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$01/A731 C2 20 REP #$20 A:A731 X:A654 Y:A100 P:eNvMxdIzc - Reset Processor Status
$01/A733 A0 09 00 LDY #$0009 A:A731 X:A654 Y:A100 P:eNvmxdIzc - Load 0009 into Y (How the game gets to HP, can be altered to any stat)
$01/A736 B1 60 LDA ($60),y[$7E:1009] A:A731 X:A654 Y:0009 P:envmxdIzc - Load Chosen Character's Max HP byte into A.
$01/A738 18 CLC A:00C8 X:A654 Y:0009 P:envmxdIzc - Clear Carry Flag.
$01/A739 69 64 00 ADC #$0064 A:00C8 X:A654 Y:0009 P:envmxdIzc - Add 64 (100) into A.
$01/A73C C9 0F 27 CMP #$270F A:012C X:A654 Y:0009 P:envmxdIzc - Is it 9999?
$01/A73F 90 03 BCC $03 [$A744] A:012C X:A654 Y:0009 P:eNvmxdIzc - If less than 9999 branch to 01A744
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$01/A741 A9 0F 27 LDA #$270F A:2773 X:A654 Y:0009 P:envmxdIzC - Then make it 9999.
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$01/A744 91 60 STA ($60),y[$7E:1009] A:012C X:A654 Y:0009 P:eNvmxdIzc - Store the new HP in chosen value as chosen by Y above (in this case 0009).
$01/A746 E2 20 SEP #$20 A:012C X:A654 Y:0009 P:eNvmxdIzc - Set Processor to 20
$01/A748 4C 60 87 JMP $8760 [$01:8760] A:00FA X:A654 Y:0009 P:eNvMxdIzc - Jump Elsewhere.
$01/A74B C2 20 REP #$20 A:A74B X:A654 Y:A100 P:eNvMxdIzc - Reset Processor Status.
$01/A74D A0 09 00 LDY #$0009 A:A74B X:A654 Y:A100 P:eNvmxdIzc - Load 0009 into Y (to reach Max HP)
$01/A750 B1 60 LDA ($60),y[$7E:1009] A:A74B X:A654 Y:0009 P:envmxdIzc - Load Chosen Character's Max HP into A.
$01/A752 18 CLC A:00C8 X:A654 Y:0009 P:envmxdIzc - Clear Carry Flag.
$01/A753 69 32 00 ADC #$0032 A:00C8 X:A654 Y:0009 P:envmxdIzc - Add 32 (50) to Max HP.
$01/A756 80 E4 BRA $E4 [$A73C] A:00FA X:A654 Y:0009 P:envmxdIzc - Loop back to 01A73C (this is above, but is important to cover regardless)
$01/A73C C9 0F 27 CMP #$270F A:00FA X:A654 Y:0009 P:envmxdIzc - Is it 9999?
$01/A73F 90 03 BCC $03 [$A744] A:00FA X:A654 Y:0009 P:eNvmxdIzc - If 9999 or less branch to 01A744.
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$01/A741 A9 0F 27 LDA #$270F A:2773 X:A654 Y:0009 P:envmxdIzC - Then make it 9999.
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$01/A744 91 60 STA ($60),y[$7E:1009] A:00FA X:A654 Y:0009 P:eNvmxdIzc - Store A into Chosen Character's HP.
$01/A746 E2 20 SEP #$20 A:00FA X:A654 Y:0009 P:eNvmxdIzc - Set Processor to 20.
$01/A748 4C 60 87 JMP $8760 [$01:8760] A:00FA X:A654 Y:0009 P:eNvMxdIzc - Jump Elsewhere.
$01/A75A A0 0D 00 LDY #$000D A:A758 X:A654 Y:A100 P:eNvmxdIzc - Load 000D into Y (to reach Max MP value)
$01/A75D B1 60 LDA ($60),y[$7E:104D] A:A758 X:A654 Y:000D P:envmxdIzc - Load Chosen Character's Max MP into A.
$01/A75F 18 CLC A:0032 X:A654 Y:000D P:envmxdIzc - Clear Carry Flag.
$01/A760 69 0A 00 ADC #$000A A:0032 X:A654 Y:000D P:envmxdIzc - Add 0A (10) onto A.
$01/A763 C9 E7 03 CMP #$03E7 A:003C X:A654 Y:000D P:envmxdIzc - Is it 999?
$01/A766 90 03 BCC $03 [$A76B] A:003C X:A654 Y:000D P:eNvmxdIzc - If 999 or lower branch to 01A76B.
$01/A76B 91 60 STA ($60),y[$7E:104D] A:003C X:A654 Y:000D P:eNvmxdIzc - Store A in Chosen Character's Max MP.
$01/A76D E2 20 SEP #$20 A:003C X:A654 Y:000D P:eNvmxdIzc - Set Processor to 20.
$01/A76F 4C 60 87 JMP $8760 [$01:8760] A:003C X:A654 Y:000D P:eNvMxdIzc - Jump Elsewhere.
$03/E876 A6 A6 LDX $A6 [$00:00A6] A:0003 X:0012 Y:0000 P:envMxdizc - Load User's Position into X.
$03/E878 A9 09 LDA #$09 A:0003 X:0000 Y:0000 P:envMxdiZc - Load 09 into A (Graphic for Berserk)
$03/E87A 8D C4 33 STA $33C4 [$7E:33C4] A:0009 X:0000 Y:0000 P:envMxdizc - Store A in Audiovisual Code.
$03/E87D BD 14 20 LDA $2014,x[$7E:2014] A:0009 X:0000 Y:0000 P:envMxdizc - Load User's Modified Strength into A.
$03/E880 7D 1D 20 ADC $201D,x[$7E:201D] A:000D X:0000 Y:0000 P:envMxdizc - Add User's Attack Base into A.
$03/E883 C9 FF CMP #$FF A:002E X:0000 Y:0000 P:envMxdizc - Is it above 255?
$03/E885 90 02 BCC $02 [$E889] A:002E X:0000 Y:0000 P:envMxdizc - If not branch to 03E889
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(Code here to set Attack to FF) A9 FF
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$03/E889 8D 1D 20 STA $201D [$7E:201D] A:002E X:0000 Y:0000 P:envMxdizc - Store A in User's Attack Base.
$03/E88C BD 2A 20 LDA $202A,x[$7E:202A] A:002E X:0000 Y:0000 P:envMxdizc - Load User's Defense Base into A.
$03/E88F FD 14 20 SBC $2014,x[$7E:2014] A:0011 X:0000 Y:0000 P:envMxdizc - Subtract A from User's Strength.
$03/E892 B0 02 BCS $02 [$E896] A:0003 X:0000 Y:0000 P:envMxdizC - If more than 00 branch to 03E896.
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(Code here to set Defense to 01) A9 01
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$03/E896 8D 2A 20 STA $202A [$7E:202A] A:0003 X:0000 Y:0000 P:envMxdizC - Store A in User's Defense Base.
$03/E899 A9 1B LDA #$1B A:0003 X:0000 Y:0000 P:envMxdizC - Load 1B (Parry) into A.
$03/E89B AE 34 35 LDX $3534 [$7E:3534] A:001B X:0000 Y:0000 P:envMxdizc - Load Pointer to Current Character's Command
$03/E89E 9D 0F 33 STA $330F,x[$7E:330F] A:001B X:0000 Y:0000 P:envMxdiZc - Store Parry in Character's 4th Command.
$03/E8A1 60 RTS A:001B X:0000 Y:0000 P:envMxdiZc - Return