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03:D3CF 4C 1C D4 JMP $D41C
03:D3CF 4C 26 D4 JMP $D426
03:DD4E AD 09 27 LDA $2709
03:DD51 8D 45 39 STA $3945
03:DD54 AD 0A 27 LDA $270A
03:DD57 8D 46 39 STA $3946
03:DD5A A2 0A 00 LDX #$000A
AE 09 27 LDX $2709
8E 45 39 STX $3945
AD 9D 28 LDA $289D
AA TAX
Then I think that leaves 5 bytes of extra room, so fill with no-ops? (EA)
Hey, avalanche... I have a quandary you might be able to help with, if you're so inclined...
Somehow, in my project, I seem to have accidentally altered the palette for the visual effect where the moon flies off away from earth (normally part of the ending, but in my hack it's part of the opening events) the visual effect was playing fine for most of the time I've been working on it, but I've been play testing the past week, and the change is noticeable. And horrible.
Now, I know that in most cases, the palettes the game uses are loaded into RAM at 00:0CDB, but I've toyed around with all of the data there to no avail. I've also looked through ALL of the rest of RAM and can't seem to find anything else that looks like a palette. I am therefore unable to trace back to the location in ROM of the palette(s) for this visual effect.
So... Any thoughts? If you happen to know where the palette is in ROM, well, that would be fantastic. If not, any idea where in RAM the elusive palette(s) might be loaded?

Doing the best I can. There are some graphical oddities in the Ice Mines currently though. They're using the Feymarch/Sylvan tileset with a blue/white palette but for some reason it looks fine in FF4kster but in the actual game the walls glow red. Also the palette of the battle background is green like the Sylvan cave... is there a way to change that but still have the Feymarch and Sylvan caves keep their colors?
Hah! I was completely unaware. Good find indeed Avalanche.