In what is going to be the most durastically altered events in CV3, 
the map screen will require an extreme make over, and each routine 
must be heavily documented.


There are 12 actions in this routine. A total breakdown of the code is necessary.

#00: 

A9 B0 85 FF   : Useless.
A9 00 85 31   : Useless.
AA XX XX XX E8: Useless.
E0 08 F0 F8   : Useless.
20 95 E7      : Eliminates sprites (except player sprite).
A9 01 25 2C   : Useless.
20 66 E6      : Loads a particular graphics table for the sprites (and more)
20 B4 A2      : Loads palettes for the screen (both sprites and bg)
20 27 E2      : Kills the music.
A9 44 8D 05 51: Useless.
20 FD EB      : Black Background Implemented.
20 47 A2      : Eliminates ALL sprites, graphically and logically.
A4 A4         : Useless.
B9 8B A4 .. 07: Causes the map sprites to blink among other things.
29 1F 8D F1 07: Also needed for sprites (these are complicated).
B9 9C A4 .. 07: More of this apparent incessant complication.
20 D2 A1      : Also necessary for loading sprite graphics.
20 78 A2      : Also necessary for loading sprite/bg palettes.
20 72 A1      : Brings up map background graphics. Really important!
20 6D A0      : Also necessary for map graphics to appear.
A9 04 85 1C   : Useless.
E6 6B         : Obviously, causes $6B #01 to occur.
A9 00 8D F3 07: Useless.
60            : RTS

#01:

AD .. 4C 49 9E: Useless. Just a check for an earthquake.
20 49 9E      : Useless.
A9 03 85 6B   : Causes $6B #03
A9 04 85 30   : Useless.

#02:

Useless. Probably an earthquake.

#03:

AD .. 4C 49 9E: A check for the map bg to switch to the 2nd map.
20 49 9E      : Useless.
A9 05 85 6B   : Causes $6B #05
A9 04 85 30   : Useless.

#04:

Useless. Probably the map switchover.

#05:

Seems to be fairly useless as well.

#06, #0A, #0B, and #0C are the only ones left used.


The most significant changes seem to happen early on, before or during 
$6B #00.

#0A:

D0 3E         : If switched to F0, sprites show up quickly.








Vital Sections of "#17" Routine:

0x2439: Loop that keeps the two little sprites walking across the map screen until 
        they walk off when X position ($438) = FC.





Here are some routines that appear to be very important down the road:

20 FD EB: Turns the screen black.



Important ram values:

$3A: denotes who will be turned into (FF= trevor alone, 01= trevor plus syfa)
$3B: This denotes whether the player can press select or not to change into 
     another character.
$41C: Y position of player.
$438: X position of player.
$54E: Which character the player currently is.

------------------------------------------------------

$2B...

A Loop has been found for when $167 is stored with $2B at 0x302AB.
??

Palette loading routine: 0x1835
Password bring up: 20 03 80