Finally after hours of searching I located where the game in a default sense stores Weapon Info. in LoROM and draws it into RAM once battle begins!
This is excellent. Every other attempt to set up a semblance of sense with my Magic Weapons Routines failed Miserably, but now I have a firm starting point and an end point, with this I should even be able to improve my Sing-Harp Dependent. I just need to take the default Magic Weapon Routine as seen...
$03/EBDE BF 70 90 0F LDA $0F9070,x[$0F:9077] A:0007 X:0007 Y:0000 P:envMxdizc - Load A from 0F9070+X. (Spell's Power as designated by weapon)
$03/EBE2 8D EC 38 STA $38EC [$7E:38EC] A:0001 X:0007 Y:0000 P:envMxdizc - Store A in 7E38EC. - Store A in Spell Power.
$03/EBE5 EE EB 38 INC $38EB [$7E:38EB] A:0001 X:0007 Y:0000 P:envMxdizc - +1 to 7E38EB. - +1 to Ignore Accuracy. (Thereby ignoring the accuracy of the weapon spell)
$03/EBE8 A0 03 00 LDY #$0003 A:0001 X:0007 Y:0000 P:envMxdizc - Load 0003 into Y. (To get to the Spell)
$03/EBEB B1 80 LDA ($80),y[$7E:32E9] A:0001 X:0007 Y:0003 P:envMxdizc - Load A from Character's Hand Data - Spell.
$03/EBED 8D D2 26 STA $26D2 [$7E:26D2] A:0048 X:0007 Y:0003 P:envMxdizc - Store A in 7E26D2.
$03/EBF0 80 03 BRA $03 [$EBF5] A:0048 X:0007 Y:0003 P:envMxdizc - Branch to 03EBF5.
------------------------------------------------------------------------------------------------------------------------------------
$03/EBF2 EE 2A 35 INC $352A [$7E:352A] A:0000 X:0002 Y:0000 P:envMxdiZC - +1 to 7E352A.
$03/EBF5 20 3E CD JSR $CD3E [$03:CD3E] A:0000 X:0002 Y:0000 P:envMxdizC - Jump to Subroutine (Magic Call)
$03/EBFB F0 03 BEQ $03 [$EC00] A:0000 X:0680 Y:001A P:envMxdiZC - Branch if 00 to EC00.
Here. This accomplishes in roughly 30 (hex) bytes what it took me nearly double that to figure out. This is something I should have been looking at from the start. How to set it up is very simple when this is used as a template. Ignoring pointers, and all of that sorry business, all this formula will need to do this...
Check for character's handedness.
----------------------------------
If Right Hand - Read Character's Weapon
If 00 Return
-------------------------------
Reset Processor Status (Allows A to read two bytes)
Load Character's Weapon (+x to reach left hand)
LSR x3 = (Equals 8 times its value, lucky for us this section of rom stores items in 8 byte values!)
Add +03 to A
Transfer A to X
Load Address 0F9100+X (To reach Weapon Spell) into A
Store A in Next Action to take
Set Processor Status
Jump to Magic Routine.
-----------------------------------
If Left Handed read Weapon Number.
If it is 00 Return
------------------------------------
branch to LSR routine above.
And this idea worked flawlessly! The code is so much cleaner and compact that I should be able to add a Slot Check to my previous Sing-Harp Dependent code.
It is late, tomorrow I have school, but I will leave you with a picture of my success...


Once I stopped looking for Pointers everything fell right into place. Expect a Weapon Magic Activates with Attack Patch tomorrow!