Difference between revisions of "Secret of Evermore:ROM map"

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{{rammap|game=Secret of Evermore}}
+
{{rommap|game=Secret of Evermore}}
  
 
<pre>
 
<pre>
 +
    0 to  7FFF = Text
 +
  857F to  858B = Pointer to Frame update set to [$0128] 3 byte
 +
  858C to  8596 = Frame update; also manages $8F85
 +
  8597 to  859A = Disables buttons until release based on info in A
 +
  859B to  85D7 = A set to new RNG Seed
 +
  85ED to  85F5 = Brightness set to 15
 +
  85F6 to  85F9 = Brightness set to 0
 +
  85FA to  864F = Colors at CGRAM Address indicated by [$2E] updated to information at [$26] for X bytes
 +
  8650 to  86B1 = Graphics Tiles at VRAM Address indicated by [$2E] updated to information at [$26] for X bytes
 +
  86B2 to  870B = $8650 procedure with difference of VMain value set to Y instead of $80
 +
  870C to  8756 = Address in [$02] holds Number in A ending with $FF, X = number of Digits
 +
  8838 to  885D = Held button check for registered held button(s)
 +
  AD62 to  ADEF = A set to (Value [$02] x RNG Seed) / 65536
 +
  ADF0 to  AE5B = A set to Direction nearest angle to offset location of [$02],[$04] (BUG: AE32 being set to $30 (BMI) rather than $10 (BPL) results in Northeast never happening)
 +
  AE5C to  AE77 = A set to default of 2 with Bit 2 set for both [$02] and [$04] being Positive or Negative, and Bit 3 set for [$02] being Negative
 +
  AE78 to  AEAB = A set to dominant Direction (tie goes to North, then West/East, then South)
 +
  B149 to  B159 = Text characters at address indicated by [$26] copied to address indicated by [$22]
 +
  B21F to  B282 = Address in [$22] holds Number in [$02], X = [$22] + Characters
 +
  B283 to  B2D9 = Direct Page [$06] holds Decimal Mode version of [$02]
 +
  B2DA to  B379 = Decimal Mode tabling (Digits 9~12 for numbers above 65536, then Digits 5~8, then Digits 1~4, all sorted from top to bottom)
 +
  B37A to  B393 = [$22] indicates address indicated by [$0B57] and changes [$0B57] to 64 bytes after that address
  
Direct Page $59 = Camera Coordinates (4 bytes: X for first 2, Y for second 2)
+
  A87F to  0A886 = Bit position to bit mask table
Direct Page $BF = Camera Target (4 bytes)
 
  
=====================================================================================
+
10000 to  17FFF = Text
  
306000 = Bit 0: Control Prefs screen - Sound: 0 = Mono, 1 = Stereo, global across all save slots
+
19903 to  199D7 = Music component-loading pointers
  
=====================================================================================
+
19B30 to  19B4F = Related to sound
 +
19B50 to  19BDB = Related to sound (Two-byte entries)
  
7E0000 to ...... = Script interpreter? Contains mostly temporarily stored values and pointer to scripts
+
1A75C to 1AE4F = Related to sound (Four-byte entries)
                  0059 to 005A = (Sometimes) X position on map (Copy)
+
1AE50 to  1AFF3 = Related to sound (Two-byte entries)
                  005B to 005C = (Sometimes) Y position on map (Copy)
+
1AFF4 to  1B47D = Related to sound (Two-byte entries)
                  0082 to 0084 = Pointer to the most recent script (0083 and 0084 get cleared afterwards)
+
1B47E to  1B645 = Related to sound (Two-byte entries)
                  0093 to 0095 = (Sometimes) Most recent ring menu (Copy?, 0093 and 0094 get cleared afterwards)
+
1B646 to  1B6D9 = Related to sound (Two-byte entries)
                                    8C0000 = Boy
+
1B6DA to  1B70F = Related to sound (Two-byte entries)
                                    980000 = Dog
+
1B710 to  1B718 = Related to sound
                                    9C0000 = Buy consumables
+
1B719 to  1B71E = Related to sound
                                    AC0000 = Buy ingredients
+
1B71F to  1B746 = Related to sound
                                    A40000 = Sell consumables
+
1B747 to  1BDE5 = Related to sound
                                    B00000 = Call Beads - Choose person
+
1BDE6 to  1BE15 = Related to sound
                                    C20000 = Call Beads - Choose spell
+
1BE16 to  1BE26 = Related to sound
 +
1BE27 to  1BE2C = Related to sound
 +
1BE2D to  1BE52 = Related to sound
 +
1BE53 to  1BE5E = Related to sound
 +
1BE5F to  1BE7A = Related to sound
 +
1BE7B to  1BE8B = Related to sound
 +
1BE8C to  1BE91 = Related to sound
 +
1BE92 to  1BEAD = Related to sound
 +
1BEAE to  1BEB6 = Related to sound
 +
1BEB7 to  1BEBC = Related to sound
 +
1BEBD to  1BEC7 = Related to sound
 +
1BEC8 to  1BED0 = Related to sound
 +
1BED1 to  1BED6 = Related to sound
 +
1BED7 to  1BEEA = Related to sound
 +
1BEEB to  1BF0C = Related to sound
 +
1BF0D to  1BF15 = Related to sound
 +
1BF16 to  1BF1B = Related to sound
 +
1BF1C to  1BF37 = Related to sound
 +
1BF38 to  1BF40 = Related to sound
 +
1BF41 to  1BF46 = Related to sound
 +
1BF47 to  1BF78 = Related to sound
 +
1BF79 to  1BF81 = Related to sound
 +
1BF82 to  1BF87 = Related to sound
 +
1BF88 to  1BFAD = Related to sound
 +
1BFAE to  1BFD3 = Related to sound
 +
1BFD4 to  1BFDC = Related to sound
 +
1BFDD to  1BFE2 = Related to sound
 +
1BFE3 to  1C0CF = Related to sound
 +
1C0D0 to  1C11D = Related to sound
 +
1C11E to  1C129 = Related to sound
 +
1C12A to  1C132 = Related to sound
 +
1C133 to  1C138 = Related to sound
 +
1C139 to  1C14A = Related to sound
 +
1C14B to  1C15B = Related to sound
 +
1C15C to  1C161 = Related to sound
 +
1C162 to  1C187 = Related to sound
 +
1C188 to  1C1AE = Related to sound
 +
1C1AF to  1C1C7 = Related to sound
 +
1C1C8 to  1C1CD = Related to sound
 +
1C1CE to  1C1F3 = Related to sound
 +
1C1F4 to  1C21A = Related to sound
 +
1C21B to  1C24A = Related to sound
 +
1C24B to  1C250 = Related to sound
 +
1C251 to  1C2A8 = Related to sound
 +
1C2A9 to  1C2AE = Related to sound
 +
1C2AF to  1C2D5 = Related to sound
 +
1C2D6 to  1C32D = Related to sound
 +
1C32E to  1C346 = Related to sound
 +
1C347 to  1C34C = Related to sound
 +
1C34D to  1C37C = Related to sound
 +
1C37D to  1C382 = Related to sound
 +
1C383 to  1C393 = Related to sound
 +
1C394 to  1C399 = Related to sound
 +
1C39A to  1C3BF = Related to sound
 +
1C3C0 to  1C3C5 = Related to sound
 +
1C3C6 to  1C3CE = Related to sound
 +
1C3CF to  1C3D4 = Related to sound
 +
1C3D5 to  1C422 = Related to sound
 +
1C423 to  1C486 = Related to sound
 +
1C487 to  1C48F = Related to sound
 +
1C490 to  1C495 = Related to sound
 +
1C496 to  1C4AC = Related to sound
 +
1C4AD to  1C4B5 = Related to sound
 +
1C4B6 to  1C4BB = Related to sound
 +
1C4BC to  1C881 = Related to sound
 +
1C882 to  1C88A = Related to sound
 +
1C88B to  1C890 = Related to sound
 +
1C891 to  1CE06 = Related to sound
 +
1CE07 to  1CE0F = Related to sound
 +
1CE10 to  1CE15 = Related to sound
 +
1CE16 to  1CE3B = Related to sound
 +
1CE3C to  1CE50 = Related to sound
 +
1CE51 to  1CE6C = Related to sound
 +
1CE6D to  1CE85 = Related to sound
 +
1CE86 to  1CE8B = Related to sound
 +
1CE8C to  1CED9 = Related to sound
 +
1CEDA to  1CF09 = Related to sound
 +
1CF0A to  1CFAB = Related to sound
 +
1CFAC to  1CFB1 = Related to sound
 +
1CFB2 to  1CFB7 = Related to sound
 +
1CFB8 to  1CFFB = Related to sound
 +
1CFFC to  1D2FB = Related to sound
 +
1D2FC to  1D304 = Related to sound
 +
1D305 to  1D30A = Related to sound
 +
1D30B to  1D326 = Related to sound
 +
1D327 to  1D32F = Related to sound
 +
1D330 to  1D335 = Related to sound
 +
1D336 to  1D365 = Related to sound
 +
1D366 to  1D383 = Related to sound
 +
1D384 to  1D38C = Related to sound
 +
1D38D to  1D392 = Related to sound
 +
1D393 to  1D3A4 = Related to sound
 +
1D3A5 to  1D3BD = Related to sound
 +
1D3BE to  1D3C3 = Related to sound
 +
1D3C4 to  1D3EE = Related to sound
 +
1D3EF to  1D3FB = Related to sound
 +
1D3FC to  1D404 = Related to sound
 +
1D405 to  1D40A = Related to sound
 +
1D40B to  1D41C = Related to sound
 +
1D41D to  1D438 = Related to sound
 +
1D439 to  1D441 = Related to sound
 +
1D442 to  1D447 = Related to sound
 +
1D448 to  1D463 = Related to sound
 +
1D464 to  1D484 = Related to sound
 +
1D485 to  1D48A = Related to sound
 +
1D48B to  1D4BA = Related to sound
 +
1D4BB to  1D4C0 = Related to sound
 +
1D4C1 to  1D4C9 = Related to sound
 +
1D4CA to  1D4CF = Related to sound
 +
1D4D0 to  1D4D8 = Related to sound
 +
1D4D9 to  1D501 = Related to sound
 +
1D502 to  1D507 = Related to sound
 +
1D508 to  1D596 = Related to sound
 +
1D597 to  1D69C = Related to sound
 +
1D69D to  1D6A2 = Related to sound
 +
1D6A3 to  1D6CD = Related to sound
 +
1D6CE to  1D6D9 = Related to sound
 +
1D6DA to  1D709 = Related to sound
 +
1D70A to  1D722 = Related to sound
 +
1D723 to  1D728 = Related to sound
 +
1D729 to  1D749 = Related to sound
 +
1D74A to  1D75A = Related to sound
 +
1D75B to  1D773 = Related to sound
 +
1D774 to  1D779 = Related to sound
 +
1D77A to  1D78A = Related to sound
 +
1D78B to  1D790 = Related to sound
 +
1D791 to  1D7B9 = Related to sound
 +
1D7BA to  1D7BF = Related to sound
 +
1D7C0 to  1DA6E = Related to sound
 +
1DA6F to  1DB3E = Related to sound
 +
1DB3F to  1DB44 = Related to sound
 +
1DB45 to  1DB92 = Related to sound
 +
1DB93 to  1DBFE = Related to sound
 +
1DBFF to  1DC27 = Related to sound
 +
1DC28 to  1DC38 = Related to sound
 +
1DC39 to  1DC3E = Related to sound
 +
1DC3F to  1DC67 = Related to sound
 +
1DC68 to  1DC6D = Related to sound
 +
1DC6E to  1DC96 = Related to sound
 +
1DC97 to  1DC9C = Related to sound
 +
1DC9D to  1DCEA = Related to sound
 +
1DCEB to  1DD03 = Related to sound
 +
1DD04 to  1DD09 = Related to sound
 +
1DD0A to  1DD12 = Related to sound
 +
1DD13 to  1DD18 = Related to sound
 +
1DD19 to  1DD2A = Related to sound
 +
1DD2B to  1DD82 = Related to sound
 +
1DD83 to  1DD8B = Related to sound
 +
1DD8C to  1DD91 = Related to sound
 +
1DD92 to  1DDC3 = Related to sound
 +
1DDC4 to  1DDD4 = Related to sound
 +
1DDD5 to  1DDDA = Related to sound
 +
1DDDB to  1DE19 = Related to sound
 +
1DE1A to  1DE81 = Related to sound
 +
1DE82 to  1DE87 = Related to sound
 +
1DE88 to  1DE90 = Related to sound
 +
1DE91 to  1DE96 = Related to sound
 +
1DE97 to  1DEDA = Related to sound
 +
1DEDB to  1DEEB = Related to sound
 +
1DEEC to  1DEF1 = Related to sound
 +
1DEF2 to  1DF08 = Related to sound
 +
1DF09 to  1DF19 = Related to sound
 +
1DF1A to  1DF1F = Related to sound
 +
1DF20 to  1DF30 = Related to sound
 +
1DF31 to  1DF36 = Related to sound
 +
1DF37 to  1DF4F = Related to sound
 +
1DF50 to  1DF60 = Related to sound
 +
1DF61 to  1DF66 = Related to sound
 +
1DF67 to  1DF77 = Related to sound
 +
1DF78 to  1DF80 = Related to sound
 +
1DF81 to  1DF89 = Related to sound
 +
1DF8A to  1DF8F = Related to sound
 +
1DF90 to  1DFA0 = Related to sound
 +
1DFA1 to  1DFB9 = Related to sound
 +
1DFBA to  1DFCA = Related to sound
 +
1DFCB to  1DFD0 = Related to sound
 +
1DFD1 to  1E039 = Related to sound
 +
1E03A to  1E13F = Related to sound
 +
1E140 to  1E150 = Related to sound
 +
1E151 to  1E156 = Related to sound
 +
1E157 to  1E17C = Related to sound
 +
1E17D to  1E18E = Related to sound
 +
1E18F to  1E1A7 = Related to sound
 +
1E1A8 to  1E1AD = Related to sound
 +
1E1AE to  1E1E7 = Related to sound
 +
1E1E8 to  1E1F0 = Related to sound
 +
1E1F1 to  1E201 = Related to sound
 +
1E202 to  1E207 = Related to sound
 +
1E208 to  1E2F0 = Related to sound
 +
1E2F1 to  1E348 = Related to sound
 +
1E349 to  1E34E = Related to sound
 +
1E34F to  1E35F = Related to sound
 +
1E360 to  1E365 = Related to sound
 +
1E366 to  1E3BD = Related to sound
 +
1E3BE to  1E3C3 = Related to sound
 +
1E3C4 to  1E3CC = Related to sound
 +
1E3CD to  1E3D2 = Related to sound
 +
1E3D3 to  1E3DD = Related to sound
 +
1E3DE to  1E3EE = Related to sound
 +
1E3EF to  1E415 = Related to sound
 +
1E416 to  1E41B = Related to sound
 +
1E41C to  1F7B3 = Sound sample (3 bytes and BRR data)
 +
1F7B4 to  1F7F1 = Related to sound
 +
1F7F2 to  1F830 = Related to sound
 +
1F831 to  1F846 = Related to sound
 +
1F847 to  1F84C = Related to sound
 +
1F84D to  1FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 28000)
 +
20000 to  27FFF = Text
 +
28000 to  28293 = Sound sample (3 bytes and BRR data) (Split sample: former half at 1F84D)
 +
28294 to  282B0 = Related to sound
 +
282B1 to 282B6 = Related to sound
 +
282B7 to  29EBE = Sound sample (3 bytes and BRR data)
 +
29EBF to  29EEE = Related to sound
 +
29EEF to  29EF4 = Related to sound
 +
29EF5 to  29F7E = Related to sound
 +
29F7F to  2A7A0 = Sound sample (3 bytes and BRR data)
 +
2A7A1 to  2A7CA = Related to sound
 +
2A7CB to  2A7D0 = Related to sound
 +
2A7D1 to  2A7FB = Related to sound
 +
2A7FC to  2BFC2 = Sound sample (3 bytes and BRR data)
 +
2BFC3 to  2BFF9 = Related to sound
 +
2BFFA to 2C004 = Related to sound
 +
2C005 to  2C035 = Related to sound
 +
2C036 to  2C03B = Related to sound
 +
2C03C to  2C8C0 = Sound sample (3 bytes and BRR data)
 +
2C8C1 to  2C8C7 = Related to sound
 +
2C8C8 to  2C901 = Related to sound
 +
2C902 to  2C907 = Related to sound
 +
2C908 to  2D0CF = Sound sample (3 bytes and BRR data)
 +
2D0D0 to  2D15E = Related to sound
 +
2D15F to 2D164 = Related to sound
 +
2D165 to  2D194 = Related to sound
 +
2D195 to  2DE09 = Sound sample (3 bytes and BRR data)
 +
2DE0A to  2DE27 = Related to sound
 +
2DE28 to  2DE30 = Related to sound
 +
2DE31 to 2DE36 = Related to sound
 +
2DE37 to  2E9DC = Sound sample (3 bytes and BRR data)
 +
2E9DD to  2E9ED = Related to sound
 +
2E9EE to  2EA17 = Related to sound
 +
2EA18 to  2EA48 = Related to sound
 +
2EA49 to  2EA74 = Related to sound
 +
2EA75 to  2EA7A = Related to sound
 +
2EA7B to  2EB04 = Related to sound
 +
2EB05 to  2FAFD = Sound sample (3 bytes and BRR data)
 +
2FAFE to  2FB26 = Related to sound
 +
2FB27 to  2FB4D = Related to sound
 +
2FB4E to  2FB74 = Related to sound
 +
2FB75 to  2FB99 = Related to sound
 +
2FB9A to  2FBC0 = Related to sound
 +
2FBC1 to  2FBC9 = Related to sound
 +
2FBCA to  2FBD2 = Related to sound
 +
2FBD3 to  2FBDB = Related to sound
 +
2FBDC to  2FBE1 = Related to sound
 +
2FBE2 to  2FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 38000)
 +
30000 to  32DB3 = Text
  
7E0100 to 7E0103 = Frame counter
+
38000 to 3801C = Sound sample (3 bytes and BRR data) (Split sample: former half at 2FBE2)
7E0104 to 7E0105 = Inputs player 1 (Copy) (Mnemonic: BYsS ↑↓←→ AXLR 0123)
+
3801D to  3802D = Related to sound
          7E0106 = Screen brightness setting
+
3802E to  382D8 = Related to sound
 +
382D9 to  382DE = Related to sound
 +
382DF to  382FA = Related to sound
 +
382FB to  38C8D = Sound sample (3 bytes and BRR data)
 +
38C8E to  38CA1 = Related to sound
 +
38CA2 to  38D33 = Related to sound
 +
38D34 to  38D8E = Related to sound
 +
38D8F to  38DD7 = Related to sound
 +
38DD8 to  38E5A = Related to sound
 +
38E5B to  38E60 = Related to sound
 +
38E61 to  39C8E = Sound sample (3 bytes and BRR data)
 +
39C8F to  39D2D = Related to sound
 +
39D2E to  39D33 = Related to sound
 +
39D34 to  3A38A = Sound sample (3 bytes and BRR data)
 +
3A38B to  3A396 = Related to sound
 +
3A397 to  3A39C = Related to sound
 +
3A39D to  3AD4A = Sound sample (3 bytes and BRR data)
 +
3AD4B to  3AE50 = Related to sound
 +
3AE51 to  3AE69 = Related to sound
 +
3AE6A to  3AE6F = Related to sound
 +
3AE70 to  3D11C = Sound sample (3 bytes and BRR data)
 +
3D11D to  3D122 = Related to sound
 +
3D123 to  3D128 = Related to sound
 +
3D129 to  3D139 = Related to sound
 +
3D13A to  3D18B = Related to sound
 +
3D18C to  3D191 = Related to sound
 +
3D192 to  3D197 = Related to sound
 +
3D198 to  3D1D6 = Related to sound
 +
3D1D7 to  3D22F = Related to sound
 +
3D230 to  3D271 = Related to sound
 +
3D272 to  3D2BA = Related to sound
 +
3D2BB to  3D301 = Related to sound
 +
3D302 to  3D338 = Related to sound
 +
3D339 to  3D34E = Related to sound
 +
3D34F to  3D354 = Related to sound
 +
3D355 to  3D3F2 = Related to sound
 +
3D3F3 to  3EC0A = Sound sample (3 bytes and BRR data)
 +
3EC0B to  3EC76 = Related to sound
 +
3EC77 to  3ECAD = Related to sound
 +
3ECAE to  3ECBE = Related to sound
 +
3ECBF to  3EDB8 = Related to sound
 +
3EDB9 to  3EDCE = Related to sound
 +
3EDCF to 3EDD4 = Related to sound
 +
3EDD5 to  3EEDB = Related to sound
 +
3EEDC to  3F892 = Sound sample (3 bytes and BRR data)
 +
3F893 to  3F962 = Related to sound
 +
3F963 to  3F970 = Related to sound
 +
3F971 to  3F976 = Related to sound
 +
3F977 to  3FA7D = Related to sound
 +
3FA7E to  3FA96 = Related to sound
 +
3FA97 to  3FA9C = Related to sound
 +
3FA9D to  3FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 48000)
 +
40000 to  40001 = Values used in calculating regular font character data size
 +
40002 to  40C01 = 1bpp regular font graphics
 +
40C02 to  40C81 = Regular font width table
 +
40C82 to  40C83 = Values used in calculating small font character data size
 +
40C84 to  41883 = Small font
 +
41884 to  41903 = Small font width table
  
7E0133 to 7E013A = Shifting registers for random number generator
+
41924 to 419B3 = Text Window Pattern graphics tiles (16 bytes per tile, 1 tile per Pattern)
7E013B to 7E013C = Location 0~511 (always multiple of 8) in Graphics Tiles Queue - update progress
+
419B4 to 41E83 = Text Window Border graphics tiles (7 tiles per Pattern)
7E013D to 7E013E = Location 0~511 (always multiple of 8) in Graphics Tiles Queue - update quota
 
7E013F to 7E033E = Graphics Tiles Queue
 
                  x00-x00 = VMain value (set to $80 in general)
 
                  x01-x03 = Location of Graphics Tile on ROM
 
                  x04-x05 = Designated VRAM Address / 2
 
                  x06-x07 = Number of Graphics Tiles to store x 16
 
  
7E0341 to 7E0342 = Pointer of NPC to load data for (excludes monsters)
+
43876 to 438E5 = Weapon and armor pointers
7E0343 to 7E0344 = Number of frames left before choice shift happens from holding button
+
438E6 to 43B01 = Weapon data (36 bytes per weapon, weapons arranged by families then types; 0x00 holds Attack Power, 0x02 holds Name Pointer)
7E0345 to 7E0346 = Buttons being held (only changed when any registered buttons are released)
+
43B02 to 43C91 = Armor data
7E0347 to 7E0348 = Frames to hold button before fast-shifting starts
 
7E0349 to 7E034A = Frames between each choice shift during fast-shifting
 
  
7E034D to ...... = Text basic information, likely x2C bytes
+
459A4 to 459BF = Weapon Obtained Flag - Addresses
                  x00-x01 = Progress X
+
459C0 to  459DB = Weapon Obtained Flag - Bit Weights
                  x02-x03 = Progress Y
+
459DC to  459F9 = Weapon Families (0 = Sword, 2 = Axe, 4 = Spear, 6 = Bazooka (substituted for Sword in all relevant cases))
                  x04-x05 = Pixels length of each Space character
+
459FA to  45A11 = Weapon description pointers
                  x06-x07 = Space in pixels between each character
+
45A12 to  45A4D = Charm/Rare Item Sprite Pointers
                  x08-x09 = Space in pixels between each line
+
45A4E to  45A74 = Trade Good Sprite Pointers
                  x0A-x0B = Offset X
+
45A75 to  45A83 = Hero Equipment Icon Pointers
                  x0C-x0D = Offset Y
+
45A84 to  45A91 = Item Targeting Flags
                  x0E-x0F = Allowed width in pixels per line
+
45A92 to  45A9F = Item Invocation Script Pointer #s
                  x10-x11 = Number of Text Pointers in Stack for Window
+
45AA0 to  45AAD = Item HP Recovery Amounts
                  x14-x15 = Window Base Tile Y
+
45AAE to  45ABF = Item Sprite Info Pointer #s
                  x16-x17 = Window Base Tile X
+
45AC0 to  45B0F = Armor Sprite Info Pointer #s
                  x18-x19 = Window Location pointer
+
45B10 to  45B3B = Ingredient Sprite Info Pointer #s (uses reverse alphabetical, of course)
                  x1A-x1B = Window VRAM Destination pointer
+
45B3C to  45B49 = Item Default Sell Prices
                  x1C-x1D = Window Width
+
45B4A to  45B9B = Armor Default Sell Prices (first entry is actually at $C45B4C but relevant procedure uses $C45B4A)
                  x1E-x1F = Window Height
+
45B9C to 45BA4 = Spell Level EXP Rates
                  x20-x21 = Number if row bytes for each column of text print
+
45BA5 to  45BAE = Spell Level Power Multipliers
                  x24-x25 = ? (seems to always be 0)
+
45BAF to  45BF4 = Spell Sprite Info Pointer #s
                  x26-x27 = Window Pattern pointer
+
45BF5 to 45C3A = Spell Targeting Flags
                  x28-x29 = Value used for OR command with Window VRAM Destination pointer (seems to always be 0)
+
45C3B to  45C80 = Learned Alchemy flags - Addresses
                  x2A-x2B = Bit 0 - Window allows Continue Arrow; Bit 1 - Message Finished
+
45C81 to  45CC6 = Learned Alchemy flags - Bit weights
 +
45CC7 to  45D08 = Ingredient Sprite Pointers
 +
45D09 to  45D4E = Alchemy name pointers
  
7E05A7 to 7E05A8 = Menu Ring Character
+
45D51 to 45D96 = Alchemy description pointers
7E05A9 to 7E05AA = Menu Ring Establish Flags (Flags: Locked (caused by Boy Heat Wave/Cure/Miracle Cure/Essence usage), Boy Menu, Dog Menu, unused, Insufficient Funds/No Choices, Too Many of Item, Armor Equipped w/o Spares; Bit 15 is for establishing Ring Menu)
 
7E05AB to 7E05AC = Menu Ring Activity Flags (Flags: Switch Character validity, Ask for Choice Confirm, unused, Armor Menu, unused, unused, Weapons Menu)
 
7E05AD to 7E05AE = Targeting Flags (Flags: Multitarget, Forced Singletarget, Ignore Camera, Player Character, Offensive, Levitate, Ignore Stop (unused), Time Warp, Loading Target Info, Forced All Target, Dog Exclusive, Boy Exclusive, Revival, Attack Spell, Revealer, ? (unused))
 
7E05AF to 7E05B0 = Targeting 1st enemy pointer
 
7E05B1 to ...... = Current line text including procedure bytes
 
  
 +
45D99 to  45DDE = Spell Behavior Script Pointer Locations
 +
45DDF to  45E24 = Spell Invocation Script Pointer #s
 +
45E25 to  45E6A = (Seems to involve Alchemy Spell Sprites)
 +
45E6B to  45EB0 = Alchemy Spell Might values (2 bytes each, but top byte rightfully always zero)
 +
45EB1 to  45EF6 = Spell Call Bead Influence Type (0 = Direct Attack, 2 = Healing, -1 = Other)
 +
45EF7 to  45F16 = Call Bead Spell Targeting Flags
 +
45F17 to  45F36 = Call Bead Spell Might values
 +
45F37 to  45F56 = Call Bead Spell Types (0 = Direct Attack, 2 = Healing, -1 = Other; -1 is invalid)
 +
45F57 to  45F76 = Call Bead Spell Invocation Script Pointer #s
 +
45F77 to  45F96 = Call Bead Spell Sprite Info Pointer #s
 +
45F97 to  45FC4 = Enemy Spell Invocation Script Pointer #s
 +
45FC5 to  45FF2 = Spell Name Pointers
 +
45FF3 to  4601E = Ingredient Name Pointers
 +
4601F to  460AA = Alchemy cost data  (4 bytes each: Ingredient #1, Ingredient #2,
 +
                  Amount of ingredient #1, Amount of ingredient #2)
  
7E0615 to 7E0616 = Ring Menu central X Position
+
460AE to 460CF = Currency names
7E0617 to 7E0618 = Ring Menu central Y Position
+
460D0 to 46195 = Weapon names
7E0619 to 7E061A = Ring Menu icon dispersal space
+
46196 to 463CC = Weapon descriptions
7E061B to 7E061C = Ring Menu anticlockwise rotation progress
+
463CD to 465DC = Armor names
7E061D to 7E061E = Ring Menu anticlockwise rotation total
 
7E061F to 7E0622 = Dialogue Choice count
 
7E0623 to ...... = Dialogue Choice values (4 values per choice: x00 holds Y coordinate, x01 holds X coordinate, x02 holds ASCII character on highlight, x03 is unused)
 
  
7E07A4 to 7E07A5 = Weapon Ring Menu number of choices
+
467E9 to 4692B = Alchemy names
7E07A6 to 7E07A7 = Weapon Ring Menu choice highlight number
+
4692C to 46C77 = Alchemy descriptions
7E07A8 to 7E07C1 = Weapon Ring Menu sprite numbers
+
46C78 to 46D1B = Alchemy ingredient names <-- Where are the pointers to these?
 +
46D1C to  46D3C = Call Bead summon names
 +
46D3D to  46DD2 = Call Bead spell names
 +
46DD3 to  471FA = NPC/enemy names
 +
471FB to  47249 = Item names
 +
4724A to  47256 = NPC/enemy names
 +
47257 to  472E9 = Trade good names
 +
472EA to  47396 = Charm names
 +
47397 to  473D3 = Rare item names
 +
473D4 to  473DD = Rare item descriptions
 +
473DE to  47712 = Charm descriptions
  
7E07C8 to 7E07C9 = Item Ring Menu number of choices
+
48000 to 48477 = Sound sample (3 bytes and BRR data) (Split sample: former half at 3FA9D)
7E07CA to 7E07CB = Item Ring Menu choice highlight number
+
48478 to 48485 = Related to sound
7E07CC to 7E07DD = Item Ring Menu sprite numbers
+
48486 to  4848B = Related to sound
 +
4848C to  48592 = Related to sound
 +
48593 to  485A6 = Related to sound
 +
485A7 to  485B5 = Related to sound
 +
485B6 to  485BB = Related to sound
 +
485BC to  486E0 = Related to sound
 +
486E1 to  486E6 = Related to sound
 +
486E7 to  489A7 = Sound sample (3 bytes and BRR data)
 +
489A8 to  489B0 = Related to sound
 +
489B1 to  489B6 = Related to sound
 +
489B7 to  49055 = Sound sample (3 bytes and BRR data)
 +
49056 to  49062 = Related to sound
 +
49063 to  49076 = Related to sound
 +
49077 to  49088 = Related to sound
 +
49089 to  490A1 = Related to sound
 +
490A2 to  490A7 = Related to sound
 +
490A8 to  490EB = Related to sound
 +
490EC to  49151 = Related to sound
 +
49152 to  4916F = Related to sound
 +
49170 to  49175 = Related to sound
 +
49176 to  49199 = Related to sound
 +
4919A to  491A2 = Related to sound
 +
491A3 to  491A8 = Related to sound
 +
491A9 to  49484 = Sound sample (3 bytes and BRR data)
 +
49485 to  49495 = Related to sound
 +
49496 to  4949B = Related to sound
 +
4949C to  49C00 = Sound sample (3 bytes and BRR data)
 +
49C01 to  49C06 = Related to sound
 +
49C07 to  49C4A = Related to sound
 +
49C4B to  49C63 = Related to sound
 +
49C64 to  49C69 = Related to sound
 +
49C6A to  49C80 = Related to sound
 +
49C81 to  49CC4 = Related to sound
 +
49CC5 to  49CCA = Related to sound
 +
49CCB to  49CD0 = Related to sound
 +
49CD1 to  4ABB2 = Sound sample (3 bytes and BRR data)
 +
4ABB3 to  4ABC3 = Related to sound
 +
4ABC4 to  4ABDC = Related to sound
 +
4ABDD to  4ABE2 = Related to sound
 +
4ABE3 to  4C4D2 = Sound sample (3 bytes and BRR data)
 +
4C4D3 to  4C4FF = Related to sound
 +
4C500 to  4C505 = Related to sound
 +
4C506 to  4C571 = Related to sound
 +
4C572 to  4D97E = Sound sample (3 bytes and BRR data)
 +
4D97F to  4D9AC = Related to sound
 +
4D9AD to  4D9B2 = Related to sound
 +
4D9B3 to  4E276 = Sound sample (3 bytes and BRR data)
 +
4E277 to  4E304 = Related to sound
 +
4E305 to  4E30A = Related to sound
 +
4E30B to  4E58C = Sound sample (3 bytes and BRR data)
 +
4E58D to  4E592 = Related to sound
 +
4E593 to  4E82F = Sound sample (3 bytes and BRR data)
 +
4E830 to  4E835 = Related to sound
 +
4E836 to  4EA42 = Sound sample (3 bytes and BRR data)
 +
4EA43 to  4EAAB = Related to sound
 +
4EAAC to  4EAB1 = Related to sound
 +
4EAB2 to  4EAF5 = Related to sound
 +
4EAF6 to  4F65C = Sound sample (3 bytes and BRR data)
 +
4F65D to  4F73A = Related to sound
 +
4F73B to  4F740 = Related to sound
 +
4F741 to  4FA25 = Sound sample (3 bytes and BRR data)
 +
4FA26 to  4FA56 = Related to sound
 +
4FA57 to  4FA6B = Related to sound
 +
4FA6C to  4FA71 = Related to sound
 +
4FA72 to 4FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 58000)
  
7E07EC to 7E07ED = Spells Ring Menu number of choices
 
7E07EE to 7E07EF = Spells Ring Menu choice highlight number
 
7E07F0 to 7E0801 = Spells Ring Menu sprite numbers
 
  
7E0810 to 7E0811 = Boy's Menu Ring Menu number of choices
+
58000 to 586A7 = Sound sample (3 bytes and BRR data) (Split sample: former half at 4FA72)
7E0812 to 7E0813 = Boy's Menu Ring Menu choice highlight number
+
586A8 to 587AE = Related to sound
7E0814 to 7E0823 = Boy's Menu Ring Menu sprite numbers
+
587AF to  587B7 = Related to sound
 +
587B8 to  587BD = Related to sound
 +
587BE to  587CE = Related to sound
 +
587CF to  587E4 = Related to sound
 +
587E5 to  58807 = Related to sound
 +
58808 to  58816 = Related to sound
 +
58817 to  58821 = Related to sound
 +
58822 to  58837 = Related to sound
 +
58838 to  58845 = Related to sound
 +
58846 to  5885E = Related to sound
 +
5885F to  5886E = Related to sound
 +
5886F to  58877 = Related to sound
 +
58878 to  5887D = Related to sound
 +
5887E to  58C43 = Sound sample (3 bytes and BRR data)
 +
58C44 to  58C52 = Related to sound
 +
58C53 to  58C5C = Related to sound
 +
58C5D to  58C68 = Related to sound
 +
58C69 to  58C6E = Related to sound
 +
58C6F to  58D16 = Related to sound
 +
58D17 to  58D3C = Related to sound
 +
58D3D to  58D4B = Related to sound
 +
58D4C to  58D55 = Related to sound
 +
58D56 to  58D67 = Related to sound
 +
58D68 to  58D78 = Related to sound
 +
58D79 to  58D7E = Related to sound
 +
58D7F to  5932A = Sound sample (3 bytes and BRR data)
 +
5932B to  59330 = Related to sound
 +
59331 to  59341 = Related to sound
 +
59342 to  59347 = Related to sound
 +
59348 to  5995F = Sound sample (3 bytes and BRR data)
 +
59960 to  59965 = Related to sound
 +
59966 to  59976 = Related to sound
 +
59977 to  59982 = Related to sound
 +
59983 to  59992 = Related to sound
 +
59993 to  599A4 = Related to sound
 +
599A5 to  599B3 = Related to sound
 +
599B4 to  599D0 = Related to sound
 +
599D1 to  599DC = Related to sound
 +
599DD to  599ED = Related to sound
 +
599EE to  599F9 = Related to sound
 +
599FA to  599FF = Related to sound
 +
59A00 to  59A11 = Related to sound
 +
59A12 to  59A22 = Related to sound
 +
59A23 to  59ADB = Related to sound
 +
59ADC to  59AE1 = Related to sound
 +
59AE2 to  59AFD = Related to sound
 +
59AFE to  5C530 = Sound sample (3 bytes and BRR data)
 +
5C531 to  5C607 = Related to sound
 +
5C608 to  5C6CF = Related to sound
 +
5C6D0 to  5C7EA = Related to sound
 +
5C7EB to  5C832 = Related to sound
 +
5C833 to  5C879 = Related to sound
 +
5C87A to  5C9A0 = Related to sound
 +
5C9A1 to  5C9A6 = Related to sound
 +
5C9A7 to  5C9EA = Related to sound
 +
5C9EB to  5CC48 = Sound sample (3 bytes and BRR data)
 +
5CC49 to  5CD68 = Related to sound
 +
5CD69 to  5CD71 = Related to sound
 +
5CD72 to  5CD77 = Related to sound
 +
5CD78 to  5D16A = Sound sample (3 bytes and BRR data)
 +
5D16B to  5D173 = Related to sound
 +
5D174 to  5D179 = Related to sound
 +
5D17A to  5D186 = Related to sound
 +
5D187 to  5D197 = Related to sound
 +
5D198 to  5D4D2 = Related to sound
 +
5D4D3 to  5D699 = Related to sound
 +
5D69A to  5D6F3 = Related to sound
 +
5D6F4 to  5D74D = Related to sound
 +
5D74E to  5DA85 = Related to sound
 +
5DA86 to  5DC9A = Related to sound
 +
5DC9B to  5DCA0 = Related to sound
 +
5DCA1 to  5DCC1 = Related to sound
 +
5DCC2 to  5DF0D = Sound sample (3 bytes and BRR data)
 +
5DF0E to  5E121 = Related to sound
 +
5E122 to  5E1F4 = Related to sound
 +
5E1F5 to  5E205 = Related to sound
 +
5E206 to  5E400 = Related to sound
 +
5E401 to  5E406 = Related to sound
 +
5E407 to  5E664 = Sound sample (3 bytes and BRR data)
 +
5E665 to  5E6C4 = Related to sound
 +
5E6C5 to  5E6CA = Related to sound
 +
5E6CB to  5EBE6 = Sound sample (3 bytes and BRR data)
 +
5EBE7 to  5EC67 = Related to sound
 +
5EC68 to  5EC6D = Related to sound
 +
5EC6E to  5EEB9 = Sound sample (3 bytes and BRR data)
 +
5EEBA to  5EEE1 = Related to sound
 +
5EEE2 to  5EF08 = Related to sound
 +
5EF09 to  5EF17 = Related to sound
 +
5EF18 to  5EF1D = Related to sound
 +
5EF1E to  5F10F = Related to sound
 +
5F110 to  5F120 = Related to sound
 +
5F121 to  5F131 = Related to sound
 +
5F132 to  5F23E = Related to sound
 +
5F23F to  5F300 = Related to sound
 +
5F301 to  5F3E5 = Related to sound
 +
5F3E6 to  5F52E = Related to sound
 +
5F52F to  5F5FF = Related to sound
 +
5F600 to  5F752 = Related to sound
 +
5F753 to  5F853 = Related to sound
 +
5F854 to  5F98A = Related to sound
 +
5F98B to  5F99B = Related to sound
 +
5F99C to  5FA6E = Related to sound
 +
5FA6F to  5FA93 = Related to sound
 +
5FA94 to  5FAB1 = Related to sound
 +
5FAB2 to  5FC2A = Related to sound
 +
5FC2B to  5FC61 = Related to sound
 +
5FC62 to  5FC87 = Related to sound
 +
5FC88 to  5FDB9 = Related to sound
 +
5FDBA to  5FE67 = Related to sound
 +
5FE68 to  5FE78 = Related to sound
 +
5FE79 to  5FE9E = Related to sound
 +
5FE9F to  5FEB5 = Related to sound
 +
5FEB6 to  5FEDC = Related to sound
 +
5FEDD to 5FF02 = Related to sound
 +
5FF03 to  5FF27 = Related to sound
 +
5FF28 to  5FF59 = Related to sound
 +
5FF5A to  5FF7E = Related to sound
 +
5FF7F to  5FF8A = Related to sound
 +
5FF8B to  5FF9B = Related to sound
 +
5FF9C to  5FFA1 = Related to sound
 +
5FFA2 to  5FFB0 = Related to sound
 +
5FFB1 to  5FFCD = Related to sound
 +
5FFCE to  5FFD3 = Related to sound
 +
5FFD4 to  5FFE0 = Related to sound
 +
5FFE1 to  5FFFF = Related to sound (Split data: latter half at 68000)
  
7E0834 to 7E0835 = Dog's Menu Ring Menu number of choices
 
7E0836 to 7E0837 = Dog's Menu Ring Menu choice highlight number
 
7E0838 to 7E0843 = Dog's Menu Ring Menu sprite numbers
 
  
7E087A to 7E0889 = Targeting Marker Behavior Script information
+
68000 to 680B3 = Related to sound (Split data: former half at 5FFE1)
 +
680B4 to  68188 = Related to sound
 +
68189 to  6825B = Related to sound
 +
6825C to  6832F = Related to sound
 +
68330 to  6834C = Related to sound
 +
6834D to  68365 = Related to sound
 +
68366 to  68376 = Related to sound
 +
68377 to  683E6 = Related to sound
 +
683E7 to  6845C = Related to sound
 +
6845D to  685F3 = Related to sound
 +
685F4 to  6867F = Related to sound
 +
68680 to  68709 = Related to sound
 +
6870A to  6877B = Related to sound
 +
6877C to  68853 = Related to sound
 +
68854 to  68862 = Related to sound
 +
68863 to  6886F = Related to sound
 +
68870 to  68A1D = Related to sound
 +
68A1E to  68BCC = Related to sound
 +
68BCD to  68D79 = Related to sound
 +
68D7A to  68E81 = Related to sound
 +
68E82 to  68EAE = Related to sound
 +
68EAF to  68EB4 = Related to sound
 +
68EB5 to  68F58 = Related to sound
 +
68F59 to  68FA3 = Related to sound
 +
68FA4 to  68FA9 = Related to sound
 +
68FAA to  69852 = Sound sample (3 bytes and BRR data)
 +
69853 to  69864 = Related to sound
 +
69865 to  6986D = Related to sound
 +
6986E to  69873 = Related to sound
 +
69874 to  6A0C2 = Sound sample (3 bytes and BRR data)
 +
6A0C3 to  6A0D3 = Related to sound
 +
6A0D4 to  6A0FB = Related to sound
 +
6A0FC to  6A17B = Related to sound
 +
6A17C to  6A181 = Related to sound
 +
6A182 to  6A4F6 = Sound sample (3 bytes and BRR data)
 +
6A4F7 to  6A54D = Related to sound
 +
6A54E to  6A553 = Related to sound
 +
6A554 to  6A579 = Related to sound
 +
6A57A to  6B25A = Sound sample (3 bytes and BRR data)
 +
6B25B to  6B260 = Related to sound
 +
6B261 to  6BF6E = Sound sample (3 bytes and BRR data)
 +
6BF6F to  6BF74 = Related to sound
 +
6BF75 to  6CD36 = Sound sample (3 bytes and BRR data)
 +
6CD37 to  6CD3C = Related to sound
 +
6CD3D to  6D813 = Sound sample (3 bytes and BRR data)
 +
6D814 to  6D819 = Related to sound
 +
6D81A to  6E1A3 = Sound sample (3 bytes and BRR data)
 +
6E1A4 to  6E1E2 = Related to sound
 +
6E1E3 to  6E21D = Related to sound
 +
6E21E to  6E25B = Related to sound
 +
6E25C to  6E28C = Related to sound
 +
6E28D to  6E2CF = Related to sound
 +
6E2D0 to  6E2D5 = Related to sound
 +
6E2D6 to  6E653 = Sound sample (3 bytes and BRR data)
 +
6E654 to  6E659 = Related to sound
 +
6E65A to  6E8ED = Sound sample (3 bytes and BRR data)
 +
6E8EE to  6E8F3 = Related to sound
 +
6E8F4 to  6EFA4 = Sound sample (3 bytes and BRR data)
 +
6EFA5 to  6EFAD = Related to sound
 +
6EFAE to  6EFB3 = Related to sound
 +
6EFB4 to  6F66D = Sound sample (3 bytes and BRR data)
 +
6F66E to  6F676 = Related to sound
 +
6F677 to  6F687 = Related to sound
 +
6F688 to  6F6A0 = Related to sound
 +
6F6A1 to  6F6A6 = Related to sound
 +
6F6A7 to  6FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 78000)
  
7E0A26 to 7E0A28 = Boy - Pointer to name
+
700E0 to 70137 = Alchemy Ingredients Graphics setup (alphabetical order except Acorn placed last and Atlas Amulet place between Gunpowder and Iron)
 +
70DDF to  70E15 = Victory Pose Scripts
 +
70E16 to  70E4D = Unequipped Standing Scripts
 +
70E4E to  70EC5 = Ingredient Pickup Animation Scripts
 +
70EC6 to  70FBF = Boy Spell Animation Scripts
 +
70FC0 to  710F7 = Unequipped Walking/Running Scripts
 +
710F8 to  711CD = Boy Recoil Scripts
 +
711CE to  7170A = Bone Crusher Scripts
 +
7170B to  718F2 = Boy Idling Yawn Scripts
 +
718F3 to  71F4D = Sword Scripts
 +
71F4E to  727EB = Axe Scripts
 +
727EC to  72CCC = Spear Scripts
 +
72CCD to  7322A = Bazooka Scripts
 +
7322B to  733E1 = Boy Miscellaneous Scripts
 +
733E2 to 73A02 = Dog Prehistoria Scripts
 +
73A03 to  73F85 = Dog Antiqua Scripts
 +
73F86 to  744E8 = Dog Gothica Scripts
 +
744E9 to  74626 = Dog Podunk Scripts
 +
74627 to  74EB8 = Dog Omnitopia Scripts
  
7E0A35 to 7E0A36 = Boy - Stats - Max HP
+
78000 to 7891E = Sound sample (3 bytes and BRR data) (Split sample: former half at 6F6A7)
7E0A3F to 7E0A40 = Boy - Stats - Attack
+
7891F to 78930 = Related to sound
7E0A41 to 7E0A42 = Boy - Stats - Defense
+
78931 to  78943 = Related to sound
7E0A43 to 7E0A44 = Boy - Stats - Magic Def
+
78944 to  78955 = Related to sound
7E0A45 to 7E0A46 = Boy - Stats - Evade %
+
78956 to  78984 = Related to sound
7E0A47 to 7E0A48 = Boy - Stats - Hit %
+
78985 to  7898A = Related to sound
7E0A49 to 7E0A4C = Boy - Stats - Experience
+
7898B to  78E3A = Sound sample (3 bytes and BRR data)
7E0A50 to 7E0A51 = Boy - Stats - Level
+
78E3B to  78E40 = Related to sound
7E0A52 to 7E0A53 = Boy - Max Chargeup
+
78E41 to  798B4 = Sound sample (3 bytes and BRR data)
7E0A54 to 7E0A55 = Boy - Chargeup Rate
+
798B5 to  798BA = Related to sound
 +
798BB to  79CBF = Sound sample (3 bytes and BRR data)
 +
79CC0 to  79CFE = Related to sound
 +
79CFF to  79D8F = Related to sound
 +
79D90 to 79DAC = Related to sound
 +
79DAD to 79DB5 = Related to sound
 +
79DB6 to 79DBE = Related to sound
 +
79DBF to 79DCB = Related to sound
 +
79DCC to 79DD9 = Related to sound
 +
79DDA to 79DE6 = Related to sound
 +
79DE7 to 79DF6 = Related to sound
 +
79DF7 to  79DFF = Related to sound
 +
79E00 to  79E05 = Related to sound
 +
79E06 to  7B1D3 = Sound sample (3 bytes and BRR data)
 +
7B1D4 to  7B1E4 = Related to sound
 +
7B1E5 to  7B1F7 = Related to sound
 +
7B1F8 to  7B1FD = Related to sound
 +
7B1FE to  7B2AF = Related to sound
 +
7B2B0 to  7E858 = Sound sample (3 bytes and BRR data)
 +
7E859 to  7E86C = Related to sound
 +
7E86D to  7E880 = Related to sound
 +
7E881 to  7E895 = Related to sound
 +
7E896 to  7E8AA = Related to sound
 +
7E8AB to  7E8BF = Related to sound
 +
7E8C0 to  7E8D4 = Related to sound
 +
7E8D5 to  7E8EA = Related to sound
 +
7E8EB to  7E8FB = Related to sound
 +
7E8FC to  7E9C9 = Related to sound
 +
7E9CA to  7EA97 = Related to sound
 +
7EA98 to  7EB75 = Related to sound
 +
7EB76 to  7EC82 = Related to sound
 +
7EC83 to  7EC98 = Related to sound
 +
7EC99 to  7ECA5 = Related to sound
 +
7ECA6 to  7ECB3 = Related to sound
 +
7ECB4 to  7ECC5 = Related to sound
 +
7ECC6 to  7ECD6 = Related to sound
 +
7ECD7 to  7ECE4 = Related to sound
 +
7ECE5 to  7ECF2 = Related to sound
 +
7ECF3 to  7ED02 = Related to sound
 +
7ED03 to  7ED12 = Related to sound
 +
7ED13 to  7ED21 = Related to sound
 +
7ED22 to  7ED3D = Related to sound
 +
7ED3E to  7ED60 = Related to sound
 +
7ED61 to  7ED85 = Related to sound
 +
7ED86 to  7ED96 = Related to sound
 +
7ED97 to  7EDA6 = Related to sound
 +
7EDA7 to  7EDB7 = Related to sound
 +
7EDB8 to  7EDCA = Related to sound
 +
7EDCB to  7EDDD = Related to sound
 +
7EDDE to  7EDF0 = Related to sound
 +
7EDF1 to  7EE03 = Related to sound
 +
7EE04 to  7EE16 = Related to sound
 +
7EE17 to  7EE2A = Related to sound
 +
7EE2B to  7EE39 = Related to sound
 +
7EE3A to  7EE64 = Related to sound
 +
7EE65 to  7EEAA = Related to sound
 +
7EEAB to  7EED8 = Related to sound
 +
7EED9 to  7EF06 = Related to sound
 +
7EF07 to  7EF2B = Related to sound
 +
7EF2C to  7EF3C = Related to sound
 +
7EF3D to  7EF51 = Related to sound
 +
7EF52 to  7EF5A = Related to sound
 +
7EF5B to  7EF60 = Related to sound
 +
7EF61 to  7F90E = Sound sample (3 bytes and BRR data)
 +
7F90F to  7F91F = Related to sound
 +
7F920 to  7F95D = Related to sound
 +
7F95E to  7F9A0 = Related to sound
 +
7F9A1 to  7F9E8 = Related to sound
 +
7F9E9 to  7FA2F = Related to sound
 +
7FA30 to  7FA4D = Related to sound
 +
7FA4E to  7FA75 = Related to sound
 +
7FA76 to  7FA86 = Related to sound
 +
7FA87 to  7FAAD = Related to sound
 +
7FAAE to  7FAB8 = Related to sound
 +
7FAB9 to  7FB0A = Related to sound
 +
7FB0B to  7FB10 = Related to sound
 +
7FB11 to  7FB27 = Related to sound
 +
7FB28 to  7FB33 = Sound sample (3 bytes and BRR data)
 +
7FB34 to  7FB85 = Related to sound
 +
7FB86 to  7FB99 = Related to sound
 +
7FB9A to  7FB9F = Related to sound
 +
7FBA0 to 7FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 88000)
  
7E0A58 to 7E0A59 = Boy - Pointer to stationary sprites
 
7E0A5A to 7E0A5B = Boy - Pointer to walking sprites
 
7E0A5C to 7E0A5D = Boy - Pointer to running sprites
 
7E0A5E to 7E0A5F = Boy - Pointer to sub-100% weapon attack sprites
 
7E0A60 to 7E0A61 = Boy - Pointer to 100% weapon attack sprites
 
7E0A62 to 7E0A63 = Boy - Pointer to Level 2 weapon attack sprites
 
7E0A64 to 7E0A65 = Boy - Pointer to Level 3 weapon attack sprites
 
7E0A66 to 7E0A67 = Boy - Pointer to getting hit sprites
 
  
7E0A6E to 7E0A6F = Boy - Pointer to dodging hit sprites
+
88000 to 8882F = Sound sample (3 bytes and BRR data) (Split sample: former half at 7FBA0)
 +
88830 to 88839 = Related to sound
 +
8883A to  88845 = Related to sound
 +
88846 to  8884E = Related to sound
 +
8884F to  88854 = Related to sound
 +
88855 to  8946F = Sound sample (3 bytes and BRR data)
 +
89470 to  8947A = Related to sound
 +
8947B to  894AE = Related to sound
 +
894AF to  894B4 = Related to sound
 +
894B5 to  89D93 = Sound sample (3 bytes and BRR data)
 +
89D94 to  89D99 = Related to sound
 +
89D9A to  8A306 = Sound sample (3 bytes and BRR data)
 +
8A307 to  8A30C = Related to sound
 +
8A30D to  8AAF8 = Sound sample (3 bytes and BRR data)
 +
8AAF9 to  8AB27 = Related to sound
 +
8AB28 to  8AB56 = Related to sound
 +
8AB57 to  8AB8B = Related to sound
 +
8AB8C to  8ABC2 = Related to sound
 +
8ABC3 to  8ABD3 = Related to sound
 +
8ABD4 to  8AD39 = Related to sound
 +
8AD3A to  8AD4B = Related to sound
 +
8AD4C to  8AD5F = Related to sound
 +
8AD60 to  8AD76 = Related to sound
 +
8AD77 to  8AD92 = Related to sound
 +
8AD93 to  8AD9E = Related to sound
 +
8AD9F to  8ADAA = Related to sound
 +
8ADAB to  8AF11 = Related to sound
 +
8AF12 to  8AF16 = Related to sound
 +
8AF17 to  8AF86 = Related to sound
 +
8AF87 to  8B0B0 = Related to sound
 +
8B0B1 to  8B0C1 = Related to sound
 +
8B0C2 to  8B202 = Related to sound
 +
8B203 to  8B28C = Related to sound
 +
8B28D to  8B339 = Related to sound
 +
8B33A to  8B414 = Related to sound
 +
8B415 to  8B41A = Related to sound
 +
8B41B to  8B486 = Related to sound
 +
8B487 to  8B609 = Related to sound
 +
8B60A to  8B6DE = Related to sound
 +
8B6DF to  8B7B4 = Related to sound
 +
8B7B5 to  8B872 = Related to sound
 +
8B873 to  8B87F = Related to sound
 +
8B880 to  8B88B = Related to sound
 +
8B88C to  8B897 = Related to sound
 +
8B898 to  8B8A9 = Related to sound
 +
8B8AA to  8B8B5 = Related to sound
 +
8B8B6 to  8B8C1 = Related to sound
 +
8B8C2 to  8B8D3 = Related to sound
 +
8B8D4 to  8B8DC = Related to sound
 +
8B8DD to  8B8ED = Related to sound
 +
8B8EE to  8B8FF = Related to sound
 +
8B900 to  8B911 = Related to sound
 +
8B912 to  8B924 = Related to sound
 +
8B925 to  8B936 = Related to sound
 +
8B937 to  8B93F = Related to sound
 +
8B940 to  8B989 = Related to sound
 +
8B98A to  8B999 = Related to sound
 +
8B99A to  8B9A9 = Related to sound
 +
8B9AA to  8B9BA = Related to sound
 +
8B9BB to  8BB23 = Related to sound
 +
8BB24 to  8BB29 = Related to sound
 +
8BB2A to  8BB4F = Related to sound
 +
8BB50 to  8C4C7 = Sound sample (3 bytes and BRR data)
 +
8C4C8 to  8C630 = Related to sound
 +
8C631 to  8C749 = Related to sound
 +
8C74A to  8C89F = Related to sound
 +
8C8A0 to  8C908 = Related to sound
 +
8C909 to  8C996 = Related to sound
 +
8C997 to  8CABC = Related to sound
 +
8CABD to  8CAD1 = Related to sound
 +
8CAD2 to  8CAD7 = Related to sound
 +
8CAD8 to  8D15B = Sound sample (3 bytes and BRR data)
 +
8D15C to  8D16C = Related to sound
 +
8D16D to  8D26B = Related to sound
 +
8D26C to  8D2D5 = Related to sound
 +
8D2D6 to  8D2FA = Related to sound
 +
8D2FB to  8D33F = Related to sound
 +
8D340 to  8D36F = Related to sound
 +
8D370 to  8D48F = Related to sound
 +
8D490 to  8D525 = Related to sound
 +
8D526 to  8D585 = Related to sound
 +
8D586 to  8D58E = Related to sound
 +
8D58F to  8D597 = Related to sound
 +
8D598 to  8D59D = Related to sound
 +
8D59E to  8D5C3 = Related to sound
 +
8D5C4 to  8D5CC = Related to sound
 +
8D5CD to  8D5D5 = Related to sound
 +
8D5D6 to  8D5E1 = Related to sound
 +
8D5E2 to  8D5E4 = Related to sound
 +
8D5E5 to  8D5E9 = Related to sound
 +
8D5EA to  8D5F6 = Related to sound
 +
8D5F7 to  8D60D = Related to sound
 +
8D60E to  8D634 = Related to sound
 +
8D635 to  8D658 = Related to sound
 +
8D659 to  8D67B = Related to sound
 +
8D67C to  8D6AD = Related to sound
 +
8D6AE to  8D6D4 = Related to sound
 +
8D6D5 to  8D6DD = Related to sound
 +
8D6DE to  8D6E3 = Related to sound
 +
8D6E4 to  8D763 = Related to sound
 +
8D764 to  8EE64 = Sound sample (3 bytes and BRR data)
 +
8EE65 to  8EE73 = Related to sound
 +
8EE74 to  8EE85 = Related to sound
 +
8EE86 to  8EE97 = Related to sound
 +
8EE98 to  8EEAA = Related to sound
 +
8EEAB to  8EEBC = Related to sound
 +
8EEBD to  8EF2C = Related to sound
 +
8EF2D to  8EF71 = Related to sound
 +
8EF72 to  8EFD9 = Related to sound
 +
8EFDA to  8EFEA = Related to sound
 +
8EFEB to  8F145 = Related to sound
 +
8F146 to  8F16A = Related to sound
 +
8F16B to  8F1F2 = Related to sound
 +
8F1F3 to  8F296 = Related to sound
 +
8F297 to  8F2AC = Related to sound
 +
8F2AD to  8F2BC = Related to sound
 +
8F2BD to  8F2C9 = Related to sound
 +
8F2CA to  8F2DB = Related to sound
 +
8F2DC to  8F2EC = Related to sound
 +
8F2ED to  8F35A = Related to sound
 +
8F35B to  8F3B5 = Related to sound
 +
8F3B6 to  8F574 = Related to sound
 +
8F575 to  8F5CA = Related to sound
 +
8F5CB to  8F622 = Related to sound
 +
8F623 to  8F6EF = Related to sound
 +
8F6F0 to  8F78E = Related to sound
 +
8F78F to  8F82D = Related to sound
 +
8F82E to  8F83E = Related to sound
 +
8F83F to  8F878 = Related to sound
 +
8F879 to  8F927 = Related to sound
 +
8F928 to  8F9D2 = Related to sound
 +
8F9D3 to  8FA27 = Related to sound
 +
8FA28 to  8FAD7 = Related to sound
 +
8FAD8 to  8FB30 = Related to sound
 +
8FB31 to  8FBA5 = Related to sound
 +
8FBA6 to  8FC1B = Related to sound
 +
8FC1C to  8FC22 = Related to sound
 +
8FC23 to  8FC39 = Related to sound
 +
8FC3A to  8FC47 = Related to sound
 +
8FC48 to  8FC60 = Related to sound
 +
8FC61 to  8FC71 = Related to sound
 +
8FC72 to  8FC77 = Related to sound
 +
8FC78 to  8FC85 = Related to sound
 +
8FC86 to  8FC96 = Related to sound
 +
8FC97 to  8FCD5 = Related to sound
 +
8FCD6 to  8FCDB = Related to sound
 +
8FCDC to  8FD51 = Related to sound
 +
8FD52 to  8FDE8 = Related to sound
 +
8FDE9 to  8FFAA = Related to sound
 +
8FFAB to  8FFFF = Related to sound (Split data: latter half at 98000)
  
7E0A70 to 7E0A72 = Dog - Pointer to name
 
  
7E0A7F to 7E0A80 = Dog - Stats - Max HP
+
98000 to 9816B = Related to sound (Split data: former half at 8FFAB)
7E0A89 to 7E0A8A = Dog - Stats - Attack
+
9816C to  98196 = Related to sound
7E0A8B to 7E0A8C = Dog - Stats - Defense
+
98197 to  981CA = Related to sound
7E0A8D to 7E0A8E = Dog - Stats - Magic Def
+
981CB to  981D0 = Related to sound
7E0A8F to 7E0A90 = Dog - Stats - Evade %
+
981D1 to  98207 = Related to sound
7E0A91 to 7E0A92 = Dog - Stats - Hit %
+
98208 to 98241 = Related to sound
7E0A93 to 7E0A96 = Dog - Stats - Experience
+
98242 to 98252 = Related to sound
7E0A9A to 7E0A9B = Dog - Stats - Level
+
98253 to 98262 = Related to sound
7E0A9C to 7E0A9D = Dog - Max Chargeup
+
98263 to 98275 = Related to sound
7E0A9E to 7E0A9F = Dog - Chargeup Rate
+
98276 to 98288 = Related to sound
 +
98289 to 9829A = Related to sound
 +
9829B to 982AC = Related to sound
 +
982AD to 98303 = Related to sound
 +
98304 to 9835A = Related to sound
 +
9835B to  98365 = Related to sound
 +
98366 to  98376 = Related to sound
 +
98377 to  983BA = Related to sound
 +
983BB to  983FE = Related to sound
 +
983FF to  98441 = Related to sound
 +
98442 to  98485 = Related to sound
 +
98486 to  984C9 = Related to sound
 +
984CA to  9850E = Related to sound
 +
9850F to  985AE = Related to sound
 +
985AF to  985B4 = Related to sound
 +
985B5 to  985F8 = Related to sound
 +
985F9 to  9872B = Related to sound
 +
9872C to  9873A = Related to sound
 +
9873B to  98748 = Related to sound
 +
98749 to  9875E = Related to sound
 +
9875F to  987B9 = Related to sound
 +
987BA to  98814 = Related to sound
 +
98815 to  98821 = Related to sound
 +
98822 to  98835 = Related to sound
 +
98836 to  98849 = Related to sound
 +
9884A to  98862 = Related to sound
 +
98863 to  98868 = Related to sound
 +
98869 to  988AC = Related to sound
 +
988AD to  98904 = Related to sound
 +
98905 to  98915 = Related to sound
 +
98916 to  98938 = Related to sound
 +
98939 to  98954 = Related to sound
 +
98955 to  98970 = Related to sound
 +
98971 to  98991 = Related to sound
 +
98992 to  989B7 = Related to sound
 +
989B8 to  98A2C = Related to sound
 +
98A2D to  98A9F = Related to sound
 +
98AA0 to  98AAD = Related to sound
 +
98AAE to  98ABE = Related to sound
 +
98ABF to  98B08 = Related to sound
 +
98B09 to  98B0E = Related to sound
 +
98B0F to  9934B = Sound sample (3 bytes and BRR data)
 +
9934C to  99351 = Related to sound
 +
99352 to  998FD = Sound sample (3 bytes and BRR data)
 +
998FE to  99903 = Related to sound
 +
99904 to  9A1FD = Sound sample (3 bytes and BRR data)
 +
9A1FE to  9A203 = Related to sound
 +
9A204 to  9A863 = Sound sample (3 bytes and BRR data)
 +
9A864 to  9A8D0 = Related to sound
 +
9A8D1 to  9A8DC = Related to sound
 +
9A8DD to  9A8EA = Related to sound
 +
9A8EB to  9A919 = Related to sound
 +
9A91A to  9A938 = Related to sound
 +
9A939 to  9A985 = Related to sound
 +
9A986 to  9A9FD = Related to sound
 +
9A9FE to  9AA0E = Related to sound
 +
9AA0F to  9AD69 = Related to sound
 +
9AD6A to  9ADD3 = Related to sound
 +
9ADD4 to  9AE14 = Related to sound
 +
9AE15 to  9AF20 = Related to sound
 +
9AF21 to  9B02C = Related to sound
 +
9B02D to  9B139 = Related to sound
 +
9B13A to  9B445 = Related to sound
 +
9B446 to  9B4D1 = Related to sound
 +
9B4D2 to  9B4DA = Related to sound
 +
9B4DB to  9B4E4 = Related to sound
 +
9B4E5 to  9B4EE = Related to sound
 +
9B4EF to  9B500 = Related to sound
 +
9B501 to  9B516 = Related to sound
 +
9B517 to  9B527 = Related to sound
 +
9B528 to  9B536 = Related to sound
 +
9B537 to  9B543 = Related to sound
 +
9B544 to  9B552 = Related to sound
 +
9B553 to  9B578 = Related to sound
 +
9B579 to  9B59D = Related to sound
 +
9B59E to  9B5CD = Related to sound
 +
9B5CE to  9B5F3 = Related to sound
 +
9B5F4 to  9B5FF = Related to sound
 +
9B600 to  9B610 = Related to sound
 +
9B611 to  9B786 = Related to sound
 +
9B787 to  9B824 = Related to sound
 +
9B825 to  9B9BD = Related to sound
 +
9B9BE to  9B9DE = Related to sound
 +
9B9DF to  9BA01 = Related to sound
 +
9BA02 to  9BA1A = Related to sound
 +
9BA1B to  9BA32 = Related to sound
 +
9BA33 to  9BA49 = Related to sound
 +
9BA4A to  9BA5A = Related to sound
 +
9BA5B to  9BAEF = Related to sound
 +
9BAF0 to  9BAF5 = Related to sound
 +
9BAF6 to  9BB25 = Related to sound
 +
9BB26 to  9F263 = Sound sample (3 bytes and BRR data)
 +
9F264 to  9F2D8 = Related to sound
 +
9F2D9 to  9F34D = Related to sound
 +
9F34E to  9F3C2 = Related to sound
 +
9F3C3 to  9F437 = Related to sound
 +
9F438 to  9F48F = Related to sound
 +
9F490 to  9F4FD = Related to sound
 +
9F4FE to  9F570 = Related to sound
 +
9F571 to  9F57F = Related to sound
 +
9F580 to  9F59B = Related to sound
 +
9F59C to  9F5B4 = Related to sound
 +
9F5B5 to  9F633 = Related to sound
 +
9F634 to  9F651 = Related to sound
 +
9F652 to  9F66F = Related to sound
 +
9F670 to  9F681 = Related to sound
 +
9F682 to  9F695 = Related to sound
 +
9F696 to  9F6A6 = Related to sound
 +
9F6A7 to  9F88E = Related to sound
 +
9F88F to  9FA45 = Related to sound
 +
9FA46 to  9FB9F = Related to sound
 +
9FBA0 to  9FCB1 = Related to sound
 +
9FCB2 to  9FD7B = Related to sound
 +
9FD7C to  9FE42 = Related to sound
 +
9FE43 to  9FFD7 = Related to sound
 +
9FFD8 to  9FFFF = Related to sound (Split data: latter half at A8000)
  
7E0ABA to 7E0ABB = Current equipped weapon (0000 - 001A, even numbers, inclusive.  see
 
                  7E22DA and 7E22DB lists below for weapon order.)
 
  
7E0ABE to 7E0ABF = Dog - Pointer to current Collar stats
+
A8000 to A80E1 = Related to sound (Split data: former half at 9FFD8)
7E0AC0 to 7E0AC1 = Boy - Pointer to current Armor stats
+
A80E2 to  A80F2 = Related to sound
7E0AC2 to 7E0AC3 = Boy - Pointer to current Helmet stats
+
A80F3 to  A8240 = Related to sound
7E0AC4 to 7E0AC5 = Boy - Pointer to current Armband stats
+
A8241 to  A8434 = Related to sound
7E0AC6 to 7E0AC8 = Money - Talons
+
A8435 to  A8589 = Related to sound
7E0AC9 to 7E0ACB = Money - Jewels
+
A858A to  A861A = Related to sound
7E0ACC to 7E0ACE = Money - Gold Coins
+
A861B to  A86A0 = Related to sound
7E0ACF to 7E0AD1 = Money - Credits
+
A86A1 to  A87A5 = Related to sound
7E0AD2 to 7E0ADA = Equipped alchemy
+
A87A6 to  A8900 = Related to sound
          7E0ADB = Current map number
+
A8901 to  A89FB = Related to sound
 +
A89FC to  A8A0C = Related to sound
 +
A8A0D to  A8A2D = Related to sound
 +
A8A2E to  A8A50 = Related to sound
 +
A8A51 to  A8A56 = Related to sound
 +
A8A57 to  A9443 = Sound sample (3 bytes and BRR data)
 +
A9444 to  A9451 = Related to sound
 +
A9452 to  A9460 = Related to sound
 +
A9461 to  A946C = Related to sound
 +
A946D to  A947C = Related to sound
 +
A947D to  A948C = Related to sound
 +
A948D to  A949F = Related to sound
 +
A94A0 to  A94B0 = Related to sound
 +
A94B1 to  A9511 = Related to sound
 +
A9512 to  A9569 = Related to sound
 +
A956A to  A95E1 = Related to sound
 +
A95E2 to  A9658 = Related to sound
 +
A9659 to  A9663 = Related to sound
 +
A9664 to  A967E = Related to sound
 +
A967F to  A968C = Related to sound
 +
A968D to  A96A4 = Related to sound
 +
A96A5 to  A96B5 = Related to sound
 +
A96B6 to  A96E7 = Related to sound
 +
A96E8 to  A9718 = Related to sound
 +
A9719 to  A974B = Related to sound
 +
A974C to  A9791 = Related to sound
 +
A9792 to  A98D6 = Related to sound
 +
A98D7 to  A9988 = Related to sound
 +
A9989 to  A99A9 = Related to sound
 +
A99AA to  A99CC = Related to sound
 +
A99CD to  A99D5 = Related to sound
 +
A99D6 to  A99D8 = Related to sound
 +
A99D9 to  A99EE = Related to sound
 +
A99EF to  A99F4 = Related to sound
 +
A99F5 to  A99F7 = Related to sound
 +
A99F8 to  A9A1A = Related to sound
 +
A9A1B to  A9A20 = Related to sound
 +
A9A21 to  A9E01 = Sound sample (3 bytes and BRR data)
 +
A9E02 to  A9E0D = Related to sound
 +
A9E0E to  A9E16 = Related to sound
 +
A9E17 to  A9EDB = Related to sound
 +
A9EDC to  A9F63 = Related to sound
 +
A9F64 to  A9FCA = Related to sound
 +
A9FCB to  AA014 = Related to sound
 +
AA015 to  AA025 = Related to sound
 +
AA026 to  AA02F = Related to sound
 +
AA030 to  AA03B = Related to sound
 +
AA03C to  AA044 = Related to sound
 +
AA045 to  AA04D = Related to sound
 +
AA04E to  AA056 = Related to sound
 +
AA057 to  AA05E = Related to sound
 +
AA05F to  AA066 = Related to sound
 +
AA067 to  AA071 = Related to sound
 +
AA072 to  AA082 = Related to sound
 +
AA083 to  AA09B = Related to sound
 +
AA09C to  AA101 = Related to sound
 +
AA102 to  AA11F = Related to sound
 +
AA120 to  AA141 = Related to sound
 +
AA142 to  AA153 = Related to sound
 +
AA154 to  AA165 = Related to sound
 +
AA166 to  AA206 = Related to sound
 +
AA207 to  AA218 = Related to sound
 +
AA219 to  AA229 = Related to sound
 +
AA22A to  AA3AA = Related to sound
 +
AA3AB to  AA507 = Related to sound
 +
AA508 to  AA588 = Related to sound
 +
AA589 to  AA642 = Related to sound
 +
AA643 to  AA6B7 = Related to sound
 +
AA6B8 to AA740 = Related to sound
 +
AA741 to AA77E = Related to sound
 +
AA77F to AA792 = Related to sound
 +
AA793 to AA797 = Related to sound
 +
AA798 to AA79F = Related to sound
 +
AA7A0 to AA7A5 = Related to sound
 +
AA7A6 to AA7B0 = Related to sound
 +
AA7B1 to AA7BD = Related to sound
 +
AA7BE to  AFFFF = Music component-loading data (Split data: latter half at B8000)
  
          (NOTE: each Weapon Level uses 2 bytes with the low part first; the low part of
 
          the weapon levels / 256 * 100 is the right-hand value you'll see on
 
          the Level screen [or Stat screen for Dog])
 
          7E0ADD = Weapon level for bare hands (you can't ever fight with them)
 
          7E0ADF = Weapon level for Bone Crusher (%256 * 100 gives in-game display)
 
          7E0AE1 = Weapon level for Gladiator Sword
 
          7E0AE3 = Weapon level for Crusader Sword
 
          7E0AE5 = Weapon level for Neutron Blade
 
          7E0AE7 = Weapon level for Spider's Claw
 
          7E0AE9 = Weapon level for Bronze Axe
 
          7E0AEB = Weapon level for Knight Basher
 
          7E0AED = Weapon level for Atom Smasher
 
          7E0AEF = Weapon level for Horn Spear
 
          7E0AF1 = Weapon level for Bronze Spear
 
          7E0AF3 = Weapon level for Lance
 
          7E0AF5 = Weapon level for Laser Lance
 
          7E0AF7 = Weapon level for Bazooka (high part never initialized to 1 like the
 
                  other weapons are, and its default of 0 causes bugs with the
 
                  computer-controlled character and with Energize.)
 
  
          7E0B07 = Attack level for Dog
+
B8000 to  B8EF1 = Music component-loading data (Split data: former half at AA7BE)
         
 
  
7E0B09 to 7E0B0A = Action screen - Boy combativeness (00-06)
+
BFCCF to ----- = *** UNKNOWN - 2E0000 table entry ***
7E0B0B to 7E0B0C = Action screen - Boy AI weapon charging (Even numbers 00-06, inclusive)
+
BFD15 to  ----- = *** UNKNOWN - 2E0000 table entry ***
7E0B0D to 7E0B0E = Action screen - Dog combativeness (00-06)
+
BFD8A to ----- = *** UNKNOWN - 2E0000 table entry ***
7E0B0F to 7E0B10 = Action screen - Dog AI weapon charging (Even numbers 00-06, inclusive)
+
BFDD1 to  ----- = *** UNKNOWN - 2E0000 table entry ***
 +
BFE2B to ----- = *** UNKNOWN - 2E0000 table entry ***
 +
BFE7A to  ----- = *** UNKNOWN - 2E0000 table entry ***
 +
BFED4 to  ----- = *** UNKNOWN - 2E0000 table entry ***
 +
BFF2F to ----- = *** UNKNOWN - 2E0000 table entry ***
 +
BFF89 to  ----- = *** UNKNOWN - 2E0000 table entry ***
  
7E0B15 to 7E0B16 = Window Prefs screen - Pattern (24, 34, ... A4)
+
C8658 to C8718 = Cary Flag set to inversion of Targeting viability (Y is entity, $59 seems to be the camera coordinates)
7E0B17 to 7E0B18 = Window Prefs screen - Border (Even numbers 00-14, inclusive)
+
C8719 to  C8761 = Establish Default Valid Entry in Targeting, Carry Flag Set if none (Y is default entity with 0 resulting in first one)
 +
C8735 to C8761 = Establish Next Valid Entry in Targeting, Carry Flag Set if none
 +
C8762 to  C879A = Establish Previous Valid Entry in Targeting, Carry Flag Set if none
 +
C879B to  C888E = Establish Multitarget Entries in Targeting, Carry Flag Set if none (3 targets selected by standard attack alchemy spells choose nearest by circle calculations within the first 8 valid entries)
 +
C888F to  C88CB = Targeting Cursor graphics update per frame
 +
C88CC to  C89DE = Targeting Controls Main Procedure, Carry Flag set to inversion of confirmation (Y is the default entity)
 +
C89DF to  C8A1B = Handles text window of Target's name
 +
C8A1C to  C8A24 = Text "Multiple" (used for multiple Targets with C89DF procedure)
  
7E0B19 to 7E0B1C = "Timer" for scripted events
+
C8BD0 to C8CF8 = Boy - total experience needed to reach level (99 entries, 3 bytes each)
 +
C8CFC to  C8E24 = Dog - total experience needed to reach level (99 entries, 3 bytes each)
 +
C8E25 to  C8F02 = Boy - Evade % by level (entries for 0-110, Thug's Cloak +5 to used level)
 +
C8F03 to  C8FE0 = Boy - Hit % by level (entries for 0-110, Jade Disk +5 to used level)
 +
C8FE1 to  C90BE = Dog - Evade % by level (entries for 0-110, Thug's Cloak +5 to used level)
 +
C90BF to  C919C = Dog - Hit % by level (entries for 0-110, Jade Disk +5 to used level)
 +
C919D to  C927A = Boy - Max HP by level (entries for 0-110, Chocobo Egg +5 to used level)
 +
C927B to  C9358 = Boy - base Defense by level (entries for 0-110, Staff of Life +5 to used
 +
                  level)
 +
C9359 to  C9436 = Boy - base Attack by level (entries for 0-110, Sun Stone +5 to used level)
 +
C9437 to  C9514 = Boy - Magic Defense by level (entries for 0-110, Wizard's Coin +7 to used
 +
                  level)
 +
C9515 to  C95F2 = Dog - Max HP by level (entries for 0-110, Chocobo Egg +5 to used level)
 +
C95F3 to  C96D0 = Dog - base Defense by level (entries for 0-110, Staff of Life +5 to used
 +
                  level)
 +
C96D1 to  C97AE = Dog - base Attack by level (entries for 0-110, Sun Stone +5 to used level)
 +
C97AF to  C988C = Dog - Magic Defense by level (entries for 0-110, Wizard's Coin +5 to used
 +
                  level)
  
7E0B21 to 7E0B22 = Control Prefs screen - Configuration (00, 02)
+
C9DAF to C9DE6 = Sets [$90] to X, [$92] to the Text Characters Width values address, and [$0B3D] to [$0B44] to their respective assignments with Text Character handling
7E0B23 to 7E0B24 = Run Button
+
C9DE7 to C9DF9 = Sets $7E2000 to 15 + byte #0-15 x 16 for 16 bytes
7E0B25 to 7E0B26 = Action/Attack Button
 
  
7E0B2B to 7E0B2C = Countdown timer for a non-windowed message to be displayed.
+
C9E03 to C9EF9 = Main Text Window writing procedure (Y is location of Text Window info; [$22] 3 byte holds location of text characters including values for procedures to call; and [$92] holds location of font width values) (NOTE: C9E62 to C9EA2 are actually part of other, though related, procedures)
7E0B2F to 7E0B30 = Non-windowed message queue progress amount
 
7E0B31 to 7E0B32 = Non-windowed message queue total amount
 
  
7E0B3D to 7E0B3E = Standard character height of current message
+
CA346 to CA3AE = Dialogue Print Stop
7E0B3F to 7E0B40 = Standard character byte count of current message
 
7E0B41 to 7E0B42 = Base address of characters graphics of current message
 
7E0B43 to 7E0B44 = Byte lines per 8 pixels of current message
 
  
7E0B57 to 7E0B58 = Location of next quick message text string to fill in
+
CA41C to CA435 = Game on standby until Start/Face Button Press
  
7E0B71 to 7E0B72 = Spell's Targeted unit Pointer
+
CA4FE to CA590 = Handles function of ASCII Character Code A
 +
CA591 to  CA5A1 = (UNUSED) Progress set to bottom right corner of involved Text Character
 +
CA5A2 to  CA7C5 = Prints Text Character, ending with A set to Character's Font Width (A is Character's ASCII Value)
 +
CA7C6 to  CA927 = Dialogue Choice controls ending with A set to Choice #
 +
CA928 to  CAAF9 = Converts Text Character to restore Window Palette portion based on ASCII Character indicated by A, A set to Character's Font Width (irrelevant miscoding: CA9CF to CAA00 is supposed to result in only the leftover/only relevant bits active, rather than the whole row past the X offset in general)
 +
CAAFA to  CAB0F = A set to value first byte starting from $7E2000 to contain greater result than initial A
  
7E0B95 to ...... = BYTE array holding items in the current shopping ring menu
+
CAC16 to CAC5D = Text Window Border update script
 +
CAC5E to  CAC73 = Text Window Border colors pointers
 +
CAC74 to  CAC89 = Text Window Border graphics tiles pointers
  
7E0BC5 to ...... = WORD array holding item prices in the current shopping ring menu
+
CAF2B to CAFCF = Text Window loading script (Y is RAM location of text info)
  
7E0DFB to 7E0E15 = 3 byte Pointers to quick message text to load
+
CB55B to CB5A3 = Text Window continue arrow set up as needed
 +
CB5A4 to CB5EC = Text Window continue arrow stopped as needed
  
7E0E4B to 7E0E4C = Current music
+
CBBB0 to CBBCB = Charm flags - Addresses
 +
CBBCC to  CBBD7 = Rare item flags - Addresses
 +
CBBD8 to  CBBF3 = Charm flags - Bit weights
 +
CBBF4 to  CBBFF = Rare item flags - Bit weights
 +
CBC00 to  CBC19 = Trade good name pointers
 +
CBC1A to  CBC35 = Charm name pointers
 +
CBC36 to  CBC41 = Rare item name pointers
  
7E0E4F to 7E0E50 = Current sound effect
 
  
7E0E6C to 7E0E6D = Indicator for the type of current shopping ring menu active
+
CC3F8 to CC41A = A = Total Number of Charms
                  (0002 = item shop, 0004 = armor shop, 0008 = ingredient shop, 0000 = no shopping menu)
+
CC41B to  CC435 = A = Total Number of Trade Goods (processes that call this simply compare this to 0)
 +
CC521 to  CC542 = Script - Signal to play next quick message
  
7E0E9A to 7E0E9B = Attack Type
+
CC3D0 to CC3EB = Charm description pointers
7E0E9C to 7E0E9D = Attack Power
+
CC3EC to CC3F7 = Rare item description pointers
7E0E9E to 7E0E9F = Attack's involved Entity Pointer
 
7E0EA0 to 7E0EA1 = Amount of damage from most recent attack
 
7E0EA2 to 7E0EA3 = Flags that determine how monster remains event is activated (only 0040 works properly)
 
7E0EA4 to 7E0EA5 = Boolean that is set when there is a valid target for revealer
 
7E0EA6 to 7E0EA7 = Boolean that is set when there is a valid target for levitate
 
7E0EA8 to 7E0EA9 = Boolean that is set when a custom event occurs when you switch characters
 
7E0EAA to 7E0EAB = Boolean that is set when wings/escape can be used.
 
7E0EAC to 7E0EAD = Indicates Event script that executes when you pick up monster remains
 
7E0EAE to 7E0EAF = Indicates Event script that executes when you use revealer on a valid target.
 
7E0EB0 to 7E0EB1 = Indicates Event script that executes when you use levitate on a valid target.
 
7E0EB2 to 7E0EB3 = Indicates Event script that executes when you switch characters(used in pyramid)
 
7E0EB4 to 7E0EB5 = Indicates Event script that executes when you use wings/escape.
 
  
7E0EC6 to 7E0EC7 = Active buttons
+
CC88C to ----- = *** UNKNOWN - Assembly related to 2E0000? ***
  
7E0F38 to 7E0F39 = Camera Shift current remainder (would be failsafe for 7E242F not being a multiple of 16)
+
CCF18 to CCFF3 = Initializes Subscript in first available Subscript location; $7E0E80 to $7E0E93 is moved to 0x0F to 0x22
  
7E0F3E to 7E0F3F = Pointer to Boy's data block (generally 4E89)
+
CD315 to CD330 = Next Instruction Byte determine loop count for storing Math Script results in $7E0E80 with 2 bytes each
7E0F40 to 7E0F41 = Pointer to Dog's data block (generally 4F37)
 
7E0F42 to 7E0F43 = Pointer to data block of character being controlled by player
 
  
7E0FB2 to 7E0FB3 = Number of total statuses on all entities; briefly set to token value of 1 when
+
CD428 to CD456 = Instruction Byte Pointer shifted backward by byte count of difference of 257 and single Number Byte
                  inflicting status
+
CD434 to CD464 = Instruction Byte Pointer shifted by byte count of 2 Number Bytes from after the Number Bytes
  
7E1062 to 7E1063 = Length of following section in bytes
+
CEA43 to CEA64 = Math Script main procedure; finishes with an instruction with the instruction byte having its Most Significant Bit set
7E1064 to 7E1066 = Pointer to unknown (script?) section of current map
 
7E1067 to 7E1068 = Length of following section in bytes
 
7E1069 to 7E107B = Pointer to B-trigger script section of current map
 
  
7E107E to 7E10CD = Current Room treasure/event status indicators (1 byte per treasure/event)
+
CEC8E to CEC95 = Sets [$4C] and Y to unit's stats pointer based on current math scripts
7E10CE to 7E111D = Previous Room treasure/event status indicators (1 byte per treasure/event)
 
7E111E to 7E116D = Room treasure/event status change indicators (1 byte per treasure/event)
 
  
7E128E to 7E128F = Location 0~223 (always multiple of 7) in Colors Queue - update queue
 
7E1290 to 7E1291 = Location 0~223 (always multiple of 7) in Colors Queue - update progress
 
7E1292 to 7E1371 = Colors Queue
 
                  x00-x02 = Location of Colors on ROM
 
                  x03-x04 = Designated CGRAM Address
 
                  x05-x06 = Number of Colors to store x 2
 
  
7E1443 to 7E1444 = Dog Sniff Stationary Script Pointer
+
E99D2 to E9A2E = Script - Establishes Weapons Ring information
7E1445 to 7E1446 = Dog Sniff Movement Script Pointer
+
E9A86 to E9B39 = Script - Establishes Main Ring information for both Boy and Dog
7E1447 to 7E1448 = Dog Sleep Script Pointer
+
E9B3A to  E9B6E = Script - Establishes Spells Ring information
 +
E9B6F to E9BC0 = Script - Establishes Items Ring information
  
7E144F to 7E1450 = Targeting Choice Current Stats Pointer
+
EB520 to EB559 = Establishes Ring Menu Cursor graphics
7E1451 to 7E1452 = Targeting Choice Read-Only Stats Pointer
+
EB55A to EB677 = Character data pointers
 +
EB678 to  EDF83 = Character data  (74 bytes each)  (first of 91 actual monsters starts at
 +
                  EC536.  everything before that are NPCs.)  (Every stat is two bytes
 +
                  unless indicated otherwise.)
 +
                  x00 - Name pointer (3 bytes)
 +
                  x07 - Unique Trait flags
 +
                          Bit 0 - ? (Tar Skull and Salabog only)
 +
                          Bit 1 - -30 Hit penalty vs. AI Player Character
 +
                          Bit 2 - ? (Rock only)
 +
                          Bit 3 - ? (Bridge only)
 +
                          Bit 4 - Projectile attacks won't hit (Bomb only)
 +
                  x09 - Palette
 +
                  x0D - ? (Relates to collision)
 +
                  x0F - HP
 +
                  x13 - Aggression Range
 +
                  x15 - Aggression Chance (/256)
 +
                  x19 - Attack
 +
                  x1B - Defense
 +
                  x1D - Magic Defense
 +
                  x1F - Evade
 +
                  x21 - Hit Rate
 +
                  x23 - Experience (4 bytes)
 +
                  x27 - Money
 +
                  x29 - Chance of prize drop (out of 128) (1 byte)
 +
                  x2C - Chargeup limit
 +
                  x2E - Chargeup gain per frame
 +
                  x30 - Attack calculation procedure pointer
 +
                  x42 - Script - Death, No Spoils
 +
                  x44 - Script - Death, Spoils
 +
                  x48 - Script - Block
  
7E1464 to 7E1465 = Yawn Animation Timer (default base of 20 seconds, RNG Seed may add up to about 34.117 seconds)
 
  
7E150C to 7E150D = BG Flash Active
+
F827A to F82FC = EXP gains handled
7E150E to 7E150F = BG Flash Color Intensity Current
+
F82FD to F8302 = Text - "DB: +" (likely unused)
7E1510 to 7E1511 = BG Flash Color Intensity Destination
+
F8303 to F830F = Text - " EXPERIENCE." (likely unused)
7E1512 to 7E1513 = BG Flash Color Intensity Change Value
+
F8310 to F8387 = Boy's Level Up handled
 +
F8388 to  F8397 = Text - " reaches level "
 +
F8398 to  F84F4 = Boy's stats established
 +
F84F5 to  F856C = Dog's Level Up handled
 +
F856D to  F857D = Text - " reaches level "
 +
F857D to  F8688 = Dog's stats established
 +
F8689 to  F86F9 = Money gains handled
 +
F86FA to  F8703 = Text - "Received "
 +
F8704 to  F870F = Pointers to Currency type text
  
7E2210 to 7E2233 = Boy - Name
+
F973E to F97B0 = Boy's Weapon EXP handling
7E2234 to 7E2257 = Dog - Name
+
F97B1 to F97BF = Text - " is now level "
          7E2258 = Known alchemy
+
F97C0 to  F9800 = Dog's Attack EXP handling
                    01 = Acid Rain
+
F9801 to  F9816 = Text - "Dog attack now level "
                    02 = Atlas
 
                    04 = Barrier
 
                    08 = Call Up
 
                    10 = Corrosion
 
                    20 = Crush
 
                    40 = Cure
 
                    80 = Defend
 
          7E2259 = Known alchemy
 
                    01 = Double Drain
 
                    02 = Drain
 
                    04 = Energize
 
                    08 = Escape
 
                    10 = Explosion
 
                    20 = Fireball
 
                    40 = Fire Power
 
                    80 = Flash
 
          7E225A = Known alchemy
 
                    01 = Force Field
 
                    02 = Hard Ball
 
                    04 = Heal
 
                    08 = Lance
 
                    10 = Laser
 
                    20 = Levitate
 
                    40 = Lightning Storm
 
                    80 = Miracle Cure
 
          7E225B = Known alchemy
 
                    01 = Nitro
 
                    02 = One Up
 
                    04 = Reflect
 
                    08 = Regrowth
 
                    10 = Revealer
 
                    20 = Revive
 
                    40 = Slow Burn
 
                    80 = Speed
 
          7E225C = Known alchemy and call bead summons
 
                    01 = Sting
 
                    02 = Stop
 
                    04 = Super Heal
 
                    .....
 
                    80 = Horace
 
          7E225D = Known call bead summons
 
                    01 = Camellia
 
                    02 = Sidney
 
                    .....
 
  
 +
FA9B1 to  FA9D8 = A set to Cardinal Direction indicated by [$12] and [$13] (SEP $20 assumed)
 +
FA9D9 to  FAA04 = A set to Cardinal Direction indicated by [$46] and [$48]
 +
FAA05 to  FAA50 = A set to Direction indicated by [$12] and [$14]
  
 +
FAB6E to  FAB91 = A set to dominant direction to destination affected by RNG choice from FDB0C first table
  
          7E2261 = Hero availability/Charms
+
FAC63 to  FAC63 = X viewing offset (what/where to trigger), X is the character viewing variable
                    01 = Dog unavailable
+
FAC73 to  FAC82 = Y as above
                    02 = Boy unavailable
 
                    .....
 
                    20 = Armor Polish
 
                    40 = Chocobo Egg
 
                    80 = Insect Incense
 
          7E2262 = Charms
 
                    01 = Jade Disk
 
                    02 = Jaguar Ring
 
                    04 = Magic Gourd
 
                    08 = Moxa Stick
 
                    10 = Oracle Bone
 
                    20 = Ruby Heart
 
                    40 = Silver Sheath
 
                    80 = Staff of Life
 
          7E2263 = Charms
 
                    01 = Sun Stone
 
                    02 = Thug's Cloak
 
                    04 = Wizard's Coin
 
                    .....
 
          7E2264 = Rare items
 
                    01 = Diamond Eye
 
                    02 = Diamond Eyes
 
                    04 = Gauge
 
                    08 = Wheel
 
                    10 = Queen's Key
 
                    20 = Energy Core
 
                    .....
 
  
 +
FB28D to  FB29A = Establish Yawn Animation Timer to 1200 to 3247 Frames
  
FE Village Inn treasure pots: 7E2265, 08 10 20 bits
+
FBAAF to  FBAE1 = Most significant part of effective hit rate index, indexed by
 +
                  ((Evade + 1) DIV 4) * 2 .  Picks the sub-table in FBAE3.  (Evade + 1)
 +
                  assumed to be <= 100.
  
7E228x to 7E22Dx = Found hidden ingredients, 1 bit each (exact address range not yet known)
+
FBAE3 to FC02A = Tables of effective hit rate values (0 to 32768).  Indexed using Evade
 +
                  (via FBAAF), and by ((Hit Rate + 1) DIV 4) * 2 (including Ruby Heart influence)
 +
                  within that.  (Hit Rate + 1) capped at 100 when accessing.  676 entries.
  
          7E22DA = Weapons
+
FC17F to  FC1BA = Same Type Revenge Aggro script for attacks, also sets partner enemy as PCs' target regardless of attacker's side
                    01 = ???
 
                    02 = Bone Crusher
 
                    04 = Gladiator Sword
 
                    08 = Crusader Sword
 
                    10 = Neutron Blade
 
                    20 = Spider's Claw
 
                    40 = Bronze Axe
 
                    80 = Knight Basher
 
          7E22DB = Weapons and call bead spells
 
                    01 = Atom Smasher
 
                    02 = Horn Spear
 
                    04 = Bronze Spear
 
                    08 = Lance
 
                    10 = Laser Lance
 
                    20 = Bazooka
 
                    40 = Horace - Aura
 
                    80 = Horace - Regenerate
 
  
 +
FDB0C to  FDBCB = 3 tables of direction shifts each using 64 entries
 +
                  First table 45 degree increase intervals: $1A,$26,$3A,$3E
 +
                  Second table 45 degree increase intervals: $1A,$2A,$36,$3E
 +
                  Third table 45 degree increase intervals: $26,$32,$3A,$3E
  
          7E22FF = Alchemy - Ingredient amount - Wax
+
108000 to 1080CD = Pointers to Behavior Script instructions (Even Inclusive, actual script bytes get multiplied by 2 to point to the pointer)
          7E2300 = Alchemy - Ingredient amount - Water
+
1080CE to 108114 = Establishes and executes Behavior Script (X is the Script Address pointer, Y is the Entity Pointer)
          7E2301 = Alchemy - Ingredient amount - Vinegar
+
1080D2 to 108114 = Executes Behavior Script (Y is the Entity Pointer)
          7E2302 = Alchemy - Ingredient amount - Root
+
108115 to 10811A = Sets Entity's Current Script to Base Script
          7E2303 = Alchemy - Ingredient amount - Oil
+
10811B to 108123 = Sets Entity's 5th Bit in Bit Collection for add-on to 108124
          7E2304 = Alchemy - Ingredient amount - Mushroom
+
108124 to 108138 = Tests MSBs for direction-based add-on to 108139
          7E2305 = Alchemy - Ingredient amount - Mud Pepper
+
108139 to 10814F = Behavior Script changed and started unless already active (same as 10817B below)
          7E2306 = Alchemy - Ingredient amount - Meteorite
+
108150 to 10815A = Portion of 108124 used by 108124 for when Most Significant Bit is held true
          7E2307 = Alchemy - Ingredient amount - Limestone
+
10815B to 10816A = Direction-based add-on values for pure cardinal directions
          7E2308 = Alchemy - Ingredient amount - Iron
+
10816B to 10816B = Direction-based add-on values for all 8 directions
          7E2309 = Alchemy - Ingredient amount - Gunpowder
+
10817B to 108199 = Behavior Script call basics establishment (X is the Script Address pointer, Y is the Entity Pointer)
          7E230A = Alchemy - Ingredient amount - Grease
+
10819A to 1081BC = Tests MSBs for direction-based add-on to 10817B (A is the Direction; X and Y are the same otherwise)
          7E230B = Alchemy - Ingredient amount - Feather
 
          7E230C = Alchemy - Ingredient amount - Ethanol
 
          7E230D = Alchemy - Ingredient amount - Dry Ice
 
          7E230E = Alchemy - Ingredient amount - Crystal
 
          7E230F = Alchemy - Ingredient amount - Clay
 
          7E2310 = Alchemy - Ingredient amount - Brimstone
 
          7E2311 = Alchemy - Ingredient amount - Bone
 
          7E2312 = Alchemy - Ingredient amount - Atlas Amulet
 
          7E2313 = Alchemy - Ingredient amount - Ash
 
          7E2314 = Alchemy - Ingredient amount - Acorn
 
          7E2315 = Inventory - Item amount - Petal
 
          7E2316 = Inventory - Item amount - Nectar
 
          7E2317 = Inventory - Item amount - Honey
 
          7E2318 = Inventory - Item amount - Dog Biscuit
 
          7E2319 = Inventory - Item amount - Wings
 
          7E231A = Inventory - Item amount - Essence
 
          7E231B = Inventory - Item amount - Pixie Dust
 
          7E231C = Inventory - Item amount - Call Bead
 
          7E231D = Inventory - Armor amount - Grass Vest
 
          7E231E = Inventory - Armor amount - Shell Plate
 
          7E231F = Inventory - Armor amount - Dino Skin
 
          7E2320 = Inventory - Armor amount - Bronze Armor
 
          7E2321 = Inventory - Armor amount - Stone Plate
 
          7E2322 = Inventory - Armor amount - Centurion Cape
 
          7E2323 = Inventory - Armor amount - Silver Mail
 
          7E2324 = Inventory - Armor amount - Gold-Plated Vest
 
          7E2325 = Inventory - Armor amount - Shining Armor
 
          7E2326 = Inventory - Armor amount - Magna Mail
 
          7E2327 = Inventory - Armor amount - Titanium Vest
 
          7E2328 = Inventory - Armor amount - Virtual Vest
 
          7E2329 = Inventory - Helm amount - Grass Hat
 
          7E232A = Inventory - Helm amount - Shell Hat
 
          7E232B = Inventory - Helm amount - Dino Helm
 
          7E232C = Inventory - Helm amount - Bronze Helmet
 
          7E232D = Inventory - Helm amount - Obsidian Helm
 
          7E232E = Inventory - Helm amount - Centurion Helm
 
          7E232F = Inventory - Helm amount - Titan's Crown
 
          7E2330 = Inventory - Helm amount - Dragon Helm
 
          7E2331 = Inventory - Helm amount - Knight's Helm
 
          7E2332 = Inventory - Helm amount - Lightning Helm
 
          7E2333 = Inventory - Helm amount - Old Reliable
 
          7E2334 = Inventory - Helm amount - Brainstorm
 
          7E2335 = Inventory - Armband amount - Vine Bracelet
 
          7E2336 = Inventory - Armband amount - Mammoth Guard
 
          7E2337 = Inventory - Armband amount - Claw Guard
 
          7E2338 = Inventory - Armband amount - Serpent Bracer
 
          7E2339 = Inventory - Armband amount - Bronze Gauntlet
 
          7E233A = Inventory - Armband amount - Gloves of Ra
 
          7E233B = Inventory - Armband amount - Iron Bracer
 
          7E233C = Inventory - Armband amount - Magician's Ring
 
          7E233D = Inventory - Armband amount - Dragon's Claw
 
          7E233E = Inventory - Armband amount - Cyberglove
 
          7E233F = Inventory - Armband amount - Protector Ring
 
          7E2340 = Inventory - Armband amount - Virtual Glove
 
          7E2341 = Inventory - Collar amount - Leather Collar
 
          7E2342 = Inventory - Collar amount - Spiky Collar
 
          7E2343 = Inventory - Collar amount - Defender Collar
 
          7E2344 = Inventory - Collar amount - Spot's Collar
 
          7E2345 = Inventory - Bazooka ammo amount - Thunder Ball
 
          7E2346 = Inventory - Bazooka ammo amount - Particle Bomb
 
          7E2347 = Inventory - Bazooka ammo amount - Cryo-Blast
 
          7E2348 = Current Region (0 = Prehistoria, 2 = Antiqua, 4 = Gothica, 6 = Omnitopia)
 
          7E2349 = Ammunition type of currently chosen shell
 
                  (0 = Thunder Ball, 2 = Particle Bomb, 4 = Cryo Blast)
 
  
          7E2355 = Flying machine type
+
10824B to 10825F = Sets stationary or walking script to X based on character moving before direction-based Behavior Script establishment
                  (00 = none, 01 = Windwalker, 02 = Escape Pod)
+
108260 to 108270 = Sets stationary or movement script to X based on character moving before direction-based Behavior Script establishment (A is the stationary script, X is the moving script)
 +
108271 to 108278 = Jaguar Ring check extension of 108279 (probably unused)
 +
108279 to 10828D = Sets stationary or running script to X based on character moving before direction-based Behavior Script establishment
 +
10828E to 10829A = Sets stationary script to X before direction-based Behavior Script establishment
 +
10829B to 1082A7 = Sets casting script to X before direction-based Behavior Script establishment (may be unused)
 +
1082A8 to 1082D7 = Player-controlled character's running script handling
 +
1082D8 to 108359 = Script: Attack set up based on chargeup, including charged up attack intangibility
 +
                  and Bazooka ammo glitch; jumps to 10811B for graphics update if attack exists
  
          7E235F = Current equipped weapon (00 - 1A, even numbers, inclusive.  see 7E22DA
+
109FC9 to 10A000 = Camera Target Coordinates set based on coordinates A,Y
                  and 7E22DB lists above for weapon order.)
 
          7E2363 = Dog state
 
                  02 = Prehistorica (wolf)
 
                  04 = Prehistorica (bonechaser) - only used in the scene where the
 
                        dog fetches the Bone Crusher.  It is mostly identical to 02.
 
                  06 = Antiqua (greyhound)
 
                  08 = Gothica (poodle)
 
                  0A = Podunk (normal)
 
                  0C = Omnitopia (toaster)
 
  
7E237B to 7E237C = Last landing location of the flying machine
+
10CFB8 to 10CFEF = Colors at CGRAM Address indicated by 8X + 129 updated to information at A + 2 for 30 bytes
 +
10CFBF to 10CFEF = Colors at CGRAM Address indicated by 8X + (Y/256) + 128 updated to information at A + 2 * (Y/256) for 2 * Y%256 bytes
  
7E2391 to 7E2392 = ID of prize you're currently retrieving
+
10D34C to 10D407 = BG Offset Palette settings interpreted into BG Overall Palettes ([$12] has Offset's Intensity, [$14] has number of Overall Palettes to use, [$26] points to Base Palettes Pointers, [$2A] points to Offset Palette Pointers, [$2E] points to Overall Palette Pointers)
7E2393 to 7E2394 = Quantity of prize you're currently retrieving  (seems to be quickly decremented
+
10D408 to 10D440 = BG Offset Palette settings established ([$02] 4 byte has Palette Pointer, [$06] has Base Intensity, [$08] has Destination Intensity, and [$0A] has Change Per Frame)
                                                                  to 0001, though)
 
  
7E239B to 7E239C = Probability (numerator) of winning 1st prize from monster remains in screen/area
+
11973E to 11974F = Sets Spell Slot Instruction Bytes (X is Spell to use based on the order with Pointers at $9180A6)
7E239D to 7E239E = Probability (numerator) of winning 2nd prize in area
 
7E239F to 7E23A0 = Probability (numerator) of winning 3rd prize in area
 
(Denominator of the prize probability is the sum of the 3 above variables.)
 
  
7E23A1 to 7E23A2 = ID of 1st prize from monster remains in area
+
119759 to 119776 = Y set to first available primary attack Alchemy slot, 0 if available
7E23A3 to 7E23A4 = ID of 2nd prize in area
+
119777 to 119794 = Y set to first available secondary attack Alchemy slot, 0 if none available
7E23A5 to 7E23A6 = ID of 3rd prize in area
 
Prize ID list:
 
  00 00 = Nothing
 
  01 00 = Money (currency depends on current world)
 
  XX 08 = Item (XX = 00 - 07.  see 7E2315 list above for ordering.)
 
  XX 02 = Ingredient (XX = 00 - 15.  see 7E22FF list above for ordering, EXCEPT Mud Pepper and
 
                      Mushroom are oddly reversed.  also, winning Mud Pepper has issues.)
 
  XX 04 = Equipment (XX = 01 - 28.  see 7E231D list above for ordering.)
 
  01 01 = Chocobo Egg  (can't figure out how to make other Charms be won.)
 
  
7E23A7 to 7E23A8 = Quantity of 1st prize from monster remains in area
+
1197BD to 1197E4 = Behavior Script X if X != -1, Clears [Spell Slot $26] Bit 1 and [Spell Slot $06~0D], Set [Spell Slot $2C] to Spell Target List location
7E23A9 to 7E23AA = Quantity of 2nd prize in area
 
7E23AB to 7E23AC = Quantity of 3rd prize in area
 
  
7E23E9 to 7E23EC = Camera Scroll limitation Northwest corner coordinates
+
11AD17 to 11AD6E = Script: Sets Projectile Y's Caster to [$4C] and Effective Might to about [$02] x 15~20 / 16 x 2 / (Targets +1)
7E23ED to 7E23F0 = Camera Scroll limitation Southeast corner coordinates
 
  
7E240F to 7E2416 = Camera Scroll ease values for each direction (West, East, North, South; default values of $48 for W and E, $68 for N, $38 for S)
+
11ADD0 to 11AE30 = A = Call Bead Spell Power, or highest Effective Might of available learned Spells if that is higher (X is Call Bead Spell Number)
7E242F to 7E2430 = Camera Shift Speed capacity; usually set to 128
 
  
          7E2461 = Incrementor to found ingredient or item quantity.  Game can set immediately
+
11CCD8 to 11CE2B = Player Spell Casting Script (X is Spell #, Y is Spell Slot Pointer, $4C holds Caster Pointer)
                  before or after retrieval.  Set to 0 when you enter a new screen.
+
11CE2C to 11CE37 = Text " now level "
 +
11CE38 to 11CE90 = [$12] set to Spell A's Charge Count
  
7E2517 to 7E2518 = Trade good amount - Annihilation Amulet
+
11CEE9 to 11CEFD = Light Spell Animation script established (X is caster)
7E2519 to 7E251A = Trade good amount - Bead
+
11CEFE to 11CF12 = Dark Spell Animation script established (X is caster)
7E251B to 7E251C = Trade good amount - Ceramic Pot
 
7E251D to 7E251E = Trade good amount - Chicken
 
7E251F to 7E2520 = Trade good amount - Golden Jackal
 
7E2521 to 7E2522 = Trade good amount - Jeweled Scarab
 
7E2523 to 7E2524 = Trade good amount - Limestone Tablet
 
7E2525 to 7E2526 = Trade good amount - Perfume
 
7E2527 to 7E2528 = Trade good amount - Rice
 
7E2529 to 7E252A = Trade good amount - Spice
 
7E252B to 7E252C = Trade good amount - Spoon
 
7E252D to 7E252E = Trade good amount - Tapestry
 
7E252F to 7E2530 = Trade good amount - Ticket for Exhibition
 
  
7E28FC to 7E2F27 = List / stack of 20 active scripts with entry size of 0x4F
+
11D000 to 11DAE8 = Text pointers for bank C0
                  When opening a gourd, script address gets written to 7E28FC-7E28FD
+
11DAE9 to 11E63D = Text pointers for bank C1
                  When that calls a "sub script", 7E28FC-7E28FD is already occupied, so 7F294B-7F294C will be used, etc.
+
11E63E to 11EF97 = Text pointers for bank C2
 +
11EF98 to 11F32D = Text pointers for bank C3
 +
11F32E to 11F3AD = ASCII for text codes [80] to [BF] - Letter pairs
 +
11F3AE to 11F3ED = ASCII for text codes [00] to [3F] - Individual letters
 +
11F3EE to 11F46B = Word indices for Dictionary #1
 +
11F46C to 11F66B = Word indices for Dictionary #2
 +
11F66C to 11F7D4 = Dictionary #1 - Text codes [C1] to [FF]
 +
11F7D5 to 11FE87 = Dictionary #2 - Text codes [C0 XX]
  
                  x00-x02 = Script location
+
128000 to ------ = A table for scripts, table format is unknown, value in 128000 ($928000) is added as offset when calling any script
                  x03-x04 = 4 = Standby; 2 = Executing
+
128008 to ------ = Length of a portion of script table, value in 128008 ($928008) is added as offset when calling "global" scripts
                  x05-x07 = Timer value for trigger
 
  
7E2F52 to 7E2F97 = Alchemy spell levels (low component). One word per spell. Alphabetical order.
+
12801B to ------ = *** UNKNOWN - Five-byte entries. Map NPC pointers and stuff? ***
7E2F98 to 7E2FDD = Alchemy spell levels (high component). One word per spell. Alphabetical order.
 
  
7E3074 to 7E3273 = Quick Message Text strings (0x40 bytes per string)
+
128294 to ------ = Address offsets to $928000 for map scripts, 3 Byte each encoding a 25bit integer with bit $008000 missing
7E3274 to 7E3291 = Unknown purpose, but updates if the boys or dogs attack energy reach 0 or 100
+
12990b to ------ = Address offsets to $928000 for global scripts, 3 Bytes each
  
7E3294 to 7E3363 = Currently flying alchemy attack projectiles? (x18 bytes per projectile alchemy attack)
 
                        x11 Marks the projectile as currently active (from before the it's on the screen, till the enemies death animation)
 
  
7E3364 to 7E3563 = Alchemy attack slots (x40 bytes per active alchemy attack)
+
188000 to ------ = *** UNKNOWN - Twelve-byte entries? ***
                  x12-x13 = Pointer to Spell Script Base Instruction Byte pointer
 
                  x14-x15 = Pointer to Spell Script Current Instruction Byte pointer
 
                  x28-x29 = Pointer to caster
 
                  x2A-x2B = Alchemy power/damage
 
                  x2C-x2D = Pointer to targets table (below)
 
                  x2E-x40 = Pointers to target players/monsters/npcs
 
  
7E3564 to ...... = Alchemy attack slots (x76 bytes per active alchemy attack).  Filled by
 
                  projectile type alchemy like Flash and Fireball.
 
                  x12-x13 = Pointer to Spell Script Base Instruction Byte pointer
 
                  x14-x15 = Pointer to Spell Script Current Instruction Byte pointer
 
                  x28-x29 = Pointer to caster
 
                  x2A-x2B = Alchemy power/damage
 
                  x2C-x2D = Pointer to targets table (below)
 
                  x2E-x40 = Pointers to target players/monsters/npcs
 
                  x42-x43 = Initial: RNG Dispersion -128 to 127
 
                  x48-x4B = Coordinates of Spell
 
  
7E3DDF to 7E3DE0 = Pointer to data structure for first valid entity
+
1C8000 to ------ = Map arrangement data - M.ANCIENT PATH 2
 +
1CF0C2 to ------ = Map arrangement data - M.White Castle Dog Maze III
  
7E3DE5 to 7E4E88 = Monster/NPC data for the current room. Each Monster/NPC gets x8E bytes of data.
+
1D8000 to ------ = Map arrangement data - m.Swamp Maze2
                  x00-x02 = Behavior script current pointer
+
1DBCF3 to ------ = Map arrangement data - M.Junk Towers
                  x03-x04 = Behavior script base pointer
+
1DEA4E to ------ = Map arrangement data - M.WHITE CASTLE PATH
                  x05-x05 = Behavior script update timer
 
                  x06-x08 = Body Sprite Info Pointer
 
                  x09-x0B = Shadow Sprite Info Pointer
 
                  x1A-x1B = X position on map
 
                  x1C-x1D = Y position on map
 
                  x22-x23 = Used to determine the direction creature is facing
 
                  x24-x25 = Pointer to ram address of the target of the monster's attacks
 
                  x2A-x2B = Hit Points
 
                  x2E-x2F = Charge level for attack
 
                  x42-x45 = Coordinates offset
 
                  x5E-x5F = Pointer to data structure of next valid entity; 0 if end of list
 
                  x60-x61 = Used to identify the type of monster/npc
 
                  x62-x63 = X,Y position on the map in terms of tiles
 
                  x64-x65 = Movement Cap
 
                  x66-x67 = Dialog/Event indicator
 
                  x68-x69 = Flags that determine when Event specified in x66-x67 is triggered
 
                            (0040 = occurs when player presses talk/activate in proximity to NPC)
 
                            (0100 = occurs when NPC takes damage)
 
                            (0200 = occurs when NPC is killed)
 
                  x76-x77 = damage taken from last attack
 
                  x7E-x7F = Countdown Timer in Seconds (used for spoils drops duration)
 
  
7E4E89 to 7E4E8B = Boy - Sprite/animation script pointer
+
1E8000 to ------ = Map arrangement data - M.LANDING
7E4E8C to 7E4E8E = Boy - Sprite/animation script pointer
+
1EABDF to ------ = Map arrangement data - m.tar pit
7E4EA3 to 7E4EA4 = Boy - X position on map
+
1ED770 to ------ = Map arrangement data - M.Pyramid 1
7E4EA5 to 7E4EA6 = Boy - Y position on map
 
7E4EAB to 7E4EAC = Direction the boy is facing
 
7E4EB3 to 7E4EB4 = Boy - Current HP
 
7E4EB7 to 7E4EB8 = Boy - Current weapon charging level (0400 = 100%)
 
  
7E4ECF to 7E4ED0 = Boy - Status 1 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
+
1F8000 to ------ = Map arrangement data - M.White Castle Dog Maze
                  list of IDs below)
+
1FAAEB to ------ = Map arrangement data - m.Ancient/Market
7E4ED1 to 7E4ED2 = Boy - Status 1 - Main Timer (ascending from 0, frame-based)
+
1FD4E3 to ------ = Map arrangement data - M.Metro Tunnels
7E4ED3 to 7E4ED4 = Boy - Status 1 - Boost provided to statistic(s), OR Time since/until last/next
+
1FFDE7 to 1FFFE2 = Map arrangement pointers
                  damage/healing interval
 
  
7E4ED5 to 7E4ED6 = Boy - Status 2 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
+
208000 to ------ = Map arrangement data - M.QSAND FIELD
                  list of IDs below)
+
20A80A to ------ = Map arrangement data - M.oglin cave
7E4ED7 to 7E4ED8 = Boy - Status 2 - Main Timer (ascending from 0, frame-based)
+
20CD23 to ------ = Map arrangement data - M.HISTORIAN CAMP
7E4ED9 to 7E4EDA = Boy - Status 2 - Boost provided to statistic(s), OR Time since/until last/next
+
20F130 to ------ = Map arrangement data - M.Side show
                  damage/healing interval
+
20FF33 to ------ = Map arrangement data - M.Brian's Test Ground
  
7E4EDB to 7E4EDC = Boy - Status 3 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
+
218000 to ------ = Map arrangement data - M.VOLCANO MAZE
                  list of IDs below)
+
21A38F to ------ = Map arrangement data - M.Greek Down
7E4EDD to 7E4EDE = Boy - Status 3 - Main Timer (ascending from 0, frame-based)
+
21C650 to ------ = Map arrangement data - m.Dark Forest Maze
7E4EDF to 7E4EE0 = Boy - Status 3 - Boost provided to statistic(s), OR Time since/until last/next
+
21E7E2 to ------ = Map arrangement data - M.White town interiors
                  damage/healing interval
 
  
7E4EE1 to 7E4EE2 = Boy - Status 4 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
+
228000 to ------ = Map arrangement data - M.Greek4
                  list of IDs below)
+
22A161 to ------ = Map arrangement data - m.lava path 1 satalites
7E4EE3 to 7E4EE4 = Boy - Status 4 - Main Timer (ascending from 0, frame-based)
+
22C0A8 to ------ = Map arrangement data - m.lava path 1
7E4EE5 to 7E4EE6 = Boy - Status 4 - Boost provided to statistic(s), OR Time since/until last/next
+
22DFCB to ------ = Map arrangement data - M.white castle town upper
                  damage/healing interval
 
  
NOTE: Since Plague doesn't auto-expire, it has Time since last interval where the Timer would go,
+
238000 to ------ = Map arrangement data - M.Bug maze 1
      and an unknown value in the third (Time interval) slot.
+
239ECA to ------ = Map arrangement data - M.Lava path 2
 +
23BC84 to ------ = Map arrangement data - M.Dark Greek Temple
 +
23DA2C to ------ = Map arrangement data - M.Metroplex Final Arena
 +
23F774 to ------ = Map arrangement data - M.JUNGLE CLEARING
  
7E4EE7 to 7E4EE8 = Boy - Pointer to data structure of next valid entity. 0 if end of list.
+
248000 to ------ = Map arrangement data - M.CHESS BOARD
 +
249D43 to ------ = Map arrangement data - M.White Castle Dungeon
 +
24B92D to ------ = Map arrangement data - M.FE VILLAGE
 +
24D3B4 to ------ = Map arrangement data - M.ANCIENT PATH 1
 +
24EE2D to ------ = Map arrangement data - M.metro.JUNK YARD
  
7E4EF7 to 7E4EF9 = Boy - Status Icon Sprite Pointer
+
258000 to ------ = Map arrangement data - M.Black Castle Sewer
 +
259A21 to ------ = Map arrangement data - M.white castle town
 +
25B42E to ------ = Map arrangement data - m.Ancient/City Square
 +
25CDD9 to ------ = Map arrangement data - M.White Castle Sewer
 +
25E6BE to ------ = Map arrangement data - M.M GRAVE PATH
 +
25FD60 to ------ = Map arrangement data - m.Prehist/Cloud BH Toss
  
7E4F1D to 7E4F20 = Boy - Total experience needed to reach next level
+
268000 to ------ = Map arrangement data - M.CITY PATH
 +
26964A to ------ = Map arrangement data - m.Ancient/Palace Ext.
 +
26ABE2 to ------ = Map arrangement data - M.THIEF TOWN
 +
26C154 to ------ = Map arrangement data - M.Pyramid 2
 +
26D67A to ------ = Map arrangement data - M.Grave Yard 2
 +
26EB36 to ------ = Map arrangement data - M.METRO INTRO
  
7E4F29 to 7E4F2A = Boy - Overall boost to Attack statistic from alchemy/items/statuses
+
278000 to ------ = Map arrangement data - M.QSAND PATH
7E4F2B to 7E4F2C = Boy - Overall boost to Defense statistic from alchemy/items/statuses
+
2793E9 to ------ = Map arrangement data - m.Ancient/Bridge
7E4F2D to 7E4F2E = Boy - Overall boost to Evade % statistic from alchemy/items/statuses
+
27A7A2 to ------ = Map arrangement data - M.pyramid base
7E4F2F to 7E4F30 = Boy - Overall boost to Hit % statistic from alchemy/items/statuses
+
27BB53 to ------ = Map arrangement data - M.Greek Main
7E4F31 to 7E4F32 = Boy - Overall boost to Magic Defense statistic from alchemy/items/statuses (unused)
+
27CE91 to ------ = Map arrangement data - M.Greek Temple Exterior
7E4F33 to 7E4F34 = Boy - Last damage taken.  Used by time Warp (Horace).
+
27E153 to ------ = Map arrangement data - M.coliseum gate
7E4F35 to 7E4F36 = Boy - Regenerate (Horace) or Pixie Dust protection in effect (0001 = yes, 0000 = no)
+
27F396 to ------ = Map arrangement data - M.colosseum
7E4F37 to 7E4F39 = Dog - Animation/Sprite script pointer
 
7E4F3A to 7E4F3C = Dog - Animation/Sprite script pointer
 
7E4F51 to 7E4F52 = Dog - X position on map
 
7E4F53 to 7E4F54 = Dog - Y position on map
 
7E4F59 to 7E4F5A = Direction that the dog is facing
 
7E4F61 to 7E4F62 = Dog - Current HP
 
7E4F65 to 7E4F66 = Dog - Current weapon charging level (0400 = 100%)
 
  
7E4F7D to 7E4F7E = Dog - Status 1 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
+
288000 to ------ = Map arrangement data - M.White Castle Dog Maze II
                  list of IDs below)
+
289236 to ------ = Map arrangement data - M.Zoo
7E4F7F to 7E4F80 = Dog - Status 1 - Main Timer (ascending from 0, frame-based)
+
28A2F4 to ------ = Map arrangement data - M.White Castle
7E4F81 to 7E4F82 = Dog - Status 1 - Boost provided to statistic(s), OR Time since/until last/next
+
28B3A9 to ------ = Map arrangement data - M.Secret of Evermore
                  damage/healing interval
+
28C44E to ------ = Map arrangement data - M.SWAMP PATH
 +
28D4CA to ------ = Map arrangement data - m.Dark Forest Clearing1
 +
28E53C to ------ = Map arrangement data - M.Chessboard Interior
 +
28F590 to ------ = Map arrangement data - M.Raptor
  
7E4F83 to 7E4F84 = Dog - Status 2 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
+
298000 to ------ = Map arrangement data - M.Lava path 2 extra
                  list of IDs below)
+
299047 to ------ = Map arrangement data - M.Waterfall Cave Entrance
7E4F85 to 7E4F86 = Dog - Status 2 - Main Timer (ascending from 0, frame-based)
+
299F92 to ------ = Map arrangement data - M.PLATEAU
7E4F87 to 7E4F88 = Dog - Status 2 - Boost provided to statistic(s), OR Time since/until last/next
+
29AED7 to ------ = Map arrangement data - m.Prehist/Hut Interiors
                  damage/healing interval
+
29BDE6 to ------ = Map arrangement data - m.Ancient/Dog Trans.
 +
29CB12 to ------ = Map arrangement data - M.White Castle Dog Balcony
 +
29D82A to ------ = Map arrangement data - M.Black Castle
 +
29E517 to ------ = Map arrangement data - m.Alchemist Hut/Boss2
 +
29F1D1 to ------ = Map arrangement data - M.METRO CLIMATE CONTROL
  
7E4F89 to 7E4F8A = Dog - Status 3 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
+
2A8000 to ------ = Map arrangement data - M.PROMINADE
                  list of IDs below)
+
2A8C6D to ------ = Map arrangement data - M.Metro storage
7E4F8B to 7E4F8C = Dog - Status 3 - Main Timer (ascending from 0, frame-based)
+
2A98B5 to ------ = Map arrangement data - M.Greek Minotaur Room
7E4F8D to 7E4F8E = Dog - Status 3 - Boost provided to statistic(s), OR Time since/until last/next
+
2AA4F5 to ------ = Map arrangement data - M.IN THIEF TOWN
                  damage/healing interval
+
2AB123 to ------ = Map arrangement data - M.Pig Race-Bazaar
 +
2ABD2C to ------ = Map arrangement data - m.lavamachine
 +
2AC915 to ------ = Map arrangement data - M.Black Castle Dog Maze
 +
2AD4AB to ------ = Map arrangement data - M.Jungle Caves
 +
2ADFDF to ------ = Map arrangement data - M.White Castle DiningRm
 +
2AEABA to ------ = Map arrangement data - M.Alias Mansion color
 +
2AF592 to ------ = Map arrangement data - M.Metro Greenhouse
  
7E4F8F to 7E4F90 = Dog - Status 4 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see
+
2B8000 to ------ = Map arrangement data - m.Legend/lil Swamp Path
                  list of IDs below)
+
2B8AD2 to ------ = Map arrangement data - m.Bugboss
7E4F91 to 7E4F92 = Dog - Status 4 - Main Timer (ascending from 0, frame-based)
+
2B958D to ------ = Map arrangement data - m.Palace Gate
7E4F93 to 7E4F94 = Dog - Status 4 - Boost provided to statistic(s), OR Time since/until last/next
+
2BA009 to ------ = Map arrangement data - M.White Castle Puppet Show
                  damage/healing interval
+
2BA9F5 to ------ = Map arrangement data - M.Metro Control
 +
2BB3BC to ------ = Map arrangement data - M.WELL BOSS
 +
2BBD82 to ------ = Map arrangement data - M.Black Castle Queen
 +
2BC707 to ------ = Map arrangement data - M.WELL 2
 +
2BD077 to ------ = Map arrangement data - M.Black Castle Tinkerer
 +
2BD9CE to ------ = Map arrangement data - M.Rat boss
 +
2BE2F9 to ------ = Map arrangement data - m.Prehist/Waterfall Trans
 +
2BEBF5 to ------ = Map arrangement data - M.METRO HALL
 +
2BF4F1 to ------ = Map arrangement data - M.ALARM ROOM
  
NOTE: Since Plague doesn't auto-expire, it has Time since last interval where the Timer would go,
+
2C8000 to 2C88E0 = Map names
      and an unknown value in the third (Time interval) slot.
+
2C88E1 to ------ = Map arrangement data - M.Waterfall Candy
 +
2C911F to ------ = Map arrangement data - M.Greek3
 +
2C9955 to ------ = Map arrangement data - M.Bug maze 2
 +
2CA178 to ------ = Map arrangement data - M.White Castle Queen
 +
2CA984 to ------ = Map arrangement data - M.landing castle
 +
2CB18D to ------ = Map arrangement data - M.BLACK CASTLE SEWER OUT
 +
2CB96B to ------ = Map arrangement data - M.Dark Greek 2
 +
2CC12D to ------ = Map arrangement data - M.Alias Mansion b/w
 +
2CC8B8 to ------ = Map arrangement data - M.Black Castle DiningRm
 +
2CD00A to ------ = Map arrangement data - M.ANCIENT CLEARING
 +
2CD757 to ------ = Map arrangement data - M.intro
 +
2CDE7C to ------ = Map arrangement data - M.Colosseum Holds
 +
2CE592 to ------ = Map arrangement data - m.Dark Forest Clearing2
 +
2CEC95 to ------ = Map arrangement data - M.Ratboss 2
 +
2CF37C to ------ = Map arrangement data - m.Dark Forest Entry
 +
2CFA2D to ------ = Map arrangement data - m.Prehist/Volc.Crater
  
Status ID list for above structures:
+
2D8000 to ------ = Map arrangement data - M.Side Show interior
00h = Atlas, 08h = Aura (Horace) ,
+
2D8669 to ------ = Map arrangement data - M.Palace Interior
10h = Barrier, 18h = Defend,
+
2D8CBB to ------ = Map arrangement data - M.Pyramid boss
20h = Energize, 28h = Force Field,
+
2D9309 to ------ = Map arrangement data - M.QSAND FIELD LEDGE
30h = Reflect, 38h = Shield (Camellia),
+
2D9947 to ------ = Map arrangement data - M.White Castle Dungeon Stair
40h = Regrowth, 48h = Speed,
+
2D9F83 to ------ = Map arrangement data - m.Ancient/Town Interiors
50h = Regenerate (Horace) and Pixie Dust, 58h = Stop * ,
+
2DA585 to ------ = Map arrangement data - M.Intro color
60h = Confound, 68h = Disrupt * ,
+
2DAB68 to ------ = Map arrangement data - M.Landing square
70h = Slow Burn, 78h = Corrosion,
+
2DB0AA to ------ = Map arrangement data - M.SMALL OGLIN CAVE
80h = Hypnotize *, 88h = Plague,
+
2DB50C to ------ = Map arrangement data - M.JUNGLE ALCHEMIST
90h = Poison, 98h = Wings helper status
+
2DB961 to ------ = Map arrangement data - M.Ratboss dark
FFFFh = Nothing
+
2DBD79 to ------ = Map arrangement data - M.JUNGLE ALCHEMIST INTERIOR
* Boy and Dog don't receive
+
2DC17D to ------ = Map arrangement data - M.WHITE CASTLE SEWER OUT
 +
2DC553 to ------ = Map arrangement data - M.Black Castle Glass Hall
 +
2DC8BA to ------ = Map arrangement data - M.Hermit Cave
 +
2DCC0B to ------ = Map arrangement data - M.Ratboss extra
 +
2DCEE5 to ------ = Map arrangement data - M.FE VILLAGE SECRET
  
7E4F95 to 7E4F96 = Dog - Pointer to data structure of next valid entity.  0 if end of list.
 
  
7E4FA5 to 7E4FA7 = Dog - Status Icon Sprite Pointer
+
MAP DATA + 0x0d = n: length of following event script section in bytes
 
+
MAP DATA + 0x0f: event script section, 6 Bytes per entry
7E4FCB to 7E4FCE = Dog - Total experience needed to reach next level
+
MAP DATA + 0x0f + n: length of following B-trigger script section in bytes
 
+
MAP DATA + 0x11 + n: B-trigger script section, 6 Bytes per entry
7E4FD7 to 7E4FD8 = Dog - Overall boost to Attack statistic from alchemy/items/statuses
 
7E4FD9 to 7E4FDA = Dog - Overall boost to Defense statistic from alchemy/items/statuses
 
7E4FDB to 7E4FDC = Dog - Overall boost to Evade % statistic from alchemy/items/statuses
 
7E4FDD to 7E4FDE = Dog - Overall boost to Hit % statistic from alchemy/items/statuses
 
7E4FDF to 7E4FE0 = Dog - Overall boost to Magic Defense statistic from alchemy/items/statuses (unused)
 
7E4FE1 to 7E4FE2 = Dog - Last damage taken.  Used by time Warp (Horace).
 
7E4FE3 to 7E4FE4 = Dog - Regenerate (Horace) or Pixie Dust protection in effect (0001 = yes, 0000 = no)
 
 
 
7E5DC3 to 7E6182 = Conditional NPC/Monster Spawn List, 16 bytes per entry
 
                  x00-x01 = Offset for specific type of monster/npc
 
                  x02-x03 = X position for spawn
 
                  x04-x05 = Y position for spawn
 
 
 
7E6387 to 7E64E6 = Physical projectile list, 44 bytes per entry, 8 entries total
 
                  x00-x01 = Script current location
 
                  x02-x02 = Script Program Bank
 
                  x03-x04 = Script base location
 
                  x05-x05 = Script advancement timer
 
                  x06-x08 = Graphics pointer
 
                  x0C-x0D = ?
 
                  x0E-x0F = Script Runtime Frame Counter
 
                  x10-x11 = Pointer to Owner
 
                  x14-x15 = X Position
 
                  x16-x17 = Y Position
 
                  x18-x19 = Z Position
 
                  x1A-x1B = Direction
 
                  x20-x21 = East Velocity
 
                  x22-x23 = South Velocity
 
                  x24-x25 = Up Velocity
 
                  x26-x27 = Projectile Script value
 
                  x28-x29 = Attack value
 
                  x2A-x2B = Attack calculation type
 
 
 
7E65D1 to 7E65F0 = BG Offset Palette Locations (used for light flashes, etc.)
 
 
 
=====================================================================================
 
 
 
7FC300 to ------ = Current map arrangement? (unsure)
 
 
</pre>
 
</pre>
 
{{Internal Data|game=Secret of Evermore}}
 
{{Internal Data|game=Secret of Evermore}}

Revision as of 14:38, 16 January 2021

     0 to   7FFF = Text
  857F to   858B = Pointer to Frame update set to [$0128] 3 byte
  858C to   8596 = Frame update; also manages $8F85
  8597 to   859A = Disables buttons until release based on info in A
  859B to   85D7 = A set to new RNG Seed
  85ED to   85F5 = Brightness set to 15
  85F6 to   85F9 = Brightness set to 0
  85FA to   864F = Colors at CGRAM Address indicated by [$2E] updated to information at [$26] for X bytes
  8650 to   86B1 = Graphics Tiles at VRAM Address indicated by [$2E] updated to information at [$26] for X bytes
  86B2 to   870B = $8650 procedure with difference of VMain value set to Y instead of $80
  870C to   8756 = Address in [$02] holds Number in A ending with $FF, X = number of Digits
  8838 to   885D = Held button check for registered held button(s)
  AD62 to   ADEF = A set to (Value [$02] x RNG Seed) / 65536
  ADF0 to   AE5B = A set to Direction nearest angle to offset location of [$02],[$04] (BUG: AE32 being set to $30 (BMI) rather than $10 (BPL) results in Northeast never happening)
  AE5C to   AE77 = A set to default of 2 with Bit 2 set for both [$02] and [$04] being Positive or Negative, and Bit 3 set for [$02] being Negative
  AE78 to   AEAB = A set to dominant Direction (tie goes to North, then West/East, then South)
  B149 to   B159 = Text characters at address indicated by [$26] copied to address indicated by [$22]
  B21F to   B282 = Address in [$22] holds Number in [$02], X = [$22] + Characters
  B283 to   B2D9 = Direct Page [$06] holds Decimal Mode version of [$02]
  B2DA to   B379 = Decimal Mode tabling (Digits 9~12 for numbers above 65536, then Digits 5~8, then Digits 1~4, all sorted from top to bottom)
  B37A to   B393 = [$22] indicates address indicated by [$0B57] and changes [$0B57] to 64 bytes after that address

  A87F to  0A886 = Bit position to bit mask table

 10000 to  17FFF = Text

 19903 to  199D7 = Music component-loading pointers

 19B30 to  19B4F = Related to sound
 19B50 to  19BDB = Related to sound (Two-byte entries)

 1A75C to  1AE4F = Related to sound (Four-byte entries)
 1AE50 to  1AFF3 = Related to sound (Two-byte entries)
 1AFF4 to  1B47D = Related to sound (Two-byte entries)
 1B47E to  1B645 = Related to sound (Two-byte entries)
 1B646 to  1B6D9 = Related to sound (Two-byte entries)
 1B6DA to  1B70F = Related to sound (Two-byte entries)
 1B710 to  1B718 = Related to sound
 1B719 to  1B71E = Related to sound
 1B71F to  1B746 = Related to sound
 1B747 to  1BDE5 = Related to sound
 1BDE6 to  1BE15 = Related to sound
 1BE16 to  1BE26 = Related to sound
 1BE27 to  1BE2C = Related to sound
 1BE2D to  1BE52 = Related to sound
 1BE53 to  1BE5E = Related to sound
 1BE5F to  1BE7A = Related to sound
 1BE7B to  1BE8B = Related to sound
 1BE8C to  1BE91 = Related to sound
 1BE92 to  1BEAD = Related to sound
 1BEAE to  1BEB6 = Related to sound
 1BEB7 to  1BEBC = Related to sound
 1BEBD to  1BEC7 = Related to sound
 1BEC8 to  1BED0 = Related to sound
 1BED1 to  1BED6 = Related to sound
 1BED7 to  1BEEA = Related to sound
 1BEEB to  1BF0C = Related to sound
 1BF0D to  1BF15 = Related to sound
 1BF16 to  1BF1B = Related to sound
 1BF1C to  1BF37 = Related to sound
 1BF38 to  1BF40 = Related to sound
 1BF41 to  1BF46 = Related to sound
 1BF47 to  1BF78 = Related to sound
 1BF79 to  1BF81 = Related to sound
 1BF82 to  1BF87 = Related to sound
 1BF88 to  1BFAD = Related to sound
 1BFAE to  1BFD3 = Related to sound
 1BFD4 to  1BFDC = Related to sound
 1BFDD to  1BFE2 = Related to sound
 1BFE3 to  1C0CF = Related to sound
 1C0D0 to  1C11D = Related to sound
 1C11E to  1C129 = Related to sound
 1C12A to  1C132 = Related to sound
 1C133 to  1C138 = Related to sound
 1C139 to  1C14A = Related to sound
 1C14B to  1C15B = Related to sound
 1C15C to  1C161 = Related to sound
 1C162 to  1C187 = Related to sound
 1C188 to  1C1AE = Related to sound
 1C1AF to  1C1C7 = Related to sound
 1C1C8 to  1C1CD = Related to sound
 1C1CE to  1C1F3 = Related to sound
 1C1F4 to  1C21A = Related to sound
 1C21B to  1C24A = Related to sound
 1C24B to  1C250 = Related to sound
 1C251 to  1C2A8 = Related to sound
 1C2A9 to  1C2AE = Related to sound
 1C2AF to  1C2D5 = Related to sound
 1C2D6 to  1C32D = Related to sound
 1C32E to  1C346 = Related to sound
 1C347 to  1C34C = Related to sound
 1C34D to  1C37C = Related to sound
 1C37D to  1C382 = Related to sound
 1C383 to  1C393 = Related to sound
 1C394 to  1C399 = Related to sound
 1C39A to  1C3BF = Related to sound
 1C3C0 to  1C3C5 = Related to sound
 1C3C6 to  1C3CE = Related to sound
 1C3CF to  1C3D4 = Related to sound
 1C3D5 to  1C422 = Related to sound
 1C423 to  1C486 = Related to sound
 1C487 to  1C48F = Related to sound
 1C490 to  1C495 = Related to sound
 1C496 to  1C4AC = Related to sound
 1C4AD to  1C4B5 = Related to sound
 1C4B6 to  1C4BB = Related to sound
 1C4BC to  1C881 = Related to sound
 1C882 to  1C88A = Related to sound
 1C88B to  1C890 = Related to sound
 1C891 to  1CE06 = Related to sound
 1CE07 to  1CE0F = Related to sound
 1CE10 to  1CE15 = Related to sound
 1CE16 to  1CE3B = Related to sound
 1CE3C to  1CE50 = Related to sound
 1CE51 to  1CE6C = Related to sound
 1CE6D to  1CE85 = Related to sound
 1CE86 to  1CE8B = Related to sound
 1CE8C to  1CED9 = Related to sound
 1CEDA to  1CF09 = Related to sound
 1CF0A to  1CFAB = Related to sound
 1CFAC to  1CFB1 = Related to sound
 1CFB2 to  1CFB7 = Related to sound
 1CFB8 to  1CFFB = Related to sound
 1CFFC to  1D2FB = Related to sound
 1D2FC to  1D304 = Related to sound
 1D305 to  1D30A = Related to sound
 1D30B to  1D326 = Related to sound
 1D327 to  1D32F = Related to sound
 1D330 to  1D335 = Related to sound
 1D336 to  1D365 = Related to sound
 1D366 to  1D383 = Related to sound
 1D384 to  1D38C = Related to sound
 1D38D to  1D392 = Related to sound
 1D393 to  1D3A4 = Related to sound
 1D3A5 to  1D3BD = Related to sound
 1D3BE to  1D3C3 = Related to sound
 1D3C4 to  1D3EE = Related to sound
 1D3EF to  1D3FB = Related to sound
 1D3FC to  1D404 = Related to sound
 1D405 to  1D40A = Related to sound
 1D40B to  1D41C = Related to sound
 1D41D to  1D438 = Related to sound
 1D439 to  1D441 = Related to sound
 1D442 to  1D447 = Related to sound
 1D448 to  1D463 = Related to sound
 1D464 to  1D484 = Related to sound
 1D485 to  1D48A = Related to sound
 1D48B to  1D4BA = Related to sound
 1D4BB to  1D4C0 = Related to sound
 1D4C1 to  1D4C9 = Related to sound
 1D4CA to  1D4CF = Related to sound
 1D4D0 to  1D4D8 = Related to sound
 1D4D9 to  1D501 = Related to sound
 1D502 to  1D507 = Related to sound
 1D508 to  1D596 = Related to sound
 1D597 to  1D69C = Related to sound
 1D69D to  1D6A2 = Related to sound
 1D6A3 to  1D6CD = Related to sound
 1D6CE to  1D6D9 = Related to sound
 1D6DA to  1D709 = Related to sound
 1D70A to  1D722 = Related to sound
 1D723 to  1D728 = Related to sound
 1D729 to  1D749 = Related to sound
 1D74A to  1D75A = Related to sound
 1D75B to  1D773 = Related to sound
 1D774 to  1D779 = Related to sound
 1D77A to  1D78A = Related to sound
 1D78B to  1D790 = Related to sound
 1D791 to  1D7B9 = Related to sound
 1D7BA to  1D7BF = Related to sound
 1D7C0 to  1DA6E = Related to sound
 1DA6F to  1DB3E = Related to sound
 1DB3F to  1DB44 = Related to sound
 1DB45 to  1DB92 = Related to sound
 1DB93 to  1DBFE = Related to sound
 1DBFF to  1DC27 = Related to sound
 1DC28 to  1DC38 = Related to sound
 1DC39 to  1DC3E = Related to sound
 1DC3F to  1DC67 = Related to sound
 1DC68 to  1DC6D = Related to sound
 1DC6E to  1DC96 = Related to sound
 1DC97 to  1DC9C = Related to sound
 1DC9D to  1DCEA = Related to sound
 1DCEB to  1DD03 = Related to sound
 1DD04 to  1DD09 = Related to sound
 1DD0A to  1DD12 = Related to sound
 1DD13 to  1DD18 = Related to sound
 1DD19 to  1DD2A = Related to sound
 1DD2B to  1DD82 = Related to sound
 1DD83 to  1DD8B = Related to sound
 1DD8C to  1DD91 = Related to sound
 1DD92 to  1DDC3 = Related to sound
 1DDC4 to  1DDD4 = Related to sound
 1DDD5 to  1DDDA = Related to sound
 1DDDB to  1DE19 = Related to sound
 1DE1A to  1DE81 = Related to sound
 1DE82 to  1DE87 = Related to sound
 1DE88 to  1DE90 = Related to sound
 1DE91 to  1DE96 = Related to sound
 1DE97 to  1DEDA = Related to sound
 1DEDB to  1DEEB = Related to sound
 1DEEC to  1DEF1 = Related to sound
 1DEF2 to  1DF08 = Related to sound
 1DF09 to  1DF19 = Related to sound
 1DF1A to  1DF1F = Related to sound
 1DF20 to  1DF30 = Related to sound
 1DF31 to  1DF36 = Related to sound
 1DF37 to  1DF4F = Related to sound
 1DF50 to  1DF60 = Related to sound
 1DF61 to  1DF66 = Related to sound
 1DF67 to  1DF77 = Related to sound
 1DF78 to  1DF80 = Related to sound
 1DF81 to  1DF89 = Related to sound
 1DF8A to  1DF8F = Related to sound
 1DF90 to  1DFA0 = Related to sound
 1DFA1 to  1DFB9 = Related to sound
 1DFBA to  1DFCA = Related to sound
 1DFCB to  1DFD0 = Related to sound
 1DFD1 to  1E039 = Related to sound
 1E03A to  1E13F = Related to sound
 1E140 to  1E150 = Related to sound
 1E151 to  1E156 = Related to sound
 1E157 to  1E17C = Related to sound
 1E17D to  1E18E = Related to sound
 1E18F to  1E1A7 = Related to sound
 1E1A8 to  1E1AD = Related to sound
 1E1AE to  1E1E7 = Related to sound
 1E1E8 to  1E1F0 = Related to sound
 1E1F1 to  1E201 = Related to sound
 1E202 to  1E207 = Related to sound
 1E208 to  1E2F0 = Related to sound
 1E2F1 to  1E348 = Related to sound
 1E349 to  1E34E = Related to sound
 1E34F to  1E35F = Related to sound
 1E360 to  1E365 = Related to sound
 1E366 to  1E3BD = Related to sound
 1E3BE to  1E3C3 = Related to sound
 1E3C4 to  1E3CC = Related to sound
 1E3CD to  1E3D2 = Related to sound
 1E3D3 to  1E3DD = Related to sound
 1E3DE to  1E3EE = Related to sound
 1E3EF to  1E415 = Related to sound
 1E416 to  1E41B = Related to sound
 1E41C to  1F7B3 = Sound sample (3 bytes and BRR data)
 1F7B4 to  1F7F1 = Related to sound
 1F7F2 to  1F830 = Related to sound
 1F831 to  1F846 = Related to sound
 1F847 to  1F84C = Related to sound
 1F84D to  1FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 28000)
 20000 to  27FFF = Text
 28000 to  28293 = Sound sample (3 bytes and BRR data) (Split sample: former half at 1F84D)
 28294 to  282B0 = Related to sound
 282B1 to  282B6 = Related to sound
 282B7 to  29EBE = Sound sample (3 bytes and BRR data)
 29EBF to  29EEE = Related to sound
 29EEF to  29EF4 = Related to sound
 29EF5 to  29F7E = Related to sound
 29F7F to  2A7A0 = Sound sample (3 bytes and BRR data)
 2A7A1 to  2A7CA = Related to sound
 2A7CB to  2A7D0 = Related to sound
 2A7D1 to  2A7FB = Related to sound
 2A7FC to  2BFC2 = Sound sample (3 bytes and BRR data)
 2BFC3 to  2BFF9 = Related to sound
 2BFFA to  2C004 = Related to sound
 2C005 to  2C035 = Related to sound
 2C036 to  2C03B = Related to sound
 2C03C to  2C8C0 = Sound sample (3 bytes and BRR data)
 2C8C1 to  2C8C7 = Related to sound
 2C8C8 to  2C901 = Related to sound
 2C902 to  2C907 = Related to sound
 2C908 to  2D0CF = Sound sample (3 bytes and BRR data)
 2D0D0 to  2D15E = Related to sound
 2D15F to  2D164 = Related to sound
 2D165 to  2D194 = Related to sound
 2D195 to  2DE09 = Sound sample (3 bytes and BRR data)
 2DE0A to  2DE27 = Related to sound
 2DE28 to  2DE30 = Related to sound
 2DE31 to  2DE36 = Related to sound
 2DE37 to  2E9DC = Sound sample (3 bytes and BRR data)
 2E9DD to  2E9ED = Related to sound
 2E9EE to  2EA17 = Related to sound
 2EA18 to  2EA48 = Related to sound
 2EA49 to  2EA74 = Related to sound
 2EA75 to  2EA7A = Related to sound
 2EA7B to  2EB04 = Related to sound
 2EB05 to  2FAFD = Sound sample (3 bytes and BRR data)
 2FAFE to  2FB26 = Related to sound
 2FB27 to  2FB4D = Related to sound
 2FB4E to  2FB74 = Related to sound
 2FB75 to  2FB99 = Related to sound
 2FB9A to  2FBC0 = Related to sound
 2FBC1 to  2FBC9 = Related to sound
 2FBCA to  2FBD2 = Related to sound
 2FBD3 to  2FBDB = Related to sound
 2FBDC to  2FBE1 = Related to sound
 2FBE2 to  2FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 38000)
 30000 to  32DB3 = Text

 38000 to  3801C = Sound sample (3 bytes and BRR data) (Split sample: former half at 2FBE2)
 3801D to  3802D = Related to sound
 3802E to  382D8 = Related to sound
 382D9 to  382DE = Related to sound
 382DF to  382FA = Related to sound
 382FB to  38C8D = Sound sample (3 bytes and BRR data)
 38C8E to  38CA1 = Related to sound
 38CA2 to  38D33 = Related to sound
 38D34 to  38D8E = Related to sound
 38D8F to  38DD7 = Related to sound
 38DD8 to  38E5A = Related to sound
 38E5B to  38E60 = Related to sound
 38E61 to  39C8E = Sound sample (3 bytes and BRR data)
 39C8F to  39D2D = Related to sound
 39D2E to  39D33 = Related to sound
 39D34 to  3A38A = Sound sample (3 bytes and BRR data)
 3A38B to  3A396 = Related to sound
 3A397 to  3A39C = Related to sound
 3A39D to  3AD4A = Sound sample (3 bytes and BRR data)
 3AD4B to  3AE50 = Related to sound
 3AE51 to  3AE69 = Related to sound
 3AE6A to  3AE6F = Related to sound
 3AE70 to  3D11C = Sound sample (3 bytes and BRR data)
 3D11D to  3D122 = Related to sound
 3D123 to  3D128 = Related to sound
 3D129 to  3D139 = Related to sound
 3D13A to  3D18B = Related to sound
 3D18C to  3D191 = Related to sound
 3D192 to  3D197 = Related to sound
 3D198 to  3D1D6 = Related to sound
 3D1D7 to  3D22F = Related to sound
 3D230 to  3D271 = Related to sound
 3D272 to  3D2BA = Related to sound
 3D2BB to  3D301 = Related to sound
 3D302 to  3D338 = Related to sound
 3D339 to  3D34E = Related to sound
 3D34F to  3D354 = Related to sound
 3D355 to  3D3F2 = Related to sound
 3D3F3 to  3EC0A = Sound sample (3 bytes and BRR data)
 3EC0B to  3EC76 = Related to sound
 3EC77 to  3ECAD = Related to sound
 3ECAE to  3ECBE = Related to sound
 3ECBF to  3EDB8 = Related to sound
 3EDB9 to  3EDCE = Related to sound
 3EDCF to  3EDD4 = Related to sound
 3EDD5 to  3EEDB = Related to sound
 3EEDC to  3F892 = Sound sample (3 bytes and BRR data)
 3F893 to  3F962 = Related to sound
 3F963 to  3F970 = Related to sound
 3F971 to  3F976 = Related to sound
 3F977 to  3FA7D = Related to sound
 3FA7E to  3FA96 = Related to sound
 3FA97 to  3FA9C = Related to sound
 3FA9D to  3FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 48000)
 40000 to  40001 = Values used in calculating regular font character data size
 40002 to  40C01 = 1bpp regular font graphics
 40C02 to  40C81 = Regular font width table
 40C82 to  40C83 = Values used in calculating small font character data size
 40C84 to  41883 = Small font
 41884 to  41903 = Small font width table

 41924 to  419B3 = Text Window Pattern graphics tiles (16 bytes per tile, 1 tile per Pattern)
 419B4 to  41E83 = Text Window Border graphics tiles (7 tiles per Pattern)

 43876 to  438E5 = Weapon and armor pointers
 438E6 to  43B01 = Weapon data (36 bytes per weapon, weapons arranged by families then types; 0x00 holds Attack Power, 0x02 holds Name Pointer)
 43B02 to  43C91 = Armor data

 459A4 to  459BF = Weapon Obtained Flag - Addresses
 459C0 to  459DB = Weapon Obtained Flag - Bit Weights
 459DC to  459F9 = Weapon Families (0 = Sword, 2 = Axe, 4 = Spear, 6 = Bazooka (substituted for Sword in all relevant cases))
 459FA to  45A11 = Weapon description pointers
 45A12 to  45A4D = Charm/Rare Item Sprite Pointers
 45A4E to  45A74 = Trade Good Sprite Pointers
 45A75 to  45A83 = Hero Equipment Icon Pointers
 45A84 to  45A91 = Item Targeting Flags
 45A92 to  45A9F = Item Invocation Script Pointer #s
 45AA0 to  45AAD = Item HP Recovery Amounts
 45AAE to  45ABF = Item Sprite Info Pointer #s
 45AC0 to  45B0F = Armor Sprite Info Pointer #s
 45B10 to  45B3B = Ingredient Sprite Info Pointer #s (uses reverse alphabetical, of course)
 45B3C to  45B49 = Item Default Sell Prices
 45B4A to  45B9B = Armor Default Sell Prices (first entry is actually at $C45B4C but relevant procedure uses $C45B4A)
 45B9C to  45BA4 = Spell Level EXP Rates
 45BA5 to  45BAE = Spell Level Power Multipliers
 45BAF to  45BF4 = Spell Sprite Info Pointer #s
 45BF5 to  45C3A = Spell Targeting Flags
 45C3B to  45C80 = Learned Alchemy flags - Addresses
 45C81 to  45CC6 = Learned Alchemy flags - Bit weights
 45CC7 to  45D08 = Ingredient Sprite Pointers
 45D09 to  45D4E = Alchemy name pointers

 45D51 to  45D96 = Alchemy description pointers

 45D99 to  45DDE = Spell Behavior Script Pointer Locations
 45DDF to  45E24 = Spell Invocation Script Pointer #s
 45E25 to  45E6A = (Seems to involve Alchemy Spell Sprites)
 45E6B to  45EB0 = Alchemy Spell Might values (2 bytes each, but top byte rightfully always zero)
 45EB1 to  45EF6 = Spell Call Bead Influence Type (0 = Direct Attack, 2 = Healing, -1 = Other)
 45EF7 to  45F16 = Call Bead Spell Targeting Flags
 45F17 to  45F36 = Call Bead Spell Might values
 45F37 to  45F56 = Call Bead Spell Types (0 = Direct Attack, 2 = Healing, -1 = Other; -1 is invalid)
 45F57 to  45F76 = Call Bead Spell Invocation Script Pointer #s
 45F77 to  45F96 = Call Bead Spell Sprite Info Pointer #s
 45F97 to  45FC4 = Enemy Spell Invocation Script Pointer #s
 45FC5 to  45FF2 = Spell Name Pointers
 45FF3 to  4601E = Ingredient Name Pointers
 4601F to  460AA = Alchemy cost data  (4 bytes each: Ingredient #1, Ingredient #2,
                   Amount of ingredient #1, Amount of ingredient #2)

 460AE to  460CF = Currency names
 460D0 to  46195 = Weapon names
 46196 to  463CC = Weapon descriptions
 463CD to  465DC = Armor names

 467E9 to  4692B = Alchemy names
 4692C to  46C77 = Alchemy descriptions
 46C78 to  46D1B = Alchemy ingredient names <-- Where are the pointers to these?
 46D1C to  46D3C = Call Bead summon names
 46D3D to  46DD2 = Call Bead spell names
 46DD3 to  471FA = NPC/enemy names
 471FB to  47249 = Item names
 4724A to  47256 = NPC/enemy names
 47257 to  472E9 = Trade good names
 472EA to  47396 = Charm names
 47397 to  473D3 = Rare item names
 473D4 to  473DD = Rare item descriptions
 473DE to  47712 = Charm descriptions

 48000 to  48477 = Sound sample (3 bytes and BRR data) (Split sample: former half at 3FA9D)
 48478 to  48485 = Related to sound
 48486 to  4848B = Related to sound
 4848C to  48592 = Related to sound
 48593 to  485A6 = Related to sound
 485A7 to  485B5 = Related to sound
 485B6 to  485BB = Related to sound
 485BC to  486E0 = Related to sound
 486E1 to  486E6 = Related to sound
 486E7 to  489A7 = Sound sample (3 bytes and BRR data)
 489A8 to  489B0 = Related to sound
 489B1 to  489B6 = Related to sound
 489B7 to  49055 = Sound sample (3 bytes and BRR data)
 49056 to  49062 = Related to sound
 49063 to  49076 = Related to sound
 49077 to  49088 = Related to sound
 49089 to  490A1 = Related to sound
 490A2 to  490A7 = Related to sound
 490A8 to  490EB = Related to sound
 490EC to  49151 = Related to sound
 49152 to  4916F = Related to sound
 49170 to  49175 = Related to sound
 49176 to  49199 = Related to sound
 4919A to  491A2 = Related to sound
 491A3 to  491A8 = Related to sound
 491A9 to  49484 = Sound sample (3 bytes and BRR data)
 49485 to  49495 = Related to sound
 49496 to  4949B = Related to sound
 4949C to  49C00 = Sound sample (3 bytes and BRR data)
 49C01 to  49C06 = Related to sound
 49C07 to  49C4A = Related to sound
 49C4B to  49C63 = Related to sound
 49C64 to  49C69 = Related to sound
 49C6A to  49C80 = Related to sound
 49C81 to  49CC4 = Related to sound
 49CC5 to  49CCA = Related to sound
 49CCB to  49CD0 = Related to sound
 49CD1 to  4ABB2 = Sound sample (3 bytes and BRR data)
 4ABB3 to  4ABC3 = Related to sound
 4ABC4 to  4ABDC = Related to sound
 4ABDD to  4ABE2 = Related to sound
 4ABE3 to  4C4D2 = Sound sample (3 bytes and BRR data)
 4C4D3 to  4C4FF = Related to sound
 4C500 to  4C505 = Related to sound
 4C506 to  4C571 = Related to sound
 4C572 to  4D97E = Sound sample (3 bytes and BRR data)
 4D97F to  4D9AC = Related to sound
 4D9AD to  4D9B2 = Related to sound
 4D9B3 to  4E276 = Sound sample (3 bytes and BRR data)
 4E277 to  4E304 = Related to sound
 4E305 to  4E30A = Related to sound
 4E30B to  4E58C = Sound sample (3 bytes and BRR data)
 4E58D to  4E592 = Related to sound
 4E593 to  4E82F = Sound sample (3 bytes and BRR data)
 4E830 to  4E835 = Related to sound
 4E836 to  4EA42 = Sound sample (3 bytes and BRR data)
 4EA43 to  4EAAB = Related to sound
 4EAAC to  4EAB1 = Related to sound
 4EAB2 to  4EAF5 = Related to sound
 4EAF6 to  4F65C = Sound sample (3 bytes and BRR data)
 4F65D to  4F73A = Related to sound
 4F73B to  4F740 = Related to sound
 4F741 to  4FA25 = Sound sample (3 bytes and BRR data)
 4FA26 to  4FA56 = Related to sound
 4FA57 to  4FA6B = Related to sound
 4FA6C to  4FA71 = Related to sound
 4FA72 to  4FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 58000)


 58000 to  586A7 = Sound sample (3 bytes and BRR data) (Split sample: former half at 4FA72)
 586A8 to  587AE = Related to sound
 587AF to  587B7 = Related to sound
 587B8 to  587BD = Related to sound
 587BE to  587CE = Related to sound
 587CF to  587E4 = Related to sound
 587E5 to  58807 = Related to sound
 58808 to  58816 = Related to sound
 58817 to  58821 = Related to sound
 58822 to  58837 = Related to sound
 58838 to  58845 = Related to sound
 58846 to  5885E = Related to sound
 5885F to  5886E = Related to sound
 5886F to  58877 = Related to sound
 58878 to  5887D = Related to sound
 5887E to  58C43 = Sound sample (3 bytes and BRR data)
 58C44 to  58C52 = Related to sound
 58C53 to  58C5C = Related to sound
 58C5D to  58C68 = Related to sound
 58C69 to  58C6E = Related to sound
 58C6F to  58D16 = Related to sound
 58D17 to  58D3C = Related to sound
 58D3D to  58D4B = Related to sound
 58D4C to  58D55 = Related to sound
 58D56 to  58D67 = Related to sound
 58D68 to  58D78 = Related to sound
 58D79 to  58D7E = Related to sound
 58D7F to  5932A = Sound sample (3 bytes and BRR data)
 5932B to  59330 = Related to sound
 59331 to  59341 = Related to sound
 59342 to  59347 = Related to sound
 59348 to  5995F = Sound sample (3 bytes and BRR data)
 59960 to  59965 = Related to sound
 59966 to  59976 = Related to sound
 59977 to  59982 = Related to sound
 59983 to  59992 = Related to sound
 59993 to  599A4 = Related to sound
 599A5 to  599B3 = Related to sound
 599B4 to  599D0 = Related to sound
 599D1 to  599DC = Related to sound
 599DD to  599ED = Related to sound
 599EE to  599F9 = Related to sound
 599FA to  599FF = Related to sound
 59A00 to  59A11 = Related to sound
 59A12 to  59A22 = Related to sound
 59A23 to  59ADB = Related to sound
 59ADC to  59AE1 = Related to sound
 59AE2 to  59AFD = Related to sound
 59AFE to  5C530 = Sound sample (3 bytes and BRR data)
 5C531 to  5C607 = Related to sound
 5C608 to  5C6CF = Related to sound
 5C6D0 to  5C7EA = Related to sound
 5C7EB to  5C832 = Related to sound
 5C833 to  5C879 = Related to sound
 5C87A to  5C9A0 = Related to sound
 5C9A1 to  5C9A6 = Related to sound
 5C9A7 to  5C9EA = Related to sound
 5C9EB to  5CC48 = Sound sample (3 bytes and BRR data)
 5CC49 to  5CD68 = Related to sound
 5CD69 to  5CD71 = Related to sound
 5CD72 to  5CD77 = Related to sound
 5CD78 to  5D16A = Sound sample (3 bytes and BRR data)
 5D16B to  5D173 = Related to sound
 5D174 to  5D179 = Related to sound
 5D17A to  5D186 = Related to sound
 5D187 to  5D197 = Related to sound
 5D198 to  5D4D2 = Related to sound
 5D4D3 to  5D699 = Related to sound
 5D69A to  5D6F3 = Related to sound
 5D6F4 to  5D74D = Related to sound
 5D74E to  5DA85 = Related to sound
 5DA86 to  5DC9A = Related to sound
 5DC9B to  5DCA0 = Related to sound
 5DCA1 to  5DCC1 = Related to sound
 5DCC2 to  5DF0D = Sound sample (3 bytes and BRR data)
 5DF0E to  5E121 = Related to sound
 5E122 to  5E1F4 = Related to sound
 5E1F5 to  5E205 = Related to sound
 5E206 to  5E400 = Related to sound
 5E401 to  5E406 = Related to sound
 5E407 to  5E664 = Sound sample (3 bytes and BRR data)
 5E665 to  5E6C4 = Related to sound
 5E6C5 to  5E6CA = Related to sound
 5E6CB to  5EBE6 = Sound sample (3 bytes and BRR data)
 5EBE7 to  5EC67 = Related to sound
 5EC68 to  5EC6D = Related to sound
 5EC6E to  5EEB9 = Sound sample (3 bytes and BRR data)
 5EEBA to  5EEE1 = Related to sound
 5EEE2 to  5EF08 = Related to sound
 5EF09 to  5EF17 = Related to sound
 5EF18 to  5EF1D = Related to sound
 5EF1E to  5F10F = Related to sound
 5F110 to  5F120 = Related to sound
 5F121 to  5F131 = Related to sound
 5F132 to  5F23E = Related to sound
 5F23F to  5F300 = Related to sound
 5F301 to  5F3E5 = Related to sound
 5F3E6 to  5F52E = Related to sound
 5F52F to  5F5FF = Related to sound
 5F600 to  5F752 = Related to sound
 5F753 to  5F853 = Related to sound
 5F854 to  5F98A = Related to sound
 5F98B to  5F99B = Related to sound
 5F99C to  5FA6E = Related to sound
 5FA6F to  5FA93 = Related to sound
 5FA94 to  5FAB1 = Related to sound
 5FAB2 to  5FC2A = Related to sound
 5FC2B to  5FC61 = Related to sound
 5FC62 to  5FC87 = Related to sound
 5FC88 to  5FDB9 = Related to sound
 5FDBA to  5FE67 = Related to sound
 5FE68 to  5FE78 = Related to sound
 5FE79 to  5FE9E = Related to sound
 5FE9F to  5FEB5 = Related to sound
 5FEB6 to  5FEDC = Related to sound
 5FEDD to  5FF02 = Related to sound
 5FF03 to  5FF27 = Related to sound
 5FF28 to  5FF59 = Related to sound
 5FF5A to  5FF7E = Related to sound
 5FF7F to  5FF8A = Related to sound
 5FF8B to  5FF9B = Related to sound
 5FF9C to  5FFA1 = Related to sound
 5FFA2 to  5FFB0 = Related to sound
 5FFB1 to  5FFCD = Related to sound
 5FFCE to  5FFD3 = Related to sound
 5FFD4 to  5FFE0 = Related to sound
 5FFE1 to  5FFFF = Related to sound (Split data: latter half at 68000)


 68000 to  680B3 = Related to sound (Split data: former half at 5FFE1)
 680B4 to  68188 = Related to sound
 68189 to  6825B = Related to sound
 6825C to  6832F = Related to sound
 68330 to  6834C = Related to sound
 6834D to  68365 = Related to sound
 68366 to  68376 = Related to sound
 68377 to  683E6 = Related to sound
 683E7 to  6845C = Related to sound
 6845D to  685F3 = Related to sound
 685F4 to  6867F = Related to sound
 68680 to  68709 = Related to sound
 6870A to  6877B = Related to sound
 6877C to  68853 = Related to sound
 68854 to  68862 = Related to sound
 68863 to  6886F = Related to sound
 68870 to  68A1D = Related to sound
 68A1E to  68BCC = Related to sound
 68BCD to  68D79 = Related to sound
 68D7A to  68E81 = Related to sound
 68E82 to  68EAE = Related to sound
 68EAF to  68EB4 = Related to sound
 68EB5 to  68F58 = Related to sound
 68F59 to  68FA3 = Related to sound
 68FA4 to  68FA9 = Related to sound
 68FAA to  69852 = Sound sample (3 bytes and BRR data)
 69853 to  69864 = Related to sound
 69865 to  6986D = Related to sound
 6986E to  69873 = Related to sound
 69874 to  6A0C2 = Sound sample (3 bytes and BRR data)
 6A0C3 to  6A0D3 = Related to sound
 6A0D4 to  6A0FB = Related to sound
 6A0FC to  6A17B = Related to sound
 6A17C to  6A181 = Related to sound
 6A182 to  6A4F6 = Sound sample (3 bytes and BRR data)
 6A4F7 to  6A54D = Related to sound
 6A54E to  6A553 = Related to sound
 6A554 to  6A579 = Related to sound
 6A57A to  6B25A = Sound sample (3 bytes and BRR data)
 6B25B to  6B260 = Related to sound
 6B261 to  6BF6E = Sound sample (3 bytes and BRR data)
 6BF6F to  6BF74 = Related to sound
 6BF75 to  6CD36 = Sound sample (3 bytes and BRR data)
 6CD37 to  6CD3C = Related to sound
 6CD3D to  6D813 = Sound sample (3 bytes and BRR data)
 6D814 to  6D819 = Related to sound
 6D81A to  6E1A3 = Sound sample (3 bytes and BRR data)
 6E1A4 to  6E1E2 = Related to sound
 6E1E3 to  6E21D = Related to sound
 6E21E to  6E25B = Related to sound
 6E25C to  6E28C = Related to sound
 6E28D to  6E2CF = Related to sound
 6E2D0 to  6E2D5 = Related to sound
 6E2D6 to  6E653 = Sound sample (3 bytes and BRR data)
 6E654 to  6E659 = Related to sound
 6E65A to  6E8ED = Sound sample (3 bytes and BRR data)
 6E8EE to  6E8F3 = Related to sound
 6E8F4 to  6EFA4 = Sound sample (3 bytes and BRR data)
 6EFA5 to  6EFAD = Related to sound
 6EFAE to  6EFB3 = Related to sound
 6EFB4 to  6F66D = Sound sample (3 bytes and BRR data)
 6F66E to  6F676 = Related to sound
 6F677 to  6F687 = Related to sound
 6F688 to  6F6A0 = Related to sound
 6F6A1 to  6F6A6 = Related to sound
 6F6A7 to  6FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 78000)

 700E0 to  70137 = Alchemy Ingredients Graphics setup (alphabetical order except Acorn placed last and Atlas Amulet place between Gunpowder and Iron)
 70DDF to  70E15 = Victory Pose Scripts
 70E16 to  70E4D = Unequipped Standing Scripts
 70E4E to  70EC5 = Ingredient Pickup Animation Scripts
 70EC6 to  70FBF = Boy Spell Animation Scripts
 70FC0 to  710F7 = Unequipped Walking/Running Scripts
 710F8 to  711CD = Boy Recoil Scripts
 711CE to  7170A = Bone Crusher Scripts
 7170B to  718F2 = Boy Idling Yawn Scripts
 718F3 to  71F4D = Sword Scripts
 71F4E to  727EB = Axe Scripts
 727EC to  72CCC = Spear Scripts
 72CCD to  7322A = Bazooka Scripts
 7322B to  733E1 = Boy Miscellaneous Scripts
 733E2 to  73A02 = Dog Prehistoria Scripts
 73A03 to  73F85 = Dog Antiqua Scripts
 73F86 to  744E8 = Dog Gothica Scripts
 744E9 to  74626 = Dog Podunk Scripts
 74627 to  74EB8 = Dog Omnitopia Scripts

 78000 to  7891E = Sound sample (3 bytes and BRR data) (Split sample: former half at 6F6A7)
 7891F to  78930 = Related to sound
 78931 to  78943 = Related to sound
 78944 to  78955 = Related to sound
 78956 to  78984 = Related to sound
 78985 to  7898A = Related to sound
 7898B to  78E3A = Sound sample (3 bytes and BRR data)
 78E3B to  78E40 = Related to sound
 78E41 to  798B4 = Sound sample (3 bytes and BRR data)
 798B5 to  798BA = Related to sound
 798BB to  79CBF = Sound sample (3 bytes and BRR data)
 79CC0 to  79CFE = Related to sound
 79CFF to  79D8F = Related to sound
 79D90 to  79DAC = Related to sound
 79DAD to  79DB5 = Related to sound
 79DB6 to  79DBE = Related to sound
 79DBF to  79DCB = Related to sound
 79DCC to  79DD9 = Related to sound
 79DDA to  79DE6 = Related to sound
 79DE7 to  79DF6 = Related to sound
 79DF7 to  79DFF = Related to sound
 79E00 to  79E05 = Related to sound
 79E06 to  7B1D3 = Sound sample (3 bytes and BRR data)
 7B1D4 to  7B1E4 = Related to sound
 7B1E5 to  7B1F7 = Related to sound
 7B1F8 to  7B1FD = Related to sound
 7B1FE to  7B2AF = Related to sound
 7B2B0 to  7E858 = Sound sample (3 bytes and BRR data)
 7E859 to  7E86C = Related to sound
 7E86D to  7E880 = Related to sound
 7E881 to  7E895 = Related to sound
 7E896 to  7E8AA = Related to sound
 7E8AB to  7E8BF = Related to sound
 7E8C0 to  7E8D4 = Related to sound
 7E8D5 to  7E8EA = Related to sound
 7E8EB to  7E8FB = Related to sound
 7E8FC to  7E9C9 = Related to sound
 7E9CA to  7EA97 = Related to sound
 7EA98 to  7EB75 = Related to sound
 7EB76 to  7EC82 = Related to sound
 7EC83 to  7EC98 = Related to sound
 7EC99 to  7ECA5 = Related to sound
 7ECA6 to  7ECB3 = Related to sound
 7ECB4 to  7ECC5 = Related to sound
 7ECC6 to  7ECD6 = Related to sound
 7ECD7 to  7ECE4 = Related to sound
 7ECE5 to  7ECF2 = Related to sound
 7ECF3 to  7ED02 = Related to sound
 7ED03 to  7ED12 = Related to sound
 7ED13 to  7ED21 = Related to sound
 7ED22 to  7ED3D = Related to sound
 7ED3E to  7ED60 = Related to sound
 7ED61 to  7ED85 = Related to sound
 7ED86 to  7ED96 = Related to sound
 7ED97 to  7EDA6 = Related to sound
 7EDA7 to  7EDB7 = Related to sound
 7EDB8 to  7EDCA = Related to sound
 7EDCB to  7EDDD = Related to sound
 7EDDE to  7EDF0 = Related to sound
 7EDF1 to  7EE03 = Related to sound
 7EE04 to  7EE16 = Related to sound
 7EE17 to  7EE2A = Related to sound
 7EE2B to  7EE39 = Related to sound
 7EE3A to  7EE64 = Related to sound
 7EE65 to  7EEAA = Related to sound
 7EEAB to  7EED8 = Related to sound
 7EED9 to  7EF06 = Related to sound
 7EF07 to  7EF2B = Related to sound
 7EF2C to  7EF3C = Related to sound
 7EF3D to  7EF51 = Related to sound
 7EF52 to  7EF5A = Related to sound
 7EF5B to  7EF60 = Related to sound
 7EF61 to  7F90E = Sound sample (3 bytes and BRR data)
 7F90F to  7F91F = Related to sound
 7F920 to  7F95D = Related to sound
 7F95E to  7F9A0 = Related to sound
 7F9A1 to  7F9E8 = Related to sound
 7F9E9 to  7FA2F = Related to sound
 7FA30 to  7FA4D = Related to sound
 7FA4E to  7FA75 = Related to sound
 7FA76 to  7FA86 = Related to sound
 7FA87 to  7FAAD = Related to sound
 7FAAE to  7FAB8 = Related to sound
 7FAB9 to  7FB0A = Related to sound
 7FB0B to  7FB10 = Related to sound
 7FB11 to  7FB27 = Related to sound
 7FB28 to  7FB33 = Sound sample (3 bytes and BRR data)
 7FB34 to  7FB85 = Related to sound
 7FB86 to  7FB99 = Related to sound
 7FB9A to  7FB9F = Related to sound
 7FBA0 to  7FFFF = Sound sample (3 bytes and BRR data) (Split sample: latter half at 88000)


 88000 to  8882F = Sound sample (3 bytes and BRR data) (Split sample: former half at 7FBA0)
 88830 to  88839 = Related to sound
 8883A to  88845 = Related to sound
 88846 to  8884E = Related to sound
 8884F to  88854 = Related to sound
 88855 to  8946F = Sound sample (3 bytes and BRR data)
 89470 to  8947A = Related to sound
 8947B to  894AE = Related to sound
 894AF to  894B4 = Related to sound
 894B5 to  89D93 = Sound sample (3 bytes and BRR data)
 89D94 to  89D99 = Related to sound
 89D9A to  8A306 = Sound sample (3 bytes and BRR data)
 8A307 to  8A30C = Related to sound
 8A30D to  8AAF8 = Sound sample (3 bytes and BRR data)
 8AAF9 to  8AB27 = Related to sound
 8AB28 to  8AB56 = Related to sound
 8AB57 to  8AB8B = Related to sound
 8AB8C to  8ABC2 = Related to sound
 8ABC3 to  8ABD3 = Related to sound 
 8ABD4 to  8AD39 = Related to sound
 8AD3A to  8AD4B = Related to sound
 8AD4C to  8AD5F = Related to sound
 8AD60 to  8AD76 = Related to sound
 8AD77 to  8AD92 = Related to sound
 8AD93 to  8AD9E = Related to sound
 8AD9F to  8ADAA = Related to sound
 8ADAB to  8AF11 = Related to sound
 8AF12 to  8AF16 = Related to sound
 8AF17 to  8AF86 = Related to sound
 8AF87 to  8B0B0 = Related to sound
 8B0B1 to  8B0C1 = Related to sound
 8B0C2 to  8B202 = Related to sound
 8B203 to  8B28C = Related to sound
 8B28D to  8B339 = Related to sound
 8B33A to  8B414 = Related to sound
 8B415 to  8B41A = Related to sound
 8B41B to  8B486 = Related to sound
 8B487 to  8B609 = Related to sound
 8B60A to  8B6DE = Related to sound
 8B6DF to  8B7B4 = Related to sound
 8B7B5 to  8B872 = Related to sound
 8B873 to  8B87F = Related to sound
 8B880 to  8B88B = Related to sound
 8B88C to  8B897 = Related to sound
 8B898 to  8B8A9 = Related to sound
 8B8AA to  8B8B5 = Related to sound
 8B8B6 to  8B8C1 = Related to sound
 8B8C2 to  8B8D3 = Related to sound
 8B8D4 to  8B8DC = Related to sound
 8B8DD to  8B8ED = Related to sound
 8B8EE to  8B8FF = Related to sound
 8B900 to  8B911 = Related to sound
 8B912 to  8B924 = Related to sound
 8B925 to  8B936 = Related to sound
 8B937 to  8B93F = Related to sound
 8B940 to  8B989 = Related to sound
 8B98A to  8B999 = Related to sound
 8B99A to  8B9A9 = Related to sound
 8B9AA to  8B9BA = Related to sound
 8B9BB to  8BB23 = Related to sound
 8BB24 to  8BB29 = Related to sound
 8BB2A to  8BB4F = Related to sound
 8BB50 to  8C4C7 = Sound sample (3 bytes and BRR data)
 8C4C8 to  8C630 = Related to sound
 8C631 to  8C749 = Related to sound
 8C74A to  8C89F = Related to sound
 8C8A0 to  8C908 = Related to sound
 8C909 to  8C996 = Related to sound
 8C997 to  8CABC = Related to sound
 8CABD to  8CAD1 = Related to sound
 8CAD2 to  8CAD7 = Related to sound
 8CAD8 to  8D15B = Sound sample (3 bytes and BRR data)
 8D15C to  8D16C = Related to sound
 8D16D to  8D26B = Related to sound
 8D26C to  8D2D5 = Related to sound
 8D2D6 to  8D2FA = Related to sound
 8D2FB to  8D33F = Related to sound
 8D340 to  8D36F = Related to sound
 8D370 to  8D48F = Related to sound
 8D490 to  8D525 = Related to sound
 8D526 to  8D585 = Related to sound
 8D586 to  8D58E = Related to sound
 8D58F to  8D597 = Related to sound
 8D598 to  8D59D = Related to sound
 8D59E to  8D5C3 = Related to sound
 8D5C4 to  8D5CC = Related to sound
 8D5CD to  8D5D5 = Related to sound
 8D5D6 to  8D5E1 = Related to sound
 8D5E2 to  8D5E4 = Related to sound
 8D5E5 to  8D5E9 = Related to sound
 8D5EA to  8D5F6 = Related to sound
 8D5F7 to  8D60D = Related to sound
 8D60E to  8D634 = Related to sound
 8D635 to  8D658 = Related to sound
 8D659 to  8D67B = Related to sound
 8D67C to  8D6AD = Related to sound
 8D6AE to  8D6D4 = Related to sound
 8D6D5 to  8D6DD = Related to sound
 8D6DE to  8D6E3 = Related to sound
 8D6E4 to  8D763 = Related to sound
 8D764 to  8EE64 = Sound sample (3 bytes and BRR data)
 8EE65 to  8EE73 = Related to sound
 8EE74 to  8EE85 = Related to sound
 8EE86 to  8EE97 = Related to sound
 8EE98 to  8EEAA = Related to sound
 8EEAB to  8EEBC = Related to sound
 8EEBD to  8EF2C = Related to sound
 8EF2D to  8EF71 = Related to sound
 8EF72 to  8EFD9 = Related to sound
 8EFDA to  8EFEA = Related to sound
 8EFEB to  8F145 = Related to sound
 8F146 to  8F16A = Related to sound
 8F16B to  8F1F2 = Related to sound
 8F1F3 to  8F296 = Related to sound
 8F297 to  8F2AC = Related to sound
 8F2AD to  8F2BC = Related to sound
 8F2BD to  8F2C9 = Related to sound
 8F2CA to  8F2DB = Related to sound
 8F2DC to  8F2EC = Related to sound
 8F2ED to  8F35A = Related to sound
 8F35B to  8F3B5 = Related to sound
 8F3B6 to  8F574 = Related to sound
 8F575 to  8F5CA = Related to sound
 8F5CB to  8F622 = Related to sound
 8F623 to  8F6EF = Related to sound
 8F6F0 to  8F78E = Related to sound
 8F78F to  8F82D = Related to sound
 8F82E to  8F83E = Related to sound
 8F83F to  8F878 = Related to sound
 8F879 to  8F927 = Related to sound
 8F928 to  8F9D2 = Related to sound
 8F9D3 to  8FA27 = Related to sound
 8FA28 to  8FAD7 = Related to sound
 8FAD8 to  8FB30 = Related to sound
 8FB31 to  8FBA5 = Related to sound
 8FBA6 to  8FC1B = Related to sound
 8FC1C to  8FC22 = Related to sound
 8FC23 to  8FC39 = Related to sound
 8FC3A to  8FC47 = Related to sound
 8FC48 to  8FC60 = Related to sound
 8FC61 to  8FC71 = Related to sound
 8FC72 to  8FC77 = Related to sound
 8FC78 to  8FC85 = Related to sound
 8FC86 to  8FC96 = Related to sound
 8FC97 to  8FCD5 = Related to sound
 8FCD6 to  8FCDB = Related to sound
 8FCDC to  8FD51 = Related to sound
 8FD52 to  8FDE8 = Related to sound
 8FDE9 to  8FFAA = Related to sound
 8FFAB to  8FFFF = Related to sound (Split data: latter half at 98000)


 98000 to  9816B = Related to sound (Split data: former half at 8FFAB)
 9816C to  98196 = Related to sound
 98197 to  981CA = Related to sound
 981CB to  981D0 = Related to sound
 981D1 to  98207 = Related to sound
 98208 to  98241 = Related to sound
 98242 to  98252 = Related to sound
 98253 to  98262 = Related to sound
 98263 to  98275 = Related to sound
 98276 to  98288 = Related to sound
 98289 to  9829A = Related to sound
 9829B to  982AC = Related to sound
 982AD to  98303 = Related to sound
 98304 to  9835A = Related to sound
 9835B to  98365 = Related to sound
 98366 to  98376 = Related to sound
 98377 to  983BA = Related to sound
 983BB to  983FE = Related to sound
 983FF to  98441 = Related to sound
 98442 to  98485 = Related to sound
 98486 to  984C9 = Related to sound
 984CA to  9850E = Related to sound
 9850F to  985AE = Related to sound
 985AF to  985B4 = Related to sound
 985B5 to  985F8 = Related to sound
 985F9 to  9872B = Related to sound
 9872C to  9873A = Related to sound
 9873B to  98748 = Related to sound
 98749 to  9875E = Related to sound
 9875F to  987B9 = Related to sound
 987BA to  98814 = Related to sound
 98815 to  98821 = Related to sound
 98822 to  98835 = Related to sound
 98836 to  98849 = Related to sound
 9884A to  98862 = Related to sound
 98863 to  98868 = Related to sound
 98869 to  988AC = Related to sound
 988AD to  98904 = Related to sound
 98905 to  98915 = Related to sound
 98916 to  98938 = Related to sound
 98939 to  98954 = Related to sound
 98955 to  98970 = Related to sound
 98971 to  98991 = Related to sound
 98992 to  989B7 = Related to sound
 989B8 to  98A2C = Related to sound
 98A2D to  98A9F = Related to sound
 98AA0 to  98AAD = Related to sound
 98AAE to  98ABE = Related to sound
 98ABF to  98B08 = Related to sound
 98B09 to  98B0E = Related to sound
 98B0F to  9934B = Sound sample (3 bytes and BRR data)
 9934C to  99351 = Related to sound
 99352 to  998FD = Sound sample (3 bytes and BRR data)
 998FE to  99903 = Related to sound
 99904 to  9A1FD = Sound sample (3 bytes and BRR data)
 9A1FE to  9A203 = Related to sound
 9A204 to  9A863 = Sound sample (3 bytes and BRR data)
 9A864 to  9A8D0 = Related to sound
 9A8D1 to  9A8DC = Related to sound
 9A8DD to  9A8EA = Related to sound
 9A8EB to  9A919 = Related to sound
 9A91A to  9A938 = Related to sound
 9A939 to  9A985 = Related to sound
 9A986 to  9A9FD = Related to sound
 9A9FE to  9AA0E = Related to sound
 9AA0F to  9AD69 = Related to sound
 9AD6A to  9ADD3 = Related to sound
 9ADD4 to  9AE14 = Related to sound
 9AE15 to  9AF20 = Related to sound
 9AF21 to  9B02C = Related to sound
 9B02D to  9B139 = Related to sound
 9B13A to  9B445 = Related to sound
 9B446 to  9B4D1 = Related to sound
 9B4D2 to  9B4DA = Related to sound
 9B4DB to  9B4E4 = Related to sound
 9B4E5 to  9B4EE = Related to sound
 9B4EF to  9B500 = Related to sound
 9B501 to  9B516 = Related to sound
 9B517 to  9B527 = Related to sound
 9B528 to  9B536 = Related to sound
 9B537 to  9B543 = Related to sound
 9B544 to  9B552 = Related to sound
 9B553 to  9B578 = Related to sound
 9B579 to  9B59D = Related to sound
 9B59E to  9B5CD = Related to sound
 9B5CE to  9B5F3 = Related to sound
 9B5F4 to  9B5FF = Related to sound
 9B600 to  9B610 = Related to sound
 9B611 to  9B786 = Related to sound
 9B787 to  9B824 = Related to sound
 9B825 to  9B9BD = Related to sound
 9B9BE to  9B9DE = Related to sound
 9B9DF to  9BA01 = Related to sound
 9BA02 to  9BA1A = Related to sound
 9BA1B to  9BA32 = Related to sound
 9BA33 to  9BA49 = Related to sound
 9BA4A to  9BA5A = Related to sound
 9BA5B to  9BAEF = Related to sound
 9BAF0 to  9BAF5 = Related to sound
 9BAF6 to  9BB25 = Related to sound
 9BB26 to  9F263 = Sound sample (3 bytes and BRR data)
 9F264 to  9F2D8 = Related to sound
 9F2D9 to  9F34D = Related to sound
 9F34E to  9F3C2 = Related to sound
 9F3C3 to  9F437 = Related to sound
 9F438 to  9F48F = Related to sound
 9F490 to  9F4FD = Related to sound
 9F4FE to  9F570 = Related to sound
 9F571 to  9F57F = Related to sound
 9F580 to  9F59B = Related to sound
 9F59C to  9F5B4 = Related to sound
 9F5B5 to  9F633 = Related to sound
 9F634 to  9F651 = Related to sound
 9F652 to  9F66F = Related to sound
 9F670 to  9F681 = Related to sound
 9F682 to  9F695 = Related to sound
 9F696 to  9F6A6 = Related to sound
 9F6A7 to  9F88E = Related to sound
 9F88F to  9FA45 = Related to sound
 9FA46 to  9FB9F = Related to sound
 9FBA0 to  9FCB1 = Related to sound
 9FCB2 to  9FD7B = Related to sound
 9FD7C to  9FE42 = Related to sound
 9FE43 to  9FFD7 = Related to sound
 9FFD8 to  9FFFF = Related to sound (Split data: latter half at A8000)


 A8000 to  A80E1 = Related to sound (Split data: former half at 9FFD8)
 A80E2 to  A80F2 = Related to sound
 A80F3 to  A8240 = Related to sound
 A8241 to  A8434 = Related to sound
 A8435 to  A8589 = Related to sound
 A858A to  A861A = Related to sound
 A861B to  A86A0 = Related to sound
 A86A1 to  A87A5 = Related to sound
 A87A6 to  A8900 = Related to sound
 A8901 to  A89FB = Related to sound
 A89FC to  A8A0C = Related to sound
 A8A0D to  A8A2D = Related to sound
 A8A2E to  A8A50 = Related to sound
 A8A51 to  A8A56 = Related to sound
 A8A57 to  A9443 = Sound sample (3 bytes and BRR data)
 A9444 to  A9451 = Related to sound
 A9452 to  A9460 = Related to sound
 A9461 to  A946C = Related to sound
 A946D to  A947C = Related to sound
 A947D to  A948C = Related to sound
 A948D to  A949F = Related to sound
 A94A0 to  A94B0 = Related to sound
 A94B1 to  A9511 = Related to sound
 A9512 to  A9569 = Related to sound
 A956A to  A95E1 = Related to sound
 A95E2 to  A9658 = Related to sound
 A9659 to  A9663 = Related to sound
 A9664 to  A967E = Related to sound
 A967F to  A968C = Related to sound
 A968D to  A96A4 = Related to sound
 A96A5 to  A96B5 = Related to sound
 A96B6 to  A96E7 = Related to sound
 A96E8 to  A9718 = Related to sound
 A9719 to  A974B = Related to sound
 A974C to  A9791 = Related to sound
 A9792 to  A98D6 = Related to sound
 A98D7 to  A9988 = Related to sound
 A9989 to  A99A9 = Related to sound
 A99AA to  A99CC = Related to sound
 A99CD to  A99D5 = Related to sound
 A99D6 to  A99D8 = Related to sound
 A99D9 to  A99EE = Related to sound
 A99EF to  A99F4 = Related to sound
 A99F5 to  A99F7 = Related to sound
 A99F8 to  A9A1A = Related to sound
 A9A1B to  A9A20 = Related to sound
 A9A21 to  A9E01 = Sound sample (3 bytes and BRR data)
 A9E02 to  A9E0D = Related to sound
 A9E0E to  A9E16 = Related to sound
 A9E17 to  A9EDB = Related to sound
 A9EDC to  A9F63 = Related to sound
 A9F64 to  A9FCA = Related to sound
 A9FCB to  AA014 = Related to sound
 AA015 to  AA025 = Related to sound
 AA026 to  AA02F = Related to sound
 AA030 to  AA03B = Related to sound
 AA03C to  AA044 = Related to sound
 AA045 to  AA04D = Related to sound
 AA04E to  AA056 = Related to sound
 AA057 to  AA05E = Related to sound
 AA05F to  AA066 = Related to sound
 AA067 to  AA071 = Related to sound
 AA072 to  AA082 = Related to sound
 AA083 to  AA09B = Related to sound
 AA09C to  AA101 = Related to sound
 AA102 to  AA11F = Related to sound
 AA120 to  AA141 = Related to sound
 AA142 to  AA153 = Related to sound
 AA154 to  AA165 = Related to sound
 AA166 to  AA206 = Related to sound
 AA207 to  AA218 = Related to sound
 AA219 to  AA229 = Related to sound
 AA22A to  AA3AA = Related to sound
 AA3AB to  AA507 = Related to sound
 AA508 to  AA588 = Related to sound
 AA589 to  AA642 = Related to sound
 AA643 to  AA6B7 = Related to sound
 AA6B8 to  AA740 = Related to sound
 AA741 to  AA77E = Related to sound
 AA77F to  AA792 = Related to sound
 AA793 to  AA797 = Related to sound
 AA798 to  AA79F = Related to sound
 AA7A0 to  AA7A5 = Related to sound
 AA7A6 to  AA7B0 = Related to sound
 AA7B1 to  AA7BD = Related to sound
 AA7BE to  AFFFF = Music component-loading data (Split data: latter half at B8000)


 B8000 to  B8EF1 = Music component-loading data (Split data: former half at AA7BE)

 BFCCF to  ----- = *** UNKNOWN - 2E0000 table entry ***
 BFD15 to  ----- = *** UNKNOWN - 2E0000 table entry ***
 BFD8A to  ----- = *** UNKNOWN - 2E0000 table entry ***
 BFDD1 to  ----- = *** UNKNOWN - 2E0000 table entry ***
 BFE2B to  ----- = *** UNKNOWN - 2E0000 table entry ***
 BFE7A to  ----- = *** UNKNOWN - 2E0000 table entry ***
 BFED4 to  ----- = *** UNKNOWN - 2E0000 table entry ***
 BFF2F to  ----- = *** UNKNOWN - 2E0000 table entry ***
 BFF89 to  ----- = *** UNKNOWN - 2E0000 table entry ***

 C8658 to  C8718 = Cary Flag set to inversion of Targeting viability (Y is entity, $59 seems to be the camera coordinates)
 C8719 to  C8761 = Establish Default Valid Entry in Targeting, Carry Flag Set if none (Y is default entity with 0 resulting in first one)
 C8735 to  C8761 = Establish Next Valid Entry in Targeting, Carry Flag Set if none
 C8762 to  C879A = Establish Previous Valid Entry in Targeting, Carry Flag Set if none
 C879B to  C888E = Establish Multitarget Entries in Targeting, Carry Flag Set if none (3 targets selected by standard attack alchemy spells choose nearest by circle calculations within the first 8 valid entries)
 C888F to  C88CB = Targeting Cursor graphics update per frame
 C88CC to  C89DE = Targeting Controls Main Procedure, Carry Flag set to inversion of confirmation (Y is the default entity)
 C89DF to  C8A1B = Handles text window of Target's name
 C8A1C to  C8A24 = Text "Multiple" (used for multiple Targets with C89DF procedure)

 C8BD0 to  C8CF8 = Boy - total experience needed to reach level (99 entries, 3 bytes each)
 C8CFC to  C8E24 = Dog - total experience needed to reach level (99 entries, 3 bytes each)
 C8E25 to  C8F02 = Boy - Evade % by level (entries for 0-110, Thug's Cloak +5 to used level)
 C8F03 to  C8FE0 = Boy - Hit % by level (entries for 0-110, Jade Disk +5 to used level)
 C8FE1 to  C90BE = Dog - Evade % by level (entries for 0-110, Thug's Cloak +5 to used level)
 C90BF to  C919C = Dog - Hit % by level (entries for 0-110, Jade Disk +5 to used level)
 C919D to  C927A = Boy - Max HP by level (entries for 0-110, Chocobo Egg +5 to used level)
 C927B to  C9358 = Boy - base Defense by level (entries for 0-110, Staff of Life +5 to used
                   level)
 C9359 to  C9436 = Boy - base Attack by level (entries for 0-110, Sun Stone +5 to used level)
 C9437 to  C9514 = Boy - Magic Defense by level (entries for 0-110, Wizard's Coin +7 to used
                   level)
 C9515 to  C95F2 = Dog - Max HP by level (entries for 0-110, Chocobo Egg +5 to used level)
 C95F3 to  C96D0 = Dog - base Defense by level (entries for 0-110, Staff of Life +5 to used
                   level)
 C96D1 to  C97AE = Dog - base Attack by level (entries for 0-110, Sun Stone +5 to used level)
 C97AF to  C988C = Dog - Magic Defense by level (entries for 0-110, Wizard's Coin +5 to used
                   level)

 C9DAF to  C9DE6 = Sets [$90] to X, [$92] to the Text Characters Width values address, and [$0B3D] to [$0B44] to their respective assignments with Text Character handling
 C9DE7 to  C9DF9 = Sets $7E2000 to 15 + byte #0-15 x 16 for 16 bytes

 C9E03 to  C9EF9 = Main Text Window writing procedure (Y is location of Text Window info; [$22] 3 byte holds location of text characters including values for procedures to call; and [$92] holds location of font width values) (NOTE: C9E62 to C9EA2 are actually part of other, though related, procedures)

 CA346 to  CA3AE = Dialogue Print Stop

 CA41C to  CA435 = Game on standby until Start/Face Button Press

 CA4FE to  CA590 = Handles function of ASCII Character Code A
 CA591 to  CA5A1 = (UNUSED) Progress set to bottom right corner of involved Text Character
 CA5A2 to  CA7C5 = Prints Text Character, ending with A set to Character's Font Width (A is Character's ASCII Value)
 CA7C6 to  CA927 = Dialogue Choice controls ending with A set to Choice #
 CA928 to  CAAF9 = Converts Text Character to restore Window Palette portion based on ASCII Character indicated by A, A set to Character's Font Width (irrelevant miscoding: CA9CF to CAA00 is supposed to result in only the leftover/only relevant bits active, rather than the whole row past the X offset in general)
 CAAFA to  CAB0F = A set to value first byte starting from $7E2000 to contain greater result than initial A

 CAC16 to  CAC5D = Text Window Border update script
 CAC5E to  CAC73 = Text Window Border colors pointers
 CAC74 to  CAC89 = Text Window Border graphics tiles pointers

 CAF2B to  CAFCF = Text Window loading script (Y is RAM location of text info)

 CB55B to  CB5A3 = Text Window continue arrow set up as needed
 CB5A4 to  CB5EC = Text Window continue arrow stopped as needed

 CBBB0 to  CBBCB = Charm flags - Addresses
 CBBCC to  CBBD7 = Rare item flags - Addresses
 CBBD8 to  CBBF3 = Charm flags - Bit weights
 CBBF4 to  CBBFF = Rare item flags - Bit weights
 CBC00 to  CBC19 = Trade good name pointers
 CBC1A to  CBC35 = Charm name pointers
 CBC36 to  CBC41 = Rare item name pointers


 CC3F8 to  CC41A = A = Total Number of Charms
 CC41B to  CC435 = A = Total Number of Trade Goods (processes that call this simply compare this to 0)
 CC521 to  CC542 = Script - Signal to play next quick message

 CC3D0 to  CC3EB = Charm description pointers
 CC3EC to  CC3F7 = Rare item description pointers

 CC88C to  ----- = *** UNKNOWN - Assembly related to 2E0000? ***

 CCF18 to  CCFF3 = Initializes Subscript in first available Subscript location; $7E0E80 to $7E0E93 is moved to 0x0F to 0x22

 CD315 to  CD330 = Next Instruction Byte determine loop count for storing Math Script results in $7E0E80 with 2 bytes each

 CD428 to  CD456 = Instruction Byte Pointer shifted backward by byte count of difference of 257 and single Number Byte
 CD434 to  CD464 = Instruction Byte Pointer shifted by byte count of 2 Number Bytes from after the Number Bytes

 CEA43 to  CEA64 = Math Script main procedure; finishes with an instruction with the instruction byte having its Most Significant Bit set

 CEC8E to  CEC95 = Sets [$4C] and Y to unit's stats pointer based on current math scripts


 E99D2 to  E9A2E = Script - Establishes Weapons Ring information
 E9A86 to  E9B39 = Script - Establishes Main Ring information for both Boy and Dog
 E9B3A to  E9B6E = Script - Establishes Spells Ring information
 E9B6F to  E9BC0 = Script - Establishes Items Ring information

 EB520 to  EB559 = Establishes Ring Menu Cursor graphics
 EB55A to  EB677 = Character data pointers
 EB678 to  EDF83 = Character data  (74 bytes each)  (first of 91 actual monsters starts at
                   EC536.  everything before that are NPCs.)  (Every stat is two bytes
                   unless indicated otherwise.)
                  x00 - Name pointer (3 bytes)
                  x07 - Unique Trait flags
                           Bit 0 - ? (Tar Skull and Salabog only)
                           Bit 1 - -30 Hit penalty vs. AI Player Character
                           Bit 2 - ? (Rock only)
                           Bit 3 - ? (Bridge only)
                           Bit 4 - Projectile attacks won't hit (Bomb only)
                  x09 - Palette
                  x0D - ? (Relates to collision)
                  x0F - HP
                  x13 - Aggression Range
                  x15 - Aggression Chance (/256)
                  x19 - Attack
                  x1B - Defense
                  x1D - Magic Defense
                  x1F - Evade
                  x21 - Hit Rate
                  x23 - Experience (4 bytes)
                  x27 - Money
                  x29 - Chance of prize drop (out of 128) (1 byte)
                  x2C - Chargeup limit
                  x2E - Chargeup gain per frame
                  x30 - Attack calculation procedure pointer
                  x42 - Script - Death, No Spoils
                  x44 - Script - Death, Spoils
                  x48 - Script - Block


 F827A to  F82FC = EXP gains handled
 F82FD to  F8302 = Text - "DB: +" (likely unused)
 F8303 to  F830F = Text - " EXPERIENCE." (likely unused)
 F8310 to  F8387 = Boy's Level Up handled
 F8388 to  F8397 = Text - " reaches level "
 F8398 to  F84F4 = Boy's stats established
 F84F5 to  F856C = Dog's Level Up handled
 F856D to  F857D = Text - " reaches level "
 F857D to  F8688 = Dog's stats established
 F8689 to  F86F9 = Money gains handled
 F86FA to  F8703 = Text - "Received "
 F8704 to  F870F = Pointers to Currency type text

 F973E to  F97B0 = Boy's Weapon EXP handling
 F97B1 to  F97BF = Text - " is now level "
 F97C0 to  F9800 = Dog's Attack EXP handling
 F9801 to  F9816 = Text - "Dog attack now level "

 FA9B1 to  FA9D8 = A set to Cardinal Direction indicated by [$12] and [$13] (SEP $20 assumed)
 FA9D9 to  FAA04 = A set to Cardinal Direction indicated by [$46] and [$48]
 FAA05 to  FAA50 = A set to Direction indicated by [$12] and [$14]

 FAB6E to  FAB91 = A set to dominant direction to destination affected by RNG choice from FDB0C first table

 FAC63 to  FAC63 = X viewing offset (what/where to trigger), X is the character viewing variable
 FAC73 to  FAC82 = Y as above

 FB28D to  FB29A = Establish Yawn Animation Timer to 1200 to 3247 Frames

 FBAAF to  FBAE1 = Most significant part of effective hit rate index, indexed by
                   ((Evade + 1) DIV 4) * 2 .  Picks the sub-table in FBAE3.  (Evade + 1)
                   assumed to be <= 100.

 FBAE3 to  FC02A = Tables of effective hit rate values (0 to 32768).  Indexed using Evade
                   (via FBAAF), and by ((Hit Rate + 1) DIV 4) * 2 (including Ruby Heart influence)
                   within that.  (Hit Rate + 1) capped at 100 when accessing.  676 entries.

 FC17F to  FC1BA = Same Type Revenge Aggro script for attacks, also sets partner enemy as PCs' target regardless of attacker's side

 FDB0C to  FDBCB = 3 tables of direction shifts each using 64 entries
                   First table 45 degree increase intervals: $1A,$26,$3A,$3E
                   Second table 45 degree increase intervals: $1A,$2A,$36,$3E
                   Third table 45 degree increase intervals: $26,$32,$3A,$3E

108000 to 1080CD = Pointers to Behavior Script instructions (Even Inclusive, actual script bytes get multiplied by 2 to point to the pointer)
1080CE to 108114 = Establishes and executes Behavior Script (X is the Script Address pointer, Y is the Entity Pointer)
1080D2 to 108114 = Executes Behavior Script (Y is the Entity Pointer)
108115 to 10811A = Sets Entity's Current Script to Base Script
10811B to 108123 = Sets Entity's 5th Bit in Bit Collection for add-on to 108124
108124 to 108138 = Tests MSBs for direction-based add-on to 108139
108139 to 10814F = Behavior Script changed and started unless already active (same as 10817B below)
108150 to 10815A = Portion of 108124 used by 108124 for when Most Significant Bit is held true
10815B to 10816A = Direction-based add-on values for pure cardinal directions
10816B to 10816B = Direction-based add-on values for all 8 directions
10817B to 108199 = Behavior Script call basics establishment (X is the Script Address pointer, Y is the Entity Pointer)
10819A to 1081BC = Tests MSBs for direction-based add-on to 10817B (A is the Direction; X and Y are the same otherwise)

10824B to 10825F = Sets stationary or walking script to X based on character moving before direction-based Behavior Script establishment
108260 to 108270 = Sets stationary or movement script to X based on character moving before direction-based Behavior Script establishment (A is the stationary script, X is the moving script)
108271 to 108278 = Jaguar Ring check extension of 108279 (probably unused)
108279 to 10828D = Sets stationary or running script to X based on character moving before direction-based Behavior Script establishment
10828E to 10829A = Sets stationary script to X before direction-based Behavior Script establishment
10829B to 1082A7 = Sets casting script to X before direction-based Behavior Script establishment (may be unused)
1082A8 to 1082D7 = Player-controlled character's running script handling
1082D8 to 108359 = Script: Attack set up based on chargeup, including charged up attack intangibility 
                   and Bazooka ammo glitch; jumps to 10811B for graphics update if attack exists

109FC9 to 10A000 = Camera Target Coordinates set based on coordinates A,Y

10CFB8 to 10CFEF = Colors at CGRAM Address indicated by 8X + 129 updated to information at A + 2 for 30 bytes
10CFBF to 10CFEF = Colors at CGRAM Address indicated by 8X + (Y/256) + 128 updated to information at A + 2 * (Y/256) for 2 * Y%256 bytes

10D34C to 10D407 = BG Offset Palette settings interpreted into BG Overall Palettes ([$12] has Offset's Intensity, [$14] has number of Overall Palettes to use, [$26] points to Base Palettes Pointers, [$2A] points to Offset Palette Pointers, [$2E] points to Overall Palette Pointers)
10D408 to 10D440 = BG Offset Palette settings established ([$02] 4 byte has Palette Pointer, [$06] has Base Intensity, [$08] has Destination Intensity, and [$0A] has Change Per Frame)

11973E to 11974F = Sets Spell Slot Instruction Bytes (X is Spell to use based on the order with Pointers at $9180A6)

119759 to 119776 = Y set to first available primary attack Alchemy slot, 0 if available
119777 to 119794 = Y set to first available secondary attack Alchemy slot, 0 if none available

1197BD to 1197E4 = Behavior Script X if X != -1, Clears [Spell Slot $26] Bit 1 and [Spell Slot $06~0D], Set [Spell Slot $2C] to Spell Target List location

11AD17 to 11AD6E = Script: Sets Projectile Y's Caster to [$4C] and Effective Might to about [$02] x 15~20 / 16 x 2 / (Targets +1)

11ADD0 to 11AE30 = A = Call Bead Spell Power, or highest Effective Might of available learned Spells if that is higher (X is Call Bead Spell Number)

11CCD8 to 11CE2B = Player Spell Casting Script (X is Spell #, Y is Spell Slot Pointer, $4C holds Caster Pointer)
11CE2C to 11CE37 = Text " now level "
11CE38 to 11CE90 = [$12] set to Spell A's Charge Count

11CEE9 to 11CEFD = Light Spell Animation script established (X is caster)
11CEFE to 11CF12 = Dark Spell Animation script established (X is caster)

11D000 to 11DAE8 = Text pointers for bank C0
11DAE9 to 11E63D = Text pointers for bank C1
11E63E to 11EF97 = Text pointers for bank C2
11EF98 to 11F32D = Text pointers for bank C3
11F32E to 11F3AD = ASCII for text codes [80] to [BF] - Letter pairs
11F3AE to 11F3ED = ASCII for text codes [00] to [3F] - Individual letters
11F3EE to 11F46B = Word indices for Dictionary #1
11F46C to 11F66B = Word indices for Dictionary #2
11F66C to 11F7D4 = Dictionary #1 - Text codes [C1] to [FF]
11F7D5 to 11FE87 = Dictionary #2 - Text codes [C0 XX]

128000 to ------ = A table for scripts, table format is unknown, value in 128000 ($928000) is added as offset when calling any script
128008 to ------ = Length of a portion of script table, value in 128008 ($928008) is added as offset when calling "global" scripts

12801B to ------ = *** UNKNOWN - Five-byte entries. Map NPC pointers and stuff? ***

128294 to ------ = Address offsets to $928000 for map scripts, 3 Byte each encoding a 25bit integer with bit $008000 missing
12990b to ------ = Address offsets to $928000 for global scripts, 3 Bytes each


188000 to ------ = *** UNKNOWN - Twelve-byte entries? ***


1C8000 to ------ = Map arrangement data - M.ANCIENT PATH 2
1CF0C2 to ------ = Map arrangement data - M.White Castle Dog Maze III

1D8000 to ------ = Map arrangement data - m.Swamp Maze2
1DBCF3 to ------ = Map arrangement data - M.Junk Towers
1DEA4E to ------ = Map arrangement data - M.WHITE CASTLE PATH

1E8000 to ------ = Map arrangement data - M.LANDING
1EABDF to ------ = Map arrangement data - m.tar pit
1ED770 to ------ = Map arrangement data - M.Pyramid 1

1F8000 to ------ = Map arrangement data - M.White Castle Dog Maze
1FAAEB to ------ = Map arrangement data - m.Ancient/Market
1FD4E3 to ------ = Map arrangement data - M.Metro Tunnels
1FFDE7 to 1FFFE2 = Map arrangement pointers

208000 to ------ = Map arrangement data - M.QSAND FIELD
20A80A to ------ = Map arrangement data - M.oglin cave
20CD23 to ------ = Map arrangement data - M.HISTORIAN CAMP
20F130 to ------ = Map arrangement data - M.Side show
20FF33 to ------ = Map arrangement data - M.Brian's Test Ground

218000 to ------ = Map arrangement data - M.VOLCANO MAZE
21A38F to ------ = Map arrangement data - M.Greek Down
21C650 to ------ = Map arrangement data - m.Dark Forest Maze
21E7E2 to ------ = Map arrangement data - M.White town interiors

228000 to ------ = Map arrangement data - M.Greek4
22A161 to ------ = Map arrangement data - m.lava path 1 satalites
22C0A8 to ------ = Map arrangement data - m.lava path 1
22DFCB to ------ = Map arrangement data - M.white castle town upper

238000 to ------ = Map arrangement data - M.Bug maze 1
239ECA to ------ = Map arrangement data - M.Lava path 2
23BC84 to ------ = Map arrangement data - M.Dark Greek Temple
23DA2C to ------ = Map arrangement data - M.Metroplex Final Arena
23F774 to ------ = Map arrangement data - M.JUNGLE CLEARING

248000 to ------ = Map arrangement data - M.CHESS BOARD
249D43 to ------ = Map arrangement data - M.White Castle Dungeon
24B92D to ------ = Map arrangement data - M.FE VILLAGE
24D3B4 to ------ = Map arrangement data - M.ANCIENT PATH 1
24EE2D to ------ = Map arrangement data - M.metro.JUNK YARD

258000 to ------ = Map arrangement data - M.Black Castle Sewer
259A21 to ------ = Map arrangement data - M.white castle town
25B42E to ------ = Map arrangement data - m.Ancient/City Square
25CDD9 to ------ = Map arrangement data - M.White Castle Sewer
25E6BE to ------ = Map arrangement data - M.M GRAVE PATH
25FD60 to ------ = Map arrangement data - m.Prehist/Cloud BH Toss

268000 to ------ = Map arrangement data - M.CITY PATH
26964A to ------ = Map arrangement data - m.Ancient/Palace Ext.
26ABE2 to ------ = Map arrangement data - M.THIEF TOWN
26C154 to ------ = Map arrangement data - M.Pyramid 2
26D67A to ------ = Map arrangement data - M.Grave Yard 2
26EB36 to ------ = Map arrangement data - M.METRO INTRO

278000 to ------ = Map arrangement data - M.QSAND PATH
2793E9 to ------ = Map arrangement data - m.Ancient/Bridge
27A7A2 to ------ = Map arrangement data - M.pyramid base
27BB53 to ------ = Map arrangement data - M.Greek Main
27CE91 to ------ = Map arrangement data - M.Greek Temple Exterior
27E153 to ------ = Map arrangement data - M.coliseum gate
27F396 to ------ = Map arrangement data - M.colosseum

288000 to ------ = Map arrangement data - M.White Castle Dog Maze II
289236 to ------ = Map arrangement data - M.Zoo
28A2F4 to ------ = Map arrangement data - M.White Castle
28B3A9 to ------ = Map arrangement data - M.Secret of Evermore
28C44E to ------ = Map arrangement data - M.SWAMP PATH
28D4CA to ------ = Map arrangement data - m.Dark Forest Clearing1
28E53C to ------ = Map arrangement data - M.Chessboard Interior
28F590 to ------ = Map arrangement data - M.Raptor

298000 to ------ = Map arrangement data - M.Lava path 2 extra
299047 to ------ = Map arrangement data - M.Waterfall Cave Entrance
299F92 to ------ = Map arrangement data - M.PLATEAU
29AED7 to ------ = Map arrangement data - m.Prehist/Hut Interiors
29BDE6 to ------ = Map arrangement data - m.Ancient/Dog Trans.
29CB12 to ------ = Map arrangement data - M.White Castle Dog Balcony
29D82A to ------ = Map arrangement data - M.Black Castle
29E517 to ------ = Map arrangement data - m.Alchemist Hut/Boss2
29F1D1 to ------ = Map arrangement data - M.METRO CLIMATE CONTROL

2A8000 to ------ = Map arrangement data - M.PROMINADE
2A8C6D to ------ = Map arrangement data - M.Metro storage
2A98B5 to ------ = Map arrangement data - M.Greek Minotaur Room
2AA4F5 to ------ = Map arrangement data - M.IN THIEF TOWN
2AB123 to ------ = Map arrangement data - M.Pig Race-Bazaar
2ABD2C to ------ = Map arrangement data - m.lavamachine
2AC915 to ------ = Map arrangement data - M.Black Castle Dog Maze
2AD4AB to ------ = Map arrangement data - M.Jungle Caves
2ADFDF to ------ = Map arrangement data - M.White Castle DiningRm
2AEABA to ------ = Map arrangement data - M.Alias Mansion color
2AF592 to ------ = Map arrangement data - M.Metro Greenhouse

2B8000 to ------ = Map arrangement data - m.Legend/lil Swamp Path
2B8AD2 to ------ = Map arrangement data - m.Bugboss
2B958D to ------ = Map arrangement data - m.Palace Gate
2BA009 to ------ = Map arrangement data - M.White Castle Puppet Show
2BA9F5 to ------ = Map arrangement data - M.Metro Control
2BB3BC to ------ = Map arrangement data - M.WELL BOSS
2BBD82 to ------ = Map arrangement data - M.Black Castle Queen
2BC707 to ------ = Map arrangement data - M.WELL 2
2BD077 to ------ = Map arrangement data - M.Black Castle Tinkerer
2BD9CE to ------ = Map arrangement data - M.Rat boss
2BE2F9 to ------ = Map arrangement data - m.Prehist/Waterfall Trans
2BEBF5 to ------ = Map arrangement data - M.METRO HALL
2BF4F1 to ------ = Map arrangement data - M.ALARM ROOM

2C8000 to 2C88E0 = Map names
2C88E1 to ------ = Map arrangement data - M.Waterfall Candy
2C911F to ------ = Map arrangement data - M.Greek3
2C9955 to ------ = Map arrangement data - M.Bug maze 2
2CA178 to ------ = Map arrangement data - M.White Castle Queen
2CA984 to ------ = Map arrangement data - M.landing castle
2CB18D to ------ = Map arrangement data - M.BLACK CASTLE SEWER OUT
2CB96B to ------ = Map arrangement data - M.Dark Greek 2
2CC12D to ------ = Map arrangement data - M.Alias Mansion b/w
2CC8B8 to ------ = Map arrangement data - M.Black Castle DiningRm
2CD00A to ------ = Map arrangement data - M.ANCIENT CLEARING
2CD757 to ------ = Map arrangement data - M.intro
2CDE7C to ------ = Map arrangement data - M.Colosseum Holds
2CE592 to ------ = Map arrangement data - m.Dark Forest Clearing2
2CEC95 to ------ = Map arrangement data - M.Ratboss 2
2CF37C to ------ = Map arrangement data - m.Dark Forest Entry
2CFA2D to ------ = Map arrangement data - m.Prehist/Volc.Crater

2D8000 to ------ = Map arrangement data - M.Side Show interior
2D8669 to ------ = Map arrangement data - M.Palace Interior
2D8CBB to ------ = Map arrangement data - M.Pyramid boss
2D9309 to ------ = Map arrangement data - M.QSAND FIELD LEDGE
2D9947 to ------ = Map arrangement data - M.White Castle Dungeon Stair
2D9F83 to ------ = Map arrangement data - m.Ancient/Town Interiors
2DA585 to ------ = Map arrangement data - M.Intro color
2DAB68 to ------ = Map arrangement data - M.Landing square
2DB0AA to ------ = Map arrangement data - M.SMALL OGLIN CAVE
2DB50C to ------ = Map arrangement data - M.JUNGLE ALCHEMIST
2DB961 to ------ = Map arrangement data - M.Ratboss dark
2DBD79 to ------ = Map arrangement data - M.JUNGLE ALCHEMIST INTERIOR
2DC17D to ------ = Map arrangement data - M.WHITE CASTLE SEWER OUT
2DC553 to ------ = Map arrangement data - M.Black Castle Glass Hall
2DC8BA to ------ = Map arrangement data - M.Hermit Cave
2DCC0B to ------ = Map arrangement data - M.Ratboss extra
2DCEE5 to ------ = Map arrangement data - M.FE VILLAGE SECRET


MAP DATA + 0x0d = n: length of following event script section in bytes
MAP DATA + 0x0f: event script section, 6 Bytes per entry
MAP DATA + 0x0f + n: length of following B-trigger script section in bytes
MAP DATA + 0x11 + n: B-trigger script section, 6 Bytes per entry


Internal Data for Secret of Evermore

ROM MapRAM MapText TableNotesTutorials