Very good finds LordGarmonde! I believe Chillyfeez actually located that missing piece a while back. The Trigger events for the Overworld are not in the editor yet, but Chillyfeez figured them out quite some time ago.
Good deal; thanks Grimoire! I think I found the post here:
http://slickproductions.org/forum/index.php?topic=1769.0 (Nice work Chillyfeez!)
I'll definitely make use of this. I had been thinking about reworking the ship at Fabul; or more specifically hijacking the event call for my own twisted means.

I was thinking instead of of physically boarding the ship instead setting things up so you go talk to Sheila and she gives you the Yes/No about leaving - and then from there having it load the ship/good bye scene - leaving the actual world map trigger free and clear. (Thoughts?) Of course I'll just need to remember to not have it removed by the event flag; I'm writing in the post now so I won't forget later!

I was going through some of the older posts (and how I missed that one from Chillyfeez: "the world may never know") and I've come to the conclusion that you & Chillyfeez are both black belts in Assembly. I was wondering if either of you (or anyone of course!) have any suggestions as to blank spots in the code that are good or bad for writing in a subroutine? The one I wrote for Mist (my first Assembly routine ever!) is as follows:
0000:FAD9 22 04 80 1D jsl 1D8004 (Originally jsl 15C6FA - replaced with my call)
-- My Code --
001D:8004 22 FA C6 15 jsl 15C6FA (First execute the original modification routine)
001D:8008 AD 81 12 lda 1281 (Check For Mist Flag)
001D:800B 29 40 and #40 ($1281 = 40 => Set)
001D:800D F0 0E beq 801D (If Yes - Execute my code, Else Return)
001D:800F A9 01 lda #01 (Load New Tile Value #01 Chosen for Testing)
001D:8011 8F D4 92 7F sta 7F92D4 (Overwrite address with new value)
001D:8015 8F D4 93 7F sta 7F93D4 (Overwrite address with new value)
001D:8019 8F D4 94 7F sta 7F94D4 (Overwrite address with new value)
001D:801D 6B rtl (Return Long)
So as you can see it replaces the original subroutine call with one way out in the middle of nowhere - then runs the code as originally written after which my changes are tacked on. As expected there was a slight delay when called - it's quite the trip - but it does its job. I haven't gone into the ROM too much to see where the dead-zones are but I'm happy to hear anything y'all have to tell me. My ambition (bar set high for me) is to strip equipment before character departure; in my mind at least I feel it may be frustrating to play a hack that changes the character line up as well as the joining/leaving times. But that's probably a ways off; there are other things to explore in the meantime. Until then let me say looking back at some of your earlier posts: you guys are good!
