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Final Fantasy VI/ROM map/Assembly C0B

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< Final Fantasy VI‎ | ROM map
Revision as of 18:30, 28 October 2013 by HatZen08 (talk | contribs) (assembly C0B)
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Grant Sabin the Bum Rush
(gen. act. 90)

C0/B002:	AD281D  	LDA $1D28	
C0/B005:	0980    	ORA #$80
C0/B007:	8D281D  	STA $1D28
C0/B00A:	A901    	LDA #$01
C0/B00C:	4C5C9B  	JMP $9B5C


Invoke name change screen for character xx
(gen. act. 98)

C0/B00F:	20AD9D  	JSR $9DAD	
C0/B012:	C220    	REP #$20      (16 bit accum./memory)
C0/B014:	98      	TYA
C0/B015:	18      	CLC
C0/B016:	690016  	ADC #$1600
C0/B019:	8D0102  	STA $0201
C0/B01C:	7B      	TDC 
C0/B01D:	E220    	SEP #$20      (8 bit accum./memory)
C0/B01F:	A901    	LDA #$01
C0/B021:	8D0002  	STA $0200
C0/B024:	20CAC6  	JSR $C6CA      (make a call to the menu, invoke name changing screen)
C0/B027:	A901    	LDA #$01
C0/B029:	8584    	STA $84
C0/B02B:	A9E0    	LDA #$E0
C0/B02D:	8DFA11  	STA $11FA
C0/B030:	A902    	LDA #$02
C0/B032:	4C709B  	JMP $9B70


Invoke party selection screen:  xx = number of groups
(gen. act. 99)

C0/B035:	AC0308  	LDY $0803	
C0/B038:	8CFB07  	STY $07FB
C0/B03B:	A0D907  	LDY #$07D9
C0/B03E:	8CFD07  	STY $07FD
C0/B041:	8CFF07  	STY $07FF
C0/B044:	8C0108  	STY $0801
C0/B047:	A5EB    	LDA $EB        (load number of groups)
C0/B049:	8D0102  	STA $0201      (save)
C0/B04C:	A6EC    	LDX $EC        (load characters to force into party)
C0/B04E:	8E0202  	STX $0202      (save)
C0/B051:	A904    	LDA #$04
C0/B053:	8D0002  	STA $0200      (queue up C3/012B->C3/70E7)
C0/B056:	20CAC6  	JSR $C6CA      (make a call to the menu, invoke party selection screen at above)
C0/B059:	204A71  	JSR $714A
C0/B05C:	20676F  	JSR $6F67
C0/B05F:	A901    	LDA #$01
C0/B061:	8584    	STA $84
C0/B063:	A9C0    	LDA #$C0
C0/B065:	8DFA11  	STA $11FA
C0/B068:	A904    	LDA #$04
C0/B06A:	4C709B  	JMP $9B70

Invoke Shop XX
(gen. act. 9B)

C0/B06D:	A5EB    	LDA $EB
C0/B06F:	8D0102  	STA $0201
C0/B072:	AC0308  	LDY $0803
C0/B075:	B97908  	LDA $0879,Y
C0/B078:	8D0202  	STA $0202
C0/B07B:	A903    	LDA #$03
C0/B07D:	8D0002  	STA $0200
C0/B080:	20CAC6  	JSR $C6CA      (make a call to the menu, invoke a shop)
C0/B083:	A901    	LDA #$01
C0/B085:	8584    	STA $84
C0/B087:	A902    	LDA #$02
C0/B089:	4C709B  	JMP $9B70


Optimum equip character XX
(gen. act. 9C)

C0/B08C:	A5EB    	LDA $EB        (load parameter)
C0/B08E:	8D0102  	STA $0201      (store as character to equip)
C0/B091:	20B3C6  	JSR $C6B3      (equip the character in $0201)
C0/B094:	20F36C  	JSR $6CF3      (perform "equipment check" on the current party)
C0/B097:	A902    	LDA #$02
C0/B099:	4C5C9B  	JMP $9B5C

Invoke Party Order screen for final battle
(gen. act. 9D)

C0/B09C:	A908    	LDA #$08
C0/B09E:	8D0002  	STA $0200
C0/B0A1:	20CAC6  	JSR $C6CA      (make a call to the menu, invoke party selection for final battle)
C0/B0A4:	A901    	LDA #$01
C0/B0A6:	8584    	STA $84
C0/B0A8:	A9E0    	LDA #$E0
C0/B0AA:	8DFA11  	STA $11FA
C0/B0AD:	A901    	LDA #$01
C0/B0AF:	4C709B  	JMP $9B70


Invoke Colosseum Item Screen
(gen. act. 9A)
C0/B0B2:	A907    	LDA #$07	
C0/B0B4:	8D0002  	STA $0200
C0/B0B7:	20CAC6  	JSR $C6CA      (make a call to the menu, invoke Colliseum)
C0/B0BA:	AD0502  	LDA $0205      (load item bet)
C0/B0BD:	C9FF    	CMP #$FF       (is it nothing?)
C0/B0BF:	F004    	BEQ $B0C5      (branch if so)
C0/B0C1:	A940    	LDA #$40
C0/B0C3:	8001    	BRA $B0C6
C0/B0C5:	7B      	TDC 
C0/B0C6:	851A    	STA $1A
C0/B0C8:	ADBD1E  	LDA $1EBD
C0/B0CB:	29BF    	AND #$BF
C0/B0CD:	051A    	ORA $1A
C0/B0CF:	8DBD1E  	STA $1EBD
C0/B0D2:	A9C0    	LDA #$C0
C0/B0D4:	8DFA11  	STA $11FA
C0/B0D7:	A901    	LDA #$01
C0/B0D9:	8584    	STA $84
C0/B0DB:	A901    	LDA #$01
C0/B0DD:	4C709B  	JMP $9B70

Set timer to XXXX jiffies, jump to YYYY on expiration, flags ZZ (includes index, etc.)
(gen. act. A0) (5 params)
bytes 1 & 2 (0 being gen. act. A0) is the time
For bytes 3, 4, & 5:
bits 0-17 (0x03FFFF) is the event to jump to when the timer expires
bits 18-19 (0x0C0000) is the timer to set
bit 20 (0x100000) makes the timer override the game clock
bit 21 (0x200000) is unknown
bit 22 (0x400000) sets the timer to display on maps (if the tileset supports it)
bit 23 (0x800000) will pause the timer during battle and menu execution
C0/B0E0:	A5EF    	LDA $EF	
C0/B0E2:	290C    	AND #$0C
C0/B0E4:	851A    	STA $1A
C0/B0E6:	4A      	LSR A
C0/B0E7:	18      	CLC
C0/B0E8:	651A    	ADC $1A
C0/B0EA:	A8      	TAY
C0/B0EB:	A5EB    	LDA $EB
C0/B0ED:	998911  	STA $1189,Y
C0/B0F0:	A5EC    	LDA $EC
C0/B0F2:	998A11  	STA $118A,Y
C0/B0F5:	A5ED    	LDA $ED
C0/B0F7:	998B11  	STA $118B,Y
C0/B0FA:	A5EE    	LDA $EE
C0/B0FC:	998C11  	STA $118C,Y
C0/B0FF:	A5EF    	LDA $EF
C0/B101:	998811  	STA $1188,Y
C0/B104:	2903    	AND #$03
C0/B106:	998D11  	STA $118D,Y
C0/B109:	A906    	LDA #$06
C0/B10B:	4C5C9B  	JMP $9B5C


Reset timer XX
(gen. act. A1)(1 param)
(param * 6 = Y)

C0/B10E:	A5EB    	LDA $EB	
C0/B110:	0A      	ASL A
C0/B111:	851A    	STA $1A
C0/B113:	0A      	ASL A
C0/B114:	18      	CLC
C0/B115:	651A    	ADC $1A
C0/B117:	A8      	TAY
C0/B118:	7B      	TDC 
C0/B119:	998811  	STA $1188,Y
C0/B11C:	998911  	STA $1189,Y
C0/B11F:	998A11  	STA $118A,Y
C0/B122:	998B11  	STA $118B,Y
C0/B125:	998C11  	STA $118C,Y
C0/B128:	998D11  	STA $118D,Y
C0/B12B:	A902    	LDA #$02
C0/B12D:	4C5C9B  	JMP $9B5C


(gen. act. A2)

C0/B130:	202CCD  	JSR $CD2C	
C0/B133:	A901    	LDA #$01
C0/B135:	4C5C9B  	JMP $9B5C


Repeat the the following commands (until B1 is encountered) xx times
(gen. act. B0)

C0/B138:	A902    	LDA #$02	
C0/B13A:	20829B  	JSR $9B82
C0/B13D:	A5EB    	LDA $EB
C0/B13F:	9DC405  	STA $05C4,X
C0/B142:	4C6D9A  	JMP $9A6D


End block of commands to repeat (ends repeat)
(gen. act. B1)

C0/B145:	A6E8    	LDX $E8	
C0/B147:	BDC405  	LDA $05C4,X
C0/B14A:	3A      	DEC A
C0/B14B:	9DC405  	STA $05C4,X
C0/B14E:	F012    	BEQ $B162
C0/B150:	BDF105  	LDA $05F1,X
C0/B153:	85E5    	STA $E5
C0/B155:	BDF205  	LDA $05F2,X
C0/B158:	85E6    	STA $E6
C0/B15A:	BDF305  	LDA $05F3,X
C0/B15D:	85E7    	STA $E7
C0/B15F:	4C6D9A  	JMP $9A6D

C0/B162:	A6E8    	LDX $E8		
C0/B164:	CA      	DEX
C0/B165:	CA      	DEX
C0/B166:	CA      	DEX
C0/B167:	86E8    	STX $E8
C0/B169:	A901    	LDA #$01
C0/B16B:	4C5C9B  	JMP $9B5C
C0/B16E:	60      	RTS
 

Return if bit $1E80 + $xx is clear
(gen. act. BC)

C0/B16F:	A5EC    	LDA $EC	
C0/B171:	EB      	XBA
C0/B172:	A5EB    	LDA $EB
C0/B174:	20EDBA  	JSR $BAED
C0/B177:	B9801E  	LDA $1E80,Y
C0/B17A:	3FFCBAC0	AND $C0BAFC,X
C0/B17E:	D014    	BNE $B194
C0/B180:	A6E8    	LDX $E8
C0/B182:	BDF105  	LDA $05F1,X
C0/B185:	85E5    	STA $E5
C0/B187:	BDF205  	LDA $05F2,X
C0/B18A:	85E6    	STA $E6
C0/B18C:	BDF305  	LDA $05F3,X
C0/B18F:	85E7    	STA $E7
C0/B191:	4C6D9A  	JMP $9A6D

C0/B194:	A6E8    	LDX $E8
C0/B196:	CA      	DEX
C0/B197:	CA      	DEX
C0/B198:	CA      	DEX
C0/B199:	86E8    	STX $E8
C0/B19B:	A903    	LDA #$03
C0/B19D:	4C5C9B  	JMP $9B5C

C0/B1A0:	60      	RTS
 

Call subroutine aaaaaa (+$CA0000/$0A0200)
(gen. act. B2)

C0/B1A1:	A904    	LDA #$04	
C0/B1A3:	A6E8    	LDX $E8
C0/B1A5:	18      	CLC
C0/B1A6:	65E5    	ADC $E5
C0/B1A8:	9D9405  	STA $0594,X
C0/B1AB:	A5E6    	LDA $E6
C0/B1AD:	6900    	ADC #$00
C0/B1AF:	9D9505  	STA $0595,X
C0/B1B2:	A5E7    	LDA $E7
C0/B1B4:	6900    	ADC #$00
C0/B1B6:	9D9605  	STA $0596,X
C0/B1B9:	A5EB    	LDA $EB
C0/B1BB:	85E5    	STA $E5
C0/B1BD:	9DF405  	STA $05F4,X
C0/B1C0:	A5EC    	LDA $EC
C0/B1C2:	85E6    	STA $E6
C0/B1C4:	9DF505  	STA $05F5,X
C0/B1C7:	A5ED    	LDA $ED
C0/B1C9:	18      	CLC
C0/B1CA:	69CA    	ADC #$CA
C0/B1CC:	85E7    	STA $E7
C0/B1CE:	9FF60500	STA $0005F6,X
C0/B1D2:	E8      	INX
C0/B1D3:	E8      	INX
C0/B1D4:	E8      	INX
C0/B1D5:	86E8    	STX $E8
C0/B1D7:	A901    	LDA #$01
C0/B1D9:	9DC405  	STA $05C4,X
C0/B1DC:	4C6D9A  	JMP $9A6D

Jump to subroutine aaaaaa (+$CA0000/$0A0200), repeat XX times
(gen. act. B3)

C0/B1DF:	A6E8    	LDX $E8	
C0/B1E1:	A5E5    	LDA $E5
C0/B1E3:	18      	CLC
C0/B1E4:	6905    	ADC #$05
C0/B1E6:	9D9405  	STA $0594,X
C0/B1E9:	A5E6    	LDA $E6
C0/B1EB:	6900    	ADC #$00
C0/B1ED:	9D9505  	STA $0595,X
C0/B1F0:	A5E7    	LDA $E7
C0/B1F2:	6900    	ADC #$00
C0/B1F4:	9D9605  	STA $0596,X
C0/B1F7:	A5EC    	LDA $EC
C0/B1F9:	85E5    	STA $E5
C0/B1FB:	9DF405  	STA $05F4,X
C0/B1FE:	A5ED    	LDA $ED
C0/B200:	85E6    	STA $E6
C0/B202:	9DF505  	STA $05F5,X
C0/B205:	A5EE    	LDA $EE
C0/B207:	18      	CLC
C0/B208:	69CA    	ADC #$CA
C0/B20A:	85E7    	STA $E7
C0/B20C:	9FF60500	STA $0005F6,X
C0/B210:	E8      	INX
C0/B211:	E8      	INX
C0/B212:	E8      	INX
C0/B213:	86E8    	STX $E8
C0/B215:	A5EB    	LDA $EB
C0/B217:	9DC405  	STA $05C4,X
C0/B21A:	4C6D9A  	JMP $9A6D


Pause for xx units
(gen. act. B4)

C0/B21D:	A5EB    	LDA $EB        (LDX $EB?)
C0/B21F:	AA      	TAX
C0/B220:	86E3    	STX $E3
C0/B222:	A902    	LDA #$02
C0/B224:	4C5C9B  	JMP $9B5C


Pause for 15 * xx units
(gen. act. B5)

C0/B227:	A5EB    	LDA $EB	
C0/B229:	8D0242  	STA $4202
C0/B22C:	A90F    	LDA #$0F
C0/B22E:	8D0342  	STA $4203
C0/B231:	EA      	NOP
C0/B232:	EA      	NOP
C0/B233:	EA      	NOP
C0/B234:	EA      	NOP
C0/B235:	AE1642  	LDX $4216
C0/B238:	86E3    	STX $E3
C0/B23A:	A902    	LDA #$02
C0/B23C:	4C5C9B  	JMP $9B5C


Pause for 15 units
(gen. act. 91)

C0/B23F:	A20F00  	LDX #$000F	
C0/B242:	86E3    	STX $E3
C0/B244:	A901    	LDA #$01
C0/B246:	4C5C9B  	JMP $9B5C


Pause for 30 units
(gen. act. 92)

C0/B249:	A21E00  	LDX #$001E	
C0/B24C:	86E3    	STX $E3
C0/B24E:	A901    	LDA #$01
C0/B250:	4C5C9B  	JMP $9B5C


Pause for 45 units
(gen. act. 93)

C0/B253:	A22D00  	LDX #$002D	
C0/B256:	86E3    	STX $E3
C0/B258:	A901    	LDA #$01
C0/B25A:	4C5C9B  	JMP $9B5C


Pause for 60 units
(gen. act. 94)

C0/B25D:	A23C00  	LDX #$003C	
C0/B260:	86E3    	STX $E3
C0/B262:	A901    	LDA #$01
C0/B264:	4C5C9B  	JMP $9B5C


Pause for 120 units
(gen. act. 95)

C0/B267:	A27800  	LDX #$0078	
C0/B26A:	86E3    	STX $E3
C0/B26C:	A901    	LDA #$01
C0/B26E:	4C5C9B  	JMP $9B5C


Increment $1F6D, if ($C0FD00 + ($1F6D)) >= $80, branch to aaaaaa + $CA0000/$0A0200
50% of the time, branch to aaaaaa
(gen. act. BD)

C0/B271:	202E06  	JSR $062E     (Random number generator)	
C0/B274:	C980    	CMP #$80
C0/B276:	B013    	BCS $B28B
C0/B278:	C221    	REP #$21
C0/B27A:	A5E5    	LDA $E5
C0/B27C:	690400  	ADC #$0004
C0/B27F:	85E5    	STA $E5
C0/B281:	7B      	TDC 
C0/B282:	E220    	SEP #$20      (8 bit accum./memory)
C0/B284:	65E7    	ADC $E7
C0/B286:	85E7    	STA $E7
C0/B288:	4C6D9A  	JMP $9A6D

C0/B28B:	A6EB    	LDX $EB
C0/B28D:	86E5    	STX $E5
C0/B28F:	A5ED    	LDA $ED
C0/B291:	18      	CLC
C0/B292:	69CA    	ADC #$CA
C0/B294:	85E7    	STA $E7
C0/B296:	4C6D9A  	JMP $9A6D


Branch to aaaaaa (+$CA0000/$0A0200) if bit $1DC9 + $xx is clear
(gen. act. B7)

C0/B299:	A5EB    	LDA $EB	
C0/B29B:	20EDBA  	JSR $BAED
C0/B29E:	B9C91D  	LDA $1DC9,Y
C0/B2A1:	3FFCBAC0	AND $C0BAFC,X
C0/B2A5:	F013    	BEQ $B2BA
C0/B2A7:	C221    	REP #$21
C0/B2A9:	A5E5    	LDA $E5
C0/B2AB:	690500  	ADC #$0005
C0/B2AE:	85E5    	STA $E5
C0/B2B0:	7B      	TDC 
C0/B2B1:	E220    	SEP #$20      (8 bit accum./memory)
C0/B2B3:	65E7    	ADC $E7
C0/B2B5:	85E7    	STA $E7
C0/B2B7:	4C6D9A  	JMP $9A6D

C0/B2BA:	A6EC    	LDX $EC
C0/B2BC:	86E5    	STX $E5
C0/B2BE:	A5EE    	LDA $EE
C0/B2C0:	18      	CLC
C0/B2C1:	69CA    	ADC #$CA
C0/B2C3:	85E7    	STA $E7
C0/B2C5:	4C6D9A  	JMP $9A6D


If (t1 || t2 || ... || t8) branch; else continue
(gen. act. C0-C7)

C0/B2C8:	A5EA    	LDA $EA
C0/B2CA:	38      	SEC 
C0/B2CB:	E9BF    	SBC #$BF
C0/B2CD:	0A      	ASL A
C0/B2CE:	1A      	INC A
C0/B2CF:	A8      	TAY
C0/B2D0:	8420    	STY $20
C0/B2D2:	A00100  	LDY #$0001
C0/B2D5:	841E    	STY $1E
C0/B2D7:	A41E    	LDY $1E
C0/B2D9:	C220    	REP #$20      (16 bit accum./memory)
C0/B2DB:	B7E5    	LDA [$E5],Y
C0/B2DD:	3009    	BMI $B2E8
C0/B2DF:	E220    	SEP #$20      (8 bit accum./memory)
C0/B2E1:	20ABBA  	JSR $BAAB
C0/B2E4:	F02C    	BEQ $B312
C0/B2E6:	800A    	BRA $B2F2
C0/B2E8:	29FF7F    	AND #$7FFF
C0/B2EB:	E220    	SEP #$20
C0/B2ED:	20ABBA  	JSR $BAAB
C0/B2F0:	D020    	BNE $B312
C0/B2F2:	A41E    	LDY $1E
C0/B2F4:	C8      	INY 
C0/B2F5:	C8      	INY 
C0/B2F6:	841E    	STY $1E
C0/B2F8:	C420    	CPY $20
C0/B2FA:	D0DB    	BNE $B2D7
C0/B2FC:	C8      	INY 
C0/B2FD:	C8      	INY 
C0/B2FE:	C8      	INY 
C0/B2FF:	C221    	REP #$21
C0/B301:	98      	TYA
C0/B302:	65E5    	ADC $E5
C0/B304:	85E5    	STA $E5
C0/B306:	E220    	SEP #$20      (8 bit accum./memory)
C0/B308:	A5E7    	LDA $E7
C0/B30A:	6900    	ADC #$00
C0/B30C:	85E7    	STA $E7
C0/B30E:	7B      	TDC 
C0/B30F:	4C6D9A  	JMP $9A6D

C0/B312:	A420    	LDY $20
C0/B314:	C220    	REP #$20      (16 bit accum./memory)
C0/B316:	B7E5    	LDA [$E5],Y
C0/B318:	852A    	STA $2A
C0/B31A:	7B      	TDC 
C0/B31B:	E220    	SEP #$20      (8 bit accum./memory)
C0/B31D:	C8      	INY 
C0/B31E:	C8      	INY 
C0/B31F:	B7E5    	LDA [$E5],Y
C0/B321:	18      	CLC
C0/B322:	69CA    	ADC #$CA
C0/B324:	85E7    	STA $E7
C0/B326:	A42A    	LDY $2A
C0/B328:	84E5    	STY $E5
C0/B32A:	4C6D9A  	JMP $9A6D


If (t1 && t2 && ... && t8) branch; else continue
(gen. act. C8-CF)

C0/B32D:	A5EA    	LDA $EA
C0/B32F:	38      	SEC 
C0/B330:	E9C7    	SBC #$C7
C0/B332:	0A      	ASL A
C0/B333:	1A      	INC A
C0/B334:	A8      	TAY
C0/B335:	8420    	STY $20
C0/B337:	A00100  	LDY #$0001
C0/B33A:	841E    	STY $1E
C0/B33C:	A41E    	LDY $1E
C0/B33E:	C220    	REP #$20      (16 bit accum./memory)
C0/B340:	B7E5    	LDA [$E5],Y
C0/B342:	3009    	BMI $B34D
C0/B344:	E220    	SEP #$20      (8 bit accum./memory)
C0/B346:	20ABBA  	JSR $BAAB
C0/B349:	D031    	BNE $B37C
C0/B34B:	800A    	BRA $B357
C0/B34D:	29FF7F    	AND #$7FFF
C0/B350:	E220    	SEP #$20
C0/B352:	20ABBA  	JSR $BAAB
C0/B355:	F025    	BEQ $B37C
C0/B357:	A41E    	LDY $1E
C0/B359:	C8      	INY 
C0/B35A:	C8      	INY 
C0/B35B:	841E    	STY $1E
C0/B35D:	C420    	CPY $20
C0/B35F:	D0DB    	BNE $B33C
C0/B361:	A420    	LDY $20
C0/B363:	C220    	REP #$20      (16 bit accum./memory)
C0/B365:	B7E5    	LDA [$E5],Y
C0/B367:	852A    	STA $2A
C0/B369:	7B      	TDC 
C0/B36A:	E220    	SEP #$20      (8 bit accum./memory)
C0/B36C:	C8      	INY 
C0/B36D:	C8      	INY 
C0/B36E:	B7E5    	LDA [$E5],Y
C0/B370:	18      	CLC
C0/B371:	69CA    	ADC #$CA
C0/B373:	85E7    	STA $E7
C0/B375:	A42A    	LDY $2A
C0/B377:	84E5    	STY $E5
C0/B379:	4C6D9A  	JMP $9A6D

C0/B37C:	A420    	LDY $20
C0/B37E:	C8      	INY 
C0/B37F:	C8      	INY 
C0/B380:	C8      	INY 
C0/B381:	C221    	REP #$21
C0/B383:	98      	TYA
C0/B384:	65E5    	ADC $E5
C0/B386:	85E5    	STA $E5
C0/B388:	E220    	SEP #$20      (8 bit accum./memory)
C0/B38A:	A5E7    	LDA $E7
C0/B38C:	6900    	ADC #$00
C0/B38E:	85E7    	STA $E7
C0/B390:	7B      	TDC 
C0/B391:	4C6D9A  	JMP $9A6D

Display character portrait
(gen. act. E7)
C0/B394:	A5EB    	LDA $EB
C0/B396:	8D9507  	STA $0795
C0/B399:	A902    	LDA #$02
C0/B39B:	4C5C9B  	JMP $9B5C


Load CaseWord with currently active party
(gen. act. E4)

C0/B39E:	7B      	TDC 
C0/B39F:	8DB51E  	STA $1EB5
C0/B3A2:	AD6D1A  	LDA $1A6D		(Load the active party)
C0/B3A5:	1A      	INC A
C0/B3A6:	AA      	TAX
C0/B3A7:	A901    	LDA #$01
C0/B3A9:	CA      	DEX
C0/B3AA:	F003    	BEQ $B3AF
C0/B3AC:	0A      	ASL A
C0/B3AD:	80FA    	BRA $B3A9
C0/B3AF:	8DB41E  	STA $1EB4
C0/B3B2:	A901    	LDA #$01
C0/B3B4:	4C5C9B  	JMP $9B5C


Load CaseWord with available characters
(gen. act. E3)

C0/B3B7:	7B      	TDC 
C0/B3B8:	8DB41E  	STA $1EB4
C0/B3BB:	8DB51E  	STA $1EB5
C0/B3BE:	A600    	LDX $00
C0/B3C0:	9B      	TXY
C0/B3C1:	B96708  	LDA $0867,Y
C0/B3C4:	2907    	AND #$07
C0/B3C6:	F00A    	BEQ $B3D2
C0/B3C8:	ADB41E  	LDA $1EB4
C0/B3CB:	1FFCBAC0	ORA $C0BAFC,X
C0/B3CF:	8DB41E  	STA $1EB4
C0/B3D2:	C221    	REP #$21
C0/B3D4:	98      	TYA
C0/B3D5:	692900  	ADC #$0029
C0/B3D8:	A8      	TAY
C0/B3D9:	7B      	TDC 
C0/B3DA:	E220    	SEP #$20      (8 bit accum./memory)
C0/B3DC:	E8      	INX
C0/B3DD:	E00800  	CPX #$0008
C0/B3E0:	D0DF    	BNE $B3C1
C0/B3E2:	A600    	LDX $00
C0/B3E4:	9B      	TXY
C0/B3E5:	B9AF09  	LDA $09AF,Y
C0/B3E8:	2907    	AND #$07
C0/B3EA:	F00A    	BEQ $B3F6
C0/B3EC:	ADB51E  	LDA $1EB5
C0/B3EF:	1FFCBAC0	ORA $C0BAFC,X
C0/B3F3:	8DB51E  	STA $1EB5
C0/B3F6:	C221    	REP #$21
C0/B3F8:	98      	TYA
C0/B3F9:	692900  	ADC #$0029
C0/B3FC:	A8      	TAY
C0/B3FD:	7B      	TDC 
C0/B3FE:	E220    	SEP #$20      (8 bit accum./memory)
C0/B400:	E8      	INX
C0/B401:	E00800  	CPX #$0008
C0/B404:	D0DF    	BNE $B3E5
C0/B406:	A901    	LDA #$01
C0/B408:	4C5C9B  	JMP $9B5C


Load CaseWord with the characters in the active party
(gen. act. DE)

C0/B40B:	7B      	TDC 
C0/B40C:	8DB41E  	STA $1EB4      (since A is still 8 bit, two STZ commands would work here)
C0/B40F:	8DB51E  	STA $1EB5
C0/B412:	A600    	LDX $00
C0/B414:	9B      	TXY
C0/B415:	B96708  	LDA $0867,Y
C0/B418:	2907    	AND #$07
C0/B41A:	CD6D1A  	CMP $1A6D		(Is this the active party?)
C0/B41D:	D00A    	BNE $B429
C0/B41F:	ADB41E  	LDA $1EB4
C0/B422:	1FFCBAC0	ORA $C0BAFC,X
C0/B426:	8DB41E  	STA $1EB4
C0/B429:	C221    	REP #$21
C0/B42B:	98      	TYA
C0/B42C:	692900  	ADC #$0029
C0/B42F:	A8      	TAY
C0/B430:	7B      	TDC 
C0/B431:	E220    	SEP #$20      (8 bit accum./memory)
C0/B433:	E8      	INX
C0/B434:	E00800  	CPX #$0008
C0/B437:	D0DC    	BNE $B415
C0/B439:	A600    	LDX $00
C0/B43B:	9B      	TXY
C0/B43C:	B9AF09  	LDA $09AF,Y
C0/B43F:	2907    	AND #$07
C0/B441:	CD6D1A  	CMP $1A6D		(Is this the active party?)
C0/B444:	D00A    	BNE $B450
C0/B446:	ADB51E  	LDA $1EB5
C0/B449:	1FFCBAC0	ORA $C0BAFC,X
C0/B44D:	8DB51E  	STA $1EB5
C0/B450:	C221    	REP #$21
C0/B452:	98      	TYA
C0/B453:	692900  	ADC #$0029
C0/B456:	A8      	TAY
C0/B457:	7B      	TDC 
C0/B458:	E220    	SEP #$20      (8 bit accum./memory)
C0/B45A:	E8      	INX
C0/B45B:	E00800  	CPX #$0008
C0/B45E:	D0DC    	BNE $B43C
C0/B460:	A901    	LDA #$01
C0/B462:	4C5C9B  	JMP $9B5C


(gen. act. DF)

C0/B465:	7B      	TDC 
C0/B466:	8DB41E  	STA $1EB4      (LDX $00, STX $1EB4...)
C0/B469:	8DB51E  	STA $1EB5      (clear the caseword)
C0/B46C:	A600    	LDX $00
C0/B46E:	9B      	TXY
C0/B46F:	B96708  	LDA $0867,Y
C0/B472:	2940    	AND #$40
C0/B474:	F00A    	BEQ $B480
C0/B476:	ADB41E  	LDA $1EB4      (load caseword)
C0/B479:	1FFCBAC0	ORA $C0BAFC,X  (set a bit)
C0/B47D:	8DB41E  	STA $1EB4      (save caseword)
C0/B480:	C221    	REP #$21
C0/B482:	98      	TYA
C0/B483:	692900  	ADC #$0029
C0/B486:	A8      	TAY
C0/B487:	7B      	TDC 
C0/B488:	E220    	SEP #$20      (8 bit accum./memory)
C0/B48A:	E8      	INX
C0/B48B:	E00800  	CPX #$0008     (have we done 8 characters yet?)
C0/B48E:	D0DF    	BNE $B46F      (branch if not)
C0/B490:	A600    	LDX $00
C0/B492:	9B      	TXY
C0/B493:	B9AF09  	LDA $09AF,Y
C0/B496:	2940    	AND #$40
C0/B498:	F00A    	BEQ $B4A4
C0/B49A:	ADB51E  	LDA $1EB5      (load caseword)
C0/B49D:	1FFCBAC0	ORA $C0BAFC,X  (set a bit)
C0/B4A1:	8DB51E  	STA $1EB5      (save caseword)
C0/B4A4:	C221    	REP #$21
C0/B4A6:	98      	TYA
C0/B4A7:	692900  	ADC #$0029
C0/B4AA:	A8      	TAY
C0/B4AB:	7B      	TDC 
C0/B4AC:	E220    	SEP #$20      (8 bit accum./memory)
C0/B4AE:	E8      	INX
C0/B4AF:	E00800  	CPX #$0008     (have we done 8 characters yet?)
C0/B4B2:	D0DF    	BNE $B493      (branch if not)
C0/B4B4:	A901    	LDA #$01
C0/B4B6:	4C5C9B  	JMP $9B5C      (advance event queue 1 byte)


(gen. act. E2)

C0/B4B9:	A920    	LDA #$20
C0/B4BB:	851A    	STA $1A
C0/B4BD:	A400    	LDY $00
C0/B4BF:	BB      	TYX
C0/B4C0:	B95018  	LDA $1850,Y
C0/B4C3:	2907    	AND #$07
C0/B4C5:	CD6D1A  	CMP $1A6D		(Is this the active party?)
C0/B4C8:	D00D    	BNE $B4D7
C0/B4CA:	B95018  	LDA $1850,Y
C0/B4CD:	2918    	AND #$18
C0/B4CF:	C51A    	CMP $1A
C0/B4D1:	B004    	BCS $B4D7
C0/B4D3:	851A    	STA $1A
C0/B4D5:	861E    	STX $1E
C0/B4D7:	E8      	INX
C0/B4D8:	C8      	INY 
C0/B4D9:	C01000  	CPY #$0010
C0/B4DC:	D0E2    	BNE $B4C0
C0/B4DE:	C220    	REP #$20      (16 bit accum./memory)
C0/B4E0:	A51E    	LDA $1E
C0/B4E2:	0A      	ASL A
C0/B4E3:	AA      	TAX
C0/B4E4:	BFF3B4C0	LDA $C0B4F3,X
C0/B4E8:	8DB41E  	STA $1EB4
C0/B4EB:	7B      	TDC 
C0/B4EC:	E220    	SEP #$20      (8 bit accum./memory)
C0/B4EE:	A901    	LDA #$01
C0/B4F0:	4C5C9B  	JMP $9B5C

Data (binary encoding)

C0/B4F3:	0100    	
C0/B4F5:	0200    	
C0/B4F7:	0400    	
C0/B4F9:	0800      	
C0/B4FB:	1000    	
C0/B4FD:	2000    	
C0/B4FF:	4000    	
C0/B501:	8000    	
C0/B503:	0001    	
C0/B505:	0002    	
C0/B507:	0004    	
C0/B509:	0008      	
C0/B50B:	0010    	
C0/B50D:	0020    	
C0/B50F:	0040    	
C0/B511:	0080    	


Load CaseWord with event bits $2E0-$2EF (characters encountered so far?)
(gen. act. E0)

C0/B513:	AEDC1E  	LDX $1EDC	
C0/B516:	8EB41E  	STX $1EB4
C0/B519:	A901    	LDA #$01
C0/B51B:	4C5C9B  	JMP $9B5C


Load CaseWord with event bits $2F0-$2FF (characters on the roster?)
(gen. act. E1)

C0/B51E:	AEDE1E  	LDX $1EDE	
C0/B521:	8EB41E  	STX $1EB4
C0/B524:	A901    	LDA #$01
C0/B526:	4C5C9B  	JMP $9B5C


Set word ($1FC2 + XX) to YYYY
(gen. act. E8)

C0/B529:	A5EB    	LDA $EB	
C0/B52B:	0A      	ASL A
C0/B52C:	A8      	TAY
C0/B52D:	C220    	REP #$20      (16 bit accum./memory)
C0/B52F:	A5EC    	LDA $EC
C0/B531:	99C21F  	STA $1FC2,Y
C0/B534:	7B      	TDC 
C0/B535:	E220    	SEP #$20      (8 bit accum./memory)
C0/B537:	A904    	LDA #$04
C0/B539:	4C5C9B  	JMP $9B5C


Take word ($1FC2 + XX) and add YYYY
(gen. act. E9)

C0/B53C:	A5EB    	LDA $EB	
C0/B53E:	0A      	ASL A
C0/B53F:	A8      	TAY
C0/B540:	C221    	REP #$21
C0/B542:	B9C21F  	LDA $1FC2,Y
C0/B545:	65EC    	ADC $EC
C0/B547:	9002    	BCC $B54B
C0/B549:	A502    	LDA $02
C0/B54B:	99C21F  	STA $1FC2,Y
C0/B54E:	7B      	TDC 
C0/B54F:	E220    	SEP #$20      (8 bit accum./memory)
C0/B551:	A904    	LDA #$04
C0/B553:	4C5C9B  	JMP $9B5C


Take word ($1FC2 + XX) and subtract YYYY
(gen. act. EA)

C0/B556:	A5EB    	LDA $EB	
C0/B558:	0A      	ASL A
C0/B559:	A8      	TAY
C0/B55A:	C220    	REP #$20      (16 bit accum./memory)
C0/B55C:	B9C21F  	LDA $1FC2,Y
C0/B55F:	38      	SEC 
C0/B560:	E5EC    	SBC $EC
C0/B562:	B002    	BCS $B566
C0/B564:	A500    	LDA $00
C0/B566:	99C21F  	STA $1FC2,Y
C0/B569:	7B      	TDC 
C0/B56A:	E220    	SEP #$20      (8 bit accum./memory)
C0/B56C:	A904    	LDA #$04
C0/B56E:	4C5C9B  	JMP $9B5C


Compare word ($1FC2 + XX) to YYYY
(gen. act. EB)

C0/B571:	A5EB    	LDA $EB	
C0/B573:	0A      	ASL A
C0/B574:	A8      	TAY
C0/B575:	BEC21F  	LDX $1FC2,Y
C0/B578:	E4EC    	CPX $EC
C0/B57A:	9006    	BCC $B582
C0/B57C:	F008    	BEQ $B586
C0/B57E:	A902    	LDA #$02
C0/B580:	8006    	BRA $B588
C0/B582:	A904    	LDA #$04
C0/B584:	8002    	BRA $B588
C0/B586:	A901    	LDA #$01
C0/B588:	8DB41E  	STA $1EB4	(A = 4 for "less", = 1 for "equal", and = 2 for "greater")
C0/B58B:	9CB51E  	STZ $1EB5
C0/B58E:	A904    	LDA #$04
C0/B590:	4C5C9B  	JMP $9B5C


Set Event Bit 0
(gen. act. D0)

C0/B593:	A5EB    	LDA $EB		
C0/B595:	20EDBA  	JSR $BAED
C0/B598:	B9801E  	LDA $1E80,Y
C0/B59B:	1FFCBAC0	ORA $C0BAFC,X
C0/B59F:	99801E  	STA $1E80,Y
C0/B5A2:	A902    	LDA #$02
C0/B5A4:	4C5C9B  	JMP $9B5C


Set Event Bit 1
(gen. act. D2)

C0/B5A7:	A5EB    	LDA $EB		
C0/B5A9:	20EDBA  	JSR $BAED
C0/B5AC:	B9A01E  	LDA $1EA0,Y
C0/B5AF:	1FFCBAC0	ORA $C0BAFC,X
C0/B5B3:	99A01E  	STA $1EA0,Y
C0/B5B6:	A902    	LDA #$02
C0/B5B8:	4C5C9B  	JMP $9B5C


Set Event Bit 3
(gen. act. D4)

C0/B5BB:	A5EB    	LDA $EB		
C0/B5BD:	20EDBA  	JSR $BAED
C0/B5C0:	B9C01E  	LDA $1EC0,Y
C0/B5C3:	1FFCBAC0	ORA $C0BAFC,X
C0/B5C7:	99C01E  	STA $1EC0,Y
C0/B5CA:	A902    	LDA #$02
C0/B5CC:	4C5C9B  	JMP $9B5C


Clear Event Bit 0
(gen. act. D1)

C0/B5CF:	A5EB    	LDA $EB		
C0/B5D1:	20EDBA  	JSR $BAED
C0/B5D4:	B9801E  	LDA $1E80,Y
C0/B5D7:	3F04BBC0	AND $C0BB04,X
C0/B5DB:	99801E  	STA $1E80,Y
C0/B5DE:	A902    	LDA #$02
C0/B5E0:	4C5C9B  	JMP $9B5C


Clear Event Bit 1
(gen. act. D3)

C0/B5E3:	A5EB    	LDA $EB		
C0/B5E5:	20EDBA  	JSR $BAED
C0/B5E8:	B9A01E  	LDA $1EA0,Y
C0/B5EB:	3F04BBC0	AND $C0BB04,X
C0/B5EF:	99A01E  	STA $1EA0,Y
C0/B5F2:	A902    	LDA #$02
C0/B5F4:	4C5C9B  	JMP $9B5C


Clear Event Bit 2
(gen. act. D5)

C0/B5F7:	A5EB    	LDA $EB		
C0/B5F9:	20EDBA  	JSR $BAED
C0/B5FC:	B9C01E  	LDA $1EC0,Y
C0/B5FF:	3F04BBC0	AND $C0BB04,X
C0/B603:	99C01E  	STA $1EC0,Y
C0/B606:	A902    	LDA #$02
C0/B608:	4C5C9B  	JMP $9B5C


Set Event Bit 3
(gen. act. D6)

C0/B60B:	A5EB    	LDA $EB		
C0/B60D:	20EDBA  	JSR $BAED
C0/B610:	B9E01E  	LDA $1EE0,Y
C0/B613:	1FFCBAC0	ORA $C0BAFC,X
C0/B617:	99E01E  	STA $1EE0,Y
C0/B61A:	A902    	LDA #$02
C0/B61C:	4C5C9B  	JMP $9B5C


Set Event Bit 4
(gen. act. D8)

C0/B61F:	A5EB    	LDA $EB		
C0/B621:	20EDBA  	JSR $BAED
C0/B624:	B9001F  	LDA $1F00,Y
C0/B627:	1FFCBAC0	ORA $C0BAFC,X
C0/B62B:	99001F  	STA $1F00,Y
C0/B62E:	A902    	LDA #$02
C0/B630:	4C5C9B  	JMP $9B5C


Set Event Bit 5
(gen. act. DA)

C0/B633:	A5EB    	LDA $EB		
C0/B635:	20EDBA  	JSR $BAED
C0/B638:	B9201F  	LDA $1F20,Y
C0/B63B:	1FFCBAC0	ORA $C0BAFC,X
C0/B63F:	99201F  	STA $1F20,Y
C0/B642:	A902    	LDA #$02
C0/B644:	4C5C9B  	JMP $9B5C


Set Event Bit 6
(gen. act. DC)

C0/B647:	A5EB    	LDA $EB		
C0/B649:	20EDBA  	JSR $BAED
C0/B64C:	B9401F  	LDA $1F40,Y
C0/B64F:	1FFCBAC0	ORA $C0BAFC,X
C0/B653:	99401F  	STA $1F40,Y
C0/B656:	A902    	LDA #$02
C0/B658:	4C5C9B  	JMP $9B5C


Clear Event Bit 3
(gen. act. D7)

C0/B65B:	A5EB    	LDA $EB		
C0/B65D:	20EDBA  	JSR $BAED
C0/B660:	B9E01E  	LDA $1EE0,Y
C0/B663:	3F04BBC0	AND $C0BB04,X
C0/B667:	99E01E  	STA $1EE0,Y
C0/B66A:	A902    	LDA #$02
C0/B66C:	4C5C9B  	JMP $9B5C


Clear Event Bit 4
(gen. act. D9)

C0/B66F:	A5EB    	LDA $EB		
C0/B671:	20EDBA  	JSR $BAED
C0/B674:	B9001F  	LDA $1F00,Y
C0/B677:	3F04BBC0	AND $C0BB04,X
C0/B67B:	99001F  	STA $1F00,Y
C0/B67E:	A902    	LDA #$02
C0/B680:	4C5C9B  	JMP $9B5C


Clear Event Bit 5
(gen. act. DB)

C0/B683:	A5EB    	LDA $EB		
C0/B685:	20EDBA  	JSR $BAED
C0/B688:	B9201F  	LDA $1F20,Y
C0/B68B:	3F04BBC0	AND $C0BB04,X
C0/B68F:	99201F  	STA $1F20,Y
C0/B692:	A902    	LDA #$02
C0/B694:	4C5C9B  	JMP $9B5C


Clear Event Bit 6
(gen. act. DD)

C0/B697:	A5EB    	LDA $EB		
C0/B699:	20EDBA  	JSR $BAED
C0/B69C:	B9401F  	LDA $1F40,Y
C0/B69F:	3F04BBC0	AND $C0BB04,X
C0/B6A3:	99401F  	STA $1F40,Y
C0/B6A6:	A902    	LDA #$02
C0/B6A8:	4C5C9B  	JMP $9B5C


Set bit $1DC9 + $xx
(gen. act. B8)

C0/B6AB:	A5EB    	LDA $EB		
C0/B6AD:	20EDBA  	JSR $BAED
C0/B6B0:	B9C91D  	LDA $1DC9,Y
C0/B6B3:	1FFCBAC0	ORA $C0BAFC,X
C0/B6B7:	99C91D  	STA $1DC9,Y
C0/B6BA:	A902    	LDA #$02
C0/B6BC:	4C5C9B  	JMP $9B5C


Clear bit $1DC9 + $xx
(gen. act. B9)

C0/B6BF:	A5EB    	LDA $EB		
C0/B6C1:	20EDBA  	JSR $BAED
C0/B6C4:	B9C91D  	LDA $1DC9,Y
C0/B6C7:	3F04BBC0	AND $C0BB04,X
C0/B6CB:	99C91D  	STA $1DC9,Y
C0/B6CE:	A902    	LDA #$02
C0/B6D0:	4C5C9B  	JMP $9B5C


Branch to the nth address following B6, where n is the last item selected from a
multiple-choice dialogue window.  Each address is 3 bytes, added to $CA0000/$0A0200.
(gen. act. B6)

C0/B6D3:	AD6E05  	LDA $056E		                                    	
C0/B6D6:	0A      	ASL A
C0/B6D7:	38      	SEC 
C0/B6D8:	6D6E05  	ADC $056E
C0/B6DB:	A8      	TAY
C0/B6DC:	B7E5    	LDA [$E5],Y
C0/B6DE:	851E    	STA $1E
C0/B6E0:	C8      	INY 
C0/B6E1:	B7E5    	LDA [$E5],Y
C0/B6E3:	851F    	STA $1F
C0/B6E5:	C8      	INY 
C0/B6E6:	B7E5    	LDA [$E5],Y
C0/B6E8:	18      	CLC
C0/B6E9:	69CA    	ADC #$CA
C0/B6EB:	85E7    	STA $E7
C0/B6ED:	A41E    	LDY $1E
C0/B6EF:	84E5    	STY $E5
C0/B6F1:	9C6E05  	STZ $056E
C0/B6F4:	4C6D9A  	JMP $9A6D


Jump to indexed subroutine based on the state of bit $1EB4(x)
Number of parameters = (nn * 3) + 1 (+1 accounts for the nn)
(gen. act. BE)

C0/B6F7:	A5EB    	LDA $EB	                                    
C0/B6F9:	0A      	ASL A
C0/B6FA:	38      	SEC 
C0/B6FB:	65EB    	ADC $EB
C0/B6FD:	1A      	INC A
C0/B6FE:	851E    	STA $1E
C0/B700:	641F    	STZ $1F
C0/B702:	A00200  	LDY #$0002
C0/B705:	B7E5    	LDA [$E5],Y
C0/B707:	852A    	STA $2A
C0/B709:	C8      	INY 
C0/B70A:	B7E5    	LDA [$E5],Y
C0/B70C:	852B    	STA $2B
C0/B70E:	C8      	INY 
C0/B70F:	B7E5    	LDA [$E5],Y
C0/B711:	852C    	STA $2C
C0/B713:	C8      	INY 
C0/B714:	4A      	LSR A
C0/B715:	4A      	LSR A
C0/B716:	4A      	LSR A
C0/B717:	4A      	LSR A
C0/B718:	C221    	REP #$21
C0/B71A:	69A001  	ADC #$01A0
C0/B71D:	5A      	PHY
C0/B71E:	20ABBA  	JSR $BAAB
C0/B721:	7A      	PLY
C0/B722:	E220    	SEP #$20      (8 bit accum./memory)
C0/B724:	C900    	CMP #$00
C0/B726:	D018    	BNE $B740
C0/B728:	C41E    	CPY $1E
C0/B72A:	D0D9    	BNE $B705
C0/B72C:	C221    	REP #$21
C0/B72E:	A5E5    	LDA $E5
C0/B730:	651E    	ADC $1E
C0/B732:	85E5    	STA $E5
C0/B734:	E220    	SEP #$20      (8 bit accum./memory)
C0/B736:	A5E7    	LDA $E7
C0/B738:	6900    	ADC #$00
C0/B73A:	85E7    	STA $E7
C0/B73C:	7B      	TDC 
C0/B73D:	4C6D9A  	JMP $9A6D

C0/B740:	A6E8    	LDX $E8		(from C0/B726)
C0/B742:	A51E    	LDA $1E
C0/B744:	18      	CLC
C0/B745:	65E5    	ADC $E5
C0/B747:	9D9405  	STA $0594,X
C0/B74A:	A5E6    	LDA $E6
C0/B74C:	651F    	ADC $1F
C0/B74E:	9D9505  	STA $0595,X
C0/B751:	A5E7    	LDA $E7
C0/B753:	6900    	ADC #$00
C0/B755:	9D9605  	STA $0596,X
C0/B758:	A52A    	LDA $2A
C0/B75A:	85E5    	STA $E5
C0/B75C:	9DF405  	STA $05F4,X
C0/B75F:	A52B    	LDA $2B
C0/B761:	85E6    	STA $E6
C0/B763:	9DF505  	STA $05F5,X
C0/B766:	A52C    	LDA $2C
C0/B768:	2903    	AND #$03
C0/B76A:	18      	CLC
C0/B76B:	69CA    	ADC #$CA
C0/B76D:	85E7    	STA $E7
C0/B76F:	9FF60500	STA $0005F6,X
C0/B773:	E8      	INX
C0/B774:	E8      	INX
C0/B775:	E8      	INX
C0/B776:	86E8    	STX $E8
C0/B778:	A901    	LDA #$01
C0/B77A:	9DC405  	STA $05C4,X
C0/B77D:	4C6D9A  	JMP $9A6D


Play song xx
(gen. act. F0)

C0/B780:	A5EB    	LDA $EB	
C0/B782:	297F    	AND #$7F
C0/B784:	8D0113  	STA $1301
C0/B787:	8D801F  	STA $1F80
C0/B78A:	A9FF    	LDA #$FF
C0/B78C:	8D0213  	STA $1302		(Set volume to FF (normal))
C0/B78F:	A5EB    	LDA $EB
C0/B791:	1004    	BPL $B797
C0/B793:	A914    	LDA #$14
C0/B795:	8002    	BRA $B799
C0/B797:	A910    	LDA #$10
C0/B799:	8D0013  	STA $1300
C0/B79C:	220400C5	JSL $C50004
C0/B7A0:	AD1042  	LDA $4210
C0/B7A3:	10FB    	BPL $B7A0
C0/B7A5:	A902    	LDA #$02
C0/B7A7:	4C5C9B  	JMP $9B5C

Play song xx, volume yy
(gen. act. EF)

C0/B7AA:	A5EB    	LDA $EB	
C0/B7AC:	297F    	AND #$7F
C0/B7AE:	8D0113  	STA $1301
C0/B7B1:	8D801F  	STA $1F80
C0/B7B4:	A5EC    	LDA $EC
C0/B7B6:	8D0213  	STA $1302
C0/B7B9:	A5EB    	LDA $EB
C0/B7BB:	1004    	BPL $B7C1
C0/B7BD:	A914    	LDA #$14
C0/B7BF:	8002    	BRA $B7C3
C0/B7C1:	A910    	LDA #$10
C0/B7C3:	8D0013  	STA $1300
C0/B7C6:	220400C5	JSL $C50004
C0/B7CA:	AD1042  	LDA $4210
C0/B7CD:	10FB    	BPL $B7CA
C0/B7CF:	A903    	LDA #$03
C0/B7D1:	4C5C9B  	JMP $9B5C

Fade in song xx with speed yy (higher == slower)
(gen. act. F1)
C0/B7D4:	A5EB    	LDA $EB	
C0/B7D6:	297F    	AND #$7F
C0/B7D8:	8D0113  	STA $1301
C0/B7DB:	8D801F  	STA $1F80
C0/B7DE:	A920    	LDA #$20
C0/B7E0:	8D0213  	STA $1302
C0/B7E3:	A5EB    	LDA $EB
C0/B7E5:	1004    	BPL $B7EB
C0/B7E7:	A914    	LDA #$14
C0/B7E9:	8002    	BRA $B7ED
C0/B7EB:	A910    	LDA #$10
C0/B7ED:	8D0013  	STA $1300
C0/B7F0:	220400C5	JSL $C50004
C0/B7F4:	A981    	LDA #$81
C0/B7F6:	8D0013  	STA $1300
C0/B7F9:	A5EC    	LDA $EC
C0/B7FB:	8D0113  	STA $1301
C0/B7FE:	A9FF    	LDA #$FF
C0/B800:	8D0213  	STA $1302
C0/B803:	220400C5	JSL $C50004
C0/B807:	AD1042  	LDA $4210
C0/B80A:	10FB    	BPL $B807
C0/B80C:	A903    	LDA #$03
C0/B80E:	4C5C9B  	JMP $9B5C

Fade out current song with speed xx (higher == slower)
(gen. act. F2)
C0/B811:	A981    	LDA #$81	
C0/B813:	8D0013  	STA $1300
C0/B816:	A5EB    	LDA $EB
C0/B818:	8D0113  	STA $1301
C0/B81B:	9C0213  	STZ $1302
C0/B81E:	220400C5	JSL $C50004
C0/B822:	A902    	LDA #$02
C0/B824:	4C5C9B  	JMP $9B5C

Continue song that was previously paused, xx is unknown
(gen. act. F3)
C0/B827:	A910    	LDA #$10	
C0/B829:	8D0013  	STA $1300
C0/B82C:	AD0913  	LDA $1309
C0/B82F:	8D0113  	STA $1301
C0/B832:	8D801F  	STA $1F80
C0/B835:	9C0213  	STZ $1302      (set volume to 0)
C0/B838:	220400C5	JSL $C50004
C0/B83C:	A981    	LDA #$81
C0/B83E:	8D0013  	STA $1300
C0/B841:	A5EB    	LDA $EB
C0/B843:	8D0113  	STA $1301
C0/B846:	A9FF    	LDA #$FF
C0/B848:	8D0213  	STA $1302      (set volume to FF (normal))
C0/B84B:	220400C5	JSL $C50004
C0/B84F:	A902    	LDA #$02
C0/B851:	4C5C9B  	JMP $9B5C

Play sound effect $EB
(gen. act. F4)
C0/B854:	A5EB    	LDA $EB	
C0/B856:	20D302  	JSR $02D3
C0/B859:	A902    	LDA #$02
C0/B85B:	4C5C9B  	JMP $9B5C

(gen. act. F5)
C0/B85E:	A918    	LDA #$18	
C0/B860:	8D0013  	STA $1300
C0/B863:	A5EB    	LDA $EB
C0/B865:	8D0113  	STA $1301
C0/B868:	A980    	LDA #$80
C0/B86A:	8D0213  	STA $1302
C0/B86D:	220400C5	JSL $C50004
C0/B871:	A983    	LDA #$83
C0/B873:	8D0013  	STA $1300
C0/B876:	A5EC    	LDA $EC
C0/B878:	8D0113  	STA $1301
C0/B87B:	A5ED    	LDA $ED
C0/B87D:	8D0213  	STA $1302
C0/B880:	220400C5	JSL $C50004
C0/B884:	A904    	LDA #$04
C0/B886:	4C5C9B  	JMP $9B5C

(gen. act. F6)
C0/B889:	A5EB    	LDA $EB	
C0/B88B:	8D0013  	STA $1300
C0/B88E:	A5EC    	LDA $EC
C0/B890:	8D0113  	STA $1301
C0/B893:	A5ED    	LDA $ED
C0/B895:	8D0213  	STA $1302
C0/B898:	220400C5	JSL $C50004
C0/B89C:	A904    	LDA #$04
C0/B89E:	4C5C9B  	JMP $9B5C

(gen. act. F7)
C0/B8A1:	A989    	LDA #$89	
C0/B8A3:	8D0013  	STA $1300
C0/B8A6:	220400C5	JSL $C50004
C0/B8AA:	A901    	LDA #$01
C0/B8AC:	4C5C9B  	JMP $9B5C

Pauses event queue, when it starts again is unknown, but it is APU-related
(gen. act. F8)
C0/B8AF:	AD4221  	LDA $2142	
C0/B8B2:	F001    	BEQ $B8B5
C0/B8B4:	60      	RTS
 
C0/B8B5:	A901    	LDA #$01       (from C0/B8B2)
C0/B8B7:	4C5C9B  	JMP $9B5C

Pauses event queue, resume when APU matches parameter
(gen. act. F9)
C0/B8BA:	A5EB    	LDA $EB
C0/B8BC:	CD4121  	CMP $2141
C0/B8BF:	F001    	BEQ $B8C2
C0/B8C1:	60      	RTS
 
C0/B8C2:	A902    	LDA #$02       (from C0/B8BF)
C0/B8C4:	4C5C9B  	JMP $9B5C

Pause event queue until song that is playing finishes (this is probably bad if a song that plays never ends)
(gen. act. FA)
C0/B8C7:	AD4321  	LDA $2143	
C0/B8CA:	F001    	BEQ $B8CD
C0/B8CC:	60      	RTS
 
C0/B8CD:	A901    	LDA #$01       (from C0/B8CA)
C0/B8CF:	4C5C9B  	JMP $9B5C

Advance event queue one byte, assembly version of NOP
(gen. act. FD)
C0/B8D2:	A901    	LDA #$01
C0/B8D4:	4C709B  	JMP $9B70

(gen. act. FE)
C0/B8D7:	A6E8    	LDX $E8        (Return)
C0/B8D9:	BDC405  	LDA $05C4,X
C0/B8DC:	3A      	DEC A
C0/B8DD:	9DC405  	STA $05C4,X    (this could be accomplished with DEC $05C4,X)
C0/B8E0:	F012    	BEQ $B8F4
C0/B8E2:	BDF105  	LDA $05F1,X
C0/B8E5:	85E5    	STA $E5
C0/B8E7:	BDF205  	LDA $05F2,X
C0/B8EA:	85E6    	STA $E6
C0/B8EC:	BDF305  	LDA $05F3,X
C0/B8EF:	85E7    	STA $E7
C0/B8F1:	4C6D9A  	JMP $9A6D

C0/B8F4:	A6E8    	LDX $E8        (from C0/B8E0)
C0/B8F6:	CA      	DEX
C0/B8F7:	CA      	DEX
C0/B8F8:	CA      	DEX
C0/B8F9:	86E8    	STX $E8
C0/B8FB:	BD9405  	LDA $0594,X
C0/B8FE:	85E5    	STA $E5
C0/B900:	BD9505  	LDA $0595,X
C0/B903:	85E6    	STA $E6
C0/B905:	BD9605  	LDA $0596,X
C0/B908:	85E7    	STA $E7
C0/B90A:	E400    	CPX $00
C0/B90C:	D009    	BNE $B917
C0/B90E:	AC0308  	LDY $0803
C0/B911:	B97D08  	LDA $087D,Y
C0/B914:	997C08  	STA $087C,Y
C0/B917:	4C6D9A  	JMP $9A6D

(gen. act. 66)
(gen. act. 67)
(gen. act. 68)
(gen. act. 69)
(gen. act. 6D)
(gen. act. 6E)
(gen. act. 6F)
(gen. act. 76)
(gen. act. 83)
(gen. act. 9E)
(gen. act. 9F)
(gen. act. A3)
(gen. act. A4)
(gen. act. A5)
(gen. act. E5)
(gen. act. E6)
(gen. act. EC)
(gen. act. ED)
(gen. act. EE)
(gen. act. FC)
(gen. act. FF)
C0/B91A:	60      	RTS


Invoke game loading screen
(gen. act. AB)

C0/B91B:	A902    	LDA #$02		
C0/B91D:	8D0002  	STA $0200
C0/B920:	20CAC6  	JSR $C6CA      (jump to C3/0000->C3/001B)
C0/B923:	AFF17F30	LDA $307FF1
C0/B927:	18      	CLC
C0/B928:	690D    	ADC #$0D
C0/B92A:	8FF17F30	STA $307FF1
C0/B92E:	8D6D1F  	STA $1F6D      (RNG index)
C0/B931:	8DA11F  	STA $1FA1      (index when overworld encounter will occur)
C0/B934:	8DA21F  	STA $1FA2      (index when town/dungeon encounter will occur)
C0/B937:	8DA41F  	STA $1FA4      (overworld addition for encounter rate)
C0/B93A:	8DA31F  	STA $1FA3      (town/dungeon addition for encounter rate)
C0/B93D:	8DA51F  	STA $1FA5      (Veldt pack #, obviously $1FA1-$1FA5 will be the same at load up)
C0/B940:	AD0502  	LDA $0205
C0/B943:	2980    	AND #$80
C0/B945:	851A    	STA $1A
C0/B947:	ADDF1E  	LDA $1EDF
C0/B94A:	297F    	AND #$7F
C0/B94C:	051A    	ORA $1A
C0/B94E:	8DDF1E  	STA $1EDF
C0/B951:	6458    	STZ $58
C0/B953:	20F36C  	JSR $6CF3      (calls equipment check function)
C0/B956:	208603  	JSR $0386
C0/B959:	A901    	LDA #$01
C0/B95B:	4C5C9B  	JMP $9B5C


(gen. act. AC)

C0/B95E:	2020BD  	JSR $BD20		
C0/B961:	A901    	LDA #$01
C0/B963:	4C5C9B  	JMP $9B5C


Show world tearing apart
(gen. act. A9)

C0/B966:	200505  	JSR $0505		
C0/B969:	207403  	JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/B96C:	220368C2	JSL $C26803
C0/B970:	201505  	JSR $0515
C0/B973:	207403  	JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/B976:	207305  	JSR $0573
C0/B979:	AD0002  	LDA $0200
C0/B97C:	2980    	AND #$80
C0/B97E:	851A    	STA $1A
C0/B980:	ADDF1E  	LDA $1EDF
C0/B983:	297F    	AND #$7F
C0/B985:	051A    	ORA $1A
C0/B987:	8DDF1E  	STA $1EDF
C0/B98A:	208603  	JSR $0386
C0/B98D:	A901    	LDA #$01
C0/B98F:	4C5C9B  	JMP $9B5C


Show intro scene with Magiteks in the snowfield
(gen. act. AA)

C0/B992:	200505  	JSR $0505		
C0/B995:	207403  	JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/B998:	220068C2	JSL $C26800
C0/B99C:	201505  	JSR $0515      (BRA $B970... >_>)
C0/B99F:	207403  	JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/B9A2:	207305  	JSR $0573
C0/B9A5:	AD0002  	LDA $0200
C0/B9A8:	2980    	AND #$80
C0/B9AA:	851A    	STA $1A
C0/B9AC:	ADDF1E  	LDA $1EDF
C0/B9AF:	297F    	AND #$7F
C0/B9B1:	051A    	ORA $1A
C0/B9B3:	8DDF1E  	STA $1EDF
C0/B9B6:	208603  	JSR $0386
C0/B9B9:	A901    	LDA #$01
C0/B9BB:	4C5C9B  	JMP $9B5C

Show "The End" after a certain point in "Ending Theme #2," then play "The Prelude" afterwards
(gen. act. BB)

C0/B9BE:	207403  	JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/B9C1:	5C00F4E5	JMP $E5F400


Show train car ride out of the Magitek Factory
(gen. act. AE)

C0/B9C5:	200505  	JSR $0505		
C0/B9C8:	207403  	JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/B9CB:	0B      	PHD
C0/B9CC:	8B      	PHB
C0/B9CD:	08      	PHP 
C0/B9CE:	221200EE	JSL $EE0012
C0/B9D2:	28      	PLP 
C0/B9D3:	AB      	PLB
C0/B9D4:	2B      	PLD 
C0/B9D5:	7B      	TDC 
C0/B9D6:	201505  	JSR $0515
C0/B9D9:	207403  	JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/B9DC:	207305  	JSR $0573
C0/B9DF:	208603  	JSR $0386
C0/B9E2:	A901    	LDA #$01
C0/B9E4:	4C5C9B  	JMP $9B5C


Show airship scene from the ending
(gen. act. BF)

C0/B9E7:	200505  	JSR $0505		
C0/B9EA:	207403  	JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/B9ED:	0B      	PHD
C0/B9EE:	8B      	PHB
C0/B9EF:	08      	PHP 
C0/B9F0:	221500EE	JSL $EE0015
C0/B9F4:	28      	PLP 
C0/B9F5:	AB      	PLB
C0/B9F6:	2B      	PLD 
C0/B9F7:	7B      	TDC 
C0/B9F8:	201505  	JSR $0515
C0/B9FB:	207403  	JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/B9FE:	207305  	JSR $0573
C0/BA01:	208603  	JSR $0386
C0/BA04:	A901    	LDA #$01
C0/BA06:	4C5C9B  	JMP $9B5C

Delete all layer 3 rotating pyramids
(gen. act. A6)

C0/BA09:	9C8107  	STZ $0781		
C0/BA0C:	208D06  	JSR $068D
C0/BA0F:	A901    	LDA #$01
C0/BA11:	4C5C9B  	JMP $9B5C

Create layer 3 rotating pyramid around NPC X
(gen. act. A7)

C0/BA14:	A901    	LDA #$01		
C0/BA16:	8D8107  	STA $0781
C0/BA19:	A5EB    	LDA $EB
C0/BA1B:	8D0242  	STA $4202
C0/BA1E:	A929    	LDA #$29
C0/BA20:	8D0342  	STA $4203
C0/BA23:	EA      	NOP
C0/BA24:	EA      	NOP
C0/BA25:	EA      	NOP
C0/BA26:	AE1642  	LDX $4216
C0/BA29:	8E7F07  	STX $077F
C0/BA2C:	A902    	LDA #$02
C0/BA2E:	4C5C9B  	JMP $9B5C


(gen. act. BA)

C0/BA31:	A5EB    	LDA $EB		
C0/BA33:	8D0102  	STA $0201
C0/BA36:	200505  	JSR $0505
C0/BA39:	207403  	JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/BA3C:	221200C3	JSL $C30012
C0/BA40:	201505  	JSR $0515
C0/BA43:	207403  	JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/BA46:	207305  	JSR $0573
C0/BA49:	208603  	JSR $0386
C0/BA4C:	A902    	LDA #$02
C0/BA4E:	4C5C9B  	JMP $9B5C


Show Floating Island soaring into the sky
(gen. act. A8)

C0/BA51:	200505  	JSR $0505		
C0/BA54:	207403  	JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/BA57:	220668C2	JSL $C26806
C0/BA5B:	201505  	JSR $0515
C0/BA5E:	207403  	JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/BA61:	207305  	JSR $0573
C0/BA64:	A901    	LDA #$01
C0/BA66:	4C5C9B  	JMP $9B5C


Show Title screen
(gen. act. AD)

C0/BA69:	200505  	JSR $0505		
C0/BA6C:	207403  	JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/BA6F:	220968C2	JSL $C26809
C0/BA73:	201505  	JSR $0515      (BRA $BA5B... >_>)
C0/BA76:	207403  	JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/BA79:	207305  	JSR $0573
C0/BA7C:	A901    	LDA #$01
C0/BA7E:	4C5C9B  	JMP $9B5C

C0/BA81:	AC0308  	LDY $0803
C0/BA84:	B97F08  	LDA $087F,Y
C0/BA87:	AA      	TAX
C0/BA88:	ADB61E  	LDA $1EB6
C0/BA8B:	29F0    	AND #$F0
C0/BA8D:	1FFCBAC0	ORA $C0BAFC,X
C0/BA91:	8DB61E  	STA $1EB6
C0/BA94:	A506    	LDA $06
C0/BA96:	100A    	BPL $BAA2
C0/BA98:	ADB61E  	LDA $1EB6
C0/BA9B:	0910    	ORA #$10
C0/BA9D:	8DB61E  	STA $1EB6
C0/BAA0:	8008    	BRA $BAAA
C0/BAA2:	ADB61E  	LDA $1EB6
C0/BAA5:	29EF    	AND #$EF
C0/BAA7:	8DB61E  	STA $1EB6
C0/BAAA:	60      	RTS
 
C0/BAAB:	20EDBA  	JSR $BAED		(from C0/B2E1, C0/B346, C0/B71E)
C0/BAAE:	B9801E  	LDA $1E80,Y
C0/BAB1:	3FFCBAC0	AND $C0BAFC,X
C0/BAB5:	60      	RTS
 
C0/BAB6:	20EDBA  	JSR $BAED
C0/BAB9:	B9A01E  	LDA $1EA0,Y
C0/BABC:	3FFCBAC0	AND $C0BAFC,X
C0/BAC0:	60      	RTS
 
C0/BAC1:	20EDBA  	JSR $BAED
C0/BAC4:	B9E01E  	LDA $1EE0,Y
C0/BAC7:	3FFCBAC0	AND $C0BAFC,X
C0/BACB:	60      	RTS
 
C0/BACC:	20EDBA  	JSR $BAED
C0/BACF:	B9001F  	LDA $1F00,Y
C0/BAD2:	3FFCBAC0	AND $C0BAFC,X
C0/BAD6:	60      	RTS
 
C0/BAD7:	20EDBA  	JSR $BAED
C0/BADA:	B9201F  	LDA $1F20,Y
C0/BADD:	3FFCBAC0	AND $C0BAFC,X
C0/BAE1:	60      	RTS
 
C0/BAE2:	20EDBA  	JSR $BAED
C0/BAE5:	B9401F  	LDA $1F40,Y
C0/BAE8:	3FFCBAC0	AND $C0BAFC,X
C0/BAEC:	60      	RTS
 
C0/BAED:	C220    	REP #$20      (16 bit accum./memory)
C0/BAEF:	AA      	TAX
C0/BAF0:	4A      	LSR A
C0/BAF1:	4A      	LSR A
C0/BAF2:	4A      	LSR A
C0/BAF3:	A8      	TAY
C0/BAF4:	7B      	TDC 
C0/BAF5:	E220    	SEP #$20      (8 bit accum./memory)
C0/BAF7:	8A      	TXA
C0/BAF8:	2907    	AND #$07
C0/BAFA:	AA      	TAX
C0/BAFB:	60      	RTS
 
Data: bit LUT used by many, many things
C0/BAFC:	0102    	
C0/BAFE:	0408    	
C0/BB00:	1020    	
C0/BB02:	4080 
    
C0/BB04:	FEFD 
C0/BB05:	FBF7  	
C0/BB08:	EFDF
C0/BB0A:	BF7F	

C0/BB0C:	A600    	LDX $00        (from C0/BE87)
C0/BB0E:	9E801E  	STZ $1E80,X    (clear all event bits)
C0/BB11:	E8      	INX
C0/BB12:	E06000  	CPX #$0060
C0/BB15:	D0F7    	BNE $BB0E
C0/BB17:	60      	RTS
 
C0/BB18:	A600    	LDX $00        (from C0/BE8D)
C0/BB1A:	9E401E  	STZ $1E40,X    (set all treasure chests as not opened)
C0/BB1D:	E8      	INX
C0/BB1E:	E03000  	CPX #$0030
C0/BB21:	D0F7    	BNE $BB1A
C0/BB23:	60      	RTS

C0/BB24:	48      	PHA           (from C0/0015)
C0/BB25:	DA      	PHX
C0/BB26:	5A      	PHY
C0/BB27:	8B      	PHB
C0/BB28:	0B      	PHD
C0/BB29:	08      	PHP 
C0/BB2A:	7B      	TDC 
C0/BB2B:	E220    	SEP #$20      (8 bit accum./memory)
C0/BB2D:	C210    	REP #$10      (16 bit index registers)
C0/BB2F:	7B      	TDC 
C0/BB30:	48      	PHA
C0/BB31:	AB      	PLB
C0/BB32:	ADD11D  	LDA $1DD1      (load battle bits)
C0/BB35:	299F    	AND #$9F       (mask out event timers elapsing in battle and displaying event timers)
C0/BB37:	8DD11D  	STA $1DD1      (save battle bits)
C0/BB3A:	AD8811  	LDA $1188
C0/BB3D:	2910    	AND #$10
C0/BB3F:	F008    	BEQ $BB49
C0/BB41:	ADD11D  	LDA $1DD1      (load battle bits)
C0/BB44:	0940    	ORA #$40       (set  displaying of event timers)
C0/BB46:	8DD11D  	STA $1DD1      (save battle bits)
C0/BB49:	AD8811  	LDA $1188
C0/BB4C:	301A    	BMI $BB68
C0/BB4E:	AE8911  	LDX $1189
C0/BB51:	F006    	BEQ $BB59
C0/BB53:	CA      	DEX
C0/BB54:	8E8911  	STX $1189
C0/BB57:	800F    	BRA $BB68
C0/BB59:	AD8811  	LDA $1188
C0/BB5C:	2920    	AND #$20
C0/BB5E:	F008    	BEQ $BB68
C0/BB60:	ADD11D  	LDA $1DD1      (load battle bits)
C0/BB63:	0920    	ORA #$20       (set event timer elapsed in battle)
C0/BB65:	8DD11D  	STA $1DD1      (save battle bits)
C0/BB68:	AD8E11  	LDA $118E
C0/BB6B:	301A    	BMI $BB87
C0/BB6D:	AE8F11  	LDX $118F
C0/BB70:	F006    	BEQ $BB78
C0/BB72:	CA      	DEX
C0/BB73:	8E8F11  	STX $118F
C0/BB76:	800F    	BRA $BB87
C0/BB78:	AD8E11  	LDA $118E
C0/BB7B:	2920    	AND #$20
C0/BB7D:	F008    	BEQ $BB87
C0/BB7F:	ADD11D  	LDA $1DD1      (load battle bits)
C0/BB82:	0920    	ORA #$20       (set event timer elapsed in battle)
C0/BB84:	8DD11D  	STA $1DD1      (save battle bits)
C0/BB87:	AD9411  	LDA $1194
C0/BB8A:	301A    	BMI $BBA6
C0/BB8C:	AE9511  	LDX $1195
C0/BB8F:	F006    	BEQ $BB97
C0/BB91:	CA      	DEX
C0/BB92:	8E9511  	STX $1195
C0/BB95:	800F    	BRA $BBA6
C0/BB97:	AD9411  	LDA $1194
C0/BB9A:	2920    	AND #$20
C0/BB9C:	F008    	BEQ $BBA6
C0/BB9E:	ADD11D  	LDA $1DD1      (load battle bits)
C0/BBA1:	0920    	ORA #$20       (set event timer elapsed in battle)
C0/BBA3:	8DD11D  	STA $1DD1      (save battle bits)
C0/BBA6:	AD9A11  	LDA $119A
C0/BBA9:	301A    	BMI $BBC5
C0/BBAB:	AE9B11  	LDX $119B
C0/BBAE:	F006    	BEQ $BBB6
C0/BBB0:	CA      	DEX
C0/BBB1:	8E9B11  	STX $119B
C0/BBB4:	800F    	BRA $BBC5
C0/BBB6:	AD9A11  	LDA $119A
C0/BBB9:	2920    	AND #$20
C0/BBBB:	F008    	BEQ $BBC5
C0/BBBD:	ADD11D  	LDA $1DD1      (load battle bits)
C0/BBC0:	0920    	ORA #$20       (set event timer elapsed in battle)
C0/BBC2:	8DD11D  	STA $1DD1      (save battle bits)
C0/BBC5:	28      	PLP 
C0/BBC6:	2B      	PLD 
C0/BBC7:	AB      	PLB
C0/BBC8:	7A      	PLY
C0/BBC9:	FA      	PLX
C0/BBCA:	68      	PLA
C0/BBCB:	60      	RTS
 
C0/BBCC:	AE8911  	LDX $1189      (from C0/00D7)
C0/BBCF:	F004    	BEQ $BBD5
C0/BBD1:	CA      	DEX
C0/BBD2:	8E8911  	STX $1189
C0/BBD5:	AE8F11  	LDX $118F
C0/BBD8:	F004    	BEQ $BBDE
C0/BBDA:	CA      	DEX
C0/BBDB:	8E8F11  	STX $118F
C0/BBDE:	AE9511  	LDX $1195
C0/BBE1:	F004    	BEQ $BBE7
C0/BBE3:	CA      	DEX
C0/BBE4:	8E9511  	STX $1195
C0/BBE7:	AE9B11  	LDX $119B
C0/BBEA:	F004    	BEQ $BBF0
C0/BBEC:	CA      	DEX
C0/BBED:	8E9B11  	STX $119B
C0/BBF0:	60      	RTS
 
C0/BBF1:	A400    	LDY $00        (from C0/00D1)
C0/BBF3:	BE8911  	LDX $1189,Y
C0/BBF6:	D06B    	BNE $BC63
C0/BBF8:	BE8B11  	LDX $118B,Y
C0/BBFB:	D005    	BNE $BC02
C0/BBFD:	B98D11  	LDA $118D,Y
C0/BC00:	F061    	BEQ $BC63
C0/BC02:	A6E5    	LDX $E5
C0/BC04:	E00000  	CPX #$0000
C0/BC07:	D05A    	BNE $BC63
C0/BC09:	A5E7    	LDA $E7
C0/BC0B:	C9CA    	CMP #$CA
C0/BC0D:	D054    	BNE $BC63
C0/BC0F:	AE0308  	LDX $0803
C0/BC12:	BD6A08  	LDA $086A,X
C0/BC15:	290F    	AND #$0F
C0/BC17:	D04A    	BNE $BC63
C0/BC19:	BD6D08  	LDA $086D,X
C0/BC1C:	290F    	AND #$0F
C0/BC1E:	D043    	BNE $BC63
C0/BC20:	BE8B11  	LDX $118B,Y
C0/BC23:	86E5    	STX $E5
C0/BC25:	8EF405  	STX $05F4
C0/BC28:	B98D11  	LDA $118D,Y
C0/BC2B:	18      	CLC
C0/BC2C:	69CA    	ADC #$CA
C0/BC2E:	85E7    	STA $E7
C0/BC30:	8DF605  	STA $05F6
C0/BC33:	A20000  	LDX #$0000
C0/BC36:	8E9405  	STX $0594
C0/BC39:	A9CA    	LDA #$CA
C0/BC3B:	8D9605  	STA $0596
C0/BC3E:	A901    	LDA #$01
C0/BC40:	8DC705  	STA $05C7
C0/BC43:	A20300  	LDX #$0003
C0/BC46:	86E8    	STX $E8
C0/BC48:	A6DA    	LDX $DA
C0/BC4A:	BD7C08  	LDA $087C,X
C0/BC4D:	9D7D08  	STA $087D,X
C0/BC50:	A904    	LDA #$04
C0/BC52:	9D7C08  	STA $087C,X
C0/BC55:	7B      	TDC 
C0/BC56:	998B11  	STA $118B,Y
C0/BC59:	998C11  	STA $118C,Y
C0/BC5C:	998D11  	STA $118D,Y
C0/BC5F:	20ED2F  	JSR $2FED
C0/BC62:	60      	RTS
 
C0/BC63:	C8      	INY 
C0/BC64:	C8      	INY 
C0/BC65:	C8      	INY 
C0/BC66:	C8      	INY 
C0/BC67:	C8      	INY 
C0/BC68:	C8      	INY 
C0/BC69:	C01800  	CPY #$0018
C0/BC6C:	D085    	BNE $BBF3
C0/BC6E:	60      	RTS
 
C0/BC6F:	A584    	LDA $84        (from C0/00D4)
C0/BC71:	D05C    	BNE $BCCF
C0/BC73:	A559    	LDA $59
C0/BC75:	D058    	BNE $BCCF
C0/BC77:	AC0308  	LDY $0803
C0/BC7A:	B96A08  	LDA $086A,Y
C0/BC7D:	290F    	AND #$0F
C0/BC7F:	D04E    	BNE $BCCF
C0/BC81:	B96908  	LDA $0869,Y
C0/BC84:	D049    	BNE $BCCF
C0/BC86:	B96D08  	LDA $086D,Y
C0/BC89:	290F    	AND #$0F
C0/BC8B:	D042    	BNE $BCCF
C0/BC8D:	B96C08  	LDA $086C,Y
C0/BC90:	D03D    	BNE $BCCF
C0/BC92:	A6E5    	LDX $E5
C0/BC94:	E00000  	CPX #$0000
C0/BC97:	D036    	BNE $BCCF
C0/BC99:	A5E7    	LDA $E7
C0/BC9B:	C9CA    	CMP #$CA
C0/BC9D:	D030    	BNE $BCCF
C0/BC9F:	B97C08  	LDA $087C,Y
C0/BCA2:	290F    	AND #$0F
C0/BCA4:	C902    	CMP #$02
C0/BCA6:	D027    	BNE $BCCF
C0/BCA8:	C220    	REP #$20      (16 bit accum./memory)
C0/BCAA:	A582    	LDA $82
C0/BCAC:	0A      	ASL A
C0/BCAD:	AA      	TAX
C0/BCAE:	BF0200C4	LDA $C40002,X
C0/BCB2:	851E    	STA $1E
C0/BCB4:	BF0000C4	LDA $C40000,X
C0/BCB8:	C51E    	CMP $1E
C0/BCBA:	F013    	BEQ $BCCF
C0/BCBC:	AA      	TAX
C0/BCBD:	BF0000C4	LDA $C40000,X
C0/BCC1:	C5AF    	CMP $AF
C0/BCC3:	F00E    	BEQ $BCD3
C0/BCC5:	8A      	TXA
C0/BCC6:	18      	CLC
C0/BCC7:	690500  	ADC #$0005
C0/BCCA:	AA      	TAX
C0/BCCB:	E41E    	CPX $1E
C0/BCCD:	D0EE    	BNE $BCBD
C0/BCCF:	7B      	TDC 
C0/BCD0:	E220    	SEP #$20      (8 bit accum./memory)
C0/BCD2:	60      	RTS
 
C0/BCD3:	BF0200C4	LDA $C40002,X
C0/BCD7:	85E5    	STA $E5
C0/BCD9:	8DF405  	STA $05F4
C0/BCDC:	7B      	TDC 
C0/BCDD:	997108  	STA $0871,Y
C0/BCE0:	997308  	STA $0873,Y
C0/BCE3:	E220    	SEP #$20      (8 bit accum./memory)
C0/BCE5:	997E08  	STA $087E,Y
C0/BCE8:	A901    	LDA #$01
C0/BCEA:	8D8E07  	STA $078E
C0/BCED:	BF0400C4	LDA $C40004,X
C0/BCF1:	18      	CLC
C0/BCF2:	69CA    	ADC #$CA
C0/BCF4:	85E7    	STA $E7
C0/BCF6:	8DF605  	STA $05F6
C0/BCF9:	A20000  	LDX #$0000
C0/BCFC:	8E9405  	STX $0594
C0/BCFF:	A9CA    	LDA #$CA
C0/BD01:	8D9605  	STA $0596
C0/BD04:	A901    	LDA #$01
C0/BD06:	8DC705  	STA $05C7
C0/BD09:	A20300  	LDX #$0003
C0/BD0C:	86E8    	STX $E8
C0/BD0E:	B97C08  	LDA $087C,Y
C0/BD11:	997D08  	STA $087D,Y
C0/BD14:	A904    	LDA #$04
C0/BD16:	997C08  	STA $087C,Y
C0/BD19:	20087E  	JSR $7E08
C0/BD1C:	20ED2F  	JSR $2FED
C0/BD1F:	60      	RTS
 
C0/BD20:	6458    	STZ $58
C0/BD22:	AC0308  	LDY $0803
C0/BD25:	A901    	LDA #$01
C0/BD27:	996808  	STA $0868,Y
C0/BD2A:	207770  	JSR $7077
C0/BD2D:	A600    	LDX $00
C0/BD2F:	9B      	TXY
C0/BD30:	B90016  	LDA $1600,Y
C0/BD33:	9D7808  	STA $0878,X
C0/BD36:	B90116  	LDA $1601,Y
C0/BD39:	9D7908  	STA $0879,X
C0/BD3C:	7B      	TDC 
C0/BD3D:	9D7C08  	STA $087C,X
C0/BD40:	9D7D08  	STA $087D,X
C0/BD43:	A901    	LDA #$01
C0/BD45:	9D6808  	STA $0868,X
C0/BD48:	C221    	REP #$21
C0/BD4A:	8A      	TXA
C0/BD4B:	692900  	ADC #$0029
C0/BD4E:	AA      	TAX
C0/BD4F:	98      	TYA
C0/BD50:	18      	CLC
C0/BD51:	692500  	ADC #$0025
C0/BD54:	A8      	TAY
C0/BD55:	7B      	TDC 
C0/BD56:	E220    	SEP #$20      (8 bit accum./memory)
C0/BD58:	C05002  	CPY #$0250
C0/BD5B:	D0D3    	BNE $BD30
C0/BD5D:	AEA61F  	LDX $1FA6
C0/BD60:	8EFB07  	STX $07FB
C0/BD63:	A902    	LDA #$02
C0/BD65:	9D7C08  	STA $087C,X
C0/BD68:	AD681F  	LDA $1F68
C0/BD6B:	8D4307  	STA $0743
C0/BD6E:	203D6F  	JSR $6F3D
C0/BD71:	A0D907  	LDY #$07D9
C0/BD74:	8CFD07  	STY $07FD
C0/BD77:	8CFF07  	STY $07FF
C0/BD7A:	8C0108  	STY $0801
C0/BD7D:	204A71  	JSR $714A
C0/BD80:	200C52  	JSR $520C
C0/BD83:	A980    	LDA #$80
C0/BD85:	8DFA11  	STA $11FA
C0/BD88:	A901    	LDA #$01
C0/BD8A:	8584    	STA $84
C0/BD8C:	60      	RTS
 
Working SRAM initializing, ie 7E/1600 - 7E/1FFF:
C0/BD8D:	A600    	LDX $00        (from C0/007C)
C0/BD8F:	9E0016  	STZ $1600,X    (set character stats to 0)
C0/BD92:	E8      	INX
C0/BD93:	E05002  	CPX #$0250
C0/BD96:	D0F7    	BNE $BD8F
C0/BD98:	A600    	LDX $00
C0/BD9A:	A9FF    	LDA #$FF
C0/BD9C:	9D0016  	STA $1600,X    (set sprite to nothing)
C0/BD9F:	9D1E16  	STA $161E,X    (set esper equipped to nothing)
C0/BDA2:	C221    	REP #$21
C0/BDA4:	8A      	TXA
C0/BDA5:	692500  	ADC #$0025
C0/BDA8:	AA      	TAX
C0/BDA9:	7B      	TDC 
C0/BDAA:	E220    	SEP #$20       (8 bit accum./memory)
C0/BDAC:	E05002  	CPX #$0250
C0/BDAF:	D0E9    	BNE $BD9A
C0/BDB1:	A600    	LDX $00
C0/BDB3:	9E5018  	STZ $1850,X    (set setup of current parties to 0)
C0/BDB6:	E8      	INX
C0/BDB7:	E01000  	CPX #$0010
C0/BDBA:	D0F7    	BNE $BDB3
C0/BDBC:	A600    	LDX $00
C0/BDBE:	A502    	LDA $02
C0/BDC0:	9E6919  	STZ $1969,X    (set quantity of all items to 0)
C0/BDC3:	9D6918  	STA $1869,X    ($02 holds #$FF, which for items is nothing)
C0/BDC6:	E8      	INX
C0/BDC7:	E00001  	CPX #$0100
C0/BDCA:	D0F4    	BNE $BDC0
C0/BDCC:	A600    	LDX $00
C0/BDCE:	9E6E1A  	STZ $1A6E,X    (set current spell learned % to 0)
C0/BDD1:	E8      	INX
C0/BDD2:	E08802  	CPX #$0288     (have we done all spells for all characters yet?)
C0/BDD5:	D0F7    	BNE $BDCE      (branch if not)
C0/BDD7:	A600    	LDX $00
C0/BDD9:	9EF61C  	STZ $1CF6,X    (set morph time, and many other things to 0)
C0/BDDC:	E8      	INX
C0/BDDD:	E05700  	CPX #$0057
C0/BDE0:	D0F7    	BNE $BDD9
C0/BDE2:	A600    	LDX $00
C0/BDE4:	BF403CCF	LDA $CF3C40,X  (SwdTech names)
C0/BDE8:	9DF81C  	STA $1CF8,X    (store to SRAM)
C0/BDEB:	E8      	INX
C0/BDEC:	E03000  	CPX #$0030     (have we done 48 letters yet?)
C0/BDEF:	D0F3    	BNE $BDE4      (branch if not. Note, this renaming feature was never used in the US version, so this area of SRAM is free for other use)
C0/BDF1:	9C691A  	STZ $1A69      (set esper's collected byte 1 to 0)
C0/BDF4:	9C6A1A  	STZ $1A6A      (set esper's collected byte 2 to 0)
C0/BDF7:	9C6B1A  	STZ $1A6B      (set esper's collected byte 3 to 0)
C0/BDFA:	9C6C1A  	STZ $1A6C      (set esper's collected byte 4 to 0)
C0/BDFD:	A600    	LDX $00
C0/BDFF:	9EC91D  	STZ $1DC9,X    (set all battle variables, and formations that will appear on the veldt to 0)
C0/BE02:	E8      	INX
C0/BE03:	E05400  	CPX #$0054
C0/BE06:	D0F7    	BNE $BDFF
C0/BE08:	A600    	LDX $00
C0/BE0A:	BFA07AC4	LDA $C47AA0,X
C0/BE0E:	9D2C1D  	STA $1D2C,X    (set Gau's learned rages)
C0/BE11:	E8      	INX
C0/BE12:	E02000  	CPX #$0020     (have we done all 32 bytes yet?)
C0/BE15:	D0F3    	BNE $BE0A      (branch if not)
C0/BE17:	AF64F5E6	LDA $E6F564    
C0/BE1B:	8D291D  	STA $1D29      (set Strago's known lores, byte 1)
C0/BE1E:	AF65F5E6	LDA $E6F565
C0/BE22:	8D2A1D  	STA $1D2A      (set Strago's known lores, byte 2)
C0/BE25:	AF66F5E6	LDA $E6F566
C0/BE29:	8D2B1D  	STA $1D2B      (set Strago's known lores, byte 3)
C0/BE2C:	9C6505  	STZ $0565
C0/BE2F:	A2FF7F  	LDX #$7FFF
C0/BE32:	8E551D  	STX $1D55      (set R, G, and B for font to 31, aka white, although this is done in C3 already!)
C0/BE35:	A600    	LDX $00
C0/BE37:	BF021CED	LDA $ED1C02,X  
C0/BE3B:	9D571D  	STA $1D57,X    (set colors for wallpaper 1, or so it seems)
C0/BE3E:	E8      	INX
C0/BE3F:	E00E00  	CPX #$000E
C0/BE42:	D0F3    	BNE $BE37
C0/BE44:	A901    	LDA #$01
C0/BE46:	8DF31F  	STA $1FF3
C0/BE49:	8DF41F  	STA $1FF4
C0/BE4C:	8DF51F  	STA $1FF5
C0/BE4F:	8DF61F  	STA $1FF6
C0/BE52:	A600    	LDX $00
C0/BE54:	8E8911  	STX $1189
C0/BE57:	8E8F11  	STX $118F
C0/BE5A:	8E9511  	STX $1195
C0/BE5D:	8E9B11  	STX $119B
C0/BE60:	8E8B11  	STX $118B
C0/BE63:	8E9111  	STX $1191
C0/BE66:	8E9711  	STX $1197
C0/BE69:	8E9D11  	STX $119D
C0/BE6C:	7B      	TDC 
C0/BE6D:	8D8D11  	STA $118D
C0/BE70:	8D9311  	STA $1193
C0/BE73:	8D9911  	STA $1199
C0/BE76:	8D9F11  	STA $119F
C0/BE79:	20B670  	JSR $70B6
C0/BE7C:	9CF111  	STZ $11F1
C0/BE7F:	209D98  	JSR $989D
C0/BE82:	6458    	STZ $58
C0/BE84:	9C5905  	STZ $0559
C0/BE87:	200CBB  	JSR $BB0C      (clear all event bits)
C0/BE8A:	202852  	JSR $5228      (set all presence bits)
C0/BE8D:	2018BB  	JSR $BB18      (close all treasure chests)
C0/BE90:	A20300  	LDX #$0003
C0/BE93:	86E5    	STX $E5
C0/BE95:	8EF405  	STX $05F4
C0/BE98:	A9CA    	LDA #$CA
C0/BE9A:	85E7    	STA $E7
C0/BE9C:	8DF605  	STA $05F6      (CA/0003, which jumps to CA/5E33, which starts a new game)
C0/BE9F:	A20000  	LDX #$0000
C0/BEA2:	8E9405  	STX $0594      (hmmmm)
C0/BEA5:	A9CA    	LDA #$CA
C0/BEA7:	8D9605  	STA $0596      (this makes CA/0000, which is where the event code starts...)
C0/BEAA:	A901    	LDA #$01
C0/BEAC:	8DC705  	STA $05C7
C0/BEAF:	A20300  	LDX #$0003
C0/BEB2:	86E8    	STX $E8
C0/BEB4:	A902    	LDA #$02
C0/BEB6:	8D7D08  	STA $087D
C0/BEB9:	6447    	STZ $47
C0/BEBB:	60      	RTS
 
"Do everything when a map is loaded"
C0/BEBC:	207403  	JSR $0374     (from C0/00A4)
C0/BEBF:	208A84  	JSR $848A
C0/BEC2:	A558    	LDA $58
C0/BEC4:	D032    	BNE $BEF8
C0/BEC6:	C220    	REP #$20      (16 bit accum./memory)
C0/BEC8:	AD641F  	LDA $1F64      (load current map)
C0/BECB:	29FF01  	AND #$01FF
C0/BECE:	8D641F  	STA $1F64      (store the map)
C0/BED1:	8582    	STA $82        (store map for encounters?)
C0/BED3:	7B      	TDC 
C0/BED4:	E220    	SEP #$20      (8 bit accum./memory)
C0/BED6:	20AD1C  	JSR $1CAD
C0/BED9:	6447    	STZ $47
C0/BEDB:	9C7B07  	STZ $077B
C0/BEDE:	A901    	LDA #$01
C0/BEE0:	8585    	STA $85
C0/BEE2:	A600    	LDX $00
C0/BEE4:	8E2711  	STX $1127
C0/BEE7:	20B670  	JSR $70B6
C0/BEEA:	207F17  	JSR $177F
C0/BEED:	A600    	LDX $00
C0/BEEF:	8E8C07  	STX $078C
C0/BEF2:	9C8B07  	STZ $078B
C0/BEF5:	20DA6E  	JSR $6EDA
C0/BEF8:	204A71  	JSR $714A
C0/BEFB:	202746  	JSR $4627
C0/BEFE:	ADFA11  	LDA $11FA
C0/BF01:	2920    	AND #$20
C0/BF03:	D003    	BNE $BF08
C0/BF05:	202917  	JSR $1729
C0/BF08:	AD661F  	LDA $1F66
C0/BF0B:	8D4105  	STA $0541
C0/BF0E:	AD671F  	LDA $1F67
C0/BF11:	8D4205  	STA $0542
C0/BF14:	206D16  	JSR $166D
C0/BF17:	A20048  	LDX #$4800
C0/BF1A:	8E8B05  	STX $058B
C0/BF1D:	A20050  	LDX #$5000
C0/BF20:	8E8D05  	STX $058D
C0/BF23:	A20058  	LDX #$5800
C0/BF26:	8E8F05  	STX $058F
C0/BF29:	A6E5    	LDX $E5
C0/BF2B:	D009    	BNE $BF36
C0/BF2D:	A5E7    	LDA $E7
C0/BF2F:	C9CA    	CMP #$CA
C0/BF31:	D003    	BNE $BF36
C0/BF33:	20676F  	JSR $6F67
C0/BF36:	6484    	STZ $84
C0/BF38:	6457    	STZ $57
C0/BF3A:	6456    	STZ $56
C0/BF3C:	644C    	STZ $4C
C0/BF3E:	9C5E05  	STZ $055E
C0/BF41:	9C6705  	STZ $0567
C0/BF44:	645A    	STZ $5A
C0/BF46:	9C5A05  	STZ $055A
C0/BF49:	9C5B05  	STZ $055B
C0/BF4C:	9C5C05  	STZ $055C
C0/BF4F:	64BB    	STZ $BB
C0/BF51:	64BA    	STZ $BA
C0/BF53:	A901    	LDA #$01
C0/BF55:	8D9807  	STA $0798
C0/BF58:	203816  	JSR $1638      (get tile's layer properties)
C0/BF5B:	209205  	JSR $0592
C0/BF5E:	208D26  	JSR $268D
C0/BF61:	205F27  	JSR $275F
C0/BF64:	205C26  	JSR $265C
C0/BF67:	208328  	JSR $2883
C0/BF6A:	20D715  	JSR $15D7
C0/BF6D:	20174D  	JSR $4D17
C0/BF70:	20DA27  	JSR $27DA
C0/BF73:	20CE1C  	JSR $1CCE
C0/BF76:	207B1B  	JSR $1B7B
C0/BF79:	205C18  	JSR $185C
C0/BF7C:	20647F  	JSR $7F64
C0/BF7F:	200A56  	JSR $560A
C0/BF82:	2023C7  	JSR $C723
C0/BF85:	20FE35  	JSR $35FE
C0/BF88:	202138  	JSR $3821
C0/BF8B:	20A839  	JSR $39A8
C0/BF8E:	20E90F  	JSR $0FE9
C0/BF91:	20EB50  	JSR $50EB
C0/BF94:	20E356  	JSR $56E3
C0/BF97:	20D58E  	JSR $8ED5
C0/BF9A:	20178D  	JSR $8D17
C0/BF9D:	20F36C  	JSR $6CF3
C0/BFA0:	20B642  	JSR $42B6
C0/BFA3:	20DB6A  	JSR $6ADB
C0/BFA6:	ADB61E  	LDA $1EB6
C0/BFA9:	0940    	ORA #$40
C0/BFAB:	8DB61E  	STA $1EB6      (Set bit 6 of $1EB6 (event bit $1B6))
C0/BFAE:	A558    	LDA $58
C0/BFB0:	D014    	BNE $BFC6
C0/BFB2:	9CBE1E  	STZ $1EBE
C0/BFB5:	9CBF1E  	STZ $1EBF
C0/BFB8:	20A852  	JSR $52A8      (Load NPC data)
C0/BFBB:	205146  	JSR $4651
C0/BFBE:	ADB61E  	LDA $1EB6
C0/BFC1:	29BF    	AND #$BF
C0/BFC3:	8DB61E  	STA $1EB6      (Clear bit 6 of $1EB6 (event bit $1B6))
C0/BFC6:	20C155  	JSR $55C1
C0/BFC9:	205454  	JSR $5454
C0/BFCC:	200451  	JSR $5104
C0/BFCF:	203852  	JSR $5238
C0/BFD2:	ADFA11  	LDA $11FA
C0/BFD5:	3003    	BMI $BFDA
C0/BFD7:	4CA4C0  	JMP $C0A4

Map is loaded, trigger an event (most of the time it's CA/5EB3)
C0/BFDA:	C220    	REP #$20      (16 bit accum./memory)
C0/BFDC:	AD641F  	LDA $1F64      (load map)
C0/BFDF:	29FF01  	AND #$01FF
C0/BFE2:	851E    	STA $1E
C0/BFE4:	0A      	ASL A
C0/BFE5:	18      	CLC
C0/BFE6:	651E    	ADC $1E
C0/BFE8:	AA      	TAX           (pointer is 1.5x the map)
C0/BFE9:	7B      	TDC 
C0/BFEA:	E220    	SEP #$20      (8 bit accum./memory)
C0/BFEC:	A9B2    	LDA #$B2
C0/BFEE:	8D2406  	STA $0624      (B2 = "call subroutine" for events)
C0/BFF1:	BF00FAD1	LDA $D1FA00,X  (event pointer, low byte)
C0/BFF5:	8D2506  	STA $0625
C0/BFF8:	852A    	STA $2A
C0/BFFA:	BF01FAD1	LDA $D1FA01,X  (event pointer, middle byte)
C0/BFFE:	8D2606  	STA $0626
C0/C001:	852B    	STA $2B
C0/C003:	BF02FAD1	LDA $D1FA02,X  (event pointer, high byte)
C0/C007:	8D2706  	STA $0627
C0/C00A:	18      	CLC
C0/C00B:	69CA    	ADC #$CA
C0/C00D:	852C    	STA $2C
C0/C00F:	A72A    	LDA [$2A]
C0/C011:	C9FE    	CMP #$FE       (is it the "end event" command?)
C0/C013:	D003    	BNE $C018      (branch if not)
C0/C015:	4CA4C0  	JMP $C0A4