; chose a healing spell ; control flow target (from $8B91) ; call to code in a different bank ($0F:$F579) 0x018BA8|$06:$8B98:20 79 F5 JSR $F579 ; display appropriate main SPELL target menu 0x018BAB|$06:$8B9B:C9 FF CMP #$FF 0x018BAD|$06:$8B9D:D0 03 BNE $8BA2 ; update target hero ID 0x018BAF|$06:$8B9F:4C 6D 80 JMP $806D ; exit COMMAND menu ; update target hero ID ; control flow target (from $8B9D) 0x018BB2|$06:$8BA2:85 49 STA $49 ; object hero/target/item/string ID $49; target hero ID for single-target spells ; cast spell ; control flow target (from $8B96) 0x018BB4|$06:$8BA4:20 AA 8D JSR $8DAA ; given hero ID in $97, set Y to start of hero's data in $062D,Y, i.e. Y = $97 * #$12 0x018BB7|$06:$8BA7:A6 96 LDX $96 ; temp storage for item/spell/type/etc. IDs; selected spell ID 0x018BB9|$06:$8BA9:B9 3D 06 LDA $063D,Y ; Midenhall Current MP 0x018BBC|$06:$8BAC:38 SEC 0x018BBD|$06:$8BAD:FD DD 8C SBC $8CDD,X ; MP costs (built in offset from real data at $8CE6) 0x018BC0|$06:$8BB0:99 3D 06 STA $063D,Y ; Midenhall Current MP 0x018BC3|$06:$8BB3:20 CB 9A JSR $9ACB ; open dialogue window 0x018BC6|$06:$8BB6:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA 0x018BC9|$06:$8BB9:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; selected spell ID 0x018BCB|$06:$8BBB:85 95 STA $95 ; ID for [item] and [spell] control codes ; call to code in a different bank ($0F:$FA2A) 0x018BCD|$06:$8BBD:20 2A FA JSR $FA2A ; display string ID specified by next byte ; code -> data ; indirect data load target 0x018BD0|$06:$8BC0:1A ; String ID #$001A: [name] chanted the spell of [spell].[end-FC] ; data -> code 0x018BD1|$06:$8BC1:A9 90 LDA #$90 ; Music ID #$90: casting SFX ; call to code in a different bank ($0F:$C561) 0x018BD3|$06:$8BC3:20 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) 0x018BD6|$06:$8BC6:20 15 C5 JSR $C515 ; flash screen 10 times 0x018BD9|$06:$8BC9:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; selected spell ID 0x018BDB|$06:$8BCB:C9 09 CMP #$09 ; Spell ID #$09: Heal 0x018BDD|$06:$8BCD:D0 04 BNE $8BD3 ; spell ID is not #$09 0x018BDF|$06:$8BCF:A2 40 LDX #$40 ; power on field for Heal 0x018BE1|$06:$8BD1:D0 0E BNE $8BE1 ; spell ID is not #$09 ; control flow target (from $8BCD) 0x018BE3|$06:$8BD3:C9 0B CMP #$0B ; Spell ID #$0B: Healmore 0x018BE5|$06:$8BD5:D0 04 BNE $8BDB ; spell ID is not #$09 or #$0B 0x018BE7|$06:$8BD7:A2 64 LDX #$64 ; power on field for Healmore 0x018BE9|$06:$8BD9:D0 06 BNE $8BE1 ; spell ID is not #$09 or #$0B ; control flow target (from $8BD5) 0x018BEB|$06:$8BDB:C9 0D CMP #$0D ; Spell ID #$0D: Healall 0x018BED|$06:$8BDD:D0 24 BNE $8C03 ; spell ID is not #$09, #$0B, or #$0D 0x018BEF|$06:$8BDF:A2 FF LDX #$FF ; power on field for Healall ; control flow target (from $8BD1, $8BD9) 0x018BF1|$06:$8BE1:A5 49 LDA $49 ; object hero/target/item/string ID $49; target hero ID for single-target spells 0x018BF3|$06:$8BE3:20 AC 8D JSR $8DAC ; given hero ID in A, set Y to start of hero's data in $062D,Y, i.e. Y = A * #$12 0x018BF6|$06:$8BE6:B9 2D 06 LDA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x018BF9|$06:$8BE9:10 51 BPL $8C3C ; spell ineffective; can't heal dead people :( 0x018BFB|$06:$8BEB:A5 49 LDA $49 ; object hero/target/item/string ID $49; target hero ID for single-target spells ; call to code in a different bank ($0F:$D146) 0x018BFD|$06:$8BED:20 46 D1 JSR $D146 ; heal hero ID in A by random amount based on healing power in X ; call to code in a different bank ($0F:$C22C) 0x018C00|$06:$8BF0:20 2C C2 JSR $C22C 0x018C03|$06:$8BF3:A5 49 LDA $49 ; object hero/target/item/string ID $49; target hero ID for single-target spells ; call to code in a different bank ($0F:$FC50) 0x018C05|$06:$8BF5:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2A) 0x018C08|$06:$8BF8:20 2A FA JSR $FA2A ; display string ID specified by next byte ; code -> data ; indirect data load target 0x018C0B|$06:$8BFB:17 ; String ID #$0017: [name]'s wounds were healed.[end-FC] ; data -> code ; call to code in a different bank ($0F:$EB76) 0x018C0C|$06:$8BFC:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x018C0F|$06:$8BFF:01 ; Menu ID #$01: Mini status window, top, Midenhall only ; data -> code 0x018C10|$06:$8C00:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; spell ID is not #$09, #$0B, or #$0D ; control flow target (from $8BDD) 0x018C13|$06:$8C03:C9 10 CMP #$10 ; Spell ID #$10: Antidote 0x018C15|$06:$8C05:D0 29 BNE $8C30 ; spell ID is not #$09, #$0B, #$0D, or #$10 0x018C17|$06:$8C07:A5 49 LDA $49 ; object hero/target/item/string ID $49; target hero ID for single-target spells 0x018C19|$06:$8C09:20 AC 8D JSR $8DAC ; given hero ID in A, set Y to start of hero's data in $062D,Y, i.e. Y = A * #$12 0x018C1C|$06:$8C0C:B9 2D 06 LDA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x018C1F|$06:$8C0F:29 20 AND #$20 ; pick out the poison bit from hero status byte 0x018C21|$06:$8C11:F0 29 BEQ $8C3C ; spell ineffective 0x018C23|$06:$8C13:A5 49 LDA $49 ; object hero/target/item/string ID $49; target hero ID for single-target spells ; call to code in a different bank ($0F:$FC50) 0x018C25|$06:$8C15:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2A) 0x018C28|$06:$8C18:20 2A FA JSR $FA2A ; display string ID specified by next byte ; code -> data ; indirect data load target 0x018C2B|$06:$8C1B:43 ; String ID #$0043: The poison was drawn out of [name]'s wound.[end-FC] ; data -> code 0x018C2C|$06:$8C1C:A5 49 LDA $49 ; object hero/target/item/string ID $49; target hero ID for single-target spells 0x018C2E|$06:$8C1E:20 AC 8D JSR $8DAC ; given hero ID in A, set Y to start of hero's data in $062D,Y, i.e. Y = A * #$12 0x018C31|$06:$8C21:B9 2D 06 LDA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x018C34|$06:$8C24:29 DF AND #$DF ; set poison bit to 0 0x018C36|$06:$8C26:99 2D 06 STA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) ; call to code in a different bank ($0F:$EB76) 0x018C39|$06:$8C29:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x018C3C|$06:$8C2C:01 ; Menu ID #$01: Mini status window, top ; data -> code ; control flow target (from $8C4B) 0x018C3D|$06:$8C2D:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; spell ID is not #$09, #$0B, #$0D, or #$10 ; control flow target (from $8C05) 0x018C40|$06:$8C30:C9 12 CMP #$12 ; Spell ID #$12: Outside 0x018C42|$06:$8C32:D0 0F BNE $8C43 ; spell ID is not #$09, #$0B, #$0D, #$10, or #$12 0x018C44|$06:$8C34:20 D4 8C JSR $8CD4 ; handler for Outside spell effect 0x018C47|$06:$8C37:A9 00 LDA #$00 ; call to code in a different bank ($0F:$D88F) 0x018C49|$06:$8C39:4C 8F D8 JMP $D88F ; warp to warp point given by ($0C) ; spell ineffective ; control flow target (from $8BE9, $8C11, $8C56, $8CAB, $8CDE) ; call to code in a different bank ($0F:$FA2E) 0x018C4C|$06:$8C3C:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018C4F|$06:$8C3F:9E ; String ID #$019E: But nothing happened.[end-FC] ; data -> code 0x018C50|$06:$8C40:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; spell ID is not #$09, #$0B, #$0D, #$10, or #$12 ; control flow target (from $8C32) 0x018C53|$06:$8C43:C9 13 CMP #$13 ; Spell ID #$13: Repel 0x018C55|$06:$8C45:D0 06 BNE $8C4D ; spell ID is not #$09, #$0B, #$0D, #$10, or #$12-#$13 0x018C57|$06:$8C47:A9 FE LDA #$FE 0x018C59|$06:$8C49:85 46 STA $46 ; Repel (#$FE) / Fairy Water (#$FF) flag 0x018C5B|$06:$8C4B:D0 E0 BNE $8C2D ; spell ID is not #$09, #$0B, #$0D, #$10, or #$12-#$13 ; control flow target (from $8C45) 0x018C5D|$06:$8C4D:C9 14 CMP #$14 ; Spell ID #$14: Return 0x018C5F|$06:$8C4F:D0 11 BNE $8C62 ; spell ID is not #$09, #$0B, #$0D, #$10, or #$12-#$14 ; handler for Return spell effect ; control flow target (from $9661) 0x018C61|$06:$8C51:A2 02 LDX #$02 ; call to code in a different bank ($0F:$D2E7) 0x018C63|$06:$8C53:20 E7 D2 JSR $D2E7 ; X = 1 => CLC and update $0C-$0D to warp point data to use if Outside allowed from current map, SEC otherwise, X = 2 => CLC and update $0C-$0D to warp point data to use if Return allowed from current map, SEC otherwise, X = 3 => disembark from ship and update ship position based on last save point ID $48 0x018C66|$06:$8C56:B0 E4 BCS $8C3C ; spell ineffective 0x018C68|$06:$8C58:A9 95 LDA #$95 ; Music ID #$95: Return SFX ; call to code in a different bank ($0F:$C561) 0x018C6A|$06:$8C5A:20 61 C5 JSR $C561 ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]) 0x018C6D|$06:$8C5D:A9 00 LDA #$00 ; call to code in a different bank ($0F:$D88F) 0x018C6F|$06:$8C5F:4C 8F D8 JMP $D88F ; warp to warp point given by ($0C) ; spell ID is not #$09, #$0B, #$0D, #$10, or #$12-#$14 ; control flow target (from $8C4F) 0x018C72|$06:$8C62:C9 15 CMP #$15 ; Spell ID #$15: Open 0x018C74|$06:$8C64:D0 2E BNE $8C94 ; spell ID is not #$09, #$0B, #$0D, #$10, or #$12-#$15 0x018C76|$06:$8C66:A9 00 LDA #$00 0x018C78|$06:$8C68:85 C9 STA $C9 ; call to code in a different bank ($0F:$CF7C) 0x018C7A|$06:$8C6A:20 7C CF JSR $CF7C 0x018C7D|$06:$8C6D:A5 49 LDA $49 ; object hero/target/item/string ID $49; target hero ID for single-target spells 0x018C7F|$06:$8C6F:C9 FF CMP #$FF 0x018C81|$06:$8C71:F0 1E BEQ $8C91 0x018C83|$06:$8C73:A9 01 LDA #$01 0x018C85|$06:$8C75:85 C9 STA $C9 ; call to code in a different bank ($0F:$CF7C) 0x018C87|$06:$8C77:20 7C CF JSR $CF7C 0x018C8A|$06:$8C7A:A5 49 LDA $49 ; object hero/target/item/string ID $49; target hero ID for single-target spells 0x018C8C|$06:$8C7C:C9 FF CMP #$FF 0x018C8E|$06:$8C7E:F0 11 BEQ $8C91 0x018C90|$06:$8C80:A9 02 LDA #$02 0x018C92|$06:$8C82:85 C9 STA $C9 ; call to code in a different bank ($0F:$CF7C) 0x018C94|$06:$8C84:20 7C CF JSR $CF7C 0x018C97|$06:$8C87:A5 49 LDA $49 ; object hero/target/item/string ID $49; target hero ID for single-target spells 0x018C99|$06:$8C89:C9 FF CMP #$FF 0x018C9B|$06:$8C8B:F0 04 BEQ $8C91 ; call to code in a different bank ($0F:$FA2E) 0x018C9D|$06:$8C8D:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x018CA0|$06:$8C90:3B ; String ID #$013B: There is no door here.[end-FC] ; data -> code ; control flow target (from $8C71, $8C7E, $8C8B) 0x018CA1|$06:$8C91:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; spell ID is not #$09, #$0B, #$0D, #$10, or #$12-#$15 ; control flow target (from $8C64) 0x018CA4|$06:$8C94:C9 16 CMP #$16 ; Spell ID #$16: Stepguard 0x018CA6|$06:$8C96:D0 07 BNE $8C9F ; spell ID is not #$09, #$0B, #$0D, #$10, or #$12-#$16; ergo it's Spell ID #$17: Revive 0x018CA8|$06:$8C98:A9 FF LDA #$FF 0x018CAA|$06:$8C9A:85 47 STA $47 ; Stepguard flag 0x018CAC|$06:$8C9C:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; spell ID is not #$09, #$0B, #$0D, #$10, or #$12-#$16; ergo it's Spell ID #$17: Revive ; control flow target (from $8C96, $964B) 0x018CAF|$06:$8C9F:A5 49 LDA $49 ; object hero/target/item/string ID $49; target hero ID for single-target spells 0x018CB1|$06:$8CA1:20 AC 8D JSR $8DAC ; given hero ID in A, set Y to start of hero's data in $062D,Y, i.e. Y = A * #$12 0x018CB4|$06:$8CA4:B9 2D 06 LDA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x018CB7|$06:$8CA7:29 80 AND #$80 ; Alive 0x018CB9|$06:$8CA9:F0 03 BEQ $8CAE 0x018CBB|$06:$8CAB:4C 3C 8C JMP $8C3C ; spell ineffective ; control flow target (from $8CA9) 0x018CBE|$06:$8CAE:A5 49 LDA $49 ; object hero/target/item/string ID $49; target hero ID for single-target spells 0x018CC0|$06:$8CB0:85 97 STA $97 ; subject hero ID $97 0x018CC2|$06:$8CB2:20 AC 8D JSR $8DAC ; given hero ID in A, set Y to start of hero's data in $062D,Y, i.e. Y = A * #$12 0x018CC5|$06:$8CB5:B9 2D 06 LDA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x018CC8|$06:$8CB8:09 80 ORA #$80 ; Alive 0x018CCA|$06:$8CBA:99 2D 06 STA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x018CCD|$06:$8CBD:A9 01 LDA #$01 ; revive with 1 HP 0x018CCF|$06:$8CBF:99 3B 06 STA $063B,Y ; Midenhall Current HP, low byte ; call to code in a different bank ($0F:$D302) 0x018CD2|$06:$8CC2:20 02 D3 JSR $D302 ; call to code in a different bank ($0F:$C22C) 0x018CD5|$06:$8CC5:20 2C C2 JSR $C22C 0x018CD8|$06:$8CC8:A5 49 LDA $49 ; object hero/target/item/string ID $49; target hero ID for single-target spells ; call to code in a different bank ($0F:$FC50) 0x018CDA|$06:$8CCA:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2A) 0x018CDD|$06:$8CCD:20 2A FA JSR $FA2A ; display string ID specified by next byte ; code -> data ; indirect data load target 0x018CE0|$06:$8CD0:44 ; String ID #$0044: [name] returned to life.[end-FC] ; data -> code 0x018CE1|$06:$8CD1:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for Outside spell effect ; control flow target (from $8C34) ; external control flow target (from $0F:$D597, $0F:$D59D) 0x018CE4|$06:$8CD4:A2 01 LDX #$01 ; call to code in a different bank ($0F:$D2E7) 0x018CE6|$06:$8CD6:20 E7 D2 JSR $D2E7 ; X = 1 => CLC and update $0C-$0D to warp point data to use if Outside allowed from current map, SEC otherwise, X = 2 => CLC and update $0C-$0D to warp point data to use if Return allowed from current map, SEC otherwise, X = 3 => disembark from ship and update ship position based on last save point ID $48 0x018CE9|$06:$8CD9:B0 01 BCS $8CDC 0x018CEB|$06:$8CDB:60 RTS ; control flow target (from $8CD9) 0x018CEC|$06:$8CDC:68 PLA ; MP costs (built in offset from real data at $8CE6) ; indexed data load target (from $8B7E, $8BAD) 0x018CED|$06:$8CDD:68 PLA 0x018CEE|$06:$8CDE:4C 3C 8C JMP $8C3C ; spell ineffective ; code -> data ; single-target spell list, field ; indexed data load target (from $8B8E) 0x018CF1|$06:$8CE1:09 ; Spell ID #$09: Heal 0x018CF2|$06:$8CE2:0B ; Spell ID #$0B: Healmore 0x018CF3|$06:$8CE3:0D ; Spell ID #$0D: Healall 0x018CF4|$06:$8CE4:10 ; Spell ID #$10: Antidote 0x018CF5|$06:$8CE5:17 ; Spell ID #$17: Revive ; MP Cost for Spells on Field (referenced as $8CDD,X) 0x018CF6|$06:$8CE6:03 ; Spell ID #$09: Heal 0x018CF7|$06:$8CE7:00 ; Spell ID #$0A: Increase 0x018CF8|$06:$8CE8:05 ; Spell ID #$0B: Healmore 0x018CF9|$06:$8CE9:00 ; Spell ID #$0C: Sacrifice 0x018CFA|$06:$8CEA:08 ; Spell ID #$0D: Healall 0x018CFB|$06:$8CEB:00 ; Spell ID #$0E: Explodet 0x018CFC|$06:$8CEC:00 ; Spell ID #$0F: Chance 0x018CFD|$06:$8CED:03 ; Spell ID #$10: Antidote 0x018CFE|$06:$8CEE:02 ; Spell ID #$11: Heal (not used by heroes) 0x018CFF|$06:$8CEF:06 ; Spell ID #$12: Outside 0x018D00|$06:$8CF0:02 ; Spell ID #$13: Repel 0x018D01|$06:$8CF1:06 ; Spell ID #$14: Return 0x018D02|$06:$8CF2:02 ; Spell ID #$15: Open 0x018D03|$06:$8CF3:04 ; Spell ID #$16: Stepguard 0x018D04|$06:$8CF4:0F ; Spell ID #$17: Revive ; data -> code ; add $8F-$90 to party gold, capped at $FFFF ; control flow target (from $8536, $9C58) 0x018D05|$06:$8CF5:A5 8F LDA $8F 0x018D07|$06:$8CF7:18 CLC 0x018D08|$06:$8CF8:6D 24 06 ADC $0624 ; party gold, low byte 0x018D0B|$06:$8CFB:8D 24 06 STA $0624 ; party gold, low byte 0x018D0E|$06:$8CFE:A5 90 LDA $90 0x018D10|$06:$8D00:6D 25 06 ADC $0625 ; party gold, high byte 0x018D13|$06:$8D03:8D 25 06 STA $0625 ; party gold, high byte 0x018D16|$06:$8D06:90 08 BCC $8D10 ; cap party gold at 65,535 0x018D18|$06:$8D08:A9 FF LDA #$FF 0x018D1A|$06:$8D0A:8D 24 06 STA $0624 ; party gold, low byte 0x018D1D|$06:$8D0D:8D 25 06 STA $0625 ; party gold, high byte ; control flow target (from $8D06) 0x018D20|$06:$8D10:60 RTS ; given item ID in $96 and discount amount in $8F-$90, set $8F-$90 to discounted item price ; control flow target (from $8355, $8462) 0x018D21|$06:$8D11:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; item ID 0x018D23|$06:$8D13:0A ASL ; item prices are 2 bytes each 0x018D24|$06:$8D14:A8 TAY 0x018D25|$06:$8D15:B9 FC 9F LDA $9FFC,Y ; Item Prices, low byte 0x018D28|$06:$8D18:38 SEC 0x018D29|$06:$8D19:E5 8F SBC $8F 0x018D2B|$06:$8D1B:85 8F STA $8F 0x018D2D|$06:$8D1D:B9 FD 9F LDA $9FFD,Y ; Item Prices, high byte 0x018D30|$06:$8D20:E5 90 SBC $90 0x018D32|$06:$8D22:85 90 STA $90 0x018D34|$06:$8D24:60 RTS ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; control flow target (from $8324, $833E, $8379, $83FC, $8438, $84AD, $8599, $85F0, $863E, $8691, $8AB3, $8AD9, $8AF5, $8B5F, $8BB6, $8F26, $904A, $9125, $9476, $959D, $95C0, $963A, $9652, $96D4, $9830, $99B7, $99E5, $99F2, $9A0D, $9A26, $9A31, $9A55, $9A5F, $9A6F, $9A7A, $9A9F, $9AAC, $9AF1, $9B1E, $9D2D, $9D3C) 0x018D35|$06:$8D25:A5 97 LDA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$FC50) 0x018D37|$06:$8D27:4C 50 FC JMP $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; set $8F-$90 to A-#$00 ; control flow target (from $9C75) 0x018D3A|$06:$8D2A:85 8F STA $8F 0x018D3C|$06:$8D2C:A9 00 LDA #$00 0x018D3E|$06:$8D2E:85 90 STA $90 0x018D40|$06:$8D30:60 RTS ; given gold amount in $8F-$90, decrease party gold by that amount and SEC if possible, CLC otherwise ; control flow target (from $823D, $8688, $8D7B, $9130) 0x018D41|$06:$8D31:AD 24 06 LDA $0624 ; party gold, low byte 0x018D44|$06:$8D34:38 SEC 0x018D45|$06:$8D35:E5 8F SBC $8F ; amount to subtract, low byte 0x018D47|$06:$8D37:85 0C STA $0C 0x018D49|$06:$8D39:AD 25 06 LDA $0625 ; party gold, high byte 0x018D4C|$06:$8D3C:E5 90 SBC $90 ; amount to subtract, high byte 0x018D4E|$06:$8D3E:85 0D STA $0D 0x018D50|$06:$8D40:90 0A BCC $8D4C ; C clear => not enough gold, so just RTS 0x018D52|$06:$8D42:A5 0C LDA $0C ; otherwise, C is set; update party gold with new total 0x018D54|$06:$8D44:8D 24 06 STA $0624 ; party gold, low byte 0x018D57|$06:$8D47:A5 0D LDA $0D 0x018D59|$06:$8D49:8D 25 06 STA $0625 ; party gold, high byte ; control flow target (from $8D40) 0x018D5C|$06:$8D4C:60 RTS ; given item ID in A, save it to $96 and set $8F-$90 to purchase price of item, accounting for possible Golden Card discount; decrease party gold by that amount and SEC if possible, CLC otherwise ; control flow target (from $82E5, $83E2) 0x018D5D|$06:$8D4D:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs; item ID 0x018D5F|$06:$8D4F:0A ASL ; price list is 2 bytes wide 0x018D60|$06:$8D50:A8 TAY 0x018D61|$06:$8D51:B9 FC 9F LDA $9FFC,Y ; Item Prices, low byte 0x018D64|$06:$8D54:85 8F STA $8F 0x018D66|$06:$8D56:B9 FD 9F LDA $9FFD,Y ; Item Prices, high byte 0x018D69|$06:$8D59:85 90 STA $90 0x018D6B|$06:$8D5B:A9 32 LDA #$32 ; Item ID #$32: Golden Card 0x018D6D|$06:$8D5D:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x018D70|$06:$8D60:C9 FF CMP #$FF 0x018D72|$06:$8D62:F0 17 BEQ $8D7B ; branch if no Golden Card, otherwise extra string and altered price 0x018D74|$06:$8D64:46 90 LSR $90 ; 16-bit LSR 0x018D76|$06:$8D66:66 8F ROR $8F 0x018D78|$06:$8D68:46 90 LSR $90 ; 16-bit LSR 0x018D7A|$06:$8D6A:66 8F ROR $8F 0x018D7C|$06:$8D6C:B9 FC 9F LDA $9FFC,Y ; Item Prices, low byte 0x018D7F|$06:$8D6F:38 SEC 0x018D80|$06:$8D70:E5 8F SBC $8F 0x018D82|$06:$8D72:85 8F STA $8F 0x018D84|$06:$8D74:B9 FD 9F LDA $9FFD,Y ; Item Prices, high byte 0x018D87|$06:$8D77:E5 90 SBC $90 0x018D89|$06:$8D79:85 90 STA $90 ; 25% discount ; control flow target (from $8D62) 0x018D8B|$06:$8D7B:4C 31 8D JMP $8D31 ; given gold amount in $8F-$90, decrease party gold by that amount and SEC if possible, CLC otherwise ; given hero ID in $97 and item ID in $96, try to add item to first empty slot in hero's inventory; SEC if added, CLC if no empty slots ; control flow target (from $836F, $83F7, $8433, $8479, $872E, $92A9, $9313, $9A07, $9C70, $9C8B, $A2D2, $A2D9, $A2E0) 0x018D8E|$06:$8D7E:A5 97 LDA $97 ; subject hero ID $97; hero ID 0x018D90|$06:$8D80:0A ASL ; 8 inventory slots per hero 0x018D91|$06:$8D81:0A ASL 0x018D92|$06:$8D82:0A ASL 0x018D93|$06:$8D83:A8 TAY 0x018D94|$06:$8D84:A2 00 LDX #$00 ; loop counter ; control flow target (from $8D8F) 0x018D96|$06:$8D86:B9 00 06 LDA $0600,Y ; Midenhall inventory item 1 (| #$40 if equipped) 0x018D99|$06:$8D89:F0 08 BEQ $8D93 ; if empty slot, go add item 0x018D9B|$06:$8D8B:C8 INY ; else, increment inventory index and loop counter 0x018D9C|$06:$8D8C:E8 INX 0x018D9D|$06:$8D8D:E0 08 CPX #$08 ; 8 inventory slots per hero 0x018D9F|$06:$8D8F:D0 F5 BNE $8D86 ; if more inventory slots to check, loop to check them 0x018DA1|$06:$8D91:18 CLC ; at this point, we know hero's inventory is already full, so flag failure for calling code 0x018DA2|$06:$8D92:60 RTS ; control flow target (from $8D89) 0x018DA3|$06:$8D93:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; item ID 0x018DA5|$06:$8D95:99 00 06 STA $0600,Y ; Midenhall inventory item 1 (| #$40 if equipped); add to hero's inventory 0x018DA8|$06:$8D98:38 SEC ; flag success for calling code 0x018DA9|$06:$8D99:60 RTS ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise ; control flow target (from $8339, $8594, $8639, $8B57, $9045, $9453, $946C, $9499, $94A3, $9595, $95EA, $9608, $99E0, $9A21, $9A36, $9A50, $9A9A, $9ADB, $9D25) 0x018DAA|$06:$8D9A:85 0C STA $0C 0x018DAC|$06:$8D9C:20 AA 8D JSR $8DAA ; given hero ID in $97, set Y to start of hero's data in $062D,Y, i.e. Y = $97 * #$12 0x018DAF|$06:$8D9F:B9 2D 06 LDA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x018DB2|$06:$8DA2:25 0C AND $0C 0x018DB4|$06:$8DA4:F0 02 BEQ $8DA8 0x018DB6|$06:$8DA6:38 SEC 0x018DB7|$06:$8DA7:60 RTS ; control flow target (from $8DA4) 0x018DB8|$06:$8DA8:18 CLC 0x018DB9|$06:$8DA9:60 RTS ; given hero ID in $97, set Y to start of hero's data in $062D,Y, i.e. Y = $97 * #$12 ; control flow target (from $85B2, $8659, $86A6, $8B78, $8BA4, $8D9C) 0x018DBA|$06:$8DAA:A5 97 LDA $97 ; subject hero ID $97 ; given hero ID in A, set Y to start of hero's data in $062D,Y, i.e. Y = A * #$12 ; control flow target (from $8BE3, $8C09, $8C1E, $8CA1, $8CB2, $960F) 0x018DBC|$06:$8DAC:F0 0A BEQ $8DB8 ; if it's Midenhall, use + #$00 0x018DBE|$06:$8DAE:C9 01 CMP #$01 ; is it Cannock? 0x018DC0|$06:$8DB0:D0 04 BNE $8DB6 ; if no, keep checking 0x018DC2|$06:$8DB2:A9 12 LDA #$12 ; if yes, use + #$12 0x018DC4|$06:$8DB4:D0 02 BNE $8DB8 ; and skip over Moonbrooke ; control flow target (from $8DB0) 0x018DC6|$06:$8DB6:A9 24 LDA #$24 ; it's Moonbrooke, so use + #$24 ; control flow target (from $8DAC, $8DB4) 0x018DC8|$06:$8DB8:A8 TAY 0x018DC9|$06:$8DB9:60 RTS ; given a hero ID in $97 and an item ID in A, SEC if hero has that item, CLC otherwise ; control flow target (from $85E7, $9897, $98B2, $9916) 0x018DCA|$06:$8DBA:48 PHA 0x018DCB|$06:$8DBB:A5 97 LDA $97 ; subject hero ID $97 0x018DCD|$06:$8DBD:85 9C STA $9C 0x018DCF|$06:$8DBF:68 PLA ; call to code in a different bank ($0F:$C4B0) 0x018DD0|$06:$8DC0:4C B0 C4 JMP $C4B0 ; given a hero ID in $9C and an item ID in A, SEC if hero has that item, CLC otherwise ; given a hero ID in $97 and an item ID in A, remove that item from hero's inventory if present and SEC, CLC otherwise ; control flow target (from $8612, $8716) 0x018DD3|$06:$8DC3:48 PHA 0x018DD4|$06:$8DC4:A5 97 LDA $97 ; subject hero ID $97 0x018DD6|$06:$8DC6:85 9C STA $9C 0x018DD8|$06:$8DC8:68 PLA ; call to code in a different bank ($0F:$C4B6) 0x018DD9|$06:$8DC9:4C B6 C4 JMP $C4B6 ; given a hero ID in $9C and an item ID in A, remove that item from hero's inventory if present and SEC, CLC otherwise ; restore full HP to all living party members ; control flow target (from $825B, $951C) ; external control flow target (from $0F:$C789, $0F:$D289) 0x018DDC|$06:$8DCC:A0 00 LDY #$00 ; control flow target (from $8DE9) 0x018DDE|$06:$8DCE:B9 3B 06 LDA $063B,Y ; Midenhall Current HP, low byte 0x018DE1|$06:$8DD1:19 3C 06 ORA $063C,Y ; Midenhall Current HP, high byte 0x018DE4|$06:$8DD4:F0 0C BEQ $8DE2 ; branch if current HP is #$00 0x018DE6|$06:$8DD6:B9 30 06 LDA $0630,Y ; Midenhall Max HP low byte 0x018DE9|$06:$8DD9:99 3B 06 STA $063B,Y ; Midenhall Current HP, low byte 0x018DEC|$06:$8DDC:B9 31 06 LDA $0631,Y ; Midenhall Max HP high byte 0x018DEF|$06:$8DDF:99 3C 06 STA $063C,Y ; Midenhall Current HP, high byte ; control flow target (from $8DD4) 0x018DF2|$06:$8DE2:98 TYA 0x018DF3|$06:$8DE3:18 CLC 0x018DF4|$06:$8DE4:69 12 ADC #$12 ; hero data is #$12 bytes each 0x018DF6|$06:$8DE6:A8 TAY 0x018DF7|$06:$8DE7:C9 36 CMP #$36 ; and there are 3 heroes 0x018DF9|$06:$8DE9:D0 E3 BNE $8DCE ; if more heroes to heal, heal them 0x018DFB|$06:$8DEB:60 RTS ; restore full MP to all living party members ; control flow target (from $825E, $9175) ; external control flow target (from $0F:$C78C) 0x018DFC|$06:$8DEC:A0 00 LDY #$00 ; start with Midenhall ; control flow target (from $8E03) 0x018DFE|$06:$8DEE:B9 3B 06 LDA $063B,Y ; Midenhall Current HP, low byte 0x018E01|$06:$8DF1:19 3C 06 ORA $063C,Y ; Midenhall Current HP, high byte 0x018E04|$06:$8DF4:F0 06 BEQ $8DFC ; zero HP => dead, right? 0x018E06|$06:$8DF6:B9 32 06 LDA $0632,Y ; Midenhall Max MP 0x018E09|$06:$8DF9:99 3D 06 STA $063D,Y ; Midenhall Current MP ; control flow target (from $8DF4) 0x018E0C|$06:$8DFC:98 TYA 0x018E0D|$06:$8DFD:18 CLC 0x018E0E|$06:$8DFE:69 12 ADC #$12 ; hero data is #$12 bytes wide 0x018E10|$06:$8E00:A8 TAY 0x018E11|$06:$8E01:C9 36 CMP #$36 ; max of 3 heroes at #$12 each => stop at #$36 0x018E13|$06:$8E03:D0 E9 BNE $8DEE ; if more heroes to check, check them 0x018E15|$06:$8E05:60 RTS ; handler for dialogue IDs #$29-#$94 (open dialogue window and display string specified by A + #$1D7, i.e. String IDs #$0200-#$026B) ; control flow target (from $81F0) 0x018E16|$06:$8E06:38 SEC 0x018E17|$06:$8E07:E9 29 SBC #$29 0x018E19|$06:$8E09:85 49 STA $49 ; object hero/target/item/string ID $49 0x018E1B|$06:$8E0B:48 PHA ; string ID 0x018E1C|$06:$8E0C:20 CB 9A JSR $9ACB ; open dialogue window 0x018E1F|$06:$8E0F:A9 00 LDA #$00 ; call to code in a different bank ($0F:$FC50) 0x018E21|$06:$8E11:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA 0x018E24|$06:$8E14:68 PLA ; string ID 0x018E25|$06:$8E15:C9 64 CMP #$64 ; either this or the above call to $FC50 are useless 0x018E27|$06:$8E17:90 17 BCC $8E30 0x018E29|$06:$8E19:48 PHA ; string ID 0x018E2A|$06:$8E1A:C9 6A CMP #$6A 0x018E2C|$06:$8E1C:B0 04 BCS $8E22 0x018E2E|$06:$8E1E:A9 00 LDA #$00 ; Midenhall 0x018E30|$06:$8E20:F0 0A BEQ $8E2C ; control flow target (from $8E1C) 0x018E32|$06:$8E22:C9 6A CMP #$6A ; string ID #026A uses Cannock's name 0x018E34|$06:$8E24:D0 04 BNE $8E2A ; string IDs > #026A uses Moonbrooke's name 0x018E36|$06:$8E26:A9 01 LDA #$01 ; Cannock 0x018E38|$06:$8E28:D0 02 BNE $8E2C ; control flow target (from $8E24) 0x018E3A|$06:$8E2A:A9 02 LDA #$02 ; Moonbrooke ; control flow target (from $8E20, $8E28) ; call to code in a different bank ($0F:$FC50) 0x018E3C|$06:$8E2C:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA 0x018E3F|$06:$8E2F:68 PLA ; String IDs #$0200-#$026B: "‘When in need, visit the Houses of Healing[.’][end-FC]" / "‘[name] is still inexperienced.[line]Return here in thy need[.’][end-FC]" / "‘One who sets foot upon the Travel Door is transported to a distant place[.’][end-FC]" / "‘The Dragon's Bane is a magic charm[.’][wait][line]‘It is said that it may keep one safe from the spell[.’][end-FC]" / "‘If thy path leads west of this castle thou shall reach the town of Leftwyne[.’][end-FC]" / "‘This is Midenhall Castle[.’][end-FC]" / "‘Remember to equip thyself with weapons and armor when thou obtains such items[.’][end-FC]" / "‘Woof, woof!’[end-FC]" / "‘[name], royalty should not venture into prisons such as this[.’][end-FC]" / "‘I have heard that the heir of our good King has ventured forth to do battle with the evil sorcerer, Hargon[.’][wait][line]‘What? Thou art the one? Luck be with thee[.’][end-FC]" / "‘If thou art poisoned, each step will weaken thee further[.’][end-FC]" / "‘Northward lies the castle of Cannock, my friend[.’][end-FC]" / "‘Welcome to Leftwyne[.’][end-FC]" / "‘Look for the monolith by the inland sea west of this place[.’][wait][line]‘It is by that route alone that thou shall reach Moonbrooke[.’][end-FC]" / "‘Oh, thou scared me! And my hiccups are cured! Thank thee, stranger[.’][end-FC]" / "‘Bow-wow!’[end-FC]" / "‘I have heard of a cave far to the east in which the Spring of Bravery rises[.’][end-FC]" / "‘Welcome to Cannock Castle[.’][end-FC]" / "‘Only if the descendants of Erdrick combine their skills can the forces of evil be overcome[.’][end-FC]" / "‘If thou would speak to the prisoners, do so through the barred doors[.’][end-FC]" / "‘Pssst.[line]I'll tell thee a secret[.’][wait][line]‘There is a silver key that opens doors of silver[.’][end-FC]" / "‘What does it matter if people steal things[.’][wait][line]‘The world is doomed no matter what happens[.’][end-FC]" / "‘I saw the sky burning red on the southern horizon[.’][wait][line]‘Perhaps it was Moonbrooke Castle in flames[.’][end-FC]" / "‘Listen closely[.’][wait][line]‘Our prince has studied the ways of magic, though with heavy armor or weapons he has no skill[.’][wait][line]‘Still, he seeks to fight evil[.’][end-FC]" / "‘There is a legend that tells of a great and good wizard who lives in a cave in the sea[.’][wait][line]‘If thou hast the five crests he will come to thee[.’][end-FC]" / "‘Here in Hamlin not all is as it seems[.’][wait][line]‘Talk to everyone, for appearances may not reflect the true person[.’][end-FC]" / "‘Southwest of this village lies the castle of Moonbrooke[.’][end-FC]" / "‘Some say that there is a tall tower, and in it a brave adventurer may find the Cloak of Wind[.’][wait][line]‘It can save thee if thou falls from a great height[.’][end-FC]" / "‘The Mirror of Ra was lost long ago in a swamp southeast of Hamlin in the place where four bridges can be seen[.’][end-FC]" / "‘Help! Help! Hargon is coming to destroy us all!’[end-FC]" / "‘Of keys and doors I know this[.’][wait][line]‘There are silver keys and golden keys, and doors to match them each[.’][wait][line]‘Seek thee first the silver key, for this is what I teach[.’][wait][line]‘That key is in the Cave of the Lake, west of Cannock's walls[.’][wait][line]‘But go only with a friend inside, or there thou shall surely fall[.’][end-FC]" / "‘Eastward, across an arm of the sea lies the kingdom of Alefgard[.’][wait][line]‘From there in ages past came a great warrior ‟a descendant of Erdrick” who slew dragons, and there came also a princess named Gwaelin[.’][end-FC]" / "‘Please, please, do not hurt me!’[wait][line]‘I can tell thee of a secret[.’][wait][line]‘In Hamlin Village there is a Water Crest. Seek it!’[end-FC]" / "‘It has been rumored that the king of Tantegel Castle has disappeared[.’][end-FC]" / "‘I am a soldier from Alefgard[.’][wait][line]‘Perhaps thou has seen ancient maps of my land, but it has changed much through the ages[.’][end-FC]" / "‘Thou art welcome in Lianport[.’][end-FC]" / "‘Yes, this is Tantegel[.’][end-FC]" / "‘The golden key opens the red door, too[.’][end-FC]" / "‘Pardon me, stranger, but I had a vision and in it descendants of the great hero Erdrick came to us in our need[.’][wait][line]‘Ah! So it was true.[line]Thou art truly welcome[.’][end-FC]" / "‘Thou hast come to Tantegel Castle[.’][end-FC]" / "‘Long ago Princess Gwaelin departed over the sea, but thy companion is her twin in appearance[.’][end-FC]" / "‘So thou has come even here to this simple room[.’][wait][line]‘I cannot help thee. My hope fled long ago[.’][end-FC]" / "‘The King keeps himself hidden, for he is afraid of Hargon's wrath[.’][end-FC]" / "‘The Echoing Flute blows a magical note[.’][wait][line]‘On an island, in a tower, in a chamber remote, play it and listen, a wise man once wrote[.’][wait][line]‘For when the sound echoes, there shall thou find, a crest of great power to aid thee in time[.’][end-FC]" / "‘So, thou art the great warriors of which we have heard[.’][end-FC]" / "‘Here in this coliseum many heroes have proven their strength[.’][end-FC]" / "‘Beyond lies the coliseum and the court of the King[.’][end-FC]" / "‘In the island town of Zahan in the southern ocean lives a man named Torval who owns the golden key[.’][end-FC]" / "‘As the story goes, it was a dark and stormy night when the pirate ship, Relentless, hit a reef and sank[.’][wait][line]‘They say that in its hold was the Echoing Flute[.’][end-FC]" / "‘I seek the Armor of Gaia[.’][wait][line]‘I was told that it was kept in a shop that sells armor[.’][end-FC]" / "Thou hast found the Stars Crest.[end-FC]" / "‘Do not overburden thyself. Cast away those items that thou doesn't need[.’][end-FC]" / "‘I have come seeking a thief by the name of Roge Fastfinger[.’][end-FC]" / "‘I warn thee to go back. This wizard's house may be thy ruin[.’][end-FC]" / "‘Thou hast come to Zahan at a poor time[.’][wait][line]‘All the men are away fishing at sea[.’][end-FC]" / "‘Many are the tales of a mountainous island in the sea and its great cavern[.’][wait][line]‘It is said that only one who bears the Moon Fragment may enter there[.’][end-FC]" / "‘One day I will be a great fisherman like Papa[.’][end-FC]" / "‘When the Moon Fragment is held upon high, the tide will rise and the seagulls cry[.’][end-FC]" / "‘Oh Formeo, Formeo, where for art thou my Formeo!’[end-FC]" / "‘Yes, I am Torval's wife. But just between us, he loves his dogs more than me[.’][end-FC]" / "‘That mutt yonder keeps pulling at my sleeve[.’][end-FC]" / "‘So thou hast heard of the sinking of the Relentless[.’][wait][line]‘Some say that the pirates simply left the plug out. Fools[.’][end-FC]" / "‘This is a town of lonely women, old men, dogs and children[.’][wait][line]‘What the men want of those stinking fish is beyond me[.’][end-FC]" / "‘Hello. This is the village of Tuhn[.’][end-FC]" / "‘Many years have passed since the Tower of the Moon could be reached by ship[.’][wait][line]‘It lies to the south[.’][end-FC]" / "‘Thou hast heard of Roge Fastfinger I see[.’][wait][line]‘Well, he stole the key to our watergate, the scoundrel.[line]We would dearly love to have it back[.’][end-FC]" / "‘If Jena sent thee, tell her I would not name our dog Ruffles for all the dragon's gold in Alefgard[.’][end-FC]" / "‘Ruff, ruff..[.’][end-FC]" / "‘It is said that the Tower of the Moon holds a piece of the moon[.’][end-FC]" / "‘I'm Jena. If thou meets my husband, tell him that my father's name was Ruffles[.’][end-FC]" / "‘Far and wide I have sought a master weaver who makes Water Flying Cloth, and they say such a man lives here[.’][end-FC]" / "‘If the watergate were to be raised, water would once more fill the dry riverbed[.’][end-FC]" / "‘Where has everyone gone?[line]Dost thou think it is my breath?’[end-FC]" / "‘Yip, yip, yip!’[end-FC]" / "‘Hargon dwells on the high plateau of Rhone[.’][wait][line]‘Only one who has the Eye of Malroth can find the road to that place[.’][end-FC]" / "‘It is true enough[.’][wait][line]‘I locked Roge Fastfinger in prison and threw away the key.[line]But he has escaped[.’][end-FC]" / "‘For the finest Water Flying Cloth I recommend Don Mahone who lives in Tuhn[.’][end-FC]" / "‘I bid thee welcome to Wellgarth Town[.’][wait][line]‘I shall sing for thee[.’][end-FC]" / "‘Let me tell thee, Hargon is a master of disguise, but if thou hast the Charm of Rubiss thou will see through the deception[.’][end-FC]" / "‘How dare thou enter a lady's room unbidden!’[end-FC]" / "‘It is said that the greatest shall fall by a spell of his own devising[.’][end-FC]" / "‘There is an isolated valley northwest of the town where once a road led to Rhone[.’][end-FC]" / "‘Some say that Hargon has cast a spell over his entire castle, that it looks fair and peaceful[.’][wait][line]‘Thou will not be deceived if thou hast the gift of Rubiss[.’][end-FC]" / "‘In the ocean far to the east lies an island and on it are trees from every corner of the world[.’][end-FC]" / "‘Having come this far, thou may as well try the door there to the left[.’][end-FC]" / "‘Roge Fastfinger? No, I have not heard the name[.’][end-FC]" / "‘We call this town Beran. Welcome[.’][end-FC]" / "‘Thou should see the King of Osterfair for the Moon Crest[.’][end-FC]" / "‘With the Magic Loom and Dew's Yarn thou can make the Water Flying Cloth[.’][end-FC]" / "‘The Leaf of the World Tree has the power to revive ghosts[.’][end-FC]" / "‘I seek the Thunder Sword, for one need not know magic to use its power[.’][end-FC]" / "‘Osterfair lies far south of Midenhall on a great island[.’][end-FC]" / "‘Welcome to Bragol's Tools. May I help thee?’[end-FC]" / "‘Greetings. I am the Keeper of this Inn[.’][end-FC]" / "‘Thou hast come to Midenhall[.’][end-FC]" / "‘[..][..][.’][end-FC]" / "‘[..][..][.’][end-FC]" / "‘Only the golden key can open this door[.’][end-FC]" / "‘This travel door takes one back to the underworld.[line]If that is thy wish, please enter[.’][end-FC]" / "‘The ancient road to Rhone was once west of this monolith[.’][end-FC]" / "‘In Cannock there is a young prince and Moonbrooke had a princess[.’][end-FC]" / "‘Although it makes me sad, thou must go forth and seek thy destiny[.’][end-FC]" / "‘Thief! Thief! What? Thou art [name], heir of Midenhall!’[wait][line]‘Please forgive me[.’][end-FC]" / "[end-FC]" / "‘Ghosts may wander this world under moon or sun and at times they may even be recalled[.’][end-FC]" / "‘If thy name is [name], I have a message for thee[.’][wait][line]‘Seek the Fire Monolith and thou shall find the Sun Crest[.’][end-FC]" / "‘That is the chamber of Prince [name]'s sister, Princess Halla[.’][end-FC]" / "‘After the sacking of Moonbrooke I escaped and made my way here, hoping others would follow[.’][end-FC]" ; control flow target (from $8E17) ; call to code in a different bank ($0F:$FA52) 0x018E40|$06:$8E30:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x018E43|$06:$8E33:A5 49 LDA $49 ; object hero/target/item/string ID $49 0x018E45|$06:$8E35:C9 6B CMP #$6B 0x018E47|$06:$8E37:D0 08 BNE $8E41 ; call to code in a different bank ($0F:$FA32) 0x018E49|$06:$8E39:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018E4C|$06:$8E3C:6C ; String ID #$026C: [end-FC] ; data -> code ; call to code in a different bank ($0F:$FA32) 0x018E4D|$06:$8E3D:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018E50|$06:$8E40:6D ; String ID #$026D: [end-FC] ; data -> code ; control flow target (from $8E37) 0x018E51|$06:$8E41:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue IDs #$95-#$9C (open dialogue window, display string specified by A + #$1D9, display YES/NO menu, and display string corresponding to selected option) ; control flow target (from $81F7) 0x018E54|$06:$8E44:38 SEC 0x018E55|$06:$8E45:E9 95 SBC #$95 ; why not just SBC #$27? 0x018E57|$06:$8E47:18 CLC 0x018E58|$06:$8E48:69 6E ADC #$6E ; String IDs #$026E-#$0275: "‘Dost thou think it was Hargon who attacked Moonbrooke and set it aflame?’[FD][FD][end-FC]" / "‘Dost thou have a lottery ticket?’[FD][FD][end-FC]" / "‘This is a sewing shop, true, but I do not have the Dew's Yarn[.’][line]Dost thou seek the Dew's Yarn, too?’[FD][FD][end-FC]" / "‘Hast thou heard of the sunken treasure?’[FD][FD][end-FC]" / "‘Tell me, did thou come to buy the Jailor's Key?’[FD][FD][end-FC]" / "‘Pardon me, good folk, but dost thou have the time?’[FD][FD][end-FC]" / "‘Hast thou found the Eye of Malroth?’[FD][FD][end-FC]" / "‘Hast thy travels taken thee to the monolith south of Midenhall?’[FD][FD][end-FC]" 0x018E5A|$06:$8E4A:85 49 STA $49 ; object hero/target/item/string ID $49 0x018E5C|$06:$8E4C:20 CB 9A JSR $9ACB ; open dialogue window 0x018E5F|$06:$8E4F:A5 49 LDA $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$FA52) 0x018E61|$06:$8E51:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x018E64|$06:$8E54:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x018E67|$06:$8E57:C9 00 CMP #$00 ; YES 0x018E69|$06:$8E59:D0 04 BNE $8E5F 0x018E6B|$06:$8E5B:A9 08 LDA #$08 ; String IDs #$0276-#$027D: "‘Yes, I think so, too[.’][end-FC]" / "‘The Lottery is but a game; do not take it too seriously[.’][end-FC]" / "‘Alas, I have no more of the Dew's Yarn, but I know where thou may seek some,[wait][line]for it is a substance made of wind and water and it drifts aloft until it lands on the third floor[line]in the North Tower of the Dragon's Horn[.’][end-FC]" / "‘The pirate ship sank in the wide seas of the north[.’][end-FC]" / "‘I heard that it is sold here, but perhaps that is a lie[.’][end-FC]" / "‘I thank thee very much indeed[.’][end-FC]" / "‘The Eye of Malroth sees much that is not readily apparent[.’][wait][line]‘Use it in the swamp of the hidden valley and perhaps thou will see a way to Rhone[.’][end-FC]" / "‘Please say nothing of this[.’][end-FC]" 0x018E6D|$06:$8E5D:D0 02 BNE $8E61 ; control flow target (from $8E59) 0x018E6F|$06:$8E5F:A9 10 LDA #$10 ; String IDs #$027E-#$0285: "‘But I cannot think of anyone else with such power[.’][end-FC]" / "‘Some merchants give out Lottery Tickets for free[.’][end-FC]" / "‘Stop again if thou art near[.’][end-FC]" / "‘Speak to the merchantman in Lianport[.’][end-FC]" / "‘Perhaps I should not say anything more[.’][end-FC]" / "‘Then may thy ears become cabbages and thy tongue a sausage[.’][wait][line]‘A little courtesy never killed anyone[.’][end-FC]" / "‘Once thou hast the Moon Fragment thou may enter the island cave where the Eye of Malroth is kept in darkness[.’][end-FC]" / "‘My brother must be there now. Will thou not go to him?’[end-FC]" ; control flow target (from $8E5D) 0x018E71|$06:$8E61:18 CLC 0x018E72|$06:$8E62:65 49 ADC $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$FA52) 0x018E74|$06:$8E64:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x018E77|$06:$8E67:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue IDs #$9D-#$C2 (town NPCs with complex logic) ; control flow target (from $81FE) 0x018E7A|$06:$8E6A:48 PHA ; dialogue ID 0x018E7B|$06:$8E6B:20 CB 9A JSR $9ACB ; open dialogue window 0x018E7E|$06:$8E6E:68 PLA ; dialogue ID 0x018E7F|$06:$8E6F:38 SEC 0x018E80|$06:$8E70:E9 9D SBC #$9D ; convert to zero-based 0x018E82|$06:$8E72:0A ASL ; 2 bytes per pointer 0x018E83|$06:$8E73:AA TAX 0x018E84|$06:$8E74:BD 81 8E LDA $8E81,X ; complex dialogue logic handlers 0x018E87|$06:$8E77:85 0C STA $0C 0x018E89|$06:$8E79:BD 82 8E LDA $8E82,X 0x018E8C|$06:$8E7C:85 0D STA $0D 0x018E8E|$06:$8E7E:6C 0C 00 JMP ($000C) ; code -> data ; complex dialogue logic handlers ; indexed data load target (from $8E74) 0x018E91|$06:$8E81:CD ; indexed data load target (from $8E79) 0x018E92|$06:$8E82: 8E ; $06:$8ECD; handler for dialogue ID #$9D: King in Map ID #$02: Midenhall 2F 0x018E93|$06:$8E83:6A 8F ; $06:$8F6A; handler for dialogue ID #$9E: Guard in Map ID #$02: Midenhall 2F 0x018E95|$06:$8E85:85 8F ; $06:$8F85; handler for dialogue ID #$9F: Wizard in Map ID #$02: Midenhall 2F 0x018E97|$06:$8E87:AC 8F ; $06:$8FAC; handler for dialogue ID #$A0: Brute in Map ID #$04: Midenhall B1 0x018E99|$06:$8E89:CC 8F ; $06:$8FCC; handler for dialogue ID #$A1: King in Map ID #$06: Cannock 0x018E9B|$06:$8E8B:19 90 ; $06:$9019; handler for dialogue ID #$A2: Princess Halla in Map ID #$06: Cannock 0x018E9D|$06:$8E8D:55 90 ; $06:$9055; handler for dialogue ID #$A3: Wizard in Map ID #$06: Cannock 0x018E9F|$06:$8E8F:65 90 ; $06:$9065; handler for dialogue ID #$A4-#$A5: Monsters in Map ID #$08: Hamlin Waterway 0x018EA1|$06:$8E91:65 90 ; $06:$9065; handler for dialogue ID #$A4-#$A5: Monsters in Map ID #$08: Hamlin Waterway 0x018EA3|$06:$8E93:77 90 ; $06:$9077; handler for dialogue ID #$A6: King Moonbrooke's Flame in Map ID #$09: Moonbrooke 0x018EA5|$06:$8E95:95 90 ; $06:$9095; handler for dialogue ID #$A7: Guard in Map ID #$0A: Moonbrooke B1 0x018EA7|$06:$8E97:A8 90 ; $06:$90A8; handler for dialogue ID #$A8: Wizard in Map ID #$0B: Lianport 0x018EA9|$06:$8E99:CC 90 ; $06:$90CC; handler for dialogue ID #$A9: Echoing Flute guy in NE in Map ID #$0B: Lianport 0x018EAB|$06:$8E9B:EF 90 ; $06:$90EF; handler for dialogue ID #$AA: Woman in Map ID #$0B: Lianport 0x018EAD|$06:$8E9D:02 91 ; $06:$9102; handler for dialogue ID #$AB: Brute in Map ID #$0B: Lianport 0x018EAF|$06:$8E9F:12 91 ; $06:$9112; handler for dialogue ID #$AC: Woman in SW corner of Map ID #$0B: Lianport 0x018EB1|$06:$8EA1:4D 91 ; $06:$914D; handler for dialogue ID #$AD: Wizard in Map ID #$0C: Tantegel 0x018EB3|$06:$8EA3:6E 91 ; $06:$916E; handler for dialogue ID #$AE: Wizard in Map ID #$0C: Tantegel 0x018EB5|$06:$8EA5:7B 91 ; $06:$917B; handler for dialogue ID #$AF: Priest in Map ID #$0C: Tantegel 0x018EB7|$06:$8EA7:97 91 ; $06:$9197; handler for dialogue ID #$B0: King in Map ID #$0F: Osterfair 0x018EB9|$06:$8EA9:13 92 ; $06:$9213; handler for dialogue ID #$B1: crazy fortuneteller Wizard in NW Map ID #$0F: Osterfair 0x018EBB|$06:$8EAB:8B 92 ; $06:$928B; handler for dialogue IDs #$B2-#$B3: Dog in Map ID #$0F: Osterfair 0x018EBD|$06:$8EAD:8B 92 ; $06:$928B; handler for dialogue IDs #$B2-#$B3: Dog in Map ID #$0F: Osterfair 0x018EBF|$06:$8EAF:92 92 ; $06:$9292; handler for dialogue ID #$B4: Dog in Map ID #$10: Zahan 0x018EC1|$06:$8EB1:99 92 ; $06:$9299; handler for dialogue ID #$B5: Don Mahone in Map ID #$11: Tuhn 0x018EC3|$06:$8EB3:FE 92 ; $06:$92FE; handler for dialogue ID #$B6: Roge Fastfinger in NE Map ID #$14: Wellgarth Underground 0x018EC5|$06:$8EB5:2C 93 ; $06:$932C; handler for dialogue IDs #$B7-#$B9: Priest in Map ID #$15: Beran 0x018EC7|$06:$8EB7:2C 93 ; $06:$932C; handler for dialogue IDs #$B7-#$B9: Priest in Map ID #$15: Beran 0x018EC9|$06:$8EB9:2C 93 ; $06:$932C; handler for dialogue IDs #$B7-#$B9: Priest in Map ID #$15: Beran 0x018ECB|$06:$8EBB:3E 93 ; $06:$933E; handler for dialogue ID #$BA: Monster in Map ID #$16: Hargon's Castle 1F 0x018ECD|$06:$8EBD:48 93 ; $06:$9348; handler for dialogue ID #$BB: Hargon in Map ID #$17: Hargon's Castle 7F 0x018ECF|$06:$8EBF:7F 93 ; $06:$937F; handler for dialogue ID #$BC: Dragonlord's Grandson in Map ID #$18: Charlock Castle B8 0x018ED1|$06:$8EC1:9B 93 ; $06:$939B; handler for dialogue ID #$BD: Guard in Map ID #$1A: Shrine SW of Cannock 0x018ED3|$06:$8EC3:9F 93 ; $06:$939F; handler for dialogue ID #$BE: Guard in Map ID #$1A: Shrine SW of Cannock 0x018ED5|$06:$8EC5:BE 93 ; $06:$93BE; handler for dialogue ID #$BF: Wizard in Map ID #$1C: Shrine SE of Rimuldar 0x018ED7|$06:$8EC7:E1 93 ; $06:$93E1; handler for dialogue ID #$C0: Wizard in Map ID #$15: Beran 0x018ED9|$06:$8EC9:00 94 ; $06:$9400; handler for dialogue ID #$C1: Priest in Map ID #$1F: Rhone Shrine 0x018EDB|$06:$8ECB:4D 94 ; $06:$944D; handler for dialogue ID #$C2: Priest in Map ID #$20: Shrine SW of Moonbrooke ; data -> code ; handler for dialogue ID #$9D: King in Map ID #$02: Midenhall 2F ; indirect control flow target (via $8E81) 0x018EDD|$06:$8ECD:20 D5 9A JSR $9AD5 ; set A/$97 to ID of first living hero 0x018EE0|$06:$8ED0:D0 3A BNE $8F0C ; different dialogue when talking to King Midenhall depending on whether Prince Midenhall is alive or not ; call to code in a different bank ($0F:$FC50) 0x018EE2|$06:$8ED2:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA32) 0x018EE5|$06:$8ED5:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018EE8|$06:$8ED8:86 ; String ID #$0286: ‘Welcome back, [name][.’][wait][end-FC] ; data -> code 0x018EE9|$06:$8ED9:20 66 94 JSR $9466 ; display EXP to next level messages for entire party 0x018EEC|$06:$8EDC:A9 00 LDA #$00 ; Midenhall; pointless since none of these string use the [name] control code ; call to code in a different bank ($0F:$FC50) 0x018EEE|$06:$8EDE:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA 0x018EF1|$06:$8EE1:A5 CA LDA $CA ; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4) 0x018EF3|$06:$8EE3:C9 02 CMP #$02 0x018EF5|$06:$8EE5:F0 0D BEQ $8EF4 ; update Cannock quest status to 3 0x018EF7|$06:$8EE7:C9 03 CMP #$03 0x018EF9|$06:$8EE9:D0 0F BNE $8EFA 0x018EFB|$06:$8EEB:AD 3F 06 LDA $063F ; Cannock status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x018EFE|$06:$8EEE:29 04 AND #$04 ; pick out the In Party bit 0x018F00|$06:$8EF0:F0 04 BEQ $8EF6 ; message for when you're able to add Cannock, but haven't yet done so 0x018F02|$06:$8EF2:D0 06 BNE $8EFA ; control flow target (from $8EE5) 0x018F04|$06:$8EF4:E6 CA INC $CA ; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4) ; control flow target (from $8EF0) ; call to code in a different bank ($0F:$FA32) 0x018F06|$06:$8EF6:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018F09|$06:$8EF9:89 ; String ID #$0289: ‘Well, thou hast missed him[.’][wait][line]‘The Prince of Cannock was here, but now he is off to Midenhall, looking for thee, I believe[.’][wait][end-FC] ; data -> code ; control flow target (from $8EE9, $8EF2) ; call to code in a different bank ($0F:$FA32) 0x018F0A|$06:$8EFA:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018F0D|$06:$8EFD:87 ; String ID #$0287: ‘Dost thou wish to save thy deeds in the Imperial Scrolls of Honor?’[FD][FD][end-FC] ; data -> code 0x018F0E|$06:$8EFE:A9 00 LDA #$00 ; Save Point ID #$00: Midenhall 2F 0x018F10|$06:$8F00:85 48 STA $48 ; last save point ID 0x018F12|$06:$8F02:20 5D A3 JSR $A35D ; save game handler ; call to code in a different bank ($0F:$FA32) 0x018F15|$06:$8F05:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018F18|$06:$8F08:88 ; String ID #$0288: [wait]‘All of us await the day that Hargon is cast down[.’][end-FC] ; data -> code 0x018F19|$06:$8F09:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $8ED0) 0x018F1C|$06:$8F0C:A9 00 LDA #$00 ; Midenhall ; call to code in a different bank ($0F:$FC50) 0x018F1E|$06:$8F0E:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA32) 0x018F21|$06:$8F11:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018F24|$06:$8F14:8A ; String ID #$028A: ‘Poor [name]. Thou hast met an untimely end[.’][wait][end-FC] ; data -> code 0x018F25|$06:$8F15:20 66 94 JSR $9466 ; display EXP to next level messages for entire party 0x018F28|$06:$8F18:A9 00 LDA #$00 ; Save Point ID #$00: Midenhall 2F 0x018F2A|$06:$8F1A:85 48 STA $48 ; last save point ID ; call to code in a different bank ($0F:$FA32) 0x018F2C|$06:$8F1C:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018F2F|$06:$8F1F:87 ; String ID #$0287: ‘Dost thou wish to save thy deeds in the Imperial Scrolls of Honor?’[FD][FD][end-FC] ; data -> code ; call to code in a different bank ($0F:$D16B) 0x018F30|$06:$8F20:20 6B D1 JSR $D16B 0x018F33|$06:$8F23:20 D5 9A JSR $9AD5 ; set A/$97 to ID of first living hero 0x018F36|$06:$8F26:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA32) 0x018F39|$06:$8F29:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018F3C|$06:$8F2C:8B ; String ID #$028B: ‘[name]!’[wait][end-FC] ; data -> code 0x018F3D|$06:$8F2D:A9 00 LDA #$00 ; Midenhall ; call to code in a different bank ($0F:$FC50) 0x018F3F|$06:$8F2F:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA32) 0x018F42|$06:$8F32:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018F45|$06:$8F35:8C ; String ID #$028C: ‘Please give thy[line]regards to my son[.’][end-FC] ; data -> code 0x018F46|$06:$8F36:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; external control flow target (from $0F:$D28F) 0x018F49|$06:$8F39:4E 25 06 LSR $0625 ; party gold, high byte; full party death costs you half your gold 0x018F4C|$06:$8F3C:6E 24 06 ROR $0624 ; party gold, low byte 0x018F4F|$06:$8F3F:20 CB 9A JSR $9ACB ; open dialogue window 0x018F52|$06:$8F42:A9 00 LDA #$00 ; Midenhall ; call to code in a different bank ($0F:$FC50) 0x018F54|$06:$8F44:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA32) 0x018F57|$06:$8F47:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018F5A|$06:$8F4A:8D ; String ID #$028D: ‘No pulse, no breath, cold as a cod[.’][wait][line]‘Yes, thou art truly dead, [name][.’][wait][line]‘I suppose I had better revive thee, though thou deserve less[.’][end-FC] ; data -> code 0x018F5B|$06:$8F4B:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; external control flow target (from $0F:$C6FD) 0x018F5E|$06:$8F4E:20 CB 9A JSR $9ACB ; open dialogue window 0x018F61|$06:$8F51:20 D5 9A JSR $9AD5 ; set A/$97 to ID of first living hero 0x018F64|$06:$8F54:48 PHA ; call to code in a different bank ($0F:$FC50) 0x018F65|$06:$8F55:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA32) 0x018F68|$06:$8F58:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018F6B|$06:$8F5B:8E ; String ID #$028E: ‘Welcome back, [name][.’][wait][end-FC] ; data -> code 0x018F6C|$06:$8F5C:20 66 94 JSR $9466 ; display EXP to next level messages for entire party 0x018F6F|$06:$8F5F:68 PLA ; call to code in a different bank ($0F:$FC50) 0x018F70|$06:$8F60:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA32) 0x018F73|$06:$8F63:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018F76|$06:$8F66:90 ; String ID #$0290: ‘Thy road is long and fraught with peril, but don't despair.[line]Come see me in thy need, [name][.’][end-FC] ; data -> code 0x018F77|$06:$8F67:4C 92 80 JMP $8092 ; wait until all joypad buttons are released and then some button pressed then wipe menus and exit COMMAND menu ; handler for dialogue ID #$9E: Guard in Map ID #$02: Midenhall 2F ; indirect control flow target (via $8E83) 0x018F7A|$06:$8F6A:A9 00 LDA #$00 ; Midenhall ; call to code in a different bank ($0F:$FC50) 0x018F7C|$06:$8F6C:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA 0x018F7F|$06:$8F6F:A5 44 LDA $44 ; non-saved event status (#$00 = event start, #$01 = Lianport Gremlins defeated, #$02 = met with Lianport grandfather/have no friends at Shrine SW of Cannock, #$03 = King Midenhall moved to stairs, #$04 = King Midenhall moved down stairs, #$05 = King Midenhall spoke on Midenhall 1F, #$0B = Lighthouse Wizard 7F, #$1B Lighthouse Wizard 2F spoke, #$64 = Hargon dead, #$FF = event end) 0x018F81|$06:$8F71:C9 03 CMP #$03 0x018F83|$06:$8F73:F0 08 BEQ $8F7D 0x018F85|$06:$8F75:C9 04 CMP #$04 0x018F87|$06:$8F77:F0 04 BEQ $8F7D 0x018F89|$06:$8F79:A9 92 LDA #$92 ; String ID #$0292: ‘I would come with thee, [name],[wait][line]but my place is here beside the King[.’][end-FC] 0x018F8B|$06:$8F7B:D0 02 BNE $8F7F ; control flow target (from $8F73, $8F77) 0x018F8D|$06:$8F7D:A9 91 LDA #$91 ; String ID #$0291: ‘By land and sea and air will thy path lead, and in places I cannot see[.’][end-FC] ; control flow target (from $8F7B) ; call to code in a different bank ($0F:$FA52) 0x018F8F|$06:$8F7F:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x018F92|$06:$8F82:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$9F: Wizard in Map ID #$02: Midenhall 2F ; indirect control flow target (via $8E85) 0x018F95|$06:$8F85:A9 00 LDA #$00 ; Midenhall ; call to code in a different bank ($0F:$FC50) 0x018F97|$06:$8F87:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA 0x018F9A|$06:$8F8A:A5 44 LDA $44 ; non-saved event status (#$00 = event start, #$01 = Lianport Gremlins defeated, #$02 = met with Lianport grandfather/have no friends at Shrine SW of Cannock, #$03 = King Midenhall moved to stairs, #$04 = King Midenhall moved down stairs, #$05 = King Midenhall spoke on Midenhall 1F, #$0B = Lighthouse Wizard 7F, #$1B Lighthouse Wizard 2F spoke, #$64 = Hargon dead, #$FF = event end) 0x018F9C|$06:$8F8C:C9 03 CMP #$03 0x018F9E|$06:$8F8E:F0 04 BEQ $8F94 0x018FA0|$06:$8F90:C9 04 CMP #$04 0x018FA2|$06:$8F92:D0 07 BNE $8F9B ; control flow target (from $8F8E) ; call to code in a different bank ($0F:$FA32) 0x018FA4|$06:$8F94:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018FA7|$06:$8F97:93 ; String ID #$0293: ‘It is difficult to see thee go, [name][.’][end-FC] ; data -> code 0x018FA8|$06:$8F98:4C A9 8F JMP $8FA9 ; control flow target (from $8F92) 0x018FAB|$06:$8F9B:20 D5 9A JSR $9AD5 ; set A/$97 to ID of first living hero 0x018FAE|$06:$8F9E:D0 04 BNE $8FA4 ; branch if Midenhall dead 0x018FB0|$06:$8FA0:A9 94 LDA #$94 ; String ID #$0294: ‘Thou art now as strong as an ox and twice as good looking.[line]That is very good[.’][end-FC] 0x018FB2|$06:$8FA2:D0 02 BNE $8FA6 ; control flow target (from $8F9E) 0x018FB4|$06:$8FA4:A9 95 LDA #$95 ; String ID #$0295: ‘[name], it is such a pity[.’][end-FC] ; control flow target (from $8FA2) ; call to code in a different bank ($0F:$FA52) 0x018FB6|$06:$8FA6:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 ; control flow target (from $8F98) 0x018FB9|$06:$8FA9:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$A0: Brute in Map ID #$04: Midenhall B1 ; indirect control flow target (via $8E87) 0x018FBC|$06:$8FAC:AD F2 05 LDA $05F2 ; probably whether door between you and NPC is open 0x018FBF|$06:$8FAF:F0 13 BEQ $8FC4 ; call to code in a different bank ($0F:$FA32) 0x018FC1|$06:$8FB1:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018FC4|$06:$8FB4:96 ; String ID #$0296: ‘Dost thou have the Jailor's Key?’[end-FC] ; data -> code 0x018FC5|$06:$8FB5:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x018FC8|$06:$8FB8:C9 00 CMP #$00 ; YES 0x018FCA|$06:$8FBA:D0 04 BNE $8FC0 0x018FCC|$06:$8FBC:A9 97 LDA #$97 ; String ID #$0297: ‘Open this and I shall give thee some news[.’][end-FC] 0x018FCE|$06:$8FBE:D0 06 BNE $8FC6 ; control flow target (from $8FBA) 0x018FD0|$06:$8FC0:A9 98 LDA #$98 ; String ID #$0298: ‘Be gone with thee!’[end-FC] 0x018FD2|$06:$8FC2:D0 02 BNE $8FC6 ; control flow target (from $8FAF) 0x018FD4|$06:$8FC4:A9 99 LDA #$99 ; String ID #$0299: ‘As a reward for opening the door, let me tell thee of the Crest of Life[.’][wait][line]‘Find it on the dark road that leads to Rhone[.’][end-FC] ; control flow target (from $8FBE, $8FC2) ; call to code in a different bank ($0F:$FA52) 0x018FD6|$06:$8FC6:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x018FD9|$06:$8FC9:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$A1: King in Map ID #$06: Cannock ; indirect control flow target (via $8E89) 0x018FDC|$06:$8FCC:20 D5 9A JSR $9AD5 ; set A/$97 to ID of first living hero ; call to code in a different bank ($0F:$FC50) 0x018FDF|$06:$8FCF:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$F6CE) 0x018FE2|$06:$8FD2:20 CE F6 JSR $F6CE ; return number of party members - 1 in A/X 0x018FE5|$06:$8FD5:85 49 STA $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$FA32) 0x018FE7|$06:$8FD7:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x018FEA|$06:$8FDA:E2 ; String ID #$02E2: ‘Welcome, [name]!’[wait][end-FC] ; data -> code 0x018FEB|$06:$8FDB:20 66 94 JSR $9466 ; display EXP to next level messages for entire party 0x018FEE|$06:$8FDE:A9 01 LDA #$01 ; Cannock ; call to code in a different bank ($0F:$FC50) 0x018FF0|$06:$8FE0:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA 0x018FF3|$06:$8FE3:A5 CA LDA $CA ; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4) 0x018FF5|$06:$8FE5:F0 06 BEQ $8FED 0x018FF7|$06:$8FE7:C9 01 CMP #$01 0x018FF9|$06:$8FE9:F0 04 BEQ $8FEF 0x018FFB|$06:$8FEB:D0 09 BNE $8FF6 ; control flow target (from $8FE5) 0x018FFD|$06:$8FED:E6 CA INC $CA ; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4) ; control flow target (from $8FE9) ; call to code in a different bank ($0F:$FA32) 0x018FFF|$06:$8FEF:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019002|$06:$8FF2:9D ; String ID #$029D: ‘My son, [name], has already left on his journey[.’][wait] [line]‘Please find him and take him as thy companion[.’][wait][end-FC] ; data -> code 0x019003|$06:$8FF3:4C 02 90 JMP $9002 ; control flow target (from $8FEB) 0x019006|$06:$8FF6:C9 03 CMP #$03 0x019008|$06:$8FF8:D0 08 BNE $9002 0x01900A|$06:$8FFA:A5 49 LDA $49 ; object hero/target/item/string ID $49 0x01900C|$06:$8FFC:D0 04 BNE $9002 ; call to code in a different bank ($0F:$FA32) 0x01900E|$06:$8FFE:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019011|$06:$9001:9E ; String ID #$029E: [end-FC] ; data -> code ; control flow target (from $8FF3, $8FF8, $8FFC) ; call to code in a different bank ($0F:$FA32) 0x019012|$06:$9002:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019015|$06:$9005:87 ; String ID #$0287: ‘Dost thou wish to save thy deeds in the Imperial Scrolls of Honor?’[FD][FD][end-FC] ; data -> code 0x019016|$06:$9006:A9 01 LDA #$01 ; Save Point ID #$01: Cannock 0x019018|$06:$9008:85 48 STA $48 ; last save point ID 0x01901A|$06:$900A:20 5D A3 JSR $A35D ; save game handler 0x01901D|$06:$900D:A9 01 LDA #$01 ; Cannock ; call to code in a different bank ($0F:$FC50) 0x01901F|$06:$900F:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA32) 0x019022|$06:$9012:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019025|$06:$9015:9C ; String ID #$029C: [wait]‘With my son's help thou shall go far[.’][end-FC] ; data -> code 0x019026|$06:$9016:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$A2: Princess Halla in Map ID #$06: Cannock ; indirect control flow target (via $8E8B) 0x019029|$06:$9019:A5 CA LDA $CA ; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4) 0x01902B|$06:$901B:C9 04 CMP #$04 0x01902D|$06:$901D:D0 04 BNE $9023 0x01902F|$06:$901F:A9 A4 LDA #$A4 ; String ID #$02A4: [end-FC] 0x019031|$06:$9021:D0 16 BNE $9039 ; control flow target (from $901D) ; call to code in a different bank ($0F:$F6CE) 0x019033|$06:$9023:20 CE F6 JSR $F6CE ; return number of party members - 1 in A/X 0x019036|$06:$9026:D0 17 BNE $903F ; call to code in a different bank ($0F:$FA32) 0x019038|$06:$9028:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x01903B|$06:$902B:9F ; String ID #$029F: ‘Who art thou?[line]A friend of my brother's?’[FD][FD][end-FC] ; data -> code 0x01903C|$06:$902C:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x01903F|$06:$902F:C9 00 CMP #$00 ; YES 0x019041|$06:$9031:D0 04 BNE $9037 0x019043|$06:$9033:A9 A0 LDA #$A0 ; String ID #$02A0: ‘Then I'll give thee some advice[.’][wait][line]‘My brother has gone searching for the Spring of Bravery, but he travels slowly[.’][end-FC] 0x019045|$06:$9035:D0 02 BNE $9039 ; control flow target (from $9031) 0x019047|$06:$9037:A9 A1 LDA #$A1 ; String ID #$02A1: ‘Then I wish to be left alone[.’][end-FC] ; control flow target (from $9021, $9035, $904F, $9053) ; call to code in a different bank ($0F:$FA52) 0x019049|$06:$9039:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x01904C|$06:$903C:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9026) 0x01904F|$06:$903F:A9 01 LDA #$01 ; Cannock 0x019051|$06:$9041:85 97 STA $97 ; subject hero ID $97 0x019053|$06:$9043:A9 80 LDA #$80 ; Alive 0x019055|$06:$9045:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x019058|$06:$9048:90 07 BCC $9051 0x01905A|$06:$904A:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA 0x01905D|$06:$904D:A9 A2 LDA #$A2 ; String ID #$02A2: ‘So, thou hast found my brother[.’][wait][line]‘Why dost thou tarry here when the world is in grave peril?’[end-FC] 0x01905F|$06:$904F:D0 E8 BNE $9039 ; control flow target (from $9048) 0x019061|$06:$9051:A9 A3 LDA #$A3 ; String ID #$02A3: ‘Oh, no! He is as dead as a pork chop[.’][end-FC] 0x019063|$06:$9053:D0 E4 BNE $9039 ; handler for dialogue ID #$A3: Wizard in Map ID #$06: Cannock ; indirect control flow target (via $8E8D) ; call to code in a different bank ($0F:$FA32) 0x019065|$06:$9055:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019068|$06:$9058:A5 ; String ID #$02A5: ‘Well, don't just stand there.[line]Open the treasure chest[.’][end-FC] ; data -> code 0x019069|$06:$9059:AD 1A 05 LDA $051A ; something to do with whether you've opened the chest containing the Shield of Erdrick 0x01906C|$06:$905C:F0 04 BEQ $9062 ; call to code in a different bank ($0F:$FA32) 0x01906E|$06:$905E:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019071|$06:$9061:A6 ; String ID #$02A6: [wait]‘So you've already peeked, eh?’[end-FC] ; data -> code ; control flow target (from $905C) 0x019072|$06:$9062:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$A4-#$A5: Monsters in Map ID #$08: Hamlin Waterway ; indirect control flow target (via $8E8F, $8E91) ; call to code in a different bank ($0F:$FA32) 0x019075|$06:$9065:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019078|$06:$9068:A9 ; String ID #$02A9: ‘Aiyee!’[end-FC] ; data -> code 0x019079|$06:$9069:AD F2 05 LDA $05F2 ; probably whether door between you and NPC is open 0x01907C|$06:$906C:D0 06 BNE $9074 ; call to code in a different bank ($0F:$D1A1) 0x01907E|$06:$906E:20 A1 D1 JSR $D1A1 ; handle Hamlin Waterway Gremlins fight 0x019081|$06:$9071:4C 95 80 JMP $8095 ; wipe menus and exit COMMAND menu ; control flow target (from $906C) 0x019084|$06:$9074:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$A6: King Moonbrooke's Flame in Map ID #$09: Moonbrooke ; indirect control flow target (via $8E93) 0x019087|$06:$9077:A9 02 LDA #$02 ; Moonbrooke ; call to code in a different bank ($0F:$FC50) 0x019089|$06:$9079:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA32) 0x01908C|$06:$907C:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x01908F|$06:$907F:AA ; String ID #$02AA: ‘Woe is me, for I am the unhappy ghost of the King of Moonbrooke[.’][wait][line]‘To make matters worse, my daughter has been cursed and transformed into a common mutt[.’][wait][line]‘I am burning with shame[.’][end-FC] ; data -> code 0x019090|$06:$9080:AD 51 06 LDA $0651 ; Moonbrooke status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x019093|$06:$9083:29 84 AND #$84 ; pick out the Alive and In Party bits 0x019095|$06:$9085:C9 84 CMP #$84 ; is Moonbrooke alive and in your party? 0x019097|$06:$9087:D0 09 BNE $9092 ; if yes, she gets extra text 0x019099|$06:$9089:A9 02 LDA #$02 ; Moonbrooke ; call to code in a different bank ($0F:$FC50) 0x01909B|$06:$908B:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA32) 0x01909E|$06:$908E:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x0190A1|$06:$9091:AB ; String ID #$02AB: [wait][line][no voice]Then [name] cried[line][no voice]out: ‘Father? Is it really thee in the flames?’[wait][line]And the Flame replied: ‘Alas, it is I. It is Hargon's way of firing those he doesn't need[.’][end-FC] ; data -> code ; control flow target (from $9087) 0x0190A2|$06:$9092:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$A7: Guard in Map ID #$0A: Moonbrooke B1 ; indirect control flow target (via $8E95) 0x0190A5|$06:$9095:20 93 94 JSR $9493 ; SEC if Moonbrooke in party, CLC otherwise 0x0190A8|$06:$9098:90 07 BCC $90A1 ; call to code in a different bank ($0F:$FA32) 0x0190AA|$06:$909A:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x0190AD|$06:$909D:AD ; String ID #$02AD: ‘Princess, thou art now free[.’][end-FC] ; data -> code 0x0190AE|$06:$909E:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9098) ; call to code in a different bank ($0F:$FA32) 0x0190B1|$06:$90A1:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x0190B4|$06:$90A4:AC ; String ID #$02AC: ‘The Princess has been transformed by a curse[.’][wait][line]‘Only the Mirror of Ra can break the spell, for in that glass one sees her true self[.’][end-FC] ; data -> code 0x0190B5|$06:$90A5:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$A8: Wizard in Map ID #$0B: Lianport ; indirect control flow target (via $8E97) 0x0190B8|$06:$90A8:AD 9C 05 LDA $059C ; NPC #$0C X-pos 0x0190BB|$06:$90AB:C9 0F CMP #$0F 0x0190BD|$06:$90AD:D0 04 BNE $90B3 0x0190BF|$06:$90AF:A9 B8 LDA #$B8 ; String ID #$02B8: ‘Farewell[.’][end-FC] 0x0190C1|$06:$90B1:D0 06 BNE $90B9 ; control flow target (from $90AD) 0x0190C3|$06:$90B3:A5 CF LDA $CF ; ship status (#$04 = on ship, #$02 = own ship, #$01 = beat Lianport Gremlins) 0x0190C5|$06:$90B5:D0 08 BNE $90BF 0x0190C7|$06:$90B7:A9 AE LDA #$AE ; String ID #$02AE: ‘We never lend boats to strangers, sorry[.’][end-FC] ; control flow target (from $90B1) ; call to code in a different bank ($0F:$FA52) 0x0190C9|$06:$90B9:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x0190CC|$06:$90BC:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $90B5) ; call to code in a different bank ($0F:$FA32) 0x0190CF|$06:$90BF:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x0190D2|$06:$90C2:AF ; String ID #$02AF: ‘Oh, thou art the ones who helped my granddaughter[.’][wait][line]‘Many thanks[.’][end-FC] ; data -> code ; call to code in a different bank ($0F:$D0F5) 0x0190D3|$06:$90C3:20 F5 D0 JSR $D0F5 ; wait for a while and then wipe menu regions #$03, #$00, and #$01 ; call to code in a different bank ($0F:$CCA2) 0x0190D6|$06:$90C6:20 A2 CC JSR $CCA2 0x0190D9|$06:$90C9:4C 95 80 JMP $8095 ; wipe menus and exit COMMAND menu ; handler for dialogue ID #$A9: Echoing Flute guy in NE in Map ID #$0B: Lianport ; indirect control flow target (via $8E99) 0x0190DC|$06:$90CC:A9 25 LDA #$25 ; Item ID #$25: Tresures 0x0190DE|$06:$90CE:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x0190E1|$06:$90D1:10 0B BPL $90DE ; branch if found 0x0190E3|$06:$90D3:A9 2A LDA #$2A ; Item ID #$2A: Echoing Flute 0x0190E5|$06:$90D5:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x0190E8|$06:$90D8:10 0D BPL $90E7 ; branch if found 0x0190EA|$06:$90DA:A9 B0 LDA #$B0 ; String ID #$02B0: ‘The pirate ship Relentless sank in chill waters with a great treasure still aboard[.’][wait][line]‘Bring me this treasure and I shall pay a handsome fee[.’][end-FC] 0x0190EC|$06:$90DC:D0 0B BNE $90E9 ; control flow target (from $90D1) 0x0190EE|$06:$90DE:A9 2A LDA #$2A ; Item ID #$2A: Echoing Flute 0x0190F0|$06:$90E0:9D 00 06 STA $0600,X ; Midenhall inventory item 1 (| #$40 if equipped); replace Tresures in party inventory with Echoing Flute 0x0190F3|$06:$90E3:A9 B1 LDA #$B1 ; String ID #$02B1: ‘Thou hast done exceedingly well[.’][wait][line]‘As I promised I shall give thee the Echoing Flute as thy reward[.’][end-FC] 0x0190F5|$06:$90E5:D0 02 BNE $90E9 ; control flow target (from $90D8) 0x0190F7|$06:$90E7:A9 B2 LDA #$B2 ; String ID #$02B2: ‘Thanks to thee I was greatly helped[.’][end-FC] ; control flow target (from $90DC, $90E5) ; call to code in a different bank ($0F:$FA52) 0x0190F9|$06:$90E9:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x0190FC|$06:$90EC:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$AA: Woman in Map ID #$0B: Lianport ; indirect control flow target (via $8E9B) 0x0190FF|$06:$90EF:AD 94 05 LDA $0594 ; NPC #$0B X-pos 0x019102|$06:$90F2:C9 03 CMP #$03 0x019104|$06:$90F4:D0 04 BNE $90FA 0x019106|$06:$90F6:A9 B9 LDA #$B9 ; String ID #$02B9: ‘I am in thy debt.[line]Please see my grandfather[.’][wait][line]‘He is at the port where his ship is docked[.’][end-FC] 0x019108|$06:$90F8:D0 02 BNE $90FC ; control flow target (from $90F4) 0x01910A|$06:$90FA:A9 B7 LDA #$B7 ; String ID #$02B7: ‘I wish thee speed and health[.’][end-FC] ; control flow target (from $90F8) ; call to code in a different bank ($0F:$FA52) 0x01910C|$06:$90FC:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x01910F|$06:$90FF:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$AB: Brute in Map ID #$0B: Lianport ; indirect control flow target (via $8E9D) ; call to code in a different bank ($0F:$FA32) 0x019112|$06:$9102:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019115|$06:$9105:BA ; String ID #$02BA: ‘I have nothing to say to thee[.’][end-FC] ; data -> code 0x019116|$06:$9106:20 9D 94 JSR $949D ; SEC if Moonbrooke alive, CLC otherwise 0x019119|$06:$9109:90 04 BCC $910F ; call to code in a different bank ($0F:$FA32) 0x01911B|$06:$910B:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x01911E|$06:$910E:BB ; String ID #$02BB: [wait]‘That's right, nothing at all[.’][end-FC] ; data -> code ; control flow target (from $9109) 0x01911F|$06:$910F:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$AC: Woman in SW corner of Map ID #$0B: Lianport ; indirect control flow target (via $8E9F) 0x019122|$06:$9112:20 9D 94 JSR $949D ; SEC if Moonbrooke alive, CLC otherwise 0x019125|$06:$9115:B0 2E BCS $9145 ; if Moonbrooke's alive, display the boring string, otherwise... ; call to code in a different bank ($0F:$FA32) 0x019127|$06:$9117:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x01912A|$06:$911A:BC ; String ID #$02BC: ‘Dost thou think I am pretty enough to be a queen?’[end-FC] ; data -> code 0x01912B|$06:$911B:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x01912E|$06:$911E:C9 00 CMP #$00 ; #$00 = YES 0x019130|$06:$9120:D0 1F BNE $9141 ; branch if you chose NO 0x019132|$06:$9122:20 D5 9A JSR $9AD5 ; set A/$97 to ID of first living hero 0x019135|$06:$9125:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA 0x019138|$06:$9128:A9 64 LDA #$64 ; 100 gold 0x01913A|$06:$912A:85 8F STA $8F 0x01913C|$06:$912C:A9 00 LDA #$00 0x01913E|$06:$912E:85 90 STA $90 0x019140|$06:$9130:20 31 8D JSR $8D31 ; given gold amount in $8F-$90, decrease party gold by that amount and SEC if possible, CLC otherwise 0x019143|$06:$9133:B0 08 BCS $913D ; if you didn't have 100 G to start with, reduce party gold to 0 :( 0x019145|$06:$9135:A9 00 LDA #$00 0x019147|$06:$9137:8D 24 06 STA $0624 ; party gold, low byte 0x01914A|$06:$913A:8D 25 06 STA $0625 ; party gold, high byte ; control flow target (from $9133) 0x01914D|$06:$913D:A9 BD LDA #$BD ; String ID #$02BD: ‘Perhaps the great Prince of Cannock thinks so too[.’][end-FC] 0x01914F|$06:$913F:D0 06 BNE $9147 ; control flow target (from $9120) 0x019151|$06:$9141:A9 BE LDA #$BE ; String ID #$02BE: ‘What's wrong!’[end-FC] 0x019153|$06:$9143:D0 02 BNE $9147 ; control flow target (from $9115) 0x019155|$06:$9145:A9 BF LDA #$BF ; String ID #$02BF: ‘Be nice to one who lives here; she knows how to turn princes into tadpoles[.’][end-FC] ; control flow target (from $913F, $9143) ; call to code in a different bank ($0F:$FA52) 0x019157|$06:$9147:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x01915A|$06:$914A:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$AD: Wizard in Map ID #$0C: Tantegel ; indirect control flow target (via $8EA1) 0x01915D|$06:$914D:A9 00 LDA #$00 0x01915F|$06:$914F:85 49 STA $49 ; object hero/target/item/string ID $49 0x019161|$06:$9151:85 97 STA $97 ; subject hero ID $97 ; control flow target (from $915E) 0x019163|$06:$9153:20 FC 9A JSR $9AFC ; given hero ID in $97 and hero inventory index in $49, set Z if item is equipped and cursed, clear if not 0x019166|$06:$9156:F0 0A BEQ $9162 0x019168|$06:$9158:E6 49 INC $49 ; object hero/target/item/string ID $49 0x01916A|$06:$915A:A5 49 LDA $49 ; object hero/target/item/string ID $49 0x01916C|$06:$915C:C9 18 CMP #$18 ; party inventory size 0x01916E|$06:$915E:D0 F3 BNE $9153 0x019170|$06:$9160:F0 04 BEQ $9166 ; control flow target (from $9156) 0x019172|$06:$9162:A9 C1 LDA #$C1 ; String ID #$02C1: ‘Unfortunately I have not the skill to cure this curse[.’][end-FC] 0x019174|$06:$9164:D0 02 BNE $9168 ; control flow target (from $9160) 0x019176|$06:$9166:A9 C0 LDA #$C0 ; String ID #$02C0: ‘Come here when thou art afflicted by a curse[.’][end-FC] ; control flow target (from $9164) ; call to code in a different bank ($0F:$FA52) 0x019178|$06:$9168:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x01917B|$06:$916B:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$AE: Wizard in Map ID #$0C: Tantegel ; indirect control flow target (via $8EA3) ; call to code in a different bank ($0F:$FA32) 0x01917E|$06:$916E:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019181|$06:$9171:C2 ; String ID #$02C2: ‘Peace be with thee[.’][end-FC] ; data -> code ; call to code in a different bank ($0F:$C515) 0x019182|$06:$9172:20 15 C5 JSR $C515 ; flash screen 10 times 0x019185|$06:$9175:20 EC 8D JSR $8DEC ; restore full MP to all living party members 0x019188|$06:$9178:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$AF: Priest in Map ID #$0C: Tantegel ; indirect control flow target (via $8EA5) 0x01918B|$06:$917B:20 D5 9A JSR $9AD5 ; set A/$97 to ID of first living hero ; call to code in a different bank ($0F:$FA32) 0x01918E|$06:$917E:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019191|$06:$9181:C3 ; String ID #$02C3: ‘To the noble descendant of Erdrick I bid welcome[.’][wait][end-FC] ; data -> code 0x019192|$06:$9182:20 66 94 JSR $9466 ; display EXP to next level messages for entire party ; call to code in a different bank ($0F:$FA32) 0x019195|$06:$9185:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019198|$06:$9188:A7 ; String ID #$02A7: ‘Although there is no king here, I can save thy deeds[.’][wait][line]‘Shall I do this?’[FD][FD][end-FC] ; data -> code 0x019199|$06:$9189:A9 02 LDA #$02 ; Save Point ID #$02: Tantegel 0x01919B|$06:$918B:85 48 STA $48 ; last save point ID 0x01919D|$06:$918D:20 5D A3 JSR $A35D ; save game handler ; call to code in a different bank ($0F:$FA32) 0x0191A0|$06:$9190:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x0191A3|$06:$9193:C4 ; String ID #$02C4: [wait]‘Go in peace[.’][end-FC] ; data -> code 0x0191A4|$06:$9194:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$B0: King in Map ID #$0F: Osterfair ; indirect control flow target (via $8EA7) 0x0191A7|$06:$9197:A5 98 LDA $98 ; outcome of last fight? 0x0191A9|$06:$9199:F0 06 BEQ $91A1 0x0191AB|$06:$919B:C9 FC CMP #$FC 0x0191AD|$06:$919D:F0 44 BEQ $91E3 0x0191AF|$06:$919F:D0 25 BNE $91C6 ; control flow target (from $9199) 0x0191B1|$06:$91A1:AD 12 01 LDA $0112 ; Crests found bit field (#$10 = Life, #$80 = Water, #$04 = Moon, #$02 = Stars, #$01 = Sun) 0x0191B4|$06:$91A4:29 04 AND #$04 ; Moon Crest 0x0191B6|$06:$91A6:D0 4C BNE $91F4 ; call to code in a different bank ($0F:$FA32) 0x0191B8|$06:$91A8:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x0191BB|$06:$91AB:C5 ; String ID #$02C5: ‘Thou art welcome in my castle of Osterfair[.’][wait][line]‘If thou entertain me, thou shall receive a valuable prize[.’][wait][line]‘Dost thou wish to try?’[FD][FD][end-FC] ; data -> code 0x0191BC|$06:$91AC:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x0191BF|$06:$91AF:C9 00 CMP #$00 ; YES 0x0191C1|$06:$91B1:D0 3A BNE $91ED ; call to code in a different bank ($0F:$FA32) 0x0191C3|$06:$91B3:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x0191C6|$06:$91B6:C6 ; String ID #$02C6: ‘Thou must go forth to the center of this Coliseum[.’][end-FC] ; data -> code ; call to code in a different bank ($0F:$D0F5) 0x0191C7|$06:$91B7:20 F5 D0 JSR $D0F5 ; wait for a while and then wipe menu regions #$03, #$00, and #$01 0x0191CA|$06:$91BA:A9 00 LDA #$00 0x0191CC|$06:$91BC:85 98 STA $98 ; outcome of last fight? 0x0191CE|$06:$91BE:85 03 STA $03 ; game clock? ; call to code in a different bank ($0F:$CABA) 0x0191D0|$06:$91C0:20 BA CA JSR $CABA 0x0191D3|$06:$91C3:4C 95 80 JMP $8095 ; wipe menus and exit COMMAND menu ; control flow target (from $919F) 0x0191D6|$06:$91C6:20 CB 9A JSR $9ACB ; open dialogue window 0x0191D9|$06:$91C9:AD 12 01 LDA $0112 ; Crests found bit field (#$10 = Life, #$80 = Water, #$04 = Moon, #$02 = Stars, #$01 = Sun) 0x0191DC|$06:$91CC:29 04 AND #$04 ; Moon Crest 0x0191DE|$06:$91CE:D0 0C BNE $91DC ; call to code in a different bank ($0F:$FA32) 0x0191E0|$06:$91D0:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x0191E3|$06:$91D3:C7 ; String ID #$02C7: ‘Thou hast done well[.’][wait][line]‘I shall give thee the Moon Crest[.’][wait][end-FC] ; data -> code 0x0191E4|$06:$91D4:A9 04 LDA #$04 ; Moon Crest 0x0191E6|$06:$91D6:0D 12 01 ORA $0112 ; Crests found bit field (#$10 = Life, #$80 = Water, #$04 = Moon, #$02 = Stars, #$01 = Sun) 0x0191E9|$06:$91D9:8D 12 01 STA $0112 ; Crests found bit field (#$10 = Life, #$80 = Water, #$04 = Moon, #$02 = Stars, #$01 = Sun) ; control flow target (from $91CE) ; call to code in a different bank ($0F:$FA2E) 0x0191EC|$06:$91DC:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0191EF|$06:$91DF:15 ; String ID #$0115: ‘Thou must fight gallantly[.’][end-FC] ; data -> code 0x0191F0|$06:$91E0:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $919D) 0x0191F3|$06:$91E3:20 CB 9A JSR $9ACB ; open dialogue window ; call to code in a different bank ($0F:$FA32) 0x0191F6|$06:$91E6:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x0191F9|$06:$91E9:C9 ; String ID #$02C9: ‘Thou art a poor excuse for a warrior[.’][wait][line]‘Get thee gone!’[end-FC] ; data -> code 0x0191FA|$06:$91EA:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $91B1) ; call to code in a different bank ($0F:$FA32) 0x0191FD|$06:$91ED:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019200|$06:$91F0:C8 ; String ID #$02C8: ‘That's unfortunate[.’][wait][line]‘Good bye[.’][end-FC] ; data -> code 0x019201|$06:$91F1:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $91A6) 0x019204|$06:$91F4:20 D5 9A JSR $9AD5 ; set A/$97 to ID of first living hero ; call to code in a different bank ($0F:$FC50) 0x019207|$06:$91F7:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA32) 0x01920A|$06:$91FA:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x01920D|$06:$91FD:EC ; String ID #$02EC: ‘Welcome back!’[wait][end-FC] ; data -> code 0x01920E|$06:$91FE:20 66 94 JSR $9466 ; display EXP to next level messages for entire party ; call to code in a different bank ($0F:$FA32) 0x019211|$06:$9201:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019214|$06:$9204:87 ; String ID #$0287: ‘Dost thou wish to save thy deeds in the Imperial Scrolls of Honor?’[FD][FD][end-FC] ; data -> code 0x019215|$06:$9205:A9 03 LDA #$03 ; Save Point ID #$03: Osterfair 0x019217|$06:$9207:85 48 STA $48 ; last save point ID 0x019219|$06:$9209:20 5D A3 JSR $A35D ; save game handler ; call to code in a different bank ($0F:$FA32) 0x01921C|$06:$920C:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x01921F|$06:$920F:CA ; String ID #$02CA: [wait]‘Thy strength is that of many fearsome Hibabongos[.’][wait][line]‘The Moon Crest that I have given thee is just one of many tokens thou must collect[.’][end-FC] ; data -> code 0x019220|$06:$9210:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$B1: crazy fortuneteller Wizard in NW Map ID #$0F: Osterfair ; indirect control flow target (via $8EA9) ; call to code in a different bank ($0F:$FA32) 0x019223|$06:$9213:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019226|$06:$9216:CB ; String ID #$02CB: ‘I'm a fortune-teller.[line]Art thou looking for something?’[FD][FD][end-FC] ; data -> code 0x019227|$06:$9217:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x01922A|$06:$921A:C9 00 CMP #$00 ; YES 0x01922C|$06:$921C:D0 28 BNE $9246 ; call to code in a different bank ($0F:$C3AB) 0x01922E|$06:$921E:20 AB C3 JSR $C3AB ; generate a random number and store it in $32-$33 (two passes) 0x019231|$06:$9221:A5 32 LDA $32 ; RNG byte 0 0x019233|$06:$9223:05 33 ORA $33 ; RNG byte 1 0x019235|$06:$9225:29 03 AND #$03 ; 4 direction options to choose from 0x019237|$06:$9227:AA TAX 0x019238|$06:$9228:E8 INX 0x019239|$06:$9229:AD 4E 92 LDA $924E ; -> $06:$9250: Direction Names text 0x01923C|$06:$922C:85 0C STA $0C 0x01923E|$06:$922E:AD 4F 92 LDA $924F 0x019241|$06:$9231:85 0D STA $0D 0x019243|$06:$9233:20 66 92 JSR $9266 ; given a pointer ($0C) and a number (one-based) in X, update $0C-$0D to the address of the start of the X'th string in ($0C) 0x019246|$06:$9236:A0 00 LDY #$00 ; copy direction name to $5A ; control flow target (from $9240) 0x019248|$06:$9238:B1 0C LDA ($0C),Y 0x01924A|$06:$923A:99 5A 00 STA $005A,Y ; Crest/direction name write buffer start 0x01924D|$06:$923D:C8 INY ; [end-FA] 0x01924E|$06:$923E:C9 FA CMP #$FA 0x019250|$06:$9240:D0 F6 BNE $9238 ; if not end of string, loop to copy more data 0x019252|$06:$9242:A9 CC LDA #$CC ; String ID #$02CC: ‘I'll tell thy fortune[.’][wait][line]‘That which thou seeks is [item-F9]!’[end-FC] 0x019254|$06:$9244:D0 02 BNE $9248 ; control flow target (from $921C) 0x019256|$06:$9246:A9 CD LDA #$CD ; String ID #$02CD: ‘So be it then.[line]I shall tell thee nothing[.’][end-FC] ; control flow target (from $9244) ; call to code in a different bank ($0F:$FA52) 0x019258|$06:$9248:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x01925B|$06:$924B:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; code -> data ; -> $06:$9250: Direction Names text ; data load target (from $9229) 0x01925E|$06:$924E:50 ; data load target (from $922E) 0x01925F|$06:$924F: 92 ; $06:$9250; Direction Names text ; Direction Names text ; indirect data load target (via $924E) 0x019260|$06:$9250:28 0A 1C 1D FA ; "East" + [end-FA] ; indirect data load target 0x019265|$06:$9255:3A 0E 1C 1D FA ; "West" + [end-FA] ; indirect data load target 0x01926A|$06:$925A:36 18 1E 1D 11 FA ; "South" + [end-FA] ; indirect data load target 0x019270|$06:$9260:31 18 1B 1D 11 FA ; "North" + [end-FA] ; data -> code ; given a pointer ($0C) and a number (one-based) in X, update $0C-$0D to the address of the start of the X'th string in ($0C) ; control flow target (from $9233, $9287) 0x019276|$06:$9266:A0 00 LDY #$00 ; start at the current position of ($0C) ; control flow target (from $9277) 0x019278|$06:$9268:B1 0C LDA ($0C),Y ; [end-FA] 0x01927A|$06:$926A:C9 FA CMP #$FA 0x01927C|$06:$926C:F0 0C BEQ $927A ; found some end token ; [end-FC] 0x01927E|$06:$926E:C9 FC CMP #$FC 0x019280|$06:$9270:F0 08 BEQ $927A ; found some end token ; [end-FF] 0x019282|$06:$9272:C9 FF CMP #$FF 0x019284|$06:$9274:F0 04 BEQ $927A ; found some end token 0x019286|$06:$9276:C8 INY 0x019287|$06:$9277:4C 68 92 JMP $9268 ; found some end token ; control flow target (from $926C, $9270, $9274) 0x01928A|$06:$927A:CA DEX ; number of strings to skip ahead + 1 0x01928B|$06:$927B:F0 0D BEQ $928A ; if no more strings to skip, then ($0C) is correct and we're done 0x01928D|$06:$927D:98 TYA ; otherwise update $0C-$0D and loop to the next string 0x01928E|$06:$927E:38 SEC 0x01928F|$06:$927F:65 0C ADC $0C 0x019291|$06:$9281:85 0C STA $0C 0x019293|$06:$9283:90 02 BCC $9287 0x019295|$06:$9285:E6 0D INC $0D ; control flow target (from $9283) 0x019297|$06:$9287:4C 66 92 JMP $9266 ; given a pointer ($0C) and a number (one-based) in X, update $0C-$0D to the address of the start of the X'th string in ($0C) ; control flow target (from $927B) 0x01929A|$06:$928A:60 RTS ; handler for dialogue IDs #$B2-#$B3: Dog in Map ID #$0F: Osterfair ; indirect control flow target (via $8EAB, $8EAD) ; call to code in a different bank ($0F:$FA32) 0x01929B|$06:$928B:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x01929E|$06:$928E:CF ; String ID #$02CF: ‘Roarrrr[..][..]!’[end-FC] ; data -> code 0x01929F|$06:$928F:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$B4: Dog in Map ID #$10: Zahan ; indirect control flow target (via $8EAF) ; call to code in a different bank ($0F:$FA32) 0x0192A2|$06:$9292:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x0192A5|$06:$9295:D0 ; String ID #$02D0: ‘Bow-wow-wow!’[end-FC] ; data -> code 0x0192A6|$06:$9296:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$B5: Don Mahone in Map ID #$11: Tuhn ; indirect control flow target (via $8EB1) 0x0192A9|$06:$9299:A5 CD LDA $CD ; Don Mahone quest status (#$00 = not started, #$01 = ingredients delivered, #$03 = game loaded after ingredients delivered) 0x0192AB|$06:$929B:F0 1D BEQ $92BA 0x0192AD|$06:$929D:C9 03 CMP #$03 0x0192AF|$06:$929F:D0 0D BNE $92AE 0x0192B1|$06:$92A1:A9 02 LDA #$02 ; Moonbrooke 0x0192B3|$06:$92A3:85 97 STA $97 ; subject hero ID $97 0x0192B5|$06:$92A5:A9 13 LDA #$13 ; Item ID #$13: Water Flying Cloth 0x0192B7|$06:$92A7:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs 0x0192B9|$06:$92A9:20 7E 8D JSR $8D7E ; given hero ID in $97 and item ID in $96, try to add item to first empty slot in hero's inventory; SEC if added, CLC if no empty slots 0x0192BC|$06:$92AC:B0 04 BCS $92B2 ; control flow target (from $929F) 0x0192BE|$06:$92AE:A9 D5 LDA #$D5 ; String ID #$02D5: ‘Sorry.[line]I haven't finished it yet.[line]Please be patient[.’][end-FC] 0x0192C0|$06:$92B0:D0 46 BNE $92F8 ; display string, end TALK routine ; control flow target (from $92AC) 0x0192C2|$06:$92B2:A9 00 LDA #$00 0x0192C4|$06:$92B4:85 CD STA $CD ; Don Mahone quest status (#$00 = not started, #$01 = ingredients delivered, #$03 = game loaded after ingredients delivered) 0x0192C6|$06:$92B6:A9 D6 LDA #$D6 ; String ID #$02D6: ‘Hello.[line]I've just finished[.’][wait][line]‘See that the princess wears this[.’][end-FC] 0x0192C8|$06:$92B8:D0 3E BNE $92F8 ; display string, end TALK routine ; control flow target (from $929B) 0x0192CA|$06:$92BA:A9 2C LDA #$2C ; Item ID #$2C: Dew’s Yarn 0x0192CC|$06:$92BC:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x0192CF|$06:$92BF:30 26 BMI $92E7 0x0192D1|$06:$92C1:A9 2D LDA #$2D ; Item ID #$2D: Magic Loom 0x0192D3|$06:$92C3:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x0192D6|$06:$92C6:30 1F BMI $92E7 0x0192D8|$06:$92C8:20 A7 94 JSR $94A7 ; X = A mod 8, A = A / 8 0x0192DB|$06:$92CB:85 9C STA $9C ; hero ID 0x0192DD|$06:$92CD:A9 2D LDA #$2D ; Item ID #$2D: Magic Loom ; call to code in a different bank ($0F:$C4B6) 0x0192DF|$06:$92CF:20 B6 C4 JSR $C4B6 ; given a hero ID in $9C and an item ID in A, remove that item from hero's inventory if present and SEC, CLC otherwise 0x0192E2|$06:$92D2:A9 2C LDA #$2C ; Item ID #$2C: Dew’s Yarn 0x0192E4|$06:$92D4:48 PHA ; Item ID #$2C: Dew’s Yarn 0x0192E5|$06:$92D5:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x0192E8|$06:$92D8:20 A7 94 JSR $94A7 ; X = A mod 8, A = A / 8 0x0192EB|$06:$92DB:85 9C STA $9C ; hero ID 0x0192ED|$06:$92DD:68 PLA ; Item ID #$2C: Dew’s Yarn ; call to code in a different bank ($0F:$C4B6) 0x0192EE|$06:$92DE:20 B6 C4 JSR $C4B6 ; given a hero ID in $9C and an item ID in A, remove that item from hero's inventory if present and SEC, CLC otherwise 0x0192F1|$06:$92E1:E6 CD INC $CD ; Don Mahone quest status (#$00 = not started, #$01 = ingredients delivered, #$03 = game loaded after ingredients delivered) 0x0192F3|$06:$92E3:A9 D4 LDA #$D4 ; String ID #$02D4: ‘Ah, so thou has found my loom, and the Dew's Yarn, too[.’][wait][line]‘I shall weave thee a Water Flying Cloth, but it will take time[.’][wait][line]‘Please come back in a day or so[.’][end-FC] 0x0192F5|$06:$92E5:D0 11 BNE $92F8 ; display string, end TALK routine ; control flow target (from $92BF, $92C6) ; call to code in a different bank ($0F:$FA32) 0x0192F7|$06:$92E7:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x0192FA|$06:$92EA:D1 ; String ID #$02D1: ‘Yes, I am Don Mahone. Once I was a famous weaver, but my loom was stolen[.’][wait][line]‘Will thou help me?’[FD][FD][end-FC] ; data -> code 0x0192FB|$06:$92EB:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x0192FE|$06:$92EE:C9 00 CMP #$00 ; YES 0x019300|$06:$92F0:D0 04 BNE $92F6 0x019302|$06:$92F2:A9 D2 LDA #$D2 ; String ID #$02D2: ‘Good, good.[line]All I can tell thee is that the loom was taken by someone who smelled like fish[.’][end-FC] 0x019304|$06:$92F4:D0 02 BNE $92F8 ; display string, end TALK routine ; control flow target (from $92F0) 0x019306|$06:$92F6:A9 D3 LDA #$D3 ; String ID #$02D3: ‘That's too bad.[line]We could help each other[.’][end-FC] ; display string, end TALK routine ; control flow target (from $92B0, $92B8, $92E5, $92F4) ; call to code in a different bank ($0F:$FA52) 0x019308|$06:$92F8:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x01930B|$06:$92FB:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$B6: Roge Fastfinger in NE Map ID #$14: Wellgarth Underground ; indirect control flow target (via $8EB3) 0x01930E|$06:$92FE:A5 CE LDA $CE ; Tuhn Watergate open flag (#$00 = closed, #$01 = open) 0x019310|$06:$9300:D0 22 BNE $9324 0x019312|$06:$9302:A9 3A LDA #$3A ; Item ID #$3A: Watergate Key 0x019314|$06:$9304:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs 0x019316|$06:$9306:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x019319|$06:$9309:10 19 BPL $9324 ; call to code in a different bank ($0F:$FA32) 0x01931B|$06:$930B:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x01931E|$06:$930E:D7 ; String ID #$02D7: ‘Curses, I am found!’[wait][line]‘Yes, I am Roge Fastfinger and here is the watergate key[.’][end-FC] ; data -> code 0x01931F|$06:$930F:A9 00 LDA #$00 ; Midenhall ; control flow target (from $931E) 0x019321|$06:$9311:85 97 STA $97 ; subject hero ID $97 0x019323|$06:$9313:20 7E 8D JSR $8D7E ; given hero ID in $97 and item ID in $96, try to add item to first empty slot in hero's inventory; SEC if added, CLC if no empty slots 0x019326|$06:$9316:B0 11 BCS $9329 0x019328|$06:$9318:E6 97 INC $97 ; subject hero ID $97 0x01932A|$06:$931A:A5 97 LDA $97 ; subject hero ID $97 0x01932C|$06:$931C:C9 03 CMP #$03 ; max of 3 heroes 0x01932E|$06:$931E:D0 F1 BNE $9311 ; if more heroes to check, check them 0x019330|$06:$9320:A9 D8 LDA #$D8 ; String ID #$02D8: [wait]‘But thou hast many things.[line]See me again later[.’][end-FC] 0x019332|$06:$9322:D0 02 BNE $9326 ; control flow target (from $9300, $9309) 0x019334|$06:$9324:A9 D9 LDA #$D9 ; String ID #$02D9: ‘I'm sorry; I will not do that anymore[.’][end-FC] ; control flow target (from $9322) ; call to code in a different bank ($0F:$FA52) 0x019336|$06:$9326:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 ; control flow target (from $9316) 0x019339|$06:$9329:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue IDs #$B7-#$B9: Priest in Map ID #$15: Beran ; indirect control flow target (via $8EB5, $8EB7, $8EB9) 0x01933C|$06:$932C:A5 CA LDA $CA ; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4) 0x01933E|$06:$932E:C9 04 CMP #$04 0x019340|$06:$9330:B0 04 BCS $9336 0x019342|$06:$9332:A9 E1 LDA #$E1 ; String ID #$02E1: ‘I see that thou hast faced many dangers and the greatest lie ahead[.’][end-FC] 0x019344|$06:$9334:D0 02 BNE $9338 ; control flow target (from $9330) 0x019346|$06:$9336:A9 E2 LDA #$E2 ; String ID #$02E2: ‘Welcome, [name]!’[wait][end-FC] ; control flow target (from $9334) ; call to code in a different bank ($0F:$FA52) 0x019348|$06:$9338:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x01934B|$06:$933B:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$BA: Monster in Map ID #$16: Hargon's Castle 1F ; indirect control flow target (via $8EBB) ; call to code in a different bank ($0F:$FA32) 0x01934E|$06:$933E:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019351|$06:$9341:E3 ; String ID #$02E3: ‘The fool's false paradise suited thee better[.’][wait][line]‘Thou shall regret meddling in Hargon's affairs[.’][end-FC] ; data -> code ; call to code in a different bank ($0F:$D1C6) 0x019352|$06:$9342:20 C6 D1 JSR $D1C6 0x019355|$06:$9345:4C 95 80 JMP $8095 ; wipe menus and exit COMMAND menu ; handler for dialogue ID #$BB: Hargon in Map ID #$17: Hargon's Castle 7F ; indirect control flow target (via $8EBD) ; call to code in a different bank ($0F:$FA32) 0x019358|$06:$9348:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x01935B|$06:$934B:E4 ; String ID #$02E4: ‘Who comes hither to disturb the Great Hargon?’[wait][line]‘Dost thou know who I am?’[FD][FD][end-FC] ; data -> code 0x01935C|$06:$934C:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x01935F|$06:$934F:C9 00 CMP #$00 ; YES 0x019361|$06:$9351:D0 04 BNE $9357 0x019363|$06:$9353:A9 E5 LDA #$E5 ; String ID #$02E5: ‘Such audacity is unforgivable!’[end-FC] 0x019365|$06:$9355:D0 02 BNE $9359 ; control flow target (from $9351) 0x019367|$06:$9357:A9 E6 LDA #$E6 ; String ID #$02E6: ‘Then I shall teach the proper respect!’[end-FC] ; control flow target (from $9355) ; call to code in a different bank ($0F:$FA52) 0x019369|$06:$9359:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 ; call to code in a different bank ($0F:$D0F5) 0x01936C|$06:$935C:20 F5 D0 JSR $D0F5 ; wait for a while and then wipe menu regions #$03, #$00, and #$01 ; call to code in a different bank ($0F:$D1F8) 0x01936F|$06:$935F:20 F8 D1 JSR $D1F8 ; trigger Fixed Battle #$0B: 1 Hargon (Map ID #$17: Hargon's Castle 7F) 0x019372|$06:$9362:A5 98 LDA $98 ; outcome of last fight? 0x019374|$06:$9364:C9 FC CMP #$FC 0x019376|$06:$9366:F0 14 BEQ $937C ; call to code in a different bank ($0F:$F6F6) 0x019378|$06:$9368:20 F6 F6 JSR $F6F6 ; open main dialogue window and display string ID specified by byte following JSR + #$0200 ; code -> data ; indirect data load target 0x01937B|$06:$936B:E7 ; String ID #$02E7: ‘So thou hast proven a mighty warrior, mightier even than Hargon the Great[.’][wait][line]‘But there is one even greater than I, a sorcerer of the Shadowtime,[wait][line]a being of pure malice that none shall overcome[.’][wait][line]‘I send thee now to meet Malroth!’[end-FC] ; data -> code 0x01937C|$06:$936C:A9 FF LDA #$FF 0x01937E|$06:$936E:8D 61 05 STA $0561 ; NPC #$04 sprite ID ; call to code in a different bank ($0F:$CF64) 0x019381|$06:$9371:20 64 CF JSR $CF64 ; call to code in a different bank ($0F:$D0F5) 0x019384|$06:$9374:20 F5 D0 JSR $D0F5 ; wait for a while and then wipe menu regions #$03, #$00, and #$01 0x019387|$06:$9377:A9 64 LDA #$64 0x019389|$06:$9379:85 44 STA $44 ; non-saved event status (#$00 = event start, #$01 = Lianport Gremlins defeated, #$02 = met with Lianport grandfather/have no friends at Shrine SW of Cannock, #$03 = King Midenhall moved to stairs, #$04 = King Midenhall moved down stairs, #$05 = King Midenhall spoke on Midenhall 1F, #$0B = Lighthouse Wizard 7F, #$1B Lighthouse Wizard 2F spoke, #$64 = Hargon dead, #$FF = event end) 0x01938B|$06:$937B:60 RTS ; control flow target (from $9366) 0x01938C|$06:$937C:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$BC: Dragonlord's Grandson in Map ID #$18: Charlock Castle B8 ; indirect control flow target (via $8EBF) 0x01938F|$06:$937F:A9 00 LDA #$00 ; Midenhall ; call to code in a different bank ($0F:$FC50) 0x019391|$06:$9381:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA32) 0x019394|$06:$9384:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019397|$06:$9387:EA ; String ID #$02EA: ‘Welcome, [name][.’][wait][line]‘All that Hargon threatens to take is really mine, for I am the grandson of the Dragonlord[.’][wait][line]‘Defeat Hargon and I will give thee advice.[line]Will thou do this?’[FD][FD][end-FC] ; data -> code 0x019398|$06:$9388:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x01939B|$06:$938B:C9 00 CMP #$00 ; YES 0x01939D|$06:$938D:D0 04 BNE $9393 0x01939F|$06:$938F:A9 F0 LDA #$F0 ; String ID #$02F0: ‘Once thou hast the five crests, seek out the good wizard, Rubiss,[wait][line]who dwells in the depths of the sea south of Midenhall[.’][end-FC] 0x0193A1|$06:$9391:D0 02 BNE $9395 ; control flow target (from $938D) 0x0193A3|$06:$9393:A9 F1 LDA #$F1 ; String ID #$02F1: ‘Thou art surely missing thy brain.[line]But it is up to thee[.’][end-FC] ; control flow target (from $9391) ; call to code in a different bank ($0F:$FA52) 0x0193A5|$06:$9395:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x0193A8|$06:$9398:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$BD: Guard in Map ID #$1A: Shrine SW of Cannock ; indirect control flow target (via $8EC1) 0x0193AB|$06:$939B:A9 BD LDA #$BD ; dialogue ID 0x0193AD|$06:$939D:D0 02 BNE $93A1 ; handler for dialogue ID #$BE: Guard in Map ID #$1A: Shrine SW of Cannock ; indirect control flow target (via $8EC3) 0x0193AF|$06:$939F:A9 BE LDA #$BE ; dialogue ID ; control flow target (from $939D) 0x0193B1|$06:$93A1:85 49 STA $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$F6CE) 0x0193B3|$06:$93A3:20 CE F6 JSR $F6CE ; return number of party members - 1 in A/X 0x0193B6|$06:$93A6:D0 0E BNE $93B6 ; if Midenhall is alone, he can't pass 0x0193B8|$06:$93A8:A5 49 LDA $49 ; object hero/target/item/string ID $49 0x0193BA|$06:$93AA:C9 BD CMP #$BD 0x0193BC|$06:$93AC:D0 04 BNE $93B2 0x0193BE|$06:$93AE:A9 F3 LDA #$F3 ; String ID #$02F3: ‘It is dangerous to tread some roads alone[.’][end-FC] 0x0193C0|$06:$93B0:D0 06 BNE $93B8 ; control flow target (from $93AC) 0x0193C2|$06:$93B2:A9 F4 LDA #$F4 ; String ID #$02F4: ‘The King of Cannock has left orders that none shall pass alone[.’][end-FC] 0x0193C4|$06:$93B4:D0 02 BNE $93B8 ; control flow target (from $93A6) 0x0193C6|$06:$93B6:A9 EB LDA #$EB ; String ID #$02EB: ‘Please go through[.’][end-FC] ; control flow target (from $93B0, $93B4) ; call to code in a different bank ($0F:$FA52) 0x0193C8|$06:$93B8:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x0193CB|$06:$93BB:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$BF: Wizard in Map ID #$1C: Shrine SE of Rimuldar ; indirect control flow target (via $8EC5) 0x0193CE|$06:$93BE:A9 23 LDA #$23 ; Item ID #$23: Helmet of Erdrick 0x0193D0|$06:$93C0:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x0193D3|$06:$93C3:30 04 BMI $93C9 0x0193D5|$06:$93C5:A9 F7 LDA #$F7 ; String ID #$02F7: ‘Thou hast no further business here. Go[.’][end-FC] 0x0193D7|$06:$93C7:D0 12 BNE $93DB ; control flow target (from $93C3) 0x0193D9|$06:$93C9:A9 24 LDA #$24 ; Item ID #$24: Token of Erdrick 0x0193DB|$06:$93CB:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x0193DE|$06:$93CE:10 04 BPL $93D4 0x0193E0|$06:$93D0:A9 F5 LDA #$F5 ; String ID #$02F5: ‘The real descendant of Erdrick carries a token to prove his heritage[.’][wait][line]‘Now be off with thee, imposter[.’][end-FC] 0x0193E2|$06:$93D2:D0 07 BNE $93DB ; control flow target (from $93CE) 0x0193E4|$06:$93D4:A9 23 LDA #$23 ; Item ID #$23: Helmet of Erdrick 0x0193E6|$06:$93D6:9D 00 06 STA $0600,X ; Midenhall inventory item 1 (| #$40 if equipped) 0x0193E9|$06:$93D9:A9 F6 LDA #$F6 ; String ID #$02F6: ‘I have been waiting for thee to come[.’][wait][line]‘I will trade the Helmet of Erdrick for the token thou carries[.’][end-FC] ; control flow target (from $93C7, $93D2) ; call to code in a different bank ($0F:$FA52) 0x0193EB|$06:$93DB:20 52 FA JSR $FA52 ; display string ID specified by A + #$0200 0x0193EE|$06:$93DE:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$C0: Wizard in Map ID #$15: Beran ; indirect control flow target (via $8EC7) 0x0193F1|$06:$93E1:A9 04 LDA #$04 ; Save Point ID #$04: Beran ; update save point $48 to A, run through the whole save point sequence ; control flow target (from $81C2) 0x0193F3|$06:$93E3:85 48 STA $48 ; last save point ID 0x0193F5|$06:$93E5:20 D5 9A JSR $9AD5 ; set A/$97 to ID of first living hero ; call to code in a different bank ($0F:$FC50) 0x0193F8|$06:$93E8:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA32) 0x0193FB|$06:$93EB:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x0193FE|$06:$93EE:F8 ; String ID #$02F8: ‘Even here thou can record thy deeds in the Imperial Scrolls of Honor[.’][wait][end-FC] ; data -> code 0x0193FF|$06:$93EF:20 66 94 JSR $9466 ; display EXP to next level messages for entire party ; call to code in a different bank ($0F:$FA32) 0x019402|$06:$93F2:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019405|$06:$93F5:87 ; String ID #$0287: ‘Dost thou wish to save thy deeds in the Imperial Scrolls of Honor?’[FD][FD][end-FC] ; data -> code 0x019406|$06:$93F6:20 5D A3 JSR $A35D ; save game handler ; call to code in a different bank ($0F:$FA32) 0x019409|$06:$93F9:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x01940C|$06:$93FC:F9 ; String ID #$02F9: [wait]‘Return when in need[.’][end-FC] ; data -> code 0x01940D|$06:$93FD:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$C1: Priest in Map ID #$1F: Rhone Shrine ; indirect control flow target (via $8EC9) 0x019410|$06:$9400:20 D5 9A JSR $9AD5 ; set A/$97 to ID of first living hero 0x019413|$06:$9403:48 PHA ; ID of first living hero at start of conversation ; call to code in a different bank ($0F:$FC50) 0x019414|$06:$9404:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA32) 0x019417|$06:$9407:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x01941A|$06:$940A:FA ; String ID #$02FA: ‘May the light shine upon thee, [name][.’][FD][FD][end-FC] ; data -> code ; call to code in a different bank ($0F:$C515) 0x01941B|$06:$940B:20 15 C5 JSR $C515 ; flash screen 10 times 0x01941E|$06:$940E:A9 84 LDA #$84 ; everybody's alive and in your party! 0x019420|$06:$9410:8D 2D 06 STA $062D ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x019423|$06:$9413:8D 3F 06 STA $063F ; Cannock status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x019426|$06:$9416:8D 51 06 STA $0651 ; Moonbrooke status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) ; call to code in a different bank ($0F:$C77B) 0x019429|$06:$9419:20 7B C7 JSR $C77B ; restore full HP/MP to all living party members 0x01942C|$06:$941C:A9 00 LDA #$00 0x01942E|$06:$941E:85 97 STA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$D302) 0x019430|$06:$9420:20 02 D3 JSR $D302 0x019433|$06:$9423:A9 01 LDA #$01 0x019435|$06:$9425:85 97 STA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$D302) 0x019437|$06:$9427:20 02 D3 JSR $D302 0x01943A|$06:$942A:A9 02 LDA #$02 0x01943C|$06:$942C:85 97 STA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$D302) 0x01943E|$06:$942E:20 02 D3 JSR $D302 ; call to code in a different bank ($0F:$C22C) 0x019441|$06:$9431:20 2C C2 JSR $C22C 0x019444|$06:$9434:20 66 94 JSR $9466 ; display EXP to next level messages for entire party ; call to code in a different bank ($0F:$FA32) 0x019447|$06:$9437:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x01944A|$06:$943A:87 ; String ID #$0287: ‘Dost thou wish to save thy deeds in the Imperial Scrolls of Honor?’[FD][FD][end-FC] ; data -> code 0x01944B|$06:$943B:A9 05 LDA #$05 ; Save Point ID #$05: Rhone Shrine 0x01944D|$06:$943D:85 48 STA $48 ; last save point ID 0x01944F|$06:$943F:20 5D A3 JSR $A35D ; save game handler 0x019452|$06:$9442:68 PLA ; ID of first living hero at start of conversation ; call to code in a different bank ($0F:$FC50) 0x019453|$06:$9443:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA32) 0x019456|$06:$9446:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019459|$06:$9449:FB ; String ID #$02FB: [wait]‘Go now, [name][.’][end-FC] ; data -> code 0x01945A|$06:$944A:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue ID #$C2: Priest in Map ID #$20: Shrine SW of Moonbrooke ; indirect control flow target (via $8ECB) 0x01945D|$06:$944D:A9 02 LDA #$02 ; Moonbrooke 0x01945F|$06:$944F:85 97 STA $97 ; subject hero ID $97 0x019461|$06:$9451:A9 04 LDA #$04 ; In Party 0x019463|$06:$9453:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x019466|$06:$9456:B0 07 BCS $945F ; call to code in a different bank ($0F:$FA32) 0x019468|$06:$9458:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data 0x01946B|$06:$945B:FC ; String ID #$02FC: ‘None shall pass until aid has been rendered to the Princess of Moonbrooke[.’][end-FC] ; data -> code 0x01946C|$06:$945C:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9456) ; call to code in a different bank ($0F:$FA32) 0x01946F|$06:$945F:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019472|$06:$9462:00 ; String ID #$0200: ‘When in need, visit the Houses of Healing[.’][end-FC] ; data -> code 0x019473|$06:$9463:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; display EXP to next level messages for entire party ; control flow target (from $8ED9, $8F15, $8F5C, $8FDB, $9182, $91FE, $93EF, $9434) 0x019476|$06:$9466:A9 00 LDA #$00 ; Midenhall 0x019478|$06:$9468:85 97 STA $97 ; subject hero ID $97 ; control flow target (from $9490) 0x01947A|$06:$946A:A9 04 LDA #$04 ; In Party 0x01947C|$06:$946C:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise ; skip if not in party 0x01947F|$06:$946F:90 19 BCC $948A 0x019481|$06:$9471:A5 97 LDA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$F734) 0x019483|$06:$9473:20 34 F7 JSR $F734 ; set $8F-$90 to EXP required to reach next level 0x019486|$06:$9476:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA 0x019489|$06:$9479:A5 8F LDA $8F 0x01948B|$06:$947B:05 90 ORA $90 0x01948D|$06:$947D:D0 07 BNE $9486 ; different messages depending on whether you're at max EXP or not ; call to code in a different bank ($0F:$FA2A) 0x01948F|$06:$947F:20 2A FA JSR $FA2A ; display string ID specified by next byte ; code -> data ; indirect data load target 0x019492|$06:$9482:52 ; String ID #$0052: ‘[name] is now strong enough[.’][wait][end-FC] ; data -> code 0x019493|$06:$9483:4C 8A 94 JMP $948A ; control flow target (from $947D) ; call to code in a different bank ($0F:$FA32) 0x019496|$06:$9486:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x019499|$06:$9489:8F ; String ID #$028F: ‘Of experience points [name] needs [number] to reach the next level[.’][wait][end-FC] ; data -> code ; control flow target (from $946F, $9483) 0x01949A|$06:$948A:E6 97 INC $97 ; subject hero ID $97 0x01949C|$06:$948C:A5 97 LDA $97 ; subject hero ID $97 0x01949E|$06:$948E:C9 03 CMP #$03 ; max of 3 heroes 0x0194A0|$06:$9490:90 D8 BCC $946A ; if more heroes to handle, handle them 0x0194A2|$06:$9492:60 RTS ; SEC if Moonbrooke in party, CLC otherwise ; control flow target (from $9095) 0x0194A3|$06:$9493:A9 02 LDA #$02 ; Moonbrooke 0x0194A5|$06:$9495:85 97 STA $97 ; subject hero ID $97 0x0194A7|$06:$9497:A9 04 LDA #$04 ; In Party 0x0194A9|$06:$9499:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x0194AC|$06:$949C:60 RTS ; SEC if Moonbrooke alive, CLC otherwise ; control flow target (from $9106, $9112) 0x0194AD|$06:$949D:A9 02 LDA #$02 ; Moonbrooke 0x0194AF|$06:$949F:85 97 STA $97 ; subject hero ID $97 0x0194B1|$06:$94A1:A9 80 LDA #$80 ; Alive 0x0194B3|$06:$94A3:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x0194B6|$06:$94A6:60 RTS ; X = A mod 8, A = A / 8 ; control flow target (from $92C8, $92D8) 0x0194B7|$06:$94A7:48 PHA 0x0194B8|$06:$94A8:29 07 AND #$07 0x0194BA|$06:$94AA:AA TAX 0x0194BB|$06:$94AB:68 PLA 0x0194BC|$06:$94AC:4A LSR 0x0194BD|$06:$94AD:4A LSR 0x0194BE|$06:$94AE:4A LSR 0x0194BF|$06:$94AF:60 RTS ; handler for dialogue IDs #$C3-#$CC (open dialogue window and display string specified by A - #$73) ; control flow target (from $8205) 0x0194C0|$06:$94B0:38 SEC 0x0194C1|$06:$94B1:E9 73 SBC #$73 ; convert to string ID 0x0194C3|$06:$94B3:48 PHA 0x0194C4|$06:$94B4:20 CB 9A JSR $9ACB ; open dialogue window 0x0194C7|$06:$94B7:68 PLA ; String IDs #$50-#$59: "‘Take care that thou strays not over the tower's edge[.’][end-FC]" / "‘As the full moon waxes and wanes so too the tide rises and falls[.’][end-FC]" / "‘[name] is now strong enough[.’][wait][end-FC]" / "And [cardinal #] [monster(s)][line]appeared.[end-FC]" / "[cardinal #] [monster(s)][line]appeared.[end-FC]" / "[end-FC]" / "[end-FC]" / "‘In ancient times a volcano rose from the seabed, and inside was a deep cavern[.’][end-FC]" / "[end-FC]" / "[end-FC]" ; call to code in a different bank ($0F:$FA4A) 0x0194C8|$06:$94B8:20 4A FA JSR $FA4A ; display string ID specified by A 0x0194CB|$06:$94BB:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue IDs #$CD-#$CF (open dialogue window, display string specified by A - #$73, display YES/NO menu, and display string corresponding to selected option) ; control flow target (from $820C) 0x0194CE|$06:$94BE:38 SEC 0x0194CF|$06:$94BF:E9 CD SBC #$CD ; why not just SBC #$73? 0x0194D1|$06:$94C1:18 CLC 0x0194D2|$06:$94C2:69 5A ADC #$5A ; String IDs #$5A-#$5C: "‘Hast thou purified thy body in the Spring of Bravery?’[end-FC]" / "‘Dost thou know what I know?’[FD][FD][end-FC]" / "‘Hast thou found the Wizard's Home?’[FD][FD][end-FC]" 0x0194D4|$06:$94C4:85 49 STA $49 ; object hero/target/item/string ID $49 0x0194D6|$06:$94C6:20 CB 9A JSR $9ACB ; open dialogue window 0x0194D9|$06:$94C9:A5 49 LDA $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$FA4A) 0x0194DB|$06:$94CB:20 4A FA JSR $FA4A ; display string ID specified by A 0x0194DE|$06:$94CE:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x0194E1|$06:$94D1:C9 00 CMP #$00 ; YES 0x0194E3|$06:$94D3:D0 04 BNE $94D9 0x0194E5|$06:$94D5:A9 03 LDA #$03 ; String IDs #$5D-#$5F: "‘Then all is well[.’][end-FC]" / "‘But I have not yet spoken[.’][end-FC]" / "‘Go then, for thou must defeat Hargon[.’][end-FC]" 0x0194E7|$06:$94D7:D0 02 BNE $94DB ; control flow target (from $94D3) 0x0194E9|$06:$94D9:A9 06 LDA #$06 ; String IDs #$60-#$62: "‘That is not good[.’][wait][line]‘All who seek victory must first visit the Spring of Bravery[.’][end-FC]" / "‘These twin towers are known as the Dragon's Horn[.’][end-FC]" / "‘Thou art close to the island cave wherein lies an object of great power and greater peril!’[end-FC]" ; control flow target (from $94D7) 0x0194EB|$06:$94DB:18 CLC 0x0194EC|$06:$94DC:65 49 ADC $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$FA4A) 0x0194EE|$06:$94DE:20 4A FA JSR $FA4A ; display string ID specified by A 0x0194F1|$06:$94E1:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; handler for dialogue IDs #$D0-#$D8 (dungeon NPCs with complex logic) ; control flow target (from $8213) 0x0194F4|$06:$94E4:48 PHA ; dialogue ID 0x0194F5|$06:$94E5:20 CB 9A JSR $9ACB ; open dialogue window 0x0194F8|$06:$94E8:68 PLA ; dialogue ID 0x0194F9|$06:$94E9:C9 D0 CMP #$D0 ; dialogue ID #$D0: Wizard in Map ID #$40: Spring of Bravery 0x0194FB|$06:$94EB:D0 38 BNE $9525 ; call to code in a different bank ($0F:$FA2A) 0x0194FD|$06:$94ED:20 2A FA JSR $FA2A ; display string ID specified by next byte ; code -> data ; indirect data load target 0x019500|$06:$94F0:6A ; String ID #$006A: ‘Welcome to the Spring of Bravery[.’][wait][end-FC] ; data -> code 0x019501|$06:$94F1:A5 CA LDA $CA ; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4) 0x019503|$06:$94F3:C9 01 CMP #$01 0x019505|$06:$94F5:F0 04 BEQ $94FB 0x019507|$06:$94F7:C9 02 CMP #$02 0x019509|$06:$94F9:D0 1A BNE $9515 ; control flow target (from $94F5) ; call to code in a different bank ($0F:$FA2A) 0x01950B|$06:$94FB:20 2A FA JSR $FA2A ; display string ID specified by next byte ; code -> data ; indirect data load target 0x01950E|$06:$94FE:64 ; String ID #$0064: ‘Art thou seeking the Prince of Cannock?’[FD][FD][end-FC] ; data -> code 0x01950F|$06:$94FF:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x019512|$06:$9502:C9 00 CMP #$00 ; YES 0x019514|$06:$9504:D0 0F BNE $9515 0x019516|$06:$9506:A5 CA LDA $CA ; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4) 0x019518|$06:$9508:C9 01 CMP #$01 0x01951A|$06:$950A:D0 02 BNE $950E 0x01951C|$06:$950C:E6 CA INC $CA ; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4) ; control flow target (from $950A) ; call to code in a different bank ($0F:$FA2A) 0x01951E|$06:$950E:20 2A FA JSR $FA2A ; display string ID specified by next byte ; code -> data ; indirect data load target 0x019521|$06:$9511:65 ; String ID #$0065: ‘Only moments ago he was here.[line]I think he is going to Midenhall Castle[.’][end-FC] ; data -> code 0x019522|$06:$9512:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $94F9, $9504) ; call to code in a different bank ($0F:$FA2A) 0x019525|$06:$9515:20 2A FA JSR $FA2A ; display string ID specified by next byte ; code -> data ; indirect data load target 0x019528|$06:$9518:63 ; String ID #$0063: ‘I shall anoint thee with this water and wish thee well[.’][wait][line]‘Know that Token of Erdrick is kept by a brave hero[.’][end-FC] ; data -> code ; call to code in a different bank ($0F:$C515) 0x019529|$06:$9519:20 15 C5 JSR $C515 ; flash screen 10 times 0x01952C|$06:$951C:20 CC 8D JSR $8DCC ; restore full HP to all living party members ; call to code in a different bank ($0F:$C22C) 0x01952F|$06:$951F:20 2C C2 JSR $C22C 0x019532|$06:$9522:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $94EB) 0x019535|$06:$9525:C9 D1 CMP #$D1 ; dialogue ID #$D1: Wizard in Map ID #$56: Lighthouse 7F 0x019537|$06:$9527:D0 07 BNE $9530 ; call to code in a different bank ($0F:$FA2E) 0x019539|$06:$9529:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data 0x01953C|$06:$952C:52 ; String ID #$0152: ‘Follow me and do not make a peep[.’][end-FC] ; data -> code 0x01953D|$06:$952D:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9527) 0x019540|$06:$9530:C9 D6 CMP #$D6 ; dialogue ID #$D6: Guard in Map ID ; Map ID #$57: Lighthouse 8F 0x019542|$06:$9532:D0 0B BNE $953F ; call to code in a different bank ($0F:$FA2A) 0x019544|$06:$9534:20 2A FA JSR $FA2A ; display string ID specified by next byte ; code -> data ; indirect data load target 0x019547|$06:$9537:70 ; String ID #$0070: ‘For long ages have I guarded the Chamber of Hargon[.’][wait][end-FC] ; data -> code ; call to code in a different bank ($0F:$FA2A) 0x019548|$06:$9538:20 2A FA JSR $FA2A ; display string ID specified by next byte ; code -> data ; indirect data load target 0x01954B|$06:$953B:71 ; String ID #$0071: ‘There is a land called Rhone, high in the mountains in the middle of a great continent[.’][wait][line]‘There shall thou find Hargon[.’][end-FC] ; data -> code 0x01954C|$06:$953C:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9532) 0x01954F|$06:$953F:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; exit COMMAND menu ; control flow target (from $9560, $9569, $958A, $95B8, $9630, $99C8) ; call to code in a different bank ($0F:$FA89) 0x019552|$06:$9542:20 89 FA JSR $FA89 ; useless JSR to RTS?! 0x019555|$06:$9545:4C 6D 80 JMP $806D ; exit COMMAND menu ; end TALK/ITEM routines ; control flow target (from $8C40, $8CD1, $8E41, $8E67, $8F09, $8F36, $8F82, $8FA9, $8FC9, $9016, $903C, $9062, $9074, $9092, $909E, $90A5, $90BC, $90EC, $90FF, $910F, $914A, $916B, $9178, $9194, $91E0, $91EA, $91F1, $9210, $924B, $928F, $9296, $92FB, $9329, $933B, $937C, $9398, $93BB, $93DE, $93FD, $944A, $945C, $9463, $94BB, $94E1, $9512, $9522, $952D, $953C, $953F, $957B, $95A4, $9603, $966C, $967E, $96CD, $96F6, $9745, $9754, $97E6, $97F1, $980C, $9822, $983B, $9845, $984F, $9859, $9863, $986D, $9877, $9881, $988B, $9892, $99BE, $99EC, $99FD, $9A14, $9A44, $9A66, $9A81, $9ABA, $9AC1, $9AC8, $9B81, $9BA3, $9BB7, $9BEF, $9C02, $9C34, $9C5F, $9C90, $9CBE, $9D4C) 0x019558|$06:$9548:A5 8E LDA $8E ; flag for in battle or not (#$FF)? 0x01955A|$06:$954A:10 01 BPL $954D 0x01955C|$06:$954C:60 RTS ; control flow target (from $954A) 0x01955D|$06:$954D:20 9D 80 JSR $809D ; wait until all joypad buttons are released and then some button pressed ; call to code in a different bank ($0F:$FA89) 0x019560|$06:$9550:20 89 FA JSR $FA89 ; useless JSR to RTS?! 0x019563|$06:$9553:A9 00 LDA #$00 ; call to code in a different bank ($0F:$CF6A) 0x019565|$06:$9555:20 6A CF JSR $CF6A ; wipe selected menu region 0x019568|$06:$9558:4C 6D 80 JMP $806D ; exit COMMAND menu ; COMMAND menu ITEM command handler ; indirect control flow target (via $808C) ; call to code in a different bank ($0F:$F55D) 0x01956B|$06:$955B:20 5D F5 JSR $F55D ; display appropriate main ITEM hero select menu 0x01956E|$06:$955E:C9 FF CMP #$FF 0x019570|$06:$9560:F0 E0 BEQ $9542 ; exit COMMAND menu 0x019572|$06:$9562:85 97 STA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$F5FE) 0x019574|$06:$9564:20 FE F5 JSR $F5FE ; given a hero ID in A, open hero's item list and return selected item ID (or #$FE if they have no items) 0x019577|$06:$9567:C9 FF CMP #$FF 0x019579|$06:$9569:F0 D7 BEQ $9542 ; exit COMMAND menu 0x01957B|$06:$956B:C9 FE CMP #$FE 0x01957D|$06:$956D:D0 0F BNE $957E ; hero has selected an item to use 0x01957F|$06:$956F:20 CB 9A JSR $9ACB ; open dialogue window 0x019582|$06:$9572:A5 97 LDA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$FC50) 0x019584|$06:$9574:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x019587|$06:$9577:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01958A|$06:$957A:13 ; String ID #$0113: [name] does not yet have anything.[end-FC] ; data -> code 0x01958B|$06:$957B:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; hero has selected an item to use ; control flow target (from $956D) 0x01958E|$06:$957E:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs; item ID 0x019590|$06:$9580:85 95 STA $95 ; ID for [item] and [spell] control codes; item ID 0x019592|$06:$9582:86 49 STX $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$EB76) 0x019594|$06:$9584:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x019597|$06:$9587:17 ; Menu ID #$17: Main menu: what to do with selected item ; data -> code 0x019598|$06:$9588:C9 FF CMP #$FF 0x01959A|$06:$958A:F0 B6 BEQ $9542 ; exit COMMAND menu 0x01959C|$06:$958C:C9 01 CMP #$01 ; TRADE 0x01959E|$06:$958E:90 03 BCC $9593 ; USE handler 0x0195A0|$06:$9590:4C A8 99 JMP $99A8 ; TRADE/THROW handler ; USE handler ; control flow target (from $958E) 0x0195A3|$06:$9593:A9 80 LDA #$80 ; Alive 0x0195A5|$06:$9595:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x0195A8|$06:$9598:B0 0D BCS $95A7 ; USE handler, hero alive 0x0195AA|$06:$959A:20 CB 9A JSR $9ACB ; open dialogue window 0x0195AD|$06:$959D:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x0195B0|$06:$95A0:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0195B3|$06:$95A3:1F ; String ID #$011F: Alas, being but a ghost, [name] cannot use the [item].[end-FC] ; data -> code 0x0195B4|$06:$95A4:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; USE handler, hero alive ; control flow target (from $9598) 0x0195B7|$06:$95A7:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; item ID 0x0195B9|$06:$95A9:C9 3C CMP #$3C ; Item ID #$3C: Medical Herb 0x0195BB|$06:$95AB:F0 04 BEQ $95B1 ; USE Medical/Antidote Herb 0x0195BD|$06:$95AD:C9 3B CMP #$3B ; Item ID #$3B: Antidote Herb 0x0195BF|$06:$95AF:D0 74 BNE $9625 ; USE Medical/Antidote Herb ; control flow target (from $95AB) ; call to code in a different bank ($0F:$F587) 0x0195C1|$06:$95B1:20 87 F5 JSR $F587 ; display appropriate main ITEM target menu 0x0195C4|$06:$95B4:C9 FF CMP #$FF 0x0195C6|$06:$95B6:D0 03 BNE $95BB 0x0195C8|$06:$95B8:4C 42 95 JMP $9542 ; exit COMMAND menu ; control flow target (from $95B6) 0x0195CB|$06:$95BB:85 C9 STA $C9 ; target hero ID 0x0195CD|$06:$95BD:20 CB 9A JSR $9ACB ; open dialogue window 0x0195D0|$06:$95C0:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA 0x0195D3|$06:$95C3:A5 97 LDA $97 ; subject hero ID $97 0x0195D5|$06:$95C5:C5 C9 CMP $C9 ; target hero ID 0x0195D7|$06:$95C7:F0 0D BEQ $95D6 ; use different strings depending on whether hero uses item on themself or another hero ; call to code in a different bank ($0F:$FA2E) 0x0195D9|$06:$95C9:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0195DC|$06:$95CC:20 ; String ID #$0120: [name] [end-FF] ; data -> code 0x0195DD|$06:$95CD:A5 C9 LDA $C9 ; target hero ID ; call to code in a different bank ($0F:$FC50) 0x0195DF|$06:$95CF:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA 0x0195E2|$06:$95D2:A9 1D LDA #$1D ; String ID #$011D: used the [item] on [name].[end-FC] 0x0195E4|$06:$95D4:D0 02 BNE $95D8 ; control flow target (from $95C7) 0x0195E6|$06:$95D6:A9 1E LDA #$1E ; String ID #$011E: [name] used the [item].[end-FC] ; control flow target (from $95D4) ; call to code in a different bank ($0F:$FA4E) 0x0195E8|$06:$95D8:20 4E FA JSR $FA4E ; display string ID specified by A + #$0100 0x0195EB|$06:$95DB:A5 97 LDA $97 ; subject hero ID $97 0x0195ED|$06:$95DD:48 PHA ; subject hero ID 0x0195EE|$06:$95DE:A5 C9 LDA $C9 ; target hero ID 0x0195F0|$06:$95E0:85 97 STA $97 ; subject hero ID $97 0x0195F2|$06:$95E2:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; item ID 0x0195F4|$06:$95E4:C9 3C CMP #$3C ; Item ID #$3C: Medical Herb 0x0195F6|$06:$95E6:D0 1E BNE $9606 ; USE Antidote Herb 0x0195F8|$06:$95E8:A9 80 LDA #$80 ; Alive 0x0195FA|$06:$95EA:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x0195FD|$06:$95ED:90 0A BCC $95F9 ; Medical Herbs can't heal dead people 0x0195FF|$06:$95EF:A5 C9 LDA $C9 ; target hero ID 0x019601|$06:$95F1:A2 64 LDX #$64 ; Healing Power on field for Medical Herb ; call to code in a different bank ($0F:$F72B) 0x019603|$06:$95F3:20 2B F7 JSR $F72B ; heal hero ID in A by random amount based on healing power in X ; call to code in a different bank ($0F:$C22C) 0x019606|$06:$95F6:20 2C C2 JSR $C22C ; control flow target (from $95ED, $960B, $961A) 0x019609|$06:$95F9:68 PLA ; subject hero ID 0x01960A|$06:$95FA:A6 49 LDX $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$C4D4) 0x01960C|$06:$95FC:20 D4 C4 JSR $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 ; call to code in a different bank ($0F:$EB76) 0x01960F|$06:$95FF:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x019612|$06:$9602:01 ; Menu ID #$01: Mini status window, top ; data -> code 0x019613|$06:$9603:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; USE Antidote Herb ; control flow target (from $95E6) 0x019616|$06:$9606:A9 80 LDA #$80 ; Alive 0x019618|$06:$9608:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x01961B|$06:$960B:90 EC BCC $95F9 ; Antidote Herbs can't heal dead people 0x01961D|$06:$960D:A5 C9 LDA $C9 ; target hero ID 0x01961F|$06:$960F:20 AC 8D JSR $8DAC ; given hero ID in A, set Y to start of hero's data in $062D,Y, i.e. Y = A * #$12 0x019622|$06:$9612:A9 DF LDA #$DF ; clear Poison 0x019624|$06:$9614:39 2D 06 AND $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x019627|$06:$9617:99 2D 06 STA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x01962A|$06:$961A:4C F9 95 JMP $95F9 ; given hero ID in $97 and hero inventory offset in $49, remove that item from hero's inventory and move all lower items up 1 slot ; control flow target (from $9634, $965E, $967B, $9809) 0x01962D|$06:$961D:A5 97 LDA $97 ; subject hero ID $97 0x01962F|$06:$961F:A6 49 LDX $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$C4D4) 0x019631|$06:$9621:20 D4 C4 JSR $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 0x019634|$06:$9624:60 RTS ; control flow target (from $95AF) 0x019635|$06:$9625:C9 29 CMP #$29 ; Item ID #$29: Leaf of The World Tree 0x019637|$06:$9627:D0 25 BNE $964E ; call to code in a different bank ($0F:$F587) 0x019639|$06:$9629:20 87 F5 JSR $F587 ; display appropriate main ITEM target menu 0x01963C|$06:$962C:C9 FF CMP #$FF 0x01963E|$06:$962E:D0 03 BNE $9633 ; USE Item ID #$29: Leaf of The World Tree on target hero 0x019640|$06:$9630:4C 42 95 JMP $9542 ; exit COMMAND menu ; USE Item ID #$29: Leaf of The World Tree on target hero ; control flow target (from $962E) 0x019643|$06:$9633:48 PHA ; target hero ID 0x019644|$06:$9634:20 1D 96 JSR $961D ; given hero ID in $97 and hero inventory offset in $49, remove that item from hero's inventory and move all lower items up 1 slot 0x019647|$06:$9637:20 CB 9A JSR $9ACB ; open dialogue window 0x01964A|$06:$963A:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x01964D|$06:$963D:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019650|$06:$9640:20 ; String ID #$0120: [name] [end-FF] ; data -> code 0x019651|$06:$9641:68 PLA ; target hero ID 0x019652|$06:$9642:85 49 STA $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$FC50) 0x019654|$06:$9644:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x019657|$06:$9647:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01965A|$06:$964A:32 ; String ID #$0132: ground up the Leaf of the World Tree and gave it to [name].[wait][end-FC] ; data -> code 0x01965B|$06:$964B:4C 9F 8C JMP $8C9F ; spell ID is not #$09, #$0B, #$0D, #$10, or #$12-#$16; ergo it's Spell ID #$17: Revive ; control flow target (from $9627) 0x01965E|$06:$964E:48 PHA ; item ID 0x01965F|$06:$964F:20 CB 9A JSR $9ACB ; open dialogue window 0x019662|$06:$9652:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA 0x019665|$06:$9655:68 PLA ; item ID 0x019666|$06:$9656:C9 35 CMP #$35 ; Item ID #$35: Wing of the Wyvern 0x019668|$06:$9658:D0 0A BNE $9664 ; call to code in a different bank ($0F:$FA2E) 0x01966A|$06:$965A:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01966D|$06:$965D:21 ; String ID #$0121: [name] threw the Wing of the Wyvern into the air.[end-FC] ; data -> code 0x01966E|$06:$965E:20 1D 96 JSR $961D ; given hero ID in $97 and hero inventory offset in $49, remove that item from hero's inventory and move all lower items up 1 slot 0x019671|$06:$9661:4C 51 8C JMP $8C51 ; handler for Return spell effect ; control flow target (from $9658) 0x019674|$06:$9664:C9 25 CMP #$25 ; Item ID #$25: Tresures 0x019676|$06:$9666:D0 07 BNE $966F ; call to code in a different bank ($0F:$FA2E) 0x019678|$06:$9668:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01967B|$06:$966B:29 ; String ID #$0129: [name] could not open the treasure chest, for it was locked.[end-FC] ; data -> code 0x01967C|$06:$966C:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9666) 0x01967F|$06:$966F:C9 34 CMP #$34 ; Item ID #$34: Fairy Water 0x019681|$06:$9671:D0 0E BNE $9681 ; call to code in a different bank ($0F:$FA2E) 0x019683|$06:$9673:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019686|$06:$9676:2A ; String ID #$012A: [name] sprinkled the Fairy Water from head to toe.[end-FC] ; data -> code 0x019687|$06:$9677:A9 FF LDA #$FF 0x019689|$06:$9679:85 46 STA $46 ; Repel (#$FE) / Fairy Water (#$FF) flag 0x01968B|$06:$967B:20 1D 96 JSR $961D ; given hero ID in $97 and hero inventory offset in $49, remove that item from hero's inventory and move all lower items up 1 slot 0x01968E|$06:$967E:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9671) 0x019691|$06:$9681:C9 28 CMP #$28 ; Item ID #$28: Eye of Malroth 0x019693|$06:$9683:D0 4B BNE $96D0 ; call to code in a different bank ($0F:$FA2E) 0x019695|$06:$9685:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019698|$06:$9688:31 ; String ID #$0131: [name] held high the Eye of Malroth.[end-FC] ; data -> code 0x019699|$06:$9689:A5 31 LDA $31 ; current map ID 0x01969B|$06:$968B:C9 01 CMP #$01 ; Map ID #$01: World Map 0x01969D|$06:$968D:D0 24 BNE $96B3 ; if not World Map, go check Hagon's Castle 1F 0x01969F|$06:$968F:AD F9 05 LDA $05F9 ; flag for Cave to Rhone open 0x0196A2|$06:$9692:D0 35 BNE $96C9 ; item useless here 0x0196A4|$06:$9694:A5 16 LDA $16 ; current map X-pos (1) 0x0196A6|$06:$9696:C9 71 CMP #$71 ; X-pos range for successful use: #$71 - #$76 inclusive 0x0196A8|$06:$9698:90 2F BCC $96C9 ; item useless here 0x0196AA|$06:$969A:C9 77 CMP #$77 0x0196AC|$06:$969C:B0 2B BCS $96C9 ; item useless here 0x0196AE|$06:$969E:A5 17 LDA $17 ; current map Y-pos (1) 0x0196B0|$06:$96A0:C9 C6 CMP #$C6 ; Y-pos range for successful use: #$C6 - #$C8 inclusive 0x0196B2|$06:$96A2:90 25 BCC $96C9 ; item useless here 0x0196B4|$06:$96A4:C9 C9 CMP #$C9 0x0196B6|$06:$96A6:B0 21 BCS $96C9 ; item useless here ; call to code in a different bank ($0F:$D0F5) 0x0196B8|$06:$96A8:20 F5 D0 JSR $D0F5 ; wait for a while and then wipe menu regions #$03, #$00, and #$01 0x0196BB|$06:$96AB:A2 3C LDX #$3C ; call to code in a different bank ($0F:$C1EE) 0x0196BD|$06:$96AD:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF ; call to code in a different bank ($0F:$D23E) 0x0196C0|$06:$96B0:4C 3E D2 JMP $D23E ; control flow target (from $968D) 0x0196C3|$06:$96B3:C9 16 CMP #$16 ; Map ID #$16: Hargon's Castle 1F 0x0196C5|$06:$96B5:D0 12 BNE $96C9 ; item useless here ; call to code in a different bank ($0F:$CD26) 0x0196C7|$06:$96B7:20 26 CD JSR $CD26 ; set Z if your current map position is the (X, Y) co-ordinates given by the next 2 bytes ; code -> data ; indirect data load target 0x0196CA|$06:$96BA:0D ; indirect data load target 0x0196CB|$06:$96BB:04 ; data -> code 0x0196CC|$06:$96BC:D0 0B BNE $96C9 ; item useless here 0x0196CE|$06:$96BE:A2 78 LDX #$78 ; call to code in a different bank ($0F:$C1EE) 0x0196D0|$06:$96C0:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF ; call to code in a different bank ($0F:$C515) 0x0196D3|$06:$96C3:20 15 C5 JSR $C515 ; flash screen 10 times ; call to code in a different bank ($0F:$D7A6) 0x0196D6|$06:$96C6:4C A6 D7 JMP $D7A6 ; item useless here ; control flow target (from $9692, $9698, $969C, $96A2, $96A6, $96B5, $96BC) ; call to code in a different bank ($0F:$FA2E) 0x0196D9|$06:$96C9:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0196DC|$06:$96CC:27 ; String ID #$0127: [wait]But nothing happened.[end-FC] ; data -> code 0x0196DD|$06:$96CD:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9683) 0x0196E0|$06:$96D0:C9 2B CMP #$2B ; Item ID #$2B: Mirror of Ra 0x0196E2|$06:$96D2:D0 74 BNE $9748 0x0196E4|$06:$96D4:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x0196E7|$06:$96D7:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0196EA|$06:$96DA:36 ; String ID #$0136: [name] held up the Mirror of Ra.[end-FC] ; data -> code 0x0196EB|$06:$96DB:A9 00 LDA #$00 0x0196ED|$06:$96DD:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs ; control flow target (from $96F0) 0x0196EF|$06:$96DF:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs ; call to code in a different bank ($0F:$CF70) 0x0196F1|$06:$96E1:20 70 CF JSR $CF70 0x0196F4|$06:$96E4:A5 0C LDA $0C 0x0196F6|$06:$96E6:C9 02 CMP #$02 ; Moonbrooke 0x0196F8|$06:$96E8:F0 0F BEQ $96F9 0x0196FA|$06:$96EA:E6 96 INC $96 ; temp storage for item/spell/type/etc. IDs 0x0196FC|$06:$96EC:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs 0x0196FE|$06:$96EE:C9 04 CMP #$04 0x019700|$06:$96F0:D0 ED BNE $96DF ; call to code in a different bank ($0F:$FA2E) 0x019702|$06:$96F2:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019705|$06:$96F5:27 ; String ID #$0127: [wait]But nothing happened.[end-FC] ; data -> code 0x019706|$06:$96F6:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $96E8) 0x019709|$06:$96F9:A9 02 LDA #$02 ; Moonbrooke; useless op ; call to code in a different bank ($0F:$FC50) 0x01970B|$06:$96FB:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x01970E|$06:$96FE:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019711|$06:$9701:37 ; String ID #$0137: [wait]Behold, the mirror reflected back the image of Princess [name].[wait][line]Suddenly it shattered and the enchantment was broken,[wait][line]freeing the princess from her furry form.[end-FC] ; data -> code 0x019712|$06:$9702:A5 97 LDA $97 ; subject hero ID $97 0x019714|$06:$9704:A6 49 LDX $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$C4D4) 0x019716|$06:$9706:20 D4 C4 JSR $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 ; call to code in a different bank ($0F:$D0F5) 0x019719|$06:$9709:20 F5 D0 JSR $D0F5 ; wait for a while and then wipe menu regions #$03, #$00, and #$01 0x01971C|$06:$970C:A2 28 LDX #$28 ; call to code in a different bank ($0F:$C1EE) 0x01971E|$06:$970E:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF 0x019721|$06:$9711:A9 00 LDA #$00 0x019723|$06:$9713:8D 4A 05 STA $054A ; NPC #$01 scripted motion low byte 0x019726|$06:$9716:8D 4B 05 STA $054B ; NPC #$01 scripted motion high byte 0x019729|$06:$9719:A9 09 LDA #$09 0x01972B|$06:$971B:A0 1F LDY #$1F ; call to code in a different bank ($0F:$CD45) 0x01972D|$06:$971D:20 45 CD JSR $CD45 0x019730|$06:$9720:A9 02 LDA #$02 0x019732|$06:$9722:A0 1F LDY #$1F ; call to code in a different bank ($0F:$CD4B) 0x019734|$06:$9724:20 4B CD JSR $CD4B 0x019737|$06:$9727:20 72 81 JSR $8172 0x01973A|$06:$972A:A9 84 LDA #$84 ; add Moonbrooke to party 0x01973C|$06:$972C:8D 51 06 STA $0651 ; Moonbrooke status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x01973F|$06:$972F:A9 02 LDA #$02 0x019741|$06:$9731:8D 51 05 STA $0551 ; NPC #$02 sprite ID ; control flow target (from $81B6) 0x019744|$06:$9734:20 CB 9A JSR $9ACB ; open dialogue window 0x019747|$06:$9737:A9 02 LDA #$02 ; Moonbrooke ; call to code in a different bank ($0F:$FC50) 0x019749|$06:$9739:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x01974C|$06:$973C:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01974F|$06:$973F:57 ; String ID #$0157: ‘Oh, dear cousin, thou hast freed me beyond all hope[.’][wait][line]‘To repay this, I offer thee my loyalty and service as the Princess of Moonbrooke[.’][wait][line]‘Please, take me with thee on thy quest[.’][end-FC] ; data -> code 0x019750|$06:$9740:A9 07 LDA #$07 ; Music ID #$07: add party member BGM ; call to code in a different bank ($0F:$C58D) 0x019752|$06:$9742:20 8D C5 JSR $C58D ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]), wait for it to finish, then play previous BGM 0x019755|$06:$9745:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $96D2) 0x019758|$06:$9748:C9 2C CMP #$2C ; Item ID #$2C: Dew’s Yarn 0x01975A|$06:$974A:F0 04 BEQ $9750 0x01975C|$06:$974C:C9 2D CMP #$2D ; Item ID #$2D: Magic Loom 0x01975E|$06:$974E:D0 07 BNE $9757 ; control flow target (from $974A) ; call to code in a different bank ($0F:$FA2E) 0x019760|$06:$9750:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019763|$06:$9753:38 ; String ID #$0138: [name] tried to use the [item],[wait] but didn't know how.[end-FC] ; data -> code 0x019764|$06:$9754:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $974E) 0x019767|$06:$9757:C9 37 CMP #$37 ; Item ID #$37: Golden Key 0x019769|$06:$9759:D0 04 BNE $975F 0x01976B|$06:$975B:A9 01 LDA #$01 0x01976D|$06:$975D:D0 14 BNE $9773 ; control flow target (from $9759) 0x01976F|$06:$975F:C9 38 CMP #$38 ; Item ID #$38: Silver Key 0x019771|$06:$9761:D0 04 BNE $9767 0x019773|$06:$9763:A9 00 LDA #$00 0x019775|$06:$9765:F0 0C BEQ $9773 ; control flow target (from $9761) 0x019777|$06:$9767:C9 39 CMP #$39 ; Item ID #$39: Jailor’s Key 0x019779|$06:$9769:F0 06 BEQ $9771 0x01977B|$06:$976B:C9 3A CMP #$3A ; Item ID #$3A: Watergate Key 0x01977D|$06:$976D:F0 1E BEQ $978D ; check Watergate 0x01977F|$06:$976F:D0 78 BNE $97E9 ; control flow target (from $9769) 0x019781|$06:$9771:A9 02 LDA #$02 ; control flow target (from $975D, $9765) 0x019783|$06:$9773:85 C9 STA $C9 ; call to code in a different bank ($0F:$CF7C) 0x019785|$06:$9775:20 7C CF JSR $CF7C 0x019788|$06:$9778:A5 49 LDA $49 ; object hero/target/item/string ID $49 0x01978A|$06:$977A:D0 08 BNE $9784 0x01978C|$06:$977C:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs 0x01978E|$06:$977E:C9 39 CMP #$39 ; Item ID #$39: Jailor’s Key 0x019790|$06:$9780:F0 57 BEQ $97D9 0x019792|$06:$9782:D0 51 BNE $97D5 ; control flow target (from $977A) 0x019794|$06:$9784:C9 01 CMP #$01 0x019796|$06:$9786:F0 59 BEQ $97E1 ; wrong key for door 0x019798|$06:$9788:A9 58 LDA #$58 ; String ID #$0158: The door opened.[end-FC] 0x01979A|$06:$978A:4C E3 97 JMP $97E3 ; check Watergate ; control flow target (from $976D) 0x01979D|$06:$978D:A5 31 LDA $31 ; current map ID 0x01979F|$06:$978F:C9 12 CMP #$12 ; Map ID #$12: Tuhn Watergate 0x0197A1|$06:$9791:D0 4A BNE $97DD ; call to code in a different bank ($0F:$CD26) 0x0197A3|$06:$9793:20 26 CD JSR $CD26 ; set Z if your current map position is the (X, Y) co-ordinates given by the next 2 bytes ; code -> data ; indirect data load target 0x0197A6|$06:$9796:02 ; indirect data load target 0x0197A7|$06:$9797:04 ; data -> code 0x0197A8|$06:$9798:D0 43 BNE $97DD ; call to code in a different bank ($0F:$FA2E) 0x0197AA|$06:$979A:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0197AD|$06:$979D:59 ; String ID #$0159: The water gate opened.[end-FC] ; data -> code ; call to code in a different bank ($0F:$D0F5) 0x0197AE|$06:$979E:20 F5 D0 JSR $D0F5 ; wait for a while and then wipe menu regions #$03, #$00, and #$01 0x0197B1|$06:$97A1:A5 97 LDA $97 ; subject hero ID $97 0x0197B3|$06:$97A3:85 9C STA $9C 0x0197B5|$06:$97A5:A9 3A LDA #$3A ; Item ID #$3A: Watergate Key ; call to code in a different bank ($0F:$C4B6) 0x0197B7|$06:$97A7:20 B6 C4 JSR $C4B6 ; given a hero ID in $9C and an item ID in A, remove that item from hero's inventory if present and SEC, CLC otherwise 0x0197BA|$06:$97AA:A9 04 LDA #$04 0x0197BC|$06:$97AC:85 20 STA $20 ; map exterior border tile ID (#$00 = Road, #$01 = Grass, #$02 = Sand, #$03 = Tree, #$04 = Water, #$05 = Vertical Wall, #$06 = Shrub, #$07 = Horizontal Wall, #$08 = Swamp, ..., #$20 = Ceiling Alternating?, #$21 = Ceiling Down?, #$24 = Black?, #$28 = Blue?) 0x0197BE|$06:$97AE:A9 01 LDA #$01 0x0197C0|$06:$97B0:85 CE STA $CE ; Tuhn Watergate open flag (#$00 = closed, #$01 = open) 0x0197C2|$06:$97B2:A9 00 LDA #$00 0x0197C4|$06:$97B4:85 18 STA $18 0x0197C6|$06:$97B6:A9 02 LDA #$02 0x0197C8|$06:$97B8:85 19 STA $19 ; call to code in a different bank ($0F:$D256) 0x0197CA|$06:$97BA:20 56 D2 JSR $D256 0x0197CD|$06:$97BD:A9 02 LDA #$02 0x0197CF|$06:$97BF:85 18 STA $18 ; call to code in a different bank ($0F:$D256) 0x0197D1|$06:$97C1:20 56 D2 JSR $D256 0x0197D4|$06:$97C4:A9 96 LDA #$96 ; Music ID #$96: Watergate SFX ; call to code in a different bank ($0F:$C561) 0x0197D6|$06:$97C6:20 61 C5 JSR $C561 ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]) 0x0197D9|$06:$97C9:A2 3C LDX #$3C ; call to code in a different bank ($0F:$C1EE) 0x0197DB|$06:$97CB:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF 0x0197DE|$06:$97CE:A9 32 LDA #$32 0x0197E0|$06:$97D0:85 41 STA $41 ; call to code in a different bank ($0F:$E938) 0x0197E2|$06:$97D2:4C 38 E9 JMP $E938 ; control flow target (from $9782) 0x0197E5|$06:$97D5:A9 3B LDA #$3B ; String ID #$013B: There is no door here.[end-FC] 0x0197E7|$06:$97D7:D0 0A BNE $97E3 ; control flow target (from $9780) 0x0197E9|$06:$97D9:A9 3C LDA #$3C ; String ID #$013C: There is no prison here.[end-FC] 0x0197EB|$06:$97DB:D0 06 BNE $97E3 ; control flow target (from $9791, $9798) 0x0197ED|$06:$97DD:A9 3D LDA #$3D ; String ID #$013D: This is not the water gate.[end-FC] 0x0197EF|$06:$97DF:D0 02 BNE $97E3 ; wrong key for door ; control flow target (from $9786) 0x0197F1|$06:$97E1:A9 3E LDA #$3E ; String ID #$013E: The key wouldn't turn in the lock.[end-FC] ; control flow target (from $978A, $97D7, $97DB, $97DF) ; call to code in a different bank ($0F:$FA4E) 0x0197F3|$06:$97E3:20 4E FA JSR $FA4E ; display string ID specified by A + #$0100 0x0197F6|$06:$97E6:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $976F) 0x0197F9|$06:$97E9:C9 33 CMP #$33 ; Item ID #$33: Lottery Ticket 0x0197FB|$06:$97EB:D0 07 BNE $97F4 ; call to code in a different bank ($0F:$FA2E) 0x0197FD|$06:$97ED:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019800|$06:$97F0:40 ; String ID #$0140: [name] eagerly handed over the lottery ticket.[end-FC] ; data -> code 0x019801|$06:$97F1:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $97EB) 0x019804|$06:$97F4:C9 3D CMP #$3D ; Item ID #$3D: Wizard’s Ring 0x019806|$06:$97F6:D0 17 BNE $980F ; call to code in a different bank ($0F:$FA2E) 0x019808|$06:$97F8:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01980B|$06:$97FB:41 ; String ID #$0141: [name] slipped on the Wizard's Ring and spoke a word of magic.[end-FC] ; data -> code 0x01980C|$06:$97FC:A5 97 LDA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$F722) 0x01980E|$06:$97FE:20 22 F7 JSR $F722 ; 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 0x019811|$06:$9801:A5 99 LDA $99 ; chance for Wizard's Ring to break 0x019813|$06:$9803:D0 07 BNE $980C ; call to code in a different bank ($0F:$FA2E) 0x019815|$06:$9805:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019818|$06:$9808:42 ; String ID #$0142: [wait]The ring crumbled like clay into dust, losing all its power.[end-FC] ; data -> code 0x019819|$06:$9809:20 1D 96 JSR $961D ; given hero ID in $97 and hero inventory offset in $49, remove that item from hero's inventory and move all lower items up 1 slot ; control flow target (from $9803) 0x01981C|$06:$980C:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $97F6) 0x01981F|$06:$980F:C9 31 CMP #$31 ; Item ID #$31: Dragon’s Potion 0x019821|$06:$9811:D0 12 BNE $9825 ; call to code in a different bank ($0F:$FA2E) 0x019823|$06:$9813:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019826|$06:$9816:43 ; String ID #$0143: The beautiful voice can be heard from somewhere[..][..][wait][end-FC] ; data -> code ; call to code in a different bank ($0F:$FA32) 0x019827|$06:$9817:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x01982A|$06:$981A:87 ; String ID #$0287: ‘Dost thou wish to save thy deeds in the Imperial Scrolls of Honor?’[FD][FD][end-FC] ; data -> code 0x01982B|$06:$981B:20 5D A3 JSR $A35D ; save game handler ; call to code in a different bank ($0F:$FA2E) 0x01982E|$06:$981E:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019831|$06:$9821:47 ; String ID #$0147: ‘I watch over my descendants[.’][end-FC] ; data -> code 0x019832|$06:$9822:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9811) 0x019835|$06:$9825:C9 3E CMP #$3E ; Item ID #$3E: Perilous 0x019837|$06:$9827:D0 0B BNE $9834 ; external control flow target (from $0F:$F74D) 0x019839|$06:$9829:86 49 STX $49 ; object hero/target/item/string ID $49 0x01983B|$06:$982B:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs 0x01983D|$06:$982D:85 95 STA $95 ; ID for [item] and [spell] control codes 0x01983F|$06:$982F:48 PHA 0x019840|$06:$9830:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA 0x019843|$06:$9833:68 PLA ; control flow target (from $9827) 0x019844|$06:$9834:C9 30 CMP #$30 ; Item ID #$30: Dragon’s Bane 0x019846|$06:$9836:D0 06 BNE $983E 0x019848|$06:$9838:20 95 98 JSR $9895 ; USE Dragon's Bane 0x01984B|$06:$983B:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9836) 0x01984E|$06:$983E:C9 2F CMP #$2F ; Item ID #$2F: Gremlin’s Tail 0x019850|$06:$9840:D0 06 BNE $9848 0x019852|$06:$9842:20 B0 98 JSR $98B0 ; USE Gremlin's Tail 0x019855|$06:$9845:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9840) 0x019858|$06:$9848:C9 26 CMP #$26 ; Item ID #$26: Moon Fragment 0x01985A|$06:$984A:D0 06 BNE $9852 0x01985C|$06:$984C:20 CB 98 JSR $98CB ; USE Moon Fragment 0x01985F|$06:$984F:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $984A) 0x019862|$06:$9852:C9 24 CMP #$24 ; Item ID #$24: Token of Erdrick 0x019864|$06:$9854:D0 06 BNE $985C 0x019866|$06:$9856:20 08 99 JSR $9908 ; USE Token of Erdrick 0x019869|$06:$9859:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9854) 0x01986C|$06:$985C:C9 2E CMP #$2E ; Item ID #$2E: Cloak of Wind 0x01986E|$06:$985E:D0 06 BNE $9866 0x019870|$06:$9860:20 14 99 JSR $9914 ; USE Cloak of Wind 0x019873|$06:$9863:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $985E) 0x019876|$06:$9866:C9 27 CMP #$27 ; Item ID #$27: Charm of Rubiss 0x019878|$06:$9868:D0 06 BNE $9870 0x01987A|$06:$986A:20 2F 99 JSR $992F ; USE Charm of Rubiss 0x01987D|$06:$986D:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9868) 0x019880|$06:$9870:C9 2A CMP #$2A ; Item ID #$2A: Echoing Flute 0x019882|$06:$9872:D0 06 BNE $987A 0x019884|$06:$9874:20 63 99 JSR $9963 ; USE Echoing Flute 0x019887|$06:$9877:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9872) 0x01988A|$06:$987A:C9 36 CMP #$36 ; Item ID #$36: [blank] 0x01988C|$06:$987C:D0 06 BNE $9884 0x01988E|$06:$987E:20 9C 99 JSR $999C ; USE Golden Card 0x019891|$06:$9881:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $987C) 0x019894|$06:$9884:C9 32 CMP #$32 ; Item ID #$32: Golden Card 0x019896|$06:$9886:D0 06 BNE $988E 0x019898|$06:$9888:20 9C 99 JSR $999C ; USE Golden Card 0x01989B|$06:$988B:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9886) ; call to code in a different bank ($0F:$FA2E) 0x01989E|$06:$988E:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0198A1|$06:$9891:9E ; String ID #$019E: But nothing happened.[end-FC] ; data -> code 0x0198A2|$06:$9892:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; USE Dragon's Bane ; control flow target (from $9838) 0x0198A5|$06:$9895:09 40 ORA #$40 ; check for equipped version 0x0198A7|$06:$9897:20 BA 8D JSR $8DBA ; given a hero ID in $97 and an item ID in A, SEC if hero has that item, CLC otherwise 0x0198AA|$06:$989A:B0 0E BCS $98AA 0x0198AC|$06:$989C:A6 49 LDX $49 ; object hero/target/item/string ID $49 0x0198AE|$06:$989E:20 0F 8B JSR $8B0F ; given hero ID in $97 and hero inventory index in X, return corresponding item ID in A and party inventory index in X 0x0198B1|$06:$98A1:09 40 ORA #$40 ; equip it 0x0198B3|$06:$98A3:9D 00 06 STA $0600,X ; Midenhall inventory item 1 (| #$40 if equipped) 0x0198B6|$06:$98A6:A9 22 LDA #$22 ; String ID #$0122: [name] put on the Dragon's Bane.[end-FC] 0x0198B8|$06:$98A8:D0 02 BNE $98AC ; control flow target (from $989A) 0x0198BA|$06:$98AA:A9 23 LDA #$23 ; String ID #$0123: [name] has already put on the Dragon's Bane.[end-FC] ; control flow target (from $98A8) ; call to code in a different bank ($0F:$FA4E) 0x0198BC|$06:$98AC:20 4E FA JSR $FA4E ; display string ID specified by A + #$0100 0x0198BF|$06:$98AF:60 RTS ; USE Gremlin's Tail ; control flow target (from $9842) 0x0198C0|$06:$98B0:09 40 ORA #$40 ; check for equipped version 0x0198C2|$06:$98B2:20 BA 8D JSR $8DBA ; given a hero ID in $97 and an item ID in A, SEC if hero has that item, CLC otherwise 0x0198C5|$06:$98B5:B0 0E BCS $98C5 0x0198C7|$06:$98B7:A6 49 LDX $49 ; object hero/target/item/string ID $49 0x0198C9|$06:$98B9:20 0F 8B JSR $8B0F ; given hero ID in $97 and hero inventory index in X, return corresponding item ID in A and party inventory index in X 0x0198CC|$06:$98BC:09 40 ORA #$40 ; equip it 0x0198CE|$06:$98BE:9D 00 06 STA $0600,X ; Midenhall inventory item 1 (| #$40 if equipped) 0x0198D1|$06:$98C1:A9 24 LDA #$24 ; String ID #$0124: [name] put on the Gremlin's Tail.[end-FC] 0x0198D3|$06:$98C3:D0 02 BNE $98C7 ; control flow target (from $98B5) 0x0198D5|$06:$98C5:A9 25 LDA #$25 ; String ID #$0125: [name] has already put on the Gremlin's Tail.[end-FC] ; control flow target (from $98C3) ; call to code in a different bank ($0F:$FA4E) 0x0198D7|$06:$98C7:20 4E FA JSR $FA4E ; display string ID specified by A + #$0100 0x0198DA|$06:$98CA:60 RTS ; USE Moon Fragment ; control flow target (from $984C) ; call to code in a different bank ($0F:$FA2E) 0x0198DB|$06:$98CB:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0198DE|$06:$98CE:26 ; String ID #$0126: [name] held the Moon Fragment overhead.[end-FC] ; data -> code 0x0198DF|$06:$98CF:A5 8E LDA $8E ; flag for in battle or not (#$FF)? 0x0198E1|$06:$98D1:30 2D BMI $9900 0x0198E3|$06:$98D3:A5 1F LDA $1F ; some kind of map type (#$00: World Map, #$01: other non-dungeon maps, #$02: maps #$2B - #$43 inclusive, #$03: maps >= #$44, #$FF => game menu) 0x0198E5|$06:$98D5:D0 29 BNE $9900 0x0198E7|$06:$98D7:AD F8 05 LDA $05F8 ; Sea Cave shoal status (#$00 = shoals up, others = shoals down) 0x0198EA|$06:$98DA:D0 24 BNE $9900 0x0198EC|$06:$98DC:A5 16 LDA $16 ; current map X-pos (1) 0x0198EE|$06:$98DE:C9 B1 CMP #$B1 ; X-range for effective use is #$B1-#$B9 inclusive 0x0198F0|$06:$98E0:90 1E BCC $9900 0x0198F2|$06:$98E2:C9 BA CMP #$BA 0x0198F4|$06:$98E4:B0 1A BCS $9900 0x0198F6|$06:$98E6:A5 17 LDA $17 ; current map Y-pos (1) 0x0198F8|$06:$98E8:C9 A2 CMP #$A2 ; Y-range for effective use is #$A2-#$AC inclusive 0x0198FA|$06:$98EA:90 14 BCC $9900 0x0198FC|$06:$98EC:C9 AD CMP #$AD 0x0198FE|$06:$98EE:B0 10 BCS $9900 ; call to code in a different bank ($0F:$D0F5) 0x019900|$06:$98F0:20 F5 D0 JSR $D0F5 ; wait for a while and then wipe menu regions #$03, #$00, and #$01 0x019903|$06:$98F3:A2 3C LDX #$3C ; call to code in a different bank ($0F:$C1EE) 0x019905|$06:$98F5:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF 0x019908|$06:$98F8:A9 01 LDA #$01 0x01990A|$06:$98FA:8D F8 05 STA $05F8 ; Sea Cave shoal status (#$00 = shoals up, others = shoals down) ; call to code in a different bank ($0F:$D218) 0x01990D|$06:$98FD:4C 18 D2 JMP $D218 ; open path to Sea Cave ; control flow target (from $98D1, $98D5, $98DA, $98E0, $98E4, $98EA, $98EE) ; call to code in a different bank ($0F:$F73D) 0x019910|$06:$9900:20 3D F7 JSR $F73D ; calls $04:$99E6 ; call to code in a different bank ($0F:$FA2E) 0x019913|$06:$9903:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019916|$06:$9906:27 ; String ID #$0127: [wait]But nothing happened.[end-FC] ; data -> code 0x019917|$06:$9907:60 RTS ; USE Token of Erdrick ; control flow target (from $9856) ; call to code in a different bank ($0F:$FA2E) 0x019918|$06:$9908:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data 0x01991B|$06:$990B:28 ; String ID #$0128: [name] gripped Token of Erdrick.[wait][end-FC] ; data -> code ; call to code in a different bank ($0F:$F73D) 0x01991C|$06:$990C:20 3D F7 JSR $F73D ; calls $04:$99E6 ; call to code in a different bank ($0F:$FA2E) 0x01991F|$06:$990F:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data 0x019922|$06:$9912:53 ; String ID #$0153: Thy courage soared![end-FC] ; data -> code 0x019923|$06:$9913:60 RTS ; USE Cloak of Wind ; control flow target (from $9860) 0x019924|$06:$9914:09 40 ORA #$40 ; check for equipped version 0x019926|$06:$9916:20 BA 8D JSR $8DBA ; given a hero ID in $97 and an item ID in A, SEC if hero has that item, CLC otherwise 0x019929|$06:$9919:B0 0E BCS $9929 0x01992B|$06:$991B:A6 49 LDX $49 ; object hero/target/item/string ID $49 0x01992D|$06:$991D:20 0F 8B JSR $8B0F ; given hero ID in $97 and hero inventory index in X, return corresponding item ID in A and party inventory index in X 0x019930|$06:$9920:09 40 ORA #$40 ; equip it 0x019932|$06:$9922:9D 00 06 STA $0600,X ; Midenhall inventory item 1 (| #$40 if equipped) 0x019935|$06:$9925:A9 2C LDA #$2C ; String ID #$012C: [name] donned the Cloak of Wind.[end-FC] 0x019937|$06:$9927:D0 02 BNE $992B ; control flow target (from $9919) 0x019939|$06:$9929:A9 2D LDA #$2D ; String ID #$012D: Remember, [name] has already put on the Cloak of Wind.[end-FC] ; control flow target (from $9927) ; call to code in a different bank ($0F:$FA4E) 0x01993B|$06:$992B:20 4E FA JSR $FA4E ; display string ID specified by A + #$0100 0x01993E|$06:$992E:60 RTS ; USE Charm of Rubiss ; control flow target (from $986A) ; call to code in a different bank ($0F:$FA2E) 0x01993F|$06:$992F:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019942|$06:$9932:2E ; String ID #$012E: With one hand, [name] held aloft the Charm of Rubiss.[wait][end-FC] ; data -> code 0x019943|$06:$9933:A5 8E LDA $8E ; flag for in battle or not (#$FF)? 0x019945|$06:$9935:30 24 BMI $995B 0x019947|$06:$9937:A5 31 LDA $31 ; current map ID ; Map ID #$00: Fake Midenhall 0x019949|$06:$9939:D0 20 BNE $995B ; call to code in a different bank ($0F:$FA2E) 0x01994B|$06:$993B:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01994E|$06:$993E:30 ; String ID #$0130: [name] could hear a voice drawing near.[wait][line]‘[name]! Be not deceived by false visions[.’][end-FC] ; data -> code 0x01994F|$06:$993F:A2 78 LDX #$78 ; call to code in a different bank ($0F:$C1EE) 0x019951|$06:$9941:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF ; call to code in a different bank ($0F:$C515) 0x019954|$06:$9944:20 15 C5 JSR $C515 ; flash screen 10 times ; call to code in a different bank ($0F:$C515) 0x019957|$06:$9947:20 15 C5 JSR $C515 ; flash screen 10 times 0x01995A|$06:$994A:68 PLA 0x01995B|$06:$994B:68 PLA 0x01995C|$06:$994C:AD 59 99 LDA $9959 0x01995F|$06:$994F:85 0C STA $0C 0x019961|$06:$9951:AD 5A 99 LDA $995A 0x019964|$06:$9954:85 0D STA $0D ; call to code in a different bank ($0F:$D81C) 0x019966|$06:$9956:4C 1C D8 JMP $D81C ; code -> data ; data load target (from $994C) 0x019969|$06:$9959:85 ; data load target (from $9951) 0x01996A|$06:$995A: BD ; $03:$BD85 ; data -> code ; control flow target (from $9935, $9939) ; call to code in a different bank ($0F:$F73D) 0x01996B|$06:$995B:20 3D F7 JSR $F73D ; calls $04:$99E6 ; call to code in a different bank ($0F:$FA2E) 0x01996E|$06:$995E:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019971|$06:$9961:2F ; String ID #$012F: And yet nothing happened.[end-FC] ; data -> code 0x019972|$06:$9962:60 RTS ; USE Echoing Flute ; control flow target (from $9874) ; call to code in a different bank ($0F:$FA2E) 0x019973|$06:$9963:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019976|$06:$9966:35 ; String ID #$0135: Briefly, [name] played the Echoing Flute.[end-FC] ; data -> code 0x019977|$06:$9967:A0 00 LDY #$00 0x019979|$06:$9969:A5 31 LDA $31 ; current map ID ; control flow target (from $9986) 0x01997B|$06:$996B:D9 8D 99 CMP $998D,Y ; minimum map ID (inclusive) 0x01997E|$06:$996E:90 11 BCC $9981 ; wrong map 0x019980|$06:$9970:D9 8E 99 CMP $998E,Y ; maximum map ID (exclusive) 0x019983|$06:$9973:B0 0C BCS $9981 ; wrong map 0x019985|$06:$9975:B9 8F 99 LDA $998F,Y ; Crest in this map 0x019988|$06:$9978:2D 12 01 AND $0112 ; Crests found bit field (#$10 = Life, #$80 = Water, #$04 = Moon, #$02 = Stars, #$01 = Sun) 0x01998B|$06:$997B:D0 0B BNE $9988 ; flute does not echo 0x01998D|$06:$997D:A9 03 LDA #$03 ; Music ID #$03: Echoing Flute echoing BGM 0x01998F|$06:$997F:D0 09 BNE $998A ; flute echoes! ; wrong map ; control flow target (from $996E, $9973) 0x019991|$06:$9981:C8 INY 0x019992|$06:$9982:C8 INY 0x019993|$06:$9983:C8 INY 0x019994|$06:$9984:C0 0F CPY #$0F ; 3 bytes per crest * 5 crests = #$0F 0x019996|$06:$9986:D0 E3 BNE $996B ; if more maps to check, check them ; flute does not echo ; control flow target (from $997B) 0x019998|$06:$9988:A9 04 LDA #$04 ; Music ID #$04: Echoing Flute not echoing BGM ; control flow target (from $997F) ; call to code in a different bank ($0F:$C58D) 0x01999A|$06:$998A:4C 8D C5 JMP $C58D ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]), wait for it to finish, then play previous BGM ; code -> data ; minimum map ID (inclusive) ; indexed data load target (from $996B) 0x01999D|$06:$998D:08 ; maximum map ID (exclusive) ; indexed data load target (from $9970) 0x01999E|$06:$998E: 09 ; Crest in this map ; indexed data load target (from $9975) 0x01999F|$06:$998F: 08 ; Map ID #$08: Hamlin Waterway 0x0199A0|$06:$9990:0F 10 04 ; Map ID #$0F: Osterfair 0x0199A3|$06:$9993:1E 1F 01 ; Map ID #$1E: Shrine NW of Zahan 0x0199A6|$06:$9996:50 58 02 ; Map IDs #$50 - #$57: Lighthouse 0x0199A9|$06:$9999:37 40 10 ; Map IDs #$37 - #$3F: Cave to Rhone ; data -> code ; USE Golden Card ; control flow target (from $987E, $9888) ; call to code in a different bank ($0F:$FA2E) 0x0199AC|$06:$999C:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0199AF|$06:$999F:3F ; String ID #$013F: [name] took the Golden Card.[wait][end-FC] ; data -> code ; call to code in a different bank ($0F:$F73D) 0x0199B0|$06:$99A0:20 3D F7 JSR $F73D ; calls $04:$99E6 ; call to code in a different bank ($0F:$FA2E) 0x0199B3|$06:$99A3:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0199B6|$06:$99A6:54 ; String ID #$0154: Thou art happy indeed.[end-FC] ; data -> code 0x0199B7|$06:$99A7:60 RTS ; TRADE/THROW handler ; control flow target (from $9590) 0x0199B8|$06:$99A8:C9 01 CMP #$01 ; TRADE; useless op 0x0199BA|$06:$99AA:F0 03 BEQ $99AF ; TRADE handler 0x0199BC|$06:$99AC:4C 84 9A JMP $9A84 ; THROW command handler ; TRADE handler ; control flow target (from $99AA) ; call to code in a different bank ($0F:$F6CE) 0x0199BF|$06:$99AF:20 CE F6 JSR $F6CE ; return number of party members - 1 in A/X 0x0199C2|$06:$99B2:D0 0D BNE $99C1 ; determine target hero 0x0199C4|$06:$99B4:20 CB 9A JSR $9ACB ; open dialogue window 0x0199C7|$06:$99B7:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x0199CA|$06:$99BA:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0199CD|$06:$99BD:19 ; String ID #$0119: [name] has no companion with which to exchange tools.[end-FC] ; data -> code 0x0199CE|$06:$99BE:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; determine target hero ; control flow target (from $99B2) ; call to code in a different bank ($0F:$F587) 0x0199D1|$06:$99C1:20 87 F5 JSR $F587 ; display appropriate main ITEM target menu 0x0199D4|$06:$99C4:C9 FF CMP #$FF 0x0199D6|$06:$99C6:D0 03 BNE $99CB 0x0199D8|$06:$99C8:4C 42 95 JMP $9542 ; exit COMMAND menu ; control flow target (from $99C6) 0x0199DB|$06:$99CB:85 C9 STA $C9 ; target hero ID 0x0199DD|$06:$99CD:20 CB 9A JSR $9ACB ; open dialogue window 0x0199E0|$06:$99D0:20 FC 9A JSR $9AFC ; given hero ID in $97 and hero inventory index in $49, set Z if item is equipped and cursed, clear if not 0x0199E3|$06:$99D3:D0 03 BNE $99D8 ; item can be traded 0x0199E5|$06:$99D5:4C C4 9A JMP $9AC4 ; item is equipped and cursed ; item can be traded ; control flow target (from $99D3) 0x0199E8|$06:$99D8:A5 97 LDA $97 ; subject hero ID $97 0x0199EA|$06:$99DA:C5 C9 CMP $C9 ; target hero ID 0x0199EC|$06:$99DC:D0 22 BNE $9A00 ; give to different hero 0x0199EE|$06:$99DE:A9 80 LDA #$80 ; Alive 0x0199F0|$06:$99E0:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x0199F3|$06:$99E3:90 0A BCC $99EF ; ghost giving to itself 0x0199F5|$06:$99E5:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x0199F8|$06:$99E8:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x0199FB|$06:$99EB:1C ; String ID #$011C: [name] started to give it, but held on to it instead.[end-FC] ; data -> code 0x0199FC|$06:$99EC:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; ghost giving to itself ; control flow target (from $99E3) 0x0199FF|$06:$99EF:20 EB 9A JSR $9AEB ; using name of first living hero, display String ID #$0120: [name] [end-FF] 0x019A02|$06:$99F2:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x019A05|$06:$99F5:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019A08|$06:$99F8:A1 ; String ID #$01A1: took the [item] from the ghost of [name] and [end-FF] ; data -> code ; call to code in a different bank ($0F:$FA2E) 0x019A09|$06:$99F9:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019A0C|$06:$99FC:A3 ; String ID #$01A3: gave it back to the ghost of [name].[end-FC] ; data -> code 0x019A0D|$06:$99FD:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; give to different hero ; control flow target (from $99DC) 0x019A10|$06:$9A00:A5 97 LDA $97 ; subject hero ID $97 0x019A12|$06:$9A02:48 PHA ; item owner hero ID 0x019A13|$06:$9A03:A5 C9 LDA $C9 ; target hero ID 0x019A15|$06:$9A05:85 97 STA $97 ; subject hero ID $97 0x019A17|$06:$9A07:20 7E 8D JSR $8D7E ; given hero ID in $97 and item ID in $96, try to add item to first empty slot in hero's inventory; SEC if added, CLC if no empty slots 0x019A1A|$06:$9A0A:B0 0B BCS $9A17 ; item given to target hero 0x019A1C|$06:$9A0C:68 PLA ; item owner hero ID 0x019A1D|$06:$9A0D:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x019A20|$06:$9A10:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019A23|$06:$9A13:1B ; String ID #$011B: [name] cannot carry more items.[end-FC] ; data -> code 0x019A24|$06:$9A14:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; item given to target hero ; control flow target (from $9A0A) 0x019A27|$06:$9A17:68 PLA ; item owner hero ID 0x019A28|$06:$9A18:85 97 STA $97 ; subject hero ID $97 0x019A2A|$06:$9A1A:A6 49 LDX $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$C4D4) 0x019A2C|$06:$9A1C:20 D4 C4 JSR $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 0x019A2F|$06:$9A1F:A9 80 LDA #$80 ; Alive 0x019A31|$06:$9A21:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x019A34|$06:$9A24:90 21 BCC $9A47 ; owner is a ghost 0x019A36|$06:$9A26:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x019A39|$06:$9A29:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019A3C|$06:$9A2C:20 ; String ID #$0120: [name] [end-FF] ; data -> code 0x019A3D|$06:$9A2D:A5 C9 LDA $C9 ; target hero ID 0x019A3F|$06:$9A2F:85 97 STA $97 ; subject hero ID $97 0x019A41|$06:$9A31:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA 0x019A44|$06:$9A34:A9 80 LDA #$80 ; Alive 0x019A46|$06:$9A36:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x019A49|$06:$9A39:90 04 BCC $9A3F ; target is a ghost 0x019A4B|$06:$9A3B:A9 1A LDA #$1A ; String ID #$011A: handed the [item] to [name].[end-FC] 0x019A4D|$06:$9A3D:D0 02 BNE $9A41 ; target is alive ; target is a ghost ; control flow target (from $9A39) 0x019A4F|$06:$9A3F:A9 17 LDA #$17 ; String ID #$0117: gave the [item] to the ghost of [name].[end-FC] ; target is alive ; control flow target (from $9A3D) ; call to code in a different bank ($0F:$FA4E) 0x019A51|$06:$9A41:20 4E FA JSR $FA4E ; display string ID specified by A + #$0100 0x019A54|$06:$9A44:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; owner is a ghost ; control flow target (from $9A24) 0x019A57|$06:$9A47:A5 97 LDA $97 ; subject hero ID $97 0x019A59|$06:$9A49:48 PHA ; item owner hero ID 0x019A5A|$06:$9A4A:A5 C9 LDA $C9 ; target hero ID 0x019A5C|$06:$9A4C:85 97 STA $97 ; subject hero ID $97 0x019A5E|$06:$9A4E:A9 80 LDA #$80 ; Alive 0x019A60|$06:$9A50:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x019A63|$06:$9A53:90 14 BCC $9A69 ; target is a ghost 0x019A65|$06:$9A55:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA 0x019A68|$06:$9A58:68 PLA ; item owner hero ID 0x019A69|$06:$9A59:85 97 STA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$FA2E) 0x019A6B|$06:$9A5B:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019A6E|$06:$9A5E:20 ; String ID #$0120: [name] [end-FF] ; data -> code 0x019A6F|$06:$9A5F:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x019A72|$06:$9A62:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019A75|$06:$9A65:18 ; String ID #$0118: took the [item] from [name].[end-FC] ; data -> code 0x019A76|$06:$9A66:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; target is a ghost ; control flow target (from $9A53) 0x019A79|$06:$9A69:20 EB 9A JSR $9AEB ; using name of first living hero, display String ID #$0120: [name] [end-FF] 0x019A7C|$06:$9A6C:68 PLA ; item owner hero ID 0x019A7D|$06:$9A6D:85 97 STA $97 ; subject hero ID $97 0x019A7F|$06:$9A6F:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x019A82|$06:$9A72:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019A85|$06:$9A75:A1 ; String ID #$01A1: took the [item] from the ghost of [name] and [end-FF] ; data -> code 0x019A86|$06:$9A76:A5 C9 LDA $C9 ; target hero ID 0x019A88|$06:$9A78:85 97 STA $97 ; subject hero ID $97 0x019A8A|$06:$9A7A:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x019A8D|$06:$9A7D:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019A90|$06:$9A80:A2 ; String ID #$01A2: gave it to ghost of [name].[end-FC] ; data -> code 0x019A91|$06:$9A81:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; THROW command handler ; control flow target (from $99AC) 0x019A94|$06:$9A84:20 CB 9A JSR $9ACB ; open dialogue window 0x019A97|$06:$9A87:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs 0x019A99|$06:$9A89:0A ASL ; item prices are 2 bytes each 0x019A9A|$06:$9A8A:A8 TAY 0x019A9B|$06:$9A8B:B9 FC 9F LDA $9FFC,Y ; Item Prices, low byte 0x019A9E|$06:$9A8E:19 FD 9F ORA $9FFD,Y ; Item Prices, high byte 0x019AA1|$06:$9A91:F0 2A BEQ $9ABD ; 0 G items are key items 0x019AA3|$06:$9A93:20 FC 9A JSR $9AFC ; given hero ID in $97 and hero inventory index in $49, set Z if item is equipped and cursed, clear if not 0x019AA6|$06:$9A96:F0 2C BEQ $9AC4 ; item is equipped and cursed 0x019AA8|$06:$9A98:A9 80 LDA #$80 ; Alive 0x019AAA|$06:$9A9A:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x019AAD|$06:$9A9D:90 0A BCC $9AA9 ; owner is a ghost 0x019AAF|$06:$9A9F:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x019AB2|$06:$9AA2:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019AB5|$06:$9AA5:14 ; String ID #$0114: [name] threw away the [item].[end-FC] ; data -> code 0x019AB6|$06:$9AA6:4C B3 9A JMP $9AB3 ; owner is a ghost ; control flow target (from $9A9D) 0x019AB9|$06:$9AA9:20 EB 9A JSR $9AEB ; using name of first living hero, display String ID #$0120: [name] [end-FF] 0x019ABC|$06:$9AAC:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x019ABF|$06:$9AAF:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019AC2|$06:$9AB2:16 ; String ID #$0116: took the [item] from [name] and threw it away.[end-FC] ; data -> code ; control flow target (from $9AA6) 0x019AC3|$06:$9AB3:A5 97 LDA $97 ; subject hero ID $97 0x019AC5|$06:$9AB5:A6 49 LDX $49 ; object hero/target/item/string ID $49 ; call to code in a different bank ($0F:$C4D4) 0x019AC7|$06:$9AB7:20 D4 C4 JSR $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 0x019ACA|$06:$9ABA:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; 0 G items are key items ; control flow target (from $9A91) ; call to code in a different bank ($0F:$FA2E) 0x019ACD|$06:$9ABD:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019AD0|$06:$9AC0:0E ; String ID #$010E: Thou should not throw that away.[end-FC] ; data -> code 0x019AD1|$06:$9AC1:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; item is equipped and cursed ; control flow target (from $99D5, $9A96) ; call to code in a different bank ($0F:$FA2E) 0x019AD4|$06:$9AC4:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019AD7|$06:$9AC7:12 ; String ID #$0112: It cannot be removed due to the curse.[end-FC] ; data -> code 0x019AD8|$06:$9AC8:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; open dialogue window ; control flow target (from $80CE, $80FA, $8160, $81BD, $8AB0, $8AD6, $8AF2, $8B46, $8B5C, $8BB3, $8E0C, $8E4C, $8E6B, $8F3F, $8F4E, $91C6, $91E3, $94B4, $94C6, $94E5, $956F, $959A, $95BD, $9637, $964F, $9734, $99B4, $99CD, $9A84) ; call to code in a different bank ($0F:$EB76) 0x019ADB|$06:$9ACB:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x019ADE|$06:$9ACE:04 ; Menu ID #$04: Dialogue window ; data -> code 0x019ADF|$06:$9ACF:60 RTS ; open YES/NO menu, return selected option in A ; control flow target (from $8236, $82C7, $832B, $8360, $83BD, $83D9, $8443, $8506, $8518, $856E, $8681, $86C4, $86EE, $8E54, $8FB5, $902C, $911B, $91AC, $9217, $92EB, $934C, $9388, $94CE, $94FF, $9CAE) ; call to code in a different bank ($0F:$EB76) 0x019AE0|$06:$9AD0:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x019AE3|$06:$9AD3:19 ; Menu ID #$19: General menu: YES/NO ; data -> code 0x019AE4|$06:$9AD4:60 RTS ; set A/$97 to ID of first living hero ; control flow target (from $8ECD, $8F23, $8F51, $8F9B, $8FCC, $9122, $917B, $91F4, $93E5, $9400, $9AEE, $9B1B) 0x019AE5|$06:$9AD5:A9 00 LDA #$00 ; start with Midenhall 0x019AE7|$06:$9AD7:85 97 STA $97 ; subject hero ID $97 ; control flow target (from $9AE6) 0x019AE9|$06:$9AD9:A9 80 LDA #$80 ; Alive 0x019AEB|$06:$9ADB:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x019AEE|$06:$9ADE:B0 08 BCS $9AE8 ; if hero alive, then we're done 0x019AF0|$06:$9AE0:E6 97 INC $97 ; subject hero ID $97 0x019AF2|$06:$9AE2:A5 97 LDA $97 ; subject hero ID $97 0x019AF4|$06:$9AE4:C9 03 CMP #$03 ; only 3 heroes 0x019AF6|$06:$9AE6:D0 F1 BNE $9AD9 ; loop if more heroes to check ; control flow target (from $9ADE) 0x019AF8|$06:$9AE8:A5 97 LDA $97 ; subject hero ID $97 0x019AFA|$06:$9AEA:60 RTS ; using name of first living hero, display String ID #$0120: [name] [end-FF] ; control flow target (from $99EF, $9A69, $9AA9, $9D2A) 0x019AFB|$06:$9AEB:A5 97 LDA $97 ; subject hero ID $97; save $97 to stack since $9AD5 will overwrite it 0x019AFD|$06:$9AED:48 PHA 0x019AFE|$06:$9AEE:20 D5 9A JSR $9AD5 ; set A/$97 to ID of first living hero 0x019B01|$06:$9AF1:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x019B04|$06:$9AF4:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019B07|$06:$9AF7:20 ; String ID #$0120: [name] [end-FF] ; data -> code 0x019B08|$06:$9AF8:68 PLA ; restore $97 from stack 0x019B09|$06:$9AF9:85 97 STA $97 ; subject hero ID $97 0x019B0B|$06:$9AFB:60 RTS ; given hero ID in $97 and hero inventory index in $49, set Z if item is equipped and cursed, clear if not ; control flow target (from $9153, $99D0, $9A93, $9CF4) 0x019B0C|$06:$9AFC:A5 97 LDA $97 ; subject hero ID $97 0x019B0E|$06:$9AFE:0A ASL ; inventory is 8 items per hero 0x019B0F|$06:$9AFF:0A ASL 0x019B10|$06:$9B00:0A ASL 0x019B11|$06:$9B01:18 CLC 0x019B12|$06:$9B02:65 49 ADC $49 ; object hero/target/item/string ID $49 0x019B14|$06:$9B04:AA TAX 0x019B15|$06:$9B05:BD 00 06 LDA $0600,X ; Midenhall inventory item 1 (| #$40 if equipped) 0x019B18|$06:$9B08:C9 4C CMP #$4C ; Item ID #$4C: Sword of Destruction (equipped) 0x019B1A|$06:$9B0A:F0 0A BEQ $9B16 0x019B1C|$06:$9B0C:C9 57 CMP #$57 ; Item ID #$57: Gremlin’s Armor (equipped) 0x019B1E|$06:$9B0E:F0 06 BEQ $9B16 0x019B20|$06:$9B10:C9 5F CMP #$5F ; Item ID #$5F: Evil Shield (equipped) 0x019B22|$06:$9B12:F0 02 BEQ $9B16 0x019B24|$06:$9B14:C9 6F CMP #$6F ; Item ID #$6F: Gremlin’s Tail (equipped) ; control flow target (from $9B0A, $9B0E, $9B12) 0x019B26|$06:$9B16:60 RTS ; COMMAND menu SEARCH handler ; indirect control flow target (via $808E) ; call to code in a different bank ($0F:$EB76) 0x019B27|$06:$9B17:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x019B2A|$06:$9B1A:04 ; Menu ID #$04: Dialogue window ; data -> code 0x019B2B|$06:$9B1B:20 D5 9A JSR $9AD5 ; set A/$97 to ID of first living hero 0x019B2E|$06:$9B1E:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA 0x019B31|$06:$9B21:A5 CF LDA $CF ; ship status (#$04 = on ship, #$02 = own ship, #$01 = beat Lianport Gremlins) 0x019B33|$06:$9B23:29 04 AND #$04 ; pick out the "on ship" bit 0x019B35|$06:$9B25:F0 04 BEQ $9B2B ; branch if you're not on the ship 0x019B37|$06:$9B27:A9 07 LDA #$07 ; String ID #$0107: [name] dove overboard into the sea.[wait][end-FC] 0x019B39|$06:$9B29:D0 02 BNE $9B2D ; control flow target (from $9B25) 0x019B3B|$06:$9B2B:A9 03 LDA #$03 ; String ID #$0103: [name] searched all about.[wait][end-FC] ; control flow target (from $9B29) ; call to code in a different bank ($0F:$FA4E) 0x019B3D|$06:$9B2D:20 4E FA JSR $FA4E ; display string ID specified by A + #$0100 ; call to code in a different bank ($0F:$D095) 0x019B40|$06:$9B30:20 95 D0 JSR $D095 0x019B43|$06:$9B33:90 10 BCC $9B45 0x019B45|$06:$9B35:AD 2A 9E LDA $9E2A ; -> $06:$9E2E: Treasure List 1 (map ID, X-pos, Y-pos, item ID) 0x019B48|$06:$9B38:85 0C STA $0C 0x019B4A|$06:$9B3A:AD 2B 9E LDA $9E2B 0x019B4D|$06:$9B3D:85 0D STA $0D 0x019B4F|$06:$9B3F:20 58 9D JSR $9D58 ; scan treasure list at ($0C), returning in A/$95/$96 the item ID corresponding to party's current map ID/position or #$00 if there is no item or you're not allowed to get it 0x019B52|$06:$9B42:4C 84 9B JMP $9B84 ; control flow target (from $9B33) 0x019B55|$06:$9B45:A5 31 LDA $31 ; current map ID 0x019B57|$06:$9B47:C9 68 CMP #$68 ; Map ID #$68: Dragon Horn North 3F 0x019B59|$06:$9B49:D0 1E BNE $9B69 0x019B5B|$06:$9B4B:A9 2C LDA #$2C ; Item ID #$2C: Dew’s Yarn 0x019B5D|$06:$9B4D:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs; item ID 0x019B5F|$06:$9B4F:85 95 STA $95 ; ID for [item] and [spell] control codes; item ID 0x019B61|$06:$9B51:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x019B64|$06:$9B54:10 27 BPL $9B7D ; search failed 0x019B66|$06:$9B56:A9 13 LDA #$13 ; Item ID #$13: Water Flying Cloth 0x019B68|$06:$9B58:20 60 A3 JSR $A360 ; check for item A (possibly equipped) in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x019B6B|$06:$9B5B:10 20 BPL $9B7D ; search failed ; call to code in a different bank ($0F:$C3AB) 0x019B6D|$06:$9B5D:20 AB C3 JSR $C3AB ; generate a random number and store it in $32-$33 (two passes) 0x019B70|$06:$9B60:A5 32 LDA $32 ; RNG byte 0 0x019B72|$06:$9B62:29 03 AND #$03 ; 1/4 chance to find item 0x019B74|$06:$9B64:D0 17 BNE $9B7D ; search failed 0x019B76|$06:$9B66:4C 05 9C JMP $9C05 ; control flow target (from $9B49) 0x019B79|$06:$9B69:AD 2C 9E LDA $9E2C ; -> $06:$9F07: Treasure List 2 (map ID, X-pos, Y-pos, item ID) 0x019B7C|$06:$9B6C:85 0C STA $0C 0x019B7E|$06:$9B6E:AD 2D 9E LDA $9E2D 0x019B81|$06:$9B71:85 0D STA $0D 0x019B83|$06:$9B73:20 58 9D JSR $9D58 ; scan treasure list at ($0C), returning in A/$95/$96 the item ID corresponding to party's current map ID/position or #$00 if there is no item or you're not allowed to get it 0x019B86|$06:$9B76:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; useless op; $96 is already in A 0x019B88|$06:$9B78:F0 03 BEQ $9B7D ; search failed 0x019B8A|$06:$9B7A:4C 05 9C JMP $9C05 ; search failed ; control flow target (from $9B54, $9B5B, $9B64, $9B78) ; call to code in a different bank ($0F:$FA2E) 0x019B8D|$06:$9B7D:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019B90|$06:$9B80:06 ; String ID #$0106: But [name] found nothing.[end-FC] ; data -> code 0x019B91|$06:$9B81:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9B42) 0x019B94|$06:$9B84:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; useless op; $96 is already in A 0x019B96|$06:$9B86:C9 FF CMP #$FF ; Item ID #$FF: Trap! 0x019B98|$06:$9B88:F0 1C BEQ $9BA6 ; if Midenhall is equipped with the Armour of Erdrick, chest is empty, otherwise it's a trap with 50/50 chance for the party leader losing half their current HP or getting poisoned ; call to code in a different bank ($0F:$FA2E) 0x019B9A|$06:$9B8A:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019B9D|$06:$9B8D:05 ; String ID #$0105: Seeing a treasure chest, [name] opened it.[wait][end-FC] ; data -> code 0x019B9E|$06:$9B8E:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; item ID 0x019BA0|$06:$9B90:D0 73 BNE $9C05 ; Item ID #$00: (no item) ; call to code in a different bank ($0F:$FA2E) 0x019BA2|$06:$9B92:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019BA5|$06:$9B95:4B ; String ID #$014B: But it was empty.[end-FC] ; data -> code 0x019BA6|$06:$9B96:A5 31 LDA $31 ; current map ID 0x019BA8|$06:$9B98:C9 51 CMP #$51 ; Map ID #$51: Lighthouse 2F 0x019BAA|$06:$9B9A:D0 07 BNE $9BA3 0x019BAC|$06:$9B9C:A5 D0 LDA $D0 ; Malroth status flag (#$FF = defeated, #$00 = alive, others = countdown to battle) 0x019BAE|$06:$9B9E:30 03 BMI $9BA3 ; call to code in a different bank ($0F:$CC0A) 0x019BB0|$06:$9BA0:4C 0A CC JMP $CC0A ; trigger Stars Crest battle ; control flow target (from $9B9A, $9B9E) 0x019BB3|$06:$9BA3:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; if Midenhall is equipped with the Armour of Erdrick, chest is empty, otherwise it's a trap with 50/50 chance for the party leader losing half their current HP or getting poisoned ; control flow target (from $9B88) 0x019BB6|$06:$9BA6:A9 5B LDA #$5B ; Item ID #$5B: Armor of Erdrick (equipped) 0x019BB8|$06:$9BA8:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x019BBB|$06:$9BAB:C9 08 CMP #$08 ; only Midenhall can equip the Armour of Erdrick, so inventory index >= #$08 means he does not have it equipped 0x019BBD|$06:$9BAD:B0 0B BCS $9BBA ; if you don't have it or it isn't equipped, the treasure chest is a trap :( ; call to code in a different bank ($0F:$FA2E) 0x019BBF|$06:$9BAF:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019BC2|$06:$9BB2:05 ; String ID #$0105: Seeing a treasure chest, [name] opened it.[wait][end-FC] ; data -> code ; call to code in a different bank ($0F:$FA2E) 0x019BC3|$06:$9BB3:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019BC6|$06:$9BB6:4B ; String ID #$014B: But it was empty.[end-FC] ; data -> code 0x019BC7|$06:$9BB7:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9BAD) ; call to code in a different bank ($0F:$FA2E) 0x019BCA|$06:$9BBA:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019BCD|$06:$9BBD:4C ; String ID #$014C: The treasure chest was a trap![end-FC] ; data -> code ; call to code in a different bank ($0F:$C3AB) 0x019BCE|$06:$9BBE:20 AB C3 JSR $C3AB ; generate a random number and store it in $32-$33 (two passes) 0x019BD1|$06:$9BC1:A5 32 LDA $32 ; RNG byte 0 0x019BD3|$06:$9BC3:30 2D BMI $9BF2 ; 50% chance to branch and get poisoned or not branch and lose half your current HP 0x019BD5|$06:$9BC5:20 4F 9D JSR $9D4F ; given hero ID in $97, set A to the offset of that hero's data in $062D 0x019BD8|$06:$9BC8:18 CLC 0x019BD9|$06:$9BC9:69 0E ADC #$0E ; offset for hero's current HP, low byte 0x019BDB|$06:$9BCB:AA TAX 0x019BDC|$06:$9BCC:BD 2D 06 LDA $062D,X ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x019BDF|$06:$9BCF:85 8F STA $8F ; hero's current HP, low byte 0x019BE1|$06:$9BD1:BD 2E 06 LDA $062E,X ; Midenhall Battle Command Target 0x019BE4|$06:$9BD4:85 90 STA $90 ; hero's current HP, high byte 0x019BE6|$06:$9BD6:46 90 LSR $90 ; divide 16-bit current HP by 2 (round down) 0x019BE8|$06:$9BD8:66 8F ROR $8F 0x019BEA|$06:$9BDA:BD 2D 06 LDA $062D,X ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x019BED|$06:$9BDD:38 SEC ; set 16-bit current HP to 1/2 current HP, rounded up 0x019BEE|$06:$9BDE:E5 8F SBC $8F 0x019BF0|$06:$9BE0:9D 2D 06 STA $062D,X ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x019BF3|$06:$9BE3:BD 2E 06 LDA $062E,X ; Midenhall Battle Command Target 0x019BF6|$06:$9BE6:E5 90 SBC $90 0x019BF8|$06:$9BE8:9D 2E 06 STA $062E,X ; Midenhall Battle Command Target ; call to code in a different bank ($0F:$FA2A) 0x019BFB|$06:$9BEB:20 2A FA JSR $FA2A ; display string ID specified by next byte ; code -> data ; indirect data load target 0x019BFE|$06:$9BEE:0C ; String ID #$000C: [name]'s HP is reduced by [number].[end-FC] ; data -> code 0x019BFF|$06:$9BEF:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9BC3) 0x019C02|$06:$9BF2:20 4F 9D JSR $9D4F ; given hero ID in $97, set A to the offset of that hero's data in $062D 0x019C05|$06:$9BF5:AA TAX 0x019C06|$06:$9BF6:A9 20 LDA #$20 ; Poison 0x019C08|$06:$9BF8:1D 2D 06 ORA $062D,X ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x019C0B|$06:$9BFB:9D 2D 06 STA $062D,X ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) ; call to code in a different bank ($0F:$FA2E) 0x019C0E|$06:$9BFE:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019C11|$06:$9C01:4D ; String ID #$014D: The poison weakened [name].[end-FC] ; data -> code 0x019C12|$06:$9C02:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9B66, $9B7A, $9B90) 0x019C15|$06:$9C05:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; item ID 0x019C17|$06:$9C07:C9 40 CMP #$40 ; Crest ID #$40: Sun Crest 0x019C19|$06:$9C09:90 57 BCC $9C62 ; find a regular item 0x019C1B|$06:$9C0B:C9 45 CMP #$45 ; Chest Gold ID #$45: 15 - 30 G 0x019C1D|$06:$9C0D:B0 28 BCS $9C37 ; generate randomized gold amount for treasure ID in A 0x019C1F|$06:$9C0F:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; ... yup, still item ID 0x019C21|$06:$9C11:C9 43 CMP #$43 ; Crest ID #$43: Water Crest 0x019C23|$06:$9C13:D0 04 BNE $9C19 0x019C25|$06:$9C15:A0 0A LDY #$0A ; offset from $9F5F for start of "Water Crest" 0x019C27|$06:$9C17:D0 0A BNE $9C23 ; control flow target (from $9C13) 0x019C29|$06:$9C19:C9 40 CMP #$40 ; Crest ID #$40: Sun Crest 0x019C2B|$06:$9C1B:D0 04 BNE $9C21 ; #$44 = Life Crest, #$41, #$42 = Life Crest too :p 0x019C2D|$06:$9C1D:A0 00 LDY #$00 ; offset from $9F5F for start of "Sun Crest" 0x019C2F|$06:$9C1F:F0 02 BEQ $9C23 ; control flow target (from $9C1B) 0x019C31|$06:$9C21:A0 16 LDY #$16 ; offset from $9F5F for start of "Life Crest" ; copy crest name (terminated by #$FA) to $5A,X ; control flow target (from $9C17, $9C1F) 0x019C33|$06:$9C23:A2 00 LDX #$00 ; control flow target (from $9C2E) 0x019C35|$06:$9C25:B9 5F 9F LDA $9F5F,Y ; Crest Names 0x019C38|$06:$9C28:95 5A STA $5A,X ; Crest/direction name write buffer start 0x019C3A|$06:$9C2A:C8 INY 0x019C3B|$06:$9C2B:E8 INX 0x019C3C|$06:$9C2C:C9 FA CMP #$FA 0x019C3E|$06:$9C2E:D0 F5 BNE $9C25 ; call to code in a different bank ($0F:$FA2E) 0x019C40|$06:$9C30:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019C43|$06:$9C33:4E ; String ID #$014E: Thou hast found the [item-F9].[end-FC] ; data -> code 0x019C44|$06:$9C34:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; generate randomized gold amount for treasure ID in A ; control flow target (from $9C0D) 0x019C47|$06:$9C37:38 SEC 0x019C48|$06:$9C38:E9 45 SBC #$45 ; subtract treasure offset to get index 0x019C4A|$06:$9C3A:85 8F STA $8F ; A = A * 3 (treasure list is 3 bytes per item) 0x019C4C|$06:$9C3C:0A ASL 0x019C4D|$06:$9C3D:18 CLC 0x019C4E|$06:$9C3E:65 8F ADC $8F 0x019C50|$06:$9C40:48 PHA ; call to code in a different bank ($0F:$C3AB) 0x019C51|$06:$9C41:20 AB C3 JSR $C3AB ; generate a random number and store it in $32-$33 (two passes) 0x019C54|$06:$9C44:68 PLA 0x019C55|$06:$9C45:A8 TAY 0x019C56|$06:$9C46:B9 3A 9F LDA $9F3A,Y ; random treasure chest gold amount; fetch maximum bonus gold amount 0x019C59|$06:$9C49:25 32 AND $32 ; RNG byte 0; AND with random number to make a randomized bonus gold amount 0x019C5B|$06:$9C4B:18 CLC 0x019C5C|$06:$9C4C:79 38 9F ADC $9F38,Y ; base treasure chest gold amount, low byte; add random bonus amount to low byte of base gold amount 0x019C5F|$06:$9C4F:85 8F STA $8F ; store to $8F for later use 0x019C61|$06:$9C51:B9 39 9F LDA $9F39,Y ; base treasure chest gold amount, high byte; load high byte of base gold amount 0x019C64|$06:$9C54:69 00 ADC #$00 ; add carry from low byte 0x019C66|$06:$9C56:85 90 STA $90 ; store to $90 for later use ; add $8F-$90 to party gold, capped at $FFFF, and display String ID #$0048: And earned [number] piece[(s)] of gold.[end-FC] ; control flow target (from $9C78) 0x019C68|$06:$9C58:20 F5 8C JSR $8CF5 ; add $8F-$90 to party gold, capped at $FFFF ; call to code in a different bank ($0F:$FA2A) 0x019C6B|$06:$9C5B:20 2A FA JSR $FA2A ; display string ID specified by next byte ; code -> data ; indirect data load target 0x019C6E|$06:$9C5E:48 ; String ID #$0048: And earned [number] piece[(s)] of gold.[end-FC] ; data -> code 0x019C6F|$06:$9C5F:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; find a regular item ; control flow target (from $9C09) ; call to code in a different bank ($0F:$FA2E) 0x019C72|$06:$9C62:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019C75|$06:$9C65:04 ; String ID #$0104: And there [name] discovered the [item]![end-FC] ; data -> code 0x019C76|$06:$9C66:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; item ID 0x019C78|$06:$9C68:C9 06 CMP #$06 ; Item ID #$06: Copper Sword 0x019C7A|$06:$9C6A:D0 0F BNE $9C7B 0x019C7C|$06:$9C6C:A9 00 LDA #$00 ; Midenhall 0x019C7E|$06:$9C6E:85 97 STA $97 ; subject hero ID $97 0x019C80|$06:$9C70:20 7E 8D JSR $8D7E ; given hero ID in $97 and item ID in $96, try to add item to first empty slot in hero's inventory; SEC if added, CLC if no empty slots 0x019C83|$06:$9C73:A9 32 LDA #$32 ; at this point in the game, Midenhall is incapable of having a full inventory, so no need to check C; #$32 = 50 Gold 0x019C85|$06:$9C75:20 2A 8D JSR $8D2A ; set $8F-$90 to A-#$00 0x019C88|$06:$9C78:4C 58 9C JMP $9C58 ; add $8F-$90 to party gold, capped at $FFFF, and display String ID #$0048: And earned [number] piece[(s)] of gold.[end-FC] ; control flow target (from $9C6A) 0x019C8B|$06:$9C7B:A5 95 LDA $95 ; ID for [item] and [spell] control codes; item ID 0x019C8D|$06:$9C7D:8D 4C 61 STA $614C ; found item ID ; call to code in a different bank ($0F:$F6CE) 0x019C90|$06:$9C80:20 CE F6 JSR $F6CE ; return number of party members - 1 in A/X 0x019C93|$06:$9C83:85 C9 STA $C9 ; number of party members - 1 0x019C95|$06:$9C85:E6 C9 INC $C9 ; number of party members 0x019C97|$06:$9C87:A9 00 LDA #$00 0x019C99|$06:$9C89:85 97 STA $97 ; subject hero ID $97 ; try to add item to party member's inventory ; control flow target (from $9C99) 0x019C9B|$06:$9C8B:20 7E 8D JSR $8D7E ; given hero ID in $97 and item ID in $96, try to add item to first empty slot in hero's inventory; SEC if added, CLC if no empty slots 0x019C9E|$06:$9C8E:90 03 BCC $9C93 ; branch if party member has no room 0x019CA0|$06:$9C90:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9C8E) 0x019CA3|$06:$9C93:E6 97 INC $97 ; subject hero ID $97 0x019CA5|$06:$9C95:A5 97 LDA $97 ; subject hero ID $97 0x019CA7|$06:$9C97:C5 C9 CMP $C9 ; if more party members to try, try them 0x019CA9|$06:$9C99:D0 F0 BNE $9C8B ; try to add item to party member's inventory 0x019CAB|$06:$9C9B:A9 00 LDA #$00 0x019CAD|$06:$9C9D:85 97 STA $97 ; subject hero ID $97 0x019CAF|$06:$9C9F:C6 C9 DEC $C9 ; number of party members 0x019CB1|$06:$9CA1:A5 C9 LDA $C9 ; number of party members - 1 0x019CB3|$06:$9CA3:F0 02 BEQ $9CA7 ; useless op; #$80 and #$00 are identical as far as $FC50 is concerned 0x019CB5|$06:$9CA5:A9 80 LDA #$80 ; control flow target (from $9CA3) ; call to code in a different bank ($0F:$FC50) 0x019CB7|$06:$9CA7:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x019CBA|$06:$9CAA:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019CBD|$06:$9CAD:08 ; String ID #$0108: [wait][name] can carry no more. Dost thou wish to throw something away?[FD][FD][end-FC] ; data -> code 0x019CBE|$06:$9CAE:20 D0 9A JSR $9AD0 ; open YES/NO menu, return selected option in A 0x019CC1|$06:$9CB1:C9 00 CMP #$00 ; YES 0x019CC3|$06:$9CB3:F0 0C BEQ $9CC1 ; give up new item ; control flow target (from $9CCE, $9CEC) 0x019CC5|$06:$9CB5:AD 4C 61 LDA $614C ; found item ID; useless op; $95 hasn't changed since we copied it to $614C 0x019CC8|$06:$9CB8:85 95 STA $95 ; ID for [item] and [spell] control codes ; call to code in a different bank ($0F:$FA2E) 0x019CCA|$06:$9CBA:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019CCD|$06:$9CBD:09 ; String ID #$0109: [name] gave up the [item].[end-FC] ; data -> code 0x019CCE|$06:$9CBE:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; control flow target (from $9CB3) 0x019CD1|$06:$9CC1:A5 C9 LDA $C9 ; number of party members - 1 0x019CD3|$06:$9CC3:F0 0D BEQ $9CD2 ; if Midenhall's alone, no need to pick a party member ; control flow target (from $9CEE) ; call to code in a different bank ($0F:$FA2E) 0x019CD5|$06:$9CC5:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019CD8|$06:$9CC8:0A ; String ID #$010A: Who shall throw something away?[FD][FD][end-FC] ; data -> code ; call to code in a different bank ($0F:$F55D) 0x019CD9|$06:$9CC9:20 5D F5 JSR $F55D ; display appropriate main ITEM hero select menu 0x019CDC|$06:$9CCC:C9 FF CMP #$FF 0x019CDE|$06:$9CCE:F0 E5 BEQ $9CB5 ; give up new item 0x019CE0|$06:$9CD0:85 97 STA $97 ; subject hero ID $97 ; control flow target (from $9CC3, $9CFD, $9D12) ; call to code in a different bank ($0F:$FA2E) 0x019CE2|$06:$9CD2:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019CE5|$06:$9CD5:0B ; String ID #$010B: What shall thou throw away?[FD][FD][end-FC] ; data -> code 0x019CE6|$06:$9CD6:A5 97 LDA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$F5FE) 0x019CE8|$06:$9CD8:20 FE F5 JSR $F5FE ; given a hero ID in A, open hero's item list and return selected item ID (or #$FE if they have no items) 0x019CEB|$06:$9CDB:48 PHA ; item ID to drop 0x019CEC|$06:$9CDC:8A TXA 0x019CED|$06:$9CDD:48 PHA ; save X 0x019CEE|$06:$9CDE:A9 03 LDA #$03 ; call to code in a different bank ($0F:$CF6A) 0x019CF0|$06:$9CE0:20 6A CF JSR $CF6A ; wipe selected menu region 0x019CF3|$06:$9CE3:68 PLA ; restore X 0x019CF4|$06:$9CE4:AA TAX 0x019CF5|$06:$9CE5:68 PLA ; item ID to drop 0x019CF6|$06:$9CE6:C9 FF CMP #$FF 0x019CF8|$06:$9CE8:D0 06 BNE $9CF0 0x019CFA|$06:$9CEA:A5 C9 LDA $C9 ; number of party members - 1 0x019CFC|$06:$9CEC:F0 C7 BEQ $9CB5 ; give up new item 0x019CFE|$06:$9CEE:D0 D5 BNE $9CC5 ; control flow target (from $9CE8) 0x019D00|$06:$9CF0:86 49 STX $49 ; object hero/target/item/string ID $49 0x019D02|$06:$9CF2:85 95 STA $95 ; ID for [item] and [spell] control codes 0x019D04|$06:$9CF4:20 FC 9A JSR $9AFC ; given hero ID in $97 and hero inventory index in $49, set Z if item is equipped and cursed, clear if not 0x019D07|$06:$9CF7:D0 07 BNE $9D00 ; call to code in a different bank ($0F:$FA2E) 0x019D09|$06:$9CF9:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019D0C|$06:$9CFC:12 ; String ID #$0112: It cannot be removed due to the curse.[end-FC] ; data -> code 0x019D0D|$06:$9CFD:4C D2 9C JMP $9CD2 ; control flow target (from $9CF7) 0x019D10|$06:$9D00:A5 95 LDA $95 ; ID for [item] and [spell] control codes; item ID to throw away 0x019D12|$06:$9D02:29 3F AND #$3F ; strip off the equipped bit 0x019D14|$06:$9D04:0A ASL 0x019D15|$06:$9D05:A8 TAY 0x019D16|$06:$9D06:B9 FC 9F LDA $9FFC,Y ; Item Prices, low byte 0x019D19|$06:$9D09:19 FD 9F ORA $9FFD,Y ; Item Prices, high byte 0x019D1C|$06:$9D0C:D0 07 BNE $9D15 ; if price is 0 G, it's a quest item ; call to code in a different bank ($0F:$FA2E) 0x019D1E|$06:$9D0E:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019D21|$06:$9D11:0E ; String ID #$010E: Thou should not throw that away.[end-FC] ; data -> code 0x019D22|$06:$9D12:4C D2 9C JMP $9CD2 ; control flow target (from $9D0C) 0x019D25|$06:$9D15:A5 97 LDA $97 ; subject hero ID $97 0x019D27|$06:$9D17:0A ASL ; 8 items per hero 0x019D28|$06:$9D18:0A ASL 0x019D29|$06:$9D19:0A ASL 0x019D2A|$06:$9D1A:18 CLC 0x019D2B|$06:$9D1B:65 49 ADC $49 ; object hero/target/item/string ID $49 0x019D2D|$06:$9D1D:AA TAX 0x019D2E|$06:$9D1E:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; item ID to gain 0x019D30|$06:$9D20:9D 00 06 STA $0600,X ; Midenhall inventory item 1 (| #$40 if equipped) 0x019D33|$06:$9D23:A9 80 LDA #$80 ; Alive 0x019D35|$06:$9D25:20 9A 8D JSR $8D9A ; given hero ID in $97, and status in A, SEC if hero has that status, CLC otherwise 0x019D38|$06:$9D28:B0 12 BCS $9D3C 0x019D3A|$06:$9D2A:20 EB 9A JSR $9AEB ; using name of first living hero, display String ID #$0120: [name] [end-FF] 0x019D3D|$06:$9D2D:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x019D40|$06:$9D30:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019D43|$06:$9D33:0F ; String ID #$010F: threw away [name]'s [item] and gave [end-FF] ; data -> code 0x019D44|$06:$9D34:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs 0x019D46|$06:$9D36:85 95 STA $95 ; ID for [item] and [spell] control codes 0x019D48|$06:$9D38:A9 10 LDA #$10 ; String ID #$0110: the [item] to ghost of [name].[end-FC] 0x019D4A|$06:$9D3A:D0 0D BNE $9D49 ; control flow target (from $9D28) 0x019D4C|$06:$9D3C:20 25 8D JSR $8D25 ; print name of hero given by low 2 bits of $97 to [name] buffer $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x019D4F|$06:$9D3F:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x019D52|$06:$9D42:0C ; String ID #$010C: [name] threw away the [item].[end-FC] ; data -> code 0x019D53|$06:$9D43:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs 0x019D55|$06:$9D45:85 95 STA $95 ; ID for [item] and [spell] control codes 0x019D57|$06:$9D47:A9 0D LDA #$0D ; String ID #$010D: [name] obtained the [item].[end-FC] ; control flow target (from $9D3A) ; call to code in a different bank ($0F:$FA4E) 0x019D59|$06:$9D49:20 4E FA JSR $FA4E ; display string ID specified by A + #$0100 0x019D5C|$06:$9D4C:4C 48 95 JMP $9548 ; end TALK/ITEM routines ; given hero ID in $97, set A to the offset of that hero's data in $062D ; control flow target (from $9BC5, $9BF2) 0x019D5F|$06:$9D4F:A6 97 LDX $97 ; subject hero ID $97 0x019D61|$06:$9D51:BD 55 9D LDA $9D55,X ; pre-computed offsets for the start of each hero's data at $062D 0x019D64|$06:$9D54:60 RTS ; code -> data ; pre-computed offsets for the start of each hero's data at $062D ; indexed data load target (from $9D51) 0x019D65|$06:$9D55:00 ; Midenhall 0x019D66|$06:$9D56:12 ; Cannock 0x019D67|$06:$9D57:24 ; Moonbrooke ; data -> code ; scan treasure list at ($0C), returning in A/$95/$96 the item ID corresponding to party's current map ID/position or #$00 if there is no item or you're not allowed to get it ; control flow target (from $9B3F, $9B73, $9DFB) 0x019D68|$06:$9D58:A0 00 LDY #$00 0x019D6A|$06:$9D5A:B1 0C LDA ($0C),Y ; read map ID 0x019D6C|$06:$9D5C:C9 FF CMP #$FF ; #$FF => end of list 0x019D6E|$06:$9D5E:D0 03 BNE $9D63 0x019D70|$06:$9D60:4C FE 9D JMP $9DFE ; end of treasure list or you aren't allowed to get the item again; set $95 = $96 = #$00 and RTS ; control flow target (from $9D5E) 0x019D73|$06:$9D63:C5 31 CMP $31 ; current map ID 0x019D75|$06:$9D65:F0 03 BEQ $9D6A ; map ID matches, start checking position 0x019D77|$06:$9D67:4C EE 9D JMP $9DEE ; increment 16-bit $0C-$0D by 4 (move to next treasure record) and loop to check next treasure ; map ID matches, start checking position ; control flow target (from $9D65) 0x019D7A|$06:$9D6A:C8 INY 0x019D7B|$06:$9D6B:B1 0C LDA ($0C),Y ; treasure X-pos 0x019D7D|$06:$9D6D:C5 16 CMP $16 ; current map X-pos (1) 0x019D7F|$06:$9D6F:D0 7D BNE $9DEE ; increment 16-bit $0C-$0D by 4 (move to next treasure record) and loop to check next treasure 0x019D81|$06:$9D71:C8 INY 0x019D82|$06:$9D72:B1 0C LDA ($0C),Y ; treasure Y-pos 0x019D84|$06:$9D74:C5 17 CMP $17 ; current map Y-pos (1) 0x019D86|$06:$9D76:D0 76 BNE $9DEE ; increment 16-bit $0C-$0D by 4 (move to next treasure record) and loop to check next treasure 0x019D88|$06:$9D78:C8 INY 0x019D89|$06:$9D79:B1 0C LDA ($0C),Y ; item ID 0x019D8B|$06:$9D7B:D0 03 BNE $9D80 ; map/position is valid and there is an item here 0x019D8D|$06:$9D7D:4C 00 9E JMP $9E00 ; store item ID in $95 and $96 and RTS ; map/position is valid and there is an item here ; control flow target (from $9D7B) 0x019D90|$06:$9D80:C9 45 CMP #$45 ; randomized gold chests have IDs >= #$45 0x019D92|$06:$9D82:B0 7C BCS $9E00 ; store item ID in $95 and $96 and RTS 0x019D94|$06:$9D84:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs; item ID 0x019D96|$06:$9D86:C9 25 CMP #$25 ; Item ID #$25: Tresures 0x019D98|$06:$9D88:D0 09 BNE $9D93 0x019D9A|$06:$9D8A:A9 2A LDA #$2A ; Item ID #$2A: Echoing Flute 0x019D9C|$06:$9D8C:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x019D9F|$06:$9D8F:10 6D BPL $9DFE ; end of treasure list or you aren't allowed to get the item again; set $95 = $96 = #$00 and RTS 0x019DA1|$06:$9D91:30 27 BMI $9DBA ; control flow target (from $9D88) 0x019DA3|$06:$9D93:C9 2B CMP #$2B ; Item ID #$2B: Mirror of Ra 0x019DA5|$06:$9D95:D0 09 BNE $9DA0 0x019DA7|$06:$9D97:AD 51 06 LDA $0651 ; Moonbrooke status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x019DAA|$06:$9D9A:29 04 AND #$04 ; pick out the In Party bit 0x019DAC|$06:$9D9C:D0 60 BNE $9DFE ; end of treasure list or you aren't allowed to get the item again; set $95 = $96 = #$00 and RTS 0x019DAE|$06:$9D9E:F0 1A BEQ $9DBA ; control flow target (from $9D95) 0x019DB0|$06:$9DA0:C9 37 CMP #$37 ; Item ID #$37: Golden Key 0x019DB2|$06:$9DA2:D0 16 BNE $9DBA ; the Golden Key is available in 2 places in Zahan; a dog points you to the one at (#$16, #$08), and the other one is at (#$12, #$04) ; you can only pick it up from one place at a time, however, depending on the position of the dog 0x019DB4|$06:$9DA4:A5 17 LDA $17 ; current map Y-pos (1) 0x019DB6|$06:$9DA6:C9 04 CMP #$04 0x019DB8|$06:$9DA8:D0 09 BNE $9DB3 ; the (#$12, #$04) Golden Key 0x019DBA|$06:$9DAA:AD 7C 05 LDA $057C ; NPC #$08 X-pos; dog's X-pos 0x019DBD|$06:$9DAD:C9 12 CMP #$12 0x019DBF|$06:$9DAF:D0 3D BNE $9DEE ; increment 16-bit $0C-$0D by 4 (move to next treasure record) and loop to check next treasure 0x019DC1|$06:$9DB1:F0 07 BEQ $9DBA ; the (#$16, #$08) Golden Key ; control flow target (from $9DA8) 0x019DC3|$06:$9DB3:AD 7C 05 LDA $057C ; NPC #$08 X-pos; dog's X-pos 0x019DC6|$06:$9DB6:C9 12 CMP #$12 0x019DC8|$06:$9DB8:F0 34 BEQ $9DEE ; increment 16-bit $0C-$0D by 4 (move to next treasure record) and loop to check next treasure ; control flow target (from $9D91, $9D9E, $9DA2, $9DB1) 0x019DCA|$06:$9DBA:AD 24 9F LDA $9F24 ; -> $06:$9F26: unique items 0x019DCD|$06:$9DBD:85 0C STA $0C 0x019DCF|$06:$9DBF:AD 25 9F LDA $9F25 0x019DD2|$06:$9DC2:85 0D STA $0D 0x019DD4|$06:$9DC4:A0 00 LDY #$00 0x019DD6|$06:$9DC6:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; item ID ; control flow target (from $9DCF) 0x019DD8|$06:$9DC8:D1 0C CMP ($0C),Y ; compare against list of unique items 0x019DDA|$06:$9DCA:F0 08 BEQ $9DD4 0x019DDC|$06:$9DCC:C8 INY 0x019DDD|$06:$9DCD:C0 12 CPY #$12 0x019DDF|$06:$9DCF:D0 F7 BNE $9DC8 ; if more items to check, check them 0x019DE1|$06:$9DD1:4C 00 9E JMP $9E00 ; store item ID in $95 and $96 and RTS; happens if item is not unique ; control flow target (from $9DCA) 0x019DE4|$06:$9DD4:C9 40 CMP #$40 ; we already handled IDs >= #$45, so this checks for Crests #$40 - #$44 0x019DE6|$06:$9DD6:B0 2D BCS $9E05 ; handle finding a Crest 0x019DE8|$06:$9DD8:20 60 A3 JSR $A360 ; check for item A (possibly equipped) in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x019DEB|$06:$9DDB:10 21 BPL $9DFE ; end of treasure list or you aren't allowed to get the item again; set $95 = $96 = #$00 and RTS 0x019DED|$06:$9DDD:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; item ID 0x019DEF|$06:$9DDF:C9 24 CMP #$24 ; Item ID #$24: Token of Erdrick 0x019DF1|$06:$9DE1:D0 1D BNE $9E00 ; store item ID in $95 and $96 and RTS 0x019DF3|$06:$9DE3:A9 23 LDA #$23 ; Item ID #$23: Helmet of Erdrick 0x019DF5|$06:$9DE5:20 60 A3 JSR $A360 ; check for item A (possibly equipped) in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x019DF8|$06:$9DE8:10 14 BPL $9DFE ; end of treasure list or you aren't allowed to get the item again; set $95 = $96 = #$00 and RTS 0x019DFA|$06:$9DEA:A9 24 LDA #$24 ; Item ID #$24: Token of Erdrick 0x019DFC|$06:$9DEC:D0 12 BNE $9E00 ; store item ID in $95 and $96 and RTS ; increment 16-bit $0C-$0D by 4 (move to next treasure record) and loop to check next treasure ; control flow target (from $9D67, $9D6F, $9D76, $9DAF, $9DB8) 0x019DFE|$06:$9DEE:A5 0C LDA $0C 0x019E00|$06:$9DF0:18 CLC 0x019E01|$06:$9DF1:69 04 ADC #$04 0x019E03|$06:$9DF3:85 0C STA $0C 0x019E05|$06:$9DF5:A5 0D LDA $0D 0x019E07|$06:$9DF7:69 00 ADC #$00 0x019E09|$06:$9DF9:85 0D STA $0D 0x019E0B|$06:$9DFB:4C 58 9D JMP $9D58 ; scan treasure list at ($0C), returning in A/$95/$96 the item ID corresponding to party's current map ID/position or #$00 if there is no item or you're not allowed to get it ; end of treasure list or you aren't allowed to get the item again; set $95 = $96 = #$00 and RTS ; control flow target (from $9D60, $9D8F, $9D9C, $9DDB, $9DE8, $9E1C) 0x019E0E|$06:$9DFE:A9 00 LDA #$00 ; store item ID in $95 and $96 and RTS ; control flow target (from $9D7D, $9D82, $9DD1, $9DE1, $9DEC, $9E28) 0x019E10|$06:$9E00:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs 0x019E12|$06:$9E02:85 95 STA $95 ; ID for [item] and [spell] control codes 0x019E14|$06:$9E04:60 RTS ; handle finding a Crest ; control flow target (from $9DD6) 0x019E15|$06:$9E05:C9 43 CMP #$43 ; Crest ID #$43: Water Crest 0x019E17|$06:$9E07:D0 04 BNE $9E0D 0x019E19|$06:$9E09:A9 08 LDA #$08 ; Crest ID #$43: Water Crest sets bit #$08 0x019E1B|$06:$9E0B:D0 0A BNE $9E17 ; control flow target (from $9E07) 0x019E1D|$06:$9E0D:C9 40 CMP #$40 0x019E1F|$06:$9E0F:D0 04 BNE $9E15 0x019E21|$06:$9E11:A9 01 LDA #$01 ; Crest ID #$40: Sun Crest sets bit #$01 0x019E23|$06:$9E13:D0 02 BNE $9E17 ; control flow target (from $9E0F) 0x019E25|$06:$9E15:A9 10 LDA #$10 ; by process of elimination, Crest ID #$44: Life Crest sets bit #$10 ; control flow target (from $9E0B, $9E13) 0x019E27|$06:$9E17:85 0C STA $0C 0x019E29|$06:$9E19:2D 12 01 AND $0112 ; Crests found bit field (#$10 = Life, #$80 = Water, #$04 = Moon, #$02 = Stars, #$01 = Sun) 0x019E2C|$06:$9E1C:D0 E0 BNE $9DFE ; end of treasure list or you aren't allowed to get the item again; set $95 = $96 = #$00 and RTS 0x019E2E|$06:$9E1E:A5 0C LDA $0C 0x019E30|$06:$9E20:0D 12 01 ORA $0112 ; Crests found bit field (#$10 = Life, #$80 = Water, #$04 = Moon, #$02 = Stars, #$01 = Sun) 0x019E33|$06:$9E23:8D 12 01 STA $0112 ; Crests found bit field (#$10 = Life, #$80 = Water, #$04 = Moon, #$02 = Stars, #$01 = Sun); mark Crest as found 0x019E36|$06:$9E26:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; item ID 0x019E38|$06:$9E28:D0 D6 BNE $9E00 ; store item ID in $95 and $96 and RTS ; code -> data ; -> $06:$9E2E: Treasure List 1 (map ID, X-pos, Y-pos, item ID) ; data load target (from $9B35) 0x019E3A|$06:$9E2A:2E ; data load target (from $9B3A) 0x019E3B|$06:$9E2B: 9E ; $06:$9E2E; Treasure List 1 (map ID, X-pos, Y-pos, item ID) ; -> $06:$9F07: Treasure List 2 (map ID, X-pos, Y-pos, item ID) ; data load target (from $9B69) 0x019E3C|$06:$9E2C:07 ; data load target (from $9B6E) 0x019E3D|$06:$9E2D: 9F ; $06:$9F07; Treasure List 2 (map ID, X-pos, Y-pos, item ID) ; Treasure List 1 (map ID, X-pos, Y-pos, item ID) ; indirect data load target (via $9E2A) 0x019E3E|$06:$9E2E:03 0E 02 06 ; Item ID #$06: Copper Sword (Midenhall Castle) 0x019E42|$06:$9E32:03 13 0E 35 ; Item ID #$35: Wing of Wyvern (Midenhall Castle) 0x019E46|$06:$9E36:03 14 0E 3C ; Item ID #$3C: Medical Herb (Midenhall Castle) 0x019E4A|$06:$9E3A:03 13 0F 47 ; Item ID #$47: 50 - 113 G (Midenhall Castle) 0x019E4E|$06:$9E3E:03 14 0F 00 ; Item ID #$00: Empty (Midenhall Castle) 0x019E52|$06:$9E42:03 15 0F 24 ; Item ID #$24: Token of Erdrick (Midenhall Castle) 0x019E56|$06:$9E46:06 0A 0A 20 ; Item ID #$20: Shield of Erdrick (Cannock Castle) 0x019E5A|$06:$9E4A:0F 06 14 1A ; Item ID #$1A: Armor of Gaia (Osterfair) 0x019E5E|$06:$9E4E:0F 06 16 02 ; Item ID #$02: Magic Knife (Osterfair) 0x019E62|$06:$9E52:10 02 02 2D ; Item ID #$2D: Magic Loom (Zahan) 0x019E66|$06:$9E56:18 07 06 33 ; Item ID #$33: Lottery Ticket (Charlock Castle) 0x019E6A|$06:$9E5A:18 08 06 3C ; Item ID #$3C: Medical Herb (Charlock Castle) 0x019E6E|$06:$9E5E:18 06 07 49 ; Item ID #$49: 100 - 163 G (Charlock Castle) 0x019E72|$06:$9E62:18 07 07 35 ; Item ID #$35: Wing of Wyvern (Charlock Castle) 0x019E76|$06:$9E66:2C 12 0C 3C ; Item ID #$3C: Medical Herb (Lake Cave B1) 0x019E7A|$06:$9E6A:2C 0E 1C 45 ; Item ID #$45: 15 - 30 G (Lake Cave B1) 0x019E7E|$06:$9E6E:2D 0E 0C 3C ; Item ID #$3C: Medical Herb (Lake Cave B2) 0x019E82|$06:$9E72:2D 14 1A 46 ; Item ID #$46: 31 - 46 G (Lake Cave B2) 0x019E86|$06:$9E76:2D 02 14 3B ; Item ID #$3B: Antidote Herb (Lake Cave B2) 0x019E8A|$06:$9E7A:2D 14 1C 35 ; Item ID #$35: Wing of Wyvern (Lake Cave B2) 0x019E8E|$06:$9E7E:2D 14 14 38 ; Item ID #$38: Silver Key (Lake Cave B2) 0x019E92|$06:$9E82:2E 18 02 4B ; Item ID #$4B: 111 - 142 G (Sea Cave B1) 0x019E96|$06:$9E86:2E 02 0A 3C ; Item ID #$3C: Medical Herb (Sea Cave B1) 0x019E9A|$06:$9E8A:2F 20 0E FF ; Item ID #$FF: Trap (Sea Cave B2) 0x019E9E|$06:$9E8E:2F 0E 18 48 ; Item ID #$48: 51 - 82 G (Sea Cave B2) 0x019EA2|$06:$9E92:31 02 02 49 ; Item ID #$49: 100 - 163 G (Sea Cave B3(2)) 0x019EA6|$06:$9E96:31 0A 02 FF ; Item ID #$FF: Trap (Sea Cave B3(2)) 0x019EAA|$06:$9E9A:32 10 0E 30 ; Item ID #$30: Dragon's Bane (Sea Cave B4) 0x019EAE|$06:$9E9E:33 16 02 28 ; Item ID #$28: Eye of Malroth (Sea Cave B5) 0x019EB2|$06:$9EA2:34 0E 10 0F ; Item ID #$0F: Sword of Erdrick (Charlock Castle) 0x019EB6|$06:$9EA6:37 10 10 44 ; Item ID #$44: Life Crest (Cave to Rhone B1) 0x019EBA|$06:$9EAA:3C 0C 1A 4B ; Item ID #$4B: 111 - 142 G (Cave to Rhone 3F) 0x019EBE|$06:$9EAE:3C 0E 32 10 ; Item ID #$10: Thunder Sword (Cave to Rhone 3F) 0x019EC2|$06:$9EB2:3C 1E 2C 33 ; Item ID #$33: Lottery Ticket (Cave to Rhone 3F) 0x019EC6|$06:$9EB6:3E 18 0E 1B ; Item ID #$1B: Armor of Erdrick (Cave to Rhone 5F) 0x019ECA|$06:$9EBA:3E 1A 18 4D ; Item ID #$4D: 111 - 174 G (Cave to Rhone 5F) 0x019ECE|$06:$9EBE:3E 12 20 FF ; Item ID #$FF: Trap (Cave to Rhone 5F) 0x019ED2|$06:$9EC2:3E 12 24 4A ; Item ID #$4A: 561 - 624 G (Cave to Rhone 5F) 0x019ED6|$06:$9EC6:40 02 0E 3C ; Item ID #$3C: Medical Herb (Spring Of Bravery) 0x019EDA|$06:$9ECA:40 0E 1A 45 ; Item ID #$45: 15 - 30 G (Spring Of Bravery) 0x019EDE|$06:$9ECE:40 16 1C 3C ; Item ID #$3C: Medical Herb (Spring Of Bravery) 0x019EE2|$06:$9ED2:49 12 14 3C ; Item ID #$3C: Medical Herb (Moon Tower 1F) 0x019EE6|$06:$9ED6:49 10 02 26 ; Item ID #$26: Moon Fragment (Moon Tower 1F) 0x019EEA|$06:$9EDA:4B 02 02 50 ; Item ID #$50: 101 - 132 G (Moon Tower 3F) 0x019EEE|$06:$9EDE:4C 04 0C 01 ; Item ID #$01: Bamboo Stick (Moon Tower 4F) 0x019EF2|$06:$9EE2:4C 02 0C 4F ; Item ID #$4F: 251 - 282 G (Moon Tower 4F) 0x019EF6|$06:$9EE6:50 14 0A 51 ; Item ID #$51: 38 - 53 G (Lighthouse 1F) 0x019EFA|$06:$9EEA:51 1E 1C 00 ; Item ID #$00: Empty (triggers Star Crest battle) (Lighthouse 2F) 0x019EFE|$06:$9EEE:53 0C 16 4E ; Item ID #$4E: 120 - 135 G (Lighthouse 4F) 0x019F02|$06:$9EF2:54 16 02 34 ; Item ID #$34: Fairy Water (Lighthouse 5F) 0x019F06|$06:$9EF6:54 0E 12 07 ; Item ID #$07: Chain Sickle (Lighthouse 5F) 0x019F0A|$06:$9EFA:58 10 14 3C ; Item ID #$3C: Medical Herb (Wind Tower 1F) 0x019F0E|$06:$9EFE:59 02 04 2E ; Item ID #$2E: Cloak of Wind (Wind Tower 2F) 0x019F12|$06:$9F02:5A 06 10 4C ; Item ID #$4C: 41 - 56 G (Wind Tower 3F) ; indirect data load target 0x019F16|$06:$9F06:FF ; end of Treasure List 1 ; Treasure List 2 (map ID, X-pos, Y-pos, item ID) ; indirect data load target (via $9E2C) 0x019F17|$06:$9F07:01 92 6D 2B ; Item ID #$2B: Mirror of Ra (Swamp SE of Hamlin) 0x019F1B|$06:$9F0B:01 1E FC 25 ; Item ID #$25: Tresures (Ocean NW of Tantegal) 0x019F1F|$06:$9F0F:01 BB DD 29 ; Item ID #$29: Leaf of World Tree (Island E of Wellgarth) 0x019F23|$06:$9F13:08 05 01 43 ; Item ID #$43: Water Crest (Hamlin) 0x019F27|$06:$9F17:1E 08 00 40 ; Item ID #$40: Sun Crest (Monolith E of Wellgarth) 0x019F2B|$06:$9F1B:10 12 04 37 ; Item ID #$37: Golden Key location #1 (Zahan) 0x019F2F|$06:$9F1F:10 16 08 37 ; Item ID #$37: Golden Key location #2 (Zahan) ; indirect data load target 0x019F33|$06:$9F23:FF ; end of Treasure List 2 ; -> $06:$9F26: unique items ; data load target (from $9DBA) 0x019F34|$06:$9F24:26 ; data load target (from $9DBF) 0x019F35|$06:$9F25: 9F ; $06:$9F26; unique items ; unique items ; indirect data load target (via $9F24) 0x019F36|$06:$9F26:38 ; Item ID #$38: Silver Key 0x019F37|$06:$9F27:25 ; Item ID #$25: Tresures 0x019F38|$06:$9F28:29 ; Item ID #$29: Leaf of The World Tree 0x019F39|$06:$9F29:24 ; Item ID #$24: Token of Erdrick 0x019F3A|$06:$9F2A:20 ; Item ID #$20: Shield of Erdrick 0x019F3B|$06:$9F2B:43 ; Crest ID #$43: Water Crest 0x019F3C|$06:$9F2C:1A ; Item ID #$1A: Armor of Gaia 0x019F3D|$06:$9F2D:10 ; Item ID #$10: Thunder Sword 0x019F3E|$06:$9F2E:40 ; Crest ID #$40: Sun Crest 0x019F3F|$06:$9F2F:28 ; Item ID #$28: Eye of Malroth 0x019F40|$06:$9F30:0F ; Item ID #$0F: Sword of Erdrick 0x019F41|$06:$9F31:44 ; Crest ID #$44: Life Crest 0x019F42|$06:$9F32:1B ; Item ID #$1B: Armor of Erdrick 0x019F43|$06:$9F33:26 ; Item ID #$26: Moon Fragment 0x019F44|$06:$9F34:2E ; Item ID #$2E: Cloak of Wind 0x019F45|$06:$9F35:2B ; Item ID #$2B: Mirror of Ra 0x019F46|$06:$9F36:37 ; Item ID #$37: Golden Key 0x019F47|$06:$9F37:2D ; Item ID #$2D: Magic Loom ; base treasure chest gold amount, low byte ; random gold amounts ; indexed data load target (from $9C4C) 0x019F48|$06:$9F38:0F ; base treasure chest gold amount, high byte ; indexed data load target (from $9C51) 0x019F49|$06:$9F39: 00 ; random treasure chest gold amount ; indexed data load target (from $9C46) 0x019F4A|$06:$9F3A: 0F ; Chest Gold ID #$45: 15 - 30 G 0x019F4B|$06:$9F3B:1F 00 0F ; Chest Gold ID #$46: 31 - 46 G 0x019F4E|$06:$9F3E:32 00 3F ; Chest Gold ID #$47: 50 - 113 G 0x019F51|$06:$9F41:33 00 1F ; Chest Gold ID #$48: 51 - 82 G 0x019F54|$06:$9F44:64 00 3F ; Chest Gold ID #$49: 100 - 163 G 0x019F57|$06:$9F47:31 02 3F ; Chest Gold ID #$4A: 561 - 624 G 0x019F5A|$06:$9F4A:6F 00 1F ; Chest Gold ID #$4B: 111 - 142 G 0x019F5D|$06:$9F4D:29 00 0F ; Chest Gold ID #$4C: 41 - 56 G 0x019F60|$06:$9F50:6F 00 3F ; Chest Gold ID #$4D: 111 - 174 G 0x019F63|$06:$9F53:78 00 0F ; Chest Gold ID #$4E: 120 - 135 G 0x019F66|$06:$9F56:FB 00 1F ; Chest Gold ID #$4F: 251 - 282 G 0x019F69|$06:$9F59:65 00 1F ; Chest Gold ID #$50: 101 - 132 G 0x019F6C|$06:$9F5C:26 00 0F ; Chest Gold ID #$51: 38 - 53 G ; Crest Names ; indexed data load target (from $9C25) 0x019F6F|$06:$9F5F:36 1E 17 5F 26 1B 0E 1C 1D FA ; "Sun Crest" + [end-FA] 0x019F79|$06:$9F69:3A 0A 1D 0E 1B 5F 26 1B 0E 1C 1D FA ; "Water Crest" + [end-FA] 0x019F85|$06:$9F75:2F 12 0F 0E 5F 26 1B 0E 1C 1D FA ; "Life Crest" + [end-FA] ; Inn prices per party member ; indexed data load target (from $821F) 0x019F90|$06:$9F80:04 ; Inn ID #$00, Map IDs #$00/#$03: Fake Midenhall/Midenhall 1F 0x019F91|$06:$9F81:06 ; Inn ID #$01, Map ID #$05: Leftwyne 0x019F92|$06:$9F82:08 ; Inn ID #$02, Map ID #$06: Cannock 0x019F93|$06:$9F83:0C ; Inn ID #$03, Map ID #$07: Hamlin 0x019F94|$06:$9F84:14 ; Inn ID #$04, Map ID #$0B: Lianport 0x019F95|$06:$9F85:02 ; Inn ID #$05, Map ID #$0C: Tantegel 0x019F96|$06:$9F86:19 ; Inn ID #$06, Map ID #$0F: Osterfair 0x019F97|$06:$9F87:1E ; Inn ID #$07, Map ID #$10: Zahan 0x019F98|$06:$9F88:28 ; Inn ID #$08, Map ID #$11: Tuhn / Map ID #$14: Wellgarth Underground 0x019F99|$06:$9F89:1E ; Weapon Shop inventories ; external indexed data load target (from $0F:$F266, $0F:$F278, $0F:$F299) 0x019F9A|$06:$9F8A:05 06 02 07 16 1C ; Shop ID #00, Weapons/Armor, Map ID #$05: Leftwyne 0x019FA0|$06:$9F90:07 08 0A 16 19 1E ; Shop ID #01, Weapons/Armor, Map ID #$07: Hamlin 0x019FA6|$06:$9F96:02 0A 03 19 12 1E ; Shop ID #02, Weapons/Armor, Map ID #$0B: Lianport 0x019FAC|$06:$9F9C:0A 0B 03 12 1E 22 ; Shop ID #03, Weapons/Armor, Map ID #$0C: Tantegel 0x019FB2|$06:$9FA2:0A 0B 0D 12 18 22 ; Shop ID #04, Weapons/Armor, Map ID #$0F: Osterfair 0x019FB8|$06:$9FA8:03 09 0D 18 1D 22 ; Shop ID #05, Weapons/Armor, Map ID #$11: Tuhn 0x019FBE|$06:$9FAE:0B 0D 0E 14 1D 22 ; Shop ID #06, Weapons/Armor, Map ID #$14: Wellgarth Underground 0x019FC4|$06:$9FB4:0B 03 0D 1E 1D 22 ; Shop ID #07, Weapons/Armor, Map ID #$15: Beran ; Tool Shop inventories 0x019FCA|$06:$9FBA:3C 3B 00 00 00 00 ; Shop ID #$00, Items, Map IDs #$00/#$03: Fake Midenhall/Midenhall 1F 0x019FD0|$06:$9FC0:3C 3B 35 00 00 00 ; Shop ID #$01, Items, Map ID #$05: Leftwyne 0x019FD6|$06:$9FC6:3C 3B 35 34 00 00 ; Shop ID #$02, Items, Map ID #$06: Cannock 0x019FDC|$06:$9FCC:3C 3B 35 34 00 00 ; Shop ID #$03, Items, Map ID #$07: Hamlin 0x019FE2|$06:$9FD2:3C 3B 35 34 30 00 ; Shop ID #$04, Items, Map ID #$0B: Lianport 0x019FE8|$06:$9FD8:3C 3B 35 34 30 00 ; Shop ID #$05, Items, Map ID #$0C: Tantegel 0x019FEE|$06:$9FDE:3C 35 34 30 00 00 ; Shop ID #$06, Items, Map ID #$10: Zahan 0x019FF4|$06:$9FE4:35 34 30 00 00 00 ; Shop ID #$07, Items, Map ID #$11: Tuhn 0x019FFA|$06:$9FEA:3C 3B 34 30 00 00 ; Shop ID #$08, Items, Map ID #$14: Wellgarth Underground, #1 0x01A000|$06:$9FF0:3C 3B 39 35 00 00 ; Shop ID #$09, Items, Map ID #$14: Wellgarth Underground, #2 0x01A006|$06:$9FF6:3C 3B 35 34 00 00 ; Shop ID #$0A, Items, Map ID #$15: Beran ; Item Prices, low byte ; indexed data load target (from $84D7, $84E9, $8D15, $8D51, $8D6C, $9A8B, $9D06) ; external indexed data load target (from $0F:$EED3) 0x01A00C|$06:$9FFC:00 ; Item Prices, high byte ; indexed data load target (from $84DC, $84F1, $8D1D, $8D56, $8D74, $9A8E, $9D09) ; external indexed data load target (from $0F:$EED8) 0x01A00D|$06:$9FFD: 00 ; Item ID #$00: (no item) 0x01A00E|$06:$9FFE:14 00 ; Item ID #$01: Bamboo Stick 0x01A010|$06:$A000:C8 00 ; Item ID #$02: Magic Knife 0x01A012|$06:$A002:C4 09 ; Item ID #$03: Wizard’s Wand 0x01A014|$06:$A004:90 65 ; Item ID #$04: Staff of Thunder 0x01A016|$06:$A006:3C 00 ; Item ID #$05: Club 0x01A018|$06:$A008:64 00 ; Item ID #$06: Copper Sword 0x01A01A|$06:$A00A:86 01 ; Item ID #$07: Chain Sickle 0x01A01C|$06:$A00C:02 03 ; Item ID #$08: Iron Spear 0x01A01E|$06:$A00E:A8 61 ; Item ID #$09: Falcon Sword 0x01A020|$06:$A010:DC 05 ; Item ID #$0A: Broad Sword 0x01A022|$06:$A012:A0 0F ; Item ID #$0B: Giant Hammer 0x01A024|$06:$A014:98 3A ; Item ID #$0C: Sword of Destruction 0x01A026|$06:$A016:40 1F ; Item ID #$0D: Dragon Killer 0x01A028|$06:$A018:80 3E ; Item ID #$0E: Light Sword 0x01A02A|$06:$A01A:02 00 ; Item ID #$0F: Sword of Erdrick 0x01A02C|$06:$A01C:F4 01 ; Item ID #$10: Thunder Sword 0x01A02E|$06:$A01E:1E 00 ; Item ID #$11: Clothes 0x01A030|$06:$A020:E2 04 ; Item ID #$12: Clothes Hiding 0x01A032|$06:$A022:46 00 ; Item ID #$13: Water Flying Cloth 0x01A034|$06:$A024:E8 FD ; Item ID #$14: Mink Coat 0x01A036|$06:$A026:96 00 ; Item ID #$15: Leather Armor 0x01A038|$06:$A028:E0 01 ; Item ID #$16: Chain Mail 0x01A03A|$06:$A02A:00 19 ; Item ID #$17: Gremlin’s Armor 0x01A03C|$06:$A02C:CC 10 ; Item ID #$18: Magic Armor 0x01A03E|$06:$A02E:E8 03 ; Item ID #$19: Full Plate Armor 0x01A040|$06:$A030:32 00 ; Item ID #$1A: Armor of Gaia 0x01A042|$06:$A032:04 00 ; Item ID #$1B: Armor of Erdrick 0x01A044|$06:$A034:5A 00 ; Item ID #$1C: Leather Shield 0x01A046|$06:$A036:FC 53 ; Item ID #$1D: Shield of Strength 0x01A048|$06:$A038:D0 07 ; Item ID #$1E: Steel Shield 0x01A04A|$06:$A03A:60 22 ; Item ID #$1F: Evil Shield 0x01A04C|$06:$A03C:14 00 ; Item ID #$20: Shield of Erdrick 0x01A04E|$06:$A03E:20 4E ; Item ID #$21: Mysterious Hat 0x01A050|$06:$A040:4E 0C ; Item ID #$22: Iron Helmet 0x01A052|$06:$A042:46 00 ; Item ID #$23: Helmet of Erdrick 0x01A054|$06:$A044:0A 00 ; Item ID #$24: Token of Erdrick 0x01A056|$06:$A046:00 00 ; Item ID #$25: Tresures 0x01A058|$06:$A048:2C 01 ; Item ID #$26: Moon Fragment 0x01A05A|$06:$A04A:00 00 ; Item ID #$27: Charm of Rubiss 0x01A05C|$06:$A04C:00 00 ; Item ID #$28: Eye of Malroth 0x01A05E|$06:$A04E:06 00 ; Item ID #$29: Leaf of The World Tree 0x01A060|$06:$A050:90 01 ; Item ID #$2A: Echoing Flute 0x01A062|$06:$A052:00 00 ; Item ID #$2B: Mirror of Ra 0x01A064|$06:$A054:28 00 ; Item ID #$2C: Dew’s Yarn 0x01A066|$06:$A056:1E 00 ; Item ID #$2D: Magic Loom 0x01A068|$06:$A058:46 00 ; Item ID #$2E: Cloak of Wind 0x01A06A|$06:$A05A:DC 05 ; Item ID #$2F: Gremlin’s Tail 0x01A06C|$06:$A05C:80 02 ; Item ID #$30: Dragon’s Bane 0x01A06E|$06:$A05E:10 27 ; Item ID #$31: Dragon’s Potion 0x01A070|$06:$A060:F4 01 ; Item ID #$32: Golden Card 0x01A072|$06:$A062:46 00 ; Item ID #$33: Lottery Ticket 0x01A074|$06:$A064:28 00 ; Item ID #$34: Fairy Water 0x01A076|$06:$A066:50 00 ; Item ID #$35: Wing of the Wyvern 0x01A078|$06:$A068:02 00 ; Item ID #$36: [blank] 0x01A07A|$06:$A06A:02 00 ; Item ID #$37: Golden Key 0x01A07C|$06:$A06C:02 00 ; Item ID #$38: Silver Key 0x01A07E|$06:$A06E:D0 07 ; Item ID #$39: Jailor’s Key 0x01A080|$06:$A070:00 00 ; Item ID #$3A: Watergate Key 0x01A082|$06:$A072:08 00 ; Item ID #$3B: Antidote Herb 0x01A084|$06:$A074:0F 00 ; Item ID #$3C: Medical Herb 0x01A086|$06:$A076:28 0A ; Item ID #$3D: Wizard’s Ring 0x01A088|$06:$A078:02 00 ; Item ID #$3E: Perilous 0x01A08A|$06:$A07A:02 00 ; Item ID #$3F: [blank] ; data -> code ; control flow target (from $A141, $A14C) 0x01A08C|$06:$A07C:A5 47 LDA $47 ; Stepguard flag 0x01A08E|$06:$A07E:10 08 BPL $A088 0x01A090|$06:$A080:C0 04 CPY #$04 0x01A092|$06:$A082:D0 11 BNE $A095 0x01A094|$06:$A084:A9 07 LDA #$07 0x01A096|$06:$A086:85 47 STA $47 ; Stepguard flag ; control flow target (from $A07E) 0x01A098|$06:$A088:98 TYA 0x01A099|$06:$A089:25 47 AND $47 ; Stepguard flag 0x01A09B|$06:$A08B:F0 0D BEQ $A09A 0x01A09D|$06:$A08D:0A ASL 0x01A09E|$06:$A08E:38 SEC 0x01A09F|$06:$A08F:E9 01 SBC #$01 0x01A0A1|$06:$A091:05 47 ORA $47 ; Stepguard flag 0x01A0A3|$06:$A093:85 47 STA $47 ; Stepguard flag ; control flow target (from $A082) 0x01A0A5|$06:$A095:68 PLA 0x01A0A6|$06:$A096:68 PLA 0x01A0A7|$06:$A097:4C A1 A1 JMP $A1A1 ; control flow target (from $A08B) 0x01A0AA|$06:$A09A:60 RTS ; code -> data ; indexed data load target (from $A11D) 0x01A0AB|$06:$A09B:04 0x01A0AC|$06:$A09C:02 0x01A0AD|$06:$A09D:01 ; data -> code ; external control flow target (from $0F:$C89E) 0x01A0AE|$06:$A09E:AD 5A 01 LDA $015A 0x01A0B1|$06:$A0A1:8D 5B 01 STA $015B 0x01A0B4|$06:$A0A4:AD 59 01 LDA $0159 0x01A0B7|$06:$A0A7:8D 5A 01 STA $015A 0x01A0BA|$06:$A0AA:A5 3B LDA $3B ; high nybble = terrain ID 0x01A0BC|$06:$A0AC:8D 59 01 STA $0159 0x01A0BF|$06:$A0AF:A9 00 LDA #$00 0x01A0C1|$06:$A0B1:85 0E STA $0E 0x01A0C3|$06:$A0B3:A9 06 LDA #$06 0x01A0C5|$06:$A0B5:85 94 STA $94 ; return bank for various function calls, doubles as index of selected option for multiple-choice menus 0x01A0C7|$06:$A0B7:A5 46 LDA $46 ; Repel (#$FE) / Fairy Water (#$FF) flag 0x01A0C9|$06:$A0B9:F0 23 BEQ $A0DE 0x01A0CB|$06:$A0BB:C9 01 CMP #$01 0x01A0CD|$06:$A0BD:D0 04 BNE $A0C3 0x01A0CF|$06:$A0BF:A9 2B LDA #$2B ; String ID #$012B: The Fairy Water evaporated and lost its power.[end-FC] 0x01A0D1|$06:$A0C1:D0 06 BNE $A0C9 ; control flow target (from $A0BD) 0x01A0D3|$06:$A0C3:C9 02 CMP #$02 0x01A0D5|$06:$A0C5:D0 13 BNE $A0DA 0x01A0D7|$06:$A0C7:A9 BE LDA #$BE ; String ID #$01BE: Repel has lost its effect.[end-FC] ; control flow target (from $A0C1) 0x01A0D9|$06:$A0C9:48 PHA ; call to code in a different bank ($0F:$EB76) 0x01A0DA|$06:$A0CA:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x01A0DD|$06:$A0CD:04 ; Menu ID #$04: Dialogue window ; data -> code 0x01A0DE|$06:$A0CE:68 PLA ; call to code in a different bank ($0F:$FA4E) 0x01A0DF|$06:$A0CF:20 4E FA JSR $FA4E ; display string ID specified by A + #$0100 0x01A0E2|$06:$A0D2:A9 01 LDA #$01 0x01A0E4|$06:$A0D4:85 0E STA $0E 0x01A0E6|$06:$A0D6:A9 02 LDA #$02 0x01A0E8|$06:$A0D8:85 46 STA $46 ; Repel (#$FE) / Fairy Water (#$FF) flag ; control flow target (from $A0C5) 0x01A0EA|$06:$A0DA:C6 46 DEC $46 ; Repel (#$FE) / Fairy Water (#$FF) flag 0x01A0EC|$06:$A0DC:C6 46 DEC $46 ; Repel (#$FE) / Fairy Water (#$FF) flag ; control flow target (from $A0B9) 0x01A0EE|$06:$A0DE:EE FB 05 INC $05FB ; movement counter 0x01A0F1|$06:$A0E1:AD FB 05 LDA $05FB ; movement counter 0x01A0F4|$06:$A0E4:29 03 AND #$03 0x01A0F6|$06:$A0E6:D0 26 BNE $A10E 0x01A0F8|$06:$A0E8:A5 1F LDA $1F ; some kind of map type (#$00: World Map, #$01: other non-dungeon maps, #$02: maps #$2B - #$43 inclusive, #$03: maps >= #$44, #$FF => game menu) 0x01A0FA|$06:$A0EA:C9 01 CMP #$01 0x01A0FC|$06:$A0EC:F0 20 BEQ $A10E 0x01A0FE|$06:$A0EE:A0 00 LDY #$00 ; control flow target (from $A10C) 0x01A100|$06:$A0F0:B9 2D 06 LDA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x01A103|$06:$A0F3:29 A0 AND #$A0 0x01A105|$06:$A0F5:C9 A0 CMP #$A0 0x01A107|$06:$A0F7:D0 0C BNE $A105 0x01A109|$06:$A0F9:98 TYA 0x01A10A|$06:$A0FA:48 PHA 0x01A10B|$06:$A0FB:20 62 A2 JSR $A262 0x01A10E|$06:$A0FE:68 PLA 0x01A10F|$06:$A0FF:A8 TAY 0x01A110|$06:$A100:A9 01 LDA #$01 0x01A112|$06:$A102:20 C7 A1 JSR $A1C7 ; control flow target (from $A0F7) 0x01A115|$06:$A105:98 TYA 0x01A116|$06:$A106:18 CLC 0x01A117|$06:$A107:69 12 ADC #$12 0x01A119|$06:$A109:A8 TAY 0x01A11A|$06:$A10A:C0 36 CPY #$36 0x01A11C|$06:$A10C:90 E2 BCC $A0F0 ; control flow target (from $A0E6, $A0EC) 0x01A11E|$06:$A10E:A9 24 LDA #$24 0x01A120|$06:$A110:85 49 STA $49 ; object hero/target/item/string ID $49 0x01A122|$06:$A112:A9 00 LDA #$00 0x01A124|$06:$A114:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs ; control flow target (from $A1AA) 0x01A126|$06:$A116:A5 49 LDA $49 ; object hero/target/item/string ID $49 0x01A128|$06:$A118:4A LSR 0x01A129|$06:$A119:4A LSR 0x01A12A|$06:$A11A:4A LSR 0x01A12B|$06:$A11B:4A LSR 0x01A12C|$06:$A11C:AA TAX 0x01A12D|$06:$A11D:BC 9B A0 LDY $A09B,X 0x01A130|$06:$A120:BD 59 01 LDA $0159,X 0x01A133|$06:$A123:C9 70 CMP #$70 0x01A135|$06:$A125:D0 04 BNE $A12B 0x01A137|$06:$A127:A9 02 LDA #$02 0x01A139|$06:$A129:D0 36 BNE $A161 ; control flow target (from $A125) 0x01A13B|$06:$A12B:C9 A0 CMP #$A0 0x01A13D|$06:$A12D:D0 0E BNE $A13D 0x01A13F|$06:$A12F:A5 31 LDA $31 ; current map ID 0x01A141|$06:$A131:C9 2E CMP #$2E ; Map ID #$2E: Sea Cave B1 0x01A143|$06:$A133:90 1E BCC $A153 0x01A145|$06:$A135:C9 34 CMP #$34 ; Map ID #$34: Charlock Castle B1/B2 0x01A147|$06:$A137:B0 1A BCS $A153 0x01A149|$06:$A139:A9 01 LDA #$01 0x01A14B|$06:$A13B:D0 24 BNE $A161 ; control flow target (from $A12D) 0x01A14D|$06:$A13D:C9 80 CMP #$80 0x01A14F|$06:$A13F:D0 07 BNE $A148 0x01A151|$06:$A141:20 7C A0 JSR $A07C 0x01A154|$06:$A144:A9 0F LDA #$0F 0x01A156|$06:$A146:D0 19 BNE $A161 ; control flow target (from $A13F) 0x01A158|$06:$A148:C9 90 CMP #$90 0x01A15A|$06:$A14A:D0 07 BNE $A153 0x01A15C|$06:$A14C:20 7C A0 JSR $A07C 0x01A15F|$06:$A14F:A9 1E LDA #$1E 0x01A161|$06:$A151:D0 0E BNE $A161 ; control flow target (from $A133, $A137, $A14A) 0x01A163|$06:$A153:A5 47 LDA $47 ; Stepguard flag 0x01A165|$06:$A155:30 4A BMI $A1A1 0x01A167|$06:$A157:98 TYA 0x01A168|$06:$A158:49 FF EOR #$FF 0x01A16A|$06:$A15A:25 47 AND $47 ; Stepguard flag 0x01A16C|$06:$A15C:85 47 STA $47 ; Stepguard flag 0x01A16E|$06:$A15E:4C A1 A1 JMP $A1A1 ; control flow target (from $A129, $A13B, $A146, $A151) 0x01A171|$06:$A161:85 CC STA $CC 0x01A173|$06:$A163:A4 49 LDY $49 ; object hero/target/item/string ID $49 0x01A175|$06:$A165:B9 2D 06 LDA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x01A178|$06:$A168:10 37 BPL $A1A1 0x01A17A|$06:$A16A:A9 5B LDA #$5B 0x01A17C|$06:$A16C:20 B5 A1 JSR $A1B5 0x01A17F|$06:$A16F:B0 30 BCS $A1A1 0x01A181|$06:$A171:A5 CC LDA $CC 0x01A183|$06:$A173:C9 0A CMP #$0A 0x01A185|$06:$A175:B0 07 BCS $A17E 0x01A187|$06:$A177:A9 53 LDA #$53 0x01A189|$06:$A179:20 B5 A1 JSR $A1B5 0x01A18C|$06:$A17C:B0 23 BCS $A1A1 ; control flow target (from $A175) 0x01A18E|$06:$A17E:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs 0x01A190|$06:$A180:D0 18 BNE $A19A 0x01A192|$06:$A182:98 TYA 0x01A193|$06:$A183:48 PHA 0x01A194|$06:$A184:A5 CC LDA $CC 0x01A196|$06:$A186:C9 0A CMP #$0A 0x01A198|$06:$A188:B0 0B BCS $A195 0x01A19A|$06:$A18A:A9 91 LDA #$91 ; Music ID #$91: swamp SFX ; call to code in a different bank ($0F:$C561) 0x01A19C|$06:$A18C:20 61 C5 JSR $C561 ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]) 0x01A19F|$06:$A18F:20 62 A2 JSR $A262 0x01A1A2|$06:$A192:4C 98 A1 JMP $A198 ; control flow target (from $A188) 0x01A1A5|$06:$A195:20 96 A2 JSR $A296 ; control flow target (from $A192) 0x01A1A8|$06:$A198:68 PLA 0x01A1A9|$06:$A199:A8 TAY ; control flow target (from $A180) 0x01A1AA|$06:$A19A:E6 96 INC $96 ; temp storage for item/spell/type/etc. IDs 0x01A1AC|$06:$A19C:A5 CC LDA $CC 0x01A1AE|$06:$A19E:20 C7 A1 JSR $A1C7 ; control flow target (from $A097, $A155, $A15E, $A168, $A16F, $A17C) 0x01A1B1|$06:$A1A1:A5 49 LDA $49 ; object hero/target/item/string ID $49 0x01A1B3|$06:$A1A3:38 SEC 0x01A1B4|$06:$A1A4:E9 12 SBC #$12 0x01A1B6|$06:$A1A6:85 49 STA $49 ; object hero/target/item/string ID $49 0x01A1B8|$06:$A1A8:30 03 BMI $A1AD 0x01A1BA|$06:$A1AA:4C 16 A1 JMP $A116 ; control flow target (from $A1A8) 0x01A1BD|$06:$A1AD:A5 0E LDA $0E 0x01A1BF|$06:$A1AF:F0 03 BEQ $A1B4 ; call to code in a different bank ($0F:$D0F5) 0x01A1C1|$06:$A1B1:20 F5 D0 JSR $D0F5 ; wait for a while and then wipe menu regions #$03, #$00, and #$01 ; control flow target (from $A1AF) 0x01A1C4|$06:$A1B4:60 RTS ; control flow target (from $A16C, $A179) 0x01A1C5|$06:$A1B5:85 0C STA $0C 0x01A1C7|$06:$A1B7:98 TYA 0x01A1C8|$06:$A1B8:48 PHA 0x01A1C9|$06:$A1B9:4A LSR 0x01A1CA|$06:$A1BA:4A LSR 0x01A1CB|$06:$A1BB:4A LSR 0x01A1CC|$06:$A1BC:4A LSR 0x01A1CD|$06:$A1BD:85 9C STA $9C 0x01A1CF|$06:$A1BF:A5 0C LDA $0C ; call to code in a different bank ($0F:$C4B0) 0x01A1D1|$06:$A1C1:20 B0 C4 JSR $C4B0 ; given a hero ID in $9C and an item ID in A, SEC if hero has that item, CLC otherwise 0x01A1D4|$06:$A1C4:68 PLA 0x01A1D5|$06:$A1C5:A8 TAY 0x01A1D6|$06:$A1C6:60 RTS ; control flow target (from $A102, $A19E) 0x01A1D7|$06:$A1C7:85 0C STA $0C 0x01A1D9|$06:$A1C9:B9 3B 06 LDA $063B,Y ; Midenhall Current HP, low byte 0x01A1DC|$06:$A1CC:38 SEC 0x01A1DD|$06:$A1CD:E5 0C SBC $0C 0x01A1DF|$06:$A1CF:99 3B 06 STA $063B,Y ; Midenhall Current HP, low byte 0x01A1E2|$06:$A1D2:B9 3C 06 LDA $063C,Y ; Midenhall Current HP, high byte 0x01A1E5|$06:$A1D5:E9 00 SBC #$00 0x01A1E7|$06:$A1D7:99 3C 06 STA $063C,Y ; Midenhall Current HP, high byte 0x01A1EA|$06:$A1DA:B0 08 BCS $A1E4 0x01A1EC|$06:$A1DC:A9 00 LDA #$00 0x01A1EE|$06:$A1DE:99 3B 06 STA $063B,Y ; Midenhall Current HP, low byte 0x01A1F1|$06:$A1E1:99 3C 06 STA $063C,Y ; Midenhall Current HP, high byte ; control flow target (from $A1DA) 0x01A1F4|$06:$A1E4:19 3B 06 ORA $063B,Y ; Midenhall Current HP, low byte 0x01A1F7|$06:$A1E7:F0 0C BEQ $A1F5 0x01A1F9|$06:$A1E9:98 TYA 0x01A1FA|$06:$A1EA:48 PHA 0x01A1FB|$06:$A1EB:8A TXA 0x01A1FC|$06:$A1EC:48 PHA ; call to code in a different bank ($0F:$C22C) 0x01A1FD|$06:$A1ED:20 2C C2 JSR $C22C 0x01A200|$06:$A1F0:68 PLA 0x01A201|$06:$A1F1:AA TAX 0x01A202|$06:$A1F2:68 PLA 0x01A203|$06:$A1F3:A8 TAY 0x01A204|$06:$A1F4:60 RTS ; control flow target (from $A1E7) 0x01A205|$06:$A1F5:A9 04 LDA #$04 0x01A207|$06:$A1F7:99 2D 06 STA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x01A20A|$06:$A1FA:A9 FF LDA #$FF 0x01A20C|$06:$A1FC:85 35 STA $35 ; flag indicating whether any menu is currently open 0x01A20E|$06:$A1FE:A5 0E LDA $0E 0x01A210|$06:$A200:D0 0C BNE $A20E 0x01A212|$06:$A202:98 TYA 0x01A213|$06:$A203:48 PHA ; call to code in a different bank ($0F:$EB76) 0x01A214|$06:$A204:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x01A217|$06:$A207:04 ; Menu ID #$04: Dialogue window ; data -> code 0x01A218|$06:$A208:68 PLA 0x01A219|$06:$A209:A8 TAY 0x01A21A|$06:$A20A:A9 00 LDA #$00 0x01A21C|$06:$A20C:85 0E STA $0E ; control flow target (from $A200) 0x01A21E|$06:$A20E:E6 0E INC $0E 0x01A220|$06:$A210:A5 0E LDA $0E 0x01A222|$06:$A212:48 PHA 0x01A223|$06:$A213:98 TYA 0x01A224|$06:$A214:48 PHA 0x01A225|$06:$A215:4A LSR 0x01A226|$06:$A216:4A LSR 0x01A227|$06:$A217:4A LSR 0x01A228|$06:$A218:4A LSR 0x01A229|$06:$A219:85 97 STA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$FC50) 0x01A22B|$06:$A21B:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA 0x01A22E|$06:$A21E:A5 97 LDA $97 ; subject hero ID $97 0x01A230|$06:$A220:18 CLC 0x01A231|$06:$A221:69 03 ADC #$03 0x01A233|$06:$A223:85 97 STA $97 ; subject hero ID $97 ; call to code in a different bank ($0F:$D302) 0x01A235|$06:$A225:20 02 D3 JSR $D302 ; call to code in a different bank ($0F:$FA2A) 0x01A238|$06:$A228:20 2A FA JSR $FA2A ; display string ID specified by next byte ; code -> data ; indirect data load target 0x01A23B|$06:$A22B:1B ; String ID #$001B: Alas, brave [name] hast died.[end-FC] ; data -> code 0x01A23C|$06:$A22C:68 PLA 0x01A23D|$06:$A22D:A8 TAY 0x01A23E|$06:$A22E:68 PLA 0x01A23F|$06:$A22F:85 0E STA $0E 0x01A241|$06:$A231:A2 00 LDX #$00 ; control flow target (from $A23F) 0x01A243|$06:$A233:BD 2D 06 LDA $062D,X ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x01A246|$06:$A236:30 25 BMI $A25D 0x01A248|$06:$A238:8A TXA 0x01A249|$06:$A239:18 CLC 0x01A24A|$06:$A23A:69 12 ADC #$12 0x01A24C|$06:$A23C:AA TAX 0x01A24D|$06:$A23D:C9 36 CMP #$36 0x01A24F|$06:$A23F:90 F2 BCC $A233 ; call to code in a different bank ($0F:$F6CE) 0x01A251|$06:$A241:20 CE F6 JSR $F6CE ; return number of party members - 1 in A/X 0x01A254|$06:$A244:F0 09 BEQ $A24F 0x01A256|$06:$A246:A9 80 LDA #$80 ; call to code in a different bank ($0F:$FC50) 0x01A258|$06:$A248:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x01A25B|$06:$A24B:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01A25E|$06:$A24E:51 ; String ID #$0151: [name] is utterly destroyed.[end-FC] ; data -> code ; control flow target (from $A244) 0x01A25F|$06:$A24F:A9 12 LDA #$12 ; Music ID #$12: party defeat BGM 0x01A261|$06:$A251:8D F7 05 STA $05F7 ; probably BGM for current area ; call to code in a different bank ($0F:$C561) 0x01A264|$06:$A254:20 61 C5 JSR $C561 ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]) 0x01A267|$06:$A257:20 9D 80 JSR $809D ; wait until all joypad buttons are released and then some button pressed ; call to code in a different bank ($0F:$D271) 0x01A26A|$06:$A25A:4C 71 D2 JMP $D271 ; control flow target (from $A236) 0x01A26D|$06:$A25D:A9 00 LDA #$00 0x01A26F|$06:$A25F:85 35 STA $35 ; flag indicating whether any menu is currently open 0x01A271|$06:$A261:60 RTS ; control flow target (from $A0FB, $A18F, $A29F) ; call to code in a different bank ($0F:$C1DC) 0x01A272|$06:$A262:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF 0x01A275|$06:$A265:AD 87 A2 LDA $A287 0x01A278|$06:$A268:85 0A STA $0A 0x01A27A|$06:$A26A:AD 88 A2 LDA $A288 0x01A27D|$06:$A26D:20 7E A2 JSR $A27E ; call to code in a different bank ($0F:$C1DC) 0x01A280|$06:$A270:20 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) 0x01A283|$06:$A273:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF 0x01A286|$06:$A276:AD E9 C2 LDA $C2E9 0x01A289|$06:$A279:85 0A STA $0A 0x01A28B|$06:$A27B:AD EA C2 LDA $C2EA ; control flow target (from $A26D) 0x01A28E|$06:$A27E:85 0B STA $0B 0x01A290|$06:$A280:A9 00 LDA #$00 0x01A292|$06:$A282:85 0C STA $0C ; call to code in a different bank ($0F:$C228) 0x01A294|$06:$A284:4C 28 C2 JMP $C228 ; code -> data ; data load target (from $A265) 0x01A297|$06:$A287:89 ; data load target (from $A26A) 0x01A298|$06:$A288: A2 ; $06:$A289 ; indirect data load target (via $A287) 0x01A299|$06:$A289:0F ; indirect data load target 0x01A29A|$06:$A28A:16 ; indirect data load target 0x01A29B|$06:$A28B:16 ; indirect data load target 0x01A29C|$06:$A28C:16 ; indirect data load target 0x01A29D|$06:$A28D:16 ; indirect data load target 0x01A29E|$06:$A28E:16 ; indirect data load target 0x01A29F|$06:$A28F:16 ; indirect data load target 0x01A2A0|$06:$A290:16 ; indirect data load target 0x01A2A1|$06:$A291:16 ; indirect data load target 0x01A2A2|$06:$A292:16 ; indirect data load target 0x01A2A3|$06:$A293:16 ; indirect data load target 0x01A2A4|$06:$A294:16 ; indirect data load target 0x01A2A5|$06:$A295:16 ; data -> code ; control flow target (from $A195) 0x01A2A6|$06:$A296:A9 81 LDA #$81 ; Music ID #$81: hit 1 SFX ; call to code in a different bank ($0F:$C561) 0x01A2A8|$06:$A298:20 61 C5 JSR $C561 ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]) 0x01A2AB|$06:$A29B:A9 04 LDA #$04 0x01A2AD|$06:$A29D:85 13 STA $13 ; control flow target (from $A2A4) 0x01A2AF|$06:$A29F:20 62 A2 JSR $A262 0x01A2B2|$06:$A2A2:C6 13 DEC $13 0x01A2B4|$06:$A2A4:D0 F9 BNE $A29F 0x01A2B6|$06:$A2A6:60 RTS ; external control flow target (from $0F:$C91B) 0x01A2B7|$06:$A2A7:AD 12 01 LDA $0112 ; Crests found bit field (#$10 = Life, #$80 = Water, #$04 = Moon, #$02 = Stars, #$01 = Sun) 0x01A2BA|$06:$A2AA:29 1F AND #$1F 0x01A2BC|$06:$A2AC:C9 1F CMP #$1F 0x01A2BE|$06:$A2AE:F0 01 BEQ $A2B1 ; control flow target (from $A2B8) 0x01A2C0|$06:$A2B0:60 RTS ; control flow target (from $A2AE) 0x01A2C1|$06:$A2B1:A9 27 LDA #$27 0x01A2C3|$06:$A2B3:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x01A2C6|$06:$A2B6:C9 FF CMP #$FF 0x01A2C8|$06:$A2B8:D0 F6 BNE $A2B0 0x01A2CA|$06:$A2BA:A9 05 LDA #$05 ; Music ID #$05: Rubiss BGM ; call to code in a different bank ($0F:$C561) 0x01A2CC|$06:$A2BC:20 61 C5 JSR $C561 ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]) 0x01A2CF|$06:$A2BF:A9 04 LDA #$04 0x01A2D1|$06:$A2C1:85 49 STA $49 ; object hero/target/item/string ID $49 0x01A2D3|$06:$A2C3:20 FB A2 JSR $A2FB ; call to code in a different bank ($0F:$F6F6) 0x01A2D6|$06:$A2C6:20 F6 F6 JSR $F6F6 ; open main dialogue window and display string ID specified by byte following JSR + #$0200 ; code -> data ; indirect data load target 0x01A2D9|$06:$A2C9:FD ; String ID #$02FD: I hear a mortal voice calling me.[wait][line]‘Ah, three descendants of Erdrick[.’][wait][line]‘Yes, I shall help thee[.’][wait][line]‘I am Rubiss, an Enchanter, and long ago I promised Erdrick to help when the time came[.’][wait][line]‘Now is the time[.’][wait][line]‘Receive now my charm and my spell of protection[.’][end-FC] ; data -> code 0x01A2DA|$06:$A2CA:A9 27 LDA #$27 0x01A2DC|$06:$A2CC:85 96 STA $96 ; temp storage for item/spell/type/etc. IDs 0x01A2DE|$06:$A2CE:A9 00 LDA #$00 0x01A2E0|$06:$A2D0:85 97 STA $97 ; subject hero ID $97 0x01A2E2|$06:$A2D2:20 7E 8D JSR $8D7E ; given hero ID in $97 and item ID in $96, try to add item to first empty slot in hero's inventory; SEC if added, CLC if no empty slots 0x01A2E5|$06:$A2D5:B0 12 BCS $A2E9 0x01A2E7|$06:$A2D7:E6 97 INC $97 ; subject hero ID $97 0x01A2E9|$06:$A2D9:20 7E 8D JSR $8D7E ; given hero ID in $97 and item ID in $96, try to add item to first empty slot in hero's inventory; SEC if added, CLC if no empty slots 0x01A2EC|$06:$A2DC:B0 0B BCS $A2E9 0x01A2EE|$06:$A2DE:E6 97 INC $97 ; subject hero ID $97 0x01A2F0|$06:$A2E0:20 7E 8D JSR $8D7E ; given hero ID in $97 and item ID in $96, try to add item to first empty slot in hero's inventory; SEC if added, CLC if no empty slots 0x01A2F3|$06:$A2E3:B0 04 BCS $A2E9 ; call to code in a different bank ($0F:$FA32) 0x01A2F5|$06:$A2E5:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data 0x01A2F8|$06:$A2E8:D8 ; String ID #$02D8: [wait]‘But thou hast many things.[line]See me again later[.’][end-FC] ; data -> code ; control flow target (from $A2D5, $A2DC, $A2E3) 0x01A2F9|$06:$A2E9:A2 3C LDX #$3C ; call to code in a different bank ($0F:$C1EE) 0x01A2FB|$06:$A2EB:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF 0x01A2FE|$06:$A2EE:A9 FF LDA #$FF 0x01A300|$06:$A2F0:85 49 STA $49 ; object hero/target/item/string ID $49 0x01A302|$06:$A2F2:20 FB A2 JSR $A2FB ; call to code in a different bank ($0F:$C59D) 0x01A305|$06:$A2F5:20 9D C5 JSR $C59D ; call to code in a different bank ($0F:$D0F5) 0x01A308|$06:$A2F8:4C F5 D0 JMP $D0F5 ; wait for a while and then wipe menu regions #$03, #$00, and #$01 ; control flow target (from $A2C3, $A2F2) 0x01A30B|$06:$A2FB:A0 1F LDY #$1F 0x01A30D|$06:$A2FD:20 0C A3 JSR $A30C 0x01A310|$06:$A300:A0 27 LDY #$27 0x01A312|$06:$A302:20 0C A3 JSR $A30C 0x01A315|$06:$A305:A0 2F LDY #$2F 0x01A317|$06:$A307:20 0C A3 JSR $A30C 0x01A31A|$06:$A30A:A0 37 LDY #$37 ; control flow target (from $A2FD, $A302, $A307) 0x01A31C|$06:$A30C:A5 49 LDA $49 ; object hero/target/item/string ID $49 0x01A31E|$06:$A30E:99 3A 05 STA $053A,Y ; call to code in a different bank ($0F:$CF64) 0x01A321|$06:$A311:20 64 CF JSR $CF64 0x01A324|$06:$A314:A2 19 LDX #$19 ; call to code in a different bank ($0F:$C1EE) 0x01A326|$06:$A316:4C EE C1 JMP $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF ; if $05FC is #$00, copy battle stats at $015D,Y to field stats at $0600,X, otherwise copy field stats at $0600,X to battle stats at $015D,Y ; external control flow target (from $0F:$E438) 0x01A329|$06:$A319:A2 00 LDX #$00 0x01A32B|$06:$A31B:A0 00 LDY #$00 ; control flow target (from $A337) 0x01A32D|$06:$A31D:86 0C STX $0C 0x01A32F|$06:$A31F:BD 4E A3 LDA $A34E,X 0x01A332|$06:$A322:85 0D STA $0D 0x01A334|$06:$A324:BD 4D A3 LDA $A34D,X ; stat ranges 0x01A337|$06:$A327:AA TAX ; control flow target (from $A32F) 0x01A338|$06:$A328:20 3A A3 JSR $A33A ; if $05FC is #$00, copy $015D,Y to $0600,X, otherwise copy $0600,X to $015D,Y 0x01A33B|$06:$A32B:E8 INX 0x01A33C|$06:$A32C:C8 INY 0x01A33D|$06:$A32D:E4 0D CPX $0D 0x01A33F|$06:$A32F:D0 F7 BNE $A328 0x01A341|$06:$A331:A6 0C LDX $0C 0x01A343|$06:$A333:E8 INX 0x01A344|$06:$A334:E8 INX 0x01A345|$06:$A335:E0 10 CPX #$10 0x01A347|$06:$A337:D0 E4 BNE $A31D 0x01A349|$06:$A339:60 RTS ; if $05FC is #$00, copy $015D,Y to $0600,X, otherwise copy $0600,X to $015D,Y ; control flow target (from $A328) 0x01A34A|$06:$A33A:AD FC 05 LDA $05FC 0x01A34D|$06:$A33D:F0 07 BEQ $A346 0x01A34F|$06:$A33F:BD 00 06 LDA $0600,X ; Midenhall inventory item 1 (| #$40 if equipped) 0x01A352|$06:$A342:99 5D 01 STA $015D,Y 0x01A355|$06:$A345:60 RTS ; control flow target (from $A33D) 0x01A356|$06:$A346:B9 5D 01 LDA $015D,Y 0x01A359|$06:$A349:9D 00 06 STA $0600,X ; Midenhall inventory item 1 (| #$40 if equipped) 0x01A35C|$06:$A34C:60 RTS ; code -> data ; stat ranges ; indexed data load target (from $A324) 0x01A35D|$06:$A34D:00 ; indexed data load target (from $A31F) 0x01A35E|$06:$A34E: 18 ; $0600 inclusive - $0618 exclusive 0x01A35F|$06:$A34F:24 26 ; $0624 inclusive - $0626 exclusive 0x01A361|$06:$A351:2D 2E ; $062D inclusive - $062E exclusive 0x01A363|$06:$A353:3B 3E ; $063B inclusive - $063E exclusive 0x01A365|$06:$A355:3F 40 ; $063F inclusive - $0640 exclusive 0x01A367|$06:$A357:4D 50 ; $064D inclusive - $0650 exclusive 0x01A369|$06:$A359:51 52 ; $0651 inclusive - $0652 exclusive 0x01A36B|$06:$A35B:5F 62 ; $065F inclusive - $0662 exclusive ; data -> code ; save game handler ; control flow target (from $8F02, $900A, $918D, $9209, $93F6, $943F, $981B) ; call to code in a different bank ($0F:$D159) 0x01A36D|$06:$A35D:4C 59 D1 JMP $D159 ; check for item A (possibly equipped) in party inventory, returning inventory index of item in A/X if found, #$FF if not ; control flow target (from $9B58, $9DD8, $9DE5) 0x01A370|$06:$A360:20 69 A3 JSR $A369 ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not 0x01A373|$06:$A363:10 3A BPL $A39F ; if found, RTS 0x01A375|$06:$A365:A5 0C LDA $0C ; otherwise re-load the item ID 0x01A377|$06:$A367:09 40 ORA #$40 ; and check for an equipped version ; check for item A in party inventory, returning inventory index of item in A/X if found, #$FF if not ; control flow target (from $834E, $845B, $86D7, $8D5D, $90CE, $90D5, $92BC, $92C3, $92D5, $9306, $93C0, $93CB, $9B51, $9BA8, $9D8C, $A2B3, $A360) ; external control flow target (from $0F:$D589) 0x01A379|$06:$A369:84 10 STY $10 ; save Y in $10 0x01A37B|$06:$A36B:85 0C STA $0C ; save item ID in $0C 0x01A37D|$06:$A36D:A2 00 LDX #$00 ; initialize both inventory index and hero ID to #$00 0x01A37F|$06:$A36F:86 0D STX $0D ; inventory index ; control flow target (from $A398) 0x01A381|$06:$A371:A4 0D LDY $0D ; hero ID 0x01A383|$06:$A373:B9 A0 A3 LDA $A3A0,Y ; pre-computed offsets for the start of each hero's data (what's wrong with the same data at $06:$9D55?) 0x01A386|$06:$A376:A8 TAY 0x01A387|$06:$A377:B9 2D 06 LDA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x01A38A|$06:$A37A:29 04 AND #$04 ; pick out the In Party bit 0x01A38C|$06:$A37C:D0 07 BNE $A385 ; if not in party, skip to the next hero (but heroes are gained sequentially and never leave, so BNE $A39A would be faster) 0x01A38E|$06:$A37E:8A TXA ; inventory index 0x01A38F|$06:$A37F:18 CLC 0x01A390|$06:$A380:69 08 ADC #$08 ; move to start of next hero's inventory 0x01A392|$06:$A382:AA TAX 0x01A393|$06:$A383:D0 0D BNE $A392 ; branch always taken; skip cheking current hero's inventory (since they're not in the party) ; control flow target (from $A37C, $A390) 0x01A395|$06:$A385:BD 00 06 LDA $0600,X ; Midenhall inventory item 1 (| #$40 if equipped) 0x01A398|$06:$A388:C5 0C CMP $0C ; item ID 0x01A39A|$06:$A38A:F0 10 BEQ $A39C ; if we have one, then done 0x01A39C|$06:$A38C:E8 INX ; otherwise move to next inventory index 0x01A39D|$06:$A38D:8A TXA ; calculate inventory index mod 8 0x01A39E|$06:$A38E:29 07 AND #$07 0x01A3A0|$06:$A390:D0 F3 BNE $A385 ; if this hero has more inventory to check, check it ; control flow target (from $A383) 0x01A3A2|$06:$A392:E6 0D INC $0D ; increment hero ID 0x01A3A4|$06:$A394:A5 0D LDA $0D 0x01A3A6|$06:$A396:C9 03 CMP #$03 ; 3 heroes total 0x01A3A8|$06:$A398:D0 D7 BNE $A371 ; if more heroes to check, check them 0x01A3AA|$06:$A39A:A2 FF LDX #$FF ; otherwise flag item not found ; control flow target (from $A38A) 0x01A3AC|$06:$A39C:A4 10 LDY $10 ; restore Y from $10 0x01A3AE|$06:$A39E:8A TXA ; control flow target (from $A363) 0x01A3AF|$06:$A39F:60 RTS ; code -> data ; pre-computed offsets for the start of each hero's data (what's wrong with the same data at $06:$9D55?) ; indexed data load target (from $A373) 0x01A3B0|$06:$A3A0:00 ; Midenhall 0x01A3B1|$06:$A3A1:12 ; Cannock 0x01A3B2|$06:$A3A2:24 ; Moonbrooke ; data -> code ; given item ID in $96 and hero ID in $97, set A to #$80 if hero can equip item, #$00 otherwise ; control flow target (from $831D, $8AA9) 0x01A3B3|$06:$A3A3:86 10 STX $10 ; save X 0x01A3B5|$06:$A3A5:A5 96 LDA $96 ; temp storage for item/spell/type/etc. IDs; item ID 0x01A3B7|$06:$A3A7:29 3F AND #$3F ; strip off equipped bit 0x01A3B9|$06:$A3A9:AA TAX 0x01A3BA|$06:$A3AA:BD BD A3 LDA $A3BD,X ; Bit fields controlling who can equip each item 0x01A3BD|$06:$A3AD:85 0D STA $0D 0x01A3BF|$06:$A3AF:A4 97 LDY $97 ; subject hero ID $97 0x01A3C1|$06:$A3B1:C8 INY ; number of bits to shift ; control flow target (from $A3B8) 0x01A3C2|$06:$A3B2:A9 00 LDA #$00 ; initialize return value 0x01A3C4|$06:$A3B4:46 0D LSR $0D ; shift hero's equipability bit into C 0x01A3C6|$06:$A3B6:6A ROR ; and then into A 0x01A3C7|$06:$A3B7:88 DEY ; number of bits to shift 0x01A3C8|$06:$A3B8:D0 F8 BNE $A3B2 ; if it's the wrong hero's data, loop to next hero 0x01A3CA|$06:$A3BA:A6 10 LDX $10 ; restore X 0x01A3CC|$06:$A3BC:60 RTS ; code -> data ; Bit fields controlling who can equip each item ; #$01 = Midenhall, #$02 = Cannock, #$04 = Moonbrooke ; indexed data load target (from $A3AA) 0x01A3CD|$06:$A3BD:00 ; Item ID #$00: (no item) 0x01A3CE|$06:$A3BE:07 ; Item ID #$01: Bamboo Stick 0x01A3CF|$06:$A3BF:07 ; Item ID #$02: Magic Knife 0x01A3D0|$06:$A3C0:07 ; Item ID #$03: Wizard’s Wand 0x01A3D1|$06:$A3C1:07 ; Item ID #$04: Staff of Thunder 0x01A3D2|$06:$A3C2:03 ; Item ID #$05: Club 0x01A3D3|$06:$A3C3:03 ; Item ID #$06: Copper Sword 0x01A3D4|$06:$A3C4:03 ; Item ID #$07: Chain Sickle 0x01A3D5|$06:$A3C5:03 ; Item ID #$08: Iron Spear 0x01A3D6|$06:$A3C6:03 ; Item ID #$09: Falcon Sword 0x01A3D7|$06:$A3C7:01 ; Item ID #$0A: Broad Sword 0x01A3D8|$06:$A3C8:01 ; Item ID #$0B: Giant Hammer 0x01A3D9|$06:$A3C9:01 ; Item ID #$0C: Sword of Destruction 0x01A3DA|$06:$A3CA:01 ; Item ID #$0D: Dragon Killer 0x01A3DB|$06:$A3CB:01 ; Item ID #$0E: Light Sword 0x01A3DC|$06:$A3CC:01 ; Item ID #$0F: Sword of Erdrick 0x01A3DD|$06:$A3CD:01 ; Item ID #$10: Thunder Sword 0x01A3DE|$06:$A3CE:07 ; Item ID #$11: Clothes 0x01A3DF|$06:$A3CF:07 ; Item ID #$12: Clothes Hiding 0x01A3E0|$06:$A3D0:07 ; Item ID #$13: Water Flying Cloth 0x01A3E1|$06:$A3D1:07 ; Item ID #$14: Mink Coat 0x01A3E2|$06:$A3D2:03 ; Item ID #$15: Leather Armor 0x01A3E3|$06:$A3D3:03 ; Item ID #$16: Chain Mail 0x01A3E4|$06:$A3D4:03 ; Item ID #$17: Gremlin’s Armor 0x01A3E5|$06:$A3D5:03 ; Item ID #$18: Magic Armor 0x01A3E6|$06:$A3D6:01 ; Item ID #$19: Full Plate Armor 0x01A3E7|$06:$A3D7:01 ; Item ID #$1A: Armor of Gaia 0x01A3E8|$06:$A3D8:01 ; Item ID #$1B: Armor of Erdrick 0x01A3E9|$06:$A3D9:03 ; Item ID #$1C: Leather Shield 0x01A3EA|$06:$A3DA:03 ; Item ID #$1D: Shield of Strength 0x01A3EB|$06:$A3DB:01 ; Item ID #$1E: Steel Shield 0x01A3EC|$06:$A3DC:01 ; Item ID #$1F: Evil Shield 0x01A3ED|$06:$A3DD:01 ; Item ID #$20: Shield of Erdrick 0x01A3EE|$06:$A3DE:07 ; Item ID #$21: Mysterious Hat 0x01A3EF|$06:$A3DF:01 ; Item ID #$22: Iron Helmet 0x01A3F0|$06:$A3E0:01 ; Item ID #$23: Helmet of Erdrick ; pointers to warp spaces for irregularly-shaped maps ; indirect data load target (via $8042) ; external indexed data load target (from $0F:$E8BC) 0x01A3F1|$06:$A3E1:00 ; external indexed data load target (from $0F:$E8C1) 0x01A3F2|$06:$A3E2: 00 ; $06:$0000; Map ID #$2B: Cave to Hamlin 0x01A3F3|$06:$A3E3:1B A4 ; $06:$A41B; Map ID #$2C: Lake Cave B1 0x01A3F5|$06:$A3E5:30 A4 ; $06:$A430; Map ID #$2D: Lake Cave B2 0x01A3F7|$06:$A3E7:45 A4 ; $06:$A445; Map ID #$2E: Sea Cave B1 0x01A3F9|$06:$A3E9:50 A4 ; $06:$A450; Map ID #$2F: Sea Cave B2 0x01A3FB|$06:$A3EB:00 00 ; $06:$0000; Map ID #$30: Sea Cave B3-1 0x01A3FD|$06:$A3ED:00 00 ; $06:$0000; Map ID #$31: Sea Cave B3-2 0x01A3FF|$06:$A3EF:00 00 ; $06:$0000; Map ID #$32: Sea Cave B4 0x01A401|$06:$A3F1:00 00 ; $06:$0000; Map ID #$33: Sea Cave B5 0x01A403|$06:$A3F3:00 00 ; $06:$0000; Map ID #$34: Charlock Castle B1/B2 0x01A405|$06:$A3F5:00 00 ; $06:$0000; Map ID #$35: Charlock Castle B3/B4-1/B5-1 0x01A407|$06:$A3F7:00 00 ; $06:$0000; Map ID #$36: Charlock Castle B4-2/B5-2/B6 0x01A409|$06:$A3F9:00 00 ; $06:$0000; Map ID #$37: Cave to Rhone B1 0x01A40B|$06:$A3FB:00 00 ; $06:$0000; Map ID #$38: Cave to Rhone 1F 0x01A40D|$06:$A3FD:5B A4 ; $06:$A45B; Map ID #$39: Cave to Rhone 2F-1 0x01A40F|$06:$A3FF:98 A4 ; $06:$A498; Map ID #$3A: Cave to Rhone 2F-2 0x01A411|$06:$A401:D5 A4 ; $06:$A4D5; Map ID #$3B: Cave to Rhone 2F-3 0x01A413|$06:$A403:F4 A4 ; $06:$A4F4; Map ID #$3C: Cave to Rhone 3F 0x01A415|$06:$A405:00 00 ; $06:$0000; Map ID #$3D: Cave to Rhone 4F 0x01A417|$06:$A407:00 00 ; $06:$0000; Map ID #$3E: Cave to Rhone 5F 0x01A419|$06:$A409:31 A5 ; $06:$A531; Map ID #$3F: Cave to Rhone 6F 0x01A41B|$06:$A40B:00 00 ; $06:$0000; Map ID #$40: Spring of Bravery 0x01A41D|$06:$A40D:00 00 ; $06:$0000; Map ID #$41: unused? 0x01A41F|$06:$A40F:00 00 ; $06:$0000; Map ID #$42: unused? 0x01A421|$06:$A411:00 00 ; $06:$0000; Map ID #$43: Cave to Rimuldar 0x01A423|$06:$A413:00 00 ; $06:$0000; Map ID #$44: Hargon's Castle 2F 0x01A425|$06:$A415:00 00 ; $06:$0000; Map ID #$45: Hargon's Castle 3F 0x01A427|$06:$A417:00 00 ; $06:$0000; Map ID #$46: Hargon's Castle 4F 0x01A429|$06:$A419:00 00 ; $06:$0000; Map ID #$47: Hargon's Castle 5F ; warp spaces for irregularly-shaped maps; format is (destination map ID, destination X-pos, destination Y-pos, transition X-pos, transition Y-pos), all positions are 7-bit, describing a 2x2 space ; Map ID #$2C: Lake Cave B1 ; indirect data load target (via $A3E3) 0x01A42B|$06:$A41B:2C 1E 16 FE 10 0x01A430|$06:$A420:2C 00 10 20 16 0x01A435|$06:$A425:2C 04 00 18 20 0x01A43A|$06:$A42A:2C 18 1E 04 FE ; indirect data load target 0x01A43F|$06:$A42F:FF ; Map ID #$2D: Lake Cave B2 ; indirect data load target (via $A3E5) 0x01A440|$06:$A430:2D 16 02 0E 20 0x01A445|$06:$A435:2D 0E 1E 16 00 0x01A44A|$06:$A43A:2D 1A 1C FE 1C 0x01A44F|$06:$A43F:2D 00 1C 1C 1C ; indirect data load target 0x01A454|$06:$A444:FF ; Map ID #$2E: Sea Cave B1 ; indirect data load target (via $A3E7) 0x01A455|$06:$A445:2E 04 02 02 1C 0x01A45A|$06:$A44A:2E 02 1A 04 00 ; indirect data load target 0x01A45F|$06:$A44F:FF ; Map ID #$2F: Sea Cave B2 ; indirect data load target (via $A3E9) 0x01A460|$06:$A450:2F 20 14 12 28 0x01A465|$06:$A455:2F 12 26 20 12 ; indirect data load target 0x01A46A|$06:$A45A:FF ; Map ID #$39: Cave to Rhone 2F-1 ; indirect data load target (via $A3FD) 0x01A46B|$06:$A45B:3A 06 0A 06 00 0x01A470|$06:$A460:3A 10 0A 10 00 0x01A475|$06:$A465:3A 1A 0A 1A 00 0x01A47A|$06:$A46A:3A 24 0A 24 00 0x01A47F|$06:$A46F:3A 2E 0A 2E 00 0x01A484|$06:$A474:3A 06 02 06 0C 0x01A489|$06:$A479:3A 10 02 10 0C 0x01A48E|$06:$A47E:3A 1A 02 1A 0C 0x01A493|$06:$A483:3A 24 02 24 0C 0x01A498|$06:$A488:3A 2E 02 2E 0C 0x01A49D|$06:$A48D:3B 08 04 FE 08 0x01A4A2|$06:$A492:3B 00 04 36 08 ; indirect data load target 0x01A4A7|$06:$A497:FF ; Map ID #$3A: Cave to Rhone 2F-2 ; indirect data load target (via $A3FF) 0x01A4A8|$06:$A498:39 06 0A 06 00 0x01A4AD|$06:$A49D:39 10 0A 10 00 0x01A4B2|$06:$A4A2:39 1A 0A 1A 00 0x01A4B7|$06:$A4A7:39 24 0A 24 00 0x01A4BC|$06:$A4AC:39 2E 0A 2E 00 0x01A4C1|$06:$A4B1:39 06 02 06 0C 0x01A4C6|$06:$A4B6:39 10 02 10 0C 0x01A4CB|$06:$A4BB:39 1A 02 1A 0C 0x01A4D0|$06:$A4C0:39 24 02 24 0C 0x01A4D5|$06:$A4C5:39 2E 02 2E 0C 0x01A4DA|$06:$A4CA:3B 08 0E FE 08 0x01A4DF|$06:$A4CF:3B 00 0E 36 08 ; indirect data load target 0x01A4E4|$06:$A4D4:FF ; Map ID #$3B: Cave to Rhone 2F-3 ; indirect data load target (via $A401) 0x01A4E5|$06:$A4D5:3B 04 00 04 14 0x01A4EA|$06:$A4DA:3B 04 12 04 FE 0x01A4EF|$06:$A4DF:39 34 08 FE 04 0x01A4F4|$06:$A4E4:39 00 08 0A 04 0x01A4F9|$06:$A4E9:3A 34 08 FE 0E 0x01A4FE|$06:$A4EE:3A 00 08 0A 0E ; indirect data load target 0x01A503|$06:$A4F3:FF ; Map ID #$3C: Cave to Rhone 3F ; indirect data load target (via $A403) 0x01A504|$06:$A4F4:3C 16 18 FE 06 0x01A509|$06:$A4F9:3C 00 06 18 18 0x01A50E|$06:$A4FE:3C 26 0A FE 12 0x01A513|$06:$A503:3C 00 12 28 0A 0x01A518|$06:$A508:3C 26 16 FE 22 0x01A51D|$06:$A50D:3C 00 22 28 16 0x01A522|$06:$A512:3C 22 1E 20 38 0x01A527|$06:$A517:3C 20 36 22 1C 0x01A52C|$06:$A51C:3C 0A 2A 28 34 0x01A531|$06:$A521:3C 26 34 08 2A 0x01A536|$06:$A526:3C 26 02 10 16 0x01A53B|$06:$A52B:3C 12 16 28 02 ; indirect data load target 0x01A540|$06:$A530:FF ; Map ID #$3F: Cave to Rhone 6F ; indirect data load target (via $A409) 0x01A541|$06:$A531:3F 02 16 1A 12 0x01A546|$06:$A536:3F 18 12 00 16 0x01A54B|$06:$A53B:3F 18 12 20 14 0x01A550|$06:$A540:3F 18 12 FE 02 0x01A555|$06:$A545:3F 08 0C 12 0E 0x01A55A|$06:$A54A:3F 12 10 08 0E 0x01A55F|$06:$A54F:3F 12 10 06 30 0x01A564|$06:$A554:3F 24 0E 0A 12 0x01A569|$06:$A559:3F 0C 12 26 0E 0x01A56E|$06:$A55E:3F 0C 12 06 02 0x01A573|$06:$A563:3F 0C 12 06 12 0x01A578|$06:$A568:3F 00 0C 28 02 0x01A57D|$06:$A56D:3F 26 02 FE 0C 0x01A582|$06:$A572:3F 00 12 28 1A 0x01A587|$06:$A577:3F 26 1A FE 12 0x01A58C|$06:$A57C:3F 00 26 1E 04 0x01A591|$06:$A581:3F 00 26 28 14 0x01A596|$06:$A586:3F 00 26 20 1C 0x01A59B|$06:$A58B:3F 10 2C 12 24 0x01A5A0|$06:$A590:3F 10 2C 20 22 0x01A5A5|$06:$A595:3F 10 2C 1A 2C 0x01A5AA|$06:$A59A:3F 22 22 12 2C 0x01A5AF|$06:$A59F:3F 00 1C 28 24 0x01A5B4|$06:$A5A4:3F 00 1C 28 2C 0x01A5B9|$06:$A5A9:3F 26 24 FE 1C 0x01A5BE|$06:$A5AE:3F 00 20 28 28 0x01A5C3|$06:$A5B3:3F 26 28 FE 20 0x01A5C8|$06:$A5B8:3F 1C 2C 28 20 0x01A5CD|$06:$A5BD:3F 0E 0C 1E 26 0x01A5D2|$06:$A5C2:3F 1A 1E 0A FE 0x01A5D7|$06:$A5C7:3F 16 2E 1C 16 0x01A5DC|$06:$A5CC:3F 08 18 1C 24 0x01A5E1|$06:$A5D1:3F 1A 24 06 18 0x01A5E6|$06:$A5D6:3F 18 0A 16 1E 0x01A5EB|$06:$A5DB:3F 14 1E 16 0A 0x01A5F0|$06:$A5E0:3F 06 2E 12 FE 0x01A5F5|$06:$A5E5:3F 0C 24 0E 0E 0x01A5FA|$06:$A5EA:3F 0C 24 1A 20 0x01A5FF|$06:$A5EF:3F 0C 24 16 30 0x01A604|$06:$A5F4:3F 12 0A 12 1A 0x01A609|$06:$A5F9:3F 12 18 12 08 0x01A60E|$06:$A5FE:3F 12 18 0C 22 0x01A613|$06:$A603:3F 12 18 22 FE 0x01A618|$06:$A608:3F 1C 04 FE 26 0x01A61D|$06:$A60D:FF ; data -> code 0x01A61E|$06:$A60E:A9 FF LDA #$FF 0x01A620|$06:$A610:D0 02 BNE $A614 ; indirect control flow target (via $8000) 0x01A622|$06:$A612:A9 00 LDA #$00 ; control flow target (from $A610) 0x01A624|$06:$A614:20 1A A6 JSR $A61A ; call to code in a different bank ($0F:$C1DC) 0x01A627|$06:$A617:4C DC C1 JMP $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF ; control flow target (from $A614) ; indirect control flow target (via $803C) 0x01A62A|$06:$A61A:48 PHA 0x01A62B|$06:$A61B:AD 01 00 LDA $0001 0x01A62E|$06:$A61E:F0 03 BEQ $A623 ; call to code in a different bank ($0F:$C1DC) 0x01A630|$06:$A620:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF ; control flow target (from $A61E) 0x01A633|$06:$A623:A9 01 LDA #$01 0x01A635|$06:$A625:8D 83 01 STA $0183 0x01A638|$06:$A628:A9 00 LDA #$00 0x01A63A|$06:$A62A:8D 80 60 STA $6080 0x01A63D|$06:$A62D:68 PLA 0x01A63E|$06:$A62E:20 63 A7 JSR $A763 0x01A641|$06:$A631:A9 00 LDA #$00 0x01A643|$06:$A633:8D 81 60 STA $6081 0x01A646|$06:$A636:8D 82 60 STA $6082 0x01A649|$06:$A639:AD 7B 60 LDA $607B 0x01A64C|$06:$A63C:48 PHA 0x01A64D|$06:$A63D:29 F0 AND #$F0 0x01A64F|$06:$A63F:4A LSR 0x01A650|$06:$A640:4A LSR 0x01A651|$06:$A641:4A LSR 0x01A652|$06:$A642:8D 7E 60 STA $607E 0x01A655|$06:$A645:68 PLA 0x01A656|$06:$A646:29 0F AND #$0F 0x01A658|$06:$A648:0A ASL 0x01A659|$06:$A649:8D 7F 60 STA $607F 0x01A65C|$06:$A64C:8D 83 60 STA $6083 0x01A65F|$06:$A64F:AE 02 00 LDX $0002 ; control flow target (from $A6D0) 0x01A662|$06:$A652:A5 08 LDA $08 0x01A664|$06:$A654:8D 90 60 STA $6090 0x01A667|$06:$A657:A5 07 LDA $07 0x01A669|$06:$A659:8D 8F 60 STA $608F 0x01A66C|$06:$A65C:29 1F AND #$1F 0x01A66E|$06:$A65E:8D 8B 60 STA $608B 0x01A671|$06:$A661:A9 20 LDA #$20 0x01A673|$06:$A663:38 SEC 0x01A674|$06:$A664:ED 8B 60 SBC $608B 0x01A677|$06:$A667:8D 8D 60 STA $608D 0x01A67A|$06:$A66A:AD 7F 60 LDA $607F 0x01A67D|$06:$A66D:38 SEC 0x01A67E|$06:$A66E:ED 8D 60 SBC $608D 0x01A681|$06:$A671:8D 8E 60 STA $608E 0x01A684|$06:$A674:F0 02 BEQ $A678 0x01A686|$06:$A676:B0 09 BCS $A681 ; control flow target (from $A674) 0x01A688|$06:$A678:AD 7F 60 LDA $607F 0x01A68B|$06:$A67B:8D 8D 60 STA $608D 0x01A68E|$06:$A67E:4C A4 A6 JMP $A6A4 ; control flow target (from $A676) 0x01A691|$06:$A681:20 D6 A6 JSR $A6D6 0x01A694|$06:$A684:AD 90 60 LDA $6090 0x01A697|$06:$A687:49 04 EOR #$04 0x01A699|$06:$A689:8D 90 60 STA $6090 0x01A69C|$06:$A68C:AD 8F 60 LDA $608F 0x01A69F|$06:$A68F:29 1F AND #$1F 0x01A6A1|$06:$A691:8D 8B 60 STA $608B 0x01A6A4|$06:$A694:AD 8F 60 LDA $608F 0x01A6A7|$06:$A697:38 SEC 0x01A6A8|$06:$A698:ED 8B 60 SBC $608B 0x01A6AB|$06:$A69B:8D 8F 60 STA $608F 0x01A6AE|$06:$A69E:AD 8E 60 LDA $608E 0x01A6B1|$06:$A6A1:8D 8D 60 STA $608D ; control flow target (from $A67E) 0x01A6B4|$06:$A6A4:20 D6 A6 JSR $A6D6 0x01A6B7|$06:$A6A7:A5 08 LDA $08 0x01A6B9|$06:$A6A9:29 FB AND #$FB 0x01A6BB|$06:$A6AB:C9 23 CMP #$23 0x01A6BD|$06:$A6AD:90 11 BCC $A6C0 0x01A6BF|$06:$A6AF:A5 07 LDA $07 0x01A6C1|$06:$A6B1:C9 A0 CMP #$A0 0x01A6C3|$06:$A6B3:90 0B BCC $A6C0 0x01A6C5|$06:$A6B5:29 1F AND #$1F 0x01A6C7|$06:$A6B7:85 07 STA $07 0x01A6C9|$06:$A6B9:A5 08 LDA $08 0x01A6CB|$06:$A6BB:29 FC AND #$FC 0x01A6CD|$06:$A6BD:4C CB A6 JMP $A6CB ; control flow target (from $A6AD, $A6B3) 0x01A6D0|$06:$A6C0:A5 07 LDA $07 0x01A6D2|$06:$A6C2:18 CLC 0x01A6D3|$06:$A6C3:69 20 ADC #$20 0x01A6D5|$06:$A6C5:85 07 STA $07 0x01A6D7|$06:$A6C7:A5 08 LDA $08 0x01A6D9|$06:$A6C9:69 00 ADC #$00 ; control flow target (from $A6BD) 0x01A6DB|$06:$A6CB:85 08 STA $08 0x01A6DD|$06:$A6CD:CE 7E 60 DEC $607E 0x01A6E0|$06:$A6D0:D0 80 BNE $A652 0x01A6E2|$06:$A6D2:8E 02 00 STX $0002 0x01A6E5|$06:$A6D5:60 RTS ; control flow target (from $A681, $A6A4) 0x01A6E6|$06:$A6D6:AD 90 60 LDA $6090 0x01A6E9|$06:$A6D9:09 80 ORA #$80 0x01A6EB|$06:$A6DB:9D 00 03 STA $0300,X ; PPU write buffer start 0x01A6EE|$06:$A6DE:AD 8D 60 LDA $608D 0x01A6F1|$06:$A6E1:9D 01 03 STA $0301,X 0x01A6F4|$06:$A6E4:AD 8F 60 LDA $608F 0x01A6F7|$06:$A6E7:9D 02 03 STA $0302,X 0x01A6FA|$06:$A6EA:E8 INX 0x01A6FB|$06:$A6EB:E8 INX 0x01A6FC|$06:$A6EC:E8 INX 0x01A6FD|$06:$A6ED:AD 8D 60 LDA $608D 0x01A700|$06:$A6F0:48 PHA 0x01A701|$06:$A6F1:AC 81 60 LDY $6081 ; control flow target (from $A6FF) 0x01A704|$06:$A6F4:B9 0B 60 LDA $600B,Y 0x01A707|$06:$A6F7:9D 00 03 STA $0300,X ; PPU write buffer start 0x01A70A|$06:$A6FA:E8 INX 0x01A70B|$06:$A6FB:C8 INY 0x01A70C|$06:$A6FC:CE 8D 60 DEC $608D 0x01A70F|$06:$A6FF:D0 F3 BNE $A6F4 0x01A711|$06:$A701:8C 81 60 STY $6081 0x01A714|$06:$A704:68 PLA 0x01A715|$06:$A705:4A LSR 0x01A716|$06:$A706:8D 8D 60 STA $608D 0x01A719|$06:$A709:AD 7E 60 LDA $607E 0x01A71C|$06:$A70C:29 01 AND #$01 0x01A71E|$06:$A70E:F0 4F BEQ $A75F 0x01A720|$06:$A710:AC 82 60 LDY $6082 0x01A723|$06:$A713:AD 90 60 LDA $6090 0x01A726|$06:$A716:8D 98 60 STA $6098 0x01A729|$06:$A719:AD 8F 60 LDA $608F 0x01A72C|$06:$A71C:8D 97 60 STA $6097 ; control flow target (from $A75A) 0x01A72F|$06:$A71F:8A TXA 0x01A730|$06:$A720:48 PHA 0x01A731|$06:$A721:98 TYA 0x01A732|$06:$A722:48 PHA 0x01A733|$06:$A723:AD 90 60 LDA $6090 0x01A736|$06:$A726:48 PHA 0x01A737|$06:$A727:B9 6B 60 LDA $606B,Y 0x01A73A|$06:$A72A:20 89 A7 JSR $A789 0x01A73D|$06:$A72D:8D 8B 60 STA $608B 0x01A740|$06:$A730:68 PLA 0x01A741|$06:$A731:8D 90 60 STA $6090 0x01A744|$06:$A734:68 PLA 0x01A745|$06:$A735:A8 TAY 0x01A746|$06:$A736:68 PLA 0x01A747|$06:$A737:AA TAX 0x01A748|$06:$A738:AD 9A 60 LDA $609A 0x01A74B|$06:$A73B:9D 00 03 STA $0300,X ; PPU write buffer start 0x01A74E|$06:$A73E:E8 INX 0x01A74F|$06:$A73F:AD 99 60 LDA $6099 0x01A752|$06:$A742:9D 00 03 STA $0300,X ; PPU write buffer start 0x01A755|$06:$A745:E8 INX 0x01A756|$06:$A746:AD 8B 60 LDA $608B 0x01A759|$06:$A749:9D 00 03 STA $0300,X ; PPU write buffer start 0x01A75C|$06:$A74C:E8 INX 0x01A75D|$06:$A74D:C8 INY 0x01A75E|$06:$A74E:EE 97 60 INC $6097 0x01A761|$06:$A751:EE 97 60 INC $6097 0x01A764|$06:$A754:EE 01 00 INC $0001 0x01A767|$06:$A757:CE 8D 60 DEC $608D 0x01A76A|$06:$A75A:D0 C3 BNE $A71F 0x01A76C|$06:$A75C:8C 82 60 STY $6082 ; control flow target (from $A70E) 0x01A76F|$06:$A75F:EE 01 00 INC $0001 0x01A772|$06:$A762:60 RTS ; control flow target (from $A62E) 0x01A773|$06:$A763:48 PHA 0x01A774|$06:$A764:20 72 A7 JSR $A772 0x01A777|$06:$A767:68 PLA 0x01A778|$06:$A768:D0 01 BNE $A76B 0x01A77A|$06:$A76A:60 RTS ; control flow target (from $A768) 0x01A77B|$06:$A76B:A5 08 LDA $08 0x01A77D|$06:$A76D:49 04 EOR #$04 0x01A77F|$06:$A76F:85 08 STA $08 0x01A781|$06:$A771:60 RTS ; control flow target (from $A764) 0x01A782|$06:$A772:AD 7C 60 LDA $607C 0x01A785|$06:$A775:0A ASL 0x01A786|$06:$A776:29 1E AND #$1E 0x01A788|$06:$A778:8D 8B 60 STA $608B 0x01A78B|$06:$A77B:AD 7C 60 LDA $607C 0x01A78E|$06:$A77E:4A LSR 0x01A78F|$06:$A77F:4A LSR 0x01A790|$06:$A780:4A LSR 0x01A791|$06:$A781:29 1E AND #$1E 0x01A793|$06:$A783:8D 8C 60 STA $608C 0x01A796|$06:$A786:4C 09 A8 JMP $A809 ; control flow target (from $A72A) 0x01A799|$06:$A789:8D 96 60 STA $6096 0x01A79C|$06:$A78C:A9 1F LDA #$1F 0x01A79E|$06:$A78E:2D 97 60 AND $6097 0x01A7A1|$06:$A791:4A LSR 0x01A7A2|$06:$A792:4A LSR 0x01A7A3|$06:$A793:8D 90 60 STA $6090 0x01A7A6|$06:$A796:A9 80 LDA #$80 0x01A7A8|$06:$A798:2D 97 60 AND $6097 0x01A7AB|$06:$A79B:4A LSR 0x01A7AC|$06:$A79C:4A LSR 0x01A7AD|$06:$A79D:4A LSR 0x01A7AE|$06:$A79E:4A LSR 0x01A7AF|$06:$A79F:0D 90 60 ORA $6090 0x01A7B2|$06:$A7A2:8D 90 60 STA $6090 0x01A7B5|$06:$A7A5:A9 03 LDA #$03 0x01A7B7|$06:$A7A7:2D 98 60 AND $6098 0x01A7BA|$06:$A7AA:0A ASL 0x01A7BB|$06:$A7AB:0A ASL 0x01A7BC|$06:$A7AC:0A ASL 0x01A7BD|$06:$A7AD:0A ASL 0x01A7BE|$06:$A7AE:09 C0 ORA #$C0 0x01A7C0|$06:$A7B0:0D 90 60 ORA $6090 0x01A7C3|$06:$A7B3:8D 99 60 STA $6099 0x01A7C6|$06:$A7B6:A2 23 LDX #$23 0x01A7C8|$06:$A7B8:AD 98 60 LDA $6098 0x01A7CB|$06:$A7BB:C9 24 CMP #$24 0x01A7CD|$06:$A7BD:90 02 BCC $A7C1 0x01A7CF|$06:$A7BF:A2 27 LDX #$27 ; control flow target (from $A7BD) 0x01A7D1|$06:$A7C1:8E 9A 60 STX $609A 0x01A7D4|$06:$A7C4:AD 97 60 LDA $6097 0x01A7D7|$06:$A7C7:29 40 AND #$40 0x01A7D9|$06:$A7C9:4A LSR 0x01A7DA|$06:$A7CA:4A LSR 0x01A7DB|$06:$A7CB:4A LSR 0x01A7DC|$06:$A7CC:4A LSR 0x01A7DD|$06:$A7CD:8D 93 60 STA $6093 0x01A7E0|$06:$A7D0:AD 97 60 LDA $6097 0x01A7E3|$06:$A7D3:29 02 AND #$02 0x01A7E5|$06:$A7D5:0D 93 60 ORA $6093 0x01A7E8|$06:$A7D8:8D 93 60 STA $6093 0x01A7EB|$06:$A7DB:AD 99 60 LDA $6099 0x01A7EE|$06:$A7DE:85 57 STA $57 ; pointer to start of main pointer table, low byte 0x01A7F0|$06:$A7E0:AD 9A 60 LDA $609A 0x01A7F3|$06:$A7E3:29 07 AND #$07 0x01A7F5|$06:$A7E5:85 58 STA $58 ; pointer to start of main pointer table, high byte 0x01A7F7|$06:$A7E7:A0 00 LDY #$00 0x01A7F9|$06:$A7E9:B1 57 LDA ($57),Y ; pointer to start of main pointer table, low byte 0x01A7FB|$06:$A7EB:8D 94 60 STA $6094 0x01A7FE|$06:$A7EE:A9 03 LDA #$03 0x01A800|$06:$A7F0:AC 93 60 LDY $6093 0x01A803|$06:$A7F3:F0 07 BEQ $A7FC ; control flow target (from $A7FA) 0x01A805|$06:$A7F5:0A ASL 0x01A806|$06:$A7F6:0E 96 60 ASL $6096 0x01A809|$06:$A7F9:88 DEY 0x01A80A|$06:$A7FA:D0 F9 BNE $A7F5 ; control flow target (from $A7F3) 0x01A80C|$06:$A7FC:49 FF EOR #$FF 0x01A80E|$06:$A7FE:2D 94 60 AND $6094 0x01A811|$06:$A801:0D 96 60 ORA $6096 0x01A814|$06:$A804:A0 00 LDY #$00 0x01A816|$06:$A806:91 57 STA ($57),Y ; pointer to start of main pointer table, low byte 0x01A818|$06:$A808:60 RTS ; from $02:$B74E, $06:$B0A8, $0F:$FD25, $0F:$FD98 via $8002 ; control flow target (from $A786, $AF70) ; indirect control flow target (via $8002) 0x01A819|$06:$A809:A5 04 LDA $04 0x01A81B|$06:$A80B:0A ASL 0x01A81C|$06:$A80C:0A ASL 0x01A81D|$06:$A80D:29 04 AND #$04 0x01A81F|$06:$A80F:09 20 ORA #$20 0x01A821|$06:$A811:85 08 STA $08 0x01A823|$06:$A813:AD 8B 60 LDA $608B 0x01A826|$06:$A816:0A ASL 0x01A827|$06:$A817:0A ASL 0x01A828|$06:$A818:0A ASL 0x01A829|$06:$A819:18 CLC 0x01A82A|$06:$A81A:65 05 ADC $05 0x01A82C|$06:$A81C:85 07 STA $07 0x01A82E|$06:$A81E:90 06 BCC $A826 0x01A830|$06:$A820:A5 08 LDA $08 0x01A832|$06:$A822:49 04 EOR #$04 0x01A834|$06:$A824:85 08 STA $08 ; control flow target (from $A81E) 0x01A836|$06:$A826:A5 06 LDA $06 0x01A838|$06:$A828:4A LSR 0x01A839|$06:$A829:4A LSR 0x01A83A|$06:$A82A:4A LSR 0x01A83B|$06:$A82B:18 CLC 0x01A83C|$06:$A82C:6D 8C 60 ADC $608C 0x01A83F|$06:$A82F:C9 1E CMP #$1E 0x01A841|$06:$A831:90 02 BCC $A835 0x01A843|$06:$A833:E9 1E SBC #$1E ; control flow target (from $A831) 0x01A845|$06:$A835:4A LSR 0x01A846|$06:$A836:66 07 ROR $07 0x01A848|$06:$A838:4A LSR 0x01A849|$06:$A839:66 07 ROR $07 0x01A84B|$06:$A83B:4A LSR 0x01A84C|$06:$A83C:66 07 ROR $07 0x01A84E|$06:$A83E:05 08 ORA $08 0x01A850|$06:$A840:85 08 STA $08 0x01A852|$06:$A842:60 RTS ; display and handle main game menu ; from $0F:$C6C7 via $8004 ; indirect control flow target (via $8004) 0x01A853|$06:$A843:A9 0C LDA #$0C ; Music ID #$0C: game menu / Wellgarth singer BGM 0x01A855|$06:$A845:8D F7 05 STA $05F7 ; probably BGM for current area ; call to code in a different bank ($0F:$D14F) 0x01A858|$06:$A848:20 4F D1 JSR $D14F 0x01A85B|$06:$A84B:A9 00 LDA #$00 ; Music ID #$00: BGM off 0x01A85D|$06:$A84D:8D F7 05 STA $05F7 ; probably BGM for current area 0x01A860|$06:$A850:20 CA A8 JSR $A8CA ; control flow target (from $A85C) 0x01A863|$06:$A853:20 7E A9 JSR $A97E ; control flow target (from $A9CC) 0x01A866|$06:$A856:20 A3 A9 JSR $A9A3 ; open apporpriate main game menu based on number of filled save slots, set $75DB = #$0A, #$05, or #$00 based on number of filled slots, return menu selection index in A 0x01A869|$06:$A859:20 CF A9 JSR $A9CF 0x01A86C|$06:$A85C:4C 53 A8 JMP $A853 ; from $0F:$D15F via $8008 ; indirect control flow target (via $8008) 0x01A86F|$06:$A85F:A9 19 LDA #$19 ; Menu ID #$19: General menu: YES/NO 0x01A871|$06:$A861:20 93 A9 JSR $A993 ; open menu specified by A 0x01A874|$06:$A864:AA TAX 0x01A875|$06:$A865:D0 0D BNE $A874 ; branch if NO 0x01A877|$06:$A867:A9 FF LDA #$FF 0x01A879|$06:$A869:8D 70 70 STA $7070 ; ????, SRAM buffer 0x01A87C|$06:$A86C:20 85 A8 JSR $A885 ; copy save data from system RAM to per-game save data 0x01A87F|$06:$A86F:A9 78 LDA #$78 ; String ID #$0078: ‘I have entered thy deeds in the Imperial Scrolls of Honor[.’][wait][end-FC] 0x01A881|$06:$A871:20 9B A9 JSR $A99B ; display string ID specified by A ; control flow target (from $A865) 0x01A884|$06:$A874:A9 79 LDA #$79 ; String ID #$0079: ‘Dost thou wish to continue thy quest?’[FD][FD][end-FC] 0x01A886|$06:$A876:20 9B A9 JSR $A99B ; display string ID specified by A 0x01A889|$06:$A879:A9 19 LDA #$19 ; Menu ID #$19: General menu: YES/NO 0x01A88B|$06:$A87B:20 93 A9 JSR $A993 ; open menu specified by A 0x01A88E|$06:$A87E:AA TAX 0x01A88F|$06:$A87F:D0 01 BNE $A882 ; branch if NO 0x01A891|$06:$A881:60 RTS ; control flow target (from $A87F) ; call to code in a different bank ($0F:$D175) 0x01A892|$06:$A882:4C 75 D1 JMP $D175 ; copy save data from system RAM to per-game save data ; from $0F:$C6DA via $801E ; control flow target (from $A86C) ; indirect control flow target (via $801E) 0x01A895|$06:$A885:20 3C AC JSR $AC3C ; copy save data from system RAM to $7000-$706F 0x01A898|$06:$A888:20 AD AC JSR $ACAD ; initialize the RNG based on 71 passes using SRAM data $7000-$7070 and save resulting seed to $7071-$7072 0x01A89B|$06:$A88B:20 87 AB JSR $AB87 ; copy data from SRAM buffer to per-game save data 0x01A89E|$06:$A88E:60 RTS ; copy Midenhall's short name from save slot in A to $0100 in reverse ; from $0F:$EE7E via $801C ; indirect control flow target (via $801C) 0x01A89F|$06:$A88F:20 F5 A9 JSR $A9F5 ; given save slot number in A, set $99-$9A to pointer to second part of save slot data 0x01A8A2|$06:$A892:A0 03 LDY #$03 ; copy 4 bytes 0x01A8A4|$06:$A894:D0 08 BNE $A89E ; copy Midenhall's full name from save slot in $75DB to $0100 in reverse ; from $0F:$EF5B via $800A ; indirect control flow target (via $800A) 0x01A8A6|$06:$A896:AD DB 75 LDA $75DB ; in game: current game save slot; out of game: various temporary game menu setup values 0x01A8A9|$06:$A899:20 F5 A9 JSR $A9F5 ; given save slot number in A, set $99-$9A to pointer to second part of save slot data 0x01A8AC|$06:$A89C:A0 07 LDY #$07 ; copy 8 bytes ; control flow target (from $A894) 0x01A8AE|$06:$A89E:A2 00 LDX #$00 ; control flow target (from $A8A7) 0x01A8B0|$06:$A8A0:B1 99 LDA ($99),Y 0x01A8B2|$06:$A8A2:9D 00 01 STA $0100,X ; string copy buffer start (often referenced as $00FF,X) 0x01A8B5|$06:$A8A5:E8 INX 0x01A8B6|$06:$A8A6:88 DEY 0x01A8B7|$06:$A8A7:10 F7 BPL $A8A0 0x01A8B9|$06:$A8A9:60 RTS ; given current game save slot in $75DB, return Midenhall's level in that save game in A/$0E ; indirect control flow target (via $800C) 0x01A8BA|$06:$A8AA:AD DB 75 LDA $75DB ; in game: current game save slot; out of game: various temporary game menu setup values 0x01A8BD|$06:$A8AD:20 F5 A9 JSR $A9F5 ; given save slot number in A, set $99-$9A to pointer to second part of save slot data 0x01A8C0|$06:$A8B0:A0 08 LDY #$08 ; offset for Midenhall's level 0x01A8C2|$06:$A8B2:B1 99 LDA ($99),Y 0x01A8C4|$06:$A8B4:85 0E STA $0E 0x01A8C6|$06:$A8B6:60 RTS ; indirect control flow target (via $800E) 0x01A8C7|$06:$A8B7:20 F5 A9 JSR $A9F5 ; given save slot number in A, set $99-$9A to pointer to second part of save slot data 0x01A8CA|$06:$A8BA:A2 02 LDX #$02 0x01A8CC|$06:$A8BC:A0 09 LDY #$09 0x01A8CE|$06:$A8BE:B1 99 LDA ($99),Y 0x01A8D0|$06:$A8C0:30 06 BMI $A8C8 0x01A8D2|$06:$A8C2:C9 46 CMP #$46 0x01A8D4|$06:$A8C4:F0 01 BEQ $A8C7 0x01A8D6|$06:$A8C6:CA DEX ; control flow target (from $A8C4) 0x01A8D7|$06:$A8C7:CA DEX ; control flow target (from $A8C0) 0x01A8D8|$06:$A8C8:8A TXA 0x01A8D9|$06:$A8C9:60 RTS ; control flow target (from $A850) 0x01A8DA|$06:$A8CA:A2 05 LDX #$05 ; control flow target (from $A8DF) 0x01A8DC|$06:$A8CC:BD B9 AD LDA $ADB9,X 0x01A8DF|$06:$A8CF:DD FA 75 CMP $75FA,X 0x01A8E2|$06:$A8D2:F0 0A BEQ $A8DE 0x01A8E4|$06:$A8D4:DD 01 60 CMP $6001,X 0x01A8E7|$06:$A8D7:F0 05 BEQ $A8DE 0x01A8E9|$06:$A8D9:DD A7 61 CMP $61A7,X 0x01A8EC|$06:$A8DC:D0 05 BNE $A8E3 ; control flow target (from $A8D2, $A8D7) 0x01A8EE|$06:$A8DE:CA DEX 0x01A8EF|$06:$A8DF:10 EB BPL $A8CC 0x01A8F1|$06:$A8E1:30 36 BMI $A919 ; control flow target (from $A8DC) 0x01A8F3|$06:$A8E3:AD F4 AD LDA $ADF4 0x01A8F6|$06:$A8E6:8D 99 00 STA $0099 0x01A8F9|$06:$A8E9:AD F5 AD LDA $ADF5 0x01A8FC|$06:$A8EC:8D 9A 00 STA $009A 0x01A8FF|$06:$A8EF:A2 0D LDX #$0D ; control flow target (from $A908) 0x01A901|$06:$A8F1:A0 72 LDY #$72 0x01A903|$06:$A8F3:A9 00 LDA #$00 ; control flow target (from $A8F8) 0x01A905|$06:$A8F5:91 99 STA ($99),Y 0x01A907|$06:$A8F7:88 DEY 0x01A908|$06:$A8F8:10 FB BPL $A8F5 0x01A90A|$06:$A8FA:38 SEC 0x01A90B|$06:$A8FB:A5 99 LDA $99 0x01A90D|$06:$A8FD:E9 73 SBC #$73 0x01A90F|$06:$A8FF:85 99 STA $99 0x01A911|$06:$A901:A5 9A LDA $9A 0x01A913|$06:$A903:E9 00 SBC #$00 0x01A915|$06:$A905:85 9A STA $9A 0x01A917|$06:$A907:CA DEX 0x01A918|$06:$A908:D0 E7 BNE $A8F1 0x01A91A|$06:$A90A:A9 00 LDA #$00 0x01A91C|$06:$A90C:8D DA 75 STA $75DA ; bit field for which save game slots are filled 0x01A91F|$06:$A90F:A2 02 LDX #$02 0x01A921|$06:$A911:A9 FF LDA #$FF ; control flow target (from $A917) 0x01A923|$06:$A913:9D D7 75 STA $75D7,X ; save slot 1 status (write-only?) 0x01A926|$06:$A916:CA DEX 0x01A927|$06:$A917:10 FA BPL $A913 ; control flow target (from $A8E1) 0x01A929|$06:$A919:A2 05 LDX #$05 ; control flow target (from $A928) 0x01A92B|$06:$A91B:BD B9 AD LDA $ADB9,X 0x01A92E|$06:$A91E:9D FA 75 STA $75FA,X 0x01A931|$06:$A921:9D 01 60 STA $6001,X 0x01A934|$06:$A924:9D A7 61 STA $61A7,X 0x01A937|$06:$A927:CA DEX 0x01A938|$06:$A928:10 F1 BPL $A91B 0x01A93A|$06:$A92A:A9 00 LDA #$00 0x01A93C|$06:$A92C:8D DB 75 STA $75DB ; in game: current game save slot; out of game: various temporary game menu setup values ; control flow target (from $A973) 0x01A93F|$06:$A92F:AE DB 75 LDX $75DB ; in game: current game save slot; out of game: various temporary game menu setup values 0x01A942|$06:$A932:AD DA 75 LDA $75DA ; bit field for which save game slots are filled ; control flow target (from $A937) 0x01A945|$06:$A935:4A LSR 0x01A946|$06:$A936:CA DEX 0x01A947|$06:$A937:10 FC BPL $A935 0x01A949|$06:$A939:90 30 BCC $A96B 0x01A94B|$06:$A93B:20 44 AB JSR $AB44 ; copy current save game's data to save data buffer at $7000; CLC if data is valid, SEC if it's unrecoverable 0x01A94E|$06:$A93E:90 28 BCC $A968 0x01A950|$06:$A940:AE DB 75 LDX $75DB ; in game: current game save slot; out of game: various temporary game menu setup values 0x01A953|$06:$A943:A9 FD LDA #$FD 0x01A955|$06:$A945:9D D7 75 STA $75D7,X ; save slot 1 status (write-only?) 0x01A958|$06:$A948:E8 INX 0x01A959|$06:$A949:86 8F STX $8F 0x01A95B|$06:$A94B:A9 00 LDA #$00 0x01A95D|$06:$A94D:85 90 STA $90 0x01A95F|$06:$A94F:A9 04 LDA #$04 ; Menu ID #$04: Dialogue window 0x01A961|$06:$A951:20 93 A9 JSR $A993 ; open menu specified by A 0x01A964|$06:$A954:A9 0A LDA #$0A ; Music ID #$0A: cursed BGM ; call to code in a different bank ($0F:$C58D) 0x01A966|$06:$A956:20 8D C5 JSR $C58D ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]), wait for it to finish, then play previous BGM 0x01A969|$06:$A959:E6 8E INC $8E ; flag for in battle or not (#$FF)? 0x01A96B|$06:$A95B:A9 77 LDA #$77 ; String ID #$0077: [no voice]I'm afraid that[line][no voice]scenario [number] was not[line][no voice]recorded in the[line][no voice]Imperial Scrolls of[line][no voice]Honor.[end-FC] 0x01A96D|$06:$A95D:20 9B A9 JSR $A99B ; display string ID specified by A 0x01A970|$06:$A960:E6 8E INC $8E ; flag for in battle or not (#$FF)? 0x01A972|$06:$A962:20 76 A9 JSR $A976 ; wait for controller input 0x01A975|$06:$A965:20 EB AA JSR $AAEB ; control flow target (from $A93E) 0x01A978|$06:$A968:20 02 AA JSR $AA02 ; copy more data to second part of per-game save data ; control flow target (from $A939) 0x01A97B|$06:$A96B:EE DB 75 INC $75DB ; in game: current game save slot; out of game: various temporary game menu setup values 0x01A97E|$06:$A96E:AD DB 75 LDA $75DB ; in game: current game save slot; out of game: various temporary game menu setup values 0x01A981|$06:$A971:C9 03 CMP #$03 0x01A983|$06:$A973:90 BA BCC $A92F 0x01A985|$06:$A975:60 RTS ; wait for controller input ; control flow target (from $A962, $A97B) ; call to code in a different bank ($0F:$C476) 0x01A986|$06:$A976:20 76 C4 JSR $C476 ; read joypad 1 data into $2F 0x01A989|$06:$A979:A5 2F LDA $2F ; joypad 1 data 0x01A98B|$06:$A97B:F0 F9 BEQ $A976 ; wait for controller input 0x01A98D|$06:$A97D:60 RTS ; control flow target (from $A853) ; call to code in a different bank ($0F:$C42A) 0x01A98E|$06:$A97E:20 2A C4 JSR $C42A ; call to code in a different bank ($0F:$C446) 0x01A991|$06:$A981:20 46 C4 JSR $C446 ; turn screen off, write $800 [space] tiles to PPU $2000, turn screen on ; call to code in a different bank ($0F:$C1DC) 0x01A994|$06:$A984:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF 0x01A997|$06:$A987:A9 80 LDA #$80 0x01A999|$06:$A989:8D 07 60 STA $6007 ; call to code in a different bank ($0F:$C41C) 0x01A99C|$06:$A98C:20 1C C4 JSR $C41C ; wait for interrupt, turn screen sprites and backround on ; call to code in a different bank ($0F:$D14F) 0x01A99F|$06:$A98F:20 4F D1 JSR $D14F 0x01A9A2|$06:$A992:60 RTS ; open menu specified by A ; control flow target (from $A861, $A87B, $A951, $A9C2, $AA76, $AAFE, $AB03, $AB1C) 0x01A9A3|$06:$A993:A2 06 LDX #$06 0x01A9A5|$06:$A995:86 94 STX $94 ; return bank for various function calls, doubles as index of selected option for multiple-choice menus ; call to code in a different bank ($0F:$EB89) 0x01A9A7|$06:$A997:20 89 EB JSR $EB89 ; open menu specified by A 0x01A9AA|$06:$A99A:60 RTS ; JMP > JSR + RTS ; display string ID specified by A ; control flow target (from $A871, $A876, $A95D) 0x01A9AB|$06:$A99B:A2 06 LDX #$06 0x01A9AD|$06:$A99D:86 94 STX $94 ; return bank for various function calls, doubles as index of selected option for multiple-choice menus ; call to code in a different bank ($0F:$FA4A) 0x01A9AF|$06:$A99F:20 4A FA JSR $FA4A ; display string ID specified by A 0x01A9B2|$06:$A9A2:60 RTS ; open apporpriate main game menu based on number of filled save slots, set $75DB = #$0A, #$05, or #$00 based on number of filled slots, return menu selection index in A ; control flow target (from $A856) 0x01A9B3|$06:$A9A3:A2 02 LDX #$02 0x01A9B5|$06:$A9A5:AD DA 75 LDA $75DA ; bit field for which save game slots are filled 0x01A9B8|$06:$A9A8:29 07 AND #$07 0x01A9BA|$06:$A9AA:F0 06 BEQ $A9B2 ; 0 slots filled => use X = #$02 0x01A9BC|$06:$A9AC:C9 07 CMP #$07 0x01A9BE|$06:$A9AE:D0 01 BNE $A9B1 ; 1-2 slots filled => use X = #$01 0x01A9C0|$06:$A9B0:CA DEX ; 3 slots filled => use X = #$00 ; control flow target (from $A9AE) 0x01A9C1|$06:$A9B1:CA DEX ; control flow target (from $A9AA) 0x01A9C2|$06:$A9B2:8A TXA 0x01A9C3|$06:$A9B3:8D DB 75 STA $75DB ; in game: current game save slot; out of game: various temporary game menu setup values; base index into main game menu handlers 0x01A9C6|$06:$A9B6:0A ASL 0x01A9C7|$06:$A9B7:0A ASL 0x01A9C8|$06:$A9B8:6D DB 75 ADC $75DB ; in game: current game save slot; out of game: various temporary game menu setup values; base index into main game menu handlers 0x01A9CB|$06:$A9BB:8D DB 75 STA $75DB ; in game: current game save slot; out of game: various temporary game menu setup values; base index into main game menu handlers 0x01A9CE|$06:$A9BE:8A TXA 0x01A9CF|$06:$A9BF:18 CLC 0x01A9D0|$06:$A9C0:69 32 ADC #$32 ; Menu ID #$32 - #$34: Game menu: 3, 1-2, or 0 saves 0x01A9D2|$06:$A9C2:20 93 A9 JSR $A993 ; open menu specified by A 0x01A9D5|$06:$A9C5:C9 FF CMP #$FF 0x01A9D7|$06:$A9C7:F0 01 BEQ $A9CA 0x01A9D9|$06:$A9C9:60 RTS ; control flow target (from $A9C7) 0x01A9DA|$06:$A9CA:68 PLA 0x01A9DB|$06:$A9CB:68 PLA 0x01A9DC|$06:$A9CC:4C 56 A8 JMP $A856 ; control flow target (from $A859) 0x01A9DF|$06:$A9CF:18 CLC 0x01A9E0|$06:$A9D0:6D DB 75 ADC $75DB ; in game: current game save slot; out of game: various temporary game menu setup values; base index into main game menu handlers 0x01A9E3|$06:$A9D3:AA TAX 0x01A9E4|$06:$A9D4:BD D7 AD LDA $ADD7,X ; index into jump table at $ADE2 0x01A9E7|$06:$A9D7:0A ASL 0x01A9E8|$06:$A9D8:AA TAX 0x01A9E9|$06:$A9D9:BD E2 AD LDA $ADE2,X ; jump table for main game menu handlers 0x01A9EC|$06:$A9DC:85 99 STA $99 0x01A9EE|$06:$A9DE:BD E3 AD LDA $ADE3,X 0x01A9F1|$06:$A9E1:85 9A STA $9A 0x01A9F3|$06:$A9E3:6C 99 00 JMP ($0099) 0x01A9F6|$06:$A9E6:A8 TAY 0x01A9F7|$06:$A9E7:A2 00 LDX #$00 0x01A9F9|$06:$A9E9:AD DA 75 LDA $75DA ; bit field for which save game slots are filled ; control flow target (from $A9EE, $A9F1) 0x01A9FC|$06:$A9EC:E8 INX 0x01A9FD|$06:$A9ED:4A LSR 0x01A9FE|$06:$A9EE:90 FC BCC $A9EC 0x01AA00|$06:$A9F0:88 DEY 0x01AA01|$06:$A9F1:10 F9 BPL $A9EC 0x01AA03|$06:$A9F3:CA DEX 0x01AA04|$06:$A9F4:8A TXA ; given save slot number in A, set $99-$9A to pointer to second part of save slot data ; control flow target (from $A88F, $A899, $A8AD, $A8B7, $AA05) 0x01AA05|$06:$A9F5:0A ASL 0x01AA06|$06:$A9F6:AA TAX 0x01AA07|$06:$A9F7:BD F6 AD LDA $ADF6,X 0x01AA0A|$06:$A9FA:85 99 STA $99 0x01AA0C|$06:$A9FC:BD F7 AD LDA $ADF7,X 0x01AA0F|$06:$A9FF:85 9A STA $9A 0x01AA11|$06:$AA01:60 RTS ; copy more data to second part of per-game save data ; control flow target (from $A968, $AB8C) 0x01AA12|$06:$AA02:AD DB 75 LDA $75DB ; in game: current game save slot; out of game: various temporary game menu setup values 0x01AA15|$06:$AA05:20 F5 A9 JSR $A9F5 ; given save slot number in A, set $99-$9A to pointer to second part of save slot data 0x01AA18|$06:$AA08:A0 09 LDY #$09 0x01AA1A|$06:$AA0A:AD 6F 70 LDA $706F ; current battle message delay, SRAM buffer 0x01AA1D|$06:$AA0D:91 99 STA ($99),Y 0x01AA1F|$06:$AA0F:88 DEY 0x01AA20|$06:$AA10:AD 26 70 LDA $7026 0x01AA23|$06:$AA13:91 99 STA ($99),Y 0x01AA25|$06:$AA15:A2 03 LDX #$03 ; control flow target (from $AA1E) 0x01AA27|$06:$AA17:88 DEY 0x01AA28|$06:$AA18:BD 63 70 LDA $7063,X ; party names, bytes 4-7, SRAM buffer 0x01AA2B|$06:$AA1B:91 99 STA ($99),Y 0x01AA2D|$06:$AA1D:CA DEX 0x01AA2E|$06:$AA1E:10 F7 BPL $AA17 0x01AA30|$06:$AA20:88 DEY ; control flow target (from $AA27) 0x01AA31|$06:$AA21:B9 09 70 LDA $7009,Y ; Midenhall name bytes 0-3, SRAM buffer 0x01AA34|$06:$AA24:91 99 STA ($99),Y 0x01AA36|$06:$AA26:88 DEY 0x01AA37|$06:$AA27:10 F8 BPL $AA21 0x01AA39|$06:$AA29:60 RTS ; mark save game slot specified by $75DB as filled ; control flow target (from $AAAE, $AAD3) 0x01AA3A|$06:$AA2A:38 SEC 0x01AA3B|$06:$AA2B:A9 00 LDA #$00 0x01AA3D|$06:$AA2D:AE DB 75 LDX $75DB ; in game: current game save slot; out of game: various temporary game menu setup values ; control flow target (from $AA32) 0x01AA40|$06:$AA30:2A ROL 0x01AA41|$06:$AA31:CA DEX 0x01AA42|$06:$AA32:10 FC BPL $AA30 ; keep shifting that 1 set bit until it's in the right position 0x01AA44|$06:$AA34:0D DA 75 ORA $75DA ; bit field for which save game slots are filled 0x01AA47|$06:$AA37:8D DA 75 STA $75DA ; bit field for which save game slots are filled 0x01AA4A|$06:$AA3A:60 RTS ; mark save game slot specified by $75DB as empty ; control flow target (from $AAEB) 0x01AA4B|$06:$AA3B:18 CLC 0x01AA4C|$06:$AA3C:A9 FF LDA #$FF 0x01AA4E|$06:$AA3E:AE DB 75 LDX $75DB ; in game: current game save slot; out of game: various temporary game menu setup values ; control flow target (from $AA43) 0x01AA51|$06:$AA41:2A ROL 0x01AA52|$06:$AA42:CA DEX 0x01AA53|$06:$AA43:10 FC BPL $AA41 ; keep shifting that 1 clear bit until it's in the right position 0x01AA55|$06:$AA45:2D DA 75 AND $75DA ; bit field for which save game slots are filled 0x01AA58|$06:$AA48:8D DA 75 STA $75DA ; bit field for which save game slots are filled 0x01AA5B|$06:$AA4B:60 RTS ; set $75D7,$75DB to #$FF (useless op?) ; control flow target (from $AAB1, $AAD6) 0x01AA5C|$06:$AA4C:A9 FF LDA #$FF 0x01AA5E|$06:$AA4E:AE DB 75 LDX $75DB ; in game: current game save slot; out of game: various temporary game menu setup values 0x01AA61|$06:$AA51:9D D7 75 STA $75D7,X ; save slot 1 status (write-only?) 0x01AA64|$06:$AA54:60 RTS ; CONTINUE A QUEST handler ; indirect control flow target (via $ADE2) 0x01AA65|$06:$AA55:20 0C AB JSR $AB0C ; display filled slots selection menu, set A/$75DB to selected slot 0x01AA68|$06:$AA58:20 44 AB JSR $AB44 ; copy current save game's data to save data buffer at $7000; CLC if data is valid, SEC if it's unrecoverable 0x01AA6B|$06:$AA5B:20 C7 AB JSR $ABC7 ; copy save data from save data buffer at $7000 to system RAM; update Don Mahone quest status if applicable ; control flow target (from $AABA) 0x01AA6E|$06:$AA5E:68 PLA 0x01AA6F|$06:$AA5F:68 PLA ; call to code in a different bank ($0F:$C577) 0x01AA70|$06:$AA60:20 77 C5 JSR $C577 ; set $6144 to #$05 0x01AA73|$06:$AA63:60 RTS ; CHANGE MESSAGE SPEED handler ; indirect control flow target (via $ADE4) 0x01AA74|$06:$AA64:20 0C AB JSR $AB0C ; display filled slots selection menu, set A/$75DB to selected slot 0x01AA77|$06:$AA67:20 44 AB JSR $AB44 ; copy current save game's data to save data buffer at $7000; CLC if data is valid, SEC if it's unrecoverable 0x01AA7A|$06:$AA6A:20 6E AA JSR $AA6E ; display Menu ID #$45: Game menu: select message speed, update message speed based on new selection 0x01AA7D|$06:$AA6D:60 RTS ; display Menu ID #$45: Game menu: select message speed, update message speed based on new selection ; control flow target (from $AA6A, $AAA9) 0x01AA7E|$06:$AA6E:AD 6F 70 LDA $706F ; current battle message delay, SRAM buffer 0x01AA81|$06:$AA71:8D 2C 06 STA $062C ; current battle message delay 0x01AA84|$06:$AA74:A9 45 LDA #$45 ; Menu ID #$45: Game menu: select message speed 0x01AA86|$06:$AA76:20 93 A9 JSR $A993 ; open menu specified by A 0x01AA89|$06:$AA79:C9 FF CMP #$FF 0x01AA8B|$06:$AA7B:F0 12 BEQ $AA8F ; pop JSR return address and RTS back to to display and handle main game menu 0x01AA8D|$06:$AA7D:AA TAX 0x01AA8E|$06:$AA7E:BD BF AD LDA $ADBF,X ; battle message delays (frames between prints; higher = slower) 0x01AA91|$06:$AA81:8D 6F 70 STA $706F ; current battle message delay, SRAM buffer 0x01AA94|$06:$AA84:8D 2C 06 STA $062C ; current battle message delay 0x01AA97|$06:$AA87:20 AD AC JSR $ACAD ; initialize the RNG based on 71 passes using SRAM data $7000-$7070 and save resulting seed to $7071-$7072 0x01AA9A|$06:$AA8A:20 87 AB JSR $AB87 ; copy data from SRAM buffer to per-game save data 0x01AA9D|$06:$AA8D:18 CLC 0x01AA9E|$06:$AA8E:60 RTS ; pop JSR return address and RTS back to to display and handle main game menu ; control flow target (from $AA7B) 0x01AA9F|$06:$AA8F:68 PLA 0x01AAA0|$06:$AA90:68 PLA 0x01AAA1|$06:$AA91:38 SEC 0x01AAA2|$06:$AA92:60 RTS ; BEGIN A NEW QUEST handler ; indirect control flow target (via $ADE6) 0x01AAA3|$06:$AA93:A9 00 LDA #$00 0x01AAA5|$06:$AA95:8D 70 70 STA $7070 ; ????, SRAM buffer 0x01AAA8|$06:$AA98:20 15 AB JSR $AB15 ; display empty slots selection menu, set A/$75DB to selected slot 0x01AAAB|$06:$AA9B:20 CD AC JSR $ACCD 0x01AAAE|$06:$AA9E:20 C0 AA JSR $AAC0 ; if $0100 is [space], pop JSR return address and RTS back to to display and handle main game menu 0x01AAB1|$06:$AAA1:A9 46 LDA #$46 ; NORMAL 0x01AAB3|$06:$AAA3:8D 2C 06 STA $062C ; current battle message delay 0x01AAB6|$06:$AAA6:8D 6F 70 STA $706F ; current battle message delay, SRAM buffer 0x01AAB9|$06:$AAA9:20 6E AA JSR $AA6E ; display Menu ID #$45: Game menu: select message speed, update message speed based on new selection 0x01AABC|$06:$AAAC:B0 0F BCS $AABD ; impossible branch; if $AA6E finishes with SEC, it also popped its return address, so control flow does not end up here 0x01AABE|$06:$AAAE:20 2A AA JSR $AA2A ; mark save game slot specified by $75DB as filled 0x01AAC1|$06:$AAB1:20 4C AA JSR $AA4C ; set $75D7,$75DB to #$FF (useless op?) 0x01AAC4|$06:$AAB4:20 AD AC JSR $ACAD ; initialize the RNG based on 71 passes using SRAM data $7000-$7070 and save resulting seed to $7071-$7072 0x01AAC7|$06:$AAB7:20 87 AB JSR $AB87 ; copy data from SRAM buffer to per-game save data 0x01AACA|$06:$AABA:4C 5E AA JMP $AA5E ; pop JSR return address and RTS back to to display and handle main game menu ; control flow target (from $AAAC) 0x01AACD|$06:$AABD:68 PLA 0x01AACE|$06:$AABE:68 PLA 0x01AACF|$06:$AABF:60 RTS ; if $0100 is [space], pop JSR return address and RTS back to to display and handle main game menu ; control flow target (from $AA9E) 0x01AAD0|$06:$AAC0:AD 00 01 LDA $0100 ; string copy buffer start (often referenced as $00FF,X) 0x01AAD3|$06:$AAC3:C9 5F CMP #$5F ; Tile ID #$5F: [space] 0x01AAD5|$06:$AAC5:D0 02 BNE $AAC9 0x01AAD7|$06:$AAC7:68 PLA 0x01AAD8|$06:$AAC8:68 PLA ; control flow target (from $AAC5) 0x01AAD9|$06:$AAC9:60 RTS ; COPY A QUEST handler ; indirect control flow target (via $ADE8) 0x01AADA|$06:$AACA:20 0C AB JSR $AB0C ; display filled slots selection menu, set A/$75DB to selected slot 0x01AADD|$06:$AACD:20 44 AB JSR $AB44 ; copy current save game's data to save data buffer at $7000; CLC if data is valid, SEC if it's unrecoverable 0x01AAE0|$06:$AAD0:20 15 AB JSR $AB15 ; display empty slots selection menu, set A/$75DB to selected slot 0x01AAE3|$06:$AAD3:20 2A AA JSR $AA2A ; mark save game slot specified by $75DB as filled 0x01AAE6|$06:$AAD6:20 4C AA JSR $AA4C ; set $75D7,$75DB to #$FF (useless op?) 0x01AAE9|$06:$AAD9:20 87 AB JSR $AB87 ; copy data from SRAM buffer to per-game save data 0x01AAEC|$06:$AADC:60 RTS ; ERASE A QUEST handler ; indirect control flow target (via $ADEA) 0x01AAED|$06:$AADD:20 0C AB JSR $AB0C ; display filled slots selection menu, set A/$75DB to selected slot 0x01AAF0|$06:$AAE0:20 FC AA JSR $AAFC ; display Menu ID #$43: Game menu: delete selected game and Menu ID #$19: General menu: YES/NO 0x01AAF3|$06:$AAE3:AE DB 75 LDX $75DB ; in game: current game save slot; out of game: various temporary game menu setup values 0x01AAF6|$06:$AAE6:A9 FE LDA #$FE 0x01AAF8|$06:$AAE8:9D D7 75 STA $75D7,X ; save slot 1 status (write-only?) ; control flow target (from $A965) 0x01AAFB|$06:$AAEB:20 3B AA JSR $AA3B ; mark save game slot specified by $75DB as empty 0x01AAFE|$06:$AAEE:A2 72 LDX #$72 ; fill save game buffer with #$00 0x01AB00|$06:$AAF0:A9 00 LDA #$00 ; control flow target (from $AAF6) 0x01AB02|$06:$AAF2:9D 00 70 STA $7000,X ; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4), SRAM buffer 0x01AB05|$06:$AAF5:CA DEX 0x01AB06|$06:$AAF6:10 FA BPL $AAF2 0x01AB08|$06:$AAF8:20 87 AB JSR $AB87 ; copy data from SRAM buffer to per-game save data 0x01AB0B|$06:$AAFB:60 RTS ; display Menu ID #$43: Game menu: delete selected game and Menu ID #$19: General menu: YES/NO ; control flow target (from $AAE0) 0x01AB0C|$06:$AAFC:A9 43 LDA #$43 ; Menu ID #$43: Game menu: delete selected game 0x01AB0E|$06:$AAFE:20 93 A9 JSR $A993 ; open menu specified by A 0x01AB11|$06:$AB01:A9 19 LDA #$19 ; Menu ID #$19: General menu: YES/NO 0x01AB13|$06:$AB03:20 93 A9 JSR $A993 ; open menu specified by A 0x01AB16|$06:$AB06:AA TAX ; if NO, pop JSR return address and RTS back to to display and handle main game menu 0x01AB17|$06:$AB07:F0 02 BEQ $AB0B 0x01AB19|$06:$AB09:68 PLA 0x01AB1A|$06:$AB0A:68 PLA ; control flow target (from $AB07) 0x01AB1B|$06:$AB0B:60 RTS ; display filled slots selection menu, set A/$75DB to selected slot ; control flow target (from $AA55, $AA64, $AACA, $AADD) 0x01AB1C|$06:$AB0C:A9 00 LDA #$00 ; get index for filled slots 0x01AB1E|$06:$AB0E:20 32 AB JSR $AB32 ; set A to offset of appropriate save slot selection menu: A = #$00 gets index for filled slots, A = #$FF gets index for empty slots; also sets $75DB to offset for corresponding current slot lut 0x01AB21|$06:$AB11:69 3C ADC #$3C ; base menu ID 0x01AB23|$06:$AB13:D0 07 BNE $AB1C ; display empty slots selection menu, set A/$75DB to selected slot ; control flow target (from $AA98, $AAD0) 0x01AB25|$06:$AB15:A9 FF LDA #$FF ; get index for empty slots 0x01AB27|$06:$AB17:20 32 AB JSR $AB32 ; set A to offset of appropriate save slot selection menu: A = #$00 gets index for filled slots, A = #$FF gets index for empty slots; also sets $75DB to offset for corresponding current slot lut 0x01AB2A|$06:$AB1A:69 35 ADC #$35 ; base menu ID ; control flow target (from $AB13) 0x01AB2C|$06:$AB1C:20 93 A9 JSR $A993 ; open menu specified by A 0x01AB2F|$06:$AB1F:C9 FF CMP #$FF 0x01AB31|$06:$AB21:F0 0C BEQ $AB2F ; pop JSR return address and RTS back to to display and handle main game menu 0x01AB33|$06:$AB23:18 CLC 0x01AB34|$06:$AB24:6D DB 75 ADC $75DB ; in game: current game save slot; out of game: various temporary game menu setup values; offset for current slot lookup table 0x01AB37|$06:$AB27:AA TAX 0x01AB38|$06:$AB28:BD C2 AD LDA $ADC2,X ; lookup table for save game slot based on save game slot selection type + menu selection index 0x01AB3B|$06:$AB2B:8D DB 75 STA $75DB ; in game: current game save slot; out of game: various temporary game menu setup values 0x01AB3E|$06:$AB2E:60 RTS ; pop JSR return address and RTS back to to display and handle main game menu ; control flow target (from $AB21) 0x01AB3F|$06:$AB2F:68 PLA 0x01AB40|$06:$AB30:68 PLA 0x01AB41|$06:$AB31:60 RTS ; set A to offset of appropriate save slot selection menu: A = #$00 gets index for filled slots, A = #$FF gets index for empty slots; also sets $75DB to offset for corresponding current slot lut ; control flow target (from $AB0E, $AB17) 0x01AB42|$06:$AB32:4D DA 75 EOR $75DA ; bit field for which save game slots are filled 0x01AB45|$06:$AB35:29 07 AND #$07 ; 3 save slots 0x01AB47|$06:$AB37:AA TAX 0x01AB48|$06:$AB38:CA DEX 0x01AB49|$06:$AB39:8A TXA 0x01AB4A|$06:$AB3A:85 99 STA $99 0x01AB4C|$06:$AB3C:0A ASL 0x01AB4D|$06:$AB3D:65 99 ADC $99 0x01AB4F|$06:$AB3F:8D DB 75 STA $75DB ; in game: current game save slot; out of game: various temporary game menu setup values 0x01AB52|$06:$AB42:8A TXA 0x01AB53|$06:$AB43:60 RTS ; copy current save game's data to save data buffer at $7000; CLC if data is valid, SEC if it's unrecoverable ; control flow target (from $A93B, $AA58, $AA67, $AACD) 0x01AB54|$06:$AB44:20 90 AB JSR $AB90 ; set $99-$9A to pointer to current game's save slot, $9B-$9C to pointer to save data buffer at $7000 0x01AB57|$06:$AB47:A2 00 LDX #$00 ; save data copy number ; control flow target (from $AB7B) 0x01AB59|$06:$AB49:A0 72 LDY #$72 ; copy #$73 bytes of data from current game's save slot to save data buffer at $7000 ; control flow target (from $AB50) 0x01AB5B|$06:$AB4B:B1 99 LDA ($99),Y 0x01AB5D|$06:$AB4D:91 9B STA ($9B),Y 0x01AB5F|$06:$AB4F:88 DEY 0x01AB60|$06:$AB50:10 F9 BPL $AB4B 0x01AB62|$06:$AB52:98 TYA ; save Y and X on the stack 0x01AB63|$06:$AB53:48 PHA 0x01AB64|$06:$AB54:8A TXA 0x01AB65|$06:$AB55:48 PHA 0x01AB66|$06:$AB56:20 BB AC JSR $ACBB ; initialize the RNG based on 71 passes using SRAM data $7000-$7070 0x01AB69|$06:$AB59:68 PLA ; restore X and Y from the stack 0x01AB6A|$06:$AB5A:AA TAX 0x01AB6B|$06:$AB5B:68 PLA 0x01AB6C|$06:$AB5C:A8 TAY 0x01AB6D|$06:$AB5D:AD 71 70 LDA $7071 ; RNG byte 0, SRAM buffer 0x01AB70|$06:$AB60:C5 32 CMP $32 ; RNG byte 0 0x01AB72|$06:$AB62:D0 07 BNE $AB6B ; save data corrupted! 0x01AB74|$06:$AB64:AD 72 70 LDA $7072 ; RNG byte 1, SRAM buffer 0x01AB77|$06:$AB67:C5 33 CMP $33 ; RNG byte 1 0x01AB79|$06:$AB69:F0 14 BEQ $AB7F ; save data valid! ; save data corrupted! ; control flow target (from $AB62) 0x01AB7B|$06:$AB6B:18 CLC ; add #$159 (i.e. #$73 * 3) to $99-$9A 0x01AB7C|$06:$AB6C:A9 59 LDA #$59 0x01AB7E|$06:$AB6E:65 99 ADC $99 0x01AB80|$06:$AB70:85 99 STA $99 0x01AB82|$06:$AB72:A9 01 LDA #$01 0x01AB84|$06:$AB74:65 9A ADC $9A 0x01AB86|$06:$AB76:85 9A STA $9A 0x01AB88|$06:$AB78:E8 INX ; save data copy number 0x01AB89|$06:$AB79:E0 04 CPX #$04 ; there are 4 copies of save data 0x01AB8B|$06:$AB7B:D0 CC BNE $AB49 0x01AB8D|$06:$AB7D:38 SEC ; flag data as unrecoverable :( 0x01AB8E|$06:$AB7E:60 RTS ; save data valid! ; control flow target (from $AB69) 0x01AB8F|$06:$AB7F:8A TXA 0x01AB90|$06:$AB80:F0 03 BEQ $AB85 ; if first save data copy was bad, update all copies with good data 0x01AB92|$06:$AB82:20 AA AB JSR $ABAA ; copy save data from save data buffer to current game's save slot, making X copies of the data spaced 3 saves slots away ; control flow target (from $AB80) 0x01AB95|$06:$AB85:18 CLC ; flag data as valid 0x01AB96|$06:$AB86:60 RTS ; copy data from SRAM buffer to per-game save data ; control flow target (from $A88B, $AA8A, $AAB7, $AAD9, $AAF8) 0x01AB97|$06:$AB87:A2 04 LDX #$04 ; make 4 copies of save data 0x01AB99|$06:$AB89:20 AA AB JSR $ABAA ; copy save data from save data buffer to current game's save slot, making X copies of the data spaced 3 saves slots away 0x01AB9C|$06:$AB8C:20 02 AA JSR $AA02 ; copy more data to second part of per-game save data 0x01AB9F|$06:$AB8F:60 RTS ; set $99-$9A to pointer to current game's save slot, $9B-$9C to pointer to save data buffer at $7000 ; control flow target (from $AB44, $ABAA) 0x01ABA0|$06:$AB90:AD DB 75 LDA $75DB ; in game: current game save slot; out of game: various temporary game menu setup values 0x01ABA3|$06:$AB93:0A ASL 0x01ABA4|$06:$AB94:A8 TAY 0x01ABA5|$06:$AB95:B9 EE AD LDA $ADEE,Y ; pointers to start of per-game save data 0x01ABA8|$06:$AB98:85 99 STA $99 0x01ABAA|$06:$AB9A:B9 EF AD LDA $ADEF,Y 0x01ABAD|$06:$AB9D:85 9A STA $9A 0x01ABAF|$06:$AB9F:AD EC AD LDA $ADEC ; pointer to start of current game save data buffer 0x01ABB2|$06:$ABA2:85 9B STA $9B 0x01ABB4|$06:$ABA4:AD ED AD LDA $ADED 0x01ABB7|$06:$ABA7:85 9C STA $9C 0x01ABB9|$06:$ABA9:60 RTS ; copy save data from save data buffer to current game's save slot, making X copies of the data spaced 3 saves slots away ; control flow target (from $AB82, $AB89) 0x01ABBA|$06:$ABAA:20 90 AB JSR $AB90 ; set $99-$9A to pointer to current game's save slot, $9B-$9C to pointer to save data buffer at $7000 ; control flow target (from $ABC4) 0x01ABBD|$06:$ABAD:A0 72 LDY #$72 ; control flow target (from $ABB4) 0x01ABBF|$06:$ABAF:B1 9B LDA ($9B),Y 0x01ABC1|$06:$ABB1:91 99 STA ($99),Y 0x01ABC3|$06:$ABB3:88 DEY 0x01ABC4|$06:$ABB4:10 F9 BPL $ABAF 0x01ABC6|$06:$ABB6:18 CLC ; add #$72 * 3 = #$0159 to write address $99-$9A 0x01ABC7|$06:$ABB7:A9 59 LDA #$59 0x01ABC9|$06:$ABB9:65 99 ADC $99 0x01ABCB|$06:$ABBB:85 99 STA $99 0x01ABCD|$06:$ABBD:A9 01 LDA #$01 0x01ABCF|$06:$ABBF:65 9A ADC $9A 0x01ABD1|$06:$ABC1:85 9A STA $9A 0x01ABD3|$06:$ABC3:CA DEX 0x01ABD4|$06:$ABC4:D0 E7 BNE $ABAD ; make X copies of the save data 0x01ABD6|$06:$ABC6:60 RTS ; copy save data from save data buffer at $7000 to system RAM; update Don Mahone quest status if applicable ; from $0F:$C6F9 via $8006 ; control flow target (from $AA5B) ; indirect control flow target (via $8006) 0x01ABD7|$06:$ABC7:AD 00 70 LDA $7000 ; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4), SRAM buffer 0x01ABDA|$06:$ABCA:85 CA STA $CA ; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4) 0x01ABDC|$06:$ABCC:AD 01 70 LDA $7001 ; Don Mahone quest status (#$00 = not started, #$01 = ingredients delivered, #$03 = game loaded after ingredients delivered), SRAM buffer 0x01ABDF|$06:$ABCF:F0 02 BEQ $ABD3 0x01ABE1|$06:$ABD1:A9 03 LDA #$03 ; control flow target (from $ABCF) 0x01ABE3|$06:$ABD3:85 CD STA $CD ; Don Mahone quest status (#$00 = not started, #$01 = ingredients delivered, #$03 = game loaded after ingredients delivered) 0x01ABE5|$06:$ABD5:AD 02 70 LDA $7002 ; Tuhn Watergate open flag (#$00 = closed, #$01 = open), SRAM buffer 0x01ABE8|$06:$ABD8:85 CE STA $CE ; Tuhn Watergate open flag (#$00 = closed, #$01 = open) 0x01ABEA|$06:$ABDA:AD 03 70 LDA $7003 ; ship status (#$04 = on ship, #$02 = own ship, #$01 = beat Lianport Gremlins) 0x01ABED|$06:$ABDD:85 CF STA $CF ; ship status (#$04 = on ship, #$02 = own ship, #$01 = beat Lianport Gremlins) 0x01ABEF|$06:$ABDF:AD 04 70 LDA $7004 ; Sea Cave shoal status (#$00 = shoals up, others = shoals down), SRAM buffer 0x01ABF2|$06:$ABE2:8D F8 05 STA $05F8 ; Sea Cave shoal status (#$00 = shoals up, others = shoals down) 0x01ABF5|$06:$ABE5:AD 05 70 LDA $7005 ; Crests found bit field, SRAM buffer 0x01ABF8|$06:$ABE8:8D 12 01 STA $0112 ; Crests found bit field (#$10 = Life, #$80 = Water, #$04 = Moon, #$02 = Stars, #$01 = Sun) 0x01ABFB|$06:$ABEB:AD 06 70 LDA $7006 ; last save point ID, SRAM buffer 0x01ABFE|$06:$ABEE:8D 48 00 STA $0048 ; last save point ID 0x01AC01|$06:$ABF1:AD 07 70 LDA $7007 ; party gold, low byte, SRAM buffer 0x01AC04|$06:$ABF4:8D 24 06 STA $0624 ; party gold, low byte 0x01AC07|$06:$ABF7:AD 08 70 LDA $7008 ; party gold, high byte, SRAM buffer 0x01AC0A|$06:$ABFA:8D 25 06 STA $0625 ; party gold, high byte 0x01AC0D|$06:$ABFD:A2 35 LDX #$35 ; control flow target (from $AC06) 0x01AC0F|$06:$ABFF:BD 15 70 LDA $7015,X ; hero data from $062D, SRAM buffer 0x01AC12|$06:$AC02:9D 2D 06 STA $062D,X ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x01AC15|$06:$AC05:CA DEX 0x01AC16|$06:$AC06:10 F7 BPL $ABFF 0x01AC18|$06:$AC08:A2 17 LDX #$17 ; control flow target (from $AC11) 0x01AC1A|$06:$AC0A:BD 4B 70 LDA $704B,X ; party inventory, SRAM buffer 0x01AC1D|$06:$AC0D:9D 00 06 STA $0600,X ; Midenhall inventory item 1 (| #$40 if equipped) 0x01AC20|$06:$AC10:CA DEX 0x01AC21|$06:$AC11:10 F7 BPL $AC0A 0x01AC23|$06:$AC13:A2 03 LDX #$03 ; control flow target (from $AC28) 0x01AC25|$06:$AC15:BD 09 70 LDA $7009,X ; Midenhall name bytes 0-3, SRAM buffer 0x01AC28|$06:$AC18:9D 13 01 STA $0113,X ; Midenhall name bytes 0-3 + terminator 0x01AC2B|$06:$AC1B:BD 0D 70 LDA $700D,X ; Cannock name bytes 0-3, SRAM buffer 0x01AC2E|$06:$AC1E:9D 18 01 STA $0118,X ; Cannock name bytes 0-3 + terminator 0x01AC31|$06:$AC21:BD 11 70 LDA $7011,X ; Moonbrooke name bytes 0-3, SRAM buffer 0x01AC34|$06:$AC24:9D 1D 01 STA $011D,X ; Moonbrooke name bytes 0-3 + terminator 0x01AC37|$06:$AC27:CA DEX 0x01AC38|$06:$AC28:10 EB BPL $AC15 0x01AC3A|$06:$AC2A:A2 0B LDX #$0B ; control flow target (from $AC33) 0x01AC3C|$06:$AC2C:BD 63 70 LDA $7063,X ; party names, bytes 4-7, SRAM buffer 0x01AC3F|$06:$AC2F:9D 86 01 STA $0186,X ; Midenhall name bytes 4-7 0x01AC42|$06:$AC32:CA DEX 0x01AC43|$06:$AC33:10 F7 BPL $AC2C 0x01AC45|$06:$AC35:AD 6F 70 LDA $706F ; current battle message delay, SRAM buffer 0x01AC48|$06:$AC38:8D 2C 06 STA $062C ; current battle message delay 0x01AC4B|$06:$AC3B:60 RTS ; copy save data from system RAM to $7000-$706F ; control flow target (from $A885) 0x01AC4C|$06:$AC3C:A5 CA LDA $CA ; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4) 0x01AC4E|$06:$AC3E:8D 00 70 STA $7000 ; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4), SRAM buffer 0x01AC51|$06:$AC41:A5 CD LDA $CD ; Don Mahone quest status (#$00 = not started, #$01 = ingredients delivered, #$03 = game loaded after ingredients delivered) 0x01AC53|$06:$AC43:8D 01 70 STA $7001 ; Don Mahone quest status (#$00 = not started, #$01 = ingredients delivered, #$03 = game loaded after ingredients delivered), SRAM buffer 0x01AC56|$06:$AC46:A5 CE LDA $CE ; Tuhn Watergate open flag (#$00 = closed, #$01 = open) 0x01AC58|$06:$AC48:8D 02 70 STA $7002 ; Tuhn Watergate open flag (#$00 = closed, #$01 = open), SRAM buffer 0x01AC5B|$06:$AC4B:A5 CF LDA $CF ; ship status (#$04 = on ship, #$02 = own ship, #$01 = beat Lianport Gremlins) 0x01AC5D|$06:$AC4D:8D 03 70 STA $7003 ; ship status (#$04 = on ship, #$02 = own ship, #$01 = beat Lianport Gremlins) 0x01AC60|$06:$AC50:AD F8 05 LDA $05F8 ; Sea Cave shoal status (#$00 = shoals up, others = shoals down) 0x01AC63|$06:$AC53:8D 04 70 STA $7004 ; Sea Cave shoal status (#$00 = shoals up, others = shoals down), SRAM buffer 0x01AC66|$06:$AC56:AD 12 01 LDA $0112 ; Crests found bit field (#$10 = Life, #$80 = Water, #$04 = Moon, #$02 = Stars, #$01 = Sun) 0x01AC69|$06:$AC59:8D 05 70 STA $7005 ; Crests found bit field, SRAM buffer 0x01AC6C|$06:$AC5C:AD 48 00 LDA $0048 ; last save point ID 0x01AC6F|$06:$AC5F:8D 06 70 STA $7006 ; last save point ID, SRAM buffer 0x01AC72|$06:$AC62:AD 24 06 LDA $0624 ; party gold, low byte 0x01AC75|$06:$AC65:8D 07 70 STA $7007 ; party gold, low byte, SRAM buffer 0x01AC78|$06:$AC68:AD 25 06 LDA $0625 ; party gold, high byte 0x01AC7B|$06:$AC6B:8D 08 70 STA $7008 ; party gold, high byte, SRAM buffer 0x01AC7E|$06:$AC6E:A2 35 LDX #$35 ; control flow target (from $AC77) 0x01AC80|$06:$AC70:BD 2D 06 LDA $062D,X ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x01AC83|$06:$AC73:9D 15 70 STA $7015,X ; hero data from $062D, SRAM buffer 0x01AC86|$06:$AC76:CA DEX 0x01AC87|$06:$AC77:10 F7 BPL $AC70 0x01AC89|$06:$AC79:A2 17 LDX #$17 ; control flow target (from $AC82) 0x01AC8B|$06:$AC7B:BD 00 06 LDA $0600,X ; Midenhall inventory item 1 (| #$40 if equipped) 0x01AC8E|$06:$AC7E:9D 4B 70 STA $704B,X ; party inventory, SRAM buffer 0x01AC91|$06:$AC81:CA DEX 0x01AC92|$06:$AC82:10 F7 BPL $AC7B 0x01AC94|$06:$AC84:A2 03 LDX #$03 ; control flow target (from $AC99) 0x01AC96|$06:$AC86:BD 13 01 LDA $0113,X ; Midenhall name bytes 0-3 + terminator 0x01AC99|$06:$AC89:9D 09 70 STA $7009,X ; Midenhall name bytes 0-3, SRAM buffer 0x01AC9C|$06:$AC8C:BD 18 01 LDA $0118,X ; Cannock name bytes 0-3 + terminator 0x01AC9F|$06:$AC8F:9D 0D 70 STA $700D,X ; Cannock name bytes 0-3, SRAM buffer 0x01ACA2|$06:$AC92:BD 1D 01 LDA $011D,X ; Moonbrooke name bytes 0-3 + terminator 0x01ACA5|$06:$AC95:9D 11 70 STA $7011,X ; Moonbrooke name bytes 0-3, SRAM buffer 0x01ACA8|$06:$AC98:CA DEX 0x01ACA9|$06:$AC99:10 EB BPL $AC86 0x01ACAB|$06:$AC9B:A2 0B LDX #$0B ; control flow target (from $ACA4) 0x01ACAD|$06:$AC9D:BD 86 01 LDA $0186,X ; Midenhall name bytes 4-7 0x01ACB0|$06:$ACA0:9D 63 70 STA $7063,X ; party names, bytes 4-7, SRAM buffer 0x01ACB3|$06:$ACA3:CA DEX 0x01ACB4|$06:$ACA4:10 F7 BPL $AC9D 0x01ACB6|$06:$ACA6:AD 2C 06 LDA $062C ; current battle message delay 0x01ACB9|$06:$ACA9:8D 6F 70 STA $706F ; current battle message delay, SRAM buffer 0x01ACBC|$06:$ACAC:60 RTS ; initialize the RNG based on 71 passes using SRAM data $7000-$7070 and save resulting seed to $7071-$7072 ; control flow target (from $A888, $AA87, $AAB4) 0x01ACBD|$06:$ACAD:20 BB AC JSR $ACBB ; initialize the RNG based on 71 passes using SRAM data $7000-$7070 0x01ACC0|$06:$ACB0:A5 32 LDA $32 ; RNG byte 0 0x01ACC2|$06:$ACB2:8D 71 70 STA $7071 ; RNG byte 0, SRAM buffer 0x01ACC5|$06:$ACB5:A5 33 LDA $33 ; RNG byte 1 0x01ACC7|$06:$ACB7:8D 72 70 STA $7072 ; RNG byte 1, SRAM buffer 0x01ACCA|$06:$ACBA:60 RTS ; initialize the RNG based on 71 passes using SRAM data $7000-$7070 ; control flow target (from $AB56, $ACAD) 0x01ACCB|$06:$ACBB:A2 70 LDX #$70 0x01ACCD|$06:$ACBD:86 32 STX $32 ; RNG byte 0 0x01ACCF|$06:$ACBF:86 33 STX $33 ; RNG byte 1 ; control flow target (from $ACCA) 0x01ACD1|$06:$ACC1:BD 00 70 LDA $7000,X ; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4), SRAM buffer 0x01ACD4|$06:$ACC4:85 0C STA $0C ; call to code in a different bank ($0F:$C3B6) 0x01ACD6|$06:$ACC6:20 B6 C3 JSR $C3B6 ; generate a random number and store it in $32-$33 (one pass) 0x01ACD9|$06:$ACC9:CA DEX 0x01ACDA|$06:$ACCA:10 F5 BPL $ACC1 0x01ACDC|$06:$ACCC:60 RTS ; control flow target (from $AA9B) 0x01ACDD|$06:$ACCD:20 86 AE JSR $AE86 0x01ACE0|$06:$ACD0:A2 03 LDX #$03 ; save Midenhall's name ; control flow target (from $ACE5) 0x01ACE2|$06:$ACD2:BD 04 01 LDA $0104,X 0x01ACE5|$06:$ACD5:9D 63 70 STA $7063,X ; party names, bytes 4-7, SRAM buffer 0x01ACE8|$06:$ACD8:9D 86 01 STA $0186,X ; Midenhall name bytes 4-7 0x01ACEB|$06:$ACDB:BD 00 01 LDA $0100,X ; string copy buffer start (often referenced as $00FF,X) 0x01ACEE|$06:$ACDE:9D 09 70 STA $7009,X ; Midenhall name bytes 0-3, SRAM buffer 0x01ACF1|$06:$ACE1:9D 13 01 STA $0113,X ; Midenhall name bytes 0-3 + terminator 0x01ACF4|$06:$ACE4:CA DEX 0x01ACF5|$06:$ACE5:10 EB BPL $ACD2 0x01ACF7|$06:$ACE7:20 EB AC JSR $ACEB ; generate and save Cannock/Moonbrooke's names 0x01ACFA|$06:$ACEA:60 RTS ; generate and save Cannock/Moonbrooke's names ; control flow target (from $ACE7) 0x01ACFB|$06:$ACEB:A9 00 LDA #$00 0x01ACFD|$06:$ACED:A2 03 LDX #$03 0x01ACFF|$06:$ACEF:18 CLC ; control flow target (from $ACF7) 0x01AD00|$06:$ACF0:7D 09 70 ADC $7009,X ; Midenhall name bytes 0-3, SRAM buffer; first 4 characters of Midenhall's name 0x01AD03|$06:$ACF3:7D 63 70 ADC $7063,X ; party names, bytes 4-7, SRAM buffer; last 4 characters of Midenhall's name 0x01AD06|$06:$ACF6:CA DEX 0x01AD07|$06:$ACF7:10 F7 BPL $ACF0 0x01AD09|$06:$ACF9:48 PHA 0x01AD0A|$06:$ACFA:29 07 AND #$07 ; Cannock's name is based on bits 0-2 of the sum of Midenhall's name 0x01AD0C|$06:$ACFC:0A ASL ; << 3 since names are 8 bytes long 0x01AD0D|$06:$ACFD:0A ASL 0x01AD0E|$06:$ACFE:0A ASL 0x01AD0F|$06:$ACFF:AA TAX 0x01AD10|$06:$AD00:A0 00 LDY #$00 ; save Cannock's name ; control flow target (from $AD18) 0x01AD12|$06:$AD02:BD 39 AD LDA $AD39,X ; Prince of Cannock Names, first 4 bytes; pointer to list of Cannock names, starting at 0th byte 0x01AD15|$06:$AD05:99 0D 70 STA $700D,Y ; Cannock name bytes 0-3, SRAM buffer; store the first 4 characters in SRAM 0x01AD18|$06:$AD08:99 18 01 STA $0118,Y ; Cannock name bytes 0-3 + terminator; store the first 4 characters in RAM 0x01AD1B|$06:$AD0B:BD 3D AD LDA $AD3D,X ; Prince of Cannock Names, last 4 bytes; pointer to list of Cannock names, starting at 4th byte 0x01AD1E|$06:$AD0E:99 67 70 STA $7067,Y ; store the last 4 characters in SRAM 0x01AD21|$06:$AD11:99 8A 01 STA $018A,Y ; Cannock name bytes 4-7; store the last 4 characters in RAM 0x01AD24|$06:$AD14:E8 INX 0x01AD25|$06:$AD15:C8 INY 0x01AD26|$06:$AD16:C0 04 CPY #$04 0x01AD28|$06:$AD18:D0 E8 BNE $AD02 0x01AD2A|$06:$AD1A:68 PLA 0x01AD2B|$06:$AD1B:29 38 AND #$38 ; Moonbrooke's name is based on bits 3-6 of the sum of Midenhall's name 0x01AD2D|$06:$AD1D:AA TAX 0x01AD2E|$06:$AD1E:A0 00 LDY #$00 ; save Moonbrooke's name ; control flow target (from $AD36) 0x01AD30|$06:$AD20:BD 79 AD LDA $AD79,X ; Princess of Moonbrooke Names, first 4 bytes; pointer to list of Moonbrooke names, starting at 0th byte 0x01AD33|$06:$AD23:99 11 70 STA $7011,Y ; Moonbrooke name bytes 0-3, SRAM buffer; store the first 4 characters in SRAM 0x01AD36|$06:$AD26:99 1D 01 STA $011D,Y ; Moonbrooke name bytes 0-3 + terminator; store the first 4 characters in RAM 0x01AD39|$06:$AD29:BD 7D AD LDA $AD7D,X ; Princess of Moonbrooke Names, last 4 bytes; pointer to list of Moonbrooke names, starting at 0th byte 0x01AD3C|$06:$AD2C:99 6B 70 STA $706B,Y ; store the last 4 characters in SRAM 0x01AD3F|$06:$AD2F:99 8E 01 STA $018E,Y ; Moonbrooke name bytes 4-7; store the last 4 characters in RAM 0x01AD42|$06:$AD32:E8 INX 0x01AD43|$06:$AD33:C8 INY 0x01AD44|$06:$AD34:C0 04 CPY #$04 0x01AD46|$06:$AD36:D0 E8 BNE $AD20 0x01AD48|$06:$AD38:60 RTS ; code -> data ; Prince of Cannock Names, first 4 bytes ; indexed data load target (from $AD02) 0x01AD49|$06:$AD39:25 1B 0A 17 ; Prince of Cannock Names, last 4 bytes ; indexed data load target (from $AD0B) 0x01AD4D|$06:$AD3D: 5F 5F 5F 5F ; "Bran " 0x01AD51|$06:$AD41:2A 15 22 17 17 5F 5F 5F ; "Glynn " 0x01AD59|$06:$AD49:37 0A 15 12 17 1D 5F 5F ; "Talint " 0x01AD61|$06:$AD51:31 1E 16 18 1B 5F 5F 5F ; "Numor " 0x01AD69|$06:$AD59:2F 0A 1B 1C 5F 5F 5F 5F ; "Lars " 0x01AD71|$06:$AD61:32 1B 0F 0E 18 5F 5F 5F ; "Orfeo " 0x01AD79|$06:$AD69:24 1B 1D 11 18 5F 5F 5F ; "Artho " 0x01AD81|$06:$AD71:28 1C 10 0A 1B 5F 5F 5F ; "Esgar " ; Princess of Moonbrooke Names, first 4 bytes ; indexed data load target (from $AD20) 0x01AD89|$06:$AD79:39 0A 1B 12 ; Princess of Moonbrooke Names, last 4 bytes ; indexed data load target (from $AD29) 0x01AD8D|$06:$AD7D: 0A 5F 5F 5F ; "Varia " 0x01AD91|$06:$AD81:28 15 0A 17 12 5F 5F 5F ; "Elani " 0x01AD99|$06:$AD89:32 15 15 12 1C 0A 5F 5F ; "Ollisa " 0x01ADA1|$06:$AD91:35 18 23 5F 5F 5F 5F 5F ; "Roz " 0x01ADA9|$06:$AD99:2E 0A 12 15 12 17 5F 5F ; "Kailin " 0x01ADB1|$06:$ADA1:33 0E 1D 0A 5F 5F 5F 5F ; "Peta " 0x01ADB9|$06:$ADA9:2C 15 15 22 1D 11 5F 5F ; "Illyth " 0x01ADC1|$06:$ADB1:2A 20 0E 17 5F 5F 5F 5F ; "Gwen " ; indexed data load target (from $A8CC, $A91B) 0x01ADC9|$06:$ADB9:44 51 32 55 53 41 ; battle message delays (frames between prints; higher = slower) ; indexed data load target (from $AA7E) 0x01ADCF|$06:$ADBF:28 ; 40 frames 0x01ADD0|$06:$ADC0:46 ; 70 frames 0x01ADD1|$06:$ADC1:FF ; 255 frames ; lookup table for save game slot based on save game slot selection type + menu selection index ; only slot 0 ; indexed data load target (from $AB28) 0x01ADD2|$06:$ADC2:00 ; slot 0 0x01ADD3|$06:$ADC3:00 ; (impossible) 0x01ADD4|$06:$ADC4:00 ; (impossible) ; only slot 1 0x01ADD5|$06:$ADC5:01 ; slot 1 0x01ADD6|$06:$ADC6:00 ; (impossible) 0x01ADD7|$06:$ADC7:00 ; (impossible) ; slots 0 and 1 0x01ADD8|$06:$ADC8:00 ; slot 0 0x01ADD9|$06:$ADC9:01 ; slot 1 0x01ADDA|$06:$ADCA:00 ; (impossible) ; only slot 2 0x01ADDB|$06:$ADCB:02 ; slot 2 0x01ADDC|$06:$ADCC:00 ; (impossible) 0x01ADDD|$06:$ADCD:00 ; (impossible) ; slots 0 and 2 0x01ADDE|$06:$ADCE:00 ; slot 0 0x01ADDF|$06:$ADCF:02 ; slot 2 0x01ADE0|$06:$ADD0:00 ; (impossible) ; slots 1 and 2 0x01ADE1|$06:$ADD1:01 ; slot 1 0x01ADE2|$06:$ADD2:02 ; slot 2 0x01ADE3|$06:$ADD3:00 ; (impossible) ; all 3 slots 0x01ADE4|$06:$ADD4:00 ; slot 0 0x01ADE5|$06:$ADD5:01 ; slot 1 0x01ADE6|$06:$ADD6:02 ; slot 2 ; index into jump table at $ADE2 ; indexed data load target (from $A9D4) 0x01ADE7|$06:$ADD7:00 ; CONTINUE A QUEST 0x01ADE8|$06:$ADD8:01 ; CHANGE MESSAGE SPEED 0x01ADE9|$06:$ADD9:04 ; ERASE A QUEST 0x01ADEA|$06:$ADDA:00 ; (impossible) 0x01ADEB|$06:$ADDB:00 ; (impossible) 0x01ADEC|$06:$ADDC:00 ; CONTINUE A QUEST 0x01ADED|$06:$ADDD:01 ; CHANGE MESSAGE SPEED 0x01ADEE|$06:$ADDE:02 ; BEGIN A NEW QUEST 0x01ADEF|$06:$ADDF:03 ; COPY A QUEST 0x01ADF0|$06:$ADE0:04 ; ERASE A QUEST 0x01ADF1|$06:$ADE1:02 ; BEGIN A NEW QUEST ; jump table for main game menu handlers ; indexed data load target (from $A9D9) 0x01ADF2|$06:$ADE2:55 ; indexed data load target (from $A9DE) 0x01ADF3|$06:$ADE3: AA ; $06:$AA55; CONTINUE A QUEST handler 0x01ADF4|$06:$ADE4:64 AA ; $06:$AA64; CHANGE MESSAGE SPEED handler 0x01ADF6|$06:$ADE6:93 AA ; $06:$AA93; BEGIN A NEW QUEST handler 0x01ADF8|$06:$ADE8:CA AA ; $06:$AACA; COPY A QUEST handler 0x01ADFA|$06:$ADEA:DD AA ; $06:$AADD; ERASE A QUEST handler ; pointer to start of current game save data buffer ; data load target (from $AB9F) 0x01ADFC|$06:$ADEC:00 ; data load target (from $ABA4) 0x01ADFD|$06:$ADED: 70 ; $7000; Cannock runaround quest status (0 = start of game, 0 -> 1 = talked to King Cannock, 1 -> 2 = said YES to seeking Cannock in Spring of Bravery, 2 -> 3 = talked to King Midenhall; adding Cannock sets this to 3; some code checks for 4), SRAM buffer ; pointers to start of per-game save data ; indexed data load target (from $AB95) 0x01ADFE|$06:$ADEE:73 ; indexed data load target (from $AB9A) 0x01ADFF|$06:$ADEF: 70 ; $7073; start of save game 1 backup #1 0x01AE00|$06:$ADF0:E6 70 ; $70E6; start of save game 1 backup #2 0x01AE02|$06:$ADF2:59 71 ; $7159; start of save game 1 backup #3 ; data load target (from $A8E3) 0x01AE04|$06:$ADF4:64 ; data load target (from $A8E9) 0x01AE05|$06:$ADF5: 75 ; $7564 ; indexed data load target (from $A9F7) 0x01AE06|$06:$ADF6:DC ; indexed data load target (from $A9FC) 0x01AE07|$06:$ADF7: 75 ; $75DC 0x01AE08|$06:$ADF8:E6 75 ; $75E6 0x01AE0A|$06:$ADFA:F0 75 ; $75F0 ; data -> code ; given a selected list index in A, an item type in X, and a hero ID in $4A, set A to the A'th item of type X in hero $4A's inventory ; from $0F:$F4E6, $0F:$F5E4, $0F:$F614 via $8010 ; indirect control flow target (via $8010) 0x01AE0C|$06:$ADFC:C9 FE CMP #$FE 0x01AE0E|$06:$ADFE:B0 2F BCS $AE2F ; A >= #$FE => just RTS 0x01AE10|$06:$AE00:8E 9D 60 STX $609D ; menu function parameter 0x01AE13|$06:$AE03:85 10 STA $10 ; selected item index ; call to code in a different bank ($0F:$F1B0) 0x01AE15|$06:$AE05:20 B0 F1 JSR $F1B0 ; given a hero ID in $4A, set A and X to hero ID * 8, a.k.a. offset for start of hero's inventory 0x01AE18|$06:$AE08:A0 08 LDY #$08 0x01AE1A|$06:$AE0A:8C AA 60 STY $60AA ; menu format (#$80 = has cursor, #$40 = is linked, #$20 = is single spaced, #$02 = only display equipped items, #$01 = display [left border, equipped] if equipped) ; control flow target (from $AE1E) 0x01AE1D|$06:$AE0D:BD 00 06 LDA $0600,X ; Midenhall inventory item 1 (| #$40 if equipped) ; call to code in a different bank ($0F:$F1D6) 0x01AE20|$06:$AE10:20 D6 F1 JSR $F1D6 ; determine item type (#$00 = weapon, #$01 = armour, #$02 = shield, #$03 = helmet, #$04 = menu function wants all items or item is non-equipment, #$05 = menu format wants equipped items only and item not equipped) 0x01AE23|$06:$AE13:CD 9D 60 CMP $609D ; menu function parameter 0x01AE26|$06:$AE16:D0 04 BNE $AE1C ; if it's not the right type of item, it doesn't count 0x01AE28|$06:$AE18:C6 10 DEC $10 ; otherwise it does! 0x01AE2A|$06:$AE1A:30 08 BMI $AE24 ; branch if we've found the right item ; control flow target (from $AE16) 0x01AE2C|$06:$AE1C:E8 INX ; increment inventory index 0x01AE2D|$06:$AE1D:88 DEY ; decrement inventory counter 0x01AE2E|$06:$AE1E:D0 ED BNE $AE0D ; if more inventory slots to check, check them 0x01AE30|$06:$AE20:A9 00 LDA #$00 ; if item not found, set A = X = #$00 0x01AE32|$06:$AE22:AA TAX 0x01AE33|$06:$AE23:60 RTS ; control flow target (from $AE1A) 0x01AE34|$06:$AE24:BD 00 06 LDA $0600,X ; Midenhall inventory item 1 (| #$40 if equipped) 0x01AE37|$06:$AE27:48 PHA 0x01AE38|$06:$AE28:8A TXA ; X = X mod 8 0x01AE39|$06:$AE29:29 07 AND #$07 0x01AE3B|$06:$AE2B:AA TAX 0x01AE3C|$06:$AE2C:68 PLA 0x01AE3D|$06:$AE2D:29 3F AND #$3F ; strip off the equipped bit ; control flow target (from $ADFE) 0x01AE3F|$06:$AE2F:60 RTS ; given hero ID - 1 in $4A and field spell menu selection index in A, return spell ID in A ; from $0F:$F5FA via $8012 ; indirect control flow target (via $8012) 0x01AE40|$06:$AE30:06 4A ASL $4A ; convert hero ID - 1 to spell list start index; 8 spells per hero 0x01AE42|$06:$AE32:06 4A ASL $4A 0x01AE44|$06:$AE34:06 4A ASL $4A ; add list start offset to spell menu selection index 0x01AE46|$06:$AE36:65 4A ADC $4A 0x01AE48|$06:$AE38:AA TAX 0x01AE49|$06:$AE39:BD 66 AE LDA $AE66,X ; Cannock field spell list 0x01AE4C|$06:$AE3C:60 RTS ; given hero ID - 1 in $4A and battle spell menu selection index in A, return spell ID in A ; from $0F:$F4AC via $8014 ; indirect control flow target (via $8014) 0x01AE4D|$06:$AE3D:06 4A ASL $4A ; convert hero ID - 1 to spell list start index; 8 spells per hero 0x01AE4F|$06:$AE3F:06 4A ASL $4A 0x01AE51|$06:$AE41:06 4A ASL $4A ; add list start offset to spell menu selection index 0x01AE53|$06:$AE43:65 4A ADC $4A 0x01AE55|$06:$AE45:AA TAX 0x01AE56|$06:$AE46:BD 76 AE LDA $AE76,X ; Cannock battle spell list 0x01AE59|$06:$AE49:60 RTS ; given spell ID in A, set A to spell name index ; from $02:$BEA4 via $8020 ; indirect control flow target (via $8020) 0x01AE5A|$06:$AE4A:AA TAX 0x01AE5B|$06:$AE4B:BD 4E AE LDA $AE4E,X ; indexed data load target (from $AE4B) 0x01AE5E|$06:$AE4E:60 RTS ; code -> data ; spell ID -> spell name index (built in offset from $AE4F) 0x01AE5F|$06:$AE4F:00 ; Spell ID #$00: (no spell) 0x01AE60|$06:$AE50:10 ; Spell ID #$01: Firebal 0x01AE61|$06:$AE51:04 ; Spell ID #$02: Sleep 0x01AE62|$06:$AE52:06 ; Spell ID #$03: Firebane 0x01AE63|$06:$AE53:12 ; Spell ID #$04: Defeat 0x01AE64|$06:$AE54:02 ; Spell ID #$05: Infernos 0x01AE65|$06:$AE55:14 ; Spell ID #$06: Stopspell 0x01AE66|$06:$AE56:13 ; Spell ID #$07: Surround 0x01AE67|$06:$AE57:08 ; Spell ID #$08: Defence 0x01AE68|$06:$AE58:05 ; Spell ID #$09: Heal 0x01AE69|$06:$AE59:18 ; Spell ID #$0A: Increase 0x01AE6A|$06:$AE5A:07 ; Spell ID #$0B: Healmore 0x01AE6B|$06:$AE5B:1B ; Spell ID #$0C: Sacrifice 0x01AE6C|$06:$AE5C:16 ; Spell ID #$0D: Healall 0x01AE6D|$06:$AE5D:17 ; Spell ID #$0E: Explodet 0x01AE6E|$06:$AE5E:1A ; Spell ID #$0F: Chance 0x01AE6F|$06:$AE5F:08 ; Spell ID #$10: Antidote 0x01AE70|$06:$AE60:1C ; Spell ID #$11: Heal (not used by heroes) 0x01AE71|$06:$AE61:19 ; Spell ID #$12: Outside 0x01AE72|$06:$AE62:0A ; Spell ID #$13: Repel 0x01AE73|$06:$AE63:1E ; Spell ID #$14: Return 0x01AE74|$06:$AE64:0D ; Spell ID #$15: Open 0x01AE75|$06:$AE65:0E ; Cannock field spell list ; indexed data load target (from $AE39) 0x01AE76|$06:$AE66:09 ; Spell ID #$09: Heal 0x01AE77|$06:$AE67:10 ; Spell ID #$10: Antidote 0x01AE78|$06:$AE68:14 ; Spell ID #$14: Return 0x01AE79|$06:$AE69:12 ; Spell ID #$12: Outside 0x01AE7A|$06:$AE6A:0B ; Spell ID #$0B: Healmore 0x01AE7B|$06:$AE6B:16 ; Spell ID #$16: Stepguard 0x01AE7C|$06:$AE6C:17 ; Spell ID #$17: Revive 0x01AE7D|$06:$AE6D:00 ; Spell ID #$00: (no spell) ; Moonbrooke field spell list 0x01AE7E|$06:$AE6E:0B ; Spell ID #$0B: Healmore 0x01AE7F|$06:$AE6F:13 ; Spell ID #$13: Repel 0x01AE80|$06:$AE70:10 ; Spell ID #$10: Antidote 0x01AE81|$06:$AE71:0D ; Spell ID #$0D: Healall 0x01AE82|$06:$AE72:12 ; Spell ID #$12: Outside 0x01AE83|$06:$AE73:16 ; Spell ID #$16: Stepguard 0x01AE84|$06:$AE74:15 ; Spell ID #$15: Open 0x01AE85|$06:$AE75:00 ; Spell ID #$00: (no spell) ; Cannock battle spell list ; indexed data load target (from $AE46) 0x01AE86|$06:$AE76:01 ; Spell ID #$01: Firebal 0x01AE87|$06:$AE77:09 ; Spell ID #$09: Heal 0x01AE88|$06:$AE78:06 ; Spell ID #$06: Stopspell 0x01AE89|$06:$AE79:0B ; Spell ID #$0B: Healmore 0x01AE8A|$06:$AE7A:03 ; Spell ID #$03: Firebane 0x01AE8B|$06:$AE7B:0A ; Spell ID #$0A: Increase 0x01AE8C|$06:$AE7C:04 ; Spell ID #$04: Defeat 0x01AE8D|$06:$AE7D:0C ; Spell ID #$0C: Sacrifice ; Moonbrooke battle spell list 0x01AE8E|$06:$AE7E:02 ; Spell ID #$02: Sleep 0x01AE8F|$06:$AE7F:0B ; Spell ID #$0B: Healmore 0x01AE90|$06:$AE80:05 ; Spell ID #$05: Infernos 0x01AE91|$06:$AE81:08 ; Spell ID #$08: Defence 0x01AE92|$06:$AE82:07 ; Spell ID #$07: Surround 0x01AE93|$06:$AE83:0D ; Spell ID #$0D: Healall 0x01AE94|$06:$AE84:0E ; Spell ID #$0E: Explodet 0x01AE95|$06:$AE85:0F ; Spell ID #$0F: Chance ; data -> code ; control flow target (from $ACCD) ; indirect control flow target (via $8016) 0x01AE96|$06:$AE86:20 9E AE JSR $AE9E 0x01AE99|$06:$AE89:20 56 AF JSR $AF56 0x01AE9C|$06:$AE8C:20 7F AF JSR $AF7F ; control flow target (from $AE9A) 0x01AE9F|$06:$AE8F:20 CC AE JSR $AECC 0x01AEA2|$06:$AE92:20 30 AF JSR $AF30 0x01AEA5|$06:$AE95:B0 06 BCS $AE9D 0x01AEA7|$06:$AE97:20 8E AF JSR $AF8E 0x01AEAA|$06:$AE9A:4C 8F AE JMP $AE8F ; control flow target (from $AE95) 0x01AEAD|$06:$AE9D:60 RTS ; control flow target (from $AE86) 0x01AEAE|$06:$AE9E:A9 FF LDA #$FF 0x01AEB0|$06:$AEA0:85 8E STA $8E ; flag for in battle or not (#$FF)? 0x01AEB2|$06:$AEA2:A9 00 LDA #$00 0x01AEB4|$06:$AEA4:8D C2 60 STA $60C2 0x01AEB7|$06:$AEA7:8D C3 60 STA $60C3 0x01AEBA|$06:$AEAA:A9 47 LDA #$47 ; Menu ID #$47: Game menu: new game name entry display ; call to code in a different bank ($0F:$EB89) 0x01AEBC|$06:$AEAC:20 89 EB JSR $EB89 ; open menu specified by A 0x01AEBF|$06:$AEAF:A9 44 LDA #$44 ; Menu ID #$44: Game menu: new game name input area ; call to code in a different bank ($0F:$EB89) 0x01AEC1|$06:$AEB1:20 89 EB JSR $EB89 ; open menu specified by A ; call to code in a different bank ($0F:$C22C) 0x01AEC4|$06:$AEB4:20 2C C2 JSR $C22C 0x01AEC7|$06:$AEB7:A9 12 LDA #$12 0x01AEC9|$06:$AEB9:8D A5 60 STA $60A5 ; menu cursor second column X-offset (from left edge of menu) 0x01AECC|$06:$AEBC:A9 21 LDA #$21 0x01AECE|$06:$AEBE:8D A9 60 STA $60A9 ; menu cursor initial position (from ROM; X-pos = low nybble, Y-pos = high nybble) 0x01AED1|$06:$AEC1:A9 60 LDA #$60 0x01AED3|$06:$AEC3:A2 0C LDX #$0C ; control flow target (from $AEC9) 0x01AED5|$06:$AEC5:9D 00 01 STA $0100,X ; string copy buffer start (often referenced as $00FF,X) 0x01AED8|$06:$AEC8:CA DEX 0x01AED9|$06:$AEC9:10 FA BPL $AEC5 0x01AEDB|$06:$AECB:60 RTS ; control flow target (from $AE8F) 0x01AEDC|$06:$AECC:C9 FF CMP #$FF 0x01AEDE|$06:$AECE:F0 35 BEQ $AF05 0x01AEE0|$06:$AED0:C9 1A CMP #$1A 0x01AEE2|$06:$AED2:90 1B BCC $AEEF 0x01AEE4|$06:$AED4:C9 21 CMP #$21 0x01AEE6|$06:$AED6:90 21 BCC $AEF9 0x01AEE8|$06:$AED8:C9 3B CMP #$3B 0x01AEEA|$06:$AEDA:90 18 BCC $AEF4 0x01AEEC|$06:$AEDC:C9 3D CMP #$3D 0x01AEEE|$06:$AEDE:90 1F BCC $AEFF 0x01AEF0|$06:$AEE0:C9 3D CMP #$3D 0x01AEF2|$06:$AEE2:F0 21 BEQ $AF05 0x01AEF4|$06:$AEE4:20 46 AF JSR $AF46 ; CLC if $0100-$0103 are all #$60, SEC otherwise 0x01AEF7|$06:$AEE7:90 05 BCC $AEEE 0x01AEF9|$06:$AEE9:A9 08 LDA #$08 0x01AEFB|$06:$AEEB:8D C2 60 STA $60C2 ; control flow target (from $AEE7) 0x01AEFE|$06:$AEEE:60 RTS ; control flow target (from $AED2) 0x01AEFF|$06:$AEEF:18 CLC 0x01AF00|$06:$AEF0:69 24 ADC #$24 0x01AF02|$06:$AEF2:D0 20 BNE $AF14 ; control flow target (from $AEDA) 0x01AF04|$06:$AEF4:38 SEC 0x01AF05|$06:$AEF5:E9 17 SBC #$17 0x01AF07|$06:$AEF7:D0 1B BNE $AF14 ; control flow target (from $AED6) 0x01AF09|$06:$AEF9:AA TAX 0x01AF0A|$06:$AEFA:BD 5C AF LDA $AF5C,X 0x01AF0D|$06:$AEFD:D0 15 BNE $AF14 ; control flow target (from $AEDE) 0x01AF0F|$06:$AEFF:AA TAX ; A is either #$3B or #$3C 0x01AF10|$06:$AF00:BD 42 AF LDA $AF42,X ; $AF7D or $AF7E 0x01AF13|$06:$AF03:D0 0F BNE $AF14 ; control flow target (from $AECE, $AEE2) 0x01AF15|$06:$AF05:AD C2 60 LDA $60C2 0x01AF18|$06:$AF08:F0 09 BEQ $AF13 0x01AF1A|$06:$AF0A:20 5A AF JSR $AF5A 0x01AF1D|$06:$AF0D:CE C2 60 DEC $60C2 0x01AF20|$06:$AF10:20 56 AF JSR $AF56 ; control flow target (from $AF08) 0x01AF23|$06:$AF13:60 RTS ; control flow target (from $AEF2, $AEF7, $AEFD, $AF03) 0x01AF24|$06:$AF14:48 PHA 0x01AF25|$06:$AF15:20 5A AF JSR $AF5A 0x01AF28|$06:$AF18:68 PLA 0x01AF29|$06:$AF19:AE C2 60 LDX $60C2 0x01AF2C|$06:$AF1C:9D 00 01 STA $0100,X ; string copy buffer start (often referenced as $00FF,X) 0x01AF2F|$06:$AF1F:20 60 AF JSR $AF60 0x01AF32|$06:$AF22:EE C2 60 INC $60C2 0x01AF35|$06:$AF25:AD C2 60 LDA $60C2 0x01AF38|$06:$AF28:C9 08 CMP #$08 0x01AF3A|$06:$AF2A:B0 03 BCS $AF2F 0x01AF3C|$06:$AF2C:20 56 AF JSR $AF56 ; control flow target (from $AF2A) 0x01AF3F|$06:$AF2F:60 RTS ; control flow target (from $AE92) 0x01AF40|$06:$AF30:AD C2 60 LDA $60C2 0x01AF43|$06:$AF33:C9 08 CMP #$08 0x01AF45|$06:$AF35:90 0E BCC $AF45 0x01AF47|$06:$AF37:20 46 AF JSR $AF46 ; CLC if $0100-$0103 are all #$60, SEC otherwise 0x01AF4A|$06:$AF3A:B0 09 BCS $AF45 ; branch if we have something != #$60 0x01AF4C|$06:$AF3C:A9 07 LDA #$07 0x01AF4E|$06:$AF3E:8D C2 60 STA $60C2 0x01AF51|$06:$AF41:20 ; actual target is $AF7D/$AF7E ; indexed data load target (from $AF00) 0x01AF52|$06:$AF42: 56 AF JSR $AF56 0x01AF54|$06:$AF44:18 CLC ; control flow target (from $AF35, $AF3A) 0x01AF55|$06:$AF45:60 RTS ; CLC if $0100-$0103 are all #$60, SEC otherwise ; control flow target (from $AEE4, $AF37) 0x01AF56|$06:$AF46:A2 03 LDX #$03 ; control flow target (from $AF50) 0x01AF58|$06:$AF48:BD 00 01 LDA $0100,X ; string copy buffer start (often referenced as $00FF,X) 0x01AF5B|$06:$AF4B:C9 60 CMP #$60 0x01AF5D|$06:$AF4D:D0 05 BNE $AF54 0x01AF5F|$06:$AF4F:CA DEX 0x01AF60|$06:$AF50:10 F6 BPL $AF48 0x01AF62|$06:$AF52:18 CLC ; entire string is #$60 0x01AF63|$06:$AF53:60 RTS ; control flow target (from $AF4D) 0x01AF64|$06:$AF54:38 SEC ; not entire string is #$60 0x01AF65|$06:$AF55:60 RTS ; control flow target (from $AE89, $AF10, $AF2C, $AF41) 0x01AF66|$06:$AF56:A9 77 LDA #$77 0x01AF68|$06:$AF58:D0 02 BNE $AF5C ; control flow target (from $AF0A, $AF15) 0x01AF6A|$06:$AF5A:A9 5F LDA #$5F ; control flow target (from $AF58) ; indexed data load target (from $AEFA) 0x01AF6C|$06:$AF5C:A2 07 LDX #$07 0x01AF6E|$06:$AF5E:D0 02 BNE $AF62 ; control flow target (from $AF1F) 0x01AF70|$06:$AF60:A2 06 LDX #$06 ; control flow target (from $AF5E) 0x01AF72|$06:$AF62:8E 8C 60 STX $608C 0x01AF75|$06:$AF65:85 09 STA $09 0x01AF77|$06:$AF67:AD C2 60 LDA $60C2 0x01AF7A|$06:$AF6A:18 CLC 0x01AF7B|$06:$AF6B:69 0C ADC #$0C 0x01AF7D|$06:$AF6D:8D 8B 60 STA $608B 0x01AF80|$06:$AF70:20 09 A8 JSR $A809 ; call to code in a different bank ($0F:$C1FA) 0x01AF83|$06:$AF73:4C FA C1 JMP $C1FA ; wait for $02 to not be #$C0, write PPU address in $07-$08 and data in $09 to PPU write buffer at $0300,$02, $01 += 1, $02 += 3, and set $0183 to #$00 ; code -> data 0x01AF86|$06:$AF76:67 0x01AF87|$06:$AF77:69 0x01AF88|$06:$AF78:6B 0x01AF89|$06:$AF79:70 0x01AF8A|$06:$AF7A:75 0x01AF8B|$06:$AF7B:63 0x01AF8C|$06:$AF7C:60 0x01AF8D|$06:$AF7D:6F 0x01AF8E|$06:$AF7E:6E ; data -> code ; from $0F:$F0BF via $8018 ; control flow target (from $AE8C) ; indirect control flow target (via $8018) 0x01AF8F|$06:$AF7F:AD B4 60 LDA $60B4 ; menu phase (1 = first, 0 = second) 0x01AF92|$06:$AF82:D0 0D BNE $AF91 0x01AF94|$06:$AF84:20 C6 AF JSR $AFC6 0x01AF97|$06:$AF87:A9 80 LDA #$80 0x01AF99|$06:$AF89:8D C5 60 STA $60C5 0x01AF9C|$06:$AF8C:85 2F STA $2F ; joypad 1 data ; control flow target (from $AE97) ; indirect control flow target (via $801A) 0x01AF9E|$06:$AF8E:20 92 AF JSR $AF92 ; control flow target (from $AF82) 0x01AFA1|$06:$AF91:60 RTS ; control flow target (from $AF8E, $AF98) 0x01AFA2|$06:$AF92:20 9B AF JSR $AF9B 0x01AFA5|$06:$AF95:20 AC B0 JSR $B0AC 0x01AFA8|$06:$AF98:4C 92 AF JMP $AF92 ; control flow target (from $AF92, $AFB4, $AFC3) ; call to code in a different bank ($0F:$C1DC) 0x01AFAB|$06:$AF9B:20 DC C1 JSR $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF 0x01AFAE|$06:$AF9E:20 85 B0 JSR $B085 0x01AFB1|$06:$AFA1:A5 2F LDA $2F ; joypad 1 data 0x01AFB3|$06:$AFA3:F0 06 BEQ $AFAB 0x01AFB5|$06:$AFA5:A5 03 LDA $03 ; game clock? 0x01AFB7|$06:$AFA7:29 0F AND #$0F 0x01AFB9|$06:$AFA9:D0 03 BNE $AFAE ; control flow target (from $AFA3) 0x01AFBB|$06:$AFAB:8D C5 60 STA $60C5 ; control flow target (from $AFA9) ; call to code in a different bank ($0F:$C476) 0x01AFBE|$06:$AFAE:20 76 C4 JSR $C476 ; read joypad 1 data into $2F 0x01AFC1|$06:$AFB1:AD C5 60 LDA $60C5 0x01AFC4|$06:$AFB4:D0 E5 BNE $AF9B 0x01AFC6|$06:$AFB6:AD C5 60 LDA $60C5 0x01AFC9|$06:$AFB9:25 2F AND $2F ; joypad 1 data 0x01AFCB|$06:$AFBB:8D C5 60 STA $60C5 0x01AFCE|$06:$AFBE:45 2F EOR $2F ; joypad 1 data 0x01AFD0|$06:$AFC0:8D 8D 60 STA $608D 0x01AFD3|$06:$AFC3:F0 D6 BEQ $AF9B 0x01AFD5|$06:$AFC5:60 RTS ; control flow target (from $AF84) 0x01AFD6|$06:$AFC6:A9 00 LDA #$00 0x01AFD8|$06:$AFC8:85 82 STA $82 0x01AFDA|$06:$AFCA:85 83 STA $83 0x01AFDC|$06:$AFCC:85 81 STA $81 0x01AFDE|$06:$AFCE:8D B0 60 STA $60B0 0x01AFE1|$06:$AFD1:8D B1 60 STA $60B1 0x01AFE4|$06:$AFD4:8D C5 60 STA $60C5 0x01AFE7|$06:$AFD7:AD A5 60 LDA $60A5 ; menu cursor second column X-offset (from left edge of menu) 0x01AFEA|$06:$AFDA:4A LSR 0x01AFEB|$06:$AFDB:4A LSR 0x01AFEC|$06:$AFDC:4A LSR 0x01AFED|$06:$AFDD:4A LSR 0x01AFEE|$06:$AFDE:AA TAX 0x01AFEF|$06:$AFDF:BD C8 B2 LDA $B2C8,X 0x01AFF2|$06:$AFE2:8D C4 60 STA $60C4 0x01AFF5|$06:$AFE5:A5 59 LDA $59 ; menu ID 0x01AFF7|$06:$AFE7:C9 13 CMP #$13 ; Menu ID #$13: Main menu: equip weapon 0x01AFF9|$06:$AFE9:F0 58 BEQ $B043 0x01AFFB|$06:$AFEB:C9 2D CMP #$2D ; Menu ID #$2D: Main menu: equip armour 0x01AFFD|$06:$AFED:F0 54 BEQ $B043 0x01AFFF|$06:$AFEF:C9 2E CMP #$2E ; Menu ID #$2E: Main menu: equip shield 0x01B001|$06:$AFF1:F0 50 BEQ $B043 0x01B003|$06:$AFF3:C9 2F CMP #$2F ; Menu ID #$2F: Main menu: equip helmet 0x01B005|$06:$AFF5:F0 4C BEQ $B043 0x01B007|$06:$AFF7:C9 45 CMP #$45 ; Menu ID #$45: Game menu: select message speed 0x01B009|$06:$AFF9:F0 07 BEQ $B002 0x01B00B|$06:$AFFB:C9 07 CMP #$07 ; Menu ID #$07: Battle menu: spell list 0x01B00D|$06:$AFFD:F0 1C BEQ $B01B 0x01B00F|$06:$AFFF:4C 60 B0 JMP $B060 ; control flow target (from $AFF9) 0x01B012|$06:$B002:A2 00 LDX #$00 0x01B014|$06:$B004:AD 2C 06 LDA $062C ; current battle message delay 0x01B017|$06:$B007:C9 32 CMP #$32 0x01B019|$06:$B009:90 06 BCC $B011 0x01B01B|$06:$B00B:E8 INX 0x01B01C|$06:$B00C:C9 64 CMP #$64 0x01B01E|$06:$B00E:90 01 BCC $B011 0x01B020|$06:$B010:E8 INX ; control flow target (from $B009, $B00E) 0x01B021|$06:$B011:86 83 STX $83 0x01B023|$06:$B013:8A TXA 0x01B024|$06:$B014:0A ASL 0x01B025|$06:$B015:8D B1 60 STA $60B1 0x01B028|$06:$B018:4C 60 B0 JMP $B060 ; control flow target (from $AFFD) 0x01B02B|$06:$B01B:A2 00 LDX #$00 ; control flow target (from $B025) 0x01B02D|$06:$B01D:BD BA 60 LDA $60BA,X 0x01B030|$06:$B020:D0 07 BNE $B029 0x01B032|$06:$B022:E8 INX 0x01B033|$06:$B023:E0 08 CPX #$08 0x01B035|$06:$B025:D0 F6 BNE $B01D 0x01B037|$06:$B027:A2 00 LDX #$00 ; control flow target (from $B020) 0x01B039|$06:$B029:8A TXA 0x01B03A|$06:$B02A:29 01 AND #$01 0x01B03C|$06:$B02C:85 82 STA $82 0x01B03E|$06:$B02E:F0 08 BEQ $B038 0x01B040|$06:$B030:AD A5 60 LDA $60A5 ; menu cursor second column X-offset (from left edge of menu) 0x01B043|$06:$B033:29 0F AND #$0F 0x01B045|$06:$B035:8D B0 60 STA $60B0 ; control flow target (from $B02E) 0x01B048|$06:$B038:8A TXA 0x01B049|$06:$B039:4A LSR 0x01B04A|$06:$B03A:85 83 STA $83 0x01B04C|$06:$B03C:0A ASL 0x01B04D|$06:$B03D:8D B1 60 STA $60B1 0x01B050|$06:$B040:4C 60 B0 JMP $B060 ; control flow target (from $AFE9, $AFED, $AFF1, $AFF5) 0x01B053|$06:$B043:AD B9 60 LDA $60B9 0x01B056|$06:$B046:C9 FF CMP #$FF 0x01B058|$06:$B048:F0 09 BEQ $B053 0x01B05A|$06:$B04A:85 83 STA $83 0x01B05C|$06:$B04C:0A ASL 0x01B05D|$06:$B04D:8D B1 60 STA $60B1 0x01B060|$06:$B050:4C 60 B0 JMP $B060 ; control flow target (from $B048) 0x01B063|$06:$B053:38 SEC 0x01B064|$06:$B054:AD A3 60 LDA $60A3 ; menu window height (ROM value * 2) 0x01B067|$06:$B057:E9 03 SBC #$03 0x01B069|$06:$B059:4A LSR 0x01B06A|$06:$B05A:85 83 STA $83 0x01B06C|$06:$B05C:0A ASL 0x01B06D|$06:$B05D:8D B1 60 STA $60B1 ; control flow target (from $AFFF, $B018, $B040, $B050) 0x01B070|$06:$B060:AD A9 60 LDA $60A9 ; menu cursor initial position (from ROM; X-pos = low nybble, Y-pos = high nybble) 0x01B073|$06:$B063:48 PHA 0x01B074|$06:$B064:29 0F AND #$0F 0x01B076|$06:$B066:8D B2 60 STA $60B2 0x01B079|$06:$B069:18 CLC 0x01B07A|$06:$B06A:6D B0 60 ADC $60B0 0x01B07D|$06:$B06D:8D B0 60 STA $60B0 0x01B080|$06:$B070:68 PLA 0x01B081|$06:$B071:29 F0 AND #$F0 0x01B083|$06:$B073:4A LSR 0x01B084|$06:$B074:4A LSR 0x01B085|$06:$B075:4A LSR 0x01B086|$06:$B076:4A LSR 0x01B087|$06:$B077:8D B3 60 STA $60B3 0x01B08A|$06:$B07A:6D B1 60 ADC $60B1 0x01B08D|$06:$B07D:8D B1 60 STA $60B1 0x01B090|$06:$B080:A9 05 LDA #$05 0x01B092|$06:$B082:85 03 STA $03 ; game clock? 0x01B094|$06:$B084:60 RTS ; control flow target (from $AF9E) 0x01B095|$06:$B085:A2 5F LDX #$5F 0x01B097|$06:$B087:A5 03 LDA $03 ; game clock? 0x01B099|$06:$B089:29 1F AND #$1F 0x01B09B|$06:$B08B:C9 10 CMP #$10 0x01B09D|$06:$B08D:B0 02 BCS $B091 ; control flow target (from $B218) 0x01B09F|$06:$B08F:A2 72 LDX #$72 ; control flow target (from $B08D, $B211) 0x01B0A1|$06:$B091:86 09 STX $09 0x01B0A3|$06:$B093:A5 4D LDA $4D 0x01B0A5|$06:$B095:18 CLC 0x01B0A6|$06:$B096:6D B0 60 ADC $60B0 0x01B0A9|$06:$B099:8D 8B 60 STA $608B 0x01B0AC|$06:$B09C:A5 4E LDA $4E 0x01B0AE|$06:$B09E:18 CLC 0x01B0AF|$06:$B09F:6D B1 60 ADC $60B1 0x01B0B2|$06:$B0A2:8D 8C 60 STA $608C ; call to code in a different bank ($0F:$FE97) 0x01B0B5|$06:$B0A5:20 97 FE JSR $FE97 ; read byte following JSR, parse it for bank and pointer index, execute ($8000,X) in selected bank, swap back in original bank ; code -> data ; indirect data load target 0x01B0B8|$06:$B0A8:C1 ; $06:$8002 ; data -> code ; call to code in a different bank ($0F:$C1FA) 0x01B0B9|$06:$B0A9:4C FA C1 JMP $C1FA ; wait for $02 to not be #$C0, write PPU address in $07-$08 and data in $09 to PPU write buffer at $0300,$02, $01 += 1, $02 += 3, and set $0183 to #$00 ; control flow target (from $AF95) 0x01B0BC|$06:$B0AC:AD 8D 60 LDA $608D 0x01B0BF|$06:$B0AF:4A LSR 0x01B0C0|$06:$B0B0:B0 17 BCS $B0C9 0x01B0C2|$06:$B0B2:4A LSR 0x01B0C3|$06:$B0B3:B0 31 BCS $B0E6 0x01B0C5|$06:$B0B5:4A LSR 0x01B0C6|$06:$B0B6:4A LSR 0x01B0C7|$06:$B0B7:4A LSR 0x01B0C8|$06:$B0B8:B0 39 BCS $B0F3 0x01B0CA|$06:$B0BA:4A LSR 0x01B0CB|$06:$B0BB:B0 63 BCS $B120 0x01B0CD|$06:$B0BD:4A LSR 0x01B0CE|$06:$B0BE:B0 06 BCS $B0C6 0x01B0D0|$06:$B0C0:4A LSR 0x01B0D1|$06:$B0C1:90 47 BCC $B10A 0x01B0D3|$06:$B0C3:4C BE B1 JMP $B1BE ; control flow target (from $B0BE) 0x01B0D6|$06:$B0C6:4C 74 B1 JMP $B174 ; control flow target (from $B0B0) 0x01B0D9|$06:$B0C9:A9 01 LDA #$01 0x01B0DB|$06:$B0CB:8D C5 60 STA $60C5 0x01B0DE|$06:$B0CE:20 14 B2 JSR $B214 0x01B0E1|$06:$B0D1:A9 85 LDA #$85 ; Music ID #$85: single beep SFX ; call to code in a different bank ($0F:$C561) 0x01B0E3|$06:$B0D3:20 61 C5 JSR $C561 ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]) 0x01B0E6|$06:$B0D6:A5 82 LDA $82 0x01B0E8|$06:$B0D8:85 12 STA $12 0x01B0EA|$06:$B0DA:A5 83 LDA $83 0x01B0EC|$06:$B0DC:85 13 STA $13 0x01B0EE|$06:$B0DE:20 94 B2 JSR $B294 0x01B0F1|$06:$B0E1:68 PLA 0x01B0F2|$06:$B0E2:68 PLA 0x01B0F3|$06:$B0E3:A5 81 LDA $81 0x01B0F5|$06:$B0E5:60 RTS ; control flow target (from $B0B3) 0x01B0F6|$06:$B0E6:A9 02 LDA #$02 0x01B0F8|$06:$B0E8:8D C5 60 STA $60C5 0x01B0FB|$06:$B0EB:20 14 B2 JSR $B214 0x01B0FE|$06:$B0EE:68 PLA 0x01B0FF|$06:$B0EF:68 PLA 0x01B100|$06:$B0F0:A9 FF LDA #$FF 0x01B102|$06:$B0F2:60 RTS ; control flow target (from $B0B8) 0x01B103|$06:$B0F3:A9 10 LDA #$10 0x01B105|$06:$B0F5:8D C5 60 STA $60C5 0x01B108|$06:$B0F8:2C AA 60 BIT $60AA ; menu format (#$80 = has cursor, #$40 = is linked, #$20 = is single spaced, #$02 = only display equipped items, #$01 = display [left border, equipped] if equipped) 0x01B10B|$06:$B0FB:70 0E BVS $B10B ; control flow target (from $B112) 0x01B10D|$06:$B0FD:A5 83 LDA $83 0x01B10F|$06:$B0FF:F0 09 BEQ $B10A 0x01B111|$06:$B101:20 0F B2 JSR $B20F 0x01B114|$06:$B104:20 BC B2 JSR $B2BC 0x01B117|$06:$B107:20 14 B2 JSR $B214 ; control flow target (from $B0C1, $B0FF, $B10E) 0x01B11A|$06:$B10A:60 RTS ; control flow target (from $B0FB) 0x01B11B|$06:$B10B:AD B1 60 LDA $60B1 0x01B11E|$06:$B10E:F0 FA BEQ $B10A 0x01B120|$06:$B110:A5 83 LDA $83 0x01B122|$06:$B112:D0 E9 BNE $B0FD 0x01B124|$06:$B114:20 0F B2 JSR $B20F 0x01B127|$06:$B117:A9 00 LDA #$00 0x01B129|$06:$B119:8D B1 60 STA $60B1 0x01B12C|$06:$B11C:20 14 B2 JSR $B214 0x01B12F|$06:$B11F:60 RTS ; control flow target (from $B0BB) 0x01B130|$06:$B120:A9 20 LDA #$20 0x01B132|$06:$B122:8D C5 60 STA $60C5 0x01B135|$06:$B125:A5 59 LDA $59 ; menu ID 0x01B137|$06:$B127:C9 45 CMP #$45 ; Menu ID #$45: Game menu: select message speed 0x01B139|$06:$B129:D0 06 BNE $B131 0x01B13B|$06:$B12B:A5 83 LDA $83 0x01B13D|$06:$B12D:C9 02 CMP #$02 0x01B13F|$06:$B12F:F0 42 BEQ $B173 ; control flow target (from $B129) 0x01B141|$06:$B131:38 SEC 0x01B142|$06:$B132:AD A3 60 LDA $60A3 ; menu window height (ROM value * 2) 0x01B145|$06:$B135:E9 03 SBC #$03 0x01B147|$06:$B137:4A LSR 0x01B148|$06:$B138:C5 83 CMP $83 0x01B14A|$06:$B13A:F0 37 BEQ $B173 0x01B14C|$06:$B13C:20 0F B2 JSR $B20F 0x01B14F|$06:$B13F:A5 59 LDA $59 ; menu ID 0x01B151|$06:$B141:C9 44 CMP #$44 ; Menu ID #$44: Game menu: new game name input area 0x01B153|$06:$B143:F0 13 BEQ $B158 0x01B155|$06:$B145:C9 07 CMP #$07 ; Menu ID #$07: Battle menu: spell list 0x01B157|$06:$B147:F0 08 BEQ $B151 0x01B159|$06:$B149:C9 08 CMP #$08 ; Menu ID #$08: Battle menu: item list window 1 0x01B15B|$06:$B14B:F0 04 BEQ $B151 0x01B15D|$06:$B14D:C9 22 CMP #$22 ; Menu ID #$22: Battle menu: item list window 2 0x01B15F|$06:$B14F:D0 0A BNE $B15B ; control flow target (from $B147, $B14B) 0x01B161|$06:$B151:20 43 B2 JSR $B243 0x01B164|$06:$B154:90 1D BCC $B173 0x01B166|$06:$B156:B0 03 BCS $B15B ; control flow target (from $B143) 0x01B168|$06:$B158:20 1E B2 JSR $B21E ; control flow target (from $B14F, $B156) 0x01B16B|$06:$B15B:AD B1 60 LDA $60B1 0x01B16E|$06:$B15E:D0 08 BNE $B168 0x01B170|$06:$B160:AD B3 60 LDA $60B3 0x01B173|$06:$B163:8D B1 60 STA $60B1 0x01B176|$06:$B166:D0 08 BNE $B170 ; control flow target (from $B15E) 0x01B178|$06:$B168:18 CLC 0x01B179|$06:$B169:69 02 ADC #$02 0x01B17B|$06:$B16B:8D B1 60 STA $60B1 0x01B17E|$06:$B16E:E6 83 INC $83 ; control flow target (from $B166) 0x01B180|$06:$B170:20 14 B2 JSR $B214 ; control flow target (from $B12F, $B13A, $B154) 0x01B183|$06:$B173:60 RTS ; control flow target (from $B0C6) 0x01B184|$06:$B174:A9 40 LDA #$40 0x01B186|$06:$B176:8D C5 60 STA $60C5 0x01B189|$06:$B179:A5 82 LDA $82 0x01B18B|$06:$B17B:F0 40 BEQ $B1BD 0x01B18D|$06:$B17D:A5 59 LDA $59 ; menu ID 0x01B18F|$06:$B17F:C9 44 CMP #$44 ; Menu ID #$44: Game menu: new game name input area 0x01B191|$06:$B181:F0 0B BEQ $B18E 0x01B193|$06:$B183:C9 07 CMP #$07 ; Menu ID #$07: Battle menu: spell list 0x01B195|$06:$B185:D0 1E BNE $B1A5 0x01B197|$06:$B187:20 52 B2 JSR $B252 0x01B19A|$06:$B18A:90 31 BCC $B1BD 0x01B19C|$06:$B18C:B0 17 BCS $B1A5 ; control flow target (from $B181) 0x01B19E|$06:$B18E:A5 83 LDA $83 0x01B1A0|$06:$B190:C9 05 CMP #$05 0x01B1A2|$06:$B192:D0 11 BNE $B1A5 0x01B1A4|$06:$B194:A5 82 LDA $82 0x01B1A6|$06:$B196:C9 09 CMP #$09 0x01B1A8|$06:$B198:D0 0B BNE $B1A5 0x01B1AA|$06:$B19A:A9 06 LDA #$06 0x01B1AC|$06:$B19C:85 82 STA $82 0x01B1AE|$06:$B19E:20 0F B2 JSR $B20F 0x01B1B1|$06:$B1A1:A9 0D LDA #$0D 0x01B1B3|$06:$B1A3:D0 12 BNE $B1B7 ; control flow target (from $B185, $B18C, $B192, $B198) 0x01B1B5|$06:$B1A5:20 0F B2 JSR $B20F 0x01B1B8|$06:$B1A8:C6 82 DEC $82 0x01B1BA|$06:$B1AA:AD A5 60 LDA $60A5 ; menu cursor second column X-offset (from left edge of menu) 0x01B1BD|$06:$B1AD:29 0F AND #$0F 0x01B1BF|$06:$B1AF:85 10 STA $10 0x01B1C1|$06:$B1B1:AD B0 60 LDA $60B0 0x01B1C4|$06:$B1B4:38 SEC 0x01B1C5|$06:$B1B5:E5 10 SBC $10 ; control flow target (from $B1A3) 0x01B1C7|$06:$B1B7:8D B0 60 STA $60B0 0x01B1CA|$06:$B1BA:20 14 B2 JSR $B214 ; control flow target (from $B17B, $B18A) 0x01B1CD|$06:$B1BD:60 RTS ; control flow target (from $B0C3) 0x01B1CE|$06:$B1BE:A9 80 LDA #$80 0x01B1D0|$06:$B1C0:8D C5 60 STA $60C5 0x01B1D3|$06:$B1C3:AD A5 60 LDA $60A5 ; menu cursor second column X-offset (from left edge of menu) 0x01B1D6|$06:$B1C6:F0 46 BEQ $B20E 0x01B1D8|$06:$B1C8:A5 59 LDA $59 ; menu ID 0x01B1DA|$06:$B1CA:C9 44 CMP #$44 ; Menu ID #$44: Game menu: new game name input area 0x01B1DC|$06:$B1CC:F0 0B BEQ $B1D9 0x01B1DE|$06:$B1CE:C9 07 CMP #$07 ; Menu ID #$07: Battle menu: spell list 0x01B1E0|$06:$B1D0:D0 20 BNE $B1F2 0x01B1E2|$06:$B1D2:20 5A B2 JSR $B25A 0x01B1E5|$06:$B1D5:90 37 BCC $B20E 0x01B1E7|$06:$B1D7:B0 19 BCS $B1F2 ; control flow target (from $B1CC) 0x01B1E9|$06:$B1D9:A5 83 LDA $83 0x01B1EB|$06:$B1DB:C9 05 CMP #$05 0x01B1ED|$06:$B1DD:D0 13 BNE $B1F2 0x01B1EF|$06:$B1DF:A5 82 LDA $82 0x01B1F1|$06:$B1E1:C9 06 CMP #$06 0x01B1F3|$06:$B1E3:90 0D BCC $B1F2 0x01B1F5|$06:$B1E5:D0 27 BNE $B20E 0x01B1F7|$06:$B1E7:20 0F B2 JSR $B20F 0x01B1FA|$06:$B1EA:A9 09 LDA #$09 0x01B1FC|$06:$B1EC:85 82 STA $82 0x01B1FE|$06:$B1EE:A9 13 LDA #$13 0x01B200|$06:$B1F0:D0 16 BNE $B208 ; control flow target (from $B1D0, $B1D7, $B1DD, $B1E3) 0x01B202|$06:$B1F2:AE C4 60 LDX $60C4 0x01B205|$06:$B1F5:CA DEX 0x01B206|$06:$B1F6:E4 82 CPX $82 0x01B208|$06:$B1F8:F0 14 BEQ $B20E 0x01B20A|$06:$B1FA:20 0F B2 JSR $B20F 0x01B20D|$06:$B1FD:E6 82 INC $82 0x01B20F|$06:$B1FF:AD A5 60 LDA $60A5 ; menu cursor second column X-offset (from left edge of menu) 0x01B212|$06:$B202:29 0F AND #$0F 0x01B214|$06:$B204:18 CLC 0x01B215|$06:$B205:6D B0 60 ADC $60B0 ; control flow target (from $B1F0) 0x01B218|$06:$B208:8D B0 60 STA $60B0 0x01B21B|$06:$B20B:20 14 B2 JSR $B214 ; control flow target (from $B1C6, $B1D5, $B1E5, $B1F8) 0x01B21E|$06:$B20E:60 RTS ; control flow target (from $B101, $B114, $B13C, $B19E, $B1A5, $B1E7, $B1FA, $B276, $B27F) 0x01B21F|$06:$B20F:A2 5F LDX #$5F 0x01B221|$06:$B211:4C 91 B0 JMP $B091 ; control flow target (from $B0CE, $B0EB, $B107, $B11C, $B170, $B1BA, $B20B) 0x01B224|$06:$B214:A9 05 LDA #$05 0x01B226|$06:$B216:85 03 STA $03 ; game clock? 0x01B228|$06:$B218:20 8F B0 JSR $B08F ; call to code in a different bank ($0F:$C1DC) 0x01B22B|$06:$B21B:4C DC C1 JMP $C1DC ; set $6007 = #$00, set $00 = #$01, wait for interrupt, set $00 = #$FF ; control flow target (from $B158) 0x01B22E|$06:$B21E:A5 83 LDA $83 0x01B230|$06:$B220:C9 04 CMP #$04 0x01B232|$06:$B222:D0 1E BNE $B242 0x01B234|$06:$B224:A5 82 LDA $82 0x01B236|$06:$B226:C9 07 CMP #$07 0x01B238|$06:$B228:F0 0F BEQ $B239 0x01B23A|$06:$B22A:C9 08 CMP #$08 0x01B23C|$06:$B22C:90 14 BCC $B242 0x01B23E|$06:$B22E:A9 09 LDA #$09 0x01B240|$06:$B230:85 82 STA $82 0x01B242|$06:$B232:A9 13 LDA #$13 0x01B244|$06:$B234:8D B0 60 STA $60B0 0x01B247|$06:$B237:D0 09 BNE $B242 ; control flow target (from $B228) 0x01B249|$06:$B239:A9 06 LDA #$06 0x01B24B|$06:$B23B:85 82 STA $82 0x01B24D|$06:$B23D:A9 0D LDA #$0D 0x01B24F|$06:$B23F:8D B0 60 STA $60B0 ; control flow target (from $B222, $B22C, $B237) 0x01B252|$06:$B242:60 RTS ; control flow target (from $B151) 0x01B253|$06:$B243:20 B3 B2 JSR $B2B3 ; copy $82-$83 to $12-$13 0x01B256|$06:$B246:E6 13 INC $13 0x01B258|$06:$B248:AD B1 60 LDA $60B1 0x01B25B|$06:$B24B:F0 03 BEQ $B250 0x01B25D|$06:$B24D:4C 87 B2 JMP $B287 ; control flow target (from $B24B) 0x01B260|$06:$B250:38 SEC 0x01B261|$06:$B251:60 RTS ; control flow target (from $B187) 0x01B262|$06:$B252:20 B3 B2 JSR $B2B3 ; copy $82-$83 to $12-$13 0x01B265|$06:$B255:C6 12 DEC $12 0x01B267|$06:$B257:4C 5F B2 JMP $B25F ; control flow target (from $B1D2) 0x01B26A|$06:$B25A:20 B3 B2 JSR $B2B3 ; copy $82-$83 to $12-$13 0x01B26D|$06:$B25D:E6 12 INC $12 ; control flow target (from $B257) 0x01B26F|$06:$B25F:20 87 B2 JSR $B287 0x01B272|$06:$B262:B0 22 BCS $B286 0x01B274|$06:$B264:C6 13 DEC $13 0x01B276|$06:$B266:30 1E BMI $B286 0x01B278|$06:$B268:20 87 B2 JSR $B287 0x01B27B|$06:$B26B:B0 12 BCS $B27F 0x01B27D|$06:$B26D:C6 13 DEC $13 0x01B27F|$06:$B26F:30 15 BMI $B286 0x01B281|$06:$B271:20 87 B2 JSR $B287 0x01B284|$06:$B274:90 10 BCC $B286 0x01B286|$06:$B276:20 0F B2 JSR $B20F 0x01B289|$06:$B279:20 BC B2 JSR $B2BC 0x01B28C|$06:$B27C:4C 82 B2 JMP $B282 ; control flow target (from $B26B) 0x01B28F|$06:$B27F:20 0F B2 JSR $B20F ; control flow target (from $B27C) 0x01B292|$06:$B282:20 BC B2 JSR $B2BC 0x01B295|$06:$B285:38 SEC ; control flow target (from $B262, $B266, $B26F, $B274) 0x01B296|$06:$B286:60 RTS ; control flow target (from $B24D, $B25F, $B268, $B271) 0x01B297|$06:$B287:20 94 B2 JSR $B294 0x01B29A|$06:$B28A:AA TAX 0x01B29B|$06:$B28B:BD BA 60 LDA $60BA,X 0x01B29E|$06:$B28E:F0 02 BEQ $B292 0x01B2A0|$06:$B290:38 SEC 0x01B2A1|$06:$B291:60 RTS ; control flow target (from $B28E) 0x01B2A2|$06:$B292:18 CLC 0x01B2A3|$06:$B293:60 RTS ; control flow target (from $B0DE, $B287) 0x01B2A4|$06:$B294:A5 13 LDA $13 0x01B2A6|$06:$B296:AE A5 60 LDX $60A5 ; menu cursor second column X-offset (from left edge of menu) 0x01B2A9|$06:$B299:F0 15 BEQ $B2B0 0x01B2AB|$06:$B29B:29 0F AND #$0F 0x01B2AD|$06:$B29D:85 10 STA $10 0x01B2AF|$06:$B29F:A9 00 LDA #$00 0x01B2B1|$06:$B2A1:85 11 STA $11 0x01B2B3|$06:$B2A3:A2 10 LDX #$10 0x01B2B5|$06:$B2A5:AD C4 60 LDA $60C4 ; call to code in a different bank ($0F:$F0F4) 0x01B2B8|$06:$B2A8:20 F4 F0 JSR $F0F4 ; 16-bit multiplication: set 16-bit ($00,X-$01,X) = ($00,X-$01,X) * A 0x01B2BB|$06:$B2AB:A5 10 LDA $10 0x01B2BD|$06:$B2AD:18 CLC 0x01B2BE|$06:$B2AE:65 12 ADC $12 ; control flow target (from $B299) 0x01B2C0|$06:$B2B0:85 81 STA $81 0x01B2C2|$06:$B2B2:60 RTS ; copy $82-$83 to $12-$13 ; control flow target (from $B243, $B252, $B25A) 0x01B2C3|$06:$B2B3:A5 82 LDA $82 0x01B2C5|$06:$B2B5:85 12 STA $12 0x01B2C7|$06:$B2B7:A5 83 LDA $83 0x01B2C9|$06:$B2B9:85 13 STA $13 0x01B2CB|$06:$B2BB:60 RTS ; control flow target (from $B104, $B279, $B282) 0x01B2CC|$06:$B2BC:AD B1 60 LDA $60B1 0x01B2CF|$06:$B2BF:38 SEC 0x01B2D0|$06:$B2C0:E9 02 SBC #$02 0x01B2D2|$06:$B2C2:8D B1 60 STA $60B1 0x01B2D5|$06:$B2C5:C6 83 DEC $83 0x01B2D7|$06:$B2C7:60 RTS ; code -> data ; indexed data load target (from $AFDF) 0x01B2D8|$06:$B2C8:02 0x01B2D9|$06:$B2C9:0B ; Item list part 1, line 1 ; indirect data load target (via $8022) 0x01B2DA|$06:$B2CA:25 0A 16 0B 18 18 FF ; Bamboo[end-FF] 0x01B2E1|$06:$B2D1:30 0A 10 12 0C FF ; Magic[end-FF] 0x01B2E7|$06:$B2D7:3A 12 23 0A 1B 0D 67 1C FF ; Wizard's[end-FF] 0x01B2F0|$06:$B2E0:36 1D 0A 0F 0F 5F 18 0F FF ; Staff of[end-FF] 0x01B2F9|$06:$B2E9:26 15 1E 0B FF ; Club[end-FF] 0x01B2FE|$06:$B2EE:26 18 19 19 0E 1B FF ; Copper[end-FF] 0x01B305|$06:$B2F5:26 11 0A 12 17 FF ; Chain[end-FF] 0x01B30B|$06:$B2FB:2C 1B 18 17 FF ; Iron[end-FF] 0x01B310|$06:$B300:29 0A 15 0C 18 17 FF ; Falcon[end-FF] 0x01B317|$06:$B307:25 1B 18 0A 0D FF ; Broad[end-FF] 0x01B31D|$06:$B30D:2A 12 0A 17 1D FF ; Giant[end-FF] 0x01B323|$06:$B313:36 20 18 1B 0D 5F 18 0F FF ; Sword of[end-FF] 0x01B32C|$06:$B31C:27 1B 0A 10 18 17 FF ; Dragon[end-FF] 0x01B333|$06:$B323:2F 12 10 11 1D FF ; Light[end-FF] 0x01B339|$06:$B329:36 20 18 1B 0D 5F 18 0F FF ; Sword of[end-FF] 0x01B342|$06:$B332:37 11 1E 17 0D 0E 1B FF ; Thunder[end-FF] 0x01B34A|$06:$B33A:26 15 18 1D 11 0E 1C FF ; Clothes[end-FF] 0x01B352|$06:$B342:26 15 18 1D 11 0E 1C FF ; Clothes[end-FF] 0x01B35A|$06:$B34A:3A 0A 1D 0E 1B 5F 29 15 22 12 17 10 FF ; Water Flying[end-FF] 0x01B367|$06:$B357:30 12 17 14 FF ; Mink[end-FF] 0x01B36C|$06:$B35C:2F 0E 0A 1D 11 0E 1B FF ; Leather[end-FF] 0x01B374|$06:$B364:26 11 0A 12 17 FF ; Chain[end-FF] 0x01B37A|$06:$B36A:2A 1B 0E 16 15 12 17 67 1C FF ; Gremlin's[end-FF] 0x01B384|$06:$B374:30 0A 10 12 0C FF ; Magic[end-FF] 0x01B38A|$06:$B37A:29 1E 15 15 5F 33 15 0A 1D 0E FF ; Full Plate[end-FF] 0x01B395|$06:$B385:24 1B 16 18 1B 5F 18 0F FF ; Armor of[end-FF] 0x01B39E|$06:$B38E:24 1B 16 18 1B 5F 18 0F FF ; Armor of[end-FF] 0x01B3A7|$06:$B397:2F 0E 0A 1D 11 0E 1B FF ; Leather[end-FF] 0x01B3AF|$06:$B39F:36 11 12 0E 15 0D 5F 18 0F FF ; Shield of[end-FF] 0x01B3B9|$06:$B3A9:36 1D 0E 0E 15 FF ; Steel[end-FF] 0x01B3BF|$06:$B3AF:28 1F 12 15 FF ; Evil[end-FF] 0x01B3C4|$06:$B3B4:36 11 12 0E 15 0D 5F 18 0F FF ; Shield of[end-FF] ; Item list part 2, line 1 ; indirect data load target (via $8030) 0x01B3CE|$06:$B3BE:30 22 1C 1D 0E 1B 12 18 1E 1C FF ; Mysterious[end-FF] 0x01B3D9|$06:$B3C9:2C 1B 18 17 FF ; Iron[end-FF] 0x01B3DE|$06:$B3CE:2B 0E 15 16 0E 1D 5F 18 0F FF ; Helmet of[end-FF] 0x01B3E8|$06:$B3D8:37 18 14 0E 17 5F 18 0F FF ; Token of[end-FF] 0x01B3F1|$06:$B3E1:37 1B 0E 1C 1E 1B 0E 1C FF ; Tresures[end-FF] 0x01B3FA|$06:$B3EA:30 18 18 17 FF ; Moon[end-FF] 0x01B3FF|$06:$B3EF:26 11 0A 1B 16 5F 18 0F FF ; Charm of[end-FF] 0x01B408|$06:$B3F8:28 22 0E 5F 18 0F FF ; Eye of[end-FF] 0x01B40F|$06:$B3FF:2F 0E 0A 0F 5F 18 0F 5F 37 11 0E FF ; Leaf of The[end-FF] 0x01B41B|$06:$B40B:28 0C 11 18 12 17 10 FF ; Echoing[end-FF] 0x01B423|$06:$B413:30 12 1B 1B 18 1B 5F 18 0F FF ; Mirror of[end-FF] 0x01B42D|$06:$B41D:27 0E 20 67 1C FF ; Dew's[end-FF] 0x01B433|$06:$B423:30 0A 10 12 0C FF ; Magic[end-FF] 0x01B439|$06:$B429:26 15 18 0A 14 5F 18 0F FF ; Cloak of[end-FF] 0x01B442|$06:$B432:2A 1B 0E 16 15 12 17 67 1C FF ; Gremlin's[end-FF] 0x01B44C|$06:$B43C:27 1B 0A 10 18 17 67 1C FF ; Dragon's[end-FF] 0x01B455|$06:$B445:27 1B 0A 10 18 17 67 1C FF ; Dragon's[end-FF] 0x01B45E|$06:$B44E:2A 18 15 0D 0E 17 FF ; Golden[end-FF] 0x01B465|$06:$B455:2F 18 1D 1D 0E 1B 22 FF ; Lottery[end-FF] 0x01B46D|$06:$B45D:29 0A 12 1B 22 FF ; Fairy[end-FF] 0x01B473|$06:$B463:3A 12 17 10 5F 18 0F FF ; Wing of[end-FF] 0x01B47B|$06:$B46B:FF ; [end-FF] 0x01B47C|$06:$B46C:2A 18 15 0D 0E 17 FF ; Golden[end-FF] 0x01B483|$06:$B473:36 12 15 1F 0E 1B FF ; Silver[end-FF] 0x01B48A|$06:$B47A:2D 0A 12 15 18 1B 67 1C FF ; Jailor's[end-FF] 0x01B493|$06:$B483:3A 0A 1D 0E 1B 10 0A 1D 0E FF ; Watergate[end-FF] 0x01B49D|$06:$B48D:24 17 1D 12 0D 18 1D 0E FF ; Antidote[end-FF] 0x01B4A6|$06:$B496:30 0E 0D 12 0C 0A 15 FF ; Medical[end-FF] 0x01B4AE|$06:$B49E:3A 12 23 0A 1B 0D 67 1C FF ; Wizard's[end-FF] 0x01B4B7|$06:$B4A7:33 0E 1B 12 15 18 1E 1C FF ; Perilous[end-FF] 0x01B4C0|$06:$B4B0:FF ; [end-FF] 0x01B4C1|$06:$B4B1:FF ; [end-FF] ; Item list part 1, line 2 ; indirect data load target (via $8024) 0x01B4C2|$06:$B4B2:36 1D 12 0C 14 FF ; Stick[end-FF] 0x01B4C8|$06:$B4B8:2E 17 12 0F 0E FF ; Knife[end-FF] 0x01B4CE|$06:$B4BE:3A 0A 17 0D FF ; Wand[end-FF] 0x01B4D3|$06:$B4C3:37 11 1E 17 0D 0E 1B FF ; Thunder[end-FF] 0x01B4DB|$06:$B4CB:FF ; [end-FF] 0x01B4DC|$06:$B4CC:36 20 18 1B 0D FF ; Sword[end-FF] 0x01B4E2|$06:$B4D2:36 12 0C 14 15 0E FF ; Sickle[end-FF] 0x01B4E9|$06:$B4D9:36 19 0E 0A 1B FF ; Spear[end-FF] 0x01B4EF|$06:$B4DF:36 20 18 1B 0D FF ; Sword[end-FF] 0x01B4F5|$06:$B4E5:36 20 18 1B 0D FF ; Sword[end-FF] 0x01B4FB|$06:$B4EB:2B 0A 16 16 0E 1B FF ; Hammer[end-FF] 0x01B502|$06:$B4F2:27 0E 1C 1D 1B 1E 0C 1D 12 18 17 FF ; Destruction[end-FF] 0x01B50E|$06:$B4FE:2E 12 15 15 0E 1B FF ; Killer[end-FF] 0x01B515|$06:$B505:36 20 18 1B 0D FF ; Sword[end-FF] 0x01B51B|$06:$B50B:28 1B 0D 1B 12 0C 14 FF ; Erdrick[end-FF] 0x01B523|$06:$B513:36 20 18 1B 0D FF ; Sword[end-FF] 0x01B529|$06:$B519:FF ; [end-FF] 0x01B52A|$06:$B51A:2B 12 0D 12 17 10 FF ; Hiding[end-FF] 0x01B531|$06:$B521:26 15 18 1D 11 FF ; Cloth[end-FF] 0x01B537|$06:$B527:26 18 0A 1D FF ; Coat[end-FF] 0x01B53C|$06:$B52C:24 1B 16 18 1B FF ; Armor[end-FF] 0x01B542|$06:$B532:30 0A 12 15 FF ; Mail[end-FF] 0x01B547|$06:$B537:24 1B 16 18 1B FF ; Armor[end-FF] 0x01B54D|$06:$B53D:24 1B 16 18 1B FF ; Armor[end-FF] 0x01B553|$06:$B543:24 1B 16 18 1B FF ; Armor[end-FF] 0x01B559|$06:$B549:2A 0A 12 0A FF ; Gaia[end-FF] 0x01B55E|$06:$B54E:28 1B 0D 1B 12 0C 14 FF ; Erdrick[end-FF] 0x01B566|$06:$B556:36 11 12 0E 15 0D FF ; Shield[end-FF] 0x01B56D|$06:$B55D:36 1D 1B 0E 17 10 1D 11 FF ; Strength[end-FF] 0x01B576|$06:$B566:36 11 12 0E 15 0D FF ; Shield[end-FF] 0x01B57D|$06:$B56D:36 11 12 0E 15 0D FF ; Shield[end-FF] 0x01B584|$06:$B574:28 1B 0D 1B 12 0C 14 FF ; Erdrick[end-FF] ; Item list part 2, line 2 ; indirect data load target (via $8032) 0x01B58C|$06:$B57C:2B 0A 1D FF ; Hat[end-FF] 0x01B590|$06:$B580:2B 0E 15 16 0E 1D FF ; Helmet[end-FF] 0x01B597|$06:$B587:28 1B 0D 1B 12 0C 14 FF ; Erdrick[end-FF] 0x01B59F|$06:$B58F:28 1B 0D 1B 12 0C 14 FF ; Erdrick[end-FF] 0x01B5A7|$06:$B597:FF ; [end-FF] 0x01B5A8|$06:$B598:29 1B 0A 10 16 0E 17 1D FF ; Fragment[end-FF] 0x01B5B1|$06:$B5A1:35 1E 0B 12 1C 1C FF ; Rubiss[end-FF] 0x01B5B8|$06:$B5A8:30 0A 15 1B 18 1D 11 FF ; Malroth[end-FF] 0x01B5C0|$06:$B5B0:3A 18 1B 15 0D 5F 37 1B 0E 0E FF ; World Tree[end-FF] 0x01B5CB|$06:$B5BB:29 15 1E 1D 0E FF ; Flute[end-FF] 0x01B5D1|$06:$B5C1:35 0A FF ; Ra[end-FF] 0x01B5D4|$06:$B5C4:3C 0A 1B 17 FF ; Yarn[end-FF] 0x01B5D9|$06:$B5C9:2F 18 18 16 FF ; Loom[end-FF] 0x01B5DE|$06:$B5CE:3A 12 17 0D FF ; Wind[end-FF] 0x01B5E3|$06:$B5D3:37 0A 12 15 FF ; Tail[end-FF] 0x01B5E8|$06:$B5D8:25 0A 17 0E FF ; Bane[end-FF] 0x01B5ED|$06:$B5DD:33 18 1D 12 18 17 FF ; Potion[end-FF] 0x01B5F4|$06:$B5E4:26 0A 1B 0D FF ; Card[end-FF] 0x01B5F9|$06:$B5E9:37 12 0C 14 0E 1D FF ; Ticket[end-FF] 0x01B600|$06:$B5F0:3A 0A 1D 0E 1B FF ; Water[end-FF] 0x01B606|$06:$B5F6:1D 11 0E 5F 3A 22 1F 0E 1B 17 FF ; the Wyvern[end-FF] 0x01B611|$06:$B601:FF ; [end-FF] 0x01B612|$06:$B602:2E 0E 22 FF ; Key[end-FF] 0x01B616|$06:$B606:2E 0E 22 FF ; Key[end-FF] 0x01B61A|$06:$B60A:2E 0E 22 FF ; Key[end-FF] 0x01B61E|$06:$B60E:2E 0E 22 FF ; Key[end-FF] 0x01B622|$06:$B612:2B 0E 1B 0B FF ; Herb[end-FF] 0x01B627|$06:$B617:2B 0E 1B 0B FF ; Herb[end-FF] 0x01B62C|$06:$B61C:35 12 17 10 FF ; Ring[end-FF] 0x01B631|$06:$B621:FF ; [end-FF] 0x01B632|$06:$B622:FF ; [end-FF] 0x01B633|$06:$B623:FF ; [end-FF] ; Spell name list ; indirect data load target (via $8026) 0x01B634|$06:$B624:29 12 1B 0E 0B 0A 15 FF ; Firebal[end-FF] 0x01B63C|$06:$B62C:2B 0E 0A 15 FF ; Heal[end-FF] 0x01B641|$06:$B631:36 1D 18 19 1C 19 0E 15 15 FF ; Stopspell[end-FF] 0x01B64B|$06:$B63B:2B 0E 0A 15 16 18 1B 0E FF ; Healmore[end-FF] 0x01B654|$06:$B644:29 12 1B 0E 0B 0A 17 0E FF ; Firebane[end-FF] 0x01B65D|$06:$B64D:2C 17 0C 1B 0E 0A 1C 0E FF ; Increase[end-FF] 0x01B666|$06:$B656:27 0E 0F 0E 0A 1D FF ; Defeat[end-FF] 0x01B66D|$06:$B65D:36 0A 0C 1B 12 0F 12 0C 0E FF ; Sacrifice[end-FF] 0x01B677|$06:$B667:2B 0E 0A 15 FF ; Heal[end-FF] 0x01B67C|$06:$B66C:24 17 1D 12 0D 18 1D 0E FF ; Antidote[end-FF] 0x01B685|$06:$B675:35 0E 1D 1E 1B 17 FF ; Return[end-FF] 0x01B68C|$06:$B67C:32 1E 1D 1C 12 0D 0E FF ; Outside[end-FF] 0x01B694|$06:$B684:2B 0E 0A 15 16 18 1B 0E FF ; Healmore[end-FF] 0x01B69D|$06:$B68D:36 1D 0E 19 10 1E 0A 1B 0D FF ; Stepguard[end-FF] 0x01B6A7|$06:$B697:35 0E 1F 12 1F 0E FF ; Revive[end-FF] 0x01B6AE|$06:$B69E:FF ; [end-FF] 0x01B6AF|$06:$B69F:36 15 0E 0E 19 FF ; Sleep[end-FF] 0x01B6B5|$06:$B6A5:2B 0E 0A 15 16 18 1B 0E FF ; Healmore[end-FF] 0x01B6BE|$06:$B6AE:2C 17 0F 0E 1B 17 18 1C FF ; Infernos[end-FF] 0x01B6C7|$06:$B6B7:27 0E 0F 0E 17 0C 0E FF ; Defence[end-FF] 0x01B6CF|$06:$B6BF:36 1E 1B 1B 18 1E 17 0D FF ; Surround[end-FF] 0x01B6D8|$06:$B6C8:2B 0E 0A 15 0A 15 15 FF ; Healall[end-FF] 0x01B6E0|$06:$B6D0:28 21 19 15 18 0D 0E 1D FF ; Explodet[end-FF] 0x01B6E9|$06:$B6D9:26 11 0A 17 0C 0E FF ; Chance[end-FF] 0x01B6F0|$06:$B6E0:2B 0E 0A 15 16 18 1B 0E FF ; Healmore[end-FF] 0x01B6F9|$06:$B6E9:35 0E 19 0E 15 FF ; Repel[end-FF] 0x01B6FF|$06:$B6EF:24 17 1D 12 0D 18 1D 0E FF ; Antidote[end-FF] 0x01B708|$06:$B6F8:2B 0E 0A 15 0A 15 15 FF ; Healall[end-FF] 0x01B710|$06:$B700:32 1E 1D 1C 12 0D 0E FF ; Outside[end-FF] 0x01B718|$06:$B708:36 1D 0E 19 10 1E 0A 1B 0D FF ; Stepguard[end-FF] 0x01B722|$06:$B712:32 19 0E 17 FF ; Open[end-FF] 0x01B727|$06:$B717:FF ; [end-FF] ; Monster list part 1, line 1 ; indirect data load target (via $8028) 0x01B728|$06:$B718:36 15 12 16 0E FF ; Slime[end-FF] 0x01B72E|$06:$B71E:25 12 10 FF ; Big[end-FF] 0x01B732|$06:$B722:2C 1B 18 17 FF ; Iron[end-FF] 0x01B737|$06:$B727:27 1B 0A 14 0E 0E FF ; Drakee[end-FF] 0x01B73E|$06:$B72E:3A 12 15 0D FF ; Wild[end-FF] 0x01B743|$06:$B733:2B 0E 0A 15 0E 1B FF ; Healer[end-FF] 0x01B74A|$06:$B73A:2A 11 18 1C 1D FF ; Ghost[end-FF] 0x01B750|$06:$B740:25 0A 0B 0B 15 0E FF ; Babble[end-FF] 0x01B757|$06:$B747:24 1B 16 22 FF ; Army[end-FF] 0x01B75C|$06:$B74C:30 0A 10 12 0C 12 0A 17 FF ; Magician[end-FF] 0x01B765|$06:$B755:25 12 10 FF ; Big[end-FF] 0x01B769|$06:$B759:25 12 10 FF ; Big[end-FF] 0x01B76D|$06:$B75D:30 0A 10 12 0C FF ; Magic[end-FF] 0x01B773|$06:$B763:30 0A 10 12 0D 1B 0A 14 0E 0E FF ; Magidrakee[end-FF] 0x01B77E|$06:$B76E:26 0E 17 1D 12 19 18 0D FF ; Centipod[end-FF] 0x01B787|$06:$B777:30 0A 17 5F 32 67 FF ; Man O'[end-FF] 0x01B78E|$06:$B77E:2F 12 23 0A 1B 0D FF ; Lizard[end-FF] 0x01B795|$06:$B785:3D 18 16 0B 12 0E FF ; Zombie[end-FF] 0x01B79C|$06:$B78C:36 16 18 14 0E FF ; Smoke[end-FF] 0x01B7A2|$06:$B792:2A 11 18 1C 1D FF ; Ghost[end-FF] 0x01B7A8|$06:$B798:25 0A 0B 18 18 17 FF ; Baboon[end-FF] 0x01B7AF|$06:$B79F:26 0A 1B 17 12 1F 18 10 FF ; Carnivog[end-FF] 0x01B7B8|$06:$B7A8:30 0E 10 0A 19 0E 0D 0E FF ; Megapede[end-FF] 0x01B7C1|$06:$B7B1:36 0E 0A FF ; Sea[end-FF] 0x01B7C5|$06:$B7B5:30 0E 0D 1E 1C 0A FF ; Medusa[end-FF] 0x01B7CC|$06:$B7BC:28 17 0C 11 0A 17 1D 0E 1B FF ; Enchanter[end-FF] 0x01B7D6|$06:$B7C6:30 1E 0D FF ; Mud[end-FF] 0x01B7DA|$06:$B7CA:30 0A 10 12 0C FF ; Magic[end-FF] 0x01B7E0|$06:$B7D0:27 0E 16 12 10 11 18 1C 1D FF ; Demighost[end-FF] 0x01B7EA|$06:$B7DA:2A 1B 0E 16 15 12 17 FF ; Gremlin[end-FF] 0x01B7F2|$06:$B7E2:33 18 12 1C 18 17 FF ; Poison[end-FF] 0x01B7F9|$06:$B7E9:30 1E 16 16 22 FF ; Mummy[end-FF] 0x01B7FF|$06:$B7EF:2A 18 1B 10 18 17 FF ; Gorgon[end-FF] 0x01B806|$06:$B7F6:36 0A 0B 0E 1B FF ; Saber[end-FF] 0x01B80C|$06:$B7FC:27 1B 0A 10 18 17 FF ; Dragon[end-FF] 0x01B813|$06:$B803:37 12 1D 0A 17 FF ; Titan[end-FF] 0x01B819|$06:$B809:38 17 0D 0E 0A 0D FF ; Undead[end-FF] 0x01B820|$06:$B810:25 0A 1C 12 15 12 1C 14 FF ; Basilisk[end-FF] 0x01B829|$06:$B819:2A 18 18 19 12 FF ; Goopi[end-FF] 0x01B82F|$06:$B81F:32 1B 0C FF ; Orc[end-FF] 0x01B833|$06:$B823:33 1E 19 19 0E 1D FF ; Puppet[end-FF] 0x01B83A|$06:$B82A:30 1E 16 16 22 FF ; Mummy[end-FF] 0x01B840|$06:$B830:28 1F 12 15 FF ; Evil[end-FF] 0x01B845|$06:$B835:2A 0A 1C FF ; Gas[end-FF] 0x01B849|$06:$B839:2B 18 1B 14 FF ; Hork[end-FF] 0x01B84E|$06:$B83E:2B 0A 20 14 FF ; Hawk[end-FF] 0x01B853|$06:$B843:36 18 1B 0C 0E 1B 0E 1B FF ; Sorcerer[end-FF] 0x01B85C|$06:$B84C:30 0E 1D 0A 15 FF ; Metal[end-FF] 0x01B862|$06:$B852:2B 1E 17 1D 0E 1B FF ; Hunter[end-FF] 0x01B869|$06:$B859:28 1F 12 15 FF ; Evil[end-FF] ; Monster list part 2, line 1 ; indirect data load target (via $8034) 0x01B86E|$06:$B85E:2B 12 0B 0A 0B 0A 17 10 18 FF ; Hibabango[end-FF] 0x01B878|$06:$B868:2A 1B 0A 0B 18 18 19 12 FF ; Graboopi[end-FF] 0x01B881|$06:$B871:2A 18 15 0D FF ; Gold[end-FF] 0x01B886|$06:$B876:28 1F 12 15 FF ; Evil[end-FF] 0x01B88B|$06:$B87B:2A 11 18 1E 15 FF ; Ghoul[end-FF] 0x01B891|$06:$B881:39 0A 16 19 12 1B 1E 1C FF ; Vampirus[end-FF] 0x01B89A|$06:$B88A:30 0E 10 0A FF ; Mega[end-FF] 0x01B89F|$06:$B88F:36 0A 0B 0E 1B FF ; Saber[end-FF] 0x01B8A5|$06:$B895:30 0E 1D 0A 15 FF ; Metal[end-FF] 0x01B8AB|$06:$B89B:32 23 20 0A 1B 10 FF ; Ozwarg[end-FF] 0x01B8B2|$06:$B8A2:27 0A 1B 14 FF ; Dark[end-FF] 0x01B8B7|$06:$B8A7:2A 0A 1B 10 18 22 15 0E FF ; Gargoyle[end-FF] 0x01B8C0|$06:$B8B0:32 1B 0C FF ; Orc[end-FF] 0x01B8C4|$06:$B8B4:30 0A 10 12 0C FF ; Magic[end-FF] 0x01B8CA|$06:$B8BA:25 0E 1B 1C 0E 1B 14 0E 1B FF ; Berserker[end-FF] 0x01B8D4|$06:$B8C4:30 0E 1D 0A 15 FF ; Metal[end-FF] 0x01B8DA|$06:$B8CA:2B 0A 1B 10 18 17 67 1C FF ; Hargon's[end-FF] 0x01B8E3|$06:$B8D3:26 22 0C 15 18 19 1C FF ; Cyclops[end-FF] 0x01B8EB|$06:$B8DB:24 1D 1D 0A 0C 14 0B 18 1D FF ; Attackbot[end-FF] 0x01B8F5|$06:$B8E5:2A 1B 0E 0E 17 FF ; Green[end-FF] 0x01B8FB|$06:$B8EB:30 0A 0C 0E FF ; Mace[end-FF] 0x01B900|$06:$B8F0:29 15 0A 16 0E FF ; Flame[end-FF] 0x01B906|$06:$B8F6:36 12 15 1F 0E 1B FF ; Silver[end-FF] 0x01B90D|$06:$B8FD:25 15 12 23 23 0A 1B 0D FF ; Blizzard[end-FF] 0x01B916|$06:$B906:2A 12 0A 17 1D FF ; Giant[end-FF] 0x01B91C|$06:$B90C:2A 18 15 0D FF ; Gold[end-FF] 0x01B921|$06:$B911:25 1E 15 15 20 18 17 10 FF ; Bullwong[end-FF] 0x01B92A|$06:$B91A:24 1D 15 0A 1C FF ; Atlas[end-FF] 0x01B930|$06:$B920:25 0A 23 1E 23 1E FF ; Bazuzu[end-FF] 0x01B937|$06:$B927:3D 0A 1B 15 18 21 FF ; Zarlox[end-FF] 0x01B93E|$06:$B92E:2B 0A 1B 10 18 17 FF ; Hargon[end-FF] 0x01B945|$06:$B935:30 0A 15 1B 18 1D 11 FF ; Malroth[end-FF] 0x01B94D|$06:$B93D:28 17 0E 16 12 0E 1C FF ; Enemies[end-FF] ; Monster list part 1, line 2 ; indirect data load target (via $802A) 0x01B955|$06:$B945:FF ; [end-FF] 0x01B956|$06:$B946:36 15 1E 10 FF ; Slug[end-FF] 0x01B95B|$06:$B94B:24 17 1D FF ; Ant[end-FF] 0x01B95F|$06:$B94F:FF ; [end-FF] 0x01B960|$06:$B950:30 18 1E 1C 0E FF ; Mouse[end-FF] 0x01B966|$06:$B956:FF ; [end-FF] 0x01B967|$06:$B957:30 18 1E 1C 0E FF ; Mouse[end-FF] 0x01B96D|$06:$B95D:FF ; [end-FF] 0x01B96E|$06:$B95E:24 17 1D FF ; Ant[end-FF] 0x01B972|$06:$B962:FF ; [end-FF] 0x01B973|$06:$B963:35 0A 1D FF ; Rat[end-FF] 0x01B977|$06:$B967:26 18 0B 1B 0A FF ; Cobra[end-FF] 0x01B97D|$06:$B96D:24 17 1D FF ; Ant[end-FF] 0x01B981|$06:$B971:FF ; [end-FF] 0x01B982|$06:$B972:FF ; [end-FF] 0x01B983|$06:$B973:3A 0A 1B FF ; War[end-FF] 0x01B987|$06:$B977:29 15 22 FF ; Fly[end-FF] 0x01B98B|$06:$B97B:FF ; [end-FF] 0x01B98C|$06:$B97C:FF ; [end-FF] 0x01B98D|$06:$B97D:35 0A 1D FF ; Rat[end-FF] 0x01B991|$06:$B981:FF ; [end-FF] 0x01B992|$06:$B982:FF ; [end-FF] 0x01B993|$06:$B983:FF ; [end-FF] 0x01B994|$06:$B984:36 15 1E 10 FF ; Slug[end-FF] 0x01B999|$06:$B989:25 0A 15 15 FF ; Ball[end-FF] 0x01B99E|$06:$B98E:FF ; [end-FF] 0x01B99F|$06:$B98F:30 0A 17 FF ; Man[end-FF] 0x01B9A3|$06:$B993:25 0A 0B 18 18 17 FF ; Baboon[end-FF] 0x01B9AA|$06:$B99A:FF ; [end-FF] 0x01B9AB|$06:$B99B:FF ; [end-FF] 0x01B9AC|$06:$B99C:2F 12 15 22 FF ; Lily[end-FF] 0x01B9B1|$06:$B9A1:30 0A 17 FF ; Man[end-FF] 0x01B9B5|$06:$B9A5:FF ; [end-FF] 0x01B9B6|$06:$B9A6:37 12 10 0E 1B FF ; Tiger[end-FF] 0x01B9BC|$06:$B9AC:29 15 22 FF ; Fly[end-FF] 0x01B9C0|$06:$B9B0:37 1B 0E 0E FF ; Tree[end-FF] 0x01B9C5|$06:$B9B5:FF ; [end-FF] 0x01B9C6|$06:$B9B6:FF ; [end-FF] 0x01B9C7|$06:$B9B7:FF ; [end-FF] 0x01B9C8|$06:$B9B8:FF ; [end-FF] 0x01B9C9|$06:$B9B9:30 0A 17 FF ; Man[end-FF] 0x01B9CD|$06:$B9BD:FF ; [end-FF] 0x01B9CE|$06:$B9BE:37 1B 0E 0E FF ; Tree[end-FF] 0x01B9D3|$06:$B9C3:FF ; [end-FF] 0x01B9D4|$06:$B9C4:FF ; [end-FF] 0x01B9D5|$06:$B9C5:30 0A 17 FF ; Man[end-FF] 0x01B9D9|$06:$B9C9:FF ; [end-FF] 0x01B9DA|$06:$B9CA:36 15 12 16 0E FF ; Slime[end-FF] 0x01B9E0|$06:$B9D0:FF ; [end-FF] 0x01B9E1|$06:$B9D1:28 22 0E FF ; Eye[end-FF] ; Monster list part 2, line 2 ; indirect data load target (via $8036) 0x01B9E5|$06:$B9D5:FF ; [end-FF] 0x01B9E6|$06:$B9D6:FF ; [end-FF] 0x01B9E7|$06:$B9D7:32 1B 0C FF ; Orc[end-FF] 0x01B9EB|$06:$B9DB:26 15 18 20 17 FF ; Clown[end-FF] 0x01B9F1|$06:$B9E1:FF ; [end-FF] 0x01B9F2|$06:$B9E2:FF ; [end-FF] 0x01B9F3|$06:$B9E3:2E 17 12 10 11 1D FF ; Knight[end-FF] 0x01B9FA|$06:$B9EA:2F 12 18 17 FF ; Lion[end-FF] 0x01B9FF|$06:$B9EF:2B 1E 17 1D 0E 1B FF ; Hunter[end-FF] 0x01BA06|$06:$B9F6:FF ; [end-FF] 0x01BA07|$06:$B9F7:28 22 0E FF ; Eye[end-FF] 0x01BA0B|$06:$B9FB:FF ; [end-FF] 0x01BA0C|$06:$B9FC:2E 12 17 10 FF ; King[end-FF] 0x01BA11|$06:$BA01:39 0A 16 19 12 1B 1E 1C FF ; Vampirus[end-FF] 0x01BA1A|$06:$BA0A:FF ; [end-FF] 0x01BA1B|$06:$BA0B:25 0A 0B 0B 15 0E FF ; Babble[end-FF] 0x01BA22|$06:$BA12:2E 17 12 10 11 1D FF ; Knight[end-FF] 0x01BA29|$06:$BA19:FF ; [end-FF] 0x01BA2A|$06:$BA1A:FF ; [end-FF] 0x01BA2B|$06:$BA1B:27 1B 0A 10 18 17 FF ; Dragon[end-FF] 0x01BA32|$06:$BA22:30 0A 1C 1D 0E 1B FF ; Master[end-FF] 0x01BA39|$06:$BA29:FF ; [end-FF] 0x01BA3A|$06:$BA2A:25 0A 1D 0B 18 18 17 FF ; Batboon[end-FF] 0x01BA42|$06:$BA32:FF ; [end-FF] 0x01BA43|$06:$BA33:FF ; [end-FF] 0x01BA44|$06:$BA34:25 0A 1D 0B 18 18 17 FF ; Batboon[end-FF] 0x01BA4C|$06:$BA3C:FF ; [end-FF] 0x01BA4D|$06:$BA3D:FF ; [end-FF] 0x01BA4E|$06:$BA3E:FF ; [end-FF] 0x01BA4F|$06:$BA3F:FF ; [end-FF] 0x01BA50|$06:$BA40:FF ; [end-FF] 0x01BA51|$06:$BA41:FF ; [end-FF] 0x01BA52|$06:$BA42:FF ; [end-FF] ; tiles for redrawing the part of the main COMMAND menu obscured by the EQUIP sub-menu when the EQUIP sub-menu is closed; (only?) read during battle where there is no main COMMAND menu ; completely useless? ; indirect data load target (via $802C) 0x01BA53|$06:$BA43:24 31 5F 5F 0x01BA57|$06:$BA47:27 77 5F 5F 0x01BA5B|$06:$BA4B:77 77 5F 5F 0x01BA5F|$06:$BA4F:77 7C 5F 5F 0x01BA63|$06:$BA53:5F 5F 5F 5F 0x01BA67|$06:$BA57:36 33 5F 5F 0x01BA6B|$06:$BA5B:28 2F 5F 5F 0x01BA6F|$06:$BA5F:2F 7B 5F 7B 0x01BA73|$06:$BA63:5F 5F 5F 5F 0x01BA77|$06:$BA67:2C 37 5F 5F 0x01BA7B|$06:$BA6B:28 30 5F 5F 0x01BA7F|$06:$BA6F:5F 7B 5F 7B 0x01BA83|$06:$BA73:5F 5F 7D 7D 0x01BA87|$06:$BA77:28 34 7D 7D 0x01BA8B|$06:$BA7B:38 2C 7D 7D 0x01BA8F|$06:$BA7F:33 7B 7D 7E ; indirect data load target (via $802E) 0x01BA93|$06:$BA83:77 77 77 77 0x01BA97|$06:$BA87:77 77 77 7C 0x01BA9B|$06:$BA8B:79 77 77 77 0x01BA9F|$06:$BA8F:77 77 7C 7B 0x01BAA3|$06:$BA93:76 5F 5F 5F 0x01BAA7|$06:$BA97:5F 5F 7B 7B 0x01BAAB|$06:$BA9B:7A 7D 7D 7D 0x01BAAF|$06:$BA9F:7D 7D 7E 7B ; data -> code ; indirect control flow target (via $803A) 0x01BAB3|$06:$BAA3:A9 05 LDA #$05 0x01BAB5|$06:$BAA5:85 94 STA $94 ; return bank for various function calls, doubles as index of selected option for multiple-choice menus 0x01BAB7|$06:$BAA7:A5 31 LDA $31 ; current map ID 0x01BAB9|$06:$BAA9:C9 03 CMP #$03 ; Map ID #$03: Midenhall 1F 0x01BABB|$06:$BAAB:F0 01 BEQ $BAAE ; control flow target (from $BAB3, $BAB9, $BABF, $BAC3) 0x01BABD|$06:$BAAD:60 RTS ; control flow target (from $BAAB) 0x01BABE|$06:$BAAE:AD 49 05 LDA $0549 ; NPC #$01 sprite ID 0x01BAC1|$06:$BAB1:C9 FF CMP #$FF 0x01BAC3|$06:$BAB3:F0 F8 BEQ $BAAD 0x01BAC5|$06:$BAB5:A5 17 LDA $17 ; current map Y-pos (1) 0x01BAC7|$06:$BAB7:C9 05 CMP #$05 0x01BAC9|$06:$BAB9:D0 F2 BNE $BAAD 0x01BACB|$06:$BABB:A5 16 LDA $16 ; current map X-pos (1) 0x01BACD|$06:$BABD:C9 0E CMP #$0E 0x01BACF|$06:$BABF:90 EC BCC $BAAD 0x01BAD1|$06:$BAC1:C9 11 CMP #$11 0x01BAD3|$06:$BAC3:B0 E8 BCS $BAAD 0x01BAD5|$06:$BAC5:AD 4B 05 LDA $054B ; NPC #$01 scripted motion high byte 0x01BAD8|$06:$BAC8:C9 7F CMP #$7F 0x01BADA|$06:$BACA:D0 09 BNE $BAD5 ; call to code in a different bank ($0F:$CCF1) 0x01BADC|$06:$BACC:20 F1 CC JSR $CCF1 ; set up scripted motion variables based on next 4 bytes (low 5 bits = NPC index, NPC index + 1's motion + direction byte?, 2-byte pointer to motion script) ; code -> data ; indirect data load target 0x01BADF|$06:$BACF:82 ; indirect data load target 0x01BAE0|$06:$BAD0:21 ; indirect data load target 0x01BAE1|$06:$BAD1:D5 80 ; $07:$80D5; motion script for Moonbrooke, ending part 1 (turned) ; data -> code 0x01BAE3|$06:$BAD3:90 0A BCC $BADF ; control flow target (from $BACA) ; call to code in a different bank ($0F:$CCF1) 0x01BAE5|$06:$BAD5:20 F1 CC JSR $CCF1 ; set up scripted motion variables based on next 4 bytes (low 5 bits = NPC index, NPC index + 1's motion + direction byte?, 2-byte pointer to motion script) ; code -> data ; indirect data load target 0x01BAE8|$06:$BAD8:82 ; indirect data load target 0x01BAE9|$06:$BAD9:21 ; indirect data load target 0x01BAEA|$06:$BADA:DB 80 ; $07:$80DB; motion script for Cannock, ending part 1 ; data -> code 0x01BAEC|$06:$BADC:EE 65 05 INC $0565 ; NPC #$05 Y-pos ; control flow target (from $BAD3) ; call to code in a different bank ($0F:$CCF1) 0x01BAEF|$06:$BADF:20 F1 CC JSR $CCF1 ; set up scripted motion variables based on next 4 bytes (low 5 bits = NPC index, NPC index + 1's motion + direction byte?, 2-byte pointer to motion script) ; code -> data ; indirect data load target 0x01BAF2|$06:$BAE2:81 ; indirect data load target 0x01BAF3|$06:$BAE3:21 ; indirect data load target 0x01BAF4|$06:$BAE4:CF 80 ; $07:$80CF; motion script for Moonbrooke, ending part 1 (not turned) ; data -> code 0x01BAF6|$06:$BAE6:A5 16 LDA $16 ; current map X-pos (1) 0x01BAF8|$06:$BAE8:C9 0E CMP #$0E 0x01BAFA|$06:$BAEA:D0 08 BNE $BAF4 0x01BAFC|$06:$BAEC:EE 5A 05 INC $055A ; NPC #$03 scripted motion low byte 0x01BAFF|$06:$BAEF:CE 5C 05 DEC $055C ; NPC #$04 X-pos 0x01BB02|$06:$BAF2:D0 0A BNE $BAFE ; control flow target (from $BAEA) 0x01BB04|$06:$BAF4:C9 10 CMP #$10 0x01BB06|$06:$BAF6:D0 06 BNE $BAFE 0x01BB08|$06:$BAF8:CE 5A 05 DEC $055A ; NPC #$03 scripted motion low byte 0x01BB0B|$06:$BAFB:EE 5C 05 INC $055C ; NPC #$04 X-pos ; control flow target (from $BAF2, $BAF6) 0x01BB0E|$06:$BAFE:A5 16 LDA $16 ; current map X-pos (1) 0x01BB10|$06:$BB00:18 CLC 0x01BB11|$06:$BB01:6D 44 05 ADC $0544 ; NPC #$01 ? 0x01BB14|$06:$BB04:18 CLC 0x01BB15|$06:$BB05:6D 4C 05 ADC $054C ; NPC #$02 ? 0x01BB18|$06:$BB08:C9 0E CMP #$0E 0x01BB1A|$06:$BB0A:D0 08 BNE $BB14 0x01BB1C|$06:$BB0C:CE 62 05 DEC $0562 ; NPC #$04 scripted motion low byte 0x01BB1F|$06:$BB0F:CE 64 05 DEC $0564 ; NPC #$05 X-pos 0x01BB22|$06:$BB12:D0 0A BNE $BB1E ; control flow target (from $BB0A) 0x01BB24|$06:$BB14:C9 10 CMP #$10 0x01BB26|$06:$BB16:D0 06 BNE $BB1E 0x01BB28|$06:$BB18:EE 62 05 INC $0562 ; NPC #$04 scripted motion low byte 0x01BB2B|$06:$BB1B:EE 64 05 INC $0564 ; NPC #$05 X-pos ; control flow target (from $BB12, $BB16) 0x01BB2E|$06:$BB1E:A9 00 LDA #$00 0x01BB30|$06:$BB20:A8 TAY ; control flow target (from $BB27) 0x01BB31|$06:$BB21:99 42 05 STA $0542,Y ; NPC #$00 ? 0x01BB34|$06:$BB24:C8 INY 0x01BB35|$06:$BB25:C0 10 CPY #$10 0x01BB37|$06:$BB27:D0 F8 BNE $BB21 0x01BB39|$06:$BB29:A9 FF LDA #$FF 0x01BB3B|$06:$BB2B:8D 49 05 STA $0549 ; NPC #$01 sprite ID 0x01BB3E|$06:$BB2E:8D 51 05 STA $0551 ; NPC #$02 sprite ID 0x01BB41|$06:$BB31:A2 01 LDX #$01 0x01BB43|$06:$BB33:8E 61 05 STX $0561 ; NPC #$04 sprite ID 0x01BB46|$06:$BB36:E8 INX 0x01BB47|$06:$BB37:8E 69 05 STX $0569 ; NPC #$05 sprite ID ; call to code in a different bank ($0F:$CCD2) 0x01BB4A|$06:$BB3A:4C D2 CC JMP $CCD2 ; execute scripted motion ; indirect control flow target (via $8038) ; call to code in a different bank ($0F:$CD26) 0x01BB4D|$06:$BB3D:20 26 CD JSR $CD26 ; set Z if your current map position is the (X, Y) co-ordinates given by the next 2 bytes ; code -> data ; indirect data load target 0x01BB50|$06:$BB40:0F ; indirect data load target 0x01BB51|$06:$BB41:03 ; data -> code 0x01BB52|$06:$BB42:F0 01 BEQ $BB45 0x01BB54|$06:$BB44:60 RTS ; control flow target (from $BB42) 0x01BB55|$06:$BB45:A9 FF LDA #$FF 0x01BB57|$06:$BB47:85 35 STA $35 ; flag indicating whether any menu is currently open 0x01BB59|$06:$BB49:A9 46 LDA #$46 0x01BB5B|$06:$BB4B:8D 2C 06 STA $062C ; current battle message delay ; call to code in a different bank ($0F:$EB76) 0x01BB5E|$06:$BB4E:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x01BB61|$06:$BB51:04 ; Menu ID #$04: Dialogue window ; data -> code 0x01BB62|$06:$BB52:A9 00 LDA #$00 ; call to code in a different bank ($0F:$FC50) 0x01BB64|$06:$BB54:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x01BB67|$06:$BB57:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01BB6A|$06:$BB5A:B5 ; String ID #$01B5: ‘[name], thou art of the line of Erdrick and have proven thy heritage by thy deeds[.’][wait][end-FC] ; data -> code ; control flow target (from $BB6B) ; call to code in a different bank ($0F:$FA2E) 0x01BB6B|$06:$BB5B:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01BB6E|$06:$BB5E:B6 ; String ID #$01B6: ‘Now is the time for thee to take the throne. Will it be so?’[FD][FD][end-FC] ; data -> code ; call to code in a different bank ($0F:$EB76) 0x01BB6F|$06:$BB5F:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x01BB72|$06:$BB62:19 ; Menu ID #$19: General menu: YES/NO ; data -> code 0x01BB73|$06:$BB63:C9 00 CMP #$00 0x01BB75|$06:$BB65:F0 07 BEQ $BB6E ; call to code in a different bank ($0F:$FA2E) 0x01BB77|$06:$BB67:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01BB7A|$06:$BB6A:B7 ; String ID #$01B7: ‘Be careful, [name]. Do not be selfish[.’][wait][end-FC] ; data -> code 0x01BB7B|$06:$BB6B:4C 5B BB JMP $BB5B ; control flow target (from $BB65) 0x01BB7E|$06:$BB6E:A9 01 LDA #$01 ; call to code in a different bank ($0F:$FC50) 0x01BB80|$06:$BB70:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x01BB83|$06:$BB73:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01BB86|$06:$BB76:B8 ; String ID #$01B8: ‘Hail all to the new monarch of Midenhall!’[wait][line]‘Now, [name], Prince of Cannock, come forth[.’][wait][end-FC] ; data -> code 0x01BB87|$06:$BB77:A9 02 LDA #$02 ; call to code in a different bank ($0F:$FC50) 0x01BB89|$06:$BB79:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x01BB8C|$06:$BB7C:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01BB8F|$06:$BB7F:BC ; String ID #$01BC: ‘[name], Princess of Moonbrooke, come forth[.’][end-FC] ; data -> code ; call to code in a different bank ($0F:$D0F5) 0x01BB90|$06:$BB80:20 F5 D0 JSR $D0F5 ; wait for a while and then wipe menu regions #$03, #$00, and #$01 ; call to code in a different bank ($0F:$CCF1) 0x01BB93|$06:$BB83:20 F1 CC JSR $CCF1 ; set up scripted motion variables based on next 4 bytes (low 5 bits = NPC index, NPC index + 1's motion + direction byte?, 2-byte pointer to motion script) ; code -> data ; indirect data load target 0x01BB96|$06:$BB86:85 ; indirect data load target 0x01BB97|$06:$BB87:20 ; indirect data load target 0x01BB98|$06:$BB88:BE 80 ; $07:$80BE; motion script for top 2 guards, ending part 2 ; data -> code ; call to code in a different bank ($0F:$CCF1) 0x01BB9A|$06:$BB8A:20 F1 CC JSR $CCF1 ; set up scripted motion variables based on next 4 bytes (low 5 bits = NPC index, NPC index + 1's motion + direction byte?, 2-byte pointer to motion script) ; code -> data ; indirect data load target 0x01BB9D|$06:$BB8D:84 ; indirect data load target 0x01BB9E|$06:$BB8E:20 ; indirect data load target 0x01BB9F|$06:$BB8F:BE 80 ; $07:$80BE; motion script for top 2 guards, ending part 2 ; data -> code ; call to code in a different bank ($0F:$CCE7) 0x01BBA1|$06:$BB91:20 E7 CC JSR $CCE7 0x01BBA4|$06:$BB94:20 38 BC JSR $BC38 ; call to code in a different bank ($0F:$CCF1) 0x01BBA7|$06:$BB97:20 F1 CC JSR $CCF1 ; set up scripted motion variables based on next 4 bytes (low 5 bits = NPC index, NPC index + 1's motion + direction byte?, 2-byte pointer to motion script) ; code -> data ; indirect data load target 0x01BBAA|$06:$BB9A:82 ; indirect data load target 0x01BBAB|$06:$BB9B:20 ; indirect data load target 0x01BBAC|$06:$BB9C:55 80 ; $07:$8055; motion script for Cannock and Moonbrooke, ending part 3, dog in Zahan, triggered from right ; data -> code ; call to code in a different bank ($0F:$CCF1) 0x01BBAE|$06:$BB9E:20 F1 CC JSR $CCF1 ; set up scripted motion variables based on next 4 bytes (low 5 bits = NPC index, NPC index + 1's motion + direction byte?, 2-byte pointer to motion script) ; code -> data ; indirect data load target 0x01BBB1|$06:$BBA1:81 ; indirect data load target 0x01BBB2|$06:$BBA2:20 ; indirect data load target 0x01BBB3|$06:$BBA3:55 80 ; $07:$8055; motion script for Cannock and Moonbrooke, ending part 3, dog in Zahan, triggered from right ; data -> code ; call to code in a different bank ($0F:$CCE7) 0x01BBB5|$06:$BBA5:20 E7 CC JSR $CCE7 0x01BBB8|$06:$BBA8:20 38 BC JSR $BC38 ; call to code in a different bank ($0F:$EB76) 0x01BBBB|$06:$BBAB:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x01BBBE|$06:$BBAE:04 ; Menu ID #$04: Dialogue window ; data -> code ; call to code in a different bank ($0F:$FA2E) 0x01BBBF|$06:$BBAF:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01BBC2|$06:$BBB2:B9 ; String ID #$01B9: ‘This charge I lay on the three heroes, that for evermore they guard against evil[.’][end-FC] ; data -> code ; call to code in a different bank ($0F:$D0F5) 0x01BBC3|$06:$BBB3:20 F5 D0 JSR $D0F5 ; wait for a while and then wipe menu regions #$03, #$00, and #$01 0x01BBC6|$06:$BBB6:A0 38 LDY #$38 ; control flow target (from $BBC2) 0x01BBC8|$06:$BBB8:A9 02 LDA #$02 0x01BBCA|$06:$BBBA:99 78 05 STA $0578,Y ; NPC #$07 motion nybble + direction nybble 0x01BBCD|$06:$BBBD:98 TYA 0x01BBCE|$06:$BBBE:38 SEC 0x01BBCF|$06:$BBBF:E9 08 SBC #$08 0x01BBD1|$06:$BBC1:A8 TAY 0x01BBD2|$06:$BBC2:10 F4 BPL $BBB8 ; call to code in a different bank ($0F:$CF64) 0x01BBD4|$06:$BBC4:20 64 CF JSR $CF64 0x01BBD7|$06:$BBC7:20 38 BC JSR $BC38 ; call to code in a different bank ($0F:$EB76) 0x01BBDA|$06:$BBCA:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x01BBDD|$06:$BBCD:04 ; Menu ID #$04: Dialogue window ; data -> code 0x01BBDE|$06:$BBCE:A9 00 LDA #$00 ; call to code in a different bank ($0F:$FC50) 0x01BBE0|$06:$BBD0:20 50 FC JSR $FC50 ; print name of hero given by low 2 bits of A to $6119, terminated by #$FA ; call to code in a different bank ($0F:$FA2E) 0x01BBE3|$06:$BBD3:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01BBE6|$06:$BBD6:BA ; String ID #$01BA: ‘Three cheers for the new monarch of Midenhall![line]Hip-hip-hooray!’[end-FC] ; data -> code ; call to code in a different bank ($0F:$D0F5) 0x01BBE7|$06:$BBD7:20 F5 D0 JSR $D0F5 ; wait for a while and then wipe menu regions #$03, #$00, and #$01 0x01BBEA|$06:$BBDA:A9 01 LDA #$01 0x01BBEC|$06:$BBDC:8D 68 05 STA $0568 ; NPC #$05 motion nybble + direction nybble 0x01BBEF|$06:$BBDF:20 2D BC JSR $BC2D 0x01BBF2|$06:$BBE2:A9 02 LDA #$02 0x01BBF4|$06:$BBE4:8D 68 05 STA $0568 ; NPC #$05 motion nybble + direction nybble 0x01BBF7|$06:$BBE7:20 2D BC JSR $BC2D 0x01BBFA|$06:$BBEA:A2 0A LDX #$0A ; call to code in a different bank ($0F:$C1EE) 0x01BBFC|$06:$BBEC:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF 0x01BBFF|$06:$BBEF:A9 03 LDA #$03 0x01BC01|$06:$BBF1:8D 60 05 STA $0560 ; NPC #$04 motion nybble + direction nybble 0x01BC04|$06:$BBF4:20 2D BC JSR $BC2D 0x01BC07|$06:$BBF7:A9 02 LDA #$02 0x01BC09|$06:$BBF9:8D 60 05 STA $0560 ; NPC #$04 motion nybble + direction nybble 0x01BC0C|$06:$BBFC:20 2D BC JSR $BC2D 0x01BC0F|$06:$BBFF:20 34 BC JSR $BC34 0x01BC12|$06:$BC02:A9 01 LDA #$01 0x01BC14|$06:$BC04:8D 40 05 STA $0540 ; NPC #$00 ? + direction nybble 0x01BC17|$06:$BC07:20 2D BC JSR $BC2D 0x01BC1A|$06:$BC0A:A9 02 LDA #$02 0x01BC1C|$06:$BC0C:8D 40 05 STA $0540 ; NPC #$00 ? + direction nybble 0x01BC1F|$06:$BC0F:20 2D BC JSR $BC2D 0x01BC22|$06:$BC12:20 34 BC JSR $BC34 0x01BC25|$06:$BC15:A9 19 LDA #$19 ; Music ID #$19: end credits BGM ; call to code in a different bank ($0F:$C561) 0x01BC27|$06:$BC17:20 61 C5 JSR $C561 ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]) 0x01BC2A|$06:$BC1A:20 38 BC JSR $BC38 0x01BC2D|$06:$BC1D:A9 FF LDA #$FF ; SLOW 0x01BC2F|$06:$BC1F:8D 2C 06 STA $062C ; current battle message delay ; call to code in a different bank ($0F:$EB76) 0x01BC32|$06:$BC22:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x01BC35|$06:$BC25:04 ; Menu ID #$04: Dialogue window ; data -> code ; call to code in a different bank ($0F:$FA2E) 0x01BC36|$06:$BC26:20 2E FA JSR $FA2E ; display string ID specified by next byte + #$0100 ; code -> data ; indirect data load target 0x01BC39|$06:$BC29:93 ; String ID #$0193: ‘Then peace returned[.’][end-FC] ; data -> code ; call to code in a different bank ($0F:$D343) 0x01BC3A|$06:$BC2A:4C 43 D3 JMP $D343 ; control flow target (from $BBDF, $BBE7, $BBF4, $BBFC, $BC07, $BC0F) ; call to code in a different bank ($0F:$CF64) 0x01BC3D|$06:$BC2D:20 64 CF JSR $CF64 0x01BC40|$06:$BC30:A2 0A LDX #$0A 0x01BC42|$06:$BC32:D0 06 BNE $BC3A ; control flow target (from $BBFF, $BC12) 0x01BC44|$06:$BC34:A2 1E LDX #$1E 0x01BC46|$06:$BC36:D0 02 BNE $BC3A ; control flow target (from $BB94, $BBA8, $BBC7, $BC1A) 0x01BC48|$06:$BC38:A2 3C LDX #$3C ; control flow target (from $BC32, $BC36) ; call to code in a different bank ($0F:$C1EE) 0x01BC4A|$06:$BC3A:4C EE C1 JMP $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF ; indirect control flow target (via $803E) 0x01BC4D|$06:$BC3D:A2 3D LDX #$3D ; control flow target (from $BC46) 0x01BC4F|$06:$BC3F:BD 4F BC LDA $BC4F,X ; code copied to and executed in RAM 0x01BC52|$06:$BC42:9D 00 04 STA $0400,X ; menu-based palette overrides start 0x01BC55|$06:$BC45:CA DEX 0x01BC56|$06:$BC46:10 F7 BPL $BC3F 0x01BC58|$06:$BC48:AD F6 05 LDA $05F6 ; current bank 0x01BC5B|$06:$BC4B:48 PHA ; call to code in RAM 0x01BC5C|$06:$BC4C:4C 33 04 JMP $0433 ; code copied to and executed in RAM ; control flow target (from $BC8B) ; indexed data load target (from $BC3F) 0x01BC5F|$06:$BC4F:AC F6 05 LDY $05F6 ; current bank 0x01BC62|$06:$BC52:C8 INY 0x01BC63|$06:$BC53:98 TYA 0x01BC64|$06:$BC54:29 07 AND #$07 0x01BC66|$06:$BC56:48 PHA 0x01BC67|$06:$BC57:A6 43 LDX $43 0x01BC69|$06:$BC59:E0 03 CPX #$03 0x01BC6B|$06:$BC5B:D0 09 BNE $BC66 ; call to code in a different bank ($0F:$C476) 0x01BC6D|$06:$BC5D:20 76 C4 JSR $C476 ; read joypad 1 data into $2F 0x01BC70|$06:$BC60:46 2F LSR $2F ; joypad 1 data 0x01BC72|$06:$BC62:A6 43 LDX $43 0x01BC74|$06:$BC64:90 1E BCC $BC84 ; control flow target (from $BC5B) 0x01BC76|$06:$BC66:E8 INX 0x01BC77|$06:$BC67:E0 14 CPX #$14 0x01BC79|$06:$BC69:90 19 BCC $BC84 ; call to code in a different bank ($0F:$C3AB) 0x01BC7B|$06:$BC6B:20 AB C3 JSR $C3AB ; generate a random number and store it in $32-$33 (two passes) 0x01BC7E|$06:$BC6E:A5 32 LDA $32 ; RNG byte 0 0x01BC80|$06:$BC70:29 24 AND #$24 0x01BC82|$06:$BC72:D0 10 BNE $BC84 ; control flow target (from $BC79) ; call to code in a different bank ($0F:$C476) 0x01BC84|$06:$BC74:20 76 C4 JSR $C476 ; read joypad 1 data into $2F 0x01BC87|$06:$BC77:46 2F LSR $2F ; joypad 1 data 0x01BC89|$06:$BC79:90 F9 BCC $BC74 ; control flow target (from $BC80) ; call to code in a different bank ($0F:$C476) 0x01BC8B|$06:$BC7B:20 76 C4 JSR $C476 ; read joypad 1 data into $2F 0x01BC8E|$06:$BC7E:46 2F LSR $2F ; joypad 1 data 0x01BC90|$06:$BC80:B0 F9 BCS $BC7B 0x01BC92|$06:$BC82:A2 03 LDX #$03 ; control flow target (from $BC64, $BC69, $BC72) 0x01BC94|$06:$BC84:68 PLA ; call to code in a different bank ($0F:$C3D5) 0x01BC95|$06:$BC85:20 D5 C3 JSR $C3D5 ; save A to $05F6, X to $43, and load bank specified by A ; call to code in a different bank ($0F:$C1EE) 0x01BC98|$06:$BC88:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF 0x01BC9B|$06:$BC8B:F0 C2 BEQ $BC4F ; code copied to and executed in RAM ; indirect control flow target (via $8040) 0x01BC9D|$06:$BC8D:A5 17 LDA $17 ; current map Y-pos (1) 0x01BC9F|$06:$BC8F:C9 07 CMP #$07 0x01BCA1|$06:$BC91:F0 01 BEQ $BC94 0x01BCA3|$06:$BC93:60 RTS ; control flow target (from $BC91) 0x01BCA4|$06:$BC94:A0 50 LDY #$50 0x01BCA6|$06:$BC96:A9 00 LDA #$00 ; control flow target (from $BC9E) 0x01BCA8|$06:$BC98:99 3A 05 STA $053A,Y 0x01BCAB|$06:$BC9B:C8 INY 0x01BCAC|$06:$BC9C:C0 68 CPY #$68 0x01BCAE|$06:$BC9E:D0 F8 BNE $BC98 0x01BCB0|$06:$BCA0:A9 FF LDA #$FF 0x01BCB2|$06:$BCA2:8D 91 05 STA $0591 ; NPC #$0A sprite ID 0x01BCB5|$06:$BCA5:8D 99 05 STA $0599 ; NPC #$0B sprite ID 0x01BCB8|$06:$BCA8:8D A1 05 STA $05A1 ; NPC #$0C sprite ID 0x01BCBB|$06:$BCAB:A5 16 LDA $16 ; current map X-pos (1) 0x01BCBD|$06:$BCAD:8D 8C 05 STA $058C ; NPC #$0A X-pos 0x01BCC0|$06:$BCB0:8D 94 05 STA $0594 ; NPC #$0B X-pos 0x01BCC3|$06:$BCB3:CE 94 05 DEC $0594 ; NPC #$0B X-pos 0x01BCC6|$06:$BCB6:8D 9C 05 STA $059C ; NPC #$0C X-pos 0x01BCC9|$06:$BCB9:EE 9C 05 INC $059C ; NPC #$0C X-pos 0x01BCCC|$06:$BCBC:A5 17 LDA $17 ; current map Y-pos (1) 0x01BCCE|$06:$BCBE:8D 8D 05 STA $058D ; NPC #$0A Y-pos 0x01BCD1|$06:$BCC1:EE 8D 05 INC $058D ; NPC #$0A Y-pos 0x01BCD4|$06:$BCC4:8D 95 05 STA $0595 ; NPC #$0B Y-pos 0x01BCD7|$06:$BCC7:8D 9D 05 STA $059D ; NPC #$0C Y-pos 0x01BCDA|$06:$BCCA:A9 04 LDA #$04 0x01BCDC|$06:$BCCC:8D 91 05 STA $0591 ; NPC #$0A sprite ID 0x01BCDF|$06:$BCCF:20 6C BD JSR $BD6C 0x01BCE2|$06:$BCD2:8D 99 05 STA $0599 ; NPC #$0B sprite ID 0x01BCE5|$06:$BCD5:20 6C BD JSR $BD6C 0x01BCE8|$06:$BCD8:8D A1 05 STA $05A1 ; NPC #$0C sprite ID 0x01BCEB|$06:$BCDB:20 6C BD JSR $BD6C 0x01BCEE|$06:$BCDE:20 7C BD JSR $BD7C 0x01BCF1|$06:$BCE1:20 7C BD JSR $BD7C 0x01BCF4|$06:$BCE4:A9 0A LDA #$0A 0x01BCF6|$06:$BCE6:85 D0 STA $D0 ; Malroth status flag (#$FF = defeated, #$00 = alive, others = countdown to battle) ; control flow target (from $BD23) ; call to code in a different bank ($0F:$C3AB) 0x01BCF8|$06:$BCE8:20 AB C3 JSR $C3AB ; generate a random number and store it in $32-$33 (two passes) 0x01BCFB|$06:$BCEB:A5 32 LDA $32 ; RNG byte 0 0x01BCFD|$06:$BCED:29 0E AND #$0E 0x01BCFF|$06:$BCEF:38 SEC 0x01BD00|$06:$BCF0:E9 08 SBC #$08 0x01BD02|$06:$BCF2:85 18 STA $18 ; call to code in a different bank ($0F:$C3AB) 0x01BD04|$06:$BCF4:20 AB C3 JSR $C3AB ; generate a random number and store it in $32-$33 (two passes) 0x01BD07|$06:$BCF7:A5 32 LDA $32 ; RNG byte 0 0x01BD09|$06:$BCF9:29 0E AND #$0E 0x01BD0B|$06:$BCFB:38 SEC 0x01BD0C|$06:$BCFC:E9 08 SBC #$08 0x01BD0E|$06:$BCFE:85 19 STA $19 0x01BD10|$06:$BD00:A9 00 LDA #$00 0x01BD12|$06:$BD02:85 1C STA $1C 0x01BD14|$06:$BD04:85 1E STA $1E 0x01BD16|$06:$BD06:A9 87 LDA #$87 ; Music ID #$87: hit 2 SFX ; call to code in a different bank ($0F:$C561) 0x01BD18|$06:$BD08:20 61 C5 JSR $C561 ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]) ; call to code in a different bank ($0F:$D325) 0x01BD1B|$06:$BD0B:20 25 D3 JSR $D325 ; call to code in a different bank ($0F:$C3AB) 0x01BD1E|$06:$BD0E:20 AB C3 JSR $C3AB ; generate a random number and store it in $32-$33 (two passes) 0x01BD21|$06:$BD11:A5 32 LDA $32 ; RNG byte 0 0x01BD23|$06:$BD13:29 07 AND #$07 0x01BD25|$06:$BD15:D0 06 BNE $BD1D ; call to code in a different bank ($0F:$C511) 0x01BD27|$06:$BD17:20 11 C5 JSR $C511 ; flash screen 5 times 0x01BD2A|$06:$BD1A:4C 21 BD JMP $BD21 ; control flow target (from $BD15) 0x01BD2D|$06:$BD1D:AA TAX ; call to code in a different bank ($0F:$C1EE) 0x01BD2E|$06:$BD1E:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF ; control flow target (from $BD1A) 0x01BD31|$06:$BD21:C6 D0 DEC $D0 ; Malroth status flag (#$FF = defeated, #$00 = alive, others = countdown to battle) 0x01BD33|$06:$BD23:D0 C3 BNE $BCE8 ; control flow target (from $BD31) 0x01BD35|$06:$BD25:A9 94 LDA #$94 ; Music ID #$94: burning SFX ; call to code in a different bank ($0F:$C561) 0x01BD37|$06:$BD27:20 61 C5 JSR $C561 ; play PCM specified by A (>= #$80 = sound effect [SFX], < #$80 = background music [BGM]) ; call to code in a different bank ($0F:$D200) 0x01BD3A|$06:$BD2A:20 00 D2 JSR $D200 0x01BD3D|$06:$BD2D:A5 98 LDA $98 ; outcome of last fight? 0x01BD3F|$06:$BD2F:C9 FE CMP #$FE 0x01BD41|$06:$BD31:90 F2 BCC $BD25 0x01BD43|$06:$BD33:A9 06 LDA #$06 0x01BD45|$06:$BD35:85 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 ($0F:$FA32) 0x01BD47|$06:$BD37:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x01BD4A|$06:$BD3A:E8 ; String ID #$02E8: [wait]‘Thou hast delivered the world from Malroth's evil[.’][wait][line]‘Great is the victory and greater the rewards[.’][wait][line]‘I, Rubiss, have watched thy struggles and I am proud of thee[.’][end-FC] ; data -> code ; call to code in a different bank ($0F:$C515) 0x01BD4B|$06:$BD3B:20 15 C5 JSR $C515 ; flash screen 10 times ; call to code in a different bank ($0F:$C515) 0x01BD4E|$06:$BD3E:20 15 C5 JSR $C515 ; flash screen 10 times 0x01BD51|$06:$BD41:A9 84 LDA #$84 0x01BD53|$06:$BD43:8D 2D 06 STA $062D ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x01BD56|$06:$BD46:8D 3F 06 STA $063F ; Cannock status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x01BD59|$06:$BD49:8D 51 06 STA $0651 ; Moonbrooke status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) ; call to code in a different bank ($0F:$C77B) 0x01BD5C|$06:$BD4C:20 7B C7 JSR $C77B ; restore full HP/MP to all living party members ; call to code in a different bank ($0F:$EB76) 0x01BD5F|$06:$BD4F:20 76 EB JSR $EB76 ; open menu specified by next byte ; code -> data ; indirect data load target 0x01BD62|$06:$BD52:01 ; Menu ID #$04: Mini status window, top ; data -> code ; call to code in a different bank ($0F:$C22C) 0x01BD63|$06:$BD53:20 2C C2 JSR $C22C ; call to code in a different bank ($0F:$FA32) 0x01BD66|$06:$BD56:20 32 FA JSR $FA32 ; display string ID specified by next byte + #$0200 ; code -> data ; indirect data load target 0x01BD69|$06:$BD59:E9 ; String ID #$02E9: [wait]‘Go now!’[end-FC] ; data -> code 0x01BD6A|$06:$BD5A:A9 FF LDA #$FF 0x01BD6C|$06:$BD5C:85 D0 STA $D0 ; Malroth status flag (#$FF = defeated, #$00 = alive, others = countdown to battle) 0x01BD6E|$06:$BD5E:85 44 STA $44 ; non-saved event status (#$00 = event start, #$01 = Lianport Gremlins defeated, #$02 = met with Lianport grandfather/have no friends at Shrine SW of Cannock, #$03 = King Midenhall moved to stairs, #$04 = King Midenhall moved down stairs, #$05 = King Midenhall spoke on Midenhall 1F, #$0B = Lighthouse Wizard 7F, #$1B Lighthouse Wizard 2F spoke, #$64 = Hargon dead, #$FF = event end) 0x01BD70|$06:$BD60:A2 01 LDX #$01 ; call to code in a different bank ($0F:$D2F1) 0x01BD72|$06:$BD62:20 F1 D2 JSR $D2F1 0x01BD75|$06:$BD65:A9 00 LDA #$00 0x01BD77|$06:$BD67:85 8E STA $8E ; flag for in battle or not (#$FF)? ; call to code in a different bank ($0F:$D88F) 0x01BD79|$06:$BD69:4C 8F D8 JMP $D88F ; warp to warp point given by ($0C) ; control flow target (from $BCCF, $BCD5, $BCDB) 0x01BD7C|$06:$BD6C:A9 91 LDA #$91 ; Music ID #$91: swamp SFX ; call to code in a different bank ($0F:$C561) 0x01BD7E|$06:$BD6E: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 ($0F:$D32E) 0x01BD81|$06:$BD71:20 2E D3 JSR $D32E 0x01BD84|$06:$BD74:A2 28 LDX #$28 ; call to code in a different bank ($0F:$C1EE) 0x01BD86|$06:$BD76:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF 0x01BD89|$06:$BD79:A9 04 LDA #$04 0x01BD8B|$06:$BD7B:60 RTS ; control flow target (from $BCDE, $BCE1) 0x01BD8C|$06:$BD7C:A9 94 LDA #$94 ; Music ID #$94: burning SFX ; call to code in a different bank ($0F:$C561) 0x01BD8E|$06:$BD7E: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 ($0F:$C511) 0x01BD91|$06:$BD81:20 11 C5 JSR $C511 ; flash screen 5 times 0x01BD94|$06:$BD84:A2 11 LDX #$11 ; call to code in a different bank ($0F:$C1EE) 0x01BD96|$06:$BD86:20 EE C1 JSR $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF 0x01BD99|$06:$BD89:A9 94 LDA #$94 ; Music ID #$94: burning SFX ; call to code in a different bank ($0F:$C561) 0x01BD9B|$06:$BD8B: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 ($0F:$C511) 0x01BD9E|$06:$BD8E:20 11 C5 JSR $C511 ; flash screen 5 times 0x01BDA1|$06:$BD91:A2 32 LDX #$32 ; call to code in a different bank ($0F:$C1EE) 0x01BDA3|$06:$BD93:4C EE C1 JMP $C1EE ; set $6007 = #$00, set $00 = #$01, wait for X interrupts, set $00 = #$FF ; indirect control flow target (via $8044) 0x01BDA6|$06:$BD96:AD AD 61 LDA $61AD 0x01BDA9|$06:$BD99:D0 51 BNE $BDEC 0x01BDAB|$06:$BD9B:A9 FF LDA #$FF 0x01BDAD|$06:$BD9D:8D 41 05 STA $0541 ; NPC #$00 sprite ID 0x01BDB0|$06:$BDA0:8D 49 05 STA $0549 ; NPC #$01 sprite ID 0x01BDB3|$06:$BDA3:8D 51 05 STA $0551 ; NPC #$02 sprite ID 0x01BDB6|$06:$BDA6:A5 CF LDA $CF ; ship status (#$04 = on ship, #$02 = own ship, #$01 = beat Lianport Gremlins) 0x01BDB8|$06:$BDA8:29 04 AND #$04 0x01BDBA|$06:$BDAA:F0 07 BEQ $BDB3 0x01BDBC|$06:$BDAC:A9 05 LDA #$05 0x01BDBE|$06:$BDAE:8D 41 05 STA $0541 ; NPC #$00 sprite ID 0x01BDC1|$06:$BDB1:D0 13 BNE $BDC6 ; control flow target (from $BDAA) 0x01BDC3|$06:$BDB3:A2 07 LDX #$07 0x01BDC5|$06:$BDB5:A9 84 LDA #$84 0x01BDC7|$06:$BDB7:85 0E STA $0E 0x01BDC9|$06:$BDB9:20 ED BD JSR $BDED 0x01BDCC|$06:$BDBC:A9 04 LDA #$04 0x01BDCE|$06:$BDBE:85 0E STA $0E 0x01BDD0|$06:$BDC0:20 ED BD JSR $BDED 0x01BDD3|$06:$BDC3:20 10 BE JSR $BE10 ; control flow target (from $BDB1) 0x01BDD6|$06:$BDC6:A0 00 LDY #$00 ; control flow target (from $BDEA) 0x01BDD8|$06:$BDC8:B9 41 05 LDA $0541,Y ; NPC #$00 sprite ID 0x01BDDB|$06:$BDCB:C9 FF CMP #$FF 0x01BDDD|$06:$BDCD:D0 14 BNE $BDE3 0x01BDDF|$06:$BDCF:A9 00 LDA #$00 0x01BDE1|$06:$BDD1:99 3A 05 STA $053A,Y 0x01BDE4|$06:$BDD4:99 3B 05 STA $053B,Y 0x01BDE7|$06:$BDD7:99 3C 05 STA $053C,Y ; NPC #$00 ? 0x01BDEA|$06:$BDDA:99 3D 05 STA $053D,Y ; NPC #$00 ? 0x01BDED|$06:$BDDD:99 3E 05 STA $053E,Y ; NPC #$00 ? 0x01BDF0|$06:$BDE0:99 3F 05 STA $053F,Y ; NPC #$00 ? ; control flow target (from $BDCD) 0x01BDF3|$06:$BDE3:98 TYA 0x01BDF4|$06:$BDE4:18 CLC 0x01BDF5|$06:$BDE5:69 08 ADC #$08 0x01BDF7|$06:$BDE7:A8 TAY 0x01BDF8|$06:$BDE8:C9 18 CMP #$18 0x01BDFA|$06:$BDEA:D0 DC BNE $BDC8 ; control flow target (from $BD99) 0x01BDFC|$06:$BDEC:60 RTS ; control flow target (from $BDB9, $BDC0) 0x01BDFD|$06:$BDED:A0 00 LDY #$00 0x01BDFF|$06:$BDEF:84 0C STY $0C ; control flow target (from $BE0D) 0x01BE01|$06:$BDF1:B9 2D 06 LDA $062D,Y ; Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence) 0x01BE04|$06:$BDF4:29 84 AND #$84 0x01BE06|$06:$BDF6:C5 0E CMP $0E 0x01BE08|$06:$BDF8:D0 0A BNE $BE04 0x01BE0A|$06:$BDFA:A5 0C LDA $0C 0x01BE0C|$06:$BDFC:9D 3A 05 STA $053A,X 0x01BE0F|$06:$BDFF:8A TXA 0x01BE10|$06:$BE00:18 CLC 0x01BE11|$06:$BE01:69 08 ADC #$08 0x01BE13|$06:$BE03:AA TAX ; control flow target (from $BDF8) 0x01BE14|$06:$BE04:E6 0C INC $0C 0x01BE16|$06:$BE06:98 TYA 0x01BE17|$06:$BE07:18 CLC 0x01BE18|$06:$BE08:69 12 ADC #$12 0x01BE1A|$06:$BE0A:A8 TAY 0x01BE1B|$06:$BE0B:C9 36 CMP #$36 0x01BE1D|$06:$BE0D:D0 E2 BNE $BDF1 0x01BE1F|$06:$BE0F:60 RTS ; control flow target (from $BDC3) 0x01BE20|$06:$BE10:A5 45 LDA $45 0x01BE22|$06:$BE12:C9 FF CMP #$FF 0x01BE24|$06:$BE14:D0 01 BNE $BE17 0x01BE26|$06:$BE16:60 RTS ; control flow target (from $BE14) 0x01BE27|$06:$BE17:C9 00 CMP #$00 0x01BE29|$06:$BE19:D0 08 BNE $BE23 0x01BE2B|$06:$BE1B:A9 02 LDA #$02 ; control flow target (from $BE57, $BE5F, $BE67, $BE6F) 0x01BE2D|$06:$BE1D:8D 40 05 STA $0540 ; NPC #$00 ? + direction nybble 0x01BE30|$06:$BE20:4C 27 BE JMP $BE27 ; control flow target (from $BE19) 0x01BE33|$06:$BE23:C9 01 CMP #$01 0x01BE35|$06:$BE25:D0 2A BNE $BE51 ; control flow target (from $BE20) 0x01BE37|$06:$BE27:AD 3A 05 LDA $053A 0x01BE3A|$06:$BE2A:8D 42 05 STA $0542 ; NPC #$00 ? 0x01BE3D|$06:$BE2D:8D 4A 05 STA $054A ; NPC #$01 scripted motion low byte 0x01BE40|$06:$BE30:AD 3B 05 LDA $053B 0x01BE43|$06:$BE33:8D 43 05 STA $0543 ; NPC #$00 ? 0x01BE46|$06:$BE36:8D 4B 05 STA $054B ; NPC #$01 scripted motion high byte 0x01BE49|$06:$BE39:AD 40 05 LDA $0540 ; NPC #$00 ? + direction nybble 0x01BE4C|$06:$BE3C:8D 48 05 STA $0548 ; NPC #$01 ? + direction nybble 0x01BE4F|$06:$BE3F:8D 50 05 STA $0550 ; NPC #$02 ? + direction nybble 0x01BE52|$06:$BE42:A9 00 LDA #$00 0x01BE54|$06:$BE44:8D 44 05 STA $0544 ; NPC #$01 ? 0x01BE57|$06:$BE47:8D 45 05 STA $0545 ; NPC #$01 ? 0x01BE5A|$06:$BE4A:8D 4C 05 STA $054C ; NPC #$02 ? 0x01BE5D|$06:$BE4D:8D 4D 05 STA $054D ; NPC #$02 ? 0x01BE60|$06:$BE50:60 RTS ; control flow target (from $BE25) 0x01BE61|$06:$BE51:C9 03 CMP #$03 0x01BE63|$06:$BE53:D0 04 BNE $BE59 0x01BE65|$06:$BE55:A9 03 LDA #$03 0x01BE67|$06:$BE57:D0 C4 BNE $BE1D ; control flow target (from $BE53) 0x01BE69|$06:$BE59:C9 04 CMP #$04 0x01BE6B|$06:$BE5B:D0 04 BNE $BE61 0x01BE6D|$06:$BE5D:A9 01 LDA #$01 0x01BE6F|$06:$BE5F:D0 BC BNE $BE1D ; control flow target (from $BE5B) 0x01BE71|$06:$BE61:C9 09 CMP #$09 0x01BE73|$06:$BE63:D0 04 BNE $BE69 0x01BE75|$06:$BE65:A9 00 LDA #$00 0x01BE77|$06:$BE67:F0 B4 BEQ $BE1D ; control flow target (from $BE63) 0x01BE79|$06:$BE69:C9 0A CMP #$0A 0x01BE7B|$06:$BE6B:D0 04 BNE $BE71 0x01BE7D|$06:$BE6D:A9 02 LDA #$02 0x01BE7F|$06:$BE6F:D0 AC BNE $BE1D ; control flow target (from $BE6B) 0x01BE81|$06:$BE71:C9 02 CMP #$02 0x01BE83|$06:$BE73:D0 47 BNE $BEBC 0x01BE85|$06:$BE75:A5 17 LDA $17 ; current map Y-pos (1) 0x01BE87|$06:$BE77:D0 04 BNE $BE7D ; control flow target (from $BEC6) 0x01BE89|$06:$BE79:A9 02 LDA #$02 0x01BE8B|$06:$BE7B:D0 16 BNE $BE93 ; control flow target (from $BE77) 0x01BE8D|$06:$BE7D:A5 16 LDA $16 ; current map X-pos (1) 0x01BE8F|$06:$BE7F:C5 21 CMP $21 ; map width 0x01BE91|$06:$BE81:D0 04 BNE $BE87 ; control flow target (from $BECA) 0x01BE93|$06:$BE83:A9 03 LDA #$03 0x01BE95|$06:$BE85:D0 0C BNE $BE93 ; control flow target (from $BE81) 0x01BE97|$06:$BE87:A5 16 LDA $16 ; current map X-pos (1) 0x01BE99|$06:$BE89:D0 04 BNE $BE8F ; control flow target (from $BEC2) 0x01BE9B|$06:$BE8B:A9 01 LDA #$01 0x01BE9D|$06:$BE8D:D0 04 BNE $BE93 ; control flow target (from $BE89, $BEBE) 0x01BE9F|$06:$BE8F:A9 00 LDA #$00 0x01BEA1|$06:$BE91:F0 00 BEQ $BE93 ; useless op ; control flow target (from $BE7B, $BE85, $BE8D, $BE91) 0x01BEA3|$06:$BE93:8D 40 05 STA $0540 ; NPC #$00 ? + direction nybble 0x01BEA6|$06:$BE96:8D 48 05 STA $0548 ; NPC #$01 ? + direction nybble 0x01BEA9|$06:$BE99:8D 50 05 STA $0550 ; NPC #$02 ? + direction nybble 0x01BEAC|$06:$BE9C:0A ASL 0x01BEAD|$06:$BE9D:0A ASL 0x01BEAE|$06:$BE9E:0A ASL 0x01BEAF|$06:$BE9F:AA TAX 0x01BEB0|$06:$BEA0:A0 08 LDY #$08 ; control flow target (from $BEB9) 0x01BEB2|$06:$BEA2:A9 04 LDA #$04 0x01BEB4|$06:$BEA4:85 2E STA $2E ; control flow target (from $BEB0) 0x01BEB6|$06:$BEA6:BD CD BE LDA $BECD,X 0x01BEB9|$06:$BEA9:99 3A 05 STA $053A,Y 0x01BEBC|$06:$BEAC:C8 INY 0x01BEBD|$06:$BEAD:E8 INX 0x01BEBE|$06:$BEAE:C6 2E DEC $2E 0x01BEC0|$06:$BEB0:D0 F4 BNE $BEA6 0x01BEC2|$06:$BEB2:98 TYA 0x01BEC3|$06:$BEB3:18 CLC 0x01BEC4|$06:$BEB4:69 04 ADC #$04 0x01BEC6|$06:$BEB6:A8 TAY 0x01BEC7|$06:$BEB7:C9 18 CMP #$18 0x01BEC9|$06:$BEB9:D0 E7 BNE $BEA2 0x01BECB|$06:$BEBB:60 RTS ; control flow target (from $BE73) 0x01BECC|$06:$BEBC:C9 05 CMP #$05 0x01BECE|$06:$BEBE:F0 CF BEQ $BE8F 0x01BED0|$06:$BEC0:C9 06 CMP #$06 0x01BED2|$06:$BEC2:F0 C7 BEQ $BE8B 0x01BED4|$06:$BEC4:C9 07 CMP #$07 0x01BED6|$06:$BEC6:F0 B1 BEQ $BE79 0x01BED8|$06:$BEC8:C9 08 CMP #$08 0x01BEDA|$06:$BECA:F0 B7 BEQ $BE83 0x01BEDC|$06:$BECC:60 RTS ; code -> data ; indexed data load target (from $BEA6) 0x01BEDD|$06:$BECD:80 7F 00 01 0x01BEE1|$06:$BED1:80 8F 00 01 0x01BEE5|$06:$BED5:70 6F FF 00 0x01BEE9|$06:$BED9:60 6F FF 00 0x01BEED|$06:$BEDD:80 5F 00 FF 0x01BEF1|$06:$BEE1:80 4F 00 FF ; indirect data load target 0x01BEF5|$06:$BEE5:90 6F 01 00 0x01BEF9|$06:$BEE9:A0 6F 01 00 ; data -> code ; X = 1 => CLC and update $0C-$0D to warp point data to use if Outside allowed from current map, SEC otherwise, X = 2 => CLC and update $0C-$0D to warp point data to use if Return allowed from current map, SEC otherwise, X = 3 => disembark from ship and update ship position based on last save point ID $48 ; indirect control flow target (via $8046) 0x01BEFD|$06:$BEED:CA DEX 0x01BEFE|$06:$BEEE:F0 08 BEQ $BEF8 ; CLC and update $0C-$0D to warp point data to use if Outside allowed from current map 0x01BF00|$06:$BEF0:CA DEX 0x01BF01|$06:$BEF1:F0 47 BEQ $BF3A ; CLC and update $0C-$0D to warp point data to use if Return allowed from current map 0x01BF03|$06:$BEF3:CA DEX 0x01BF04|$06:$BEF4:F0 69 BEQ $BF5F ; disembark from ship and update ship position based on last save point ID $48 0x01BF06|$06:$BEF6:38 SEC 0x01BF07|$06:$BEF7:60 RTS ; CLC and update $0C-$0D to warp point data to use if Outside allowed from current map ; control flow target (from $BEEE) 0x01BF08|$06:$BEF8:A5 31 LDA $31 ; current map ID 0x01BF0A|$06:$BEFA:C9 17 CMP #$17 ; Map ID #$17: Hargon's Castle 7F 0x01BF0C|$06:$BEFC:D0 11 BNE $BF0F ; Hargon's Castle 7F is special: after defeating Hargon, you can't escape before defeating Malroth 0x01BF0E|$06:$BEFE:A5 D0 LDA $D0 ; Malroth status flag (#$FF = defeated, #$00 = alive, others = countdown to battle) 0x01BF10|$06:$BF00:30 07 BMI $BF09 ; Outside from Hargon's Castle 7F is okay 0x01BF12|$06:$BF02:AD 61 05 LDA $0561 ; NPC #$04 sprite ID; #$FF if Hargon defeated 0x01BF15|$06:$BF05:C9 FF CMP #$FF 0x01BF17|$06:$BF07:F0 1A BEQ $BF23 ; SEC to flag Outside not allowed for calling code ; Outside from Hargon's Castle 7F is okay ; control flow target (from $BF00) 0x01BF19|$06:$BF09:A9 44 LDA #$44 ; Map ID #$44: Hargon's Castle 2F 0x01BF1B|$06:$BF0B:A0 07 LDY #$07 ; first floor index for Map ID #$44: Hargon's Castle 2F 0x01BF1D|$06:$BF0D:D0 16 BNE $BF25 ; Outside is allowed ; control flow target (from $BEFC) 0x01BF1F|$06:$BF0F:C9 18 CMP #$18 ; Map ID #$18: Charlock Castle B8 0x01BF21|$06:$BF11:D0 06 BNE $BF19 ; Charlock Castle B8 is not considered a dungeon, so handle it specially 0x01BF23|$06:$BF13:A9 34 LDA #$34 ; Map ID #$34: Charlock Castle B1/B2 0x01BF25|$06:$BF15:A0 03 LDY #$03 ; first floor index for Map ID #$34: Charlock Castle B1/B2 0x01BF27|$06:$BF17:D0 0C BNE $BF25 ; Outside is allowed ; control flow target (from $BF11) 0x01BF29|$06:$BF19:A0 0C LDY #$0C ; for everything else, start scanning the first floor list ; control flow target (from $BF21) 0x01BF2B|$06:$BF1B:D9 82 BF CMP $BF82,Y ; dungeon first floors 0x01BF2E|$06:$BF1E:B0 05 BCS $BF25 ; Outside is allowed 0x01BF30|$06:$BF20:88 DEY 0x01BF31|$06:$BF21:10 F8 BPL $BF1B ; if more first floors to check, check them ; SEC to flag Outside not allowed for calling code ; control flow target (from $BF07) 0x01BF33|$06:$BF23:38 SEC 0x01BF34|$06:$BF24:60 RTS ; Outside is allowed ; control flow target (from $BF0D, $BF17, $BF1E) 0x01BF35|$06:$BF25:38 SEC 0x01BF36|$06:$BF26:F9 82 BF SBC $BF82,Y ; dungeon first floors 0x01BF39|$06:$BF29:85 0E STA $0E ; floor number 0x01BF3B|$06:$BF2B:98 TYA 0x01BF3C|$06:$BF2C:0A ASL 0x01BF3D|$06:$BF2D:A8 TAY 0x01BF3E|$06:$BF2E:B9 8F BF LDA $BF8F,Y ; pointer to warp point data used when casting Outside 0x01BF41|$06:$BF31:85 0C STA $0C 0x01BF43|$06:$BF33:B9 90 BF LDA $BF90,Y 0x01BF46|$06:$BF36:85 0D STA $0D 0x01BF48|$06:$BF38:18 CLC 0x01BF49|$06:$BF39:60 RTS ; CLC and update $0C-$0D to warp point data to use if Return allowed from current map ; control flow target (from $BEF1) 0x01BF4A|$06:$BF3A:A5 31 LDA $31 ; current map ID 0x01BF4C|$06:$BF3C:F0 1F BEQ $BF5D ; SEC to flag Return disallowed for calling code; Map ID #$00: Fake Midenhall 0x01BF4E|$06:$BF3E:C9 2B CMP #$2B ; map IDs >= #$2B are dungeon maps 0x01BF50|$06:$BF40:B0 1B BCS $BF5D ; SEC to flag Return disallowed for calling code 0x01BF52|$06:$BF42:C9 17 CMP #$17 ; Map ID #$17: Hargon's Castle 7F 0x01BF54|$06:$BF44:F0 17 BEQ $BF5D ; SEC to flag Return disallowed for calling code 0x01BF56|$06:$BF46:C9 18 CMP #$18 ; Map ID #$18: Charlock Castle B8 0x01BF58|$06:$BF48:F0 13 BEQ $BF5D ; SEC to flag Return disallowed for calling code 0x01BF5A|$06:$BF4A:20 5F BF JSR $BF5F ; disembark from ship and update ship position based on last save point ID $48 0x01BF5D|$06:$BF4D:A5 48 LDA $48 ; last save point ID 0x01BF5F|$06:$BF4F:0A ASL 0x01BF60|$06:$BF50:A8 TAY 0x01BF61|$06:$BF51:B9 A9 BF LDA $BFA9,Y ; pointer to warp point data used when casting Return 0x01BF64|$06:$BF54:85 0C STA $0C 0x01BF66|$06:$BF56:B9 AA BF LDA $BFAA,Y 0x01BF69|$06:$BF59:85 0D STA $0D 0x01BF6B|$06:$BF5B:18 CLC ; CLC to flag Return allowed for calling code 0x01BF6C|$06:$BF5C:60 RTS ; SEC to flag Return disallowed for calling code ; control flow target (from $BF3C, $BF40, $BF44, $BF48) 0x01BF6D|$06:$BF5D:38 SEC 0x01BF6E|$06:$BF5E:60 RTS ; disembark from ship and update ship position based on last save point ID $48 ; control flow target (from $BEF4, $BF4A) 0x01BF6F|$06:$BF5F:A5 CF LDA $CF ; ship status (#$04 = on ship, #$02 = own ship, #$01 = beat Lianport Gremlins) 0x01BF71|$06:$BF61:29 03 AND #$03 0x01BF73|$06:$BF63:85 CF STA $CF ; ship status (#$04 = on ship, #$02 = own ship, #$01 = beat Lianport Gremlins) 0x01BF75|$06:$BF65:A5 48 LDA $48 ; last save point ID 0x01BF77|$06:$BF67:0A ASL 0x01BF78|$06:$BF68:A8 TAY 0x01BF79|$06:$BF69:B9 74 BF LDA $BF74,Y ; ship X-pos after warp 0x01BF7C|$06:$BF6C:85 D2 STA $D2 ; ship X-pos (when you aren't on it) 0x01BF7E|$06:$BF6E:B9 75 BF LDA $BF75,Y ; ship Y-pos after warp 0x01BF81|$06:$BF71:85 D3 STA $D3 ; ship Y-pos (when you aren't on it) 0x01BF83|$06:$BF73:60 RTS ; code -> data ; ship X-pos after warp ; indexed data load target (from $BF69) 0x01BF84|$06:$BF74:D4 ; ship Y-pos after warp ; indexed data load target (from $BF6E) 0x01BF85|$06:$BF75: 3C ; Save Point ID #$00: Midenhall 2F 0x01BF86|$06:$BF76:A4 09 ; Save Point ID #$01: Cannock ; indirect data load target 0x01BF88|$06:$BF78:3B 2E ; Save Point ID #$02: Tantegel 0x01BF8A|$06:$BF7A:DA 91 ; Save Point ID #$03: Osterfair 0x01BF8C|$06:$BF7C:1F C5 ; Save Point ID #$04: Beran 0x01BF8E|$06:$BF7E:1F C5 ; Save Point ID #$05: Rhone Shrine 0x01BF90|$06:$BF80:78 58 ; Save Point ID #$06: Hamlin ; dungeon first floors ; indexed data load target (from $BF1B, $BF26) 0x01BF92|$06:$BF82:2B ; Map ID #$2B: Cave to Hamlin 0x01BF93|$06:$BF83:2C ; Map ID #$2C: Lake Cave B1 0x01BF94|$06:$BF84:2E ; Map ID #$2E: Sea Cave B1 0x01BF95|$06:$BF85:34 ; Map ID #$34: Charlock Castle B1/B2 0x01BF96|$06:$BF86:37 ; Map ID #$37: Cave to Rhone B1 0x01BF97|$06:$BF87:40 ; Map ID #$40: Spring of Bravery 0x01BF98|$06:$BF88:43 ; Map ID #$43: Cave to Rimuldar 0x01BF99|$06:$BF89:44 ; Map ID #$44: Hargon's Castle 2F 0x01BF9A|$06:$BF8A:49 ; Map ID #$49: Moon Tower 1F 0x01BF9B|$06:$BF8B:50 ; Map ID #$50: Lighthouse 1F 0x01BF9C|$06:$BF8C:58 ; Map ID #$58: Wind Tower 1F 0x01BF9D|$06:$BF8D:60 ; Map ID #$60: Dragon Horn South 1F 0x01BF9E|$06:$BF8E:66 ; Map ID #$66: Dragon Horn North 1F ; pointer to warp point data used when casting Outside ; indexed data load target (from $BF2E) ; indirect data load target 0x01BF9F|$06:$BF8F:A8 ; indexed data load target (from $BF33) 0x01BFA0|$06:$BF90: A2 ; $02:$A2A8; Map ID #$2B: Cave to Hamlin 0x01BFA1|$06:$BF91:CF A2 ; $02:$A2CF; Map ID #$2C: Lake Cave B1 0x01BFA3|$06:$BF93:D2 A2 ; $02:$A2D2; Map ID #$2E: Sea Cave B1 0x01BFA5|$06:$BF95:D8 A2 ; $02:$A2D8; Map ID #$34: Charlock Castle B1/B2 0x01BFA7|$06:$BF97:DE A2 ; $02:$A2DE; Map ID #$37: Cave to Rhone B1 0x01BFA9|$06:$BF99:ED A2 ; $02:$A2ED; Map ID #$40: Spring of Bravery 0x01BFAB|$06:$BF9B:EA A2 ; $02:$A2EA; Map ID #$43: Cave to Rimuldar 0x01BFAD|$06:$BF9D:A2 A2 ; $02:$A2A2; Map ID #$44: Hargon's Castle 2F 0x01BFAF|$06:$BF9F:E1 A2 ; $02:$A2E1; Map ID #$49: Moon Tower 1F 0x01BFB1|$06:$BFA1:DB A2 ; $02:$A2DB; Map ID #$50: Lighthouse 1F 0x01BFB3|$06:$BFA3:D5 A2 ; $02:$A2D5; Map ID #$58: Wind Tower 1F 0x01BFB5|$06:$BFA5:E4 A2 ; $02:$A2E4; Map ID #$60: Dragon Horn South 1F 0x01BFB7|$06:$BFA7:E7 A2 ; $02:$A2E7; Map ID #$66: Dragon Horn North 1F ; pointer to warp point data used when casting Return ; indexed data load target (from $BF51) ; indirect data load target 0x01BFB9|$06:$BFA9:69 ; indexed data load target (from $BF56) 0x01BFBA|$06:$BFAA: A2 ; $02:$A269; warp point data (map ID, X-pos, Y-pos) used when casting Return; Save Point ID #$00: Midenhall 2F 0x01BFBB|$06:$BFAB:6C A2 ; $02:$A26C; Save Point ID #$01: Cannock 0x01BFBD|$06:$BFAD:6F A2 ; $02:$A26F; Save Point ID #$02: Tantegel 0x01BFBF|$06:$BFAF:72 A2 ; $02:$A272; Save Point ID #$03: Osterfair 0x01BFC1|$06:$BFB1:75 A2 ; $02:$A275; Save Point ID #$04: Beran 0x01BFC3|$06:$BFB3:78 A2 ; $02:$A278; Save Point ID #$05: Rhone Shrine 0x01BFC5|$06:$BFB5:7B A2 ; $02:$A27B; Save Point ID #$06: Hamlin ; data -> free ; indirect data load target 0x01BFC7|$06:$BFB7:FF ; ... skipping $1F FF bytes ; indirect data load target 0x01BFE7|$06:$BFD7:FF ; free -> unknown 0x01BFE8|$06:$BFD8:78 ; SEI 0x01BFE9|$06:$BFD9:EE DF BF ; INC $BFDF 0x01BFEA|$06:$BFDA:DF ; INVALID OPCODE 0x01BFEB|$06:$BFDB:BF ; INVALID OPCODE 0x01BFEC|$06:$BFDC:4C 86 FF ; JMP $FF86 0x01BFED|$06:$BFDD:86 FF ; STX $FF 0x01BFEE|$06:$BFDE:FF ; INVALID OPCODE 0x01BFEF|$06:$BFDF:80 ; INVALID OPCODE 0x01BFF0|$06:$BFE0:44 ; INVALID OPCODE 0x01BFF1|$06:$BFE1:52 ; INVALID OPCODE 0x01BFF2|$06:$BFE2:41 47 ; EOR ($47,X) 0x01BFF3|$06:$BFE3:47 ; INVALID OPCODE 0x01BFF4|$06:$BFE4:4F ; INVALID OPCODE 0x01BFF5|$06:$BFE5:4E 20 57 ; LSR $5720 0x01BFF6|$06:$BFE6:20 57 41 ; JSR $4157 0x01BFF7|$06:$BFE7:57 ; INVALID OPCODE 0x01BFF8|$06:$BFE8:41 52 ; EOR ($52,X) 0x01BFF9|$06:$BFE9:52 ; INVALID OPCODE 0x01BFFA|$06:$BFEA:52 ; INVALID OPCODE 0x01BFFB|$06:$BFEB:49 4F ; EOR #$4F 0x01BFFC|$06:$BFEC:4F ; INVALID OPCODE 0x01BFFD|$06:$BFED:52 ; INVALID OPCODE 0x01BFFE|$06:$BFEE:53 ; INVALID OPCODE 0x01BFFF|$06:$BFEF:32 ; INVALID OPCODE 0x01C000|$06:$BFF0:FF ; INVALID OPCODE 0x01C001|$06:$BFF1:FF ; INVALID OPCODE 0x01C002|$06:$BFF2:00 ; BRK 0x01C003|$06:$BFF3:00 ; BRK 0x01C004|$06:$BFF4:48 ; PHA 0x01C005|$06:$BFF5:04 ; INVALID OPCODE 0x01C006|$06:$BFF6:01 0F ; ORA ($0F,X) 0x01C007|$06:$BFF7:0F ; INVALID OPCODE 0x01C008|$06:$BFF8:07 ; INVALID OPCODE 0x01C009|$06:$BFF9:9D D8 BF ; STA $BFD8,X 0x01C00A|$06:$BFFA:D8 ; CLD 0x01C00B|$06:$BFFB:BF ; INVALID OPCODE 0x01C00C|$06:$BFFC:D8 ; CLD 0x01C00D|$06:$BFFD:BF ; INVALID OPCODE 0x01C00E|$06:$BFFE:D8 ; CLD 0x01C00F|$06:$BFFF:BF ; INVALID OPCODE