(Here's a new table for all the procedures we have to call.) C2/083F: A8 0A (Bit 1) C2/0841: D2 09 (Bit 2) C2/0843: 62 08 (Bit 3) C2/0845: CE 09 (Bit 4) C2/0847: B4 09 (Bit 5) C2/0849: 69 08 (Bit 6) C2/084B: 63 57 (Bit 7) (4F 65 with Assassin's "Control menu responds poorly to MP change" patch) C2/084D: 4A 0B (Bit 0) C2/084F: 48 PHA C2/0850: DA PHX C2/0851: BB TYX C2/0852: C2 20 REP #$20 (16-bit accumulator) C2/0854: BF3F08C2 LDA $C2083F,X (Get procedure address) C2/0858: 8D D6 1D STA $1DD6 (Hopefully unused RAM location to store to) C2/085B: E2 20 SEP #$20 (8-bit accumulator) C2/085D: FA PLX C2/085E: 68 PLA C2/085F: 6C D6 1D JMP ($1DD6) (Call procedure) C2/0862: E0 08 CPX #$08 (Is entity a party member?) C2/0864: B0 59 BCS $08BF (+89) (Exit if not) C2/0866: 4C 7D 52 JMP $527D C2/0869: 20 0F 0A JSR $0A0F C2/086C: A9 80 LDA #$80 C2/086E: 4C AB 5B JMP $5BAB (4 bytes of free space left over.) C2/0871: EA (x4) NOP x4 C2/0875: A2 12 LDX #$12 C2/0877: BD A0 3A LDA $3AA0,X C2/087A: 4A LSR C2/087B: 90 3E BCC $08BB (+62) (Skip entity if not present) C2/087D: 1E E0 32 ASL $32E0,X C2/0880: 5E E0 32 LSR $32E0,X (Clear Bit 7 of $32E0,X, thus preventing a counterattack every turn) C2/0883: BD E4 3E LDA $3EE4,X C2/0886: 30 07 BMI $0894 (+7) (Branch if dead) C2/0888: BD A1 3A LDA $3AA1,X C2/088B: 89 40 BIT #$40 C2/088D: F0 03 BEQ $0897 (+3) (Branch if Bit 6 of $3AA1,X is clear) C2/088F: 20 77 09 JSR $0977 C2/0892: BD 04 32 LDA $3204,X (This part is kept for time optimization) C2/0895: F0 11 BEQ $08A8 (+17) (Branch if all bits clear) C2/0897: 7E 04 32 ROR $3204,X C2/089A: A0 0E LDY #$0E (14) C2/089C: 1E 04 32 ASL $3204,X C2/089F: 90 03 BCC $08A4 (+3) (Branch if bit is clear) C2/08A1: 20 4F 08 JSR $084F (Call special subroutine) C2/08A4: 88 DEY C2/08A5: 88 DEY C2/08A6: 10 F4 BPL $089C (-12) (Iterate for all 8 bits of $3204,X) C2/08A8: 20 1F 09 JSR $091F C2/08AB: 20 C0 08 JSR $08C0 C2/08AE: BD A0 3A LDA $3AA0,X C2/08B1: 89 50 BIT #$50 C2/08B3: F0 03 BEQ $08B8 (+3) C2/08B5: 20 41 0A JSR $0A41 C2/08B8: 20 4A 0A JSR $0A4A (Prepare equipment spell activations on low HP) C2/08BB: CA DEX C2/08BC: CA DEX C2/08BD: 10 B8 BPL $0877 (-72) (Iterate for all 10 entities) C2/08BF: 60 RTS C2/08C0: A9 50 LDA #$50 C2/08C2: 20 B4 11 JSR $11B4 C2/08C5: AD 04 34 LDA $3404 C2/08C8: 30 05 BMI $08CF (+5) (Branch if no Quick) C2/08CA: EC 04 34 CPX $3404 (Is this target Quick?) C2/08CD: D0 F0 BNE $08BF (-16) (Exit if not) C2/08CF: A9 C2 LDA #$C2 (Wound, Petrify, Zombie) C2/08D1: E0 08 CPX #$08 (Is target a monster?) C2/08D3: B0 02 BCS $08D7 (+2) (If so, branch) C2/08D5: A9 C0 LDA #$C0 (If not, check Wound and Petrify only) C2/08D7: 3C E4 3E BIT $3EE4,X (Check statuses) C2/08DA: D0 E3 BNE $08BF (-29) (Exit if any) (Everything beyond this point is unchanged, except the included updates to jumps, as well as updated branches.) (Updated branches:) C2/08E1: D0 E2 -> D0 DC C2/08EB: 10 D8 -> 10 D2 C2/08F0: 30 D3 -> 30 CD C2/08F7: D0 CC -> D0 C6 C2/08FC: 10 C7 -> 10 C1 C2/0906: 10 BD -> 10 B7 C2/0911: F0 B2 -> F0 AC C2/0921: B0 A2 -> B0 9C C2/0928: F0 9B -> F0 95 C2/092D: 10 96 -> 10 90 C2/0932: D0 91 -> D0 8B (Updated jumps:) C2/141D: C2/24AF: C2/50AD: 20 3F 08 -> 20 75 08 (Updated jumps with Assassin's "Unaffected Rows" patch:) C2/141D: C2/24B8: 20 3F 08 -> 20 75 08