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7/4/2014 - Changed the code to be more efficient to compensate for unforeseen difficulties.[code]
(Changed "Is Target Charging? Than divide Defenses by 2" into "Is Caster using a Calcify1 Weapon? If so branch to routine.")
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$03/C740 AD 9F 26 LDA $269F [$7E:269F] A:0000 X:0000 Y:0000 P:envMxdiZC - Load Caster's Attack Status Byte 2 into A.
$03/C743 29 01 AND #$01 A:0001 X:0000 Y:0000 P:envMxdizC - Is it Calcify 1?
$03/C745 F0 06 BEQ $06 [$C74D] A:0001 X:0000 Y:0000 P:envMxdizC - If not, branch to next portion of Defense determination...
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$03/C747 AD 9C 26 LDA $269C [$7E:269C] A:0001 X:0000 Y:0000 P:envMxdizC - Load Caster's Accuracy into A.
$03/C74A 20 E6 CB JSR $CBE6 [$03:CBE6] A:0063 X:0000 Y:0000 P:envMxdizC - Jump to Imbued Weapons Subroutine - (Past Status clearing)
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$03/CBDB 7B TDC A:0001 X:0014 Y:0001 P:envMxdizc - Transfer Direct Page (Clear A without using 2 bytes.
$03/CBDC AA TAX A:0000 X:0014 Y:0001 P:envMxdiZc - Transfer A to X.
$03/CBDD 9E A0 33 STZ $33A0,x[$7E:33A0] A:0000 X:0000 Y:0001 P:envMxdiZc - Store Zero in Statuses to Inflict on Enemies (this gets rid of Calcify, which is the catalyst for this particular hack and this data sits atop the ruins of the broken Calcify Weapon Routine so nothing is lost)
$03/CBE0 E8 INX A:0000 X:0000 Y:0001 P:envMxdiZc - +1 to X
$03/CBE1 E0 1F 00 CPX #$001F A:0000 X:0001 Y:0001 P:envMxdizc - Has X gone all the way to 33BF in clearing?
$03/CBE4 D0 F7 BNE $F7 [$CBDD] A:0000 X:0001 Y:0001 P:eNvMxdizc - If not, branch back to Clearing.
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$03/CBE6 20 79 83 JSR $8379 [$00:8379] A:0012 X:000F Y:0000 P:envMxdizc - Jump to RNG Routine (00 to Accuracy)
$03/CBE9 C9 32 CMP #$32 A:000B X:0000 Y:0000 P:envMxdizc - Is it 50 or above?
$03/CBEB 90 54 BCC $54 [$CC41] A:000B X:0000 Y:0000 P:eNvMxdizc - If not, branch to end of routine.
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$03/CBED A9 FF LDA #$FF A:0010 X:0000 Y:0000 P:eNvMxdizc - Load All Enemies into Targeting
$03/CBEF 8D D3 26 STA $26D3 [$7E:26D3] A:00FF X:0000 Y:0000 P:eNvMxdizc - Store A in Monster Targets.
$03/CBF2 AD B3 26 LDA $26B3 [$7E:26B3] A:00FF X:0000 Y:0000 P:eNvMxdizc - Load Right Handed Weapon
$03/CBF5 C9 06 CMP #$05 A:0005 X:0000 Y:0000 P:envMxdizc - Is it the Poison Claw?
$03/CBF7 D0 08 BNE $08 [$CC01] A:0016 X:0000 Y:0000 P:envMxdizC - If not, branch to next Weapon Check.
$03/CBF9 A9 CE LDA #$CE A:0016 X:0000 Y:0000 P:envMxdiZC - Load Kick Graphic into A.
$03/CBFB 8D C4 33 STA $33C4 [$7E:33C4] A:00CE X:0000 Y:0000 P:eNvMxdizC - Store A in Audiovisual Code
$03/CBFE 4C B4 E6 JMP $E6B4 [$03:E6B4] A:00CE X:0000 Y:0000 P:eNvMxdizC - Jump and Stay with Kick Routine
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$03/CC01 C9 0B CMP #$0B A:000B X:0000 Y:0000 P:envMxdizC - Is it the Change Rod?
$03/CC03 D0 03 BNE $03 [$CC08] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC05 4C 1A EA JMP $EA1A [$03:EA1A] A:0016 X:0000 Y:0000 P:envMxdiZC - Jump to Recall Routine
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$03/CC08 C9 11 CMP #$11 A:0011 X:0000 Y:0000 P:envMxdizC - Is it the Silver Staff?
$03/CC0A D0 03 BNE $03 [$CC0F] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC0C 4C DC E2 JMP $E2DC [$03:E2DC] A:0016 X:0000 Y:0000 P:envMxdiZC - Jump to Salve(But moreso Item Master, so the released patch will include Item Master, normal Salve will probably heal Foe, if I had to guess)
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$03/CC0F C9 17 CMP #$17 A:0017 X:0000 Y:0000 P:envMxdizC - Is it the Darkness Sword?
$03/CC11 D0 08 BNE $08 [$CC1B] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC13 A9 C5 LDA #$C5 A:0016 X:0000 Y:0000 P:envMxdiZC - Load Dark Wave graphic into A.
$03/CC15 8D C4 33 STA $33C4 [$7E:33C4] A:00C5 X:0000 Y:0000 P:eNvMxdizC - Store A in Audiovisual Code.
$03/CC18 4C E9 E9 JMP $E9E9 [$03:E9E9] A:00C5 X:0000 Y:0000 P:eNvMxdizC - Jump to Dark Wave Routine.
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$03/CC1B C9 20 CMP #$20 A:0020 X:0000 Y:0000 P:eNvMxdizc - Is it the Ancient Sword?
$03/CC1D D0 03 BNE $03 [$CC22] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC1F 4C FA E3 JMP $E3FA [$03:E3FA] A:0016 X:0000 Y:0000 P:envMxdiZC - Jump to Regen Routine
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$03/CC22 C9 3B CMP #$3B A:003B X:0000 Y:0000 P:eNvMxdizc - Is it the Silver Knife?
$03/CC24 D0 03 BNE $03 [$CC29] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC26 4C CC E1 JMP $E1CC [$03:E1CC] A:0016 X:0000 Y:0000 P:envMxdiZC - Jump to Steal Routine
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$03/CC29 C9 3F CMP #$3F A:003F X:0000 Y:0000 P:eNvMxdizc - Is it the Crystal Sword?
$03/CC2B D0 03 BNE $03 [$CC30] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to next Weapon Check.
$03/CC2D4C F0 E7 JMP $E7F0 [$03:E7F0] A:0016 X:0000 Y:0000 P:envMxdiZC - Jump to Focus Routine.
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$03/CC30 C9 46 CMP #$46 A:0046 X:0000 Y:0000 P:eNvMxdizc - Is it the Dummy Weapon?
$03/CC32 D0 08 BNE $08 [$CC3C] A:0016 X:0000 Y:0000 P:envMxdiZC - If not, branch to Sing
$03/CC34 A9 C5 LDA #$C5 A:0016 X:0000 Y:0000 P:envMxdiZC - Load Dark Wave Animation into A.
$03/CC36 8D C4 33 STA $33C4 [$7E:33C4] A:00C5 X:0000 Y:0000 P:eNvMxdizC - Store A in Audiovisual Code
$03/CC39 4C E9 E9 JMP $E9E9 [$03:E9E9] A:00C5 X:0000 Y:0000 P:eNvMxdizC - Jump to Dark Wave Routine
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$03/CC3C 4C 00 E9 JMP $E900 [$03:E900] A:0016 X:0000 Y:0000 P:eNvMxdizc - Jump to Sing Routine
$03/E34C A9 C8 LDA #$C8 A:0003 X:002C Y:0000 P:envMxdizc - Load C8 into A (Animation from Sing)
$03/E34E 8D C4 33 STA $33C4 [$7E:33C4] A:00C7 X:002C Y:0000 P:eNvMxdizc - Store it in Audiovisual Code
$03/E351 A9 FF LDA #$FF A:00C7 X:002C Y:0000 P:eNvMxdizc - Load FF into A (Targeting)
$03/E353 8D D3 26 STA $26D3 [$7E:26D3] A:00FF X:002C Y:0000 P:eNvMxdizc - Store A in Next Monster Target
$03/E356 AD D2 26 LDA $26D2 [$7E:26D2] A:00FF X:002C Y:0000 P:eNvMxdizc - Load Ability (or Item) ("Thrown" Weapon) from A
$03/E359 48 PHA A:002E X:002C Y:0000 P:envMxdizc - Push A for Later in the Routine
$03/E359 C9 2C CMP #$2C A:002C X:002C Y:0000 P:envMxdizc - Is it Middle?
$03/E35B D0 08 BNE $08 [$E365] A:002C X:002C Y:0000 P:envMxdiZC - If not, branch to next CMP.
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$03/E35D A9 9A LDA #$9A A:002E X:002C Y:0000 P:envMxdiZC - Load 9A (D.Breath) into A.
$03/E35F 8D D2 26 STA $26D2 [$7E:26D2] A:009A X:002C Y:0000 P:eNvMxdizC - Store A in next action to take.
$03/E362 20 3E CD JSR $CD3E [$03:CD3E] A:009A X:002C Y:0000 P:eNvMxdizC - Jump to Magic Routine
$03/E365 C9 2D CMP #$2D A:002D X:002C Y:0000 P:envMxdizC - Is it Long?
$03/E367 D0 08 BNE $08 [$E371] A:002E X:002C Y:0000 P:envMxdiZC - If not, branch to next CMP.
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$03/E369 A9 A3 LDA #$A3 A:002E X:002C Y:0000 P:envMxdiZC- - Load A3 (Heat Ray) into A.
$03/E36B 8D D2 26 STA $26D2 [$7E:26D2] A:00A3 X:002C Y:0000 P:eNvMxdizC - Store A in next action to take
$03/E36E 20 3E CD JSR $CD3E [$03:CD3E] A:00A3 X:002C Y:0000 P:eNvMxdizC - Jump to Magic Routine
$03/E371 C9 2E CMP #$2E A:002E X:002C Y:0000 P:envMxdizC - Is it Ninja?
$03/E373 D0 08 BNE $08 [$E37D] A:002E X:002C Y:0000 P:envMxdiZC - If not, branch to next CMP.
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$03/E375 A9 2F LDA #$2E A:002E X:002C Y:0000 P:envMxdiZC - Load 2E into A. (Group-Osmose, Shockingly works!)
$03/E377 8D D2 26 STA $26D2 [$7E:26D2] A:002E X:002C Y:0000 P:envMxdizC - Store A in Next action to take.
$03/E37A 20 3E CD JSR $CD3E [$03:CD3E] A:002E X:002C Y:0000 P:envMxdizC - Jump to Magic Routine
$03/E37D C9 2F CMP #$2F A:002F X:002C Y:0000 P:envMxdizC - Is it Muramasa?
$03/E37F D0 10 BNE $10 [$E391] A:002E X:002C Y:0000 P:envMxdiZC - If not, branch to next CMP
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$03/E381 9C D3 26 STZ $26D3 [$7E:26D3] A:002E X:002C Y:0000 P:envMxdiZC - Store Zero in Monster Targeting (To prevent override)
$03/E384 A9 F0 LDA #$F0 A:002E X:002C Y:0000 P:envMxdiZC - Load F0 into A (Target All Allies)
$03/E386 8D D4 26 STA $26D4 [$7E:26D4] A:00F0 X:002C Y:0000 P:eNvMxdizC - Store A in Ally Targets
$03/E389 A9 85 LDA #$85 A:00F0 X:002C Y:0000 P:eNvMxdizC - Load Absorb into A.
$03/E38B 8D D2 26 STA $26D2 [$7E:26D2] A:0085 X:002C Y:0000 P:eNvMxdizC - Store A in Next Action
$03/E38E 20 3E CD JSR $CD3E [$03:CD3E] A:0085 X:002C Y:0000 P:eNvMxdizC - Jump to Magic Routine
$03/E391 C9 30 CMP #$30 A:0030 X:002C Y:0000 P:eNvMxdizc - Is it Masamune?
$03/E393 D0 10 BNE $10 [$E3A5] A:002E X:002C Y:0000 P:envMxdiZC - If not, branch to next CMP.
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$03/E395 9C D3 26 STZ $26D3 [$7E:26D3] A:002E X:002C Y:0000 P:envMxdiZC - Store Zero in Monster Target (otherwise it takes precedence.)
$03/E398 A9 F0 LDA #$F0 A:002E X:002C Y:0000 P:envMxdiZC - Load F0 into A (Target All Allies.)
$03/E39A 8D D4 26 STA $26D4 [$7E:26D4] A:00F0 X:002C Y:0000 P:eNvMxdizC - Store A in Ally Targets.
$03/E39D A9 08 LDA #$08 A:00F0 X:002C Y:0000 P:eNvMxdizC - Load Fast into A.
$03/E39F 8D D2 26 STA $26D2 [$7E:26D2] A:0008 X:002C Y:0000 P:envMxdizC - Store A in Next Action to Take
$03/E3A2 20 3E CD JSR $CD3E [$03:CD3E] A:0008 X:002C Y:0000 P:envMxdizC - Jump to Magic Routine
$03/E3A6 C9 3E CMP #$3E A:00E0 X:0680 Y:001A P:eNvMxdizC - Is it Spoon?
$03/E3A8 D0 08 BNE $08 [$E3B2] A:003E X:0680 Y:001A P:envMxdiZC - If not, branch to RNG Routine.
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$03/E3AA A9 87 LDA #$87 A:003E X:0680 Y:001A P:envMxdiZC - Load Big Bang into A.
$03/E3AC 8D D2 26 STA $26D2 [$7E:26D2] A:0087 X:0680 Y:001A P:eNvMxdizC - Store A in Next Action to Take
$03/E3AF 20 3E CD JSR $CD3E [$03:CD3E] A:0087 X:0680 Y:001A P:eNvMxdizC - Load Magic Routine
$03/A664 B1 80 LDA ($80),y[$7E:321C] A:002E X:0000 Y:0002 P:envMxdizc - Load Item that is to be thrown into A.
$03/A666 3A DEC A A:0001 X:0000 Y:0002 P:envMxdizc - -1 to A.
$03/A667 91 80 STA ($80),y[$7E:321C] A:0000 X:0000 Y:0002 P:envMxdiZc - Store A in Thrown Item Quantity.
$03/E3B2 A2 01 00 LDX #$0001 A:00E0 X:0680 Y:001A P:eNvMxdizC - Load 0001 as lowest value in X
$03/E3B5 A9 64 LDA #$64 A:00E0 X:0001 Y:001A P:envMxdizC - Load 64 (100) as highest value in A.
$03/E3B7 20 79 83 JSR $8379 [$03:8379] A:0064 X:0001 Y:001A P:envMxdizC - RNG Routine
$03/E3BA C9 32 CMP #$32 A:0007 X:0000 Y:001A P:envMxdizc -Is it 50 or above?
$03/E3BC 90 09 BCC $09 [$E3C7] A:0032 X:0000 Y:001A P:envMxdiZC - If lower than 50 branch to 03E3C7.
$03/E3BE A9 01 LDA #$01 A:0032 X:0000 Y:001A P:envMxdiZC - Load 01 into A.
$03/E3C0 85 AA STA $AA [$00:00AA] A:0001 X:0000 Y:001A P:envMxdizC - Store A in AA (this gives you only +1 rather than whatever value AA had stored previously)
$03/E3C2 68 PLA A:0001 X:0000 Y:001A P:envMxdizC - Pull A from the start of the routine (The Item Number)
$03/E3C3 20 5A E2 JSR $E25A [$03:E25A] A:002E X:0000 Y:001A P:envMxdizC - Run Steal Routine - Item Acquisition Portion.
$03/E3C6 60 RTS A:001D X:001C Y:0007 P:envMxdizc - Return (though I could easily just make the last instruction be a "Jump" rather than a "JSR"
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$03/E3C7 68 PLA A:0006 X:0000 Y:001A P:eNvMxdizc - Pull A (Otherwise there are Major problems)
$03/E3C8 60 RTS A:002E X:0000 Y:001A P:envMxdizc - Return




