All of those 2000 RAM addresses are not the 2000s we usually deal with.
Above 1FFF, that "7E" actually means something. There's a whole bunch of RAM (at least 00:2000 to 00:4300) that we aren't able to view in Geiger's. The math registers are in the 4200s. I think the 2000s are used in graphics processing (because I'm pretty sure I've seen them used in spell visuals). But we'd likely need the help of someone with more knowledge of how the SNES actually works to fully decipher what's going on here.
Still, like you said, maybe some more will come to light the more you look into these. I'd be interested in seeing how this compares to, say, the Enterprise-Falcon chase sequence.
Hey, I just made my "mark of the beast" post. 
Just 111 to go til I hit the jackpot!
That makes a lot more sense Chillyfeez, thanks for the clarification.
Well as expected a Visual Effect in a map turned out to be a Lot simpler than the mess of World Map events... the Bomb Ring event had some wonderful information as well as some (I believe anyhow) unused effect sprites!

There was a lot of wonderful information in here and I *think* I decoded all of the important bits.
Visual Effect 03 - Bomb Ring Activation.
$00/D711 64 AD STZ $AD [$00:06AD] A:00D7 X:0004 Y:0002 P:eNvMxdizc - Store Zero in 06AD.
$00/D713 A2 00 00 LDX #$0000 A:00D7 X:0004 Y:0002 P:eNvMxdizc - Load 0000 into X. (Distance of how far the Bombs should start from the center of the screen.)
$00/D716 8E FB 06 STX $06FB [$00:06FB] A:00D7 X:0000 Y:0002 P:envMxdiZc - Store X in 06FB
$00/D719 86 24 STX $24 [$00:0624] A:00D7 X:0000 Y:0002 P:envMxdiZc - Store X in 0624.
$00/D71B A9 C4 LDA #$C4 A:00D7 X:0000 Y:0002 P:envMxdiZc - Load SPRITE!! into A.
$00/D71D 85 8F STA $8F [$00:068F] A:00C4 X:0000 Y:0002 P:eNvMxdizc - Store A in 068F
$00/D71F A9 08 LDA #$08 A:00C4 X:0000 Y:0002 P:eNvMxdizc - Load Number of Sprites to display into A. (To the game's credit it can load 255 of these things!)
$00/D721 85 90 STA $90 [$00:0690] A:0008 X:0000 Y:0002 P:envMxdizc - Store A in 0690.
$00/D723 A9 39 LDA #$39 A:0008 X:0000 Y:0002 P:envMxdizc - Load (A Lot read below on 0691)
$00/D725 85 91 STA $91 [$00:0691] A:0039 X:0000 Y:0002 P:envMxdizc - Store A in 0691.
$00/D727 20 1E 8F JSR $8F1E [$00:8F1E] A:0039 X:0000 Y:0002 P:envMxdizc - Jump to Subroutine (am not touching that)
$00/D72A 20 99 D7 JSR $D799 [$00:D799] A:0000 X:0070 Y:001C P:envMxdizc -
$00/D72D C2 20 REP #$20 A:0008 X:0070 Y:001C P:envMxdiZC - Reset Processor Status
$00/D72F AD FB 06 LDA $06FB [$00:06FB] A:0008 X:0070 Y:001C P:envmxdiZC - Load A from 06FB (0000 from above)
$00/D732 1A INC A A:0000 X:0070 Y:001C P:envmxdiZC - +1 to A.
$00/D733 8D FB 06 STA $06FB [$00:06FB] A:0001 X:0070 Y:001C P:envmxdizC - Store it back.
$00/D736 A5 24 LDA $24 [$00:0624] A:0001 X:0070 Y:001C P:envmxdizC - Load A from 0624
$00/D738 1A INC A A:0000 X:0070 Y:001C P:envmxdiZC - +1 A
$00/D739 85 24 STA $24 [$00:0624] A:0001 X:0070 Y:001C P:envmxdizC - Store it Back
$00/D73B 4A LSR A A:0001 X:0070 Y:001C P:envmxdizC - /2
$00/D73C 4A LSR A A:0000 X:0070 Y:001C P:envmxdiZC - /2
$00/D73D 29 FF 00 AND #$00FF A:0000 X:0070 Y:001C P:envmxdiZc - Get rid of all bits?
$00/D740 E2 20 SEP #$20 A:0000 X:0070 Y:001C P:envmxdiZc - Set Processor to 20.
$00/D742 85 AD STA $AD [$00:06AD] A:0000 X:0070 Y:001C P:envMxdiZc - Store A in 06AD.
$00/D744 C9 5F CMP #$5F A:0000 X:0070 Y:001C P:envMxdiZc - Is it 5F? (How long the Visual Effect will play) (Interestingly if you let it play until FF the bombs will converge back to the middle)
$00/D746 F0 03 BEQ $03 [$D74B] A:0000 X:0070 Y:001C P:eNvMxdizc - If so, branch to D74B.
$00/D748 4C 27 D7 JMP $D727 [$00:D727] A:0000 X:0070 Y:001C P:eNvMxdizc - Loop back to JSR.
----------------------------------------------------------------------------------------------
$00/D74B 4C D3 E0 JMP $E0D3 [$00:E0D3] A:00FF X:0073 Y:001C P:envMxdiZC - Jump to rest of routine.Visual Effect 03 -
Sprites... (Bizarrely there are no real valid entries until C0)
C0- Healing Sparkles
C2- Healing Sparkles (Slightly different looking)
C4- Bombs
C6- Nothing
C8- Unused circling fireball effect?
CA- Definitely unused, pretty cool looking Orb Effect!
(All the rest look like explosions, that don't fit into this sprite space.)
Theory time! The Sparkles were meant to be used to symbolize White Magic, The Fireballs were meant to symbolize Black Magic and the Orbs were meant to symbolize Summon Orbs on the map.
0691 Matter
This is a very interesting byte. This decides what Layer the Visual Effect will appear on, what palette the visual effect will have, and what direction the visual effect is facing.
NOTE: For some reason it Has to be set to Odd values only, or it will have the wrong graphics.
Layer Appearances (Every 40 it repeats)
0X - Layer 2 Only
1X - Layer 2 Only
2X - Will be hidden by walk-behind tiles.
3X - Appear above all Layers.
Palettes (To my untrained Eye...)
X1 - Bluish, Whitish, Black, Red
X3 - Bluish, Greenish, Black, Orange
x5 - Whitish, Purplish, Black, Maroon?
x7 - Yellow, Green, Black, Orange
x9 - Orange, Pink, Red, Black, White (Default Bomb Color)
xB - Brown, Light Blue, Blue, Black, White (Ballon's Colors)
xD - Brown, Light Purple, Purple, Black, White (Grenade's Colors)
xF - Blue, Green, Black, Yellow
Directional Facings
01-3F Right
40-7F Left
80-BF Up
C0-FF Down
And there you have it! So much, in just one byte. Something tells me that this is probably already known and how NPC's probably look, graphically.
You're almost there Chillyfeez! A shame we don't have sprites back yet.


Effect 04 - Damcyan Being Bombed 00D36E
$00/D36E A9 04 LDA #$04 A:00D3 X:0006 Y:0002 P:eNvMxdizc - Load 04 into A.
$00/D370 8D CD 0A STA $0ACD [$00:0ACD] A:0004 X:0006 Y:0002 P:envMxdizc - Store A in 0ACD.
$00/D373 9C CE 0A STZ $0ACE [$00:0ACE] A:0004 X:0006 Y:0002 P:envMxdizc - Store 00 in 0ACE.
$00/D376 20 ED DD JSR $DDED [$00:DDED] A:0004 X:0006 Y:0002 P:envMxdizc - Jump to Subroutine
$00/D379 A2 00 00 LDX #$0000 A:00FC X:0040 Y:0090 P:envMxdiZC
$00/D37C A9 FF LDA #$FF A:00FC X:0000 Y:0090 P:envMxdiZC - Load FF into A.
$00/D37E 9D 6D 0A STA $0A6D,x[$00:0A6D] A:00FF X:0000 Y:0090 P:eNvMxdizC - Store A in 0A6D.
$00/D381 E8 INX A:00FF X:0000 Y:0090 P:eNvMxdizC - X +4
$00/D382 E8 INX A:00FF X:0001 Y:0090 P:envMxdizC
$00/D383 E8 INX A:00FF X:0002 Y:0090 P:envMxdizC
$00/D384 E8 INX A:00FF X:0003 Y:0090 P:envMxdizC
$00/D385 E0 60 00 CPX #$0060 A:00FF X:0004 Y:0090 P:envMxdizC - Has it done this loop 18 times?
$00/D388 D0 F4 BNE $F4 [$D37E] A:00FF X:0004 Y:0090 P:eNvMxdizc - If not, loop back.
-----------------------------------------
$00/D38A A9 3E LDA #$3E A:00FF X:0060 Y:0090 P:envMxdiZC - Load 3E into A.
$00/D38C 20 62 E5 JSR $E562 [$00:E562] A:003E X:0060 Y:0090 P:envMxdizC - Jump to Sound Routine
$00/D38F A2 00 01 LDX #$0100 A:0001 X:0060 Y:0090 P:envMxdiZC - Load 0100 into X. (Seemingly amount of times Damcyan is bombed... in repeated sequence not very valid to change though.)
$00/D392 86 2C STX $2C [$00:062C] A:0001 X:0100 Y:0090 P:envMxdizC - Store X in 062C.
$00/D394 A2 10 00 LDX #$0010 A:0001 X:0100 Y:0090 P:envMxdizC - Load 0010 into X. (Position of Red Wings on X Axis)
$00/D397 86 2E STX $2E [$00:062E] A:0001 X:0010 Y:0090 P:envMxdizC - Store X in 062E.
$00/D399 20 2D 8F JSR $8F2D [$00:8F2D] A:0001 X:0010 Y:0090 P:envMxdizC - Jump to Subroutine
$00/D39C 20 59 8F JSR $8F59 [$00:8F59] A:0000 X:001E Y:0000 P:envMxdiZC - Jump to Subroutine
$00/D39F 20 A2 92 JSR $92A2 [$00:92A2] A:00F0 X:0020 Y:0000 P:envMxdiZC -
$00/D3A4 38 SEC A:0010 X:0008 Y:0000 P:envMxdizC - Set Carry Flag
$00/D3A5 E9 10 SBC #$10 A:0010 X:0008 Y:0000 P:envMxdizC - Subtract 10 from A.
$00/D3A7 22 0B C5 15 JSL $15C50B[$15:C50B] A:0000 X:0008 Y:0000 P:envMxdiZC - Jump to Subroutine Long
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~```
15/C50B 29 FE AND #$FE A:0000 X:0008 Y:0000 P:envMxdiZC - Get rid of all but 01.
$15/C50D AA TAX A:0000 X:0008 Y:0000 P:envMxdiZC - Transfer A to X.
$15/C50E AD 00 17 LDA $1700 [$00:1700] A:0000 X:0000 Y:0000 P:envMxdiZC - Load World Index.
$15/C511 D0 16 BNE $16 [$C529] A:0000 X:0000 Y:0000 P:envMxdiZC - If not 00, branch.
$15/C513 C2 20 REP #$20 A:0000 X:0000 Y:0000 P:envMxdiZC - Reset Processor Status.
$15/C515 BF B7 C6 15 LDA $15C6B7,x[$15:C6B7] A:0000 X:0000 Y:0000 P:envmxdiZC - Load A from There.
$15/C519 8D 25 0D STA $0D25 [$00:0D25] A:6520 X:0000 Y:0000 P:envmxdizC - Store A in 0D25.
$15/C51C BF C9 C6 15 LDA $15C6C9,x[$15:C6C9] A:6520 X:0000 Y:0000 P:envmxdizC - Load A from That.
$15/C520 8D 29 0D STA $0D29 [$00:0D29] A:2460 X:0000 Y:0000 P:envmxdizC - Store A in 0D29.
$15/C523 A9 00 00 LDA #$0000 A:2460 X:0000 Y:0000 P:envmxdizC - Load 0000 into A.
$15/C526 E2 20 SEP #$20 A:0000 X:0000 Y:0000 P:envmxdiZC - Set Processor Status to 20.
$15/C528 6B RTL A:0000 X:0000 Y:0000 P:envMxdiZC - Return
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$00/D3AB AD 7A 06 LDA $067A [$00:067A] A:0000 X:0000 Y:0000 P:envMxdiZC - Load A from 067A.
$00/D3AE 29 03 AND #$03 A:00D4 X:0000 Y:0000 P:eNvMxdizC - Get rid of all but 01 and 02.
$00/D3B0 D0 E7 BNE $E7 [$D399] A:0000 X:0000 Y:0000 P:envMxdiZC - If 00 loop back.
-----------------------------------------------------------------------
$00/D3B2 A5 AD LDA $AD [$00:06AD] A:0000 X:0000 Y:0000 P:envMxdiZC - Load A from 06AD.
$00/D3B4 1A INC A A:0010 X:0000 Y:0000 P:envMxdizC - +1 to A.
$00/D3B5 85 AD STA $AD [$00:06AD] A:0011 X:0000 Y:0000 P:envMxdizC - Store A from in 06AD.
$00/D3B7 C9 20 CMP #$20 A:0011 X:0000 Y:0000 P:envMxdizC - Has it gone through 20 times? (This is actually how high off the ground the event takes place. The default is 11. Too low and the graphics bug out. Too high and the same.)
$00/D3B9 D0 DE BNE $DE [$D399] A:0011 X:0000 Y:0000 P:eNvMxdizc - If not branch All the way back.
$00/D3BB 20 2D 8F JSR $8F2D [$00:8F2D] A:0020 X:000E Y:0000 P:envMxdiZC - Movement Subroutine
$00/D3BE 20 D0 D4 JSR $D4D0 [$00:D4D0] A:0000 X:001E Y:0000 P:envMxdiZC - Subroutine
$00/D3C1 20 77 8F JSR $8F77 [$00:8F77] A:0000 X:001E Y:0000 P:eNvMxdizc -
$00/D3C4 20 47 DF JSR $DF47 [$00:DF47] A:00F0 X:0020 Y:0000 P:envMxdiZC -
$00/D3C7 64 79 STZ $79 [$00:0679] A:00AA X:0010 Y:0000 P:envMxdiZC - Store Zero in 679.
$00/D3C9 A5 79 LDA $79 [$00:0679] A:00AA X:0010 Y:0000 P:envMxdiZC - Load A from 679.
$00/D3CB 0A ASL A A:0000 X:0010 Y:0000 P:envMxdiZC - x2 A
$00/D3CC A8 TAY A:0000 X:0010 Y:0000 P:envMxdiZc - Transfer A to Y.
$00/D3CD C2 20 REP #$20 A:0000 X:0010 Y:0000 P:envMxdiZc - Reset Processor Status
$00/D3CF A5 2C LDA $2C [$00:062C] A:0000 X:0010 Y:0000 P:envmxdiZc - Load A from 62C.
$00/D3D1 18 CLC A:0100 X:0010 Y:0000 P:envmxdizc - Clear Carry Flag
$00/D3D2 79 11 D5 ADC $D511,y[$00:D511] A:0100 X:0010 Y:0000 P:envmxdizc - Add the value from D511 into A. (The X location of the Top Ship) (Read section on Ship Locations)
$00/D3D5 85 0C STA $0C [$00:060C] A:0110 X:0010 Y:0000 P:envmxdizc - Store A in 60C.
$00/D3D7 A5 2E LDA $2E [$00:062E] A:0110 X:0010 Y:0000 P:envmxdizc - Load A from 2E.
$00/D3D9 18 CLC A:0010 X:0010 Y:0000 P:envmxdizc - Clear Carry Flag.
$00/D3DA 79 17 D5 ADC $D517,y[$00:D517] A:0010 X:0010 Y:0000 P:envmxdizc - Add the value from D517 into A. (The Y location of the Top Ship)
$00/D3DD 85 0E STA $0E [$00:060E] A:0020 X:0010 Y:0000 P:envmxdizc - Store A in 060E.
$00/D3DF A5 79 LDA $79 [$00:0679] A:0020 X:0010 Y:0000 P:envmxdizc - Load A from 679.
$00/D3E1 29 FF 00 AND #$00FF A:1100 X:0010 Y:0000 P:envmxdizc - Clear it.
$00/D3E4 0A ASL A A:0000 X:0010 Y:0000 P:envmxdiZc - x2 A.
$00/D3E5 0A ASL A A:0000 X:0010 Y:0000 P:envmxdiZc - x2 A
$00/D3E6 0A ASL A A:0000 X:0010 Y:0000 P:envmxdiZc - x2 A.
$00/D3E7 0A ASL A A:0000 X:0010 Y:0000 P:envmxdiZc - x2 A.
$00/D3E8 09 00 01 ORA #$0100 A:0000 X:0010 Y:0000 P:envmxdiZc - Add 0100 if applicable.
$00/D3EB A8 TAY A:0100 X:0010 Y:0000 P:envmxdizc - Transfer A to Y.
$00/D3EC A9 00 00 LDA #$0000 A:0100 X:0010 Y:0100 P:envmxdizc - Load 0000 into A.
$00/D3EF E2 20 SEP #$20 A:0000 X:0010 Y:0100 P:envmxdiZc - Set Processor Status into A.
$00/D3F1 A9 1C LDA #$1C A:0000 X:0010 Y:0100 P:envMxdiZc - Load 1C into A. (Palette used)
$00/D3F3 85 91 STA $91 [$00:0691] A:001C X:0010 Y:0100 P:envMxdizc - Store A 0691.
$00/D3F5 A9 78 LDA #$78 A:001C X:0010 Y:0100 P:envMxdizc - Load 78 into A. (Finally Real True Sprites!!)
$00/D3F7 85 8F STA $8F [$00:068F] A:0078 X:0010 Y:0100 P:envMxdizc - Store A 68F.
$00/D3F9 A9 60 LDA #$60 A:0078 X:0010 Y:0100 P:envMxdizc - Load 60 into A (The way the ships are facing)
$00/D3FB 85 92 STA $92 [$00:0692] A:0060 X:0010 Y:0100 P:envMxdizc - Store A in 0692.
$00/D3FD 20 3C DD JSR $DD3C [$00:DD3C] A:0060 X:0010 Y:0100 P:envMxdizc - Jump to Subroutine.
$00/D400 E6 79 INC $79 [$00:0679] A:0000 X:0070 Y:0110 P:enVMxdiZc - +1 to 679.
$00/D402 A5 79 LDA $79 [$00:0679] A:0000 X:0070 Y:0110 P:enVMxdizc - Load A from 679.
$00/D404 C9 03 CMP #$03 A:0001 X:0070 Y:0110 P:enVMxdizc - Has this repeated 3 times? (How many times the game should draw the sprites. You can put a fair amount of Airships in the sky! Not 255 Though.)
$00/D406 D0 C1 BNE $C1 [$D3C9] A:0001 X:0070 Y:0110 P:eNVMxdizc - If not loop far back. (The way to draw sprites on screen must be within that code from C9 to here.)
----------------------------------------------------
There is a Lot that was found here, but it's a very long routine and I'm only halfway through it, if not less. But I did figure out the way the ships are drawn on screen (but not their animations I imagine that would come later). I may leave that be for the moment and just move on to more map-based visual effects.

Or not...
Effect 05 - Rydia Battle 00D2D3
$00/D2D3 A9 EC LDA #$EC A:00D2 X:0008 Y:0002 P:eNvMxdizc - Load EC (Rydia Formation) into A.
$00/D2D5 8D 00 18 STA $1800 [$00:1800] A:00EC X:0008 Y:0002 P:eNvMxdizc - Store A in Encounter Index.
$00/D2D8 9C 01 18 STZ $1801 [$00:1801] A:00EC X:0008 Y:0002 P:eNvMxdizc - Store Zero in World Encounter Byte.
$00/D2DB AD DB 0F LDA $0FDB [$00:0FDB] A:00EC X:0008 Y:0002 P:eNvMxdizc - Load A from 0FDB.
$00/D2DE 29 8F AND #$8F A:0000 X:0008 Y:0002 P:envMxdiZc - Get rid of all 1,2,3,4,8,80.
$00/D2E0 8D 02 18 STA $1802 [$00:1802] A:0000 X:0008 Y:0002 P:envMxdiZc - Store A in 1802 (Battle background).
$00/D2E3 20 F8 86 JSR $86F8 [$00:86F8] A:0000 X:0008 Y:0002 P:envMxdiZc- Battle Transition Subroutine?
-----------------------------------The mountains of Mist rising----------------------------------------
$00/D2E6 20 35 8B JSR $8B35 [$00:8B35] A:000C X:0030 Y:0020 P:envMxdiZC - Subroutine
$00/D2E9 22 E5 C8 15 JSL $15C8E5[$15:C8E5] A:0085 X:0030 Y:0020 P:envMxdiZC -
00/D2ED AE 06 17 LDX $1706 [$00:1706] A:00FF X:0030 Y:0020 P:eNvMxdizC - Load X from Location Data.
$00/D2F0 DA PHX A:00FF X:0617 Y:0020 P:envMxdizC - Push X onto Stack.
$00/D2F1 A2 63 77 LDX #$7763 A:00FF X:0617 Y:0020 P:envMxdizC - Load 7763 into X. (X and Y of the visual effect on the World Map.)
$00/D2F4 8E 06 17 STX $1706 [$00:1706] A:00FF X:7763 Y:0020 P:envMxdizC - Store X in 1706.
$00/D2F7 9C 00 17 STZ $1700 [$00:1700] A:00FF X:7763 Y:0020 P:envMxdizC - Store Zero in 1700.
$00/D2FA 20 02 85 JSR $8502 [$00:8502] A:00FF X:7763 Y:0020 P:envMxdizC - Subroutine
$00/D2FD A9 20 LDA #$20 A:007F X:5A00 Y:0080 P:envMxdIzc - Load Camera distance into A (10 is default for World Map)
$00/D2FF 85 AD STA $AD [$00:06AD] A:0020 X:5A00 Y:0080 P:envMxdIzc - Store in 06AD
$00/D301 A9 81 LDA #$81 A:0020 X:5A00 Y:0080 P:envMxdIzc - Load 81 into A.
$00/D303 8D 00 42 STA $4200 [$00:4200] A:0081 X:5A00 Y:0080 P:eNvMxdIzc - Store A in 4200.
$00/D306 A9 03 LDA #$03 A:0081 X:5A00 Y:0080 P:eNvMxdIzc - Load 03 into A.
$00/D308 20 92 8B JSR $8B92 [$00:8B92] A:0003 X:5A00 Y:0080 P:envMxdIzc - Subroutine
$00/D30B A2 40 00 LDX #$0040 A:0010 X:5A00 Y:0080 P:envMxdIzC - Load 0040 into X. (Amount of time for the quakes to begin.)
$00/D30E 20 56 DF JSR $DF56 [$00:DF56] A:0010 X:0040 Y:0080 P:envMxdIzC - Jump to Subroutine.
$00/D311 A9 01 LDA #$01 A:0000 X:0000 Y:0080 P:envMxdIZC - Load 01 into A,
$00/D313 85 E3 STA $E3 [$00:06E3] A:0001 X:0000 Y:0080 P:envMxdIzC - Store A in 06E3.
$00/D315 A9 20 LDA #$20 A:0001 X:0000 Y:0080 P:envMxdIzC - Load 20 into A.
$00/D317 8D CF 0A STA $0ACF [$00:0ACF] A:0020 X:0000 Y:0080 P:envMxdIzC - Store A in 0ACF.
$00/D31A A9 02 LDA #$02 A:0020 X:0000 Y:0080 P:envMxdIzC - Load 02 into A. (Amount of quake sprites around the screen X.)
$00/D31C 8D D0 0A STA $0AD0 [$00:0AD0] A:0002 X:0000 Y:0080 P:envMxdIzC - Store A 0AD0
$00/D31F A9 03 LDA #$03 A:0002 X:0000 Y:0080 P:envMxdIzC - Load 03 into A. (Amount of Quake Sprites around the screen Y.)
$00/D321 8D D1 0A STA $0AD1 [$00:0AD1] A:0003 X:0000 Y:0080 P:envMxdIzC - Store A in 0AD1.
$00/D324 A2 70 70 LDX #$7070 A:0003 X:0000 Y:0080 P:envMxdIzC - Load 7070 into X. (Location on Screen to hit with quake sprites)
$00/D327 8E D4 0A STX $0AD4 [$00:0AD4] A:0003 X:7070 Y:0080 P:envMxdIzC - Store X in 0AD4.
$00/D32A A2 40 00 LDX #$0040 A:0003 X:7070 Y:0080 P:envMxdIzC - Load 0040 into X. (Amount of time for the Visual Effect to continue to play)
$00/D32D 8E D2 0A STX $0AD2 [$00:0AD2] A:0003 X:0040 Y:0080 P:envMxdIzC - Store X in 0AD2.
$00/D330 9C CD 0A STZ $0ACD [$00:0ACD] A:0003 X:0040 Y:0080 P:envMxdIzC - Store 00 in 0ACD.
$00/D333 A9 02 LDA #$02 A:0003 X:0040 Y:0080 P:envMxdIzC - Load 02 into A. (Sprite configuration?)
$00/D335 8D CE 0A STA $0ACE [$00:0ACE] A:0002 X:0040 Y:0080 P:envMxdIzC - Store A 0ACE.
$00/D338 A9 42 LDA #$42 A:0002 X:0040 Y:0080 P:envMxdIzC - Load 42 into A. (Song to play while Visual Effect occurs)
$00/D33A 8D 01 1E STA $1E01 [$00:1E01] A:0042 X:0040 Y:0080 P:envMxdIzC - Store A in 1E01.
$00/D33D A9 01 LDA #$01 A:0042 X:0040 Y:0080 P:envMxdIzC - Load 01 into A. (Sound effect to play at start)
$00/D33F 8D 00 1E STA $1E00 [$00:1E00] A:0001 X:0040 Y:0080 P:envMxdIzC - Store A in 1E00
$00/D342 22 04 80 04 JSL $048004[$04:8004] A:0001 X:0040 Y:0080 P:envMxdIzC - Subroutine
$00/D346 20 ED DD JSR $DDED [$00:DDED] A:0001 X:0040 Y:0080 P:envMxdIZC -
$00/D349 20 2D 8F JSR $8F2D [$00:8F2D] A:00FC X:0040 Y:0010 P:envMxdIZC - Movement Routine
$00/D34C 20 2F DE JSR $DE2F [$00:DE2F] A:0000 X:001E Y:0000 P:envMxdIZC
$00/D34F AE D2 0A LDX $0AD2 [$00:0AD2] A:0001 X:001C Y:0000 P:envMxdIzC - Load X from 0AD2.
$00/D352 E0 10 00 CPX #$0010 A:0001 X:0040 Y:0000 P:envMxdIzC - Has it looped...?
$00/D355 B0 07 BCS $07 [$D35E] A:0001 X:0040 Y:0000 P:envMxdIzC - - If not branch elsewhere
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$00/D35E AE D2 0A LDX $0AD2 [$00:0AD2] A:0001 X:0040 Y:0000 P:envMxdIzC - Load X from 0AD2
$00/D361 D0 E6 BNE $E6 [$D349] A:0001 X:0040 Y:0000 P:envMxdIzC - Loop back if not 00.
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$00/D364 8E 06 17 STX $1706 [$00:1706] A:0085 X:0617 Y:0080 P:envMxdIzc - Store X in 1706.
$00/D367 64 E3 STZ $E3 [$00:06E3] A:0085 X:0617 Y:0080 P:envMxdIzc - Store Zero in 06E3.
$00/D369 64 80 STZ $80 [$00:0680] A:0085 X:0617 Y:0080 P:envMxdIzc - Store Zero in 0080.
$00/D36B 4C D3 E0 JMP $E0D3 [$00:E0D3] A:0085 X:0617 Y:0080 P:envMxdIzc - Go to Rest of Routine.